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/cvs/deliantra/server/server/apply.C
Revision: 1.80
Committed: Thu May 3 04:50:27 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.79: +26 -14 lines
Log Message:
- skill system is looking as if it were going somewhere, slowly.
- support a regex argument to who to limit user reports.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <cmath>
26
27 #include <global.h>
28 #include <living.h>
29 #include <spells.h>
30 #include <skills.h>
31 #include <tod.h>
32
33 #include <sproto.h>
34
35 /* Want this regardless of rplay. */
36 #include <sounds.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = (op->subtype & 1);
60 name_flag = (op->subtype & 2);
61 race_flag = (op->subtype & 4);
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1;
78
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1;
86
87 return 0;
88 }
89
90 /**
91 * This handles a player dropping money on an altar to identify stuff.
92 * It'll identify marked item, if none all items up to dropped money.
93 * Return value: 1 if money was destroyed, 0 if not.
94 */
95 static int
96 apply_id_altar (object *money, object *altar, object *pl)
97 {
98 object *id, *marked;
99 int success = 0;
100
101 if (pl == NULL || pl->type != PLAYER)
102 return 0;
103
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be.
106 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108 return 0;
109
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory.
113 */
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 {
116 if (operate_altar (altar, &money))
117 {
118 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
120 if (marked->msg)
121 {
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL;
126 }
127 }
128
129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 {
133 if (operate_altar (altar, &money))
134 {
135 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137 if (id->msg)
138 {
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
147 else
148 {
149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150 break;
151 }
152 }
153 }
154 if (!success)
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156 return money == NULL;
157 }
158
159 /**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item.
162 **/
163 static void
164 handle_apply_yield (object *tmp)
165 {
166 const char *yield;
167
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186 }
187
188 /**
189 * Handles applying a potion.
190 */
191 int
192 apply_potion (object *op, object *tmp)
193 {
194 int got_one = 0, i;
195 object *force = 0, *floor = 0;
196
197 floor = GET_MAP_OB (op->map, op->x, op->y);
198
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0;
205 }
206
207 if (op->type == PLAYER)
208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209 identify (tmp);
210
211 handle_apply_yield (tmp);
212
213 /* Potion of restoration - only for players */
214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215 {
216 object *depl;
217 archetype *at;
218
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 {
221 op->drain_stat ();
222 op->update_stats ();
223 decrease_ob (tmp);
224 return 1;
225 }
226
227 if (!(at = archetype::find (ARCH_DEPLETION)))
228 {
229 LOG (llevError, "Could not find archetype depletion\n");
230 return 0;
231 }
232 depl = present_arch_in_ob (at, op);
233
234 if (depl)
235 {
236 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239
240 depl->destroy ();
241 op->update_stats ();
242 }
243 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245
246 decrease_ob (tmp);
247 return 1;
248 }
249
250 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252 {
253 for (i = 1; i < MIN (11, op->level); i++)
254 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 {
257 if (op->contr->levhp[i] != 1)
258 {
259 op->contr->levhp[i] = 1;
260 break;
261 }
262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267 if (op->contr->levgrace[i] != 1)
268 {
269 op->contr->levgrace[i] = 1;
270 break;
271 }
272 }
273 else
274 {
275 if (op->contr->levhp[i] < 9)
276 {
277 op->contr->levhp[i] = 9;
278 break;
279 }
280 if (op->contr->levsp[i] < 6)
281 {
282 op->contr->levsp[i] = 6;
283 break;
284 }
285 if (op->contr->levgrace[i] < 3)
286 {
287 op->contr->levgrace[i] = 3;
288 break;
289 }
290 }
291 }
292
293 /* Just makes checking easier */
294 if (i < MIN (11, op->level))
295 got_one = 1;
296
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 {
299 if (got_one)
300 {
301 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 }
309 else
310 { /* cursed potion */
311 if (got_one)
312 {
313 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 }
319
320 decrease_ob (tmp);
321 return 1;
322 }
323
324
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326 * and heroism all fit into this category. Given the spell object code,
327 * there is no limit to the number of spells that potions can be cast,
328 * but direction is problematic to try and imbue fireball potions for example.
329 */
330 if (tmp->inv)
331 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 {
334 object *fball;
335
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 }
345 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347
348 decrease_ob (tmp);
349 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats ();
352 return 1;
353 }
354
355 /* Deal with protection potions */
356 force = NULL;
357 for (i = 0; i < NROFATTACKS; i++)
358 {
359 if (tmp->resist[i])
360 {
361 if (!force)
362 force = get_archetype (FORCE_NAME);
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT;
365 break; /* Only need to find one protection since we copy entire batch */
366 }
367 }
368 /* This is a protection potion */
369 if (force)
370 {
371 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373 {
374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 }
379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force);
384 decrease_ob (tmp);
385 return 1;
386 }
387
388 /* Only thing left are the stat potions */
389 if (op->type == PLAYER)
390 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else
394 SET_FLAG (tmp, FLAG_APPLIED);
395 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 }
398
399 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears
402 * up all the stats.
403 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats ();
406 decrease_ob (tmp);
407 return 1;
408 }
409
410 /****************************************************************************
411 * Weapon improvement code follows
412 ****************************************************************************/
413
414 /**
415 * This returns the sum of nrof of item (arch name).
416 */
417 static int
418 check_item (object *op, const char *item)
419 {
420 int count = 0;
421
422
423 if (item == NULL)
424 return 0;
425
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440
441 op = op->below;
442 }
443
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 op->update_stats ();
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592
593 /**
594 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on.
596 */
597
598 int
599 prepare_weapon (object *op, object *improver, object *weapon)
600 {
601 int sacrifice_count, i;
602 char buf[MAX_BUF];
603
604 if (weapon->level != 0)
605 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0;
608 }
609 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i])
611 break;
612
613 /* If we break out, i will be less than nrofattacks, preventing
614 * improvement of items that already have protections.
615 */
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */
620 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0;
623 }
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count);
630
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632
633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */
637 decrease_ob (improver);
638 weapon->last_eat = 0;
639 return 1;
640 }
641
642
643 /**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason.
647 *
648 * Checks if weapon was prepared, if enough potions on the floor, ...
649 *
650 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve
653 */
654 int
655 improve_weapon (object *op, object *improver, object *weapon)
656 {
657 int sacrifice_count, sacrifice_needed = 0;
658
659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon);
662 }
663 if (weapon->level == 0)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666 return 0;
667 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671 return 0;
672 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678 return 0;
679 }
680 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved.
684 */
685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
687 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690 weapon->last_eat++;
691
692 weapon->item_power++;
693 decrease_ob (improver);
694 return 1;
695 }
696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
698 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1)
701 weapon->weight = 1;
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703 weapon->last_eat++;
704 weapon->item_power++;
705 decrease_ob (improver);
706 return 1;
707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
710 weapon->magic++;
711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713 decrease_ob (improver);
714 weapon->item_power++;
715 return 1;
716 }
717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720
721 if (sacrifice_needed < 1)
722 sacrifice_needed = 1;
723 sacrifice_needed *= 2;
724
725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed)
727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729 return 0;
730 }
731 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++;
733
734 switch (improver->stats.sp)
735 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 }
753 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0;
755 }
756
757 /**
758 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work.
761 */
762 int
763 check_improve_weapon (object *op, object *tmp)
764 {
765 object *otmp;
766
767 if (op->type != PLAYER)
768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0;
774 }
775
776 otmp = find_marked_object (op);
777 if (!otmp)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
780 return 0;
781 }
782
783 if (otmp->type != WEAPON && otmp->type != BOW)
784 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
786 return 0;
787 }
788
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
790 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp);
792 return 1;
793 }
794
795 /**
796 * This code deals with the armour improvment scrolls.
797 * Change limits on improvement - let players go up to
798 * +5 no matter what level, but they are limited by item
799 * power.
800 * Try to use same improvement code as in the common/treasure.c
801 * file, so that if you make a +2 full helm, it will be just
802 * the same as one you find in a shop.
803 *
804 * deprecated comment:
805 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
806 * only 'enchantment' of armour is possible - improving
807 * the stats of a player w/ armour as well as a weapon
808 * will probably horribly unbalance the game. Magic enchanting
809 * depends on the level of the character - ie the plus
810 * value (magic) of the armour can never be increased beyond
811 * the level of the character / 10 -- rounding upish, nor may
812 * the armour value of the piece of equipment exceed either
813 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now.
816 */
817 int
818 improve_armour (object *op, object *improver, object *armour)
819 {
820 object *tmp;
821
822 if (armour->magic >= settings.armor_max_enchant)
823 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
825 return 0;
826 }
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?)
831 */
832 if (armour->title)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
835 return 0;
836 }
837
838 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge.
840 */
841 if (armour->nrof > 1)
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845
846 armour->magic++;
847
848 if (!settings.armor_speed_linear)
849 {
850 int base = 100;
851 int pow = 0;
852
853 while (pow < armour->magic)
854 {
855 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++;
857 }
858
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
860 }
861 else
862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863
864 if (!settings.armor_weight_linear)
865 {
866 int base = 100;
867 int pow = 0;
868
869 while (pow < armour->magic)
870 {
871 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++;
873 }
874
875 armour->weight = (armour->arch->clone.weight * base) / 100;
876 }
877 else
878 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879
880 if (armour->weight <= 0)
881 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1;
884 }
885
886 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
887
888 if (op->type == PLAYER)
889 {
890 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats ();
893 }
894 decrease_ob (improver);
895 if (tmp)
896 {
897 insert_ob_in_ob (tmp, op);
898 esrv_send_item (op, tmp);
899 }
900 return 1;
901 }
902
903
904 /*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken.
907 */
908 #define CONV_FROM(xyz) xyz->slaying
909 #define CONV_TO(xyz) xyz->other_arch
910 #define CONV_NR(xyz) xyz->stats.sp
911 #define CONV_NEED(xyz) xyz->stats.food
912
913 /* Takes one items and makes another.
914 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything.
917 */
918 int
919 convert_item (object *item, object *converter)
920 {
921 int nr = 0;
922 uint32 price_in;
923
924 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck)
927 */
928 if (!strcmp (CONV_FROM (converter), "money"))
929 {
930 int cost;
931
932 if (item->type != MONEY)
933 return 0;
934
935 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr)
937 return 0;
938 cost = nr * CONV_NEED (converter) / item->value;
939 /* take into account rounding errors */
940 if (nr * CONV_NEED (converter) % item->value)
941 cost++;
942 decrease_ob_nr (item, cost);
943
944 price_in = cost * item->value;
945 }
946 else
947 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0;
951
952 if (CONV_NEED (converter))
953 {
954 nr = item->nrof / CONV_NEED (converter);
955 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = nr * CONV_NEED (converter) * item->value;
957 }
958 else
959 {
960 price_in = item->value;
961 item->destroy ();
962 }
963 }
964
965 if (converter->inv != NULL)
966 {
967 object *ob;
968 int i;
969 object *ob_to_copy;
970
971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob;
978 }
979 }
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 }
984 else
985 {
986 if (converter->other_arch == NULL)
987 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1;
991 }
992
993 item = object_create_arch (converter->other_arch);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 }
996
997 if (CONV_NR (converter))
998 item->nrof = CONV_NR (converter);
999 if (nr)
1000 item->nrof *= nr;
1001 if (is_in_shop (converter))
1002 SET_FLAG (item, FLAG_UNPAID);
1003 else if (price_in < item->nrof * item->value)
1004 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /**
1009 * elmex: we are going to let the game continue, as the mapcreator
1010 * propably had something in mind when doing this
1011 */
1012 }
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1;
1015 }
1016
1017 /**
1018 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t.
1022 */
1023 int
1024 apply_container (object *op, object *sack)
1025 {
1026 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */
1028
1029 if (!sack || sack->type != CONTAINER)
1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0;
1033 }
1034
1035 op->contr->last_used = 0;
1036
1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1041 }
1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1047 {
1048 // open on ground or inv, so close
1049 op->close_container ();
1050 return 1;
1051 }
1052 else if (!sack->env)
1053 {
1054 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058
1059 // fall through to opening it (active in inv)
1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1064 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1068 return 1;
1069 }
1070
1071 // it's locked?
1072 if (sack->slaying)
1073 {
1074 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 else
1077 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 return 1;
1080 }
1081 }
1082
1083 op->open_container (sack);
1084
1085 return 1;
1086 }
1087
1088 /**
1089 * Handles dropping things on altar.
1090 * Returns true if sacrifice was accepted.
1091 */
1092 static int
1093 apply_altar (object *altar, object *sacrifice, object *originator)
1094 {
1095 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0;
1098
1099 if (operate_altar (altar, &sacrifice))
1100 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly.
1104 */
1105 if (altar->inv && altar->inv->type == SPELL)
1106 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1108 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with
1110 * old maps.
1111 */
1112
1113 /* push_button (altar);*/
1114 }
1115 else
1116 {
1117 altar->value = 1; /* works only once */
1118 push_button (altar);
1119 }
1120
1121 return !sacrifice;
1122 }
1123 else
1124 return 0;
1125 }
1126
1127 /**
1128 * Handles 'movement' of shop mats.
1129 * Returns 1 if 'op' was destroyed, 0 if not.
1130 * Largely re-written to not use nearly as many gotos, plus
1131 * some of this code just looked plain out of date.
1132 * MSW 2001-08-29
1133 */
1134 int
1135 apply_shop_mat (object *shop_mat, object *op)
1136 {
1137 int rv = 0;
1138 double opinion;
1139 object *tmp, *next;
1140
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142
1143 if (op->type != PLAYER)
1144 {
1145 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in
1147 * the shop.
1148 */
1149 for (tmp = op->inv; tmp; tmp = next)
1150 {
1151 next = tmp->below;
1152
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156
1157 tmp->remove ();
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 }
1167 }
1168
1169 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK))
1171 return 0;
1172
1173 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space.
1175 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1182 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184
1185 return 0;
1186 }
1187 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine.
1189 */
1190 rv = teleport (shop_mat, SHOP_MAT, op);
1191 }
1192 else if (can_pay (op) && get_payment (op))
1193 {
1194 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op);
1196
1197 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor.
1202 */
1203 else if (!rv && !is_in_shop (op))
1204 {
1205 opinion = shopkeeper_approval (op->map, op);
1206
1207 if (opinion > 0.9)
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1209 else if (opinion > 0.75)
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1211 else if (opinion > 0.5)
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 }
1216 }
1217 else
1218 {
1219 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore
1222 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224
1225 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else
1230 {
1231 op->remove ();
1232 op->x += freearr_x[i];
1233 op->y += freearr_y[i];
1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_NO_APPLY);
1239 return rv;
1240 }
1241
1242 /**
1243 * Handles applying a sign.
1244 */
1245 static void
1246 apply_sign (object *op, object *sign, int autoapply)
1247 {
1248 readable_message_type *msgType;
1249 char newbuf[HUGE_BUF];
1250
1251 if (sign->msg == NULL)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254 return;
1255 }
1256
1257 if (sign->stats.food)
1258 {
1259 if (sign->last_eat >= sign->stats.food)
1260 {
1261 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263 return;
1264 }
1265
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++;
1268 }
1269
1270 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271 * No way to know for sure. The presumption is basically that if
1272 * move_on is zero, it needs to be manually applied (doesn't talk
1273 * to us).
1274 */
1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278 return;
1279 }
1280 msgType = get_readable_message_type (sign);
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1282 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1283 }
1284
1285 /**
1286 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap'
1288 * effect is determined by move_on/move_off of trap and move_type of victime.
1289 *
1290 * originator: Player, monster or other object that caused 'victim' to move
1291 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1292 * However, some types of traps require an originator to function.
1293 */
1294 void
1295 move_apply (object *trap, object *victim, object *originator)
1296 {
1297 static int recursion_depth = 0;
1298
1299 /* Only exits affect DMs. */
1300 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1301 return;
1302
1303 /* move_apply() is the most likely candidate for causing unwanted and
1304 * possibly unlimited recursion.
1305 */
1306 /* The following was changed because it was causing perfeclty correct
1307 * maps to fail. 1) it's not an error to recurse:
1308 * rune detonates, summoning monster. monster lands on nearby rune.
1309 * nearby rune detonates. This sort of recursion is expected and
1310 * proper. This code was causing needless crashes.
1311 */
1312 if (recursion_depth >= 500)
1313 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1316 return;
1317 }
1318 recursion_depth++;
1319 if (trap->head)
1320 trap = trap->head;
1321
1322 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1323 goto leave;
1324
1325 switch (trap->type)
1326 {
1327 case PLAYERMOVER:
1328 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1329 {
1330 if (!trap->stats.maxsp)
1331 trap->stats.maxsp = 2;
1332
1333 /* Is this correct? From the docs, it doesn't look like it
1334 * should be divided by trap->speed
1335 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1337
1338 /* Just put in some sanity check. I think there is a bug in the
1339 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed.
1341 */
1342 if (victim->speed_left < -50.0)
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 }
1346 goto leave;
1347
1348 case SPINNER:
1349 if (victim->direction)
1350 {
1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1352 update_turn_face (victim);
1353 }
1354 goto leave;
1355
1356 case DIRECTOR:
1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1359 victim->direction = trap->stats.sp;
1360 update_turn_face (victim);
1361 }
1362 goto leave;
1363
1364 case BUTTON:
1365 case PEDESTAL:
1366 update_button (trap);
1367 goto leave;
1368
1369 case ALTAR:
1370 /* sacrifice victim on trap */
1371 apply_altar (trap, victim, originator);
1372 goto leave;
1373
1374 case THROWN_OBJ:
1375 if (trap->inv == NULL)
1376 goto leave;
1377 /* fallthrough */
1378
1379 case ARROW:
1380 /* bad bug: monster throw a object, make a step forwards, step on object ,
1381 * trigger this here and get hit by own missile - and will be own enemy.
1382 * Victim then is his own enemy and will start to kill herself (this is
1383 * removed) but we have not synced victim and his missile. To avoid senseless
1384 * action, we avoid hits here
1385 */
1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387 hit_with_arrow (trap, victim);
1388 goto leave;
1389
1390 case SPELL_EFFECT:
1391 apply_spell_effect (trap, victim);
1392 goto leave;
1393
1394 case TRAPDOOR:
1395 {
1396 int max, sound_was_played;
1397 object *ab, *ab_next;
1398
1399 if (!trap->value)
1400 {
1401 int tot;
1402
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave;
1409
1410 SET_ANIMATION (trap, trap->value);
1411 update_object (trap, UP_OBJ_FACE);
1412 }
1413
1414 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1415 {
1416 /* need to set this up, since if we do transfer the object,
1417 * ab->above would be bogus
1418 */
1419 ab_next = ab->above;
1420
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1422 {
1423 if (!sound_was_played)
1424 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426 sound_was_played = 1;
1427 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 }
1431 }
1432 goto leave;
1433 }
1434
1435
1436 case CONVERTER:
1437 if (convert_item (victim, trap) < 0)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1442
1443 goto leave;
1444
1445 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR:
1448 check_trigger (trap, victim);
1449 goto leave;
1450
1451 case DEEP_SWAMP:
1452 walk_on_deep_swamp (trap, victim);
1453 goto leave;
1454
1455 case CHECK_INV:
1456 check_inv (victim, trap);
1457 goto leave;
1458
1459 case HOLE:
1460 /* Hole not open? */
1461 if (trap->stats.wc > 0)
1462 goto leave;
1463
1464 /* Is this a multipart monster and not the head? If so, return.
1465 * Processing will happen if the head runs into the pit
1466 */
1467 if (victim->head)
1468 goto leave;
1469
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave;
1474
1475 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1478 /* Basically, don't show exits leading to random maps the
1479 * players output.
1480 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1484 victim->enter_exit (trap);
1485 }
1486 goto leave;
1487
1488 case ENCOUNTER:
1489 /* may be some leftovers on this */
1490 goto leave;
1491
1492 case SHOP_MAT:
1493 apply_shop_mat (trap, victim);
1494 goto leave;
1495
1496 /* Drop a certain amount of gold, and have one item identified */
1497 case IDENTIFY_ALTAR:
1498 apply_id_altar (victim, trap, originator);
1499 goto leave;
1500
1501 case SIGN:
1502 if (victim->type != PLAYER && trap->stats.food > 0)
1503 goto leave; /* monsters musn't apply magic_mouths with counters */
1504
1505 apply_sign (victim, trap, 1);
1506 goto leave;
1507
1508 case CONTAINER:
1509 apply_container (victim, trap);
1510 goto leave;
1511
1512 case RUNE:
1513 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim);
1517 }
1518 goto leave;
1519
1520 default:
1521 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1522 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1523 goto leave;
1524 }
1525
1526 leave:
1527 recursion_depth--;
1528 }
1529
1530 /**
1531 * Handles reading a regular (ie not containing a spell) book.
1532 */
1533 static void
1534 apply_book (object *op, object *tmp)
1535 {
1536 int lev_diff;
1537 object *skill_ob;
1538
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1542 return;
1543 }
1544 if (tmp->msg == NULL)
1545 {
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1547 return;
1548 }
1549
1550 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob)
1553 {
1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1555 return;
1556 }
1557 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 {
1560 if (lev_diff < 2)
1561 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1562 else if (lev_diff < 3)
1563 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1564 else if (lev_diff < 5)
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1566 else if (lev_diff < 8)
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568 else if (lev_diff < 15)
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return;
1573 }
1574
1575 readable_message_type *msgType = get_readable_message_type (tmp);
1576
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1578 msgType->message_type, msgType->message_subtype,
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg);
1581
1582 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1586
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 {
1589 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591
1592 /* If in a container, update how it looks */
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 }
1598
1599 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1601 }
1602 }
1603
1604 /**
1605 * Handles the applying of a skill scroll, calling learn_skill straight.
1606 * op is the person learning the skill, tmp is the skill scroll object
1607 */
1608 static void
1609 apply_skillscroll (object *op, object *tmp)
1610 {
1611 switch ((int) learn_skill (op, tmp))
1612 {
1613 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1616 return;
1617
1618 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 decrease_ob (tmp);
1621 return;
1622
1623 default:
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1625 decrease_ob (tmp);
1626 return;
1627 }
1628 }
1629
1630 /**
1631 * Actually makes op learn spell.
1632 * Informs player of what happens.
1633 */
1634 void
1635 do_learn_spell (object *op, object *spell, int special_prayer)
1636 {
1637 object *tmp;
1638
1639 if (op->type != PLAYER)
1640 {
1641 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1642 return;
1643 }
1644
1645 /* Upgrade special prayers to normal prayers */
1646 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1647 {
1648 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1649 {
1650 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1651 return;
1652 }
1653 return;
1654 }
1655
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1657 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op);
1659
1660 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP);
1662
1663 esrv_add_spells (op->contr, tmp);
1664 }
1665
1666 /**
1667 * Erases spell from player's inventory.
1668 */
1669 void
1670 do_forget_spell (object *op, const char *spell)
1671 {
1672 object *spob;
1673
1674 if (op->type != PLAYER)
1675 {
1676 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1677 return;
1678 }
1679 if ((spob = check_spell_known (op, spell)) == NULL)
1680 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return;
1683 }
1684
1685 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1686 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob);
1688 spob->destroy ();
1689 }
1690
1691 /**
1692 * Handles player applying a spellbook.
1693 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1694 * stuff like that. Random learning failure too.
1695 */
1696 static void
1697 apply_spellbook (object *op, object *tmp)
1698 {
1699 object *skop, *spell, *spell_skill;
1700
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1704 return;
1705 }
1706
1707 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks
1710 */
1711
1712 if (tmp->slaying != NULL)
1713 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715 if (!spell)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1718 return;
1719 }
1720 else
1721 insert_ob_in_ob (spell, tmp);
1722 tmp->slaying = NULL;
1723 }
1724
1725 skop = find_skill_by_name (op, tmp->skill);
1726
1727 /* need a literacy skill to learn spells. Also, having a literacy level
1728 * lower than the spell will make learning the spell more difficult */
1729 if (!skop)
1730 {
1731 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1732 return;
1733 }
1734
1735 spell = tmp->inv;
1736
1737 if (!spell)
1738 {
1739 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1740 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1741 return;
1742 }
1743
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1745 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1747 return;
1748 }
1749
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1751
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp);
1755
1756 if (tmp->env)
1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758 else
1759 op->contr->ns->floorbox_update ();
1760 }
1761
1762 /* I removed the check for special_prayer_mark here - it didn't make
1763 * a lot of sense - special prayers are not found in spellbooks, and
1764 * if the player doesn't know the spell, doesn't make a lot of sense that
1765 * they would have a special prayer mark.
1766 */
1767 if (check_spell_known (op, spell->name))
1768 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1770 return;
1771 }
1772
1773 if (spell->skill)
1774 {
1775 spell_skill = find_skill_by_name (op, spell->skill);
1776
1777 if (!spell_skill)
1778 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1780 return;
1781 }
1782
1783 if (spell_skill->level < spell->level)
1784 {
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1786 return;
1787 }
1788 }
1789
1790 /* Logic as follows
1791 *
1792 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1793 *
1794 * 2- The learner's skill level in literacy adjusts the chance to learn
1795 * a spell.
1796 *
1797 * 3 -Automatically fail to learn if you read while confused
1798 *
1799 * Overall, chances are the same but a player will find having a high
1800 * literacy rate very useful! -b.t.
1801 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 {
1804 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1809 {
1810
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0);
1813
1814 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 }
1818 else
1819 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1822 }
1823
1824 decrease_ob (tmp);
1825 }
1826
1827 /**
1828 * Handles applying a spell scroll.
1829 */
1830 void
1831 apply_scroll (object *op, object *tmp, int dir)
1832 {
1833 object *skop;
1834
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1838 return;
1839 }
1840
1841 if (!tmp->inv || tmp->inv->type != SPELL)
1842 {
1843 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1844 return;
1845 }
1846
1847 if (op->type == PLAYER)
1848 {
1849 /* players need a literacy skill to read stuff! */
1850 int exp_gain = 0;
1851
1852 /* hard code literacy - tmp->skill points to where the exp
1853 * should go for anything killed by the spell.
1854 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856
1857 if (!skop)
1858 {
1859 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1860 return;
1861 }
1862
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0);
1865 }
1866
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp);
1869
1870 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1871
1872
1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp);
1875 }
1876
1877 /**
1878 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure
1880 * chest.
1881 */
1882 static void
1883 apply_treasure (object *op, object *tmp)
1884 {
1885 object *treas;
1886
1887
1888 /* Nice side effect of new treasure creation method is that the treasure
1889 * for the chest is done when the chest is created, and put into the chest
1890 * inventory. So that when the chest burns up, the items still exist. Also
1891 * prevents people fromt moving chests to more difficult maps to get better
1892 * treasure
1893 */
1894
1895 treas = tmp->inv;
1896 if (treas == NULL)
1897 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1899 decrease_ob (tmp);
1900 return;
1901 }
1902 while (tmp->inv)
1903 {
1904 treas = tmp->inv;
1905
1906 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908
1909 treas->x = op->x;
1910 treas->y = op->y;
1911 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912
1913 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914 spring_trap (treas, op);
1915
1916 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed
1920 */
1921 if (op->destroyed () || tmp->destroyed ())
1922 break;
1923 }
1924
1925 if (!tmp->destroyed () && tmp->inv == NULL)
1926 decrease_ob (tmp);
1927
1928 }
1929
1930 /**
1931 * op eats food.
1932 * If player, takes care of messages and dragon special food.
1933 */
1934 static void
1935 apply_food (object *op, object *tmp)
1936 {
1937 int capacity_remaining;
1938
1939 if (op->type != PLAYER)
1940 op->stats.hp = op->stats.maxhp;
1941 else
1942 {
1943 /* check if this is a dragon (player), eating some flesh */
1944 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1945 ;
1946 else
1947 {
1948 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999)
1950 {
1951 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1953 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1955 }
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 char buf[MAX_BUF];
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 {
1971 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1973 }
1974
1975 new_draw_info (NDI_UNIQUE, 0, op, buf);
1976 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50;
1980 else
1981 op->stats.hp += tmp->stats.food / 50;
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993 handle_apply_yield (tmp);
1994 decrease_ob (tmp);
1995 }
1996
1997 /**
1998 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * there is a chance for the dragon's skin to get improved.
2000 *
2001 * attributes:
2002 * object *op the object (dragon player) eating the flesh
2003 * object *meal the flesh item, getting chewed in dragon's mouth
2004 * return:
2005 * int 1 if eating successful, 0 if it doesn't work
2006 */
2007 int
2008 dragon_eat_flesh (object *op, object *meal)
2009 {
2010 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */
2013
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */
2021 int i; /* index */
2022
2023 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0;
2026
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force)
2035 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force)
2037 abil = tmp;
2038
2039 /* if either skin or ability are missing, this is an old player
2040 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL)
2042 return 0;
2043
2044 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50;
2047 else
2048 op->stats.hp += meal->stats.food / 50;
2049 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp;
2051
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055
2056 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++)
2058 {
2059 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2060 {
2061 /* got positive resistance, now calculate improvement chance (0-100) */
2062
2063 /* this bonus makes resistance increase easier at lower levels */
2064 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2065 if (i == abil->stats.exp)
2066 bonus += 5; /* additional bonus for resistance of ability-focus */
2067
2068 /* monster bonus increases with level, because high-level
2069 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level);
2071
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i];
2074
2075 if (chance >= 0.)
2076 chance += 1.;
2077 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079
2080 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2082
2083 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.);
2086
2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100))
2089 {
2090 atnr_winner[winners] = i;
2091 winners++;
2092 }
2093
2094 if (chance >= 0.01)
2095 totalchance *= 1 - chance / 100;
2096
2097 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2098 }
2099 }
2100
2101 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100;
2103 /* print message according to totalchance */
2104 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name);
2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 sprintf (buf, "The %s tasted strange.", &meal->name);
2116 else
2117 sprintf (buf, "The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf);
2119
2120 /* now choose a winner if we have any */
2121 i = -1;
2122 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners];
2124
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 {
2127 /* resistance increased! */
2128 skin->resist[i]++;
2129 op->update_stats ();
2130
2131 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 }
2134
2135 /* if this flesh contains a new ability focus, we mark it
2136 into the ability_force and it will take effect on next level */
2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138 {
2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140
2141 if (meal->last_eat != abil->stats.exp)
2142 {
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else
2149 {
2150 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0;
2153 }
2154 }
2155 return 1;
2156 }
2157
2158 /**
2159 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour.
2161 */
2162 static void
2163 apply_armour_improver (object *op, object *tmp)
2164 {
2165 object *armor;
2166
2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2168 {
2169 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2170 return;
2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2178 return;
2179 }
2180
2181 if (armor->type != ARMOUR
2182 && armor->type != CLOAK
2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2186 return;
2187 }
2188
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2190 improve_armour (op, tmp, armor);
2191 }
2192
2193 extern void
2194 apply_poison (object *op, object *tmp)
2195 {
2196 if (op->type == PLAYER)
2197 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze");
2201 }
2202 if (tmp->stats.hp > 0)
2203 {
2204 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2206 }
2207 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp);
2209 decrease_ob (tmp);
2210 }
2211
2212 /**
2213 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2214 * A valid 2 way exit means:
2215 * -You can come back (there is another exit at the other side)
2216 * -You are
2217 * ° the owner of the exit
2218 * ° or in the same party as the owner
2219 *
2220 * Note: a owner in a 2 way exit is saved as the owner's name
2221 * in the field exit->name cause the field exit->owner doesn't
2222 * survive in the swapping (in fact the whole exit doesn't survive).
2223 */
2224 int
2225 is_legal_2ways_exit (object *op, object *exit)
2226 {
2227 if (exit->stats.exp != 1)
2228 return 1; /*This is not a 2 way, so it is legal */
2229
2230 #if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */
2233 #endif
2234
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236
2237 if (exitmap)
2238 {
2239 exitmap->load_sync ();
2240
2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2243 if (!tmp)
2244 return 0;
2245
2246 for (; tmp; tmp = tmp->above)
2247 {
2248 if (tmp->type != EXIT)
2249 continue; /*Not an exit */
2250
2251 if (!EXIT_PATH (tmp))
2252 continue; /*Not a valid exit */
2253
2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2255 continue; /*Not in the same place */
2256
2257 if (exit->map->path != EXIT_PATH (tmp))
2258 continue; /*Not in the same map */
2259
2260 /* From here we have found the exit is valid. However we do
2261 * here the check of the exit owner. It is important for the
2262 * town portals to prevent strangers from visiting your appartments
2263 */
2264 if (!exit->race)
2265 return 1; /*No owner, free for all! */
2266
2267 object *exit_owner = 0;
2268
2269 for_all_players (pp)
2270 {
2271 if (!pp->ob)
2272 continue;
2273
2274 if (pp->ob->name != exit->race)
2275 continue;
2276
2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2278 break;
2279 }
2280
2281 if (!exit_owner)
2282 return 0; /* No more owner */
2283
2284 if (exit_owner->contr == op->contr)
2285 return 1; /*It is your exit */
2286
2287 if (exit_owner && /*There is a owner */
2288 (op->contr) && /*A player tries to pass */
2289 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2291 return 0;
2292
2293 return 1;
2294 }
2295 }
2296
2297 return 0;
2298 }
2299
2300 /**
2301 * Main apply handler.
2302 *
2303 * Checks for unpaid items before applying.
2304 *
2305 * Return value:
2306 * 0: player or monster can't apply objects of that type
2307 * 1: has been applied, or there was an error applying the object
2308 * 2: objects of that type can't be applied if not in inventory
2309 *
2310 * op is the object that is causing object to be applied, tmp is the object
2311 * being applied.
2312 *
2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2314 * them in this function - they are passed to apply_special
2315 */
2316 int
2317 manual_apply (object *op, object *tmp, int aflag)
2318 {
2319 if (tmp->head)
2320 tmp = tmp->head;
2321
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2323 {
2324 if (op->type == PLAYER)
2325 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2327 return 1;
2328 }
2329 else
2330 return 0; /* monsters just skip unpaid items */
2331 }
2332
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2334 return RESULT_INT (0);
2335
2336 switch (tmp->type)
2337 {
2338 case CF_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2341 tmp->value = tmp->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value);
2343 update_object (tmp, UP_OBJ_FACE);
2344 push_button (tmp);
2345 return 1;
2346
2347 case TRIGGER:
2348 if (check_trigger (tmp, op))
2349 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2352 }
2353 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2355
2356 return 1;
2357
2358 case EXIT:
2359 if (op->type != PLAYER)
2360 return 0;
2361
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 {
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 }
2366 else
2367 {
2368 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2371
2372 op->enter_exit (tmp);
2373 }
2374 return 1;
2375
2376 case SIGN:
2377 apply_sign (op, tmp, 0);
2378 return 1;
2379
2380 case BOOK:
2381 if (op->type == PLAYER)
2382 {
2383 apply_book (op, tmp);
2384 return 1;
2385 }
2386 else
2387 {
2388 return 0;
2389 }
2390
2391 case SKILLSCROLL:
2392 if (op->type == PLAYER)
2393 {
2394 apply_skillscroll (op, tmp);
2395 return 1;
2396 }
2397 return 0;
2398
2399 case SPELLBOOK:
2400 if (op->type == PLAYER)
2401 {
2402 apply_spellbook (op, tmp);
2403 return 1;
2404 }
2405 return 0;
2406
2407 case SCROLL:
2408 apply_scroll (op, tmp, 0);
2409 return 1;
2410
2411 case POTION:
2412 (void) apply_potion (op, tmp);
2413 return 1;
2414
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2417 case CLOSE_CON:
2418 apply_container (op, tmp->env);
2419 return 1;
2420
2421 case CONTAINER:
2422 apply_container (op, tmp);
2423 return 1;
2424
2425 case TREASURE:
2426 if (op->type == PLAYER)
2427 {
2428 apply_treasure (op, tmp);
2429 return 1;
2430 }
2431 else
2432 return 0;
2433
2434 case WEAPON:
2435 case ARMOUR:
2436 case BOOTS:
2437 case GLOVES:
2438 case AMULET:
2439 case GIRDLE:
2440 case BRACERS:
2441 case SHIELD:
2442 case HELMET:
2443 case RING:
2444 case CLOAK:
2445 case WAND:
2446 case ROD:
2447 case HORN:
2448 case SKILL:
2449 case BOW:
2450 case LAMP:
2451 case BUILDER:
2452 case SKILL_TOOL:
2453 if (tmp->env != op)
2454 return 2; /* not in inventory */
2455
2456 apply_special (op, tmp, aflag);
2457 return 1;
2458
2459 case DRINK:
2460 case FOOD:
2461 case FLESH:
2462 apply_food (op, tmp);
2463 return 1;
2464
2465 case POISON:
2466 apply_poison (op, tmp);
2467 return 1;
2468
2469 case SAVEBED:
2470 return 1;
2471
2472 case ARMOUR_IMPROVER:
2473 if (op->type == PLAYER)
2474 {
2475 apply_armour_improver (op, tmp);
2476 return 1;
2477 }
2478 else
2479 return 0;
2480
2481 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp);
2483 return 1;
2484
2485 case CLOCK:
2486 if (op->type == PLAYER)
2487 {
2488 char buf[MAX_BUF];
2489 timeofday_t tod;
2490
2491 get_tod (&tod);
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1;
2498 }
2499 else
2500 {
2501 return 0;
2502 }
2503
2504 case MENU:
2505 if (op->type == PLAYER)
2506 {
2507 shop_listing (tmp, op);
2508 return 1;
2509 }
2510 else
2511 {
2512 return 0;
2513 }
2514
2515 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1;
2518
2519 case LIGHTER: /* for lighting torches/lanterns/etc */
2520 if (op->type == PLAYER)
2521 {
2522 apply_lighter (op, tmp);
2523 return 1;
2524 }
2525 else
2526 {
2527 return 0;
2528 }
2529
2530 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp);
2532 return 1;
2533
2534 default:
2535 return 0;
2536 }
2537 }
2538
2539
2540 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2541 * messages as needed by player_apply_below(). But there can still be
2542 * "but you are floating high above the ground" messages.
2543 *
2544 * Same return value as apply() function.
2545 */
2546 int
2547 player_apply (object *pl, object *op, int aflag, int quiet)
2548 {
2549 int tmp;
2550
2551 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2552 {
2553 /* player is flying and applying object not in inventory */
2554 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2555 {
2556 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2557 return 0;
2558 }
2559 }
2560
2561 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2562 * applied.
2563 */
2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2565 {
2566 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2567 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2569 op->destroy ();
2570 return 1;
2571 }
2572
2573 pl->contr->last_used = op;
2574
2575 tmp = manual_apply (pl, op, aflag);
2576 if (!quiet)
2577 {
2578 if (tmp == 0)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2580 else if (tmp == 2)
2581 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2582 }
2583 return tmp;
2584 }
2585
2586 /**
2587 * player_apply_below attempts to apply the object 'below' the player.
2588 * If the player has an open container, we use that for below, otherwise
2589 * we use the ground.
2590 */
2591
2592 void
2593 player_apply_below (object *pl)
2594 {
2595 int floors = 0;
2596
2597 /* If using a container, set the starting item to be the top
2598 * item in the container. Otherwise, use the map.
2599 * This is perhaps more complicated. However, I want to make sure that
2600 * we don't use a corrupt pointer for the next object, so we get the
2601 * next object in the stack before applying. This is can only be a
2602 * problem if player_apply() has a bug in that it uses the object but does
2603 * not return a proper value.
2604 */
2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2606 {
2607 next = tmp->below;
2608
2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2610 floors++;
2611 else if (floors > 0)
2612 return; /* process only floor objects after first floor object */
2613
2614 /* If it is visible, player can apply it. If it is applied by
2615 * person moving on it, also activate. Added code to make it
2616 * so that at least one of players movement types be that which
2617 * the item needs.
2618 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1)
2622 return;
2623 }
2624 if (floors >= 2)
2625 return; /* process at most two floor objects */
2626 }
2627 }
2628
2629 /**
2630 * Unapplies specified item.
2631 * No check done on cursed/damned.
2632 * Break this out of apply_special - this is just done
2633 * to keep the size of apply_special to a more managable size.
2634 */
2635 static int
2636 unapply_special (object *who, object *op, int aflags)
2637 {
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2639 return RESULT_INT (0);
2640
2641 object *tmp2;
2642
2643 CLEAR_FLAG (op, FLAG_APPLIED);
2644
2645 switch (op->type)
2646 {
2647 case WEAPON:
2648 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2649
2650 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2662 clear_skill (who);
2663 break;
2664
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL:
2667 if (op != who->chosen_skill)
2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr)
2671 {
2672 if (!op->invisible)
2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2674 else
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2676 }
2677
2678 change_abil (who, op);
2679 who->chosen_skill = 0;
2680 CLEAR_FLAG (who, FLAG_READY_SKILL);
2681 break;
2682
2683 case ARMOUR:
2684 case HELMET:
2685 case SHIELD:
2686 case RING:
2687 case BOOTS:
2688 case GLOVES:
2689 case AMULET:
2690 case GIRDLE:
2691 case BRACERS:
2692 case CLOAK:
2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2694 change_abil (who, op);
2695 break;
2696
2697 case LAMP:
2698 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2699 tmp2 = arch_to_object (op->other_arch);
2700 tmp2->x = op->x;
2701 tmp2->y = op->y;
2702 tmp2->map = op->map;
2703 tmp2->below = op->below;
2704 tmp2->above = op->above;
2705 tmp2->stats.food = op->stats.food;
2706 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2707
2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2709 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2710
2711 if (who->contr)
2712 esrv_del_item (who->contr, op->count);
2713
2714 op->destroy ();
2715 insert_ob_in_ob (tmp2, who);
2716 who->update_stats ();
2717
2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2719 {
2720 if (who->contr)
2721 {
2722 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2724 }
2725 }
2726
2727 if (who->contr)
2728 esrv_send_item (who, tmp2);
2729
2730 return 1; /* otherwise, an attempt to drop causes problems */
2731
2732 case BOW:
2733 case WAND:
2734 case ROD:
2735 case HORN:
2736 clear_skill (who);
2737
2738 if (who->contr)
2739 {
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741
2742 if (who->contr->ranged_ob == op)
2743 who->contr->ranged_ob = 0;
2744
2745 if (who->current_weapon == op)
2746 who->current_weapon = 0;
2747 }
2748 else
2749 {
2750 if (op->type == BOW)
2751 CLEAR_FLAG (who, FLAG_READY_BOW);
2752 else
2753 CLEAR_FLAG (who, FLAG_READY_RANGE);
2754 }
2755
2756 break;
2757
2758 case BUILDER:
2759 if (who->contr)
2760 {
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2762
2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2766 break;
2767
2768 default:
2769 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2770 break;
2771 }
2772
2773 who->update_stats ();
2774
2775 if (!(aflags & AP_NO_MERGE))
2776 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792
2793 return 0;
2794 }
2795
2796 /**
2797 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we
2799 * then go through the below of this. In this way, you can do
2800 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found.
2805 * loc is the index into the array we are looking for a match.
2806 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use
2808 * up body locations can be used as restrictions.
2809 */
2810 object *
2811 get_item_from_body_location (object *start, int loc)
2812 {
2813 object *tmp;
2814
2815 if (!start)
2816 return NULL;
2817
2818 for (tmp = start; tmp; tmp = tmp->below)
2819 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2820 return tmp;
2821
2822 return NULL;
2823 }
2824
2825
2826
2827 /**
2828 * 'op' wants to apply an object, but can't because of other equipment.
2829 * This should only be called when it is known
2830 * that there are objects to unapply. This makes pretty heavy
2831 * use of get_item_from_body_location. It makes no intelligent choice
2832 * on objects - rather, the first that is matched is used.
2833 * Returns 0 on success, returns 1 if there is some problem.
2834 * if aflags is AP_PRINT, we instead print out waht to unapply
2835 * instead of doing it. This is a lot less code than having
2836 * another function that does just that.
2837 */
2838 int
2839 unapply_for_ob (object *who, object *op, int aflags)
2840 {
2841 int i;
2842 object *tmp = NULL, *last;
2843
2844 /* If we are applying a shield or weapon, unapply any equipped shield
2845 * or weapons first - only allowed to use one weapon/shield at a time.
2846 */
2847 if (op->type == WEAPON || op->type == SHIELD)
2848 {
2849 for (tmp = who->inv; tmp; tmp = tmp->below)
2850 {
2851 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2852 {
2853 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2854 {
2855 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2857 else
2858 unapply_special (who, tmp, aflags);
2859 }
2860 else
2861 {
2862 /* In this case, we want to try and remove a cursed item.
2863 * While we know it won't work, we want unapply_special to
2864 * at least generate the message.
2865 */
2866 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2867 return 1;
2868 }
2869
2870 }
2871 }
2872 }
2873
2874 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 {
2876 /* this used up a slot that we need to free */
2877 if (op->body_info[i])
2878 {
2879 last = who->inv;
2880
2881 /* We do a while loop - may need to remove several items in order
2882 * to free up enough slots.
2883 */
2884 while ((who->body_used[i] + op->body_info[i]) < 0)
2885 {
2886 tmp = get_item_from_body_location (last, i);
2887 if (!tmp)
2888 {
2889 #if 0
2890 /* Not a bug - we'll get this if the player has cursed items
2891 * equipped.
2892 */
2893 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2894 #endif
2895 return 1;
2896 }
2897 /* If we are just printing, we don't care about cursed status */
2898 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2899 {
2900 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2902 else
2903 unapply_special (who, tmp, aflags);
2904 }
2905 else
2906 {
2907 /* Cursed item that we can't unequip - tell the player.
2908 * Note this could be annoying if this is just one of a few,
2909 * so it may not be critical (eg, putting on a ring and you have
2910 * one cursed ring.)
2911 */
2912 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2913 }
2914 last = tmp->below;
2915 }
2916 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2917 * return in the !tmp would have kicked in.
2918 */
2919 } /* if op is using this body location */
2920 } /* for body lcoations */
2921 return 0;
2922 }
2923
2924 /**
2925 * Checks to see if 'who' can apply object 'op'.
2926 * Returns 0 if apply can be done without anything special.
2927 * Otherwise returns a bitmask - potentially several of these may be
2928 * set, but largely depends on circumstance - in the future, processing
2929 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2930 * is set, do we really are what the other flags may be?)
2931 *
2932 * See include/define.h for detailed description of the meaning of
2933 * these return values.
2934 */
2935 int
2936 can_apply_object (object *who, object *op)
2937 {
2938 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2939 return RESULT_INT (0);
2940
2941 int retval = 0;
2942 object *tmp = 0, *ws = 0;
2943
2944 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2945 * 2 weapons, but we don't want to let them do that. So if they are
2946 * trying to equip a weapon or shield, see if they already have one
2947 * in place and store that way.
2948 */
2949 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
2950 {
2951 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2952 {
2953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2954 {
2955 retval = CAN_APPLY_UNAPPLY;
2956 ws = tmp;
2957 }
2958 }
2959 }
2960
2961 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2962 {
2963 if (op->body_info[i])
2964 {
2965 /* Item uses more slots than we have */
2966 if (abs (op->body_info[i]) > who->body_info[i])
2967 {
2968 /* Could return now for efficiency - rest of info below isn't
2969 * really needed.
2970 */
2971 retval |= CAN_APPLY_NEVER;
2972 }
2973 else if ((who->body_used[i] + op->body_info[i]) < 0)
2974 {
2975 /* in this case, equipping this would use more free spots than
2976 * we have.
2977 */
2978
2979 /* if we have an applied weapon/shield, and unapply it would free
2980 * enough slots to equip the new item, then just set this can
2981 * continue. We don't care about the logic below - if you have
2982 * shield equipped and try to equip another shield, there is only
2983 * one choice. However, the check for the number of body locations
2984 * does take into the account cases where what is being applied
2985 * may be two handed for example.
2986 */
2987 if (ws)
2988 {
2989 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2990 {
2991 retval |= CAN_APPLY_UNAPPLY;
2992 continue;
2993 }
2994 }
2995
2996 object *tmp1 = get_item_from_body_location (who->inv, i);
2997 if (!tmp1)
2998 {
2999 #if 0
3000 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed.
3002 */
3003 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3004 #endif
3005 retval |= CAN_APPLY_NEVER;
3006 }
3007 else
3008 {
3009 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need
3011 * to apply multiple objects
3012 */
3013 retval |= CAN_APPLY_UNAPPLY;
3014 if (!tmp)
3015 tmp = tmp1;
3016 else if (tmp != tmp1)
3017 retval |= CAN_APPLY_UNAPPLY_MULT;
3018
3019 /* This object isn't using up all the slots, so there must
3020 * be another. If so, and it the new item doesn't need all
3021 * the slots, the player then has a choice.
3022 */
3023 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i])
3024 && abs (op->body_info[i]) < who->body_info[i])
3025 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3026
3027 /* Does unequippint 'tmp1' free up enough slots for this to be
3028 * equipped? If not, there must be something else to unapply.
3029 */
3030 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i])
3031 retval |= CAN_APPLY_UNAPPLY_MULT;
3032 }
3033 } /* if not enough free slots */
3034 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */
3036
3037 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3038 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters,
3040 * because you can't control those just by body location - bows, shields,
3041 * and weapons all use the same slot. Similar for horn/rod/wand - they
3042 * all use the same location.
3043 */
3044 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3045 retval |= CAN_APPLY_RESTRICTION;
3046
3047 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3048 retval |= CAN_APPLY_RESTRICTION;
3049
3050 if (who->type != PLAYER)
3051 {
3052 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054
3055 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3056 retval |= CAN_APPLY_RESTRICTION;
3057
3058 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION;
3060
3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3062 retval |= CAN_APPLY_RESTRICTION;
3063 }
3064
3065 return retval;
3066 }
3067
3068 /**
3069 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something
3072 * like a potion or scroll.
3073 *
3074 * function returns 1 if the action could not be completed, 0 on
3075 * success. However, success is a matter of meaning - if the
3076 * user passes the 'apply' flag to an object already applied,
3077 * nothing is done, and 0 is returned.
3078 *
3079 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3080 * AP_UNAPPLY=always unapply).
3081 *
3082 * Optional flags:
3083 * AP_NO_MERGE: don't merge an unapplied object with other objects
3084 * AP_IGNORE_CURSE: unapply cursed items
3085 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 *
3088 * apply_special() doesn't check for unpaid items.
3089 */
3090 int
3091 apply_special (object *who, object *op, int aflags)
3092 {
3093 int basic_flag = aflags & AP_BASIC_FLAGS;
3094 object *tmp, *tmp2, *skop = NULL;
3095
3096 if (who == NULL)
3097 {
3098 LOG (llevError, "apply_special() from object without environment.\n");
3099 return 1;
3100 }
3101
3102 if (op->env != who)
3103 return 1; /* op is not in inventory */
3104
3105 /* trying to unequip op */
3106 if (QUERY_FLAG (op, FLAG_APPLIED))
3107 {
3108 /* always apply, so no reason to unapply */
3109 if (basic_flag == AP_APPLY)
3110 return 0;
3111
3112 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3113 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3115 return 1;
3116 }
3117
3118 return unapply_special (who, op, aflags);
3119 }
3120
3121 if (basic_flag == AP_UNAPPLY)
3122 return 0;
3123
3124 /* Can't just apply this object. Lets see what not and what to do */
3125 if (int i = can_apply_object (who, op))
3126 {
3127 if (i & CAN_APPLY_NEVER)
3128 {
3129 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3130 return 1;
3131 }
3132 else if (i & CAN_APPLY_RESTRICTION)
3133 {
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3135 return 1;
3136 }
3137
3138 if (who->type != PLAYER)
3139 {
3140 /* Some error, so don't try to equip something more */
3141 if (unapply_for_ob (who, op, aflags))
3142 return 1;
3143 }
3144 else
3145 {
3146 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3147 {
3148 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3149 unapply_for_ob (who, op, AP_PRINT);
3150 return 1;
3151 }
3152 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3153 {
3154 if (unapply_for_ob (who, op, aflags))
3155 return 1;
3156 }
3157 }
3158 }
3159
3160 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3161 {
3162 skop = find_skill_by_name (who, op->skill);
3163
3164 if (!skop)
3165 {
3166 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3167 return 1;
3168 }
3169 else
3170 /* While experience will be credited properly, we want to change the
3171 * skill so that the dam and wc get updated
3172 */
3173 change_skill (who, skop, 0);
3174 }
3175
3176 if (who->type == PLAYER
3177 && op->item_power
3178 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 {
3180 new_draw_info (NDI_UNIQUE, 0, who,
3181 "Equipping that combined with other items would consume your soul! "
3182 "[use the skills command to check your available item power]");
3183 return 1;
3184 }
3185
3186 /* Ok. We are now at the state where we can apply the new object.
3187 * Note that we don't have the checks for can_use_...
3188 * below - that is already taken care of by can_apply_object.
3189 */
3190 if (op->nrof > 1)
3191 tmp = get_split_ob (op, op->nrof - 1);
3192 else
3193 tmp = 0;
3194
3195 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3196 return RESULT_INT (0);
3197
3198 switch (op->type)
3199 {
3200 case WEAPON:
3201 if (!check_weapon_power (who, op->last_eat))
3202 {
3203 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3204 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3205
3206 if (tmp)
3207 insert_ob_in_ob (tmp, who);
3208
3209 return 1;
3210 }
3211
3212 //TODO: this obviously fails for players using a shorter prefix
3213 // i.e. "R" can use Ragnarok's sword.
3214 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3215 {
3216 /* if the weapon does not have the name as the character, can't use it. */
3217 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3218 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3219
3220 if (tmp)
3221 insert_ob_in_ob (tmp, who);
3222
3223 return 1;
3224 }
3225
3226 if (!skop)
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3229 return 1;
3230 }
3231
3232 SET_FLAG (op, FLAG_APPLIED);
3233 change_skill (who, skop, 1);
3234
3235 if (who->contr)
3236 {
3237 who->contr->combat_ob = op;
3238 who->current_weapon = op;
3239 }
3240
3241 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3242 SET_FLAG (who, FLAG_READY_WEAPON);
3243
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3245
3246 change_abil (who, op);
3247 break;
3248
3249 case ARMOUR:
3250 case HELMET:
3251 case SHIELD:
3252 case BOOTS:
3253 case GLOVES:
3254 case GIRDLE:
3255 case BRACERS:
3256 case CLOAK:
3257 case RING:
3258 case AMULET:
3259 SET_FLAG (op, FLAG_APPLIED);
3260 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3261 change_abil (who, op);
3262 break;
3263
3264 case LAMP:
3265 if (op->stats.food < 1)
3266 {
3267 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3268 return 1;
3269 }
3270
3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3272 tmp2 = arch_to_object (op->other_arch);
3273 tmp2->stats.food = op->stats.food;
3274 SET_FLAG (tmp2, FLAG_APPLIED);
3275
3276 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3277 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278
3279 insert_ob_in_ob (tmp2, who);
3280
3281 /* Remove the old lantern */
3282 if (who->type == PLAYER)
3283 esrv_del_item (who->contr, op->count);
3284
3285 op->destroy ();
3286
3287 /* insert the portion that was split off */
3288 if (tmp)
3289 {
3290 insert_ob_in_ob (tmp, who);
3291 if (who->type == PLAYER)
3292 esrv_send_item (who, tmp);
3293 }
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 {
3299 if (who->type == PLAYER)
3300 {
3301 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3302 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3303 }
3304 }
3305
3306 if (who->type == PLAYER)
3307 esrv_send_item (who, tmp2);
3308
3309 return 0;
3310
3311 /* this part is needed for skill-tools */
3312 case SKILL:
3313 case SKILL_TOOL:
3314 if (who->chosen_skill)
3315 {
3316 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3317 return 1;
3318 }
3319
3320 if (player *pl = who->contr)
3321 {
3322 if (IS_COMBAT_SKILL (op->subtype))
3323 {
3324 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3328 {
3329 pl->combat_ob = who->current_weapon = item;
3330 goto found_weapon;
3331 }
3332
3333 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3334 return 1;
3335
3336 found_weapon:;
3337 }
3338 else
3339 {
3340 pl->combat_ob = op;
3341 op->current_weapon = 0;
3342 }
3343 }
3344 else if (IS_RANGED_SKILL (op->subtype))
3345 {
3346 if (skill_flags [op->subtype] & SF_NEED_BOW)
3347 {
3348 for (object *item = who->inv; item; item = item->below)
3349 if (item->type == BOW && item->flag [FLAG_APPLIED])
3350 {
3351 pl->ranged_ob = who->current_weapon = item;
3352 goto found_bow;
3353 }
3354
3355 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3356 return 1;
3357
3358 found_bow:;
3359 }
3360 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->flag [FLAG_APPLIED]
3364 && (item->type == WAND || item->type == ROD || item->type == HORN))
3365 {
3366 pl->ranged_ob = who->current_weapon = item;
3367 goto found_item;
3368 }
3369
3370 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3371 return 1;
3372
3373 found_item:;
3374 }
3375 else
3376 {
3377 pl->ranged_ob = op;
3378 op->current_weapon = 0;
3379 }
3380 }
3381
3382 if (!op->invisible)
3383 {
3384 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3385 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3386 }
3387 else
3388 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3389 }
3390
3391 {
3392 SET_FLAG (op, FLAG_APPLIED);
3393 change_abil (who, op);
3394 who->chosen_skill = op;
3395 SET_FLAG (who, FLAG_READY_SKILL);
3396 break;
3397
3398 case BOW:
3399 if (!check_weapon_power (who, op->last_eat))
3400 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403
3404 if (tmp)
3405 insert_ob_in_ob (tmp, who);
3406
3407 return 1;
3408 }
3409
3410 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3411 {
3412 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3413 if (tmp != NULL)
3414 insert_ob_in_ob (tmp, who);
3415
3416 return 1;
3417 }
3418
3419 /*FALLTHROUGH*/
3420 case WAND:
3421 case ROD:
3422 case HORN:
3423 /* check for skill, alter player status */
3424
3425 if (!skop)
3426 {
3427 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3428 return 1;
3429 }
3430
3431 SET_FLAG (op, FLAG_APPLIED);
3432 change_skill (who, skop, 0);
3433
3434 if (who->contr)
3435 {
3436 who->contr->ranged_ob = op;
3437
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3439
3440 if (op->type == BOW)
3441 {
3442 who->current_weapon = op;
3443 change_abil (who, op);
3444 new_draw_info_format (NDI_UNIQUE, 0, who,
3445 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3446 }
3447 }
3448 else
3449 {
3450 if (op->type == BOW)
3451 SET_FLAG (who, FLAG_READY_BOW);
3452 else
3453 SET_FLAG (who, FLAG_READY_RANGE);
3454 }
3455
3456 break;
3457
3458 case BUILDER:
3459 if (who->type == PLAYER)
3460 {
3461 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3462 unapply_special (who, who->contr->ranged_ob, 0);
3463
3464 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3465
3466 who->contr->ranged_ob = op;
3467 }
3468 break;
3469
3470 default:
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3472 } /* end of switch op->type */
3473
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (tmp)
3477 tmp = insert_ob_in_ob (tmp, who);
3478
3479 who->update_stats ();
3480
3481 /* We exclude spell casting objects. The fire code will set the
3482 * been applied flag when they are used - until that point,
3483 * you don't know anything about them.
3484 */
3485 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3486 SET_FLAG (op, FLAG_BEEN_APPLIED);
3487
3488 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3489 {
3490 if (who->type == PLAYER)
3491 {
3492 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3493 SET_FLAG (op, FLAG_KNOWN_CURSED);
3494 }
3495 }
3496
3497 if (who->type == PLAYER)
3498 {
3499 /* if multiple objects were applied, update both slots */
3500 if (tmp)
3501 esrv_send_item (who, tmp);
3502
3503 esrv_send_item (who, op);
3504 }
3505
3506 return 0;
3507 }
3508
3509 int
3510 monster_apply_special (object *who, object *op, int aflags)
3511 {
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 return 1;
3514 return apply_special (who, op, aflags);
3515 }
3516
3517 /**
3518 * Map was just loaded, handle op's initialisation.
3519 *
3520 * Generates shop floor's item, and treasures.
3521 */
3522 int
3523 auto_apply (object *op)
3524 {
3525 object *tmp = NULL, *tmp2;
3526 int i;
3527
3528 switch (op->type)
3529 {
3530 case SHOP_FLOOR:
3531 if (!op->has_random_items ())
3532 return 0;
3533
3534 do
3535 {
3536 i = 10; /* let's give it 10 tries */
3537 while ((tmp = generate_treasure (op->randomitems,
3538 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3539 if (tmp == NULL)
3540 return 0;
3541 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3542 {
3543 tmp->destroy ();
3544 tmp = NULL;
3545 }
3546 }
3547 while (!tmp);
3548
3549 tmp->x = op->x;
3550 tmp->y = op->y;
3551 SET_FLAG (tmp, FLAG_UNPAID);
3552 insert_ob_in_map (tmp, op->map, NULL, 0);
3553 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3554 identify (tmp);
3555 break;
3556
3557 case TREASURE:
3558 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3559 return 0;
3560
3561 while (op->stats.hp-- > 0)
3562 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564
3565 /* If we generated an object and put it in this object inventory,
3566 * move it to the parent object as the current object is about
3567 * to disappear. An example of this item is the random_* stuff
3568 * that is put inside other objects.
3569 */
3570 for (tmp = op->inv; tmp; tmp = tmp2)
3571 {
3572 tmp2 = tmp->below;
3573 tmp->remove ();
3574
3575 if (op->env)
3576 insert_ob_in_ob (tmp, op->env);
3577 else
3578 tmp->destroy ();
3579 }
3580
3581 op->destroy ();
3582 break;
3583 }
3584 return tmp ? 1 : 0;
3585 }
3586
3587 /**
3588 * fix_auto_apply goes through the entire map every time a map
3589 * is loaded or swapped in and performs special actions for
3590 * certain objects (most initialization of chests and creation of
3591 * treasures and stuff). Calls auto_apply if appropriate.
3592 */
3593 void
3594 maptile::fix_auto_apply ()
3595 {
3596 if (!spaces)
3597 return;
3598
3599 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3600 for (object *tmp = ms->bot; tmp; )
3601 {
3602 object *above = tmp->above;
3603
3604 if (tmp->inv)
3605 {
3606 object *invtmp, *invnext;
3607
3608 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3609 {
3610 invnext = invtmp->below;
3611
3612 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3613 auto_apply (invtmp);
3614 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3615 {
3616 while ((invtmp->stats.hp--) > 0)
3617 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3618
3619 invtmp->randomitems = NULL;
3620 }
3621 else if (invtmp && invtmp->arch
3622 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3623 {
3624 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3625 /* Need to clear this so that we never try to create
3626 * treasure again for this object
3627 */
3628 invtmp->randomitems = NULL;
3629 }
3630 }
3631 /* This is really temporary - the code at the bottom will
3632 * also set randomitems to null. The problem is there are bunches
3633 * of maps/players already out there with items that have spells
3634 * which haven't had the randomitems set to null yet.
3635 * MSW 2004-05-13
3636 *
3637 * And if it's a spellbook, it's better to set randomitems to NULL too,
3638 * else you get two spells in the book ^_-
3639 * Ryo 2004-08-16
3640 */
3641 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3642 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3643 tmp->randomitems = NULL;
3644
3645 }
3646
3647 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3648 auto_apply (tmp);
3649 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3650 {
3651 while ((tmp->stats.hp--) > 0)
3652 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3653 tmp->randomitems = NULL;
3654 }
3655 else if (tmp->type == TIMED_GATE)
3656 {
3657 object *head = tmp->head != NULL ? tmp->head : tmp;
3658
3659 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3660 tmp->set_speed (0);
3661 }
3662 /* This function can be called everytime a map is loaded, even when
3663 * swapping back in. As such, we don't want to create the treasure
3664 * over and ove again, so after we generate the treasure, blank out
3665 * randomitems so if it is swapped in again, it won't make anything.
3666 * This is a problem for the above objects, because they have counters
3667 * which say how many times to make the treasure.
3668 */
3669 else if (tmp && tmp->arch && tmp->type != PLAYER
3670 && tmp->type != TREASURE && tmp->type != SPELL
3671 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3672 {
3673 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3674 tmp->randomitems = NULL;
3675 }
3676
3677 // close all containers
3678 else if (tmp->type == CONTAINER)
3679 tmp->flag [FLAG_APPLIED] = 0;
3680
3681 tmp = above;
3682 }
3683
3684 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3685 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3686 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3687 check_trigger (tmp, tmp->above);
3688 }
3689
3690 /**
3691 * Handles player eating food that temporarily changes status (resistances, stats).
3692 * This used to call cast_change_attr(), but
3693 * that doesn't work with the new spell code. Since we know what
3694 * the food changes, just grab a force and use that instead.
3695 */
3696
3697 void
3698 eat_special_food (object *who, object *food)
3699 {
3700 object *force;
3701 int i, did_one = 0;
3702 sint8 k;
3703
3704 force = get_archetype (FORCE_NAME);
3705
3706 for (i = 0; i < NUM_STATS; i++)
3707 {
3708 k = get_attr_value (&food->stats, i);
3709 if (k)
3710 {
3711 set_attr_value (&force->stats, i, k);
3712 did_one = 1;
3713 }
3714 }
3715
3716 /* check if we can protect the eater */
3717 for (i = 0; i < NROFATTACKS; i++)
3718 {
3719 if (food->resist[i] > 0)
3720 {
3721 force->resist[i] = food->resist[i] / 2;
3722 did_one = 1;
3723 }
3724 }
3725
3726 if (did_one)
3727 {
3728 force->set_speed (0.1);
3729 /* bigger morsel of food = longer effect time */
3730 force->duration = food->stats.food / 5;
3731 SET_FLAG (force, FLAG_APPLIED);
3732 change_abil (who, force);
3733 insert_ob_in_ob (force, who);
3734 }
3735 else
3736 force->destroy ();
3737
3738 /* check for hp, sp change */
3739 if (food->stats.hp != 0)
3740 {
3741 if (QUERY_FLAG (food, FLAG_CURSED))
3742 {
3743 assign (who->contr->killer, food->name);
3744 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3745 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3746 }
3747 else
3748 {
3749 if (food->stats.hp > 0)
3750 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3751 else
3752 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3753 who->stats.hp += food->stats.hp;
3754 }
3755 }
3756 if (food->stats.sp != 0)
3757 {
3758 if (QUERY_FLAG (food, FLAG_CURSED))
3759 {
3760 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3761 who->stats.sp -= food->stats.sp;
3762 if (who->stats.sp < 0)
3763 who->stats.sp = 0;
3764 }
3765 else
3766 {
3767 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3768 who->stats.sp += food->stats.sp;
3769 /* place limit on max sp from food? */
3770 }
3771 }
3772 who->update_stats ();
3773 }
3774
3775 /**
3776 * Designed primarily to light torches/lanterns/etc.
3777 * Also burns up burnable material too. First object in the inventory is
3778 * the selected object to "burn". -b.t.
3779 */
3780 void
3781 apply_lighter (object *who, object *lighter)
3782 {
3783 object *item;
3784 int is_player_env = 0;
3785
3786 item = find_marked_object (who);
3787 if (item)
3788 {
3789 if (lighter->last_eat && lighter->stats.food)
3790 { /* lighter gets used up */
3791 /* Split multiple lighters if they're being used up. Otherwise *
3792 * one charge from each would be used up. --DAMN */
3793 if (lighter->nrof > 1)
3794 {
3795 object *oneLighter = lighter->clone ();
3796
3797 lighter->nrof -= 1;
3798 oneLighter->nrof = 1;
3799 oneLighter->stats.food--;
3800 esrv_send_item (who, lighter);
3801 oneLighter = insert_ob_in_ob (oneLighter, who);
3802 esrv_send_item (who, oneLighter);
3803 }
3804 else
3805 lighter->stats.food--;
3806 }
3807 else if (lighter->last_eat)
3808 { /* no charges left in lighter */
3809 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3810 return;
3811 }
3812
3813 /* Perhaps we should split what we are trying to light on fire?
3814 * I can't see many times when you would want to light multiple
3815 * objects at once.
3816 */
3817
3818 if (who == item->in_player ())
3819 is_player_env = 1;
3820
3821 save_throw_object (item, AT_FIRE, who);
3822
3823 if (item->destroyed ())
3824 {
3825 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3826 /* Need to update the player so that the players glow radius
3827 * gets changed.
3828 */
3829 if (is_player_env)
3830 who->update_stats ();
3831 }
3832 else
3833 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3834 }
3835 else /* nothing to light */
3836 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3837
3838 }
3839
3840 /**
3841 * op made some mistake with a scroll, this takes care of punishment.
3842 * scroll_failure()- hacked directly from spell_failure
3843 */
3844 void
3845 scroll_failure (object *op, int failure, int power)
3846 {
3847 if (abs (failure / 4) > power)
3848 power = abs (failure / 4); /* set minimum effect */
3849
3850 if (failure <= -1 && failure > -15)
3851 { /* wonder */
3852 object *tmp;
3853
3854 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3855 tmp = get_archetype (SPELL_WONDER);
3856 cast_wonder (op, op, 0, tmp);
3857 tmp->destroy ();
3858 }
3859 else if (failure <= -15 && failure > -35)
3860 { /* drain mana */
3861 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3862 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3863 if (op->stats.sp < 0)
3864 op->stats.sp = 0;
3865 }
3866 else if (settings.spell_failure_effects == TRUE)
3867 {
3868 if (failure <= -35 && failure > -60)
3869 { /* confusion */
3870 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3871 confuse_player (op, op, power);
3872 }
3873 else if (failure <= -60 && failure > -70)
3874 { /* paralysis */
3875 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3876 paralyze_player (op, op, power);
3877 }
3878 else if (failure <= -70 && failure > -80)
3879 { /* blind */
3880 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3881 blind_player (op, op, power);
3882 }
3883 else if (failure <= -80)
3884 { /* blast the immediate area */
3885 object *tmp;
3886
3887 tmp = get_archetype (LOOSE_MANA);
3888 cast_magic_storm (op, tmp, power);
3889 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3890 tmp->destroy ();
3891 }
3892 }
3893 }
3894
3895 void
3896 apply_changes_to_player (object *pl, object *change)
3897 {
3898 int excess_stat = 0; /* if the stat goes over the maximum
3899 for the race, put the excess stat some
3900 where else. */
3901
3902 switch (change->type)
3903 {
3904 case CLASS:
3905 {
3906 living *stats = &(pl->contr->orig_stats);
3907 living *ns = &(change->stats);
3908 object *walk;
3909 int flag_change_face = 1;
3910
3911 /* the following code assigns stats up to the stat max
3912 * for the race, and if the stat max is exceeded,
3913 * tries to randomly reassign the excess stat
3914 */
3915 int i, j;
3916
3917 for (i = 0; i < NUM_STATS; i++)
3918 {
3919 sint8 stat = get_attr_value (stats, i);
3920 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3921
3922 stat += get_attr_value (ns, i);
3923 if (stat > 20 + race_bonus)
3924 {
3925 excess_stat++;
3926 stat = 20 + race_bonus;
3927 }
3928 set_attr_value (stats, i, stat);
3929 }
3930
3931 for (j = 0; excess_stat > 0 && j < 100; j++)
3932 { /* try 100 times to assign excess stats */
3933 int i = rndm (0, 6);
3934 int stat = get_attr_value (stats, i);
3935 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3936
3937 if (i == CHA)
3938 continue; /* exclude cha from this */
3939 if (stat < 20 + race_bonus)
3940 {
3941 change_attr_value (stats, i, 1);
3942 excess_stat--;
3943 }
3944 }
3945
3946 /* insert the randomitems from the change's treasurelist into
3947 * the player ref: player.c
3948 */
3949 if (change->randomitems != NULL)
3950 give_initial_items (pl, change->randomitems);
3951
3952
3953 /* set up the face, for some races. */
3954
3955 /* first, look for the force object banning
3956 * changing the face. Certain races never change face with class.
3957 */
3958 for (walk = pl->inv; walk != NULL; walk = walk->below)
3959 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3960 flag_change_face = 0;
3961
3962 if (flag_change_face)
3963 {
3964 pl->animation_id = GET_ANIM_ID (change);
3965 pl->face = change->face;
3966
3967 if (QUERY_FLAG (change, FLAG_ANIMATE))
3968 SET_FLAG (pl, FLAG_ANIMATE);
3969 else
3970 CLEAR_FLAG (pl, FLAG_ANIMATE);
3971 }
3972
3973 /* check the special case of can't use weapons */
3974 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3975 if (!strcmp (change->name, "monk"))
3976 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3977
3978 break;
3979 }
3980 }
3981 }
3982
3983 /**
3984 * This handles items of type 'transformer'.
3985 * Basically those items, used with a marked item, transform both items into something
3986 * else.
3987 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3988 * Change information is contained in the 'slaying' field of the marked item.
3989 * The format is as follow: transformer:[number ]yield[;transformer:...].
3990 * This way an item can be transformed in many things, and/or many objects.
3991 * The 'slaying' field for transformer is used as verb for the action.
3992 */
3993 void
3994 apply_item_transformer (object *pl, object *transformer)
3995 {
3996 object *marked;
3997 object *new_item;
3998 char *find;
3999 char *separator;
4000 int yield;
4001 char got[MAX_BUF];
4002 int len;
4003
4004 if (!pl || !transformer)
4005 return;
4006 marked = find_marked_object (pl);
4007 if (!marked)
4008 {
4009 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4010 return;
4011 }
4012 if (!marked->slaying)
4013 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4015 return;
4016 }
4017 /* check whether they are compatible or not */
4018 find = strstr (marked->slaying, transformer->arch->name);
4019 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4020 {
4021 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4022 return;
4023 }
4024 find += strlen (transformer->arch->name) + 1;
4025 /* Item can be used, now find how many and what it yields */
4026 if (isdigit (*(find)))
4027 {
4028 yield = atoi (find);
4029 if (yield < 1)
4030 {
4031 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4032 yield = 1;
4033 }
4034 }
4035 else
4036 yield = 1;
4037
4038 while (isdigit (*find))
4039 find++;
4040 while (*find == ' ')
4041 find++;
4042 memset (got, 0, MAX_BUF);
4043 if ((separator = strchr (find, ';')) != NULL)
4044 {
4045 len = separator - find;
4046 }
4047 else
4048 {
4049 len = strlen (find);
4050 }
4051 if (len > MAX_BUF - 1)
4052 len = MAX_BUF - 1;
4053 strcpy (got, find);
4054 got[len] = '\0';
4055
4056 /* Now create new item, remove used ones when required. */
4057 new_item = get_archetype (got);
4058 if (!new_item)
4059 {
4060 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4061 return;
4062 }
4063
4064 new_item->nrof = yield;
4065 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4066 insert_ob_in_ob (new_item, pl);
4067 esrv_send_inventory (pl, pl);
4068 /* Eat up one item */
4069 decrease_ob_nr (marked, 1);
4070 /* Eat one transformer if needed */
4071 if (transformer->stats.food)
4072 if (--transformer->stats.food == 0)
4073 decrease_ob_nr (transformer, 1);
4074 }