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/cvs/deliantra/server/server/apply.C
Revision: 1.3
Committed: Tue Aug 15 15:00:20 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +215 -162 lines
Log Message:
added a safe_map flag which prevents bad effects on maps that should be
safe, like some shops and for example the trade shop in scorn.

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.2 2006-08-14 21:45:06 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49 int transport_can_hold(const object *transport, const object *op, int nrof)
50 {
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55 }
56
57
58 /*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64 int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190 }
191
192
193
194 /**
195 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue.
197 */
198 int should_director_abort(object *op, object *victim)
199 {
200 int arch_flag, name_flag, race_flag;
201 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples:
206 * subtype 1: only arch
207 * subtype 3: arch or name
208 * subtype 5: arch or race
209 * subtype 7: all three
210 */
211 if (op->subtype)
212 {
213 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4);
216 } else {
217 arch_flag = 1;
218 name_flag = 1;
219 race_flag = 1;
220 }
221 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches.
223 */
224 if ( (op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
228 return 1;
229 }
230 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match.
232 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
237 return 1;
238 }
239 return 0;
240 }
241
242 /**
243 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not.
246 */
247 static int apply_id_altar (object *money, object *altar, object *pl)
248 {
249 object *id, *marked;
250 int success=0;
251
252 if (pl == NULL || pl->type != PLAYER)
253 return 0;
254
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be.
257 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0;
260
261 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory.
264 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
266 && need_identify (marked))
267 {
268 if (operate_altar (altar, &money)) {
269 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl,
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
275 }
276 return money == NULL;
277 }
278 }
279
280 for (id=pl->inv; id; id=id->below) {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
282 need_identify(id)) {
283 if (operate_altar(altar,&money)) {
284 identify(id);
285 new_draw_info_format(NDI_UNIQUE, 0, pl,
286 "You have %s.", long_desc(id, pl));
287 if (id->msg) {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
290 }
291 success=1;
292 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money))
294 break;
295 }
296 else {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break;
299 }
300 }
301 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
303 return money == NULL;
304 }
305
306 /**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item.
309 **/
310 static void handle_apply_yield(object* tmp)
311 {
312 const char* yield;
313
314 yield = get_ob_key_value(tmp,"on_use_yield");
315 if (yield != NULL)
316 {
317 object* drop = get_archetype(yield);
318 if (tmp->env)
319 {
320 drop = insert_ob_in_ob(drop,tmp->env);
321 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop);
323 }
324 else
325 {
326 drop->x = tmp->x;
327 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329 }
330 }
331 }
332
333 /**
334 * Handles applying a potion.
335 */
336 int apply_potion (object * op, object * tmp)
337 {
338 int got_one = 0, i;
339 object *force = 0, *floor = 0;
340
341 floor = get_map_ob (op->map, op->x, op->y);
342
343 if (!(get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP))
344 {
345 if (op->type == PLAYER)
346 {
347 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
348 identify (tmp);
349 }
350
351 handle_apply_yield (tmp);
352
353 /* Potion of restoration - only for players */
354 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
355 {
356 object *depl;
357 archetype *at;
358
359 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
360 {
361 drain_stat (op);
362 fix_player (op);
363 decrease_ob (tmp);
364 return 1;
365 }
366 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
367 {
368 LOG (llevError, "Could not find archetype depletion\n");
369 return 0;
370 }
371 depl = present_arch_in_ob (at, op);
372 if (depl != NULL)
373 {
374 for (i = 0; i < NUM_STATS; i++)
375 if (get_attr_value (&depl->stats, i))
376 {
377 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
378 }
379 remove_ob (depl);
380 free_object (depl);
381 fix_player (op);
382 }
383 else
384 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
385
386 decrease_ob (tmp);
387 return 1;
388 }
389
390 /* improvement potion - only for players */
391 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
392 {
393
394 for (i = 1; i < MIN (11, op->level); i++)
395 {
396 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
397 {
398 if (op->contr->levhp[i] != 1)
399 {
400 op->contr->levhp[i] = 1;
401 break;
402 }
403 if (op->contr->levsp[i] != 1)
404 {
405 op->contr->levsp[i] = 1;
406 break;
407 }
408 if (op->contr->levgrace[i] != 1)
409 {
410 op->contr->levgrace[i] = 1;
411 break;
412 }
413 }
414 else
415 {
416 if (op->contr->levhp[i] < 9)
417 {
418 op->contr->levhp[i] = 9;
419 break;
420 }
421 if (op->contr->levsp[i] < 6)
422 {
423 op->contr->levsp[i] = 6;
424 break;
425 }
426 if (op->contr->levgrace[i] < 3)
427 {
428 op->contr->levgrace[i] = 3;
429 break;
430 }
431 }
432 }
433 /* Just makes checking easier */
434 if (i < MIN (11, op->level))
435 got_one = 1;
436 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
437 {
438 if (got_one)
439 {
440 fix_player (op);
441 new_draw_info (NDI_UNIQUE, 0, op,
442 "The Gods smile upon you and remake you");
443 new_draw_info (NDI_UNIQUE, 0, op,
444 "a little more in their image.");
445 new_draw_info (NDI_UNIQUE, 0, op,
446 "You feel a little more perfect.");
447 }
448 else
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The potion had no effect - you are already perfect");
451 }
452 else
453 { /* cursed potion */
454 if (got_one)
455 {
456 fix_player (op);
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The Gods are angry and punish you.");
459 }
460 else
461 new_draw_info (NDI_UNIQUE, 0, op,
462 "You are fortunate that you are so pathetic.");
463 }
464 decrease_ob (tmp);
465 return 1;
466 }
467
468
469 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
470 * and heroism all fit into this category. Given the spell object code,
471 * there is no limit to the number of spells that potions can be cast,
472 * but direction is problematic to try and imbue fireball potions for example.
473 */
474 if (tmp->inv)
475 {
476 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
477 {
478 object *fball;
479
480 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
481 /* Explodes a fireball centered at player */
482 fball = get_archetype (EXPLODING_FIREBALL);
483 fball->dam_modifier =
484 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
485 fball->stats.maxhp =
486 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
487 fball->x = op->x;
488 fball->y = op->y;
489 insert_ob_in_map (fball, op->map, NULL, 0);
490 }
491 else
492 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
493
494 decrease_ob (tmp);
495 /* if youre dead, no point in doing this... */
496 if (!QUERY_FLAG (op, FLAG_REMOVED))
497 fix_player (op);
498 return 1;
499 }
500
501 /* Deal with protection potions */
502 force = NULL;
503 for (i = 0; i < NROFATTACKS; i++)
504 {
505 if (tmp->resist[i])
506 {
507 if (!force)
508 force = get_archetype (FORCE_NAME);
509 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
510 force->type = POTION_EFFECT;
511 break; /* Only need to find one protection since we copy entire batch */
512 }
513 }
514 /* This is a protection potion */
515 if (force)
516 {
517 /* cursed items last longer */
518 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
519 {
520 force->stats.food *= 10;
521 for (i = 0; i < NROFATTACKS; i++)
522 if (force->resist[i] > 0)
523 force->resist[i] = -force->resist[i]; /* prot => vuln */
524 }
525 force->speed_left = -1;
526 force = insert_ob_in_ob (force, op);
527 CLEAR_FLAG (tmp, FLAG_APPLIED);
528 SET_FLAG (force, FLAG_APPLIED);
529 change_abil (op, force);
530 decrease_ob (tmp);
531 return 1;
532 }
533
534 /* Only thing left are the stat potions */
535 if (op->type == PLAYER)
536 { /* only for players */
537 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
538 && tmp->value != 0)
539 CLEAR_FLAG (tmp, FLAG_APPLIED);
540 else
541 SET_FLAG (tmp, FLAG_APPLIED);
542 if (!change_abil (op, tmp))
543 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
544 }
545 }
546 else
547 {
548 if (op->type == PLAYER)
549 new_draw_info (NDI_UNIQUE, 0, op,
550 "Gods prevent you from using the potion on this sacred ground"
551 );
552 return 0;
553 }
554
555 /* CLEAR_FLAG is so that if the character has other potions
556 * that were grouped with the one consumed, his
557 * stat will not be raised by them. fix_player just clears
558 * up all the stats.
559 */
560 CLEAR_FLAG (tmp, FLAG_APPLIED);
561 fix_player (op);
562 decrease_ob (tmp);
563 return 1;
564 }
565
566 /****************************************************************************
567 * Weapon improvement code follows
568 ****************************************************************************/
569
570 /**
571 * This returns the sum of nrof of item (arch name).
572 */
573 static int check_item(object *op, const char *item)
574 {
575 int count=0;
576
577
578 if (item==NULL) return 0;
579 op=op->below;
580 while(op!=NULL) {
581 if (strcmp(op->arch->name,item)==0){
582 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
583 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
584 {
585 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
586 count++;
587 else
588 count += op->nrof;
589 }
590 }
591 op=op->below;
592 }
593 return count;
594 }
595
596 /**
597 * This removes 'nrof' of what item->slaying says to remove.
598 * op is typically the player, which is only
599 * really used to determine what space to look at.
600 * Modified to only eat 'nrof' of objects.
601 */
602 static void eat_item(object *op,const char *item, uint32 nrof)
603 {
604 object *prev;
605
606 prev = op;
607 op=op->below;
608
609 while(op!=NULL) {
610 if (strcmp(op->arch->name,item)==0) {
611 if (op->nrof >= nrof) {
612 decrease_ob_nr(op,nrof);
613 return;
614 } else {
615 decrease_ob_nr(op,op->nrof);
616 nrof -= op->nrof;
617 }
618 op=prev;
619 }
620 prev = op;
621 op=op->below;
622 }
623 }
624
625 /**
626 * This checks to see of the player (who) is sufficient level to use a weapon
627 * with improvs improvements (typically last_eat). We take an int here
628 * instead of the object so that the improvement code can pass along the
629 * increased value to see if the object is usuable.
630 * we return 1 (true) if the player can use the weapon.
631 */
632 static int check_weapon_power(const object *who, int improvs)
633 {
634 /* Old code is below (commented out). Basically, since weapons are the only
635 * object players really have any control to improve, it's a bit harsh to
636 * require high level in some combat skill, so we just use overall level.
637 */
638 #if 1
639 if (((who->level/5)+5) >= improvs) return 1;
640 else return 0;
641
642 #else
643 int level=0;
644
645 /* The skill system hands out wc and dam bonuses to fighters
646 * more generously than the old system (see fix_player). Thus
647 * we need to curtail the power of player enchanted weapons.
648 * I changed this to 1 improvement per "fighter" level/5 -b.t.
649 * Note: Nothing should break by allowing this ratio to be different or
650 * using normal level - it is just a matter of play balance.
651 */
652 if(who->type==PLAYER) {
653 object *wc_obj=NULL;
654
655 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
656 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
657 level = wc_obj->level;
658
659 if (!level ) {
660 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
661 level = who->level;
662 }
663 }
664 else
665 level=who->level;
666
667 return (improvs <= ((level/5)+5));
668 #endif
669 }
670
671 /**
672 * Returns how many items of type improver->slaying there are under op.
673 * Will display a message if none found, and 1 if improver->slaying is NULL.
674 */
675 static int check_sacrifice(object *op, const object *improver)
676 {
677 int count=0;
678
679 if (improver->slaying!=NULL) {
680 count = check_item(op,improver->slaying);
681 if (count<1) {
682 char buf[200];
683 sprintf(buf,"The gods want more %ss",improver->slaying);
684 new_draw_info(NDI_UNIQUE,0,op,buf);
685 return 0;
686 }
687 }
688 else
689 count=1;
690
691 return count;
692 }
693
694 /**
695 * Actually improves the weapon, and tells user.
696 */
697 int improve_weapon_stat(object *op,object *improver,object *weapon,
698 signed char *stat,int sacrifice_count,const char *statname)
699 {
700
701 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
702 *stat += sacrifice_count;
703 weapon->last_eat++;
704 new_draw_info_format(NDI_UNIQUE,0,op,
705 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
706 decrease_ob(improver);
707
708 /* So it updates the players stats and the window */
709 fix_player(op);
710 return 1;
711 }
712
713 /* Types of improvements, hidden in the sp field. */
714 #define IMPROVE_PREPARE 1
715 #define IMPROVE_DAMAGE 2
716 #define IMPROVE_WEIGHT 3
717 #define IMPROVE_ENCHANT 4
718 #define IMPROVE_STR 5
719 #define IMPROVE_DEX 6
720 #define IMPROVE_CON 7
721 #define IMPROVE_WIS 8
722 #define IMPROVE_CHA 9
723 #define IMPROVE_INT 10
724 #define IMPROVE_POW 11
725
726
727 /**
728 * This does the prepare weapon scroll.
729 * Checks for sacrifice, and so on.
730 */
731
732 int prepare_weapon(object *op, object *improver, object *weapon)
733 {
734 int sacrifice_count,i;
735 char buf[MAX_BUF];
736
737 if (weapon->level!=0) {
738 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
739 return 0;
740 }
741 for (i=0; i<NROFATTACKS; i++)
742 if (weapon->resist[i]) break;
743
744 /* If we break out, i will be less than nrofattacks, preventing
745 * improvement of items that already have protections.
746 */
747 if (i<NROFATTACKS ||
748 weapon->stats.hp || /* regeneration */
749 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
750 weapon->stats.exp || /* speed */
751 weapon->stats.ac) /* AC - only taifu's I think */
752 {
753 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
754 return 0;
755 }
756 sacrifice_count=check_sacrifice(op,improver);
757 if (sacrifice_count<=0)
758 return 0;
759 weapon->level=isqrt(sacrifice_count);
760 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
761 eat_item(op, improver->slaying, sacrifice_count);
762
763 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
764 weapon->name,weapon->level);
765
766 sprintf(buf,"%s's %s",op->name,weapon->name);
767 FREE_AND_COPY(weapon->name, buf);
768 FREE_AND_COPY(weapon->name_pl, buf);
769 weapon->nrof=0; /* prevents preparing n weapons in the same
770 slot at once! */
771 decrease_ob(improver);
772 weapon->last_eat=0;
773 return 1;
774 }
775
776
777 /**
778 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
779 * This is the new improve weapon code.
780 * Returns 0 if it was not able to work for some reason.
781 *
782 * Checks if weapon was prepared, if enough potions on the floor, ...
783 *
784 * We are hiding extra information about the weapon in the level and
785 * last_eat numbers for an object. Hopefully this won't break anything ??
786 * level == max improve last_eat == current improve
787 */
788 int improve_weapon(object *op,object *improver,object *weapon)
789 {
790 int sacrifice_count, sacrifice_needed=0;
791
792 if(improver->stats.sp==IMPROVE_PREPARE) {
793 return prepare_weapon(op, improver, weapon);
794 }
795 if (weapon->level==0) {
796 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
797 return 0;
798 }
799 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
800 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
801 return 0;
802 }
803 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
804 !check_weapon_power(op, weapon->last_eat+1)) {
805 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
806 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
807 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
808 return 0;
809 }
810 /* This just increases damage by 5 points, no matter what. No sacrifice
811 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
812 * don't put any maximum value on damage - the limit is how much the
813 * weapon can be improved.
814 */
815 if (improver->stats.sp==IMPROVE_DAMAGE) {
816 weapon->stats.dam += 5;
817 weapon->weight += 5000; /* 5 KG's */
818 new_draw_info_format(NDI_UNIQUE, 0, op,
819 "Damage has been increased by 5 to %d", weapon->stats.dam);
820 weapon->last_eat++;
821
822 weapon->item_power++;
823 decrease_ob(improver);
824 return 1;
825 }
826 if (improver->stats.sp == IMPROVE_WEIGHT) {
827 /* Reduce weight by 20% */
828 weapon->weight = (weapon->weight * 8)/10;
829 if (weapon->weight < 1) weapon->weight = 1;
830 new_draw_info_format(NDI_UNIQUE, 0, op,
831 "Weapon weight reduced to %6.1f kg",
832 (float)weapon->weight/1000.0);
833 weapon->last_eat++;
834 weapon->item_power++;
835 decrease_ob(improver);
836 return 1;
837 }
838 if (improver->stats.sp == IMPROVE_ENCHANT) {
839 weapon->magic++;
840 weapon->last_eat++;
841 new_draw_info_format(NDI_UNIQUE, 0, op
842 ,"Weapon magic increased to %d",weapon->magic);
843 decrease_ob(improver);
844 weapon->item_power++;
845 return 1;
846 }
847
848 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
849 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
850 weapon->stats.Wis;
851
852 if (sacrifice_needed<1)
853 sacrifice_needed =1;
854 sacrifice_needed *=2;
855
856 sacrifice_count = check_sacrifice(op,improver);
857 if (sacrifice_count < sacrifice_needed) {
858 new_draw_info_format(NDI_UNIQUE, 0, op,
859 "You need at least %d %s", sacrifice_needed, improver->slaying);
860 return 0;
861 }
862 eat_item(op,improver->slaying, sacrifice_needed);
863 weapon->item_power++;
864
865 switch (improver->stats.sp) {
866 case IMPROVE_STR:
867 return improve_weapon_stat(op,improver,weapon,
868 (signed char *) &(weapon->stats.Str),
869 1, "strength");
870 case IMPROVE_DEX:
871 return improve_weapon_stat(op,improver,weapon,
872 (signed char *) &(weapon->stats.Dex),
873 1, "dexterity");
874 case IMPROVE_CON:
875 return improve_weapon_stat(op,improver,weapon,
876 (signed char *) &(weapon->stats.Con),
877 1, "constitution");
878 case IMPROVE_WIS:
879 return improve_weapon_stat(op,improver,weapon,
880 (signed char *) &(weapon->stats.Wis),
881 1, "wisdom");
882 case IMPROVE_CHA:
883 return improve_weapon_stat(op,improver,weapon,
884 (signed char *) &(weapon->stats.Cha),
885 1, "charisma");
886 case IMPROVE_INT:
887 return improve_weapon_stat(op,improver,weapon,
888 (signed char *) &(weapon->stats.Int),
889 1, "intelligence");
890 case IMPROVE_POW:
891 return improve_weapon_stat(op,improver,weapon,
892 (signed char *) &(weapon->stats.Pow),
893 1, "power");
894 default:
895 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
896 }
897 LOG(llevError,"improve_weapon: Got to end of function\n");
898 return 0;
899 }
900
901 /**
902 * Handles the applying of improve/prepare/enchant weapon scroll.
903 * Checks a few things (not on a non-magic square, marked weapon, ...),
904 * then calls improve_weapon to do the dirty work.
905 */
906 int check_improve_weapon (object *op, object *tmp)
907 {
908 object *otmp;
909
910 if(op->type!=PLAYER)
911 return 0;
912 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
913 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
914 return 0;
915 }
916 otmp=find_marked_object(op);
917 if(!otmp) {
918 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
919 return 0;
920 }
921 if (otmp->type != WEAPON && otmp->type != BOW) {
922 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
923 return 0;
924 }
925 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
926 improve_weapon(op,tmp,otmp);
927 esrv_send_item(op, otmp);
928 return 1;
929 }
930
931 /**
932 * This code deals with the armour improvment scrolls.
933 * Change limits on improvement - let players go up to
934 * +5 no matter what level, but they are limited by item
935 * power.
936 * Try to use same improvement code as in the common/treasure.c
937 * file, so that if you make a +2 full helm, it will be just
938 * the same as one you find in a shop.
939 *
940 * deprecated comment:
941 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
942 * only 'enchantment' of armour is possible - improving
943 * the stats of a player w/ armour as well as a weapon
944 * will probably horribly unbalance the game. Magic enchanting
945 * depends on the level of the character - ie the plus
946 * value (magic) of the armour can never be increased beyond
947 * the level of the character / 10 -- rounding upish, nor may
948 * the armour value of the piece of equipment exceed either
949 * the users level or 90)
950 * Modified by MSW for partial resistance. Only support
951 * changing of physical area right now.
952 */
953 int improve_armour(object *op, object *improver, object *armour)
954 {
955 object *tmp;
956
957 if (armour->magic >= settings.armor_max_enchant) {
958 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
959 return 0;
960 }
961 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
962 * etc), so take the easy way out and don't worry about it.
963 * Note - maybe add scrolls which make the random artifact versions (eg, armour
964 * of gnarg and what not?)
965 */
966 if (armour->title) {
967 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
968 return 0;
969 }
970
971 /* Split objects if needed. Can't insert tmp until the
972 * end of this function - otherwise it will just re-merge.
973 */
974 if(armour->nrof > 1)
975 tmp = get_split_ob(armour,armour->nrof - 1);
976 else
977 tmp = NULL;
978
979 armour->magic++;
980
981 if ( !settings.armor_speed_linear )
982 {
983 int base = 100;
984 int pow = 0;
985 while ( pow < armour->magic )
986 {
987 base = base - ( base * settings.armor_speed_improvement ) / 100;
988 pow++;
989 }
990
991 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
992 }
993 else
994 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
995
996 if ( !settings.armor_weight_linear )
997 {
998 int base = 100;
999 int pow = 0;
1000 while ( pow < armour->magic )
1001 {
1002 base = base - ( base * settings.armor_weight_reduction ) / 100;
1003 pow++;
1004 }
1005
1006 armour->weight = ( armour->arch->clone.weight * base ) / 100;
1007 }
1008 else
1009 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1010
1011 if ( armour->weight <= 0 )
1012 {
1013 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1014 armour->weight = 1;
1015 }
1016
1017 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1018
1019 if (op->type == PLAYER) {
1020 esrv_send_item(op, armour);
1021 if(QUERY_FLAG(armour, FLAG_APPLIED))
1022 fix_player(op);
1023 }
1024 decrease_ob(improver);
1025 if (tmp) {
1026 insert_ob_in_ob(tmp, op);
1027 esrv_send_item(op, tmp);
1028 }
1029 return 1;
1030 }
1031
1032
1033 /*
1034 * convert_item() returns 1 if anything was converted, 0 if the item was not
1035 * what the converter wants, -1 if the converter is broken.
1036 */
1037 #define CONV_FROM(xyz) xyz->slaying
1038 #define CONV_TO(xyz) xyz->other_arch
1039 #define CONV_NR(xyz) xyz->stats.sp
1040 #define CONV_NEED(xyz) xyz->stats.food
1041
1042 /* Takes one items and makes another.
1043 * converter is the object that is doing the conversion.
1044 * item is the object that triggered the converter - if it is not
1045 * what the converter wants, this will not do anything.
1046 */
1047 int convert_item(object *item, object *converter) {
1048 int nr=0;
1049 object *tmp;
1050 int is_in_shop;
1051 uint32 price_in;
1052
1053 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1054 tmp != NULL;
1055 tmp = tmp->above) {
1056 if(tmp->type == SHOP_FLOOR)
1057 break;
1058 }
1059 is_in_shop = (tmp != NULL);
1060
1061 /* We make some assumptions - we assume if it takes money as it type,
1062 * it wants some amount. We don't make change (ie, if something costs
1063 * 3 gp and player drops a platinum, tough luck)
1064 */
1065 if (!strcmp(CONV_FROM(converter),"money")) {
1066 int cost;
1067
1068 if(item->type!=MONEY)
1069 return 0;
1070
1071 nr=(item->nrof*item->value)/CONV_NEED(converter);
1072 if (!nr) return 0;
1073 cost=nr*CONV_NEED(converter)/item->value;
1074 /* take into account rounding errors */
1075 if (nr*CONV_NEED(converter)%item->value) cost++;
1076 decrease_ob_nr(item, cost);
1077
1078 price_in = cost*item->value;
1079 }
1080 else {
1081 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1082 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1083 return 0;
1084
1085 if(CONV_NEED(converter)) {
1086 nr=item->nrof/CONV_NEED(converter);
1087 decrease_ob_nr(item,nr*CONV_NEED(converter));
1088 price_in = nr*CONV_NEED(converter)*item->value;
1089 } else {
1090 price_in = item->value;
1091 remove_ob(item);
1092 free_object(item);
1093 }
1094 }
1095
1096 if (converter->inv != NULL) {
1097 object *ob;
1098 int i;
1099 object *ob_to_copy;
1100
1101 /* select random object from inventory to copy */
1102 ob_to_copy = converter->inv;
1103 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1104 if (rndm(0, i) == 0) {
1105 ob_to_copy = ob;
1106 }
1107 }
1108 item = object_create_clone(ob_to_copy);
1109 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1110 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1111 } else {
1112 if (converter->other_arch == NULL) {
1113 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1114 return -1;
1115 }
1116
1117 item = object_create_arch(converter->other_arch);
1118 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1119 }
1120
1121 if(CONV_NR(converter))
1122 item->nrof=CONV_NR(converter);
1123 if(nr)
1124 item->nrof*=nr;
1125 if(is_in_shop)
1126 SET_FLAG(item,FLAG_UNPAID);
1127 else if(price_in < item->nrof*item->value) {
1128 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1129 converter->name, converter->map->path, converter->x, converter->y, price_in,
1130 item->nrof*item->value, item->name);
1131 /**
1132 * elmex: we are going to let the game continue, as the mapcreator
1133 * propably had something in mind when doing this
1134 */
1135 }
1136 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1137 return 1;
1138 }
1139
1140 /**
1141 * Handle apply on containers.
1142 * By Eneq(@csd.uu.se).
1143 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1144 * added the alchemical cauldron to the code -b.t.
1145 */
1146
1147 int apply_container (object *op, object *sack)
1148 {
1149 char buf[MAX_BUF];
1150 object *tmp;
1151
1152 if(op->type!=PLAYER)
1153 return 0; /* This might change */
1154
1155 if (sack==NULL || sack->type != CONTAINER) {
1156 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1157 return 0;
1158 }
1159 op->contr->last_used = NULL;
1160 op->contr->last_used_id = 0;
1161
1162 if (sack->env!=op) {
1163 if (sack->other_arch == NULL || sack->env != NULL) {
1164 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1165 return 1;
1166 }
1167 /* It's on the ground, the problems begin */
1168 if (op->container != sack) {
1169 /* it's closed OR some player has opened it */
1170 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1171 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1172 tmp && tmp->container != sack; tmp=tmp->above);
1173 if (tmp) {
1174 /* some other player have opened it */
1175 new_draw_info_format(NDI_UNIQUE, 0, op,
1176 "%s is already occupied.", query_name(sack));
1177 return 1;
1178 }
1179 }
1180 }
1181 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1182 if (op->container == NULL) {
1183 tmp = arch_to_object (sack->other_arch);
1184 /* not good, but insert_ob_in_ob() is too smart */
1185 CLEAR_FLAG (tmp, FLAG_REMOVED);
1186 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1187 tmp->map = NULL;
1188 tmp->env = sack;
1189 if (sack->inv)
1190 sack->inv->above = tmp;
1191 tmp->below = sack->inv;
1192 tmp->above = NULL;
1193 sack->inv = tmp;
1194 sack->move_off = MOVE_ALL; /* trying force closing it */
1195 } else {
1196 sack->move_off = 0;
1197 tmp = sack->inv;
1198 if (tmp && tmp->type == CLOSE_CON) {
1199 remove_ob(tmp);
1200 free_object (tmp);
1201 }
1202 }
1203 }
1204 }
1205
1206 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1207 if (op->container) {
1208 if (op->container != sack) {
1209 tmp = op->container;
1210 apply_container (op, tmp);
1211 sprintf (buf, "You close %s and open ", query_name(tmp));
1212 op->container = sack;
1213 strcat (buf, query_name(sack));
1214 strcat (buf, ".");
1215 } else {
1216 CLEAR_FLAG (sack, FLAG_APPLIED);
1217 op->container = NULL;
1218 sprintf (buf, "You close %s.", query_name(sack));
1219 }
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 sprintf (buf, "You open %s.", query_name(sack));
1223 SET_FLAG (sack, FLAG_APPLIED);
1224 op->container = sack;
1225 }
1226 } else { /* not applied */
1227 if (sack->slaying) { /* it's locked */
1228 tmp = find_key(op, op, sack);
1229 if (tmp) {
1230 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1231 SET_FLAG (sack, FLAG_APPLIED);
1232 if (sack->env == NULL) { /* if it's on ground,open it also */
1233 new_draw_info (NDI_UNIQUE,0,op, buf);
1234 apply_container (op, sack);
1235 return 1;
1236 }
1237 } else {
1238 sprintf (buf, "You don't have the key to unlock %s.",
1239 query_name(sack));
1240 }
1241 } else {
1242 sprintf (buf, "You readied %s.", query_name(sack));
1243 SET_FLAG (sack, FLAG_APPLIED);
1244 if (sack->env == NULL) { /* if it's on ground,open it also */
1245 new_draw_info (NDI_UNIQUE, 0, op, buf);
1246 apply_container (op, sack);
1247 return 1;
1248 }
1249 }
1250 }
1251 new_draw_info (NDI_UNIQUE, 0, op, buf);
1252 if (op->contr) op->contr->socket.update_look=1;
1253 return 1;
1254 }
1255
1256 /**
1257 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1258 * the player has in their inventory, eg, sacks, luggages, etc.
1259 *
1260 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1261 * This version is for client/server mode.
1262 * op is the player, sack is the container the player is opening or closing.
1263 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1264 *
1265 * Reminder - there are three states for any container - closed (non applied),
1266 * applied (not open, but objects that match get tossed into it), and open
1267 * (applied flag set, and op->container points to the open container)
1268 */
1269
1270 int esrv_apply_container (object *op, object *sack)
1271 {
1272 object *tmp=op->container;
1273 if(op->type!=PLAYER)
1274 return 0; /* This might change */
1275
1276 if (sack==NULL || sack->type != CONTAINER) {
1277 LOG (llevError,
1278 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1279 return 0;
1280 }
1281
1282 /* If we have a currently open container, then it needs to be closed in all cases
1283 * if we are opening this one up. We then fall through if appropriate for
1284 * openening the new container.
1285 */
1286
1287 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1288 if (op->container->env != op) { /* if container is on the ground */
1289 op->container->move_off = 0;
1290 }
1291 /* Lauwenmark: Handle for plugin close event */
1292 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1293 return 1;
1294
1295 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1296 query_name(op->container));
1297 CLEAR_FLAG(op->container, FLAG_APPLIED);
1298 op->container=NULL;
1299 esrv_update_item (UPD_FLAGS, op, tmp);
1300 if (tmp == sack) return 1;
1301 }
1302
1303
1304 /* If the player is trying to open it (which he must be doing if we got here),
1305 * and it is locked, check to see if player has the equipment to open it.
1306 */
1307
1308 if (sack->slaying) { /* it's locked */
1309 tmp=find_key(op, op, sack);
1310 if (tmp) {
1311 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1312 } else {
1313 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1314 query_name(sack));
1315 return 0;
1316 }
1317 }
1318
1319 /* By the time we get here, we have made sure any other container has been closed and
1320 * if this is a locked container, the player they key to open it.
1321 */
1322
1323 /* There are really two cases - the sack is either on the ground, or the sack is
1324 * part of the players inventory. If on the ground, we assume that the player is
1325 * opening it, since if it was being closed, that would have been taken care of above.
1326 */
1327
1328
1329 if (sack->env != op) {
1330 /* Hypothetical case - the player is trying to open a sack that belong to someone
1331 * else. This normally should not happen, but a misbehaving client/player could
1332 * try to do it, so lets handle it gracefully.
1333 */
1334 if (sack->env) {
1335 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1336 query_name(sack));
1337 return 0;
1338 }
1339 /* set these so when the player walks off, we can unapply the sack */
1340 sack->move_off = MOVE_ALL; /* trying force closing it */
1341
1342 CLEAR_FLAG (sack, FLAG_APPLIED);
1343 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1344 SET_FLAG (sack, FLAG_APPLIED);
1345 op->container = sack;
1346 esrv_update_item (UPD_FLAGS, op, sack);
1347 esrv_send_inventory (op, sack);
1348
1349 } else { /* sack is in players inventory */
1350 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1351 CLEAR_FLAG (sack, FLAG_APPLIED);
1352 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1353 SET_FLAG (sack, FLAG_APPLIED);
1354 op->container = sack;
1355 esrv_update_item (UPD_FLAGS, op, sack);
1356 esrv_send_inventory (op, sack);
1357 }
1358 else {
1359 CLEAR_FLAG (sack, FLAG_APPLIED);
1360 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1361 SET_FLAG (sack, FLAG_APPLIED);
1362 esrv_update_item (UPD_FLAGS, op, sack);
1363 }
1364 }
1365 return 1;
1366 }
1367
1368
1369 /**
1370 * Handles dropping things on altar.
1371 * Returns true if sacrifice was accepted.
1372 */
1373 static int apply_altar (object *altar, object *sacrifice, object *originator)
1374 {
1375 /* Only players can make sacrifices on spell casting altars. */
1376 if (altar->inv && ( ! originator || originator->type != PLAYER))
1377 return 0;
1378
1379 if (operate_altar (altar, &sacrifice)) {
1380 /* Simple check. Unfortunately, it means you can't cast magic bullet
1381 * with an altar. We call it a Potion - altars are stationary - it
1382 * is up to map designers to use them properly.
1383 */
1384 if (altar->inv && altar->inv->type==SPELL) {
1385 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1386 altar->inv->name);
1387 cast_spell (originator, altar, 0, altar->inv, NULL);
1388 /* If it is connected, push the button. Fixes some problems with
1389 * old maps.
1390 */
1391 /* push_button (altar);*/
1392 } else {
1393 altar->value = 1; /* works only once */
1394 push_button (altar);
1395 }
1396 return sacrifice == NULL;
1397 } else {
1398 return 0;
1399 }
1400 }
1401
1402
1403 /**
1404 * Handles 'movement' of shop mats.
1405 * Returns 1 if 'op' was destroyed, 0 if not.
1406 * Largely re-written to not use nearly as many gotos, plus
1407 * some of this code just looked plain out of date.
1408 * MSW 2001-08-29
1409 */
1410 int apply_shop_mat (object *shop_mat, object *op)
1411 {
1412 int rv = 0;
1413 double opinion;
1414 object *tmp, *next;
1415
1416 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1417
1418 if (op->type != PLAYER) {
1419 /* Remove all the unpaid objects that may be carried here.
1420 * This could be pets or monsters that are somehow in
1421 * the shop.
1422 */
1423 for (tmp=op->inv; tmp; tmp=next) {
1424 next = tmp->below;
1425 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1426 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1427
1428 remove_ob(tmp);
1429 if (i==-1) i=0;
1430 tmp->map = op->map;
1431 tmp->x = op->x + freearr_x[i];
1432 tmp->y = op->y + freearr_y[i];
1433 insert_ob_in_map(tmp, op->map, op, 0);
1434 }
1435 }
1436
1437 /* Don't teleport things like spell effects */
1438 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1439
1440 /* unpaid objects, or non living objects, can't transfer by
1441 * shop mats. Instead, put it on a nearby space.
1442 */
1443 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1444
1445 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1446 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1447 if (i != -1) {
1448 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1449 shop_mat);
1450 }
1451 return 0;
1452 }
1453 /* Removed code that checked for multipart objects - it appears that
1454 * the teleport function should be able to handle this just fine.
1455 */
1456 rv = teleport (shop_mat, SHOP_MAT, op);
1457 }
1458 /* immediate block below is only used for players */
1459 else if (can_pay(op)) {
1460 get_payment (op, op->inv);
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 if (shop_mat->msg) {
1463 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1464 }
1465 /* This check below is a bit simplistic - generally it should be correct,
1466 * but there is never a guarantee that the bottom space on the map is
1467 * actually the shop floor.
1468 */
1469 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1470 && tmp->type != SHOP_FLOOR) {
1471 opinion = shopkeeper_approval(op->map, op);
1472 if ( opinion > 0.9)
1473 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1474 else if ( opinion > 0.75)
1475 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1476 else if ( opinion > 0.5)
1477 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1478 else
1479 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1480 }
1481 }
1482 else {
1483 /* if we get here, a player tried to leave a shop but was not able
1484 * to afford the items he has. We try to move the player so that
1485 * they are not on the mat anymore
1486 */
1487
1488 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1489 if(i == -1) {
1490 LOG (llevError, "Internal shop-mat problem.\n");
1491 } else {
1492 remove_ob (op);
1493 op->x += freearr_x[i];
1494 op->y += freearr_y[i];
1495 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1496 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1497 op->contr->socket.update_look=1;
1498 op->contr->socket.look_position=0;
1499 }
1500 }
1501 CLEAR_FLAG (op, FLAG_NO_APPLY);
1502 return rv;
1503 }
1504
1505 /**
1506 * Handles applying a sign.
1507 */
1508 static void apply_sign (object *op, object *sign, int autoapply)
1509 {
1510 readable_message_type* msgType;
1511 char newbuf[HUGE_BUF];
1512 if (sign->msg == NULL) {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1514 return;
1515 }
1516
1517 if (sign->stats.food) {
1518 if (sign->last_eat >= sign->stats.food) {
1519 if (!sign->move_on)
1520 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1521 return;
1522 }
1523
1524 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1525 sign->last_eat++;
1526 }
1527
1528 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1529 * No way to know for sure. The presumption is basically that if
1530 * move_on is zero, it needs to be manually applied (doesn't talk
1531 * to us).
1532 */
1533 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1534 new_draw_info (NDI_UNIQUE, 0, op,
1535 "You are unable to read while blind.");
1536 return;
1537 }
1538 msgType=get_readable_message_type(sign);
1539 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1540 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1541 }
1542
1543
1544 /**
1545 * 'victim' moves onto 'trap'
1546 * 'victim' leaves 'trap'
1547 * effect is determined by move_on/move_off of trap and move_type of victime.
1548 *
1549 * originator: Player, monster or other object that caused 'victim' to move
1550 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1551 * However, some types of traps require an originator to function.
1552 */
1553 void move_apply (object *trap, object *victim, object *originator)
1554 {
1555 static int recursion_depth = 0;
1556
1557 /* Only exits affect DMs. */
1558 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1559 return;
1560
1561 /* move_apply() is the most likely candidate for causing unwanted and
1562 * possibly unlimited recursion.
1563 */
1564 /* The following was changed because it was causing perfeclty correct
1565 * maps to fail. 1) it's not an error to recurse:
1566 * rune detonates, summoning monster. monster lands on nearby rune.
1567 * nearby rune detonates. This sort of recursion is expected and
1568 * proper. This code was causing needless crashes.
1569 */
1570 if (recursion_depth >= 500) {
1571 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1572 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1573 trap->arch->name, trap->name, victim->arch->name, victim->name);
1574 return;
1575 }
1576 recursion_depth++;
1577 if (trap->head) trap=trap->head;
1578
1579 /* Lauwenmark: Handle for plugin trigger event */
1580 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1581 goto leave;
1582
1583 switch (trap->type) {
1584 case PLAYERMOVER:
1585 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1586 !should_director_abort(trap, victim)) {
1587 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1588
1589 /* Is this correct? From the docs, it doesn't look like it
1590 * should be divided by trap->speed
1591 */
1592 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1593
1594 /* Just put in some sanity check. I think there is a bug in the
1595 * above with some objects have zero speed, and thus the player
1596 * getting permanently paralyzed.
1597 */
1598 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1599 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1600 }
1601 goto leave;
1602
1603 case SPINNER:
1604 if(victim->direction) {
1605 victim->direction=absdir(victim->direction-trap->stats.sp);
1606 update_turn_face(victim);
1607 }
1608 goto leave;
1609
1610 case DIRECTOR:
1611 if(victim->direction && !should_director_abort(trap, victim)) {
1612 victim->direction=trap->stats.sp;
1613 update_turn_face(victim);
1614 }
1615 goto leave;
1616
1617 case BUTTON:
1618 case PEDESTAL:
1619 update_button(trap);
1620 goto leave;
1621
1622 case ALTAR:
1623 /* sacrifice victim on trap */
1624 apply_altar (trap, victim, originator);
1625 goto leave;
1626
1627 case THROWN_OBJ:
1628 if (trap->inv == NULL)
1629 goto leave;
1630 /* fallthrough */
1631
1632 case ARROW:
1633
1634 /* bad bug: monster throw a object, make a step forwards, step on object ,
1635 * trigger this here and get hit by own missile - and will be own enemy.
1636 * Victim then is his own enemy and will start to kill herself (this is
1637 * removed) but we have not synced victim and his missile. To avoid senseless
1638 * action, we avoid hits here
1639 */
1640 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1641 hit_with_arrow (trap, victim);
1642 goto leave;
1643
1644 case SPELL_EFFECT:
1645 apply_spell_effect(trap, victim);
1646 goto leave;
1647
1648 case TRAPDOOR:
1649 {
1650 int max, sound_was_played;
1651 object *ab, *ab_next;
1652 if(!trap->value) {
1653 int tot;
1654 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1655 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1656 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1657
1658 if(!(trap->value=(tot>trap->weight)?1:0))
1659 goto leave;
1660
1661 SET_ANIMATION(trap, trap->value);
1662 update_object(trap,UP_OBJ_FACE);
1663 }
1664
1665 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1666 /* need to set this up, since if we do transfer the object,
1667 * ab->above would be bogus
1668 */
1669 ab_next = ab->above;
1670
1671 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1672 if ( ! sound_was_played) {
1673 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1674 sound_was_played = 1;
1675 }
1676 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1677 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1678 }
1679 }
1680 goto leave;
1681 }
1682
1683
1684 case CONVERTER:
1685 if (convert_item (victim, trap) < 0) {
1686 object *op;
1687
1688 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1689
1690 op = get_archetype("burnout");
1691 if (op != NULL) {
1692 op->x = trap->x;
1693 op->y = trap->y;
1694 insert_ob_in_map(op, trap->map, trap, 0);
1695 }
1696 }
1697 goto leave;
1698
1699 case TRIGGER_BUTTON:
1700 case TRIGGER_PEDESTAL:
1701 case TRIGGER_ALTAR:
1702 check_trigger (trap, victim);
1703 goto leave;
1704
1705 case DEEP_SWAMP:
1706 walk_on_deep_swamp (trap, victim);
1707 goto leave;
1708
1709 case CHECK_INV:
1710 check_inv (victim, trap);
1711 goto leave;
1712
1713 case HOLE:
1714 /* Hole not open? */
1715 if(trap->stats.wc > 0)
1716 goto leave;
1717
1718 /* Is this a multipart monster and not the head? If so, return.
1719 * Processing will happen if the head runs into the pit
1720 */
1721 if (victim->head)
1722 goto leave;
1723
1724 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1725 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1726 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1727 goto leave;
1728
1729 case EXIT:
1730 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1731 /* Basically, don't show exits leading to random maps the
1732 * players output.
1733 */
1734 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1735 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1736 enter_exit (victim, trap);
1737 }
1738 goto leave;
1739
1740 case ENCOUNTER:
1741 /* may be some leftovers on this */
1742 goto leave;
1743
1744 case SHOP_MAT:
1745 apply_shop_mat (trap, victim);
1746 goto leave;
1747
1748 /* Drop a certain amount of gold, and have one item identified */
1749 case IDENTIFY_ALTAR:
1750 apply_id_altar (victim, trap, originator);
1751 goto leave;
1752
1753 case SIGN:
1754 if (victim->type != PLAYER && trap->stats.food > 0)
1755 goto leave; /* monsters musn't apply magic_mouths with counters */
1756
1757 apply_sign (victim, trap, 1);
1758 goto leave;
1759
1760 case CONTAINER:
1761 if (victim->type==PLAYER)
1762 (void) esrv_apply_container (victim, trap);
1763 else
1764 (void) apply_container (victim, trap);
1765 goto leave;
1766
1767 case RUNE:
1768 case TRAP:
1769 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1770 spring_trap(trap, victim);
1771 }
1772 goto leave;
1773
1774 default:
1775 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1776 "handled in move_apply()\n", trap->name, trap->arch->name,
1777 trap->type);
1778 goto leave;
1779 }
1780
1781 leave:
1782 recursion_depth--;
1783 }
1784
1785 /**
1786 * Handles reading a regular (ie not containing a spell) book.
1787 */
1788 static void apply_book (object *op, object *tmp)
1789 {
1790 int lev_diff;
1791 object *skill_ob;
1792
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795 return;
1796 }
1797 if(tmp->msg==NULL) {
1798 new_draw_info_format(NDI_UNIQUE, 0, op,
1799 "You open the %s and find it empty.", tmp->name);
1800 return;
1801 }
1802
1803 /* need a literacy skill to read stuff! */
1804 skill_ob = find_skill_by_name(op, tmp->skill);
1805 if ( ! skill_ob) {
1806 new_draw_info(NDI_UNIQUE, 0,op,
1807 "You are unable to decipher the strange symbols.");
1808 return;
1809 }
1810 lev_diff = tmp->level - (skill_ob->level + 5);
1811 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1812 if (lev_diff < 2)
1813 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1814 else if (lev_diff < 3)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1816 else if (lev_diff < 5)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1818 else if (lev_diff < 8)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1820 else if (lev_diff < 15)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1822 else
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1824 return;
1825 }
1826
1827
1828 /* Lauwenmark: Handle for plugin book event */
1829 /*printf("Book apply: %s\n", tmp->name);
1830 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1831 printf("Book applied: %s\n", tmp->name);*/
1832 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1833 {
1834 CFParm CFP;
1835 int k, l, m;
1836 uint32 n;
1837 new_draw_info_format (NDI_UNIQUE, 0, op,
1838 "You open the %s and start reading.", tmp->name);
1839 k = EVENT_APPLY;
1840 l = SCRIPT_FIX_ALL;
1841 m = 0;
1842 n = 0;
1843 CFP.Value[0] = &k;
1844 CFP.Value[1] = op;
1845 CFP.Value[2] = tmp;
1846 CFP.Value[3] = NULL;
1847 CFP.Value[4] = NULL;
1848 CFP.Value[5] = &n;
1849 CFP.Value[6] = &m;
1850 CFP.Value[7] = &m;
1851 CFP.Value[8] = &l;
1852 CFP.Value[9] = (void*)evt->hook;
1853 CFP.Value[10]= (void*)evt->options;
1854 if (findPlugin(evt->plugin)>=0)
1855 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1856 }
1857 else*/{
1858 readable_message_type* msgType = get_readable_message_type(tmp);
1859 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1860 msgType->message_type, msgType->message_subtype,
1861 "You open the %s and start reading.\n%s",
1862 "%s\n%s",
1863 long_desc(tmp,op), tmp->msg);
1864 }
1865
1866 /* gain xp from reading */
1867 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1868 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1869 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1870 /*exp_gain *= 2; because they just identified it too */
1871 SET_FLAG(tmp,FLAG_IDENTIFIED);
1872 /* If in a container, update how it looks */
1873 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1874 else op->contr->socket.update_look=1;
1875 }
1876 change_exp(op,exp_gain, skill_ob->skill, 0);
1877 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1878 }
1879 }
1880
1881 /**
1882 * Handles the applying of a skill scroll, calling learn_skill straight.
1883 * op is the person learning the skill, tmp is the skill scroll object
1884 */
1885 static void apply_skillscroll (object *op, object *tmp)
1886 {
1887 switch ((int) learn_skill (op, tmp)) {
1888 case 0:
1889 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1890 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1891 return;
1892
1893 case 1:
1894 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1895 tmp->skill);
1896 new_draw_info_format(NDI_UNIQUE, 0, op,
1897 "Type 'bind ready_skill %s",tmp->skill);
1898 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1899 decrease_ob(tmp);
1900 return;
1901
1902 default:
1903 new_draw_info_format(NDI_UNIQUE,0,op,
1904 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1905 decrease_ob(tmp);
1906 return;
1907 }
1908 }
1909
1910 /**
1911 * Actually makes op learn spell.
1912 * Informs player of what happens.
1913 */
1914 void do_learn_spell (object *op, object *spell, int special_prayer)
1915 {
1916 object *tmp;
1917
1918 if (op->type != PLAYER) {
1919 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1920 return;
1921 }
1922
1923 /* Upgrade special prayers to normal prayers */
1924 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1925 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1926 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1927 return;
1928 }
1929 return;
1930 }
1931
1932 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1933 tmp = get_object();
1934 copy_object(spell, tmp);
1935 insert_ob_in_ob(tmp, op);
1936
1937 if (special_prayer) {
1938 SET_FLAG(tmp, FLAG_STARTEQUIP);
1939 }
1940
1941 new_draw_info_format (NDI_UNIQUE, 0, op,
1942 "Type 'bind cast %s", spell->name);
1943 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1944 esrv_add_spells(op->contr, tmp);
1945 }
1946
1947 /**
1948 * Erases spell from player's inventory.
1949 */
1950 void do_forget_spell (object *op, const char *spell)
1951 {
1952 object *spob;
1953
1954 if (op->type != PLAYER) {
1955 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1956 return;
1957 }
1958 if ( (spob=check_spell_known (op, spell)) == NULL) {
1959 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1960 return;
1961 }
1962
1963 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1964 "You lose knowledge of %s.", spell);
1965 player_unready_range_ob(op->contr, spob);
1966 esrv_remove_spell(op->contr, spob);
1967 remove_ob(spob);
1968 free_object(spob);
1969 }
1970
1971 /**
1972 * Handles player applying a spellbook.
1973 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1974 * stuff like that. Random learning failure too.
1975 */
1976 static void apply_spellbook (object *op, object *tmp)
1977 {
1978 object *skop, *spell, *spell_skill;
1979
1980 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1981 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1982 return;
1983 }
1984
1985 /* artifact_spellbooks have 'slaying' field point to a spell name,
1986 * instead of having their spell stored in stats.sp. These are
1987 * legacy spellbooks
1988 */
1989
1990 if(tmp->slaying != NULL) {
1991 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1992 if (!spell) {
1993 new_draw_info_format(NDI_UNIQUE, 0, op,
1994 "The book's formula for %s is incomplete", tmp->slaying);
1995 return;
1996 }
1997 else
1998 insert_ob_in_ob(spell, tmp);
1999 free_string(tmp->slaying);
2000 tmp->slaying=NULL;
2001 }
2002
2003 skop = find_skill_by_name(op, tmp->skill);
2004
2005 /* need a literacy skill to learn spells. Also, having a literacy level
2006 * lower than the spell will make learning the spell more difficult */
2007 if ( !skop) {
2008 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2009 return;
2010 }
2011
2012 spell = tmp->inv;
2013 if (!spell) {
2014 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2015 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2016 return;
2017 }
2018 if (spell->level > (skop->level+10)) {
2019 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2020 return;
2021 }
2022
2023 new_draw_info_format(NDI_UNIQUE, 0, op,
2024 "The spellbook contains the %s level spell %s.",
2025 get_levelnumber(spell->level), spell->name);
2026
2027 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2028 identify(tmp);
2029 if (tmp->env)
2030 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2031 else
2032 op->contr->socket.update_look=1;
2033 }
2034
2035 /* I removed the check for special_prayer_mark here - it didn't make
2036 * a lot of sense - special prayers are not found in spellbooks, and
2037 * if the player doesn't know the spell, doesn't make a lot of sense that
2038 * they would have a special prayer mark.
2039 */
2040 if (check_spell_known (op, spell->name)) {
2041 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2042 return;
2043 }
2044
2045 if (spell->skill) {
2046 spell_skill = find_skill_by_name(op, spell->skill);
2047 if (!spell_skill) {
2048 new_draw_info_format(NDI_UNIQUE, 0, op,
2049 "You lack the skill %s to use this spell",
2050 spell->skill);
2051 return;
2052 }
2053 if (spell_skill->level < spell->level) {
2054 new_draw_info_format(NDI_UNIQUE, 0, op,
2055 "You need to be level %d in %s to learn this spell.",
2056 spell->level, spell->skill);
2057 return;
2058 }
2059 }
2060
2061 /* Logic as follows
2062 *
2063 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2064 *
2065 * 2- The learner's skill level in literacy adjusts the chance to learn
2066 * a spell.
2067 *
2068 * 3 -Automatically fail to learn if you read while confused
2069 *
2070 * Overall, chances are the same but a player will find having a high
2071 * literacy rate very useful! -b.t.
2072 */
2073 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2074 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2075 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2076 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2077 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2078 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2079
2080 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2081 do_learn_spell (op, spell, 0);
2082
2083 /* xp gain to literacy for spell learning */
2084 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2085 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2086 } else {
2087 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2088 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2089 }
2090 decrease_ob(tmp);
2091 }
2092
2093 /**
2094 * Handles applying a spell scroll.
2095 */
2096 void apply_scroll (object *op, object *tmp, int dir)
2097 {
2098 object *skop;
2099
2100 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2101 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2102 return;
2103 }
2104
2105 if (!tmp->inv || tmp->inv->type != SPELL) {
2106 new_draw_info (NDI_UNIQUE, 0, op,
2107 "The scroll just doesn't make sense!");
2108 return;
2109 }
2110
2111 if(op->type==PLAYER) {
2112 /* players need a literacy skill to read stuff! */
2113 int exp_gain=0;
2114
2115 /* hard code literacy - tmp->skill points to where the exp
2116 * should go for anything killed by the spell.
2117 */
2118 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2119
2120 if ( ! skop) {
2121 new_draw_info(NDI_UNIQUE, 0,op,
2122 "You are unable to decipher the strange symbols.");
2123 return;
2124 }
2125
2126 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2127 change_exp(op,exp_gain, skop->skill, 0);
2128 }
2129
2130 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2131 identify(tmp);
2132
2133 new_draw_info_format(NDI_BLACK, 0, op,
2134 "The scroll of %s turns to dust.", tmp->inv->name);
2135
2136
2137 cast_spell(op,tmp,dir,tmp->inv, NULL);
2138 decrease_ob(tmp);
2139 }
2140
2141 /**
2142 * Applies a treasure object - by default, chest. op
2143 * is the person doing the applying, tmp is the treasure
2144 * chest.
2145 */
2146 static void apply_treasure (object *op, object *tmp)
2147 {
2148 object *treas;
2149 tag_t tmp_tag = tmp->count, op_tag = op->count;
2150
2151
2152 /* Nice side effect of new treasure creation method is that the treasure
2153 * for the chest is done when the chest is created, and put into the chest
2154 * inventory. So that when the chest burns up, the items still exist. Also
2155 * prevents people fromt moving chests to more difficult maps to get better
2156 * treasure
2157 */
2158
2159 treas = tmp->inv;
2160 if(treas==NULL) {
2161 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2162 decrease_ob(tmp);
2163 return;
2164 }
2165 while (tmp->inv) {
2166 treas = tmp->inv;
2167
2168 remove_ob(treas);
2169 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2170 query_name(treas));
2171
2172 treas->x=op->x;
2173 treas->y=op->y;
2174 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2175
2176 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2177 && QUERY_FLAG (op, FLAG_ALIVE))
2178 spring_trap (treas, op);
2179 /* If either player or container was destroyed, no need to do
2180 * further processing. I think this should be enclused with
2181 * spring trap above, as I don't think there is otherwise
2182 * any way for the treasure chest or player to get killed
2183 */
2184 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2185 break;
2186 }
2187
2188 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2189 decrease_ob (tmp);
2190
2191 }
2192
2193 /**
2194 * op eats food.
2195 * If player, takes care of messages and dragon special food.
2196 */
2197 static void apply_food (object *op, object *tmp)
2198 {
2199 int capacity_remaining;
2200
2201 if(op->type!=PLAYER)
2202 op->stats.hp=op->stats.maxhp;
2203 else {
2204 /* check if this is a dragon (player), eating some flesh */
2205 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2206 ;
2207 else {
2208 /* usual case - no dragon meal: */
2209 if(op->stats.food+tmp->stats.food>999) {
2210 if(tmp->type==FOOD || tmp->type==FLESH)
2211 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2212 else
2213 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2214 }
2215
2216 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2217 char buf[MAX_BUF];
2218
2219 if (!is_dragon_pl(op)) {
2220 /* eating message for normal players*/
2221 if(tmp->type==DRINK)
2222 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2223 else
2224 sprintf(buf,"The %s tasted %s",tmp->name,
2225 tmp->type==FLESH?"terrible!":"good.");
2226 }
2227 else {
2228 /* eating message for dragon players*/
2229 sprintf(buf,"The %s tasted terrible!",tmp->name);
2230 }
2231
2232 new_draw_info(NDI_UNIQUE, 0,op,buf);
2233 capacity_remaining = 999 - op->stats.food;
2234 op->stats.food+=tmp->stats.food;
2235 if(capacity_remaining < tmp->stats.food)
2236 op->stats.hp += capacity_remaining / 50;
2237 else
2238 op->stats.hp+=tmp->stats.food/50;
2239 if(op->stats.hp>op->stats.maxhp)
2240 op->stats.hp=op->stats.maxhp;
2241 if (op->stats.food > 999)
2242 op->stats.food = 999;
2243 }
2244
2245 /* special food hack -b.t. */
2246 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2247 eat_special_food(op,tmp);
2248 }
2249 }
2250 handle_apply_yield(tmp);
2251 decrease_ob(tmp);
2252 }
2253
2254 /**
2255 * A dragon is eating some flesh. If the flesh contains resistances,
2256 * there is a chance for the dragon's skin to get improved.
2257 *
2258 * attributes:
2259 * object *op the object (dragon player) eating the flesh
2260 * object *meal the flesh item, getting chewed in dragon's mouth
2261 * return:
2262 * int 1 if eating successful, 0 if it doesn't work
2263 */
2264 int dragon_eat_flesh(object *op, object *meal) {
2265 object *skin = NULL; /* pointer to dragon skin force*/
2266 object *abil = NULL; /* pointer to dragon ability force*/
2267 object *tmp = NULL; /* tmp. object */
2268
2269 char buf[MAX_BUF]; /* tmp. string buffer */
2270 double chance; /* improvement-chance of one resistance type */
2271 double totalchance=1; /* total chance of gaining one resistance */
2272 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2273 double mbonus=0; /* monster bonus */
2274 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2275 int winners=0; /* number of winners */
2276 int i; /* index */
2277
2278 /* let's make sure and doublecheck the parameters */
2279 if (meal->type!=FLESH || !is_dragon_pl(op))
2280 return 0;
2281
2282 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2283 from the player's inventory */
2284 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2285 if (tmp->type == FORCE) {
2286 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2287 skin = tmp;
2288 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2289 abil = tmp;
2290 }
2291 }
2292
2293 /* if either skin or ability are missing, this is an old player
2294 which is not to be considered a dragon -> bail out */
2295 if (skin == NULL || abil == NULL) return 0;
2296
2297 /* now start by filling stomache and health, according to food-value */
2298 if((999 - op->stats.food) < meal->stats.food)
2299 op->stats.hp += (999 - op->stats.food) / 50;
2300 else
2301 op->stats.hp += meal->stats.food/50;
2302 if(op->stats.hp>op->stats.maxhp)
2303 op->stats.hp=op->stats.maxhp;
2304
2305 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2306
2307 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2308
2309 /* on to the interesting part: chances for adding resistance */
2310 for (i=0; i<NROFATTACKS; i++) {
2311 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2312 /* got positive resistance, now calculate improvement chance (0-100) */
2313
2314 /* this bonus makes resistance increase easier at lower levels */
2315 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2316 if (i == abil->stats.exp)
2317 bonus += 5; /* additional bonus for resistance of ability-focus */
2318
2319 /* monster bonus increases with level, because high-level
2320 flesh is too rare */
2321 mbonus = op->level * 20. / ((double)settings.max_level);
2322
2323 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2324 ((double)settings.max_level)) - skin->resist[i];
2325
2326 if (chance >= 0.)
2327 chance += 1.;
2328 else
2329 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2330
2331 /* chance is proportional to amount of resistance (max. 50) */
2332 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2333
2334 /* doubled chance for resistance of ability-focus */
2335 if (i == abil->stats.exp)
2336 chance = MIN(100., chance*2.);
2337
2338 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2339 if (RANDOM()%10000 < (int)(chance*100)) {
2340 atnr_winner[winners] = i;
2341 winners++;
2342 }
2343
2344 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2345
2346 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2347 }
2348 }
2349
2350 /* inverse totalchance as until now we have the failure-chance */
2351 totalchance = 100 - totalchance*100;
2352 /* print message according to totalchance */
2353 if (totalchance > 50.)
2354 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2355 else if (totalchance > 10.)
2356 sprintf(buf, "The %s tasted very good.", meal->name);
2357 else if (totalchance > 1.)
2358 sprintf(buf, "The %s tasted good.", meal->name);
2359 else if (totalchance > 0.1)
2360 sprintf(buf, "The %s tasted bland.", meal->name);
2361 else if (totalchance >= 0.01)
2362 sprintf(buf, "The %s had a boring taste.", meal->name);
2363 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2364 sprintf(buf, "The %s tasted strange.", meal->name);
2365 else
2366 sprintf(buf, "The %s had no taste.", meal->name);
2367 new_draw_info(NDI_UNIQUE, 0, op, buf);
2368
2369 /* now choose a winner if we have any */
2370 i = -1;
2371 if (winners>0)
2372 i = atnr_winner[RANDOM()%winners];
2373
2374 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2375 /* resistance increased! */
2376 skin->resist[i]++;
2377 fix_player(op);
2378
2379 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2380 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2381 }
2382
2383 /* if this flesh contains a new ability focus, we mark it
2384 into the ability_force and it will take effect on next level */
2385 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2386 && meal->last_eat != abil->last_eat) {
2387 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2388
2389 if (meal->last_eat != abil->stats.exp) {
2390 sprintf(buf, "Your metabolism prepares to focus on %s!",
2391 change_resist_msg[meal->last_eat]);
2392 new_draw_info(NDI_UNIQUE, 0, op, buf);
2393 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2394 new_draw_info(NDI_UNIQUE, 0, op, buf);
2395 }
2396 else {
2397 sprintf(buf, "Your metabolism will continue to focus on %s.",
2398 change_resist_msg[meal->last_eat]);
2399 new_draw_info(NDI_UNIQUE, 0, op, buf);
2400 abil->last_eat = 0;
2401 }
2402 }
2403 return 1;
2404 }
2405
2406 static void apply_savebed (object *pl)
2407 {
2408 #ifndef COZY_SERVER
2409 if(!pl->contr->name_changed||!pl->stats.exp) {
2410 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2411 return;
2412 }
2413 #endif
2414 /* Need to call terminate_all_pets() before we remove the player ob */
2415 terminate_all_pets(pl);
2416 remove_ob(pl);
2417 pl->direction=0;
2418 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2419 "%s leaves the game.",pl->name);
2420
2421 /* update respawn position */
2422 strcpy(pl->contr->savebed_map, pl->map->path);
2423 pl->contr->bed_x = pl->x;
2424 pl->contr->bed_y = pl->y;
2425
2426 strcpy(pl->contr->killer,"left");
2427 check_score(pl); /* Always check score */
2428 (void)save_player(pl,0);
2429 pl->map->players--;
2430 #if MAP_MAXTIMEOUT
2431 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2432 #endif
2433 play_again(pl);
2434 pl->speed = 0;
2435 update_ob_speed(pl);
2436 }
2437
2438 /**
2439 * Handles applying an improve armor scroll.
2440 * Does some sanity checks, then calls improve_armour.
2441 */
2442 static void apply_armour_improver (object *op, object *tmp)
2443 {
2444 object *armor;
2445
2446 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2447 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2448 return;
2449 }
2450 armor=find_marked_object(op);
2451 if ( ! armor) {
2452 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2453 return;
2454 }
2455 if (armor->type != ARMOUR
2456 && armor->type != CLOAK
2457 && armor->type != BOOTS && armor->type != GLOVES
2458 && armor->type != BRACERS && armor->type != SHIELD
2459 && armor->type != HELMET)
2460 {
2461 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2462 return;
2463 }
2464
2465 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2466 improve_armour(op,tmp,armor);
2467 }
2468
2469
2470 extern void apply_poison (object *op, object *tmp)
2471 {
2472 if (op->type == PLAYER) {
2473 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2474 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2475 strcpy(op->contr->killer,"poisonous booze");
2476 }
2477 if (tmp->stats.hp > 0) {
2478 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2479 tmp->stats.hp);
2480 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2481 }
2482 op->stats.food-=op->stats.food/4;
2483 handle_apply_yield(tmp);
2484 decrease_ob(tmp);
2485 }
2486
2487 /**
2488 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2489 * A valid 2 way exit means:
2490 * -You can come back (there is another exit at the other side)
2491 * -You are
2492 * ° the owner of the exit
2493 * ° or in the same party as the owner
2494 *
2495 * Note: a owner in a 2 way exit is saved as the owner's name
2496 * in the field exit->name cause the field exit->owner doesn't
2497 * survive in the swapping (in fact the whole exit doesn't survive).
2498 */
2499 int is_legal_2ways_exit (object* op, object *exit)
2500 {
2501 object * tmp;
2502 object * exit_owner;
2503 player * pp;
2504 mapstruct * exitmap;
2505 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2506 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2507 /* To know if an exit has a correspondant, we look at
2508 * all the exits in destination and try to find one with same path as
2509 * the current exit's position */
2510 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2511 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2512 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2513 if (exitmap)
2514 {
2515 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2516 if (!tmp) return 0;
2517 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2518 {
2519 if (tmp->type!=EXIT) continue; /*Not an exit*/
2520 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2521 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2522 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2523
2524 /* From here we have found the exit is valid. However we do
2525 * here the check of the exit owner. It is important for the
2526 * town portals to prevent strangers from visiting your appartments
2527 */
2528 if (!exit->race) return 1; /*No owner, free for all!*/
2529 exit_owner=NULL;
2530 for (pp=first_player;pp;pp=pp->next)
2531 {
2532 if (!pp->ob) continue;
2533 if (pp->ob->name!=exit->race) continue;
2534 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2535 break;
2536 }
2537 if (!exit_owner) return 0; /* No more owner*/
2538 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2539 if ( exit_owner && /*There is a owner*/
2540 (op->contr) && /*A player tries to pass */
2541 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2542 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2543 return 0;
2544 return 1;
2545 }
2546 }
2547 return 0;
2548 }
2549
2550
2551 /**
2552 * Main apply handler.
2553 *
2554 * Checks for unpaid items before applying.
2555 *
2556 * Return value:
2557 * 0: player or monster can't apply objects of that type
2558 * 1: has been applied, or there was an error applying the object
2559 * 2: objects of that type can't be applied if not in inventory
2560 *
2561 * op is the object that is causing object to be applied, tmp is the object
2562 * being applied.
2563 *
2564 * aflag is special (always apply/unapply) flags. Nothing is done with
2565 * them in this function - they are passed to apply_special
2566 */
2567
2568 int manual_apply (object *op, object *tmp, int aflag)
2569 {
2570 if (tmp->head) tmp=tmp->head;
2571
2572 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2573 if (op->type == PLAYER) {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2575 return 1;
2576 } else {
2577 return 0; /* monsters just skip unpaid items */
2578 }
2579 }
2580
2581
2582 /* Lauwenmark: Handle for plugin apply event */
2583 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2584 return 1;
2585
2586 switch (tmp->type) {
2587
2588 case TRANSPORT:
2589 return apply_transport(op, tmp, aflag);
2590
2591 case CF_HANDLE:
2592 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2593 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2594 tmp->value=tmp->value?0:1;
2595 SET_ANIMATION(tmp, tmp->value);
2596 update_object(tmp,UP_OBJ_FACE);
2597 push_button(tmp);
2598 return 1;
2599
2600 case TRIGGER:
2601 if (check_trigger (tmp, op)) {
2602 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2603 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2604 } else {
2605 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2606 }
2607 return 1;
2608
2609 case EXIT:
2610 if (op->type != PLAYER)
2611 return 0;
2612 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2613 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2614 query_name(tmp));
2615 } else {
2616 /* Don't display messages for random maps. */
2617 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2618 strncmp(EXIT_PATH(tmp), "/random/", 8))
2619 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2620 enter_exit(op,tmp);
2621 }
2622 return 1;
2623
2624 case SIGN:
2625 apply_sign (op, tmp, 0);
2626 return 1;
2627
2628 case BOOK:
2629 if (op->type == PLAYER) {
2630 apply_book (op, tmp);
2631 return 1;
2632 } else {
2633 return 0;
2634 }
2635
2636 case SKILLSCROLL:
2637 if (op->type == PLAYER) {
2638 apply_skillscroll (op, tmp);
2639 return 1;
2640 }
2641 return 0;
2642
2643 case SPELLBOOK:
2644 if (op->type == PLAYER) {
2645 apply_spellbook (op, tmp);
2646 return 1;
2647 }
2648 return 0;
2649
2650 case SCROLL:
2651 apply_scroll (op, tmp, 0);
2652 return 1;
2653
2654 case POTION:
2655 (void) apply_potion(op, tmp);
2656 return 1;
2657
2658 /* Eneq(@csd.uu.se): Handle apply on containers. */
2659 case CLOSE_CON:
2660 if (op->type==PLAYER)
2661 (void) esrv_apply_container (op, tmp->env);
2662 else
2663 (void) apply_container (op, tmp->env);
2664 return 1;
2665
2666 case CONTAINER:
2667 if (op->type==PLAYER)
2668 (void) esrv_apply_container (op, tmp);
2669 else
2670 (void) apply_container (op, tmp);
2671 return 1;
2672
2673 case TREASURE:
2674 if (op->type == PLAYER) {
2675 apply_treasure (op, tmp);
2676 return 1;
2677 } else {
2678 return 0;
2679 }
2680
2681 case WEAPON:
2682 case ARMOUR:
2683 case BOOTS:
2684 case GLOVES:
2685 case AMULET:
2686 case GIRDLE:
2687 case BRACERS:
2688 case SHIELD:
2689 case HELMET:
2690 case RING:
2691 case CLOAK:
2692 case WAND:
2693 case ROD:
2694 case HORN:
2695 case SKILL:
2696 case BOW:
2697 case LAMP:
2698 case BUILDER:
2699 case SKILL_TOOL:
2700 if (tmp->env != op)
2701 return 2; /* not in inventory */
2702 (void) apply_special (op, tmp, aflag);
2703 return 1;
2704
2705 case DRINK:
2706 case FOOD:
2707 case FLESH:
2708 apply_food (op, tmp);
2709 return 1;
2710
2711 case POISON:
2712 apply_poison (op, tmp);
2713 return 1;
2714
2715 case SAVEBED:
2716 if (op->type == PLAYER) {
2717 apply_savebed (op);
2718 return 1;
2719 } else {
2720 return 0;
2721 }
2722
2723 case ARMOUR_IMPROVER:
2724 if (op->type == PLAYER) {
2725 apply_armour_improver (op, tmp);
2726 return 1;
2727 } else {
2728 return 0;
2729 }
2730
2731 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon(op, tmp);
2733 return 1;
2734
2735 case CLOCK:
2736 if (op->type == PLAYER) {
2737 char buf[MAX_BUF];
2738 timeofday_t tod;
2739
2740 get_tod(&tod);
2741 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2742 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2743 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2744 ((tod.hour >= 14) ? "pm" : "am"));
2745 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2746 new_draw_info(NDI_UNIQUE, 0,op, buf);
2747 return 1;
2748 } else {
2749 return 0;
2750 }
2751
2752 case MENU:
2753 if (op->type == PLAYER) {
2754 shop_listing (op);
2755 return 1;
2756 } else {
2757 return 0;
2758 }
2759
2760 case POWER_CRYSTAL:
2761 apply_power_crystal(op,tmp); /* see egoitem.c */
2762 return 1;
2763
2764 case LIGHTER: /* for lighting torches/lanterns/etc */
2765 if (op->type == PLAYER) {
2766 apply_lighter(op,tmp);
2767 return 1;
2768 } else {
2769 return 0;
2770 }
2771
2772 case ITEM_TRANSFORMER:
2773 apply_item_transformer( op, tmp );
2774 return 1;
2775
2776 default:
2777 return 0;
2778 }
2779 }
2780
2781
2782 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2783 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages.
2785 *
2786 * Same return value as apply() function.
2787 */
2788 int player_apply (object *pl, object *op, int aflag, int quiet)
2789 {
2790 int tmp;
2791
2792 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2793 /* player is flying and applying object not in inventory */
2794 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2795 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2796 "above the ground!");
2797 return 0;
2798 }
2799 }
2800
2801 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2802 * applied.
2803 */
2804 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2805 {
2806 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2807 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2808 "of smoke!");
2809 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2810 remove_ob (op);
2811 free_object (op);
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817
2818 tmp = manual_apply (pl, op, aflag);
2819 if ( ! quiet) {
2820 if (tmp == 0)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl,
2822 "I don't know how to apply the %s.",
2823 query_name (op));
2824 else if (tmp == 2)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl,
2826 "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 player_apply_below (object *pl)
2838 {
2839 object *tmp, *next;
2840 int floors;
2841
2842 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2843 apply_transport(pl, pl->contr->transport, 0);
2844 return;
2845 }
2846
2847 /* If using a container, set the starting item to be the top
2848 * item in the container. Otherwise, use the map.
2849 */
2850 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2851
2852 /* This is perhaps more complicated. However, I want to make sure that
2853 * we don't use a corrupt pointer for the next object, so we get the
2854 * next object in the stack before applying. This is can only be a
2855 * problem if player_apply() has a bug in that it uses the object but does
2856 * not return a proper value.
2857 */
2858 for (floors = 0; tmp!=NULL; tmp=next) {
2859 next = tmp->below;
2860 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2861 floors++;
2862 else if (floors > 0)
2863 return; /* process only floor objects after first floor object */
2864
2865 /* If it is visible, player can apply it. If it is applied by
2866 * person moving on it, also activate. Added code to make it
2867 * so that at least one of players movement types be that which
2868 * the item needs.
2869 */
2870 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2871 if (player_apply (pl, tmp, 0, 1) == 1)
2872 return;
2873 }
2874 if (floors >= 2)
2875 return; /* process at most two floor objects */
2876 }
2877 }
2878
2879 /**
2880 * Unapplies specified item.
2881 * No check done on cursed/damned.
2882 * Break this out of apply_special - this is just done
2883 * to keep the size of apply_special to a more managable size.
2884 */
2885 static int unapply_special (object *who, object *op, int aflags)
2886 {
2887 object *tmp2;
2888
2889 CLEAR_FLAG(op, FLAG_APPLIED);
2890 switch(op->type) {
2891 case WEAPON:
2892 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2893
2894 (void) change_abil (who,op);
2895 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2896 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2897 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2898 who->current_weapon_script = NULL;
2899 who->current_weapon = NULL;
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 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2907 }
2908 if (who->type==PLAYER) {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if ( ! op->invisible) {
2912 new_draw_info_format (NDI_UNIQUE, 0, who,
2913 "You stop using the %s.", query_name(op));
2914 } else {
2915 new_draw_info_format (NDI_UNIQUE, 0, who,
2916 "You can no longer use the skill: %s.",
2917 op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break;
2924
2925 case ARMOUR:
2926 case HELMET:
2927 case SHIELD:
2928 case RING:
2929 case BOOTS:
2930 case GLOVES:
2931 case AMULET:
2932 case GIRDLE:
2933 case BRACERS:
2934 case CLOAK:
2935 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2936 (void) change_abil (who,op);
2937 break;
2938 case LAMP:
2939 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2940 op->name);
2941 tmp2 = arch_to_object(op->other_arch);
2942 tmp2->x = op->x;
2943 tmp2->y = op->y;
2944 tmp2->map = op->map;
2945 tmp2->below = op->below;
2946 tmp2->above = op->above;
2947 tmp2->stats.food = op->stats.food;
2948 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2949 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2950 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2951 if (who->type == PLAYER)
2952 esrv_del_item(who->contr, (tag_t)op->count);
2953 remove_ob(op);
2954 free_object(op);
2955 insert_ob_in_ob(tmp2, who);
2956 fix_player(who);
2957 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2958 if (who->type == PLAYER) {
2959 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2960 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2961 }
2962 }
2963 if(who->type==PLAYER)
2964 esrv_send_item(who, tmp2);
2965 return 1; /* otherwise, an attempt to drop causes problems */
2966 break;
2967 case BOW:
2968 case WAND:
2969 case ROD:
2970 case HORN:
2971 clear_skill(who);
2972 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2973 if(who->type==PLAYER) {
2974 who->contr->shoottype = range_none;
2975 } else {
2976 if (op->type == BOW)
2977 CLEAR_FLAG (who, FLAG_READY_BOW);
2978 else
2979 CLEAR_FLAG(who, FLAG_READY_RANGE);
2980 }
2981 break;
2982
2983 case BUILDER:
2984 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2985 who->contr->shoottype = range_none;
2986 who->contr->ranges[ range_builder ] = NULL;
2987 break;
2988
2989 default:
2990 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2991 break;
2992 }
2993
2994 fix_player(who);
2995
2996 if ( ! (aflags & AP_NO_MERGE)) {
2997 object *tmp;
2998
2999 tag_t del_tag = op->count;
3000 tmp = merge_ob (op, NULL);
3001 if (who->type == PLAYER) {
3002 if (tmp) { /* it was merged */
3003 esrv_del_item (who->contr, del_tag);
3004 op = tmp;
3005 }
3006 esrv_send_item (who, op);
3007 }
3008 }
3009 return 0;
3010 }
3011
3012 /**
3013 * Returns the object that is using location 'loc'.
3014 * Note that 'start' is the first object to start examing - we
3015 * then go through the below of this. In this way, you can do
3016 * something like:
3017 * tmp = get_item_from_body_location(who->inv, 1);
3018 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3019 * to find the second object that may use this location, etc.
3020 * Returns NULL if no match is found.
3021 * loc is the index into the array we are looking for a match.
3022 * don't return invisible objects unless they are skill objects
3023 * invisible other objects that use
3024 * up body locations can be used as restrictions.
3025 */
3026 object *get_item_from_body_location(object *start, int loc)
3027 {
3028 object *tmp;
3029
3030 if (!start) return NULL;
3031
3032 for (tmp=start; tmp; tmp=tmp->below)
3033 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3034 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3035
3036 return NULL;
3037 }
3038
3039
3040
3041 /**
3042 * 'op' wants to apply an object, but can't because of other equipment.
3043 * This should only be called when it is known
3044 * that there are objects to unapply. This makes pretty heavy
3045 * use of get_item_from_body_location. It makes no intelligent choice
3046 * on objects - rather, the first that is matched is used.
3047 * Returns 0 on success, returns 1 if there is some problem.
3048 * if aflags is AP_PRINT, we instead print out waht to unapply
3049 * instead of doing it. This is a lot less code than having
3050 * another function that does just that.
3051 */
3052 int unapply_for_ob(object *who, object *op, int aflags)
3053 {
3054 int i;
3055 object *tmp=NULL, *last;
3056
3057 /* If we are applying a shield or weapon, unapply any equipped shield
3058 * or weapons first - only allowed to use one weapon/shield at a time.
3059 */
3060 if (op->type == WEAPON || op->type == SHIELD) {
3061 for (tmp=who->inv; tmp; tmp=tmp->below) {
3062 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3063 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3064 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3065 if (aflags & AP_PRINT)
3066 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3067 else
3068 unapply_special(who, tmp, aflags);
3069 }
3070 else {
3071 /* In this case, we want to try and remove a cursed item.
3072 * While we know it won't work, we want unapply_special to
3073 * at least generate the message.
3074 */
3075 new_draw_info_format(NDI_UNIQUE, 0, who,
3076 "No matter how hard you try, you just can't\nremove %s.",
3077 query_name(tmp));
3078 return 1;
3079 }
3080
3081 }
3082 }
3083 }
3084
3085 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3086 /* this used up a slot that we need to free */
3087 if (op->body_info[i]) {
3088 last = who->inv;
3089
3090 /* We do a while loop - may need to remove several items in order
3091 * to free up enough slots.
3092 */
3093 while ((who->body_used[i] + op->body_info[i]) < 0) {
3094 tmp = get_item_from_body_location(last, i);
3095 if (!tmp) {
3096 #if 0
3097 /* Not a bug - we'll get this if the player has cursed items
3098 * equipped.
3099 */
3100 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3101 i, body_locations[i].save_name, who->name);
3102 #endif
3103 return 1;
3104 }
3105 /* If we are just printing, we don't care about cursed status */
3106 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3107 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3108 if (aflags & AP_PRINT)
3109 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3110 else
3111 unapply_special(who, tmp, aflags);
3112 }
3113 else {
3114 /* Cursed item that we can't unequip - tell the player.
3115 * Note this could be annoying if this is just one of a few,
3116 * so it may not be critical (eg, putting on a ring and you have
3117 * one cursed ring.)
3118 */
3119 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3120 }
3121 last = tmp->below;
3122 }
3123 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3124 * return in the !tmp would have kicked in.
3125 */
3126 } /* if op is using this body location */
3127 } /* for body lcoations */
3128 return 0;
3129 }
3130
3131 /**
3132 * Checks to see if 'who' can apply object 'op'.
3133 * Returns 0 if apply can be done without anything special.
3134 * Otherwise returns a bitmask - potentially several of these may be
3135 * set, but largely depends on circumstance - in the future, processing
3136 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3137 * is set, do we really are what the other flags may be?)
3138 *
3139 * See include/define.h for detailed description of the meaning of
3140 * these return values.
3141 */
3142 int can_apply_object(object *who, object *op)
3143 {
3144 int i, retval=0;
3145 object *tmp=NULL, *ws=NULL;
3146
3147 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3148 * 2 weapons, but we don't want to let them do that. So if they are
3149 * trying to equip a weapon or shield, see if they already have one
3150 * in place and store that way.
3151 */
3152 if (op->type == WEAPON || op->type == SHIELD) {
3153 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3154 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3155 retval = CAN_APPLY_UNAPPLY;
3156 ws = tmp;
3157 }
3158 }
3159 }
3160
3161
3162 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3163 if (op->body_info[i]) {
3164 /* Item uses more slots than we have */
3165 if (FABS(op->body_info[i]) > who->body_info[i]) {
3166 /* Could return now for efficiently - rest of info below isn'
3167 * really needed.
3168 */
3169 retval |= CAN_APPLY_NEVER;
3170 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3171 /* in this case, equipping this would use more free spots than
3172 * we have.
3173 */
3174 object *tmp1;
3175
3176
3177 /* if we have an applied weapon/shield, and unapply it would free
3178 * enough slots to equip the new item, then just set this can
3179 * continue. We don't care about the logic below - if you have
3180 * shield equipped and try to equip another shield, there is only
3181 * one choice. However, the check for the number of body locations
3182 * does take into the account cases where what is being applied
3183 * may be two handed for example.
3184 */
3185 if (ws) {
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3187 retval |= CAN_APPLY_UNAPPLY;
3188 continue;
3189 }
3190 }
3191
3192 tmp1 = get_item_from_body_location(who->inv, i);
3193 if (!tmp1) {
3194 #if 0
3195 /* This is sort of an error, but happens a lot when old players
3196 * join in with more stuff equipped than they are now allowed.
3197 */
3198 LOG(llevError,"Can't find object using location %d on %s\n",
3199 i, who->name);
3200 #endif
3201 retval |= CAN_APPLY_NEVER;
3202 } else {
3203 /* need to unapply something. However, if this something
3204 * is different than we had found before, it means they need
3205 * to apply multiple objects
3206 */
3207 retval |= CAN_APPLY_UNAPPLY;
3208 if (!tmp) tmp = tmp1;
3209 else if (tmp != tmp1) {
3210 retval |= CAN_APPLY_UNAPPLY_MULT;
3211 }
3212 /* This object isn't using up all the slots, so there must
3213 * be another. If so, and it the new item doesn't need all
3214 * the slots, the player then has a choice.
3215 */
3216 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3217 (FABS(op->body_info[i]) < who->body_info[i]))
3218 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3219
3220 /* Does unequippint 'tmp1' free up enough slots for this to be
3221 * equipped? If not, there must be something else to unapply.
3222 */
3223 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3224 retval |= CAN_APPLY_UNAPPLY_MULT;
3225
3226 }
3227 } /* if not enough free slots */
3228 } /* if this object uses location i */
3229 } /* for i -> num_body_locations loop */
3230
3231 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3232 * really be controlled by use of body locations. We do have
3233 * the weapon/shield checks, and the range checks for monsters,
3234 * because you can't control those just by body location - bows, shields,
3235 * and weapons all use the same slot. Similar for horn/rod/wand - they
3236 * all use the same location.
3237 */
3238 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3239 retval |= CAN_APPLY_RESTRICTION;
3240 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3241 retval |= CAN_APPLY_RESTRICTION;
3242
3243
3244 if (who->type != PLAYER) {
3245 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3246 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3247 retval |= CAN_APPLY_RESTRICTION;
3248 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3249 retval |= CAN_APPLY_RESTRICTION;
3250 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3251 retval |= CAN_APPLY_RESTRICTION;
3252 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION;
3254 }
3255 return retval;
3256 }
3257
3258
3259
3260 /**
3261 * who is the object using the object. It can be a monster.
3262 * op is the object they are using. op is an equipment type item,
3263 * eg, one which you put on and keep on for a while, and not something
3264 * like a potion or scroll.
3265 *
3266 * function returns 1 if the action could not be completed, 0 on
3267 * success. However, success is a matter of meaning - if the
3268 * user passes the 'apply' flag to an object already applied,
3269 * nothing is done, and 0 is returned.
3270 *
3271 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3272 * AP_UNAPPLY=always unapply).
3273 *
3274 * Optional flags:
3275 * AP_NO_MERGE: don't merge an unapplied object with other objects
3276 * AP_IGNORE_CURSE: unapply cursed items
3277 *
3278 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3279 *
3280 * apply_special() doesn't check for unpaid items.
3281 */
3282 int apply_special (object *who, object *op, int aflags)
3283 {
3284 int basic_flag = aflags & AP_BASIC_FLAGS;
3285 object *tmp, *tmp2, *skop=NULL;
3286 int i;
3287
3288 if(who==NULL) {
3289 LOG(llevError,"apply_special() from object without environment.\n");
3290 return 1;
3291 }
3292
3293 if(op->env!=who)
3294 return 1; /* op is not in inventory */
3295
3296 /* trying to unequip op */
3297 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3298 /* always apply, so no reason to unapply */
3299 if (basic_flag == AP_APPLY) return 0;
3300
3301 if ( ! (aflags & AP_IGNORE_CURSE)
3302 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3303 new_draw_info_format(NDI_UNIQUE, 0, who,
3304 "No matter how hard you try, you just can't\nremove %s.",
3305 query_name(op));
3306 return 1;
3307 }
3308 return unapply_special(who, op, aflags);
3309 }
3310
3311 if (basic_flag == AP_UNAPPLY) return 0;
3312
3313 i = can_apply_object(who, op);
3314
3315 /* Can't just apply this object. Lets see what not and what to do */
3316 if (i) {
3317 if (i & CAN_APPLY_NEVER) {
3318 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3319 return 1;
3320 } else if (i & CAN_APPLY_RESTRICTION) {
3321 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3322 return 1;
3323 }
3324 if (who->type != PLAYER) {
3325 /* Some error, so don't try to equip something more */
3326 if (unapply_for_ob(who, op, aflags)) return 1;
3327 } else {
3328 if (who->contr->unapply == unapply_never ||
3329 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3330 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3331 unapply_for_ob(who, op, AP_PRINT);
3332 return 1;
3333 }
3334 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3335 i = unapply_for_ob(who, op, aflags);
3336 if (i) return 1;
3337 }
3338 }
3339 }
3340 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3341 skop=find_skill_by_name(who, op->skill);
3342 if (!skop) {
3343 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3344 return 1;
3345 } else {
3346 /* While experience will be credited properly, we want to change the
3347 * skill so that the dam and wc get updated
3348 */
3349 change_skill(who, skop, 0);
3350 }
3351 }
3352
3353 if (who->type == PLAYER && op->item_power &&
3354 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3355 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3356 return 1;
3357 }
3358
3359
3360 /* Ok. We are now at the state where we can apply the new object.
3361 * Note that we don't have the checks for can_use_...
3362 * below - that is already taken care of by can_apply_object.
3363 */
3364
3365
3366 if(op->nrof > 1)
3367 tmp = get_split_ob(op,op->nrof - 1);
3368 else
3369 tmp = NULL;
3370
3371 switch(op->type) {
3372 case WEAPON:
3373 if (!check_weapon_power(who, op->last_eat)) {
3374 new_draw_info(NDI_UNIQUE, 0,who,
3375 "That weapon is too powerful for you to use.");
3376 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3377 if(tmp!=NULL)
3378 (void) insert_ob_in_ob(tmp,who);
3379 return 1;
3380 }
3381 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3382 /* if the weapon does not have the name as the character, can't use it. */
3383 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3384 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3385 if(tmp!=NULL)
3386 (void) insert_ob_in_ob(tmp,who);
3387 return 1;
3388 }
3389 SET_FLAG(op, FLAG_APPLIED);
3390
3391 if (skop) change_skill(who, skop, 1);
3392 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3393 SET_FLAG(who, FLAG_READY_WEAPON);
3394
3395 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3396
3397 (void) change_abil (who,op);
3398 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3399 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3400 LOG(llevDebug, "Scripting Weapon wielded\n");
3401 if (who->current_weapon_script) free_string(who->current_weapon_script);
3402 who->current_weapon_script=add_string(query_name(op));
3403 }
3404 who->current_weapon = op;*/
3405 break;
3406
3407 case ARMOUR:
3408 case HELMET:
3409 case SHIELD:
3410 case BOOTS:
3411 case GLOVES:
3412 case GIRDLE:
3413 case BRACERS:
3414 case CLOAK:
3415 case RING:
3416 case AMULET:
3417 SET_FLAG(op, FLAG_APPLIED);
3418 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3419 (void) change_abil (who,op);
3420 break;
3421 case LAMP:
3422 if (op->stats.food < 1) {
3423 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3424 " fuel!", op->name);
3425 return 1;
3426 }
3427 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3428 op->name);
3429 tmp2 = arch_to_object(op->other_arch);
3430 tmp2->stats.food = op->stats.food;
3431 SET_FLAG(tmp2, FLAG_APPLIED);
3432 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3433 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3434 insert_ob_in_ob(tmp2, who);
3435
3436 /* Remove the old lantern */
3437 if (who->type == PLAYER)
3438 esrv_del_item(who->contr, (tag_t)op->count);
3439 remove_ob(op);
3440 free_object(op);
3441
3442 /* insert the portion that was split off */
3443 if(tmp!=NULL) {
3444 (void) insert_ob_in_ob(tmp,who);
3445 if(who->type==PLAYER)
3446 esrv_send_item(who, tmp);
3447 }
3448 fix_player(who);
3449 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3450 if (who->type == PLAYER) {
3451 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3452 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3453 }
3454 }
3455 if(who->type==PLAYER)
3456 esrv_send_item(who, tmp2);
3457 return 0;
3458 break;
3459
3460 /* this part is needed for skill-tools */
3461 case SKILL:
3462 case SKILL_TOOL:
3463 if (who->chosen_skill) {
3464 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3465 return 1;
3466 }
3467 if (who->type == PLAYER) {
3468 who->contr->shoottype = range_skill;
3469 who->contr->ranges[range_skill] = op;
3470 if ( ! op->invisible) {
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3472 query_name (op));
3473 new_draw_info_format (NDI_UNIQUE, 0, who,
3474 "You can now use the skill: %s.",
3475 op->skill);
3476 } else {
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3478 op->skill? op->skill:op->name);
3479 }
3480 }
3481 SET_FLAG (op, FLAG_APPLIED);
3482 (void) change_abil (who, op);
3483 who->chosen_skill = op;
3484 SET_FLAG (who, FLAG_READY_SKILL);
3485 break;
3486
3487 case BOW:
3488 if (!check_weapon_power(who, op->last_eat)) {
3489 new_draw_info(NDI_UNIQUE, 0, who,
3490 "That item is too powerful for you to use.");
3491 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3492 if(tmp != NULL)
3493 (void)insert_ob_in_ob(tmp,who);
3494 return 1;
3495 }
3496 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3497 new_draw_info(NDI_UNIQUE, 0, who,
3498 "The weapon does not recognize you as its owner.");
3499 if(tmp != NULL)
3500 (void)insert_ob_in_ob(tmp,who);
3501 return 1;
3502 }
3503 /*FALLTHROUGH*/
3504 case WAND:
3505 case ROD:
3506 case HORN:
3507 /* check for skill, alter player status */
3508 SET_FLAG(op, FLAG_APPLIED);
3509 if (skop) change_skill(who, skop, 0);
3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3511
3512 if(who->type==PLAYER) {
3513 if (op->type == BOW) {
3514 (void)change_abil(who, op);
3515 new_draw_info_format (NDI_UNIQUE, 0, who,
3516 "You will now fire %s with %s.",
3517 op->race ? op->race : "nothing", query_name(op));
3518 who->contr->shoottype = range_bow;
3519 } else {
3520 who->contr->shoottype = range_misc;
3521 }
3522 } else {
3523 if (op->type == BOW)
3524 SET_FLAG (who, FLAG_READY_BOW);
3525 else
3526 SET_FLAG (who, FLAG_READY_RANGE);
3527 }
3528 break;
3529
3530 case BUILDER:
3531 if ( who->contr->ranges[ range_builder ] )
3532 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3533 who->contr->shoottype = range_builder;
3534 who->contr->ranges[ range_builder ] = op;
3535 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3536 break;
3537
3538 default:
3539 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3540 } /* end of switch op->type */
3541
3542 SET_FLAG(op, FLAG_APPLIED);
3543
3544 if(tmp!=NULL)
3545 tmp = insert_ob_in_ob(tmp,who);
3546
3547 fix_player(who);
3548
3549 /* We exclude spell casting objects. The fire code will set the
3550 * been applied flag when they are used - until that point,
3551 * you don't know anything about them.
3552 */
3553 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3554 op->type!=ROD)
3555 SET_FLAG(op,FLAG_BEEN_APPLIED);
3556
3557 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3558 if (who->type == PLAYER) {
3559 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3560 SET_FLAG(op,FLAG_KNOWN_CURSED);
3561 }
3562 }
3563 if(who->type==PLAYER) {
3564 /* if multiple objects were applied, update both slots */
3565 if (tmp)
3566 esrv_send_item(who, tmp);
3567 esrv_send_item(who, op);
3568 }
3569 return 0;
3570 }
3571
3572
3573 int monster_apply_special (object *who, object *op, int aflags)
3574 {
3575 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3576 return 1;
3577 return apply_special (who, op, aflags);
3578 }
3579
3580 /**
3581 * Map was just loaded, handle op's initialisation.
3582 *
3583 * Generates shop floor's item, and treasures.
3584 */
3585 int auto_apply (object *op) {
3586 object *tmp = NULL, *tmp2;
3587 int i;
3588
3589 switch(op->type) {
3590 case SHOP_FLOOR:
3591 if (!HAS_RANDOM_ITEMS(op)) return 0;
3592 do {
3593 i=10; /* let's give it 10 tries */
3594 while((tmp=generate_treasure(op->randomitems,
3595 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3596 if(tmp==NULL)
3597 return 0;
3598 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3599 free_object(tmp);
3600 tmp = NULL;
3601 }
3602 } while(!tmp);
3603 tmp->x=op->x;
3604 tmp->y=op->y;
3605 SET_FLAG(tmp,FLAG_UNPAID);
3606 insert_ob_in_map(tmp,op->map,NULL,0);
3607 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3608 identify(tmp);
3609 break;
3610
3611 case TREASURE:
3612 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3613 return 0;
3614 while ((op->stats.hp--)>0)
3615 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3616 op->stats.exp ? (int)op->stats.exp :
3617 op->map == NULL ? 14: op->map->difficulty,0);
3618
3619 /* If we generated an object and put it in this object inventory,
3620 * move it to the parent object as the current object is about
3621 * to disappear. An example of this item is the random_* stuff
3622 * that is put inside other objects.
3623 */
3624 for (tmp=op->inv; tmp; tmp=tmp2) {
3625 tmp2 = tmp->below;
3626 remove_ob(tmp);
3627 if (op->env) insert_ob_in_ob(tmp, op->env);
3628 else free_object(tmp);
3629 }
3630 remove_ob(op);
3631 free_object(op);
3632 break;
3633 }
3634 return tmp ? 1 : 0;
3635 }
3636
3637 /**
3638 * fix_auto_apply goes through the entire map (only the first time
3639 * when an original map is loaded) and performs special actions for
3640 * certain objects (most initialization of chests and creation of
3641 * treasures and stuff). Calls auto_apply if appropriate.
3642 */
3643
3644 void fix_auto_apply(mapstruct *m) {
3645 object *tmp,*above=NULL;
3646 int x,y;
3647
3648 if(m==NULL) return;
3649
3650 for(x=0;x<MAP_WIDTH(m);x++)
3651 for(y=0;y<MAP_HEIGHT(m);y++)
3652 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3653 above=tmp->above;
3654
3655 if (tmp->inv) {
3656 object *invtmp, *invnext;
3657
3658 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3659 invnext = invtmp->below;
3660
3661 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3662 auto_apply(invtmp);
3663 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3664 while ((invtmp->stats.hp--)>0)
3665 create_treasure(invtmp->randomitems, invtmp, 0,
3666 m->difficulty,0);
3667 invtmp->randomitems = NULL;
3668 }
3669 else if (invtmp && invtmp->arch &&
3670 invtmp->type!=TREASURE &&
3671 invtmp->type != SPELL &&
3672 invtmp->type != CLASS &&
3673 HAS_RANDOM_ITEMS(invtmp)) {
3674 create_treasure(invtmp->randomitems, invtmp, 0,
3675 m->difficulty,0);
3676 /* Need to clear this so that we never try to create
3677 * treasure again for this object
3678 */
3679 invtmp->randomitems = NULL;
3680 }
3681 }
3682 /* This is really temporary - the code at the bottom will
3683 * also set randomitems to null. The problem is there are bunches
3684 * of maps/players already out there with items that have spells
3685 * which haven't had the randomitems set to null yet.
3686 * MSW 2004-05-13
3687 *
3688 * And if it's a spellbook, it's better to set randomitems to NULL too,
3689 * else you get two spells in the book ^_-
3690 * Ryo 2004-08-16
3691 */
3692 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3693 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3694 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3695 tmp->randomitems = NULL;
3696
3697 }
3698
3699 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3700 auto_apply(tmp);
3701 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3702 while ((tmp->stats.hp--)>0)
3703 create_treasure(tmp->randomitems, tmp, 0,
3704 m->difficulty,0);
3705 tmp->randomitems = NULL;
3706 }
3707 else if(tmp->type==TIMED_GATE) {
3708 object *head = tmp->head != NULL ? tmp->head : tmp;
3709 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3710 tmp->speed = 0;
3711 update_ob_speed(tmp);
3712 }
3713 }
3714 /* This function can be called everytime a map is loaded, even when
3715 * swapping back in. As such, we don't want to create the treasure
3716 * over and ove again, so after we generate the treasure, blank out
3717 * randomitems so if it is swapped in again, it won't make anything.
3718 * This is a problem for the above objects, because they have counters
3719 * which say how many times to make the treasure.
3720 */
3721 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3722 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3723 HAS_RANDOM_ITEMS(tmp)) {
3724 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3725 m->difficulty,0);
3726 tmp->randomitems = NULL;
3727 }
3728 }
3729
3730 for(x=0;x<MAP_WIDTH(m);x++)
3731 for(y=0;y<MAP_HEIGHT(m);y++)
3732 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3733 if (tmp->above &&
3734 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3735 check_trigger (tmp, tmp->above);
3736 }
3737
3738 /**
3739 * Handles player eating food that temporarily changes status (resistances, stats).
3740 * This used to call cast_change_attr(), but
3741 * that doesn't work with the new spell code. Since we know what
3742 * the food changes, just grab a force and use that instead.
3743 */
3744
3745 void eat_special_food(object *who, object *food) {
3746 object *force;
3747 int i, did_one=0;
3748 sint8 k;
3749
3750 force = get_archetype(FORCE_NAME);
3751
3752 for (i=0; i < NUM_STATS; i++) {
3753 k = get_attr_value(&food->stats, i);
3754 if (k) {
3755 set_attr_value(&force->stats, i, k);
3756 did_one = 1;
3757 }
3758 }
3759
3760 /* check if we can protect the eater */
3761 for (i=0; i<NROFATTACKS; i++) {
3762 if (food->resist[i]>0) {
3763 force->resist[i] = food->resist[i] / 2;
3764 did_one = 1;
3765 }
3766 }
3767 if (did_one) {
3768 force->speed = 0.1;
3769 update_ob_speed(force);
3770 /* bigger morsel of food = longer effect time */
3771 force->stats.food = food->stats.food / 5;
3772 SET_FLAG(force, FLAG_IS_USED_UP);
3773 SET_FLAG(force, FLAG_APPLIED);
3774 change_abil(who, force);
3775 insert_ob_in_ob(force, who);
3776 } else {
3777 free_object(force);
3778 }
3779
3780 /* check for hp, sp change */
3781 if(food->stats.hp!=0) {
3782 if(QUERY_FLAG(food, FLAG_CURSED)) {
3783 strcpy(who->contr->killer,food->name);
3784 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3785 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3786 } else {
3787 if(food->stats.hp>0)
3788 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3789 else
3790 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3791 who->stats.hp += food->stats.hp;
3792 }
3793 }
3794 if(food->stats.sp!=0) {
3795 if(QUERY_FLAG(food, FLAG_CURSED)) {
3796 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3797 who->stats.sp -= food->stats.sp;
3798 if(who->stats.sp<0) who->stats.sp=0;
3799 } else {
3800 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3801 who->stats.sp += food->stats.sp;
3802 /* place limit on max sp from food? */
3803 }
3804 }
3805 fix_player(who);
3806 }
3807
3808
3809 /**
3810 * Designed primarily to light torches/lanterns/etc.
3811 * Also burns up burnable material too. First object in the inventory is
3812 * the selected object to "burn". -b.t.
3813 */
3814
3815 void apply_lighter(object *who, object *lighter) {
3816 object *item;
3817 int is_player_env=0;
3818 uint32 nrof;
3819 tag_t count;
3820 char item_name[MAX_BUF];
3821
3822 item=find_marked_object(who);
3823 if(item) {
3824 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3825 /* Split multiple lighters if they're being used up. Otherwise *
3826 * one charge from each would be used up. --DAMN */
3827 if(lighter->nrof > 1) {
3828 object *oneLighter = get_object();
3829 copy_object(lighter, oneLighter);
3830 lighter->nrof -= 1;
3831 oneLighter->nrof = 1;
3832 oneLighter->stats.food--;
3833 esrv_send_item(who, lighter);
3834 oneLighter=insert_ob_in_ob(oneLighter, who);
3835 esrv_send_item(who, oneLighter);
3836 } else {
3837 lighter->stats.food--;
3838 }
3839
3840 } else if(lighter->last_eat) { /* no charges left in lighter */
3841 new_draw_info_format(NDI_UNIQUE, 0,who,
3842 "You attempt to light the %s with a used up %s.",
3843 item->name, lighter->name);
3844 return;
3845 }
3846 /* Perhaps we should split what we are trying to light on fire?
3847 * I can't see many times when you would want to light multiple
3848 * objects at once.
3849 */
3850 nrof=item->nrof;
3851 count=item->count;
3852 /* If the item is destroyed, we don't have a valid pointer to the
3853 * name object, so make a copy so the message we print out makes
3854 * some sense.
3855 */
3856 strcpy(item_name, item->name);
3857 if (who == is_player_inv(item)) is_player_env=1;
3858
3859 save_throw_object(item,AT_FIRE,who);
3860 /* Change to check count and not freed, since the object pointer
3861 * may have gotten recycled
3862 */
3863 if ((nrof != item->nrof ) || (count != item->count)) {
3864 new_draw_info_format(NDI_UNIQUE, 0,who,
3865 "You light the %s with the %s.",item_name,lighter->name);
3866 /* Need to update the player so that the players glow radius
3867 * gets changed.
3868 */
3869 if (is_player_env) fix_player(who);
3870 } else {
3871 new_draw_info_format(NDI_UNIQUE, 0,who,
3872 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3873 }
3874
3875 } else /* nothing to light */
3876 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3877
3878 }
3879
3880 /**
3881 * op made some mistake with a scroll, this takes care of punishment.
3882 * scroll_failure()- hacked directly from spell_failure
3883 */
3884 void scroll_failure(object *op, int failure, int power)
3885 {
3886 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3887
3888 if(failure<= -1&&failure > -15) {/* wonder */
3889 object *tmp;
3890
3891 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3892 tmp=get_archetype(SPELL_WONDER);
3893 cast_wonder(op, op, 0, tmp);
3894 free_object(tmp);
3895 } else if (failure <= -15&&failure > -35) {/* drain mana */
3896 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3897 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3898 if(op->stats.sp<0) op->stats.sp = 0;
3899 } else if (settings.spell_failure_effects == TRUE) {
3900 if (failure <= -35&&failure > -60) { /* confusion */
3901 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3902 confuse_player(op,op,power);
3903 } else if (failure <= -60&&failure> -70) {/* paralysis */
3904 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3905 "you!");
3906 paralyze_player(op,op,power);
3907 } else if (failure <= -70&&failure> -80) {/* blind */
3908 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3909 blind_player(op,op,power);
3910 } else if (failure <= -80) {/* blast the immediate area */
3911 object *tmp;
3912 tmp=get_archetype(LOOSE_MANA);
3913 cast_magic_storm(op,tmp, power);
3914 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3915 free_object(tmp);
3916 }
3917 }
3918 }
3919
3920 void apply_changes_to_player(object *pl, object *change) {
3921 int excess_stat=0; /* if the stat goes over the maximum
3922 for the race, put the excess stat some
3923 where else. */
3924
3925 switch (change->type) {
3926 case CLASS: {
3927 living *stats = &(pl->contr->orig_stats);
3928 living *ns = &(change->stats);
3929 object *walk;
3930 int flag_change_face=1;
3931
3932 /* the following code assigns stats up to the stat max
3933 * for the race, and if the stat max is exceeded,
3934 * tries to randomly reassign the excess stat
3935 */
3936 int i,j;
3937 for(i=0;i<NUM_STATS;i++) {
3938 sint8 stat=get_attr_value(stats,i);
3939 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3940 stat += get_attr_value(ns,i);
3941 if(stat > 20 + race_bonus) {
3942 excess_stat++;
3943 stat = 20+race_bonus;
3944 }
3945 set_attr_value(stats,i,stat);
3946 }
3947
3948 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3949 int i = rndm(0, 6);
3950 int stat=get_attr_value(stats,i);
3951 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3952 if(i==CHA) continue; /* exclude cha from this */
3953 if( stat < 20 + race_bonus) {
3954 change_attr_value(stats,i,1);
3955 excess_stat--;
3956 }
3957 }
3958
3959 /* insert the randomitems from the change's treasurelist into
3960 * the player ref: player.c
3961 */
3962 if(change->randomitems!=NULL)
3963 give_initial_items(pl,change->randomitems);
3964
3965
3966 /* set up the face, for some races. */
3967
3968 /* first, look for the force object banning
3969 * changing the face. Certain races never change face with class.
3970 */
3971 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3972 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3973
3974 if(flag_change_face) {
3975 pl->animation_id = GET_ANIM_ID(change);
3976 pl->face = change->face;
3977
3978 if(QUERY_FLAG(change,FLAG_ANIMATE))
3979 SET_FLAG(pl,FLAG_ANIMATE);
3980 else
3981 CLEAR_FLAG(pl,FLAG_ANIMATE);
3982 }
3983
3984 /* check the special case of can't use weapons */
3985 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3986 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3987
3988 break;
3989 }
3990 }
3991 }
3992
3993 /**
3994 * This handles items of type 'transformer'.
3995 * Basically those items, used with a marked item, transform both items into something
3996 * else.
3997 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3998 * Change information is contained in the 'slaying' field of the marked item.
3999 * The format is as follow: transformer:[number ]yield[;transformer:...].
4000 * This way an item can be transformed in many things, and/or many objects.
4001 * The 'slaying' field for transformer is used as verb for the action.
4002 */
4003 void apply_item_transformer( object* pl, object* transformer )
4004 {
4005 object* marked;
4006 object* new_item;
4007 char* find;
4008 char* separator;
4009 int yield;
4010 char got[ MAX_BUF ];
4011 int len;
4012
4013 if ( !pl || !transformer )
4014 return;
4015 marked = find_marked_object( pl );
4016 if ( !marked )
4017 {
4018 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4019 return;
4020 }
4021 if ( !marked->slaying )
4022 {
4023 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4024 return;
4025 }
4026 /* check whether they are compatible or not */
4027 find = strstr( marked->slaying, transformer->arch->name );
4028 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4029 {
4030 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4031 return;
4032 }
4033 find += strlen( transformer->arch->name ) + 1;
4034 /* Item can be used, now find how many and what it yields */
4035 if ( isdigit( *( find ) ) )
4036 {
4037 yield = atoi( find );
4038 if ( yield < 1 )
4039 {
4040 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4041 yield = 1;
4042 }
4043 }
4044 else
4045 yield = 1;
4046
4047 while ( isdigit( *find ) )
4048 find++;
4049 while ( *find == ' ' )
4050 find++;
4051 memset( got, 0, MAX_BUF );
4052 if ( (separator = strchr( find, ';' ))!=NULL)
4053 {
4054 len = separator - find;
4055 }
4056 else
4057 {
4058 len = strlen(find);
4059 }
4060 if ( len > MAX_BUF-1)
4061 len = MAX_BUF-1;
4062 strcpy( got, find );
4063 got[len] = '\0';
4064
4065 /* Now create new item, remove used ones when required. */
4066 new_item = get_archetype( got );
4067 if ( !new_item )
4068 {
4069 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4070 return;
4071 }
4072 new_item->nrof = yield;
4073 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4074 insert_ob_in_ob( new_item, pl );
4075 esrv_send_inventory( pl, pl );
4076 /* Eat up one item */
4077 decrease_ob_nr( marked, 1 );
4078 /* Eat one transformer if needed */
4079 if ( transformer->stats.food )
4080 if ( --transformer->stats.food == 0 )
4081 decrease_ob_nr( transformer, 1 );
4082 }