/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
#include
#include
#include
/* Want this regardless of rplay. */
#include
/**
* Check if op should abort moving victim because of it's race or slaying.
* Returns 1 if it should abort, returns 0 if it should continue.
*/
int
should_director_abort (object *op, object *victim)
{
int arch_flag, name_flag, race_flag;
/* Get flags to determine what of arch, name, and race should be checked.
* This is stored in subtype, and is a bitmask, the LSB is the arch flag,
* the next is the name flag, and the last is the race flag. Also note,
* if subtype is set to zero, that also goes to defaults of all affecting
* it. Examples:
* subtype 1: only arch
* subtype 3: arch or name
* subtype 5: arch or race
* subtype 7: all three
*/
if (op->subtype)
{
arch_flag = (op->subtype & 1);
name_flag = (op->subtype & 2);
race_flag = (op->subtype & 4);
}
else
{
arch_flag = 1;
name_flag = 1;
race_flag = 1;
}
/* If the director has race set, only affect objects with a arch,
* name or race that matches.
*/
if ((op->race) &&
((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
((!(victim->name && name_flag) || op->race != victim->name)) &&
((!(victim->race && race_flag) || op->race != victim->race)))
return 1;
/* If the director has slaying set, only affect objects where none
* of arch, name, or race match.
*/
if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
((victim->name && name_flag && op->slaying == victim->name)) ||
((victim->race && race_flag && op->slaying == victim->race)))
return 1;
return 0;
}
/**
* This handles a player dropping money on an altar to identify stuff.
* It'll identify marked item, if none all items up to dropped money.
* Return value: 1 if money was destroyed, 0 if not.
*/
static int
apply_id_altar (object *money, object *altar, object *pl)
{
object *id, *marked;
int success = 0;
if (pl == NULL || pl->type != PLAYER)
return 0;
/* Check for MONEY type is a special hack - it prevents 'nothing needs
* identifying' from being printed out more than it needs to be.
*/
if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
return 0;
marked = find_marked_object (pl);
/* if the player has a marked item, identify that if it needs to be
* identified. IF it doesn't, then go through the player inventory.
*/
if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
{
if (operate_altar (altar, &money))
{
identify (marked);
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
if (marked->msg)
{
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
}
return money == NULL;
}
}
for (id = pl->inv; id; id = id->below)
{
if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
{
if (operate_altar (altar, &money))
{
identify (id);
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
if (id->msg)
{
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
}
success = 1;
/* If no more money, might as well quit now */
if (money == NULL || !check_altar_sacrifice (altar, money))
break;
}
else
{
LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
break;
}
}
}
if (!success)
new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
return money == NULL;
}
/**
* This checks whether the object has a "on_use_yield" field, and if so generated and drops
* matching item.
**/
void
handle_apply_yield (object *tmp)
{
const char *yield;
yield = get_ob_key_value (tmp, "on_use_yield");
if (yield != NULL)
{
object *drop = get_archetype (yield);
if (tmp->env)
{
drop = insert_ob_in_ob (drop, tmp->env);
if (tmp->env->type == PLAYER)
esrv_send_item (tmp->env, drop);
}
else
{
drop->x = tmp->x;
drop->y = tmp->y;
insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
}
}
}
/**
* Handles applying a potion.
*/
int
apply_potion (object *op, object *tmp)
{
int got_one = 0, i;
object *force = 0, *floor = 0;
floor = GET_MAP_OB (op->map, op->x, op->y);
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
{
if (op->type == PLAYER)
new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
CLEAR_FLAG (tmp, FLAG_APPLIED);
return 0;
}
if (op->type == PLAYER)
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
identify (tmp);
handle_apply_yield (tmp);
/* Potion of restoration - only for players */
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
{
object *depl;
archetype *at;
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
op->drain_stat ();
op->update_stats ();
decrease_ob (tmp);
return 1;
}
if (!(at = archetype::find (ARCH_DEPLETION)))
{
LOG (llevError, "Could not find archetype depletion\n");
return 0;
}
depl = present_arch_in_ob (at, op);
if (depl)
{
for (i = 0; i < NUM_STATS; i++)
if (depl->stats.stat (i))
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
depl->destroy ();
op->update_stats ();
}
else
new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
decrease_ob (tmp);
return 1;
}
/* improvement potion - only for players */
if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
{
for (i = 1; i < MIN (11, op->level); i++)
{
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
if (op->contr->levhp[i] != 1)
{
op->contr->levhp[i] = 1;
break;
}
if (op->contr->levsp[i] != 1)
{
op->contr->levsp[i] = 1;
break;
}
if (op->contr->levgrace[i] != 1)
{
op->contr->levgrace[i] = 1;
break;
}
}
else
{
if (op->contr->levhp[i] < 9)
{
op->contr->levhp[i] = 9;
break;
}
if (op->contr->levsp[i] < 6)
{
op->contr->levsp[i] = 6;
break;
}
if (op->contr->levgrace[i] < 3)
{
op->contr->levgrace[i] = 3;
break;
}
}
}
/* Just makes checking easier */
if (i < MIN (11, op->level))
got_one = 1;
if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
{
if (got_one)
{
op->update_stats ();
new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
}
else
new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
}
else
{ /* cursed potion */
if (got_one)
{
op->update_stats ();
new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
}
else
new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
}
decrease_ob (tmp);
return 1;
}
/* A potion that casts a spell. Healing, restore spellpoint (power potion)
* and heroism all fit into this category. Given the spell object code,
* there is no limit to the number of spells that potions can be cast,
* but direction is problematic to try and imbue fireball potions for example.
*/
if (tmp->inv)
{
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
object *fball;
new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
/* Explodes a fireball centered at player */
fball = get_archetype (EXPLODING_FIREBALL);
fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
fball->x = op->x;
fball->y = op->y;
insert_ob_in_map (fball, op->map, NULL, 0);
}
else
cast_spell (op, tmp, op->facing, tmp->inv, NULL);
decrease_ob (tmp);
/* if youre dead, no point in doing this... */
if (!QUERY_FLAG (op, FLAG_REMOVED))
op->update_stats ();
return 1;
}
/* Deal with protection potions */
force = NULL;
for (i = 0; i < NROFATTACKS; i++)
{
if (tmp->resist[i])
{
if (!force)
force = get_archetype (FORCE_NAME);
memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
force->type = POTION_EFFECT;
break; /* Only need to find one protection since we copy entire batch */
}
}
/* This is a protection potion */
if (force)
{
/* cursed items last longer */
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
force->stats.food *= 10;
for (i = 0; i < NROFATTACKS; i++)
if (force->resist[i] > 0)
force->resist[i] = -force->resist[i]; /* prot => vuln */
}
force->speed_left = -1;
force = insert_ob_in_ob (force, op);
CLEAR_FLAG (tmp, FLAG_APPLIED);
SET_FLAG (force, FLAG_APPLIED);
change_abil (op, force);
decrease_ob (tmp);
return 1;
}
/* Only thing left are the stat potions */
if (op->type == PLAYER)
{ /* only for players */
if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
CLEAR_FLAG (tmp, FLAG_APPLIED);
else
SET_FLAG (tmp, FLAG_APPLIED);
if (!change_abil (op, tmp))
new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
}
/* CLEAR_FLAG is so that if the character has other potions
* that were grouped with the one consumed, his
* stat will not be raised by them. fix_player just clears
* up all the stats.
*/
CLEAR_FLAG (tmp, FLAG_APPLIED);
op->update_stats ();
decrease_ob (tmp);
return 1;
}
/****************************************************************************
* Weapon improvement code follows
****************************************************************************/
/**
* This returns the sum of nrof of item (arch name).
*/
static int
check_item (object *op, const char *item)
{
int count = 0;
if (item == NULL)
return 0;
op = op->below;
while (op != NULL)
{
if (strcmp (op->arch->archname, item) == 0)
{
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
/* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
{
if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
count++;
else
count += op->nrof;
}
}
op = op->below;
}
return count;
}
/**
* This removes 'nrof' of what item->slaying says to remove.
* op is typically the player, which is only
* really used to determine what space to look at.
* Modified to only eat 'nrof' of objects.
*/
static void
eat_item (object *op, const char *item, uint32 nrof)
{
object *prev;
prev = op;
op = op->below;
while (op != NULL)
{
if (strcmp (op->arch->archname, item) == 0)
{
if (op->nrof >= nrof)
{
decrease_ob_nr (op, nrof);
return;
}
else
{
decrease_ob_nr (op, op->nrof);
nrof -= op->nrof;
}
op = prev;
}
prev = op;
op = op->below;
}
}
/**
* This checks to see of the player (who) is sufficient level to use a weapon
* with improvs improvements (typically last_eat). We take an int here
* instead of the object so that the improvement code can pass along the
* increased value to see if the object is usuable.
* we return 1 (true) if the player can use the weapon.
*/
static int
check_weapon_power (const object *who, int improvs)
{
/* Old code is below (commented out). Basically, since weapons are the only
* object players really have any control to improve, it's a bit harsh to
* require high level in some combat skill, so we just use overall level.
*/
#if 1
if (((who->level / 5) + 5) >= improvs)
return 1;
else
return 0;
#else
int level = 0;
/* The skill system hands out wc and dam bonuses to fighters
* more generously than the old system (see fix_player). Thus
* we need to curtail the power of player enchanted weapons.
* I changed this to 1 improvement per "fighter" level/5 -b.t.
* Note: Nothing should break by allowing this ratio to be different or
* using normal level - it is just a matter of play balance.
*/
if (who->type == PLAYER)
{
object *wc_obj = NULL;
for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
level = wc_obj->level;
if (!level)
{
LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
level = who->level;
}
}
else
level = who->level;
return (improvs <= ((level / 5) + 5));
#endif
}
/**
* Returns how many items of type improver->slaying there are under op.
* Will display a message if none found, and 1 if improver->slaying is NULL.
*/
static int
check_sacrifice (object *op, const object *improver)
{
int count = 0;
if (improver->slaying != NULL)
{
count = check_item (op, improver->slaying);
if (count < 1)
{
char buf[200];
sprintf (buf, "The gods want more %ss", &improver->slaying);
new_draw_info (NDI_UNIQUE, 0, op, buf);
return 0;
}
}
else
count = 1;
return count;
}
/**
* Actually improves the weapon, and tells user.
*/
int
improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
{
new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
*stat += sacrifice_count;
weapon->last_eat++;
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
decrease_ob (improver);
/* So it updates the players stats and the window */
op->update_stats ();
return 1;
}
/* Types of improvements, hidden in the sp field. */
#define IMPROVE_PREPARE 1
#define IMPROVE_DAMAGE 2
#define IMPROVE_WEIGHT 3
#define IMPROVE_ENCHANT 4
#define IMPROVE_STR 5
#define IMPROVE_DEX 6
#define IMPROVE_CON 7
#define IMPROVE_WIS 8
#define IMPROVE_CHA 9
#define IMPROVE_INT 10
#define IMPROVE_POW 11
/**
* This does the prepare weapon scroll.
* Checks for sacrifice, and so on.
*/
int
prepare_weapon (object *op, object *improver, object *weapon)
{
int sacrifice_count, i;
char buf[MAX_BUF];
if (weapon->level != 0)
{
new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
return 0;
}
for (i = 0; i < NROFATTACKS; i++)
if (weapon->resist[i])
break;
/* If we break out, i will be less than nrofattacks, preventing
* improvement of items that already have protections.
*/
if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
weapon->stats.exp || /* speed */
weapon->stats.ac) /* AC - only taifu's I think */
{
new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
return 0;
}
sacrifice_count = check_sacrifice (op, improver);
if (sacrifice_count <= 0)
return 0;
weapon->level = isqrt (sacrifice_count);
new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
eat_item (op, improver->slaying, sacrifice_count);
new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
sprintf (buf, "%s's %s", &op->name, &weapon->name);
weapon->name = weapon->name_pl = buf;
weapon->nrof = 0; /* prevents preparing n weapons in the same
slot at once! */
decrease_ob (improver);
weapon->last_eat = 0;
return 1;
}
/**
* Does the dirty job for 'improve weapon' scroll, prepare or add something.
* This is the new improve weapon code.
* Returns 0 if it was not able to work for some reason.
*
* Checks if weapon was prepared, if enough potions on the floor, ...
*
* We are hiding extra information about the weapon in the level and
* last_eat numbers for an object. Hopefully this won't break anything ??
* level == max improve last_eat == current improve
*/
int
improve_weapon (object *op, object *improver, object *weapon)
{
int sacrifice_count, sacrifice_needed = 0;
if (improver->stats.sp == IMPROVE_PREPARE)
{
return prepare_weapon (op, improver, weapon);
}
if (weapon->level == 0)
{
new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
return 0;
}
if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
{
new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
return 0;
}
if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
{
new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
return 0;
}
/* This just increases damage by 5 points, no matter what. No sacrifice
* is needed. Since stats.dam is now a 16 bit value and not 8 bit,
* don't put any maximum value on damage - the limit is how much the
* weapon can be improved.
*/
if (improver->stats.sp == IMPROVE_DAMAGE)
{
weapon->stats.dam += 5;
weapon->weight += 5000; /* 5 KG's */
new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
weapon->last_eat++;
weapon->item_power++;
decrease_ob (improver);
return 1;
}
if (improver->stats.sp == IMPROVE_WEIGHT)
{
/* Reduce weight by 20% */
weapon->weight = (weapon->weight * 8) / 10;
if (weapon->weight < 1)
weapon->weight = 1;
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
weapon->last_eat++;
weapon->item_power++;
decrease_ob (improver);
return 1;
}
if (improver->stats.sp == IMPROVE_ENCHANT)
{
weapon->magic++;
weapon->last_eat++;
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
decrease_ob (improver);
weapon->item_power++;
return 1;
}
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
if (sacrifice_needed < 1)
sacrifice_needed = 1;
sacrifice_needed *= 2;
sacrifice_count = check_sacrifice (op, improver);
if (sacrifice_count < sacrifice_needed)
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
return 0;
}
eat_item (op, improver->slaying, sacrifice_needed);
weapon->item_power++;
switch (improver->stats.sp)
{
case IMPROVE_STR:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
case IMPROVE_DEX:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
case IMPROVE_CON:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
case IMPROVE_WIS:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
case IMPROVE_CHA:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
case IMPROVE_INT:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
case IMPROVE_POW:
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
default:
new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
}
LOG (llevError, "improve_weapon: Got to end of function\n");
return 0;
}
/**
* Handles the applying of improve/prepare/enchant weapon scroll.
* Checks a few things (not on a non-magic square, marked weapon, ...),
* then calls improve_weapon to do the dirty work.
*/
int
check_improve_weapon (object *op, object *tmp)
{
object *otmp;
if (op->type != PLAYER)
return 0;
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
{
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
return 0;
}
otmp = find_marked_object (op);
if (!otmp)
{
new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
return 0;
}
if (otmp->type != WEAPON && otmp->type != BOW)
{
new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
return 0;
}
new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
improve_weapon (op, tmp, otmp);
esrv_send_item (op, otmp);
return 1;
}
/**
* This code deals with the armour improvment scrolls.
* Change limits on improvement - let players go up to
* +5 no matter what level, but they are limited by item
* power.
* Try to use same improvement code as in the common/treasure.c
* file, so that if you make a +2 full helm, it will be just
* the same as one you find in a shop.
*
* deprecated comment:
* this code is by b.t. (thomas@nomad.astro.psu.edu) -
* only 'enchantment' of armour is possible - improving
* the stats of a player w/ armour as well as a weapon
* will probably horribly unbalance the game. Magic enchanting
* depends on the level of the character - ie the plus
* value (magic) of the armour can never be increased beyond
* the level of the character / 10 -- rounding upish, nor may
* the armour value of the piece of equipment exceed either
* the users level or 90)
* Modified by MSW for partial resistance. Only support
* changing of physical area right now.
*/
int
improve_armour (object *op, object *improver, object *armour)
{
object *tmp;
if (armour->magic >= settings.armor_max_enchant)
{
new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
return 0;
}
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
* etc), so take the easy way out and don't worry about it.
* Note - maybe add scrolls which make the random artifact versions (eg, armour
* of gnarg and what not?)
*/
if (armour->title)
{
new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
return 0;
}
/* Split objects if needed. Can't insert tmp until the
* end of this function - otherwise it will just re-merge.
*/
if (armour->nrof > 1)
tmp = get_split_ob (armour, armour->nrof - 1);
else
tmp = NULL;
armour->magic++;
if (!settings.armor_speed_linear)
{
int base = 100;
int pow = 0;
while (pow < armour->magic)
{
base = base - (base * settings.armor_speed_improvement) / 100;
pow++;
}
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
}
else
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
if (!settings.armor_weight_linear)
{
int base = 100;
int pow = 0;
while (pow < armour->magic)
{
base = base - (base * settings.armor_weight_reduction) / 100;
pow++;
}
armour->weight = (armour->arch->weight * base) / 100;
}
else
armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
if (armour->weight <= 0)
{
LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
armour->weight = 1;
}
armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
if (op->type == PLAYER)
{
esrv_send_item (op, armour);
if (QUERY_FLAG (armour, FLAG_APPLIED))
op->update_stats ();
}
decrease_ob (improver);
if (tmp)
{
insert_ob_in_ob (tmp, op);
esrv_send_item (op, tmp);
}
return 1;
}
/*
* convert_item() returns 1 if anything was converted, 0 if the item was not
* what the converter wants, -1 if the converter is broken.
*/
#define CONV_FROM(xyz) xyz->slaying
#define CONV_TO(xyz) xyz->other_arch
#define CONV_NR(xyz) xyz->stats.sp
#define CONV_NEED(xyz) xyz->stats.food
/* Takes one items and makes another.
* converter is the object that is doing the conversion.
* item is the object that triggered the converter - if it is not
* what the converter wants, this will not do anything.
*/
int
convert_item (object *item, object *converter)
{
int nr = 0;
uint32 price_in;
/* We make some assumptions - we assume if it takes money as it type,
* it wants some amount. We don't make change (ie, if something costs
* 3 gp and player drops a platinum, tough luck)
*/
if (!strcmp (CONV_FROM (converter), "money"))
{
int cost;
if (item->type != MONEY)
return 0;
nr = (item->nrof * item->value) / CONV_NEED (converter);
if (!nr)
return 0;
cost = nr * CONV_NEED (converter) / item->value;
/* take into account rounding errors */
if (nr * CONV_NEED (converter) % item->value)
cost++;
decrease_ob_nr (item, cost);
price_in = cost * item->value;
}
else
{
if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
(CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
return 0;
if (CONV_NEED (converter))
{
nr = item->nrof / CONV_NEED (converter);
decrease_ob_nr (item, nr * CONV_NEED (converter));
price_in = nr * CONV_NEED (converter) * item->value;
}
else
{
price_in = item->value;
item->destroy ();
}
}
if (converter->inv != NULL)
{
object *ob;
int i;
object *ob_to_copy;
/* select random object from inventory to copy */
ob_to_copy = converter->inv;
for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
{
if (rndm (0, i) == 0)
{
ob_to_copy = ob;
}
}
item = object_create_clone (ob_to_copy);
CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
unflag_inv (item, FLAG_IS_A_TEMPLATE);
}
else
{
if (converter->other_arch == NULL)
{
LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
&converter->name, &converter->map->path, converter->x, converter->y);
return -1;
}
item = object_create_arch (converter->other_arch);
fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
}
if (CONV_NR (converter))
item->nrof = CONV_NR (converter);
if (nr)
item->nrof *= nr;
if (is_in_shop (converter))
SET_FLAG (item, FLAG_UNPAID);
else if (price_in < item->nrof * item->value)
{
LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
&converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
/**
* elmex: we are going to let the game continue, as the mapcreator
* probably had something in mind when doing this
*/
}
SET_FLAG (item, FLAG_IDENTIFIED);
insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
return 1;
}
/**
* Handle apply on containers.
* By Eneq(@csd.uu.se).
* Moved to own function and added many features [Tero.Haatanen@lut.fi]
* added the alchemical cauldron to the code -b.t.
*/
int
apply_container (object *op, object *sack)
{
if (op->type != PLAYER || !op->contr->ns)
return 0; /* This might change */
if (!sack || sack->type != CONTAINER)
{
LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
return 0;
}
op->contr->last_used = 0;
if (sack->env && sack->env != op)
{
new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
return 1;
}
// already applied == open on ground, or open in inv, or active in inv
if (sack->flag [FLAG_APPLIED])
{
if (op->container == sack)
{
// open on ground or inv, so close
op->close_container ();
return 1;
}
else if (!sack->env)
{
// active, but not ours: some other player has opened it
new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
return 1;
}
// fall through to opening it (active in inv)
}
else if (sack->env)
{
// it is in our env, so activate it, do not open yet
op->close_container ();
sack->flag [FLAG_APPLIED] = 1;
esrv_update_item (UPD_FLAGS, op, sack);
new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
return 1;
}
// it's locked?
if (sack->slaying)
{
if (object *tmp = find_key (op, op, sack))
new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
else
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
return 1;
}
}
op->open_container (sack);
return 1;
}
/**
* Handles dropping things on altar.
* Returns true if sacrifice was accepted.
*/
static int
apply_altar (object *altar, object *sacrifice, object *originator)
{
/* Only players can make sacrifices on spell casting altars. */
if (altar->inv && (!originator || originator->type != PLAYER))
return 0;
if (operate_altar (altar, &sacrifice))
{
/* Simple check. Unfortunately, it means you can't cast magic bullet
* with an altar. We call it a Potion - altars are stationary - it
* is up to map designers to use them properly.
*/
if (altar->inv && altar->inv->type == SPELL)
{
new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
cast_spell (originator, altar, 0, altar->inv, NULL);
/* If it is connected, push the button. Fixes some problems with
* old maps.
*/
/* push_button (altar);*/
}
else
{
altar->value = 1; /* works only once */
push_button (altar);
}
return !sacrifice;
}
else
return 0;
}
/**
* Handles 'movement' of shop mats.
* Returns 1 if 'op' was destroyed, 0 if not.
* Largely re-written to not use nearly as many gotos, plus
* some of this code just looked plain out of date.
* MSW 2001-08-29
*/
int
apply_shop_mat (object *shop_mat, object *op)
{
int rv = 0;
double opinion;
object *tmp, *next;
SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
if (op->type != PLAYER)
{
/* Remove all the unpaid objects that may be carried here.
* This could be pets or monsters that are somehow in
* the shop.
*/
for (tmp = op->inv; tmp; tmp = next)
{
next = tmp->below;
if (QUERY_FLAG (tmp, FLAG_UNPAID))
{
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
tmp->remove ();
if (i == -1)
i = 0;
tmp->map = op->map;
tmp->x = op->x + freearr_x[i];
tmp->y = op->y + freearr_y[i];
insert_ob_in_map (tmp, op->map, op, 0);
}
}
/* Don't teleport things like spell effects */
if (QUERY_FLAG (op, FLAG_NO_PICK))
return 0;
/* unpaid objects, or non living objects, can't transfer by
* shop mats. Instead, put it on a nearby space.
*/
if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
{
/* Somebody dropped an unpaid item, just move to an adjacent place. */
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
if (i != -1)
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
return 0;
}
/* Removed code that checked for multipart objects - it appears that
* the teleport function should be able to handle this just fine.
*/
rv = teleport (shop_mat, SHOP_MAT, op);
}
else if (can_pay (op) && get_payment (op))
{
/* this is only used for players */
rv = teleport (shop_mat, SHOP_MAT, op);
if (shop_mat->msg)
new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
/* This check below is a bit simplistic - generally it should be correct,
* but there is never a guarantee that the bottom space on the map is
* actually the shop floor.
*/
else if (!rv && !is_in_shop (op))
{
opinion = shopkeeper_approval (op->map, op);
if (opinion > 0.9)
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
else if (opinion > 0.75)
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
else if (opinion > 0.5)
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
else
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
}
}
else
{
/* if we get here, a player tried to leave a shop but was not able
* to afford the items he has. We try to move the player so that
* they are not on the mat anymore
*/
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
if (i == -1)
{
LOG (llevError, "Internal shop-mat problem.\n");
}
else
{
op->remove ();
op->x += freearr_x[i];
op->y += freearr_y[i];
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
}
}
CLEAR_FLAG (op, FLAG_NO_APPLY);
return rv;
}
/**
* Handles applying a sign.
*/
static void
apply_sign (object *op, object *sign, int autoapply)
{
readable_message_type *msgType;
if (sign->msg == NULL)
{
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
return;
}
if (sign->stats.food)
{
if (sign->last_eat >= sign->stats.food)
{
if (!sign->move_on)
new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
return;
}
if (!QUERY_FLAG (op, FLAG_WIZPASS))
sign->last_eat++;
}
/* Sign or magic mouth? Do we need to see it, or does it talk to us?
* No way to know for sure. The presumption is basically that if
* move_on is zero, it needs to be manually applied (doesn't talk
* to us).
*/
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
return;
}
if (op->contr)
if (client *ns = op->contr->ns)
{
msgType = get_readable_message_type (sign);
if (ns->can_msg)
ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
else
{
char newbuf[HUGE_BUF];
snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
}
}
}
/**
* 'victim' moves onto 'trap'
* 'victim' leaves 'trap'
* effect is determined by move_on/move_off of trap and move_type of victime.
*
* originator: Player, monster or other object that caused 'victim' to move
* onto 'trap'. Will receive messages caused by this action. May be NULL.
* However, some types of traps require an originator to function.
*/
void
move_apply (object *trap, object *victim, object *originator)
{
static int recursion_depth = 0;
/* Only exits affect DMs. */
if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
return;
/* move_apply() is the most likely candidate for causing unwanted and
* possibly unlimited recursion.
*/
/* The following was changed because it was causing perfeclty correct
* maps to fail. 1) it's not an error to recurse:
* rune detonates, summoning monster. monster lands on nearby rune.
* nearby rune detonates. This sort of recursion is expected and
* proper. This code was causing needless crashes.
*/
if (recursion_depth >= 500)
{
LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
"[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
return;
}
recursion_depth++;
if (trap->head)
trap = trap->head;
if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
goto leave;
switch (trap->type)
{
case PLAYERMOVER:
if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
{
if (!trap->stats.maxsp)
trap->stats.maxsp = 2;
/* Is this correct? From the docs, it doesn't look like it
* should be divided by trap->speed
*/
victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
/* Just put in some sanity check. I think there is a bug in the
* above with some objects have zero speed, and thus the player
* getting permanently paralyzed.
*/
if (victim->speed_left < -50.f)
victim->speed_left = -50.f;
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
}
goto leave;
case SPINNER:
if (victim->direction)
{
victim->direction = absdir (victim->direction - trap->stats.sp);
update_turn_face (victim);
}
goto leave;
case DIRECTOR:
if (victim->direction && !should_director_abort (trap, victim))
{
victim->direction = trap->stats.sp;
update_turn_face (victim);
}
goto leave;
case BUTTON:
case PEDESTAL:
update_button (trap);
goto leave;
case ALTAR:
/* sacrifice victim on trap */
apply_altar (trap, victim, originator);
goto leave;
case THROWN_OBJ:
if (trap->inv == NULL)
goto leave;
/* fallthrough */
case ARROW:
/* bad bug: monster throw a object, make a step forwards, step on object ,
* trigger this here and get hit by own missile - and will be own enemy.
* Victim then is his own enemy and will start to kill herself (this is
* removed) but we have not synced victim and his missile. To avoid senseless
* action, we avoid hits here
*/
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
hit_with_arrow (trap, victim);
goto leave;
case SPELL_EFFECT:
apply_spell_effect (trap, victim);
goto leave;
case TRAPDOOR:
{
int max, sound_was_played;
object *ab, *ab_next;
if (!trap->value)
{
int tot;
for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
if ((ab->move_type && trap->move_on) || ab->move_type == 0)
tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
if (!(trap->value = (tot > trap->weight) ? 1 : 0))
goto leave;
SET_ANIMATION (trap, trap->value);
update_object (trap, UP_OBJ_FACE);
}
for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
{
/* need to set this up, since if we do transfer the object,
* ab->above would be bogus
*/
ab_next = ab->above;
if ((ab->move_type && trap->move_on) || ab->move_type == 0)
{
if (!sound_was_played)
{
trap->play_sound (sound_find ("fall_hole"));
sound_was_played = 1;
}
new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
}
}
goto leave;
}
case CONVERTER:
if (convert_item (victim, trap) < 0)
{
new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
get_archetype ("burnout")->insert_at (trap, trap);
}
goto leave;
case TRIGGER_BUTTON:
case TRIGGER_PEDESTAL:
case TRIGGER_ALTAR:
check_trigger (trap, victim);
goto leave;
case DEEP_SWAMP:
walk_on_deep_swamp (trap, victim);
goto leave;
case CHECK_INV:
check_inv (victim, trap);
goto leave;
case HOLE:
/* Hole not open? */
if (trap->stats.wc > 0)
goto leave;
/* Is this a multipart monster and not the head? If so, return.
* Processing will happen if the head runs into the pit
*/
if (victim->head)
goto leave;
victim->play_sound (sound_find ("fall_hole"));
new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
goto leave;
case EXIT:
if (victim->type == PLAYER && EXIT_PATH (trap))
{
/* Basically, don't show exits leading to random maps the
* players output.
*/
if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
new_draw_info (NDI_NAVY, 0, victim, trap->msg);
victim->enter_exit (trap);
}
goto leave;
case ENCOUNTER:
/* may be some leftovers on this */
goto leave;
case SHOP_MAT:
apply_shop_mat (trap, victim);
goto leave;
/* Drop a certain amount of gold, and have one item identified */
case IDENTIFY_ALTAR:
apply_id_altar (victim, trap, originator);
goto leave;
case SIGN:
if (victim->type != PLAYER && trap->stats.food > 0)
goto leave; /* monsters musn't apply magic_mouths with counters */
apply_sign (victim, trap, 1);
goto leave;
case CONTAINER:
apply_container (victim, trap);
goto leave;
case RUNE:
case TRAP:
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
{
spring_trap (trap, victim);
}
goto leave;
default:
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
"handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
goto leave;
}
leave:
recursion_depth--;
}
/**
* Handles reading a regular (ie not containing a spell) book.
*/
static void
apply_book (object *op, object *tmp)
{
int lev_diff;
object *skill_ob;
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
return;
}
if (!tmp->msg)
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
return;
}
/* need a literacy skill to read stuff! */
skill_ob = find_skill_by_name (op, tmp->skill);
if (!skill_ob)
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H");
return;
}
lev_diff = tmp->level - (skill_ob->level + 5);
if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
{
if (lev_diff < 2)
new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
else if (lev_diff < 3)
new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
else if (lev_diff < 5)
new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
else if (lev_diff < 8)
new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
else if (lev_diff < 15)
new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
else
new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
return;
}
readable_message_type *msgType = get_readable_message_type (tmp);
if (player *pl = op->contr)
if (client *ns = pl->ns)
if (ns->can_msg)
{
dynbuf_text buf;
buf << long_desc (tmp, op)
<< "\n\n"
<< tmp->msg
<< '\0';
ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
}
else
draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
msgType->message_type, msgType->message_subtype,
"You open the %s and start reading.\n%s", (char *)"%s\n%s",
long_desc (tmp, op), &tmp->msg);
/* gain xp from reading */
if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
{ /* only if not read before */
int exp_gain = calc_skill_exp (op, tmp, skill_ob);
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
{
/*exp_gain *= 2; because they just identified it too */
SET_FLAG (tmp, FLAG_IDENTIFIED);
/* If in a container, update how it looks */
if (tmp->env)
esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
else
op->contr->ns->floorbox_update ();
}
change_exp (op, exp_gain, skill_ob->skill, 0);
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
}
}
/**
* Handles the applying of a skill scroll, calling learn_skill straight.
* op is the person learning the skill, tmp is the skill scroll object
*/
static void
apply_skillscroll (object *op, object *tmp)
{
switch ((int) learn_skill (op, tmp))
{
case 0:
new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
return;
case 1:
new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
decrease_ob (tmp);
return;
default:
new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
decrease_ob (tmp);
return;
}
}
/**
* Actually makes op learn spell.
* Informs player of what happens.
*/
void
do_learn_spell (object *op, object *spell, int special_prayer)
{
object *tmp;
if (op->type != PLAYER)
{
LOG (llevError, "BUG: do_learn_spell(): not a player\n");
return;
}
/* Upgrade special prayers to normal prayers */
if ((tmp = check_spell_known (op, spell->name)) != NULL)
{
if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
{
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
return;
}
return;
}
op->contr->play_sound (sound_find ("learn_spell"));
tmp = spell->clone ();
insert_ob_in_ob (tmp, op);
if (special_prayer)
SET_FLAG (tmp, FLAG_STARTEQUIP);
esrv_add_spells (op->contr, tmp);
}
/**
* Erases spell from player's inventory.
*/
void
do_forget_spell (object *op, const char *spell)
{
object *spob;
if (op->type != PLAYER)
{
LOG (llevError, "BUG: do_forget_spell(): not a player\n");
return;
}
if ((spob = check_spell_known (op, spell)) == NULL)
{
LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
return;
}
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
player_unready_range_ob (op->contr, spob);
esrv_remove_spell (op->contr, spob);
spob->destroy ();
}
/**
* Handles player applying a spellbook.
* Checks whether player has knowledge of required skill, doesn't already know the spell,
* stuff like that. Random learning failure too.
*/
static void
apply_spellbook (object *op, object *tmp)
{
object *skop, *spell, *spell_skill;
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
return;
}
/* artifact_spellbooks have 'slaying' field point to a spell name,
* instead of having their spell stored in stats.sp. These are
* legacy spellbooks
*/
if (tmp->slaying)
{
spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
if (!spell)
{
new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
return;
}
else
insert_ob_in_ob (spell, tmp);
tmp->slaying = 0;
}
skop = find_skill_by_name (op, tmp->skill);
/* need a literacy skill to learn spells. Also, having a literacy level
* lower than the spell will make learning the spell more difficult */
if (!skop)
{
new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H");
return;
}
spell = tmp->inv;
if (!spell)
{
LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
return;
}
if (skop->level < int (sqrtf (spell->level) * 1.5f))
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H");
return;
}
new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
{
identify (tmp);
if (tmp->env)
esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
else
op->contr->ns->floorbox_update ();
}
/* I removed the check for special_prayer_mark here - it didn't make
* a lot of sense - special prayers are not found in spellbooks, and
* if the player doesn't know the spell, doesn't make a lot of sense that
* they would have a special prayer mark.
*/
if (check_spell_known (op, spell->name))
{
new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H\n");
return;
}
if (spell->skill)
{
spell_skill = find_skill_by_name (op, spell->skill);
if (!spell_skill)
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
return;
}
if (spell_skill->level < spell->level)
{
new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
return;
}
}
/* Logic as follows
*
* 1- MU spells use Int to learn, Cleric spells use Wisdom
*
* 2- The learner's skill level in literacy adjusts the chance to learn
* a spell.
*
* 3 -Automatically fail to learn if you read while confused
*
* Overall, chances are the same but a player will find having a high
* literacy rate very useful! -b.t.
*/
if (QUERY_FLAG (op, FLAG_CONFUSED))
{
new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
}
else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
(random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
{
new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
do_learn_spell (op, spell, 0);
/* xp gain to literacy for spell learning */
if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
}
else
{
op->contr->play_sound (sound_find ("fumble_spell"));
new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H\n");
}
decrease_ob (tmp);
}
/**
* Handles applying a spell scroll.
*/
void
apply_scroll (object *op, object *tmp, int dir)
{
object *skop;
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
return;
}
if (!tmp->inv || tmp->inv->type != SPELL)
{
new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
return;
}
if (op->type == PLAYER)
{
/* players need a literacy skill to read stuff! */
int exp_gain = 0;
/* hard code literacy - tmp->skill points to where the exp
* should go for anything killed by the spell.
*/
skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
if (!skop)
{
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H");
return;
}
if ((exp_gain = calc_skill_exp (op, tmp, skop)))
change_exp (op, exp_gain, skop->skill, 0);
}
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
identify (tmp);
new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
cast_spell (op, tmp, dir, tmp->inv, NULL);
decrease_ob (tmp);
}
/**
* Applies a treasure object - by default, chest. op
* is the person doing the applying, tmp is the treasure
* chest.
*/
static void
apply_treasure (object *op, object *tmp)
{
/* Nice side effect of new treasure creation method is that the treasure
* for the chest is done when the chest is created, and put into the chest
* inventory. So that when the chest burns up, the items still exist. Also
* prevents people fromt moving chests to more difficult maps to get better
* treasure
*/
object *treas = tmp->inv;
if (!treas)
{
new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
decrease_ob (tmp);
return;
}
while (tmp->inv)
{
treas = tmp->inv;
treas->remove ();
new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
treas->x = op->x;
treas->y = op->y;
treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
spring_trap (treas, op);
/* If either player or container was destroyed, no need to do
* further processing. I think this should be enclused with
* spring trap above, as I don't think there is otherwise
* any way for the treasure chest or player to get killed
*/
if (op->destroyed () || tmp->destroyed ())
break;
}
if (!tmp->destroyed () && tmp->inv == NULL)
decrease_ob (tmp);
}
/**
* op eats food.
* If player, takes care of messages and dragon special food.
*/
static void
apply_food (object *op, object *tmp)
{
int capacity_remaining;
if (op->type != PLAYER)
op->stats.hp = op->stats.maxhp;
else
{
/* check if this is a dragon (player), eating some flesh */
if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
;
else
{
/* usual case - no dragon meal: */
if (op->stats.food + tmp->stats.food > 999)
{
if (tmp->type == FOOD || tmp->type == FLESH)
new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
else
new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
}
if (!QUERY_FLAG (tmp, FLAG_CURSED))
{
char buf[MAX_BUF];
if (!is_dragon_pl (op))
{
/* eating message for normal players */
if (tmp->type == DRINK)
sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
else
sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
}
else
{
/* eating message for dragon players */
sprintf (buf, "The %s tasted terrible!", &tmp->name);
}
new_draw_info (NDI_UNIQUE, 0, op, buf);
capacity_remaining = 999 - op->stats.food;
op->stats.food += tmp->stats.food;
if (capacity_remaining < tmp->stats.food)
op->stats.hp += capacity_remaining / 50;
else
op->stats.hp += tmp->stats.food / 50;
if (op->stats.hp > op->stats.maxhp)
op->stats.hp = op->stats.maxhp;
if (op->stats.food > 999)
op->stats.food = 999;
}
/* special food hack -b.t. */
if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
eat_special_food (op, tmp);
}
}
handle_apply_yield (tmp);
decrease_ob (tmp);
}
/**
* A dragon is eating some flesh. If the flesh contains resistances,
* there is a chance for the dragon's skin to get improved.
*
* attributes:
* object *op the object (dragon player) eating the flesh
* object *meal the flesh item, getting chewed in dragon's mouth
* return:
* int 1 if eating successful, 0 if it doesn't work
*/
int
dragon_eat_flesh (object *op, object *meal)
{
object *skin = NULL; /* pointer to dragon skin force */
object *abil = NULL; /* pointer to dragon ability force */
object *tmp = NULL; /* tmp. object */
char buf[MAX_BUF]; /* tmp. string buffer */
double chance; /* improvement-chance of one resistance type */
double totalchance = 1; /* total chance of gaining one resistance */
double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
double mbonus = 0; /* monster bonus */
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
int winners = 0; /* number of winners */
int i; /* index */
/* let's make sure and doublecheck the parameters */
if (meal->type != FLESH || !is_dragon_pl (op))
return 0;
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces
from the player's inventory */
for (tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == FORCE)
if (tmp->arch->archname == shstr_dragon_skin_force)
skin = tmp;
else if (tmp->arch->archname == shstr_dragon_ability_force)
abil = tmp;
/* if either skin or ability are missing, this is an old player
which is not to be considered a dragon -> bail out */
if (skin == NULL || abil == NULL)
return 0;
/* now start by filling stomache and health, according to food-value */
if ((999 - op->stats.food) < meal->stats.food)
op->stats.hp += (999 - op->stats.food) / 50;
else
op->stats.hp += meal->stats.food / 50;
if (op->stats.hp > op->stats.maxhp)
op->stats.hp = op->stats.maxhp;
op->stats.food = MIN (999, op->stats.food + meal->stats.food);
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
/* on to the interesting part: chances for adding resistance */
for (i = 0; i < NROFATTACKS; i++)
{
if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
{
/* got positive resistance, now calculate improvement chance (0-100) */
/* this bonus makes resistance increase easier at lower levels */
bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
if (i == abil->stats.exp)
bonus += 5; /* additional bonus for resistance of ability-focus */
/* monster bonus increases with level, because high-level
flesh is too rare */
mbonus = op->level * 20. / ((double) settings.max_level);
chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
((double) settings.max_level)) - skin->resist[i];
if (chance >= 0.)
chance += 1.;
else
chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
/* chance is proportional to amount of resistance (max. 50) */
chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
/* doubled chance for resistance of ability-focus */
if (i == abil->stats.exp)
chance = MIN (100., chance * 2.);
/* now make the throw and save all winners (Don't insert luck bonus here!) */
if (rndm (10000) < (unsigned int) (chance * 100))
{
atnr_winner[winners] = i;
winners++;
}
if (chance >= 0.01)
totalchance *= 1 - chance / 100;
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
}
}
/* inverse totalchance as until now we have the failure-chance */
totalchance = 100 - totalchance * 100;
/* print message according to totalchance */
if (totalchance > 50.)
sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
else if (totalchance > 10.)
sprintf (buf, "The %s tasted very good.", &meal->name);
else if (totalchance > 1.)
sprintf (buf, "The %s tasted good.", &meal->name);
else if (totalchance > 0.1)
sprintf (buf, "The %s tasted bland.", &meal->name);
else if (totalchance >= 0.01)
sprintf (buf, "The %s had a boring taste.", &meal->name);
else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
sprintf (buf, "The %s tasted strange.", &meal->name);
else
sprintf (buf, "The %s had no taste.", &meal->name);
new_draw_info (NDI_UNIQUE, 0, op, buf);
/* now choose a winner if we have any */
i = -1;
if (winners > 0)
i = atnr_winner[RANDOM () % winners];
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
{
/* resistance increased! */
skin->resist[i]++;
op->update_stats ();
sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
}
/* if this flesh contains a new ability focus, we mark it
into the ability_force and it will take effect on next level */
if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
{
abil->last_eat = meal->last_eat; /* write: last_eat */
if (meal->last_eat != abil->stats.exp)
{
sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
new_draw_info (NDI_UNIQUE, 0, op, buf);
sprintf (buf, "The change will happen at level %d", abil->level + 1);
new_draw_info (NDI_UNIQUE, 0, op, buf);
}
else
{
sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
new_draw_info (NDI_UNIQUE, 0, op, buf);
abil->last_eat = 0;
}
}
return 1;
}
/**
* Handles applying an improve armor scroll.
* Does some sanity checks, then calls improve_armour.
*/
static void
apply_armour_improver (object *op, object *tmp)
{
object *armor;
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
{
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H");
return;
}
armor = find_marked_object (op);
if (!armor)
{
new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
return;
}
if (armor->type != ARMOUR
&& armor->type != CLOAK
&& armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
{
new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
return;
}
new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
improve_armour (op, tmp, armor);
}
extern void
apply_poison (object *op, object *tmp)
{
if (op->type == PLAYER)
{
op->contr->play_sound (sound_find ("drink_poison"));
new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
strcpy (op->contr->killer, "poisonous booze");
}
if (tmp->stats.hp > 0)
{
LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
}
op->stats.food -= op->stats.food / 4;
handle_apply_yield (tmp);
decrease_ob (tmp);
}
/**
* This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
* A valid 2 way exit means:
* -You can come back (there is another exit at the other side)
* -You are
* ° the owner of the exit
* ° or in the same party as the owner
*
* Note: a owner in a 2 way exit is saved as the owner's name
* in the field exit->name cause the field exit->owner doesn't
* survive in the swapping (in fact the whole exit doesn't survive).
*/
int
is_legal_2ways_exit (object *op, object *exit)
{
if (exit->stats.exp != 1)
return 1; /*This is not a 2 way, so it is legal */
#if 0 //TODO
if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
return 0; /* This is a reset town portal */
#endif
maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
if (exitmap)
{
exitmap->load_sync ();
object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
if (!tmp)
return 0;
for (; tmp; tmp = tmp->above)
{
if (tmp->type != EXIT)
continue; /*Not an exit */
if (!EXIT_PATH (tmp))
continue; /*Not a valid exit */
if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
continue; /*Not in the same place */
if (exit->map->path != EXIT_PATH (tmp))
continue; /*Not in the same map */
/* From here we have found the exit is valid. However we do
* here the check of the exit owner. It is important for the
* town portals to prevent strangers from visiting your appartments
*/
if (!exit->race)
return 1; /*No owner, free for all! */
object *exit_owner = 0;
for_all_players (pp)
{
if (!pp->ob)
continue;
if (pp->ob->name != exit->race)
continue;
exit_owner = pp->ob; /*We found a player which correspond to the player name */
break;
}
if (!exit_owner)
return 0; /* No more owner */
if (exit_owner->contr == op->contr)
return 1; /*It is your exit */
if (exit_owner && /*There is a owner */
(op->contr) && /*A player tries to pass */
((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
(exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
return 0;
return 1;
}
}
return 0;
}
/**
* Main apply handler.
*
* Checks for unpaid items before applying.
*
* Return value:
* 0: player or monster can't apply objects of that type
* 1: has been applied, or there was an error applying the object
* 2: objects of that type can't be applied if not in inventory
*
* op is the object that is causing object to be applied, tmp is the object
* being applied.
*
* aflag is special (always apply/unapply) flags. Nothing is done with
* them in this function - they are passed to apply_special
*/
int
manual_apply (object *op, object *tmp, int aflag)
{
if (tmp->head)
tmp = tmp->head;
if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
{
if (op->type == PLAYER)
{
new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H");
return 1;
}
else
return 0; /* monsters just skip unpaid items */
}
if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
return RESULT_INT (0);
switch (tmp->type)
{
case CF_HANDLE:
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
op->play_sound (sound_find ("turn_handle"));
tmp->value = tmp->value ? 0 : 1;
SET_ANIMATION (tmp, tmp->value);
update_object (tmp, UP_OBJ_FACE);
push_button (tmp);
return 1;
case TRIGGER:
if (check_trigger (tmp, op))
{
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
op->play_sound (sound_find ("turn_handle"));
}
else
new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
return 1;
case EXIT:
if (op->type != PLAYER)
return 0;
if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
else
{
/* Don't display messages for random maps. */
if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
new_draw_info (NDI_NAVY, 0, op, tmp->msg);
op->enter_exit (tmp);
}
return 1;
case SIGN:
apply_sign (op, tmp, 0);
return 1;
case BOOK:
if (op->type == PLAYER)
{
apply_book (op, tmp);
return 1;
}
else
return 0;
case SKILLSCROLL:
if (op->type == PLAYER)
{
apply_skillscroll (op, tmp);
return 1;
}
else
return 0;
case SPELLBOOK:
if (op->type == PLAYER)
{
apply_spellbook (op, tmp);
return 1;
}
else
return 0;
case SCROLL:
apply_scroll (op, tmp, 0);
return 1;
case POTION:
apply_potion (op, tmp);
return 1;
/* Eneq(@csd.uu.se): Handle apply on containers. */
//TODO: remove, as it is unsed?
case CLOSE_CON:
apply_container (op, tmp->env);
return 1;
case CONTAINER:
apply_container (op, tmp);
return 1;
case TREASURE:
if (op->type == PLAYER)
{
apply_treasure (op, tmp);
return 1;
}
else
return 0;
case WEAPON:
case ARMOUR:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case SHIELD:
case HELMET:
case RING:
case CLOAK:
case WAND:
case ROD:
case HORN:
case SKILL:
case BOW:
case LAMP:
case BUILDER:
case SKILL_TOOL:
if (tmp->env != op)
return 2; /* not in inventory */
apply_special (op, tmp, aflag);
return 1;
case DRINK:
case FOOD:
case FLESH:
apply_food (op, tmp);
return 1;
case POISON:
apply_poison (op, tmp);
return 1;
case SAVEBED:
return 1;
case ARMOUR_IMPROVER:
if (op->type == PLAYER)
{
apply_armour_improver (op, tmp);
return 1;
}
else
return 0;
case WEAPON_IMPROVER:
check_improve_weapon (op, tmp);
return 1;
case CLOCK:
if (op->type == PLAYER)
{
char buf[MAX_BUF];
timeofday_t tod;
get_tod (&tod);
sprintf (buf, "It is %d minute%s past %d o'clock %s",
tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
op->play_sound (sound_find ("sound_clock"));
new_draw_info (NDI_UNIQUE, 0, op, buf);
return 1;
}
else
return 0;
case MENU:
if (op->type == PLAYER)
{
shop_listing (tmp, op);
return 1;
}
else
return 0;
case POWER_CRYSTAL:
apply_power_crystal (op, tmp); /* see egoitem.c */
return 1;
case LIGHTER: /* for lighting torches/lanterns/etc */
if (op->type == PLAYER)
{
apply_lighter (op, tmp);
return 1;
}
else
return 0;
case ITEM_TRANSFORMER:
apply_item_transformer (op, tmp);
return 1;
default:
return 0;
}
}
/* quiet suppresses the "don't know how to apply" and "you must get it first"
* messages as needed by player_apply_below(). But there can still be
* "but you are floating high above the ground" messages.
*
* Same return value as apply() function.
*/
int
player_apply (object *pl, object *op, int aflag, int quiet)
{
int tmp;
if (op->env && (pl->move_type & MOVE_FLYING))
{
/* player is flying and applying object not in inventory */
if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
{
new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H");
return 0;
}
}
pl->contr->last_used = op;
tmp = manual_apply (pl, op, aflag);
if (!quiet)
{
if (tmp == 0)
new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
else if (tmp == 2)
new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
}
return tmp;
}
/**
* player_apply_below attempts to apply the object 'below' the player.
* If the player has an open container, we use that for below, otherwise
* we use the ground.
*/
void
player_apply_below (object *pl)
{
int floors = 0;
/* If using a container, set the starting item to be the top
* item in the container. Otherwise, use the map.
* This is perhaps more complicated. However, I want to make sure that
* we don't use a corrupt pointer for the next object, so we get the
* next object in the stack before applying. This is can only be a
* problem if player_apply() has a bug in that it uses the object but does
* not return a proper value.
*/
for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
{
next = tmp->below;
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
floors++;
else if (floors > 0)
return; /* process only floor objects after first floor object */
/* If it is visible, player can apply it. If it is applied by
* person moving on it, also activate. Added code to make it
* so that at least one of players movement types be that which
* the item needs.
*/
if (!tmp->invisible || (tmp->move_on & pl->move_type))
{
if (player_apply (pl, tmp, 0, 1) == 1)
return;
}
if (floors >= 2)
return; /* process at most two floor objects */
}
}
/**
* Unapplies specified item.
* No check done on cursed/damned.
* Break this out of apply_special - this is just done
* to keep the size of apply_special to a more managable size.
*/
static int
unapply_special (object *who, object *op, int aflags)
{
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
|| INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
return RESULT_INT (0);
CLEAR_FLAG (op, FLAG_APPLIED);
switch (op->type)
{
case SKILL_TOOL:
// unapplying a skill tool should also unapply the skill it governs
// but this is hard, as it shouldn't do so when the skill can
// be used for other reasons
for (object *tmp = who->inv; tmp; tmp = tmp->below)
if (tmp->skill == op->skill
&& tmp->type == SKILL
&& tmp->flag [FLAG_APPLIED]
&& !tmp->flag [FLAG_CAN_USE_SKILL])
unapply_special (who, tmp, 0);
change_abil (who, op);
break;
case WEAPON:
if (player *pl = who->contr)
if (op == pl->combat_ob)
{
pl->combat_ob = 0;
who->change_weapon (pl->ranged_ob);
}
new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
change_abil (who, op);
CLEAR_FLAG (who, FLAG_READY_WEAPON);
break;
case SKILL:
if (who->contr)
{
if (!op->invisible)
new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
else
new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
}
change_abil (who, op);
CLEAR_FLAG (who, FLAG_READY_SKILL);
break;
case ARMOUR:
case HELMET:
case SHIELD:
case RING:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case CLOAK:
new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
change_abil (who, op);
break;
case LAMP:
{
new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
object *tmp2 = arch_to_object (op->other_arch);
tmp2->x = op->x;
tmp2->y = op->y;
tmp2->map = op->map;
tmp2->below = op->below;
tmp2->above = op->above;
tmp2->stats.food = op->stats.food;
CLEAR_FLAG (tmp2, FLAG_APPLIED);
if (QUERY_FLAG (op, FLAG_INV_LOCKED))
SET_FLAG (tmp2, FLAG_INV_LOCKED);
if (who->contr)
esrv_del_item (who->contr, op->count);
op->destroy ();
insert_ob_in_ob (tmp2, who);
who->update_stats ();
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
{
if (who->contr)
{
new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
}
}
if (who->contr)
esrv_send_item (who, tmp2);
}
return 1; /* otherwise, an attempt to drop causes problems */
case BOW:
case WAND:
case ROD:
case HORN:
if (player *pl = who->contr)
{
if (op == pl->ranged_ob)
{
pl->ranged_ob = 0;
who->change_weapon (pl->combat_ob);
}
new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
}
else
{
who->change_skill (0);
if (op->type == BOW)
CLEAR_FLAG (who, FLAG_READY_BOW);
else
CLEAR_FLAG (who, FLAG_READY_RANGE);
}
break;
case BUILDER:
if (who->contr)
new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
break;
default:
new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
break;
}
who->update_stats ();
if (!(aflags & AP_NO_MERGE))
{
object *tmp = merge_ob (op, 0);
if (who->contr)
{
if (tmp)
{ /* it was merged */
esrv_del_item (who->contr, op->count);
op = tmp;
}
esrv_send_item (who, op);
}
}
return 0;
}
/**
* Returns the object that is using location 'loc'.
* Note that 'start' is the first object to start examing - we
* then go through the below of this. In this way, you can do
* something like:
* tmp = get_next_item_from_body_location(who->inv, 1);
* if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
* to find the second object that may use this location, etc.
* Returns NULL if no match is found.
* loc is the index into the array we are looking for a match.
* don't return invisible objects unless they are skill objects
* invisible other objects that use
* up body locations can be used as restrictions.
*/
static object *
get_next_item_from_body_location (int loc, object *start)
{
for (object *tmp = start; tmp; tmp = tmp->below)
if (tmp->flag [FLAG_APPLIED]
&& tmp->slot[loc].info
&& (!tmp->invisible || tmp->type == SKILL))
return tmp;
return 0;
}
/**
* 'op' wants to apply an object, but can't because of other equipment.
* This should only be called when it is known
* that there are objects to unapply. This makes pretty heavy
* use of get_item_from_body_location. It makes no intelligent choice
* on objects - rather, the first that is matched is used.
* Returns 0 on success, returns 1 if there is some problem.
* if aflags is AP_PRINT, we instead print out waht to unapply
* instead of doing it. This is a lot less code than having
* another function that does just that.
*/
#define CANNOT_REMOVE_CURSED \
"H"
int
unapply_for_ob (object *who, object *op, int aflags)
{
if (op->is_range ())
for (object *tmp = who->inv; tmp; tmp = tmp->below)
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
{
if (aflags & AP_PRINT)
new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
else
unapply_special (who, tmp, aflags);
}
else
{
/* In this case, we want to try and remove a cursed item.
* While we know it won't work, we want unapply_special to
* at least generate the message.
*/
new_draw_info_format (NDI_UNIQUE, 0, who,
"No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
query_name (tmp));
return 1;
}
for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
{
/* this used up a slot that we need to free */
if (op->slot[i].info)
{
object *last = who->inv;
/* We do a while loop - may need to remove several items in order
* to free up enough slots.
*/
while ((who->slot[i].used + op->slot[i].info) < 0)
{
object *tmp = get_next_item_from_body_location (i, last);
if (!tmp)
{
#if 0
/* Not a bug - we'll get this if the player has cursed items
* equipped.
*/
LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
#endif
return 1;
}
/* If we are just printing, we don't care about cursed status */
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
{
if (aflags & AP_PRINT)
new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
else
unapply_special (who, tmp, aflags);
}
else
{
/* Cursed item that we can't unequip - tell the player.
* Note this could be annoying if this is just one of a few,
* so it may not be critical (eg, putting on a ring and you have
* one cursed ring.)
*/
new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
}
last = tmp->below;
}
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
* return in the !tmp would have kicked in.
*/
} /* if op is using this body location */
} /* for body lcoations */
return 0;
}
/**
* Checks to see if 'who' can apply object 'op'.
* Returns 0 if apply can be done without anything special.
* Otherwise returns a bitmask - potentially several of these may be
* set, but largely depends on circumstance - in the future, processing
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER
* is set, do we really care what the other flags may be?)
*
* See include/define.h for detailed description of the meaning of
* these return values.
*/
int
can_apply_object (object *who, object *op)
{
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
return RESULT_INT (0);
int retval = 0;
object *tmp = 0, *ws = 0;
for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
{
if (op->slot[i].info)
{
/* Item uses more slots than we have */
if (who->slot[i].info + op->slot [i].info < 0)
{
/* Could return now for efficiency - rest of info below isn't
* really needed.
*/
retval |= CAN_APPLY_NEVER;
}
else if (who->slot[i].used + op->slot[i].info < 0)
{
/* in this case, equipping this would use more free spots than
* we have.
*/
/* if we have an applied weapon/shield, and unapply it would free
* enough slots to equip the new item, then just set "can
* apply unapply". We don't care about the logic below - if you have a
* shield equipped and try to equip another shield, there is only
* one choice. However, the check for the number of body locations
* does take into the account cases where what is being applied
* may be two handed for example.
*/
if (ws)
if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
{
retval |= CAN_APPLY_UNAPPLY;
continue;
}
object *tmp1 = get_next_item_from_body_location (i, who->inv);
if (!tmp1)
{
#if 0
/* This is sort of an error, but happens a lot when old players
* join in with more stuff equipped than they are now allowed.
*/
LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
#endif
retval |= CAN_APPLY_NEVER;
}
else
{
/* need to unapply something. However, if this something
* is different than we had found before, it means they need
* to apply multiple objects
*/
retval |= CAN_APPLY_UNAPPLY;
if (!tmp)
tmp = tmp1;
else if (tmp != tmp1)
retval |= CAN_APPLY_UNAPPLY_MULT;
/* This object isn't using up all the slots, so there must
* be another. If so, and it the new item doesn't need all
* the slots, the player then has a choice.
*/
if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
&& abs (op->slot[i].info) < who->slot[i].info)
retval |= CAN_APPLY_UNAPPLY_CHOICE;
/* Does unequippint 'tmp1' free up enough slots for this to be
* equipped? If not, there must be something else to unapply.
*/
if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
retval |= CAN_APPLY_UNAPPLY_MULT;
}
} /* if not enough free slots */
} /* if this object uses location i */
} /* for i -> num_body_locations loop */
/* Note that we don't check for FLAG_USE_ARMOUR - that should
* really be controlled by use of body locations. We do have
* the weapon/shield checks, and the range checks for monsters,
* because you can't control those just by body location - bows, shields,
* and weapons all use the same slot. Similar for horn/rod/wand - they
* all use the same location.
*/
if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
retval |= CAN_APPLY_RESTRICTION;
if (who->type != PLAYER)
{
if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
retval |= CAN_APPLY_RESTRICTION;
}
return retval;
}
/**
* who is the object using the object. It can be a monster.
* op is the object they are using. op is an equipment type item,
* eg, one which you put on and keep on for a while, and not something
* like a potion or scroll.
*
* function returns 1 if the action could not be completed, 0 on
* success. However, success is a matter of meaning - if the
* user passes the 'apply' flag to an object already applied,
* nothing is done, and 0 is returned.
*
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
* AP_UNAPPLY=always unapply).
*
* Optional flags:
* AP_NO_MERGE: don't merge an unapplied object with other objects
* AP_IGNORE_CURSE: unapply cursed items
* AP_NO_READY: do not ready skills when applying skill tools
*
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
*
* apply_special() doesn't check for unpaid items.
*/
#define LACK_ITEM_POWER \
" H"
int
apply_special (object *who, object *op, int aflags)
{
int basic_flag = aflags & AP_BASIC_FLAGS;
object *tmp, *tmp2, *skop = NULL;
if (who == NULL)
{
LOG (llevError, "apply_special() from object without environment.\n");
return 1;
}
if (op->env != who)
return 1; /* op is not in inventory */
/* trying to unequip op */
if (QUERY_FLAG (op, FLAG_APPLIED))
{
/* always apply, so no reason to unapply */
if (basic_flag == AP_APPLY)
return 0;
if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
{
new_draw_info_format (NDI_UNIQUE, 0, who,
"No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
query_name (op));
return 1;
}
return unapply_special (who, op, aflags);
}
if (basic_flag == AP_UNAPPLY)
return 0;
// if the item is combat/ranged, wield the relevant slot first
// to resolve conflicts.
if (player *pl = who->contr)
switch (op->slottype ())
{
case slot_combat: who->change_weapon (pl->combat_ob); break;
case slot_ranged: who->change_weapon (pl->ranged_ob); break;
}
splay (op);
/* Can't just apply this object. Lets see what not and what to do */
if (int i = can_apply_object (who, op))
{
if (i & CAN_APPLY_NEVER)
{
new_draw_info_format (NDI_UNIQUE, 0, who,
"You don't have the body to use a %s. H",
query_name (op));
return 1;
}
else if (i & CAN_APPLY_RESTRICTION)
{
new_draw_info_format (NDI_UNIQUE, 0, who,
"You have a prohibition against using a %s. "
"H",
query_name (op));
return 1;
}
if (who->type != PLAYER)
{
/* Some error, so don't try to equip something more */
if (unapply_for_ob (who, op, aflags))
return 1;
}
else
{
if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
{
new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
unapply_for_ob (who, op, AP_PRINT);
return 1;
}
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
if (unapply_for_ob (who, op, aflags))
return 1;
}
}
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
{
skop = find_skill_by_name (who, op->skill);
if (!skop)
{
new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
return 1;
}
else
/* While experience will be credited properly, we want to change the
* skill so that the dam and wc get updated
*/
who->change_skill (skop);
}
if (who->type == PLAYER
&& op->item_power
&& op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
{
new_draw_info (NDI_UNIQUE, 0, who,
"Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
return 1;
}
/* Ok. We are now at the state where we can apply the new object.
* Note that we don't have the checks for can_use_...
* below - that is already taken care of by can_apply_object.
*/
if (op->nrof > 1)
tmp = get_split_ob (op, op->nrof - 1);
else
tmp = 0;
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
return RESULT_INT (0);
switch (op->type)
{
case WEAPON:
if (!check_weapon_power (who, op->last_eat))
{
new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
"It would consume your soul!." LACK_ITEM_POWER);
if (tmp)
insert_ob_in_ob (tmp, who);
return 1;
}
//TODO: this obviously fails for players using a shorter prefix
// i.e. "R" can use Ragnarok's sword.
if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
{
/* if the weapon does not have the name as the character, can't use it. */
/* (Ragnarok's sword attempted to be used by Foo: won't work) */
new_draw_info (NDI_UNIQUE, 0, who,
"The weapon does not recognize you as its owner. "
"H");
if (tmp)
insert_ob_in_ob (tmp, who);
return 1;
}
if (!skop)
{
new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
return 1;
}
SET_FLAG (op, FLAG_APPLIED);
who->change_skill (skop);
if (who->contr)
who->change_weapon (who->contr->combat_ob = op);
new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
SET_FLAG (who, FLAG_READY_WEAPON);
change_abil (who, op);
break;
case ARMOUR:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case GIRDLE:
case BRACERS:
case CLOAK:
case RING:
case AMULET:
SET_FLAG (op, FLAG_APPLIED);
new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
change_abil (who, op);
break;
case LAMP:
if (op->stats.food < 1)
{
new_draw_info_format (NDI_UNIQUE, 0, who,
"Your %s is out of fuel! "
"H", &op->name);
return 1;
}
new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
tmp2 = arch_to_object (op->other_arch);
tmp2->stats.food = op->stats.food;
SET_FLAG (tmp2, FLAG_APPLIED);
if (QUERY_FLAG (op, FLAG_INV_LOCKED))
SET_FLAG (tmp2, FLAG_INV_LOCKED);
insert_ob_in_ob (tmp2, who);
/* Remove the old lantern */
if (who->type == PLAYER)
esrv_del_item (who->contr, op->count);
op->destroy ();
/* insert the portion that was split off */
if (tmp)
{
insert_ob_in_ob (tmp, who);
if (who->type == PLAYER)
esrv_send_item (who, tmp);
}
who->update_stats ();
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
if (who->type == PLAYER)
{
new_draw_info (NDI_UNIQUE, 0, who,
"Oops, it feels deadly cold! "
"H");
SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
}
if (who->type == PLAYER)
esrv_send_item (who, tmp2);
return 0;
case SKILL_TOOL:
// applying a skill tool also readies the skill
SET_FLAG (op, FLAG_APPLIED);
if (!(aflags & AP_NO_READY))
{
skop = find_skill_by_name (who, op->skill);
if (!skop->flag [FLAG_APPLIED])
apply_special (who, skop, AP_APPLY);
}
break;
case SKILL:
if (player *pl = who->contr)
{
if (IS_COMBAT_SKILL (op->subtype))
{
if (skill_flags [op->subtype] & SF_NEED_WEAPON)
{
for (object *item = who->inv; item; item = item->below)
if (item->type == WEAPON && item->flag [FLAG_APPLIED])
{
if (item->skill == op->skill)
{
who->change_weapon (pl->combat_ob = item);
goto found_weapon;
}
}
new_draw_info_format (NDI_UNIQUE, 0, who,
"You need to apply a '%s' melee weapon before readying this skill. "
"H",
&op->skill);
return 1;
found_weapon:;
}
else
who->change_weapon (pl->combat_ob = op);
}
else if (IS_RANGED_SKILL (op->subtype))
{
if (skill_flags [op->subtype] & SF_NEED_BOW)
{
for (object *item = who->inv; item; item = item->below)
if (item->type == BOW && item->flag [FLAG_APPLIED])
{
//TODO: bows should/must all have skill missile weapon right now
who->change_weapon (pl->ranged_ob = item);
goto found_bow;
}
new_draw_info (NDI_UNIQUE, 0, who,
"You need to apply a missile weapon before readying this skill. "
"H");
return 1;
found_bow:;
}
else
who->change_weapon (pl->ranged_ob = op);
}
if (!op->invisible)
{
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
}
else
new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
}
else
{
SET_FLAG (op, FLAG_APPLIED);
change_abil (who, op);
who->chosen_skill = op;
SET_FLAG (who, FLAG_READY_SKILL);
}
break;
case BOW:
if (!check_weapon_power (who, op->last_eat))
{
new_draw_info (NDI_UNIQUE, 0, who,
"That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
if (tmp)
insert_ob_in_ob (tmp, who);
return 1;
}
if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
{
new_draw_info (NDI_UNIQUE, 0, who,
"The weapon does not recognize you as its owner. "
"H");
if (tmp)
insert_ob_in_ob (tmp, who);
return 1;
}
/*FALLTHROUGH*/
case WAND:
case ROD:
case HORN:
/* check for skill, alter player status */
if (!skop)
{
new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
return 1;
}
SET_FLAG (op, FLAG_APPLIED);
who->change_skill (skop);
if (who->contr)
{
who->contr->ranged_ob = op;
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
if (op->type == BOW)
{
who->current_weapon = op;
change_abil (who, op);
new_draw_info_format (NDI_UNIQUE, 0, who,
"You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
}
}
else
{
if (op->type == BOW)
SET_FLAG (who, FLAG_READY_BOW);
else
SET_FLAG (who, FLAG_READY_RANGE);
}
break;
case BUILDER:
if (who->type == PLAYER)
{
//TODO: wtf does this do? shouldn't this be managed automatically (slots?)
if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
unapply_special (who, who->contr->ranged_ob, 0);
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
who->contr->ranged_ob = op;
}
break;
default:
new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
} /* end of switch op->type */
SET_FLAG (op, FLAG_APPLIED);
if (tmp)
tmp = insert_ob_in_ob (tmp, who);
who->update_stats ();
/* We exclude spell casting objects. The fire code will set the
* been applied flag when they are used - until that point,
* you don't know anything about them.
*/
if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
SET_FLAG (op, FLAG_BEEN_APPLIED);
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
if (who->type == PLAYER)
{
new_draw_info (NDI_UNIQUE, 0, who,
"Oops, it feels deadly cold! "
"H");
SET_FLAG (op, FLAG_KNOWN_CURSED);
}
if (who->type == PLAYER)
{
/* if multiple objects were applied, update both slots */
if (tmp)
esrv_send_item (who, tmp);
esrv_send_item (who, op);
}
return 0;
}
int
monster_apply_special (object *who, object *op, int aflags)
{
if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
return 1;
return apply_special (who, op, aflags);
}
/**
* Map was just loaded, handle op's initialisation.
*
* Generates shop floor's item, and treasures.
*/
int
auto_apply (object *op)
{
object *tmp = NULL, *tmp2;
int i;
switch (op->type)
{
case SHOP_FLOOR:
if (!op->has_random_items ())
return 0;
do
{
i = 10; /* let's give it 10 tries */
while ((tmp = generate_treasure (op->randomitems,
op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
if (tmp == NULL)
return 0;
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
{
tmp->destroy ();
tmp = NULL;
}
}
while (!tmp);
tmp->x = op->x;
tmp->y = op->y;
SET_FLAG (tmp, FLAG_UNPAID);
insert_ob_in_map (tmp, op->map, NULL, 0);
CLEAR_FLAG (op, FLAG_AUTO_APPLY);
identify (tmp);
break;
case TREASURE:
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
return 0;
while (op->stats.hp-- > 0)
create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
/* If we generated an object and put it in this object inventory,
* move it to the parent object as the current object is about
* to disappear. An example of this item is the random_* stuff
* that is put inside other objects.
*/
for (tmp = op->inv; tmp; tmp = tmp2)
{
tmp2 = tmp->below;
tmp->remove ();
if (op->env)
insert_ob_in_ob (tmp, op->env);
else
tmp->destroy ();
}
op->destroy ();
break;
}
return tmp ? 1 : 0;
}
/**
* fix_auto_apply goes through the entire map every time a map
* is loaded or swapped in and performs special actions for
* certain objects (most initialization of chests and creation of
* treasures and stuff). Calls auto_apply if appropriate.
*/
void
maptile::fix_auto_apply ()
{
if (!spaces)
return;
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *tmp = ms->bot; tmp; )
{
object *above = tmp->above;
if (tmp->inv)
{
object *invtmp, *invnext;
for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
{
invnext = invtmp->below;
if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
auto_apply (invtmp);
else if (invtmp->type == TREASURE && invtmp->has_random_items ())
{
while ((invtmp->stats.hp--) > 0)
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
invtmp->randomitems = NULL;
}
else if (invtmp && invtmp->arch
&& invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
{
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
/* Need to clear this so that we never try to create
* treasure again for this object
*/
invtmp->randomitems = NULL;
}
}
/* This is really temporary - the code at the bottom will
* also set randomitems to null. The problem is there are bunches
* of maps/players already out there with items that have spells
* which haven't had the randomitems set to null yet.
* MSW 2004-05-13
*
* And if it's a spellbook, it's better to set randomitems to NULL too,
* else you get two spells in the book ^_-
* Ryo 2004-08-16
*/
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
|| tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
tmp->randomitems = NULL;
}
if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
auto_apply (tmp);
else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
{
while ((tmp->stats.hp--) > 0)
create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
tmp->randomitems = NULL;
}
else if (tmp->type == TIMED_GATE)
{
object *head = tmp->head != NULL ? tmp->head : tmp;
if (QUERY_FLAG (head, FLAG_IS_LINKED))
tmp->set_speed (0);
}
/* This function can be called everytime a map is loaded, even when
* swapping back in. As such, we don't want to create the treasure
* over and ove again, so after we generate the treasure, blank out
* randomitems so if it is swapped in again, it won't make anything.
* This is a problem for the above objects, because they have counters
* which say how many times to make the treasure.
*/
else if (tmp && tmp->arch && tmp->type != PLAYER
&& tmp->type != TREASURE && tmp->type != SPELL
&& tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
{
create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
tmp->randomitems = NULL;
}
// close all containers
else if (tmp->type == CONTAINER)
tmp->flag [FLAG_APPLIED] = 0;
tmp = above;
}
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *tmp = ms->bot; tmp; tmp = tmp->above)
if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
check_trigger (tmp, tmp->above);
}
/**
* Handles player eating food that temporarily changes status (resistances, stats).
* This used to call cast_change_attr(), but
* that doesn't work with the new spell code. Since we know what
* the food changes, just grab a force and use that instead.
*/
void
eat_special_food (object *who, object *food)
{
object *force;
int i, did_one = 0;
force = get_archetype (FORCE_NAME);
for (i = 0; i < NUM_STATS; i++)
if (sint8 k = food->stats.stat (i))
{
force->stats.stat (i) = k;
did_one = 1;
}
/* check if we can protect the eater */
for (i = 0; i < NROFATTACKS; i++)
{
if (food->resist[i] > 0)
{
force->resist[i] = food->resist[i] / 2;
did_one = 1;
}
}
if (did_one)
{
force->set_speed (0.1);
/* bigger morsel of food = longer effect time */
force->duration = food->stats.food / 5;
SET_FLAG (force, FLAG_APPLIED);
change_abil (who, force);
insert_ob_in_ob (force, who);
}
else
force->destroy ();
/* check for hp, sp change */
if (food->stats.hp != 0)
{
if (QUERY_FLAG (food, FLAG_CURSED))
{
assign (who->contr->killer, food->name);
hit_player (who, food->stats.hp, food, AT_POISON, 1);
new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
}
else
{
if (food->stats.hp > 0)
new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
else
new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
who->stats.hp += food->stats.hp;
}
}
if (food->stats.sp != 0)
{
if (QUERY_FLAG (food, FLAG_CURSED))
{
new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
who->stats.sp -= food->stats.sp;
if (who->stats.sp < 0)
who->stats.sp = 0;
}
else
{
new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
who->stats.sp += food->stats.sp;
/* place limit on max sp from food? */
}
}
who->update_stats ();
}
/**
* Designed primarily to light torches/lanterns/etc.
* Also burns up burnable material too. First object in the inventory is
* the selected object to "burn". -b.t.
*/
void
apply_lighter (object *who, object *lighter)
{
object *item;
int is_player_env = 0;
item = find_marked_object (who);
if (item)
{
if (lighter->last_eat && lighter->stats.food)
{ /* lighter gets used up */
/* Split multiple lighters if they're being used up. Otherwise *
* one charge from each would be used up. --DAMN */
if (lighter->nrof > 1)
{
object *oneLighter = lighter->clone ();
lighter->nrof -= 1;
oneLighter->nrof = 1;
oneLighter->stats.food--;
esrv_send_item (who, lighter);
oneLighter = insert_ob_in_ob (oneLighter, who);
esrv_send_item (who, oneLighter);
}
else
lighter->stats.food--;
}
else if (lighter->last_eat)
{ /* no charges left in lighter */
new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
return;
}
/* Perhaps we should split what we are trying to light on fire?
* I can't see many times when you would want to light multiple
* objects at once.
*/
if (who == item->in_player ())
is_player_env = 1;
save_throw_object (item, AT_FIRE, who);
if (item->destroyed ())
{
new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
/* Need to update the player so that the players glow radius
* gets changed.
*/
if (is_player_env)
who->update_stats ();
}
else
new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
}
else /* nothing to light */
new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
}
/**
* op made some mistake with a scroll, this takes care of punishment.
* scroll_failure()- hacked directly from spell_failure
*/
void
scroll_failure (object *op, int failure, int power)
{
if (abs (failure / 4) > power)
power = abs (failure / 4); /* set minimum effect */
if (failure <= -1 && failure > -15)
{ /* wonder */
object *tmp;
new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
tmp = get_archetype (SPELL_WONDER);
cast_wonder (op, op, 0, tmp);
tmp->destroy ();
}
else if (failure <= -15 && failure > -35)
{ /* drain mana */
new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
if (op->stats.sp < 0)
op->stats.sp = 0;
}
else if (settings.spell_failure_effects == TRUE)
{
if (failure <= -35 && failure > -60)
{ /* confusion */
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
confuse_player (op, op, power);
}
else if (failure <= -60 && failure > -70)
{ /* paralysis */
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
paralyze_player (op, op, power);
}
else if (failure <= -70 && failure > -80)
{ /* blind */
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
blind_player (op, op, power);
}
else if (failure <= -80)
{ /* blast the immediate area */
object *tmp = get_archetype (LOOSE_MANA);
cast_magic_storm (op, tmp, power);
new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
tmp->destroy ();
}
}
}
void
apply_changes_to_player (object *pl, object *change)
{
int excess_stat = 0; /* if the stat goes over the maximum
for the race, put the excess stat some
where else. */
switch (change->type)
{
case CLASS:
{
living *stats = &(pl->contr->orig_stats);
living *ns = &(change->stats);
object *walk;
int flag_change_face = 1;
/* the following code assigns stats up to the stat max
* for the race, and if the stat max is exceeded,
* tries to randomly reassign the excess stat
*/
int i, j;
for (i = 0; i < NUM_STATS; i++)
{
int race_bonus = pl->arch->stats.stat (i);
sint8 stat = stats->stat (i) + ns->stat (i);
if (stat > 20 + race_bonus)
{
excess_stat++;
stat = 20 + race_bonus;
}
stats->stat (i) = stat;
}
for (j = 0; excess_stat > 0 && j < 100; j++)
{ /* try 100 times to assign excess stats */
int i = rndm (0, 6);
if (i == CHA)
continue; /* exclude cha from this */
int stat = stats->stat (i);
int race_bonus = pl->arch->stats.stat (i);
if (stat < 20 + race_bonus)
{
change_attr_value (stats, i, 1);
excess_stat--;
}
}
/* insert the randomitems from the change's treasurelist into
* the player ref: player.c
*/
if (change->randomitems != NULL)
give_initial_items (pl, change->randomitems);
/* set up the face, for some races. */
/* first, look for the force object banning
* changing the face. Certain races never change face with class.
*/
for (walk = pl->inv; walk != NULL; walk = walk->below)
if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
flag_change_face = 0;
if (flag_change_face)
{
pl->animation_id = GET_ANIM_ID (change);
pl->face = change->face;
if (QUERY_FLAG (change, FLAG_ANIMATE))
SET_FLAG (pl, FLAG_ANIMATE);
else
CLEAR_FLAG (pl, FLAG_ANIMATE);
}
/* check the special case of can't use weapons */
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
if (!strcmp (change->name, "monk"))
CLEAR_FLAG (pl, FLAG_USE_WEAPON);
break;
}
}
}
/**
* This handles items of type 'transformer'.
* Basically those items, used with a marked item, transform both items into something
* else.
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
* Change information is contained in the 'slaying' field of the marked item.
* The format is as follow: transformer:[number ]yield[;transformer:...].
* This way an item can be transformed in many things, and/or many objects.
* The 'slaying' field for transformer is used as verb for the action.
*/
void
apply_item_transformer (object *pl, object *transformer)
{
object *marked;
object *new_item;
char *find;
char *separator;
int yield;
char got[MAX_BUF];
int len;
if (!pl || !transformer)
return;
marked = find_marked_object (pl);
if (!marked)
{
new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
return;
}
if (!marked->slaying)
{
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
return;
}
/* check whether they are compatible or not */
find = strstr (marked->slaying, transformer->arch->archname);
if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
{
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
return;
}
find += strlen (transformer->arch->archname) + 1;
/* Item can be used, now find how many and what it yields */
if (isdigit (*(find)))
{
yield = atoi (find);
if (yield < 1)
{
LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
yield = 1;
}
}
else
yield = 1;
while (isdigit (*find))
find++;
while (*find == ' ')
find++;
memset (got, 0, MAX_BUF);
if ((separator = strchr (find, ';')) != NULL)
len = separator - find;
else
len = strlen (find);
if (len > MAX_BUF - 1)
len = MAX_BUF - 1;
strcpy (got, find);
got[len] = '\0';
/* Now create new item, remove used ones when required. */
new_item = get_archetype (got);
if (!new_item)
{
new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
return;
}
new_item->nrof = yield;
new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
insert_ob_in_ob (new_item, pl);
esrv_send_inventory (pl, pl);
/* Eat up one item */
decrease_ob_nr (marked, 1);
/* Eat one transformer if needed */
if (transformer->stats.food)
if (--transformer->stats.food == 0)
decrease_ob_nr (transformer, 1);
}