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/cvs/deliantra/server/server/apply.C
Revision: 1.27
Committed: Thu Sep 14 21:16:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +2 -2 lines
Log Message:
cleanup

File Contents

# Content
1
2 /*
3 * static char *rcsid_apply_c =
4 * "$Id: apply.C,v 1.26 2006-09-13 23:41:47 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 = archetype::find (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
1321 return !sacrifice;
1322 }
1323 else
1324 return 0;
1325 }
1326
1327 /**
1328 * Handles 'movement' of shop mats.
1329 * Returns 1 if 'op' was destroyed, 0 if not.
1330 * Largely re-written to not use nearly as many gotos, plus
1331 * some of this code just looked plain out of date.
1332 * MSW 2001-08-29
1333 */
1334 int
1335 apply_shop_mat (object *shop_mat, object *op)
1336 {
1337 int rv = 0;
1338 double opinion;
1339 object *tmp, *next;
1340
1341 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1342
1343 if (op->type != PLAYER)
1344 {
1345 /* Remove all the unpaid objects that may be carried here.
1346 * This could be pets or monsters that are somehow in
1347 * the shop.
1348 */
1349 for (tmp = op->inv; tmp; tmp = next)
1350 {
1351 next = tmp->below;
1352
1353 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1354 {
1355 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1356
1357 remove_ob (tmp);
1358
1359 if (i == -1)
1360 i = 0;
1361
1362 tmp->map = op->map;
1363 tmp->x = op->x + freearr_x[i];
1364 tmp->y = op->y + freearr_y[i];
1365 insert_ob_in_map (tmp, op->map, op, 0);
1366 }
1367 }
1368
1369 /* Don't teleport things like spell effects */
1370 if (QUERY_FLAG (op, FLAG_NO_PICK))
1371 return 0;
1372
1373 /* unpaid objects, or non living objects, can't transfer by
1374 * shop mats. Instead, put it on a nearby space.
1375 */
1376 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1377 {
1378
1379 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1380 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1381
1382 if (i != -1)
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384
1385 return 0;
1386 }
1387 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine.
1389 */
1390 rv = teleport (shop_mat, SHOP_MAT, op);
1391 }
1392 else if (can_pay (op) && get_payment (op))
1393 {
1394 /* this is only used for players */
1395 rv = teleport (shop_mat, SHOP_MAT, op);
1396
1397 if (shop_mat->msg)
1398 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1399 /* This check below is a bit simplistic - generally it should be correct,
1400 * but there is never a guarantee that the bottom space on the map is
1401 * actually the shop floor.
1402 */
1403 else if (!rv && !is_in_shop (op))
1404 {
1405 opinion = shopkeeper_approval (op->map, op);
1406
1407 if (opinion > 0.9)
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1409 else if (opinion > 0.75)
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1411 else if (opinion > 0.5)
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1413 else
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1415 }
1416 }
1417 else
1418 {
1419 /* if we get here, a player tried to leave a shop but was not able
1420 * to afford the items he has. We try to move the player so that
1421 * they are not on the mat anymore
1422 */
1423 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1424
1425 if (i == -1)
1426 {
1427 LOG (llevError, "Internal shop-mat problem.\n");
1428 }
1429 else
1430 {
1431 remove_ob (op);
1432 op->x += freearr_x[i];
1433 op->y += freearr_y[i];
1434 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1435 }
1436 }
1437
1438 CLEAR_FLAG (op, FLAG_NO_APPLY);
1439 return rv;
1440 }
1441
1442 /**
1443 * Handles applying a sign.
1444 */
1445 static void
1446 apply_sign (object *op, object *sign, int autoapply)
1447 {
1448 readable_message_type *msgType;
1449 char newbuf[HUGE_BUF];
1450
1451 if (sign->msg == NULL)
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1454 return;
1455 }
1456
1457 if (sign->stats.food)
1458 {
1459 if (sign->last_eat >= sign->stats.food)
1460 {
1461 if (!sign->move_on)
1462 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1463 return;
1464 }
1465
1466 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1467 sign->last_eat++;
1468 }
1469
1470 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1471 * No way to know for sure. The presumption is basically that if
1472 * move_on is zero, it needs to be manually applied (doesn't talk
1473 * to us).
1474 */
1475 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1476 {
1477 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1478 return;
1479 }
1480 msgType = get_readable_message_type (sign);
1481 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1482 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1483 }
1484
1485 /**
1486 * 'victim' moves onto 'trap'
1487 * 'victim' leaves 'trap'
1488 * effect is determined by move_on/move_off of trap and move_type of victime.
1489 *
1490 * originator: Player, monster or other object that caused 'victim' to move
1491 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1492 * However, some types of traps require an originator to function.
1493 */
1494 void
1495 move_apply (object *trap, object *victim, object *originator)
1496 {
1497 static int recursion_depth = 0;
1498
1499 /* Only exits affect DMs. */
1500 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1501 return;
1502
1503 /* move_apply() is the most likely candidate for causing unwanted and
1504 * possibly unlimited recursion.
1505 */
1506 /* The following was changed because it was causing perfeclty correct
1507 * maps to fail. 1) it's not an error to recurse:
1508 * rune detonates, summoning monster. monster lands on nearby rune.
1509 * nearby rune detonates. This sort of recursion is expected and
1510 * proper. This code was causing needless crashes.
1511 */
1512 if (recursion_depth >= 500)
1513 {
1514 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1515 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1516 return;
1517 }
1518 recursion_depth++;
1519 if (trap->head)
1520 trap = trap->head;
1521
1522 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1523 goto leave;
1524
1525 switch (trap->type)
1526 {
1527 case PLAYERMOVER:
1528 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1529 {
1530 if (!trap->stats.maxsp)
1531 trap->stats.maxsp = 2;
1532
1533 /* Is this correct? From the docs, it doesn't look like it
1534 * should be divided by trap->speed
1535 */
1536 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1537
1538 /* Just put in some sanity check. I think there is a bug in the
1539 * above with some objects have zero speed, and thus the player
1540 * getting permanently paralyzed.
1541 */
1542 if (victim->speed_left < -50.0)
1543 victim->speed_left = -50.0;
1544 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1545 }
1546 goto leave;
1547
1548 case SPINNER:
1549 if (victim->direction)
1550 {
1551 victim->direction = absdir (victim->direction - trap->stats.sp);
1552 update_turn_face (victim);
1553 }
1554 goto leave;
1555
1556 case DIRECTOR:
1557 if (victim->direction && !should_director_abort (trap, victim))
1558 {
1559 victim->direction = trap->stats.sp;
1560 update_turn_face (victim);
1561 }
1562 goto leave;
1563
1564 case BUTTON:
1565 case PEDESTAL:
1566 update_button (trap);
1567 goto leave;
1568
1569 case ALTAR:
1570 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator);
1572 goto leave;
1573
1574 case THROWN_OBJ:
1575 if (trap->inv == NULL)
1576 goto leave;
1577 /* fallthrough */
1578
1579 case ARROW:
1580 /* bad bug: monster throw a object, make a step forwards, step on object ,
1581 * trigger this here and get hit by own missile - and will be own enemy.
1582 * Victim then is his own enemy and will start to kill herself (this is
1583 * removed) but we have not synced victim and his missile. To avoid senseless
1584 * action, we avoid hits here
1585 */
1586 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1587 hit_with_arrow (trap, victim);
1588 goto leave;
1589
1590 case SPELL_EFFECT:
1591 apply_spell_effect (trap, victim);
1592 goto leave;
1593
1594 case TRAPDOOR:
1595 {
1596 int max, sound_was_played;
1597 object *ab, *ab_next;
1598
1599 if (!trap->value)
1600 {
1601 int tot;
1602
1603 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1604 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1605 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1606
1607 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1608 goto leave;
1609
1610 SET_ANIMATION (trap, trap->value);
1611 update_object (trap, UP_OBJ_FACE);
1612 }
1613
1614 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1615 {
1616 /* need to set this up, since if we do transfer the object,
1617 * ab->above would be bogus
1618 */
1619 ab_next = ab->above;
1620
1621 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1622 {
1623 if (!sound_was_played)
1624 {
1625 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1626 sound_was_played = 1;
1627 }
1628 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1629 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1630 }
1631 }
1632 goto leave;
1633 }
1634
1635
1636 case CONVERTER:
1637 if (convert_item (victim, trap) < 0)
1638 {
1639 object *op;
1640
1641 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1642
1643 op = get_archetype ("burnout");
1644 if (op != NULL)
1645 {
1646 op->x = trap->x;
1647 op->y = trap->y;
1648 insert_ob_in_map (op, trap->map, trap, 0);
1649 }
1650 }
1651 goto leave;
1652
1653 case TRIGGER_BUTTON:
1654 case TRIGGER_PEDESTAL:
1655 case TRIGGER_ALTAR:
1656 check_trigger (trap, victim);
1657 goto leave;
1658
1659 case DEEP_SWAMP:
1660 walk_on_deep_swamp (trap, victim);
1661 goto leave;
1662
1663 case CHECK_INV:
1664 check_inv (victim, trap);
1665 goto leave;
1666
1667 case HOLE:
1668 /* Hole not open? */
1669 if (trap->stats.wc > 0)
1670 goto leave;
1671
1672 /* Is this a multipart monster and not the head? If so, return.
1673 * Processing will happen if the head runs into the pit
1674 */
1675 if (victim->head)
1676 goto leave;
1677
1678 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1679 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1680 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1681 goto leave;
1682
1683 case EXIT:
1684 if (victim->type == PLAYER && EXIT_PATH (trap))
1685 {
1686 /* Basically, don't show exits leading to random maps the
1687 * players output.
1688 */
1689 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1690 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1691 enter_exit (victim, trap);
1692 }
1693 goto leave;
1694
1695 case ENCOUNTER:
1696 /* may be some leftovers on this */
1697 goto leave;
1698
1699 case SHOP_MAT:
1700 apply_shop_mat (trap, victim);
1701 goto leave;
1702
1703 /* Drop a certain amount of gold, and have one item identified */
1704 case IDENTIFY_ALTAR:
1705 apply_id_altar (victim, trap, originator);
1706 goto leave;
1707
1708 case SIGN:
1709 if (victim->type != PLAYER && trap->stats.food > 0)
1710 goto leave; /* monsters musn't apply magic_mouths with counters */
1711
1712 apply_sign (victim, trap, 1);
1713 goto leave;
1714
1715 case CONTAINER:
1716 if (victim->type == PLAYER)
1717 (void) esrv_apply_container (victim, trap);
1718 else
1719 (void) apply_container (victim, trap);
1720 goto leave;
1721
1722 case RUNE:
1723 case TRAP:
1724 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1725 {
1726 spring_trap (trap, victim);
1727 }
1728 goto leave;
1729
1730 default:
1731 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1732 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1733 goto leave;
1734 }
1735
1736 leave:
1737 recursion_depth--;
1738 }
1739
1740 /**
1741 * Handles reading a regular (ie not containing a spell) book.
1742 */
1743 static void
1744 apply_book (object *op, object *tmp)
1745 {
1746 int lev_diff;
1747 object *skill_ob;
1748
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1752 return;
1753 }
1754 if (tmp->msg == NULL)
1755 {
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1757 return;
1758 }
1759
1760 /* need a literacy skill to read stuff! */
1761 skill_ob = find_skill_by_name (op, tmp->skill);
1762 if (!skill_ob)
1763 {
1764 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1765 return;
1766 }
1767 lev_diff = tmp->level - (skill_ob->level + 5);
1768 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1769 {
1770 if (lev_diff < 2)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1772 else if (lev_diff < 3)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1774 else if (lev_diff < 5)
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1776 else if (lev_diff < 8)
1777 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1778 else if (lev_diff < 15)
1779 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1780 else
1781 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1782 return;
1783 }
1784
1785 readable_message_type *msgType = get_readable_message_type (tmp);
1786
1787 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1788 msgType->message_type, msgType->message_subtype,
1789 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1790
1791 /* gain xp from reading */
1792 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1793 { /* only if not read before */
1794 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 {
1798 /*exp_gain *= 2; because they just identified it too */
1799 SET_FLAG (tmp, FLAG_IDENTIFIED);
1800 /* If in a container, update how it looks */
1801 if (tmp->env)
1802 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1803 else
1804 op->contr->socket.update_look = 1;
1805 }
1806 change_exp (op, exp_gain, skill_ob->skill, 0);
1807 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1808 }
1809 }
1810
1811 /**
1812 * Handles the applying of a skill scroll, calling learn_skill straight.
1813 * op is the person learning the skill, tmp is the skill scroll object
1814 */
1815 static void
1816 apply_skillscroll (object *op, object *tmp)
1817 {
1818 switch ((int) learn_skill (op, tmp))
1819 {
1820 case 0:
1821 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1823 return;
1824
1825 case 1:
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1827 decrease_ob (tmp);
1828 return;
1829
1830 default:
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1832 decrease_ob (tmp);
1833 return;
1834 }
1835 }
1836
1837 /**
1838 * Actually makes op learn spell.
1839 * Informs player of what happens.
1840 */
1841 void
1842 do_learn_spell (object *op, object *spell, int special_prayer)
1843 {
1844 object *tmp;
1845
1846 if (op->type != PLAYER)
1847 {
1848 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1849 return;
1850 }
1851
1852 /* Upgrade special prayers to normal prayers */
1853 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1854 {
1855 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1856 {
1857 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1858 return;
1859 }
1860 return;
1861 }
1862
1863 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1864 tmp = get_object ();
1865 copy_object (spell, tmp);
1866 insert_ob_in_ob (tmp, op);
1867
1868 if (special_prayer)
1869 {
1870 SET_FLAG (tmp, FLAG_STARTEQUIP);
1871 }
1872
1873 esrv_add_spells (op->contr, tmp);
1874 }
1875
1876 /**
1877 * Erases spell from player's inventory.
1878 */
1879 void
1880 do_forget_spell (object *op, const char *spell)
1881 {
1882 object *spob;
1883
1884 if (op->type != PLAYER)
1885 {
1886 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1887 return;
1888 }
1889 if ((spob = check_spell_known (op, spell)) == NULL)
1890 {
1891 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1892 return;
1893 }
1894
1895 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1896 player_unready_range_ob (op->contr, spob);
1897 esrv_remove_spell (op->contr, spob);
1898 remove_ob (spob);
1899 free_object (spob);
1900 }
1901
1902 /**
1903 * Handles player applying a spellbook.
1904 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1905 * stuff like that. Random learning failure too.
1906 */
1907 static void
1908 apply_spellbook (object *op, object *tmp)
1909 {
1910 object *skop, *spell, *spell_skill;
1911
1912 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1913 {
1914 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1915 return;
1916 }
1917
1918 /* artifact_spellbooks have 'slaying' field point to a spell name,
1919 * instead of having their spell stored in stats.sp. These are
1920 * legacy spellbooks
1921 */
1922
1923 if (tmp->slaying != NULL)
1924 {
1925 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1926 if (!spell)
1927 {
1928 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1929 return;
1930 }
1931 else
1932 insert_ob_in_ob (spell, tmp);
1933 tmp->slaying = NULL;
1934 }
1935
1936 skop = find_skill_by_name (op, tmp->skill);
1937
1938 /* need a literacy skill to learn spells. Also, having a literacy level
1939 * lower than the spell will make learning the spell more difficult */
1940 if (!skop)
1941 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1943 return;
1944 }
1945
1946 spell = tmp->inv;
1947 if (!spell)
1948 {
1949 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1950 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1951 return;
1952 }
1953 if (spell->level > (skop->level + 10))
1954 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1956 return;
1957 }
1958
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1960
1961 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1962 {
1963 identify (tmp);
1964 if (tmp->env)
1965 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1966 else
1967 op->contr->socket.update_look = 1;
1968 }
1969
1970 /* I removed the check for special_prayer_mark here - it didn't make
1971 * a lot of sense - special prayers are not found in spellbooks, and
1972 * if the player doesn't know the spell, doesn't make a lot of sense that
1973 * they would have a special prayer mark.
1974 */
1975 if (check_spell_known (op, spell->name))
1976 {
1977 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1978 return;
1979 }
1980
1981 if (spell->skill)
1982 {
1983 spell_skill = find_skill_by_name (op, spell->skill);
1984
1985 if (!spell_skill)
1986 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1988 return;
1989 }
1990
1991 if (spell_skill->level < spell->level)
1992 {
1993 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1994 return;
1995 }
1996 }
1997
1998 /* Logic as follows
1999 *
2000 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2001 *
2002 * 2- The learner's skill level in literacy adjusts the chance to learn
2003 * a spell.
2004 *
2005 * 3 -Automatically fail to learn if you read while confused
2006 *
2007 * Overall, chances are the same but a player will find having a high
2008 * literacy rate very useful! -b.t.
2009 */
2010 if (QUERY_FLAG (op, FLAG_CONFUSED))
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2013 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2014 }
2015 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2016 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2017 {
2018
2019 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2020 do_learn_spell (op, spell, 0);
2021
2022 /* xp gain to literacy for spell learning */
2023 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2024 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2025 }
2026 else
2027 {
2028 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2029 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2030 }
2031 decrease_ob (tmp);
2032 }
2033
2034 /**
2035 * Handles applying a spell scroll.
2036 */
2037 void
2038 apply_scroll (object *op, object *tmp, int dir)
2039 {
2040 object *skop;
2041
2042 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2043 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2045 return;
2046 }
2047
2048 if (!tmp->inv || tmp->inv->type != SPELL)
2049 {
2050 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2051 return;
2052 }
2053
2054 if (op->type == PLAYER)
2055 {
2056 /* players need a literacy skill to read stuff! */
2057 int exp_gain = 0;
2058
2059 /* hard code literacy - tmp->skill points to where the exp
2060 * should go for anything killed by the spell.
2061 */
2062 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2063
2064 if (!skop)
2065 {
2066 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2067 return;
2068 }
2069
2070 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2071 change_exp (op, exp_gain, skop->skill, 0);
2072 }
2073
2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2075 identify (tmp);
2076
2077 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2078
2079
2080 cast_spell (op, tmp, dir, tmp->inv, NULL);
2081 decrease_ob (tmp);
2082 }
2083
2084 /**
2085 * Applies a treasure object - by default, chest. op
2086 * is the person doing the applying, tmp is the treasure
2087 * chest.
2088 */
2089 static void
2090 apply_treasure (object *op, object *tmp)
2091 {
2092 object *treas;
2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2094
2095
2096 /* Nice side effect of new treasure creation method is that the treasure
2097 * for the chest is done when the chest is created, and put into the chest
2098 * inventory. So that when the chest burns up, the items still exist. Also
2099 * prevents people fromt moving chests to more difficult maps to get better
2100 * treasure
2101 */
2102
2103 treas = tmp->inv;
2104 if (treas == NULL)
2105 {
2106 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2107 decrease_ob (tmp);
2108 return;
2109 }
2110 while (tmp->inv)
2111 {
2112 treas = tmp->inv;
2113
2114 remove_ob (treas);
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2116
2117 treas->x = op->x;
2118 treas->y = op->y;
2119 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2120
2121 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2122 spring_trap (treas, op);
2123 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed
2127 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2129 break;
2130 }
2131
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2133 decrease_ob (tmp);
2134
2135 }
2136
2137 /**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141 static void
2142 apply_food (object *op, object *tmp)
2143 {
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2160 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2162 }
2163
2164 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2165 {
2166 char buf[MAX_BUF];
2167
2168 if (!is_dragon_pl (op))
2169 {
2170 /* eating message for normal players */
2171 if (tmp->type == DRINK)
2172 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2173 else
2174 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2175 }
2176 else
2177 {
2178 /* eating message for dragon players */
2179 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2180 }
2181
2182 new_draw_info (NDI_UNIQUE, 0, op, buf);
2183 capacity_remaining = 999 - op->stats.food;
2184 op->stats.food += tmp->stats.food;
2185 if (capacity_remaining < tmp->stats.food)
2186 op->stats.hp += capacity_remaining / 50;
2187 else
2188 op->stats.hp += tmp->stats.food / 50;
2189 if (op->stats.hp > op->stats.maxhp)
2190 op->stats.hp = op->stats.maxhp;
2191 if (op->stats.food > 999)
2192 op->stats.food = 999;
2193 }
2194
2195 /* special food hack -b.t. */
2196 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2197 eat_special_food (op, tmp);
2198 }
2199 }
2200 handle_apply_yield (tmp);
2201 decrease_ob (tmp);
2202 }
2203
2204 /**
2205 * A dragon is eating some flesh. If the flesh contains resistances,
2206 * there is a chance for the dragon's skin to get improved.
2207 *
2208 * attributes:
2209 * object *op the object (dragon player) eating the flesh
2210 * object *meal the flesh item, getting chewed in dragon's mouth
2211 * return:
2212 * int 1 if eating successful, 0 if it doesn't work
2213 */
2214 int
2215 dragon_eat_flesh (object *op, object *meal)
2216 {
2217 object *skin = NULL; /* pointer to dragon skin force */
2218 object *abil = NULL; /* pointer to dragon ability force */
2219 object *tmp = NULL; /* tmp. object */
2220
2221 char buf[MAX_BUF]; /* tmp. string buffer */
2222 double chance; /* improvement-chance of one resistance type */
2223 double totalchance = 1; /* total chance of gaining one resistance */
2224 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2225 double mbonus = 0; /* monster bonus */
2226 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 int winners = 0; /* number of winners */
2228 int i; /* index */
2229
2230 /* let's make sure and doublecheck the parameters */
2231 if (meal->type != FLESH || !is_dragon_pl (op))
2232 return 0;
2233
2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2235 from the player's inventory */
2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2237 {
2238 if (tmp->type == FORCE)
2239 {
2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2241 skin = tmp;
2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2243 abil = tmp;
2244 }
2245 }
2246
2247 /* if either skin or ability are missing, this is an old player
2248 which is not to be considered a dragon -> bail out */
2249 if (skin == NULL || abil == NULL)
2250 return 0;
2251
2252 /* now start by filling stomache and health, according to food-value */
2253 if ((999 - op->stats.food) < meal->stats.food)
2254 op->stats.hp += (999 - op->stats.food) / 50;
2255 else
2256 op->stats.hp += meal->stats.food / 50;
2257 if (op->stats.hp > op->stats.maxhp)
2258 op->stats.hp = op->stats.maxhp;
2259
2260 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2261
2262 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2263
2264 /* on to the interesting part: chances for adding resistance */
2265 for (i = 0; i < NROFATTACKS; i++)
2266 {
2267 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2268 {
2269 /* got positive resistance, now calculate improvement chance (0-100) */
2270
2271 /* this bonus makes resistance increase easier at lower levels */
2272 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2273 if (i == abil->stats.exp)
2274 bonus += 5; /* additional bonus for resistance of ability-focus */
2275
2276 /* monster bonus increases with level, because high-level
2277 flesh is too rare */
2278 mbonus = op->level * 20. / ((double) settings.max_level);
2279
2280 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2281 ((double) settings.max_level)) - skin->resist[i];
2282
2283 if (chance >= 0.)
2284 chance += 1.;
2285 else
2286 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2287
2288 /* chance is proportional to amount of resistance (max. 50) */
2289 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2290
2291 /* doubled chance for resistance of ability-focus */
2292 if (i == abil->stats.exp)
2293 chance = MIN (100., chance * 2.);
2294
2295 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2296 if (RANDOM () % 10000 < (int) (chance * 100))
2297 {
2298 atnr_winner[winners] = i;
2299 winners++;
2300 }
2301
2302 if (chance >= 0.01)
2303 totalchance *= 1 - chance / 100;
2304
2305 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2306 }
2307 }
2308
2309 /* inverse totalchance as until now we have the failure-chance */
2310 totalchance = 100 - totalchance * 100;
2311 /* print message according to totalchance */
2312 if (totalchance > 50.)
2313 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2314 else if (totalchance > 10.)
2315 sprintf (buf, "The %s tasted very good.", &meal->name);
2316 else if (totalchance > 1.)
2317 sprintf (buf, "The %s tasted good.", &meal->name);
2318 else if (totalchance > 0.1)
2319 sprintf (buf, "The %s tasted bland.", &meal->name);
2320 else if (totalchance >= 0.01)
2321 sprintf (buf, "The %s had a boring taste.", &meal->name);
2322 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2323 sprintf (buf, "The %s tasted strange.", &meal->name);
2324 else
2325 sprintf (buf, "The %s had no taste.", &meal->name);
2326 new_draw_info (NDI_UNIQUE, 0, op, buf);
2327
2328 /* now choose a winner if we have any */
2329 i = -1;
2330 if (winners > 0)
2331 i = atnr_winner[RANDOM () % winners];
2332
2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 {
2335 /* resistance increased! */
2336 skin->resist[i]++;
2337 fix_player (op);
2338
2339 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2341 }
2342
2343 /* if this flesh contains a new ability focus, we mark it
2344 into the ability_force and it will take effect on next level */
2345 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2346 {
2347 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2348
2349 if (meal->last_eat != abil->stats.exp)
2350 {
2351 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 }
2356 else
2357 {
2358 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2359 new_draw_info (NDI_UNIQUE, 0, op, buf);
2360 abil->last_eat = 0;
2361 }
2362 }
2363 return 1;
2364 }
2365
2366 static void
2367 apply_savebed (object *pl)
2368 {
2369 #ifndef COZY_SERVER
2370 if (!pl->contr->name_changed || !pl->stats.exp)
2371 {
2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2373 return;
2374 }
2375 #endif
2376 INVOKE_PLAYER (LOGOUT, pl->contr);
2377 /* Need to call terminate_all_pets() before we remove the player ob */
2378 terminate_all_pets (pl);
2379 remove_ob (pl);
2380 pl->direction = 0;
2381 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2382
2383 /* update respawn position */
2384 strcpy (pl->contr->savebed_map, pl->map->path);
2385 pl->contr->bed_x = pl->x;
2386 pl->contr->bed_y = pl->y;
2387
2388 strcpy (pl->contr->killer, "left");
2389 check_score (pl); /* Always check score */
2390 (void) save_player (pl, 0);
2391 pl->map->players--;
2392 #if MAP_MAXTIMEOUT
2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2394 #endif
2395 play_again (pl);
2396 pl->speed = 0;
2397 update_ob_speed (pl);
2398 }
2399
2400 /**
2401 * Handles applying an improve armor scroll.
2402 * Does some sanity checks, then calls improve_armour.
2403 */
2404 static void
2405 apply_armour_improver (object *op, object *tmp)
2406 {
2407 object *armor;
2408
2409 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2410 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2412 return;
2413 }
2414 armor = find_marked_object (op);
2415 if (!armor)
2416 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2418 return;
2419 }
2420 if (armor->type != ARMOUR
2421 && armor->type != CLOAK
2422 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2423 {
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2425 return;
2426 }
2427
2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2429 improve_armour (op, tmp, armor);
2430 }
2431
2432
2433 extern void
2434 apply_poison (object *op, object *tmp)
2435 {
2436 if (op->type == PLAYER)
2437 {
2438 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2440 strcpy (op->contr->killer, "poisonous booze");
2441 }
2442 if (tmp->stats.hp > 0)
2443 {
2444 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2445 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2446 }
2447 op->stats.food -= op->stats.food / 4;
2448 handle_apply_yield (tmp);
2449 decrease_ob (tmp);
2450 }
2451
2452 /**
2453 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2454 * A valid 2 way exit means:
2455 * -You can come back (there is another exit at the other side)
2456 * -You are
2457 * ° the owner of the exit
2458 * ° or in the same party as the owner
2459 *
2460 * Note: a owner in a 2 way exit is saved as the owner's name
2461 * in the field exit->name cause the field exit->owner doesn't
2462 * survive in the swapping (in fact the whole exit doesn't survive).
2463 */
2464 int
2465 is_legal_2ways_exit (object *op, object *exit)
2466 {
2467 object *tmp;
2468 object *exit_owner;
2469 player *pp;
2470 mapstruct *exitmap;
2471
2472 if (exit->stats.exp != 1)
2473 return 1; /*This is not a 2 way, so it is legal */
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at
2477 * all the exits in destination and try to find one with same path as
2478 * the current exit's position */
2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else
2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap)
2484 {
2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2486 if (!tmp)
2487 return 0;
2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2489 {
2490 if (tmp->type != EXIT)
2491 continue; /*Not an exit */
2492 if (!EXIT_PATH (tmp))
2493 continue; /*Not a valid exit */
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2497 continue; /*Not in the same map */
2498
2499 /* From here we have found the exit is valid. However we do
2500 * here the check of the exit owner. It is important for the
2501 * town portals to prevent strangers from visiting your appartments
2502 */
2503 if (!exit->race)
2504 return 1; /*No owner, free for all! */
2505 exit_owner = NULL;
2506 for (pp = first_player; pp; pp = pp->next)
2507 {
2508 if (!pp->ob)
2509 continue;
2510 if (pp->ob->name != exit->race)
2511 continue;
2512 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2513 break;
2514 }
2515 if (!exit_owner)
2516 return 0; /* No more owner */
2517 if (exit_owner->contr == op->contr)
2518 return 1; /*It is your exit */
2519 if (exit_owner && /*There is a owner */
2520 (op->contr) && /*A player tries to pass */
2521 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2522 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2523 return 0;
2524 return 1;
2525 }
2526 }
2527 return 0;
2528 }
2529
2530
2531 /**
2532 * Main apply handler.
2533 *
2534 * Checks for unpaid items before applying.
2535 *
2536 * Return value:
2537 * 0: player or monster can't apply objects of that type
2538 * 1: has been applied, or there was an error applying the object
2539 * 2: objects of that type can't be applied if not in inventory
2540 *
2541 * op is the object that is causing object to be applied, tmp is the object
2542 * being applied.
2543 *
2544 * aflag is special (always apply/unapply) flags. Nothing is done with
2545 * them in this function - they are passed to apply_special
2546 */
2547
2548 int
2549 manual_apply (object *op, object *tmp, int aflag)
2550 {
2551 if (tmp->head)
2552 tmp = tmp->head;
2553
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2555 {
2556 if (op->type == PLAYER)
2557 {
2558 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2559 return 1;
2560 }
2561 else
2562 {
2563 return 0; /* monsters just skip unpaid items */
2564 }
2565 }
2566
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2568 return RESULT_INT (0);
2569
2570 switch (tmp->type)
2571 {
2572
2573 case CF_HANDLE:
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2576 tmp->value = tmp->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value);
2578 update_object (tmp, UP_OBJ_FACE);
2579 push_button (tmp);
2580 return 1;
2581
2582 case TRIGGER:
2583 if (check_trigger (tmp, op))
2584 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2586 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2587 }
2588 else
2589 {
2590 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2591 }
2592 return 1;
2593
2594 case EXIT:
2595 if (op->type != PLAYER)
2596 return 0;
2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2598 {
2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2600 }
2601 else
2602 {
2603 /* Don't display messages for random maps. */
2604 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2606 enter_exit (op, tmp);
2607 }
2608 return 1;
2609
2610 case SIGN:
2611 apply_sign (op, tmp, 0);
2612 return 1;
2613
2614 case BOOK:
2615 if (op->type == PLAYER)
2616 {
2617 apply_book (op, tmp);
2618 return 1;
2619 }
2620 else
2621 {
2622 return 0;
2623 }
2624
2625 case SKILLSCROLL:
2626 if (op->type == PLAYER)
2627 {
2628 apply_skillscroll (op, tmp);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SPELLBOOK:
2634 if (op->type == PLAYER)
2635 {
2636 apply_spellbook (op, tmp);
2637 return 1;
2638 }
2639 return 0;
2640
2641 case SCROLL:
2642 apply_scroll (op, tmp, 0);
2643 return 1;
2644
2645 case POTION:
2646 (void) apply_potion (op, tmp);
2647 return 1;
2648
2649 /* Eneq(@csd.uu.se): Handle apply on containers. */
2650 case CLOSE_CON:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env);
2655 return 1;
2656
2657 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp);
2662 return 1;
2663
2664 case TREASURE:
2665 if (op->type == PLAYER)
2666 {
2667 apply_treasure (op, tmp);
2668 return 1;
2669 }
2670 else
2671 {
2672 return 0;
2673 }
2674
2675 case WEAPON:
2676 case ARMOUR:
2677 case BOOTS:
2678 case GLOVES:
2679 case AMULET:
2680 case GIRDLE:
2681 case BRACERS:
2682 case SHIELD:
2683 case HELMET:
2684 case RING:
2685 case CLOAK:
2686 case WAND:
2687 case ROD:
2688 case HORN:
2689 case SKILL:
2690 case BOW:
2691 case LAMP:
2692 case BUILDER:
2693 case SKILL_TOOL:
2694 if (tmp->env != op)
2695 return 2; /* not in inventory */
2696 (void) apply_special (op, tmp, aflag);
2697 return 1;
2698
2699 case DRINK:
2700 case FOOD:
2701 case FLESH:
2702 apply_food (op, tmp);
2703 return 1;
2704
2705 case POISON:
2706 apply_poison (op, tmp);
2707 return 1;
2708
2709 case SAVEBED:
2710 if (op->type == PLAYER)
2711 {
2712 apply_savebed (op);
2713 return 1;
2714 }
2715 else
2716 {
2717 return 0;
2718 }
2719
2720 case ARMOUR_IMPROVER:
2721 if (op->type == PLAYER)
2722 {
2723 apply_armour_improver (op, tmp);
2724 return 1;
2725 }
2726 else
2727 {
2728 return 0;
2729 }
2730
2731 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon (op, tmp);
2733 return 1;
2734
2735 case CLOCK:
2736 if (op->type == PLAYER)
2737 {
2738 char buf[MAX_BUF];
2739 timeofday_t tod;
2740
2741 get_tod (&tod);
2742 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2743 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2744 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2746 new_draw_info (NDI_UNIQUE, 0, op, buf);
2747 return 1;
2748 }
2749 else
2750 {
2751 return 0;
2752 }
2753
2754 case MENU:
2755 if (op->type == PLAYER)
2756 {
2757 shop_listing (op);
2758 return 1;
2759 }
2760 else
2761 {
2762 return 0;
2763 }
2764
2765 case POWER_CRYSTAL:
2766 apply_power_crystal (op, tmp); /* see egoitem.c */
2767 return 1;
2768
2769 case LIGHTER: /* for lighting torches/lanterns/etc */
2770 if (op->type == PLAYER)
2771 {
2772 apply_lighter (op, tmp);
2773 return 1;
2774 }
2775 else
2776 {
2777 return 0;
2778 }
2779
2780 case ITEM_TRANSFORMER:
2781 apply_item_transformer (op, tmp);
2782 return 1;
2783
2784 default:
2785 return 0;
2786 }
2787 }
2788
2789
2790 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2791 * messages as needed by player_apply_below(). But there can still be
2792 * "but you are floating high above the ground" messages.
2793 *
2794 * Same return value as apply() function.
2795 */
2796 int
2797 player_apply (object *pl, object *op, int aflag, int quiet)
2798 {
2799 int tmp;
2800
2801 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2802 {
2803 /* player is flying and applying object not in inventory */
2804 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2807 return 0;
2808 }
2809 }
2810
2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2812 * applied.
2813 */
2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2815 {
2816 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2817 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2819 remove_ob (op);
2820 free_object (op);
2821 return 1;
2822 }
2823
2824 pl->contr->last_used = op;
2825 pl->contr->last_used_id = op->count;
2826
2827 tmp = manual_apply (pl, op, aflag);
2828 if (!quiet)
2829 {
2830 if (tmp == 0)
2831 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2832 else if (tmp == 2)
2833 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2834 }
2835 return tmp;
2836 }
2837
2838 /**
2839 * player_apply_below attempts to apply the object 'below' the player.
2840 * If the player has an open container, we use that for below, otherwise
2841 * we use the ground.
2842 */
2843
2844 void
2845 player_apply_below (object *pl)
2846 {
2847 object *tmp, *next;
2848 int floors;
2849
2850 /* If using a container, set the starting item to be the top
2851 * item in the container. Otherwise, use the map.
2852 */
2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2854
2855 /* This is perhaps more complicated. However, I want to make sure that
2856 * we don't use a corrupt pointer for the next object, so we get the
2857 * next object in the stack before applying. This is can only be a
2858 * problem if player_apply() has a bug in that it uses the object but does
2859 * not return a proper value.
2860 */
2861 for (floors = 0; tmp != NULL; tmp = next)
2862 {
2863 next = tmp->below;
2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2865 floors++;
2866 else if (floors > 0)
2867 return; /* process only floor objects after first floor object */
2868
2869 /* If it is visible, player can apply it. If it is applied by
2870 * person moving on it, also activate. Added code to make it
2871 * so that at least one of players movement types be that which
2872 * the item needs.
2873 */
2874 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2875 {
2876 if (player_apply (pl, tmp, 0, 1) == 1)
2877 return;
2878 }
2879 if (floors >= 2)
2880 return; /* process at most two floor objects */
2881 }
2882 }
2883
2884 /**
2885 * Unapplies specified item.
2886 * No check done on cursed/damned.
2887 * Break this out of apply_special - this is just done
2888 * to keep the size of apply_special to a more managable size.
2889 */
2890 static int
2891 unapply_special (object *who, object *op, int aflags)
2892 {
2893 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2894 return RESULT_INT (0);
2895
2896 object *tmp2;
2897
2898 CLEAR_FLAG (op, FLAG_APPLIED);
2899 switch (op->type)
2900 {
2901 case WEAPON:
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2903
2904 (void) change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break;
2909
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL:
2912 if (op != who->chosen_skill)
2913 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2915 }
2916 if (who->type == PLAYER)
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible)
2921 {
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op);
2930 who->chosen_skill = NULL;
2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break;
2933
2934 case ARMOUR:
2935 case HELMET:
2936 case SHIELD:
2937 case RING:
2938 case BOOTS:
2939 case GLOVES:
2940 case AMULET:
2941 case GIRDLE:
2942 case BRACERS:
2943 case CLOAK:
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2945 (void) change_abil (who, op);
2946 break;
2947 case LAMP:
2948 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2949 tmp2 = arch_to_object (op->other_arch);
2950 tmp2->x = op->x;
2951 tmp2->y = op->y;
2952 tmp2->map = op->map;
2953 tmp2->below = op->below;
2954 tmp2->above = op->above;
2955 tmp2->stats.food = op->stats.food;
2956 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2958 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2959 if (who->type == PLAYER)
2960 esrv_del_item (who->contr, (tag_t) op->count);
2961 remove_ob (op);
2962 free_object (op);
2963 insert_ob_in_ob (tmp2, who);
2964 fix_player (who);
2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 {
2967 if (who->type == PLAYER)
2968 {
2969 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2971 }
2972 }
2973 if (who->type == PLAYER)
2974 esrv_send_item (who, tmp2);
2975 return 1; /* otherwise, an attempt to drop causes problems */
2976 break;
2977 case BOW:
2978 case WAND:
2979 case ROD:
2980 case HORN:
2981 clear_skill (who);
2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 if (who->type == PLAYER)
2984 {
2985 who->contr->shoottype = range_none;
2986 }
2987 else
2988 {
2989 if (op->type == BOW)
2990 CLEAR_FLAG (who, FLAG_READY_BOW);
2991 else
2992 CLEAR_FLAG (who, FLAG_READY_RANGE);
2993 }
2994 break;
2995
2996 case BUILDER:
2997 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2998 who->contr->shoottype = range_none;
2999 who->contr->ranges[range_builder] = NULL;
3000 break;
3001
3002 default:
3003 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3004 break;
3005 }
3006
3007 fix_player (who);
3008
3009 if (!(aflags & AP_NO_MERGE))
3010 {
3011 object *tmp;
3012
3013 tag_t del_tag = op->count;
3014
3015 tmp = merge_ob (op, NULL);
3016 if (who->type == PLAYER)
3017 {
3018 if (tmp)
3019 { /* it was merged */
3020 esrv_del_item (who->contr, del_tag);
3021 op = tmp;
3022 }
3023 esrv_send_item (who, op);
3024 }
3025 }
3026 return 0;
3027 }
3028
3029 /**
3030 * Returns the object that is using location 'loc'.
3031 * Note that 'start' is the first object to start examing - we
3032 * then go through the below of this. In this way, you can do
3033 * something like:
3034 * tmp = get_item_from_body_location(who->inv, 1);
3035 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3036 * to find the second object that may use this location, etc.
3037 * Returns NULL if no match is found.
3038 * loc is the index into the array we are looking for a match.
3039 * don't return invisible objects unless they are skill objects
3040 * invisible other objects that use
3041 * up body locations can be used as restrictions.
3042 */
3043 object *
3044 get_item_from_body_location (object *start, int loc)
3045 {
3046 object *tmp;
3047
3048 if (!start)
3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below)
3052 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3053 return tmp;
3054
3055 return NULL;
3056 }
3057
3058
3059
3060 /**
3061 * 'op' wants to apply an object, but can't because of other equipment.
3062 * This should only be called when it is known
3063 * that there are objects to unapply. This makes pretty heavy
3064 * use of get_item_from_body_location. It makes no intelligent choice
3065 * on objects - rather, the first that is matched is used.
3066 * Returns 0 on success, returns 1 if there is some problem.
3067 * if aflags is AP_PRINT, we instead print out waht to unapply
3068 * instead of doing it. This is a lot less code than having
3069 * another function that does just that.
3070 */
3071 int
3072 unapply_for_ob (object *who, object *op, int aflags)
3073 {
3074 int i;
3075 object *tmp = NULL, *last;
3076
3077 /* If we are applying a shield or weapon, unapply any equipped shield
3078 * or weapons first - only allowed to use one weapon/shield at a time.
3079 */
3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3082 for (tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3085 {
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3087 {
3088 if (aflags & AP_PRINT)
3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3090 else
3091 unapply_special (who, tmp, aflags);
3092 }
3093 else
3094 {
3095 /* In this case, we want to try and remove a cursed item.
3096 * While we know it won't work, we want unapply_special to
3097 * at least generate the message.
3098 */
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3100 return 1;
3101 }
3102
3103 }
3104 }
3105 }
3106
3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 {
3109 /* this used up a slot that we need to free */
3110 if (op->body_info[i])
3111 {
3112 last = who->inv;
3113
3114 /* We do a while loop - may need to remove several items in order
3115 * to free up enough slots.
3116 */
3117 while ((who->body_used[i] + op->body_info[i]) < 0)
3118 {
3119 tmp = get_item_from_body_location (last, i);
3120 if (!tmp)
3121 {
3122 #if 0
3123 /* Not a bug - we'll get this if the player has cursed items
3124 * equipped.
3125 */
3126 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3127 #endif
3128 return 1;
3129 }
3130 /* If we are just printing, we don't care about cursed status */
3131 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3132 {
3133 if (aflags & AP_PRINT)
3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3135 else
3136 unapply_special (who, tmp, aflags);
3137 }
3138 else
3139 {
3140 /* Cursed item that we can't unequip - tell the player.
3141 * Note this could be annoying if this is just one of a few,
3142 * so it may not be critical (eg, putting on a ring and you have
3143 * one cursed ring.)
3144 */
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3146 }
3147 last = tmp->below;
3148 }
3149 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3150 * return in the !tmp would have kicked in.
3151 */
3152 } /* if op is using this body location */
3153 } /* for body lcoations */
3154 return 0;
3155 }
3156
3157 /**
3158 * Checks to see if 'who' can apply object 'op'.
3159 * Returns 0 if apply can be done without anything special.
3160 * Otherwise returns a bitmask - potentially several of these may be
3161 * set, but largely depends on circumstance - in the future, processing
3162 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3163 * is set, do we really are what the other flags may be?)
3164 *
3165 * See include/define.h for detailed description of the meaning of
3166 * these return values.
3167 */
3168 int
3169 can_apply_object (object *who, object *op)
3170 {
3171 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3172 return RESULT_INT (0);
3173
3174 int i, retval = 0;
3175 object *tmp = NULL, *ws = NULL;
3176
3177 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3178 * 2 weapons, but we don't want to let them do that. So if they are
3179 * trying to equip a weapon or shield, see if they already have one
3180 * in place and store that way.
3181 */
3182 if (op->type == WEAPON || op->type == SHIELD)
3183 {
3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3185 {
3186 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3187 {
3188 retval = CAN_APPLY_UNAPPLY;
3189 ws = tmp;
3190 }
3191 }
3192 }
3193
3194
3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3197 if (op->body_info[i])
3198 {
3199 /* Item uses more slots than we have */
3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3202 /* Could return now for efficiently - rest of info below isn'
3203 * really needed.
3204 */
3205 retval |= CAN_APPLY_NEVER;
3206 }
3207 else if ((who->body_used[i] + op->body_info[i]) < 0)
3208 {
3209 /* in this case, equipping this would use more free spots than
3210 * we have.
3211 */
3212 object *tmp1;
3213
3214
3215 /* if we have an applied weapon/shield, and unapply it would free
3216 * enough slots to equip the new item, then just set this can
3217 * continue. We don't care about the logic below - if you have
3218 * shield equipped and try to equip another shield, there is only
3219 * one choice. However, the check for the number of body locations
3220 * does take into the account cases where what is being applied
3221 * may be two handed for example.
3222 */
3223 if (ws)
3224 {
3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3226 {
3227 retval |= CAN_APPLY_UNAPPLY;
3228 continue;
3229 }
3230 }
3231
3232 tmp1 = get_item_from_body_location (who->inv, i);
3233 if (!tmp1)
3234 {
3235 #if 0
3236 /* This is sort of an error, but happens a lot when old players
3237 * join in with more stuff equipped than they are now allowed.
3238 */
3239 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3240 #endif
3241 retval |= CAN_APPLY_NEVER;
3242 }
3243 else
3244 {
3245 /* need to unapply something. However, if this something
3246 * is different than we had found before, it means they need
3247 * to apply multiple objects
3248 */
3249 retval |= CAN_APPLY_UNAPPLY;
3250 if (!tmp)
3251 tmp = tmp1;
3252 else if (tmp != tmp1)
3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 }
3256 /* This object isn't using up all the slots, so there must
3257 * be another. If so, and it the new item doesn't need all
3258 * the slots, the player then has a choice.
3259 */
3260 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3261 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3262
3263 /* Does unequippint 'tmp1' free up enough slots for this to be
3264 * equipped? If not, there must be something else to unapply.
3265 */
3266 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3267 retval |= CAN_APPLY_UNAPPLY_MULT;
3268
3269 }
3270 } /* if not enough free slots */
3271 } /* if this object uses location i */
3272 } /* for i -> num_body_locations loop */
3273
3274 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3275 * really be controlled by use of body locations. We do have
3276 * the weapon/shield checks, and the range checks for monsters,
3277 * because you can't control those just by body location - bows, shields,
3278 * and weapons all use the same slot. Similar for horn/rod/wand - they
3279 * all use the same location.
3280 */
3281 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3282 retval |= CAN_APPLY_RESTRICTION;
3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3284 retval |= CAN_APPLY_RESTRICTION;
3285
3286
3287 if (who->type != PLAYER)
3288 {
3289 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3290 retval |= CAN_APPLY_RESTRICTION;
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION;
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION;
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION;
3297 }
3298 return retval;
3299 }
3300
3301
3302
3303 /**
3304 * who is the object using the object. It can be a monster.
3305 * op is the object they are using. op is an equipment type item,
3306 * eg, one which you put on and keep on for a while, and not something
3307 * like a potion or scroll.
3308 *
3309 * function returns 1 if the action could not be completed, 0 on
3310 * success. However, success is a matter of meaning - if the
3311 * user passes the 'apply' flag to an object already applied,
3312 * nothing is done, and 0 is returned.
3313 *
3314 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3315 * AP_UNAPPLY=always unapply).
3316 *
3317 * Optional flags:
3318 * AP_NO_MERGE: don't merge an unapplied object with other objects
3319 * AP_IGNORE_CURSE: unapply cursed items
3320 *
3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3322 *
3323 * apply_special() doesn't check for unpaid items.
3324 */
3325 int
3326 apply_special (object *who, object *op, int aflags)
3327 {
3328 int basic_flag = aflags & AP_BASIC_FLAGS;
3329 object *tmp, *tmp2, *skop = NULL;
3330 int i;
3331
3332 if (who == NULL)
3333 {
3334 LOG (llevError, "apply_special() from object without environment.\n");
3335 return 1;
3336 }
3337
3338 if (op->env != who)
3339 return 1; /* op is not in inventory */
3340
3341 /* trying to unequip op */
3342 if (QUERY_FLAG (op, FLAG_APPLIED))
3343 {
3344 /* always apply, so no reason to unapply */
3345 if (basic_flag == AP_APPLY)
3346 return 0;
3347
3348 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3349 {
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3351 return 1;
3352 }
3353 return unapply_special (who, op, aflags);
3354 }
3355
3356 if (basic_flag == AP_UNAPPLY)
3357 return 0;
3358
3359 i = can_apply_object (who, op);
3360
3361 /* Can't just apply this object. Lets see what not and what to do */
3362 if (i)
3363 {
3364 if (i & CAN_APPLY_NEVER)
3365 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3367 return 1;
3368 }
3369 else if (i & CAN_APPLY_RESTRICTION)
3370 {
3371 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3372 return 1;
3373 }
3374 if (who->type != PLAYER)
3375 {
3376 /* Some error, so don't try to equip something more */
3377 if (unapply_for_ob (who, op, aflags))
3378 return 1;
3379 }
3380 else
3381 {
3382 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3383 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3385 unapply_for_ob (who, op, AP_PRINT);
3386 return 1;
3387 }
3388 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3389 {
3390 i = unapply_for_ob (who, op, aflags);
3391 if (i)
3392 return 1;
3393 }
3394 }
3395 }
3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 {
3398 skop = find_skill_by_name (who, op->skill);
3399 if (!skop)
3400 {
3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3402 return 1;
3403 }
3404 else
3405 {
3406 /* While experience will be credited properly, we want to change the
3407 * skill so that the dam and wc get updated
3408 */
3409 change_skill (who, skop, 0);
3410 }
3411 }
3412
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3414 {
3415 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3416 return 1;
3417 }
3418
3419
3420 /* Ok. We are now at the state where we can apply the new object.
3421 * Note that we don't have the checks for can_use_...
3422 * below - that is already taken care of by can_apply_object.
3423 */
3424
3425
3426 if (op->nrof > 1)
3427 tmp = get_split_ob (op, op->nrof - 1);
3428 else
3429 tmp = NULL;
3430
3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3432 return RESULT_INT (0);
3433
3434 switch (op->type)
3435 {
3436 case WEAPON:
3437 if (!check_weapon_power (who, op->last_eat))
3438 {
3439 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3441 if (tmp != NULL)
3442 (void) insert_ob_in_ob (tmp, who);
3443 return 1;
3444 }
3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 {
3447 /* if the weapon does not have the name as the character, can't use it. */
3448 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3449 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3450 if (tmp != NULL)
3451 (void) insert_ob_in_ob (tmp, who);
3452 return 1;
3453 }
3454 SET_FLAG (op, FLAG_APPLIED);
3455
3456 if (skop)
3457 change_skill (who, skop, 1);
3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3459 SET_FLAG (who, FLAG_READY_WEAPON);
3460
3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3462
3463 (void) change_abil (who, op);
3464 break;
3465
3466 case ARMOUR:
3467 case HELMET:
3468 case SHIELD:
3469 case BOOTS:
3470 case GLOVES:
3471 case GIRDLE:
3472 case BRACERS:
3473 case CLOAK:
3474 case RING:
3475 case AMULET:
3476 SET_FLAG (op, FLAG_APPLIED);
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3478 (void) change_abil (who, op);
3479 break;
3480 case LAMP:
3481 if (op->stats.food < 1)
3482 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3484 return 1;
3485 }
3486 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3487 tmp2 = arch_to_object (op->other_arch);
3488 tmp2->stats.food = op->stats.food;
3489 SET_FLAG (tmp2, FLAG_APPLIED);
3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3491 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3492 insert_ob_in_ob (tmp2, who);
3493
3494 /* Remove the old lantern */
3495 if (who->type == PLAYER)
3496 esrv_del_item (who->contr, (tag_t) op->count);
3497 remove_ob (op);
3498 free_object (op);
3499
3500 /* insert the portion that was split off */
3501 if (tmp != NULL)
3502 {
3503 (void) insert_ob_in_ob (tmp, who);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 }
3507 fix_player (who);
3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3510 if (who->type == PLAYER)
3511 {
3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3514 }
3515 }
3516 if (who->type == PLAYER)
3517 esrv_send_item (who, tmp2);
3518 return 0;
3519 break;
3520
3521 /* this part is needed for skill-tools */
3522 case SKILL:
3523 case SKILL_TOOL:
3524 if (who->chosen_skill)
3525 {
3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3527 return 1;
3528 }
3529 if (who->type == PLAYER)
3530 {
3531 who->contr->shoottype = range_skill;
3532 who->contr->ranges[range_skill] = op;
3533 if (!op->invisible)
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3537 }
3538 else
3539 {
3540 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3541 }
3542 }
3543 SET_FLAG (op, FLAG_APPLIED);
3544 (void) change_abil (who, op);
3545 who->chosen_skill = op;
3546 SET_FLAG (who, FLAG_READY_SKILL);
3547 break;
3548
3549 case BOW:
3550 if (!check_weapon_power (who, op->last_eat))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3553 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3554 if (tmp != NULL)
3555 (void) insert_ob_in_ob (tmp, who);
3556 return 1;
3557 }
3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3559 {
3560 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3561 if (tmp != NULL)
3562 (void) insert_ob_in_ob (tmp, who);
3563 return 1;
3564 }
3565 /*FALLTHROUGH*/ case WAND:
3566 case ROD:
3567 case HORN:
3568 /* check for skill, alter player status */
3569 SET_FLAG (op, FLAG_APPLIED);
3570 if (skop)
3571 change_skill (who, skop, 0);
3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3573
3574 if (who->type == PLAYER)
3575 {
3576 if (op->type == BOW)
3577 {
3578 (void) change_abil (who, op);
3579 new_draw_info_format (NDI_UNIQUE, 0, who,
3580 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3581 who->contr->shoottype = range_bow;
3582 }
3583 else
3584 {
3585 who->contr->shoottype = range_misc;
3586 }
3587 }
3588 else
3589 {
3590 if (op->type == BOW)
3591 SET_FLAG (who, FLAG_READY_BOW);
3592 else
3593 SET_FLAG (who, FLAG_READY_RANGE);
3594 }
3595 break;
3596
3597 case BUILDER:
3598 if (who->contr->ranges[range_builder])
3599 unapply_special (who, who->contr->ranges[range_builder], 0);
3600 who->contr->shoottype = range_builder;
3601 who->contr->ranges[range_builder] = op;
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3603 break;
3604
3605 default:
3606 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3607 } /* end of switch op->type */
3608
3609 SET_FLAG (op, FLAG_APPLIED);
3610
3611 if (tmp != NULL)
3612 tmp = insert_ob_in_ob (tmp, who);
3613
3614 fix_player (who);
3615
3616 /* We exclude spell casting objects. The fire code will set the
3617 * been applied flag when they are used - until that point,
3618 * you don't know anything about them.
3619 */
3620 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3621 SET_FLAG (op, FLAG_BEEN_APPLIED);
3622
3623 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3624 {
3625 if (who->type == PLAYER)
3626 {
3627 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3628 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 }
3630 }
3631 if (who->type == PLAYER)
3632 {
3633 /* if multiple objects were applied, update both slots */
3634 if (tmp)
3635 esrv_send_item (who, tmp);
3636 esrv_send_item (who, op);
3637 }
3638 return 0;
3639 }
3640
3641
3642 int
3643 monster_apply_special (object *who, object *op, int aflags)
3644 {
3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3646 return 1;
3647 return apply_special (who, op, aflags);
3648 }
3649
3650 /**
3651 * Map was just loaded, handle op's initialisation.
3652 *
3653 * Generates shop floor's item, and treasures.
3654 */
3655 int
3656 auto_apply (object *op)
3657 {
3658 object *tmp = NULL, *tmp2;
3659 int i;
3660
3661 switch (op->type)
3662 {
3663 case SHOP_FLOOR:
3664 if (!HAS_RANDOM_ITEMS (op))
3665 return 0;
3666 do
3667 {
3668 i = 10; /* let's give it 10 tries */
3669 while ((tmp = generate_treasure (op->randomitems,
3670 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3671 if (tmp == NULL)
3672 return 0;
3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3674 {
3675 free_object (tmp);
3676 tmp = NULL;
3677 }
3678 }
3679 while (!tmp);
3680 tmp->x = op->x;
3681 tmp->y = op->y;
3682 SET_FLAG (tmp, FLAG_UNPAID);
3683 insert_ob_in_map (tmp, op->map, NULL, 0);
3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3685 identify (tmp);
3686 break;
3687
3688 case TREASURE:
3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3690 return 0;
3691 while ((op->stats.hp--) > 0)
3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3693 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3694
3695 /* If we generated an object and put it in this object inventory,
3696 * move it to the parent object as the current object is about
3697 * to disappear. An example of this item is the random_* stuff
3698 * that is put inside other objects.
3699 */
3700 for (tmp = op->inv; tmp; tmp = tmp2)
3701 {
3702 tmp2 = tmp->below;
3703 remove_ob (tmp);
3704 if (op->env)
3705 insert_ob_in_ob (tmp, op->env);
3706 else
3707 free_object (tmp);
3708 }
3709 remove_ob (op);
3710 free_object (op);
3711 break;
3712 }
3713 return tmp ? 1 : 0;
3714 }
3715
3716 /**
3717 * fix_auto_apply goes through the entire map (only the first time
3718 * when an original map is loaded) and performs special actions for
3719 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate.
3721 */
3722 void
3723 fix_auto_apply (mapstruct *m)
3724 {
3725 object *tmp, *above = NULL;
3726 int x, y;
3727
3728 if (m == NULL)
3729 return;
3730
3731 for (x = 0; x < MAP_WIDTH (m); x++)
3732 for (y = 0; y < MAP_HEIGHT (m); y++)
3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3734 {
3735 above = tmp->above;
3736
3737 if (tmp->inv)
3738 {
3739 object *invtmp, *invnext;
3740
3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3742 {
3743 invnext = invtmp->below;
3744
3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3746 auto_apply (invtmp);
3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3748 {
3749 while ((invtmp->stats.hp--) > 0)
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751
3752 invtmp->randomitems = NULL;
3753 }
3754 else if (invtmp && invtmp->arch
3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3756 {
3757 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3758 /* Need to clear this so that we never try to create
3759 * treasure again for this object
3760 */
3761 invtmp->randomitems = NULL;
3762 }
3763 }
3764 /* This is really temporary - the code at the bottom will
3765 * also set randomitems to null. The problem is there are bunches
3766 * of maps/players already out there with items that have spells
3767 * which haven't had the randomitems set to null yet.
3768 * MSW 2004-05-13
3769 *
3770 * And if it's a spellbook, it's better to set randomitems to NULL too,
3771 * else you get two spells in the book ^_-
3772 * Ryo 2004-08-16
3773 */
3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3775 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3776 tmp->randomitems = NULL;
3777
3778 }
3779
3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3781 auto_apply (tmp);
3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3784 while ((tmp->stats.hp--) > 0)
3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3786 tmp->randomitems = NULL;
3787 }
3788 else if (tmp->type == TIMED_GATE)
3789 {
3790 object *head = tmp->head != NULL ? tmp->head : tmp;
3791
3792 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3793 {
3794 tmp->speed = 0;
3795 update_ob_speed (tmp);
3796 }
3797 }
3798 /* This function can be called everytime a map is loaded, even when
3799 * swapping back in. As such, we don't want to create the treasure
3800 * over and ove again, so after we generate the treasure, blank out
3801 * randomitems so if it is swapped in again, it won't make anything.
3802 * This is a problem for the above objects, because they have counters
3803 * which say how many times to make the treasure.
3804 */
3805 else if (tmp && tmp->arch && tmp->type != PLAYER
3806 && tmp->type != TREASURE && tmp->type != SPELL
3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3808 {
3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3810 tmp->randomitems = NULL;
3811 }
3812 }
3813
3814 for (x = 0; x < MAP_WIDTH (m); x++)
3815 for (y = 0; y < MAP_HEIGHT (m); y++)
3816 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3818 check_trigger (tmp, tmp->above);
3819 }
3820
3821 /**
3822 * Handles player eating food that temporarily changes status (resistances, stats).
3823 * This used to call cast_change_attr(), but
3824 * that doesn't work with the new spell code. Since we know what
3825 * the food changes, just grab a force and use that instead.
3826 */
3827
3828 void
3829 eat_special_food (object *who, object *food)
3830 {
3831 object *force;
3832 int i, did_one = 0;
3833 sint8 k;
3834
3835 force = get_archetype (FORCE_NAME);
3836
3837 for (i = 0; i < NUM_STATS; i++)
3838 {
3839 k = get_attr_value (&food->stats, i);
3840 if (k)
3841 {
3842 set_attr_value (&force->stats, i, k);
3843 did_one = 1;
3844 }
3845 }
3846
3847 /* check if we can protect the eater */
3848 for (i = 0; i < NROFATTACKS; i++)
3849 {
3850 if (food->resist[i] > 0)
3851 {
3852 force->resist[i] = food->resist[i] / 2;
3853 did_one = 1;
3854 }
3855 }
3856 if (did_one)
3857 {
3858 force->speed = 0.1;
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */
3861 force->stats.food = food->stats.food / 5;
3862 SET_FLAG (force, FLAG_IS_USED_UP);
3863 SET_FLAG (force, FLAG_APPLIED);
3864 change_abil (who, force);
3865 insert_ob_in_ob (force, who);
3866 }
3867 else
3868 {
3869 free_object (force);
3870 }
3871
3872 /* check for hp, sp change */
3873 if (food->stats.hp != 0)
3874 {
3875 if (QUERY_FLAG (food, FLAG_CURSED))
3876 {
3877 strcpy (who->contr->killer, food->name);
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3880 }
3881 else
3882 {
3883 if (food->stats.hp > 0)
3884 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3885 else
3886 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3887 who->stats.hp += food->stats.hp;
3888 }
3889 }
3890 if (food->stats.sp != 0)
3891 {
3892 if (QUERY_FLAG (food, FLAG_CURSED))
3893 {
3894 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3895 who->stats.sp -= food->stats.sp;
3896 if (who->stats.sp < 0)
3897 who->stats.sp = 0;
3898 }
3899 else
3900 {
3901 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3902 who->stats.sp += food->stats.sp;
3903 /* place limit on max sp from food? */
3904 }
3905 }
3906 fix_player (who);
3907 }
3908
3909
3910 /**
3911 * Designed primarily to light torches/lanterns/etc.
3912 * Also burns up burnable material too. First object in the inventory is
3913 * the selected object to "burn". -b.t.
3914 */
3915
3916 void
3917 apply_lighter (object *who, object *lighter)
3918 {
3919 object *item;
3920 int is_player_env = 0;
3921 uint32 nrof;
3922 tag_t count;
3923 char item_name[MAX_BUF];
3924
3925 item = find_marked_object (who);
3926 if (item)
3927 {
3928 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */
3930 /* Split multiple lighters if they're being used up. Otherwise *
3931 * one charge from each would be used up. --DAMN */
3932 if (lighter->nrof > 1)
3933 {
3934 object *oneLighter = get_object ();
3935
3936 copy_object (lighter, oneLighter);
3937 lighter->nrof -= 1;
3938 oneLighter->nrof = 1;
3939 oneLighter->stats.food--;
3940 esrv_send_item (who, lighter);
3941 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 esrv_send_item (who, oneLighter);
3943 }
3944 else
3945 {
3946 lighter->stats.food--;
3947 }
3948
3949 }
3950 else if (lighter->last_eat)
3951 { /* no charges left in lighter */
3952 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3953 return;
3954 }
3955 /* Perhaps we should split what we are trying to light on fire?
3956 * I can't see many times when you would want to light multiple
3957 * objects at once.
3958 */
3959 nrof = item->nrof;
3960 count = item->count;
3961 /* If the item is destroyed, we don't have a valid pointer to the
3962 * name object, so make a copy so the message we print out makes
3963 * some sense.
3964 */
3965 strcpy (item_name, item->name);
3966 if (who == is_player_inv (item))
3967 is_player_env = 1;
3968
3969 save_throw_object (item, AT_FIRE, who);
3970 /* Change to check count and not freed, since the object pointer
3971 * may have gotten recycled
3972 */
3973 if ((nrof != item->nrof) || (count != item->count))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3976 /* Need to update the player so that the players glow radius
3977 * gets changed.
3978 */
3979 if (is_player_env)
3980 fix_player (who);
3981 }
3982 else
3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3985 }
3986
3987 }
3988 else /* nothing to light */
3989 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3990
3991 }
3992
3993 /**
3994 * op made some mistake with a scroll, this takes care of punishment.
3995 * scroll_failure()- hacked directly from spell_failure
3996 */
3997 void
3998 scroll_failure (object *op, int failure, int power)
3999 {
4000 if (abs (failure / 4) > power)
4001 power = abs (failure / 4); /* set minimum effect */
4002
4003 if (failure <= -1 && failure > -15)
4004 { /* wonder */
4005 object *tmp;
4006
4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4008 tmp = get_archetype (SPELL_WONDER);
4009 cast_wonder (op, op, 0, tmp);
4010 free_object (tmp);
4011 }
4012 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */
4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4016 if (op->stats.sp < 0)
4017 op->stats.sp = 0;
4018 }
4019 else if (settings.spell_failure_effects == TRUE)
4020 {
4021 if (failure <= -35 && failure > -60)
4022 { /* confusion */
4023 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4024 confuse_player (op, op, power);
4025 }
4026 else if (failure <= -60 && failure > -70)
4027 { /* paralysis */
4028 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4029 paralyze_player (op, op, power);
4030 }
4031 else if (failure <= -70 && failure > -80)
4032 { /* blind */
4033 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4034 blind_player (op, op, power);
4035 }
4036 else if (failure <= -80)
4037 { /* blast the immediate area */
4038 object *tmp;
4039
4040 tmp = get_archetype (LOOSE_MANA);
4041 cast_magic_storm (op, tmp, power);
4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4043 free_object (tmp);
4044 }
4045 }
4046 }
4047
4048 void
4049 apply_changes_to_player (object *pl, object *change)
4050 {
4051 int excess_stat = 0; /* if the stat goes over the maximum
4052 for the race, put the excess stat some
4053 where else. */
4054
4055 switch (change->type)
4056 {
4057 case CLASS:
4058 {
4059 living *stats = &(pl->contr->orig_stats);
4060 living *ns = &(change->stats);
4061 object *walk;
4062 int flag_change_face = 1;
4063
4064 /* the following code assigns stats up to the stat max
4065 * for the race, and if the stat max is exceeded,
4066 * tries to randomly reassign the excess stat
4067 */
4068 int i, j;
4069
4070 for (i = 0; i < NUM_STATS; i++)
4071 {
4072 sint8 stat = get_attr_value (stats, i);
4073 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4074
4075 stat += get_attr_value (ns, i);
4076 if (stat > 20 + race_bonus)
4077 {
4078 excess_stat++;
4079 stat = 20 + race_bonus;
4080 }
4081 set_attr_value (stats, i, stat);
4082 }
4083
4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6);
4087 int stat = get_attr_value (stats, i);
4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4089
4090 if (i == CHA)
4091 continue; /* exclude cha from this */
4092 if (stat < 20 + race_bonus)
4093 {
4094 change_attr_value (stats, i, 1);
4095 excess_stat--;
4096 }
4097 }
4098
4099 /* insert the randomitems from the change's treasurelist into
4100 * the player ref: player.c
4101 */
4102 if (change->randomitems != NULL)
4103 give_initial_items (pl, change->randomitems);
4104
4105
4106 /* set up the face, for some races. */
4107
4108 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class.
4110 */
4111 for (walk = pl->inv; walk != NULL; walk = walk->below)
4112 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4113 flag_change_face = 0;
4114
4115 if (flag_change_face)
4116 {
4117 pl->animation_id = GET_ANIM_ID (change);
4118 pl->face = change->face;
4119
4120 if (QUERY_FLAG (change, FLAG_ANIMATE))
4121 SET_FLAG (pl, FLAG_ANIMATE);
4122 else
4123 CLEAR_FLAG (pl, FLAG_ANIMATE);
4124 }
4125
4126 /* check the special case of can't use weapons */
4127 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4128 if (!strcmp (change->name, "monk"))
4129 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4130
4131 break;
4132 }
4133 }
4134 }
4135
4136 /**
4137 * This handles items of type 'transformer'.
4138 * Basically those items, used with a marked item, transform both items into something
4139 * else.
4140 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4141 * Change information is contained in the 'slaying' field of the marked item.
4142 * The format is as follow: transformer:[number ]yield[;transformer:...].
4143 * This way an item can be transformed in many things, and/or many objects.
4144 * The 'slaying' field for transformer is used as verb for the action.
4145 */
4146 void
4147 apply_item_transformer (object *pl, object *transformer)
4148 {
4149 object *marked;
4150 object *new_item;
4151 char *find;
4152 char *separator;
4153 int yield;
4154 char got[MAX_BUF];
4155 int len;
4156
4157 if (!pl || !transformer)
4158 return;
4159 marked = find_marked_object (pl);
4160 if (!marked)
4161 {
4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4163 return;
4164 }
4165 if (!marked->slaying)
4166 {
4167 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4168 return;
4169 }
4170 /* check whether they are compatible or not */
4171 find = strstr (marked->slaying, transformer->arch->name);
4172 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4173 {
4174 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4175 return;
4176 }
4177 find += strlen (transformer->arch->name) + 1;
4178 /* Item can be used, now find how many and what it yields */
4179 if (isdigit (*(find)))
4180 {
4181 yield = atoi (find);
4182 if (yield < 1)
4183 {
4184 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4185 yield = 1;
4186 }
4187 }
4188 else
4189 yield = 1;
4190
4191 while (isdigit (*find))
4192 find++;
4193 while (*find == ' ')
4194 find++;
4195 memset (got, 0, MAX_BUF);
4196 if ((separator = strchr (find, ';')) != NULL)
4197 {
4198 len = separator - find;
4199 }
4200 else
4201 {
4202 len = strlen (find);
4203 }
4204 if (len > MAX_BUF - 1)
4205 len = MAX_BUF - 1;
4206 strcpy (got, find);
4207 got[len] = '\0';
4208
4209 /* Now create new item, remove used ones when required. */
4210 new_item = get_archetype (got);
4211 if (!new_item)
4212 {
4213 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4214 return;
4215 }
4216 new_item->nrof = yield;
4217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4218 insert_ob_in_ob (new_item, pl);
4219 esrv_send_inventory (pl, pl);
4220 /* Eat up one item */
4221 decrease_ob_nr (marked, 1);
4222 /* Eat one transformer if needed */
4223 if (transformer->stats.food)
4224 if (--transformer->stats.food == 0)
4225 decrease_ob_nr (transformer, 1);
4226 }