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/cvs/deliantra/server/server/apply.C
Revision: 1.8
Committed: Fri Aug 25 15:21:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -1 lines
Log Message:
Move callback checks to C++ and short-circuit when no callback exists
for an event: No perl is touched when an event doesn't have a callback registered,
so this is very fast (compared to the old way).

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.7 2006-08-24 05:04:46 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49 int transport_can_hold(const object *transport, const object *op, int nrof)
50 {
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55 }
56
57
58 /*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64 int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196 }
197
198
199
200 /**
201 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue.
203 */
204 int should_director_abort(object *op, object *victim)
205 {
206 int arch_flag, name_flag, race_flag;
207 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples:
212 * subtype 1: only arch
213 * subtype 3: arch or name
214 * subtype 5: arch or race
215 * subtype 7: all three
216 */
217 if (op->subtype)
218 {
219 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4);
222 } else {
223 arch_flag = 1;
224 name_flag = 1;
225 race_flag = 1;
226 }
227 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches.
229 */
230 if ( (op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
234 return 1;
235 }
236 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match.
238 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
243 return 1;
244 }
245 return 0;
246 }
247
248 /**
249 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not.
252 */
253 static int apply_id_altar (object *money, object *altar, object *pl)
254 {
255 object *id, *marked;
256 int success=0;
257
258 if (pl == NULL || pl->type != PLAYER)
259 return 0;
260
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be.
263 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0;
266
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory.
270 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
272 && need_identify (marked))
273 {
274 if (operate_altar (altar, &money)) {
275 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl,
277 "You have %s.", long_desc(marked, pl));
278 if (marked->msg) {
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
281 }
282 return money == NULL;
283 }
284 }
285
286 for (id=pl->inv; id; id=id->below) {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
288 need_identify(id)) {
289 if (operate_altar(altar,&money)) {
290 identify(id);
291 new_draw_info_format(NDI_UNIQUE, 0, pl,
292 "You have %s.", long_desc(id, pl));
293 if (id->msg) {
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
296 }
297 success=1;
298 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money))
300 break;
301 }
302 else {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break;
305 }
306 }
307 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
309 return money == NULL;
310 }
311
312 /**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item.
315 **/
316 static void handle_apply_yield(object* tmp)
317 {
318 const char* yield;
319
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337 }
338
339 /**
340 * Handles applying a potion.
341 */
342 int apply_potion (object * op, object * tmp)
343 {
344 int got_one = 0, i;
345 object *force = 0, *floor = 0;
346
347 floor = get_map_ob (op->map, op->x, op->y);
348
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!"
354 );
355 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0;
357 }
358
359 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp);
363 }
364
365 handle_apply_yield (tmp);
366
367 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
369 {
370 object *depl;
371 archetype *at;
372
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 drain_stat (op);
376 fix_player (op);
377 decrease_ob (tmp);
378 return 1;
379 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
381 {
382 LOG (llevError, "Could not find archetype depletion\n");
383 return 0;
384 }
385 depl = present_arch_in_ob (at, op);
386 if (depl != NULL)
387 {
388 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i))
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
392 }
393 remove_ob (depl);
394 free_object (depl);
395 fix_player (op);
396 }
397 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
399
400 decrease_ob (tmp);
401 return 1;
402 }
403
404 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
406 {
407
408 for (i = 1; i < MIN (11, op->level); i++)
409 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 {
412 if (op->contr->levhp[i] != 1)
413 {
414 op->contr->levhp[i] = 1;
415 break;
416 }
417 if (op->contr->levsp[i] != 1)
418 {
419 op->contr->levsp[i] = 1;
420 break;
421 }
422 if (op->contr->levgrace[i] != 1)
423 {
424 op->contr->levgrace[i] = 1;
425 break;
426 }
427 }
428 else
429 {
430 if (op->contr->levhp[i] < 9)
431 {
432 op->contr->levhp[i] = 9;
433 break;
434 }
435 if (op->contr->levsp[i] < 6)
436 {
437 op->contr->levsp[i] = 6;
438 break;
439 }
440 if (op->contr->levgrace[i] < 3)
441 {
442 op->contr->levgrace[i] = 3;
443 break;
444 }
445 }
446 }
447 /* Just makes checking easier */
448 if (i < MIN (11, op->level))
449 got_one = 1;
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 {
452 if (got_one)
453 {
454 fix_player (op);
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you");
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image.");
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect.");
461 }
462 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect");
465 }
466 else
467 { /* cursed potion */
468 if (got_one)
469 {
470 fix_player (op);
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you.");
473 }
474 else
475 new_draw_info (NDI_UNIQUE, 0, op,
476 "You are fortunate that you are so pathetic.");
477 }
478 decrease_ob (tmp);
479 return 1;
480 }
481
482
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
484 * and heroism all fit into this category. Given the spell object code,
485 * there is no limit to the number of spells that potions can be cast,
486 * but direction is problematic to try and imbue fireball potions for example.
487 */
488 if (tmp->inv)
489 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 {
492 object *fball;
493
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 }
505 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507
508 decrease_ob (tmp);
509 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op);
512 return 1;
513 }
514
515 /* Deal with protection potions */
516 force = NULL;
517 for (i = 0; i < NROFATTACKS; i++)
518 {
519 if (tmp->resist[i])
520 {
521 if (!force)
522 force = get_archetype (FORCE_NAME);
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */
526 }
527 }
528 /* This is a protection potion */
529 if (force)
530 {
531 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
533 {
534 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 }
539 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force);
544 decrease_ob (tmp);
545 return 1;
546 }
547
548 /* Only thing left are the stat potions */
549 if (op->type == PLAYER)
550 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else
555 SET_FLAG (tmp, FLAG_APPLIED);
556 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
558 }
559
560 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears
563 * up all the stats.
564 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op);
567 decrease_ob (tmp);
568 return 1;
569 }
570
571 /****************************************************************************
572 * Weapon improvement code follows
573 ****************************************************************************/
574
575 /**
576 * This returns the sum of nrof of item (arch name).
577 */
578 static int check_item(object *op, const char *item)
579 {
580 int count=0;
581
582
583 if (item==NULL) return 0;
584 op=op->below;
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
589 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count;
599 }
600
601 /**
602 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only
604 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects.
606 */
607 static void eat_item(object *op,const char *item, uint32 nrof)
608 {
609 object *prev;
610
611 prev = op;
612 op=op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628 }
629
630 /**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637 static int check_weapon_power(const object *who, int improvs)
638 {
639 /* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643 #if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647 #else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673 #endif
674 }
675
676 /**
677 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */
680 static int check_sacrifice(object *op, const object *improver)
681 {
682 int count=0;
683
684 if (improver->slaying!=NULL) {
685 count = check_item(op,improver->slaying);
686 if (count<1) {
687 char buf[200];
688 sprintf(buf,"The gods want more %ss",improver->slaying);
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0;
691 }
692 }
693 else
694 count=1;
695
696 return count;
697 }
698
699 /**
700 * Actually improves the weapon, and tells user.
701 */
702 int improve_weapon_stat(object *op,object *improver,object *weapon,
703 signed char *stat,int sacrifice_count,const char *statname)
704 {
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count;
708 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op,
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712
713 /* So it updates the players stats and the window */
714 fix_player(op);
715 return 1;
716 }
717
718 /* Types of improvements, hidden in the sp field. */
719 #define IMPROVE_PREPARE 1
720 #define IMPROVE_DAMAGE 2
721 #define IMPROVE_WEIGHT 3
722 #define IMPROVE_ENCHANT 4
723 #define IMPROVE_STR 5
724 #define IMPROVE_DEX 6
725 #define IMPROVE_CON 7
726 #define IMPROVE_WIS 8
727 #define IMPROVE_CHA 9
728 #define IMPROVE_INT 10
729 #define IMPROVE_POW 11
730
731
732 /**
733 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on.
735 */
736
737 int prepare_weapon(object *op, object *improver, object *weapon)
738 {
739 int sacrifice_count,i;
740 char buf[MAX_BUF];
741
742 if (weapon->level!=0) {
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
744 return 0;
745 }
746 for (i=0; i<NROFATTACKS; i++)
747 if (weapon->resist[i]) break;
748
749 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections.
751 */
752 if (i<NROFATTACKS ||
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */
757 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
759 return 0;
760 }
761 sacrifice_count=check_sacrifice(op,improver);
762 if (sacrifice_count<=0)
763 return 0;
764 weapon->level=isqrt(sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count);
767
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
769 weapon->name,weapon->level);
770
771 sprintf(buf,"%s's %s",op->name,weapon->name);
772 FREE_AND_COPY(weapon->name, buf);
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same
775 slot at once! */
776 decrease_ob(improver);
777 weapon->last_eat=0;
778 return 1;
779 }
780
781
782 /**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason.
786 *
787 * Checks if weapon was prepared, if enough potions on the floor, ...
788 *
789 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve
792 */
793 int improve_weapon(object *op,object *improver,object *weapon)
794 {
795 int sacrifice_count, sacrifice_needed=0;
796
797 if(improver->stats.sp==IMPROVE_PREPARE) {
798 return prepare_weapon(op, improver, weapon);
799 }
800 if (weapon->level==0) {
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
802 return 0;
803 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
806 return 0;
807 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
809 !check_weapon_power(op, weapon->last_eat+1)) {
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
813 return 0;
814 }
815 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved.
819 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) {
821 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam);
825 weapon->last_eat++;
826
827 weapon->item_power++;
828 decrease_ob(improver);
829 return 1;
830 }
831 if (improver->stats.sp == IMPROVE_WEIGHT) {
832 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10;
834 if (weapon->weight < 1) weapon->weight = 1;
835 new_draw_info_format(NDI_UNIQUE, 0, op,
836 "Weapon weight reduced to %6.1f kg",
837 (float)weapon->weight/1000.0);
838 weapon->last_eat++;
839 weapon->item_power++;
840 decrease_ob(improver);
841 return 1;
842 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) {
844 weapon->magic++;
845 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op
847 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver);
849 weapon->item_power++;
850 return 1;
851 }
852
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
855 weapon->stats.Wis;
856
857 if (sacrifice_needed<1)
858 sacrifice_needed =1;
859 sacrifice_needed *=2;
860
861 sacrifice_count = check_sacrifice(op,improver);
862 if (sacrifice_count < sacrifice_needed) {
863 new_draw_info_format(NDI_UNIQUE, 0, op,
864 "You need at least %d %s", sacrifice_needed, improver->slaying);
865 return 0;
866 }
867 eat_item(op,improver->slaying, sacrifice_needed);
868 weapon->item_power++;
869
870 switch (improver->stats.sp) {
871 case IMPROVE_STR:
872 return improve_weapon_stat(op,improver,weapon,
873 (signed char *) &(weapon->stats.Str),
874 1, "strength");
875 case IMPROVE_DEX:
876 return improve_weapon_stat(op,improver,weapon,
877 (signed char *) &(weapon->stats.Dex),
878 1, "dexterity");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
901 }
902 LOG(llevError,"improve_weapon: Got to end of function\n");
903 return 0;
904 }
905
906 /**
907 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work.
910 */
911 int check_improve_weapon (object *op, object *tmp)
912 {
913 object *otmp;
914
915 if(op->type!=PLAYER)
916 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 }
921 otmp=find_marked_object(op);
922 if(!otmp) {
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
924 return 0;
925 }
926 if (otmp->type != WEAPON && otmp->type != BOW) {
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
928 return 0;
929 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
931 improve_weapon(op,tmp,otmp);
932 esrv_send_item(op, otmp);
933 return 1;
934 }
935
936 /**
937 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to
939 * +5 no matter what level, but they are limited by item
940 * power.
941 * Try to use same improvement code as in the common/treasure.c
942 * file, so that if you make a +2 full helm, it will be just
943 * the same as one you find in a shop.
944 *
945 * deprecated comment:
946 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
947 * only 'enchantment' of armour is possible - improving
948 * the stats of a player w/ armour as well as a weapon
949 * will probably horribly unbalance the game. Magic enchanting
950 * depends on the level of the character - ie the plus
951 * value (magic) of the armour can never be increased beyond
952 * the level of the character / 10 -- rounding upish, nor may
953 * the armour value of the piece of equipment exceed either
954 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now.
957 */
958 int improve_armour(object *op, object *improver, object *armour)
959 {
960 object *tmp;
961
962 if (armour->magic >= settings.armor_max_enchant) {
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?)
970 */
971 if (armour->title) {
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 }
975
976 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge.
978 */
979 if(armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983
984 armour->magic++;
985
986 if ( !settings.armor_speed_linear )
987 {
988 int base = 100;
989 int pow = 0;
990 while ( pow < armour->magic )
991 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100;
993 pow++;
994 }
995
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
997 }
998 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
1000
1001 if ( !settings.armor_weight_linear )
1002 {
1003 int base = 100;
1004 int pow = 0;
1005 while ( pow < armour->magic )
1006 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100;
1008 pow++;
1009 }
1010
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100;
1012 }
1013 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1015
1016 if ( armour->weight <= 0 )
1017 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1019 armour->weight = 1;
1020 }
1021
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1023
1024 if (op->type == PLAYER) {
1025 esrv_send_item(op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED))
1027 fix_player(op);
1028 }
1029 decrease_ob(improver);
1030 if (tmp) {
1031 insert_ob_in_ob(tmp, op);
1032 esrv_send_item(op, tmp);
1033 }
1034 return 1;
1035 }
1036
1037
1038 /*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken.
1041 */
1042 #define CONV_FROM(xyz) xyz->slaying
1043 #define CONV_TO(xyz) xyz->other_arch
1044 #define CONV_NR(xyz) xyz->stats.sp
1045 #define CONV_NEED(xyz) xyz->stats.food
1046
1047 /* Takes one items and makes another.
1048 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything.
1051 */
1052 int convert_item(object *item, object *converter) {
1053 int nr=0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in;
1057
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck)
1069 */
1070 if (!strcmp(CONV_FROM(converter),"money")) {
1071 int cost;
1072
1073 if(item->type!=MONEY)
1074 return 0;
1075
1076 nr=(item->nrof*item->value)/CONV_NEED(converter);
1077 if (!nr) return 0;
1078 cost=nr*CONV_NEED(converter)/item->value;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082
1083 price_in = cost*item->value;
1084 }
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1088 return 0;
1089
1090 if(CONV_NEED(converter)) {
1091 nr=item->nrof/CONV_NEED(converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter));
1093 price_in = nr*CONV_NEED(converter)*item->value;
1094 } else {
1095 price_in = item->value;
1096 remove_ob(item);
1097 free_object(item);
1098 }
1099 }
1100
1101 if (converter->inv != NULL) {
1102 object *ob;
1103 int i;
1104 object *ob_to_copy;
1105
1106 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109 if (rndm(0, i) == 0) {
1110 ob_to_copy = ob;
1111 }
1112 }
1113 item = object_create_clone(ob_to_copy);
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) {
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1;
1120 }
1121
1122 item = object_create_arch(converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1124 }
1125
1126 if(CONV_NR(converter))
1127 item->nrof=CONV_NR(converter);
1128 if(nr)
1129 item->nrof*=nr;
1130 if(is_in_shop)
1131 SET_FLAG(item,FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in,
1135 item->nrof*item->value, item->name);
1136 /**
1137 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this
1139 */
1140 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1;
1143 }
1144
1145 /**
1146 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t.
1150 */
1151
1152 int apply_container (object *op, object *sack)
1153 {
1154 char buf[MAX_BUF];
1155 object *tmp;
1156
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1162 return 0;
1163 }
1164 op->contr->last_used = NULL;
1165 op->contr->last_used_id = 0;
1166
1167 if (sack->env!=op) {
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 }
1210
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1;
1241 }
1242 } else {
1243 sprintf (buf, "You don't have the key to unlock %s.",
1244 query_name(sack));
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 }
1256 new_draw_info (NDI_UNIQUE, 0, op, buf);
1257 if (op->contr) op->contr->socket.update_look=1;
1258 return 1;
1259 }
1260
1261 /**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275 int esrv_apply_container (object *op, object *sack)
1276 {
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 }
1322 }
1323
1324 /* By the time we get here, we have made sure any other container has been closed and
1325 * if this is a locked container, the player they key to open it.
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack);
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1;
1371 }
1372
1373
1374 /**
1375 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted.
1377 */
1378 static int apply_altar (object *altar, object *sacrifice, object *originator)
1379 {
1380 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER))
1382 return 0;
1383
1384 if (operate_altar (altar, &sacrifice)) {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly.
1388 */
1389 if (altar->inv && altar->inv->type==SPELL) {
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1391 altar->inv->name);
1392 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with
1394 * old maps.
1395 */
1396 /* push_button (altar);*/
1397 } else {
1398 altar->value = 1; /* works only once */
1399 push_button (altar);
1400 }
1401 return sacrifice == NULL;
1402 } else {
1403 return 0;
1404 }
1405 }
1406
1407
1408 /**
1409 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29
1414 */
1415 int apply_shop_mat (object *shop_mat, object *op)
1416 {
1417 int rv = 0;
1418 double opinion;
1419 object *tmp, *next;
1420
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1422
1423 if (op->type != PLAYER) {
1424 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in
1426 * the shop.
1427 */
1428 for (tmp=op->inv; tmp; tmp=next) {
1429 next = tmp->below;
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432
1433 remove_ob(tmp);
1434 if (i==-1) i=0;
1435 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441
1442 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1444
1445 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space.
1447 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1449
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1452 if (i != -1) {
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else {
1497 remove_ob (op);
1498 op->x += freearr_x[i];
1499 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1501 }
1502 }
1503 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv;
1505 }
1506
1507 /**
1508 * Handles applying a sign.
1509 */
1510 static void apply_sign (object *op, object *sign, int autoapply)
1511 {
1512 readable_message_type* msgType;
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1527 sign->last_eat++;
1528 }
1529
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us).
1534 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1536 new_draw_info (NDI_UNIQUE, 0, op,
1537 "You are unable to read while blind.");
1538 return;
1539 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543 }
1544
1545
1546 /**
1547 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 *
1551 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function.
1554 */
1555 void move_apply (object *trap, object *victim, object *originator)
1556 {
1557 static int recursion_depth = 0;
1558
1559 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return;
1562
1563 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion.
1565 */
1566 /* The following was changed because it was causing perfeclty correct
1567 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes.
1571 */
1572 if (recursion_depth >= 500) {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1575 trap->arch->name, trap->name, victim->arch->name, victim->name);
1576 return;
1577 }
1578 recursion_depth++;
1579 if (trap->head) trap=trap->head;
1580
1581 /* Lauwenmark: Handle for plugin trigger event */
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1583 goto leave;
1584
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER:
1606 if(victim->direction) {
1607 victim->direction=absdir(victim->direction-trap->stats.sp);
1608 update_turn_face(victim);
1609 }
1610 goto leave;
1611
1612 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) {
1614 victim->direction=trap->stats.sp;
1615 update_turn_face(victim);
1616 }
1617 goto leave;
1618
1619 case BUTTON:
1620 case PEDESTAL:
1621 update_button(trap);
1622 goto leave;
1623
1624 case ALTAR:
1625 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator);
1627 goto leave;
1628
1629 case THROWN_OBJ:
1630 if (trap->inv == NULL)
1631 goto leave;
1632 /* fallthrough */
1633
1634 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here
1641 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim);
1644 goto leave;
1645
1646 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim);
1648 goto leave;
1649
1650 case TRAPDOOR:
1651 {
1652 int max, sound_was_played;
1653 object *ab, *ab_next;
1654 if(!trap->value) {
1655 int tot;
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1659
1660 if(!(trap->value=(tot>trap->weight)?1:0))
1661 goto leave;
1662
1663 SET_ANIMATION(trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE);
1665 }
1666
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1668 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus
1670 */
1671 ab_next = ab->above;
1672
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1674 if ( ! sound_was_played) {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1676 sound_was_played = 1;
1677 }
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1680 }
1681 }
1682 goto leave;
1683 }
1684
1685
1686 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) {
1688 object *op;
1689
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave;
1700
1701 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim);
1705 goto leave;
1706
1707 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim);
1709 goto leave;
1710
1711 case CHECK_INV:
1712 check_inv (victim, trap);
1713 goto leave;
1714
1715 case HOLE:
1716 /* Hole not open? */
1717 if(trap->stats.wc > 0)
1718 goto leave;
1719
1720 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit
1722 */
1723 if (victim->head)
1724 goto leave;
1725
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave;
1730
1731 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1733 /* Basically, don't show exits leading to random maps the
1734 * players output.
1735 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1738 enter_exit (victim, trap);
1739 }
1740 goto leave;
1741
1742 case ENCOUNTER:
1743 /* may be some leftovers on this */
1744 goto leave;
1745
1746 case SHOP_MAT:
1747 apply_shop_mat (trap, victim);
1748 goto leave;
1749
1750 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator);
1753 goto leave;
1754
1755 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */
1758
1759 apply_sign (victim, trap, 1);
1760 goto leave;
1761
1762 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap);
1767 goto leave;
1768
1769 case RUNE:
1770 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1772 spring_trap(trap, victim);
1773 }
1774 goto leave;
1775
1776 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name,
1779 trap->type);
1780 goto leave;
1781 }
1782
1783 leave:
1784 recursion_depth--;
1785 }
1786
1787 /**
1788 * Handles reading a regular (ie not containing a spell) book.
1789 */
1790 static void apply_book (object *op, object *tmp)
1791 {
1792 int lev_diff;
1793 object *skill_ob;
1794
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1797 return;
1798 }
1799 if(tmp->msg==NULL) {
1800 new_draw_info_format(NDI_UNIQUE, 0, op,
1801 "You open the %s and find it empty.", tmp->name);
1802 return;
1803 }
1804
1805 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill);
1807 if ( ! skill_ob) {
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 }
1812 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1814 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return;
1827 }
1828
1829
1830 /* Lauwenmark: Handle for plugin book event */
1831 /*printf("Book apply: %s\n", tmp->name);
1832 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1833 printf("Book applied: %s\n", tmp->name);*/
1834 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1835 {
1836 CFParm CFP;
1837 int k, l, m;
1838 uint32 n;
1839 new_draw_info_format (NDI_UNIQUE, 0, op,
1840 "You open the %s and start reading.", tmp->name);
1841 k = EVENT_APPLY;
1842 l = SCRIPT_FIX_ALL;
1843 m = 0;
1844 n = 0;
1845 CFP.Value[0] = &k;
1846 CFP.Value[1] = op;
1847 CFP.Value[2] = tmp;
1848 CFP.Value[3] = NULL;
1849 CFP.Value[4] = NULL;
1850 CFP.Value[5] = &n;
1851 CFP.Value[6] = &m;
1852 CFP.Value[7] = &m;
1853 CFP.Value[8] = &l;
1854 CFP.Value[9] = (void*)evt->hook;
1855 CFP.Value[10]= (void*)evt->options;
1856 if (findPlugin(evt->plugin)>=0)
1857 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1858 }
1859 else*/{
1860 readable_message_type* msgType = get_readable_message_type(tmp);
1861 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1862 msgType->message_type, msgType->message_subtype,
1863 "You open the %s and start reading.\n%s",
1864 "%s\n%s",
1865 long_desc(tmp,op), tmp->msg);
1866 }
1867
1868 /* gain xp from reading */
1869 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1870 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1871 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1872 /*exp_gain *= 2; because they just identified it too */
1873 SET_FLAG(tmp,FLAG_IDENTIFIED);
1874 /* If in a container, update how it looks */
1875 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1876 else op->contr->socket.update_look=1;
1877 }
1878 change_exp(op,exp_gain, skill_ob->skill, 0);
1879 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1880 }
1881 }
1882
1883 /**
1884 * Handles the applying of a skill scroll, calling learn_skill straight.
1885 * op is the person learning the skill, tmp is the skill scroll object
1886 */
1887 static void apply_skillscroll (object *op, object *tmp)
1888 {
1889 switch ((int) learn_skill (op, tmp)) {
1890 case 0:
1891 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1892 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1893 return;
1894
1895 case 1:
1896 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1897 tmp->skill);
1898 new_draw_info_format(NDI_UNIQUE, 0, op,
1899 "Type 'bind ready_skill %s",tmp->skill);
1900 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1901 decrease_ob(tmp);
1902 return;
1903
1904 default:
1905 new_draw_info_format(NDI_UNIQUE,0,op,
1906 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1907 decrease_ob(tmp);
1908 return;
1909 }
1910 }
1911
1912 /**
1913 * Actually makes op learn spell.
1914 * Informs player of what happens.
1915 */
1916 void do_learn_spell (object *op, object *spell, int special_prayer)
1917 {
1918 object *tmp;
1919
1920 if (op->type != PLAYER) {
1921 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1922 return;
1923 }
1924
1925 /* Upgrade special prayers to normal prayers */
1926 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1927 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1928 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1929 return;
1930 }
1931 return;
1932 }
1933
1934 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1935 tmp = get_object();
1936 copy_object(spell, tmp);
1937 insert_ob_in_ob(tmp, op);
1938
1939 if (special_prayer) {
1940 SET_FLAG(tmp, FLAG_STARTEQUIP);
1941 }
1942
1943 new_draw_info_format (NDI_UNIQUE, 0, op,
1944 "Type 'bind cast %s", spell->name);
1945 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1946 esrv_add_spells(op->contr, tmp);
1947 }
1948
1949 /**
1950 * Erases spell from player's inventory.
1951 */
1952 void do_forget_spell (object *op, const char *spell)
1953 {
1954 object *spob;
1955
1956 if (op->type != PLAYER) {
1957 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1958 return;
1959 }
1960 if ( (spob=check_spell_known (op, spell)) == NULL) {
1961 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1962 return;
1963 }
1964
1965 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1966 "You lose knowledge of %s.", spell);
1967 player_unready_range_ob(op->contr, spob);
1968 esrv_remove_spell(op->contr, spob);
1969 remove_ob(spob);
1970 free_object(spob);
1971 }
1972
1973 /**
1974 * Handles player applying a spellbook.
1975 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1976 * stuff like that. Random learning failure too.
1977 */
1978 static void apply_spellbook (object *op, object *tmp)
1979 {
1980 object *skop, *spell, *spell_skill;
1981
1982 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1983 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1984 return;
1985 }
1986
1987 /* artifact_spellbooks have 'slaying' field point to a spell name,
1988 * instead of having their spell stored in stats.sp. These are
1989 * legacy spellbooks
1990 */
1991
1992 if(tmp->slaying != NULL) {
1993 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1994 if (!spell) {
1995 new_draw_info_format(NDI_UNIQUE, 0, op,
1996 "The book's formula for %s is incomplete", tmp->slaying);
1997 return;
1998 }
1999 else
2000 insert_ob_in_ob(spell, tmp);
2001 free_string(tmp->slaying);
2002 tmp->slaying=NULL;
2003 }
2004
2005 skop = find_skill_by_name(op, tmp->skill);
2006
2007 /* need a literacy skill to learn spells. Also, having a literacy level
2008 * lower than the spell will make learning the spell more difficult */
2009 if ( !skop) {
2010 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2011 return;
2012 }
2013
2014 spell = tmp->inv;
2015 if (!spell) {
2016 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2017 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2018 return;
2019 }
2020 if (spell->level > (skop->level+10)) {
2021 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2022 return;
2023 }
2024
2025 new_draw_info_format(NDI_UNIQUE, 0, op,
2026 "The spellbook contains the %s level spell %s.",
2027 get_levelnumber(spell->level), spell->name);
2028
2029 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2030 identify(tmp);
2031 if (tmp->env)
2032 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2033 else
2034 op->contr->socket.update_look=1;
2035 }
2036
2037 /* I removed the check for special_prayer_mark here - it didn't make
2038 * a lot of sense - special prayers are not found in spellbooks, and
2039 * if the player doesn't know the spell, doesn't make a lot of sense that
2040 * they would have a special prayer mark.
2041 */
2042 if (check_spell_known (op, spell->name)) {
2043 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2044 return;
2045 }
2046
2047 if (spell->skill) {
2048 spell_skill = find_skill_by_name(op, spell->skill);
2049 if (!spell_skill) {
2050 new_draw_info_format(NDI_UNIQUE, 0, op,
2051 "You lack the skill %s to use this spell",
2052 spell->skill);
2053 return;
2054 }
2055 if (spell_skill->level < spell->level) {
2056 new_draw_info_format(NDI_UNIQUE, 0, op,
2057 "You need to be level %d in %s to learn this spell.",
2058 spell->level, spell->skill);
2059 return;
2060 }
2061 }
2062
2063 /* Logic as follows
2064 *
2065 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2066 *
2067 * 2- The learner's skill level in literacy adjusts the chance to learn
2068 * a spell.
2069 *
2070 * 3 -Automatically fail to learn if you read while confused
2071 *
2072 * Overall, chances are the same but a player will find having a high
2073 * literacy rate very useful! -b.t.
2074 */
2075 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2076 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2077 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2078 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2079 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2080 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2081
2082 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2083 do_learn_spell (op, spell, 0);
2084
2085 /* xp gain to literacy for spell learning */
2086 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2087 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2088 } else {
2089 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2090 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2091 }
2092 decrease_ob(tmp);
2093 }
2094
2095 /**
2096 * Handles applying a spell scroll.
2097 */
2098 void apply_scroll (object *op, object *tmp, int dir)
2099 {
2100 object *skop;
2101
2102 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2103 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2104 return;
2105 }
2106
2107 if (!tmp->inv || tmp->inv->type != SPELL) {
2108 new_draw_info (NDI_UNIQUE, 0, op,
2109 "The scroll just doesn't make sense!");
2110 return;
2111 }
2112
2113 if(op->type==PLAYER) {
2114 /* players need a literacy skill to read stuff! */
2115 int exp_gain=0;
2116
2117 /* hard code literacy - tmp->skill points to where the exp
2118 * should go for anything killed by the spell.
2119 */
2120 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2121
2122 if ( ! skop) {
2123 new_draw_info(NDI_UNIQUE, 0,op,
2124 "You are unable to decipher the strange symbols.");
2125 return;
2126 }
2127
2128 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2129 change_exp(op,exp_gain, skop->skill, 0);
2130 }
2131
2132 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2133 identify(tmp);
2134
2135 new_draw_info_format(NDI_BLACK, 0, op,
2136 "The scroll of %s turns to dust.", tmp->inv->name);
2137
2138
2139 cast_spell(op,tmp,dir,tmp->inv, NULL);
2140 decrease_ob(tmp);
2141 }
2142
2143 /**
2144 * Applies a treasure object - by default, chest. op
2145 * is the person doing the applying, tmp is the treasure
2146 * chest.
2147 */
2148 static void apply_treasure (object *op, object *tmp)
2149 {
2150 object *treas;
2151 tag_t tmp_tag = tmp->count, op_tag = op->count;
2152
2153
2154 /* Nice side effect of new treasure creation method is that the treasure
2155 * for the chest is done when the chest is created, and put into the chest
2156 * inventory. So that when the chest burns up, the items still exist. Also
2157 * prevents people fromt moving chests to more difficult maps to get better
2158 * treasure
2159 */
2160
2161 treas = tmp->inv;
2162 if(treas==NULL) {
2163 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2164 decrease_ob(tmp);
2165 return;
2166 }
2167 while (tmp->inv) {
2168 treas = tmp->inv;
2169
2170 remove_ob(treas);
2171 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2172 query_name(treas));
2173
2174 treas->x=op->x;
2175 treas->y=op->y;
2176 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2177
2178 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2179 && QUERY_FLAG (op, FLAG_ALIVE))
2180 spring_trap (treas, op);
2181 /* If either player or container was destroyed, no need to do
2182 * further processing. I think this should be enclused with
2183 * spring trap above, as I don't think there is otherwise
2184 * any way for the treasure chest or player to get killed
2185 */
2186 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2187 break;
2188 }
2189
2190 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2191 decrease_ob (tmp);
2192
2193 }
2194
2195 /**
2196 * op eats food.
2197 * If player, takes care of messages and dragon special food.
2198 */
2199 static void apply_food (object *op, object *tmp)
2200 {
2201 int capacity_remaining;
2202
2203 if(op->type!=PLAYER)
2204 op->stats.hp=op->stats.maxhp;
2205 else {
2206 /* check if this is a dragon (player), eating some flesh */
2207 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2208 ;
2209 else {
2210 /* usual case - no dragon meal: */
2211 if(op->stats.food+tmp->stats.food>999) {
2212 if(tmp->type==FOOD || tmp->type==FLESH)
2213 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2214 else
2215 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2216 }
2217
2218 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2219 char buf[MAX_BUF];
2220
2221 if (!is_dragon_pl(op)) {
2222 /* eating message for normal players*/
2223 if(tmp->type==DRINK)
2224 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2225 else
2226 sprintf(buf,"The %s tasted %s",tmp->name,
2227 tmp->type==FLESH?"terrible!":"good.");
2228 }
2229 else {
2230 /* eating message for dragon players*/
2231 sprintf(buf,"The %s tasted terrible!",tmp->name);
2232 }
2233
2234 new_draw_info(NDI_UNIQUE, 0,op,buf);
2235 capacity_remaining = 999 - op->stats.food;
2236 op->stats.food+=tmp->stats.food;
2237 if(capacity_remaining < tmp->stats.food)
2238 op->stats.hp += capacity_remaining / 50;
2239 else
2240 op->stats.hp+=tmp->stats.food/50;
2241 if(op->stats.hp>op->stats.maxhp)
2242 op->stats.hp=op->stats.maxhp;
2243 if (op->stats.food > 999)
2244 op->stats.food = 999;
2245 }
2246
2247 /* special food hack -b.t. */
2248 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2249 eat_special_food(op,tmp);
2250 }
2251 }
2252 handle_apply_yield(tmp);
2253 decrease_ob(tmp);
2254 }
2255
2256 /**
2257 * A dragon is eating some flesh. If the flesh contains resistances,
2258 * there is a chance for the dragon's skin to get improved.
2259 *
2260 * attributes:
2261 * object *op the object (dragon player) eating the flesh
2262 * object *meal the flesh item, getting chewed in dragon's mouth
2263 * return:
2264 * int 1 if eating successful, 0 if it doesn't work
2265 */
2266 int dragon_eat_flesh(object *op, object *meal) {
2267 object *skin = NULL; /* pointer to dragon skin force*/
2268 object *abil = NULL; /* pointer to dragon ability force*/
2269 object *tmp = NULL; /* tmp. object */
2270
2271 char buf[MAX_BUF]; /* tmp. string buffer */
2272 double chance; /* improvement-chance of one resistance type */
2273 double totalchance=1; /* total chance of gaining one resistance */
2274 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2275 double mbonus=0; /* monster bonus */
2276 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2277 int winners=0; /* number of winners */
2278 int i; /* index */
2279
2280 /* let's make sure and doublecheck the parameters */
2281 if (meal->type!=FLESH || !is_dragon_pl(op))
2282 return 0;
2283
2284 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2285 from the player's inventory */
2286 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2287 if (tmp->type == FORCE) {
2288 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2289 skin = tmp;
2290 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2291 abil = tmp;
2292 }
2293 }
2294
2295 /* if either skin or ability are missing, this is an old player
2296 which is not to be considered a dragon -> bail out */
2297 if (skin == NULL || abil == NULL) return 0;
2298
2299 /* now start by filling stomache and health, according to food-value */
2300 if((999 - op->stats.food) < meal->stats.food)
2301 op->stats.hp += (999 - op->stats.food) / 50;
2302 else
2303 op->stats.hp += meal->stats.food/50;
2304 if(op->stats.hp>op->stats.maxhp)
2305 op->stats.hp=op->stats.maxhp;
2306
2307 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2308
2309 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2310
2311 /* on to the interesting part: chances for adding resistance */
2312 for (i=0; i<NROFATTACKS; i++) {
2313 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2314 /* got positive resistance, now calculate improvement chance (0-100) */
2315
2316 /* this bonus makes resistance increase easier at lower levels */
2317 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2318 if (i == abil->stats.exp)
2319 bonus += 5; /* additional bonus for resistance of ability-focus */
2320
2321 /* monster bonus increases with level, because high-level
2322 flesh is too rare */
2323 mbonus = op->level * 20. / ((double)settings.max_level);
2324
2325 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2326 ((double)settings.max_level)) - skin->resist[i];
2327
2328 if (chance >= 0.)
2329 chance += 1.;
2330 else
2331 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2332
2333 /* chance is proportional to amount of resistance (max. 50) */
2334 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2335
2336 /* doubled chance for resistance of ability-focus */
2337 if (i == abil->stats.exp)
2338 chance = MIN(100., chance*2.);
2339
2340 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2341 if (RANDOM()%10000 < (int)(chance*100)) {
2342 atnr_winner[winners] = i;
2343 winners++;
2344 }
2345
2346 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2347
2348 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2349 }
2350 }
2351
2352 /* inverse totalchance as until now we have the failure-chance */
2353 totalchance = 100 - totalchance*100;
2354 /* print message according to totalchance */
2355 if (totalchance > 50.)
2356 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2357 else if (totalchance > 10.)
2358 sprintf(buf, "The %s tasted very good.", meal->name);
2359 else if (totalchance > 1.)
2360 sprintf(buf, "The %s tasted good.", meal->name);
2361 else if (totalchance > 0.1)
2362 sprintf(buf, "The %s tasted bland.", meal->name);
2363 else if (totalchance >= 0.01)
2364 sprintf(buf, "The %s had a boring taste.", meal->name);
2365 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2366 sprintf(buf, "The %s tasted strange.", meal->name);
2367 else
2368 sprintf(buf, "The %s had no taste.", meal->name);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf);
2370
2371 /* now choose a winner if we have any */
2372 i = -1;
2373 if (winners>0)
2374 i = atnr_winner[RANDOM()%winners];
2375
2376 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2377 /* resistance increased! */
2378 skin->resist[i]++;
2379 fix_player(op);
2380
2381 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2382 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2383 }
2384
2385 /* if this flesh contains a new ability focus, we mark it
2386 into the ability_force and it will take effect on next level */
2387 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2388 && meal->last_eat != abil->last_eat) {
2389 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2390
2391 if (meal->last_eat != abil->stats.exp) {
2392 sprintf(buf, "Your metabolism prepares to focus on %s!",
2393 change_resist_msg[meal->last_eat]);
2394 new_draw_info(NDI_UNIQUE, 0, op, buf);
2395 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2396 new_draw_info(NDI_UNIQUE, 0, op, buf);
2397 }
2398 else {
2399 sprintf(buf, "Your metabolism will continue to focus on %s.",
2400 change_resist_msg[meal->last_eat]);
2401 new_draw_info(NDI_UNIQUE, 0, op, buf);
2402 abil->last_eat = 0;
2403 }
2404 }
2405 return 1;
2406 }
2407
2408 static void apply_savebed (object *pl)
2409 {
2410 #ifndef COZY_SERVER
2411 if(!pl->contr->name_changed||!pl->stats.exp) {
2412 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2413 return;
2414 }
2415 #endif
2416 /* Need to call terminate_all_pets() before we remove the player ob */
2417 terminate_all_pets(pl);
2418 remove_ob(pl);
2419 pl->direction=0;
2420 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2421 "%s leaves the game.",pl->name);
2422
2423 /* update respawn position */
2424 strcpy(pl->contr->savebed_map, pl->map->path);
2425 pl->contr->bed_x = pl->x;
2426 pl->contr->bed_y = pl->y;
2427
2428 strcpy(pl->contr->killer,"left");
2429 check_score(pl); /* Always check score */
2430 (void)save_player(pl,0);
2431 pl->map->players--;
2432 #if MAP_MAXTIMEOUT
2433 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2434 #endif
2435 play_again(pl);
2436 pl->speed = 0;
2437 update_ob_speed(pl);
2438 }
2439
2440 /**
2441 * Handles applying an improve armor scroll.
2442 * Does some sanity checks, then calls improve_armour.
2443 */
2444 static void apply_armour_improver (object *op, object *tmp)
2445 {
2446 object *armor;
2447
2448 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2449 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2450 return;
2451 }
2452 armor=find_marked_object(op);
2453 if ( ! armor) {
2454 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2455 return;
2456 }
2457 if (armor->type != ARMOUR
2458 && armor->type != CLOAK
2459 && armor->type != BOOTS && armor->type != GLOVES
2460 && armor->type != BRACERS && armor->type != SHIELD
2461 && armor->type != HELMET)
2462 {
2463 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2464 return;
2465 }
2466
2467 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2468 improve_armour(op,tmp,armor);
2469 }
2470
2471
2472 extern void apply_poison (object *op, object *tmp)
2473 {
2474 if (op->type == PLAYER) {
2475 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2476 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2477 strcpy(op->contr->killer,"poisonous booze");
2478 }
2479 if (tmp->stats.hp > 0) {
2480 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2481 tmp->stats.hp);
2482 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2483 }
2484 op->stats.food-=op->stats.food/4;
2485 handle_apply_yield(tmp);
2486 decrease_ob(tmp);
2487 }
2488
2489 /**
2490 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2491 * A valid 2 way exit means:
2492 * -You can come back (there is another exit at the other side)
2493 * -You are
2494 * ° the owner of the exit
2495 * ° or in the same party as the owner
2496 *
2497 * Note: a owner in a 2 way exit is saved as the owner's name
2498 * in the field exit->name cause the field exit->owner doesn't
2499 * survive in the swapping (in fact the whole exit doesn't survive).
2500 */
2501 int is_legal_2ways_exit (object* op, object *exit)
2502 {
2503 object * tmp;
2504 object * exit_owner;
2505 player * pp;
2506 mapstruct * exitmap;
2507 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2508 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2509 /* To know if an exit has a correspondant, we look at
2510 * all the exits in destination and try to find one with same path as
2511 * the current exit's position */
2512 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2513 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2514 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2515 if (exitmap)
2516 {
2517 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2518 if (!tmp) return 0;
2519 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2520 {
2521 if (tmp->type!=EXIT) continue; /*Not an exit*/
2522 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2523 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2524 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2525
2526 /* From here we have found the exit is valid. However we do
2527 * here the check of the exit owner. It is important for the
2528 * town portals to prevent strangers from visiting your appartments
2529 */
2530 if (!exit->race) return 1; /*No owner, free for all!*/
2531 exit_owner=NULL;
2532 for (pp=first_player;pp;pp=pp->next)
2533 {
2534 if (!pp->ob) continue;
2535 if (pp->ob->name!=exit->race) continue;
2536 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2537 break;
2538 }
2539 if (!exit_owner) return 0; /* No more owner*/
2540 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2541 if ( exit_owner && /*There is a owner*/
2542 (op->contr) && /*A player tries to pass */
2543 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2544 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2545 return 0;
2546 return 1;
2547 }
2548 }
2549 return 0;
2550 }
2551
2552
2553 /**
2554 * Main apply handler.
2555 *
2556 * Checks for unpaid items before applying.
2557 *
2558 * Return value:
2559 * 0: player or monster can't apply objects of that type
2560 * 1: has been applied, or there was an error applying the object
2561 * 2: objects of that type can't be applied if not in inventory
2562 *
2563 * op is the object that is causing object to be applied, tmp is the object
2564 * being applied.
2565 *
2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2567 * them in this function - they are passed to apply_special
2568 */
2569
2570 int manual_apply (object *op, object *tmp, int aflag)
2571 {
2572 if (tmp->head) tmp=tmp->head;
2573
2574 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2575 if (op->type == PLAYER) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2577 return 1;
2578 } else {
2579 return 0; /* monsters just skip unpaid items */
2580 }
2581 }
2582
2583
2584 /* Lauwenmark: Handle for plugin apply event */
2585 //TODO: remove
2586 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2587 return 1;
2588
2589 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2590 return 1;
2591
2592 switch (tmp->type) {
2593
2594 case TRANSPORT:
2595 return apply_transport(op, tmp, aflag);
2596
2597 case CF_HANDLE:
2598 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2599 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2600 tmp->value=tmp->value?0:1;
2601 SET_ANIMATION(tmp, tmp->value);
2602 update_object(tmp,UP_OBJ_FACE);
2603 push_button(tmp);
2604 return 1;
2605
2606 case TRIGGER:
2607 if (check_trigger (tmp, op)) {
2608 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2609 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2610 } else {
2611 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2612 }
2613 return 1;
2614
2615 case EXIT:
2616 if (op->type != PLAYER)
2617 return 0;
2618 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2619 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2620 query_name(tmp));
2621 } else {
2622 /* Don't display messages for random maps. */
2623 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2624 strncmp(EXIT_PATH(tmp), "/random/", 8))
2625 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2626 enter_exit(op,tmp);
2627 }
2628 return 1;
2629
2630 case SIGN:
2631 apply_sign (op, tmp, 0);
2632 return 1;
2633
2634 case BOOK:
2635 if (op->type == PLAYER) {
2636 apply_book (op, tmp);
2637 return 1;
2638 } else {
2639 return 0;
2640 }
2641
2642 case SKILLSCROLL:
2643 if (op->type == PLAYER) {
2644 apply_skillscroll (op, tmp);
2645 return 1;
2646 }
2647 return 0;
2648
2649 case SPELLBOOK:
2650 if (op->type == PLAYER) {
2651 apply_spellbook (op, tmp);
2652 return 1;
2653 }
2654 return 0;
2655
2656 case SCROLL:
2657 apply_scroll (op, tmp, 0);
2658 return 1;
2659
2660 case POTION:
2661 (void) apply_potion(op, tmp);
2662 return 1;
2663
2664 /* Eneq(@csd.uu.se): Handle apply on containers. */
2665 case CLOSE_CON:
2666 if (op->type==PLAYER)
2667 (void) esrv_apply_container (op, tmp->env);
2668 else
2669 (void) apply_container (op, tmp->env);
2670 return 1;
2671
2672 case CONTAINER:
2673 if (op->type==PLAYER)
2674 (void) esrv_apply_container (op, tmp);
2675 else
2676 (void) apply_container (op, tmp);
2677 return 1;
2678
2679 case TREASURE:
2680 if (op->type == PLAYER) {
2681 apply_treasure (op, tmp);
2682 return 1;
2683 } else {
2684 return 0;
2685 }
2686
2687 case WEAPON:
2688 case ARMOUR:
2689 case BOOTS:
2690 case GLOVES:
2691 case AMULET:
2692 case GIRDLE:
2693 case BRACERS:
2694 case SHIELD:
2695 case HELMET:
2696 case RING:
2697 case CLOAK:
2698 case WAND:
2699 case ROD:
2700 case HORN:
2701 case SKILL:
2702 case BOW:
2703 case LAMP:
2704 case BUILDER:
2705 case SKILL_TOOL:
2706 if (tmp->env != op)
2707 return 2; /* not in inventory */
2708 (void) apply_special (op, tmp, aflag);
2709 return 1;
2710
2711 case DRINK:
2712 case FOOD:
2713 case FLESH:
2714 apply_food (op, tmp);
2715 return 1;
2716
2717 case POISON:
2718 apply_poison (op, tmp);
2719 return 1;
2720
2721 case SAVEBED:
2722 if (op->type == PLAYER) {
2723 apply_savebed (op);
2724 return 1;
2725 } else {
2726 return 0;
2727 }
2728
2729 case ARMOUR_IMPROVER:
2730 if (op->type == PLAYER) {
2731 apply_armour_improver (op, tmp);
2732 return 1;
2733 } else {
2734 return 0;
2735 }
2736
2737 case WEAPON_IMPROVER:
2738 (void) check_improve_weapon(op, tmp);
2739 return 1;
2740
2741 case CLOCK:
2742 if (op->type == PLAYER) {
2743 char buf[MAX_BUF];
2744 timeofday_t tod;
2745
2746 get_tod(&tod);
2747 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2748 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2749 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2750 ((tod.hour >= 14) ? "pm" : "am"));
2751 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2752 new_draw_info(NDI_UNIQUE, 0,op, buf);
2753 return 1;
2754 } else {
2755 return 0;
2756 }
2757
2758 case MENU:
2759 if (op->type == PLAYER) {
2760 shop_listing (op);
2761 return 1;
2762 } else {
2763 return 0;
2764 }
2765
2766 case POWER_CRYSTAL:
2767 apply_power_crystal(op,tmp); /* see egoitem.c */
2768 return 1;
2769
2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2771 if (op->type == PLAYER) {
2772 apply_lighter(op,tmp);
2773 return 1;
2774 } else {
2775 return 0;
2776 }
2777
2778 case ITEM_TRANSFORMER:
2779 apply_item_transformer( op, tmp );
2780 return 1;
2781
2782 default:
2783 return 0;
2784 }
2785 }
2786
2787
2788 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2789 * messages as needed by player_apply_below(). But there can still be
2790 * "but you are floating high above the ground" messages.
2791 *
2792 * Same return value as apply() function.
2793 */
2794 int player_apply (object *pl, object *op, int aflag, int quiet)
2795 {
2796 int tmp;
2797
2798 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2799 /* player is flying and applying object not in inventory */
2800 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2801 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2802 "above the ground!");
2803 return 0;
2804 }
2805 }
2806
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2814 "of smoke!");
2815 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2816 remove_ob (op);
2817 free_object (op);
2818 return 1;
2819 }
2820
2821 pl->contr->last_used = op;
2822 pl->contr->last_used_id = op->count;
2823
2824 tmp = manual_apply (pl, op, aflag);
2825 if ( ! quiet) {
2826 if (tmp == 0)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl,
2828 "I don't know how to apply the %s.",
2829 query_name (op));
2830 else if (tmp == 2)
2831 new_draw_info_format (NDI_UNIQUE, 0, pl,
2832 "You must get it first!\n");
2833 }
2834 return tmp;
2835 }
2836
2837 /**
2838 * player_apply_below attempts to apply the object 'below' the player.
2839 * If the player has an open container, we use that for below, otherwise
2840 * we use the ground.
2841 */
2842
2843 void player_apply_below (object *pl)
2844 {
2845 object *tmp, *next;
2846 int floors;
2847
2848 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2849 apply_transport(pl, pl->contr->transport, 0);
2850 return;
2851 }
2852
2853 /* If using a container, set the starting item to be the top
2854 * item in the container. Otherwise, use the map.
2855 */
2856 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2857
2858 /* This is perhaps more complicated. However, I want to make sure that
2859 * we don't use a corrupt pointer for the next object, so we get the
2860 * next object in the stack before applying. This is can only be a
2861 * problem if player_apply() has a bug in that it uses the object but does
2862 * not return a proper value.
2863 */
2864 for (floors = 0; tmp!=NULL; tmp=next) {
2865 next = tmp->below;
2866 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2867 floors++;
2868 else if (floors > 0)
2869 return; /* process only floor objects after first floor object */
2870
2871 /* If it is visible, player can apply it. If it is applied by
2872 * person moving on it, also activate. Added code to make it
2873 * so that at least one of players movement types be that which
2874 * the item needs.
2875 */
2876 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2877 if (player_apply (pl, tmp, 0, 1) == 1)
2878 return;
2879 }
2880 if (floors >= 2)
2881 return; /* process at most two floor objects */
2882 }
2883 }
2884
2885 /**
2886 * Unapplies specified item.
2887 * No check done on cursed/damned.
2888 * Break this out of apply_special - this is just done
2889 * to keep the size of apply_special to a more managable size.
2890 */
2891 static int unapply_special (object *who, object *op, int aflags)
2892 {
2893 object *tmp2;
2894
2895 CLEAR_FLAG(op, FLAG_APPLIED);
2896 switch(op->type) {
2897 case WEAPON:
2898 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2899
2900 (void) change_abil (who,op);
2901 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2902 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2903 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2904 who->current_weapon_script = NULL;
2905 who->current_weapon = NULL;
2906 clear_skill(who);
2907 break;
2908
2909 case SKILL: /* allows objects to impart skills */
2910 case SKILL_TOOL:
2911 if (op != who->chosen_skill) {
2912 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2913 }
2914 if (who->type==PLAYER) {
2915 if (who->contr->shoottype == range_skill)
2916 who->contr->shoottype = range_none;
2917 if ( ! op->invisible) {
2918 new_draw_info_format (NDI_UNIQUE, 0, who,
2919 "You stop using the %s.", query_name(op));
2920 } else {
2921 new_draw_info_format (NDI_UNIQUE, 0, who,
2922 "You can no longer use the skill: %s.",
2923 op->skill);
2924 }
2925 }
2926 (void) change_abil (who, op);
2927 who->chosen_skill = NULL;
2928 CLEAR_FLAG (who, FLAG_READY_SKILL);
2929 break;
2930
2931 case ARMOUR:
2932 case HELMET:
2933 case SHIELD:
2934 case RING:
2935 case BOOTS:
2936 case GLOVES:
2937 case AMULET:
2938 case GIRDLE:
2939 case BRACERS:
2940 case CLOAK:
2941 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2942 (void) change_abil (who,op);
2943 break;
2944 case LAMP:
2945 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2946 op->name);
2947 tmp2 = arch_to_object(op->other_arch);
2948 tmp2->x = op->x;
2949 tmp2->y = op->y;
2950 tmp2->map = op->map;
2951 tmp2->below = op->below;
2952 tmp2->above = op->above;
2953 tmp2->stats.food = op->stats.food;
2954 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2955 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2956 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2957 if (who->type == PLAYER)
2958 esrv_del_item(who->contr, (tag_t)op->count);
2959 remove_ob(op);
2960 free_object(op);
2961 insert_ob_in_ob(tmp2, who);
2962 fix_player(who);
2963 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2964 if (who->type == PLAYER) {
2965 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2966 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if(who->type==PLAYER)
2970 esrv_send_item(who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break;
2973 case BOW:
2974 case WAND:
2975 case ROD:
2976 case HORN:
2977 clear_skill(who);
2978 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2979 if(who->type==PLAYER) {
2980 who->contr->shoottype = range_none;
2981 } else {
2982 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else
2985 CLEAR_FLAG(who, FLAG_READY_RANGE);
2986 }
2987 break;
2988
2989 case BUILDER:
2990 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[ range_builder ] = NULL;
2993 break;
2994
2995 default:
2996 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2997 break;
2998 }
2999
3000 fix_player(who);
3001
3002 if ( ! (aflags & AP_NO_MERGE)) {
3003 object *tmp;
3004
3005 tag_t del_tag = op->count;
3006 tmp = merge_ob (op, NULL);
3007 if (who->type == PLAYER) {
3008 if (tmp) { /* it was merged */
3009 esrv_del_item (who->contr, del_tag);
3010 op = tmp;
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 *get_item_from_body_location(object *start, int loc)
3033 {
3034 object *tmp;
3035
3036 if (!start) return NULL;
3037
3038 for (tmp=start; tmp; tmp=tmp->below)
3039 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3040 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3041
3042 return NULL;
3043 }
3044
3045
3046
3047 /**
3048 * 'op' wants to apply an object, but can't because of other equipment.
3049 * This should only be called when it is known
3050 * that there are objects to unapply. This makes pretty heavy
3051 * use of get_item_from_body_location. It makes no intelligent choice
3052 * on objects - rather, the first that is matched is used.
3053 * Returns 0 on success, returns 1 if there is some problem.
3054 * if aflags is AP_PRINT, we instead print out waht to unapply
3055 * instead of doing it. This is a lot less code than having
3056 * another function that does just that.
3057 */
3058 int unapply_for_ob(object *who, object *op, int aflags)
3059 {
3060 int i;
3061 object *tmp=NULL, *last;
3062
3063 /* If we are applying a shield or weapon, unapply any equipped shield
3064 * or weapons first - only allowed to use one weapon/shield at a time.
3065 */
3066 if (op->type == WEAPON || op->type == SHIELD) {
3067 for (tmp=who->inv; tmp; tmp=tmp->below) {
3068 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3069 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3070 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3071 if (aflags & AP_PRINT)
3072 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3073 else
3074 unapply_special(who, tmp, aflags);
3075 }
3076 else {
3077 /* In this case, we want to try and remove a cursed item.
3078 * While we know it won't work, we want unapply_special to
3079 * at least generate the message.
3080 */
3081 new_draw_info_format(NDI_UNIQUE, 0, who,
3082 "No matter how hard you try, you just can't\nremove %s.",
3083 query_name(tmp));
3084 return 1;
3085 }
3086
3087 }
3088 }
3089 }
3090
3091 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3092 /* this used up a slot that we need to free */
3093 if (op->body_info[i]) {
3094 last = who->inv;
3095
3096 /* We do a while loop - may need to remove several items in order
3097 * to free up enough slots.
3098 */
3099 while ((who->body_used[i] + op->body_info[i]) < 0) {
3100 tmp = get_item_from_body_location(last, i);
3101 if (!tmp) {
3102 #if 0
3103 /* Not a bug - we'll get this if the player has cursed items
3104 * equipped.
3105 */
3106 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3107 i, body_locations[i].save_name, who->name);
3108 #endif
3109 return 1;
3110 }
3111 /* If we are just printing, we don't care about cursed status */
3112 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3113 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3114 if (aflags & AP_PRINT)
3115 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3116 else
3117 unapply_special(who, tmp, aflags);
3118 }
3119 else {
3120 /* Cursed item that we can't unequip - tell the player.
3121 * Note this could be annoying if this is just one of a few,
3122 * so it may not be critical (eg, putting on a ring and you have
3123 * one cursed ring.)
3124 */
3125 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3126 }
3127 last = tmp->below;
3128 }
3129 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3130 * return in the !tmp would have kicked in.
3131 */
3132 } /* if op is using this body location */
3133 } /* for body lcoations */
3134 return 0;
3135 }
3136
3137 /**
3138 * Checks to see if 'who' can apply object 'op'.
3139 * Returns 0 if apply can be done without anything special.
3140 * Otherwise returns a bitmask - potentially several of these may be
3141 * set, but largely depends on circumstance - in the future, processing
3142 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3143 * is set, do we really are what the other flags may be?)
3144 *
3145 * See include/define.h for detailed description of the meaning of
3146 * these return values.
3147 */
3148 int can_apply_object(object *who, object *op)
3149 {
3150 int i, retval=0;
3151 object *tmp=NULL, *ws=NULL;
3152
3153 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3154 * 2 weapons, but we don't want to let them do that. So if they are
3155 * trying to equip a weapon or shield, see if they already have one
3156 * in place and store that way.
3157 */
3158 if (op->type == WEAPON || op->type == SHIELD) {
3159 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3160 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3161 retval = CAN_APPLY_UNAPPLY;
3162 ws = tmp;
3163 }
3164 }
3165 }
3166
3167
3168 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3169 if (op->body_info[i]) {
3170 /* Item uses more slots than we have */
3171 if (FABS(op->body_info[i]) > who->body_info[i]) {
3172 /* Could return now for efficiently - rest of info below isn'
3173 * really needed.
3174 */
3175 retval |= CAN_APPLY_NEVER;
3176 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3177 /* in this case, equipping this would use more free spots than
3178 * we have.
3179 */
3180 object *tmp1;
3181
3182
3183 /* if we have an applied weapon/shield, and unapply it would free
3184 * enough slots to equip the new item, then just set this can
3185 * continue. We don't care about the logic below - if you have
3186 * shield equipped and try to equip another shield, there is only
3187 * one choice. However, the check for the number of body locations
3188 * does take into the account cases where what is being applied
3189 * may be two handed for example.
3190 */
3191 if (ws) {
3192 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3193 retval |= CAN_APPLY_UNAPPLY;
3194 continue;
3195 }
3196 }
3197
3198 tmp1 = get_item_from_body_location(who->inv, i);
3199 if (!tmp1) {
3200 #if 0
3201 /* This is sort of an error, but happens a lot when old players
3202 * join in with more stuff equipped than they are now allowed.
3203 */
3204 LOG(llevError,"Can't find object using location %d on %s\n",
3205 i, who->name);
3206 #endif
3207 retval |= CAN_APPLY_NEVER;
3208 } else {
3209 /* need to unapply something. However, if this something
3210 * is different than we had found before, it means they need
3211 * to apply multiple objects
3212 */
3213 retval |= CAN_APPLY_UNAPPLY;
3214 if (!tmp) tmp = tmp1;
3215 else if (tmp != tmp1) {
3216 retval |= CAN_APPLY_UNAPPLY_MULT;
3217 }
3218 /* This object isn't using up all the slots, so there must
3219 * be another. If so, and it the new item doesn't need all
3220 * the slots, the player then has a choice.
3221 */
3222 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3223 (FABS(op->body_info[i]) < who->body_info[i]))
3224 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3225
3226 /* Does unequippint 'tmp1' free up enough slots for this to be
3227 * equipped? If not, there must be something else to unapply.
3228 */
3229 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3230 retval |= CAN_APPLY_UNAPPLY_MULT;
3231
3232 }
3233 } /* if not enough free slots */
3234 } /* if this object uses location i */
3235 } /* for i -> num_body_locations loop */
3236
3237 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3238 * really be controlled by use of body locations. We do have
3239 * the weapon/shield checks, and the range checks for monsters,
3240 * because you can't control those just by body location - bows, shields,
3241 * and weapons all use the same slot. Similar for horn/rod/wand - they
3242 * all use the same location.
3243 */
3244 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3245 retval |= CAN_APPLY_RESTRICTION;
3246 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3247 retval |= CAN_APPLY_RESTRICTION;
3248
3249
3250 if (who->type != PLAYER) {
3251 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3252 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3253 retval |= CAN_APPLY_RESTRICTION;
3254 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3255 retval |= CAN_APPLY_RESTRICTION;
3256 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3257 retval |= CAN_APPLY_RESTRICTION;
3258 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3259 retval |= CAN_APPLY_RESTRICTION;
3260 }
3261 return retval;
3262 }
3263
3264
3265
3266 /**
3267 * who is the object using the object. It can be a monster.
3268 * op is the object they are using. op is an equipment type item,
3269 * eg, one which you put on and keep on for a while, and not something
3270 * like a potion or scroll.
3271 *
3272 * function returns 1 if the action could not be completed, 0 on
3273 * success. However, success is a matter of meaning - if the
3274 * user passes the 'apply' flag to an object already applied,
3275 * nothing is done, and 0 is returned.
3276 *
3277 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3278 * AP_UNAPPLY=always unapply).
3279 *
3280 * Optional flags:
3281 * AP_NO_MERGE: don't merge an unapplied object with other objects
3282 * AP_IGNORE_CURSE: unapply cursed items
3283 *
3284 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3285 *
3286 * apply_special() doesn't check for unpaid items.
3287 */
3288 int apply_special (object *who, object *op, int aflags)
3289 {
3290 int basic_flag = aflags & AP_BASIC_FLAGS;
3291 object *tmp, *tmp2, *skop=NULL;
3292 int i;
3293
3294 if(who==NULL) {
3295 LOG(llevError,"apply_special() from object without environment.\n");
3296 return 1;
3297 }
3298
3299 if(op->env!=who)
3300 return 1; /* op is not in inventory */
3301
3302 /* trying to unequip op */
3303 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3304 /* always apply, so no reason to unapply */
3305 if (basic_flag == AP_APPLY) return 0;
3306
3307 if ( ! (aflags & AP_IGNORE_CURSE)
3308 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3309 new_draw_info_format(NDI_UNIQUE, 0, who,
3310 "No matter how hard you try, you just can't\nremove %s.",
3311 query_name(op));
3312 return 1;
3313 }
3314 return unapply_special(who, op, aflags);
3315 }
3316
3317 if (basic_flag == AP_UNAPPLY) return 0;
3318
3319 i = can_apply_object(who, op);
3320
3321 /* Can't just apply this object. Lets see what not and what to do */
3322 if (i) {
3323 if (i & CAN_APPLY_NEVER) {
3324 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3325 return 1;
3326 } else if (i & CAN_APPLY_RESTRICTION) {
3327 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3328 return 1;
3329 }
3330 if (who->type != PLAYER) {
3331 /* Some error, so don't try to equip something more */
3332 if (unapply_for_ob(who, op, aflags)) return 1;
3333 } else {
3334 if (who->contr->unapply == unapply_never ||
3335 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3336 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3337 unapply_for_ob(who, op, AP_PRINT);
3338 return 1;
3339 }
3340 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3341 i = unapply_for_ob(who, op, aflags);
3342 if (i) return 1;
3343 }
3344 }
3345 }
3346 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3347 skop=find_skill_by_name(who, op->skill);
3348 if (!skop) {
3349 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3350 return 1;
3351 } else {
3352 /* While experience will be credited properly, we want to change the
3353 * skill so that the dam and wc get updated
3354 */
3355 change_skill(who, skop, 0);
3356 }
3357 }
3358
3359 if (who->type == PLAYER && op->item_power &&
3360 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3361 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3362 return 1;
3363 }
3364
3365
3366 /* Ok. We are now at the state where we can apply the new object.
3367 * Note that we don't have the checks for can_use_...
3368 * below - that is already taken care of by can_apply_object.
3369 */
3370
3371
3372 if(op->nrof > 1)
3373 tmp = get_split_ob(op,op->nrof - 1);
3374 else
3375 tmp = NULL;
3376
3377 switch(op->type) {
3378 case WEAPON:
3379 if (!check_weapon_power(who, op->last_eat)) {
3380 new_draw_info(NDI_UNIQUE, 0,who,
3381 "That weapon is too powerful for you to use.");
3382 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3383 if(tmp!=NULL)
3384 (void) insert_ob_in_ob(tmp,who);
3385 return 1;
3386 }
3387 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3388 /* if the weapon does not have the name as the character, can't use it. */
3389 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3390 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3391 if(tmp!=NULL)
3392 (void) insert_ob_in_ob(tmp,who);
3393 return 1;
3394 }
3395 SET_FLAG(op, FLAG_APPLIED);
3396
3397 if (skop) change_skill(who, skop, 1);
3398 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3399 SET_FLAG(who, FLAG_READY_WEAPON);
3400
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3402
3403 (void) change_abil (who,op);
3404 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3405 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3406 LOG(llevDebug, "Scripting Weapon wielded\n");
3407 if (who->current_weapon_script) free_string(who->current_weapon_script);
3408 who->current_weapon_script=add_string(query_name(op));
3409 }
3410 who->current_weapon = op;*/
3411 break;
3412
3413 case ARMOUR:
3414 case HELMET:
3415 case SHIELD:
3416 case BOOTS:
3417 case GLOVES:
3418 case GIRDLE:
3419 case BRACERS:
3420 case CLOAK:
3421 case RING:
3422 case AMULET:
3423 SET_FLAG(op, FLAG_APPLIED);
3424 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3425 (void) change_abil (who,op);
3426 break;
3427 case LAMP:
3428 if (op->stats.food < 1) {
3429 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3430 " fuel!", op->name);
3431 return 1;
3432 }
3433 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3434 op->name);
3435 tmp2 = arch_to_object(op->other_arch);
3436 tmp2->stats.food = op->stats.food;
3437 SET_FLAG(tmp2, FLAG_APPLIED);
3438 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3439 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3440 insert_ob_in_ob(tmp2, who);
3441
3442 /* Remove the old lantern */
3443 if (who->type == PLAYER)
3444 esrv_del_item(who->contr, (tag_t)op->count);
3445 remove_ob(op);
3446 free_object(op);
3447
3448 /* insert the portion that was split off */
3449 if(tmp!=NULL) {
3450 (void) insert_ob_in_ob(tmp,who);
3451 if(who->type==PLAYER)
3452 esrv_send_item(who, tmp);
3453 }
3454 fix_player(who);
3455 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3456 if (who->type == PLAYER) {
3457 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3458 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3459 }
3460 }
3461 if(who->type==PLAYER)
3462 esrv_send_item(who, tmp2);
3463 return 0;
3464 break;
3465
3466 /* this part is needed for skill-tools */
3467 case SKILL:
3468 case SKILL_TOOL:
3469 if (who->chosen_skill) {
3470 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3471 return 1;
3472 }
3473 if (who->type == PLAYER) {
3474 who->contr->shoottype = range_skill;
3475 who->contr->ranges[range_skill] = op;
3476 if ( ! op->invisible) {
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3478 query_name (op));
3479 new_draw_info_format (NDI_UNIQUE, 0, who,
3480 "You can now use the skill: %s.",
3481 op->skill);
3482 } else {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3484 op->skill? op->skill:op->name);
3485 }
3486 }
3487 SET_FLAG (op, FLAG_APPLIED);
3488 (void) change_abil (who, op);
3489 who->chosen_skill = op;
3490 SET_FLAG (who, FLAG_READY_SKILL);
3491 break;
3492
3493 case BOW:
3494 if (!check_weapon_power(who, op->last_eat)) {
3495 new_draw_info(NDI_UNIQUE, 0, who,
3496 "That item is too powerful for you to use.");
3497 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3498 if(tmp != NULL)
3499 (void)insert_ob_in_ob(tmp,who);
3500 return 1;
3501 }
3502 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3503 new_draw_info(NDI_UNIQUE, 0, who,
3504 "The weapon does not recognize you as its owner.");
3505 if(tmp != NULL)
3506 (void)insert_ob_in_ob(tmp,who);
3507 return 1;
3508 }
3509 /*FALLTHROUGH*/
3510 case WAND:
3511 case ROD:
3512 case HORN:
3513 /* check for skill, alter player status */
3514 SET_FLAG(op, FLAG_APPLIED);
3515 if (skop) change_skill(who, skop, 0);
3516 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3517
3518 if(who->type==PLAYER) {
3519 if (op->type == BOW) {
3520 (void)change_abil(who, op);
3521 new_draw_info_format (NDI_UNIQUE, 0, who,
3522 "You will now fire %s with %s.",
3523 op->race ? op->race : "nothing", query_name(op));
3524 who->contr->shoottype = range_bow;
3525 } else {
3526 who->contr->shoottype = range_misc;
3527 }
3528 } else {
3529 if (op->type == BOW)
3530 SET_FLAG (who, FLAG_READY_BOW);
3531 else
3532 SET_FLAG (who, FLAG_READY_RANGE);
3533 }
3534 break;
3535
3536 case BUILDER:
3537 if ( who->contr->ranges[ range_builder ] )
3538 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3539 who->contr->shoottype = range_builder;
3540 who->contr->ranges[ range_builder ] = op;
3541 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3542 break;
3543
3544 default:
3545 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3546 } /* end of switch op->type */
3547
3548 SET_FLAG(op, FLAG_APPLIED);
3549
3550 if(tmp!=NULL)
3551 tmp = insert_ob_in_ob(tmp,who);
3552
3553 fix_player(who);
3554
3555 /* We exclude spell casting objects. The fire code will set the
3556 * been applied flag when they are used - until that point,
3557 * you don't know anything about them.
3558 */
3559 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3560 op->type!=ROD)
3561 SET_FLAG(op,FLAG_BEEN_APPLIED);
3562
3563 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3564 if (who->type == PLAYER) {
3565 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3566 SET_FLAG(op,FLAG_KNOWN_CURSED);
3567 }
3568 }
3569 if(who->type==PLAYER) {
3570 /* if multiple objects were applied, update both slots */
3571 if (tmp)
3572 esrv_send_item(who, tmp);
3573 esrv_send_item(who, op);
3574 }
3575 return 0;
3576 }
3577
3578
3579 int monster_apply_special (object *who, object *op, int aflags)
3580 {
3581 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3582 return 1;
3583 return apply_special (who, op, aflags);
3584 }
3585
3586 /**
3587 * Map was just loaded, handle op's initialisation.
3588 *
3589 * Generates shop floor's item, and treasures.
3590 */
3591 int auto_apply (object *op) {
3592 object *tmp = NULL, *tmp2;
3593 int i;
3594
3595 switch(op->type) {
3596 case SHOP_FLOOR:
3597 if (!HAS_RANDOM_ITEMS(op)) return 0;
3598 do {
3599 i=10; /* let's give it 10 tries */
3600 while((tmp=generate_treasure(op->randomitems,
3601 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3602 if(tmp==NULL)
3603 return 0;
3604 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3605 free_object(tmp);
3606 tmp = NULL;
3607 }
3608 } while(!tmp);
3609 tmp->x=op->x;
3610 tmp->y=op->y;
3611 SET_FLAG(tmp,FLAG_UNPAID);
3612 insert_ob_in_map(tmp,op->map,NULL,0);
3613 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3614 identify(tmp);
3615 break;
3616
3617 case TREASURE:
3618 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3619 return 0;
3620 while ((op->stats.hp--)>0)
3621 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3622 op->stats.exp ? (int)op->stats.exp :
3623 op->map == NULL ? 14: op->map->difficulty,0);
3624
3625 /* If we generated an object and put it in this object inventory,
3626 * move it to the parent object as the current object is about
3627 * to disappear. An example of this item is the random_* stuff
3628 * that is put inside other objects.
3629 */
3630 for (tmp=op->inv; tmp; tmp=tmp2) {
3631 tmp2 = tmp->below;
3632 remove_ob(tmp);
3633 if (op->env) insert_ob_in_ob(tmp, op->env);
3634 else free_object(tmp);
3635 }
3636 remove_ob(op);
3637 free_object(op);
3638 break;
3639 }
3640 return tmp ? 1 : 0;
3641 }
3642
3643 /**
3644 * fix_auto_apply goes through the entire map (only the first time
3645 * when an original map is loaded) and performs special actions for
3646 * certain objects (most initialization of chests and creation of
3647 * treasures and stuff). Calls auto_apply if appropriate.
3648 */
3649
3650 void fix_auto_apply(mapstruct *m) {
3651 object *tmp,*above=NULL;
3652 int x,y;
3653
3654 if(m==NULL) return;
3655
3656 for(x=0;x<MAP_WIDTH(m);x++)
3657 for(y=0;y<MAP_HEIGHT(m);y++)
3658 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3659 above=tmp->above;
3660
3661 if (tmp->inv) {
3662 object *invtmp, *invnext;
3663
3664 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3665 invnext = invtmp->below;
3666
3667 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3668 auto_apply(invtmp);
3669 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3670 while ((invtmp->stats.hp--)>0)
3671 create_treasure(invtmp->randomitems, invtmp, 0,
3672 m->difficulty,0);
3673 invtmp->randomitems = NULL;
3674 }
3675 else if (invtmp && invtmp->arch &&
3676 invtmp->type!=TREASURE &&
3677 invtmp->type != SPELL &&
3678 invtmp->type != CLASS &&
3679 HAS_RANDOM_ITEMS(invtmp)) {
3680 create_treasure(invtmp->randomitems, invtmp, 0,
3681 m->difficulty,0);
3682 /* Need to clear this so that we never try to create
3683 * treasure again for this object
3684 */
3685 invtmp->randomitems = NULL;
3686 }
3687 }
3688 /* This is really temporary - the code at the bottom will
3689 * also set randomitems to null. The problem is there are bunches
3690 * of maps/players already out there with items that have spells
3691 * which haven't had the randomitems set to null yet.
3692 * MSW 2004-05-13
3693 *
3694 * And if it's a spellbook, it's better to set randomitems to NULL too,
3695 * else you get two spells in the book ^_-
3696 * Ryo 2004-08-16
3697 */
3698 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3699 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3700 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3701 tmp->randomitems = NULL;
3702
3703 }
3704
3705 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3706 auto_apply(tmp);
3707 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3708 while ((tmp->stats.hp--)>0)
3709 create_treasure(tmp->randomitems, tmp, 0,
3710 m->difficulty,0);
3711 tmp->randomitems = NULL;
3712 }
3713 else if(tmp->type==TIMED_GATE) {
3714 object *head = tmp->head != NULL ? tmp->head : tmp;
3715 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3716 tmp->speed = 0;
3717 update_ob_speed(tmp);
3718 }
3719 }
3720 /* This function can be called everytime a map is loaded, even when
3721 * swapping back in. As such, we don't want to create the treasure
3722 * over and ove again, so after we generate the treasure, blank out
3723 * randomitems so if it is swapped in again, it won't make anything.
3724 * This is a problem for the above objects, because they have counters
3725 * which say how many times to make the treasure.
3726 */
3727 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3728 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3729 HAS_RANDOM_ITEMS(tmp)) {
3730 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3731 m->difficulty,0);
3732 tmp->randomitems = NULL;
3733 }
3734 }
3735
3736 for(x=0;x<MAP_WIDTH(m);x++)
3737 for(y=0;y<MAP_HEIGHT(m);y++)
3738 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3739 if (tmp->above &&
3740 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3741 check_trigger (tmp, tmp->above);
3742 }
3743
3744 /**
3745 * Handles player eating food that temporarily changes status (resistances, stats).
3746 * This used to call cast_change_attr(), but
3747 * that doesn't work with the new spell code. Since we know what
3748 * the food changes, just grab a force and use that instead.
3749 */
3750
3751 void eat_special_food(object *who, object *food) {
3752 object *force;
3753 int i, did_one=0;
3754 sint8 k;
3755
3756 force = get_archetype(FORCE_NAME);
3757
3758 for (i=0; i < NUM_STATS; i++) {
3759 k = get_attr_value(&food->stats, i);
3760 if (k) {
3761 set_attr_value(&force->stats, i, k);
3762 did_one = 1;
3763 }
3764 }
3765
3766 /* check if we can protect the eater */
3767 for (i=0; i<NROFATTACKS; i++) {
3768 if (food->resist[i]>0) {
3769 force->resist[i] = food->resist[i] / 2;
3770 did_one = 1;
3771 }
3772 }
3773 if (did_one) {
3774 force->speed = 0.1;
3775 update_ob_speed(force);
3776 /* bigger morsel of food = longer effect time */
3777 force->stats.food = food->stats.food / 5;
3778 SET_FLAG(force, FLAG_IS_USED_UP);
3779 SET_FLAG(force, FLAG_APPLIED);
3780 change_abil(who, force);
3781 insert_ob_in_ob(force, who);
3782 } else {
3783 free_object(force);
3784 }
3785
3786 /* check for hp, sp change */
3787 if(food->stats.hp!=0) {
3788 if(QUERY_FLAG(food, FLAG_CURSED)) {
3789 strcpy(who->contr->killer,food->name);
3790 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3791 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3792 } else {
3793 if(food->stats.hp>0)
3794 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3795 else
3796 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3797 who->stats.hp += food->stats.hp;
3798 }
3799 }
3800 if(food->stats.sp!=0) {
3801 if(QUERY_FLAG(food, FLAG_CURSED)) {
3802 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3803 who->stats.sp -= food->stats.sp;
3804 if(who->stats.sp<0) who->stats.sp=0;
3805 } else {
3806 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3807 who->stats.sp += food->stats.sp;
3808 /* place limit on max sp from food? */
3809 }
3810 }
3811 fix_player(who);
3812 }
3813
3814
3815 /**
3816 * Designed primarily to light torches/lanterns/etc.
3817 * Also burns up burnable material too. First object in the inventory is
3818 * the selected object to "burn". -b.t.
3819 */
3820
3821 void apply_lighter(object *who, object *lighter) {
3822 object *item;
3823 int is_player_env=0;
3824 uint32 nrof;
3825 tag_t count;
3826 char item_name[MAX_BUF];
3827
3828 item=find_marked_object(who);
3829 if(item) {
3830 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3831 /* Split multiple lighters if they're being used up. Otherwise *
3832 * one charge from each would be used up. --DAMN */
3833 if(lighter->nrof > 1) {
3834 object *oneLighter = get_object();
3835 copy_object(lighter, oneLighter);
3836 lighter->nrof -= 1;
3837 oneLighter->nrof = 1;
3838 oneLighter->stats.food--;
3839 esrv_send_item(who, lighter);
3840 oneLighter=insert_ob_in_ob(oneLighter, who);
3841 esrv_send_item(who, oneLighter);
3842 } else {
3843 lighter->stats.food--;
3844 }
3845
3846 } else if(lighter->last_eat) { /* no charges left in lighter */
3847 new_draw_info_format(NDI_UNIQUE, 0,who,
3848 "You attempt to light the %s with a used up %s.",
3849 item->name, lighter->name);
3850 return;
3851 }
3852 /* Perhaps we should split what we are trying to light on fire?
3853 * I can't see many times when you would want to light multiple
3854 * objects at once.
3855 */
3856 nrof=item->nrof;
3857 count=item->count;
3858 /* If the item is destroyed, we don't have a valid pointer to the
3859 * name object, so make a copy so the message we print out makes
3860 * some sense.
3861 */
3862 strcpy(item_name, item->name);
3863 if (who == is_player_inv(item)) is_player_env=1;
3864
3865 save_throw_object(item,AT_FIRE,who);
3866 /* Change to check count and not freed, since the object pointer
3867 * may have gotten recycled
3868 */
3869 if ((nrof != item->nrof ) || (count != item->count)) {
3870 new_draw_info_format(NDI_UNIQUE, 0,who,
3871 "You light the %s with the %s.",item_name,lighter->name);
3872 /* Need to update the player so that the players glow radius
3873 * gets changed.
3874 */
3875 if (is_player_env) fix_player(who);
3876 } else {
3877 new_draw_info_format(NDI_UNIQUE, 0,who,
3878 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3879 }
3880
3881 } else /* nothing to light */
3882 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3883
3884 }
3885
3886 /**
3887 * op made some mistake with a scroll, this takes care of punishment.
3888 * scroll_failure()- hacked directly from spell_failure
3889 */
3890 void scroll_failure(object *op, int failure, int power)
3891 {
3892 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3893
3894 if(failure<= -1&&failure > -15) {/* wonder */
3895 object *tmp;
3896
3897 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3898 tmp=get_archetype(SPELL_WONDER);
3899 cast_wonder(op, op, 0, tmp);
3900 free_object(tmp);
3901 } else if (failure <= -15&&failure > -35) {/* drain mana */
3902 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3903 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3904 if(op->stats.sp<0) op->stats.sp = 0;
3905 } else if (settings.spell_failure_effects == TRUE) {
3906 if (failure <= -35&&failure > -60) { /* confusion */
3907 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3908 confuse_player(op,op,power);
3909 } else if (failure <= -60&&failure> -70) {/* paralysis */
3910 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3911 "you!");
3912 paralyze_player(op,op,power);
3913 } else if (failure <= -70&&failure> -80) {/* blind */
3914 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3915 blind_player(op,op,power);
3916 } else if (failure <= -80) {/* blast the immediate area */
3917 object *tmp;
3918 tmp=get_archetype(LOOSE_MANA);
3919 cast_magic_storm(op,tmp, power);
3920 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3921 free_object(tmp);
3922 }
3923 }
3924 }
3925
3926 void apply_changes_to_player(object *pl, object *change) {
3927 int excess_stat=0; /* if the stat goes over the maximum
3928 for the race, put the excess stat some
3929 where else. */
3930
3931 switch (change->type) {
3932 case CLASS: {
3933 living *stats = &(pl->contr->orig_stats);
3934 living *ns = &(change->stats);
3935 object *walk;
3936 int flag_change_face=1;
3937
3938 /* the following code assigns stats up to the stat max
3939 * for the race, and if the stat max is exceeded,
3940 * tries to randomly reassign the excess stat
3941 */
3942 int i,j;
3943 for(i=0;i<NUM_STATS;i++) {
3944 sint8 stat=get_attr_value(stats,i);
3945 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3946 stat += get_attr_value(ns,i);
3947 if(stat > 20 + race_bonus) {
3948 excess_stat++;
3949 stat = 20+race_bonus;
3950 }
3951 set_attr_value(stats,i,stat);
3952 }
3953
3954 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3955 int i = rndm(0, 6);
3956 int stat=get_attr_value(stats,i);
3957 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3958 if(i==CHA) continue; /* exclude cha from this */
3959 if( stat < 20 + race_bonus) {
3960 change_attr_value(stats,i,1);
3961 excess_stat--;
3962 }
3963 }
3964
3965 /* insert the randomitems from the change's treasurelist into
3966 * the player ref: player.c
3967 */
3968 if(change->randomitems!=NULL)
3969 give_initial_items(pl,change->randomitems);
3970
3971
3972 /* set up the face, for some races. */
3973
3974 /* first, look for the force object banning
3975 * changing the face. Certain races never change face with class.
3976 */
3977 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3978 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3979
3980 if(flag_change_face) {
3981 pl->animation_id = GET_ANIM_ID(change);
3982 pl->face = change->face;
3983
3984 if(QUERY_FLAG(change,FLAG_ANIMATE))
3985 SET_FLAG(pl,FLAG_ANIMATE);
3986 else
3987 CLEAR_FLAG(pl,FLAG_ANIMATE);
3988 }
3989
3990 /* check the special case of can't use weapons */
3991 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3992 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3993
3994 break;
3995 }
3996 }
3997 }
3998
3999 /**
4000 * This handles items of type 'transformer'.
4001 * Basically those items, used with a marked item, transform both items into something
4002 * else.
4003 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4004 * Change information is contained in the 'slaying' field of the marked item.
4005 * The format is as follow: transformer:[number ]yield[;transformer:...].
4006 * This way an item can be transformed in many things, and/or many objects.
4007 * The 'slaying' field for transformer is used as verb for the action.
4008 */
4009 void apply_item_transformer( object* pl, object* transformer )
4010 {
4011 object* marked;
4012 object* new_item;
4013 char* find;
4014 char* separator;
4015 int yield;
4016 char got[ MAX_BUF ];
4017 int len;
4018
4019 if ( !pl || !transformer )
4020 return;
4021 marked = find_marked_object( pl );
4022 if ( !marked )
4023 {
4024 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4025 return;
4026 }
4027 if ( !marked->slaying )
4028 {
4029 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4030 return;
4031 }
4032 /* check whether they are compatible or not */
4033 find = strstr( marked->slaying, transformer->arch->name );
4034 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4035 {
4036 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4037 return;
4038 }
4039 find += strlen( transformer->arch->name ) + 1;
4040 /* Item can be used, now find how many and what it yields */
4041 if ( isdigit( *( find ) ) )
4042 {
4043 yield = atoi( find );
4044 if ( yield < 1 )
4045 {
4046 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4047 yield = 1;
4048 }
4049 }
4050 else
4051 yield = 1;
4052
4053 while ( isdigit( *find ) )
4054 find++;
4055 while ( *find == ' ' )
4056 find++;
4057 memset( got, 0, MAX_BUF );
4058 if ( (separator = strchr( find, ';' ))!=NULL)
4059 {
4060 len = separator - find;
4061 }
4062 else
4063 {
4064 len = strlen(find);
4065 }
4066 if ( len > MAX_BUF-1)
4067 len = MAX_BUF-1;
4068 strcpy( got, find );
4069 got[len] = '\0';
4070
4071 /* Now create new item, remove used ones when required. */
4072 new_item = get_archetype( got );
4073 if ( !new_item )
4074 {
4075 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4076 return;
4077 }
4078 new_item->nrof = yield;
4079 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4080 insert_ob_in_ob( new_item, pl );
4081 esrv_send_inventory( pl, pl );
4082 /* Eat up one item */
4083 decrease_ob_nr( marked, 1 );
4084 /* Eat one transformer if needed */
4085 if ( transformer->stats.food )
4086 if ( --transformer->stats.food == 0 )
4087 decrease_ob_nr( transformer, 1 );
4088 }