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/cvs/deliantra/server/server/apply.C
Revision: 1.102
Committed: Thu May 17 22:29:46 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.101: +0 -2 lines
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File Contents

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