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/cvs/deliantra/server/server/apply.C
Revision: 1.12
Committed: Tue Aug 29 05:03:55 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +13 -5 lines
Log Message:
- added ready/unready/can_apply events and their passive versions
- removed support for event_*-fields in maps
- removed support for current_weapon_script
- removed timers
- removed say/shout/Tell and related commands

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.11 2006-08-27 15:24:22 root 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
1297 if (INVOKE_OBJECT (CLOSE, op))
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 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 goto leave;
1583
1584 switch (trap->type) {
1585 case PLAYERMOVER:
1586 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1587 !should_director_abort(trap, victim)) {
1588 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1589
1590 /* Is this correct? From the docs, it doesn't look like it
1591 * should be divided by trap->speed
1592 */
1593 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1594
1595 /* Just put in some sanity check. I think there is a bug in the
1596 * above with some objects have zero speed, and thus the player
1597 * getting permanently paralyzed.
1598 */
1599 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1600 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1601 }
1602 goto leave;
1603
1604 case SPINNER:
1605 if(victim->direction) {
1606 victim->direction=absdir(victim->direction-trap->stats.sp);
1607 update_turn_face(victim);
1608 }
1609 goto leave;
1610
1611 case DIRECTOR:
1612 if(victim->direction && !should_director_abort(trap, victim)) {
1613 victim->direction=trap->stats.sp;
1614 update_turn_face(victim);
1615 }
1616 goto leave;
1617
1618 case BUTTON:
1619 case PEDESTAL:
1620 update_button(trap);
1621 goto leave;
1622
1623 case ALTAR:
1624 /* sacrifice victim on trap */
1625 apply_altar (trap, victim, originator);
1626 goto leave;
1627
1628 case THROWN_OBJ:
1629 if (trap->inv == NULL)
1630 goto leave;
1631 /* fallthrough */
1632
1633 case ARROW:
1634
1635 /* bad bug: monster throw a object, make a step forwards, step on object ,
1636 * trigger this here and get hit by own missile - and will be own enemy.
1637 * Victim then is his own enemy and will start to kill herself (this is
1638 * removed) but we have not synced victim and his missile. To avoid senseless
1639 * action, we avoid hits here
1640 */
1641 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1642 hit_with_arrow (trap, victim);
1643 goto leave;
1644
1645 case SPELL_EFFECT:
1646 apply_spell_effect(trap, victim);
1647 goto leave;
1648
1649 case TRAPDOOR:
1650 {
1651 int max, sound_was_played;
1652 object *ab, *ab_next;
1653 if(!trap->value) {
1654 int tot;
1655 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1656 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1657 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1658
1659 if(!(trap->value=(tot>trap->weight)?1:0))
1660 goto leave;
1661
1662 SET_ANIMATION(trap, trap->value);
1663 update_object(trap,UP_OBJ_FACE);
1664 }
1665
1666 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1667 /* need to set this up, since if we do transfer the object,
1668 * ab->above would be bogus
1669 */
1670 ab_next = ab->above;
1671
1672 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1673 if ( ! sound_was_played) {
1674 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1675 sound_was_played = 1;
1676 }
1677 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1678 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1679 }
1680 }
1681 goto leave;
1682 }
1683
1684
1685 case CONVERTER:
1686 if (convert_item (victim, trap) < 0) {
1687 object *op;
1688
1689 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1690
1691 op = get_archetype("burnout");
1692 if (op != NULL) {
1693 op->x = trap->x;
1694 op->y = trap->y;
1695 insert_ob_in_map(op, trap->map, trap, 0);
1696 }
1697 }
1698 goto leave;
1699
1700 case TRIGGER_BUTTON:
1701 case TRIGGER_PEDESTAL:
1702 case TRIGGER_ALTAR:
1703 check_trigger (trap, victim);
1704 goto leave;
1705
1706 case DEEP_SWAMP:
1707 walk_on_deep_swamp (trap, victim);
1708 goto leave;
1709
1710 case CHECK_INV:
1711 check_inv (victim, trap);
1712 goto leave;
1713
1714 case HOLE:
1715 /* Hole not open? */
1716 if(trap->stats.wc > 0)
1717 goto leave;
1718
1719 /* Is this a multipart monster and not the head? If so, return.
1720 * Processing will happen if the head runs into the pit
1721 */
1722 if (victim->head)
1723 goto leave;
1724
1725 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1727 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728 goto leave;
1729
1730 case EXIT:
1731 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1732 /* Basically, don't show exits leading to random maps the
1733 * players output.
1734 */
1735 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1736 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1737 enter_exit (victim, trap);
1738 }
1739 goto leave;
1740
1741 case ENCOUNTER:
1742 /* may be some leftovers on this */
1743 goto leave;
1744
1745 case SHOP_MAT:
1746 apply_shop_mat (trap, victim);
1747 goto leave;
1748
1749 /* Drop a certain amount of gold, and have one item identified */
1750 case IDENTIFY_ALTAR:
1751 apply_id_altar (victim, trap, originator);
1752 goto leave;
1753
1754 case SIGN:
1755 if (victim->type != PLAYER && trap->stats.food > 0)
1756 goto leave; /* monsters musn't apply magic_mouths with counters */
1757
1758 apply_sign (victim, trap, 1);
1759 goto leave;
1760
1761 case CONTAINER:
1762 if (victim->type==PLAYER)
1763 (void) esrv_apply_container (victim, trap);
1764 else
1765 (void) apply_container (victim, trap);
1766 goto leave;
1767
1768 case RUNE:
1769 case TRAP:
1770 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1771 spring_trap(trap, victim);
1772 }
1773 goto leave;
1774
1775 default:
1776 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777 "handled in move_apply()\n", trap->name, trap->arch->name,
1778 trap->type);
1779 goto leave;
1780 }
1781
1782 leave:
1783 recursion_depth--;
1784 }
1785
1786 /**
1787 * Handles reading a regular (ie not containing a spell) book.
1788 */
1789 static void apply_book (object *op, object *tmp)
1790 {
1791 int lev_diff;
1792 object *skill_ob;
1793
1794 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1795 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1796 return;
1797 }
1798 if(tmp->msg==NULL) {
1799 new_draw_info_format(NDI_UNIQUE, 0, op,
1800 "You open the %s and find it empty.", tmp->name);
1801 return;
1802 }
1803
1804 /* need a literacy skill to read stuff! */
1805 skill_ob = find_skill_by_name(op, tmp->skill);
1806 if ( ! skill_ob) {
1807 new_draw_info(NDI_UNIQUE, 0,op,
1808 "You are unable to decipher the strange symbols.");
1809 return;
1810 }
1811 lev_diff = tmp->level - (skill_ob->level + 5);
1812 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1813 if (lev_diff < 2)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1815 else if (lev_diff < 3)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1817 else if (lev_diff < 5)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1819 else if (lev_diff < 8)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1821 else if (lev_diff < 15)
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1823 else
1824 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1825 return;
1826 }
1827
1828 readable_message_type* msgType = get_readable_message_type(tmp);
1829 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1830 msgType->message_type, msgType->message_subtype,
1831 "You open the %s and start reading.\n%s",
1832 "%s\n%s",
1833 long_desc(tmp,op), tmp->msg);
1834
1835 /* gain xp from reading */
1836 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1837 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1838 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1839 /*exp_gain *= 2; because they just identified it too */
1840 SET_FLAG(tmp,FLAG_IDENTIFIED);
1841 /* If in a container, update how it looks */
1842 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1843 else op->contr->socket.update_look=1;
1844 }
1845 change_exp(op,exp_gain, skill_ob->skill, 0);
1846 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1847 }
1848 }
1849
1850 /**
1851 * Handles the applying of a skill scroll, calling learn_skill straight.
1852 * op is the person learning the skill, tmp is the skill scroll object
1853 */
1854 static void apply_skillscroll (object *op, object *tmp)
1855 {
1856 switch ((int) learn_skill (op, tmp)) {
1857 case 0:
1858 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1859 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1860 return;
1861
1862 case 1:
1863 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1864 tmp->skill);
1865 new_draw_info_format(NDI_UNIQUE, 0, op,
1866 "Type 'bind ready_skill %s",tmp->skill);
1867 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868 decrease_ob(tmp);
1869 return;
1870
1871 default:
1872 new_draw_info_format(NDI_UNIQUE,0,op,
1873 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1874 decrease_ob(tmp);
1875 return;
1876 }
1877 }
1878
1879 /**
1880 * Actually makes op learn spell.
1881 * Informs player of what happens.
1882 */
1883 void do_learn_spell (object *op, object *spell, int special_prayer)
1884 {
1885 object *tmp;
1886
1887 if (op->type != PLAYER) {
1888 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889 return;
1890 }
1891
1892 /* Upgrade special prayers to normal prayers */
1893 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1894 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1895 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896 return;
1897 }
1898 return;
1899 }
1900
1901 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1902 tmp = get_object();
1903 copy_object(spell, tmp);
1904 insert_ob_in_ob(tmp, op);
1905
1906 if (special_prayer) {
1907 SET_FLAG(tmp, FLAG_STARTEQUIP);
1908 }
1909
1910 new_draw_info_format (NDI_UNIQUE, 0, op,
1911 "Type 'bind cast %s", spell->name);
1912 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913 esrv_add_spells(op->contr, tmp);
1914 }
1915
1916 /**
1917 * Erases spell from player's inventory.
1918 */
1919 void do_forget_spell (object *op, const char *spell)
1920 {
1921 object *spob;
1922
1923 if (op->type != PLAYER) {
1924 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925 return;
1926 }
1927 if ( (spob=check_spell_known (op, spell)) == NULL) {
1928 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929 return;
1930 }
1931
1932 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1933 "You lose knowledge of %s.", spell);
1934 player_unready_range_ob(op->contr, spob);
1935 esrv_remove_spell(op->contr, spob);
1936 remove_ob(spob);
1937 free_object(spob);
1938 }
1939
1940 /**
1941 * Handles player applying a spellbook.
1942 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 * stuff like that. Random learning failure too.
1944 */
1945 static void apply_spellbook (object *op, object *tmp)
1946 {
1947 object *skop, *spell, *spell_skill;
1948
1949 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1950 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1951 return;
1952 }
1953
1954 /* artifact_spellbooks have 'slaying' field point to a spell name,
1955 * instead of having their spell stored in stats.sp. These are
1956 * legacy spellbooks
1957 */
1958
1959 if(tmp->slaying != NULL) {
1960 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1961 if (!spell) {
1962 new_draw_info_format(NDI_UNIQUE, 0, op,
1963 "The book's formula for %s is incomplete", tmp->slaying);
1964 return;
1965 }
1966 else
1967 insert_ob_in_ob(spell, tmp);
1968 free_string(tmp->slaying);
1969 tmp->slaying=NULL;
1970 }
1971
1972 skop = find_skill_by_name(op, tmp->skill);
1973
1974 /* need a literacy skill to learn spells. Also, having a literacy level
1975 * lower than the spell will make learning the spell more difficult */
1976 if ( !skop) {
1977 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1978 return;
1979 }
1980
1981 spell = tmp->inv;
1982 if (!spell) {
1983 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1984 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1985 return;
1986 }
1987 if (spell->level > (skop->level+10)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989 return;
1990 }
1991
1992 new_draw_info_format(NDI_UNIQUE, 0, op,
1993 "The spellbook contains the %s level spell %s.",
1994 get_levelnumber(spell->level), spell->name);
1995
1996 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1997 identify(tmp);
1998 if (tmp->env)
1999 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2000 else
2001 op->contr->socket.update_look=1;
2002 }
2003
2004 /* I removed the check for special_prayer_mark here - it didn't make
2005 * a lot of sense - special prayers are not found in spellbooks, and
2006 * if the player doesn't know the spell, doesn't make a lot of sense that
2007 * they would have a special prayer mark.
2008 */
2009 if (check_spell_known (op, spell->name)) {
2010 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2011 return;
2012 }
2013
2014 if (spell->skill) {
2015 spell_skill = find_skill_by_name(op, spell->skill);
2016 if (!spell_skill) {
2017 new_draw_info_format(NDI_UNIQUE, 0, op,
2018 "You lack the skill %s to use this spell",
2019 spell->skill);
2020 return;
2021 }
2022 if (spell_skill->level < spell->level) {
2023 new_draw_info_format(NDI_UNIQUE, 0, op,
2024 "You need to be level %d in %s to learn this spell.",
2025 spell->level, spell->skill);
2026 return;
2027 }
2028 }
2029
2030 /* Logic as follows
2031 *
2032 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033 *
2034 * 2- The learner's skill level in literacy adjusts the chance to learn
2035 * a spell.
2036 *
2037 * 3 -Automatically fail to learn if you read while confused
2038 *
2039 * Overall, chances are the same but a player will find having a high
2040 * literacy rate very useful! -b.t.
2041 */
2042 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2043 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2044 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2045 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2046 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2047 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2048
2049 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2050 do_learn_spell (op, spell, 0);
2051
2052 /* xp gain to literacy for spell learning */
2053 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2055 } else {
2056 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2057 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2058 }
2059 decrease_ob(tmp);
2060 }
2061
2062 /**
2063 * Handles applying a spell scroll.
2064 */
2065 void apply_scroll (object *op, object *tmp, int dir)
2066 {
2067 object *skop;
2068
2069 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2070 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2071 return;
2072 }
2073
2074 if (!tmp->inv || tmp->inv->type != SPELL) {
2075 new_draw_info (NDI_UNIQUE, 0, op,
2076 "The scroll just doesn't make sense!");
2077 return;
2078 }
2079
2080 if(op->type==PLAYER) {
2081 /* players need a literacy skill to read stuff! */
2082 int exp_gain=0;
2083
2084 /* hard code literacy - tmp->skill points to where the exp
2085 * should go for anything killed by the spell.
2086 */
2087 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2088
2089 if ( ! skop) {
2090 new_draw_info(NDI_UNIQUE, 0,op,
2091 "You are unable to decipher the strange symbols.");
2092 return;
2093 }
2094
2095 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2096 change_exp(op,exp_gain, skop->skill, 0);
2097 }
2098
2099 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2100 identify(tmp);
2101
2102 new_draw_info_format(NDI_BLACK, 0, op,
2103 "The scroll of %s turns to dust.", tmp->inv->name);
2104
2105
2106 cast_spell(op,tmp,dir,tmp->inv, NULL);
2107 decrease_ob(tmp);
2108 }
2109
2110 /**
2111 * Applies a treasure object - by default, chest. op
2112 * is the person doing the applying, tmp is the treasure
2113 * chest.
2114 */
2115 static void apply_treasure (object *op, object *tmp)
2116 {
2117 object *treas;
2118 tag_t tmp_tag = tmp->count, op_tag = op->count;
2119
2120
2121 /* Nice side effect of new treasure creation method is that the treasure
2122 * for the chest is done when the chest is created, and put into the chest
2123 * inventory. So that when the chest burns up, the items still exist. Also
2124 * prevents people fromt moving chests to more difficult maps to get better
2125 * treasure
2126 */
2127
2128 treas = tmp->inv;
2129 if(treas==NULL) {
2130 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2131 decrease_ob(tmp);
2132 return;
2133 }
2134 while (tmp->inv) {
2135 treas = tmp->inv;
2136
2137 remove_ob(treas);
2138 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139 query_name(treas));
2140
2141 treas->x=op->x;
2142 treas->y=op->y;
2143 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2144
2145 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2146 && QUERY_FLAG (op, FLAG_ALIVE))
2147 spring_trap (treas, op);
2148 /* If either player or container was destroyed, no need to do
2149 * further processing. I think this should be enclused with
2150 * spring trap above, as I don't think there is otherwise
2151 * any way for the treasure chest or player to get killed
2152 */
2153 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154 break;
2155 }
2156
2157 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158 decrease_ob (tmp);
2159
2160 }
2161
2162 /**
2163 * op eats food.
2164 * If player, takes care of messages and dragon special food.
2165 */
2166 static void apply_food (object *op, object *tmp)
2167 {
2168 int capacity_remaining;
2169
2170 if(op->type!=PLAYER)
2171 op->stats.hp=op->stats.maxhp;
2172 else {
2173 /* check if this is a dragon (player), eating some flesh */
2174 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2175 ;
2176 else {
2177 /* usual case - no dragon meal: */
2178 if(op->stats.food+tmp->stats.food>999) {
2179 if(tmp->type==FOOD || tmp->type==FLESH)
2180 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2181 else
2182 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2183 }
2184
2185 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2186 char buf[MAX_BUF];
2187
2188 if (!is_dragon_pl(op)) {
2189 /* eating message for normal players*/
2190 if(tmp->type==DRINK)
2191 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2192 else
2193 sprintf(buf,"The %s tasted %s",tmp->name,
2194 tmp->type==FLESH?"terrible!":"good.");
2195 }
2196 else {
2197 /* eating message for dragon players*/
2198 sprintf(buf,"The %s tasted terrible!",tmp->name);
2199 }
2200
2201 new_draw_info(NDI_UNIQUE, 0,op,buf);
2202 capacity_remaining = 999 - op->stats.food;
2203 op->stats.food+=tmp->stats.food;
2204 if(capacity_remaining < tmp->stats.food)
2205 op->stats.hp += capacity_remaining / 50;
2206 else
2207 op->stats.hp+=tmp->stats.food/50;
2208 if(op->stats.hp>op->stats.maxhp)
2209 op->stats.hp=op->stats.maxhp;
2210 if (op->stats.food > 999)
2211 op->stats.food = 999;
2212 }
2213
2214 /* special food hack -b.t. */
2215 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2216 eat_special_food(op,tmp);
2217 }
2218 }
2219 handle_apply_yield(tmp);
2220 decrease_ob(tmp);
2221 }
2222
2223 /**
2224 * A dragon is eating some flesh. If the flesh contains resistances,
2225 * there is a chance for the dragon's skin to get improved.
2226 *
2227 * attributes:
2228 * object *op the object (dragon player) eating the flesh
2229 * object *meal the flesh item, getting chewed in dragon's mouth
2230 * return:
2231 * int 1 if eating successful, 0 if it doesn't work
2232 */
2233 int dragon_eat_flesh(object *op, object *meal) {
2234 object *skin = NULL; /* pointer to dragon skin force*/
2235 object *abil = NULL; /* pointer to dragon ability force*/
2236 object *tmp = NULL; /* tmp. object */
2237
2238 char buf[MAX_BUF]; /* tmp. string buffer */
2239 double chance; /* improvement-chance of one resistance type */
2240 double totalchance=1; /* total chance of gaining one resistance */
2241 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2242 double mbonus=0; /* monster bonus */
2243 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244 int winners=0; /* number of winners */
2245 int i; /* index */
2246
2247 /* let's make sure and doublecheck the parameters */
2248 if (meal->type!=FLESH || !is_dragon_pl(op))
2249 return 0;
2250
2251 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252 from the player's inventory */
2253 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2254 if (tmp->type == FORCE) {
2255 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2256 skin = tmp;
2257 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2258 abil = tmp;
2259 }
2260 }
2261
2262 /* if either skin or ability are missing, this is an old player
2263 which is not to be considered a dragon -> bail out */
2264 if (skin == NULL || abil == NULL) return 0;
2265
2266 /* now start by filling stomache and health, according to food-value */
2267 if((999 - op->stats.food) < meal->stats.food)
2268 op->stats.hp += (999 - op->stats.food) / 50;
2269 else
2270 op->stats.hp += meal->stats.food/50;
2271 if(op->stats.hp>op->stats.maxhp)
2272 op->stats.hp=op->stats.maxhp;
2273
2274 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2275
2276 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2277
2278 /* on to the interesting part: chances for adding resistance */
2279 for (i=0; i<NROFATTACKS; i++) {
2280 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2281 /* got positive resistance, now calculate improvement chance (0-100) */
2282
2283 /* this bonus makes resistance increase easier at lower levels */
2284 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2285 if (i == abil->stats.exp)
2286 bonus += 5; /* additional bonus for resistance of ability-focus */
2287
2288 /* monster bonus increases with level, because high-level
2289 flesh is too rare */
2290 mbonus = op->level * 20. / ((double)settings.max_level);
2291
2292 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2293 ((double)settings.max_level)) - skin->resist[i];
2294
2295 if (chance >= 0.)
2296 chance += 1.;
2297 else
2298 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2299
2300 /* chance is proportional to amount of resistance (max. 50) */
2301 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2302
2303 /* doubled chance for resistance of ability-focus */
2304 if (i == abil->stats.exp)
2305 chance = MIN(100., chance*2.);
2306
2307 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308 if (RANDOM()%10000 < (int)(chance*100)) {
2309 atnr_winner[winners] = i;
2310 winners++;
2311 }
2312
2313 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2314
2315 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2316 }
2317 }
2318
2319 /* inverse totalchance as until now we have the failure-chance */
2320 totalchance = 100 - totalchance*100;
2321 /* print message according to totalchance */
2322 if (totalchance > 50.)
2323 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2324 else if (totalchance > 10.)
2325 sprintf(buf, "The %s tasted very good.", meal->name);
2326 else if (totalchance > 1.)
2327 sprintf(buf, "The %s tasted good.", meal->name);
2328 else if (totalchance > 0.1)
2329 sprintf(buf, "The %s tasted bland.", meal->name);
2330 else if (totalchance >= 0.01)
2331 sprintf(buf, "The %s had a boring taste.", meal->name);
2332 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2333 sprintf(buf, "The %s tasted strange.", meal->name);
2334 else
2335 sprintf(buf, "The %s had no taste.", meal->name);
2336 new_draw_info(NDI_UNIQUE, 0, op, buf);
2337
2338 /* now choose a winner if we have any */
2339 i = -1;
2340 if (winners>0)
2341 i = atnr_winner[RANDOM()%winners];
2342
2343 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2344 /* resistance increased! */
2345 skin->resist[i]++;
2346 fix_player(op);
2347
2348 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2349 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2350 }
2351
2352 /* if this flesh contains a new ability focus, we mark it
2353 into the ability_force and it will take effect on next level */
2354 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2355 && meal->last_eat != abil->last_eat) {
2356 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357
2358 if (meal->last_eat != abil->stats.exp) {
2359 sprintf(buf, "Your metabolism prepares to focus on %s!",
2360 change_resist_msg[meal->last_eat]);
2361 new_draw_info(NDI_UNIQUE, 0, op, buf);
2362 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf);
2364 }
2365 else {
2366 sprintf(buf, "Your metabolism will continue to focus on %s.",
2367 change_resist_msg[meal->last_eat]);
2368 new_draw_info(NDI_UNIQUE, 0, op, buf);
2369 abil->last_eat = 0;
2370 }
2371 }
2372 return 1;
2373 }
2374
2375 static void apply_savebed (object *pl)
2376 {
2377 #ifndef COZY_SERVER
2378 if(!pl->contr->name_changed||!pl->stats.exp) {
2379 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2380 return;
2381 }
2382 #endif
2383 /* Need to call terminate_all_pets() before we remove the player ob */
2384 terminate_all_pets(pl);
2385 remove_ob(pl);
2386 pl->direction=0;
2387 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388 "%s leaves the game.",pl->name);
2389
2390 /* update respawn position */
2391 strcpy(pl->contr->savebed_map, pl->map->path);
2392 pl->contr->bed_x = pl->x;
2393 pl->contr->bed_y = pl->y;
2394
2395 strcpy(pl->contr->killer,"left");
2396 check_score(pl); /* Always check score */
2397 (void)save_player(pl,0);
2398 pl->map->players--;
2399 #if MAP_MAXTIMEOUT
2400 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401 #endif
2402 play_again(pl);
2403 pl->speed = 0;
2404 update_ob_speed(pl);
2405 }
2406
2407 /**
2408 * Handles applying an improve armor scroll.
2409 * Does some sanity checks, then calls improve_armour.
2410 */
2411 static void apply_armour_improver (object *op, object *tmp)
2412 {
2413 object *armor;
2414
2415 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2416 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2417 return;
2418 }
2419 armor=find_marked_object(op);
2420 if ( ! armor) {
2421 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422 return;
2423 }
2424 if (armor->type != ARMOUR
2425 && armor->type != CLOAK
2426 && armor->type != BOOTS && armor->type != GLOVES
2427 && armor->type != BRACERS && armor->type != SHIELD
2428 && armor->type != HELMET)
2429 {
2430 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2431 return;
2432 }
2433
2434 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2435 improve_armour(op,tmp,armor);
2436 }
2437
2438
2439 extern void apply_poison (object *op, object *tmp)
2440 {
2441 if (op->type == PLAYER) {
2442 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2443 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2444 strcpy(op->contr->killer,"poisonous booze");
2445 }
2446 if (tmp->stats.hp > 0) {
2447 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2448 tmp->stats.hp);
2449 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2450 }
2451 op->stats.food-=op->stats.food/4;
2452 handle_apply_yield(tmp);
2453 decrease_ob(tmp);
2454 }
2455
2456 /**
2457 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458 * A valid 2 way exit means:
2459 * -You can come back (there is another exit at the other side)
2460 * -You are
2461 * ° the owner of the exit
2462 * ° or in the same party as the owner
2463 *
2464 * Note: a owner in a 2 way exit is saved as the owner's name
2465 * in the field exit->name cause the field exit->owner doesn't
2466 * survive in the swapping (in fact the whole exit doesn't survive).
2467 */
2468 int is_legal_2ways_exit (object* op, object *exit)
2469 {
2470 object * tmp;
2471 object * exit_owner;
2472 player * pp;
2473 mapstruct * exitmap;
2474 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2475 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at
2477 * all the exits in destination and try to find one with same path as
2478 * the current exit's position */
2479 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2480 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2482 if (exitmap)
2483 {
2484 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2485 if (!tmp) return 0;
2486 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2487 {
2488 if (tmp->type!=EXIT) continue; /*Not an exit*/
2489 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2490 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492
2493 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments
2496 */
2497 if (!exit->race) return 1; /*No owner, free for all!*/
2498 exit_owner=NULL;
2499 for (pp=first_player;pp;pp=pp->next)
2500 {
2501 if (!pp->ob) continue;
2502 if (pp->ob->name!=exit->race) continue;
2503 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2504 break;
2505 }
2506 if (!exit_owner) return 0; /* No more owner*/
2507 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2508 if ( exit_owner && /*There is a owner*/
2509 (op->contr) && /*A player tries to pass */
2510 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2511 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2512 return 0;
2513 return 1;
2514 }
2515 }
2516 return 0;
2517 }
2518
2519
2520 /**
2521 * Main apply handler.
2522 *
2523 * Checks for unpaid items before applying.
2524 *
2525 * Return value:
2526 * 0: player or monster can't apply objects of that type
2527 * 1: has been applied, or there was an error applying the object
2528 * 2: objects of that type can't be applied if not in inventory
2529 *
2530 * op is the object that is causing object to be applied, tmp is the object
2531 * being applied.
2532 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special
2535 */
2536
2537 int manual_apply (object *op, object *tmp, int aflag)
2538 {
2539 if (tmp->head) tmp=tmp->head;
2540
2541 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2542 if (op->type == PLAYER) {
2543 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2544 return 1;
2545 } else {
2546 return 0; /* monsters just skip unpaid items */
2547 }
2548 }
2549
2550 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2551 return RESULT_INT (0);
2552
2553 switch (tmp->type) {
2554
2555 case TRANSPORT:
2556 return apply_transport(op, tmp, aflag);
2557
2558 case CF_HANDLE:
2559 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2560 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2561 tmp->value=tmp->value?0:1;
2562 SET_ANIMATION(tmp, tmp->value);
2563 update_object(tmp,UP_OBJ_FACE);
2564 push_button(tmp);
2565 return 1;
2566
2567 case TRIGGER:
2568 if (check_trigger (tmp, op)) {
2569 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2571 } else {
2572 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2573 }
2574 return 1;
2575
2576 case EXIT:
2577 if (op->type != PLAYER)
2578 return 0;
2579 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2580 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2581 query_name(tmp));
2582 } else {
2583 /* Don't display messages for random maps. */
2584 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2585 strncmp(EXIT_PATH(tmp), "/random/", 8))
2586 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2587 enter_exit(op,tmp);
2588 }
2589 return 1;
2590
2591 case SIGN:
2592 apply_sign (op, tmp, 0);
2593 return 1;
2594
2595 case BOOK:
2596 if (op->type == PLAYER) {
2597 apply_book (op, tmp);
2598 return 1;
2599 } else {
2600 return 0;
2601 }
2602
2603 case SKILLSCROLL:
2604 if (op->type == PLAYER) {
2605 apply_skillscroll (op, tmp);
2606 return 1;
2607 }
2608 return 0;
2609
2610 case SPELLBOOK:
2611 if (op->type == PLAYER) {
2612 apply_spellbook (op, tmp);
2613 return 1;
2614 }
2615 return 0;
2616
2617 case SCROLL:
2618 apply_scroll (op, tmp, 0);
2619 return 1;
2620
2621 case POTION:
2622 (void) apply_potion(op, tmp);
2623 return 1;
2624
2625 /* Eneq(@csd.uu.se): Handle apply on containers. */
2626 case CLOSE_CON:
2627 if (op->type==PLAYER)
2628 (void) esrv_apply_container (op, tmp->env);
2629 else
2630 (void) apply_container (op, tmp->env);
2631 return 1;
2632
2633 case CONTAINER:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp);
2636 else
2637 (void) apply_container (op, tmp);
2638 return 1;
2639
2640 case TREASURE:
2641 if (op->type == PLAYER) {
2642 apply_treasure (op, tmp);
2643 return 1;
2644 } else {
2645 return 0;
2646 }
2647
2648 case WEAPON:
2649 case ARMOUR:
2650 case BOOTS:
2651 case GLOVES:
2652 case AMULET:
2653 case GIRDLE:
2654 case BRACERS:
2655 case SHIELD:
2656 case HELMET:
2657 case RING:
2658 case CLOAK:
2659 case WAND:
2660 case ROD:
2661 case HORN:
2662 case SKILL:
2663 case BOW:
2664 case LAMP:
2665 case BUILDER:
2666 case SKILL_TOOL:
2667 if (tmp->env != op)
2668 return 2; /* not in inventory */
2669 (void) apply_special (op, tmp, aflag);
2670 return 1;
2671
2672 case DRINK:
2673 case FOOD:
2674 case FLESH:
2675 apply_food (op, tmp);
2676 return 1;
2677
2678 case POISON:
2679 apply_poison (op, tmp);
2680 return 1;
2681
2682 case SAVEBED:
2683 if (op->type == PLAYER) {
2684 apply_savebed (op);
2685 return 1;
2686 } else {
2687 return 0;
2688 }
2689
2690 case ARMOUR_IMPROVER:
2691 if (op->type == PLAYER) {
2692 apply_armour_improver (op, tmp);
2693 return 1;
2694 } else {
2695 return 0;
2696 }
2697
2698 case WEAPON_IMPROVER:
2699 (void) check_improve_weapon(op, tmp);
2700 return 1;
2701
2702 case CLOCK:
2703 if (op->type == PLAYER) {
2704 char buf[MAX_BUF];
2705 timeofday_t tod;
2706
2707 get_tod(&tod);
2708 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2709 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2710 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2711 ((tod.hour >= 14) ? "pm" : "am"));
2712 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2713 new_draw_info(NDI_UNIQUE, 0,op, buf);
2714 return 1;
2715 } else {
2716 return 0;
2717 }
2718
2719 case MENU:
2720 if (op->type == PLAYER) {
2721 shop_listing (op);
2722 return 1;
2723 } else {
2724 return 0;
2725 }
2726
2727 case POWER_CRYSTAL:
2728 apply_power_crystal(op,tmp); /* see egoitem.c */
2729 return 1;
2730
2731 case LIGHTER: /* for lighting torches/lanterns/etc */
2732 if (op->type == PLAYER) {
2733 apply_lighter(op,tmp);
2734 return 1;
2735 } else {
2736 return 0;
2737 }
2738
2739 case ITEM_TRANSFORMER:
2740 apply_item_transformer( op, tmp );
2741 return 1;
2742
2743 default:
2744 return 0;
2745 }
2746 }
2747
2748
2749 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2750 * messages as needed by player_apply_below(). But there can still be
2751 * "but you are floating high above the ground" messages.
2752 *
2753 * Same return value as apply() function.
2754 */
2755 int player_apply (object *pl, object *op, int aflag, int quiet)
2756 {
2757 int tmp;
2758
2759 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2760 /* player is flying and applying object not in inventory */
2761 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2762 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2763 "above the ground!");
2764 return 0;
2765 }
2766 }
2767
2768 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2769 * applied.
2770 */
2771 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2772 {
2773 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2774 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2775 "of smoke!");
2776 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2777 remove_ob (op);
2778 free_object (op);
2779 return 1;
2780 }
2781
2782 pl->contr->last_used = op;
2783 pl->contr->last_used_id = op->count;
2784
2785 tmp = manual_apply (pl, op, aflag);
2786 if ( ! quiet) {
2787 if (tmp == 0)
2788 new_draw_info_format (NDI_UNIQUE, 0, pl,
2789 "I don't know how to apply the %s.",
2790 query_name (op));
2791 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl,
2793 "You must get it first!\n");
2794 }
2795 return tmp;
2796 }
2797
2798 /**
2799 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground.
2802 */
2803
2804 void player_apply_below (object *pl)
2805 {
2806 object *tmp, *next;
2807 int floors;
2808
2809 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2810 apply_transport(pl, pl->contr->transport, 0);
2811 return;
2812 }
2813
2814 /* If using a container, set the starting item to be the top
2815 * item in the container. Otherwise, use the map.
2816 */
2817 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2818
2819 /* This is perhaps more complicated. However, I want to make sure that
2820 * we don't use a corrupt pointer for the next object, so we get the
2821 * next object in the stack before applying. This is can only be a
2822 * problem if player_apply() has a bug in that it uses the object but does
2823 * not return a proper value.
2824 */
2825 for (floors = 0; tmp!=NULL; tmp=next) {
2826 next = tmp->below;
2827 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828 floors++;
2829 else if (floors > 0)
2830 return; /* process only floor objects after first floor object */
2831
2832 /* If it is visible, player can apply it. If it is applied by
2833 * person moving on it, also activate. Added code to make it
2834 * so that at least one of players movement types be that which
2835 * the item needs.
2836 */
2837 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2838 if (player_apply (pl, tmp, 0, 1) == 1)
2839 return;
2840 }
2841 if (floors >= 2)
2842 return; /* process at most two floor objects */
2843 }
2844 }
2845
2846 /**
2847 * Unapplies specified item.
2848 * No check done on cursed/damned.
2849 * Break this out of apply_special - this is just done
2850 * to keep the size of apply_special to a more managable size.
2851 */
2852 static int unapply_special (object *who, object *op, int aflags)
2853 {
2854 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2855 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2856 return RESULT_INT (0);
2857
2858 object *tmp2;
2859
2860 CLEAR_FLAG(op, FLAG_APPLIED);
2861 switch(op->type) {
2862 case WEAPON:
2863 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2864
2865 (void) change_abil (who,op);
2866 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2867 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2868 clear_skill(who);
2869 break;
2870
2871 case SKILL: /* allows objects to impart skills */
2872 case SKILL_TOOL:
2873 if (op != who->chosen_skill) {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 }
2876 if (who->type==PLAYER) {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if ( ! op->invisible) {
2880 new_draw_info_format (NDI_UNIQUE, 0, who,
2881 "You stop using the %s.", query_name(op));
2882 } else {
2883 new_draw_info_format (NDI_UNIQUE, 0, who,
2884 "You can no longer use the skill: %s.",
2885 op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892
2893 case ARMOUR:
2894 case HELMET:
2895 case SHIELD:
2896 case RING:
2897 case BOOTS:
2898 case GLOVES:
2899 case AMULET:
2900 case GIRDLE:
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904 (void) change_abil (who,op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908 op->name);
2909 tmp2 = arch_to_object(op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919 if (who->type == PLAYER)
2920 esrv_del_item(who->contr, (tag_t)op->count);
2921 remove_ob(op);
2922 free_object(op);
2923 insert_ob_in_ob(tmp2, who);
2924 fix_player(who);
2925 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926 if (who->type == PLAYER) {
2927 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929 }
2930 }
2931 if(who->type==PLAYER)
2932 esrv_send_item(who, tmp2);
2933 return 1; /* otherwise, an attempt to drop causes problems */
2934 break;
2935 case BOW:
2936 case WAND:
2937 case ROD:
2938 case HORN:
2939 clear_skill(who);
2940 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941 if(who->type==PLAYER) {
2942 who->contr->shoottype = range_none;
2943 } else {
2944 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else
2947 CLEAR_FLAG(who, FLAG_READY_RANGE);
2948 }
2949 break;
2950
2951 case BUILDER:
2952 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[ range_builder ] = NULL;
2955 break;
2956
2957 default:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2959 break;
2960 }
2961
2962 fix_player(who);
2963
2964 if ( ! (aflags & AP_NO_MERGE)) {
2965 object *tmp;
2966
2967 tag_t del_tag = op->count;
2968 tmp = merge_ob (op, NULL);
2969 if (who->type == PLAYER) {
2970 if (tmp) { /* it was merged */
2971 esrv_del_item (who->contr, del_tag);
2972 op = tmp;
2973 }
2974 esrv_send_item (who, op);
2975 }
2976 }
2977 return 0;
2978 }
2979
2980 /**
2981 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we
2983 * then go through the below of this. In this way, you can do
2984 * something like:
2985 * tmp = get_item_from_body_location(who->inv, 1);
2986 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2987 * to find the second object that may use this location, etc.
2988 * Returns NULL if no match is found.
2989 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use
2992 * up body locations can be used as restrictions.
2993 */
2994 object *get_item_from_body_location(object *start, int loc)
2995 {
2996 object *tmp;
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3003
3004 return NULL;
3005 }
3006
3007
3008
3009 /**
3010 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy
3013 * use of get_item_from_body_location. It makes no intelligent choice
3014 * on objects - rather, the first that is matched is used.
3015 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply
3017 * instead of doing it. This is a lot less code than having
3018 * another function that does just that.
3019 */
3020 int unapply_for_ob(object *who, object *op, int aflags)
3021 {
3022 int i;
3023 object *tmp=NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD) {
3029 for (tmp=who->inv; tmp; tmp=tmp->below) {
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3032 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3033 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3035 else
3036 unapply_special(who, tmp, aflags);
3037 }
3038 else {
3039 /* In this case, we want to try and remove a cursed item.
3040 * While we know it won't work, we want unapply_special to
3041 * at least generate the message.
3042 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who,
3044 "No matter how hard you try, you just can't\nremove %s.",
3045 query_name(tmp));
3046 return 1;
3047 }
3048
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3054 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) {
3056 last = who->inv;
3057
3058 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots.
3060 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) {
3062 tmp = get_item_from_body_location(last, i);
3063 if (!tmp) {
3064 #if 0
3065 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped.
3067 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3069 i, body_locations[i].save_name, who->name);
3070 #endif
3071 return 1;
3072 }
3073 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3075 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3076 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3078 else
3079 unapply_special(who, tmp, aflags);
3080 }
3081 else {
3082 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few,
3084 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.)
3086 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3088 }
3089 last = tmp->below;
3090 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092 * return in the !tmp would have kicked in.
3093 */
3094 } /* if op is using this body location */
3095 } /* for body lcoations */
3096 return 0;
3097 }
3098
3099 /**
3100 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105 * is set, do we really are what the other flags may be?)
3106 *
3107 * See include/define.h for detailed description of the meaning of
3108 * these return values.
3109 */
3110 int can_apply_object(object *who, object *op)
3111 {
3112 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
3113 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3114 return RESULT_INT (0);
3115
3116 int i, retval=0;
3117 object *tmp=NULL, *ws=NULL;
3118
3119 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3120 * 2 weapons, but we don't want to let them do that. So if they are
3121 * trying to equip a weapon or shield, see if they already have one
3122 * in place and store that way.
3123 */
3124 if (op->type == WEAPON || op->type == SHIELD) {
3125 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3126 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3127 retval = CAN_APPLY_UNAPPLY;
3128 ws = tmp;
3129 }
3130 }
3131 }
3132
3133
3134 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3135 if (op->body_info[i]) {
3136 /* Item uses more slots than we have */
3137 if (FABS(op->body_info[i]) > who->body_info[i]) {
3138 /* Could return now for efficiently - rest of info below isn'
3139 * really needed.
3140 */
3141 retval |= CAN_APPLY_NEVER;
3142 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3143 /* in this case, equipping this would use more free spots than
3144 * we have.
3145 */
3146 object *tmp1;
3147
3148
3149 /* if we have an applied weapon/shield, and unapply it would free
3150 * enough slots to equip the new item, then just set this can
3151 * continue. We don't care about the logic below - if you have
3152 * shield equipped and try to equip another shield, there is only
3153 * one choice. However, the check for the number of body locations
3154 * does take into the account cases where what is being applied
3155 * may be two handed for example.
3156 */
3157 if (ws) {
3158 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3159 retval |= CAN_APPLY_UNAPPLY;
3160 continue;
3161 }
3162 }
3163
3164 tmp1 = get_item_from_body_location(who->inv, i);
3165 if (!tmp1) {
3166 #if 0
3167 /* This is sort of an error, but happens a lot when old players
3168 * join in with more stuff equipped than they are now allowed.
3169 */
3170 LOG(llevError,"Can't find object using location %d on %s\n",
3171 i, who->name);
3172 #endif
3173 retval |= CAN_APPLY_NEVER;
3174 } else {
3175 /* need to unapply something. However, if this something
3176 * is different than we had found before, it means they need
3177 * to apply multiple objects
3178 */
3179 retval |= CAN_APPLY_UNAPPLY;
3180 if (!tmp) tmp = tmp1;
3181 else if (tmp != tmp1) {
3182 retval |= CAN_APPLY_UNAPPLY_MULT;
3183 }
3184 /* This object isn't using up all the slots, so there must
3185 * be another. If so, and it the new item doesn't need all
3186 * the slots, the player then has a choice.
3187 */
3188 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3189 (FABS(op->body_info[i]) < who->body_info[i]))
3190 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3191
3192 /* Does unequippint 'tmp1' free up enough slots for this to be
3193 * equipped? If not, there must be something else to unapply.
3194 */
3195 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3196 retval |= CAN_APPLY_UNAPPLY_MULT;
3197
3198 }
3199 } /* if not enough free slots */
3200 } /* if this object uses location i */
3201 } /* for i -> num_body_locations loop */
3202
3203 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3204 * really be controlled by use of body locations. We do have
3205 * the weapon/shield checks, and the range checks for monsters,
3206 * because you can't control those just by body location - bows, shields,
3207 * and weapons all use the same slot. Similar for horn/rod/wand - they
3208 * all use the same location.
3209 */
3210 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3211 retval |= CAN_APPLY_RESTRICTION;
3212 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3213 retval |= CAN_APPLY_RESTRICTION;
3214
3215
3216 if (who->type != PLAYER) {
3217 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3218 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3219 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3223 retval |= CAN_APPLY_RESTRICTION;
3224 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3225 retval |= CAN_APPLY_RESTRICTION;
3226 }
3227 return retval;
3228 }
3229
3230
3231
3232 /**
3233 * who is the object using the object. It can be a monster.
3234 * op is the object they are using. op is an equipment type item,
3235 * eg, one which you put on and keep on for a while, and not something
3236 * like a potion or scroll.
3237 *
3238 * function returns 1 if the action could not be completed, 0 on
3239 * success. However, success is a matter of meaning - if the
3240 * user passes the 'apply' flag to an object already applied,
3241 * nothing is done, and 0 is returned.
3242 *
3243 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3244 * AP_UNAPPLY=always unapply).
3245 *
3246 * Optional flags:
3247 * AP_NO_MERGE: don't merge an unapplied object with other objects
3248 * AP_IGNORE_CURSE: unapply cursed items
3249 *
3250 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3251 *
3252 * apply_special() doesn't check for unpaid items.
3253 */
3254 int apply_special (object *who, object *op, int aflags)
3255 {
3256 int basic_flag = aflags & AP_BASIC_FLAGS;
3257 object *tmp, *tmp2, *skop=NULL;
3258 int i;
3259
3260 if(who==NULL) {
3261 LOG(llevError,"apply_special() from object without environment.\n");
3262 return 1;
3263 }
3264
3265 if(op->env!=who)
3266 return 1; /* op is not in inventory */
3267
3268 /* trying to unequip op */
3269 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3270 /* always apply, so no reason to unapply */
3271 if (basic_flag == AP_APPLY) return 0;
3272
3273 if ( ! (aflags & AP_IGNORE_CURSE)
3274 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3275 new_draw_info_format(NDI_UNIQUE, 0, who,
3276 "No matter how hard you try, you just can't\nremove %s.",
3277 query_name(op));
3278 return 1;
3279 }
3280 return unapply_special(who, op, aflags);
3281 }
3282
3283 if (basic_flag == AP_UNAPPLY) return 0;
3284
3285 i = can_apply_object(who, op);
3286
3287 /* Can't just apply this object. Lets see what not and what to do */
3288 if (i) {
3289 if (i & CAN_APPLY_NEVER) {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3291 return 1;
3292 } else if (i & CAN_APPLY_RESTRICTION) {
3293 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3294 return 1;
3295 }
3296 if (who->type != PLAYER) {
3297 /* Some error, so don't try to equip something more */
3298 if (unapply_for_ob(who, op, aflags)) return 1;
3299 } else {
3300 if (who->contr->unapply == unapply_never ||
3301 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3302 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3303 unapply_for_ob(who, op, AP_PRINT);
3304 return 1;
3305 }
3306 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3307 i = unapply_for_ob(who, op, aflags);
3308 if (i) return 1;
3309 }
3310 }
3311 }
3312 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3313 skop=find_skill_by_name(who, op->skill);
3314 if (!skop) {
3315 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3316 return 1;
3317 } else {
3318 /* While experience will be credited properly, we want to change the
3319 * skill so that the dam and wc get updated
3320 */
3321 change_skill(who, skop, 0);
3322 }
3323 }
3324
3325 if (who->type == PLAYER && op->item_power &&
3326 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3327 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3328 return 1;
3329 }
3330
3331
3332 /* Ok. We are now at the state where we can apply the new object.
3333 * Note that we don't have the checks for can_use_...
3334 * below - that is already taken care of by can_apply_object.
3335 */
3336
3337
3338 if(op->nrof > 1)
3339 tmp = get_split_ob(op,op->nrof - 1);
3340 else
3341 tmp = NULL;
3342
3343 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3344 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3345 return RESULT_INT (0);
3346
3347 switch(op->type) {
3348 case WEAPON:
3349 if (!check_weapon_power(who, op->last_eat)) {
3350 new_draw_info(NDI_UNIQUE, 0,who,
3351 "That weapon is too powerful for you to use.");
3352 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353 if(tmp!=NULL)
3354 (void) insert_ob_in_ob(tmp,who);
3355 return 1;
3356 }
3357 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3358 /* if the weapon does not have the name as the character, can't use it. */
3359 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3360 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3361 if(tmp!=NULL)
3362 (void) insert_ob_in_ob(tmp,who);
3363 return 1;
3364 }
3365 SET_FLAG(op, FLAG_APPLIED);
3366
3367 if (skop) change_skill(who, skop, 1);
3368 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3369 SET_FLAG(who, FLAG_READY_WEAPON);
3370
3371 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3372
3373 (void) change_abil (who,op);
3374 break;
3375
3376 case ARMOUR:
3377 case HELMET:
3378 case SHIELD:
3379 case BOOTS:
3380 case GLOVES:
3381 case GIRDLE:
3382 case BRACERS:
3383 case CLOAK:
3384 case RING:
3385 case AMULET:
3386 SET_FLAG(op, FLAG_APPLIED);
3387 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3388 (void) change_abil (who,op);
3389 break;
3390 case LAMP:
3391 if (op->stats.food < 1) {
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3393 " fuel!", op->name);
3394 return 1;
3395 }
3396 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3397 op->name);
3398 tmp2 = arch_to_object(op->other_arch);
3399 tmp2->stats.food = op->stats.food;
3400 SET_FLAG(tmp2, FLAG_APPLIED);
3401 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3402 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3403 insert_ob_in_ob(tmp2, who);
3404
3405 /* Remove the old lantern */
3406 if (who->type == PLAYER)
3407 esrv_del_item(who->contr, (tag_t)op->count);
3408 remove_ob(op);
3409 free_object(op);
3410
3411 /* insert the portion that was split off */
3412 if(tmp!=NULL) {
3413 (void) insert_ob_in_ob(tmp,who);
3414 if(who->type==PLAYER)
3415 esrv_send_item(who, tmp);
3416 }
3417 fix_player(who);
3418 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3419 if (who->type == PLAYER) {
3420 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3421 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3422 }
3423 }
3424 if(who->type==PLAYER)
3425 esrv_send_item(who, tmp2);
3426 return 0;
3427 break;
3428
3429 /* this part is needed for skill-tools */
3430 case SKILL:
3431 case SKILL_TOOL:
3432 if (who->chosen_skill) {
3433 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3434 return 1;
3435 }
3436 if (who->type == PLAYER) {
3437 who->contr->shoottype = range_skill;
3438 who->contr->ranges[range_skill] = op;
3439 if ( ! op->invisible) {
3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3441 query_name (op));
3442 new_draw_info_format (NDI_UNIQUE, 0, who,
3443 "You can now use the skill: %s.",
3444 op->skill);
3445 } else {
3446 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3447 op->skill? op->skill:op->name);
3448 }
3449 }
3450 SET_FLAG (op, FLAG_APPLIED);
3451 (void) change_abil (who, op);
3452 who->chosen_skill = op;
3453 SET_FLAG (who, FLAG_READY_SKILL);
3454 break;
3455
3456 case BOW:
3457 if (!check_weapon_power(who, op->last_eat)) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "That item is too powerful for you to use.");
3460 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3461 if(tmp != NULL)
3462 (void)insert_ob_in_ob(tmp,who);
3463 return 1;
3464 }
3465 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3466 new_draw_info(NDI_UNIQUE, 0, who,
3467 "The weapon does not recognize you as its owner.");
3468 if(tmp != NULL)
3469 (void)insert_ob_in_ob(tmp,who);
3470 return 1;
3471 }
3472 /*FALLTHROUGH*/
3473 case WAND:
3474 case ROD:
3475 case HORN:
3476 /* check for skill, alter player status */
3477 SET_FLAG(op, FLAG_APPLIED);
3478 if (skop) change_skill(who, skop, 0);
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3480
3481 if(who->type==PLAYER) {
3482 if (op->type == BOW) {
3483 (void)change_abil(who, op);
3484 new_draw_info_format (NDI_UNIQUE, 0, who,
3485 "You will now fire %s with %s.",
3486 op->race ? op->race : "nothing", query_name(op));
3487 who->contr->shoottype = range_bow;
3488 } else {
3489 who->contr->shoottype = range_misc;
3490 }
3491 } else {
3492 if (op->type == BOW)
3493 SET_FLAG (who, FLAG_READY_BOW);
3494 else
3495 SET_FLAG (who, FLAG_READY_RANGE);
3496 }
3497 break;
3498
3499 case BUILDER:
3500 if ( who->contr->ranges[ range_builder ] )
3501 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3502 who->contr->shoottype = range_builder;
3503 who->contr->ranges[ range_builder ] = op;
3504 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3505 break;
3506
3507 default:
3508 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3509 } /* end of switch op->type */
3510
3511 SET_FLAG(op, FLAG_APPLIED);
3512
3513 if(tmp!=NULL)
3514 tmp = insert_ob_in_ob(tmp,who);
3515
3516 fix_player(who);
3517
3518 /* We exclude spell casting objects. The fire code will set the
3519 * been applied flag when they are used - until that point,
3520 * you don't know anything about them.
3521 */
3522 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3523 op->type!=ROD)
3524 SET_FLAG(op,FLAG_BEEN_APPLIED);
3525
3526 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3527 if (who->type == PLAYER) {
3528 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3529 SET_FLAG(op,FLAG_KNOWN_CURSED);
3530 }
3531 }
3532 if(who->type==PLAYER) {
3533 /* if multiple objects were applied, update both slots */
3534 if (tmp)
3535 esrv_send_item(who, tmp);
3536 esrv_send_item(who, op);
3537 }
3538 return 0;
3539 }
3540
3541
3542 int monster_apply_special (object *who, object *op, int aflags)
3543 {
3544 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3545 return 1;
3546 return apply_special (who, op, aflags);
3547 }
3548
3549 /**
3550 * Map was just loaded, handle op's initialisation.
3551 *
3552 * Generates shop floor's item, and treasures.
3553 */
3554 int auto_apply (object *op) {
3555 object *tmp = NULL, *tmp2;
3556 int i;
3557
3558 switch(op->type) {
3559 case SHOP_FLOOR:
3560 if (!HAS_RANDOM_ITEMS(op)) return 0;
3561 do {
3562 i=10; /* let's give it 10 tries */
3563 while((tmp=generate_treasure(op->randomitems,
3564 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3565 if(tmp==NULL)
3566 return 0;
3567 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3568 free_object(tmp);
3569 tmp = NULL;
3570 }
3571 } while(!tmp);
3572 tmp->x=op->x;
3573 tmp->y=op->y;
3574 SET_FLAG(tmp,FLAG_UNPAID);
3575 insert_ob_in_map(tmp,op->map,NULL,0);
3576 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3577 identify(tmp);
3578 break;
3579
3580 case TREASURE:
3581 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3582 return 0;
3583 while ((op->stats.hp--)>0)
3584 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3585 op->stats.exp ? (int)op->stats.exp :
3586 op->map == NULL ? 14: op->map->difficulty,0);
3587
3588 /* If we generated an object and put it in this object inventory,
3589 * move it to the parent object as the current object is about
3590 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects.
3592 */
3593 for (tmp=op->inv; tmp; tmp=tmp2) {
3594 tmp2 = tmp->below;
3595 remove_ob(tmp);
3596 if (op->env) insert_ob_in_ob(tmp, op->env);
3597 else free_object(tmp);
3598 }
3599 remove_ob(op);
3600 free_object(op);
3601 break;
3602 }
3603 return tmp ? 1 : 0;
3604 }
3605
3606 /**
3607 * fix_auto_apply goes through the entire map (only the first time
3608 * when an original map is loaded) and performs special actions for
3609 * certain objects (most initialization of chests and creation of
3610 * treasures and stuff). Calls auto_apply if appropriate.
3611 */
3612
3613 void fix_auto_apply(mapstruct *m) {
3614 object *tmp,*above=NULL;
3615 int x,y;
3616
3617 if(m==NULL) return;
3618
3619 for(x=0;x<MAP_WIDTH(m);x++)
3620 for(y=0;y<MAP_HEIGHT(m);y++)
3621 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3622 above=tmp->above;
3623
3624 if (tmp->inv) {
3625 object *invtmp, *invnext;
3626
3627 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3628 invnext = invtmp->below;
3629
3630 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3631 auto_apply(invtmp);
3632 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3633 while ((invtmp->stats.hp--)>0)
3634 create_treasure(invtmp->randomitems, invtmp, 0,
3635 m->difficulty,0);
3636 invtmp->randomitems = NULL;
3637 }
3638 else if (invtmp && invtmp->arch &&
3639 invtmp->type!=TREASURE &&
3640 invtmp->type != SPELL &&
3641 invtmp->type != CLASS &&
3642 HAS_RANDOM_ITEMS(invtmp)) {
3643 create_treasure(invtmp->randomitems, invtmp, 0,
3644 m->difficulty,0);
3645 /* Need to clear this so that we never try to create
3646 * treasure again for this object
3647 */
3648 invtmp->randomitems = NULL;
3649 }
3650 }
3651 /* This is really temporary - the code at the bottom will
3652 * also set randomitems to null. The problem is there are bunches
3653 * of maps/players already out there with items that have spells
3654 * which haven't had the randomitems set to null yet.
3655 * MSW 2004-05-13
3656 *
3657 * And if it's a spellbook, it's better to set randomitems to NULL too,
3658 * else you get two spells in the book ^_-
3659 * Ryo 2004-08-16
3660 */
3661 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3662 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3663 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3664 tmp->randomitems = NULL;
3665
3666 }
3667
3668 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3669 auto_apply(tmp);
3670 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3671 while ((tmp->stats.hp--)>0)
3672 create_treasure(tmp->randomitems, tmp, 0,
3673 m->difficulty,0);
3674 tmp->randomitems = NULL;
3675 }
3676 else if(tmp->type==TIMED_GATE) {
3677 object *head = tmp->head != NULL ? tmp->head : tmp;
3678 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3679 tmp->speed = 0;
3680 update_ob_speed(tmp);
3681 }
3682 }
3683 /* This function can be called everytime a map is loaded, even when
3684 * swapping back in. As such, we don't want to create the treasure
3685 * over and ove again, so after we generate the treasure, blank out
3686 * randomitems so if it is swapped in again, it won't make anything.
3687 * This is a problem for the above objects, because they have counters
3688 * which say how many times to make the treasure.
3689 */
3690 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3691 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3692 HAS_RANDOM_ITEMS(tmp)) {
3693 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3694 m->difficulty,0);
3695 tmp->randomitems = NULL;
3696 }
3697 }
3698
3699 for(x=0;x<MAP_WIDTH(m);x++)
3700 for(y=0;y<MAP_HEIGHT(m);y++)
3701 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3702 if (tmp->above &&
3703 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3704 check_trigger (tmp, tmp->above);
3705 }
3706
3707 /**
3708 * Handles player eating food that temporarily changes status (resistances, stats).
3709 * This used to call cast_change_attr(), but
3710 * that doesn't work with the new spell code. Since we know what
3711 * the food changes, just grab a force and use that instead.
3712 */
3713
3714 void eat_special_food(object *who, object *food) {
3715 object *force;
3716 int i, did_one=0;
3717 sint8 k;
3718
3719 force = get_archetype(FORCE_NAME);
3720
3721 for (i=0; i < NUM_STATS; i++) {
3722 k = get_attr_value(&food->stats, i);
3723 if (k) {
3724 set_attr_value(&force->stats, i, k);
3725 did_one = 1;
3726 }
3727 }
3728
3729 /* check if we can protect the eater */
3730 for (i=0; i<NROFATTACKS; i++) {
3731 if (food->resist[i]>0) {
3732 force->resist[i] = food->resist[i] / 2;
3733 did_one = 1;
3734 }
3735 }
3736 if (did_one) {
3737 force->speed = 0.1;
3738 update_ob_speed(force);
3739 /* bigger morsel of food = longer effect time */
3740 force->stats.food = food->stats.food / 5;
3741 SET_FLAG(force, FLAG_IS_USED_UP);
3742 SET_FLAG(force, FLAG_APPLIED);
3743 change_abil(who, force);
3744 insert_ob_in_ob(force, who);
3745 } else {
3746 free_object(force);
3747 }
3748
3749 /* check for hp, sp change */
3750 if(food->stats.hp!=0) {
3751 if(QUERY_FLAG(food, FLAG_CURSED)) {
3752 strcpy(who->contr->killer,food->name);
3753 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3754 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3755 } else {
3756 if(food->stats.hp>0)
3757 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3758 else
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3760 who->stats.hp += food->stats.hp;
3761 }
3762 }
3763 if(food->stats.sp!=0) {
3764 if(QUERY_FLAG(food, FLAG_CURSED)) {
3765 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3766 who->stats.sp -= food->stats.sp;
3767 if(who->stats.sp<0) who->stats.sp=0;
3768 } else {
3769 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3770 who->stats.sp += food->stats.sp;
3771 /* place limit on max sp from food? */
3772 }
3773 }
3774 fix_player(who);
3775 }
3776
3777
3778 /**
3779 * Designed primarily to light torches/lanterns/etc.
3780 * Also burns up burnable material too. First object in the inventory is
3781 * the selected object to "burn". -b.t.
3782 */
3783
3784 void apply_lighter(object *who, object *lighter) {
3785 object *item;
3786 int is_player_env=0;
3787 uint32 nrof;
3788 tag_t count;
3789 char item_name[MAX_BUF];
3790
3791 item=find_marked_object(who);
3792 if(item) {
3793 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3794 /* Split multiple lighters if they're being used up. Otherwise *
3795 * one charge from each would be used up. --DAMN */
3796 if(lighter->nrof > 1) {
3797 object *oneLighter = get_object();
3798 copy_object(lighter, oneLighter);
3799 lighter->nrof -= 1;
3800 oneLighter->nrof = 1;
3801 oneLighter->stats.food--;
3802 esrv_send_item(who, lighter);
3803 oneLighter=insert_ob_in_ob(oneLighter, who);
3804 esrv_send_item(who, oneLighter);
3805 } else {
3806 lighter->stats.food--;
3807 }
3808
3809 } else if(lighter->last_eat) { /* no charges left in lighter */
3810 new_draw_info_format(NDI_UNIQUE, 0,who,
3811 "You attempt to light the %s with a used up %s.",
3812 item->name, lighter->name);
3813 return;
3814 }
3815 /* Perhaps we should split what we are trying to light on fire?
3816 * I can't see many times when you would want to light multiple
3817 * objects at once.
3818 */
3819 nrof=item->nrof;
3820 count=item->count;
3821 /* If the item is destroyed, we don't have a valid pointer to the
3822 * name object, so make a copy so the message we print out makes
3823 * some sense.
3824 */
3825 strcpy(item_name, item->name);
3826 if (who == is_player_inv(item)) is_player_env=1;
3827
3828 save_throw_object(item,AT_FIRE,who);
3829 /* Change to check count and not freed, since the object pointer
3830 * may have gotten recycled
3831 */
3832 if ((nrof != item->nrof ) || (count != item->count)) {
3833 new_draw_info_format(NDI_UNIQUE, 0,who,
3834 "You light the %s with the %s.",item_name,lighter->name);
3835 /* Need to update the player so that the players glow radius
3836 * gets changed.
3837 */
3838 if (is_player_env) fix_player(who);
3839 } else {
3840 new_draw_info_format(NDI_UNIQUE, 0,who,
3841 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3842 }
3843
3844 } else /* nothing to light */
3845 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3846
3847 }
3848
3849 /**
3850 * op made some mistake with a scroll, this takes care of punishment.
3851 * scroll_failure()- hacked directly from spell_failure
3852 */
3853 void scroll_failure(object *op, int failure, int power)
3854 {
3855 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3856
3857 if(failure<= -1&&failure > -15) {/* wonder */
3858 object *tmp;
3859
3860 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3861 tmp=get_archetype(SPELL_WONDER);
3862 cast_wonder(op, op, 0, tmp);
3863 free_object(tmp);
3864 } else if (failure <= -15&&failure > -35) {/* drain mana */
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3866 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3867 if(op->stats.sp<0) op->stats.sp = 0;
3868 } else if (settings.spell_failure_effects == TRUE) {
3869 if (failure <= -35&&failure > -60) { /* confusion */
3870 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3871 confuse_player(op,op,power);
3872 } else if (failure <= -60&&failure> -70) {/* paralysis */
3873 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3874 "you!");
3875 paralyze_player(op,op,power);
3876 } else if (failure <= -70&&failure> -80) {/* blind */
3877 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3878 blind_player(op,op,power);
3879 } else if (failure <= -80) {/* blast the immediate area */
3880 object *tmp;
3881 tmp=get_archetype(LOOSE_MANA);
3882 cast_magic_storm(op,tmp, power);
3883 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3884 free_object(tmp);
3885 }
3886 }
3887 }
3888
3889 void apply_changes_to_player(object *pl, object *change) {
3890 int excess_stat=0; /* if the stat goes over the maximum
3891 for the race, put the excess stat some
3892 where else. */
3893
3894 switch (change->type) {
3895 case CLASS: {
3896 living *stats = &(pl->contr->orig_stats);
3897 living *ns = &(change->stats);
3898 object *walk;
3899 int flag_change_face=1;
3900
3901 /* the following code assigns stats up to the stat max
3902 * for the race, and if the stat max is exceeded,
3903 * tries to randomly reassign the excess stat
3904 */
3905 int i,j;
3906 for(i=0;i<NUM_STATS;i++) {
3907 sint8 stat=get_attr_value(stats,i);
3908 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3909 stat += get_attr_value(ns,i);
3910 if(stat > 20 + race_bonus) {
3911 excess_stat++;
3912 stat = 20+race_bonus;
3913 }
3914 set_attr_value(stats,i,stat);
3915 }
3916
3917 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3918 int i = rndm(0, 6);
3919 int stat=get_attr_value(stats,i);
3920 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3921 if(i==CHA) continue; /* exclude cha from this */
3922 if( stat < 20 + race_bonus) {
3923 change_attr_value(stats,i,1);
3924 excess_stat--;
3925 }
3926 }
3927
3928 /* insert the randomitems from the change's treasurelist into
3929 * the player ref: player.c
3930 */
3931 if(change->randomitems!=NULL)
3932 give_initial_items(pl,change->randomitems);
3933
3934
3935 /* set up the face, for some races. */
3936
3937 /* first, look for the force object banning
3938 * changing the face. Certain races never change face with class.
3939 */
3940 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3941 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3942
3943 if(flag_change_face) {
3944 pl->animation_id = GET_ANIM_ID(change);
3945 pl->face = change->face;
3946
3947 if(QUERY_FLAG(change,FLAG_ANIMATE))
3948 SET_FLAG(pl,FLAG_ANIMATE);
3949 else
3950 CLEAR_FLAG(pl,FLAG_ANIMATE);
3951 }
3952
3953 /* check the special case of can't use weapons */
3954 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3955 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3956
3957 break;
3958 }
3959 }
3960 }
3961
3962 /**
3963 * This handles items of type 'transformer'.
3964 * Basically those items, used with a marked item, transform both items into something
3965 * else.
3966 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3967 * Change information is contained in the 'slaying' field of the marked item.
3968 * The format is as follow: transformer:[number ]yield[;transformer:...].
3969 * This way an item can be transformed in many things, and/or many objects.
3970 * The 'slaying' field for transformer is used as verb for the action.
3971 */
3972 void apply_item_transformer( object* pl, object* transformer )
3973 {
3974 object* marked;
3975 object* new_item;
3976 char* find;
3977 char* separator;
3978 int yield;
3979 char got[ MAX_BUF ];
3980 int len;
3981
3982 if ( !pl || !transformer )
3983 return;
3984 marked = find_marked_object( pl );
3985 if ( !marked )
3986 {
3987 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3988 return;
3989 }
3990 if ( !marked->slaying )
3991 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3993 return;
3994 }
3995 /* check whether they are compatible or not */
3996 find = strstr( marked->slaying, transformer->arch->name );
3997 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3998 {
3999 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4000 return;
4001 }
4002 find += strlen( transformer->arch->name ) + 1;
4003 /* Item can be used, now find how many and what it yields */
4004 if ( isdigit( *( find ) ) )
4005 {
4006 yield = atoi( find );
4007 if ( yield < 1 )
4008 {
4009 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4010 yield = 1;
4011 }
4012 }
4013 else
4014 yield = 1;
4015
4016 while ( isdigit( *find ) )
4017 find++;
4018 while ( *find == ' ' )
4019 find++;
4020 memset( got, 0, MAX_BUF );
4021 if ( (separator = strchr( find, ';' ))!=NULL)
4022 {
4023 len = separator - find;
4024 }
4025 else
4026 {
4027 len = strlen(find);
4028 }
4029 if ( len > MAX_BUF-1)
4030 len = MAX_BUF-1;
4031 strcpy( got, find );
4032 got[len] = '\0';
4033
4034 /* Now create new item, remove used ones when required. */
4035 new_item = get_archetype( got );
4036 if ( !new_item )
4037 {
4038 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4039 return;
4040 }
4041 new_item->nrof = yield;
4042 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4043 insert_ob_in_ob( new_item, pl );
4044 esrv_send_inventory( pl, pl );
4045 /* Eat up one item */
4046 decrease_ob_nr( marked, 1 );
4047 /* Eat one transformer if needed */
4048 if ( transformer->stats.food )
4049 if ( --transformer->stats.food == 0 )
4050 decrease_ob_nr( transformer, 1 );
4051 }