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/cvs/deliantra/server/server/apply.C
Revision: 1.4
Committed: Tue Aug 15 16:19:55 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +172 -173 lines
Log Message:
added safe map and some checks over the code to make the maps really safe!

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.3 2006-08-15 15:00:20 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49 int transport_can_hold(const object *transport, const object *op, int nrof)
50 {
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55 }
56
57
58 /*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64 int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190 }
191
192
193
194 /**
195 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue.
197 */
198 int should_director_abort(object *op, object *victim)
199 {
200 int arch_flag, name_flag, race_flag;
201 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples:
206 * subtype 1: only arch
207 * subtype 3: arch or name
208 * subtype 5: arch or race
209 * subtype 7: all three
210 */
211 if (op->subtype)
212 {
213 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4);
216 } else {
217 arch_flag = 1;
218 name_flag = 1;
219 race_flag = 1;
220 }
221 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches.
223 */
224 if ( (op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
228 return 1;
229 }
230 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match.
232 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
237 return 1;
238 }
239 return 0;
240 }
241
242 /**
243 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not.
246 */
247 static int apply_id_altar (object *money, object *altar, object *pl)
248 {
249 object *id, *marked;
250 int success=0;
251
252 if (pl == NULL || pl->type != PLAYER)
253 return 0;
254
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be.
257 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0;
260
261 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory.
264 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
266 && need_identify (marked))
267 {
268 if (operate_altar (altar, &money)) {
269 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl,
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
275 }
276 return money == NULL;
277 }
278 }
279
280 for (id=pl->inv; id; id=id->below) {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
282 need_identify(id)) {
283 if (operate_altar(altar,&money)) {
284 identify(id);
285 new_draw_info_format(NDI_UNIQUE, 0, pl,
286 "You have %s.", long_desc(id, pl));
287 if (id->msg) {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
290 }
291 success=1;
292 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money))
294 break;
295 }
296 else {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break;
299 }
300 }
301 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
303 return money == NULL;
304 }
305
306 /**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item.
309 **/
310 static void handle_apply_yield(object* tmp)
311 {
312 const char* yield;
313
314 yield = get_ob_key_value(tmp,"on_use_yield");
315 if (yield != NULL)
316 {
317 object* drop = get_archetype(yield);
318 if (tmp->env)
319 {
320 drop = insert_ob_in_ob(drop,tmp->env);
321 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop);
323 }
324 else
325 {
326 drop->x = tmp->x;
327 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329 }
330 }
331 }
332
333 /**
334 * Handles applying a potion.
335 */
336 int apply_potion (object * op, object * tmp)
337 {
338 int got_one = 0, i;
339 object *force = 0, *floor = 0;
340
341 floor = get_map_ob (op->map, op->x, op->y);
342
343 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP)
344 {
345 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "Gods prevent you from using this here, it's sacred ground!"
348 );
349 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0;
351 }
352
353 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp);
357 }
358
359 handle_apply_yield (tmp);
360
361 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
363 {
364 object *depl;
365 archetype *at;
366
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 {
369 drain_stat (op);
370 fix_player (op);
371 decrease_ob (tmp);
372 return 1;
373 }
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
375 {
376 LOG (llevError, "Could not find archetype depletion\n");
377 return 0;
378 }
379 depl = present_arch_in_ob (at, op);
380 if (depl != NULL)
381 {
382 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i))
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
386 }
387 remove_ob (depl);
388 free_object (depl);
389 fix_player (op);
390 }
391 else
392 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
393
394 decrease_ob (tmp);
395 return 1;
396 }
397
398 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
400 {
401
402 for (i = 1; i < MIN (11, op->level); i++)
403 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 {
406 if (op->contr->levhp[i] != 1)
407 {
408 op->contr->levhp[i] = 1;
409 break;
410 }
411 if (op->contr->levsp[i] != 1)
412 {
413 op->contr->levsp[i] = 1;
414 break;
415 }
416 if (op->contr->levgrace[i] != 1)
417 {
418 op->contr->levgrace[i] = 1;
419 break;
420 }
421 }
422 else
423 {
424 if (op->contr->levhp[i] < 9)
425 {
426 op->contr->levhp[i] = 9;
427 break;
428 }
429 if (op->contr->levsp[i] < 6)
430 {
431 op->contr->levsp[i] = 6;
432 break;
433 }
434 if (op->contr->levgrace[i] < 3)
435 {
436 op->contr->levgrace[i] = 3;
437 break;
438 }
439 }
440 }
441 /* Just makes checking easier */
442 if (i < MIN (11, op->level))
443 got_one = 1;
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 {
446 if (got_one)
447 {
448 fix_player (op);
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The Gods smile upon you and remake you");
451 new_draw_info (NDI_UNIQUE, 0, op,
452 "a little more in their image.");
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect.");
455 }
456 else
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The potion had no effect - you are already perfect");
459 }
460 else
461 { /* cursed potion */
462 if (got_one)
463 {
464 fix_player (op);
465 new_draw_info (NDI_UNIQUE, 0, op,
466 "The Gods are angry and punish you.");
467 }
468 else
469 new_draw_info (NDI_UNIQUE, 0, op,
470 "You are fortunate that you are so pathetic.");
471 }
472 decrease_ob (tmp);
473 return 1;
474 }
475
476
477 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
478 * and heroism all fit into this category. Given the spell object code,
479 * there is no limit to the number of spells that potions can be cast,
480 * but direction is problematic to try and imbue fireball potions for example.
481 */
482 if (tmp->inv)
483 {
484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 {
486 object *fball;
487
488 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
489 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x;
496 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0);
498 }
499 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501
502 decrease_ob (tmp);
503 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op);
506 return 1;
507 }
508
509 /* Deal with protection potions */
510 force = NULL;
511 for (i = 0; i < NROFATTACKS; i++)
512 {
513 if (tmp->resist[i])
514 {
515 if (!force)
516 force = get_archetype (FORCE_NAME);
517 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518 force->type = POTION_EFFECT;
519 break; /* Only need to find one protection since we copy entire batch */
520 }
521 }
522 /* This is a protection potion */
523 if (force)
524 {
525 /* cursed items last longer */
526 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
527 {
528 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 }
533 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force);
538 decrease_ob (tmp);
539 return 1;
540 }
541
542 /* Only thing left are the stat potions */
543 if (op->type == PLAYER)
544 { /* only for players */
545 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else
549 SET_FLAG (tmp, FLAG_APPLIED);
550 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
552 }
553
554 /* CLEAR_FLAG is so that if the character has other potions
555 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears
557 * up all the stats.
558 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op);
561 decrease_ob (tmp);
562 return 1;
563 }
564
565 /****************************************************************************
566 * Weapon improvement code follows
567 ****************************************************************************/
568
569 /**
570 * This returns the sum of nrof of item (arch name).
571 */
572 static int check_item(object *op, const char *item)
573 {
574 int count=0;
575
576
577 if (item==NULL) return 0;
578 op=op->below;
579 while(op!=NULL) {
580 if (strcmp(op->arch->name,item)==0){
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
583 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
585 count++;
586 else
587 count += op->nrof;
588 }
589 }
590 op=op->below;
591 }
592 return count;
593 }
594
595 /**
596 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only
598 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects.
600 */
601 static void eat_item(object *op,const char *item, uint32 nrof)
602 {
603 object *prev;
604
605 prev = op;
606 op=op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 }
622 }
623
624 /**
625 * This checks to see of the player (who) is sufficient level to use a weapon
626 * with improvs improvements (typically last_eat). We take an int here
627 * instead of the object so that the improvement code can pass along the
628 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon.
630 */
631 static int check_weapon_power(const object *who, int improvs)
632 {
633 /* Old code is below (commented out). Basically, since weapons are the only
634 * object players really have any control to improve, it's a bit harsh to
635 * require high level in some combat skill, so we just use overall level.
636 */
637 #if 1
638 if (((who->level/5)+5) >= improvs) return 1;
639 else return 0;
640
641 #else
642 int level=0;
643
644 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons.
647 * I changed this to 1 improvement per "fighter" level/5 -b.t.
648 * Note: Nothing should break by allowing this ratio to be different or
649 * using normal level - it is just a matter of play balance.
650 */
651 if(who->type==PLAYER) {
652 object *wc_obj=NULL;
653
654 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
655 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
656 level = wc_obj->level;
657
658 if (!level ) {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
660 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665
666 return (improvs <= ((level/5)+5));
667 #endif
668 }
669
670 /**
671 * Returns how many items of type improver->slaying there are under op.
672 * Will display a message if none found, and 1 if improver->slaying is NULL.
673 */
674 static int check_sacrifice(object *op, const object *improver)
675 {
676 int count=0;
677
678 if (improver->slaying!=NULL) {
679 count = check_item(op,improver->slaying);
680 if (count<1) {
681 char buf[200];
682 sprintf(buf,"The gods want more %ss",improver->slaying);
683 new_draw_info(NDI_UNIQUE,0,op,buf);
684 return 0;
685 }
686 }
687 else
688 count=1;
689
690 return count;
691 }
692
693 /**
694 * Actually improves the weapon, and tells user.
695 */
696 int improve_weapon_stat(object *op,object *improver,object *weapon,
697 signed char *stat,int sacrifice_count,const char *statname)
698 {
699
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701 *stat += sacrifice_count;
702 weapon->last_eat++;
703 new_draw_info_format(NDI_UNIQUE,0,op,
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver);
706
707 /* So it updates the players stats and the window */
708 fix_player(op);
709 return 1;
710 }
711
712 /* Types of improvements, hidden in the sp field. */
713 #define IMPROVE_PREPARE 1
714 #define IMPROVE_DAMAGE 2
715 #define IMPROVE_WEIGHT 3
716 #define IMPROVE_ENCHANT 4
717 #define IMPROVE_STR 5
718 #define IMPROVE_DEX 6
719 #define IMPROVE_CON 7
720 #define IMPROVE_WIS 8
721 #define IMPROVE_CHA 9
722 #define IMPROVE_INT 10
723 #define IMPROVE_POW 11
724
725
726 /**
727 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on.
729 */
730
731 int prepare_weapon(object *op, object *improver, object *weapon)
732 {
733 int sacrifice_count,i;
734 char buf[MAX_BUF];
735
736 if (weapon->level!=0) {
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
738 return 0;
739 }
740 for (i=0; i<NROFATTACKS; i++)
741 if (weapon->resist[i]) break;
742
743 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections.
745 */
746 if (i<NROFATTACKS ||
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */
751 {
752 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
753 return 0;
754 }
755 sacrifice_count=check_sacrifice(op,improver);
756 if (sacrifice_count<=0)
757 return 0;
758 weapon->level=isqrt(sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count);
761
762 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
763 weapon->name,weapon->level);
764
765 sprintf(buf,"%s's %s",op->name,weapon->name);
766 FREE_AND_COPY(weapon->name, buf);
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same
769 slot at once! */
770 decrease_ob(improver);
771 weapon->last_eat=0;
772 return 1;
773 }
774
775
776 /**
777 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
778 * This is the new improve weapon code.
779 * Returns 0 if it was not able to work for some reason.
780 *
781 * Checks if weapon was prepared, if enough potions on the floor, ...
782 *
783 * We are hiding extra information about the weapon in the level and
784 * last_eat numbers for an object. Hopefully this won't break anything ??
785 * level == max improve last_eat == current improve
786 */
787 int improve_weapon(object *op,object *improver,object *weapon)
788 {
789 int sacrifice_count, sacrifice_needed=0;
790
791 if(improver->stats.sp==IMPROVE_PREPARE) {
792 return prepare_weapon(op, improver, weapon);
793 }
794 if (weapon->level==0) {
795 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
796 return 0;
797 }
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
799 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
800 return 0;
801 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
803 !check_weapon_power(op, weapon->last_eat+1)) {
804 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
805 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
806 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
807 return 0;
808 }
809 /* This just increases damage by 5 points, no matter what. No sacrifice
810 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
811 * don't put any maximum value on damage - the limit is how much the
812 * weapon can be improved.
813 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) {
815 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */
817 new_draw_info_format(NDI_UNIQUE, 0, op,
818 "Damage has been increased by 5 to %d", weapon->stats.dam);
819 weapon->last_eat++;
820
821 weapon->item_power++;
822 decrease_ob(improver);
823 return 1;
824 }
825 if (improver->stats.sp == IMPROVE_WEIGHT) {
826 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10;
828 if (weapon->weight < 1) weapon->weight = 1;
829 new_draw_info_format(NDI_UNIQUE, 0, op,
830 "Weapon weight reduced to %6.1f kg",
831 (float)weapon->weight/1000.0);
832 weapon->last_eat++;
833 weapon->item_power++;
834 decrease_ob(improver);
835 return 1;
836 }
837 if (improver->stats.sp == IMPROVE_ENCHANT) {
838 weapon->magic++;
839 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op
841 ,"Weapon magic increased to %d",weapon->magic);
842 decrease_ob(improver);
843 weapon->item_power++;
844 return 1;
845 }
846
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
849 weapon->stats.Wis;
850
851 if (sacrifice_needed<1)
852 sacrifice_needed =1;
853 sacrifice_needed *=2;
854
855 sacrifice_count = check_sacrifice(op,improver);
856 if (sacrifice_count < sacrifice_needed) {
857 new_draw_info_format(NDI_UNIQUE, 0, op,
858 "You need at least %d %s", sacrifice_needed, improver->slaying);
859 return 0;
860 }
861 eat_item(op,improver->slaying, sacrifice_needed);
862 weapon->item_power++;
863
864 switch (improver->stats.sp) {
865 case IMPROVE_STR:
866 return improve_weapon_stat(op,improver,weapon,
867 (signed char *) &(weapon->stats.Str),
868 1, "strength");
869 case IMPROVE_DEX:
870 return improve_weapon_stat(op,improver,weapon,
871 (signed char *) &(weapon->stats.Dex),
872 1, "dexterity");
873 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon,
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon,
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon,
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon,
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon,
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
895 }
896 LOG(llevError,"improve_weapon: Got to end of function\n");
897 return 0;
898 }
899
900 /**
901 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * Checks a few things (not on a non-magic square, marked weapon, ...),
903 * then calls improve_weapon to do the dirty work.
904 */
905 int check_improve_weapon (object *op, object *tmp)
906 {
907 object *otmp;
908
909 if(op->type!=PLAYER)
910 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 }
915 otmp=find_marked_object(op);
916 if(!otmp) {
917 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
918 return 0;
919 }
920 if (otmp->type != WEAPON && otmp->type != BOW) {
921 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
922 return 0;
923 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
925 improve_weapon(op,tmp,otmp);
926 esrv_send_item(op, otmp);
927 return 1;
928 }
929
930 /**
931 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to
933 * +5 no matter what level, but they are limited by item
934 * power.
935 * Try to use same improvement code as in the common/treasure.c
936 * file, so that if you make a +2 full helm, it will be just
937 * the same as one you find in a shop.
938 *
939 * deprecated comment:
940 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
941 * only 'enchantment' of armour is possible - improving
942 * the stats of a player w/ armour as well as a weapon
943 * will probably horribly unbalance the game. Magic enchanting
944 * depends on the level of the character - ie the plus
945 * value (magic) of the armour can never be increased beyond
946 * the level of the character / 10 -- rounding upish, nor may
947 * the armour value of the piece of equipment exceed either
948 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now.
951 */
952 int improve_armour(object *op, object *improver, object *armour)
953 {
954 object *tmp;
955
956 if (armour->magic >= settings.armor_max_enchant) {
957 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958 return 0;
959 }
960 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
961 * etc), so take the easy way out and don't worry about it.
962 * Note - maybe add scrolls which make the random artifact versions (eg, armour
963 * of gnarg and what not?)
964 */
965 if (armour->title) {
966 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967 return 0;
968 }
969
970 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge.
972 */
973 if(armour->nrof > 1)
974 tmp = get_split_ob(armour,armour->nrof - 1);
975 else
976 tmp = NULL;
977
978 armour->magic++;
979
980 if ( !settings.armor_speed_linear )
981 {
982 int base = 100;
983 int pow = 0;
984 while ( pow < armour->magic )
985 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100;
987 pow++;
988 }
989
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
991 }
992 else
993 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
994
995 if ( !settings.armor_weight_linear )
996 {
997 int base = 100;
998 int pow = 0;
999 while ( pow < armour->magic )
1000 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100;
1002 pow++;
1003 }
1004
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100;
1006 }
1007 else
1008 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1009
1010 if ( armour->weight <= 0 )
1011 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1013 armour->weight = 1;
1014 }
1015
1016 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1017
1018 if (op->type == PLAYER) {
1019 esrv_send_item(op, armour);
1020 if(QUERY_FLAG(armour, FLAG_APPLIED))
1021 fix_player(op);
1022 }
1023 decrease_ob(improver);
1024 if (tmp) {
1025 insert_ob_in_ob(tmp, op);
1026 esrv_send_item(op, tmp);
1027 }
1028 return 1;
1029 }
1030
1031
1032 /*
1033 * convert_item() returns 1 if anything was converted, 0 if the item was not
1034 * what the converter wants, -1 if the converter is broken.
1035 */
1036 #define CONV_FROM(xyz) xyz->slaying
1037 #define CONV_TO(xyz) xyz->other_arch
1038 #define CONV_NR(xyz) xyz->stats.sp
1039 #define CONV_NEED(xyz) xyz->stats.food
1040
1041 /* Takes one items and makes another.
1042 * converter is the object that is doing the conversion.
1043 * item is the object that triggered the converter - if it is not
1044 * what the converter wants, this will not do anything.
1045 */
1046 int convert_item(object *item, object *converter) {
1047 int nr=0;
1048 object *tmp;
1049 int is_in_shop;
1050 uint32 price_in;
1051
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* We make some assumptions - we assume if it takes money as it type,
1061 * it wants some amount. We don't make change (ie, if something costs
1062 * 3 gp and player drops a platinum, tough luck)
1063 */
1064 if (!strcmp(CONV_FROM(converter),"money")) {
1065 int cost;
1066
1067 if(item->type!=MONEY)
1068 return 0;
1069
1070 nr=(item->nrof*item->value)/CONV_NEED(converter);
1071 if (!nr) return 0;
1072 cost=nr*CONV_NEED(converter)/item->value;
1073 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++;
1075 decrease_ob_nr(item, cost);
1076
1077 price_in = cost*item->value;
1078 }
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1082 return 0;
1083
1084 if(CONV_NEED(converter)) {
1085 nr=item->nrof/CONV_NEED(converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter));
1087 price_in = nr*CONV_NEED(converter)*item->value;
1088 } else {
1089 price_in = item->value;
1090 remove_ob(item);
1091 free_object(item);
1092 }
1093 }
1094
1095 if (converter->inv != NULL) {
1096 object *ob;
1097 int i;
1098 object *ob_to_copy;
1099
1100 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv;
1102 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1103 if (rndm(0, i) == 0) {
1104 ob_to_copy = ob;
1105 }
1106 }
1107 item = object_create_clone(ob_to_copy);
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) {
1112 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1113 return -1;
1114 }
1115
1116 item = object_create_arch(converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1118 }
1119
1120 if(CONV_NR(converter))
1121 item->nrof=CONV_NR(converter);
1122 if(nr)
1123 item->nrof*=nr;
1124 if(is_in_shop)
1125 SET_FLAG(item,FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) {
1127 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1128 converter->name, converter->map->path, converter->x, converter->y, price_in,
1129 item->nrof*item->value, item->name);
1130 /**
1131 * elmex: we are going to let the game continue, as the mapcreator
1132 * propably had something in mind when doing this
1133 */
1134 }
1135 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1136 return 1;
1137 }
1138
1139 /**
1140 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se).
1142 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1143 * added the alchemical cauldron to the code -b.t.
1144 */
1145
1146 int apply_container (object *op, object *sack)
1147 {
1148 char buf[MAX_BUF];
1149 object *tmp;
1150
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) {
1155 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1156 return 0;
1157 }
1158 op->contr->last_used = NULL;
1159 op->contr->last_used_id = 0;
1160
1161 if (sack->env!=op) {
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 }
1204
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1;
1235 }
1236 } else {
1237 sprintf (buf, "You don't have the key to unlock %s.",
1238 query_name(sack));
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 }
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 if (op->contr) op->contr->socket.update_look=1;
1252 return 1;
1253 }
1254
1255 /**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269 int esrv_apply_container (object *op, object *sack)
1270 {
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 }
1316 }
1317
1318 /* By the time we get here, we have made sure any other container has been closed and
1319 * if this is a locked container, the player they key to open it.
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack);
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1;
1365 }
1366
1367
1368 /**
1369 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted.
1371 */
1372 static int apply_altar (object *altar, object *sacrifice, object *originator)
1373 {
1374 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER))
1376 return 0;
1377
1378 if (operate_altar (altar, &sacrifice)) {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * with an altar. We call it a Potion - altars are stationary - it
1381 * is up to map designers to use them properly.
1382 */
1383 if (altar->inv && altar->inv->type==SPELL) {
1384 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1385 altar->inv->name);
1386 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with
1388 * old maps.
1389 */
1390 /* push_button (altar);*/
1391 } else {
1392 altar->value = 1; /* works only once */
1393 push_button (altar);
1394 }
1395 return sacrifice == NULL;
1396 } else {
1397 return 0;
1398 }
1399 }
1400
1401
1402 /**
1403 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29
1408 */
1409 int apply_shop_mat (object *shop_mat, object *op)
1410 {
1411 int rv = 0;
1412 double opinion;
1413 object *tmp, *next;
1414
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1416
1417 if (op->type != PLAYER) {
1418 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in
1420 * the shop.
1421 */
1422 for (tmp=op->inv; tmp; tmp=next) {
1423 next = tmp->below;
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1425 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1426
1427 remove_ob(tmp);
1428 if (i==-1) i=0;
1429 tmp->map = op->map;
1430 tmp->x = op->x + freearr_x[i];
1431 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0);
1433 }
1434 }
1435
1436 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1438
1439 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space.
1441 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1443
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1445 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1446 if (i != -1) {
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else {
1491 remove_ob (op);
1492 op->x += freearr_x[i];
1493 op->y += freearr_y[i];
1494 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1495 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1496 op->contr->socket.update_look=1;
1497 op->contr->socket.look_position=0;
1498 }
1499 }
1500 CLEAR_FLAG (op, FLAG_NO_APPLY);
1501 return rv;
1502 }
1503
1504 /**
1505 * Handles applying a sign.
1506 */
1507 static void apply_sign (object *op, object *sign, int autoapply)
1508 {
1509 readable_message_type* msgType;
1510 char newbuf[HUGE_BUF];
1511 if (sign->msg == NULL) {
1512 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1513 return;
1514 }
1515
1516 if (sign->stats.food) {
1517 if (sign->last_eat >= sign->stats.food) {
1518 if (!sign->move_on)
1519 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1520 return;
1521 }
1522
1523 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1524 sign->last_eat++;
1525 }
1526
1527 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1528 * No way to know for sure. The presumption is basically that if
1529 * move_on is zero, it needs to be manually applied (doesn't talk
1530 * to us).
1531 */
1532 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1533 new_draw_info (NDI_UNIQUE, 0, op,
1534 "You are unable to read while blind.");
1535 return;
1536 }
1537 msgType=get_readable_message_type(sign);
1538 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1539 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1540 }
1541
1542
1543 /**
1544 * 'victim' moves onto 'trap'
1545 * 'victim' leaves 'trap'
1546 * effect is determined by move_on/move_off of trap and move_type of victime.
1547 *
1548 * originator: Player, monster or other object that caused 'victim' to move
1549 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1550 * However, some types of traps require an originator to function.
1551 */
1552 void move_apply (object *trap, object *victim, object *originator)
1553 {
1554 static int recursion_depth = 0;
1555
1556 /* Only exits affect DMs. */
1557 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1558 return;
1559
1560 /* move_apply() is the most likely candidate for causing unwanted and
1561 * possibly unlimited recursion.
1562 */
1563 /* The following was changed because it was causing perfeclty correct
1564 * maps to fail. 1) it's not an error to recurse:
1565 * rune detonates, summoning monster. monster lands on nearby rune.
1566 * nearby rune detonates. This sort of recursion is expected and
1567 * proper. This code was causing needless crashes.
1568 */
1569 if (recursion_depth >= 500) {
1570 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1571 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1572 trap->arch->name, trap->name, victim->arch->name, victim->name);
1573 return;
1574 }
1575 recursion_depth++;
1576 if (trap->head) trap=trap->head;
1577
1578 /* Lauwenmark: Handle for plugin trigger event */
1579 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1580 goto leave;
1581
1582 switch (trap->type) {
1583 case PLAYERMOVER:
1584 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1585 !should_director_abort(trap, victim)) {
1586 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1587
1588 /* Is this correct? From the docs, it doesn't look like it
1589 * should be divided by trap->speed
1590 */
1591 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1592
1593 /* Just put in some sanity check. I think there is a bug in the
1594 * above with some objects have zero speed, and thus the player
1595 * getting permanently paralyzed.
1596 */
1597 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1598 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1599 }
1600 goto leave;
1601
1602 case SPINNER:
1603 if(victim->direction) {
1604 victim->direction=absdir(victim->direction-trap->stats.sp);
1605 update_turn_face(victim);
1606 }
1607 goto leave;
1608
1609 case DIRECTOR:
1610 if(victim->direction && !should_director_abort(trap, victim)) {
1611 victim->direction=trap->stats.sp;
1612 update_turn_face(victim);
1613 }
1614 goto leave;
1615
1616 case BUTTON:
1617 case PEDESTAL:
1618 update_button(trap);
1619 goto leave;
1620
1621 case ALTAR:
1622 /* sacrifice victim on trap */
1623 apply_altar (trap, victim, originator);
1624 goto leave;
1625
1626 case THROWN_OBJ:
1627 if (trap->inv == NULL)
1628 goto leave;
1629 /* fallthrough */
1630
1631 case ARROW:
1632
1633 /* bad bug: monster throw a object, make a step forwards, step on object ,
1634 * trigger this here and get hit by own missile - and will be own enemy.
1635 * Victim then is his own enemy and will start to kill herself (this is
1636 * removed) but we have not synced victim and his missile. To avoid senseless
1637 * action, we avoid hits here
1638 */
1639 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1640 hit_with_arrow (trap, victim);
1641 goto leave;
1642
1643 case SPELL_EFFECT:
1644 apply_spell_effect(trap, victim);
1645 goto leave;
1646
1647 case TRAPDOOR:
1648 {
1649 int max, sound_was_played;
1650 object *ab, *ab_next;
1651 if(!trap->value) {
1652 int tot;
1653 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1654 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1655 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1656
1657 if(!(trap->value=(tot>trap->weight)?1:0))
1658 goto leave;
1659
1660 SET_ANIMATION(trap, trap->value);
1661 update_object(trap,UP_OBJ_FACE);
1662 }
1663
1664 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1665 /* need to set this up, since if we do transfer the object,
1666 * ab->above would be bogus
1667 */
1668 ab_next = ab->above;
1669
1670 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1671 if ( ! sound_was_played) {
1672 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1673 sound_was_played = 1;
1674 }
1675 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1676 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1677 }
1678 }
1679 goto leave;
1680 }
1681
1682
1683 case CONVERTER:
1684 if (convert_item (victim, trap) < 0) {
1685 object *op;
1686
1687 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1688
1689 op = get_archetype("burnout");
1690 if (op != NULL) {
1691 op->x = trap->x;
1692 op->y = trap->y;
1693 insert_ob_in_map(op, trap->map, trap, 0);
1694 }
1695 }
1696 goto leave;
1697
1698 case TRIGGER_BUTTON:
1699 case TRIGGER_PEDESTAL:
1700 case TRIGGER_ALTAR:
1701 check_trigger (trap, victim);
1702 goto leave;
1703
1704 case DEEP_SWAMP:
1705 walk_on_deep_swamp (trap, victim);
1706 goto leave;
1707
1708 case CHECK_INV:
1709 check_inv (victim, trap);
1710 goto leave;
1711
1712 case HOLE:
1713 /* Hole not open? */
1714 if(trap->stats.wc > 0)
1715 goto leave;
1716
1717 /* Is this a multipart monster and not the head? If so, return.
1718 * Processing will happen if the head runs into the pit
1719 */
1720 if (victim->head)
1721 goto leave;
1722
1723 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1725 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1726 goto leave;
1727
1728 case EXIT:
1729 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1730 /* Basically, don't show exits leading to random maps the
1731 * players output.
1732 */
1733 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1734 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1735 enter_exit (victim, trap);
1736 }
1737 goto leave;
1738
1739 case ENCOUNTER:
1740 /* may be some leftovers on this */
1741 goto leave;
1742
1743 case SHOP_MAT:
1744 apply_shop_mat (trap, victim);
1745 goto leave;
1746
1747 /* Drop a certain amount of gold, and have one item identified */
1748 case IDENTIFY_ALTAR:
1749 apply_id_altar (victim, trap, originator);
1750 goto leave;
1751
1752 case SIGN:
1753 if (victim->type != PLAYER && trap->stats.food > 0)
1754 goto leave; /* monsters musn't apply magic_mouths with counters */
1755
1756 apply_sign (victim, trap, 1);
1757 goto leave;
1758
1759 case CONTAINER:
1760 if (victim->type==PLAYER)
1761 (void) esrv_apply_container (victim, trap);
1762 else
1763 (void) apply_container (victim, trap);
1764 goto leave;
1765
1766 case RUNE:
1767 case TRAP:
1768 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1769 spring_trap(trap, victim);
1770 }
1771 goto leave;
1772
1773 default:
1774 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1775 "handled in move_apply()\n", trap->name, trap->arch->name,
1776 trap->type);
1777 goto leave;
1778 }
1779
1780 leave:
1781 recursion_depth--;
1782 }
1783
1784 /**
1785 * Handles reading a regular (ie not containing a spell) book.
1786 */
1787 static void apply_book (object *op, object *tmp)
1788 {
1789 int lev_diff;
1790 object *skill_ob;
1791
1792 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1794 return;
1795 }
1796 if(tmp->msg==NULL) {
1797 new_draw_info_format(NDI_UNIQUE, 0, op,
1798 "You open the %s and find it empty.", tmp->name);
1799 return;
1800 }
1801
1802 /* need a literacy skill to read stuff! */
1803 skill_ob = find_skill_by_name(op, tmp->skill);
1804 if ( ! skill_ob) {
1805 new_draw_info(NDI_UNIQUE, 0,op,
1806 "You are unable to decipher the strange symbols.");
1807 return;
1808 }
1809 lev_diff = tmp->level - (skill_ob->level + 5);
1810 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1811 if (lev_diff < 2)
1812 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1813 else if (lev_diff < 3)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1815 else if (lev_diff < 5)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1817 else if (lev_diff < 8)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1819 else if (lev_diff < 15)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1821 else
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1823 return;
1824 }
1825
1826
1827 /* Lauwenmark: Handle for plugin book event */
1828 /*printf("Book apply: %s\n", tmp->name);
1829 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1830 printf("Book applied: %s\n", tmp->name);*/
1831 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1832 {
1833 CFParm CFP;
1834 int k, l, m;
1835 uint32 n;
1836 new_draw_info_format (NDI_UNIQUE, 0, op,
1837 "You open the %s and start reading.", tmp->name);
1838 k = EVENT_APPLY;
1839 l = SCRIPT_FIX_ALL;
1840 m = 0;
1841 n = 0;
1842 CFP.Value[0] = &k;
1843 CFP.Value[1] = op;
1844 CFP.Value[2] = tmp;
1845 CFP.Value[3] = NULL;
1846 CFP.Value[4] = NULL;
1847 CFP.Value[5] = &n;
1848 CFP.Value[6] = &m;
1849 CFP.Value[7] = &m;
1850 CFP.Value[8] = &l;
1851 CFP.Value[9] = (void*)evt->hook;
1852 CFP.Value[10]= (void*)evt->options;
1853 if (findPlugin(evt->plugin)>=0)
1854 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1855 }
1856 else*/{
1857 readable_message_type* msgType = get_readable_message_type(tmp);
1858 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1859 msgType->message_type, msgType->message_subtype,
1860 "You open the %s and start reading.\n%s",
1861 "%s\n%s",
1862 long_desc(tmp,op), tmp->msg);
1863 }
1864
1865 /* gain xp from reading */
1866 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1867 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1868 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1869 /*exp_gain *= 2; because they just identified it too */
1870 SET_FLAG(tmp,FLAG_IDENTIFIED);
1871 /* If in a container, update how it looks */
1872 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1873 else op->contr->socket.update_look=1;
1874 }
1875 change_exp(op,exp_gain, skill_ob->skill, 0);
1876 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1877 }
1878 }
1879
1880 /**
1881 * Handles the applying of a skill scroll, calling learn_skill straight.
1882 * op is the person learning the skill, tmp is the skill scroll object
1883 */
1884 static void apply_skillscroll (object *op, object *tmp)
1885 {
1886 switch ((int) learn_skill (op, tmp)) {
1887 case 0:
1888 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1889 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1890 return;
1891
1892 case 1:
1893 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1894 tmp->skill);
1895 new_draw_info_format(NDI_UNIQUE, 0, op,
1896 "Type 'bind ready_skill %s",tmp->skill);
1897 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1898 decrease_ob(tmp);
1899 return;
1900
1901 default:
1902 new_draw_info_format(NDI_UNIQUE,0,op,
1903 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1904 decrease_ob(tmp);
1905 return;
1906 }
1907 }
1908
1909 /**
1910 * Actually makes op learn spell.
1911 * Informs player of what happens.
1912 */
1913 void do_learn_spell (object *op, object *spell, int special_prayer)
1914 {
1915 object *tmp;
1916
1917 if (op->type != PLAYER) {
1918 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1919 return;
1920 }
1921
1922 /* Upgrade special prayers to normal prayers */
1923 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1924 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1925 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1926 return;
1927 }
1928 return;
1929 }
1930
1931 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1932 tmp = get_object();
1933 copy_object(spell, tmp);
1934 insert_ob_in_ob(tmp, op);
1935
1936 if (special_prayer) {
1937 SET_FLAG(tmp, FLAG_STARTEQUIP);
1938 }
1939
1940 new_draw_info_format (NDI_UNIQUE, 0, op,
1941 "Type 'bind cast %s", spell->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1943 esrv_add_spells(op->contr, tmp);
1944 }
1945
1946 /**
1947 * Erases spell from player's inventory.
1948 */
1949 void do_forget_spell (object *op, const char *spell)
1950 {
1951 object *spob;
1952
1953 if (op->type != PLAYER) {
1954 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1955 return;
1956 }
1957 if ( (spob=check_spell_known (op, spell)) == NULL) {
1958 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1959 return;
1960 }
1961
1962 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1963 "You lose knowledge of %s.", spell);
1964 player_unready_range_ob(op->contr, spob);
1965 esrv_remove_spell(op->contr, spob);
1966 remove_ob(spob);
1967 free_object(spob);
1968 }
1969
1970 /**
1971 * Handles player applying a spellbook.
1972 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1973 * stuff like that. Random learning failure too.
1974 */
1975 static void apply_spellbook (object *op, object *tmp)
1976 {
1977 object *skop, *spell, *spell_skill;
1978
1979 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1980 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1981 return;
1982 }
1983
1984 /* artifact_spellbooks have 'slaying' field point to a spell name,
1985 * instead of having their spell stored in stats.sp. These are
1986 * legacy spellbooks
1987 */
1988
1989 if(tmp->slaying != NULL) {
1990 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1991 if (!spell) {
1992 new_draw_info_format(NDI_UNIQUE, 0, op,
1993 "The book's formula for %s is incomplete", tmp->slaying);
1994 return;
1995 }
1996 else
1997 insert_ob_in_ob(spell, tmp);
1998 free_string(tmp->slaying);
1999 tmp->slaying=NULL;
2000 }
2001
2002 skop = find_skill_by_name(op, tmp->skill);
2003
2004 /* need a literacy skill to learn spells. Also, having a literacy level
2005 * lower than the spell will make learning the spell more difficult */
2006 if ( !skop) {
2007 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2008 return;
2009 }
2010
2011 spell = tmp->inv;
2012 if (!spell) {
2013 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2014 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2015 return;
2016 }
2017 if (spell->level > (skop->level+10)) {
2018 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2019 return;
2020 }
2021
2022 new_draw_info_format(NDI_UNIQUE, 0, op,
2023 "The spellbook contains the %s level spell %s.",
2024 get_levelnumber(spell->level), spell->name);
2025
2026 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2027 identify(tmp);
2028 if (tmp->env)
2029 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2030 else
2031 op->contr->socket.update_look=1;
2032 }
2033
2034 /* I removed the check for special_prayer_mark here - it didn't make
2035 * a lot of sense - special prayers are not found in spellbooks, and
2036 * if the player doesn't know the spell, doesn't make a lot of sense that
2037 * they would have a special prayer mark.
2038 */
2039 if (check_spell_known (op, spell->name)) {
2040 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2041 return;
2042 }
2043
2044 if (spell->skill) {
2045 spell_skill = find_skill_by_name(op, spell->skill);
2046 if (!spell_skill) {
2047 new_draw_info_format(NDI_UNIQUE, 0, op,
2048 "You lack the skill %s to use this spell",
2049 spell->skill);
2050 return;
2051 }
2052 if (spell_skill->level < spell->level) {
2053 new_draw_info_format(NDI_UNIQUE, 0, op,
2054 "You need to be level %d in %s to learn this spell.",
2055 spell->level, spell->skill);
2056 return;
2057 }
2058 }
2059
2060 /* Logic as follows
2061 *
2062 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2063 *
2064 * 2- The learner's skill level in literacy adjusts the chance to learn
2065 * a spell.
2066 *
2067 * 3 -Automatically fail to learn if you read while confused
2068 *
2069 * Overall, chances are the same but a player will find having a high
2070 * literacy rate very useful! -b.t.
2071 */
2072 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2073 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2074 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2075 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2076 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2077 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2078
2079 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2080 do_learn_spell (op, spell, 0);
2081
2082 /* xp gain to literacy for spell learning */
2083 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2084 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2085 } else {
2086 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2087 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2088 }
2089 decrease_ob(tmp);
2090 }
2091
2092 /**
2093 * Handles applying a spell scroll.
2094 */
2095 void apply_scroll (object *op, object *tmp, int dir)
2096 {
2097 object *skop;
2098
2099 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2100 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2101 return;
2102 }
2103
2104 if (!tmp->inv || tmp->inv->type != SPELL) {
2105 new_draw_info (NDI_UNIQUE, 0, op,
2106 "The scroll just doesn't make sense!");
2107 return;
2108 }
2109
2110 if(op->type==PLAYER) {
2111 /* players need a literacy skill to read stuff! */
2112 int exp_gain=0;
2113
2114 /* hard code literacy - tmp->skill points to where the exp
2115 * should go for anything killed by the spell.
2116 */
2117 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2118
2119 if ( ! skop) {
2120 new_draw_info(NDI_UNIQUE, 0,op,
2121 "You are unable to decipher the strange symbols.");
2122 return;
2123 }
2124
2125 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2126 change_exp(op,exp_gain, skop->skill, 0);
2127 }
2128
2129 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2130 identify(tmp);
2131
2132 new_draw_info_format(NDI_BLACK, 0, op,
2133 "The scroll of %s turns to dust.", tmp->inv->name);
2134
2135
2136 cast_spell(op,tmp,dir,tmp->inv, NULL);
2137 decrease_ob(tmp);
2138 }
2139
2140 /**
2141 * Applies a treasure object - by default, chest. op
2142 * is the person doing the applying, tmp is the treasure
2143 * chest.
2144 */
2145 static void apply_treasure (object *op, object *tmp)
2146 {
2147 object *treas;
2148 tag_t tmp_tag = tmp->count, op_tag = op->count;
2149
2150
2151 /* Nice side effect of new treasure creation method is that the treasure
2152 * for the chest is done when the chest is created, and put into the chest
2153 * inventory. So that when the chest burns up, the items still exist. Also
2154 * prevents people fromt moving chests to more difficult maps to get better
2155 * treasure
2156 */
2157
2158 treas = tmp->inv;
2159 if(treas==NULL) {
2160 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2161 decrease_ob(tmp);
2162 return;
2163 }
2164 while (tmp->inv) {
2165 treas = tmp->inv;
2166
2167 remove_ob(treas);
2168 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2169 query_name(treas));
2170
2171 treas->x=op->x;
2172 treas->y=op->y;
2173 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2174
2175 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2176 && QUERY_FLAG (op, FLAG_ALIVE))
2177 spring_trap (treas, op);
2178 /* If either player or container was destroyed, no need to do
2179 * further processing. I think this should be enclused with
2180 * spring trap above, as I don't think there is otherwise
2181 * any way for the treasure chest or player to get killed
2182 */
2183 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2184 break;
2185 }
2186
2187 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2188 decrease_ob (tmp);
2189
2190 }
2191
2192 /**
2193 * op eats food.
2194 * If player, takes care of messages and dragon special food.
2195 */
2196 static void apply_food (object *op, object *tmp)
2197 {
2198 int capacity_remaining;
2199
2200 if(op->type!=PLAYER)
2201 op->stats.hp=op->stats.maxhp;
2202 else {
2203 /* check if this is a dragon (player), eating some flesh */
2204 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2205 ;
2206 else {
2207 /* usual case - no dragon meal: */
2208 if(op->stats.food+tmp->stats.food>999) {
2209 if(tmp->type==FOOD || tmp->type==FLESH)
2210 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2211 else
2212 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2213 }
2214
2215 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2216 char buf[MAX_BUF];
2217
2218 if (!is_dragon_pl(op)) {
2219 /* eating message for normal players*/
2220 if(tmp->type==DRINK)
2221 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2222 else
2223 sprintf(buf,"The %s tasted %s",tmp->name,
2224 tmp->type==FLESH?"terrible!":"good.");
2225 }
2226 else {
2227 /* eating message for dragon players*/
2228 sprintf(buf,"The %s tasted terrible!",tmp->name);
2229 }
2230
2231 new_draw_info(NDI_UNIQUE, 0,op,buf);
2232 capacity_remaining = 999 - op->stats.food;
2233 op->stats.food+=tmp->stats.food;
2234 if(capacity_remaining < tmp->stats.food)
2235 op->stats.hp += capacity_remaining / 50;
2236 else
2237 op->stats.hp+=tmp->stats.food/50;
2238 if(op->stats.hp>op->stats.maxhp)
2239 op->stats.hp=op->stats.maxhp;
2240 if (op->stats.food > 999)
2241 op->stats.food = 999;
2242 }
2243
2244 /* special food hack -b.t. */
2245 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2246 eat_special_food(op,tmp);
2247 }
2248 }
2249 handle_apply_yield(tmp);
2250 decrease_ob(tmp);
2251 }
2252
2253 /**
2254 * A dragon is eating some flesh. If the flesh contains resistances,
2255 * there is a chance for the dragon's skin to get improved.
2256 *
2257 * attributes:
2258 * object *op the object (dragon player) eating the flesh
2259 * object *meal the flesh item, getting chewed in dragon's mouth
2260 * return:
2261 * int 1 if eating successful, 0 if it doesn't work
2262 */
2263 int dragon_eat_flesh(object *op, object *meal) {
2264 object *skin = NULL; /* pointer to dragon skin force*/
2265 object *abil = NULL; /* pointer to dragon ability force*/
2266 object *tmp = NULL; /* tmp. object */
2267
2268 char buf[MAX_BUF]; /* tmp. string buffer */
2269 double chance; /* improvement-chance of one resistance type */
2270 double totalchance=1; /* total chance of gaining one resistance */
2271 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2272 double mbonus=0; /* monster bonus */
2273 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2274 int winners=0; /* number of winners */
2275 int i; /* index */
2276
2277 /* let's make sure and doublecheck the parameters */
2278 if (meal->type!=FLESH || !is_dragon_pl(op))
2279 return 0;
2280
2281 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2282 from the player's inventory */
2283 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2284 if (tmp->type == FORCE) {
2285 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2286 skin = tmp;
2287 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2288 abil = tmp;
2289 }
2290 }
2291
2292 /* if either skin or ability are missing, this is an old player
2293 which is not to be considered a dragon -> bail out */
2294 if (skin == NULL || abil == NULL) return 0;
2295
2296 /* now start by filling stomache and health, according to food-value */
2297 if((999 - op->stats.food) < meal->stats.food)
2298 op->stats.hp += (999 - op->stats.food) / 50;
2299 else
2300 op->stats.hp += meal->stats.food/50;
2301 if(op->stats.hp>op->stats.maxhp)
2302 op->stats.hp=op->stats.maxhp;
2303
2304 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2305
2306 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2307
2308 /* on to the interesting part: chances for adding resistance */
2309 for (i=0; i<NROFATTACKS; i++) {
2310 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2311 /* got positive resistance, now calculate improvement chance (0-100) */
2312
2313 /* this bonus makes resistance increase easier at lower levels */
2314 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2315 if (i == abil->stats.exp)
2316 bonus += 5; /* additional bonus for resistance of ability-focus */
2317
2318 /* monster bonus increases with level, because high-level
2319 flesh is too rare */
2320 mbonus = op->level * 20. / ((double)settings.max_level);
2321
2322 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2323 ((double)settings.max_level)) - skin->resist[i];
2324
2325 if (chance >= 0.)
2326 chance += 1.;
2327 else
2328 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2329
2330 /* chance is proportional to amount of resistance (max. 50) */
2331 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2332
2333 /* doubled chance for resistance of ability-focus */
2334 if (i == abil->stats.exp)
2335 chance = MIN(100., chance*2.);
2336
2337 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2338 if (RANDOM()%10000 < (int)(chance*100)) {
2339 atnr_winner[winners] = i;
2340 winners++;
2341 }
2342
2343 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2344
2345 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2346 }
2347 }
2348
2349 /* inverse totalchance as until now we have the failure-chance */
2350 totalchance = 100 - totalchance*100;
2351 /* print message according to totalchance */
2352 if (totalchance > 50.)
2353 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2354 else if (totalchance > 10.)
2355 sprintf(buf, "The %s tasted very good.", meal->name);
2356 else if (totalchance > 1.)
2357 sprintf(buf, "The %s tasted good.", meal->name);
2358 else if (totalchance > 0.1)
2359 sprintf(buf, "The %s tasted bland.", meal->name);
2360 else if (totalchance >= 0.01)
2361 sprintf(buf, "The %s had a boring taste.", meal->name);
2362 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2363 sprintf(buf, "The %s tasted strange.", meal->name);
2364 else
2365 sprintf(buf, "The %s had no taste.", meal->name);
2366 new_draw_info(NDI_UNIQUE, 0, op, buf);
2367
2368 /* now choose a winner if we have any */
2369 i = -1;
2370 if (winners>0)
2371 i = atnr_winner[RANDOM()%winners];
2372
2373 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2374 /* resistance increased! */
2375 skin->resist[i]++;
2376 fix_player(op);
2377
2378 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2379 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2380 }
2381
2382 /* if this flesh contains a new ability focus, we mark it
2383 into the ability_force and it will take effect on next level */
2384 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2385 && meal->last_eat != abil->last_eat) {
2386 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2387
2388 if (meal->last_eat != abil->stats.exp) {
2389 sprintf(buf, "Your metabolism prepares to focus on %s!",
2390 change_resist_msg[meal->last_eat]);
2391 new_draw_info(NDI_UNIQUE, 0, op, buf);
2392 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2393 new_draw_info(NDI_UNIQUE, 0, op, buf);
2394 }
2395 else {
2396 sprintf(buf, "Your metabolism will continue to focus on %s.",
2397 change_resist_msg[meal->last_eat]);
2398 new_draw_info(NDI_UNIQUE, 0, op, buf);
2399 abil->last_eat = 0;
2400 }
2401 }
2402 return 1;
2403 }
2404
2405 static void apply_savebed (object *pl)
2406 {
2407 #ifndef COZY_SERVER
2408 if(!pl->contr->name_changed||!pl->stats.exp) {
2409 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2410 return;
2411 }
2412 #endif
2413 /* Need to call terminate_all_pets() before we remove the player ob */
2414 terminate_all_pets(pl);
2415 remove_ob(pl);
2416 pl->direction=0;
2417 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2418 "%s leaves the game.",pl->name);
2419
2420 /* update respawn position */
2421 strcpy(pl->contr->savebed_map, pl->map->path);
2422 pl->contr->bed_x = pl->x;
2423 pl->contr->bed_y = pl->y;
2424
2425 strcpy(pl->contr->killer,"left");
2426 check_score(pl); /* Always check score */
2427 (void)save_player(pl,0);
2428 pl->map->players--;
2429 #if MAP_MAXTIMEOUT
2430 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2431 #endif
2432 play_again(pl);
2433 pl->speed = 0;
2434 update_ob_speed(pl);
2435 }
2436
2437 /**
2438 * Handles applying an improve armor scroll.
2439 * Does some sanity checks, then calls improve_armour.
2440 */
2441 static void apply_armour_improver (object *op, object *tmp)
2442 {
2443 object *armor;
2444
2445 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2446 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2447 return;
2448 }
2449 armor=find_marked_object(op);
2450 if ( ! armor) {
2451 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2452 return;
2453 }
2454 if (armor->type != ARMOUR
2455 && armor->type != CLOAK
2456 && armor->type != BOOTS && armor->type != GLOVES
2457 && armor->type != BRACERS && armor->type != SHIELD
2458 && armor->type != HELMET)
2459 {
2460 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2461 return;
2462 }
2463
2464 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2465 improve_armour(op,tmp,armor);
2466 }
2467
2468
2469 extern void apply_poison (object *op, object *tmp)
2470 {
2471 if (op->type == PLAYER) {
2472 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2473 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2474 strcpy(op->contr->killer,"poisonous booze");
2475 }
2476 if (tmp->stats.hp > 0) {
2477 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2478 tmp->stats.hp);
2479 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2480 }
2481 op->stats.food-=op->stats.food/4;
2482 handle_apply_yield(tmp);
2483 decrease_ob(tmp);
2484 }
2485
2486 /**
2487 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2488 * A valid 2 way exit means:
2489 * -You can come back (there is another exit at the other side)
2490 * -You are
2491 * ° the owner of the exit
2492 * ° or in the same party as the owner
2493 *
2494 * Note: a owner in a 2 way exit is saved as the owner's name
2495 * in the field exit->name cause the field exit->owner doesn't
2496 * survive in the swapping (in fact the whole exit doesn't survive).
2497 */
2498 int is_legal_2ways_exit (object* op, object *exit)
2499 {
2500 object * tmp;
2501 object * exit_owner;
2502 player * pp;
2503 mapstruct * exitmap;
2504 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2505 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2506 /* To know if an exit has a correspondant, we look at
2507 * all the exits in destination and try to find one with same path as
2508 * the current exit's position */
2509 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2510 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2511 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2512 if (exitmap)
2513 {
2514 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2515 if (!tmp) return 0;
2516 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2517 {
2518 if (tmp->type!=EXIT) continue; /*Not an exit*/
2519 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2520 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2521 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2522
2523 /* From here we have found the exit is valid. However we do
2524 * here the check of the exit owner. It is important for the
2525 * town portals to prevent strangers from visiting your appartments
2526 */
2527 if (!exit->race) return 1; /*No owner, free for all!*/
2528 exit_owner=NULL;
2529 for (pp=first_player;pp;pp=pp->next)
2530 {
2531 if (!pp->ob) continue;
2532 if (pp->ob->name!=exit->race) continue;
2533 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2534 break;
2535 }
2536 if (!exit_owner) return 0; /* No more owner*/
2537 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2538 if ( exit_owner && /*There is a owner*/
2539 (op->contr) && /*A player tries to pass */
2540 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2541 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2542 return 0;
2543 return 1;
2544 }
2545 }
2546 return 0;
2547 }
2548
2549
2550 /**
2551 * Main apply handler.
2552 *
2553 * Checks for unpaid items before applying.
2554 *
2555 * Return value:
2556 * 0: player or monster can't apply objects of that type
2557 * 1: has been applied, or there was an error applying the object
2558 * 2: objects of that type can't be applied if not in inventory
2559 *
2560 * op is the object that is causing object to be applied, tmp is the object
2561 * being applied.
2562 *
2563 * aflag is special (always apply/unapply) flags. Nothing is done with
2564 * them in this function - they are passed to apply_special
2565 */
2566
2567 int manual_apply (object *op, object *tmp, int aflag)
2568 {
2569 if (tmp->head) tmp=tmp->head;
2570
2571 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2572 if (op->type == PLAYER) {
2573 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2574 return 1;
2575 } else {
2576 return 0; /* monsters just skip unpaid items */
2577 }
2578 }
2579
2580
2581 /* Lauwenmark: Handle for plugin apply event */
2582 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2583 return 1;
2584
2585 switch (tmp->type) {
2586
2587 case TRANSPORT:
2588 return apply_transport(op, tmp, aflag);
2589
2590 case CF_HANDLE:
2591 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2592 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2593 tmp->value=tmp->value?0:1;
2594 SET_ANIMATION(tmp, tmp->value);
2595 update_object(tmp,UP_OBJ_FACE);
2596 push_button(tmp);
2597 return 1;
2598
2599 case TRIGGER:
2600 if (check_trigger (tmp, op)) {
2601 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2602 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2603 } else {
2604 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2605 }
2606 return 1;
2607
2608 case EXIT:
2609 if (op->type != PLAYER)
2610 return 0;
2611 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2612 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2613 query_name(tmp));
2614 } else {
2615 /* Don't display messages for random maps. */
2616 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2617 strncmp(EXIT_PATH(tmp), "/random/", 8))
2618 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2619 enter_exit(op,tmp);
2620 }
2621 return 1;
2622
2623 case SIGN:
2624 apply_sign (op, tmp, 0);
2625 return 1;
2626
2627 case BOOK:
2628 if (op->type == PLAYER) {
2629 apply_book (op, tmp);
2630 return 1;
2631 } else {
2632 return 0;
2633 }
2634
2635 case SKILLSCROLL:
2636 if (op->type == PLAYER) {
2637 apply_skillscroll (op, tmp);
2638 return 1;
2639 }
2640 return 0;
2641
2642 case SPELLBOOK:
2643 if (op->type == PLAYER) {
2644 apply_spellbook (op, tmp);
2645 return 1;
2646 }
2647 return 0;
2648
2649 case SCROLL:
2650 apply_scroll (op, tmp, 0);
2651 return 1;
2652
2653 case POTION:
2654 (void) apply_potion(op, tmp);
2655 return 1;
2656
2657 /* Eneq(@csd.uu.se): Handle apply on containers. */
2658 case CLOSE_CON:
2659 if (op->type==PLAYER)
2660 (void) esrv_apply_container (op, tmp->env);
2661 else
2662 (void) apply_container (op, tmp->env);
2663 return 1;
2664
2665 case CONTAINER:
2666 if (op->type==PLAYER)
2667 (void) esrv_apply_container (op, tmp);
2668 else
2669 (void) apply_container (op, tmp);
2670 return 1;
2671
2672 case TREASURE:
2673 if (op->type == PLAYER) {
2674 apply_treasure (op, tmp);
2675 return 1;
2676 } else {
2677 return 0;
2678 }
2679
2680 case WEAPON:
2681 case ARMOUR:
2682 case BOOTS:
2683 case GLOVES:
2684 case AMULET:
2685 case GIRDLE:
2686 case BRACERS:
2687 case SHIELD:
2688 case HELMET:
2689 case RING:
2690 case CLOAK:
2691 case WAND:
2692 case ROD:
2693 case HORN:
2694 case SKILL:
2695 case BOW:
2696 case LAMP:
2697 case BUILDER:
2698 case SKILL_TOOL:
2699 if (tmp->env != op)
2700 return 2; /* not in inventory */
2701 (void) apply_special (op, tmp, aflag);
2702 return 1;
2703
2704 case DRINK:
2705 case FOOD:
2706 case FLESH:
2707 apply_food (op, tmp);
2708 return 1;
2709
2710 case POISON:
2711 apply_poison (op, tmp);
2712 return 1;
2713
2714 case SAVEBED:
2715 if (op->type == PLAYER) {
2716 apply_savebed (op);
2717 return 1;
2718 } else {
2719 return 0;
2720 }
2721
2722 case ARMOUR_IMPROVER:
2723 if (op->type == PLAYER) {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 } else {
2727 return 0;
2728 }
2729
2730 case WEAPON_IMPROVER:
2731 (void) check_improve_weapon(op, tmp);
2732 return 1;
2733
2734 case CLOCK:
2735 if (op->type == PLAYER) {
2736 char buf[MAX_BUF];
2737 timeofday_t tod;
2738
2739 get_tod(&tod);
2740 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2741 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2742 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2743 ((tod.hour >= 14) ? "pm" : "am"));
2744 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2745 new_draw_info(NDI_UNIQUE, 0,op, buf);
2746 return 1;
2747 } else {
2748 return 0;
2749 }
2750
2751 case MENU:
2752 if (op->type == PLAYER) {
2753 shop_listing (op);
2754 return 1;
2755 } else {
2756 return 0;
2757 }
2758
2759 case POWER_CRYSTAL:
2760 apply_power_crystal(op,tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2764 if (op->type == PLAYER) {
2765 apply_lighter(op,tmp);
2766 return 1;
2767 } else {
2768 return 0;
2769 }
2770
2771 case ITEM_TRANSFORMER:
2772 apply_item_transformer( op, tmp );
2773 return 1;
2774
2775 default:
2776 return 0;
2777 }
2778 }
2779
2780
2781 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2782 * messages as needed by player_apply_below(). But there can still be
2783 * "but you are floating high above the ground" messages.
2784 *
2785 * Same return value as apply() function.
2786 */
2787 int player_apply (object *pl, object *op, int aflag, int quiet)
2788 {
2789 int tmp;
2790
2791 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2792 /* player is flying and applying object not in inventory */
2793 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2794 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2795 "above the ground!");
2796 return 0;
2797 }
2798 }
2799
2800 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801 * applied.
2802 */
2803 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804 {
2805 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2807 "of smoke!");
2808 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2809 remove_ob (op);
2810 free_object (op);
2811 return 1;
2812 }
2813
2814 pl->contr->last_used = op;
2815 pl->contr->last_used_id = op->count;
2816
2817 tmp = manual_apply (pl, op, aflag);
2818 if ( ! quiet) {
2819 if (tmp == 0)
2820 new_draw_info_format (NDI_UNIQUE, 0, pl,
2821 "I don't know how to apply the %s.",
2822 query_name (op));
2823 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl,
2825 "You must get it first!\n");
2826 }
2827 return tmp;
2828 }
2829
2830 /**
2831 * player_apply_below attempts to apply the object 'below' the player.
2832 * If the player has an open container, we use that for below, otherwise
2833 * we use the ground.
2834 */
2835
2836 void player_apply_below (object *pl)
2837 {
2838 object *tmp, *next;
2839 int floors;
2840
2841 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2842 apply_transport(pl, pl->contr->transport, 0);
2843 return;
2844 }
2845
2846 /* If using a container, set the starting item to be the top
2847 * item in the container. Otherwise, use the map.
2848 */
2849 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2850
2851 /* This is perhaps more complicated. However, I want to make sure that
2852 * we don't use a corrupt pointer for the next object, so we get the
2853 * next object in the stack before applying. This is can only be a
2854 * problem if player_apply() has a bug in that it uses the object but does
2855 * not return a proper value.
2856 */
2857 for (floors = 0; tmp!=NULL; tmp=next) {
2858 next = tmp->below;
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++;
2861 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */
2863
2864 /* If it is visible, player can apply it. If it is applied by
2865 * person moving on it, also activate. Added code to make it
2866 * so that at least one of players movement types be that which
2867 * the item needs.
2868 */
2869 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2870 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return;
2872 }
2873 if (floors >= 2)
2874 return; /* process at most two floor objects */
2875 }
2876 }
2877
2878 /**
2879 * Unapplies specified item.
2880 * No check done on cursed/damned.
2881 * Break this out of apply_special - this is just done
2882 * to keep the size of apply_special to a more managable size.
2883 */
2884 static int unapply_special (object *who, object *op, int aflags)
2885 {
2886 object *tmp2;
2887
2888 CLEAR_FLAG(op, FLAG_APPLIED);
2889 switch(op->type) {
2890 case WEAPON:
2891 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2892
2893 (void) change_abil (who,op);
2894 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2895 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2896 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2897 who->current_weapon_script = NULL;
2898 who->current_weapon = NULL;
2899 clear_skill(who);
2900 break;
2901
2902 case SKILL: /* allows objects to impart skills */
2903 case SKILL_TOOL:
2904 if (op != who->chosen_skill) {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 }
2907 if (who->type==PLAYER) {
2908 if (who->contr->shoottype == range_skill)
2909 who->contr->shoottype = range_none;
2910 if ( ! op->invisible) {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You stop using the %s.", query_name(op));
2913 } else {
2914 new_draw_info_format (NDI_UNIQUE, 0, who,
2915 "You can no longer use the skill: %s.",
2916 op->skill);
2917 }
2918 }
2919 (void) change_abil (who, op);
2920 who->chosen_skill = NULL;
2921 CLEAR_FLAG (who, FLAG_READY_SKILL);
2922 break;
2923
2924 case ARMOUR:
2925 case HELMET:
2926 case SHIELD:
2927 case RING:
2928 case BOOTS:
2929 case GLOVES:
2930 case AMULET:
2931 case GIRDLE:
2932 case BRACERS:
2933 case CLOAK:
2934 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2935 (void) change_abil (who,op);
2936 break;
2937 case LAMP:
2938 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2939 op->name);
2940 tmp2 = arch_to_object(op->other_arch);
2941 tmp2->x = op->x;
2942 tmp2->y = op->y;
2943 tmp2->map = op->map;
2944 tmp2->below = op->below;
2945 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2948 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2949 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2950 if (who->type == PLAYER)
2951 esrv_del_item(who->contr, (tag_t)op->count);
2952 remove_ob(op);
2953 free_object(op);
2954 insert_ob_in_ob(tmp2, who);
2955 fix_player(who);
2956 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2957 if (who->type == PLAYER) {
2958 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2959 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2960 }
2961 }
2962 if(who->type==PLAYER)
2963 esrv_send_item(who, tmp2);
2964 return 1; /* otherwise, an attempt to drop causes problems */
2965 break;
2966 case BOW:
2967 case WAND:
2968 case ROD:
2969 case HORN:
2970 clear_skill(who);
2971 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2972 if(who->type==PLAYER) {
2973 who->contr->shoottype = range_none;
2974 } else {
2975 if (op->type == BOW)
2976 CLEAR_FLAG (who, FLAG_READY_BOW);
2977 else
2978 CLEAR_FLAG(who, FLAG_READY_RANGE);
2979 }
2980 break;
2981
2982 case BUILDER:
2983 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2984 who->contr->shoottype = range_none;
2985 who->contr->ranges[ range_builder ] = NULL;
2986 break;
2987
2988 default:
2989 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2990 break;
2991 }
2992
2993 fix_player(who);
2994
2995 if ( ! (aflags & AP_NO_MERGE)) {
2996 object *tmp;
2997
2998 tag_t del_tag = op->count;
2999 tmp = merge_ob (op, NULL);
3000 if (who->type == PLAYER) {
3001 if (tmp) { /* it was merged */
3002 esrv_del_item (who->contr, del_tag);
3003 op = tmp;
3004 }
3005 esrv_send_item (who, op);
3006 }
3007 }
3008 return 0;
3009 }
3010
3011 /**
3012 * Returns the object that is using location 'loc'.
3013 * Note that 'start' is the first object to start examing - we
3014 * then go through the below of this. In this way, you can do
3015 * something like:
3016 * tmp = get_item_from_body_location(who->inv, 1);
3017 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3018 * to find the second object that may use this location, etc.
3019 * Returns NULL if no match is found.
3020 * loc is the index into the array we are looking for a match.
3021 * don't return invisible objects unless they are skill objects
3022 * invisible other objects that use
3023 * up body locations can be used as restrictions.
3024 */
3025 object *get_item_from_body_location(object *start, int loc)
3026 {
3027 object *tmp;
3028
3029 if (!start) return NULL;
3030
3031 for (tmp=start; tmp; tmp=tmp->below)
3032 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3033 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3034
3035 return NULL;
3036 }
3037
3038
3039
3040 /**
3041 * 'op' wants to apply an object, but can't because of other equipment.
3042 * This should only be called when it is known
3043 * that there are objects to unapply. This makes pretty heavy
3044 * use of get_item_from_body_location. It makes no intelligent choice
3045 * on objects - rather, the first that is matched is used.
3046 * Returns 0 on success, returns 1 if there is some problem.
3047 * if aflags is AP_PRINT, we instead print out waht to unapply
3048 * instead of doing it. This is a lot less code than having
3049 * another function that does just that.
3050 */
3051 int unapply_for_ob(object *who, object *op, int aflags)
3052 {
3053 int i;
3054 object *tmp=NULL, *last;
3055
3056 /* If we are applying a shield or weapon, unapply any equipped shield
3057 * or weapons first - only allowed to use one weapon/shield at a time.
3058 */
3059 if (op->type == WEAPON || op->type == SHIELD) {
3060 for (tmp=who->inv; tmp; tmp=tmp->below) {
3061 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3062 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3063 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3064 if (aflags & AP_PRINT)
3065 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3066 else
3067 unapply_special(who, tmp, aflags);
3068 }
3069 else {
3070 /* In this case, we want to try and remove a cursed item.
3071 * While we know it won't work, we want unapply_special to
3072 * at least generate the message.
3073 */
3074 new_draw_info_format(NDI_UNIQUE, 0, who,
3075 "No matter how hard you try, you just can't\nremove %s.",
3076 query_name(tmp));
3077 return 1;
3078 }
3079
3080 }
3081 }
3082 }
3083
3084 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3085 /* this used up a slot that we need to free */
3086 if (op->body_info[i]) {
3087 last = who->inv;
3088
3089 /* We do a while loop - may need to remove several items in order
3090 * to free up enough slots.
3091 */
3092 while ((who->body_used[i] + op->body_info[i]) < 0) {
3093 tmp = get_item_from_body_location(last, i);
3094 if (!tmp) {
3095 #if 0
3096 /* Not a bug - we'll get this if the player has cursed items
3097 * equipped.
3098 */
3099 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3100 i, body_locations[i].save_name, who->name);
3101 #endif
3102 return 1;
3103 }
3104 /* If we are just printing, we don't care about cursed status */
3105 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3106 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3107 if (aflags & AP_PRINT)
3108 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3109 else
3110 unapply_special(who, tmp, aflags);
3111 }
3112 else {
3113 /* Cursed item that we can't unequip - tell the player.
3114 * Note this could be annoying if this is just one of a few,
3115 * so it may not be critical (eg, putting on a ring and you have
3116 * one cursed ring.)
3117 */
3118 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3119 }
3120 last = tmp->below;
3121 }
3122 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3123 * return in the !tmp would have kicked in.
3124 */
3125 } /* if op is using this body location */
3126 } /* for body lcoations */
3127 return 0;
3128 }
3129
3130 /**
3131 * Checks to see if 'who' can apply object 'op'.
3132 * Returns 0 if apply can be done without anything special.
3133 * Otherwise returns a bitmask - potentially several of these may be
3134 * set, but largely depends on circumstance - in the future, processing
3135 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3136 * is set, do we really are what the other flags may be?)
3137 *
3138 * See include/define.h for detailed description of the meaning of
3139 * these return values.
3140 */
3141 int can_apply_object(object *who, object *op)
3142 {
3143 int i, retval=0;
3144 object *tmp=NULL, *ws=NULL;
3145
3146 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3147 * 2 weapons, but we don't want to let them do that. So if they are
3148 * trying to equip a weapon or shield, see if they already have one
3149 * in place and store that way.
3150 */
3151 if (op->type == WEAPON || op->type == SHIELD) {
3152 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3153 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3154 retval = CAN_APPLY_UNAPPLY;
3155 ws = tmp;
3156 }
3157 }
3158 }
3159
3160
3161 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3162 if (op->body_info[i]) {
3163 /* Item uses more slots than we have */
3164 if (FABS(op->body_info[i]) > who->body_info[i]) {
3165 /* Could return now for efficiently - rest of info below isn'
3166 * really needed.
3167 */
3168 retval |= CAN_APPLY_NEVER;
3169 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3170 /* in this case, equipping this would use more free spots than
3171 * we have.
3172 */
3173 object *tmp1;
3174
3175
3176 /* if we have an applied weapon/shield, and unapply it would free
3177 * enough slots to equip the new item, then just set this can
3178 * continue. We don't care about the logic below - if you have
3179 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied
3182 * may be two handed for example.
3183 */
3184 if (ws) {
3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3186 retval |= CAN_APPLY_UNAPPLY;
3187 continue;
3188 }
3189 }
3190
3191 tmp1 = get_item_from_body_location(who->inv, i);
3192 if (!tmp1) {
3193 #if 0
3194 /* This is sort of an error, but happens a lot when old players
3195 * join in with more stuff equipped than they are now allowed.
3196 */
3197 LOG(llevError,"Can't find object using location %d on %s\n",
3198 i, who->name);
3199 #endif
3200 retval |= CAN_APPLY_NEVER;
3201 } else {
3202 /* need to unapply something. However, if this something
3203 * is different than we had found before, it means they need
3204 * to apply multiple objects
3205 */
3206 retval |= CAN_APPLY_UNAPPLY;
3207 if (!tmp) tmp = tmp1;
3208 else if (tmp != tmp1) {
3209 retval |= CAN_APPLY_UNAPPLY_MULT;
3210 }
3211 /* This object isn't using up all the slots, so there must
3212 * be another. If so, and it the new item doesn't need all
3213 * the slots, the player then has a choice.
3214 */
3215 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3216 (FABS(op->body_info[i]) < who->body_info[i]))
3217 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3218
3219 /* Does unequippint 'tmp1' free up enough slots for this to be
3220 * equipped? If not, there must be something else to unapply.
3221 */
3222 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3223 retval |= CAN_APPLY_UNAPPLY_MULT;
3224
3225 }
3226 } /* if not enough free slots */
3227 } /* if this object uses location i */
3228 } /* for i -> num_body_locations loop */
3229
3230 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3231 * really be controlled by use of body locations. We do have
3232 * the weapon/shield checks, and the range checks for monsters,
3233 * because you can't control those just by body location - bows, shields,
3234 * and weapons all use the same slot. Similar for horn/rod/wand - they
3235 * all use the same location.
3236 */
3237 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3238 retval |= CAN_APPLY_RESTRICTION;
3239 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3240 retval |= CAN_APPLY_RESTRICTION;
3241
3242
3243 if (who->type != PLAYER) {
3244 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3245 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3246 retval |= CAN_APPLY_RESTRICTION;
3247 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION;
3249 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3250 retval |= CAN_APPLY_RESTRICTION;
3251 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3252 retval |= CAN_APPLY_RESTRICTION;
3253 }
3254 return retval;
3255 }
3256
3257
3258
3259 /**
3260 * who is the object using the object. It can be a monster.
3261 * op is the object they are using. op is an equipment type item,
3262 * eg, one which you put on and keep on for a while, and not something
3263 * like a potion or scroll.
3264 *
3265 * function returns 1 if the action could not be completed, 0 on
3266 * success. However, success is a matter of meaning - if the
3267 * user passes the 'apply' flag to an object already applied,
3268 * nothing is done, and 0 is returned.
3269 *
3270 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3271 * AP_UNAPPLY=always unapply).
3272 *
3273 * Optional flags:
3274 * AP_NO_MERGE: don't merge an unapplied object with other objects
3275 * AP_IGNORE_CURSE: unapply cursed items
3276 *
3277 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3278 *
3279 * apply_special() doesn't check for unpaid items.
3280 */
3281 int apply_special (object *who, object *op, int aflags)
3282 {
3283 int basic_flag = aflags & AP_BASIC_FLAGS;
3284 object *tmp, *tmp2, *skop=NULL;
3285 int i;
3286
3287 if(who==NULL) {
3288 LOG(llevError,"apply_special() from object without environment.\n");
3289 return 1;
3290 }
3291
3292 if(op->env!=who)
3293 return 1; /* op is not in inventory */
3294
3295 /* trying to unequip op */
3296 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3297 /* always apply, so no reason to unapply */
3298 if (basic_flag == AP_APPLY) return 0;
3299
3300 if ( ! (aflags & AP_IGNORE_CURSE)
3301 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3302 new_draw_info_format(NDI_UNIQUE, 0, who,
3303 "No matter how hard you try, you just can't\nremove %s.",
3304 query_name(op));
3305 return 1;
3306 }
3307 return unapply_special(who, op, aflags);
3308 }
3309
3310 if (basic_flag == AP_UNAPPLY) return 0;
3311
3312 i = can_apply_object(who, op);
3313
3314 /* Can't just apply this object. Lets see what not and what to do */
3315 if (i) {
3316 if (i & CAN_APPLY_NEVER) {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3318 return 1;
3319 } else if (i & CAN_APPLY_RESTRICTION) {
3320 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3321 return 1;
3322 }
3323 if (who->type != PLAYER) {
3324 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob(who, op, aflags)) return 1;
3326 } else {
3327 if (who->contr->unapply == unapply_never ||
3328 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3329 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3330 unapply_for_ob(who, op, AP_PRINT);
3331 return 1;
3332 }
3333 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3334 i = unapply_for_ob(who, op, aflags);
3335 if (i) return 1;
3336 }
3337 }
3338 }
3339 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3340 skop=find_skill_by_name(who, op->skill);
3341 if (!skop) {
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3343 return 1;
3344 } else {
3345 /* While experience will be credited properly, we want to change the
3346 * skill so that the dam and wc get updated
3347 */
3348 change_skill(who, skop, 0);
3349 }
3350 }
3351
3352 if (who->type == PLAYER && op->item_power &&
3353 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3354 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3355 return 1;
3356 }
3357
3358
3359 /* Ok. We are now at the state where we can apply the new object.
3360 * Note that we don't have the checks for can_use_...
3361 * below - that is already taken care of by can_apply_object.
3362 */
3363
3364
3365 if(op->nrof > 1)
3366 tmp = get_split_ob(op,op->nrof - 1);
3367 else
3368 tmp = NULL;
3369
3370 switch(op->type) {
3371 case WEAPON:
3372 if (!check_weapon_power(who, op->last_eat)) {
3373 new_draw_info(NDI_UNIQUE, 0,who,
3374 "That weapon is too powerful for you to use.");
3375 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3376 if(tmp!=NULL)
3377 (void) insert_ob_in_ob(tmp,who);
3378 return 1;
3379 }
3380 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3381 /* if the weapon does not have the name as the character, can't use it. */
3382 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3383 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3384 if(tmp!=NULL)
3385 (void) insert_ob_in_ob(tmp,who);
3386 return 1;
3387 }
3388 SET_FLAG(op, FLAG_APPLIED);
3389
3390 if (skop) change_skill(who, skop, 1);
3391 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3392 SET_FLAG(who, FLAG_READY_WEAPON);
3393
3394 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3395
3396 (void) change_abil (who,op);
3397 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3398 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3399 LOG(llevDebug, "Scripting Weapon wielded\n");
3400 if (who->current_weapon_script) free_string(who->current_weapon_script);
3401 who->current_weapon_script=add_string(query_name(op));
3402 }
3403 who->current_weapon = op;*/
3404 break;
3405
3406 case ARMOUR:
3407 case HELMET:
3408 case SHIELD:
3409 case BOOTS:
3410 case GLOVES:
3411 case GIRDLE:
3412 case BRACERS:
3413 case CLOAK:
3414 case RING:
3415 case AMULET:
3416 SET_FLAG(op, FLAG_APPLIED);
3417 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3418 (void) change_abil (who,op);
3419 break;
3420 case LAMP:
3421 if (op->stats.food < 1) {
3422 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3423 " fuel!", op->name);
3424 return 1;
3425 }
3426 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3427 op->name);
3428 tmp2 = arch_to_object(op->other_arch);
3429 tmp2->stats.food = op->stats.food;
3430 SET_FLAG(tmp2, FLAG_APPLIED);
3431 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3432 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3433 insert_ob_in_ob(tmp2, who);
3434
3435 /* Remove the old lantern */
3436 if (who->type == PLAYER)
3437 esrv_del_item(who->contr, (tag_t)op->count);
3438 remove_ob(op);
3439 free_object(op);
3440
3441 /* insert the portion that was split off */
3442 if(tmp!=NULL) {
3443 (void) insert_ob_in_ob(tmp,who);
3444 if(who->type==PLAYER)
3445 esrv_send_item(who, tmp);
3446 }
3447 fix_player(who);
3448 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3449 if (who->type == PLAYER) {
3450 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3451 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3452 }
3453 }
3454 if(who->type==PLAYER)
3455 esrv_send_item(who, tmp2);
3456 return 0;
3457 break;
3458
3459 /* this part is needed for skill-tools */
3460 case SKILL:
3461 case SKILL_TOOL:
3462 if (who->chosen_skill) {
3463 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3464 return 1;
3465 }
3466 if (who->type == PLAYER) {
3467 who->contr->shoottype = range_skill;
3468 who->contr->ranges[range_skill] = op;
3469 if ( ! op->invisible) {
3470 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3471 query_name (op));
3472 new_draw_info_format (NDI_UNIQUE, 0, who,
3473 "You can now use the skill: %s.",
3474 op->skill);
3475 } else {
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3477 op->skill? op->skill:op->name);
3478 }
3479 }
3480 SET_FLAG (op, FLAG_APPLIED);
3481 (void) change_abil (who, op);
3482 who->chosen_skill = op;
3483 SET_FLAG (who, FLAG_READY_SKILL);
3484 break;
3485
3486 case BOW:
3487 if (!check_weapon_power(who, op->last_eat)) {
3488 new_draw_info(NDI_UNIQUE, 0, who,
3489 "That item is too powerful for you to use.");
3490 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3491 if(tmp != NULL)
3492 (void)insert_ob_in_ob(tmp,who);
3493 return 1;
3494 }
3495 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3496 new_draw_info(NDI_UNIQUE, 0, who,
3497 "The weapon does not recognize you as its owner.");
3498 if(tmp != NULL)
3499 (void)insert_ob_in_ob(tmp,who);
3500 return 1;
3501 }
3502 /*FALLTHROUGH*/
3503 case WAND:
3504 case ROD:
3505 case HORN:
3506 /* check for skill, alter player status */
3507 SET_FLAG(op, FLAG_APPLIED);
3508 if (skop) change_skill(who, skop, 0);
3509 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3510
3511 if(who->type==PLAYER) {
3512 if (op->type == BOW) {
3513 (void)change_abil(who, op);
3514 new_draw_info_format (NDI_UNIQUE, 0, who,
3515 "You will now fire %s with %s.",
3516 op->race ? op->race : "nothing", query_name(op));
3517 who->contr->shoottype = range_bow;
3518 } else {
3519 who->contr->shoottype = range_misc;
3520 }
3521 } else {
3522 if (op->type == BOW)
3523 SET_FLAG (who, FLAG_READY_BOW);
3524 else
3525 SET_FLAG (who, FLAG_READY_RANGE);
3526 }
3527 break;
3528
3529 case BUILDER:
3530 if ( who->contr->ranges[ range_builder ] )
3531 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3532 who->contr->shoottype = range_builder;
3533 who->contr->ranges[ range_builder ] = op;
3534 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3535 break;
3536
3537 default:
3538 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3539 } /* end of switch op->type */
3540
3541 SET_FLAG(op, FLAG_APPLIED);
3542
3543 if(tmp!=NULL)
3544 tmp = insert_ob_in_ob(tmp,who);
3545
3546 fix_player(who);
3547
3548 /* We exclude spell casting objects. The fire code will set the
3549 * been applied flag when they are used - until that point,
3550 * you don't know anything about them.
3551 */
3552 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3553 op->type!=ROD)
3554 SET_FLAG(op,FLAG_BEEN_APPLIED);
3555
3556 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3557 if (who->type == PLAYER) {
3558 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3559 SET_FLAG(op,FLAG_KNOWN_CURSED);
3560 }
3561 }
3562 if(who->type==PLAYER) {
3563 /* if multiple objects were applied, update both slots */
3564 if (tmp)
3565 esrv_send_item(who, tmp);
3566 esrv_send_item(who, op);
3567 }
3568 return 0;
3569 }
3570
3571
3572 int monster_apply_special (object *who, object *op, int aflags)
3573 {
3574 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3575 return 1;
3576 return apply_special (who, op, aflags);
3577 }
3578
3579 /**
3580 * Map was just loaded, handle op's initialisation.
3581 *
3582 * Generates shop floor's item, and treasures.
3583 */
3584 int auto_apply (object *op) {
3585 object *tmp = NULL, *tmp2;
3586 int i;
3587
3588 switch(op->type) {
3589 case SHOP_FLOOR:
3590 if (!HAS_RANDOM_ITEMS(op)) return 0;
3591 do {
3592 i=10; /* let's give it 10 tries */
3593 while((tmp=generate_treasure(op->randomitems,
3594 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3595 if(tmp==NULL)
3596 return 0;
3597 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3598 free_object(tmp);
3599 tmp = NULL;
3600 }
3601 } while(!tmp);
3602 tmp->x=op->x;
3603 tmp->y=op->y;
3604 SET_FLAG(tmp,FLAG_UNPAID);
3605 insert_ob_in_map(tmp,op->map,NULL,0);
3606 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3607 identify(tmp);
3608 break;
3609
3610 case TREASURE:
3611 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3612 return 0;
3613 while ((op->stats.hp--)>0)
3614 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3615 op->stats.exp ? (int)op->stats.exp :
3616 op->map == NULL ? 14: op->map->difficulty,0);
3617
3618 /* If we generated an object and put it in this object inventory,
3619 * move it to the parent object as the current object is about
3620 * to disappear. An example of this item is the random_* stuff
3621 * that is put inside other objects.
3622 */
3623 for (tmp=op->inv; tmp; tmp=tmp2) {
3624 tmp2 = tmp->below;
3625 remove_ob(tmp);
3626 if (op->env) insert_ob_in_ob(tmp, op->env);
3627 else free_object(tmp);
3628 }
3629 remove_ob(op);
3630 free_object(op);
3631 break;
3632 }
3633 return tmp ? 1 : 0;
3634 }
3635
3636 /**
3637 * fix_auto_apply goes through the entire map (only the first time
3638 * when an original map is loaded) and performs special actions for
3639 * certain objects (most initialization of chests and creation of
3640 * treasures and stuff). Calls auto_apply if appropriate.
3641 */
3642
3643 void fix_auto_apply(mapstruct *m) {
3644 object *tmp,*above=NULL;
3645 int x,y;
3646
3647 if(m==NULL) return;
3648
3649 for(x=0;x<MAP_WIDTH(m);x++)
3650 for(y=0;y<MAP_HEIGHT(m);y++)
3651 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3652 above=tmp->above;
3653
3654 if (tmp->inv) {
3655 object *invtmp, *invnext;
3656
3657 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3658 invnext = invtmp->below;
3659
3660 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3661 auto_apply(invtmp);
3662 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3663 while ((invtmp->stats.hp--)>0)
3664 create_treasure(invtmp->randomitems, invtmp, 0,
3665 m->difficulty,0);
3666 invtmp->randomitems = NULL;
3667 }
3668 else if (invtmp && invtmp->arch &&
3669 invtmp->type!=TREASURE &&
3670 invtmp->type != SPELL &&
3671 invtmp->type != CLASS &&
3672 HAS_RANDOM_ITEMS(invtmp)) {
3673 create_treasure(invtmp->randomitems, invtmp, 0,
3674 m->difficulty,0);
3675 /* Need to clear this so that we never try to create
3676 * treasure again for this object
3677 */
3678 invtmp->randomitems = NULL;
3679 }
3680 }
3681 /* This is really temporary - the code at the bottom will
3682 * also set randomitems to null. The problem is there are bunches
3683 * of maps/players already out there with items that have spells
3684 * which haven't had the randomitems set to null yet.
3685 * MSW 2004-05-13
3686 *
3687 * And if it's a spellbook, it's better to set randomitems to NULL too,
3688 * else you get two spells in the book ^_-
3689 * Ryo 2004-08-16
3690 */
3691 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3692 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3693 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3694 tmp->randomitems = NULL;
3695
3696 }
3697
3698 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3699 auto_apply(tmp);
3700 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3701 while ((tmp->stats.hp--)>0)
3702 create_treasure(tmp->randomitems, tmp, 0,
3703 m->difficulty,0);
3704 tmp->randomitems = NULL;
3705 }
3706 else if(tmp->type==TIMED_GATE) {
3707 object *head = tmp->head != NULL ? tmp->head : tmp;
3708 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3709 tmp->speed = 0;
3710 update_ob_speed(tmp);
3711 }
3712 }
3713 /* This function can be called everytime a map is loaded, even when
3714 * swapping back in. As such, we don't want to create the treasure
3715 * over and ove again, so after we generate the treasure, blank out
3716 * randomitems so if it is swapped in again, it won't make anything.
3717 * This is a problem for the above objects, because they have counters
3718 * which say how many times to make the treasure.
3719 */
3720 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3721 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3722 HAS_RANDOM_ITEMS(tmp)) {
3723 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3724 m->difficulty,0);
3725 tmp->randomitems = NULL;
3726 }
3727 }
3728
3729 for(x=0;x<MAP_WIDTH(m);x++)
3730 for(y=0;y<MAP_HEIGHT(m);y++)
3731 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3732 if (tmp->above &&
3733 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3734 check_trigger (tmp, tmp->above);
3735 }
3736
3737 /**
3738 * Handles player eating food that temporarily changes status (resistances, stats).
3739 * This used to call cast_change_attr(), but
3740 * that doesn't work with the new spell code. Since we know what
3741 * the food changes, just grab a force and use that instead.
3742 */
3743
3744 void eat_special_food(object *who, object *food) {
3745 object *force;
3746 int i, did_one=0;
3747 sint8 k;
3748
3749 force = get_archetype(FORCE_NAME);
3750
3751 for (i=0; i < NUM_STATS; i++) {
3752 k = get_attr_value(&food->stats, i);
3753 if (k) {
3754 set_attr_value(&force->stats, i, k);
3755 did_one = 1;
3756 }
3757 }
3758
3759 /* check if we can protect the eater */
3760 for (i=0; i<NROFATTACKS; i++) {
3761 if (food->resist[i]>0) {
3762 force->resist[i] = food->resist[i] / 2;
3763 did_one = 1;
3764 }
3765 }
3766 if (did_one) {
3767 force->speed = 0.1;
3768 update_ob_speed(force);
3769 /* bigger morsel of food = longer effect time */
3770 force->stats.food = food->stats.food / 5;
3771 SET_FLAG(force, FLAG_IS_USED_UP);
3772 SET_FLAG(force, FLAG_APPLIED);
3773 change_abil(who, force);
3774 insert_ob_in_ob(force, who);
3775 } else {
3776 free_object(force);
3777 }
3778
3779 /* check for hp, sp change */
3780 if(food->stats.hp!=0) {
3781 if(QUERY_FLAG(food, FLAG_CURSED)) {
3782 strcpy(who->contr->killer,food->name);
3783 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3784 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3785 } else {
3786 if(food->stats.hp>0)
3787 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3788 else
3789 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3790 who->stats.hp += food->stats.hp;
3791 }
3792 }
3793 if(food->stats.sp!=0) {
3794 if(QUERY_FLAG(food, FLAG_CURSED)) {
3795 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3796 who->stats.sp -= food->stats.sp;
3797 if(who->stats.sp<0) who->stats.sp=0;
3798 } else {
3799 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3800 who->stats.sp += food->stats.sp;
3801 /* place limit on max sp from food? */
3802 }
3803 }
3804 fix_player(who);
3805 }
3806
3807
3808 /**
3809 * Designed primarily to light torches/lanterns/etc.
3810 * Also burns up burnable material too. First object in the inventory is
3811 * the selected object to "burn". -b.t.
3812 */
3813
3814 void apply_lighter(object *who, object *lighter) {
3815 object *item;
3816 int is_player_env=0;
3817 uint32 nrof;
3818 tag_t count;
3819 char item_name[MAX_BUF];
3820
3821 item=find_marked_object(who);
3822 if(item) {
3823 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3824 /* Split multiple lighters if they're being used up. Otherwise *
3825 * one charge from each would be used up. --DAMN */
3826 if(lighter->nrof > 1) {
3827 object *oneLighter = get_object();
3828 copy_object(lighter, oneLighter);
3829 lighter->nrof -= 1;
3830 oneLighter->nrof = 1;
3831 oneLighter->stats.food--;
3832 esrv_send_item(who, lighter);
3833 oneLighter=insert_ob_in_ob(oneLighter, who);
3834 esrv_send_item(who, oneLighter);
3835 } else {
3836 lighter->stats.food--;
3837 }
3838
3839 } else if(lighter->last_eat) { /* no charges left in lighter */
3840 new_draw_info_format(NDI_UNIQUE, 0,who,
3841 "You attempt to light the %s with a used up %s.",
3842 item->name, lighter->name);
3843 return;
3844 }
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849 nrof=item->nrof;
3850 count=item->count;
3851 /* If the item is destroyed, we don't have a valid pointer to the
3852 * name object, so make a copy so the message we print out makes
3853 * some sense.
3854 */
3855 strcpy(item_name, item->name);
3856 if (who == is_player_inv(item)) is_player_env=1;
3857
3858 save_throw_object(item,AT_FIRE,who);
3859 /* Change to check count and not freed, since the object pointer
3860 * may have gotten recycled
3861 */
3862 if ((nrof != item->nrof ) || (count != item->count)) {
3863 new_draw_info_format(NDI_UNIQUE, 0,who,
3864 "You light the %s with the %s.",item_name,lighter->name);
3865 /* Need to update the player so that the players glow radius
3866 * gets changed.
3867 */
3868 if (is_player_env) fix_player(who);
3869 } else {
3870 new_draw_info_format(NDI_UNIQUE, 0,who,
3871 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3872 }
3873
3874 } else /* nothing to light */
3875 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3876
3877 }
3878
3879 /**
3880 * op made some mistake with a scroll, this takes care of punishment.
3881 * scroll_failure()- hacked directly from spell_failure
3882 */
3883 void scroll_failure(object *op, int failure, int power)
3884 {
3885 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3886
3887 if(failure<= -1&&failure > -15) {/* wonder */
3888 object *tmp;
3889
3890 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3891 tmp=get_archetype(SPELL_WONDER);
3892 cast_wonder(op, op, 0, tmp);
3893 free_object(tmp);
3894 } else if (failure <= -15&&failure > -35) {/* drain mana */
3895 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3896 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3897 if(op->stats.sp<0) op->stats.sp = 0;
3898 } else if (settings.spell_failure_effects == TRUE) {
3899 if (failure <= -35&&failure > -60) { /* confusion */
3900 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3901 confuse_player(op,op,power);
3902 } else if (failure <= -60&&failure> -70) {/* paralysis */
3903 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3904 "you!");
3905 paralyze_player(op,op,power);
3906 } else if (failure <= -70&&failure> -80) {/* blind */
3907 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3908 blind_player(op,op,power);
3909 } else if (failure <= -80) {/* blast the immediate area */
3910 object *tmp;
3911 tmp=get_archetype(LOOSE_MANA);
3912 cast_magic_storm(op,tmp, power);
3913 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3914 free_object(tmp);
3915 }
3916 }
3917 }
3918
3919 void apply_changes_to_player(object *pl, object *change) {
3920 int excess_stat=0; /* if the stat goes over the maximum
3921 for the race, put the excess stat some
3922 where else. */
3923
3924 switch (change->type) {
3925 case CLASS: {
3926 living *stats = &(pl->contr->orig_stats);
3927 living *ns = &(change->stats);
3928 object *walk;
3929 int flag_change_face=1;
3930
3931 /* the following code assigns stats up to the stat max
3932 * for the race, and if the stat max is exceeded,
3933 * tries to randomly reassign the excess stat
3934 */
3935 int i,j;
3936 for(i=0;i<NUM_STATS;i++) {
3937 sint8 stat=get_attr_value(stats,i);
3938 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3939 stat += get_attr_value(ns,i);
3940 if(stat > 20 + race_bonus) {
3941 excess_stat++;
3942 stat = 20+race_bonus;
3943 }
3944 set_attr_value(stats,i,stat);
3945 }
3946
3947 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3948 int i = rndm(0, 6);
3949 int stat=get_attr_value(stats,i);
3950 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3951 if(i==CHA) continue; /* exclude cha from this */
3952 if( stat < 20 + race_bonus) {
3953 change_attr_value(stats,i,1);
3954 excess_stat--;
3955 }
3956 }
3957
3958 /* insert the randomitems from the change's treasurelist into
3959 * the player ref: player.c
3960 */
3961 if(change->randomitems!=NULL)
3962 give_initial_items(pl,change->randomitems);
3963
3964
3965 /* set up the face, for some races. */
3966
3967 /* first, look for the force object banning
3968 * changing the face. Certain races never change face with class.
3969 */
3970 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3971 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3972
3973 if(flag_change_face) {
3974 pl->animation_id = GET_ANIM_ID(change);
3975 pl->face = change->face;
3976
3977 if(QUERY_FLAG(change,FLAG_ANIMATE))
3978 SET_FLAG(pl,FLAG_ANIMATE);
3979 else
3980 CLEAR_FLAG(pl,FLAG_ANIMATE);
3981 }
3982
3983 /* check the special case of can't use weapons */
3984 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3985 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3986
3987 break;
3988 }
3989 }
3990 }
3991
3992 /**
3993 * This handles items of type 'transformer'.
3994 * Basically those items, used with a marked item, transform both items into something
3995 * else.
3996 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3997 * Change information is contained in the 'slaying' field of the marked item.
3998 * The format is as follow: transformer:[number ]yield[;transformer:...].
3999 * This way an item can be transformed in many things, and/or many objects.
4000 * The 'slaying' field for transformer is used as verb for the action.
4001 */
4002 void apply_item_transformer( object* pl, object* transformer )
4003 {
4004 object* marked;
4005 object* new_item;
4006 char* find;
4007 char* separator;
4008 int yield;
4009 char got[ MAX_BUF ];
4010 int len;
4011
4012 if ( !pl || !transformer )
4013 return;
4014 marked = find_marked_object( pl );
4015 if ( !marked )
4016 {
4017 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4018 return;
4019 }
4020 if ( !marked->slaying )
4021 {
4022 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4023 return;
4024 }
4025 /* check whether they are compatible or not */
4026 find = strstr( marked->slaying, transformer->arch->name );
4027 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4028 {
4029 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4030 return;
4031 }
4032 find += strlen( transformer->arch->name ) + 1;
4033 /* Item can be used, now find how many and what it yields */
4034 if ( isdigit( *( find ) ) )
4035 {
4036 yield = atoi( find );
4037 if ( yield < 1 )
4038 {
4039 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4040 yield = 1;
4041 }
4042 }
4043 else
4044 yield = 1;
4045
4046 while ( isdigit( *find ) )
4047 find++;
4048 while ( *find == ' ' )
4049 find++;
4050 memset( got, 0, MAX_BUF );
4051 if ( (separator = strchr( find, ';' ))!=NULL)
4052 {
4053 len = separator - find;
4054 }
4055 else
4056 {
4057 len = strlen(find);
4058 }
4059 if ( len > MAX_BUF-1)
4060 len = MAX_BUF-1;
4061 strcpy( got, find );
4062 got[len] = '\0';
4063
4064 /* Now create new item, remove used ones when required. */
4065 new_item = get_archetype( got );
4066 if ( !new_item )
4067 {
4068 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4069 return;
4070 }
4071 new_item->nrof = yield;
4072 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4073 insert_ob_in_ob( new_item, pl );
4074 esrv_send_inventory( pl, pl );
4075 /* Eat up one item */
4076 decrease_ob_nr( marked, 1 );
4077 /* Eat one transformer if needed */
4078 if ( transformer->stats.food )
4079 if ( --transformer->stats.food == 0 )
4080 decrease_ob_nr( transformer, 1 );
4081 }