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/cvs/deliantra/server/server/apply.C
Revision: 1.123
Committed: Thu Aug 16 06:36:56 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.122: +107 -88 lines
Log Message:
first, untested, try at spicing up the message system

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 dynbuf_text buf;
98
99 object *id, *marked;
100
101 if (pl == NULL || pl->type != PLAYER)
102 return 0;
103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be.
106 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0;
109
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be
112 * identified. If it doesn't, then go through the player inventory.
113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 {
116 if (operate_altar (altar, &money))
117 {
118 identify (marked);
119
120 buf.printf ("You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 buf << "The item has a story:\n" << 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
136 buf.printf ("You have %s.", long_desc (id, pl));
137 if (marked->msg)
138 buf << "The item has a story:\n" << marked->msg;
139
140 /* If no more money, might as well quit now */
141 if (money == NULL || !check_altar_sacrifice (altar, money))
142 break;
143 }
144 else
145 {
146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
147 break;
148 }
149 }
150 }
151
152 if (buf.empty ())
153 buf << ("You have nothing that needs identifying");
154
155 pl->contr->infobox (buf);
156
157 return !money;
158 }
159
160 /**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item.
163 **/
164 void
165 handle_apply_yield (object *tmp)
166 {
167 const char *yield;
168
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187 }
188
189 /**
190 * Handles applying a potion.
191 */
192 int
193 apply_potion (object *op, object *tmp)
194 {
195 int got_one = 0, i;
196 object *force = 0, *floor = 0;
197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
202 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210 identify (tmp);
211
212 handle_apply_yield (tmp);
213
214 /* Potion of restoration - only for players */
215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
217 object *depl;
218 archetype *at;
219
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 {
222 op->drain_stat ();
223 op->update_stats ();
224 decrease_ob (tmp);
225 return 1;
226 }
227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
230 LOG (llevError, "Could not find archetype depletion\n");
231 return 0;
232 }
233 depl = present_arch_in_ob (at, op);
234
235 if (depl)
236 {
237 for (i = 0; i < NUM_STATS; i++)
238 if (depl->stats.stat (i))
239 op->statusmsg (restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 op->statusmsg ("Your potion had no effect.");
246
247 decrease_ob (tmp);
248 return 1;
249 }
250
251 /* improvement potion - only for players */
252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 {
254 for (i = 1; i < MIN (11, op->level); i++)
255 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 {
258 if (op->contr->levhp[i] != 1)
259 {
260 op->contr->levhp[i] = 1;
261 break;
262 }
263
264 if (op->contr->levsp[i] != 1)
265 {
266 op->contr->levsp[i] = 1;
267 break;
268 }
269
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283
284 if (op->contr->levsp[i] < 6)
285 {
286 op->contr->levsp[i] = 6;
287 break;
288 }
289
290 if (op->contr->levgrace[i] < 3)
291 {
292 op->contr->levgrace[i] = 3;
293 break;
294 }
295 }
296 }
297
298 /* Just makes checking easier */
299 if (i < MIN (11, op->level))
300 got_one = 1;
301
302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
303 {
304 if (got_one)
305 {
306 op->update_stats ();
307 op->statusmsg ("The Gods smile upon you and remake you "
308 "a little more in their image. "
309 "You feel a little more perfect.", NDI_GREEN);
310 }
311 else
312 op->statusmsg ("The potion had no effect - you are already perfect.");
313 }
314 else
315 { /* cursed potion */
316 if (got_one)
317 {
318 op->update_stats ();
319 op->errormsg ("The Gods are angry and punish you.");
320 }
321 else
322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 }
324
325 decrease_ob (tmp);
326 return 1;
327 }
328
329
330 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 * and heroism all fit into this category. Given the spell object code,
332 * there is no limit to the number of spells that potions can be cast,
333 * but direction is problematic to try and imbue fireball potions for example.
334 */
335 if (tmp->inv)
336 {
337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 {
339 object *fball;
340
341 op->errormsg ("Yech! Your lungs are on fire!");
342
343 /* Explodes a fireball centered at player */
344 fball = get_archetype (EXPLODING_FIREBALL);
345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
347 fball->x = op->x;
348 fball->y = op->y;
349 insert_ob_in_map (fball, op->map, NULL, 0);
350 }
351 else
352 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353
354 decrease_ob (tmp);
355
356 /* if youre dead, no point in doing this... */
357 if (!QUERY_FLAG (op, FLAG_REMOVED))
358 op->update_stats ();
359
360 return 1;
361 }
362
363 /* Deal with protection potions */
364 force = NULL;
365 for (i = 0; i < NROFATTACKS; i++)
366 {
367 if (tmp->resist[i])
368 {
369 if (!force)
370 force = get_archetype (FORCE_NAME);
371
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */
375 }
376 }
377
378 /* This is a protection potion */
379 if (force)
380 {
381 /* cursed items last longer */
382 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 {
384 force->stats.food *= 10;
385 for (i = 0; i < NROFATTACKS; i++)
386 if (force->resist[i] > 0)
387 force->resist[i] = -force->resist[i]; /* prot => vuln */
388 }
389
390 force->speed_left = -1;
391 force = insert_ob_in_ob (force, op);
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 SET_FLAG (force, FLAG_APPLIED);
394 change_abil (op, force);
395 decrease_ob (tmp);
396 return 1;
397 }
398
399 /* Only thing left are the stat potions */
400 if (op->type == PLAYER)
401 { /* only for players */
402 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
403 CLEAR_FLAG (tmp, FLAG_APPLIED);
404 else
405 SET_FLAG (tmp, FLAG_APPLIED);
406
407 if (!change_abil (op, tmp))
408 op->statusmsg ("Nothing happened.");
409 }
410
411 /* CLEAR_FLAG is so that if the character has other potions
412 * that were grouped with the one consumed, his
413 * stat will not be raised by them. fix_player just clears
414 * up all the stats.
415 */
416 CLEAR_FLAG (tmp, FLAG_APPLIED);
417 op->update_stats ();
418 decrease_ob (tmp);
419 return 1;
420 }
421
422 /****************************************************************************
423 * Weapon improvement code follows
424 ****************************************************************************/
425
426 /**
427 * This returns the sum of nrof of item (arch name).
428 */
429 static int
430 check_item (object *op, const char *item)
431 {
432 int count = 0;
433
434 if (!item)
435 return 0;
436
437 for (op = op->below; op; op = op->below)
438 {
439 if (strcmp (op->arch->archname, item) == 0)
440 {
441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
443 {
444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
445 count++;
446 else
447 count += op->nrof;
448 }
449 }
450 }
451
452 return count;
453 }
454
455 /**
456 * This removes 'nrof' of what item->slaying says to remove.
457 * op is typically the player, which is only
458 * really used to determine what space to look at.
459 * Modified to only eat 'nrof' of objects.
460 */
461 static void
462 eat_item (object *op, const char *item, uint32 nrof)
463 {
464 object *prev;
465
466 prev = op;
467 op = op->below;
468
469 while (op)
470 {
471 if (strcmp (op->arch->archname, item) == 0)
472 {
473 if (op->nrof >= nrof)
474 {
475 decrease_ob_nr (op, nrof);
476 return;
477 }
478 else
479 {
480 decrease_ob_nr (op, op->nrof);
481 nrof -= op->nrof;
482 }
483
484 op = prev;
485 }
486
487 prev = op;
488 op = op->below;
489 }
490 }
491
492 /**
493 * This checks to see of the player (who) is sufficient level to use a weapon
494 * with improvs improvements (typically last_eat). We take an int here
495 * instead of the object so that the improvement code can pass along the
496 * increased value to see if the object is usuable.
497 * we return 1 (true) if the player can use the weapon.
498 */
499 static int
500 check_weapon_power (const object *who, int improvs)
501 {
502 /* Old code is below (commented out). Basically, since weapons are the only
503 * object players really have any control to improve, it's a bit harsh to
504 * require high level in some combat skill, so we just use overall level.
505 */
506 #if 1
507 if (((who->level / 5) + 5) >= improvs)
508 return 1;
509 else
510 return 0;
511
512 #else
513 int level = 0;
514
515 /* The skill system hands out wc and dam bonuses to fighters
516 * more generously than the old system (see fix_player). Thus
517 * we need to curtail the power of player enchanted weapons.
518 * I changed this to 1 improvement per "fighter" level/5 -b.t.
519 * Note: Nothing should break by allowing this ratio to be different or
520 * using normal level - it is just a matter of play balance.
521 */
522 if (who->type == PLAYER)
523 {
524 object *wc_obj = NULL;
525
526 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
527 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
528 level = wc_obj->level;
529
530 if (!level)
531 {
532 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
533 level = who->level;
534 }
535 }
536 else
537 level = who->level;
538
539 return (improvs <= ((level / 5) + 5));
540 #endif
541 }
542
543 /**
544 * Returns how many items of type improver->slaying there are under op.
545 * Will display a message if none found, and 1 if improver->slaying is NULL.
546 */
547 static int
548 check_sacrifice (object *op, const object *improver)
549 {
550 int count = 0;
551
552 if (improver->slaying)
553 {
554 count = check_item (op, improver->slaying);
555 if (count < 1)
556 {
557 op->errormsg (format ("The gods want more %ss", &improver->slaying));
558 return 0;
559 }
560 }
561 else
562 count = 1;
563
564 return count;
565 }
566
567 /**
568 * Actually improves the weapon, and tells user.
569 */
570 static int
571 improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572 {
573 stat += sacrifice_count;
574 weapon->last_eat++;
575 decrease_ob (improver);
576
577 /* So it updates the players stats and the window */
578 op->update_stats ();
579
580 op->statusmsg (format (
581 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count
584 ));
585
586 return 1;
587 }
588
589 /* Types of improvements, hidden in the sp field. */
590 #define IMPROVE_PREPARE 1
591 #define IMPROVE_DAMAGE 2
592 #define IMPROVE_WEIGHT 3
593 #define IMPROVE_ENCHANT 4
594 #define IMPROVE_STR 5
595 #define IMPROVE_DEX 6
596 #define IMPROVE_CON 7
597 #define IMPROVE_WIS 8
598 #define IMPROVE_CHA 9
599 #define IMPROVE_INT 10
600 #define IMPROVE_POW 11
601
602 /**
603 * This does the prepare weapon scroll.
604 * Checks for sacrifice, and so on.
605 */
606 int
607 prepare_weapon (object *op, object *improver, object *weapon)
608 {
609 int sacrifice_count, i;
610 char buf[MAX_BUF];
611
612 if (weapon->level != 0)
613 {
614 op->errormsg ("Weapon is already prepared!");
615 return 0;
616 }
617
618 for (i = 0; i < NROFATTACKS; i++)
619 if (weapon->resist[i])
620 break;
621
622 /* If we break out, i will be less than nrofattacks, preventing
623 * improvement of items that already have protections.
624 */
625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627 weapon->stats.exp || /* speed */
628 weapon->stats.ac) /* AC - only taifu's I think */
629 {
630 op->errormsg ("You cannot prepare magic weapons.");
631 return 0;
632 }
633
634 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0)
636 return 0;
637
638 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count);
640
641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
646
647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */
651 decrease_ob (improver);
652 weapon->last_eat = 0;
653 return 1;
654 }
655
656
657 /**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason.
661 *
662 * Checks if weapon was prepared, if enough potions on the floor, ...
663 *
664 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve
667 */
668 int
669 improve_weapon (object *op, object *improver, object *weapon)
670 {
671 int sacrifice_count, sacrifice_needed = 0;
672
673 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon);
675
676 if (weapon->level == 0)
677 {
678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 return 0;
680 }
681
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683 {
684 op->errormsg ("This weapon cannot be improved any more.");
685 return 0;
686 }
687
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689 {
690 op->errormsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you "
692 "really want to improve it.");
693 return 0;
694 }
695
696 /* This just increases damage by 5 points, no matter what. No sacrifice
697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698 * don't put any maximum value on damage - the limit is how much the
699 * weapon can be improved.
700 */
701 if (improver->stats.sp == IMPROVE_DAMAGE)
702 {
703 weapon->stats.dam += 5;
704 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++;
707
708 weapon->item_power++;
709 decrease_ob (improver);
710 return 1;
711 }
712
713 if (improver->stats.sp == IMPROVE_WEIGHT)
714 {
715 /* Reduce weight by 20% */
716 weapon->weight = (weapon->weight * 8) / 10;
717 if (weapon->weight < 1)
718 weapon->weight = 1;
719
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++;
722 weapon->item_power++;
723 decrease_ob (improver);
724 return 1;
725 }
726 if (improver->stats.sp == IMPROVE_ENCHANT)
727 {
728 weapon->magic++;
729 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver);
732 weapon->item_power++;
733 return 1;
734 }
735
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738
739 if (sacrifice_needed < 1)
740 sacrifice_needed = 1;
741 sacrifice_needed *= 2;
742
743 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed)
745 {
746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0;
748 }
749
750 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++;
752
753 switch (improver->stats.sp)
754 {
755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default:
763 op->errormsg ("Unknown improvement type.");
764 }
765
766 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0;
768 }
769
770 /**
771 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work.
774 */
775 int
776 check_improve_weapon (object *op, object *tmp)
777 {
778 object *otmp;
779
780 if (op->type != PLAYER)
781 return 0;
782
783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784 {
785 op->errormsg ("Something blocks the magic of the scroll!");
786 return 0;
787 }
788
789 otmp = find_marked_object (op);
790 if (!otmp)
791 {
792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0;
794 }
795
796 if (otmp->type != WEAPON && otmp->type != BOW)
797 {
798 op->errormsg ("Marked item is not a weapon or bow!");
799 return 0;
800 }
801
802 op->statusmsg ("Applied weapon builder.");
803
804 improve_weapon (op, tmp, otmp);
805 esrv_send_item (op, otmp);
806 return 1;
807 }
808
809 /**
810 * This code deals with the armour improvment scrolls.
811 * Change limits on improvement - let players go up to
812 * +5 no matter what level, but they are limited by item
813 * power.
814 * Try to use same improvement code as in the common/treasure.c
815 * file, so that if you make a +2 full helm, it will be just
816 * the same as one you find in a shop.
817 *
818 * deprecated comment:
819 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820 * only 'enchantment' of armour is possible - improving
821 * the stats of a player w/ armour as well as a weapon
822 * will probably horribly unbalance the game. Magic enchanting
823 * depends on the level of the character - ie the plus
824 * value (magic) of the armour can never be increased beyond
825 * the level of the character / 10 -- rounding upish, nor may
826 * the armour value of the piece of equipment exceed either
827 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now.
830 */
831 int
832 improve_armour (object *op, object *improver, object *armour)
833 {
834 object *tmp;
835
836 if (armour->magic >= settings.armor_max_enchant)
837 {
838 op->errormsg ("This armour can not be enchanted any further!");
839 return 0;
840 }
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?)
845 */
846 if (armour->title)
847 {
848 op->errormsg ("This armour will not accept further enchantment.");
849 return 0;
850 }
851
852 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge.
854 */
855 if (armour->nrof > 1)
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859
860 armour->magic++;
861
862 if (!settings.armor_speed_linear)
863 {
864 int base = 100;
865 int pow = 0;
866
867 while (pow < armour->magic)
868 {
869 base = base - (base * settings.armor_speed_improvement) / 100;
870 pow++;
871 }
872
873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
874 }
875 else
876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
877
878 if (!settings.armor_weight_linear)
879 {
880 int base = 100;
881 int pow = 0;
882
883 while (pow < armour->magic)
884 {
885 base = base - (base * settings.armor_weight_reduction) / 100;
886 pow++;
887 }
888
889 armour->weight = (armour->arch->weight * base) / 100;
890 }
891 else
892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
893
894 if (armour->weight <= 0)
895 {
896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
897 armour->weight = 1;
898 }
899
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901
902 if (op->type == PLAYER)
903 {
904 esrv_send_item (op, armour);
905 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats ();
907 }
908
909 decrease_ob (improver);
910
911 if (tmp)
912 {
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916
917 return 1;
918 }
919
920 /*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken.
923 */
924 #define CONV_FROM(xyz) xyz->slaying
925 #define CONV_TO(xyz) xyz->other_arch
926 #define CONV_NR(xyz) xyz->stats.sp
927 #define CONV_NEED(xyz) xyz->stats.food
928
929 /* Takes one items and makes another.
930 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything.
933 */
934 int
935 convert_item (object *item, object *converter)
936 {
937 int nr = 0;
938 uint32 price_in;
939
940 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck)
943 */
944 if (CONV_FROM (converter) == shstr_money)
945 {
946 if (item->type != MONEY)
947 return 0;
948
949 nr = (item->nrof * item->value) / CONV_NEED (converter);
950 if (!nr)
951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
955 int cost = nr * CONV_NEED (converter) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959
960 decrease_ob_nr (item, cost);
961
962 price_in = cost * item->value;
963 }
964 else
965 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
971
972 if (CONV_NEED (converter))
973 {
974 nr = item->nrof / CONV_NEED (converter);
975 decrease_ob_nr (item, nr * CONV_NEED (converter));
976 price_in = nr * CONV_NEED (converter) * item->value;
977 }
978 else
979 {
980 price_in = item->value;
981 item->destroy ();
982 }
983 }
984
985 if (converter->inv)
986 {
987 object *ob;
988 int i;
989 object *ob_to_copy;
990
991 /* select random object from inventory to copy */
992 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0)
995 ob_to_copy = ob;
996
997 item = object_create_clone (ob_to_copy);
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 }
1001 else
1002 {
1003 if (converter->other_arch == NULL)
1004 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1;
1008 }
1009
1010 item = object_create_arch (converter->other_arch);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 }
1013
1014 if (CONV_NR (converter))
1015 item->nrof = CONV_NR (converter);
1016
1017 if (nr)
1018 item->nrof *= nr;
1019
1020 if (is_in_shop (converter))
1021 SET_FLAG (item, FLAG_UNPAID);
1022 else if (price_in < item->nrof * item->value)
1023 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /**
1027 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this.
1029 */
1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1;
1035 }
1036
1037 /**
1038 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se).
1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041 * added the alchemical cauldron to the code -b.t.
1042 */
1043 int
1044 apply_container (object *op, object *sack)
1045 {
1046 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */
1048
1049 if (!sack || sack->type != CONTAINER)
1050 {
1051 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1052 return 0;
1053 }
1054
1055 op->contr->last_used = 0;
1056
1057 if (sack->env && sack->env != op)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1060 return 1;
1061 }
1062
1063 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED])
1065 {
1066 if (op->container == sack)
1067 {
1068 // open on ground or inv, so close
1069 op->close_container ();
1070 return 1;
1071 }
1072 else if (!sack->env)
1073 {
1074 // active, but not ours: some other player has opened it
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1076 return 1;
1077 }
1078
1079 // fall through to opening it (active in inv)
1080 }
1081 else if (sack->env)
1082 {
1083 // it is in our env, so activate it, do not open yet
1084 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1;
1086 esrv_update_item (UPD_FLAGS, op, sack);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1088 return 1;
1089 }
1090
1091 // it's locked?
1092 if (sack->slaying)
1093 {
1094 if (object *tmp = find_key (op, op, sack))
1095 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1096 else
1097 {
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1099 return 1;
1100 }
1101 }
1102
1103 op->open_container (sack);
1104
1105 return 1;
1106 }
1107
1108 /**
1109 * Handles dropping things on altar.
1110 * Returns true if sacrifice was accepted.
1111 */
1112 static int
1113 apply_altar (object *altar, object *sacrifice, object *originator)
1114 {
1115 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0;
1118
1119 if (operate_altar (altar, &sacrifice))
1120 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * with an altar. We call it a Potion - altars are stationary - it
1123 * is up to map designers to use them properly.
1124 */
1125 if (altar->inv && altar->inv->type == SPELL)
1126 {
1127 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1128 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 /* If it is connected, push the button. Fixes some problems with
1130 * old maps.
1131 */
1132
1133 /* push_button (altar);*/
1134 }
1135 else
1136 {
1137 altar->value = 1; /* works only once */
1138 push_button (altar);
1139 }
1140
1141 return !sacrifice;
1142 }
1143 else
1144 return 0;
1145 }
1146
1147 /**
1148 * Handles 'movement' of shop mats.
1149 * Returns 1 if 'op' was destroyed, 0 if not.
1150 * Largely re-written to not use nearly as many gotos, plus
1151 * some of this code just looked plain out of date.
1152 * MSW 2001-08-29
1153 */
1154 int
1155 apply_shop_mat (object *shop_mat, object *op)
1156 {
1157 int rv = 0;
1158 double opinion;
1159 object *tmp, *next;
1160
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1174 if (op->type != PLAYER)
1175 {
1176 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in
1178 * the shop.
1179 */
1180 for (tmp = op->inv; tmp; tmp = next)
1181 {
1182 next = tmp->below;
1183
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187
1188 tmp->remove ();
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 }
1198 }
1199
1200 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK))
1202 return 0;
1203
1204 /* unpaid objects, or non living objects, can't transfer by
1205 * shop mats. Instead, put it on a nearby space.
1206 */
1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1208 {
1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211
1212 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214
1215 return 0;
1216 }
1217 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine.
1219 */
1220 rv = teleport (shop_mat, SHOP_MAT, op);
1221 }
1222 else if (can_pay (op) && get_payment (op))
1223 {
1224 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op);
1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1233
1234 if (shop_mat->msg)
1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1236 /* This check below is a bit simplistic - generally it should be correct,
1237 * but there is never a guarantee that the bottom space on the map is
1238 * actually the shop floor.
1239 */
1240 else if (!rv && !is_in_shop (op))
1241 {
1242 opinion = shopkeeper_approval (op->map, op);
1243
1244 if (opinion > 0.9)
1245 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1246 else if (opinion > 0.75)
1247 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1248 else if (opinion > 0.5)
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1250 else
1251 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1252 }
1253 }
1254 else
1255 {
1256 /* if we get here, a player tried to leave a shop but was not able
1257 * to afford the items he has. We try to move the player so that
1258 * they are not on the mat anymore
1259 */
1260 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1261
1262 if (i == -1)
1263 LOG (llevError, "Internal shop-mat problem.\n");
1264 else
1265 {
1266 op->remove ();
1267 op->x += freearr_x[i];
1268 op->y += freearr_y[i];
1269 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1270 }
1271 }
1272
1273 CLEAR_FLAG (op, FLAG_NO_APPLY);
1274 return rv;
1275 }
1276
1277 /**
1278 * Handles applying a sign.
1279 */
1280 static void
1281 apply_sign (object *op, object *sign, int autoapply)
1282 {
1283 readable_message_type *msgType;
1284
1285 if (sign->msg == NULL)
1286 {
1287 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1288 return;
1289 }
1290
1291 if (sign->stats.food)
1292 {
1293 if (sign->last_eat >= sign->stats.food)
1294 {
1295 if (!sign->move_on)
1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1297
1298 return;
1299 }
1300
1301 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1302 sign->last_eat++;
1303 }
1304
1305 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1306 * No way to know for sure. The presumption is basically that if
1307 * move_on is zero, it needs to be manually applied (doesn't talk
1308 * to us).
1309 */
1310 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1311 {
1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1313 return;
1314 }
1315
1316 if (op->contr)
1317 if (client *ns = op->contr->ns)
1318 {
1319 ns->play_sound (sign->sound);
1320 msgType = get_readable_message_type (sign);
1321
1322 if (ns->can_msg)
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 }
1331 }
1332
1333 /**
1334 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap'
1336 * effect is determined by move_on/move_off of trap and move_type of victime.
1337 *
1338 * originator: Player, monster or other object that caused 'victim' to move
1339 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1340 * However, some types of traps require an originator to function.
1341 */
1342 void
1343 move_apply (object *trap, object *victim, object *originator)
1344 {
1345 static int recursion_depth = 0;
1346
1347 /* Only exits affect DMs. */
1348 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1349 return;
1350
1351 /* move_apply() is the most likely candidate for causing unwanted and
1352 * possibly unlimited recursion.
1353 */
1354 /* The following was changed because it was causing perfeclty correct
1355 * maps to fail. 1) it's not an error to recurse:
1356 * rune detonates, summoning monster. monster lands on nearby rune.
1357 * nearby rune detonates. This sort of recursion is expected and
1358 * proper. This code was causing needless crashes.
1359 */
1360 if (recursion_depth >= 500)
1361 {
1362 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1363 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1364 return;
1365 }
1366
1367 recursion_depth++;
1368 if (trap->head)
1369 trap = trap->head;
1370
1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1372 goto leave;
1373
1374 switch (trap->type)
1375 {
1376 case PLAYERMOVER:
1377 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1378 {
1379 if (!trap->stats.maxsp)
1380 trap->stats.maxsp = 2;
1381
1382 /* Is this correct? From the docs, it doesn't look like it
1383 * should be divided by trap->speed
1384 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1386
1387 /* Just put in some sanity check. I think there is a bug in the
1388 * above with some objects have zero speed, and thus the player
1389 * getting permanently paralyzed.
1390 */
1391 if (victim->speed_left < -50.f)
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 }
1395 goto leave;
1396
1397 case SPINNER:
1398 if (victim->direction)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 {
1450 int tot;
1451
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 }
1462
1463 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1464 {
1465 /* need to set this up, since if we do transfer the object,
1466 * ab->above would be bogus
1467 */
1468 ab_next = ab->above;
1469
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1471 {
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1480 }
1481 }
1482 goto leave;
1483 }
1484
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (sound_find ("fall_hole"));
1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523
1524 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 {
1527 /* Basically, don't show exits leading to random maps the
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER:
1538 /* may be some leftovers on this */
1539 goto leave;
1540
1541 case SHOP_MAT:
1542 apply_shop_mat (trap, victim);
1543 goto leave;
1544
1545 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator);
1548 goto leave;
1549
1550 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */
1553
1554 apply_sign (victim, trap, 1);
1555 goto leave;
1556
1557 case CONTAINER:
1558 apply_container (victim, trap);
1559 goto leave;
1560
1561 case RUNE:
1562 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 {
1565 spring_trap (trap, victim);
1566 }
1567 goto leave;
1568
1569 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave;
1573 }
1574
1575 leave:
1576 recursion_depth--;
1577 }
1578
1579 /**
1580 * Handles reading a regular (ie not containing a spell) book.
1581 */
1582 static void
1583 apply_book (object *op, object *tmp)
1584 {
1585 int lev_diff;
1586 object *skill_ob;
1587
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1591 return;
1592 }
1593
1594 if (!tmp->msg)
1595 {
1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1597 return;
1598 }
1599
1600 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob)
1603 {
1604 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1605 return;
1606 }
1607
1608 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 {
1611 if (lev_diff < 2)
1612 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1613 else if (lev_diff < 3)
1614 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1615 else if (lev_diff < 5)
1616 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1617 else if (lev_diff < 8)
1618 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1619 else if (lev_diff < 15)
1620 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1621 else
1622 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1623 return;
1624 }
1625
1626 readable_message_type *msgType = get_readable_message_type (tmp);
1627
1628 if (player *pl = op->contr)
1629 if (client *ns = pl->ns)
1630 if (ns->can_msg)
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1641 msgType->message_type, msgType->message_subtype,
1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643 long_desc (tmp, op), &tmp->msg);
1644
1645 /* gain xp from reading */
1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1647 { /* only if not read before */
1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1649
1650 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1651 {
1652 /*exp_gain *= 2; because they just identified it too */
1653 SET_FLAG (tmp, FLAG_IDENTIFIED);
1654
1655 /* If in a container, update how it looks */
1656 if (tmp->env)
1657 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1658 else
1659 op->contr->ns->floorbox_update ();
1660 }
1661
1662 change_exp (op, exp_gain, skill_ob->skill, 0);
1663 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1664 }
1665 }
1666
1667 /**
1668 * Handles the applying of a skill scroll, calling learn_skill straight.
1669 * op is the person learning the skill, tmp is the skill scroll object
1670 */
1671 static void
1672 apply_skillscroll (object *op, object *tmp)
1673 {
1674 switch ((int) learn_skill (op, tmp))
1675 {
1676 case 0:
1677 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1678 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1679 return;
1680
1681 case 1:
1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1683 decrease_ob (tmp);
1684 return;
1685
1686 default:
1687 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1688 decrease_ob (tmp);
1689 return;
1690 }
1691 }
1692
1693 /**
1694 * Actually makes op learn spell.
1695 * Informs player of what happens.
1696 */
1697 void
1698 do_learn_spell (object *op, object *spell, int special_prayer)
1699 {
1700 object *tmp;
1701
1702 if (op->type != PLAYER)
1703 {
1704 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1705 return;
1706 }
1707
1708 /* Upgrade special prayers to normal prayers */
1709 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1710 {
1711 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1712 {
1713 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1714 return;
1715 }
1716 return;
1717 }
1718
1719 op->contr->play_sound (sound_find ("learn_spell"));
1720
1721 tmp = spell->clone ();
1722 insert_ob_in_ob (tmp, op);
1723
1724 if (special_prayer)
1725 SET_FLAG (tmp, FLAG_STARTEQUIP);
1726
1727 esrv_add_spells (op->contr, tmp);
1728 }
1729
1730 /**
1731 * Erases spell from player's inventory.
1732 */
1733 void
1734 do_forget_spell (object *op, const char *spell)
1735 {
1736 object *spob;
1737
1738 if (op->type != PLAYER)
1739 {
1740 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1741 return;
1742 }
1743 if ((spob = check_spell_known (op, spell)) == NULL)
1744 {
1745 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1746 return;
1747 }
1748
1749 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1750 player_unready_range_ob (op->contr, spob);
1751 esrv_remove_spell (op->contr, spob);
1752 spob->destroy ();
1753 }
1754
1755 /**
1756 * Handles player applying a spellbook.
1757 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1758 * stuff like that. Random learning failure too.
1759 */
1760 static void
1761 apply_spellbook (object *op, object *tmp)
1762 {
1763 object *skop, *spell, *spell_skill;
1764
1765 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1768 return;
1769 }
1770
1771 /* artifact_spellbooks have 'slaying' field point to a spell name,
1772 * instead of having their spell stored in stats.sp. These are
1773 * legacy spellbooks
1774 */
1775 if (tmp->slaying)
1776 {
1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1778 if (!spell)
1779 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1781 return;
1782 }
1783 else
1784 insert_ob_in_ob (spell, tmp);
1785
1786 tmp->slaying = 0;
1787 }
1788
1789 skop = find_skill_by_name (op, tmp->skill);
1790
1791 /* need a literacy skill to learn spells. Also, having a literacy level
1792 * lower than the spell will make learning the spell more difficult */
1793 if (!skop)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1796 return;
1797 }
1798
1799 spell = tmp->inv;
1800
1801 if (!spell)
1802 {
1803 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1804 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1805 return;
1806 }
1807
1808 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1809 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1811 return;
1812 }
1813
1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1815
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 {
1818 identify (tmp);
1819
1820 if (tmp->env)
1821 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1822 else
1823 op->contr->ns->floorbox_update ();
1824 }
1825
1826 /* I removed the check for special_prayer_mark here - it didn't make
1827 * a lot of sense - special prayers are not found in spellbooks, and
1828 * if the player doesn't know the spell, doesn't make a lot of sense that
1829 * they would have a special prayer mark.
1830 */
1831 if (check_spell_known (op, spell->name))
1832 {
1833 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");
1834 return;
1835 }
1836
1837 if (spell->skill)
1838 {
1839 spell_skill = find_skill_by_name (op, spell->skill);
1840
1841 if (!spell_skill)
1842 {
1843 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1844 return;
1845 }
1846
1847 if (spell_skill->level < spell->level)
1848 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1850 return;
1851 }
1852 }
1853
1854 /* Logic as follows
1855 *
1856 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1857 *
1858 * 2- The learner's skill level in literacy adjusts the chance to learn
1859 * a spell.
1860 *
1861 * 3 -Automatically fail to learn if you read while confused
1862 *
1863 * Overall, chances are the same but a player will find having a high
1864 * literacy rate very useful! -b.t.
1865 */
1866 if (QUERY_FLAG (op, FLAG_CONFUSED))
1867 {
1868 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1869 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1870 }
1871 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1872 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1873 {
1874
1875 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1876 do_learn_spell (op, spell, 0);
1877
1878 /* xp gain to literacy for spell learning */
1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1880 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1881 }
1882 else
1883 {
1884 op->contr->play_sound (sound_find ("fumble_spell"));
1885 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");
1886 }
1887
1888 decrease_ob (tmp);
1889 }
1890
1891 /**
1892 * Handles applying a spell scroll.
1893 */
1894 void
1895 apply_scroll (object *op, object *tmp, int dir)
1896 {
1897 object *skop;
1898
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902 return;
1903 }
1904
1905 if (!tmp->inv || tmp->inv->type != SPELL)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1908 return;
1909 }
1910
1911 if (op->type == PLAYER)
1912 {
1913 /* players need a literacy skill to read stuff! */
1914 int exp_gain = 0;
1915
1916 /* hard code literacy - tmp->skill points to where the exp
1917 * should go for anything killed by the spell.
1918 */
1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1920
1921 if (!skop)
1922 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1924 return;
1925 }
1926
1927 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1928 change_exp (op, exp_gain, skop->skill, 0);
1929 }
1930
1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1932 identify (tmp);
1933
1934 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1935
1936 cast_spell (op, tmp, dir, tmp->inv, NULL);
1937 decrease_ob (tmp);
1938 }
1939
1940 /**
1941 * Applies a treasure object - by default, chest. op
1942 * is the person doing the applying, tmp is the treasure
1943 * chest.
1944 */
1945 static void
1946 apply_treasure (object *op, object *tmp)
1947 {
1948 /* Nice side effect of new treasure creation method is that the treasure
1949 * for the chest is done when the chest is created, and put into the chest
1950 * inventory. So that when the chest burns up, the items still exist. Also
1951 * prevents people fromt moving chests to more difficult maps to get better
1952 * treasure
1953 */
1954 object *treas = tmp->inv;
1955
1956 if (!treas)
1957 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1959 decrease_ob (tmp);
1960 return;
1961 }
1962
1963 while (tmp->inv)
1964 {
1965 treas = tmp->inv;
1966
1967 treas->remove ();
1968 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1969
1970 treas->x = op->x;
1971 treas->y = op->y;
1972 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1973
1974 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1975 spring_trap (treas, op);
1976
1977 /* If either player or container was destroyed, no need to do
1978 * further processing. I think this should be enclused with
1979 * spring trap above, as I don't think there is otherwise
1980 * any way for the treasure chest or player to get killed
1981 */
1982 if (op->destroyed () || tmp->destroyed ())
1983 break;
1984 }
1985
1986 if (!tmp->destroyed () && tmp->inv == NULL)
1987 decrease_ob (tmp);
1988
1989 }
1990
1991 /**
1992 * op eats food.
1993 * If player, takes care of messages and dragon special food.
1994 */
1995 static void
1996 apply_food (object *op, object *tmp)
1997 {
1998 int capacity_remaining;
1999
2000 if (op->type != PLAYER)
2001 op->stats.hp = op->stats.maxhp;
2002 else
2003 {
2004 /* check if this is a dragon (player), eating some flesh */
2005 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2006 ;
2007 else
2008 {
2009 /* usual case - no dragon meal: */
2010 if (op->stats.food + tmp->stats.food > 999)
2011 {
2012 if (tmp->type == FOOD || tmp->type == FLESH)
2013 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2014 else
2015 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2016 }
2017
2018 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2019 {
2020 char buf[MAX_BUF];
2021
2022 if (!is_dragon_pl (op))
2023 {
2024 /* eating message for normal players */
2025 if (tmp->type == DRINK)
2026 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2027 else
2028 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2029 }
2030 else
2031 {
2032 /* eating message for dragon players */
2033 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2034 }
2035
2036 new_draw_info (NDI_UNIQUE, 0, op, buf);
2037 capacity_remaining = 999 - op->stats.food;
2038 op->stats.food += tmp->stats.food;
2039 if (capacity_remaining < tmp->stats.food)
2040 op->stats.hp += capacity_remaining / 50;
2041 else
2042 op->stats.hp += tmp->stats.food / 50;
2043 if (op->stats.hp > op->stats.maxhp)
2044 op->stats.hp = op->stats.maxhp;
2045 if (op->stats.food > 999)
2046 op->stats.food = 999;
2047 }
2048
2049 /* special food hack -b.t. */
2050 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2051 eat_special_food (op, tmp);
2052 }
2053 }
2054
2055 handle_apply_yield (tmp);
2056 decrease_ob (tmp);
2057 }
2058
2059 /**
2060 * A dragon is eating some flesh. If the flesh contains resistances,
2061 * there is a chance for the dragon's skin to get improved.
2062 *
2063 * attributes:
2064 * object *op the object (dragon player) eating the flesh
2065 * object *meal the flesh item, getting chewed in dragon's mouth
2066 * return:
2067 * int 1 if eating successful, 0 if it doesn't work
2068 */
2069 int
2070 dragon_eat_flesh (object *op, object *meal)
2071 {
2072 object *skin = NULL; /* pointer to dragon skin force */
2073 object *abil = NULL; /* pointer to dragon ability force */
2074 object *tmp = NULL; /* tmp. object */
2075
2076 char buf[MAX_BUF]; /* tmp. string buffer */
2077 double chance; /* improvement-chance of one resistance type */
2078 double totalchance = 1; /* total chance of gaining one resistance */
2079 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2080 double mbonus = 0; /* monster bonus */
2081 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2082 int winners = 0; /* number of winners */
2083 int i; /* index */
2084
2085 /* let's make sure and doublecheck the parameters */
2086 if (meal->type != FLESH || !is_dragon_pl (op))
2087 return 0;
2088
2089 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2090 from the player's inventory */
2091 for (tmp = op->inv; tmp; tmp = tmp->below)
2092 if (tmp->type == FORCE)
2093 if (tmp->arch->archname == shstr_dragon_skin_force)
2094 skin = tmp;
2095 else if (tmp->arch->archname == shstr_dragon_ability_force)
2096 abil = tmp;
2097
2098 /* if either skin or ability are missing, this is an old player
2099 which is not to be considered a dragon -> bail out */
2100 if (skin == NULL || abil == NULL)
2101 return 0;
2102
2103 /* now start by filling stomache and health, according to food-value */
2104 if ((999 - op->stats.food) < meal->stats.food)
2105 op->stats.hp += (999 - op->stats.food) / 50;
2106 else
2107 op->stats.hp += meal->stats.food / 50;
2108 if (op->stats.hp > op->stats.maxhp)
2109 op->stats.hp = op->stats.maxhp;
2110
2111 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2112
2113 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2114
2115 /* on to the interesting part: chances for adding resistance */
2116 for (i = 0; i < NROFATTACKS; i++)
2117 {
2118 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2119 {
2120 /* got positive resistance, now calculate improvement chance (0-100) */
2121
2122 /* this bonus makes resistance increase easier at lower levels */
2123 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2124 if (i == abil->stats.exp)
2125 bonus += 5; /* additional bonus for resistance of ability-focus */
2126
2127 /* monster bonus increases with level, because high-level
2128 flesh is too rare */
2129 mbonus = op->level * 20. / ((double) settings.max_level);
2130
2131 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2132 ((double) settings.max_level)) - skin->resist[i];
2133
2134 if (chance >= 0.)
2135 chance += 1.;
2136 else
2137 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2138
2139 /* chance is proportional to amount of resistance (max. 50) */
2140 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2141
2142 /* doubled chance for resistance of ability-focus */
2143 if (i == abil->stats.exp)
2144 chance = MIN (100., chance * 2.);
2145
2146 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2147 if (rndm (10000) < (unsigned int) (chance * 100))
2148 {
2149 atnr_winner[winners] = i;
2150 winners++;
2151 }
2152
2153 if (chance >= 0.01)
2154 totalchance *= 1 - chance / 100;
2155
2156 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2157 }
2158 }
2159
2160 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance * 100;
2162 /* print message according to totalchance */
2163 if (totalchance > 50.)
2164 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.)
2166 sprintf (buf, "The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.)
2168 sprintf (buf, "The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1)
2170 sprintf (buf, "The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01)
2172 sprintf (buf, "The %s had a boring taste.", &meal->name);
2173 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2174 sprintf (buf, "The %s tasted strange.", &meal->name);
2175 else
2176 sprintf (buf, "The %s had no taste.", &meal->name);
2177 new_draw_info (NDI_UNIQUE, 0, op, buf);
2178
2179 /* now choose a winner if we have any */
2180 i = -1;
2181 if (winners > 0)
2182 i = atnr_winner[RANDOM () % winners];
2183
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2185 {
2186 /* resistance increased! */
2187 skin->resist[i]++;
2188 op->update_stats ();
2189
2190 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2192 }
2193
2194 /* if this flesh contains a new ability focus, we mark it
2195 into the ability_force and it will take effect on next level */
2196 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2197 {
2198 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2199
2200 if (meal->last_eat != abil->stats.exp)
2201 {
2202 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2203 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2205 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 }
2207 else
2208 {
2209 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2210 new_draw_info (NDI_UNIQUE, 0, op, buf);
2211 abil->last_eat = 0;
2212 }
2213 }
2214 return 1;
2215 }
2216
2217 /**
2218 * Handles applying an improve armor scroll.
2219 * Does some sanity checks, then calls improve_armour.
2220 */
2221 static void
2222 apply_armour_improver (object *op, object *tmp)
2223 {
2224 object *armor;
2225
2226 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2227 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2229 return;
2230 }
2231
2232 armor = find_marked_object (op);
2233
2234 if (!armor)
2235 {
2236 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.");
2237 return;
2238 }
2239
2240 if (armor->type != ARMOUR
2241 && armor->type != CLOAK
2242 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2243 {
2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2245 return;
2246 }
2247
2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2249 improve_armour (op, tmp, armor);
2250 }
2251
2252 extern void
2253 apply_poison (object *op, object *tmp)
2254 {
2255 if (op->type == PLAYER)
2256 {
2257 op->contr->play_sound (sound_find ("drink_poison"));
2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2259 strcpy (op->contr->killer, "poisonous booze");
2260 }
2261
2262 if (tmp->stats.hp > 0)
2263 {
2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2266 }
2267
2268 op->stats.food -= op->stats.food / 4;
2269 handle_apply_yield (tmp);
2270 decrease_ob (tmp);
2271 }
2272
2273 /**
2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2275 * A valid 2 way exit means:
2276 * -You can come back (there is another exit at the other side)
2277 * -You are
2278 * ° the owner of the exit
2279 * ° or in the same party as the owner
2280 *
2281 * Note: a owner in a 2 way exit is saved as the owner's name
2282 * in the field exit->name cause the field exit->owner doesn't
2283 * survive in the swapping (in fact the whole exit doesn't survive).
2284 */
2285 int
2286 is_legal_2ways_exit (object *op, object *exit)
2287 {
2288 if (exit->stats.exp != 1)
2289 return 1; /*This is not a 2 way, so it is legal */
2290
2291 #if 0 //TODO
2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293 return 0; /* This is a reset town portal */
2294 #endif
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359 }
2360
2361 /**
2362 * Main apply handler.
2363 *
2364 * Checks for unpaid items before applying.
2365 *
2366 * Return value:
2367 * 0: player or monster can't apply objects of that type
2368 * 1: has been applied, or there was an error applying the object
2369 * 2: objects of that type can't be applied if not in inventory
2370 *
2371 * op is the object that is causing object to be applied, tmp is the object
2372 * being applied.
2373 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special
2376 */
2377 int
2378 manual_apply (object *op, object *tmp, int aflag)
2379 {
2380 if (tmp->head)
2381 tmp = tmp->head;
2382
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2384 {
2385 if (op->type == PLAYER)
2386 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2388 return 1;
2389 }
2390 else
2391 return 0; /* monsters just skip unpaid items */
2392 }
2393
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 return RESULT_INT (0);
2396
2397 switch (tmp->type)
2398 {
2399 case CF_HANDLE:
2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle"));
2402 tmp->value = tmp->value ? 0 : 1;
2403 SET_ANIMATION (tmp, tmp->value);
2404 update_object (tmp, UP_OBJ_FACE);
2405 push_button (tmp);
2406 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op))
2410 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2412 op->play_sound (sound_find ("turn_handle"));
2413 }
2414 else
2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2416
2417 return 1;
2418
2419 case EXIT:
2420 if (op->type != PLAYER)
2421 return 0;
2422
2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2424 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2425 else
2426 {
2427 /* Don't display messages for random maps. */
2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2430
2431 op->enter_exit (tmp);
2432 }
2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2439 return 1;
2440
2441 case SIGN:
2442 apply_sign (op, tmp, 0);
2443 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER)
2447 {
2448 apply_book (op, tmp);
2449 return 1;
2450 }
2451 else
2452 return 0;
2453
2454 case SKILLSCROLL:
2455 if (op->type == PLAYER)
2456 {
2457 apply_skillscroll (op, tmp);
2458 return 1;
2459 }
2460 else
2461 return 0;
2462
2463 case SPELLBOOK:
2464 if (op->type == PLAYER)
2465 {
2466 apply_spellbook (op, tmp);
2467 return 1;
2468 }
2469 else
2470 return 0;
2471
2472 case SCROLL:
2473 apply_scroll (op, tmp, 0);
2474 return 1;
2475
2476 case POTION:
2477 apply_potion (op, tmp);
2478 return 1;
2479
2480 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed?
2482 case CLOSE_CON:
2483 apply_container (op, tmp->env);
2484 return 1;
2485
2486 case CONTAINER:
2487 apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER)
2492 {
2493 apply_treasure (op, tmp);
2494 return 1;
2495 }
2496 else
2497 return 0;
2498
2499 case WEAPON:
2500 case ARMOUR:
2501 case BOOTS:
2502 case GLOVES:
2503 case AMULET:
2504 case GIRDLE:
2505 case BRACERS:
2506 case SHIELD:
2507 case HELMET:
2508 case RING:
2509 case CLOAK:
2510 case WAND:
2511 case ROD:
2512 case HORN:
2513 case SKILL:
2514 case BOW:
2515 case LAMP:
2516 case BUILDER:
2517 case SKILL_TOOL:
2518 if (tmp->env != op)
2519 return 2; /* not in inventory */
2520
2521 apply_special (op, tmp, aflag);
2522 return 1;
2523
2524 case DRINK:
2525 case FOOD:
2526 case FLESH:
2527 apply_food (op, tmp);
2528 return 1;
2529
2530 case POISON:
2531 apply_poison (op, tmp);
2532 return 1;
2533
2534 case SAVEBED:
2535 return 1;
2536
2537 case ARMOUR_IMPROVER:
2538 if (op->type == PLAYER)
2539 {
2540 apply_armour_improver (op, tmp);
2541 return 1;
2542 }
2543 else
2544 return 0;
2545
2546 case WEAPON_IMPROVER:
2547 check_improve_weapon (op, tmp);
2548 return 1;
2549
2550 case CLOCK:
2551 if (op->type == PLAYER)
2552 {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod (&tod);
2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2560 op->play_sound (sound_find ("sound_clock"));
2561 new_draw_info (NDI_UNIQUE, 0, op, buf);
2562 return 1;
2563 }
2564 else
2565 return 0;
2566
2567 case MENU:
2568 if (op->type == PLAYER)
2569 {
2570 shop_listing (tmp, op);
2571 return 1;
2572 }
2573 else
2574 return 0;
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal (op, tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER)
2582 {
2583 apply_lighter (op, tmp);
2584 return 1;
2585 }
2586 else
2587 return 0;
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer (op, tmp);
2591 return 1;
2592
2593 default:
2594 return 0;
2595 }
2596 }
2597
2598
2599 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages.
2602 *
2603 * Same return value as apply() function.
2604 */
2605 int
2606 player_apply (object *pl, object *op, int aflag, int quiet)
2607 {
2608 int tmp;
2609
2610 if (op->env && (pl->move_type & MOVE_FLYING))
2611 {
2612 /* player is flying and applying object not in inventory */
2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2614 {
2615 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.>");
2616 return 0;
2617 }
2618 }
2619
2620 pl->contr->last_used = op;
2621
2622 tmp = manual_apply (pl, op, aflag);
2623 if (!quiet)
2624 {
2625 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2627 else if (tmp == 2)
2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2629 }
2630
2631 return tmp;
2632 }
2633
2634 /**
2635 * player_apply_below attempts to apply the object 'below' the player.
2636 * If the player has an open container, we use that for below, otherwise
2637 * we use the ground.
2638 */
2639 void
2640 player_apply_below (object *pl)
2641 {
2642 int floors = 0;
2643
2644 /* If using a container, set the starting item to be the top
2645 * item in the container. Otherwise, use the map.
2646 * This is perhaps more complicated. However, I want to make sure that
2647 * we don't use a corrupt pointer for the next object, so we get the
2648 * next object in the stack before applying. This is can only be a
2649 * problem if player_apply() has a bug in that it uses the object but does
2650 * not return a proper value.
2651 */
2652 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2653 {
2654 next = tmp->below;
2655
2656 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2657 floors++;
2658 else if (floors > 0)
2659 return; /* process only floor objects after first floor object */
2660
2661 /* If it is visible, player can apply it. If it is applied by
2662 * person moving on it, also activate. Added code to make it
2663 * so that at least one of players movement types be that which
2664 * the item needs.
2665 */
2666 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2667 {
2668 if (player_apply (pl, tmp, 0, 1) == 1)
2669 return;
2670 }
2671 if (floors >= 2)
2672 return; /* process at most two floor objects */
2673 }
2674 }
2675
2676 /**
2677 * Unapplies specified item.
2678 * No check done on cursed/damned.
2679 * Break this out of apply_special - this is just done
2680 * to keep the size of apply_special to a more managable size.
2681 */
2682 static int
2683 unapply_special (object *who, object *op, int aflags)
2684 {
2685 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2686 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2687 return RESULT_INT (0);
2688
2689 CLEAR_FLAG (op, FLAG_APPLIED);
2690
2691 switch (op->type)
2692 {
2693 case SKILL_TOOL:
2694 // unapplying a skill tool should also unapply the skill it governs
2695 // but this is hard, as it shouldn't do so when the skill can
2696 // be used for other reasons
2697 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2698 if (tmp->skill == op->skill
2699 && tmp->type == SKILL
2700 && tmp->flag [FLAG_APPLIED]
2701 && !tmp->flag [FLAG_CAN_USE_SKILL])
2702 unapply_special (who, tmp, 0);
2703
2704 change_abil (who, op);
2705 break;
2706
2707 case WEAPON:
2708 if (player *pl = who->contr)
2709 if (op == pl->combat_ob)
2710 {
2711 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob);
2713 }
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2716
2717 change_abil (who, op);
2718 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2719 break;
2720
2721 case SKILL:
2722 if (who->contr)
2723 {
2724 if (!op->invisible)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2726 else
2727 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2728 }
2729
2730 change_abil (who, op);
2731 CLEAR_FLAG (who, FLAG_READY_SKILL);
2732 break;
2733
2734 case ARMOUR:
2735 case HELMET:
2736 case SHIELD:
2737 case RING:
2738 case BOOTS:
2739 case GLOVES:
2740 case AMULET:
2741 case GIRDLE:
2742 case BRACERS:
2743 case CLOAK:
2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2745 change_abil (who, op);
2746 break;
2747
2748 case LAMP:
2749 {
2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2752 object *tmp2 = arch_to_object (op->other_arch);
2753 tmp2->x = op->x;
2754 tmp2->y = op->y;
2755 tmp2->map = op->map;
2756 tmp2->below = op->below;
2757 tmp2->above = op->above;
2758 tmp2->stats.food = op->stats.food;
2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2760
2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2763
2764 if (who->contr)
2765 esrv_del_item (who->contr, op->count);
2766
2767 op->destroy ();
2768 insert_ob_in_ob (tmp2, who);
2769 who->update_stats ();
2770
2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2772 {
2773 if (who->contr)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779
2780 if (who->contr)
2781 esrv_send_item (who, tmp2);
2782 }
2783
2784 return 1; /* otherwise, an attempt to drop causes problems */
2785
2786 case BOW:
2787 case WAND:
2788 case ROD:
2789 case HORN:
2790 if (player *pl = who->contr)
2791 {
2792 if (op == pl->ranged_ob)
2793 {
2794 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob);
2796 }
2797
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2799 }
2800 else
2801 {
2802 who->change_skill (0);
2803
2804 if (op->type == BOW)
2805 CLEAR_FLAG (who, FLAG_READY_BOW);
2806 else
2807 CLEAR_FLAG (who, FLAG_READY_RANGE);
2808 }
2809
2810 break;
2811
2812 case BUILDER:
2813 if (who->contr)
2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2815 break;
2816
2817 default:
2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2819 break;
2820 }
2821
2822 who->update_stats ();
2823
2824 if (!(aflags & AP_NO_MERGE))
2825 {
2826 object *tmp = merge_ob (op, 0);
2827
2828 if (who->contr)
2829 {
2830 if (tmp)
2831 { /* it was merged */
2832 esrv_del_item (who->contr, op->count);
2833 op = tmp;
2834 }
2835
2836 esrv_send_item (who, op);
2837 }
2838 }
2839
2840 return 0;
2841 }
2842
2843 /**
2844 * Returns the object that is using location 'loc'.
2845 * Note that 'start' is the first object to start examing - we
2846 * then go through the below of this. In this way, you can do
2847 * something like:
2848 * tmp = get_next_item_from_body_location(who->inv, 1);
2849 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2850 * to find the second object that may use this location, etc.
2851 * Returns NULL if no match is found.
2852 * loc is the index into the array we are looking for a match.
2853 * don't return invisible objects unless they are skill objects
2854 * invisible other objects that use
2855 * up body locations can be used as restrictions.
2856 */
2857 static object *
2858 get_next_item_from_body_location (int loc, object *start)
2859 {
2860 for (object *tmp = start; tmp; tmp = tmp->below)
2861 if (tmp->flag [FLAG_APPLIED]
2862 && tmp->slot[loc].info
2863 && (!tmp->invisible || tmp->type == SKILL))
2864 return tmp;
2865
2866 return 0;
2867 }
2868
2869 /**
2870 * 'op' wants to apply an object, but can't because of other equipment.
2871 * This should only be called when it is known
2872 * that there are objects to unapply. This makes pretty heavy
2873 * use of get_item_from_body_location. It makes no intelligent choice
2874 * on objects - rather, the first that is matched is used.
2875 * Returns 0 on success, returns 1 if there is some problem.
2876 * if aflags is AP_PRINT, we instead print out waht to unapply
2877 * instead of doing it. This is a lot less code than having
2878 * another function that does just that.
2879 */
2880
2881 #define CANNOT_REMOVE_CURSED \
2882 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883 "Praying over an altar, scrolls of remove curse/damnation, " \
2884 "priests or even other players might help.>"
2885
2886 int
2887 unapply_for_ob (object *who, object *op, int aflags)
2888 {
2889 if (op->is_range ())
2890 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2892 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2893 {
2894 if (aflags & AP_PRINT)
2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2896 else
2897 unapply_special (who, tmp, aflags);
2898 }
2899 else
2900 {
2901 /* In this case, we want to try and remove a cursed item.
2902 * While we know it won't work, we want unapply_special to
2903 * at least generate the message.
2904 */
2905 new_draw_info_format (NDI_UNIQUE, 0, who,
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
2908 return 1;
2909 }
2910
2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2912 {
2913 /* this used up a slot that we need to free */
2914 if (op->slot[i].info)
2915 {
2916 object *last = who->inv;
2917
2918 /* We do a while loop - may need to remove several items in order
2919 * to free up enough slots.
2920 */
2921 while ((who->slot[i].used + op->slot[i].info) < 0)
2922 {
2923 object *tmp = get_next_item_from_body_location (i, last);
2924
2925 if (!tmp)
2926 {
2927 #if 0
2928 /* Not a bug - we'll get this if the player has cursed items
2929 * equipped.
2930 */
2931 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2932 #endif
2933 return 1;
2934 }
2935
2936 /* If we are just printing, we don't care about cursed status */
2937 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2938 {
2939 if (aflags & AP_PRINT)
2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2941 else
2942 unapply_special (who, tmp, aflags);
2943 }
2944 else
2945 {
2946 /* Cursed item that we can't unequip - tell the player.
2947 * Note this could be annoying if this is just one of a few,
2948 * so it may not be critical (eg, putting on a ring and you have
2949 * one cursed ring.)
2950 */
2951 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2952 }
2953
2954 last = tmp->below;
2955 }
2956 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2957 * return in the !tmp would have kicked in.
2958 */
2959 } /* if op is using this body location */
2960 } /* for body lcoations */
2961
2962 return 0;
2963 }
2964
2965 /**
2966 * Checks to see if 'who' can apply object 'op'.
2967 * Returns 0 if apply can be done without anything special.
2968 * Otherwise returns a bitmask - potentially several of these may be
2969 * set, but largely depends on circumstance - in the future, processing
2970 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2971 * is set, do we really care what the other flags may be?)
2972 *
2973 * See include/define.h for detailed description of the meaning of
2974 * these return values.
2975 */
2976 int
2977 can_apply_object (object *who, object *op)
2978 {
2979 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2980 return RESULT_INT (0);
2981
2982 int retval = 0;
2983 object *tmp = 0, *ws = 0;
2984
2985 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2986 {
2987 if (op->slot[i].info)
2988 {
2989 /* Item uses more slots than we have */
2990 if (who->slot[i].info + op->slot [i].info < 0)
2991 {
2992 /* Could return now for efficiency - rest of info below isn't
2993 * really needed.
2994 */
2995 retval |= CAN_APPLY_NEVER;
2996 }
2997 else if (who->slot[i].used + op->slot[i].info < 0)
2998 {
2999 /* in this case, equipping this would use more free spots than
3000 * we have.
3001 */
3002
3003 /* if we have an applied weapon/shield, and unapply it would free
3004 * enough slots to equip the new item, then just set "can
3005 * apply unapply". We don't care about the logic below - if you have a
3006 * shield equipped and try to equip another shield, there is only
3007 * one choice. However, the check for the number of body locations
3008 * does take into the account cases where what is being applied
3009 * may be two handed for example.
3010 */
3011 if (ws)
3012 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3013 {
3014 retval |= CAN_APPLY_UNAPPLY;
3015 continue;
3016 }
3017
3018 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3019 if (!tmp1)
3020 {
3021 #if 0
3022 /* This is sort of an error, but happens a lot when old players
3023 * join in with more stuff equipped than they are now allowed.
3024 */
3025 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3026 #endif
3027 retval |= CAN_APPLY_NEVER;
3028 }
3029 else
3030 {
3031 /* need to unapply something. However, if this something
3032 * is different than we had found before, it means they need
3033 * to apply multiple objects
3034 */
3035 retval |= CAN_APPLY_UNAPPLY;
3036
3037 if (!tmp)
3038 tmp = tmp1;
3039 else if (tmp != tmp1)
3040 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 /* This object isn't using up all the slots, so there must
3043 * be another. If so, and it the new item doesn't need all
3044 * the slots, the player then has a choice.
3045 */
3046 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3047 && abs (op->slot[i].info) < who->slot[i].info)
3048 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3049
3050 /* Does unequippint 'tmp1' free up enough slots for this to be
3051 * equipped? If not, there must be something else to unapply.
3052 */
3053 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3054 retval |= CAN_APPLY_UNAPPLY_MULT;
3055 }
3056 } /* if not enough free slots */
3057 } /* if this object uses location i */
3058 } /* for i -> num_body_locations loop */
3059
3060 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3061 * really be controlled by use of body locations. We do have
3062 * the weapon/shield checks, and the range checks for monsters,
3063 * because you can't control those just by body location - bows, shields,
3064 * and weapons all use the same slot. Similar for horn/rod/wand - they
3065 * all use the same location.
3066 */
3067 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3068 retval |= CAN_APPLY_RESTRICTION;
3069
3070 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3071 retval |= CAN_APPLY_RESTRICTION;
3072
3073 if (who->type != PLAYER)
3074 {
3075 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3076 retval |= CAN_APPLY_RESTRICTION;
3077
3078 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3079 retval |= CAN_APPLY_RESTRICTION;
3080
3081 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3082 retval |= CAN_APPLY_RESTRICTION;
3083
3084 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3085 retval |= CAN_APPLY_RESTRICTION;
3086 }
3087
3088 return retval;
3089 }
3090
3091 /**
3092 * who is the object using the object. It can be a monster.
3093 * op is the object they are using. op is an equipment type item,
3094 * eg, one which you put on and keep on for a while, and not something
3095 * like a potion or scroll.
3096 *
3097 * function returns 1 if the action could not be completed, 0 on
3098 * success. However, success is a matter of meaning - if the
3099 * user passes the 'apply' flag to an object already applied,
3100 * nothing is done, and 0 is returned.
3101 *
3102 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3103 * AP_UNAPPLY=always unapply).
3104 *
3105 * Optional flags:
3106 * AP_NO_MERGE: don't merge an unapplied object with other objects
3107 * AP_IGNORE_CURSE: unapply cursed items
3108 * AP_NO_READY: do not ready skills when applying skill tools
3109 *
3110 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3111 *
3112 * apply_special() doesn't check for unpaid items.
3113 */
3114
3115 #define LACK_ITEM_POWER \
3116 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117
3118 int
3119 apply_special (object *who, object *op, int aflags)
3120 {
3121 int basic_flag = aflags & AP_BASIC_FLAGS;
3122 object *tmp, *tmp2, *skop = NULL;
3123
3124 if (who == NULL)
3125 {
3126 LOG (llevError, "apply_special() from object without environment.\n");
3127 return 1;
3128 }
3129
3130 if (op->env != who)
3131 return 1; /* op is not in inventory */
3132
3133 /* trying to unequip op */
3134 if (QUERY_FLAG (op, FLAG_APPLIED))
3135 {
3136 /* always apply, so no reason to unapply */
3137 if (basic_flag == AP_APPLY)
3138 return 0;
3139
3140 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3141 {
3142 new_draw_info_format (NDI_UNIQUE, 0, who,
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3145 return 1;
3146 }
3147
3148 return unapply_special (who, op, aflags);
3149 }
3150
3151 if (basic_flag == AP_UNAPPLY)
3152 return 0;
3153
3154 // if the item is combat/ranged, wield the relevant slot first
3155 // to resolve conflicts.
3156 if (player *pl = who->contr)
3157 switch (op->slottype ())
3158 {
3159 case slot_combat: who->change_weapon (pl->combat_ob); break;
3160 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3161 }
3162
3163 splay (op);
3164
3165 /* Can't just apply this object. Lets see what not and what to do */
3166 if (int i = can_apply_object (who, op))
3167 {
3168 if (i & CAN_APPLY_NEVER)
3169 {
3170 new_draw_info_format (NDI_UNIQUE, 0, who,
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3173 return 1;
3174 }
3175 else if (i & CAN_APPLY_RESTRICTION)
3176 {
3177 new_draw_info_format (NDI_UNIQUE, 0, who,
3178 "You have a prohibition against using a %s. "
3179 "H<Your belief, profession or class prevents you from applying this item.>",
3180 query_name (op));
3181 return 1;
3182 }
3183
3184 if (who->type != PLAYER)
3185 {
3186 /* Some error, so don't try to equip something more */
3187 if (unapply_for_ob (who, op, aflags))
3188 return 1;
3189 }
3190 else
3191 {
3192 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3193 {
3194 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3195 unapply_for_ob (who, op, AP_PRINT);
3196 return 1;
3197 }
3198 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3199 if (unapply_for_ob (who, op, aflags))
3200 return 1;
3201 }
3202 }
3203
3204 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3205 {
3206 skop = find_skill_by_name (who, op->skill);
3207
3208 if (!skop)
3209 {
3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3211 return 1;
3212 }
3213 else
3214 /* While experience will be credited properly, we want to change the
3215 * skill so that the dam and wc get updated
3216 */
3217 who->change_skill (skop);
3218 }
3219
3220 if (who->type == PLAYER
3221 && op->item_power
3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 {
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3226 return 1;
3227 }
3228
3229 /* Ok. We are now at the state where we can apply the new object.
3230 * Note that we don't have the checks for can_use_...
3231 * below - that is already taken care of by can_apply_object.
3232 */
3233 if (op->nrof > 1)
3234 tmp = get_split_ob (op, op->nrof - 1);
3235 else
3236 tmp = 0;
3237
3238 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3239 return RESULT_INT (0);
3240
3241 switch (op->type)
3242 {
3243 case WEAPON:
3244 if (!check_weapon_power (who, op->last_eat))
3245 {
3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3247 "It would consume your soul!." LACK_ITEM_POWER);
3248
3249 if (tmp)
3250 insert_ob_in_ob (tmp, who);
3251
3252 return 1;
3253 }
3254
3255 //TODO: this obviously fails for players using a shorter prefix
3256 // i.e. "R" can use Ragnarok's sword.
3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3258 {
3259 /* if the weapon does not have the name as the character, can't use it. */
3260 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3261 new_draw_info (NDI_UNIQUE, 0, who,
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3264
3265 if (tmp)
3266 insert_ob_in_ob (tmp, who);
3267
3268 return 1;
3269 }
3270
3271 if (!skop)
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3274 return 1;
3275 }
3276
3277 SET_FLAG (op, FLAG_APPLIED);
3278 who->change_skill (skop);
3279
3280 if (who->contr)
3281 who->change_weapon (who->contr->combat_ob = op);
3282
3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3284
3285 SET_FLAG (who, FLAG_READY_WEAPON);
3286 change_abil (who, op);
3287 break;
3288
3289 case ARMOUR:
3290 case HELMET:
3291 case SHIELD:
3292 case BOOTS:
3293 case GLOVES:
3294 case GIRDLE:
3295 case BRACERS:
3296 case CLOAK:
3297 case RING:
3298 case AMULET:
3299 SET_FLAG (op, FLAG_APPLIED);
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3301 change_abil (who, op);
3302 break;
3303
3304 case LAMP:
3305 if (op->stats.food < 1)
3306 {
3307 new_draw_info_format (NDI_UNIQUE, 0, who,
3308 "Your %s is out of fuel! "
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3310 return 1;
3311 }
3312
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3314 tmp2 = arch_to_object (op->other_arch);
3315 tmp2->stats.food = op->stats.food;
3316 SET_FLAG (tmp2, FLAG_APPLIED);
3317
3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3319 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320
3321 insert_ob_in_ob (tmp2, who);
3322
3323 /* Remove the old lantern */
3324 if (who->type == PLAYER)
3325 esrv_del_item (who->contr, op->count);
3326
3327 op->destroy ();
3328
3329 /* insert the portion that was split off */
3330 if (tmp)
3331 {
3332 insert_ob_in_ob (tmp, who);
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp);
3335 }
3336
3337 who->update_stats ();
3338
3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3340 if (who->type == PLAYER)
3341 {
3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3346 }
3347
3348 if (who->type == PLAYER)
3349 esrv_send_item (who, tmp2);
3350
3351 return 0;
3352
3353 case SKILL_TOOL:
3354 // applying a skill tool also readies the skill
3355 SET_FLAG (op, FLAG_APPLIED);
3356
3357 if (!(aflags & AP_NO_READY))
3358 {
3359 skop = find_skill_by_name (who, op->skill);
3360 if (!skop->flag [FLAG_APPLIED])
3361 apply_special (who, skop, AP_APPLY);
3362 }
3363 break;
3364
3365 case SKILL:
3366 if (player *pl = who->contr)
3367 {
3368 if (IS_COMBAT_SKILL (op->subtype))
3369 {
3370 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3371 {
3372 for (object *item = who->inv; item; item = item->below)
3373 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3374 {
3375 if (item->skill == op->skill)
3376 {
3377 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon;
3379 }
3380 }
3381
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You need to apply a '%s' melee weapon before readying this skill. "
3384 "H<Some skills need an item, in this case a melee weapon, to function.>",
3385 &op->skill);
3386 return 1;
3387
3388 found_weapon:;
3389 }
3390 else
3391 who->change_weapon (pl->combat_ob = op);
3392 }
3393 else if (IS_RANGED_SKILL (op->subtype))
3394 {
3395 if (skill_flags [op->subtype] & SF_NEED_BOW)
3396 {
3397 for (object *item = who->inv; item; item = item->below)
3398 if (item->type == BOW && item->flag [FLAG_APPLIED])
3399 {
3400 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow;
3403 }
3404
3405 new_draw_info (NDI_UNIQUE, 0, who,
3406 "You need to apply a missile weapon before readying this skill. "
3407 "H<Some skills need an item, in this case a missile weapon, to function.>");
3408 return 1;
3409
3410 found_bow:;
3411 }
3412 else
3413 who->change_weapon (pl->ranged_ob = op);
3414 }
3415
3416 if (!op->invisible)
3417 {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3420 }
3421 else
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3423 }
3424 else
3425 {
3426 SET_FLAG (op, FLAG_APPLIED);
3427 change_abil (who, op);
3428 who->chosen_skill = op;
3429 SET_FLAG (who, FLAG_READY_SKILL);
3430 }
3431
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power (who, op->last_eat))
3436 {
3437 new_draw_info (NDI_UNIQUE, 0, who,
3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439
3440 if (tmp)
3441 insert_ob_in_ob (tmp, who);
3442
3443 return 1;
3444 }
3445
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>");
3451 if (tmp)
3452 insert_ob_in_ob (tmp, who);
3453
3454 return 1;
3455 }
3456
3457 /*FALLTHROUGH*/
3458 case WAND:
3459 case ROD:
3460 case HORN:
3461 /* check for skill, alter player status */
3462
3463 if (!skop)
3464 {
3465 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3466 return 1;
3467 }
3468
3469 SET_FLAG (op, FLAG_APPLIED);
3470 who->change_skill (skop);
3471
3472 if (who->contr)
3473 {
3474 who->contr->ranged_ob = op;
3475
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3477
3478 if (op->type == BOW)
3479 {
3480 who->current_weapon = op;
3481 change_abil (who, op);
3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3483 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3484 }
3485 }
3486 else
3487 {
3488 if (op->type == BOW)
3489 SET_FLAG (who, FLAG_READY_BOW);
3490 else
3491 SET_FLAG (who, FLAG_READY_RANGE);
3492 }
3493
3494 break;
3495
3496 case BUILDER:
3497 if (who->type == PLAYER)
3498 {
3499 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3501 unapply_special (who, who->contr->ranged_ob, 0);
3502
3503 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3504
3505 who->contr->ranged_ob = op;
3506 }
3507 break;
3508
3509 default:
3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3511 } /* end of switch op->type */
3512
3513 SET_FLAG (op, FLAG_APPLIED);
3514
3515 if (tmp)
3516 tmp = insert_ob_in_ob (tmp, who);
3517
3518 who->update_stats ();
3519
3520 /* We exclude spell casting objects. The fire code will set the
3521 * been applied flag when they are used - until that point,
3522 * you don't know anything about them.
3523 */
3524 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3525 SET_FLAG (op, FLAG_BEEN_APPLIED);
3526
3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3528 if (who->type == PLAYER)
3529 {
3530 new_draw_info (NDI_UNIQUE, 0, who,
3531 "Oops, it feels deadly cold! "
3532 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3533 SET_FLAG (op, FLAG_KNOWN_CURSED);
3534 }
3535
3536 if (who->type == PLAYER)
3537 {
3538 /* if multiple objects were applied, update both slots */
3539 if (tmp)
3540 esrv_send_item (who, tmp);
3541
3542 esrv_send_item (who, op);
3543 }
3544
3545 return 0;
3546 }
3547
3548 int
3549 monster_apply_special (object *who, object *op, int aflags)
3550 {
3551 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3552 return 1;
3553
3554 return apply_special (who, op, aflags);
3555 }
3556
3557 /**
3558 * Map was just loaded, handle op's initialisation.
3559 *
3560 * Generates shop floor's item, and treasures.
3561 */
3562 int
3563 auto_apply (object *op)
3564 {
3565 object *tmp = NULL, *tmp2;
3566 int i;
3567
3568 switch (op->type)
3569 {
3570 case SHOP_FLOOR:
3571 if (!op->has_random_items ())
3572 return 0;
3573
3574 do
3575 {
3576 i = 10; /* let's give it 10 tries */
3577 while ((tmp = generate_treasure (op->randomitems,
3578 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3579 if (tmp == NULL)
3580 return 0;
3581 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3582 {
3583 tmp->destroy ();
3584 tmp = NULL;
3585 }
3586 }
3587 while (!tmp);
3588
3589 tmp->x = op->x;
3590 tmp->y = op->y;
3591 SET_FLAG (tmp, FLAG_UNPAID);
3592 insert_ob_in_map (tmp, op->map, NULL, 0);
3593 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3594 identify (tmp);
3595 break;
3596
3597 case TREASURE:
3598 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 return 0;
3600
3601 while (op->stats.hp-- > 0)
3602 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3603 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3604
3605 /* If we generated an object and put it in this object inventory,
3606 * move it to the parent object as the current object is about
3607 * to disappear. An example of this item is the random_* stuff
3608 * that is put inside other objects.
3609 */
3610 for (tmp = op->inv; tmp; tmp = tmp2)
3611 {
3612 tmp2 = tmp->below;
3613 tmp->remove ();
3614
3615 if (op->env)
3616 insert_ob_in_ob (tmp, op->env);
3617 else
3618 tmp->destroy ();
3619 }
3620
3621 op->destroy ();
3622 break;
3623 }
3624 return tmp ? 1 : 0;
3625 }
3626
3627 /**
3628 * fix_auto_apply goes through the entire map every time a map
3629 * is loaded or swapped in and performs special actions for
3630 * certain objects (most initialization of chests and creation of
3631 * treasures and stuff). Calls auto_apply if appropriate.
3632 */
3633 void
3634 maptile::fix_auto_apply ()
3635 {
3636 if (!spaces)
3637 return;
3638
3639 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3640 for (object *tmp = ms->bot; tmp; )
3641 {
3642 object *above = tmp->above;
3643
3644 if (tmp->inv)
3645 {
3646 object *invtmp, *invnext;
3647
3648 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3649 {
3650 invnext = invtmp->below;
3651
3652 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3653 auto_apply (invtmp);
3654 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3655 {
3656 while ((invtmp->stats.hp--) > 0)
3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658
3659 invtmp->randomitems = NULL;
3660 }
3661 else if (invtmp && invtmp->arch
3662 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3663 {
3664 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3665 /* Need to clear this so that we never try to create
3666 * treasure again for this object
3667 */
3668 invtmp->randomitems = NULL;
3669 }
3670 }
3671 /* This is really temporary - the code at the bottom will
3672 * also set randomitems to null. The problem is there are bunches
3673 * of maps/players already out there with items that have spells
3674 * which haven't had the randomitems set to null yet.
3675 * MSW 2004-05-13
3676 *
3677 * And if it's a spellbook, it's better to set randomitems to NULL too,
3678 * else you get two spells in the book ^_-
3679 * Ryo 2004-08-16
3680 */
3681 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3682 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3683 tmp->randomitems = NULL;
3684
3685 }
3686
3687 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3688 auto_apply (tmp);
3689 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3690 {
3691 while ((tmp->stats.hp--) > 0)
3692 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3693 tmp->randomitems = NULL;
3694 }
3695 else if (tmp->type == TIMED_GATE)
3696 {
3697 object *head = tmp->head != NULL ? tmp->head : tmp;
3698
3699 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3700 tmp->set_speed (0);
3701 }
3702 /* This function can be called everytime a map is loaded, even when
3703 * swapping back in. As such, we don't want to create the treasure
3704 * over and ove again, so after we generate the treasure, blank out
3705 * randomitems so if it is swapped in again, it won't make anything.
3706 * This is a problem for the above objects, because they have counters
3707 * which say how many times to make the treasure.
3708 */
3709 else if (tmp && tmp->arch && tmp->type != PLAYER
3710 && tmp->type != TREASURE && tmp->type != SPELL
3711 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3712 {
3713 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3714 tmp->randomitems = NULL;
3715 }
3716
3717 // close all containers
3718 else if (tmp->type == CONTAINER)
3719 tmp->flag [FLAG_APPLIED] = 0;
3720
3721 tmp = above;
3722 }
3723
3724 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3726 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3727 check_trigger (tmp, tmp->above);
3728 }
3729
3730 /**
3731 * Handles player eating food that temporarily changes status (resistances, stats).
3732 * This used to call cast_change_attr(), but
3733 * that doesn't work with the new spell code. Since we know what
3734 * the food changes, just grab a force and use that instead.
3735 */
3736 void
3737 eat_special_food (object *who, object *food)
3738 {
3739 object *force;
3740 int i, did_one = 0;
3741
3742 force = get_archetype (FORCE_NAME);
3743
3744 for (i = 0; i < NUM_STATS; i++)
3745 if (sint8 k = food->stats.stat (i))
3746 {
3747 force->stats.stat (i) = k;
3748 did_one = 1;
3749 }
3750
3751 /* check if we can protect the eater */
3752 for (i = 0; i < NROFATTACKS; i++)
3753 {
3754 if (food->resist[i] > 0)
3755 {
3756 force->resist[i] = food->resist[i] / 2;
3757 did_one = 1;
3758 }
3759 }
3760
3761 if (did_one)
3762 {
3763 force->set_speed (0.1);
3764 /* bigger morsel of food = longer effect time */
3765 force->duration = food->stats.food / 5;
3766 SET_FLAG (force, FLAG_APPLIED);
3767 change_abil (who, force);
3768 insert_ob_in_ob (force, who);
3769 }
3770 else
3771 force->destroy ();
3772
3773 /* check for hp, sp change */
3774 if (food->stats.hp != 0)
3775 {
3776 if (QUERY_FLAG (food, FLAG_CURSED))
3777 {
3778 assign (who->contr->killer, food->name);
3779 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3781 }
3782 else
3783 {
3784 if (food->stats.hp > 0)
3785 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3786 else
3787 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3788 who->stats.hp += food->stats.hp;
3789 }
3790 }
3791 if (food->stats.sp != 0)
3792 {
3793 if (QUERY_FLAG (food, FLAG_CURSED))
3794 {
3795 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3796 who->stats.sp -= food->stats.sp;
3797 if (who->stats.sp < 0)
3798 who->stats.sp = 0;
3799 }
3800 else
3801 {
3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3803 who->stats.sp += food->stats.sp;
3804 /* place limit on max sp from food? */
3805 }
3806 }
3807 who->update_stats ();
3808 }
3809
3810 /**
3811 * Designed primarily to light torches/lanterns/etc.
3812 * Also burns up burnable material too. First object in the inventory is
3813 * the selected object to "burn". -b.t.
3814 */
3815 void
3816 apply_lighter (object *who, object *lighter)
3817 {
3818 object *item;
3819 int is_player_env = 0;
3820
3821 item = find_marked_object (who);
3822 if (item)
3823 {
3824 if (lighter->last_eat && lighter->stats.food)
3825 { /* lighter gets used up */
3826 /* Split multiple lighters if they're being used up. Otherwise *
3827 * one charge from each would be used up. --DAMN */
3828 if (lighter->nrof > 1)
3829 {
3830 object *oneLighter = lighter->clone ();
3831
3832 lighter->nrof -= 1;
3833 oneLighter->nrof = 1;
3834 oneLighter->stats.food--;
3835 esrv_send_item (who, lighter);
3836 oneLighter = insert_ob_in_ob (oneLighter, who);
3837 esrv_send_item (who, oneLighter);
3838 }
3839 else
3840 lighter->stats.food--;
3841 }
3842 else if (lighter->last_eat)
3843 { /* no charges left in lighter */
3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3845 return;
3846 }
3847
3848 /* Perhaps we should split what we are trying to light on fire?
3849 * I can't see many times when you would want to light multiple
3850 * objects at once.
3851 */
3852
3853 if (who == item->in_player ())
3854 is_player_env = 1;
3855
3856 save_throw_object (item, AT_FIRE, who);
3857
3858 if (item->destroyed ())
3859 {
3860 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3861 /* Need to update the player so that the players glow radius
3862 * gets changed.
3863 */
3864 if (is_player_env)
3865 who->update_stats ();
3866 }
3867 else
3868 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3869 }
3870 else /* nothing to light */
3871 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3872
3873 }
3874
3875 /**
3876 * op made some mistake with a scroll, this takes care of punishment.
3877 * scroll_failure()- hacked directly from spell_failure
3878 */
3879 void
3880 scroll_failure (object *op, int failure, int power)
3881 {
3882 if (abs (failure / 4) > power)
3883 power = abs (failure / 4); /* set minimum effect */
3884
3885 if (failure <= -1 && failure > -15)
3886 { /* wonder */
3887 object *tmp;
3888
3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3890 tmp = get_archetype (SPELL_WONDER);
3891 cast_wonder (op, op, 0, tmp);
3892 tmp->destroy ();
3893 }
3894 else if (failure <= -15 && failure > -35)
3895 { /* drain mana */
3896 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3897 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3898 if (op->stats.sp < 0)
3899 op->stats.sp = 0;
3900 }
3901 else if (settings.spell_failure_effects == TRUE)
3902 {
3903 if (failure <= -35 && failure > -60)
3904 { /* confusion */
3905 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3906 confuse_player (op, op, power);
3907 }
3908 else if (failure <= -60 && failure > -70)
3909 { /* paralysis */
3910 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3911 paralyze_player (op, op, power);
3912 }
3913 else if (failure <= -70 && failure > -80)
3914 { /* blind */
3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3916 blind_player (op, op, power);
3917 }
3918 else if (failure <= -80)
3919 { /* blast the immediate area */
3920 object *tmp = get_archetype (LOOSE_MANA);
3921 cast_magic_storm (op, tmp, power);
3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3923 tmp->destroy ();
3924 }
3925 }
3926 }
3927
3928 void
3929 apply_changes_to_player (object *pl, object *change)
3930 {
3931 int excess_stat = 0; /* if the stat goes over the maximum
3932 for the race, put the excess stat some
3933 where else. */
3934
3935 switch (change->type)
3936 {
3937 case CLASS:
3938 {
3939 living *stats = &(pl->contr->orig_stats);
3940 living *ns = &(change->stats);
3941 object *walk;
3942 int flag_change_face = 1;
3943
3944 /* the following code assigns stats up to the stat max
3945 * for the race, and if the stat max is exceeded,
3946 * tries to randomly reassign the excess stat
3947 */
3948 int i, j;
3949
3950 for (i = 0; i < NUM_STATS; i++)
3951 {
3952 int race_bonus = pl->arch->stats.stat (i);
3953 sint8 stat = stats->stat (i) + ns->stat (i);
3954
3955 if (stat > 20 + race_bonus)
3956 {
3957 excess_stat++;
3958 stat = 20 + race_bonus;
3959 }
3960
3961 stats->stat (i) = stat;
3962 }
3963
3964 for (j = 0; excess_stat > 0 && j < 100; j++)
3965 { /* try 100 times to assign excess stats */
3966 int i = rndm (0, 6);
3967
3968 if (i == CHA)
3969 continue; /* exclude cha from this */
3970
3971 int stat = stats->stat (i);
3972 int race_bonus = pl->arch->stats.stat (i);
3973 if (stat < 20 + race_bonus)
3974 {
3975 change_attr_value (stats, i, 1);
3976 excess_stat--;
3977 }
3978 }
3979
3980 /* insert the randomitems from the change's treasurelist into
3981 * the player ref: player.c
3982 */
3983 if (change->randomitems != NULL)
3984 give_initial_items (pl, change->randomitems);
3985
3986 /* set up the face, for some races. */
3987
3988 /* first, look for the force object banning
3989 * changing the face. Certain races never change face with class.
3990 */
3991 for (walk = pl->inv; walk != NULL; walk = walk->below)
3992 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3993 flag_change_face = 0;
3994
3995 if (flag_change_face)
3996 {
3997 pl->animation_id = GET_ANIM_ID (change);
3998 pl->face = change->face;
3999
4000 if (QUERY_FLAG (change, FLAG_ANIMATE))
4001 SET_FLAG (pl, FLAG_ANIMATE);
4002 else
4003 CLEAR_FLAG (pl, FLAG_ANIMATE);
4004 }
4005
4006 /* check the special case of can't use weapons */
4007 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4008 if (!strcmp (change->name, "monk"))
4009 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4010
4011 break;
4012 }
4013 }
4014 }
4015
4016 /**
4017 * This handles items of type 'transformer'.
4018 * Basically those items, used with a marked item, transform both items into something
4019 * else.
4020 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4021 * Change information is contained in the 'slaying' field of the marked item.
4022 * The format is as follow: transformer:[number ]yield[;transformer:...].
4023 * This way an item can be transformed in many things, and/or many objects.
4024 * The 'slaying' field for transformer is used as verb for the action.
4025 */
4026 void
4027 apply_item_transformer (object *pl, object *transformer)
4028 {
4029 object *marked;
4030 object *new_item;
4031 char *find;
4032 char *separator;
4033 int yield;
4034 char got[MAX_BUF];
4035 int len;
4036
4037 if (!pl || !transformer)
4038 return;
4039
4040 marked = find_marked_object (pl);
4041
4042 if (!marked)
4043 {
4044 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4045 return;
4046 }
4047
4048 if (!marked->slaying)
4049 {
4050 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4051 return;
4052 }
4053
4054 /* check whether they are compatible or not */
4055 find = strstr (marked->slaying, transformer->arch->archname);
4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4057 {
4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4059 return;
4060 }
4061
4062 find += strlen (transformer->arch->archname) + 1;
4063 /* Item can be used, now find how many and what it yields */
4064 if (isdigit (*(find)))
4065 {
4066 yield = atoi (find);
4067 if (yield < 1)
4068 {
4069 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4070 yield = 1;
4071 }
4072 }
4073 else
4074 yield = 1;
4075
4076 while (isdigit (*find))
4077 find++;
4078 while (*find == ' ')
4079 find++;
4080
4081 memset (got, 0, MAX_BUF);
4082
4083 if ((separator = strchr (find, ';')) != NULL)
4084 len = separator - find;
4085 else
4086 len = strlen (find);
4087
4088 if (len > MAX_BUF - 1)
4089 len = MAX_BUF - 1;
4090
4091 strcpy (got, find);
4092 got[len] = '\0';
4093
4094 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got);
4096 if (!new_item)
4097 {
4098 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 return;
4100 }
4101
4102 new_item->nrof = yield;
4103
4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4106 insert_ob_in_ob (new_item, pl);
4107 esrv_send_inventory (pl, pl);
4108 /* Eat up one item */
4109 decrease_ob_nr (marked, 1);
4110
4111 /* Eat one transformer if needed */
4112 if (transformer->stats.food)
4113 if (--transformer->stats.food == 0)
4114 decrease_ob_nr (transformer, 1);
4115 }
4116