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/cvs/deliantra/server/server/apply.C
Revision: 1.73
Committed: Wed Mar 7 01:44:33 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +3 -2 lines
Log Message:
- to whomever reads this:
  many messages in cf are way to confusing even to me, so I suggets adding an
  out-of-game expalantion in [] behind the atmospheric description. like here.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28 #include <skills.h>
29 #include <tod.h>
30
31 #include <sproto.h>
32
33 /* Want this regardless of rplay. */
34 #include <sounds.h>
35
36 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
37 #include <math.h>
38
39 /**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43 int
44 should_director_abort (object *op, object *victim)
45 {
46 int arch_flag, name_flag, race_flag;
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 {
60 arch_flag = (op->subtype & 1);
61 name_flag = (op->subtype & 2);
62 race_flag = (op->subtype & 4);
63 }
64 else
65 {
66 arch_flag = 1;
67 name_flag = 1;
68 race_flag = 1;
69 }
70
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1;
79
80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1;
87
88 return 0;
89 }
90
91 /**
92 * This handles a player dropping money on an altar to identify stuff.
93 * It'll identify marked item, if none all items up to dropped money.
94 * Return value: 1 if money was destroyed, 0 if not.
95 */
96 static int
97 apply_id_altar (object *money, object *altar, object *pl)
98 {
99 object *id, *marked;
100 int success = 0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 {
117 if (operate_altar (altar, &money))
118 {
119 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 {
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id = pl->inv; id; id = id->below)
131 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 {
134 if (operate_altar (altar, &money))
135 {
136 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138 if (id->msg)
139 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
148 else
149 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break;
152 }
153 }
154 }
155 if (!success)
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157 return money == NULL;
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 static 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 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
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 (get_attr_value (&depl->stats, i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You 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 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281 if (op->contr->levsp[i] < 6)
282 {
283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
288 op->contr->levgrace[i] = 3;
289 break;
290 }
291 }
292 }
293
294 /* Just makes checking easier */
295 if (i < MIN (11, op->level))
296 got_one = 1;
297
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
300 if (got_one)
301 {
302 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
323 }
324
325
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327 * and heroism all fit into this category. Given the spell object code,
328 * there is no limit to the number of spells that potions can be cast,
329 * but direction is problematic to try and imbue fireball potions for example.
330 */
331 if (tmp->inv)
332 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
335 object *fball;
336
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 }
346 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348
349 decrease_ob (tmp);
350 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats ();
353 return 1;
354 }
355
356 /* Deal with protection potions */
357 force = NULL;
358 for (i = 0; i < NROFATTACKS; i++)
359 {
360 if (tmp->resist[i])
361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */
367 }
368 }
369 /* This is a protection potion */
370 if (force)
371 {
372 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 }
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409 }
410
411 /****************************************************************************
412 * Weapon improvement code follows
413 ****************************************************************************/
414
415 /**
416 * This returns the sum of nrof of item (arch name).
417 */
418 static int
419 check_item (object *op, const char *item)
420 {
421 int count = 0;
422
423
424 if (item == NULL)
425 return 0;
426
427 op = op->below;
428 while (op != NULL)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
443 }
444
445 return count;
446 }
447
448 /**
449 * This removes 'nrof' of what item->slaying says to remove.
450 * op is typically the player, which is only
451 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects.
453 */
454 static void
455 eat_item (object *op, const char *item, uint32 nrof)
456 {
457 object *prev;
458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
478 prev = op;
479 op = op->below;
480 }
481 }
482
483 /**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490 static int
491 check_weapon_power (const object *who, int improvs)
492 {
493
494 /* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498 #if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504 #else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532 #endif
533 }
534
535 /**
536 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */
539 static int
540 check_sacrifice (object *op, const object *improver)
541 {
542 int count = 0;
543
544 if (improver->slaying != NULL)
545 {
546 count = check_item (op, improver->slaying);
547 if (count < 1)
548 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying);
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0;
554 }
555 }
556 else
557 count = 1;
558
559 return count;
560 }
561
562 /**
563 * Actually improves the weapon, and tells user.
564 */
565 int
566 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
567 {
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count;
571 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573 decrease_ob (improver);
574
575 /* So it updates the players stats and the window */
576 op->update_stats ();
577 return 1;
578 }
579
580 /* Types of improvements, hidden in the sp field. */
581 #define IMPROVE_PREPARE 1
582 #define IMPROVE_DAMAGE 2
583 #define IMPROVE_WEIGHT 3
584 #define IMPROVE_ENCHANT 4
585 #define IMPROVE_STR 5
586 #define IMPROVE_DEX 6
587 #define IMPROVE_CON 7
588 #define IMPROVE_WIS 8
589 #define IMPROVE_CHA 9
590 #define IMPROVE_INT 10
591 #define IMPROVE_POW 11
592
593
594 /**
595 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on.
597 */
598
599 int
600 prepare_weapon (object *op, object *improver, object *weapon)
601 {
602 int sacrifice_count, i;
603 char buf[MAX_BUF];
604
605 if (weapon->level != 0)
606 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 return 0;
609 }
610 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i])
612 break;
613
614 /* If we break out, i will be less than nrofattacks, preventing
615 * improvement of items that already have protections.
616 */
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */
621 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 return 0;
624 }
625 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0)
627 return 0;
628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count);
631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633
634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */
638 decrease_ob (improver);
639 weapon->last_eat = 0;
640 return 1;
641 }
642
643
644 /**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason.
648 *
649 * Checks if weapon was prepared, if enough potions on the floor, ...
650 *
651 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve
654 */
655 int
656 improve_weapon (object *op, object *improver, object *weapon)
657 {
658 int sacrifice_count, sacrifice_needed = 0;
659
660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon);
663 }
664 if (weapon->level == 0)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667 return 0;
668 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672 return 0;
673 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679 return 0;
680 }
681 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved.
685 */
686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
688 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691 weapon->last_eat++;
692
693 weapon->item_power++;
694 decrease_ob (improver);
695 return 1;
696 }
697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
699 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1)
702 weapon->weight = 1;
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704 weapon->last_eat++;
705 weapon->item_power++;
706 decrease_ob (improver);
707 return 1;
708 }
709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
711 weapon->magic++;
712 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714 decrease_ob (improver);
715 weapon->item_power++;
716 return 1;
717 }
718
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721
722 if (sacrifice_needed < 1)
723 sacrifice_needed = 1;
724 sacrifice_needed *= 2;
725
726 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed)
728 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730 return 0;
731 }
732 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++;
734
735 switch (improver->stats.sp)
736 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 }
754 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0;
756 }
757
758 /**
759 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work.
762 */
763 int
764 check_improve_weapon (object *op, object *tmp)
765 {
766 object *otmp;
767
768 if (op->type != PLAYER)
769 return 0;
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0;
774 }
775 otmp = find_marked_object (op);
776 if (!otmp)
777 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0;
780 }
781 if (otmp->type != WEAPON && otmp->type != BOW)
782 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0;
785 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp);
789 return 1;
790 }
791
792 /**
793 * This code deals with the armour improvment scrolls.
794 * Change limits on improvement - let players go up to
795 * +5 no matter what level, but they are limited by item
796 * power.
797 * Try to use same improvement code as in the common/treasure.c
798 * file, so that if you make a +2 full helm, it will be just
799 * the same as one you find in a shop.
800 *
801 * deprecated comment:
802 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
803 * only 'enchantment' of armour is possible - improving
804 * the stats of a player w/ armour as well as a weapon
805 * will probably horribly unbalance the game. Magic enchanting
806 * depends on the level of the character - ie the plus
807 * value (magic) of the armour can never be increased beyond
808 * the level of the character / 10 -- rounding upish, nor may
809 * the armour value of the piece of equipment exceed either
810 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now.
813 */
814 int
815 improve_armour (object *op, object *improver, object *armour)
816 {
817 object *tmp;
818
819 if (armour->magic >= settings.armor_max_enchant)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
822 return 0;
823 }
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?)
828 */
829 if (armour->title)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
832 return 0;
833 }
834
835 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge.
837 */
838 if (armour->nrof > 1)
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842
843 armour->magic++;
844
845 if (!settings.armor_speed_linear)
846 {
847 int base = 100;
848 int pow = 0;
849
850 while (pow < armour->magic)
851 {
852 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++;
854 }
855
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
857 }
858 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860
861 if (!settings.armor_weight_linear)
862 {
863 int base = 100;
864 int pow = 0;
865
866 while (pow < armour->magic)
867 {
868 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++;
870 }
871
872 armour->weight = (armour->arch->clone.weight * base) / 100;
873 }
874 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876
877 if (armour->weight <= 0)
878 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1;
881 }
882
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
884
885 if (op->type == PLAYER)
886 {
887 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats ();
890 }
891 decrease_ob (improver);
892 if (tmp)
893 {
894 insert_ob_in_ob (tmp, op);
895 esrv_send_item (op, tmp);
896 }
897 return 1;
898 }
899
900
901 /*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken.
904 */
905 #define CONV_FROM(xyz) xyz->slaying
906 #define CONV_TO(xyz) xyz->other_arch
907 #define CONV_NR(xyz) xyz->stats.sp
908 #define CONV_NEED(xyz) xyz->stats.food
909
910 /* Takes one items and makes another.
911 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything.
914 */
915 int
916 convert_item (object *item, object *converter)
917 {
918 int nr = 0;
919 uint32 price_in;
920
921 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck)
924 */
925 if (!strcmp (CONV_FROM (converter), "money"))
926 {
927 int cost;
928
929 if (item->type != MONEY)
930 return 0;
931
932 nr = (item->nrof * item->value) / CONV_NEED (converter);
933 if (!nr)
934 return 0;
935 cost = nr * CONV_NEED (converter) / item->value;
936 /* take into account rounding errors */
937 if (nr * CONV_NEED (converter) % item->value)
938 cost++;
939 decrease_ob_nr (item, cost);
940
941 price_in = cost * item->value;
942 }
943 else
944 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0;
948
949 if (CONV_NEED (converter))
950 {
951 nr = item->nrof / CONV_NEED (converter);
952 decrease_ob_nr (item, nr * CONV_NEED (converter));
953 price_in = nr * CONV_NEED (converter) * item->value;
954 }
955 else
956 {
957 price_in = item->value;
958 item->destroy ();
959 }
960 }
961
962 if (converter->inv != NULL)
963 {
964 object *ob;
965 int i;
966 object *ob_to_copy;
967
968 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (converter->other_arch == NULL)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter);
996 if (nr)
997 item->nrof *= nr;
998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value)
1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /**
1006 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this
1008 */
1009 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1;
1012 }
1013
1014 /**
1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t.
1019 */
1020 int
1021 apply_container (object *op, object *sack)
1022 {
1023 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */
1025
1026 if (!sack || sack->type != CONTAINER)
1027 {
1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1029 return 0;
1030 }
1031
1032 op->contr->last_used = 0;
1033
1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 }
1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1044 {
1045 // open on ground or inv, so close
1046 op->close_container ();
1047 return 1;
1048 }
1049 else if (!sack->env)
1050 {
1051 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1053 return 1;
1054 }
1055
1056 // fall through to opening it (active in inv)
1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1061 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1065 return 1;
1066 }
1067
1068 // it's locked?
1069 if (sack->slaying)
1070 {
1071 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1073 else
1074 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1076 return 1;
1077 }
1078 }
1079
1080 op->open_container (sack);
1081
1082 return 1;
1083 }
1084
1085 /**
1086 * Handles dropping things on altar.
1087 * Returns true if sacrifice was accepted.
1088 */
1089 static int
1090 apply_altar (object *altar, object *sacrifice, object *originator)
1091 {
1092 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0;
1095
1096 if (operate_altar (altar, &sacrifice))
1097 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly.
1101 */
1102 if (altar->inv && altar->inv->type == SPELL)
1103 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with
1107 * old maps.
1108 */
1109
1110 /* push_button (altar);*/
1111 }
1112 else
1113 {
1114 altar->value = 1; /* works only once */
1115 push_button (altar);
1116 }
1117
1118 return !sacrifice;
1119 }
1120 else
1121 return 0;
1122 }
1123
1124 /**
1125 * Handles 'movement' of shop mats.
1126 * Returns 1 if 'op' was destroyed, 0 if not.
1127 * Largely re-written to not use nearly as many gotos, plus
1128 * some of this code just looked plain out of date.
1129 * MSW 2001-08-29
1130 */
1131 int
1132 apply_shop_mat (object *shop_mat, object *op)
1133 {
1134 int rv = 0;
1135 double opinion;
1136 object *tmp, *next;
1137
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139
1140 if (op->type != PLAYER)
1141 {
1142 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in
1144 * the shop.
1145 */
1146 for (tmp = op->inv; tmp; tmp = next)
1147 {
1148 next = tmp->below;
1149
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153
1154 tmp->remove ();
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 }
1164 }
1165
1166 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK))
1168 return 0;
1169
1170 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space.
1172 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178
1179 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181
1182 return 0;
1183 }
1184 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine.
1186 */
1187 rv = teleport (shop_mat, SHOP_MAT, op);
1188 }
1189 else if (can_pay (op) && get_payment (op))
1190 {
1191 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op);
1193
1194 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor.
1199 */
1200 else if (!rv && !is_in_shop (op))
1201 {
1202 opinion = shopkeeper_approval (op->map, op);
1203
1204 if (opinion > 0.9)
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1206 else if (opinion > 0.75)
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1208 else if (opinion > 0.5)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 }
1213 }
1214 else
1215 {
1216 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore
1219 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221
1222 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else
1227 {
1228 op->remove ();
1229 op->x += freearr_x[i];
1230 op->y += freearr_y[i];
1231 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1232 }
1233 }
1234
1235 CLEAR_FLAG (op, FLAG_NO_APPLY);
1236 return rv;
1237 }
1238
1239 /**
1240 * Handles applying a sign.
1241 */
1242 static void
1243 apply_sign (object *op, object *sign, int autoapply)
1244 {
1245 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247
1248 if (sign->msg == NULL)
1249 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251 return;
1252 }
1253
1254 if (sign->stats.food)
1255 {
1256 if (sign->last_eat >= sign->stats.food)
1257 {
1258 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1260 return;
1261 }
1262
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++;
1265 }
1266
1267 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1268 * No way to know for sure. The presumption is basically that if
1269 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us).
1271 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1275 return;
1276 }
1277 msgType = get_readable_message_type (sign);
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1280 }
1281
1282 /**
1283 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap'
1285 * effect is determined by move_on/move_off of trap and move_type of victime.
1286 *
1287 * originator: Player, monster or other object that caused 'victim' to move
1288 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1289 * However, some types of traps require an originator to function.
1290 */
1291 void
1292 move_apply (object *trap, object *victim, object *originator)
1293 {
1294 static int recursion_depth = 0;
1295
1296 /* Only exits affect DMs. */
1297 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1298 return;
1299
1300 /* move_apply() is the most likely candidate for causing unwanted and
1301 * possibly unlimited recursion.
1302 */
1303 /* The following was changed because it was causing perfeclty correct
1304 * maps to fail. 1) it's not an error to recurse:
1305 * rune detonates, summoning monster. monster lands on nearby rune.
1306 * nearby rune detonates. This sort of recursion is expected and
1307 * proper. This code was causing needless crashes.
1308 */
1309 if (recursion_depth >= 500)
1310 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1313 return;
1314 }
1315 recursion_depth++;
1316 if (trap->head)
1317 trap = trap->head;
1318
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1320 goto leave;
1321
1322 switch (trap->type)
1323 {
1324 case PLAYERMOVER:
1325 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1326 {
1327 if (!trap->stats.maxsp)
1328 trap->stats.maxsp = 2;
1329
1330 /* Is this correct? From the docs, it doesn't look like it
1331 * should be divided by trap->speed
1332 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1334
1335 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed.
1338 */
1339 if (victim->speed_left < -50.0)
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 }
1343 goto leave;
1344
1345 case SPINNER:
1346 if (victim->direction)
1347 {
1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1349 update_turn_face (victim);
1350 }
1351 goto leave;
1352
1353 case DIRECTOR:
1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1356 victim->direction = trap->stats.sp;
1357 update_turn_face (victim);
1358 }
1359 goto leave;
1360
1361 case BUTTON:
1362 case PEDESTAL:
1363 update_button (trap);
1364 goto leave;
1365
1366 case ALTAR:
1367 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator);
1369 goto leave;
1370
1371 case THROWN_OBJ:
1372 if (trap->inv == NULL)
1373 goto leave;
1374 /* fallthrough */
1375
1376 case ARROW:
1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1378 * trigger this here and get hit by own missile - and will be own enemy.
1379 * Victim then is his own enemy and will start to kill herself (this is
1380 * removed) but we have not synced victim and his missile. To avoid senseless
1381 * action, we avoid hits here
1382 */
1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384 hit_with_arrow (trap, victim);
1385 goto leave;
1386
1387 case SPELL_EFFECT:
1388 apply_spell_effect (trap, victim);
1389 goto leave;
1390
1391 case TRAPDOOR:
1392 {
1393 int max, sound_was_played;
1394 object *ab, *ab_next;
1395
1396 if (!trap->value)
1397 {
1398 int tot;
1399
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave;
1406
1407 SET_ANIMATION (trap, trap->value);
1408 update_object (trap, UP_OBJ_FACE);
1409 }
1410
1411 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1412 {
1413 /* need to set this up, since if we do transfer the object,
1414 * ab->above would be bogus
1415 */
1416 ab_next = ab->above;
1417
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 {
1420 if (!sound_was_played)
1421 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423 sound_was_played = 1;
1424 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 }
1428 }
1429 goto leave;
1430 }
1431
1432
1433 case CONVERTER:
1434 if (convert_item (victim, trap) < 0)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1439
1440 goto leave;
1441
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 check_trigger (trap, victim);
1446 goto leave;
1447
1448 case DEEP_SWAMP:
1449 walk_on_deep_swamp (trap, victim);
1450 goto leave;
1451
1452 case CHECK_INV:
1453 check_inv (victim, trap);
1454 goto leave;
1455
1456 case HOLE:
1457 /* Hole not open? */
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave;
1471
1472 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1475 /* Basically, don't show exits leading to random maps the
1476 * players output.
1477 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1481 victim->enter_exit (trap);
1482 }
1483 goto leave;
1484
1485 case ENCOUNTER:
1486 /* may be some leftovers on this */
1487 goto leave;
1488
1489 case SHOP_MAT:
1490 apply_shop_mat (trap, victim);
1491 goto leave;
1492
1493 /* Drop a certain amount of gold, and have one item identified */
1494 case IDENTIFY_ALTAR:
1495 apply_id_altar (victim, trap, originator);
1496 goto leave;
1497
1498 case SIGN:
1499 if (victim->type != PLAYER && trap->stats.food > 0)
1500 goto leave; /* monsters musn't apply magic_mouths with counters */
1501
1502 apply_sign (victim, trap, 1);
1503 goto leave;
1504
1505 case CONTAINER:
1506 apply_container (victim, trap);
1507 goto leave;
1508
1509 case RUNE:
1510 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim);
1514 }
1515 goto leave;
1516
1517 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1520 goto leave;
1521 }
1522
1523 leave:
1524 recursion_depth--;
1525 }
1526
1527 /**
1528 * Handles reading a regular (ie not containing a spell) book.
1529 */
1530 static void
1531 apply_book (object *op, object *tmp)
1532 {
1533 int lev_diff;
1534 object *skill_ob;
1535
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539 return;
1540 }
1541 if (tmp->msg == NULL)
1542 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544 return;
1545 }
1546
1547 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 return;
1553 }
1554 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 {
1557 if (lev_diff < 2)
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1559 else if (lev_diff < 3)
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1561 else if (lev_diff < 5)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return;
1570 }
1571
1572 readable_message_type *msgType = get_readable_message_type (tmp);
1573
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1577
1578 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1582
1583 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1584 {
1585 /*exp_gain *= 2; because they just identified it too */
1586 SET_FLAG (tmp, FLAG_IDENTIFIED);
1587
1588 /* If in a container, update how it looks */
1589 if (tmp->env)
1590 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1591 else
1592 op->contr->ns->floorbox_update ();
1593 }
1594
1595 change_exp (op, exp_gain, skill_ob->skill, 0);
1596 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1597 }
1598 }
1599
1600 /**
1601 * Handles the applying of a skill scroll, calling learn_skill straight.
1602 * op is the person learning the skill, tmp is the skill scroll object
1603 */
1604 static void
1605 apply_skillscroll (object *op, object *tmp)
1606 {
1607 switch ((int) learn_skill (op, tmp))
1608 {
1609 case 0:
1610 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1612 return;
1613
1614 case 1:
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1616 decrease_ob (tmp);
1617 return;
1618
1619 default:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1621 decrease_ob (tmp);
1622 return;
1623 }
1624 }
1625
1626 /**
1627 * Actually makes op learn spell.
1628 * Informs player of what happens.
1629 */
1630 void
1631 do_learn_spell (object *op, object *spell, int special_prayer)
1632 {
1633 object *tmp;
1634
1635 if (op->type != PLAYER)
1636 {
1637 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1638 return;
1639 }
1640
1641 /* Upgrade special prayers to normal prayers */
1642 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1643 {
1644 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1645 {
1646 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1647 return;
1648 }
1649 return;
1650 }
1651
1652 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1653 tmp = spell->clone ();
1654 insert_ob_in_ob (tmp, op);
1655
1656 if (special_prayer)
1657 SET_FLAG (tmp, FLAG_STARTEQUIP);
1658
1659 esrv_add_spells (op->contr, tmp);
1660 }
1661
1662 /**
1663 * Erases spell from player's inventory.
1664 */
1665 void
1666 do_forget_spell (object *op, const char *spell)
1667 {
1668 object *spob;
1669
1670 if (op->type != PLAYER)
1671 {
1672 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1673 return;
1674 }
1675 if ((spob = check_spell_known (op, spell)) == NULL)
1676 {
1677 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1678 return;
1679 }
1680
1681 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1682 player_unready_range_ob (op->contr, spob);
1683 esrv_remove_spell (op->contr, spob);
1684 spob->destroy ();
1685 }
1686
1687 /**
1688 * Handles player applying a spellbook.
1689 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1690 * stuff like that. Random learning failure too.
1691 */
1692 static void
1693 apply_spellbook (object *op, object *tmp)
1694 {
1695 object *skop, *spell, *spell_skill;
1696
1697 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1698 {
1699 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1700 return;
1701 }
1702
1703 /* artifact_spellbooks have 'slaying' field point to a spell name,
1704 * instead of having their spell stored in stats.sp. These are
1705 * legacy spellbooks
1706 */
1707
1708 if (tmp->slaying != NULL)
1709 {
1710 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1711 if (!spell)
1712 {
1713 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1714 return;
1715 }
1716 else
1717 insert_ob_in_ob (spell, tmp);
1718 tmp->slaying = NULL;
1719 }
1720
1721 skop = find_skill_by_name (op, tmp->skill);
1722
1723 /* need a literacy skill to learn spells. Also, having a literacy level
1724 * lower than the spell will make learning the spell more difficult */
1725 if (!skop)
1726 {
1727 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1728 return;
1729 }
1730
1731 spell = tmp->inv;
1732
1733 if (!spell)
1734 {
1735 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1736 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1737 return;
1738 }
1739
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1743 return;
1744 }
1745
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747
1748 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1749 {
1750 identify (tmp);
1751
1752 if (tmp->env)
1753 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1754 else
1755 op->contr->ns->floorbox_update ();
1756 }
1757
1758 /* I removed the check for special_prayer_mark here - it didn't make
1759 * a lot of sense - special prayers are not found in spellbooks, and
1760 * if the player doesn't know the spell, doesn't make a lot of sense that
1761 * they would have a special prayer mark.
1762 */
1763 if (check_spell_known (op, spell->name))
1764 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1766 return;
1767 }
1768
1769 if (spell->skill)
1770 {
1771 spell_skill = find_skill_by_name (op, spell->skill);
1772
1773 if (!spell_skill)
1774 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1776 return;
1777 }
1778
1779 if (spell_skill->level < spell->level)
1780 {
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1782 return;
1783 }
1784 }
1785
1786 /* Logic as follows
1787 *
1788 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1789 *
1790 * 2- The learner's skill level in literacy adjusts the chance to learn
1791 * a spell.
1792 *
1793 * 3 -Automatically fail to learn if you read while confused
1794 *
1795 * Overall, chances are the same but a player will find having a high
1796 * literacy rate very useful! -b.t.
1797 */
1798 if (QUERY_FLAG (op, FLAG_CONFUSED))
1799 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1801 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1802 }
1803 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1804 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1805 {
1806
1807 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1808 do_learn_spell (op, spell, 0);
1809
1810 /* xp gain to literacy for spell learning */
1811 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1812 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1813 }
1814 else
1815 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 }
1819
1820 decrease_ob (tmp);
1821 }
1822
1823 /**
1824 * Handles applying a spell scroll.
1825 */
1826 void
1827 apply_scroll (object *op, object *tmp, int dir)
1828 {
1829 object *skop;
1830
1831 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1832 {
1833 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1834 return;
1835 }
1836
1837 if (!tmp->inv || tmp->inv->type != SPELL)
1838 {
1839 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1840 return;
1841 }
1842
1843 if (op->type == PLAYER)
1844 {
1845 /* players need a literacy skill to read stuff! */
1846 int exp_gain = 0;
1847
1848 /* hard code literacy - tmp->skill points to where the exp
1849 * should go for anything killed by the spell.
1850 */
1851 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1852
1853 if (!skop)
1854 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1856 return;
1857 }
1858
1859 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1860 change_exp (op, exp_gain, skop->skill, 0);
1861 }
1862
1863 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1864 identify (tmp);
1865
1866 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1867
1868
1869 cast_spell (op, tmp, dir, tmp->inv, NULL);
1870 decrease_ob (tmp);
1871 }
1872
1873 /**
1874 * Applies a treasure object - by default, chest. op
1875 * is the person doing the applying, tmp is the treasure
1876 * chest.
1877 */
1878 static void
1879 apply_treasure (object *op, object *tmp)
1880 {
1881 object *treas;
1882
1883
1884 /* Nice side effect of new treasure creation method is that the treasure
1885 * for the chest is done when the chest is created, and put into the chest
1886 * inventory. So that when the chest burns up, the items still exist. Also
1887 * prevents people fromt moving chests to more difficult maps to get better
1888 * treasure
1889 */
1890
1891 treas = tmp->inv;
1892 if (treas == NULL)
1893 {
1894 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1895 decrease_ob (tmp);
1896 return;
1897 }
1898 while (tmp->inv)
1899 {
1900 treas = tmp->inv;
1901
1902 treas->remove ();
1903 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1904
1905 treas->x = op->x;
1906 treas->y = op->y;
1907 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1908
1909 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1910 spring_trap (treas, op);
1911
1912 /* If either player or container was destroyed, no need to do
1913 * further processing. I think this should be enclused with
1914 * spring trap above, as I don't think there is otherwise
1915 * any way for the treasure chest or player to get killed
1916 */
1917 if (op->destroyed () || tmp->destroyed ())
1918 break;
1919 }
1920
1921 if (!tmp->destroyed () && tmp->inv == NULL)
1922 decrease_ob (tmp);
1923
1924 }
1925
1926 /**
1927 * op eats food.
1928 * If player, takes care of messages and dragon special food.
1929 */
1930 static void
1931 apply_food (object *op, object *tmp)
1932 {
1933 int capacity_remaining;
1934
1935 if (op->type != PLAYER)
1936 op->stats.hp = op->stats.maxhp;
1937 else
1938 {
1939 /* check if this is a dragon (player), eating some flesh */
1940 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1941 ;
1942 else
1943 {
1944 /* usual case - no dragon meal: */
1945 if (op->stats.food + tmp->stats.food > 999)
1946 {
1947 if (tmp->type == FOOD || tmp->type == FLESH)
1948 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1949 else
1950 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1951 }
1952
1953 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1954 {
1955 char buf[MAX_BUF];
1956
1957 if (!is_dragon_pl (op))
1958 {
1959 /* eating message for normal players */
1960 if (tmp->type == DRINK)
1961 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1962 else
1963 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1964 }
1965 else
1966 {
1967 /* eating message for dragon players */
1968 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1969 }
1970
1971 new_draw_info (NDI_UNIQUE, 0, op, buf);
1972 capacity_remaining = 999 - op->stats.food;
1973 op->stats.food += tmp->stats.food;
1974 if (capacity_remaining < tmp->stats.food)
1975 op->stats.hp += capacity_remaining / 50;
1976 else
1977 op->stats.hp += tmp->stats.food / 50;
1978 if (op->stats.hp > op->stats.maxhp)
1979 op->stats.hp = op->stats.maxhp;
1980 if (op->stats.food > 999)
1981 op->stats.food = 999;
1982 }
1983
1984 /* special food hack -b.t. */
1985 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1986 eat_special_food (op, tmp);
1987 }
1988 }
1989 handle_apply_yield (tmp);
1990 decrease_ob (tmp);
1991 }
1992
1993 /**
1994 * A dragon is eating some flesh. If the flesh contains resistances,
1995 * there is a chance for the dragon's skin to get improved.
1996 *
1997 * attributes:
1998 * object *op the object (dragon player) eating the flesh
1999 * object *meal the flesh item, getting chewed in dragon's mouth
2000 * return:
2001 * int 1 if eating successful, 0 if it doesn't work
2002 */
2003 int
2004 dragon_eat_flesh (object *op, object *meal)
2005 {
2006 object *skin = NULL; /* pointer to dragon skin force */
2007 object *abil = NULL; /* pointer to dragon ability force */
2008 object *tmp = NULL; /* tmp. object */
2009
2010 char buf[MAX_BUF]; /* tmp. string buffer */
2011 double chance; /* improvement-chance of one resistance type */
2012 double totalchance = 1; /* total chance of gaining one resistance */
2013 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2014 double mbonus = 0; /* monster bonus */
2015 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2016 int winners = 0; /* number of winners */
2017 int i; /* index */
2018
2019 /* let's make sure and doublecheck the parameters */
2020 if (meal->type != FLESH || !is_dragon_pl (op))
2021 return 0;
2022
2023 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2024 from the player's inventory */
2025 shstr_cmp dragon_ability_force ("dragon_ability_force");
2026 shstr_cmp dragon_skin_force ("dragon_skin_force");
2027
2028 for (tmp = op->inv; tmp; tmp = tmp->below)
2029 if (tmp->type == FORCE)
2030 if (tmp->arch->name == dragon_skin_force)
2031 skin = tmp;
2032 else if (tmp->arch->name == dragon_ability_force)
2033 abil = tmp;
2034
2035 /* if either skin or ability are missing, this is an old player
2036 which is not to be considered a dragon -> bail out */
2037 if (skin == NULL || abil == NULL)
2038 return 0;
2039
2040 /* now start by filling stomache and health, according to food-value */
2041 if ((999 - op->stats.food) < meal->stats.food)
2042 op->stats.hp += (999 - op->stats.food) / 50;
2043 else
2044 op->stats.hp += meal->stats.food / 50;
2045 if (op->stats.hp > op->stats.maxhp)
2046 op->stats.hp = op->stats.maxhp;
2047
2048 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2049
2050 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2051
2052 /* on to the interesting part: chances for adding resistance */
2053 for (i = 0; i < NROFATTACKS; i++)
2054 {
2055 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2056 {
2057 /* got positive resistance, now calculate improvement chance (0-100) */
2058
2059 /* this bonus makes resistance increase easier at lower levels */
2060 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2061 if (i == abil->stats.exp)
2062 bonus += 5; /* additional bonus for resistance of ability-focus */
2063
2064 /* monster bonus increases with level, because high-level
2065 flesh is too rare */
2066 mbonus = op->level * 20. / ((double) settings.max_level);
2067
2068 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2069 ((double) settings.max_level)) - skin->resist[i];
2070
2071 if (chance >= 0.)
2072 chance += 1.;
2073 else
2074 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2075
2076 /* chance is proportional to amount of resistance (max. 50) */
2077 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2078
2079 /* doubled chance for resistance of ability-focus */
2080 if (i == abil->stats.exp)
2081 chance = MIN (100., chance * 2.);
2082
2083 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2084 if (rndm (10000) < (unsigned int) (chance * 100))
2085 {
2086 atnr_winner[winners] = i;
2087 winners++;
2088 }
2089
2090 if (chance >= 0.01)
2091 totalchance *= 1 - chance / 100;
2092
2093 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2094 }
2095 }
2096
2097 /* inverse totalchance as until now we have the failure-chance */
2098 totalchance = 100 - totalchance * 100;
2099 /* print message according to totalchance */
2100 if (totalchance > 50.)
2101 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2102 else if (totalchance > 10.)
2103 sprintf (buf, "The %s tasted very good.", &meal->name);
2104 else if (totalchance > 1.)
2105 sprintf (buf, "The %s tasted good.", &meal->name);
2106 else if (totalchance > 0.1)
2107 sprintf (buf, "The %s tasted bland.", &meal->name);
2108 else if (totalchance >= 0.01)
2109 sprintf (buf, "The %s had a boring taste.", &meal->name);
2110 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2111 sprintf (buf, "The %s tasted strange.", &meal->name);
2112 else
2113 sprintf (buf, "The %s had no taste.", &meal->name);
2114 new_draw_info (NDI_UNIQUE, 0, op, buf);
2115
2116 /* now choose a winner if we have any */
2117 i = -1;
2118 if (winners > 0)
2119 i = atnr_winner[RANDOM () % winners];
2120
2121 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2122 {
2123 /* resistance increased! */
2124 skin->resist[i]++;
2125 op->update_stats ();
2126
2127 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2128 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2129 }
2130
2131 /* if this flesh contains a new ability focus, we mark it
2132 into the ability_force and it will take effect on next level */
2133 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2134 {
2135 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2136
2137 if (meal->last_eat != abil->stats.exp)
2138 {
2139 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2140 new_draw_info (NDI_UNIQUE, 0, op, buf);
2141 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 }
2144 else
2145 {
2146 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2147 new_draw_info (NDI_UNIQUE, 0, op, buf);
2148 abil->last_eat = 0;
2149 }
2150 }
2151 return 1;
2152 }
2153
2154 /**
2155 * Handles applying an improve armor scroll.
2156 * Does some sanity checks, then calls improve_armour.
2157 */
2158 static void
2159 apply_armour_improver (object *op, object *tmp)
2160 {
2161 object *armor;
2162
2163 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2164 {
2165 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2166 return;
2167 }
2168
2169 armor = find_marked_object (op);
2170
2171 if (!armor)
2172 {
2173 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2174 return;
2175 }
2176
2177 if (armor->type != ARMOUR
2178 && armor->type != CLOAK
2179 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2180 {
2181 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2182 return;
2183 }
2184
2185 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2186 improve_armour (op, tmp, armor);
2187 }
2188
2189 extern void
2190 apply_poison (object *op, object *tmp)
2191 {
2192 if (op->type == PLAYER)
2193 {
2194 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2196 strcpy (op->contr->killer, "poisonous booze");
2197 }
2198 if (tmp->stats.hp > 0)
2199 {
2200 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2201 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2202 }
2203 op->stats.food -= op->stats.food / 4;
2204 handle_apply_yield (tmp);
2205 decrease_ob (tmp);
2206 }
2207
2208 /**
2209 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2210 * A valid 2 way exit means:
2211 * -You can come back (there is another exit at the other side)
2212 * -You are
2213 * ° the owner of the exit
2214 * ° or in the same party as the owner
2215 *
2216 * Note: a owner in a 2 way exit is saved as the owner's name
2217 * in the field exit->name cause the field exit->owner doesn't
2218 * survive in the swapping (in fact the whole exit doesn't survive).
2219 */
2220 int
2221 is_legal_2ways_exit (object *op, object *exit)
2222 {
2223 if (exit->stats.exp != 1)
2224 return 1; /*This is not a 2 way, so it is legal */
2225
2226 #if 0 //TODO
2227 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2228 return 0; /* This is a reset town portal */
2229 #endif
2230
2231 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2232
2233 if (exitmap)
2234 {
2235 exitmap->load_sync ();
2236
2237 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2238
2239 if (!tmp)
2240 return 0;
2241
2242 for (; tmp; tmp = tmp->above)
2243 {
2244 if (tmp->type != EXIT)
2245 continue; /*Not an exit */
2246
2247 if (!EXIT_PATH (tmp))
2248 continue; /*Not a valid exit */
2249
2250 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2251 continue; /*Not in the same place */
2252
2253 if (exit->map->path != EXIT_PATH (tmp))
2254 continue; /*Not in the same map */
2255
2256 /* From here we have found the exit is valid. However we do
2257 * here the check of the exit owner. It is important for the
2258 * town portals to prevent strangers from visiting your appartments
2259 */
2260 if (!exit->race)
2261 return 1; /*No owner, free for all! */
2262
2263 object *exit_owner = 0;
2264
2265 for_all_players (pp)
2266 {
2267 if (!pp->ob)
2268 continue;
2269
2270 if (pp->ob->name != exit->race)
2271 continue;
2272
2273 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2274 break;
2275 }
2276
2277 if (!exit_owner)
2278 return 0; /* No more owner */
2279
2280 if (exit_owner->contr == op->contr)
2281 return 1; /*It is your exit */
2282
2283 if (exit_owner && /*There is a owner */
2284 (op->contr) && /*A player tries to pass */
2285 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2286 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2287 return 0;
2288
2289 return 1;
2290 }
2291 }
2292
2293 return 0;
2294 }
2295
2296
2297 /**
2298 * Main apply handler.
2299 *
2300 * Checks for unpaid items before applying.
2301 *
2302 * Return value:
2303 * 0: player or monster can't apply objects of that type
2304 * 1: has been applied, or there was an error applying the object
2305 * 2: objects of that type can't be applied if not in inventory
2306 *
2307 * op is the object that is causing object to be applied, tmp is the object
2308 * being applied.
2309 *
2310 * aflag is special (always apply/unapply) flags. Nothing is done with
2311 * them in this function - they are passed to apply_special
2312 */
2313
2314 int
2315 manual_apply (object *op, object *tmp, int aflag)
2316 {
2317 if (tmp->head)
2318 tmp = tmp->head;
2319
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 {
2322 if (op->type == PLAYER)
2323 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2325 return 1;
2326 }
2327 else
2328 return 0; /* monsters just skip unpaid items */
2329 }
2330
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332 return RESULT_INT (0);
2333
2334 switch (tmp->type)
2335 {
2336 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2339 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp);
2343 return 1;
2344
2345 case TRIGGER:
2346 if (check_trigger (tmp, op))
2347 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2350 }
2351 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2353
2354 return 1;
2355
2356 case EXIT:
2357 if (op->type != PLAYER)
2358 return 0;
2359
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 {
2362 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2363 }
2364 else
2365 {
2366 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2369
2370 op->enter_exit (tmp);
2371 }
2372 return 1;
2373
2374 case SIGN:
2375 apply_sign (op, tmp, 0);
2376 return 1;
2377
2378 case BOOK:
2379 if (op->type == PLAYER)
2380 {
2381 apply_book (op, tmp);
2382 return 1;
2383 }
2384 else
2385 {
2386 return 0;
2387 }
2388
2389 case SKILLSCROLL:
2390 if (op->type == PLAYER)
2391 {
2392 apply_skillscroll (op, tmp);
2393 return 1;
2394 }
2395 return 0;
2396
2397 case SPELLBOOK:
2398 if (op->type == PLAYER)
2399 {
2400 apply_spellbook (op, tmp);
2401 return 1;
2402 }
2403 return 0;
2404
2405 case SCROLL:
2406 apply_scroll (op, tmp, 0);
2407 return 1;
2408
2409 case POTION:
2410 (void) apply_potion (op, tmp);
2411 return 1;
2412
2413 /* Eneq(@csd.uu.se): Handle apply on containers. */
2414 //TODO: remove, as it is unsed?
2415 case CLOSE_CON:
2416 apply_container (op, tmp->env);
2417 return 1;
2418
2419 case CONTAINER:
2420 apply_container (op, tmp);
2421 return 1;
2422
2423 case TREASURE:
2424 if (op->type == PLAYER)
2425 {
2426 apply_treasure (op, tmp);
2427 return 1;
2428 }
2429 else
2430 return 0;
2431
2432 case WEAPON:
2433 case ARMOUR:
2434 case BOOTS:
2435 case GLOVES:
2436 case AMULET:
2437 case GIRDLE:
2438 case BRACERS:
2439 case SHIELD:
2440 case HELMET:
2441 case RING:
2442 case CLOAK:
2443 case WAND:
2444 case ROD:
2445 case HORN:
2446 case SKILL:
2447 case BOW:
2448 case LAMP:
2449 case BUILDER:
2450 case SKILL_TOOL:
2451 if (tmp->env != op)
2452 return 2; /* not in inventory */
2453 (void) apply_special (op, tmp, aflag);
2454 return 1;
2455
2456 case DRINK:
2457 case FOOD:
2458 case FLESH:
2459 apply_food (op, tmp);
2460 return 1;
2461
2462 case POISON:
2463 apply_poison (op, tmp);
2464 return 1;
2465
2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER)
2471 {
2472 apply_armour_improver (op, tmp);
2473 return 1;
2474 }
2475 else
2476 return 0;
2477
2478 case WEAPON_IMPROVER:
2479 (void) check_improve_weapon (op, tmp);
2480 return 1;
2481
2482 case CLOCK:
2483 if (op->type == PLAYER)
2484 {
2485 char buf[MAX_BUF];
2486 timeofday_t tod;
2487
2488 get_tod (&tod);
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1;
2495 }
2496 else
2497 {
2498 return 0;
2499 }
2500
2501 case MENU:
2502 if (op->type == PLAYER)
2503 {
2504 shop_listing (op);
2505 return 1;
2506 }
2507 else
2508 {
2509 return 0;
2510 }
2511
2512 case POWER_CRYSTAL:
2513 apply_power_crystal (op, tmp); /* see egoitem.c */
2514 return 1;
2515
2516 case LIGHTER: /* for lighting torches/lanterns/etc */
2517 if (op->type == PLAYER)
2518 {
2519 apply_lighter (op, tmp);
2520 return 1;
2521 }
2522 else
2523 {
2524 return 0;
2525 }
2526
2527 case ITEM_TRANSFORMER:
2528 apply_item_transformer (op, tmp);
2529 return 1;
2530
2531 default:
2532 return 0;
2533 }
2534 }
2535
2536
2537 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2538 * messages as needed by player_apply_below(). But there can still be
2539 * "but you are floating high above the ground" messages.
2540 *
2541 * Same return value as apply() function.
2542 */
2543 int
2544 player_apply (object *pl, object *op, int aflag, int quiet)
2545 {
2546 int tmp;
2547
2548 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2549 {
2550 /* player is flying and applying object not in inventory */
2551 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2552 {
2553 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2554 return 0;
2555 }
2556 }
2557
2558 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2559 * applied.
2560 */
2561 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2562 {
2563 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2564 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2565 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2566 op->destroy ();
2567 return 1;
2568 }
2569
2570 pl->contr->last_used = op;
2571
2572 tmp = manual_apply (pl, op, aflag);
2573 if (!quiet)
2574 {
2575 if (tmp == 0)
2576 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2577 else if (tmp == 2)
2578 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2579 }
2580 return tmp;
2581 }
2582
2583 /**
2584 * player_apply_below attempts to apply the object 'below' the player.
2585 * If the player has an open container, we use that for below, otherwise
2586 * we use the ground.
2587 */
2588
2589 void
2590 player_apply_below (object *pl)
2591 {
2592 int floors = 0;
2593
2594 /* If using a container, set the starting item to be the top
2595 * item in the container. Otherwise, use the map.
2596 * This is perhaps more complicated. However, I want to make sure that
2597 * we don't use a corrupt pointer for the next object, so we get the
2598 * next object in the stack before applying. This is can only be a
2599 * problem if player_apply() has a bug in that it uses the object but does
2600 * not return a proper value.
2601 */
2602 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2603 {
2604 next = tmp->below;
2605
2606 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2607 floors++;
2608 else if (floors > 0)
2609 return; /* process only floor objects after first floor object */
2610
2611 /* If it is visible, player can apply it. If it is applied by
2612 * person moving on it, also activate. Added code to make it
2613 * so that at least one of players movement types be that which
2614 * the item needs.
2615 */
2616 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2617 {
2618 if (player_apply (pl, tmp, 0, 1) == 1)
2619 return;
2620 }
2621 if (floors >= 2)
2622 return; /* process at most two floor objects */
2623 }
2624 }
2625
2626 /**
2627 * Unapplies specified item.
2628 * No check done on cursed/damned.
2629 * Break this out of apply_special - this is just done
2630 * to keep the size of apply_special to a more managable size.
2631 */
2632 static int
2633 unapply_special (object *who, object *op, int aflags)
2634 {
2635 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2636 return RESULT_INT (0);
2637
2638 object *tmp2;
2639
2640 CLEAR_FLAG (op, FLAG_APPLIED);
2641 switch (op->type)
2642 {
2643 case WEAPON:
2644 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2645
2646 (void) change_abil (who, op);
2647 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2648 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2649 clear_skill (who);
2650 break;
2651
2652 case SKILL: /* allows objects to impart skills */
2653 case SKILL_TOOL:
2654 if (op != who->chosen_skill)
2655 {
2656 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2657 }
2658 if (who->type == PLAYER)
2659 {
2660 if (who->contr->shoottype == range_skill)
2661 who->contr->shoottype = range_none;
2662 if (!op->invisible)
2663 {
2664 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2665 }
2666 else
2667 {
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2669 }
2670 }
2671 (void) change_abil (who, op);
2672 who->chosen_skill = NULL;
2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break;
2675
2676 case ARMOUR:
2677 case HELMET:
2678 case SHIELD:
2679 case RING:
2680 case BOOTS:
2681 case GLOVES:
2682 case AMULET:
2683 case GIRDLE:
2684 case BRACERS:
2685 case CLOAK:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2687 (void) change_abil (who, op);
2688 break;
2689 case LAMP:
2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2691 tmp2 = arch_to_object (op->other_arch);
2692 tmp2->x = op->x;
2693 tmp2->y = op->y;
2694 tmp2->map = op->map;
2695 tmp2->below = op->below;
2696 tmp2->above = op->above;
2697 tmp2->stats.food = op->stats.food;
2698 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2699
2700 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2701 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2702
2703 if (who->type == PLAYER)
2704 esrv_del_item (who->contr, op->count);
2705
2706 op->destroy ();
2707 insert_ob_in_ob (tmp2, who);
2708 who->update_stats ();
2709 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2710 {
2711 if (who->type == PLAYER)
2712 {
2713 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2714 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2715 }
2716 }
2717 if (who->type == PLAYER)
2718 esrv_send_item (who, tmp2);
2719 return 1; /* otherwise, an attempt to drop causes problems */
2720 break;
2721 case BOW:
2722 case WAND:
2723 case ROD:
2724 case HORN:
2725 clear_skill (who);
2726 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2727 if (who->type == PLAYER)
2728 {
2729 who->contr->shoottype = range_none;
2730 }
2731 else
2732 {
2733 if (op->type == BOW)
2734 CLEAR_FLAG (who, FLAG_READY_BOW);
2735 else
2736 CLEAR_FLAG (who, FLAG_READY_RANGE);
2737 }
2738 break;
2739
2740 case BUILDER:
2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2742 who->contr->shoottype = range_none;
2743 who->contr->ranges[range_builder] = NULL;
2744 break;
2745
2746 default:
2747 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2748 break;
2749 }
2750
2751 who->update_stats ();
2752
2753 if (!(aflags & AP_NO_MERGE))
2754 {
2755 object *tmp;
2756
2757 tmp = merge_ob (op, NULL);
2758 if (who->type == PLAYER)
2759 {
2760 if (tmp)
2761 { /* it was merged */
2762 esrv_del_item (who->contr, op->count);
2763 op = tmp;
2764 }
2765
2766 esrv_send_item (who, op);
2767 }
2768 }
2769 return 0;
2770 }
2771
2772 /**
2773 * Returns the object that is using location 'loc'.
2774 * Note that 'start' is the first object to start examing - we
2775 * then go through the below of this. In this way, you can do
2776 * something like:
2777 * tmp = get_item_from_body_location(who->inv, 1);
2778 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2779 * to find the second object that may use this location, etc.
2780 * Returns NULL if no match is found.
2781 * loc is the index into the array we are looking for a match.
2782 * don't return invisible objects unless they are skill objects
2783 * invisible other objects that use
2784 * up body locations can be used as restrictions.
2785 */
2786 object *
2787 get_item_from_body_location (object *start, int loc)
2788 {
2789 object *tmp;
2790
2791 if (!start)
2792 return NULL;
2793
2794 for (tmp = start; tmp; tmp = tmp->below)
2795 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2796 return tmp;
2797
2798 return NULL;
2799 }
2800
2801
2802
2803 /**
2804 * 'op' wants to apply an object, but can't because of other equipment.
2805 * This should only be called when it is known
2806 * that there are objects to unapply. This makes pretty heavy
2807 * use of get_item_from_body_location. It makes no intelligent choice
2808 * on objects - rather, the first that is matched is used.
2809 * Returns 0 on success, returns 1 if there is some problem.
2810 * if aflags is AP_PRINT, we instead print out waht to unapply
2811 * instead of doing it. This is a lot less code than having
2812 * another function that does just that.
2813 */
2814 int
2815 unapply_for_ob (object *who, object *op, int aflags)
2816 {
2817 int i;
2818 object *tmp = NULL, *last;
2819
2820 /* If we are applying a shield or weapon, unapply any equipped shield
2821 * or weapons first - only allowed to use one weapon/shield at a time.
2822 */
2823 if (op->type == WEAPON || op->type == SHIELD)
2824 {
2825 for (tmp = who->inv; tmp; tmp = tmp->below)
2826 {
2827 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2828 {
2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2830 {
2831 if (aflags & AP_PRINT)
2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2833 else
2834 unapply_special (who, tmp, aflags);
2835 }
2836 else
2837 {
2838 /* In this case, we want to try and remove a cursed item.
2839 * While we know it won't work, we want unapply_special to
2840 * at least generate the message.
2841 */
2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2843 return 1;
2844 }
2845
2846 }
2847 }
2848 }
2849
2850 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2851 {
2852 /* this used up a slot that we need to free */
2853 if (op->body_info[i])
2854 {
2855 last = who->inv;
2856
2857 /* We do a while loop - may need to remove several items in order
2858 * to free up enough slots.
2859 */
2860 while ((who->body_used[i] + op->body_info[i]) < 0)
2861 {
2862 tmp = get_item_from_body_location (last, i);
2863 if (!tmp)
2864 {
2865 #if 0
2866 /* Not a bug - we'll get this if the player has cursed items
2867 * equipped.
2868 */
2869 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2870 #endif
2871 return 1;
2872 }
2873 /* If we are just printing, we don't care about cursed status */
2874 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2875 {
2876 if (aflags & AP_PRINT)
2877 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2878 else
2879 unapply_special (who, tmp, aflags);
2880 }
2881 else
2882 {
2883 /* Cursed item that we can't unequip - tell the player.
2884 * Note this could be annoying if this is just one of a few,
2885 * so it may not be critical (eg, putting on a ring and you have
2886 * one cursed ring.)
2887 */
2888 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2889 }
2890 last = tmp->below;
2891 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2893 * return in the !tmp would have kicked in.
2894 */
2895 } /* if op is using this body location */
2896 } /* for body lcoations */
2897 return 0;
2898 }
2899
2900 /**
2901 * Checks to see if 'who' can apply object 'op'.
2902 * Returns 0 if apply can be done without anything special.
2903 * Otherwise returns a bitmask - potentially several of these may be
2904 * set, but largely depends on circumstance - in the future, processing
2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2906 * is set, do we really are what the other flags may be?)
2907 *
2908 * See include/define.h for detailed description of the meaning of
2909 * these return values.
2910 */
2911 int
2912 can_apply_object (object *who, object *op)
2913 {
2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2915 return RESULT_INT (0);
2916
2917 int i, retval = 0;
2918 object *tmp = NULL, *ws = NULL;
2919
2920 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2921 * 2 weapons, but we don't want to let them do that. So if they are
2922 * trying to equip a weapon or shield, see if they already have one
2923 * in place and store that way.
2924 */
2925 if (op->type == WEAPON || op->type == SHIELD)
2926 {
2927 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2928 {
2929 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2930 {
2931 retval = CAN_APPLY_UNAPPLY;
2932 ws = tmp;
2933 }
2934 }
2935 }
2936
2937
2938 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2939 {
2940 if (op->body_info[i])
2941 {
2942 /* Item uses more slots than we have */
2943 if (FABS (op->body_info[i]) > who->body_info[i])
2944 {
2945 /* Could return now for efficiently - rest of info below isn'
2946 * really needed.
2947 */
2948 retval |= CAN_APPLY_NEVER;
2949 }
2950 else if ((who->body_used[i] + op->body_info[i]) < 0)
2951 {
2952 /* in this case, equipping this would use more free spots than
2953 * we have.
2954 */
2955 object *tmp1;
2956
2957
2958 /* if we have an applied weapon/shield, and unapply it would free
2959 * enough slots to equip the new item, then just set this can
2960 * continue. We don't care about the logic below - if you have
2961 * shield equipped and try to equip another shield, there is only
2962 * one choice. However, the check for the number of body locations
2963 * does take into the account cases where what is being applied
2964 * may be two handed for example.
2965 */
2966 if (ws)
2967 {
2968 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2969 {
2970 retval |= CAN_APPLY_UNAPPLY;
2971 continue;
2972 }
2973 }
2974
2975 tmp1 = get_item_from_body_location (who->inv, i);
2976 if (!tmp1)
2977 {
2978 #if 0
2979 /* This is sort of an error, but happens a lot when old players
2980 * join in with more stuff equipped than they are now allowed.
2981 */
2982 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2983 #endif
2984 retval |= CAN_APPLY_NEVER;
2985 }
2986 else
2987 {
2988 /* need to unapply something. However, if this something
2989 * is different than we had found before, it means they need
2990 * to apply multiple objects
2991 */
2992 retval |= CAN_APPLY_UNAPPLY;
2993 if (!tmp)
2994 tmp = tmp1;
2995 else if (tmp != tmp1)
2996 {
2997 retval |= CAN_APPLY_UNAPPLY_MULT;
2998 }
2999 /* This object isn't using up all the slots, so there must
3000 * be another. If so, and it the new item doesn't need all
3001 * the slots, the player then has a choice.
3002 */
3003 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3004 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3005
3006 /* Does unequippint 'tmp1' free up enough slots for this to be
3007 * equipped? If not, there must be something else to unapply.
3008 */
3009 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3010 retval |= CAN_APPLY_UNAPPLY_MULT;
3011
3012 }
3013 } /* if not enough free slots */
3014 } /* if this object uses location i */
3015 } /* for i -> num_body_locations loop */
3016
3017 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3018 * really be controlled by use of body locations. We do have
3019 * the weapon/shield checks, and the range checks for monsters,
3020 * because you can't control those just by body location - bows, shields,
3021 * and weapons all use the same slot. Similar for horn/rod/wand - they
3022 * all use the same location.
3023 */
3024 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3025 retval |= CAN_APPLY_RESTRICTION;
3026 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3027 retval |= CAN_APPLY_RESTRICTION;
3028
3029
3030 if (who->type != PLAYER)
3031 {
3032 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3033 retval |= CAN_APPLY_RESTRICTION;
3034 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3035 retval |= CAN_APPLY_RESTRICTION;
3036 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3037 retval |= CAN_APPLY_RESTRICTION;
3038 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3039 retval |= CAN_APPLY_RESTRICTION;
3040 }
3041 return retval;
3042 }
3043
3044
3045
3046 /**
3047 * who is the object using the object. It can be a monster.
3048 * op is the object they are using. op is an equipment type item,
3049 * eg, one which you put on and keep on for a while, and not something
3050 * like a potion or scroll.
3051 *
3052 * function returns 1 if the action could not be completed, 0 on
3053 * success. However, success is a matter of meaning - if the
3054 * user passes the 'apply' flag to an object already applied,
3055 * nothing is done, and 0 is returned.
3056 *
3057 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3058 * AP_UNAPPLY=always unapply).
3059 *
3060 * Optional flags:
3061 * AP_NO_MERGE: don't merge an unapplied object with other objects
3062 * AP_IGNORE_CURSE: unapply cursed items
3063 *
3064 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3065 *
3066 * apply_special() doesn't check for unpaid items.
3067 */
3068 int
3069 apply_special (object *who, object *op, int aflags)
3070 {
3071 int basic_flag = aflags & AP_BASIC_FLAGS;
3072 object *tmp, *tmp2, *skop = NULL;
3073 int i;
3074
3075 if (who == NULL)
3076 {
3077 LOG (llevError, "apply_special() from object without environment.\n");
3078 return 1;
3079 }
3080
3081 if (op->env != who)
3082 return 1; /* op is not in inventory */
3083
3084 /* trying to unequip op */
3085 if (QUERY_FLAG (op, FLAG_APPLIED))
3086 {
3087 /* always apply, so no reason to unapply */
3088 if (basic_flag == AP_APPLY)
3089 return 0;
3090
3091 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3092 {
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3094 return 1;
3095 }
3096 return unapply_special (who, op, aflags);
3097 }
3098
3099 if (basic_flag == AP_UNAPPLY)
3100 return 0;
3101
3102 i = can_apply_object (who, op);
3103
3104 /* Can't just apply this object. Lets see what not and what to do */
3105 if (i)
3106 {
3107 if (i & CAN_APPLY_NEVER)
3108 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3110 return 1;
3111 }
3112 else if (i & CAN_APPLY_RESTRICTION)
3113 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3115 return 1;
3116 }
3117 if (who->type != PLAYER)
3118 {
3119 /* Some error, so don't try to equip something more */
3120 if (unapply_for_ob (who, op, aflags))
3121 return 1;
3122 }
3123 else
3124 {
3125 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3126 {
3127 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3128 unapply_for_ob (who, op, AP_PRINT);
3129 return 1;
3130 }
3131 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3132 {
3133 i = unapply_for_ob (who, op, aflags);
3134 if (i)
3135 return 1;
3136 }
3137 }
3138 }
3139
3140 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3141 {
3142 skop = find_skill_by_name (who, op->skill);
3143 if (!skop)
3144 {
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3146 return 1;
3147 }
3148 else
3149 {
3150 /* While experience will be credited properly, we want to change the
3151 * skill so that the dam and wc get updated
3152 */
3153 change_skill (who, skop, 0);
3154 }
3155 }
3156
3157 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3158 {
3159 new_draw_info (NDI_UNIQUE, 0, who,
3160 "Equipping that combined with other items would consume your soul! "
3161 "[use the skills command to check your available item power]");
3162 return 1;
3163 }
3164
3165
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171 if (op->nrof > 1)
3172 tmp = get_split_ob (op, op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3177 return RESULT_INT (0);
3178
3179 switch (op->type)
3180 {
3181 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat))
3183 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3185 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if (tmp != NULL)
3187 (void) insert_ob_in_ob (tmp, who);
3188 return 1;
3189 }
3190
3191 //TODO: this obviously fails for players using a shiorter prefix
3192 // i.e. "R" can use Ragnarok's swors.
3193 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3194 {
3195 /* if the weapon does not have the name as the character, can't use it. */
3196 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3197 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3198
3199 if (tmp)
3200 insert_ob_in_ob (tmp, who);
3201
3202 return 1;
3203 }
3204
3205 SET_FLAG (op, FLAG_APPLIED);
3206
3207 if (skop)
3208 change_skill (who, skop, 1);
3209 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3210 SET_FLAG (who, FLAG_READY_WEAPON);
3211
3212 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3213
3214 (void) change_abil (who, op);
3215 break;
3216
3217 case ARMOUR:
3218 case HELMET:
3219 case SHIELD:
3220 case BOOTS:
3221 case GLOVES:
3222 case GIRDLE:
3223 case BRACERS:
3224 case CLOAK:
3225 case RING:
3226 case AMULET:
3227 SET_FLAG (op, FLAG_APPLIED);
3228 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3229 (void) change_abil (who, op);
3230 break;
3231 case LAMP:
3232 if (op->stats.food < 1)
3233 {
3234 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3235 return 1;
3236 }
3237 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3238 tmp2 = arch_to_object (op->other_arch);
3239 tmp2->stats.food = op->stats.food;
3240 SET_FLAG (tmp2, FLAG_APPLIED);
3241 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3242 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3243 insert_ob_in_ob (tmp2, who);
3244
3245 /* Remove the old lantern */
3246 if (who->type == PLAYER)
3247 esrv_del_item (who->contr, op->count);
3248
3249 op->destroy ();
3250
3251 /* insert the portion that was split off */
3252 if (tmp != NULL)
3253 {
3254 (void) insert_ob_in_ob (tmp, who);
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp);
3257 }
3258 who->update_stats ();
3259 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3260 {
3261 if (who->type == PLAYER)
3262 {
3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3265 }
3266 }
3267 if (who->type == PLAYER)
3268 esrv_send_item (who, tmp2);
3269 return 0;
3270 break;
3271
3272 /* this part is needed for skill-tools */
3273 case SKILL:
3274 case SKILL_TOOL:
3275 if (who->chosen_skill)
3276 {
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3278 return 1;
3279 }
3280 if (who->type == PLAYER)
3281 {
3282 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op;
3284 if (!op->invisible)
3285 {
3286 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3288 }
3289 else
3290 {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3292 }
3293 }
3294 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op);
3296 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL);
3298 break;
3299
3300 case BOW:
3301 if (!check_weapon_power (who, op->last_eat))
3302 {
3303 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3304 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3305 if (tmp != NULL)
3306 (void) insert_ob_in_ob (tmp, who);
3307 return 1;
3308 }
3309 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3310 {
3311 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3312 if (tmp != NULL)
3313 (void) insert_ob_in_ob (tmp, who);
3314 return 1;
3315 }
3316 /*FALLTHROUGH*/ case WAND:
3317 case ROD:
3318 case HORN:
3319 /* check for skill, alter player status */
3320 SET_FLAG (op, FLAG_APPLIED);
3321 if (skop)
3322 change_skill (who, skop, 0);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3324
3325 if (who->type == PLAYER)
3326 {
3327 if (op->type == BOW)
3328 {
3329 (void) change_abil (who, op);
3330 new_draw_info_format (NDI_UNIQUE, 0, who,
3331 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3332 who->contr->shoottype = range_bow;
3333 }
3334 else
3335 {
3336 who->contr->shoottype = range_misc;
3337 }
3338 }
3339 else
3340 {
3341 if (op->type == BOW)
3342 SET_FLAG (who, FLAG_READY_BOW);
3343 else
3344 SET_FLAG (who, FLAG_READY_RANGE);
3345 }
3346 break;
3347
3348 case BUILDER:
3349 if (who->contr->ranges[range_builder])
3350 unapply_special (who, who->contr->ranges[range_builder], 0);
3351 who->contr->shoottype = range_builder;
3352 who->contr->ranges[range_builder] = op;
3353 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3354 break;
3355
3356 default:
3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3358 } /* end of switch op->type */
3359
3360 SET_FLAG (op, FLAG_APPLIED);
3361
3362 if (tmp != NULL)
3363 tmp = insert_ob_in_ob (tmp, who);
3364
3365 who->update_stats ();
3366
3367 /* We exclude spell casting objects. The fire code will set the
3368 * been applied flag when they are used - until that point,
3369 * you don't know anything about them.
3370 */
3371 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3372 SET_FLAG (op, FLAG_BEEN_APPLIED);
3373
3374 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3375 {
3376 if (who->type == PLAYER)
3377 {
3378 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3379 SET_FLAG (op, FLAG_KNOWN_CURSED);
3380 }
3381 }
3382 if (who->type == PLAYER)
3383 {
3384 /* if multiple objects were applied, update both slots */
3385 if (tmp)
3386 esrv_send_item (who, tmp);
3387 esrv_send_item (who, op);
3388 }
3389 return 0;
3390 }
3391
3392
3393 int
3394 monster_apply_special (object *who, object *op, int aflags)
3395 {
3396 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3397 return 1;
3398 return apply_special (who, op, aflags);
3399 }
3400
3401 /**
3402 * Map was just loaded, handle op's initialisation.
3403 *
3404 * Generates shop floor's item, and treasures.
3405 */
3406 int
3407 auto_apply (object *op)
3408 {
3409 object *tmp = NULL, *tmp2;
3410 int i;
3411
3412 switch (op->type)
3413 {
3414 case SHOP_FLOOR:
3415 if (!op->has_random_items ())
3416 return 0;
3417
3418 do
3419 {
3420 i = 10; /* let's give it 10 tries */
3421 while ((tmp = generate_treasure (op->randomitems,
3422 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3423 if (tmp == NULL)
3424 return 0;
3425 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3426 {
3427 tmp->destroy ();
3428 tmp = NULL;
3429 }
3430 }
3431 while (!tmp);
3432
3433 tmp->x = op->x;
3434 tmp->y = op->y;
3435 SET_FLAG (tmp, FLAG_UNPAID);
3436 insert_ob_in_map (tmp, op->map, NULL, 0);
3437 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3438 identify (tmp);
3439 break;
3440
3441 case TREASURE:
3442 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3443 return 0;
3444
3445 while (op->stats.hp-- > 0)
3446 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3447 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3448
3449 /* If we generated an object and put it in this object inventory,
3450 * move it to the parent object as the current object is about
3451 * to disappear. An example of this item is the random_* stuff
3452 * that is put inside other objects.
3453 */
3454 for (tmp = op->inv; tmp; tmp = tmp2)
3455 {
3456 tmp2 = tmp->below;
3457 tmp->remove ();
3458
3459 if (op->env)
3460 insert_ob_in_ob (tmp, op->env);
3461 else
3462 tmp->destroy ();
3463 }
3464
3465 op->destroy ();
3466 break;
3467 }
3468 return tmp ? 1 : 0;
3469 }
3470
3471 /**
3472 * fix_auto_apply goes through the entire map every time a map
3473 * is loaded or swapped in and performs special actions for
3474 * certain objects (most initialization of chests and creation of
3475 * treasures and stuff). Calls auto_apply if appropriate.
3476 */
3477 void
3478 maptile::fix_auto_apply ()
3479 {
3480 if (!spaces)
3481 return;
3482
3483 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3484 for (object *tmp = ms->bot; tmp; )
3485 {
3486 object *above = tmp->above;
3487
3488 if (tmp->inv)
3489 {
3490 object *invtmp, *invnext;
3491
3492 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3493 {
3494 invnext = invtmp->below;
3495
3496 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3497 auto_apply (invtmp);
3498 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3499 {
3500 while ((invtmp->stats.hp--) > 0)
3501 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3502
3503 invtmp->randomitems = NULL;
3504 }
3505 else if (invtmp && invtmp->arch
3506 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3507 {
3508 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3509 /* Need to clear this so that we never try to create
3510 * treasure again for this object
3511 */
3512 invtmp->randomitems = NULL;
3513 }
3514 }
3515 /* This is really temporary - the code at the bottom will
3516 * also set randomitems to null. The problem is there are bunches
3517 * of maps/players already out there with items that have spells
3518 * which haven't had the randomitems set to null yet.
3519 * MSW 2004-05-13
3520 *
3521 * And if it's a spellbook, it's better to set randomitems to NULL too,
3522 * else you get two spells in the book ^_-
3523 * Ryo 2004-08-16
3524 */
3525 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3526 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3527 tmp->randomitems = NULL;
3528
3529 }
3530
3531 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3532 auto_apply (tmp);
3533 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3534 {
3535 while ((tmp->stats.hp--) > 0)
3536 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3537 tmp->randomitems = NULL;
3538 }
3539 else if (tmp->type == TIMED_GATE)
3540 {
3541 object *head = tmp->head != NULL ? tmp->head : tmp;
3542
3543 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3544 tmp->set_speed (0);
3545 }
3546 /* This function can be called everytime a map is loaded, even when
3547 * swapping back in. As such, we don't want to create the treasure
3548 * over and ove again, so after we generate the treasure, blank out
3549 * randomitems so if it is swapped in again, it won't make anything.
3550 * This is a problem for the above objects, because they have counters
3551 * which say how many times to make the treasure.
3552 */
3553 else if (tmp && tmp->arch && tmp->type != PLAYER
3554 && tmp->type != TREASURE && tmp->type != SPELL
3555 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3556 {
3557 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3558 tmp->randomitems = NULL;
3559 }
3560 // close all containers
3561 else if (tmp->type == CONTAINER)
3562 tmp->flag [FLAG_APPLIED] = 0;
3563
3564 tmp = above;
3565 }
3566
3567 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3568 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3569 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3570 check_trigger (tmp, tmp->above);
3571 }
3572
3573 /**
3574 * Handles player eating food that temporarily changes status (resistances, stats).
3575 * This used to call cast_change_attr(), but
3576 * that doesn't work with the new spell code. Since we know what
3577 * the food changes, just grab a force and use that instead.
3578 */
3579
3580 void
3581 eat_special_food (object *who, object *food)
3582 {
3583 object *force;
3584 int i, did_one = 0;
3585 sint8 k;
3586
3587 force = get_archetype (FORCE_NAME);
3588
3589 for (i = 0; i < NUM_STATS; i++)
3590 {
3591 k = get_attr_value (&food->stats, i);
3592 if (k)
3593 {
3594 set_attr_value (&force->stats, i, k);
3595 did_one = 1;
3596 }
3597 }
3598
3599 /* check if we can protect the eater */
3600 for (i = 0; i < NROFATTACKS; i++)
3601 {
3602 if (food->resist[i] > 0)
3603 {
3604 force->resist[i] = food->resist[i] / 2;
3605 did_one = 1;
3606 }
3607 }
3608
3609 if (did_one)
3610 {
3611 force->set_speed (0.1);
3612 /* bigger morsel of food = longer effect time */
3613 force->duration = food->stats.food / 5;
3614 SET_FLAG (force, FLAG_APPLIED);
3615 change_abil (who, force);
3616 insert_ob_in_ob (force, who);
3617 }
3618 else
3619 force->destroy ();
3620
3621 /* check for hp, sp change */
3622 if (food->stats.hp != 0)
3623 {
3624 if (QUERY_FLAG (food, FLAG_CURSED))
3625 {
3626 assign (who->contr->killer, food->name);
3627 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3628 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3629 }
3630 else
3631 {
3632 if (food->stats.hp > 0)
3633 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3634 else
3635 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3636 who->stats.hp += food->stats.hp;
3637 }
3638 }
3639 if (food->stats.sp != 0)
3640 {
3641 if (QUERY_FLAG (food, FLAG_CURSED))
3642 {
3643 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3644 who->stats.sp -= food->stats.sp;
3645 if (who->stats.sp < 0)
3646 who->stats.sp = 0;
3647 }
3648 else
3649 {
3650 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3651 who->stats.sp += food->stats.sp;
3652 /* place limit on max sp from food? */
3653 }
3654 }
3655 who->update_stats ();
3656 }
3657
3658 /**
3659 * Designed primarily to light torches/lanterns/etc.
3660 * Also burns up burnable material too. First object in the inventory is
3661 * the selected object to "burn". -b.t.
3662 */
3663 void
3664 apply_lighter (object *who, object *lighter)
3665 {
3666 object *item;
3667 int is_player_env = 0;
3668
3669 item = find_marked_object (who);
3670 if (item)
3671 {
3672 if (lighter->last_eat && lighter->stats.food)
3673 { /* lighter gets used up */
3674 /* Split multiple lighters if they're being used up. Otherwise *
3675 * one charge from each would be used up. --DAMN */
3676 if (lighter->nrof > 1)
3677 {
3678 object *oneLighter = lighter->clone ();
3679
3680 lighter->nrof -= 1;
3681 oneLighter->nrof = 1;
3682 oneLighter->stats.food--;
3683 esrv_send_item (who, lighter);
3684 oneLighter = insert_ob_in_ob (oneLighter, who);
3685 esrv_send_item (who, oneLighter);
3686 }
3687 else
3688 lighter->stats.food--;
3689 }
3690 else if (lighter->last_eat)
3691 { /* no charges left in lighter */
3692 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3693 return;
3694 }
3695
3696 /* Perhaps we should split what we are trying to light on fire?
3697 * I can't see many times when you would want to light multiple
3698 * objects at once.
3699 */
3700
3701 if (who == item->in_player ())
3702 is_player_env = 1;
3703
3704 save_throw_object (item, AT_FIRE, who);
3705
3706 if (item->destroyed ())
3707 {
3708 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3709 /* Need to update the player so that the players glow radius
3710 * gets changed.
3711 */
3712 if (is_player_env)
3713 who->update_stats ();
3714 }
3715 else
3716 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3717 }
3718 else /* nothing to light */
3719 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3720
3721 }
3722
3723 /**
3724 * op made some mistake with a scroll, this takes care of punishment.
3725 * scroll_failure()- hacked directly from spell_failure
3726 */
3727 void
3728 scroll_failure (object *op, int failure, int power)
3729 {
3730 if (abs (failure / 4) > power)
3731 power = abs (failure / 4); /* set minimum effect */
3732
3733 if (failure <= -1 && failure > -15)
3734 { /* wonder */
3735 object *tmp;
3736
3737 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3738 tmp = get_archetype (SPELL_WONDER);
3739 cast_wonder (op, op, 0, tmp);
3740 tmp->destroy ();
3741 }
3742 else if (failure <= -15 && failure > -35)
3743 { /* drain mana */
3744 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3745 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3746 if (op->stats.sp < 0)
3747 op->stats.sp = 0;
3748 }
3749 else if (settings.spell_failure_effects == TRUE)
3750 {
3751 if (failure <= -35 && failure > -60)
3752 { /* confusion */
3753 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3754 confuse_player (op, op, power);
3755 }
3756 else if (failure <= -60 && failure > -70)
3757 { /* paralysis */
3758 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3759 paralyze_player (op, op, power);
3760 }
3761 else if (failure <= -70 && failure > -80)
3762 { /* blind */
3763 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3764 blind_player (op, op, power);
3765 }
3766 else if (failure <= -80)
3767 { /* blast the immediate area */
3768 object *tmp;
3769
3770 tmp = get_archetype (LOOSE_MANA);
3771 cast_magic_storm (op, tmp, power);
3772 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3773 tmp->destroy ();
3774 }
3775 }
3776 }
3777
3778 void
3779 apply_changes_to_player (object *pl, object *change)
3780 {
3781 int excess_stat = 0; /* if the stat goes over the maximum
3782 for the race, put the excess stat some
3783 where else. */
3784
3785 switch (change->type)
3786 {
3787 case CLASS:
3788 {
3789 living *stats = &(pl->contr->orig_stats);
3790 living *ns = &(change->stats);
3791 object *walk;
3792 int flag_change_face = 1;
3793
3794 /* the following code assigns stats up to the stat max
3795 * for the race, and if the stat max is exceeded,
3796 * tries to randomly reassign the excess stat
3797 */
3798 int i, j;
3799
3800 for (i = 0; i < NUM_STATS; i++)
3801 {
3802 sint8 stat = get_attr_value (stats, i);
3803 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3804
3805 stat += get_attr_value (ns, i);
3806 if (stat > 20 + race_bonus)
3807 {
3808 excess_stat++;
3809 stat = 20 + race_bonus;
3810 }
3811 set_attr_value (stats, i, stat);
3812 }
3813
3814 for (j = 0; excess_stat > 0 && j < 100; j++)
3815 { /* try 100 times to assign excess stats */
3816 int i = rndm (0, 6);
3817 int stat = get_attr_value (stats, i);
3818 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3819
3820 if (i == CHA)
3821 continue; /* exclude cha from this */
3822 if (stat < 20 + race_bonus)
3823 {
3824 change_attr_value (stats, i, 1);
3825 excess_stat--;
3826 }
3827 }
3828
3829 /* insert the randomitems from the change's treasurelist into
3830 * the player ref: player.c
3831 */
3832 if (change->randomitems != NULL)
3833 give_initial_items (pl, change->randomitems);
3834
3835
3836 /* set up the face, for some races. */
3837
3838 /* first, look for the force object banning
3839 * changing the face. Certain races never change face with class.
3840 */
3841 for (walk = pl->inv; walk != NULL; walk = walk->below)
3842 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3843 flag_change_face = 0;
3844
3845 if (flag_change_face)
3846 {
3847 pl->animation_id = GET_ANIM_ID (change);
3848 pl->face = change->face;
3849
3850 if (QUERY_FLAG (change, FLAG_ANIMATE))
3851 SET_FLAG (pl, FLAG_ANIMATE);
3852 else
3853 CLEAR_FLAG (pl, FLAG_ANIMATE);
3854 }
3855
3856 /* check the special case of can't use weapons */
3857 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3858 if (!strcmp (change->name, "monk"))
3859 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3860
3861 break;
3862 }
3863 }
3864 }
3865
3866 /**
3867 * This handles items of type 'transformer'.
3868 * Basically those items, used with a marked item, transform both items into something
3869 * else.
3870 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3871 * Change information is contained in the 'slaying' field of the marked item.
3872 * The format is as follow: transformer:[number ]yield[;transformer:...].
3873 * This way an item can be transformed in many things, and/or many objects.
3874 * The 'slaying' field for transformer is used as verb for the action.
3875 */
3876 void
3877 apply_item_transformer (object *pl, object *transformer)
3878 {
3879 object *marked;
3880 object *new_item;
3881 char *find;
3882 char *separator;
3883 int yield;
3884 char got[MAX_BUF];
3885 int len;
3886
3887 if (!pl || !transformer)
3888 return;
3889 marked = find_marked_object (pl);
3890 if (!marked)
3891 {
3892 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3893 return;
3894 }
3895 if (!marked->slaying)
3896 {
3897 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3898 return;
3899 }
3900 /* check whether they are compatible or not */
3901 find = strstr (marked->slaying, transformer->arch->name);
3902 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3903 {
3904 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3905 return;
3906 }
3907 find += strlen (transformer->arch->name) + 1;
3908 /* Item can be used, now find how many and what it yields */
3909 if (isdigit (*(find)))
3910 {
3911 yield = atoi (find);
3912 if (yield < 1)
3913 {
3914 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3915 yield = 1;
3916 }
3917 }
3918 else
3919 yield = 1;
3920
3921 while (isdigit (*find))
3922 find++;
3923 while (*find == ' ')
3924 find++;
3925 memset (got, 0, MAX_BUF);
3926 if ((separator = strchr (find, ';')) != NULL)
3927 {
3928 len = separator - find;
3929 }
3930 else
3931 {
3932 len = strlen (find);
3933 }
3934 if (len > MAX_BUF - 1)
3935 len = MAX_BUF - 1;
3936 strcpy (got, find);
3937 got[len] = '\0';
3938
3939 /* Now create new item, remove used ones when required. */
3940 new_item = get_archetype (got);
3941 if (!new_item)
3942 {
3943 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3944 return;
3945 }
3946
3947 new_item->nrof = yield;
3948 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3949 insert_ob_in_ob (new_item, pl);
3950 esrv_send_inventory (pl, pl);
3951 /* Eat up one item */
3952 decrease_ob_nr (marked, 1);
3953 /* Eat one transformer if needed */
3954 if (transformer->stats.food)
3955 if (--transformer->stats.food == 0)
3956 decrease_ob_nr (transformer, 1);
3957 }