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/cvs/deliantra/server/server/apply.C
Revision: 1.25
Committed: Mon Sep 11 23:33:30 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +5 -4 lines
Log Message:
- temporarily disabled shstr garbage collection
- use sint64 instead of uint64 in shop code
- implement fully recursive item iterator for object
- add some utility functions

File Contents

# Content
1
2 /*
3 * static char *rcsid_apply_c =
4 * "$Id: apply.C,v 1.24 2006-09-11 20:26:41 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <living.h>
32 #include <spells.h>
33 #include <skills.h>
34 #include <tod.h>
35
36 #ifndef __CEXTRACT__
37 # include <sproto.h>
38 #endif
39
40 /* Want this regardless of rplay. */
41 #include <sounds.h>
42
43 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
44 #include <math.h>
45
46 /**
47 * Check if op should abort moving victim because of it's race or slaying.
48 * Returns 1 if it should abort, returns 0 if it should continue.
49 */
50 int
51 should_director_abort (object *op, object *victim)
52 {
53 int arch_flag, name_flag, race_flag;
54
55 /* Get flags to determine what of arch, name, and race should be checked.
56 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
57 * the next is the name flag, and the last is the race flag. Also note,
58 * if subtype is set to zero, that also goes to defaults of all affecting
59 * it. Examples:
60 * subtype 1: only arch
61 * subtype 3: arch or name
62 * subtype 5: arch or race
63 * subtype 7: all three
64 */
65 if (op->subtype)
66 {
67 arch_flag = (op->subtype & 1);
68 name_flag = (op->subtype & 2);
69 race_flag = (op->subtype & 4);
70 }
71 else
72 {
73 arch_flag = 1;
74 name_flag = 1;
75 race_flag = 1;
76 }
77 /* If the director has race set, only affect objects with a arch,
78 * name or race that matches.
79 */
80 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
84 {
85 return 1;
86 }
87 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match.
89 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
93 {
94 return 1;
95 }
96 return 0;
97 }
98
99 /**
100 * This handles a player dropping money on an altar to identify stuff.
101 * It'll identify marked item, if none all items up to dropped money.
102 * Return value: 1 if money was destroyed, 0 if not.
103 */
104 static int
105 apply_id_altar (object *money, object *altar, object *pl)
106 {
107 object *id, *marked;
108 int success = 0;
109
110 if (pl == NULL || pl->type != PLAYER)
111 return 0;
112
113 /* Check for MONEY type is a special hack - it prevents 'nothing needs
114 * identifying' from being printed out more than it needs to be.
115 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
117 return 0;
118
119 marked = find_marked_object (pl);
120 /* if the player has a marked item, identify that if it needs to be
121 * identified. IF it doesn't, then go through the player inventory.
122 */
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 {
125 if (operate_altar (altar, &money))
126 {
127 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
129 if (marked->msg)
130 {
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
133 }
134 return money == NULL;
135 }
136 }
137
138 for (id = pl->inv; id; id = id->below)
139 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 {
142 if (operate_altar (altar, &money))
143 {
144 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
146 if (id->msg)
147 {
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money))
154 break;
155 }
156 else
157 {
158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
159 break;
160 }
161 }
162 }
163 if (!success)
164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
165 return money == NULL;
166 }
167
168 /**
169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
170 * matching item.
171 **/
172 static void
173 handle_apply_yield (object *tmp)
174 {
175 const char *yield;
176
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195 }
196
197 /**
198 * Handles applying a potion.
199 */
200 int
201 apply_potion (object *op, object *tmp)
202 {
203 int got_one = 0, i;
204 object *force = 0, *floor = 0;
205
206 floor = get_map_ob (op->map, op->x, op->y);
207
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
212 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0;
214 }
215
216 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp);
220 }
221
222 handle_apply_yield (tmp);
223
224 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
226 {
227 object *depl;
228 archetype *at;
229
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 {
232 drain_stat (op);
233 fix_player (op);
234 decrease_ob (tmp);
235 return 1;
236 }
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
238 {
239 LOG (llevError, "Could not find archetype depletion\n");
240 return 0;
241 }
242 depl = present_arch_in_ob (at, op);
243 if (depl != NULL)
244 {
245 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i))
247 {
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
249 }
250 remove_ob (depl);
251 free_object (depl);
252 fix_player (op);
253 }
254 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
256
257 decrease_ob (tmp);
258 return 1;
259 }
260
261 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
263 {
264
265 for (i = 1; i < MIN (11, op->level); i++)
266 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 {
269 if (op->contr->levhp[i] != 1)
270 {
271 op->contr->levhp[i] = 1;
272 break;
273 }
274 if (op->contr->levsp[i] != 1)
275 {
276 op->contr->levsp[i] = 1;
277 break;
278 }
279 if (op->contr->levgrace[i] != 1)
280 {
281 op->contr->levgrace[i] = 1;
282 break;
283 }
284 }
285 else
286 {
287 if (op->contr->levhp[i] < 9)
288 {
289 op->contr->levhp[i] = 9;
290 break;
291 }
292 if (op->contr->levsp[i] < 6)
293 {
294 op->contr->levsp[i] = 6;
295 break;
296 }
297 if (op->contr->levgrace[i] < 3)
298 {
299 op->contr->levgrace[i] = 3;
300 break;
301 }
302 }
303 }
304 /* Just makes checking easier */
305 if (i < MIN (11, op->level))
306 got_one = 1;
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 {
309 if (got_one)
310 {
311 fix_player (op);
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
318 }
319 else
320 { /* cursed potion */
321 if (got_one)
322 {
323 fix_player (op);
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
325 }
326 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
328 }
329 decrease_ob (tmp);
330 return 1;
331 }
332
333
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
335 * and heroism all fit into this category. Given the spell object code,
336 * there is no limit to the number of spells that potions can be cast,
337 * but direction is problematic to try and imbue fireball potions for example.
338 */
339 if (tmp->inv)
340 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 {
343 object *fball;
344
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
346 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x;
351 fball->y = op->y;
352 insert_ob_in_map (fball, op->map, NULL, 0);
353 }
354 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356
357 decrease_ob (tmp);
358 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op);
361 return 1;
362 }
363
364 /* Deal with protection potions */
365 force = NULL;
366 for (i = 0; i < NROFATTACKS; i++)
367 {
368 if (tmp->resist[i])
369 {
370 if (!force)
371 force = get_archetype (FORCE_NAME);
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */
375 }
376 }
377 /* This is a protection potion */
378 if (force)
379 {
380 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
382 {
383 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 }
388 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force);
393 decrease_ob (tmp);
394 return 1;
395 }
396
397 /* Only thing left are the stat potions */
398 if (op->type == PLAYER)
399 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else
403 SET_FLAG (tmp, FLAG_APPLIED);
404 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
406 }
407
408 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears
411 * up all the stats.
412 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op);
415 decrease_ob (tmp);
416 return 1;
417 }
418
419 /****************************************************************************
420 * Weapon improvement code follows
421 ****************************************************************************/
422
423 /**
424 * This returns the sum of nrof of item (arch name).
425 */
426 static int
427 check_item (object *op, const char *item)
428 {
429 int count = 0;
430
431
432 if (item == NULL)
433 return 0;
434 op = op->below;
435 while (op != NULL)
436 {
437 if (strcmp (op->arch->name, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof;
446 }
447 }
448 op = op->below;
449 }
450 return count;
451 }
452
453 /**
454 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only
456 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects.
458 */
459 static void
460 eat_item (object *op, const char *item, uint32 nrof)
461 {
462 object *prev;
463
464 prev = op;
465 op = op->below;
466
467 while (op != NULL)
468 {
469 if (strcmp (op->arch->name, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481 op = prev;
482 }
483 prev = op;
484 op = op->below;
485 }
486 }
487
488 /**
489 * This checks to see of the player (who) is sufficient level to use a weapon
490 * with improvs improvements (typically last_eat). We take an int here
491 * instead of the object so that the improvement code can pass along the
492 * increased value to see if the object is usuable.
493 * we return 1 (true) if the player can use the weapon.
494 */
495 static int
496 check_weapon_power (const object *who, int improvs)
497 {
498
499 /* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level.
502 */
503 #if 1
504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
507 return 0;
508
509 #else
510 int level = 0;
511
512 /* The skill system hands out wc and dam bonuses to fighters
513 * more generously than the old system (see fix_player). Thus
514 * we need to curtail the power of player enchanted weapons.
515 * I changed this to 1 improvement per "fighter" level/5 -b.t.
516 * Note: Nothing should break by allowing this ratio to be different or
517 * using normal level - it is just a matter of play balance.
518 */
519 if (who->type == PLAYER)
520 {
521 object *wc_obj = NULL;
522
523 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
525 level = wc_obj->level;
526
527 if (!level)
528 {
529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
534 level = who->level;
535
536 return (improvs <= ((level / 5) + 5));
537 #endif
538 }
539
540 /**
541 * Returns how many items of type improver->slaying there are under op.
542 * Will display a message if none found, and 1 if improver->slaying is NULL.
543 */
544 static int
545 check_sacrifice (object *op, const object *improver)
546 {
547 int count = 0;
548
549 if (improver->slaying != NULL)
550 {
551 count = check_item (op, improver->slaying);
552 if (count < 1)
553 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying);
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0;
559 }
560 }
561 else
562 count = 1;
563
564 return count;
565 }
566
567 /**
568 * Actually improves the weapon, and tells user.
569 */
570 int
571 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
572 {
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count;
576 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
578 decrease_ob (improver);
579
580 /* So it updates the players stats and the window */
581 fix_player (op);
582 return 1;
583 }
584
585 /* Types of improvements, hidden in the sp field. */
586 #define IMPROVE_PREPARE 1
587 #define IMPROVE_DAMAGE 2
588 #define IMPROVE_WEIGHT 3
589 #define IMPROVE_ENCHANT 4
590 #define IMPROVE_STR 5
591 #define IMPROVE_DEX 6
592 #define IMPROVE_CON 7
593 #define IMPROVE_WIS 8
594 #define IMPROVE_CHA 9
595 #define IMPROVE_INT 10
596 #define IMPROVE_POW 11
597
598
599 /**
600 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on.
602 */
603
604 int
605 prepare_weapon (object *op, object *improver, object *weapon)
606 {
607 int sacrifice_count, i;
608 char buf[MAX_BUF];
609
610 if (weapon->level != 0)
611 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
613 return 0;
614 }
615 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i])
617 break;
618
619 /* If we break out, i will be less than nrofattacks, preventing
620 * improvement of items that already have protections.
621 */
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */
626 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
628 return 0;
629 }
630 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0)
632 return 0;
633 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count);
636
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
638
639 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */
643 decrease_ob (improver);
644 weapon->last_eat = 0;
645 return 1;
646 }
647
648
649 /**
650 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
651 * This is the new improve weapon code.
652 * Returns 0 if it was not able to work for some reason.
653 *
654 * Checks if weapon was prepared, if enough potions on the floor, ...
655 *
656 * We are hiding extra information about the weapon in the level and
657 * last_eat numbers for an object. Hopefully this won't break anything ??
658 * level == max improve last_eat == current improve
659 */
660 int
661 improve_weapon (object *op, object *improver, object *weapon)
662 {
663 int sacrifice_count, sacrifice_needed = 0;
664
665 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon);
668 }
669 if (weapon->level == 0)
670 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
672 return 0;
673 }
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
675 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
677 return 0;
678 }
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
680 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
684 return 0;
685 }
686 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved.
690 */
691 if (improver->stats.sp == IMPROVE_DAMAGE)
692 {
693 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
696 weapon->last_eat++;
697
698 weapon->item_power++;
699 decrease_ob (improver);
700 return 1;
701 }
702 if (improver->stats.sp == IMPROVE_WEIGHT)
703 {
704 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1)
707 weapon->weight = 1;
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
709 weapon->last_eat++;
710 weapon->item_power++;
711 decrease_ob (improver);
712 return 1;
713 }
714 if (improver->stats.sp == IMPROVE_ENCHANT)
715 {
716 weapon->magic++;
717 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
719 decrease_ob (improver);
720 weapon->item_power++;
721 return 1;
722 }
723
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
725 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
726
727 if (sacrifice_needed < 1)
728 sacrifice_needed = 1;
729 sacrifice_needed *= 2;
730
731 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed)
733 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
735 return 0;
736 }
737 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++;
739
740 switch (improver->stats.sp)
741 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
756 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
758 }
759 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0;
761 }
762
763 /**
764 * Handles the applying of improve/prepare/enchant weapon scroll.
765 * Checks a few things (not on a non-magic square, marked weapon, ...),
766 * then calls improve_weapon to do the dirty work.
767 */
768 int
769 check_improve_weapon (object *op, object *tmp)
770 {
771 object *otmp;
772
773 if (op->type != PLAYER)
774 return 0;
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
778 return 0;
779 }
780 otmp = find_marked_object (op);
781 if (!otmp)
782 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
784 return 0;
785 }
786 if (otmp->type != WEAPON && otmp->type != BOW)
787 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
789 return 0;
790 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
792 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp);
794 return 1;
795 }
796
797 /**
798 * This code deals with the armour improvment scrolls.
799 * Change limits on improvement - let players go up to
800 * +5 no matter what level, but they are limited by item
801 * power.
802 * Try to use same improvement code as in the common/treasure.c
803 * file, so that if you make a +2 full helm, it will be just
804 * the same as one you find in a shop.
805 *
806 * deprecated comment:
807 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
808 * only 'enchantment' of armour is possible - improving
809 * the stats of a player w/ armour as well as a weapon
810 * will probably horribly unbalance the game. Magic enchanting
811 * depends on the level of the character - ie the plus
812 * value (magic) of the armour can never be increased beyond
813 * the level of the character / 10 -- rounding upish, nor may
814 * the armour value of the piece of equipment exceed either
815 * the users level or 90)
816 * Modified by MSW for partial resistance. Only support
817 * changing of physical area right now.
818 */
819 int
820 improve_armour (object *op, object *improver, object *armour)
821 {
822 object *tmp;
823
824 if (armour->magic >= settings.armor_max_enchant)
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
827 return 0;
828 }
829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
830 * etc), so take the easy way out and don't worry about it.
831 * Note - maybe add scrolls which make the random artifact versions (eg, armour
832 * of gnarg and what not?)
833 */
834 if (armour->title)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
837 return 0;
838 }
839
840 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge.
842 */
843 if (armour->nrof > 1)
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847
848 armour->magic++;
849
850 if (!settings.armor_speed_linear)
851 {
852 int base = 100;
853 int pow = 0;
854
855 while (pow < armour->magic)
856 {
857 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++;
859 }
860
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
862 }
863 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865
866 if (!settings.armor_weight_linear)
867 {
868 int base = 100;
869 int pow = 0;
870
871 while (pow < armour->magic)
872 {
873 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++;
875 }
876
877 armour->weight = (armour->arch->clone.weight * base) / 100;
878 }
879 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881
882 if (armour->weight <= 0)
883 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1;
886 }
887
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
889
890 if (op->type == PLAYER)
891 {
892 esrv_send_item (op, armour);
893 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op);
895 }
896 decrease_ob (improver);
897 if (tmp)
898 {
899 insert_ob_in_ob (tmp, op);
900 esrv_send_item (op, tmp);
901 }
902 return 1;
903 }
904
905
906 /*
907 * convert_item() returns 1 if anything was converted, 0 if the item was not
908 * what the converter wants, -1 if the converter is broken.
909 */
910 #define CONV_FROM(xyz) xyz->slaying
911 #define CONV_TO(xyz) xyz->other_arch
912 #define CONV_NR(xyz) xyz->stats.sp
913 #define CONV_NEED(xyz) xyz->stats.food
914
915 /* Takes one items and makes another.
916 * converter is the object that is doing the conversion.
917 * item is the object that triggered the converter - if it is not
918 * what the converter wants, this will not do anything.
919 */
920 int
921 convert_item (object *item, object *converter)
922 {
923 int nr = 0;
924 uint32 price_in;
925
926 /* We make some assumptions - we assume if it takes money as it type,
927 * it wants some amount. We don't make change (ie, if something costs
928 * 3 gp and player drops a platinum, tough luck)
929 */
930 if (!strcmp (CONV_FROM (converter), "money"))
931 {
932 int cost;
933
934 if (item->type != MONEY)
935 return 0;
936
937 nr = (item->nrof * item->value) / CONV_NEED (converter);
938 if (!nr)
939 return 0;
940 cost = nr * CONV_NEED (converter) / item->value;
941 /* take into account rounding errors */
942 if (nr * CONV_NEED (converter) % item->value)
943 cost++;
944 decrease_ob_nr (item, cost);
945
946 price_in = cost * item->value;
947 }
948 else
949 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
952 return 0;
953
954 if (CONV_NEED (converter))
955 {
956 nr = item->nrof / CONV_NEED (converter);
957 decrease_ob_nr (item, nr * CONV_NEED (converter));
958 price_in = nr * CONV_NEED (converter) * item->value;
959 }
960 else
961 {
962 price_in = item->value;
963 remove_ob (item);
964 free_object (item);
965 }
966 }
967
968 if (converter->inv != NULL)
969 {
970 object *ob;
971 int i;
972 object *ob_to_copy;
973
974 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob;
981 }
982 }
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 }
987 else
988 {
989 if (converter->other_arch == NULL)
990 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y);
993 return -1;
994 }
995
996 item = object_create_arch (converter->other_arch);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 }
999
1000 if (CONV_NR (converter))
1001 item->nrof = CONV_NR (converter);
1002 if (nr)
1003 item->nrof *= nr;
1004 if (is_in_shop (converter))
1005 SET_FLAG (item, FLAG_UNPAID);
1006 else if (price_in < item->nrof * item->value)
1007 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010
1011 /**
1012 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this
1014 */
1015 }
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1;
1018 }
1019
1020 /**
1021 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t.
1025 */
1026
1027 int
1028 apply_container (object *op, object *sack)
1029 {
1030 char buf[MAX_BUF];
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */
1035
1036 if (sack == NULL || sack->type != CONTAINER)
1037 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1039 return 0;
1040 }
1041 op->contr->last_used = NULL;
1042 op->contr->last_used_id = 0;
1043
1044 if (sack->env != op)
1045 {
1046 if (sack->other_arch == NULL || sack->env != NULL)
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1049 return 1;
1050 }
1051 /* It's on the ground, the problems begin */
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 }
1066 if (QUERY_FLAG (sack, FLAG_APPLIED))
1067 {
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095
1096 if (QUERY_FLAG (sack, FLAG_APPLIED))
1097 {
1098 if (op->container)
1099 {
1100 if (op->container != sack)
1101 {
1102 tmp = op->container;
1103 apply_container (op, tmp);
1104 sprintf (buf, "You close %s and open ", query_name (tmp));
1105 op->container = sack;
1106 strcat (buf, query_name (sack));
1107 strcat (buf, ".");
1108 }
1109 else
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else
1117 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1;
1154 }
1155 }
1156 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf);
1158 if (op->contr)
1159 op->contr->socket.update_look = 1;
1160 return 1;
1161 }
1162
1163 /**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177 int
1178 esrv_apply_container (object *op, object *sack)
1179 {
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285 }
1286
1287
1288 /**
1289 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted.
1291 */
1292 static int
1293 apply_altar (object *altar, object *sacrifice, object *originator)
1294 {
1295 /* Only players can make sacrifices on spell casting altars. */
1296 if (altar->inv && (!originator || originator->type != PLAYER))
1297 return 0;
1298
1299 if (operate_altar (altar, &sacrifice))
1300 {
1301 /* Simple check. Unfortunately, it means you can't cast magic bullet
1302 * with an altar. We call it a Potion - altars are stationary - it
1303 * is up to map designers to use them properly.
1304 */
1305 if (altar->inv && altar->inv->type == SPELL)
1306 {
1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1308 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with
1310 * old maps.
1311 */
1312
1313 /* push_button (altar);*/
1314 }
1315 else
1316 {
1317 altar->value = 1; /* works only once */
1318 push_button (altar);
1319 }
1320 return sacrifice == NULL;
1321 }
1322 else
1323 {
1324 return 0;
1325 }
1326 }
1327
1328 /**
1329 * Handles 'movement' of shop mats.
1330 * Returns 1 if 'op' was destroyed, 0 if not.
1331 * Largely re-written to not use nearly as many gotos, plus
1332 * some of this code just looked plain out of date.
1333 * MSW 2001-08-29
1334 */
1335 int
1336 apply_shop_mat (object *shop_mat, object *op)
1337 {
1338 int rv = 0;
1339 double opinion;
1340 object *tmp, *next;
1341
1342 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1343
1344 if (op->type != PLAYER)
1345 {
1346 /* Remove all the unpaid objects that may be carried here.
1347 * This could be pets or monsters that are somehow in
1348 * the shop.
1349 */
1350 for (tmp = op->inv; tmp; tmp = next)
1351 {
1352 next = tmp->below;
1353
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357
1358 remove_ob (tmp);
1359
1360 if (i == -1)
1361 i = 0;
1362
1363 tmp->map = op->map;
1364 tmp->x = op->x + freearr_x[i];
1365 tmp->y = op->y + freearr_y[i];
1366 insert_ob_in_map (tmp, op->map, op, 0);
1367 }
1368 }
1369
1370 /* Don't teleport things like spell effects */
1371 if (QUERY_FLAG (op, FLAG_NO_PICK))
1372 return 0;
1373
1374 /* unpaid objects, or non living objects, can't transfer by
1375 * shop mats. Instead, put it on a nearby space.
1376 */
1377 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1378 {
1379
1380 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1381 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1382
1383 if (i != -1)
1384 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1385
1386 return 0;
1387 }
1388 /* Removed code that checked for multipart objects - it appears that
1389 * the teleport function should be able to handle this just fine.
1390 */
1391 rv = teleport (shop_mat, SHOP_MAT, op);
1392 }
1393 else if (can_pay (op) && get_payment (op))
1394 {
1395 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op);
1397
1398 if (shop_mat->msg)
1399 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1400 /* This check below is a bit simplistic - generally it should be correct,
1401 * but there is never a guarantee that the bottom space on the map is
1402 * actually the shop floor.
1403 */
1404 else if (!rv && !is_in_shop (op))
1405 {
1406 opinion = shopkeeper_approval (op->map, op);
1407
1408 if (opinion > 0.9)
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1410 else if (opinion > 0.75)
1411 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1412 else if (opinion > 0.5)
1413 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1414 else
1415 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1416 }
1417 }
1418 else
1419 {
1420 /* if we get here, a player tried to leave a shop but was not able
1421 * to afford the items he has. We try to move the player so that
1422 * they are not on the mat anymore
1423 */
1424 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1425
1426 if (i == -1)
1427 {
1428 LOG (llevError, "Internal shop-mat problem.\n");
1429 }
1430 else
1431 {
1432 remove_ob (op);
1433 op->x += freearr_x[i];
1434 op->y += freearr_y[i];
1435 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1436 }
1437 }
1438
1439 CLEAR_FLAG (op, FLAG_NO_APPLY);
1440 return rv;
1441 }
1442
1443 /**
1444 * Handles applying a sign.
1445 */
1446 static void
1447 apply_sign (object *op, object *sign, int autoapply)
1448 {
1449 readable_message_type *msgType;
1450 char newbuf[HUGE_BUF];
1451
1452 if (sign->msg == NULL)
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1455 return;
1456 }
1457
1458 if (sign->stats.food)
1459 {
1460 if (sign->last_eat >= sign->stats.food)
1461 {
1462 if (!sign->move_on)
1463 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1464 return;
1465 }
1466
1467 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1468 sign->last_eat++;
1469 }
1470
1471 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1472 * No way to know for sure. The presumption is basically that if
1473 * move_on is zero, it needs to be manually applied (doesn't talk
1474 * to us).
1475 */
1476 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1477 {
1478 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1479 return;
1480 }
1481 msgType = get_readable_message_type (sign);
1482 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1483 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1484 }
1485
1486 /**
1487 * 'victim' moves onto 'trap'
1488 * 'victim' leaves 'trap'
1489 * effect is determined by move_on/move_off of trap and move_type of victime.
1490 *
1491 * originator: Player, monster or other object that caused 'victim' to move
1492 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1493 * However, some types of traps require an originator to function.
1494 */
1495 void
1496 move_apply (object *trap, object *victim, object *originator)
1497 {
1498 static int recursion_depth = 0;
1499
1500 /* Only exits affect DMs. */
1501 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1502 return;
1503
1504 /* move_apply() is the most likely candidate for causing unwanted and
1505 * possibly unlimited recursion.
1506 */
1507 /* The following was changed because it was causing perfeclty correct
1508 * maps to fail. 1) it's not an error to recurse:
1509 * rune detonates, summoning monster. monster lands on nearby rune.
1510 * nearby rune detonates. This sort of recursion is expected and
1511 * proper. This code was causing needless crashes.
1512 */
1513 if (recursion_depth >= 500)
1514 {
1515 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1516 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1517 return;
1518 }
1519 recursion_depth++;
1520 if (trap->head)
1521 trap = trap->head;
1522
1523 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1524 goto leave;
1525
1526 switch (trap->type)
1527 {
1528 case PLAYERMOVER:
1529 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1530 {
1531 if (!trap->stats.maxsp)
1532 trap->stats.maxsp = 2;
1533
1534 /* Is this correct? From the docs, it doesn't look like it
1535 * should be divided by trap->speed
1536 */
1537 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1538
1539 /* Just put in some sanity check. I think there is a bug in the
1540 * above with some objects have zero speed, and thus the player
1541 * getting permanently paralyzed.
1542 */
1543 if (victim->speed_left < -50.0)
1544 victim->speed_left = -50.0;
1545 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1546 }
1547 goto leave;
1548
1549 case SPINNER:
1550 if (victim->direction)
1551 {
1552 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case DIRECTOR:
1558 if (victim->direction && !should_director_abort (trap, victim))
1559 {
1560 victim->direction = trap->stats.sp;
1561 update_turn_face (victim);
1562 }
1563 goto leave;
1564
1565 case BUTTON:
1566 case PEDESTAL:
1567 update_button (trap);
1568 goto leave;
1569
1570 case ALTAR:
1571 /* sacrifice victim on trap */
1572 apply_altar (trap, victim, originator);
1573 goto leave;
1574
1575 case THROWN_OBJ:
1576 if (trap->inv == NULL)
1577 goto leave;
1578 /* fallthrough */
1579
1580 case ARROW:
1581 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here
1586 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim);
1589 goto leave;
1590
1591 case SPELL_EFFECT:
1592 apply_spell_effect (trap, victim);
1593 goto leave;
1594
1595 case TRAPDOOR:
1596 {
1597 int max, sound_was_played;
1598 object *ab, *ab_next;
1599
1600 if (!trap->value)
1601 {
1602 int tot;
1603
1604 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1605 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1606 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1607
1608 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1609 goto leave;
1610
1611 SET_ANIMATION (trap, trap->value);
1612 update_object (trap, UP_OBJ_FACE);
1613 }
1614
1615 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1616 {
1617 /* need to set this up, since if we do transfer the object,
1618 * ab->above would be bogus
1619 */
1620 ab_next = ab->above;
1621
1622 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1623 {
1624 if (!sound_was_played)
1625 {
1626 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1627 sound_was_played = 1;
1628 }
1629 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1630 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1631 }
1632 }
1633 goto leave;
1634 }
1635
1636
1637 case CONVERTER:
1638 if (convert_item (victim, trap) < 0)
1639 {
1640 object *op;
1641
1642 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1643
1644 op = get_archetype ("burnout");
1645 if (op != NULL)
1646 {
1647 op->x = trap->x;
1648 op->y = trap->y;
1649 insert_ob_in_map (op, trap->map, trap, 0);
1650 }
1651 }
1652 goto leave;
1653
1654 case TRIGGER_BUTTON:
1655 case TRIGGER_PEDESTAL:
1656 case TRIGGER_ALTAR:
1657 check_trigger (trap, victim);
1658 goto leave;
1659
1660 case DEEP_SWAMP:
1661 walk_on_deep_swamp (trap, victim);
1662 goto leave;
1663
1664 case CHECK_INV:
1665 check_inv (victim, trap);
1666 goto leave;
1667
1668 case HOLE:
1669 /* Hole not open? */
1670 if (trap->stats.wc > 0)
1671 goto leave;
1672
1673 /* Is this a multipart monster and not the head? If so, return.
1674 * Processing will happen if the head runs into the pit
1675 */
1676 if (victim->head)
1677 goto leave;
1678
1679 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1680 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1681 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1682 goto leave;
1683
1684 case EXIT:
1685 if (victim->type == PLAYER && EXIT_PATH (trap))
1686 {
1687 /* Basically, don't show exits leading to random maps the
1688 * players output.
1689 */
1690 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1691 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1692 enter_exit (victim, trap);
1693 }
1694 goto leave;
1695
1696 case ENCOUNTER:
1697 /* may be some leftovers on this */
1698 goto leave;
1699
1700 case SHOP_MAT:
1701 apply_shop_mat (trap, victim);
1702 goto leave;
1703
1704 /* Drop a certain amount of gold, and have one item identified */
1705 case IDENTIFY_ALTAR:
1706 apply_id_altar (victim, trap, originator);
1707 goto leave;
1708
1709 case SIGN:
1710 if (victim->type != PLAYER && trap->stats.food > 0)
1711 goto leave; /* monsters musn't apply magic_mouths with counters */
1712
1713 apply_sign (victim, trap, 1);
1714 goto leave;
1715
1716 case CONTAINER:
1717 if (victim->type == PLAYER)
1718 (void) esrv_apply_container (victim, trap);
1719 else
1720 (void) apply_container (victim, trap);
1721 goto leave;
1722
1723 case RUNE:
1724 case TRAP:
1725 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1726 {
1727 spring_trap (trap, victim);
1728 }
1729 goto leave;
1730
1731 default:
1732 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1733 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1734 goto leave;
1735 }
1736
1737 leave:
1738 recursion_depth--;
1739 }
1740
1741 /**
1742 * Handles reading a regular (ie not containing a spell) book.
1743 */
1744 static void
1745 apply_book (object *op, object *tmp)
1746 {
1747 int lev_diff;
1748 object *skill_ob;
1749
1750 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1753 return;
1754 }
1755 if (tmp->msg == NULL)
1756 {
1757 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1758 return;
1759 }
1760
1761 /* need a literacy skill to read stuff! */
1762 skill_ob = find_skill_by_name (op, tmp->skill);
1763 if (!skill_ob)
1764 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1766 return;
1767 }
1768 lev_diff = tmp->level - (skill_ob->level + 5);
1769 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1770 {
1771 if (lev_diff < 2)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1773 else if (lev_diff < 3)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1775 else if (lev_diff < 5)
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1777 else if (lev_diff < 8)
1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1779 else if (lev_diff < 15)
1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1781 else
1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1783 return;
1784 }
1785
1786 readable_message_type *msgType = get_readable_message_type (tmp);
1787
1788 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1789 msgType->message_type, msgType->message_subtype,
1790 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1791
1792 /* gain xp from reading */
1793 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1794 { /* only if not read before */
1795 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1796
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1798 {
1799 /*exp_gain *= 2; because they just identified it too */
1800 SET_FLAG (tmp, FLAG_IDENTIFIED);
1801 /* If in a container, update how it looks */
1802 if (tmp->env)
1803 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1804 else
1805 op->contr->socket.update_look = 1;
1806 }
1807 change_exp (op, exp_gain, skill_ob->skill, 0);
1808 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1809 }
1810 }
1811
1812 /**
1813 * Handles the applying of a skill scroll, calling learn_skill straight.
1814 * op is the person learning the skill, tmp is the skill scroll object
1815 */
1816 static void
1817 apply_skillscroll (object *op, object *tmp)
1818 {
1819 switch ((int) learn_skill (op, tmp))
1820 {
1821 case 0:
1822 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1824 return;
1825
1826 case 1:
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1828 decrease_ob (tmp);
1829 return;
1830
1831 default:
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1833 decrease_ob (tmp);
1834 return;
1835 }
1836 }
1837
1838 /**
1839 * Actually makes op learn spell.
1840 * Informs player of what happens.
1841 */
1842 void
1843 do_learn_spell (object *op, object *spell, int special_prayer)
1844 {
1845 object *tmp;
1846
1847 if (op->type != PLAYER)
1848 {
1849 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1850 return;
1851 }
1852
1853 /* Upgrade special prayers to normal prayers */
1854 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1855 {
1856 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1857 {
1858 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1859 return;
1860 }
1861 return;
1862 }
1863
1864 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1865 tmp = get_object ();
1866 copy_object (spell, tmp);
1867 insert_ob_in_ob (tmp, op);
1868
1869 if (special_prayer)
1870 {
1871 SET_FLAG (tmp, FLAG_STARTEQUIP);
1872 }
1873
1874 esrv_add_spells (op->contr, tmp);
1875 }
1876
1877 /**
1878 * Erases spell from player's inventory.
1879 */
1880 void
1881 do_forget_spell (object *op, const char *spell)
1882 {
1883 object *spob;
1884
1885 if (op->type != PLAYER)
1886 {
1887 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1888 return;
1889 }
1890 if ((spob = check_spell_known (op, spell)) == NULL)
1891 {
1892 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1893 return;
1894 }
1895
1896 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1897 player_unready_range_ob (op->contr, spob);
1898 esrv_remove_spell (op->contr, spob);
1899 remove_ob (spob);
1900 free_object (spob);
1901 }
1902
1903 /**
1904 * Handles player applying a spellbook.
1905 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1906 * stuff like that. Random learning failure too.
1907 */
1908 static void
1909 apply_spellbook (object *op, object *tmp)
1910 {
1911 object *skop, *spell, *spell_skill;
1912
1913 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1914 {
1915 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1916 return;
1917 }
1918
1919 /* artifact_spellbooks have 'slaying' field point to a spell name,
1920 * instead of having their spell stored in stats.sp. These are
1921 * legacy spellbooks
1922 */
1923
1924 if (tmp->slaying != NULL)
1925 {
1926 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1927 if (!spell)
1928 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1930 return;
1931 }
1932 else
1933 insert_ob_in_ob (spell, tmp);
1934 tmp->slaying = NULL;
1935 }
1936
1937 skop = find_skill_by_name (op, tmp->skill);
1938
1939 /* need a literacy skill to learn spells. Also, having a literacy level
1940 * lower than the spell will make learning the spell more difficult */
1941 if (!skop)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1944 return;
1945 }
1946
1947 spell = tmp->inv;
1948 if (!spell)
1949 {
1950 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1951 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1952 return;
1953 }
1954 if (spell->level > (skop->level + 10))
1955 {
1956 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1957 return;
1958 }
1959
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1961
1962 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1963 {
1964 identify (tmp);
1965 if (tmp->env)
1966 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1967 else
1968 op->contr->socket.update_look = 1;
1969 }
1970
1971 /* I removed the check for special_prayer_mark here - it didn't make
1972 * a lot of sense - special prayers are not found in spellbooks, and
1973 * if the player doesn't know the spell, doesn't make a lot of sense that
1974 * they would have a special prayer mark.
1975 */
1976 if (check_spell_known (op, spell->name))
1977 {
1978 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1979 return;
1980 }
1981
1982 if (spell->skill)
1983 {
1984 spell_skill = find_skill_by_name (op, spell->skill);
1985
1986 if (!spell_skill)
1987 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1989 return;
1990 }
1991
1992 if (spell_skill->level < spell->level)
1993 {
1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1995 return;
1996 }
1997 }
1998
1999 /* Logic as follows
2000 *
2001 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2002 *
2003 * 2- The learner's skill level in literacy adjusts the chance to learn
2004 * a spell.
2005 *
2006 * 3 -Automatically fail to learn if you read while confused
2007 *
2008 * Overall, chances are the same but a player will find having a high
2009 * literacy rate very useful! -b.t.
2010 */
2011 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 }
2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2018 {
2019
2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2021 do_learn_spell (op, spell, 0);
2022
2023 /* xp gain to literacy for spell learning */
2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2026 }
2027 else
2028 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2031 }
2032 decrease_ob (tmp);
2033 }
2034
2035 /**
2036 * Handles applying a spell scroll.
2037 */
2038 void
2039 apply_scroll (object *op, object *tmp, int dir)
2040 {
2041 object *skop;
2042
2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2046 return;
2047 }
2048
2049 if (!tmp->inv || tmp->inv->type != SPELL)
2050 {
2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2052 return;
2053 }
2054
2055 if (op->type == PLAYER)
2056 {
2057 /* players need a literacy skill to read stuff! */
2058 int exp_gain = 0;
2059
2060 /* hard code literacy - tmp->skill points to where the exp
2061 * should go for anything killed by the spell.
2062 */
2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2064
2065 if (!skop)
2066 {
2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2068 return;
2069 }
2070
2071 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2072 change_exp (op, exp_gain, skop->skill, 0);
2073 }
2074
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp);
2077
2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2079
2080
2081 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp);
2083 }
2084
2085 /**
2086 * Applies a treasure object - by default, chest. op
2087 * is the person doing the applying, tmp is the treasure
2088 * chest.
2089 */
2090 static void
2091 apply_treasure (object *op, object *tmp)
2092 {
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better
2101 * treasure
2102 */
2103
2104 treas = tmp->inv;
2105 if (treas == NULL)
2106 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2108 decrease_ob (tmp);
2109 return;
2110 }
2111 while (tmp->inv)
2112 {
2113 treas = tmp->inv;
2114
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117
2118 treas->x = op->x;
2119 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op);
2124 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed
2128 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2130 break;
2131 }
2132
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2134 decrease_ob (tmp);
2135
2136 }
2137
2138 /**
2139 * op eats food.
2140 * If player, takes care of messages and dragon special food.
2141 */
2142 static void
2143 apply_food (object *op, object *tmp)
2144 {
2145 int capacity_remaining;
2146
2147 if (op->type != PLAYER)
2148 op->stats.hp = op->stats.maxhp;
2149 else
2150 {
2151 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ;
2154 else
2155 {
2156 /* usual case - no dragon meal: */
2157 if (op->stats.food + tmp->stats.food > 999)
2158 {
2159 if (tmp->type == FOOD || tmp->type == FLESH)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2161 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2163 }
2164
2165 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 {
2167 char buf[MAX_BUF];
2168
2169 if (!is_dragon_pl (op))
2170 {
2171 /* eating message for normal players */
2172 if (tmp->type == DRINK)
2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2174 else
2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2176 }
2177 else
2178 {
2179 /* eating message for dragon players */
2180 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2181 }
2182
2183 new_draw_info (NDI_UNIQUE, 0, op, buf);
2184 capacity_remaining = 999 - op->stats.food;
2185 op->stats.food += tmp->stats.food;
2186 if (capacity_remaining < tmp->stats.food)
2187 op->stats.hp += capacity_remaining / 50;
2188 else
2189 op->stats.hp += tmp->stats.food / 50;
2190 if (op->stats.hp > op->stats.maxhp)
2191 op->stats.hp = op->stats.maxhp;
2192 if (op->stats.food > 999)
2193 op->stats.food = 999;
2194 }
2195
2196 /* special food hack -b.t. */
2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2198 eat_special_food (op, tmp);
2199 }
2200 }
2201 handle_apply_yield (tmp);
2202 decrease_ob (tmp);
2203 }
2204
2205 /**
2206 * A dragon is eating some flesh. If the flesh contains resistances,
2207 * there is a chance for the dragon's skin to get improved.
2208 *
2209 * attributes:
2210 * object *op the object (dragon player) eating the flesh
2211 * object *meal the flesh item, getting chewed in dragon's mouth
2212 * return:
2213 * int 1 if eating successful, 0 if it doesn't work
2214 */
2215 int
2216 dragon_eat_flesh (object *op, object *meal)
2217 {
2218 object *skin = NULL; /* pointer to dragon skin force */
2219 object *abil = NULL; /* pointer to dragon ability force */
2220 object *tmp = NULL; /* tmp. object */
2221
2222 char buf[MAX_BUF]; /* tmp. string buffer */
2223 double chance; /* improvement-chance of one resistance type */
2224 double totalchance = 1; /* total chance of gaining one resistance */
2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2226 double mbonus = 0; /* monster bonus */
2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2228 int winners = 0; /* number of winners */
2229 int i; /* index */
2230
2231 /* let's make sure and doublecheck the parameters */
2232 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0;
2234
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 from the player's inventory */
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE)
2240 {
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2242 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2244 abil = tmp;
2245 }
2246 }
2247
2248 /* if either skin or ability are missing, this is an old player
2249 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL)
2251 return 0;
2252
2253 /* now start by filling stomache and health, according to food-value */
2254 if ((999 - op->stats.food) < meal->stats.food)
2255 op->stats.hp += (999 - op->stats.food) / 50;
2256 else
2257 op->stats.hp += meal->stats.food / 50;
2258 if (op->stats.hp > op->stats.maxhp)
2259 op->stats.hp = op->stats.maxhp;
2260
2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2262
2263 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2264
2265 /* on to the interesting part: chances for adding resistance */
2266 for (i = 0; i < NROFATTACKS; i++)
2267 {
2268 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2269 {
2270 /* got positive resistance, now calculate improvement chance (0-100) */
2271
2272 /* this bonus makes resistance increase easier at lower levels */
2273 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2274 if (i == abil->stats.exp)
2275 bonus += 5; /* additional bonus for resistance of ability-focus */
2276
2277 /* monster bonus increases with level, because high-level
2278 flesh is too rare */
2279 mbonus = op->level * 20. / ((double) settings.max_level);
2280
2281 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2282 ((double) settings.max_level)) - skin->resist[i];
2283
2284 if (chance >= 0.)
2285 chance += 1.;
2286 else
2287 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2288
2289 /* chance is proportional to amount of resistance (max. 50) */
2290 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2291
2292 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.);
2295
2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100))
2298 {
2299 atnr_winner[winners] = i;
2300 winners++;
2301 }
2302
2303 if (chance >= 0.01)
2304 totalchance *= 1 - chance / 100;
2305
2306 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2307 }
2308 }
2309
2310 /* inverse totalchance as until now we have the failure-chance */
2311 totalchance = 100 - totalchance * 100;
2312 /* print message according to totalchance */
2313 if (totalchance > 50.)
2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2315 else if (totalchance > 10.)
2316 sprintf (buf, "The %s tasted very good.", &meal->name);
2317 else if (totalchance > 1.)
2318 sprintf (buf, "The %s tasted good.", &meal->name);
2319 else if (totalchance > 0.1)
2320 sprintf (buf, "The %s tasted bland.", &meal->name);
2321 else if (totalchance >= 0.01)
2322 sprintf (buf, "The %s had a boring taste.", &meal->name);
2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2324 sprintf (buf, "The %s tasted strange.", &meal->name);
2325 else
2326 sprintf (buf, "The %s had no taste.", &meal->name);
2327 new_draw_info (NDI_UNIQUE, 0, op, buf);
2328
2329 /* now choose a winner if we have any */
2330 i = -1;
2331 if (winners > 0)
2332 i = atnr_winner[RANDOM () % winners];
2333
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 {
2336 /* resistance increased! */
2337 skin->resist[i]++;
2338 fix_player (op);
2339
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 }
2343
2344 /* if this flesh contains a new ability focus, we mark it
2345 into the ability_force and it will take effect on next level */
2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2347 {
2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2349
2350 if (meal->last_eat != abil->stats.exp)
2351 {
2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 }
2357 else
2358 {
2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2361 abil->last_eat = 0;
2362 }
2363 }
2364 return 1;
2365 }
2366
2367 static void
2368 apply_savebed (object *pl)
2369 {
2370 #ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376 #endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393 #if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395 #endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399 }
2400
2401 /**
2402 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour.
2404 */
2405 static void
2406 apply_armour_improver (object *op, object *tmp)
2407 {
2408 object *armor;
2409
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2411 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2413 return;
2414 }
2415 armor = find_marked_object (op);
2416 if (!armor)
2417 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2419 return;
2420 }
2421 if (armor->type != ARMOUR
2422 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2426 return;
2427 }
2428
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2430 improve_armour (op, tmp, armor);
2431 }
2432
2433
2434 extern void
2435 apply_poison (object *op, object *tmp)
2436 {
2437 if (op->type == PLAYER)
2438 {
2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2441 strcpy (op->contr->killer, "poisonous booze");
2442 }
2443 if (tmp->stats.hp > 0)
2444 {
2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2447 }
2448 op->stats.food -= op->stats.food / 4;
2449 handle_apply_yield (tmp);
2450 decrease_ob (tmp);
2451 }
2452
2453 /**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side)
2457 * -You are
2458 * ° the owner of the exit
2459 * ° or in the same party as the owner
2460 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */
2465 int
2466 is_legal_2ways_exit (object *op, object *exit)
2467 {
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at
2478 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap)
2485 {
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2487 if (!tmp)
2488 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2490 {
2491 if (tmp->type != EXIT)
2492 continue; /*Not an exit */
2493 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2498 continue; /*Not in the same map */
2499
2500 /* From here we have found the exit is valid. However we do
2501 * here the check of the exit owner. It is important for the
2502 * town portals to prevent strangers from visiting your appartments
2503 */
2504 if (!exit->race)
2505 return 1; /*No owner, free for all! */
2506 exit_owner = NULL;
2507 for (pp = first_player; pp; pp = pp->next)
2508 {
2509 if (!pp->ob)
2510 continue;
2511 if (pp->ob->name != exit->race)
2512 continue;
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break;
2515 }
2516 if (!exit_owner)
2517 return 0; /* No more owner */
2518 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */
2520 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0;
2525 return 1;
2526 }
2527 }
2528 return 0;
2529 }
2530
2531
2532 /**
2533 * Main apply handler.
2534 *
2535 * Checks for unpaid items before applying.
2536 *
2537 * Return value:
2538 * 0: player or monster can't apply objects of that type
2539 * 1: has been applied, or there was an error applying the object
2540 * 2: objects of that type can't be applied if not in inventory
2541 *
2542 * op is the object that is causing object to be applied, tmp is the object
2543 * being applied.
2544 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special
2547 */
2548
2549 int
2550 manual_apply (object *op, object *tmp, int aflag)
2551 {
2552 if (tmp->head)
2553 tmp = tmp->head;
2554
2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2556 {
2557 if (op->type == PLAYER)
2558 {
2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2560 return 1;
2561 }
2562 else
2563 {
2564 return 0; /* monsters just skip unpaid items */
2565 }
2566 }
2567
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2569 return RESULT_INT (0);
2570
2571 switch (tmp->type)
2572 {
2573
2574 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2577 tmp->value = tmp->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value);
2579 update_object (tmp, UP_OBJ_FACE);
2580 push_button (tmp);
2581 return 1;
2582
2583 case TRIGGER:
2584 if (check_trigger (tmp, op))
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2588 }
2589 else
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2592 }
2593 return 1;
2594
2595 case EXIT:
2596 if (op->type != PLAYER)
2597 return 0;
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else
2603 {
2604 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2607 enter_exit (op, tmp);
2608 }
2609 return 1;
2610
2611 case SIGN:
2612 apply_sign (op, tmp, 0);
2613 return 1;
2614
2615 case BOOK:
2616 if (op->type == PLAYER)
2617 {
2618 apply_book (op, tmp);
2619 return 1;
2620 }
2621 else
2622 {
2623 return 0;
2624 }
2625
2626 case SKILLSCROLL:
2627 if (op->type == PLAYER)
2628 {
2629 apply_skillscroll (op, tmp);
2630 return 1;
2631 }
2632 return 0;
2633
2634 case SPELLBOOK:
2635 if (op->type == PLAYER)
2636 {
2637 apply_spellbook (op, tmp);
2638 return 1;
2639 }
2640 return 0;
2641
2642 case SCROLL:
2643 apply_scroll (op, tmp, 0);
2644 return 1;
2645
2646 case POTION:
2647 (void) apply_potion (op, tmp);
2648 return 1;
2649
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2651 case CLOSE_CON:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env);
2656 return 1;
2657
2658 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp);
2663 return 1;
2664
2665 case TREASURE:
2666 if (op->type == PLAYER)
2667 {
2668 apply_treasure (op, tmp);
2669 return 1;
2670 }
2671 else
2672 {
2673 return 0;
2674 }
2675
2676 case WEAPON:
2677 case ARMOUR:
2678 case BOOTS:
2679 case GLOVES:
2680 case AMULET:
2681 case GIRDLE:
2682 case BRACERS:
2683 case SHIELD:
2684 case HELMET:
2685 case RING:
2686 case CLOAK:
2687 case WAND:
2688 case ROD:
2689 case HORN:
2690 case SKILL:
2691 case BOW:
2692 case LAMP:
2693 case BUILDER:
2694 case SKILL_TOOL:
2695 if (tmp->env != op)
2696 return 2; /* not in inventory */
2697 (void) apply_special (op, tmp, aflag);
2698 return 1;
2699
2700 case DRINK:
2701 case FOOD:
2702 case FLESH:
2703 apply_food (op, tmp);
2704 return 1;
2705
2706 case POISON:
2707 apply_poison (op, tmp);
2708 return 1;
2709
2710 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720
2721 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER)
2723 {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 }
2727 else
2728 {
2729 return 0;
2730 }
2731
2732 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp);
2734 return 1;
2735
2736 case CLOCK:
2737 if (op->type == PLAYER)
2738 {
2739 char buf[MAX_BUF];
2740 timeofday_t tod;
2741
2742 get_tod (&tod);
2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1;
2749 }
2750 else
2751 {
2752 return 0;
2753 }
2754
2755 case MENU:
2756 if (op->type == PLAYER)
2757 {
2758 shop_listing (op);
2759 return 1;
2760 }
2761 else
2762 {
2763 return 0;
2764 }
2765
2766 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1;
2769
2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2771 if (op->type == PLAYER)
2772 {
2773 apply_lighter (op, tmp);
2774 return 1;
2775 }
2776 else
2777 {
2778 return 0;
2779 }
2780
2781 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp);
2783 return 1;
2784
2785 default:
2786 return 0;
2787 }
2788 }
2789
2790
2791 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2792 * messages as needed by player_apply_below(). But there can still be
2793 * "but you are floating high above the ground" messages.
2794 *
2795 * Same return value as apply() function.
2796 */
2797 int
2798 player_apply (object *pl, object *op, int aflag, int quiet)
2799 {
2800 int tmp;
2801
2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2803 {
2804 /* player is flying and applying object not in inventory */
2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2808 return 0;
2809 }
2810 }
2811
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827
2828 tmp = manual_apply (pl, op, aflag);
2829 if (!quiet)
2830 {
2831 if (tmp == 0)
2832 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2833 else if (tmp == 2)
2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2835 }
2836 return tmp;
2837 }
2838
2839 /**
2840 * player_apply_below attempts to apply the object 'below' the player.
2841 * If the player has an open container, we use that for below, otherwise
2842 * we use the ground.
2843 */
2844
2845 void
2846 player_apply_below (object *pl)
2847 {
2848 object *tmp, *next;
2849 int floors;
2850
2851 /* If using a container, set the starting item to be the top
2852 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* This is perhaps more complicated. However, I want to make sure that
2857 * we don't use a corrupt pointer for the next object, so we get the
2858 * next object in the stack before applying. This is can only be a
2859 * problem if player_apply() has a bug in that it uses the object but does
2860 * not return a proper value.
2861 */
2862 for (floors = 0; tmp != NULL; tmp = next)
2863 {
2864 next = tmp->below;
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++;
2867 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */
2869
2870 /* If it is visible, player can apply it. If it is applied by
2871 * person moving on it, also activate. Added code to make it
2872 * so that at least one of players movement types be that which
2873 * the item needs.
2874 */
2875 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2876 {
2877 if (player_apply (pl, tmp, 0, 1) == 1)
2878 return;
2879 }
2880 if (floors >= 2)
2881 return; /* process at most two floor objects */
2882 }
2883 }
2884
2885 /**
2886 * Unapplies specified item.
2887 * No check done on cursed/damned.
2888 * Break this out of apply_special - this is just done
2889 * to keep the size of apply_special to a more managable size.
2890 */
2891 static int
2892 unapply_special (object *who, object *op, int aflags)
2893 {
2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2895 return RESULT_INT (0);
2896
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED);
2900 switch (op->type)
2901 {
2902 case WEAPON:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2904
2905 (void) change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break;
2910
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL:
2913 if (op != who->chosen_skill)
2914 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2916 }
2917 if (who->type == PLAYER)
2918 {
2919 if (who->contr->shoottype == range_skill)
2920 who->contr->shoottype = range_none;
2921 if (!op->invisible)
2922 {
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 }
2930 (void) change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break;
2934
2935 case ARMOUR:
2936 case HELMET:
2937 case SHIELD:
2938 case RING:
2939 case BOOTS:
2940 case GLOVES:
2941 case AMULET:
2942 case GIRDLE:
2943 case BRACERS:
2944 case CLOAK:
2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2946 (void) change_abil (who, op);
2947 break;
2948 case LAMP:
2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2950 tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x;
2952 tmp2->y = op->y;
2953 tmp2->map = op->map;
2954 tmp2->below = op->below;
2955 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER)
2961 esrv_del_item (who->contr, (tag_t) op->count);
2962 remove_ob (op);
2963 free_object (op);
2964 insert_ob_in_ob (tmp2, who);
2965 fix_player (who);
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 {
2968 if (who->type == PLAYER)
2969 {
2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 }
2973 }
2974 if (who->type == PLAYER)
2975 esrv_send_item (who, tmp2);
2976 return 1; /* otherwise, an attempt to drop causes problems */
2977 break;
2978 case BOW:
2979 case WAND:
2980 case ROD:
2981 case HORN:
2982 clear_skill (who);
2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2984 if (who->type == PLAYER)
2985 {
2986 who->contr->shoottype = range_none;
2987 }
2988 else
2989 {
2990 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 }
2995 break;
2996
2997 case BUILDER:
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2999 who->contr->shoottype = range_none;
3000 who->contr->ranges[range_builder] = NULL;
3001 break;
3002
3003 default:
3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3005 break;
3006 }
3007
3008 fix_player (who);
3009
3010 if (!(aflags & AP_NO_MERGE))
3011 {
3012 object *tmp;
3013
3014 tag_t del_tag = op->count;
3015
3016 tmp = merge_ob (op, NULL);
3017 if (who->type == PLAYER)
3018 {
3019 if (tmp)
3020 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag);
3022 op = tmp;
3023 }
3024 esrv_send_item (who, op);
3025 }
3026 }
3027 return 0;
3028 }
3029
3030 /**
3031 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we
3033 * then go through the below of this. In this way, you can do
3034 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found.
3039 * loc is the index into the array we are looking for a match.
3040 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use
3042 * up body locations can be used as restrictions.
3043 */
3044 object *
3045 get_item_from_body_location (object *start, int loc)
3046 {
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp;
3055
3056 return NULL;
3057 }
3058
3059
3060
3061 /**
3062 * 'op' wants to apply an object, but can't because of other equipment.
3063 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy
3065 * use of get_item_from_body_location. It makes no intelligent choice
3066 * on objects - rather, the first that is matched is used.
3067 * Returns 0 on success, returns 1 if there is some problem.
3068 * if aflags is AP_PRINT, we instead print out waht to unapply
3069 * instead of doing it. This is a lot less code than having
3070 * another function that does just that.
3071 */
3072 int
3073 unapply_for_ob (object *who, object *op, int aflags)
3074 {
3075 int i;
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3086 {
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 {
3089 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3091 else
3092 unapply_special (who, tmp, aflags);
3093 }
3094 else
3095 {
3096 /* In this case, we want to try and remove a cursed item.
3097 * While we know it won't work, we want unapply_special to
3098 * at least generate the message.
3099 */
3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3101 return 1;
3102 }
3103
3104 }
3105 }
3106 }
3107
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 {
3110 /* this used up a slot that we need to free */
3111 if (op->body_info[i])
3112 {
3113 last = who->inv;
3114
3115 /* We do a while loop - may need to remove several items in order
3116 * to free up enough slots.
3117 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0)
3119 {
3120 tmp = get_item_from_body_location (last, i);
3121 if (!tmp)
3122 {
3123 #if 0
3124 /* Not a bug - we'll get this if the player has cursed items
3125 * equipped.
3126 */
3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3128 #endif
3129 return 1;
3130 }
3131 /* If we are just printing, we don't care about cursed status */
3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3133 {
3134 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3136 else
3137 unapply_special (who, tmp, aflags);
3138 }
3139 else
3140 {
3141 /* Cursed item that we can't unequip - tell the player.
3142 * Note this could be annoying if this is just one of a few,
3143 * so it may not be critical (eg, putting on a ring and you have
3144 * one cursed ring.)
3145 */
3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3147 }
3148 last = tmp->below;
3149 }
3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3151 * return in the !tmp would have kicked in.
3152 */
3153 } /* if op is using this body location */
3154 } /* for body lcoations */
3155 return 0;
3156 }
3157
3158 /**
3159 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing
3163 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3164 * is set, do we really are what the other flags may be?)
3165 *
3166 * See include/define.h for detailed description of the meaning of
3167 * these return values.
3168 */
3169 int
3170 can_apply_object (object *who, object *op)
3171 {
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0);
3174
3175 int i, retval = 0;
3176 object *tmp = NULL, *ws = NULL;
3177
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3186 {
3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3188 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn'
3204 * really needed.
3205 */
3206 retval |= CAN_APPLY_NEVER;
3207 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0)
3209 {
3210 /* in this case, equipping this would use more free spots than
3211 * we have.
3212 */
3213 object *tmp1;
3214
3215
3216 /* if we have an applied weapon/shield, and unapply it would free
3217 * enough slots to equip the new item, then just set this can
3218 * continue. We don't care about the logic below - if you have
3219 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied
3222 * may be two handed for example.
3223 */
3224 if (ws)
3225 {
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 {
3228 retval |= CAN_APPLY_UNAPPLY;
3229 continue;
3230 }
3231 }
3232
3233 tmp1 = get_item_from_body_location (who->inv, i);
3234 if (!tmp1)
3235 {
3236 #if 0
3237 /* This is sort of an error, but happens a lot when old players
3238 * join in with more stuff equipped than they are now allowed.
3239 */
3240 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3241 #endif
3242 retval |= CAN_APPLY_NEVER;
3243 }
3244 else
3245 {
3246 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need
3248 * to apply multiple objects
3249 */
3250 retval |= CAN_APPLY_UNAPPLY;
3251 if (!tmp)
3252 tmp = tmp1;
3253 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 }
3257 /* This object isn't using up all the slots, so there must
3258 * be another. If so, and it the new item doesn't need all
3259 * the slots, the player then has a choice.
3260 */
3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263
3264 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply.
3266 */
3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3268 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 }
3271 } /* if not enough free slots */
3272 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */
3274
3275 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3276 * really be controlled by use of body locations. We do have
3277 * the weapon/shield checks, and the range checks for monsters,
3278 * because you can't control those just by body location - bows, shields,
3279 * and weapons all use the same slot. Similar for horn/rod/wand - they
3280 * all use the same location.
3281 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION;
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION;
3286
3287
3288 if (who->type != PLAYER)
3289 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3291 retval |= CAN_APPLY_RESTRICTION;
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION;
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION;
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION;
3298 }
3299 return retval;
3300 }
3301
3302
3303
3304 /**
3305 * who is the object using the object. It can be a monster.
3306 * op is the object they are using. op is an equipment type item,
3307 * eg, one which you put on and keep on for a while, and not something
3308 * like a potion or scroll.
3309 *
3310 * function returns 1 if the action could not be completed, 0 on
3311 * success. However, success is a matter of meaning - if the
3312 * user passes the 'apply' flag to an object already applied,
3313 * nothing is done, and 0 is returned.
3314 *
3315 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3316 * AP_UNAPPLY=always unapply).
3317 *
3318 * Optional flags:
3319 * AP_NO_MERGE: don't merge an unapplied object with other objects
3320 * AP_IGNORE_CURSE: unapply cursed items
3321 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 *
3324 * apply_special() doesn't check for unpaid items.
3325 */
3326 int
3327 apply_special (object *who, object *op, int aflags)
3328 {
3329 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332
3333 if (who == NULL)
3334 {
3335 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1;
3337 }
3338
3339 if (op->env != who)
3340 return 1; /* op is not in inventory */
3341
3342 /* trying to unequip op */
3343 if (QUERY_FLAG (op, FLAG_APPLIED))
3344 {
3345 /* always apply, so no reason to unapply */
3346 if (basic_flag == AP_APPLY)
3347 return 0;
3348
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3352 return 1;
3353 }
3354 return unapply_special (who, op, aflags);
3355 }
3356
3357 if (basic_flag == AP_UNAPPLY)
3358 return 0;
3359
3360 i = can_apply_object (who, op);
3361
3362 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i)
3364 {
3365 if (i & CAN_APPLY_NEVER)
3366 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3368 return 1;
3369 }
3370 else if (i & CAN_APPLY_RESTRICTION)
3371 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3373 return 1;
3374 }
3375 if (who->type != PLAYER)
3376 {
3377 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags))
3379 return 1;
3380 }
3381 else
3382 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3386 unapply_for_ob (who, op, AP_PRINT);
3387 return 1;
3388 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags);
3392 if (i)
3393 return 1;
3394 }
3395 }
3396 }
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 {
3399 skop = find_skill_by_name (who, op->skill);
3400 if (!skop)
3401 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3403 return 1;
3404 }
3405 else
3406 {
3407 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated
3409 */
3410 change_skill (who, skop, 0);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 {
3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3417 return 1;
3418 }
3419
3420
3421 /* Ok. We are now at the state where we can apply the new object.
3422 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object.
3424 */
3425
3426
3427 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1);
3429 else
3430 tmp = NULL;
3431
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0);
3434
3435 switch (op->type)
3436 {
3437 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat))
3439 {
3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3442 if (tmp != NULL)
3443 (void) insert_ob_in_ob (tmp, who);
3444 return 1;
3445 }
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3448 /* if the weapon does not have the name as the character, can't use it. */
3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3451 if (tmp != NULL)
3452 (void) insert_ob_in_ob (tmp, who);
3453 return 1;
3454 }
3455 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3460 SET_FLAG (who, FLAG_READY_WEAPON);
3461
3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3463
3464 (void) change_abil (who, op);
3465 break;
3466
3467 case ARMOUR:
3468 case HELMET:
3469 case SHIELD:
3470 case BOOTS:
3471 case GLOVES:
3472 case GIRDLE:
3473 case BRACERS:
3474 case CLOAK:
3475 case RING:
3476 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED);
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3479 (void) change_abil (who, op);
3480 break;
3481 case LAMP:
3482 if (op->stats.food < 1)
3483 {
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3485 return 1;
3486 }
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3488 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED);
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3493 insert_ob_in_ob (tmp2, who);
3494
3495 /* Remove the old lantern */
3496 if (who->type == PLAYER)
3497 esrv_del_item (who->contr, (tag_t) op->count);
3498 remove_ob (op);
3499 free_object (op);
3500
3501 /* insert the portion that was split off */
3502 if (tmp != NULL)
3503 {
3504 (void) insert_ob_in_ob (tmp, who);
3505 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp);
3507 }
3508 fix_player (who);
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER)
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 }
3516 }
3517 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2);
3519 return 0;
3520 break;
3521
3522 /* this part is needed for skill-tools */
3523 case SKILL:
3524 case SKILL_TOOL:
3525 if (who->chosen_skill)
3526 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3528 return 1;
3529 }
3530 if (who->type == PLAYER)
3531 {
3532 who->contr->shoottype = range_skill;
3533 who->contr->ranges[range_skill] = op;
3534 if (!op->invisible)
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3538 }
3539 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3542 }
3543 }
3544 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op);
3546 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL);
3548 break;
3549
3550 case BOW:
3551 if (!check_weapon_power (who, op->last_eat))
3552 {
3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3555 if (tmp != NULL)
3556 (void) insert_ob_in_ob (tmp, who);
3557 return 1;
3558 }
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3560 {
3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3562 if (tmp != NULL)
3563 (void) insert_ob_in_ob (tmp, who);
3564 return 1;
3565 }
3566 /*FALLTHROUGH*/ case WAND:
3567 case ROD:
3568 case HORN:
3569 /* check for skill, alter player status */
3570 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0);
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574
3575 if (who->type == PLAYER)
3576 {
3577 if (op->type == BOW)
3578 {
3579 (void) change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3582 who->contr->shoottype = range_bow;
3583 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 }
3588 }
3589 else
3590 {
3591 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW);
3593 else
3594 SET_FLAG (who, FLAG_READY_RANGE);
3595 }
3596 break;
3597
3598 case BUILDER:
3599 if (who->contr->ranges[range_builder])
3600 unapply_special (who, who->contr->ranges[range_builder], 0);
3601 who->contr->shoottype = range_builder;
3602 who->contr->ranges[range_builder] = op;
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3604 break;
3605
3606 default:
3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3608 } /* end of switch op->type */
3609
3610 SET_FLAG (op, FLAG_APPLIED);
3611
3612 if (tmp != NULL)
3613 tmp = insert_ob_in_ob (tmp, who);
3614
3615 fix_player (who);
3616
3617 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point,
3619 * you don't know anything about them.
3620 */
3621 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3622 SET_FLAG (op, FLAG_BEEN_APPLIED);
3623
3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3626 if (who->type == PLAYER)
3627 {
3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 }
3631 }
3632 if (who->type == PLAYER)
3633 {
3634 /* if multiple objects were applied, update both slots */
3635 if (tmp)
3636 esrv_send_item (who, tmp);
3637 esrv_send_item (who, op);
3638 }
3639 return 0;
3640 }
3641
3642
3643 int
3644 monster_apply_special (object *who, object *op, int aflags)
3645 {
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3647 return 1;
3648 return apply_special (who, op, aflags);
3649 }
3650
3651 /**
3652 * Map was just loaded, handle op's initialisation.
3653 *
3654 * Generates shop floor's item, and treasures.
3655 */
3656 int
3657 auto_apply (object *op)
3658 {
3659 object *tmp = NULL, *tmp2;
3660 int i;
3661
3662 switch (op->type)
3663 {
3664 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op))
3666 return 0;
3667 do
3668 {
3669 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3672 if (tmp == NULL)
3673 return 0;
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 {
3676 free_object (tmp);
3677 tmp = NULL;
3678 }
3679 }
3680 while (!tmp);
3681 tmp->x = op->x;
3682 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 identify (tmp);
3687 break;
3688
3689 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0;
3692 while ((op->stats.hp--) > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3695
3696 /* If we generated an object and put it in this object inventory,
3697 * move it to the parent object as the current object is about
3698 * to disappear. An example of this item is the random_* stuff
3699 * that is put inside other objects.
3700 */
3701 for (tmp = op->inv; tmp; tmp = tmp2)
3702 {
3703 tmp2 = tmp->below;
3704 remove_ob (tmp);
3705 if (op->env)
3706 insert_ob_in_ob (tmp, op->env);
3707 else
3708 free_object (tmp);
3709 }
3710 remove_ob (op);
3711 free_object (op);
3712 break;
3713 }
3714 return tmp ? 1 : 0;
3715 }
3716
3717 /**
3718 * fix_auto_apply goes through the entire map (only the first time
3719 * when an original map is loaded) and performs special actions for
3720 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate.
3722 */
3723 void
3724 fix_auto_apply (mapstruct *m)
3725 {
3726 object *tmp, *above = NULL;
3727 int x, y;
3728
3729 if (m == NULL)
3730 return;
3731
3732 for (x = 0; x < MAP_WIDTH (m); x++)
3733 for (y = 0; y < MAP_HEIGHT (m); y++)
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 {
3736 above = tmp->above;
3737
3738 if (tmp->inv)
3739 {
3740 object *invtmp, *invnext;
3741
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3743 {
3744 invnext = invtmp->below;
3745
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 while ((invtmp->stats.hp--) > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3759 /* Need to clear this so that we never try to create
3760 * treasure again for this object
3761 */
3762 invtmp->randomitems = NULL;
3763 }
3764 }
3765 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13
3770 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16
3774 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL;
3788 }
3789 else if (tmp->type == TIMED_GATE)
3790 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp;
3792
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0;
3796 update_ob_speed (tmp);
3797 }
3798 }
3799 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure.
3805 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3809 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3811 tmp->randomitems = NULL;
3812 }
3813 }
3814
3815 for (x = 0; x < MAP_WIDTH (m); x++)
3816 for (y = 0; y < MAP_HEIGHT (m); y++)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above);
3820 }
3821
3822 /**
3823 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but
3825 * that doesn't work with the new spell code. Since we know what
3826 * the food changes, just grab a force and use that instead.
3827 */
3828
3829 void
3830 eat_special_food (object *who, object *food)
3831 {
3832 object *force;
3833 int i, did_one = 0;
3834 sint8 k;
3835
3836 force = get_archetype (FORCE_NAME);
3837
3838 for (i = 0; i < NUM_STATS; i++)
3839 {
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 {
3843 set_attr_value (&force->stats, i, k);
3844 did_one = 1;
3845 }
3846 }
3847
3848 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++)
3850 {
3851 if (food->resist[i] > 0)
3852 {
3853 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1;
3855 }
3856 }
3857 if (did_one)
3858 {
3859 force->speed = 0.1;
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5;
3863 SET_FLAG (force, FLAG_IS_USED_UP);
3864 SET_FLAG (force, FLAG_APPLIED);
3865 change_abil (who, force);
3866 insert_ob_in_ob (force, who);
3867 }
3868 else
3869 {
3870 free_object (force);
3871 }
3872
3873 /* check for hp, sp change */
3874 if (food->stats.hp != 0)
3875 {
3876 if (QUERY_FLAG (food, FLAG_CURSED))
3877 {
3878 strcpy (who->contr->killer, food->name);
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 }
3882 else
3883 {
3884 if (food->stats.hp > 0)
3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3886 else
3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3888 who->stats.hp += food->stats.hp;
3889 }
3890 }
3891 if (food->stats.sp != 0)
3892 {
3893 if (QUERY_FLAG (food, FLAG_CURSED))
3894 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3896 who->stats.sp -= food->stats.sp;
3897 if (who->stats.sp < 0)
3898 who->stats.sp = 0;
3899 }
3900 else
3901 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */
3905 }
3906 }
3907 fix_player (who);
3908 }
3909
3910
3911 /**
3912 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t.
3915 */
3916
3917 void
3918 apply_lighter (object *who, object *lighter)
3919 {
3920 object *item;
3921 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925
3926 item = find_marked_object (who);
3927 if (item)
3928 {
3929 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1)
3934 {
3935 object *oneLighter = get_object ();
3936
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1;
3939 oneLighter->nrof = 1;
3940 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter);
3944 }
3945 else
3946 {
3947 lighter->stats.food--;
3948 }
3949
3950 }
3951 else if (lighter->last_eat)
3952 { /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3954 return;
3955 }
3956 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple
3958 * objects at once.
3959 */
3960 nrof = item->nrof;
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item))
3968 is_player_env = 1;
3969
3970 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer
3972 * may have gotten recycled
3973 */
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3977 /* Need to update the player so that the players glow radius
3978 * gets changed.
3979 */
3980 if (is_player_env)
3981 fix_player (who);
3982 }
3983 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3987
3988 }
3989 else /* nothing to light */
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3991
3992 }
3993
3994 /**
3995 * op made some mistake with a scroll, this takes care of punishment.
3996 * scroll_failure()- hacked directly from spell_failure
3997 */
3998 void
3999 scroll_failure (object *op, int failure, int power)
4000 {
4001 if (abs (failure / 4) > power)
4002 power = abs (failure / 4); /* set minimum effect */
4003
4004 if (failure <= -1 && failure > -15)
4005 { /* wonder */
4006 object *tmp;
4007
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4009 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp);
4012 }
4013 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4017 if (op->stats.sp < 0)
4018 op->stats.sp = 0;
4019 }
4020 else if (settings.spell_failure_effects == TRUE)
4021 {
4022 if (failure <= -35 && failure > -60)
4023 { /* confusion */
4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4025 confuse_player (op, op, power);
4026 }
4027 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */
4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4030 paralyze_player (op, op, power);
4031 }
4032 else if (failure <= -70 && failure > -80)
4033 { /* blind */
4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4035 blind_player (op, op, power);
4036 }
4037 else if (failure <= -80)
4038 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4044 free_object (tmp);
4045 }
4046 }
4047 }
4048
4049 void
4050 apply_changes_to_player (object *pl, object *change)
4051 {
4052 int excess_stat = 0; /* if the stat goes over the maximum
4053 for the race, put the excess stat some
4054 where else. */
4055
4056 switch (change->type)
4057 {
4058 case CLASS:
4059 {
4060 living *stats = &(pl->contr->orig_stats);
4061 living *ns = &(change->stats);
4062 object *walk;
4063 int flag_change_face = 1;
4064
4065 /* the following code assigns stats up to the stat max
4066 * for the race, and if the stat max is exceeded,
4067 * tries to randomly reassign the excess stat
4068 */
4069 int i, j;
4070
4071 for (i = 0; i < NUM_STATS; i++)
4072 {
4073 sint8 stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus)
4078 {
4079 excess_stat++;
4080 stat = 20 + race_bonus;
4081 }
4082 set_attr_value (stats, i, stat);
4083 }
4084
4085 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090
4091 if (i == CHA)
4092 continue; /* exclude cha from this */
4093 if (stat < 20 + race_bonus)
4094 {
4095 change_attr_value (stats, i, 1);
4096 excess_stat--;
4097 }
4098 }
4099
4100 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c
4102 */
4103 if (change->randomitems != NULL)
4104 give_initial_items (pl, change->randomitems);
4105
4106
4107 /* set up the face, for some races. */
4108
4109 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class.
4111 */
4112 for (walk = pl->inv; walk != NULL; walk = walk->below)
4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4114 flag_change_face = 0;
4115
4116 if (flag_change_face)
4117 {
4118 pl->animation_id = GET_ANIM_ID (change);
4119 pl->face = change->face;
4120
4121 if (QUERY_FLAG (change, FLAG_ANIMATE))
4122 SET_FLAG (pl, FLAG_ANIMATE);
4123 else
4124 CLEAR_FLAG (pl, FLAG_ANIMATE);
4125 }
4126
4127 /* check the special case of can't use weapons */
4128 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4129 if (!strcmp (change->name, "monk"))
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4131
4132 break;
4133 }
4134 }
4135 }
4136
4137 /**
4138 * This handles items of type 'transformer'.
4139 * Basically those items, used with a marked item, transform both items into something
4140 * else.
4141 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4142 * Change information is contained in the 'slaying' field of the marked item.
4143 * The format is as follow: transformer:[number ]yield[;transformer:...].
4144 * This way an item can be transformed in many things, and/or many objects.
4145 * The 'slaying' field for transformer is used as verb for the action.
4146 */
4147 void
4148 apply_item_transformer (object *pl, object *transformer)
4149 {
4150 object *marked;
4151 object *new_item;
4152 char *find;
4153 char *separator;
4154 int yield;
4155 char got[MAX_BUF];
4156 int len;
4157
4158 if (!pl || !transformer)
4159 return;
4160 marked = find_marked_object (pl);
4161 if (!marked)
4162 {
4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4164 return;
4165 }
4166 if (!marked->slaying)
4167 {
4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4169 return;
4170 }
4171 /* check whether they are compatible or not */
4172 find = strstr (marked->slaying, transformer->arch->name);
4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4174 {
4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4176 return;
4177 }
4178 find += strlen (transformer->arch->name) + 1;
4179 /* Item can be used, now find how many and what it yields */
4180 if (isdigit (*(find)))
4181 {
4182 yield = atoi (find);
4183 if (yield < 1)
4184 {
4185 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4186 yield = 1;
4187 }
4188 }
4189 else
4190 yield = 1;
4191
4192 while (isdigit (*find))
4193 find++;
4194 while (*find == ' ')
4195 find++;
4196 memset (got, 0, MAX_BUF);
4197 if ((separator = strchr (find, ';')) != NULL)
4198 {
4199 len = separator - find;
4200 }
4201 else
4202 {
4203 len = strlen (find);
4204 }
4205 if (len > MAX_BUF - 1)
4206 len = MAX_BUF - 1;
4207 strcpy (got, find);
4208 got[len] = '\0';
4209
4210 /* Now create new item, remove used ones when required. */
4211 new_item = get_archetype (got);
4212 if (!new_item)
4213 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4215 return;
4216 }
4217 new_item->nrof = yield;
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4219 insert_ob_in_ob (new_item, pl);
4220 esrv_send_inventory (pl, pl);
4221 /* Eat up one item */
4222 decrease_ob_nr (marked, 1);
4223 /* Eat one transformer if needed */
4224 if (transformer->stats.food)
4225 if (--transformer->stats.food == 0)
4226 decrease_ob_nr (transformer, 1);
4227 }