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/cvs/deliantra/server/server/apply.C
Revision: 1.29
Committed: Thu Sep 14 23:13:49 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +14 -21 lines
Log Message:
replace was_destroyed by much simpler and less expensive ->destroyed,
which is valid, as objetc pointers are now reliable.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
38 #include <math.h>
39
40 /**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44 int
45 should_director_abort (object *op, object *victim)
46 {
47 int arch_flag, name_flag, race_flag;
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 {
61 arch_flag = (op->subtype & 1);
62 name_flag = (op->subtype & 2);
63 race_flag = (op->subtype & 4);
64 }
65 else
66 {
67 arch_flag = 1;
68 name_flag = 1;
69 race_flag = 1;
70 }
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
79 return 1;
80 }
81 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91 }
92
93 /**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98 static int
99 apply_id_altar (object *money, object *altar, object *pl)
100 {
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160 }
161
162 /**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166 static void
167 handle_apply_yield (object *tmp)
168 {
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189 }
190
191 /**
192 * Handles applying a potion.
193 */
194 int
195 apply_potion (object *op, object *tmp)
196 {
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp);
214 }
215
216 handle_apply_yield (tmp);
217
218 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
220 {
221 object *depl;
222 archetype *at;
223
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 {
226 drain_stat (op);
227 fix_player (op);
228 decrease_ob (tmp);
229 return 1;
230 }
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
232 {
233 LOG (llevError, "Could not find archetype depletion\n");
234 return 0;
235 }
236 depl = present_arch_in_ob (at, op);
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 {
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243 }
244 remove_ob (depl);
245 free_object (depl);
246 fix_player (op);
247 }
248 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250
251 decrease_ob (tmp);
252 return 1;
253 }
254
255 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 {
258
259 for (i = 1; i < MIN (11, op->level); i++)
260 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 {
263 if (op->contr->levhp[i] != 1)
264 {
265 op->contr->levhp[i] = 1;
266 break;
267 }
268 if (op->contr->levsp[i] != 1)
269 {
270 op->contr->levsp[i] = 1;
271 break;
272 }
273 if (op->contr->levgrace[i] != 1)
274 {
275 op->contr->levgrace[i] = 1;
276 break;
277 }
278 }
279 else
280 {
281 if (op->contr->levhp[i] < 9)
282 {
283 op->contr->levhp[i] = 9;
284 break;
285 }
286 if (op->contr->levsp[i] < 6)
287 {
288 op->contr->levsp[i] = 6;
289 break;
290 }
291 if (op->contr->levgrace[i] < 3)
292 {
293 op->contr->levgrace[i] = 3;
294 break;
295 }
296 }
297 }
298 /* Just makes checking easier */
299 if (i < MIN (11, op->level))
300 got_one = 1;
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
303 if (got_one)
304 {
305 fix_player (op);
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 }
310 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 fix_player (op);
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 }
320 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 }
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411 }
412
413 /****************************************************************************
414 * Weapon improvement code follows
415 ****************************************************************************/
416
417 /**
418 * This returns the sum of nrof of item (arch name).
419 */
420 static int
421 check_item (object *op, const char *item)
422 {
423 int count = 0;
424
425
426 if (item == NULL)
427 return 0;
428 op = op->below;
429 while (op != NULL)
430 {
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof;
440 }
441 }
442 op = op->below;
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 fix_player (op);
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 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0;
773 }
774 otmp = find_marked_object (op);
775 if (!otmp)
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0;
779 }
780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0;
784 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp);
788 return 1;
789 }
790
791 /**
792 * This code deals with the armour improvment scrolls.
793 * Change limits on improvement - let players go up to
794 * +5 no matter what level, but they are limited by item
795 * power.
796 * Try to use same improvement code as in the common/treasure.c
797 * file, so that if you make a +2 full helm, it will be just
798 * the same as one you find in a shop.
799 *
800 * deprecated comment:
801 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802 * only 'enchantment' of armour is possible - improving
803 * the stats of a player w/ armour as well as a weapon
804 * will probably horribly unbalance the game. Magic enchanting
805 * depends on the level of the character - ie the plus
806 * value (magic) of the armour can never be increased beyond
807 * the level of the character / 10 -- rounding upish, nor may
808 * the armour value of the piece of equipment exceed either
809 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now.
812 */
813 int
814 improve_armour (object *op, object *improver, object *armour)
815 {
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
821 return 0;
822 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?)
827 */
828 if (armour->title)
829 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
831 return 0;
832 }
833
834 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge.
836 */
837 if (armour->nrof > 1)
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841
842 armour->magic++;
843
844 if (!settings.armor_speed_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++;
853 }
854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
856 }
857 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859
860 if (!settings.armor_weight_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++;
869 }
870
871 armour->weight = (armour->arch->clone.weight * base) / 100;
872 }
873 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875
876 if (armour->weight <= 0)
877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1;
880 }
881
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
883
884 if (op->type == PLAYER)
885 {
886 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op);
889 }
890 decrease_ob (improver);
891 if (tmp)
892 {
893 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp);
895 }
896 return 1;
897 }
898
899
900 /*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken.
903 */
904 #define CONV_FROM(xyz) xyz->slaying
905 #define CONV_TO(xyz) xyz->other_arch
906 #define CONV_NR(xyz) xyz->stats.sp
907 #define CONV_NEED(xyz) xyz->stats.food
908
909 /* Takes one items and makes another.
910 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything.
913 */
914 int
915 convert_item (object *item, object *converter)
916 {
917 int nr = 0;
918 uint32 price_in;
919
920 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck)
923 */
924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
926 int cost;
927
928 if (item->type != MONEY)
929 return 0;
930
931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
933 return 0;
934 cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
938 decrease_ob_nr (item, cost);
939
940 price_in = cost * item->value;
941 }
942 else
943 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0;
947
948 if (CONV_NEED (converter))
949 {
950 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
954 else
955 {
956 price_in = item->value;
957 remove_ob (item);
958 free_object (item);
959 }
960 }
961
962 if (converter->inv != NULL)
963 {
964 object *ob;
965 int i;
966 object *ob_to_copy;
967
968 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (converter->other_arch == NULL)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (converter->other_arch);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (CONV_NR (converter))
995 item->nrof = CONV_NR (converter);
996 if (nr)
997 item->nrof *= nr;
998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < item->nrof * item->value)
1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /**
1006 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this
1008 */
1009 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1;
1012 }
1013
1014 /**
1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t.
1019 */
1020
1021 int
1022 apply_container (object *op, object *sack)
1023 {
1024 char buf[MAX_BUF];
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */
1029
1030 if (sack == NULL || sack->type != CONTAINER)
1031 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1033 return 0;
1034 }
1035 op->contr->last_used = NULL;
1036 op->contr->last_used_id = 0;
1037
1038 if (sack->env != op)
1039 {
1040 if (sack->other_arch == NULL || sack->env != NULL)
1041 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1043 return 1;
1044 }
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 {
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089
1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1092 if (op->container)
1093 {
1094 if (op->container != sack)
1095 {
1096 tmp = op->container;
1097 apply_container (op, tmp);
1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1099 op->container = sack;
1100 strcat (buf, query_name (sack));
1101 strcat (buf, ".");
1102 }
1103 else
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else
1111 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1;
1148 }
1149 }
1150 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1153 op->contr->socket.update_look = 1;
1154 return 1;
1155 }
1156
1157 /**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171 int
1172 esrv_apply_container (object *op, object *sack)
1173 {
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279 }
1280
1281
1282 /**
1283 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted.
1285 */
1286 static int
1287 apply_altar (object *altar, object *sacrifice, object *originator)
1288 {
1289 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0;
1292
1293 if (operate_altar (altar, &sacrifice))
1294 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly.
1298 */
1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with
1304 * old maps.
1305 */
1306
1307 /* push_button (altar);*/
1308 }
1309 else
1310 {
1311 altar->value = 1; /* works only once */
1312 push_button (altar);
1313 }
1314
1315 return !sacrifice;
1316 }
1317 else
1318 return 0;
1319 }
1320
1321 /**
1322 * Handles 'movement' of shop mats.
1323 * Returns 1 if 'op' was destroyed, 0 if not.
1324 * Largely re-written to not use nearly as many gotos, plus
1325 * some of this code just looked plain out of date.
1326 * MSW 2001-08-29
1327 */
1328 int
1329 apply_shop_mat (object *shop_mat, object *op)
1330 {
1331 int rv = 0;
1332 double opinion;
1333 object *tmp, *next;
1334
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336
1337 if (op->type != PLAYER)
1338 {
1339 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in
1341 * the shop.
1342 */
1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1345 next = tmp->below;
1346
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350
1351 remove_ob (tmp);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 }
1361 }
1362
1363 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1366
1367 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space.
1369 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1376 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378
1379 return 0;
1380 }
1381 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine.
1383 */
1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1387 {
1388 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1391 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor.
1396 */
1397 else if (!rv && !is_in_shop (op))
1398 {
1399 opinion = shopkeeper_approval (op->map, op);
1400
1401 if (opinion > 0.9)
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 else if (opinion > 0.75)
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405 else if (opinion > 0.5)
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 }
1410 }
1411 else
1412 {
1413 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore
1416 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418
1419 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else
1424 {
1425 remove_ob (op);
1426 op->x += freearr_x[i];
1427 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 }
1430 }
1431
1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1433 return rv;
1434 }
1435
1436 /**
1437 * Handles applying a sign.
1438 */
1439 static void
1440 apply_sign (object *op, object *sign, int autoapply)
1441 {
1442 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444
1445 if (sign->msg == NULL)
1446 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return;
1449 }
1450
1451 if (sign->stats.food)
1452 {
1453 if (sign->last_eat >= sign->stats.food)
1454 {
1455 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1457 return;
1458 }
1459
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++;
1462 }
1463
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us).
1468 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return;
1473 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477 }
1478
1479 /**
1480 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap'
1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1483 *
1484 * originator: Player, monster or other object that caused 'victim' to move
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1486 * However, some types of traps require an originator to function.
1487 */
1488 void
1489 move_apply (object *trap, object *victim, object *originator)
1490 {
1491 static int recursion_depth = 0;
1492
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return;
1496
1497 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion.
1499 */
1500 /* The following was changed because it was causing perfeclty correct
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 enter_exit (victim, trap);
1686 }
1687 goto leave;
1688
1689 case ENCOUNTER:
1690 /* may be some leftovers on this */
1691 goto leave;
1692
1693 case SHOP_MAT:
1694 apply_shop_mat (trap, victim);
1695 goto leave;
1696
1697 /* Drop a certain amount of gold, and have one item identified */
1698 case IDENTIFY_ALTAR:
1699 apply_id_altar (victim, trap, originator);
1700 goto leave;
1701
1702 case SIGN:
1703 if (victim->type != PLAYER && trap->stats.food > 0)
1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1705
1706 apply_sign (victim, trap, 1);
1707 goto leave;
1708
1709 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap);
1714 goto leave;
1715
1716 case RUNE:
1717 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim);
1721 }
1722 goto leave;
1723
1724 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1727 goto leave;
1728 }
1729
1730 leave:
1731 recursion_depth--;
1732 }
1733
1734 /**
1735 * Handles reading a regular (ie not containing a spell) book.
1736 */
1737 static void
1738 apply_book (object *op, object *tmp)
1739 {
1740 int lev_diff;
1741 object *skill_ob;
1742
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746 return;
1747 }
1748 if (tmp->msg == NULL)
1749 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751 return;
1752 }
1753
1754 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob)
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1761 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1764 if (lev_diff < 2)
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1766 else if (lev_diff < 3)
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1768 else if (lev_diff < 5)
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1770 else if (lev_diff < 8)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772 else if (lev_diff < 15)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return;
1777 }
1778
1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782 msgType->message_type, msgType->message_subtype,
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1784
1785 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1792 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 }
1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 }
1803 }
1804
1805 /**
1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1807 * op is the person learning the skill, tmp is the skill scroll object
1808 */
1809 static void
1810 apply_skillscroll (object *op, object *tmp)
1811 {
1812 switch ((int) learn_skill (op, tmp))
1813 {
1814 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1817 return;
1818
1819 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp);
1822 return;
1823
1824 default:
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826 decrease_ob (tmp);
1827 return;
1828 }
1829 }
1830
1831 /**
1832 * Actually makes op learn spell.
1833 * Informs player of what happens.
1834 */
1835 void
1836 do_learn_spell (object *op, object *spell, int special_prayer)
1837 {
1838 object *tmp;
1839
1840 if (op->type != PLAYER)
1841 {
1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1843 return;
1844 }
1845
1846 /* Upgrade special prayers to normal prayers */
1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1851 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1852 return;
1853 }
1854 return;
1855 }
1856
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858 tmp = get_object ();
1859 copy_object (spell, tmp);
1860 insert_ob_in_ob (tmp, op);
1861
1862 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866
1867 esrv_add_spells (op->contr, tmp);
1868 }
1869
1870 /**
1871 * Erases spell from player's inventory.
1872 */
1873 void
1874 do_forget_spell (object *op, const char *spell)
1875 {
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob);
1893 free_object (spob);
1894 }
1895
1896 /**
1897 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1899 * stuff like that. Random learning failure too.
1900 */
1901 static void
1902 apply_spellbook (object *op, object *tmp)
1903 {
1904 object *skop, *spell, *spell_skill;
1905
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1909 return;
1910 }
1911
1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks
1915 */
1916
1917 if (tmp->slaying != NULL)
1918 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell)
1921 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923 return;
1924 }
1925 else
1926 insert_ob_in_ob (spell, tmp);
1927 tmp->slaying = NULL;
1928 }
1929
1930 skop = find_skill_by_name (op, tmp->skill);
1931
1932 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */
1934 if (!skop)
1935 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937 return;
1938 }
1939
1940 spell = tmp->inv;
1941 if (!spell)
1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return;
1946 }
1947 if (spell->level > (skop->level + 10))
1948 {
1949 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1950 return;
1951 }
1952
1953 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1954
1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956 {
1957 identify (tmp);
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->socket.update_look = 1;
1962 }
1963
1964 /* I removed the check for special_prayer_mark here - it didn't make
1965 * a lot of sense - special prayers are not found in spellbooks, and
1966 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark.
1968 */
1969 if (check_spell_known (op, spell->name))
1970 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1972 return;
1973 }
1974
1975 if (spell->skill)
1976 {
1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
1979 if (!spell_skill)
1980 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1982 return;
1983 }
1984
1985 if (spell_skill->level < spell->level)
1986 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1988 return;
1989 }
1990 }
1991
1992 /* Logic as follows
1993 *
1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1995 *
1996 * 2- The learner's skill level in literacy adjusts the chance to learn
1997 * a spell.
1998 *
1999 * 3 -Automatically fail to learn if you read while confused
2000 *
2001 * Overall, chances are the same but a player will find having a high
2002 * literacy rate very useful! -b.t.
2003 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2007 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2011 {
2012
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0);
2015
2016 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 }
2020 else
2021 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 }
2025 decrease_ob (tmp);
2026 }
2027
2028 /**
2029 * Handles applying a spell scroll.
2030 */
2031 void
2032 apply_scroll (object *op, object *tmp, int dir)
2033 {
2034 object *skop;
2035
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2039 return;
2040 }
2041
2042 if (!tmp->inv || tmp->inv->type != SPELL)
2043 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2045 return;
2046 }
2047
2048 if (op->type == PLAYER)
2049 {
2050 /* players need a literacy skill to read stuff! */
2051 int exp_gain = 0;
2052
2053 /* hard code literacy - tmp->skill points to where the exp
2054 * should go for anything killed by the spell.
2055 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057
2058 if (!skop)
2059 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2061 return;
2062 }
2063
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0);
2066 }
2067
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp);
2070
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072
2073
2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp);
2076 }
2077
2078 /**
2079 * Applies a treasure object - by default, chest. op
2080 * is the person doing the applying, tmp is the treasure
2081 * chest.
2082 */
2083 static void
2084 apply_treasure (object *op, object *tmp)
2085 {
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure
2090 * for the chest is done when the chest is created, and put into the chest
2091 * inventory. So that when the chest burns up, the items still exist. Also
2092 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure
2094 */
2095
2096 treas = tmp->inv;
2097 if (treas == NULL)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp);
2101 return;
2102 }
2103 while (tmp->inv)
2104 {
2105 treas = tmp->inv;
2106
2107 remove_ob (treas);
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109
2110 treas->x = op->x;
2111 treas->y = op->y;
2112 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113
2114 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115 spring_trap (treas, op);
2116 /* If either player or container was destroyed, no need to do
2117 * further processing. I think this should be enclused with
2118 * spring trap above, as I don't think there is otherwise
2119 * any way for the treasure chest or player to get killed
2120 */
2121 if (op->destroyed () || tmp->destroyed ())
2122 break;
2123 }
2124
2125 if (!tmp->destroyed () && tmp->inv == NULL)
2126 decrease_ob (tmp);
2127
2128 }
2129
2130 /**
2131 * op eats food.
2132 * If player, takes care of messages and dragon special food.
2133 */
2134 static void
2135 apply_food (object *op, object *tmp)
2136 {
2137 int capacity_remaining;
2138
2139 if (op->type != PLAYER)
2140 op->stats.hp = op->stats.maxhp;
2141 else
2142 {
2143 /* check if this is a dragon (player), eating some flesh */
2144 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2145 ;
2146 else
2147 {
2148 /* usual case - no dragon meal: */
2149 if (op->stats.food + tmp->stats.food > 999)
2150 {
2151 if (tmp->type == FOOD || tmp->type == FLESH)
2152 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2153 else
2154 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2155 }
2156
2157 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2158 {
2159 char buf[MAX_BUF];
2160
2161 if (!is_dragon_pl (op))
2162 {
2163 /* eating message for normal players */
2164 if (tmp->type == DRINK)
2165 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2166 else
2167 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2168 }
2169 else
2170 {
2171 /* eating message for dragon players */
2172 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2173 }
2174
2175 new_draw_info (NDI_UNIQUE, 0, op, buf);
2176 capacity_remaining = 999 - op->stats.food;
2177 op->stats.food += tmp->stats.food;
2178 if (capacity_remaining < tmp->stats.food)
2179 op->stats.hp += capacity_remaining / 50;
2180 else
2181 op->stats.hp += tmp->stats.food / 50;
2182 if (op->stats.hp > op->stats.maxhp)
2183 op->stats.hp = op->stats.maxhp;
2184 if (op->stats.food > 999)
2185 op->stats.food = 999;
2186 }
2187
2188 /* special food hack -b.t. */
2189 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2190 eat_special_food (op, tmp);
2191 }
2192 }
2193 handle_apply_yield (tmp);
2194 decrease_ob (tmp);
2195 }
2196
2197 /**
2198 * A dragon is eating some flesh. If the flesh contains resistances,
2199 * there is a chance for the dragon's skin to get improved.
2200 *
2201 * attributes:
2202 * object *op the object (dragon player) eating the flesh
2203 * object *meal the flesh item, getting chewed in dragon's mouth
2204 * return:
2205 * int 1 if eating successful, 0 if it doesn't work
2206 */
2207 int
2208 dragon_eat_flesh (object *op, object *meal)
2209 {
2210 object *skin = NULL; /* pointer to dragon skin force */
2211 object *abil = NULL; /* pointer to dragon ability force */
2212 object *tmp = NULL; /* tmp. object */
2213
2214 char buf[MAX_BUF]; /* tmp. string buffer */
2215 double chance; /* improvement-chance of one resistance type */
2216 double totalchance = 1; /* total chance of gaining one resistance */
2217 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2218 double mbonus = 0; /* monster bonus */
2219 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2220 int winners = 0; /* number of winners */
2221 int i; /* index */
2222
2223 /* let's make sure and doublecheck the parameters */
2224 if (meal->type != FLESH || !is_dragon_pl (op))
2225 return 0;
2226
2227 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2228 from the player's inventory */
2229 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2230 {
2231 if (tmp->type == FORCE)
2232 {
2233 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2234 skin = tmp;
2235 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2236 abil = tmp;
2237 }
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL)
2243 return 0;
2244
2245 /* now start by filling stomache and health, according to food-value */
2246 if ((999 - op->stats.food) < meal->stats.food)
2247 op->stats.hp += (999 - op->stats.food) / 50;
2248 else
2249 op->stats.hp += meal->stats.food / 50;
2250 if (op->stats.hp > op->stats.maxhp)
2251 op->stats.hp = op->stats.maxhp;
2252
2253 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2254
2255 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2256
2257 /* on to the interesting part: chances for adding resistance */
2258 for (i = 0; i < NROFATTACKS; i++)
2259 {
2260 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2261 {
2262 /* got positive resistance, now calculate improvement chance (0-100) */
2263
2264 /* this bonus makes resistance increase easier at lower levels */
2265 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2266 if (i == abil->stats.exp)
2267 bonus += 5; /* additional bonus for resistance of ability-focus */
2268
2269 /* monster bonus increases with level, because high-level
2270 flesh is too rare */
2271 mbonus = op->level * 20. / ((double) settings.max_level);
2272
2273 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2274 ((double) settings.max_level)) - skin->resist[i];
2275
2276 if (chance >= 0.)
2277 chance += 1.;
2278 else
2279 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2280
2281 /* chance is proportional to amount of resistance (max. 50) */
2282 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2283
2284 /* doubled chance for resistance of ability-focus */
2285 if (i == abil->stats.exp)
2286 chance = MIN (100., chance * 2.);
2287
2288 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2289 if (RANDOM () % 10000 < (int) (chance * 100))
2290 {
2291 atnr_winner[winners] = i;
2292 winners++;
2293 }
2294
2295 if (chance >= 0.01)
2296 totalchance *= 1 - chance / 100;
2297
2298 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2299 }
2300 }
2301
2302 /* inverse totalchance as until now we have the failure-chance */
2303 totalchance = 100 - totalchance * 100;
2304 /* print message according to totalchance */
2305 if (totalchance > 50.)
2306 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2307 else if (totalchance > 10.)
2308 sprintf (buf, "The %s tasted very good.", &meal->name);
2309 else if (totalchance > 1.)
2310 sprintf (buf, "The %s tasted good.", &meal->name);
2311 else if (totalchance > 0.1)
2312 sprintf (buf, "The %s tasted bland.", &meal->name);
2313 else if (totalchance >= 0.01)
2314 sprintf (buf, "The %s had a boring taste.", &meal->name);
2315 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2316 sprintf (buf, "The %s tasted strange.", &meal->name);
2317 else
2318 sprintf (buf, "The %s had no taste.", &meal->name);
2319 new_draw_info (NDI_UNIQUE, 0, op, buf);
2320
2321 /* now choose a winner if we have any */
2322 i = -1;
2323 if (winners > 0)
2324 i = atnr_winner[RANDOM () % winners];
2325
2326 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2327 {
2328 /* resistance increased! */
2329 skin->resist[i]++;
2330 fix_player (op);
2331
2332 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2333 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2334 }
2335
2336 /* if this flesh contains a new ability focus, we mark it
2337 into the ability_force and it will take effect on next level */
2338 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2339 {
2340 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2341
2342 if (meal->last_eat != abil->stats.exp)
2343 {
2344 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2345 new_draw_info (NDI_UNIQUE, 0, op, buf);
2346 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 }
2349 else
2350 {
2351 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 abil->last_eat = 0;
2354 }
2355 }
2356 return 1;
2357 }
2358
2359 static void
2360 apply_savebed (object *pl)
2361 {
2362 #ifndef COZY_SERVER
2363 if (!pl->contr->name_changed || !pl->stats.exp)
2364 {
2365 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2366 return;
2367 }
2368 #endif
2369 INVOKE_PLAYER (LOGOUT, pl->contr);
2370 /* Need to call terminate_all_pets() before we remove the player ob */
2371 terminate_all_pets (pl);
2372 remove_ob (pl);
2373 pl->direction = 0;
2374 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2375
2376 /* update respawn position */
2377 strcpy (pl->contr->savebed_map, pl->map->path);
2378 pl->contr->bed_x = pl->x;
2379 pl->contr->bed_y = pl->y;
2380
2381 strcpy (pl->contr->killer, "left");
2382 check_score (pl); /* Always check score */
2383 (void) save_player (pl, 0);
2384 pl->map->players--;
2385 #if MAP_MAXTIMEOUT
2386 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2387 #endif
2388 play_again (pl);
2389 pl->speed = 0;
2390 update_ob_speed (pl);
2391 }
2392
2393 /**
2394 * Handles applying an improve armor scroll.
2395 * Does some sanity checks, then calls improve_armour.
2396 */
2397 static void
2398 apply_armour_improver (object *op, object *tmp)
2399 {
2400 object *armor;
2401
2402 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2403 {
2404 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2405 return;
2406 }
2407 armor = find_marked_object (op);
2408 if (!armor)
2409 {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2411 return;
2412 }
2413 if (armor->type != ARMOUR
2414 && armor->type != CLOAK
2415 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2416 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2418 return;
2419 }
2420
2421 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2422 improve_armour (op, tmp, armor);
2423 }
2424
2425
2426 extern void
2427 apply_poison (object *op, object *tmp)
2428 {
2429 if (op->type == PLAYER)
2430 {
2431 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2432 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2433 strcpy (op->contr->killer, "poisonous booze");
2434 }
2435 if (tmp->stats.hp > 0)
2436 {
2437 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2438 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2439 }
2440 op->stats.food -= op->stats.food / 4;
2441 handle_apply_yield (tmp);
2442 decrease_ob (tmp);
2443 }
2444
2445 /**
2446 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2447 * A valid 2 way exit means:
2448 * -You can come back (there is another exit at the other side)
2449 * -You are
2450 * ° the owner of the exit
2451 * ° or in the same party as the owner
2452 *
2453 * Note: a owner in a 2 way exit is saved as the owner's name
2454 * in the field exit->name cause the field exit->owner doesn't
2455 * survive in the swapping (in fact the whole exit doesn't survive).
2456 */
2457 int
2458 is_legal_2ways_exit (object *op, object *exit)
2459 {
2460 object *tmp;
2461 object *exit_owner;
2462 player *pp;
2463 mapstruct *exitmap;
2464
2465 if (exit->stats.exp != 1)
2466 return 1; /*This is not a 2 way, so it is legal */
2467 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2468 return 0; /* This is a reset town portal */
2469 /* To know if an exit has a correspondant, we look at
2470 * all the exits in destination and try to find one with same path as
2471 * the current exit's position */
2472 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2473 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2474 else
2475 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2476 if (exitmap)
2477 {
2478 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2479 if (!tmp)
2480 return 0;
2481 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2482 {
2483 if (tmp->type != EXIT)
2484 continue; /*Not an exit */
2485 if (!EXIT_PATH (tmp))
2486 continue; /*Not a valid exit */
2487 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2488 continue; /*Not in the same place */
2489 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2490 continue; /*Not in the same map */
2491
2492 /* From here we have found the exit is valid. However we do
2493 * here the check of the exit owner. It is important for the
2494 * town portals to prevent strangers from visiting your appartments
2495 */
2496 if (!exit->race)
2497 return 1; /*No owner, free for all! */
2498 exit_owner = NULL;
2499 for (pp = first_player; pp; pp = pp->next)
2500 {
2501 if (!pp->ob)
2502 continue;
2503 if (pp->ob->name != exit->race)
2504 continue;
2505 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2506 break;
2507 }
2508 if (!exit_owner)
2509 return 0; /* No more owner */
2510 if (exit_owner->contr == op->contr)
2511 return 1; /*It is your exit */
2512 if (exit_owner && /*There is a owner */
2513 (op->contr) && /*A player tries to pass */
2514 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2515 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2516 return 0;
2517 return 1;
2518 }
2519 }
2520 return 0;
2521 }
2522
2523
2524 /**
2525 * Main apply handler.
2526 *
2527 * Checks for unpaid items before applying.
2528 *
2529 * Return value:
2530 * 0: player or monster can't apply objects of that type
2531 * 1: has been applied, or there was an error applying the object
2532 * 2: objects of that type can't be applied if not in inventory
2533 *
2534 * op is the object that is causing object to be applied, tmp is the object
2535 * being applied.
2536 *
2537 * aflag is special (always apply/unapply) flags. Nothing is done with
2538 * them in this function - they are passed to apply_special
2539 */
2540
2541 int
2542 manual_apply (object *op, object *tmp, int aflag)
2543 {
2544 if (tmp->head)
2545 tmp = tmp->head;
2546
2547 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2548 {
2549 if (op->type == PLAYER)
2550 {
2551 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2552 return 1;
2553 }
2554 else
2555 {
2556 return 0; /* monsters just skip unpaid items */
2557 }
2558 }
2559
2560 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2561 return RESULT_INT (0);
2562
2563 switch (tmp->type)
2564 {
2565
2566 case CF_HANDLE:
2567 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2568 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2569 tmp->value = tmp->value ? 0 : 1;
2570 SET_ANIMATION (tmp, tmp->value);
2571 update_object (tmp, UP_OBJ_FACE);
2572 push_button (tmp);
2573 return 1;
2574
2575 case TRIGGER:
2576 if (check_trigger (tmp, op))
2577 {
2578 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2579 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2580 }
2581 else
2582 {
2583 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2584 }
2585 return 1;
2586
2587 case EXIT:
2588 if (op->type != PLAYER)
2589 return 0;
2590 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2591 {
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2593 }
2594 else
2595 {
2596 /* Don't display messages for random maps. */
2597 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2598 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2599 enter_exit (op, tmp);
2600 }
2601 return 1;
2602
2603 case SIGN:
2604 apply_sign (op, tmp, 0);
2605 return 1;
2606
2607 case BOOK:
2608 if (op->type == PLAYER)
2609 {
2610 apply_book (op, tmp);
2611 return 1;
2612 }
2613 else
2614 {
2615 return 0;
2616 }
2617
2618 case SKILLSCROLL:
2619 if (op->type == PLAYER)
2620 {
2621 apply_skillscroll (op, tmp);
2622 return 1;
2623 }
2624 return 0;
2625
2626 case SPELLBOOK:
2627 if (op->type == PLAYER)
2628 {
2629 apply_spellbook (op, tmp);
2630 return 1;
2631 }
2632 return 0;
2633
2634 case SCROLL:
2635 apply_scroll (op, tmp, 0);
2636 return 1;
2637
2638 case POTION:
2639 (void) apply_potion (op, tmp);
2640 return 1;
2641
2642 /* Eneq(@csd.uu.se): Handle apply on containers. */
2643 case CLOSE_CON:
2644 if (op->type == PLAYER)
2645 (void) esrv_apply_container (op, tmp->env);
2646 else
2647 (void) apply_container (op, tmp->env);
2648 return 1;
2649
2650 case CONTAINER:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp);
2653 else
2654 (void) apply_container (op, tmp);
2655 return 1;
2656
2657 case TREASURE:
2658 if (op->type == PLAYER)
2659 {
2660 apply_treasure (op, tmp);
2661 return 1;
2662 }
2663 else
2664 {
2665 return 0;
2666 }
2667
2668 case WEAPON:
2669 case ARMOUR:
2670 case BOOTS:
2671 case GLOVES:
2672 case AMULET:
2673 case GIRDLE:
2674 case BRACERS:
2675 case SHIELD:
2676 case HELMET:
2677 case RING:
2678 case CLOAK:
2679 case WAND:
2680 case ROD:
2681 case HORN:
2682 case SKILL:
2683 case BOW:
2684 case LAMP:
2685 case BUILDER:
2686 case SKILL_TOOL:
2687 if (tmp->env != op)
2688 return 2; /* not in inventory */
2689 (void) apply_special (op, tmp, aflag);
2690 return 1;
2691
2692 case DRINK:
2693 case FOOD:
2694 case FLESH:
2695 apply_food (op, tmp);
2696 return 1;
2697
2698 case POISON:
2699 apply_poison (op, tmp);
2700 return 1;
2701
2702 case SAVEBED:
2703 if (op->type == PLAYER)
2704 {
2705 apply_savebed (op);
2706 return 1;
2707 }
2708 else
2709 {
2710 return 0;
2711 }
2712
2713 case ARMOUR_IMPROVER:
2714 if (op->type == PLAYER)
2715 {
2716 apply_armour_improver (op, tmp);
2717 return 1;
2718 }
2719 else
2720 {
2721 return 0;
2722 }
2723
2724 case WEAPON_IMPROVER:
2725 (void) check_improve_weapon (op, tmp);
2726 return 1;
2727
2728 case CLOCK:
2729 if (op->type == PLAYER)
2730 {
2731 char buf[MAX_BUF];
2732 timeofday_t tod;
2733
2734 get_tod (&tod);
2735 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2736 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2737 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2738 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2739 new_draw_info (NDI_UNIQUE, 0, op, buf);
2740 return 1;
2741 }
2742 else
2743 {
2744 return 0;
2745 }
2746
2747 case MENU:
2748 if (op->type == PLAYER)
2749 {
2750 shop_listing (op);
2751 return 1;
2752 }
2753 else
2754 {
2755 return 0;
2756 }
2757
2758 case POWER_CRYSTAL:
2759 apply_power_crystal (op, tmp); /* see egoitem.c */
2760 return 1;
2761
2762 case LIGHTER: /* for lighting torches/lanterns/etc */
2763 if (op->type == PLAYER)
2764 {
2765 apply_lighter (op, tmp);
2766 return 1;
2767 }
2768 else
2769 {
2770 return 0;
2771 }
2772
2773 case ITEM_TRANSFORMER:
2774 apply_item_transformer (op, tmp);
2775 return 1;
2776
2777 default:
2778 return 0;
2779 }
2780 }
2781
2782
2783 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2784 * messages as needed by player_apply_below(). But there can still be
2785 * "but you are floating high above the ground" messages.
2786 *
2787 * Same return value as apply() function.
2788 */
2789 int
2790 player_apply (object *pl, object *op, int aflag, int quiet)
2791 {
2792 int tmp;
2793
2794 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2795 {
2796 /* player is flying and applying object not in inventory */
2797 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2798 {
2799 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2800 return 0;
2801 }
2802 }
2803
2804 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2805 * applied.
2806 */
2807 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2808 {
2809 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2810 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2811 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2812 remove_ob (op);
2813 free_object (op);
2814 return 1;
2815 }
2816
2817 pl->contr->last_used = op;
2818 pl->contr->last_used_id = op->count;
2819
2820 tmp = manual_apply (pl, op, aflag);
2821 if (!quiet)
2822 {
2823 if (tmp == 0)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2825 else if (tmp == 2)
2826 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2827 }
2828 return tmp;
2829 }
2830
2831 /**
2832 * player_apply_below attempts to apply the object 'below' the player.
2833 * If the player has an open container, we use that for below, otherwise
2834 * we use the ground.
2835 */
2836
2837 void
2838 player_apply_below (object *pl)
2839 {
2840 object *tmp, *next;
2841 int floors;
2842
2843 /* If using a container, set the starting item to be the top
2844 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* This is perhaps more complicated. However, I want to make sure that
2849 * we don't use a corrupt pointer for the next object, so we get the
2850 * next object in the stack before applying. This is can only be a
2851 * problem if player_apply() has a bug in that it uses the object but does
2852 * not return a proper value.
2853 */
2854 for (floors = 0; tmp != NULL; tmp = next)
2855 {
2856 next = tmp->below;
2857 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2858 floors++;
2859 else if (floors > 0)
2860 return; /* process only floor objects after first floor object */
2861
2862 /* If it is visible, player can apply it. If it is applied by
2863 * person moving on it, also activate. Added code to make it
2864 * so that at least one of players movement types be that which
2865 * the item needs.
2866 */
2867 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2868 {
2869 if (player_apply (pl, tmp, 0, 1) == 1)
2870 return;
2871 }
2872 if (floors >= 2)
2873 return; /* process at most two floor objects */
2874 }
2875 }
2876
2877 /**
2878 * Unapplies specified item.
2879 * No check done on cursed/damned.
2880 * Break this out of apply_special - this is just done
2881 * to keep the size of apply_special to a more managable size.
2882 */
2883 static int
2884 unapply_special (object *who, object *op, int aflags)
2885 {
2886 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2887 return RESULT_INT (0);
2888
2889 object *tmp2;
2890
2891 CLEAR_FLAG (op, FLAG_APPLIED);
2892 switch (op->type)
2893 {
2894 case WEAPON:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2896
2897 (void) change_abil (who, op);
2898 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2899 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2900 clear_skill (who);
2901 break;
2902
2903 case SKILL: /* allows objects to impart skills */
2904 case SKILL_TOOL:
2905 if (op != who->chosen_skill)
2906 {
2907 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2908 }
2909 if (who->type == PLAYER)
2910 {
2911 if (who->contr->shoottype == range_skill)
2912 who->contr->shoottype = range_none;
2913 if (!op->invisible)
2914 {
2915 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2916 }
2917 else
2918 {
2919 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2920 }
2921 }
2922 (void) change_abil (who, op);
2923 who->chosen_skill = NULL;
2924 CLEAR_FLAG (who, FLAG_READY_SKILL);
2925 break;
2926
2927 case ARMOUR:
2928 case HELMET:
2929 case SHIELD:
2930 case RING:
2931 case BOOTS:
2932 case GLOVES:
2933 case AMULET:
2934 case GIRDLE:
2935 case BRACERS:
2936 case CLOAK:
2937 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2938 (void) change_abil (who, op);
2939 break;
2940 case LAMP:
2941 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2942 tmp2 = arch_to_object (op->other_arch);
2943 tmp2->x = op->x;
2944 tmp2->y = op->y;
2945 tmp2->map = op->map;
2946 tmp2->below = op->below;
2947 tmp2->above = op->above;
2948 tmp2->stats.food = op->stats.food;
2949 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2950
2951 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2952 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2953
2954 if (who->type == PLAYER)
2955 esrv_del_item (who->contr, op->count);
2956
2957 remove_ob (op);
2958 free_object (op);
2959 insert_ob_in_ob (tmp2, who);
2960 fix_player (who);
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break;
2973 case BOW:
2974 case WAND:
2975 case ROD:
2976 case HORN:
2977 clear_skill (who);
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 {
2981 who->contr->shoottype = range_none;
2982 }
2983 else
2984 {
2985 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 }
2990 break;
2991
2992 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break;
2997
2998 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break;
3001 }
3002
3003 fix_player (who);
3004
3005 if (!(aflags & AP_NO_MERGE))
3006 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL);
3010 if (who->type == PLAYER)
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
3016 }
3017
3018 esrv_send_item (who, op);
3019 }
3020 }
3021 return 0;
3022 }
3023
3024 /**
3025 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do
3028 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use
3036 * up body locations can be used as restrictions.
3037 */
3038 object *
3039 get_item_from_body_location (object *start, int loc)
3040 {
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp;
3049
3050 return NULL;
3051 }
3052
3053
3054
3055 /**
3056 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy
3059 * use of get_item_from_body_location. It makes no intelligent choice
3060 * on objects - rather, the first that is matched is used.
3061 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having
3064 * another function that does just that.
3065 */
3066 int
3067 unapply_for_ob (object *who, object *op, int aflags)
3068 {
3069 int i;
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 {
3083 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085 else
3086 unapply_special (who, tmp, aflags);
3087 }
3088 else
3089 {
3090 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to
3092 * at least generate the message.
3093 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3095 return 1;
3096 }
3097
3098 }
3099 }
3100 }
3101
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 {
3104 /* this used up a slot that we need to free */
3105 if (op->body_info[i])
3106 {
3107 last = who->inv;
3108
3109 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots.
3111 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0)
3113 {
3114 tmp = get_item_from_body_location (last, i);
3115 if (!tmp)
3116 {
3117 #if 0
3118 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped.
3120 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122 #endif
3123 return 1;
3124 }
3125 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 {
3128 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3130 else
3131 unapply_special (who, tmp, aflags);
3132 }
3133 else
3134 {
3135 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.)
3139 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3141 }
3142 last = tmp->below;
3143 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in.
3146 */
3147 } /* if op is using this body location */
3148 } /* for body lcoations */
3149 return 0;
3150 }
3151
3152 /**
3153 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?)
3159 *
3160 * See include/define.h for detailed description of the meaning of
3161 * these return values.
3162 */
3163 int
3164 can_apply_object (object *who, object *op)
3165 {
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0);
3168
3169 int i, retval = 0;
3170 object *tmp = NULL, *ws = NULL;
3171
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn'
3198 * really needed.
3199 */
3200 retval |= CAN_APPLY_NEVER;
3201 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0)
3203 {
3204 /* in this case, equipping this would use more free spots than
3205 * we have.
3206 */
3207 object *tmp1;
3208
3209
3210 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can
3212 * continue. We don't care about the logic below - if you have
3213 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied
3216 * may be two handed for example.
3217 */
3218 if (ws)
3219 {
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 {
3222 retval |= CAN_APPLY_UNAPPLY;
3223 continue;
3224 }
3225 }
3226
3227 tmp1 = get_item_from_body_location (who->inv, i);
3228 if (!tmp1)
3229 {
3230 #if 0
3231 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed.
3233 */
3234 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3235 #endif
3236 retval |= CAN_APPLY_NEVER;
3237 }
3238 else
3239 {
3240 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need
3242 * to apply multiple objects
3243 */
3244 retval |= CAN_APPLY_UNAPPLY;
3245 if (!tmp)
3246 tmp = tmp1;
3247 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 }
3251 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice.
3254 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257
3258 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply.
3260 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3262 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 }
3265 } /* if not enough free slots */
3266 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */
3268
3269 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3270 * really be controlled by use of body locations. We do have
3271 * the weapon/shield checks, and the range checks for monsters,
3272 * because you can't control those just by body location - bows, shields,
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location.
3275 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION;
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION;
3280
3281
3282 if (who->type != PLAYER)
3283 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION;
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION;
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION;
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION;
3292 }
3293 return retval;
3294 }
3295
3296
3297
3298 /**
3299 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something
3302 * like a potion or scroll.
3303 *
3304 * function returns 1 if the action could not be completed, 0 on
3305 * success. However, success is a matter of meaning - if the
3306 * user passes the 'apply' flag to an object already applied,
3307 * nothing is done, and 0 is returned.
3308 *
3309 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3310 * AP_UNAPPLY=always unapply).
3311 *
3312 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items
3315 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 *
3318 * apply_special() doesn't check for unpaid items.
3319 */
3320 int
3321 apply_special (object *who, object *op, int aflags)
3322 {
3323 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326
3327 if (who == NULL)
3328 {
3329 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1;
3331 }
3332
3333 if (op->env != who)
3334 return 1; /* op is not in inventory */
3335
3336 /* trying to unequip op */
3337 if (QUERY_FLAG (op, FLAG_APPLIED))
3338 {
3339 /* always apply, so no reason to unapply */
3340 if (basic_flag == AP_APPLY)
3341 return 0;
3342
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3346 return 1;
3347 }
3348 return unapply_special (who, op, aflags);
3349 }
3350
3351 if (basic_flag == AP_UNAPPLY)
3352 return 0;
3353
3354 i = can_apply_object (who, op);
3355
3356 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i)
3358 {
3359 if (i & CAN_APPLY_NEVER)
3360 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3362 return 1;
3363 }
3364 else if (i & CAN_APPLY_RESTRICTION)
3365 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3367 return 1;
3368 }
3369 if (who->type != PLAYER)
3370 {
3371 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags))
3373 return 1;
3374 }
3375 else
3376 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3380 unapply_for_ob (who, op, AP_PRINT);
3381 return 1;
3382 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags);
3386 if (i)
3387 return 1;
3388 }
3389 }
3390 }
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 {
3393 skop = find_skill_by_name (who, op->skill);
3394 if (!skop)
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397 return 1;
3398 }
3399 else
3400 {
3401 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated
3403 */
3404 change_skill (who, skop, 0);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 {
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3411 return 1;
3412 }
3413
3414
3415 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object.
3418 */
3419
3420
3421 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0);
3428
3429 switch (op->type)
3430 {
3431 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat))
3433 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who);
3438 return 1;
3439 }
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 {
3442 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3445 if (tmp != NULL)
3446 (void) insert_ob_in_ob (tmp, who);
3447 return 1;
3448 }
3449 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3454 SET_FLAG (who, FLAG_READY_WEAPON);
3455
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457
3458 (void) change_abil (who, op);
3459 break;
3460
3461 case ARMOUR:
3462 case HELMET:
3463 case SHIELD:
3464 case BOOTS:
3465 case GLOVES:
3466 case GIRDLE:
3467 case BRACERS:
3468 case CLOAK:
3469 case RING:
3470 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473 (void) change_abil (who, op);
3474 break;
3475 case LAMP:
3476 if (op->stats.food < 1)
3477 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3479 return 1;
3480 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED);
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487 insert_ob_in_ob (tmp2, who);
3488
3489 /* Remove the old lantern */
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 remove_ob (op);
3494 free_object (op);
3495
3496 /* insert the portion that was split off */
3497 if (tmp != NULL)
3498 {
3499 (void) insert_ob_in_ob (tmp, who);
3500 if (who->type == PLAYER)
3501 esrv_send_item (who, tmp);
3502 }
3503 fix_player (who);
3504 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3505 {
3506 if (who->type == PLAYER)
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3509 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3510 }
3511 }
3512 if (who->type == PLAYER)
3513 esrv_send_item (who, tmp2);
3514 return 0;
3515 break;
3516
3517 /* this part is needed for skill-tools */
3518 case SKILL:
3519 case SKILL_TOOL:
3520 if (who->chosen_skill)
3521 {
3522 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3523 return 1;
3524 }
3525 if (who->type == PLAYER)
3526 {
3527 who->contr->shoottype = range_skill;
3528 who->contr->ranges[range_skill] = op;
3529 if (!op->invisible)
3530 {
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3533 }
3534 else
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3537 }
3538 }
3539 SET_FLAG (op, FLAG_APPLIED);
3540 (void) change_abil (who, op);
3541 who->chosen_skill = op;
3542 SET_FLAG (who, FLAG_READY_SKILL);
3543 break;
3544
3545 case BOW:
3546 if (!check_weapon_power (who, op->last_eat))
3547 {
3548 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3549 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3550 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who);
3552 return 1;
3553 }
3554 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3555 {
3556 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3557 if (tmp != NULL)
3558 (void) insert_ob_in_ob (tmp, who);
3559 return 1;
3560 }
3561 /*FALLTHROUGH*/ case WAND:
3562 case ROD:
3563 case HORN:
3564 /* check for skill, alter player status */
3565 SET_FLAG (op, FLAG_APPLIED);
3566 if (skop)
3567 change_skill (who, skop, 0);
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3569
3570 if (who->type == PLAYER)
3571 {
3572 if (op->type == BOW)
3573 {
3574 (void) change_abil (who, op);
3575 new_draw_info_format (NDI_UNIQUE, 0, who,
3576 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3577 who->contr->shoottype = range_bow;
3578 }
3579 else
3580 {
3581 who->contr->shoottype = range_misc;
3582 }
3583 }
3584 else
3585 {
3586 if (op->type == BOW)
3587 SET_FLAG (who, FLAG_READY_BOW);
3588 else
3589 SET_FLAG (who, FLAG_READY_RANGE);
3590 }
3591 break;
3592
3593 case BUILDER:
3594 if (who->contr->ranges[range_builder])
3595 unapply_special (who, who->contr->ranges[range_builder], 0);
3596 who->contr->shoottype = range_builder;
3597 who->contr->ranges[range_builder] = op;
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3599 break;
3600
3601 default:
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3603 } /* end of switch op->type */
3604
3605 SET_FLAG (op, FLAG_APPLIED);
3606
3607 if (tmp != NULL)
3608 tmp = insert_ob_in_ob (tmp, who);
3609
3610 fix_player (who);
3611
3612 /* We exclude spell casting objects. The fire code will set the
3613 * been applied flag when they are used - until that point,
3614 * you don't know anything about them.
3615 */
3616 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3617 SET_FLAG (op, FLAG_BEEN_APPLIED);
3618
3619 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3620 {
3621 if (who->type == PLAYER)
3622 {
3623 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3624 SET_FLAG (op, FLAG_KNOWN_CURSED);
3625 }
3626 }
3627 if (who->type == PLAYER)
3628 {
3629 /* if multiple objects were applied, update both slots */
3630 if (tmp)
3631 esrv_send_item (who, tmp);
3632 esrv_send_item (who, op);
3633 }
3634 return 0;
3635 }
3636
3637
3638 int
3639 monster_apply_special (object *who, object *op, int aflags)
3640 {
3641 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3642 return 1;
3643 return apply_special (who, op, aflags);
3644 }
3645
3646 /**
3647 * Map was just loaded, handle op's initialisation.
3648 *
3649 * Generates shop floor's item, and treasures.
3650 */
3651 int
3652 auto_apply (object *op)
3653 {
3654 object *tmp = NULL, *tmp2;
3655 int i;
3656
3657 switch (op->type)
3658 {
3659 case SHOP_FLOOR:
3660 if (!HAS_RANDOM_ITEMS (op))
3661 return 0;
3662 do
3663 {
3664 i = 10; /* let's give it 10 tries */
3665 while ((tmp = generate_treasure (op->randomitems,
3666 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3667 if (tmp == NULL)
3668 return 0;
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 {
3671 free_object (tmp);
3672 tmp = NULL;
3673 }
3674 }
3675 while (!tmp);
3676 tmp->x = op->x;
3677 tmp->y = op->y;
3678 SET_FLAG (tmp, FLAG_UNPAID);
3679 insert_ob_in_map (tmp, op->map, NULL, 0);
3680 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3681 identify (tmp);
3682 break;
3683
3684 case TREASURE:
3685 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3686 return 0;
3687 while ((op->stats.hp--) > 0)
3688 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3689 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3690
3691 /* If we generated an object and put it in this object inventory,
3692 * move it to the parent object as the current object is about
3693 * to disappear. An example of this item is the random_* stuff
3694 * that is put inside other objects.
3695 */
3696 for (tmp = op->inv; tmp; tmp = tmp2)
3697 {
3698 tmp2 = tmp->below;
3699 remove_ob (tmp);
3700 if (op->env)
3701 insert_ob_in_ob (tmp, op->env);
3702 else
3703 free_object (tmp);
3704 }
3705 remove_ob (op);
3706 free_object (op);
3707 break;
3708 }
3709 return tmp ? 1 : 0;
3710 }
3711
3712 /**
3713 * fix_auto_apply goes through the entire map (only the first time
3714 * when an original map is loaded) and performs special actions for
3715 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate.
3717 */
3718 void
3719 fix_auto_apply (mapstruct *m)
3720 {
3721 object *tmp, *above = NULL;
3722 int x, y;
3723
3724 if (m == NULL)
3725 return;
3726
3727 for (x = 0; x < MAP_WIDTH (m); x++)
3728 for (y = 0; y < MAP_HEIGHT (m); y++)
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 {
3731 above = tmp->above;
3732
3733 if (tmp->inv)
3734 {
3735 object *invtmp, *invnext;
3736
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 {
3739 invnext = invtmp->below;
3740
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3744 {
3745 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 /* Need to clear this so that we never try to create
3755 * treasure again for this object
3756 */
3757 invtmp->randomitems = NULL;
3758 }
3759 }
3760 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13
3765 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16
3769 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL;
3783 }
3784 else if (tmp->type == TIMED_GATE)
3785 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp;
3787
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0;
3791 update_ob_speed (tmp);
3792 }
3793 }
3794 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure.
3800 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3804 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3806 tmp->randomitems = NULL;
3807 }
3808 }
3809
3810 for (x = 0; x < MAP_WIDTH (m); x++)
3811 for (y = 0; y < MAP_HEIGHT (m); y++)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above);
3815 }
3816
3817 /**
3818 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead.
3822 */
3823
3824 void
3825 eat_special_food (object *who, object *food)
3826 {
3827 object *force;
3828 int i, did_one = 0;
3829 sint8 k;
3830
3831 force = get_archetype (FORCE_NAME);
3832
3833 for (i = 0; i < NUM_STATS; i++)
3834 {
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 {
3838 set_attr_value (&force->stats, i, k);
3839 did_one = 1;
3840 }
3841 }
3842
3843 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++)
3845 {
3846 if (food->resist[i] > 0)
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 }
3851 }
3852 if (did_one)
3853 {
3854 force->speed = 0.1;
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force);
3861 insert_ob_in_ob (force, who);
3862 }
3863 else
3864 {
3865 free_object (force);
3866 }
3867
3868 /* check for hp, sp change */
3869 if (food->stats.hp != 0)
3870 {
3871 if (QUERY_FLAG (food, FLAG_CURSED))
3872 {
3873 strcpy (who->contr->killer, food->name);
3874 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3875 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3876 }
3877 else
3878 {
3879 if (food->stats.hp > 0)
3880 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3881 else
3882 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3883 who->stats.hp += food->stats.hp;
3884 }
3885 }
3886 if (food->stats.sp != 0)
3887 {
3888 if (QUERY_FLAG (food, FLAG_CURSED))
3889 {
3890 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3891 who->stats.sp -= food->stats.sp;
3892 if (who->stats.sp < 0)
3893 who->stats.sp = 0;
3894 }
3895 else
3896 {
3897 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3898 who->stats.sp += food->stats.sp;
3899 /* place limit on max sp from food? */
3900 }
3901 }
3902 fix_player (who);
3903 }
3904
3905
3906 /**
3907 * Designed primarily to light torches/lanterns/etc.
3908 * Also burns up burnable material too. First object in the inventory is
3909 * the selected object to "burn". -b.t.
3910 */
3911
3912 void
3913 apply_lighter (object *who, object *lighter)
3914 {
3915 object *item;
3916 int is_player_env = 0;
3917 char item_name[MAX_BUF];
3918
3919 item = find_marked_object (who);
3920 if (item)
3921 {
3922 if (lighter->last_eat && lighter->stats.food)
3923 { /* lighter gets used up */
3924 /* Split multiple lighters if they're being used up. Otherwise *
3925 * one charge from each would be used up. --DAMN */
3926 if (lighter->nrof > 1)
3927 {
3928 object *oneLighter = get_object ();
3929
3930 copy_object (lighter, oneLighter);
3931 lighter->nrof -= 1;
3932 oneLighter->nrof = 1;
3933 oneLighter->stats.food--;
3934 esrv_send_item (who, lighter);
3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3936 esrv_send_item (who, oneLighter);
3937 }
3938 else
3939 lighter->stats.food--;
3940 }
3941 else if (lighter->last_eat)
3942 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return;
3945 }
3946 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple
3948 * objects at once.
3949 */
3950 /* If the item is destroyed, we don't have a valid pointer to the
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3957
3958 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ())
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965 /* Need to update the player so that the players glow radius
3966 * gets changed.
3967 */
3968 if (is_player_env)
3969 fix_player (who);
3970 }
3971 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 }
3974 else /* nothing to light */
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3976
3977 }
3978
3979 /**
3980 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure
3982 */
3983 void
3984 scroll_failure (object *op, int failure, int power)
3985 {
3986 if (abs (failure / 4) > power)
3987 power = abs (failure / 4); /* set minimum effect */
3988
3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3991 object *tmp;
3992
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3994 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp);
3996 free_object (tmp);
3997 }
3998 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0)
4003 op->stats.sp = 0;
4004 }
4005 else if (settings.spell_failure_effects == TRUE)
4006 {
4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4010 confuse_player (op, op, power);
4011 }
4012 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4015 paralyze_player (op, op, power);
4016 }
4017 else if (failure <= -70 && failure > -80)
4018 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020 blind_player (op, op, power);
4021 }
4022 else if (failure <= -80)
4023 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4029 free_object (tmp);
4030 }
4031 }
4032 }
4033
4034 void
4035 apply_changes_to_player (object *pl, object *change)
4036 {
4037 int excess_stat = 0; /* if the stat goes over the maximum
4038 for the race, put the excess stat some
4039 where else. */
4040
4041 switch (change->type)
4042 {
4043 case CLASS:
4044 {
4045 living *stats = &(pl->contr->orig_stats);
4046 living *ns = &(change->stats);
4047 object *walk;
4048 int flag_change_face = 1;
4049
4050 /* the following code assigns stats up to the stat max
4051 * for the race, and if the stat max is exceeded,
4052 * tries to randomly reassign the excess stat
4053 */
4054 int i, j;
4055
4056 for (i = 0; i < NUM_STATS; i++)
4057 {
4058 sint8 stat = get_attr_value (stats, i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus)
4063 {
4064 excess_stat++;
4065 stat = 20 + race_bonus;
4066 }
4067 set_attr_value (stats, i, stat);
4068 }
4069
4070 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
4076 if (i == CHA)
4077 continue; /* exclude cha from this */
4078 if (stat < 20 + race_bonus)
4079 {
4080 change_attr_value (stats, i, 1);
4081 excess_stat--;
4082 }
4083 }
4084
4085 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c
4087 */
4088 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems);
4090
4091
4092 /* set up the face, for some races. */
4093
4094 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class.
4096 */
4097 for (walk = pl->inv; walk != NULL; walk = walk->below)
4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099 flag_change_face = 0;
4100
4101 if (flag_change_face)
4102 {
4103 pl->animation_id = GET_ANIM_ID (change);
4104 pl->face = change->face;
4105
4106 if (QUERY_FLAG (change, FLAG_ANIMATE))
4107 SET_FLAG (pl, FLAG_ANIMATE);
4108 else
4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
4110 }
4111
4112 /* check the special case of can't use weapons */
4113 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4114 if (!strcmp (change->name, "monk"))
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116
4117 break;
4118 }
4119 }
4120 }
4121
4122 /**
4123 * This handles items of type 'transformer'.
4124 * Basically those items, used with a marked item, transform both items into something
4125 * else.
4126 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4127 * Change information is contained in the 'slaying' field of the marked item.
4128 * The format is as follow: transformer:[number ]yield[;transformer:...].
4129 * This way an item can be transformed in many things, and/or many objects.
4130 * The 'slaying' field for transformer is used as verb for the action.
4131 */
4132 void
4133 apply_item_transformer (object *pl, object *transformer)
4134 {
4135 object *marked;
4136 object *new_item;
4137 char *find;
4138 char *separator;
4139 int yield;
4140 char got[MAX_BUF];
4141 int len;
4142
4143 if (!pl || !transformer)
4144 return;
4145 marked = find_marked_object (pl);
4146 if (!marked)
4147 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149 return;
4150 }
4151 if (!marked->slaying)
4152 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154 return;
4155 }
4156 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4159 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161 return;
4162 }
4163 find += strlen (transformer->arch->name) + 1;
4164 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find)))
4166 {
4167 yield = atoi (find);
4168 if (yield < 1)
4169 {
4170 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4171 yield = 1;
4172 }
4173 }
4174 else
4175 yield = 1;
4176
4177 while (isdigit (*find))
4178 find++;
4179 while (*find == ' ')
4180 find++;
4181 memset (got, 0, MAX_BUF);
4182 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find;
4185 }
4186 else
4187 {
4188 len = strlen (find);
4189 }
4190 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1;
4192 strcpy (got, find);
4193 got[len] = '\0';
4194
4195 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got);
4197 if (!new_item)
4198 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4200 return;
4201 }
4202
4203 new_item->nrof = yield;
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4205 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */
4208 decrease_ob_nr (marked, 1);
4209 /* Eat one transformer if needed */
4210 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1);
4213 }