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Revision: 1.39
Committed: Wed Dec 13 00:42:04 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +3 -7 lines
Log Message:
added a needed abstraction

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
38 #include <math.h>
39
40 /**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44 int
45 should_director_abort (object *op, object *victim)
46 {
47 int arch_flag, name_flag, race_flag;
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 {
61 arch_flag = (op->subtype & 1);
62 name_flag = (op->subtype & 2);
63 race_flag = (op->subtype & 4);
64 }
65 else
66 {
67 arch_flag = 1;
68 name_flag = 1;
69 race_flag = 1;
70 }
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
79 return 1;
80 }
81 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91 }
92
93 /**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98 static int
99 apply_id_altar (object *money, object *altar, object *pl)
100 {
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160 }
161
162 /**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166 static void
167 handle_apply_yield (object *tmp)
168 {
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189 }
190
191 /**
192 * Handles applying a potion.
193 */
194 int
195 apply_potion (object *op, object *tmp)
196 {
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212 identify (tmp);
213
214 handle_apply_yield (tmp);
215
216 /* Potion of restoration - only for players */
217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218 {
219 object *depl;
220 archetype *at;
221
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 {
224 drain_stat (op);
225 fix_player (op);
226 decrease_ob (tmp);
227 return 1;
228 }
229
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 {
232 LOG (llevError, "Could not find archetype depletion\n");
233 return 0;
234 }
235 depl = present_arch_in_ob (at, op);
236
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242
243 depl->destroy ();
244 fix_player (op);
245 }
246 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248
249 decrease_ob (tmp);
250 return 1;
251 }
252
253 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255 {
256 for (i = 1; i < MIN (11, op->level); i++)
257 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 {
260 if (op->contr->levhp[i] != 1)
261 {
262 op->contr->levhp[i] = 1;
263 break;
264 }
265 if (op->contr->levsp[i] != 1)
266 {
267 op->contr->levsp[i] = 1;
268 break;
269 }
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 fix_player (op);
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 }
309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 fix_player (op);
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 }
319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411 }
412
413 /****************************************************************************
414 * Weapon improvement code follows
415 ****************************************************************************/
416
417 /**
418 * This returns the sum of nrof of item (arch name).
419 */
420 static int
421 check_item (object *op, const char *item)
422 {
423 int count = 0;
424
425
426 if (item == NULL)
427 return 0;
428 op = op->below;
429 while (op != NULL)
430 {
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof;
440 }
441 }
442 op = op->below;
443 }
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 fix_player (op);
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592
593 /**
594 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on.
596 */
597
598 int
599 prepare_weapon (object *op, object *improver, object *weapon)
600 {
601 int sacrifice_count, i;
602 char buf[MAX_BUF];
603
604 if (weapon->level != 0)
605 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0;
608 }
609 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i])
611 break;
612
613 /* If we break out, i will be less than nrofattacks, preventing
614 * improvement of items that already have protections.
615 */
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */
620 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0;
623 }
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count);
630
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632
633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */
637 decrease_ob (improver);
638 weapon->last_eat = 0;
639 return 1;
640 }
641
642
643 /**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason.
647 *
648 * Checks if weapon was prepared, if enough potions on the floor, ...
649 *
650 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve
653 */
654 int
655 improve_weapon (object *op, object *improver, object *weapon)
656 {
657 int sacrifice_count, sacrifice_needed = 0;
658
659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon);
662 }
663 if (weapon->level == 0)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666 return 0;
667 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671 return 0;
672 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678 return 0;
679 }
680 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved.
684 */
685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
687 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690 weapon->last_eat++;
691
692 weapon->item_power++;
693 decrease_ob (improver);
694 return 1;
695 }
696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
698 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1)
701 weapon->weight = 1;
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703 weapon->last_eat++;
704 weapon->item_power++;
705 decrease_ob (improver);
706 return 1;
707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
710 weapon->magic++;
711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713 decrease_ob (improver);
714 weapon->item_power++;
715 return 1;
716 }
717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720
721 if (sacrifice_needed < 1)
722 sacrifice_needed = 1;
723 sacrifice_needed *= 2;
724
725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed)
727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729 return 0;
730 }
731 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++;
733
734 switch (improver->stats.sp)
735 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 }
753 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0;
755 }
756
757 /**
758 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work.
761 */
762 int
763 check_improve_weapon (object *op, object *tmp)
764 {
765 object *otmp;
766
767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0;
773 }
774 otmp = find_marked_object (op);
775 if (!otmp)
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0;
779 }
780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0;
784 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp);
788 return 1;
789 }
790
791 /**
792 * This code deals with the armour improvment scrolls.
793 * Change limits on improvement - let players go up to
794 * +5 no matter what level, but they are limited by item
795 * power.
796 * Try to use same improvement code as in the common/treasure.c
797 * file, so that if you make a +2 full helm, it will be just
798 * the same as one you find in a shop.
799 *
800 * deprecated comment:
801 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802 * only 'enchantment' of armour is possible - improving
803 * the stats of a player w/ armour as well as a weapon
804 * will probably horribly unbalance the game. Magic enchanting
805 * depends on the level of the character - ie the plus
806 * value (magic) of the armour can never be increased beyond
807 * the level of the character / 10 -- rounding upish, nor may
808 * the armour value of the piece of equipment exceed either
809 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now.
812 */
813 int
814 improve_armour (object *op, object *improver, object *armour)
815 {
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
821 return 0;
822 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?)
827 */
828 if (armour->title)
829 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
831 return 0;
832 }
833
834 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge.
836 */
837 if (armour->nrof > 1)
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841
842 armour->magic++;
843
844 if (!settings.armor_speed_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++;
853 }
854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
856 }
857 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859
860 if (!settings.armor_weight_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++;
869 }
870
871 armour->weight = (armour->arch->clone.weight * base) / 100;
872 }
873 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875
876 if (armour->weight <= 0)
877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1;
880 }
881
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
883
884 if (op->type == PLAYER)
885 {
886 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op);
889 }
890 decrease_ob (improver);
891 if (tmp)
892 {
893 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp);
895 }
896 return 1;
897 }
898
899
900 /*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken.
903 */
904 #define CONV_FROM(xyz) xyz->slaying
905 #define CONV_TO(xyz) xyz->other_arch
906 #define CONV_NR(xyz) xyz->stats.sp
907 #define CONV_NEED(xyz) xyz->stats.food
908
909 /* Takes one items and makes another.
910 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything.
913 */
914 int
915 convert_item (object *item, object *converter)
916 {
917 int nr = 0;
918 uint32 price_in;
919
920 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck)
923 */
924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
926 int cost;
927
928 if (item->type != MONEY)
929 return 0;
930
931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
933 return 0;
934 cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
938 decrease_ob_nr (item, cost);
939
940 price_in = cost * item->value;
941 }
942 else
943 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0;
947
948 if (CONV_NEED (converter))
949 {
950 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
954 else
955 {
956 price_in = item->value;
957 item->destroy ();
958 }
959 }
960
961 if (converter->inv != NULL)
962 {
963 object *ob;
964 int i;
965 object *ob_to_copy;
966
967 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob;
974 }
975 }
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 }
980 else
981 {
982 if (converter->other_arch == NULL)
983 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y);
986 return -1;
987 }
988
989 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 }
992
993 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter);
995 if (nr)
996 item->nrof *= nr;
997 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value)
1000 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /**
1005 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this
1007 */
1008 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1;
1011 }
1012
1013 /**
1014 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t.
1018 */
1019
1020 int
1021 apply_container (object *op, object *sack)
1022 {
1023 char buf[MAX_BUF];
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */
1028
1029 if (sack == NULL || sack->type != CONTAINER)
1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0;
1033 }
1034 op->contr->last_used = NULL;
1035 op->contr->last_used_id = 0;
1036
1037 if (sack->env != op)
1038 {
1039 if (sack->other_arch == NULL || sack->env != NULL)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042 return 1;
1043 }
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 {
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 if (op->contr)
1150 op->contr->socket.update_look = 1;
1151 return 1;
1152 }
1153
1154 /**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168 int
1169 esrv_apply_container (object *op, object *sack)
1170 {
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276 }
1277
1278
1279 /**
1280 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted.
1282 */
1283 static int
1284 apply_altar (object *altar, object *sacrifice, object *originator)
1285 {
1286 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0;
1289
1290 if (operate_altar (altar, &sacrifice))
1291 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly.
1295 */
1296 if (altar->inv && altar->inv->type == SPELL)
1297 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1299 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with
1301 * old maps.
1302 */
1303
1304 /* push_button (altar);*/
1305 }
1306 else
1307 {
1308 altar->value = 1; /* works only once */
1309 push_button (altar);
1310 }
1311
1312 return !sacrifice;
1313 }
1314 else
1315 return 0;
1316 }
1317
1318 /**
1319 * Handles 'movement' of shop mats.
1320 * Returns 1 if 'op' was destroyed, 0 if not.
1321 * Largely re-written to not use nearly as many gotos, plus
1322 * some of this code just looked plain out of date.
1323 * MSW 2001-08-29
1324 */
1325 int
1326 apply_shop_mat (object *shop_mat, object *op)
1327 {
1328 int rv = 0;
1329 double opinion;
1330 object *tmp, *next;
1331
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333
1334 if (op->type != PLAYER)
1335 {
1336 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in
1338 * the shop.
1339 */
1340 for (tmp = op->inv; tmp; tmp = next)
1341 {
1342 next = tmp->below;
1343
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347
1348 tmp->remove ();
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 }
1358 }
1359
1360 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK))
1362 return 0;
1363
1364 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space.
1366 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372
1373 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375
1376 return 0;
1377 }
1378 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine.
1380 */
1381 rv = teleport (shop_mat, SHOP_MAT, op);
1382 }
1383 else if (can_pay (op) && get_payment (op))
1384 {
1385 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op);
1387
1388 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor.
1393 */
1394 else if (!rv && !is_in_shop (op))
1395 {
1396 opinion = shopkeeper_approval (op->map, op);
1397
1398 if (opinion > 0.9)
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1400 else if (opinion > 0.75)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1402 else if (opinion > 0.5)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 }
1407 }
1408 else
1409 {
1410 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore
1413 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415
1416 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else
1421 {
1422 op->remove ();
1423 op->x += freearr_x[i];
1424 op->y += freearr_y[i];
1425 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1426 }
1427 }
1428
1429 CLEAR_FLAG (op, FLAG_NO_APPLY);
1430 return rv;
1431 }
1432
1433 /**
1434 * Handles applying a sign.
1435 */
1436 static void
1437 apply_sign (object *op, object *sign, int autoapply)
1438 {
1439 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441
1442 if (sign->msg == NULL)
1443 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return;
1446 }
1447
1448 if (sign->stats.food)
1449 {
1450 if (sign->last_eat >= sign->stats.food)
1451 {
1452 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1454 return;
1455 }
1456
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++;
1459 }
1460
1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1462 * No way to know for sure. The presumption is basically that if
1463 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us).
1465 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469 return;
1470 }
1471 msgType = get_readable_message_type (sign);
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1474 }
1475
1476 /**
1477 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap'
1479 * effect is determined by move_on/move_off of trap and move_type of victime.
1480 *
1481 * originator: Player, monster or other object that caused 'victim' to move
1482 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1483 * However, some types of traps require an originator to function.
1484 */
1485 void
1486 move_apply (object *trap, object *victim, object *originator)
1487 {
1488 static int recursion_depth = 0;
1489
1490 /* Only exits affect DMs. */
1491 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1492 return;
1493
1494 /* move_apply() is the most likely candidate for causing unwanted and
1495 * possibly unlimited recursion.
1496 */
1497 /* The following was changed because it was causing perfeclty correct
1498 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes.
1502 */
1503 if (recursion_depth >= 500)
1504 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1507 return;
1508 }
1509 recursion_depth++;
1510 if (trap->head)
1511 trap = trap->head;
1512
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type)
1517 {
1518 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520 {
1521 if (!trap->stats.maxsp)
1522 trap->stats.maxsp = 2;
1523
1524 /* Is this correct? From the docs, it doesn't look like it
1525 * should be divided by trap->speed
1526 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528
1529 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed.
1532 */
1533 if (victim->speed_left < -50.0)
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 }
1537 goto leave;
1538
1539 case SPINNER:
1540 if (victim->direction)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 {
1592 int tot;
1593
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 }
1604
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 {
1607 /* need to set this up, since if we do transfer the object,
1608 * ab->above would be bogus
1609 */
1610 ab_next = ab->above;
1611
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 {
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 }
1623 goto leave;
1624 }
1625
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER:
1687 /* may be some leftovers on this */
1688 goto leave;
1689
1690 case SHOP_MAT:
1691 apply_shop_mat (trap, victim);
1692 goto leave;
1693
1694 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator);
1697 goto leave;
1698
1699 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */
1702
1703 apply_sign (victim, trap, 1);
1704 goto leave;
1705
1706 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap);
1711 goto leave;
1712
1713 case RUNE:
1714 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim);
1718 }
1719 goto leave;
1720
1721 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 goto leave;
1725 }
1726
1727 leave:
1728 recursion_depth--;
1729 }
1730
1731 /**
1732 * Handles reading a regular (ie not containing a spell) book.
1733 */
1734 static void
1735 apply_book (object *op, object *tmp)
1736 {
1737 int lev_diff;
1738 object *skill_ob;
1739
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743 return;
1744 }
1745 if (tmp->msg == NULL)
1746 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748 return;
1749 }
1750
1751 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob)
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 return;
1757 }
1758 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 {
1761 if (lev_diff < 2)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1763 else if (lev_diff < 3)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1765 else if (lev_diff < 5)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return;
1774 }
1775
1776 readable_message_type *msgType = get_readable_message_type (tmp);
1777
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1781
1782 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 {
1789 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */
1792 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 }
1797 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 }
1800 }
1801
1802 /**
1803 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * op is the person learning the skill, tmp is the skill scroll object
1805 */
1806 static void
1807 apply_skillscroll (object *op, object *tmp)
1808 {
1809 switch ((int) learn_skill (op, tmp))
1810 {
1811 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814 return;
1815
1816 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp);
1819 return;
1820
1821 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 decrease_ob (tmp);
1824 return;
1825 }
1826 }
1827
1828 /**
1829 * Actually makes op learn spell.
1830 * Informs player of what happens.
1831 */
1832 void
1833 do_learn_spell (object *op, object *spell, int special_prayer)
1834 {
1835 object *tmp;
1836
1837 if (op->type != PLAYER)
1838 {
1839 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840 return;
1841 }
1842
1843 /* Upgrade special prayers to normal prayers */
1844 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845 {
1846 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847 {
1848 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849 return;
1850 }
1851 return;
1852 }
1853
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = spell->clone ();
1856 insert_ob_in_ob (tmp, op);
1857
1858 if (special_prayer)
1859 SET_FLAG (tmp, FLAG_STARTEQUIP);
1860
1861 esrv_add_spells (op->contr, tmp);
1862 }
1863
1864 /**
1865 * Erases spell from player's inventory.
1866 */
1867 void
1868 do_forget_spell (object *op, const char *spell)
1869 {
1870 object *spob;
1871
1872 if (op->type != PLAYER)
1873 {
1874 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1875 return;
1876 }
1877 if ((spob = check_spell_known (op, spell)) == NULL)
1878 {
1879 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880 return;
1881 }
1882
1883 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1884 player_unready_range_ob (op->contr, spob);
1885 esrv_remove_spell (op->contr, spob);
1886 spob->destroy ();
1887 }
1888
1889 /**
1890 * Handles player applying a spellbook.
1891 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1892 * stuff like that. Random learning failure too.
1893 */
1894 static void
1895 apply_spellbook (object *op, object *tmp)
1896 {
1897 object *skop, *spell, *spell_skill;
1898
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902 return;
1903 }
1904
1905 /* artifact_spellbooks have 'slaying' field point to a spell name,
1906 * instead of having their spell stored in stats.sp. These are
1907 * legacy spellbooks
1908 */
1909
1910 if (tmp->slaying != NULL)
1911 {
1912 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1913 if (!spell)
1914 {
1915 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1916 return;
1917 }
1918 else
1919 insert_ob_in_ob (spell, tmp);
1920 tmp->slaying = NULL;
1921 }
1922
1923 skop = find_skill_by_name (op, tmp->skill);
1924
1925 /* need a literacy skill to learn spells. Also, having a literacy level
1926 * lower than the spell will make learning the spell more difficult */
1927 if (!skop)
1928 {
1929 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1930 return;
1931 }
1932
1933 spell = tmp->inv;
1934
1935 if (!spell)
1936 {
1937 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1938 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1939 return;
1940 }
1941
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1945 return;
1946 }
1947
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 {
1952 identify (tmp);
1953 if (tmp->env)
1954 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955 else
1956 op->contr->socket.update_look = 1;
1957 }
1958
1959 /* I removed the check for special_prayer_mark here - it didn't make
1960 * a lot of sense - special prayers are not found in spellbooks, and
1961 * if the player doesn't know the spell, doesn't make a lot of sense that
1962 * they would have a special prayer mark.
1963 */
1964 if (check_spell_known (op, spell->name))
1965 {
1966 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1967 return;
1968 }
1969
1970 if (spell->skill)
1971 {
1972 spell_skill = find_skill_by_name (op, spell->skill);
1973
1974 if (!spell_skill)
1975 {
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1977 return;
1978 }
1979
1980 if (spell_skill->level < spell->level)
1981 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1983 return;
1984 }
1985 }
1986
1987 /* Logic as follows
1988 *
1989 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1990 *
1991 * 2- The learner's skill level in literacy adjusts the chance to learn
1992 * a spell.
1993 *
1994 * 3 -Automatically fail to learn if you read while confused
1995 *
1996 * Overall, chances are the same but a player will find having a high
1997 * literacy rate very useful! -b.t.
1998 */
1999 if (QUERY_FLAG (op, FLAG_CONFUSED))
2000 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2002 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2003 }
2004 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2005 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2006 {
2007
2008 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2009 do_learn_spell (op, spell, 0);
2010
2011 /* xp gain to literacy for spell learning */
2012 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2013 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2014 }
2015 else
2016 {
2017 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2018 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2019 }
2020 decrease_ob (tmp);
2021 }
2022
2023 /**
2024 * Handles applying a spell scroll.
2025 */
2026 void
2027 apply_scroll (object *op, object *tmp, int dir)
2028 {
2029 object *skop;
2030
2031 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2032 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2034 return;
2035 }
2036
2037 if (!tmp->inv || tmp->inv->type != SPELL)
2038 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2040 return;
2041 }
2042
2043 if (op->type == PLAYER)
2044 {
2045 /* players need a literacy skill to read stuff! */
2046 int exp_gain = 0;
2047
2048 /* hard code literacy - tmp->skill points to where the exp
2049 * should go for anything killed by the spell.
2050 */
2051 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2052
2053 if (!skop)
2054 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2056 return;
2057 }
2058
2059 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2060 change_exp (op, exp_gain, skop->skill, 0);
2061 }
2062
2063 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2064 identify (tmp);
2065
2066 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2067
2068
2069 cast_spell (op, tmp, dir, tmp->inv, NULL);
2070 decrease_ob (tmp);
2071 }
2072
2073 /**
2074 * Applies a treasure object - by default, chest. op
2075 * is the person doing the applying, tmp is the treasure
2076 * chest.
2077 */
2078 static void
2079 apply_treasure (object *op, object *tmp)
2080 {
2081 object *treas;
2082
2083
2084 /* Nice side effect of new treasure creation method is that the treasure
2085 * for the chest is done when the chest is created, and put into the chest
2086 * inventory. So that when the chest burns up, the items still exist. Also
2087 * prevents people fromt moving chests to more difficult maps to get better
2088 * treasure
2089 */
2090
2091 treas = tmp->inv;
2092 if (treas == NULL)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2095 decrease_ob (tmp);
2096 return;
2097 }
2098 while (tmp->inv)
2099 {
2100 treas = tmp->inv;
2101
2102 treas->remove ();
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2104
2105 treas->x = op->x;
2106 treas->y = op->y;
2107 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2108
2109 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2110 spring_trap (treas, op);
2111
2112 /* If either player or container was destroyed, no need to do
2113 * further processing. I think this should be enclused with
2114 * spring trap above, as I don't think there is otherwise
2115 * any way for the treasure chest or player to get killed
2116 */
2117 if (op->destroyed () || tmp->destroyed ())
2118 break;
2119 }
2120
2121 if (!tmp->destroyed () && tmp->inv == NULL)
2122 decrease_ob (tmp);
2123
2124 }
2125
2126 /**
2127 * op eats food.
2128 * If player, takes care of messages and dragon special food.
2129 */
2130 static void
2131 apply_food (object *op, object *tmp)
2132 {
2133 int capacity_remaining;
2134
2135 if (op->type != PLAYER)
2136 op->stats.hp = op->stats.maxhp;
2137 else
2138 {
2139 /* check if this is a dragon (player), eating some flesh */
2140 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2141 ;
2142 else
2143 {
2144 /* usual case - no dragon meal: */
2145 if (op->stats.food + tmp->stats.food > 999)
2146 {
2147 if (tmp->type == FOOD || tmp->type == FLESH)
2148 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2149 else
2150 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2151 }
2152
2153 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2154 {
2155 char buf[MAX_BUF];
2156
2157 if (!is_dragon_pl (op))
2158 {
2159 /* eating message for normal players */
2160 if (tmp->type == DRINK)
2161 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2162 else
2163 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2164 }
2165 else
2166 {
2167 /* eating message for dragon players */
2168 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2169 }
2170
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 capacity_remaining = 999 - op->stats.food;
2173 op->stats.food += tmp->stats.food;
2174 if (capacity_remaining < tmp->stats.food)
2175 op->stats.hp += capacity_remaining / 50;
2176 else
2177 op->stats.hp += tmp->stats.food / 50;
2178 if (op->stats.hp > op->stats.maxhp)
2179 op->stats.hp = op->stats.maxhp;
2180 if (op->stats.food > 999)
2181 op->stats.food = 999;
2182 }
2183
2184 /* special food hack -b.t. */
2185 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2186 eat_special_food (op, tmp);
2187 }
2188 }
2189 handle_apply_yield (tmp);
2190 decrease_ob (tmp);
2191 }
2192
2193 /**
2194 * A dragon is eating some flesh. If the flesh contains resistances,
2195 * there is a chance for the dragon's skin to get improved.
2196 *
2197 * attributes:
2198 * object *op the object (dragon player) eating the flesh
2199 * object *meal the flesh item, getting chewed in dragon's mouth
2200 * return:
2201 * int 1 if eating successful, 0 if it doesn't work
2202 */
2203 int
2204 dragon_eat_flesh (object *op, object *meal)
2205 {
2206 object *skin = NULL; /* pointer to dragon skin force */
2207 object *abil = NULL; /* pointer to dragon ability force */
2208 object *tmp = NULL; /* tmp. object */
2209
2210 char buf[MAX_BUF]; /* tmp. string buffer */
2211 double chance; /* improvement-chance of one resistance type */
2212 double totalchance = 1; /* total chance of gaining one resistance */
2213 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2214 double mbonus = 0; /* monster bonus */
2215 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2216 int winners = 0; /* number of winners */
2217 int i; /* index */
2218
2219 /* let's make sure and doublecheck the parameters */
2220 if (meal->type != FLESH || !is_dragon_pl (op))
2221 return 0;
2222
2223 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224 from the player's inventory */
2225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2226 {
2227 if (tmp->type == FORCE)
2228 {
2229 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2230 skin = tmp;
2231 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2232 abil = tmp;
2233 }
2234 }
2235
2236 /* if either skin or ability are missing, this is an old player
2237 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL)
2239 return 0;
2240
2241 /* now start by filling stomache and health, according to food-value */
2242 if ((999 - op->stats.food) < meal->stats.food)
2243 op->stats.hp += (999 - op->stats.food) / 50;
2244 else
2245 op->stats.hp += meal->stats.food / 50;
2246 if (op->stats.hp > op->stats.maxhp)
2247 op->stats.hp = op->stats.maxhp;
2248
2249 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2250
2251 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2252
2253 /* on to the interesting part: chances for adding resistance */
2254 for (i = 0; i < NROFATTACKS; i++)
2255 {
2256 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2257 {
2258 /* got positive resistance, now calculate improvement chance (0-100) */
2259
2260 /* this bonus makes resistance increase easier at lower levels */
2261 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2262 if (i == abil->stats.exp)
2263 bonus += 5; /* additional bonus for resistance of ability-focus */
2264
2265 /* monster bonus increases with level, because high-level
2266 flesh is too rare */
2267 mbonus = op->level * 20. / ((double) settings.max_level);
2268
2269 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2270 ((double) settings.max_level)) - skin->resist[i];
2271
2272 if (chance >= 0.)
2273 chance += 1.;
2274 else
2275 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2276
2277 /* chance is proportional to amount of resistance (max. 50) */
2278 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2279
2280 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.);
2283
2284 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 if (RANDOM () % 10000 < (int) (chance * 100))
2286 {
2287 atnr_winner[winners] = i;
2288 winners++;
2289 }
2290
2291 if (chance >= 0.01)
2292 totalchance *= 1 - chance / 100;
2293
2294 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2295 }
2296 }
2297
2298 /* inverse totalchance as until now we have the failure-chance */
2299 totalchance = 100 - totalchance * 100;
2300 /* print message according to totalchance */
2301 if (totalchance > 50.)
2302 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2303 else if (totalchance > 10.)
2304 sprintf (buf, "The %s tasted very good.", &meal->name);
2305 else if (totalchance > 1.)
2306 sprintf (buf, "The %s tasted good.", &meal->name);
2307 else if (totalchance > 0.1)
2308 sprintf (buf, "The %s tasted bland.", &meal->name);
2309 else if (totalchance >= 0.01)
2310 sprintf (buf, "The %s had a boring taste.", &meal->name);
2311 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2312 sprintf (buf, "The %s tasted strange.", &meal->name);
2313 else
2314 sprintf (buf, "The %s had no taste.", &meal->name);
2315 new_draw_info (NDI_UNIQUE, 0, op, buf);
2316
2317 /* now choose a winner if we have any */
2318 i = -1;
2319 if (winners > 0)
2320 i = atnr_winner[RANDOM () % winners];
2321
2322 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323 {
2324 /* resistance increased! */
2325 skin->resist[i]++;
2326 fix_player (op);
2327
2328 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 }
2331
2332 /* if this flesh contains a new ability focus, we mark it
2333 into the ability_force and it will take effect on next level */
2334 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2335 {
2336 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2337
2338 if (meal->last_eat != abil->stats.exp)
2339 {
2340 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343 new_draw_info (NDI_UNIQUE, 0, op, buf);
2344 }
2345 else
2346 {
2347 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 abil->last_eat = 0;
2350 }
2351 }
2352 return 1;
2353 }
2354
2355 static void
2356 apply_savebed (object *pl)
2357 {
2358 #ifndef COZY_SERVER
2359 if (!pl->contr->name_changed || !pl->stats.exp)
2360 {
2361 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2362 return;
2363 }
2364 #endif
2365 INVOKE_PLAYER (LOGOUT, pl->contr);
2366 /* Need to call terminate_all_pets() before we remove the player ob */
2367 terminate_all_pets (pl);
2368 pl->remove ();
2369 pl->direction = 0;
2370 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2371
2372 /* update respawn position */
2373 strcpy (pl->contr->savebed_map, pl->map->path);
2374 pl->contr->bed_x = pl->x;
2375 pl->contr->bed_y = pl->y;
2376
2377 strcpy (pl->contr->killer, "left");
2378 check_score (pl); /* Always check score */
2379 (void) save_player (pl, 0);
2380 pl->map->players--;
2381 #if MAP_MAXTIMEOUT
2382 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2383 #endif
2384 play_again (pl);
2385 pl->speed = 0;
2386 update_ob_speed (pl);
2387 }
2388
2389 /**
2390 * Handles applying an improve armor scroll.
2391 * Does some sanity checks, then calls improve_armour.
2392 */
2393 static void
2394 apply_armour_improver (object *op, object *tmp)
2395 {
2396 object *armor;
2397
2398 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2399 {
2400 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2401 return;
2402 }
2403 armor = find_marked_object (op);
2404 if (!armor)
2405 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2407 return;
2408 }
2409 if (armor->type != ARMOUR
2410 && armor->type != CLOAK
2411 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2412 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2414 return;
2415 }
2416
2417 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2418 improve_armour (op, tmp, armor);
2419 }
2420
2421
2422 extern void
2423 apply_poison (object *op, object *tmp)
2424 {
2425 if (op->type == PLAYER)
2426 {
2427 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2429 strcpy (op->contr->killer, "poisonous booze");
2430 }
2431 if (tmp->stats.hp > 0)
2432 {
2433 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2434 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2435 }
2436 op->stats.food -= op->stats.food / 4;
2437 handle_apply_yield (tmp);
2438 decrease_ob (tmp);
2439 }
2440
2441 /**
2442 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2443 * A valid 2 way exit means:
2444 * -You can come back (there is another exit at the other side)
2445 * -You are
2446 * ° the owner of the exit
2447 * ° or in the same party as the owner
2448 *
2449 * Note: a owner in a 2 way exit is saved as the owner's name
2450 * in the field exit->name cause the field exit->owner doesn't
2451 * survive in the swapping (in fact the whole exit doesn't survive).
2452 */
2453 int
2454 is_legal_2ways_exit (object *op, object *exit)
2455 {
2456 object *tmp;
2457 object *exit_owner;
2458 player *pp;
2459 maptile *exitmap;
2460
2461 if (exit->stats.exp != 1)
2462 return 1; /*This is not a 2 way, so it is legal */
2463 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464 return 0; /* This is a reset town portal */
2465 /* To know if an exit has a correspondant, we look at
2466 * all the exits in destination and try to find one with same path as
2467 * the current exit's position */
2468 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2469 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2470 else
2471 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472 if (exitmap)
2473 {
2474 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2475 if (!tmp)
2476 return 0;
2477 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2478 {
2479 if (tmp->type != EXIT)
2480 continue; /*Not an exit */
2481 if (!EXIT_PATH (tmp))
2482 continue; /*Not a valid exit */
2483 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484 continue; /*Not in the same place */
2485 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2486 continue; /*Not in the same map */
2487
2488 /* From here we have found the exit is valid. However we do
2489 * here the check of the exit owner. It is important for the
2490 * town portals to prevent strangers from visiting your appartments
2491 */
2492 if (!exit->race)
2493 return 1; /*No owner, free for all! */
2494 exit_owner = NULL;
2495 for (pp = first_player; pp; pp = pp->next)
2496 {
2497 if (!pp->ob)
2498 continue;
2499 if (pp->ob->name != exit->race)
2500 continue;
2501 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502 break;
2503 }
2504 if (!exit_owner)
2505 return 0; /* No more owner */
2506 if (exit_owner->contr == op->contr)
2507 return 1; /*It is your exit */
2508 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */
2510 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0;
2513 return 1;
2514 }
2515 }
2516 return 0;
2517 }
2518
2519
2520 /**
2521 * Main apply handler.
2522 *
2523 * Checks for unpaid items before applying.
2524 *
2525 * Return value:
2526 * 0: player or monster can't apply objects of that type
2527 * 1: has been applied, or there was an error applying the object
2528 * 2: objects of that type can't be applied if not in inventory
2529 *
2530 * op is the object that is causing object to be applied, tmp is the object
2531 * being applied.
2532 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special
2535 */
2536
2537 int
2538 manual_apply (object *op, object *tmp, int aflag)
2539 {
2540 if (tmp->head)
2541 tmp = tmp->head;
2542
2543 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2544 {
2545 if (op->type == PLAYER)
2546 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2548 return 1;
2549 }
2550 else
2551 {
2552 return 0; /* monsters just skip unpaid items */
2553 }
2554 }
2555
2556 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2557 return RESULT_INT (0);
2558
2559 switch (tmp->type)
2560 {
2561
2562 case CF_HANDLE:
2563 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2564 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2565 tmp->value = tmp->value ? 0 : 1;
2566 SET_ANIMATION (tmp, tmp->value);
2567 update_object (tmp, UP_OBJ_FACE);
2568 push_button (tmp);
2569 return 1;
2570
2571 case TRIGGER:
2572 if (check_trigger (tmp, op))
2573 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2576 }
2577 else
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER)
2585 return 0;
2586 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 {
2588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589 }
2590 else
2591 {
2592 /* Don't display messages for random maps. */
2593 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2594 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2595 enter_exit (op, tmp);
2596 }
2597 return 1;
2598
2599 case SIGN:
2600 apply_sign (op, tmp, 0);
2601 return 1;
2602
2603 case BOOK:
2604 if (op->type == PLAYER)
2605 {
2606 apply_book (op, tmp);
2607 return 1;
2608 }
2609 else
2610 {
2611 return 0;
2612 }
2613
2614 case SKILLSCROLL:
2615 if (op->type == PLAYER)
2616 {
2617 apply_skillscroll (op, tmp);
2618 return 1;
2619 }
2620 return 0;
2621
2622 case SPELLBOOK:
2623 if (op->type == PLAYER)
2624 {
2625 apply_spellbook (op, tmp);
2626 return 1;
2627 }
2628 return 0;
2629
2630 case SCROLL:
2631 apply_scroll (op, tmp, 0);
2632 return 1;
2633
2634 case POTION:
2635 (void) apply_potion (op, tmp);
2636 return 1;
2637
2638 /* Eneq(@csd.uu.se): Handle apply on containers. */
2639 case CLOSE_CON:
2640 if (op->type == PLAYER)
2641 (void) esrv_apply_container (op, tmp->env);
2642 else
2643 (void) apply_container (op, tmp->env);
2644 return 1;
2645
2646 case CONTAINER:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp);
2649 else
2650 (void) apply_container (op, tmp);
2651 return 1;
2652
2653 case TREASURE:
2654 if (op->type == PLAYER)
2655 {
2656 apply_treasure (op, tmp);
2657 return 1;
2658 }
2659 else
2660 {
2661 return 0;
2662 }
2663
2664 case WEAPON:
2665 case ARMOUR:
2666 case BOOTS:
2667 case GLOVES:
2668 case AMULET:
2669 case GIRDLE:
2670 case BRACERS:
2671 case SHIELD:
2672 case HELMET:
2673 case RING:
2674 case CLOAK:
2675 case WAND:
2676 case ROD:
2677 case HORN:
2678 case SKILL:
2679 case BOW:
2680 case LAMP:
2681 case BUILDER:
2682 case SKILL_TOOL:
2683 if (tmp->env != op)
2684 return 2; /* not in inventory */
2685 (void) apply_special (op, tmp, aflag);
2686 return 1;
2687
2688 case DRINK:
2689 case FOOD:
2690 case FLESH:
2691 apply_food (op, tmp);
2692 return 1;
2693
2694 case POISON:
2695 apply_poison (op, tmp);
2696 return 1;
2697
2698 case SAVEBED:
2699 if (op->type == PLAYER)
2700 {
2701 apply_savebed (op);
2702 return 1;
2703 }
2704 else
2705 {
2706 return 0;
2707 }
2708
2709 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER)
2711 {
2712 apply_armour_improver (op, tmp);
2713 return 1;
2714 }
2715 else
2716 {
2717 return 0;
2718 }
2719
2720 case WEAPON_IMPROVER:
2721 (void) check_improve_weapon (op, tmp);
2722 return 1;
2723
2724 case CLOCK:
2725 if (op->type == PLAYER)
2726 {
2727 char buf[MAX_BUF];
2728 timeofday_t tod;
2729
2730 get_tod (&tod);
2731 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2732 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2733 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2734 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2735 new_draw_info (NDI_UNIQUE, 0, op, buf);
2736 return 1;
2737 }
2738 else
2739 {
2740 return 0;
2741 }
2742
2743 case MENU:
2744 if (op->type == PLAYER)
2745 {
2746 shop_listing (op);
2747 return 1;
2748 }
2749 else
2750 {
2751 return 0;
2752 }
2753
2754 case POWER_CRYSTAL:
2755 apply_power_crystal (op, tmp); /* see egoitem.c */
2756 return 1;
2757
2758 case LIGHTER: /* for lighting torches/lanterns/etc */
2759 if (op->type == PLAYER)
2760 {
2761 apply_lighter (op, tmp);
2762 return 1;
2763 }
2764 else
2765 {
2766 return 0;
2767 }
2768
2769 case ITEM_TRANSFORMER:
2770 apply_item_transformer (op, tmp);
2771 return 1;
2772
2773 default:
2774 return 0;
2775 }
2776 }
2777
2778
2779 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2780 * messages as needed by player_apply_below(). But there can still be
2781 * "but you are floating high above the ground" messages.
2782 *
2783 * Same return value as apply() function.
2784 */
2785 int
2786 player_apply (object *pl, object *op, int aflag, int quiet)
2787 {
2788 int tmp;
2789
2790 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2791 {
2792 /* player is flying and applying object not in inventory */
2793 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2796 return 0;
2797 }
2798 }
2799
2800 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801 * applied.
2802 */
2803 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804 {
2805 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2807 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2808 op->destroy ();
2809 return 1;
2810 }
2811
2812 pl->contr->last_used = op;
2813 pl->contr->last_used_id = op->count;
2814
2815 tmp = manual_apply (pl, op, aflag);
2816 if (!quiet)
2817 {
2818 if (tmp == 0)
2819 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2820 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2822 }
2823 return tmp;
2824 }
2825
2826 /**
2827 * player_apply_below attempts to apply the object 'below' the player.
2828 * If the player has an open container, we use that for below, otherwise
2829 * we use the ground.
2830 */
2831
2832 void
2833 player_apply_below (object *pl)
2834 {
2835 object *tmp, *next;
2836 int floors;
2837
2838 /* If using a container, set the starting item to be the top
2839 * item in the container. Otherwise, use the map.
2840 */
2841 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842
2843 /* This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value.
2848 */
2849 for (floors = 0; tmp != NULL; tmp = next)
2850 {
2851 next = tmp->below;
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++;
2854 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */
2856
2857 /* If it is visible, player can apply it. If it is applied by
2858 * person moving on it, also activate. Added code to make it
2859 * so that at least one of players movement types be that which
2860 * the item needs.
2861 */
2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863 {
2864 if (player_apply (pl, tmp, 0, 1) == 1)
2865 return;
2866 }
2867 if (floors >= 2)
2868 return; /* process at most two floor objects */
2869 }
2870 }
2871
2872 /**
2873 * Unapplies specified item.
2874 * No check done on cursed/damned.
2875 * Break this out of apply_special - this is just done
2876 * to keep the size of apply_special to a more managable size.
2877 */
2878 static int
2879 unapply_special (object *who, object *op, int aflags)
2880 {
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0);
2883
2884 object *tmp2;
2885
2886 CLEAR_FLAG (op, FLAG_APPLIED);
2887 switch (op->type)
2888 {
2889 case WEAPON:
2890 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2891
2892 (void) change_abil (who, op);
2893 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2894 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2895 clear_skill (who);
2896 break;
2897
2898 case SKILL: /* allows objects to impart skills */
2899 case SKILL_TOOL:
2900 if (op != who->chosen_skill)
2901 {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903 }
2904 if (who->type == PLAYER)
2905 {
2906 if (who->contr->shoottype == range_skill)
2907 who->contr->shoottype = range_none;
2908 if (!op->invisible)
2909 {
2910 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911 }
2912 else
2913 {
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 }
2916 }
2917 (void) change_abil (who, op);
2918 who->chosen_skill = NULL;
2919 CLEAR_FLAG (who, FLAG_READY_SKILL);
2920 break;
2921
2922 case ARMOUR:
2923 case HELMET:
2924 case SHIELD:
2925 case RING:
2926 case BOOTS:
2927 case GLOVES:
2928 case AMULET:
2929 case GIRDLE:
2930 case BRACERS:
2931 case CLOAK:
2932 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2933 (void) change_abil (who, op);
2934 break;
2935 case LAMP:
2936 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2937 tmp2 = arch_to_object (op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2945
2946 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2947 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2948
2949 if (who->type == PLAYER)
2950 esrv_del_item (who->contr, op->count);
2951
2952 op->destroy ();
2953 insert_ob_in_ob (tmp2, who);
2954 fix_player (who);
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 {
2957 if (who->type == PLAYER)
2958 {
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 {
2975 who->contr->shoottype = range_none;
2976 }
2977 else
2978 {
2979 if (op->type == BOW)
2980 CLEAR_FLAG (who, FLAG_READY_BOW);
2981 else
2982 CLEAR_FLAG (who, FLAG_READY_RANGE);
2983 }
2984 break;
2985
2986 case BUILDER:
2987 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2988 who->contr->shoottype = range_none;
2989 who->contr->ranges[range_builder] = NULL;
2990 break;
2991
2992 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994 break;
2995 }
2996
2997 fix_player (who);
2998
2999 if (!(aflags & AP_NO_MERGE))
3000 {
3001 object *tmp;
3002
3003 tmp = merge_ob (op, NULL);
3004 if (who->type == PLAYER)
3005 {
3006 if (tmp)
3007 { /* it was merged */
3008 esrv_del_item (who->contr, op->count);
3009 op = tmp;
3010 }
3011
3012 esrv_send_item (who, op);
3013 }
3014 }
3015 return 0;
3016 }
3017
3018 /**
3019 * Returns the object that is using location 'loc'.
3020 * Note that 'start' is the first object to start examing - we
3021 * then go through the below of this. In this way, you can do
3022 * something like:
3023 * tmp = get_item_from_body_location(who->inv, 1);
3024 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3025 * to find the second object that may use this location, etc.
3026 * Returns NULL if no match is found.
3027 * loc is the index into the array we are looking for a match.
3028 * don't return invisible objects unless they are skill objects
3029 * invisible other objects that use
3030 * up body locations can be used as restrictions.
3031 */
3032 object *
3033 get_item_from_body_location (object *start, int loc)
3034 {
3035 object *tmp;
3036
3037 if (!start)
3038 return NULL;
3039
3040 for (tmp = start; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3042 return tmp;
3043
3044 return NULL;
3045 }
3046
3047
3048
3049 /**
3050 * 'op' wants to apply an object, but can't because of other equipment.
3051 * This should only be called when it is known
3052 * that there are objects to unapply. This makes pretty heavy
3053 * use of get_item_from_body_location. It makes no intelligent choice
3054 * on objects - rather, the first that is matched is used.
3055 * Returns 0 on success, returns 1 if there is some problem.
3056 * if aflags is AP_PRINT, we instead print out waht to unapply
3057 * instead of doing it. This is a lot less code than having
3058 * another function that does just that.
3059 */
3060 int
3061 unapply_for_ob (object *who, object *op, int aflags)
3062 {
3063 int i;
3064 object *tmp = NULL, *last;
3065
3066 /* If we are applying a shield or weapon, unapply any equipped shield
3067 * or weapons first - only allowed to use one weapon/shield at a time.
3068 */
3069 if (op->type == WEAPON || op->type == SHIELD)
3070 {
3071 for (tmp = who->inv; tmp; tmp = tmp->below)
3072 {
3073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3074 {
3075 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3076 {
3077 if (aflags & AP_PRINT)
3078 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3079 else
3080 unapply_special (who, tmp, aflags);
3081 }
3082 else
3083 {
3084 /* In this case, we want to try and remove a cursed item.
3085 * While we know it won't work, we want unapply_special to
3086 * at least generate the message.
3087 */
3088 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3089 return 1;
3090 }
3091
3092 }
3093 }
3094 }
3095
3096 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3097 {
3098 /* this used up a slot that we need to free */
3099 if (op->body_info[i])
3100 {
3101 last = who->inv;
3102
3103 /* We do a while loop - may need to remove several items in order
3104 * to free up enough slots.
3105 */
3106 while ((who->body_used[i] + op->body_info[i]) < 0)
3107 {
3108 tmp = get_item_from_body_location (last, i);
3109 if (!tmp)
3110 {
3111 #if 0
3112 /* Not a bug - we'll get this if the player has cursed items
3113 * equipped.
3114 */
3115 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3116 #endif
3117 return 1;
3118 }
3119 /* If we are just printing, we don't care about cursed status */
3120 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3121 {
3122 if (aflags & AP_PRINT)
3123 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3124 else
3125 unapply_special (who, tmp, aflags);
3126 }
3127 else
3128 {
3129 /* Cursed item that we can't unequip - tell the player.
3130 * Note this could be annoying if this is just one of a few,
3131 * so it may not be critical (eg, putting on a ring and you have
3132 * one cursed ring.)
3133 */
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3135 }
3136 last = tmp->below;
3137 }
3138 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3139 * return in the !tmp would have kicked in.
3140 */
3141 } /* if op is using this body location */
3142 } /* for body lcoations */
3143 return 0;
3144 }
3145
3146 /**
3147 * Checks to see if 'who' can apply object 'op'.
3148 * Returns 0 if apply can be done without anything special.
3149 * Otherwise returns a bitmask - potentially several of these may be
3150 * set, but largely depends on circumstance - in the future, processing
3151 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3152 * is set, do we really are what the other flags may be?)
3153 *
3154 * See include/define.h for detailed description of the meaning of
3155 * these return values.
3156 */
3157 int
3158 can_apply_object (object *who, object *op)
3159 {
3160 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3161 return RESULT_INT (0);
3162
3163 int i, retval = 0;
3164 object *tmp = NULL, *ws = NULL;
3165
3166 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3167 * 2 weapons, but we don't want to let them do that. So if they are
3168 * trying to equip a weapon or shield, see if they already have one
3169 * in place and store that way.
3170 */
3171 if (op->type == WEAPON || op->type == SHIELD)
3172 {
3173 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3174 {
3175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3176 {
3177 retval = CAN_APPLY_UNAPPLY;
3178 ws = tmp;
3179 }
3180 }
3181 }
3182
3183
3184 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185 {
3186 if (op->body_info[i])
3187 {
3188 /* Item uses more slots than we have */
3189 if (FABS (op->body_info[i]) > who->body_info[i])
3190 {
3191 /* Could return now for efficiently - rest of info below isn'
3192 * really needed.
3193 */
3194 retval |= CAN_APPLY_NEVER;
3195 }
3196 else if ((who->body_used[i] + op->body_info[i]) < 0)
3197 {
3198 /* in this case, equipping this would use more free spots than
3199 * we have.
3200 */
3201 object *tmp1;
3202
3203
3204 /* if we have an applied weapon/shield, and unapply it would free
3205 * enough slots to equip the new item, then just set this can
3206 * continue. We don't care about the logic below - if you have
3207 * shield equipped and try to equip another shield, there is only
3208 * one choice. However, the check for the number of body locations
3209 * does take into the account cases where what is being applied
3210 * may be two handed for example.
3211 */
3212 if (ws)
3213 {
3214 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3215 {
3216 retval |= CAN_APPLY_UNAPPLY;
3217 continue;
3218 }
3219 }
3220
3221 tmp1 = get_item_from_body_location (who->inv, i);
3222 if (!tmp1)
3223 {
3224 #if 0
3225 /* This is sort of an error, but happens a lot when old players
3226 * join in with more stuff equipped than they are now allowed.
3227 */
3228 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3229 #endif
3230 retval |= CAN_APPLY_NEVER;
3231 }
3232 else
3233 {
3234 /* need to unapply something. However, if this something
3235 * is different than we had found before, it means they need
3236 * to apply multiple objects
3237 */
3238 retval |= CAN_APPLY_UNAPPLY;
3239 if (!tmp)
3240 tmp = tmp1;
3241 else if (tmp != tmp1)
3242 {
3243 retval |= CAN_APPLY_UNAPPLY_MULT;
3244 }
3245 /* This object isn't using up all the slots, so there must
3246 * be another. If so, and it the new item doesn't need all
3247 * the slots, the player then has a choice.
3248 */
3249 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3250 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3251
3252 /* Does unequippint 'tmp1' free up enough slots for this to be
3253 * equipped? If not, there must be something else to unapply.
3254 */
3255 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3256 retval |= CAN_APPLY_UNAPPLY_MULT;
3257
3258 }
3259 } /* if not enough free slots */
3260 } /* if this object uses location i */
3261 } /* for i -> num_body_locations loop */
3262
3263 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3264 * really be controlled by use of body locations. We do have
3265 * the weapon/shield checks, and the range checks for monsters,
3266 * because you can't control those just by body location - bows, shields,
3267 * and weapons all use the same slot. Similar for horn/rod/wand - they
3268 * all use the same location.
3269 */
3270 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3271 retval |= CAN_APPLY_RESTRICTION;
3272 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3273 retval |= CAN_APPLY_RESTRICTION;
3274
3275
3276 if (who->type != PLAYER)
3277 {
3278 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3279 retval |= CAN_APPLY_RESTRICTION;
3280 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3281 retval |= CAN_APPLY_RESTRICTION;
3282 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3283 retval |= CAN_APPLY_RESTRICTION;
3284 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3285 retval |= CAN_APPLY_RESTRICTION;
3286 }
3287 return retval;
3288 }
3289
3290
3291
3292 /**
3293 * who is the object using the object. It can be a monster.
3294 * op is the object they are using. op is an equipment type item,
3295 * eg, one which you put on and keep on for a while, and not something
3296 * like a potion or scroll.
3297 *
3298 * function returns 1 if the action could not be completed, 0 on
3299 * success. However, success is a matter of meaning - if the
3300 * user passes the 'apply' flag to an object already applied,
3301 * nothing is done, and 0 is returned.
3302 *
3303 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3304 * AP_UNAPPLY=always unapply).
3305 *
3306 * Optional flags:
3307 * AP_NO_MERGE: don't merge an unapplied object with other objects
3308 * AP_IGNORE_CURSE: unapply cursed items
3309 *
3310 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3311 *
3312 * apply_special() doesn't check for unpaid items.
3313 */
3314 int
3315 apply_special (object *who, object *op, int aflags)
3316 {
3317 int basic_flag = aflags & AP_BASIC_FLAGS;
3318 object *tmp, *tmp2, *skop = NULL;
3319 int i;
3320
3321 if (who == NULL)
3322 {
3323 LOG (llevError, "apply_special() from object without environment.\n");
3324 return 1;
3325 }
3326
3327 if (op->env != who)
3328 return 1; /* op is not in inventory */
3329
3330 /* trying to unequip op */
3331 if (QUERY_FLAG (op, FLAG_APPLIED))
3332 {
3333 /* always apply, so no reason to unapply */
3334 if (basic_flag == AP_APPLY)
3335 return 0;
3336
3337 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3338 {
3339 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3340 return 1;
3341 }
3342 return unapply_special (who, op, aflags);
3343 }
3344
3345 if (basic_flag == AP_UNAPPLY)
3346 return 0;
3347
3348 i = can_apply_object (who, op);
3349
3350 /* Can't just apply this object. Lets see what not and what to do */
3351 if (i)
3352 {
3353 if (i & CAN_APPLY_NEVER)
3354 {
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3356 return 1;
3357 }
3358 else if (i & CAN_APPLY_RESTRICTION)
3359 {
3360 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3361 return 1;
3362 }
3363 if (who->type != PLAYER)
3364 {
3365 /* Some error, so don't try to equip something more */
3366 if (unapply_for_ob (who, op, aflags))
3367 return 1;
3368 }
3369 else
3370 {
3371 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3374 unapply_for_ob (who, op, AP_PRINT);
3375 return 1;
3376 }
3377 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378 {
3379 i = unapply_for_ob (who, op, aflags);
3380 if (i)
3381 return 1;
3382 }
3383 }
3384 }
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 {
3387 skop = find_skill_by_name (who, op->skill);
3388 if (!skop)
3389 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3391 return 1;
3392 }
3393 else
3394 {
3395 /* While experience will be credited properly, we want to change the
3396 * skill so that the dam and wc get updated
3397 */
3398 change_skill (who, skop, 0);
3399 }
3400 }
3401
3402 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3403 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3405 return 1;
3406 }
3407
3408
3409 /* Ok. We are now at the state where we can apply the new object.
3410 * Note that we don't have the checks for can_use_...
3411 * below - that is already taken care of by can_apply_object.
3412 */
3413
3414
3415 if (op->nrof > 1)
3416 tmp = get_split_ob (op, op->nrof - 1);
3417 else
3418 tmp = NULL;
3419
3420 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3421 return RESULT_INT (0);
3422
3423 switch (op->type)
3424 {
3425 case WEAPON:
3426 if (!check_weapon_power (who, op->last_eat))
3427 {
3428 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3429 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3430 if (tmp != NULL)
3431 (void) insert_ob_in_ob (tmp, who);
3432 return 1;
3433 }
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 {
3436 /* if the weapon does not have the name as the character, can't use it. */
3437 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3438 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3439 if (tmp != NULL)
3440 (void) insert_ob_in_ob (tmp, who);
3441 return 1;
3442 }
3443 SET_FLAG (op, FLAG_APPLIED);
3444
3445 if (skop)
3446 change_skill (who, skop, 1);
3447 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3448 SET_FLAG (who, FLAG_READY_WEAPON);
3449
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3451
3452 (void) change_abil (who, op);
3453 break;
3454
3455 case ARMOUR:
3456 case HELMET:
3457 case SHIELD:
3458 case BOOTS:
3459 case GLOVES:
3460 case GIRDLE:
3461 case BRACERS:
3462 case CLOAK:
3463 case RING:
3464 case AMULET:
3465 SET_FLAG (op, FLAG_APPLIED);
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3467 (void) change_abil (who, op);
3468 break;
3469 case LAMP:
3470 if (op->stats.food < 1)
3471 {
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3473 return 1;
3474 }
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476 tmp2 = arch_to_object (op->other_arch);
3477 tmp2->stats.food = op->stats.food;
3478 SET_FLAG (tmp2, FLAG_APPLIED);
3479 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3481 insert_ob_in_ob (tmp2, who);
3482
3483 /* Remove the old lantern */
3484 if (who->type == PLAYER)
3485 esrv_del_item (who->contr, op->count);
3486
3487 op->destroy ();
3488
3489 /* insert the portion that was split off */
3490 if (tmp != NULL)
3491 {
3492 (void) insert_ob_in_ob (tmp, who);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 }
3496 fix_player (who);
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498 {
3499 if (who->type == PLAYER)
3500 {
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503 }
3504 }
3505 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp2);
3507 return 0;
3508 break;
3509
3510 /* this part is needed for skill-tools */
3511 case SKILL:
3512 case SKILL_TOOL:
3513 if (who->chosen_skill)
3514 {
3515 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3516 return 1;
3517 }
3518 if (who->type == PLAYER)
3519 {
3520 who->contr->shoottype = range_skill;
3521 who->contr->ranges[range_skill] = op;
3522 if (!op->invisible)
3523 {
3524 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526 }
3527 else
3528 {
3529 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530 }
3531 }
3532 SET_FLAG (op, FLAG_APPLIED);
3533 (void) change_abil (who, op);
3534 who->chosen_skill = op;
3535 SET_FLAG (who, FLAG_READY_SKILL);
3536 break;
3537
3538 case BOW:
3539 if (!check_weapon_power (who, op->last_eat))
3540 {
3541 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3542 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3543 if (tmp != NULL)
3544 (void) insert_ob_in_ob (tmp, who);
3545 return 1;
3546 }
3547 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who);
3552 return 1;
3553 }
3554 /*FALLTHROUGH*/ case WAND:
3555 case ROD:
3556 case HORN:
3557 /* check for skill, alter player status */
3558 SET_FLAG (op, FLAG_APPLIED);
3559 if (skop)
3560 change_skill (who, skop, 0);
3561 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562
3563 if (who->type == PLAYER)
3564 {
3565 if (op->type == BOW)
3566 {
3567 (void) change_abil (who, op);
3568 new_draw_info_format (NDI_UNIQUE, 0, who,
3569 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3570 who->contr->shoottype = range_bow;
3571 }
3572 else
3573 {
3574 who->contr->shoottype = range_misc;
3575 }
3576 }
3577 else
3578 {
3579 if (op->type == BOW)
3580 SET_FLAG (who, FLAG_READY_BOW);
3581 else
3582 SET_FLAG (who, FLAG_READY_RANGE);
3583 }
3584 break;
3585
3586 case BUILDER:
3587 if (who->contr->ranges[range_builder])
3588 unapply_special (who, who->contr->ranges[range_builder], 0);
3589 who->contr->shoottype = range_builder;
3590 who->contr->ranges[range_builder] = op;
3591 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3592 break;
3593
3594 default:
3595 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3596 } /* end of switch op->type */
3597
3598 SET_FLAG (op, FLAG_APPLIED);
3599
3600 if (tmp != NULL)
3601 tmp = insert_ob_in_ob (tmp, who);
3602
3603 fix_player (who);
3604
3605 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point,
3607 * you don't know anything about them.
3608 */
3609 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3610 SET_FLAG (op, FLAG_BEEN_APPLIED);
3611
3612 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3613 {
3614 if (who->type == PLAYER)
3615 {
3616 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3617 SET_FLAG (op, FLAG_KNOWN_CURSED);
3618 }
3619 }
3620 if (who->type == PLAYER)
3621 {
3622 /* if multiple objects were applied, update both slots */
3623 if (tmp)
3624 esrv_send_item (who, tmp);
3625 esrv_send_item (who, op);
3626 }
3627 return 0;
3628 }
3629
3630
3631 int
3632 monster_apply_special (object *who, object *op, int aflags)
3633 {
3634 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3635 return 1;
3636 return apply_special (who, op, aflags);
3637 }
3638
3639 /**
3640 * Map was just loaded, handle op's initialisation.
3641 *
3642 * Generates shop floor's item, and treasures.
3643 */
3644 int
3645 auto_apply (object *op)
3646 {
3647 object *tmp = NULL, *tmp2;
3648 int i;
3649
3650 switch (op->type)
3651 {
3652 case SHOP_FLOOR:
3653 if (!HAS_RANDOM_ITEMS (op))
3654 return 0;
3655
3656 do
3657 {
3658 i = 10; /* let's give it 10 tries */
3659 while ((tmp = generate_treasure (op->randomitems,
3660 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3661 if (tmp == NULL)
3662 return 0;
3663 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3664 {
3665 tmp->destroy ();
3666 tmp = NULL;
3667 }
3668 }
3669 while (!tmp);
3670
3671 tmp->x = op->x;
3672 tmp->y = op->y;
3673 SET_FLAG (tmp, FLAG_UNPAID);
3674 insert_ob_in_map (tmp, op->map, NULL, 0);
3675 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3676 identify (tmp);
3677 break;
3678
3679 case TREASURE:
3680 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681 return 0;
3682
3683 while ((op->stats.hp--) > 0)
3684 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686
3687 /* If we generated an object and put it in this object inventory,
3688 * move it to the parent object as the current object is about
3689 * to disappear. An example of this item is the random_* stuff
3690 * that is put inside other objects.
3691 */
3692 for (tmp = op->inv; tmp; tmp = tmp2)
3693 {
3694 tmp2 = tmp->below;
3695 tmp->remove ();
3696
3697 if (op->env)
3698 insert_ob_in_ob (tmp, op->env);
3699 else
3700 tmp->destroy ();
3701 }
3702
3703 op->destroy ();
3704 break;
3705 }
3706 return tmp ? 1 : 0;
3707 }
3708
3709 /**
3710 * fix_auto_apply goes through the entire map (only the first time
3711 * when an original map is loaded) and performs special actions for
3712 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate.
3714 */
3715 void
3716 fix_auto_apply (maptile *m)
3717 {
3718 object *tmp, *above = NULL;
3719 int x, y;
3720
3721 if (m == NULL)
3722 return;
3723
3724 for (x = 0; x < MAP_WIDTH (m); x++)
3725 for (y = 0; y < MAP_HEIGHT (m); y++)
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727 {
3728 above = tmp->above;
3729
3730 if (tmp->inv)
3731 {
3732 object *invtmp, *invnext;
3733
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735 {
3736 invnext = invtmp->below;
3737
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3741 {
3742 while ((invtmp->stats.hp--) > 0)
3743 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744
3745 invtmp->randomitems = NULL;
3746 }
3747 else if (invtmp && invtmp->arch
3748 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751 /* Need to clear this so that we never try to create
3752 * treasure again for this object
3753 */
3754 invtmp->randomitems = NULL;
3755 }
3756 }
3757 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13
3762 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16
3766 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3769 tmp->randomitems = NULL;
3770
3771 }
3772
3773 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774 auto_apply (tmp);
3775 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 {
3777 while ((tmp->stats.hp--) > 0)
3778 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779 tmp->randomitems = NULL;
3780 }
3781 else if (tmp->type == TIMED_GATE)
3782 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp;
3784
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 {
3787 tmp->speed = 0;
3788 update_ob_speed (tmp);
3789 }
3790 }
3791 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out
3794 * randomitems so if it is swapped in again, it won't make anything.
3795 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure.
3797 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3801 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3803 tmp->randomitems = NULL;
3804 }
3805 }
3806
3807 for (x = 0; x < MAP_WIDTH (m); x++)
3808 for (y = 0; y < MAP_HEIGHT (m); y++)
3809 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3810 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above);
3812 }
3813
3814 /**
3815 * Handles player eating food that temporarily changes status (resistances, stats).
3816 * This used to call cast_change_attr(), but
3817 * that doesn't work with the new spell code. Since we know what
3818 * the food changes, just grab a force and use that instead.
3819 */
3820
3821 void
3822 eat_special_food (object *who, object *food)
3823 {
3824 object *force;
3825 int i, did_one = 0;
3826 sint8 k;
3827
3828 force = get_archetype (FORCE_NAME);
3829
3830 for (i = 0; i < NUM_STATS; i++)
3831 {
3832 k = get_attr_value (&food->stats, i);
3833 if (k)
3834 {
3835 set_attr_value (&force->stats, i, k);
3836 did_one = 1;
3837 }
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 }
3848 }
3849 if (did_one)
3850 {
3851 force->speed = 0.1;
3852 update_ob_speed (force);
3853 /* bigger morsel of food = longer effect time */
3854 force->stats.food = food->stats.food / 5;
3855 SET_FLAG (force, FLAG_IS_USED_UP);
3856 SET_FLAG (force, FLAG_APPLIED);
3857 change_abil (who, force);
3858 insert_ob_in_ob (force, who);
3859 }
3860 else
3861 force->destroy ();
3862
3863 /* check for hp, sp change */
3864 if (food->stats.hp != 0)
3865 {
3866 if (QUERY_FLAG (food, FLAG_CURSED))
3867 {
3868 strcpy (who->contr->killer, food->name);
3869 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3871 }
3872 else
3873 {
3874 if (food->stats.hp > 0)
3875 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3876 else
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878 who->stats.hp += food->stats.hp;
3879 }
3880 }
3881 if (food->stats.sp != 0)
3882 {
3883 if (QUERY_FLAG (food, FLAG_CURSED))
3884 {
3885 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3886 who->stats.sp -= food->stats.sp;
3887 if (who->stats.sp < 0)
3888 who->stats.sp = 0;
3889 }
3890 else
3891 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3893 who->stats.sp += food->stats.sp;
3894 /* place limit on max sp from food? */
3895 }
3896 }
3897 fix_player (who);
3898 }
3899
3900
3901 /**
3902 * Designed primarily to light torches/lanterns/etc.
3903 * Also burns up burnable material too. First object in the inventory is
3904 * the selected object to "burn". -b.t.
3905 */
3906
3907 void
3908 apply_lighter (object *who, object *lighter)
3909 {
3910 object *item;
3911 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913
3914 item = find_marked_object (who);
3915 if (item)
3916 {
3917 if (lighter->last_eat && lighter->stats.food)
3918 { /* lighter gets used up */
3919 /* Split multiple lighters if they're being used up. Otherwise *
3920 * one charge from each would be used up. --DAMN */
3921 if (lighter->nrof > 1)
3922 {
3923 object *oneLighter = lighter->clone ();
3924
3925 lighter->nrof -= 1;
3926 oneLighter->nrof = 1;
3927 oneLighter->stats.food--;
3928 esrv_send_item (who, lighter);
3929 oneLighter = insert_ob_in_ob (oneLighter, who);
3930 esrv_send_item (who, oneLighter);
3931 }
3932 else
3933 lighter->stats.food--;
3934 }
3935 else if (lighter->last_eat)
3936 { /* no charges left in lighter */
3937 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938 return;
3939 }
3940 /* Perhaps we should split what we are trying to light on fire?
3941 * I can't see many times when you would want to light multiple
3942 * objects at once.
3943 */
3944 /* If the item is destroyed, we don't have a valid pointer to the
3945 * name object, so make a copy so the message we print out makes
3946 * some sense.
3947 */
3948 strcpy (item_name, item->name);
3949 if (who == is_player_inv (item))
3950 is_player_env = 1;
3951
3952 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ())
3957 {
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3959 /* Need to update the player so that the players glow radius
3960 * gets changed.
3961 */
3962 if (is_player_env)
3963 fix_player (who);
3964 }
3965 else
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3967 }
3968 else /* nothing to light */
3969 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3970
3971 }
3972
3973 /**
3974 * op made some mistake with a scroll, this takes care of punishment.
3975 * scroll_failure()- hacked directly from spell_failure
3976 */
3977 void
3978 scroll_failure (object *op, int failure, int power)
3979 {
3980 if (abs (failure / 4) > power)
3981 power = abs (failure / 4); /* set minimum effect */
3982
3983 if (failure <= -1 && failure > -15)
3984 { /* wonder */
3985 object *tmp;
3986
3987 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3988 tmp = get_archetype (SPELL_WONDER);
3989 cast_wonder (op, op, 0, tmp);
3990 tmp->destroy ();
3991 }
3992 else if (failure <= -15 && failure > -35)
3993 { /* drain mana */
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3995 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3996 if (op->stats.sp < 0)
3997 op->stats.sp = 0;
3998 }
3999 else if (settings.spell_failure_effects == TRUE)
4000 {
4001 if (failure <= -35 && failure > -60)
4002 { /* confusion */
4003 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4004 confuse_player (op, op, power);
4005 }
4006 else if (failure <= -60 && failure > -70)
4007 { /* paralysis */
4008 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4009 paralyze_player (op, op, power);
4010 }
4011 else if (failure <= -70 && failure > -80)
4012 { /* blind */
4013 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4014 blind_player (op, op, power);
4015 }
4016 else if (failure <= -80)
4017 { /* blast the immediate area */
4018 object *tmp;
4019
4020 tmp = get_archetype (LOOSE_MANA);
4021 cast_magic_storm (op, tmp, power);
4022 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4023 tmp->destroy ();
4024 }
4025 }
4026 }
4027
4028 void
4029 apply_changes_to_player (object *pl, object *change)
4030 {
4031 int excess_stat = 0; /* if the stat goes over the maximum
4032 for the race, put the excess stat some
4033 where else. */
4034
4035 switch (change->type)
4036 {
4037 case CLASS:
4038 {
4039 living *stats = &(pl->contr->orig_stats);
4040 living *ns = &(change->stats);
4041 object *walk;
4042 int flag_change_face = 1;
4043
4044 /* the following code assigns stats up to the stat max
4045 * for the race, and if the stat max is exceeded,
4046 * tries to randomly reassign the excess stat
4047 */
4048 int i, j;
4049
4050 for (i = 0; i < NUM_STATS; i++)
4051 {
4052 sint8 stat = get_attr_value (stats, i);
4053 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4054
4055 stat += get_attr_value (ns, i);
4056 if (stat > 20 + race_bonus)
4057 {
4058 excess_stat++;
4059 stat = 20 + race_bonus;
4060 }
4061 set_attr_value (stats, i, stat);
4062 }
4063
4064 for (j = 0; excess_stat > 0 && j < 100; j++)
4065 { /* try 100 times to assign excess stats */
4066 int i = rndm (0, 6);
4067 int stat = get_attr_value (stats, i);
4068 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4069
4070 if (i == CHA)
4071 continue; /* exclude cha from this */
4072 if (stat < 20 + race_bonus)
4073 {
4074 change_attr_value (stats, i, 1);
4075 excess_stat--;
4076 }
4077 }
4078
4079 /* insert the randomitems from the change's treasurelist into
4080 * the player ref: player.c
4081 */
4082 if (change->randomitems != NULL)
4083 give_initial_items (pl, change->randomitems);
4084
4085
4086 /* set up the face, for some races. */
4087
4088 /* first, look for the force object banning
4089 * changing the face. Certain races never change face with class.
4090 */
4091 for (walk = pl->inv; walk != NULL; walk = walk->below)
4092 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4093 flag_change_face = 0;
4094
4095 if (flag_change_face)
4096 {
4097 pl->animation_id = GET_ANIM_ID (change);
4098 pl->face = change->face;
4099
4100 if (QUERY_FLAG (change, FLAG_ANIMATE))
4101 SET_FLAG (pl, FLAG_ANIMATE);
4102 else
4103 CLEAR_FLAG (pl, FLAG_ANIMATE);
4104 }
4105
4106 /* check the special case of can't use weapons */
4107 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4108 if (!strcmp (change->name, "monk"))
4109 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4110
4111 break;
4112 }
4113 }
4114 }
4115
4116 /**
4117 * This handles items of type 'transformer'.
4118 * Basically those items, used with a marked item, transform both items into something
4119 * else.
4120 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4121 * Change information is contained in the 'slaying' field of the marked item.
4122 * The format is as follow: transformer:[number ]yield[;transformer:...].
4123 * This way an item can be transformed in many things, and/or many objects.
4124 * The 'slaying' field for transformer is used as verb for the action.
4125 */
4126 void
4127 apply_item_transformer (object *pl, object *transformer)
4128 {
4129 object *marked;
4130 object *new_item;
4131 char *find;
4132 char *separator;
4133 int yield;
4134 char got[MAX_BUF];
4135 int len;
4136
4137 if (!pl || !transformer)
4138 return;
4139 marked = find_marked_object (pl);
4140 if (!marked)
4141 {
4142 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4143 return;
4144 }
4145 if (!marked->slaying)
4146 {
4147 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4148 return;
4149 }
4150 /* check whether they are compatible or not */
4151 find = strstr (marked->slaying, transformer->arch->name);
4152 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4153 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return;
4156 }
4157 find += strlen (transformer->arch->name) + 1;
4158 /* Item can be used, now find how many and what it yields */
4159 if (isdigit (*(find)))
4160 {
4161 yield = atoi (find);
4162 if (yield < 1)
4163 {
4164 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4165 yield = 1;
4166 }
4167 }
4168 else
4169 yield = 1;
4170
4171 while (isdigit (*find))
4172 find++;
4173 while (*find == ' ')
4174 find++;
4175 memset (got, 0, MAX_BUF);
4176 if ((separator = strchr (find, ';')) != NULL)
4177 {
4178 len = separator - find;
4179 }
4180 else
4181 {
4182 len = strlen (find);
4183 }
4184 if (len > MAX_BUF - 1)
4185 len = MAX_BUF - 1;
4186 strcpy (got, find);
4187 got[len] = '\0';
4188
4189 /* Now create new item, remove used ones when required. */
4190 new_item = get_archetype (got);
4191 if (!new_item)
4192 {
4193 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4194 return;
4195 }
4196
4197 new_item->nrof = yield;
4198 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4199 insert_ob_in_ob (new_item, pl);
4200 esrv_send_inventory (pl, pl);
4201 /* Eat up one item */
4202 decrease_ob_nr (marked, 1);
4203 /* Eat one transformer if needed */
4204 if (transformer->stats.food)
4205 if (--transformer->stats.food == 0)
4206 decrease_ob_nr (transformer, 1);
4207 }