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Revision: 1.38
Committed: Tue Dec 12 22:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +2 -0 lines
Log Message:
limit difficulty in treasure generation to 1..max_level

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29
30 #ifndef __CEXTRACT__
31 # include <sproto.h>
32 #endif
33
34 /* Want this regardless of rplay. */
35 #include <sounds.h>
36
37 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
38 #include <math.h>
39
40 /**
41 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue.
43 */
44 int
45 should_director_abort (object *op, object *victim)
46 {
47 int arch_flag, name_flag, race_flag;
48
49 /* Get flags to determine what of arch, name, and race should be checked.
50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51 * the next is the name flag, and the last is the race flag. Also note,
52 * if subtype is set to zero, that also goes to defaults of all affecting
53 * it. Examples:
54 * subtype 1: only arch
55 * subtype 3: arch or name
56 * subtype 5: arch or race
57 * subtype 7: all three
58 */
59 if (op->subtype)
60 {
61 arch_flag = (op->subtype & 1);
62 name_flag = (op->subtype & 2);
63 race_flag = (op->subtype & 4);
64 }
65 else
66 {
67 arch_flag = 1;
68 name_flag = 1;
69 race_flag = 1;
70 }
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
79 return 1;
80 }
81 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match.
83 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
88 return 1;
89 }
90 return 0;
91 }
92
93 /**
94 * This handles a player dropping money on an altar to identify stuff.
95 * It'll identify marked item, if none all items up to dropped money.
96 * Return value: 1 if money was destroyed, 0 if not.
97 */
98 static int
99 apply_id_altar (object *money, object *altar, object *pl)
100 {
101 object *id, *marked;
102 int success = 0;
103
104 if (pl == NULL || pl->type != PLAYER)
105 return 0;
106
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be.
109 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0;
112
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory.
116 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 {
119 if (operate_altar (altar, &money))
120 {
121 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123 if (marked->msg)
124 {
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
130 }
131
132 for (id = pl->inv; id; id = id->below)
133 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 {
136 if (operate_altar (altar, &money))
137 {
138 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140 if (id->msg)
141 {
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break;
149 }
150 else
151 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break;
154 }
155 }
156 }
157 if (!success)
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159 return money == NULL;
160 }
161
162 /**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item.
165 **/
166 static void
167 handle_apply_yield (object *tmp)
168 {
169 const char *yield;
170
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189 }
190
191 /**
192 * Handles applying a potion.
193 */
194 int
195 apply_potion (object *op, object *tmp)
196 {
197 int got_one = 0, i;
198 object *force = 0, *floor = 0;
199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212 identify (tmp);
213
214 handle_apply_yield (tmp);
215
216 /* Potion of restoration - only for players */
217 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218 {
219 object *depl;
220 archetype *at;
221
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 {
224 drain_stat (op);
225 fix_player (op);
226 decrease_ob (tmp);
227 return 1;
228 }
229
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 {
232 LOG (llevError, "Could not find archetype depletion\n");
233 return 0;
234 }
235 depl = present_arch_in_ob (at, op);
236
237 if (depl != NULL)
238 {
239 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242
243 depl->destroy ();
244 fix_player (op);
245 }
246 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248
249 decrease_ob (tmp);
250 return 1;
251 }
252
253 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255 {
256 for (i = 1; i < MIN (11, op->level); i++)
257 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 {
260 if (op->contr->levhp[i] != 1)
261 {
262 op->contr->levhp[i] = 1;
263 break;
264 }
265 if (op->contr->levsp[i] != 1)
266 {
267 op->contr->levsp[i] = 1;
268 break;
269 }
270 if (op->contr->levgrace[i] != 1)
271 {
272 op->contr->levgrace[i] = 1;
273 break;
274 }
275 }
276 else
277 {
278 if (op->contr->levhp[i] < 9)
279 {
280 op->contr->levhp[i] = 9;
281 break;
282 }
283 if (op->contr->levsp[i] < 6)
284 {
285 op->contr->levsp[i] = 6;
286 break;
287 }
288 if (op->contr->levgrace[i] < 3)
289 {
290 op->contr->levgrace[i] = 3;
291 break;
292 }
293 }
294 }
295
296 /* Just makes checking easier */
297 if (i < MIN (11, op->level))
298 got_one = 1;
299
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
302 if (got_one)
303 {
304 fix_player (op);
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 }
309 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 fix_player (op);
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 }
319 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 }
322
323 decrease_ob (tmp);
324 return 1;
325 }
326
327
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 * and heroism all fit into this category. Given the spell object code,
330 * there is no limit to the number of spells that potions can be cast,
331 * but direction is problematic to try and imbue fireball potions for example.
332 */
333 if (tmp->inv)
334 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
337 object *fball;
338
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 }
348 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350
351 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op);
355 return 1;
356 }
357
358 /* Deal with protection potions */
359 force = NULL;
360 for (i = 0; i < NROFATTACKS; i++)
361 {
362 if (tmp->resist[i])
363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */
369 }
370 }
371 /* This is a protection potion */
372 if (force)
373 {
374 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
377 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 }
382 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force);
387 decrease_ob (tmp);
388 return 1;
389 }
390
391 /* Only thing left are the stat potions */
392 if (op->type == PLAYER)
393 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else
397 SET_FLAG (tmp, FLAG_APPLIED);
398 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 }
401
402 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears
405 * up all the stats.
406 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op);
409 decrease_ob (tmp);
410 return 1;
411 }
412
413 /****************************************************************************
414 * Weapon improvement code follows
415 ****************************************************************************/
416
417 /**
418 * This returns the sum of nrof of item (arch name).
419 */
420 static int
421 check_item (object *op, const char *item)
422 {
423 int count = 0;
424
425
426 if (item == NULL)
427 return 0;
428 op = op->below;
429 while (op != NULL)
430 {
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof;
440 }
441 }
442 op = op->below;
443 }
444 return count;
445 }
446
447 /**
448 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only
450 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects.
452 */
453 static void
454 eat_item (object *op, const char *item, uint32 nrof)
455 {
456 object *prev;
457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
477 prev = op;
478 op = op->below;
479 }
480 }
481
482 /**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489 static int
490 check_weapon_power (const object *who, int improvs)
491 {
492
493 /* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497 #if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503 #else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531 #endif
532 }
533
534 /**
535 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */
538 static int
539 check_sacrifice (object *op, const object *improver)
540 {
541 int count = 0;
542
543 if (improver->slaying != NULL)
544 {
545 count = check_item (op, improver->slaying);
546 if (count < 1)
547 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying);
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0;
553 }
554 }
555 else
556 count = 1;
557
558 return count;
559 }
560
561 /**
562 * Actually improves the weapon, and tells user.
563 */
564 int
565 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 {
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count;
570 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver);
573
574 /* So it updates the players stats and the window */
575 fix_player (op);
576 return 1;
577 }
578
579 /* Types of improvements, hidden in the sp field. */
580 #define IMPROVE_PREPARE 1
581 #define IMPROVE_DAMAGE 2
582 #define IMPROVE_WEIGHT 3
583 #define IMPROVE_ENCHANT 4
584 #define IMPROVE_STR 5
585 #define IMPROVE_DEX 6
586 #define IMPROVE_CON 7
587 #define IMPROVE_WIS 8
588 #define IMPROVE_CHA 9
589 #define IMPROVE_INT 10
590 #define IMPROVE_POW 11
591
592
593 /**
594 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on.
596 */
597
598 int
599 prepare_weapon (object *op, object *improver, object *weapon)
600 {
601 int sacrifice_count, i;
602 char buf[MAX_BUF];
603
604 if (weapon->level != 0)
605 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0;
608 }
609 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i])
611 break;
612
613 /* If we break out, i will be less than nrofattacks, preventing
614 * improvement of items that already have protections.
615 */
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */
620 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0;
623 }
624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0)
626 return 0;
627 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count);
630
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632
633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */
637 decrease_ob (improver);
638 weapon->last_eat = 0;
639 return 1;
640 }
641
642
643 /**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason.
647 *
648 * Checks if weapon was prepared, if enough potions on the floor, ...
649 *
650 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve
653 */
654 int
655 improve_weapon (object *op, object *improver, object *weapon)
656 {
657 int sacrifice_count, sacrifice_needed = 0;
658
659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon);
662 }
663 if (weapon->level == 0)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666 return 0;
667 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671 return 0;
672 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678 return 0;
679 }
680 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved.
684 */
685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
687 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690 weapon->last_eat++;
691
692 weapon->item_power++;
693 decrease_ob (improver);
694 return 1;
695 }
696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
698 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1)
701 weapon->weight = 1;
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703 weapon->last_eat++;
704 weapon->item_power++;
705 decrease_ob (improver);
706 return 1;
707 }
708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
710 weapon->magic++;
711 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713 decrease_ob (improver);
714 weapon->item_power++;
715 return 1;
716 }
717
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720
721 if (sacrifice_needed < 1)
722 sacrifice_needed = 1;
723 sacrifice_needed *= 2;
724
725 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed)
727 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729 return 0;
730 }
731 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++;
733
734 switch (improver->stats.sp)
735 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 }
753 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0;
755 }
756
757 /**
758 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work.
761 */
762 int
763 check_improve_weapon (object *op, object *tmp)
764 {
765 object *otmp;
766
767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0;
773 }
774 otmp = find_marked_object (op);
775 if (!otmp)
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0;
779 }
780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0;
784 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp);
788 return 1;
789 }
790
791 /**
792 * This code deals with the armour improvment scrolls.
793 * Change limits on improvement - let players go up to
794 * +5 no matter what level, but they are limited by item
795 * power.
796 * Try to use same improvement code as in the common/treasure.c
797 * file, so that if you make a +2 full helm, it will be just
798 * the same as one you find in a shop.
799 *
800 * deprecated comment:
801 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802 * only 'enchantment' of armour is possible - improving
803 * the stats of a player w/ armour as well as a weapon
804 * will probably horribly unbalance the game. Magic enchanting
805 * depends on the level of the character - ie the plus
806 * value (magic) of the armour can never be increased beyond
807 * the level of the character / 10 -- rounding upish, nor may
808 * the armour value of the piece of equipment exceed either
809 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now.
812 */
813 int
814 improve_armour (object *op, object *improver, object *armour)
815 {
816 object *tmp;
817
818 if (armour->magic >= settings.armor_max_enchant)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
821 return 0;
822 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?)
827 */
828 if (armour->title)
829 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
831 return 0;
832 }
833
834 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge.
836 */
837 if (armour->nrof > 1)
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841
842 armour->magic++;
843
844 if (!settings.armor_speed_linear)
845 {
846 int base = 100;
847 int pow = 0;
848
849 while (pow < armour->magic)
850 {
851 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++;
853 }
854
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
856 }
857 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859
860 if (!settings.armor_weight_linear)
861 {
862 int base = 100;
863 int pow = 0;
864
865 while (pow < armour->magic)
866 {
867 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++;
869 }
870
871 armour->weight = (armour->arch->clone.weight * base) / 100;
872 }
873 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875
876 if (armour->weight <= 0)
877 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1;
880 }
881
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
883
884 if (op->type == PLAYER)
885 {
886 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op);
889 }
890 decrease_ob (improver);
891 if (tmp)
892 {
893 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp);
895 }
896 return 1;
897 }
898
899
900 /*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken.
903 */
904 #define CONV_FROM(xyz) xyz->slaying
905 #define CONV_TO(xyz) xyz->other_arch
906 #define CONV_NR(xyz) xyz->stats.sp
907 #define CONV_NEED(xyz) xyz->stats.food
908
909 /* Takes one items and makes another.
910 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything.
913 */
914 int
915 convert_item (object *item, object *converter)
916 {
917 int nr = 0;
918 uint32 price_in;
919
920 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck)
923 */
924 if (!strcmp (CONV_FROM (converter), "money"))
925 {
926 int cost;
927
928 if (item->type != MONEY)
929 return 0;
930
931 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr)
933 return 0;
934 cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
938 decrease_ob_nr (item, cost);
939
940 price_in = cost * item->value;
941 }
942 else
943 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0;
947
948 if (CONV_NEED (converter))
949 {
950 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter));
952 price_in = nr * CONV_NEED (converter) * item->value;
953 }
954 else
955 {
956 price_in = item->value;
957 item->destroy ();
958 }
959 }
960
961 if (converter->inv != NULL)
962 {
963 object *ob;
964 int i;
965 object *ob_to_copy;
966
967 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob;
974 }
975 }
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 }
980 else
981 {
982 if (converter->other_arch == NULL)
983 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y);
986 return -1;
987 }
988
989 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 }
992
993 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter);
995 if (nr)
996 item->nrof *= nr;
997 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value)
1000 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /**
1005 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this
1007 */
1008 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1;
1011 }
1012
1013 /**
1014 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t.
1018 */
1019
1020 int
1021 apply_container (object *op, object *sack)
1022 {
1023 char buf[MAX_BUF];
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */
1028
1029 if (sack == NULL || sack->type != CONTAINER)
1030 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0;
1033 }
1034 op->contr->last_used = NULL;
1035 op->contr->last_used_id = 0;
1036
1037 if (sack->env != op)
1038 {
1039 if (sack->other_arch == NULL || sack->env != NULL)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042 return 1;
1043 }
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 {
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 if (op->contr)
1150 op->contr->socket.update_look = 1;
1151 return 1;
1152 }
1153
1154 /**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168 int
1169 esrv_apply_container (object *op, object *sack)
1170 {
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276 }
1277
1278
1279 /**
1280 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted.
1282 */
1283 static int
1284 apply_altar (object *altar, object *sacrifice, object *originator)
1285 {
1286 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0;
1289
1290 if (operate_altar (altar, &sacrifice))
1291 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly.
1295 */
1296 if (altar->inv && altar->inv->type == SPELL)
1297 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1299 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with
1301 * old maps.
1302 */
1303
1304 /* push_button (altar);*/
1305 }
1306 else
1307 {
1308 altar->value = 1; /* works only once */
1309 push_button (altar);
1310 }
1311
1312 return !sacrifice;
1313 }
1314 else
1315 return 0;
1316 }
1317
1318 /**
1319 * Handles 'movement' of shop mats.
1320 * Returns 1 if 'op' was destroyed, 0 if not.
1321 * Largely re-written to not use nearly as many gotos, plus
1322 * some of this code just looked plain out of date.
1323 * MSW 2001-08-29
1324 */
1325 int
1326 apply_shop_mat (object *shop_mat, object *op)
1327 {
1328 int rv = 0;
1329 double opinion;
1330 object *tmp, *next;
1331
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333
1334 if (op->type != PLAYER)
1335 {
1336 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in
1338 * the shop.
1339 */
1340 for (tmp = op->inv; tmp; tmp = next)
1341 {
1342 next = tmp->below;
1343
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347
1348 tmp->remove ();
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 }
1358 }
1359
1360 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK))
1362 return 0;
1363
1364 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space.
1366 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372
1373 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375
1376 return 0;
1377 }
1378 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine.
1380 */
1381 rv = teleport (shop_mat, SHOP_MAT, op);
1382 }
1383 else if (can_pay (op) && get_payment (op))
1384 {
1385 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op);
1387
1388 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor.
1393 */
1394 else if (!rv && !is_in_shop (op))
1395 {
1396 opinion = shopkeeper_approval (op->map, op);
1397
1398 if (opinion > 0.9)
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1400 else if (opinion > 0.75)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1402 else if (opinion > 0.5)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 }
1407 }
1408 else
1409 {
1410 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore
1413 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415
1416 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else
1421 {
1422 op->remove ();
1423 op->x += freearr_x[i];
1424 op->y += freearr_y[i];
1425 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1426 }
1427 }
1428
1429 CLEAR_FLAG (op, FLAG_NO_APPLY);
1430 return rv;
1431 }
1432
1433 /**
1434 * Handles applying a sign.
1435 */
1436 static void
1437 apply_sign (object *op, object *sign, int autoapply)
1438 {
1439 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441
1442 if (sign->msg == NULL)
1443 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return;
1446 }
1447
1448 if (sign->stats.food)
1449 {
1450 if (sign->last_eat >= sign->stats.food)
1451 {
1452 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1454 return;
1455 }
1456
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++;
1459 }
1460
1461 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1462 * No way to know for sure. The presumption is basically that if
1463 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us).
1465 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469 return;
1470 }
1471 msgType = get_readable_message_type (sign);
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1474 }
1475
1476 /**
1477 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap'
1479 * effect is determined by move_on/move_off of trap and move_type of victime.
1480 *
1481 * originator: Player, monster or other object that caused 'victim' to move
1482 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1483 * However, some types of traps require an originator to function.
1484 */
1485 void
1486 move_apply (object *trap, object *victim, object *originator)
1487 {
1488 static int recursion_depth = 0;
1489
1490 /* Only exits affect DMs. */
1491 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1492 return;
1493
1494 /* move_apply() is the most likely candidate for causing unwanted and
1495 * possibly unlimited recursion.
1496 */
1497 /* The following was changed because it was causing perfeclty correct
1498 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes.
1502 */
1503 if (recursion_depth >= 500)
1504 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1507 return;
1508 }
1509 recursion_depth++;
1510 if (trap->head)
1511 trap = trap->head;
1512
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type)
1517 {
1518 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520 {
1521 if (!trap->stats.maxsp)
1522 trap->stats.maxsp = 2;
1523
1524 /* Is this correct? From the docs, it doesn't look like it
1525 * should be divided by trap->speed
1526 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528
1529 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed.
1532 */
1533 if (victim->speed_left < -50.0)
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 }
1537 goto leave;
1538
1539 case SPINNER:
1540 if (victim->direction)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 {
1592 int tot;
1593
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 }
1604
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 {
1607 /* need to set this up, since if we do transfer the object,
1608 * ab->above would be bogus
1609 */
1610 ab_next = ab->above;
1611
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 {
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 }
1623 goto leave;
1624 }
1625
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER:
1687 /* may be some leftovers on this */
1688 goto leave;
1689
1690 case SHOP_MAT:
1691 apply_shop_mat (trap, victim);
1692 goto leave;
1693
1694 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator);
1697 goto leave;
1698
1699 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */
1702
1703 apply_sign (victim, trap, 1);
1704 goto leave;
1705
1706 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap);
1711 goto leave;
1712
1713 case RUNE:
1714 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim);
1718 }
1719 goto leave;
1720
1721 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 goto leave;
1725 }
1726
1727 leave:
1728 recursion_depth--;
1729 }
1730
1731 /**
1732 * Handles reading a regular (ie not containing a spell) book.
1733 */
1734 static void
1735 apply_book (object *op, object *tmp)
1736 {
1737 int lev_diff;
1738 object *skill_ob;
1739
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743 return;
1744 }
1745 if (tmp->msg == NULL)
1746 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748 return;
1749 }
1750
1751 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob)
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 return;
1757 }
1758 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 {
1761 if (lev_diff < 2)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1763 else if (lev_diff < 3)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1765 else if (lev_diff < 5)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return;
1774 }
1775
1776 readable_message_type *msgType = get_readable_message_type (tmp);
1777
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1781
1782 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 {
1789 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */
1792 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 }
1797 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 }
1800 }
1801
1802 /**
1803 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * op is the person learning the skill, tmp is the skill scroll object
1805 */
1806 static void
1807 apply_skillscroll (object *op, object *tmp)
1808 {
1809 switch ((int) learn_skill (op, tmp))
1810 {
1811 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814 return;
1815
1816 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp);
1819 return;
1820
1821 default:
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823 decrease_ob (tmp);
1824 return;
1825 }
1826 }
1827
1828 /**
1829 * Actually makes op learn spell.
1830 * Informs player of what happens.
1831 */
1832 void
1833 do_learn_spell (object *op, object *spell, int special_prayer)
1834 {
1835 object *tmp;
1836
1837 if (op->type != PLAYER)
1838 {
1839 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840 return;
1841 }
1842
1843 /* Upgrade special prayers to normal prayers */
1844 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845 {
1846 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847 {
1848 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849 return;
1850 }
1851 return;
1852 }
1853
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 tmp = object::create ();
1856 spell->copy_to (tmp);
1857 insert_ob_in_ob (tmp, op);
1858
1859 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863
1864 esrv_add_spells (op->contr, tmp);
1865 }
1866
1867 /**
1868 * Erases spell from player's inventory.
1869 */
1870 void
1871 do_forget_spell (object *op, const char *spell)
1872 {
1873 object *spob;
1874
1875 if (op->type != PLAYER)
1876 {
1877 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1878 return;
1879 }
1880 if ((spob = check_spell_known (op, spell)) == NULL)
1881 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return;
1884 }
1885
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1887 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob);
1889 spob->destroy ();
1890 }
1891
1892 /**
1893 * Handles player applying a spellbook.
1894 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1895 * stuff like that. Random learning failure too.
1896 */
1897 static void
1898 apply_spellbook (object *op, object *tmp)
1899 {
1900 object *skop, *spell, *spell_skill;
1901
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1905 return;
1906 }
1907
1908 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks
1911 */
1912
1913 if (tmp->slaying != NULL)
1914 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell)
1917 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1919 return;
1920 }
1921 else
1922 insert_ob_in_ob (spell, tmp);
1923 tmp->slaying = NULL;
1924 }
1925
1926 skop = find_skill_by_name (op, tmp->skill);
1927
1928 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */
1930 if (!skop)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1933 return;
1934 }
1935
1936 spell = tmp->inv;
1937
1938 if (!spell)
1939 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1942 return;
1943 }
1944
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1948 return;
1949 }
1950
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1955 identify (tmp);
1956 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else
1959 op->contr->socket.update_look = 1;
1960 }
1961
1962 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark.
1966 */
1967 if (check_spell_known (op, spell->name))
1968 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1970 return;
1971 }
1972
1973 if (spell->skill)
1974 {
1975 spell_skill = find_skill_by_name (op, spell->skill);
1976
1977 if (!spell_skill)
1978 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1980 return;
1981 }
1982
1983 if (spell_skill->level < spell->level)
1984 {
1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1986 return;
1987 }
1988 }
1989
1990 /* Logic as follows
1991 *
1992 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1993 *
1994 * 2- The learner's skill level in literacy adjusts the chance to learn
1995 * a spell.
1996 *
1997 * 3 -Automatically fail to learn if you read while confused
1998 *
1999 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t.
2001 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 {
2010
2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012 do_learn_spell (op, spell, 0);
2013
2014 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 }
2018 else
2019 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2022 }
2023 decrease_ob (tmp);
2024 }
2025
2026 /**
2027 * Handles applying a spell scroll.
2028 */
2029 void
2030 apply_scroll (object *op, object *tmp, int dir)
2031 {
2032 object *skop;
2033
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2037 return;
2038 }
2039
2040 if (!tmp->inv || tmp->inv->type != SPELL)
2041 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2043 return;
2044 }
2045
2046 if (op->type == PLAYER)
2047 {
2048 /* players need a literacy skill to read stuff! */
2049 int exp_gain = 0;
2050
2051 /* hard code literacy - tmp->skill points to where the exp
2052 * should go for anything killed by the spell.
2053 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055
2056 if (!skop)
2057 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2059 return;
2060 }
2061
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0);
2064 }
2065
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp);
2068
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070
2071
2072 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp);
2074 }
2075
2076 /**
2077 * Applies a treasure object - by default, chest. op
2078 * is the person doing the applying, tmp is the treasure
2079 * chest.
2080 */
2081 static void
2082 apply_treasure (object *op, object *tmp)
2083 {
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better
2091 * treasure
2092 */
2093
2094 treas = tmp->inv;
2095 if (treas == NULL)
2096 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp);
2099 return;
2100 }
2101 while (tmp->inv)
2102 {
2103 treas = tmp->inv;
2104
2105 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107
2108 treas->x = op->x;
2109 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op);
2114
2115 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed
2119 */
2120 if (op->destroyed () || tmp->destroyed ())
2121 break;
2122 }
2123
2124 if (!tmp->destroyed () && tmp->inv == NULL)
2125 decrease_ob (tmp);
2126
2127 }
2128
2129 /**
2130 * op eats food.
2131 * If player, takes care of messages and dragon special food.
2132 */
2133 static void
2134 apply_food (object *op, object *tmp)
2135 {
2136 int capacity_remaining;
2137
2138 if (op->type != PLAYER)
2139 op->stats.hp = op->stats.maxhp;
2140 else
2141 {
2142 /* check if this is a dragon (player), eating some flesh */
2143 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2144 ;
2145 else
2146 {
2147 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999)
2149 {
2150 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2152 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2154 }
2155
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 {
2158 char buf[MAX_BUF];
2159
2160 if (!is_dragon_pl (op))
2161 {
2162 /* eating message for normal players */
2163 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2165 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 }
2168 else
2169 {
2170 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2172 }
2173
2174 new_draw_info (NDI_UNIQUE, 0, op, buf);
2175 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50;
2179 else
2180 op->stats.hp += tmp->stats.food / 50;
2181 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999)
2184 op->stats.food = 999;
2185 }
2186
2187 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp);
2190 }
2191 }
2192 handle_apply_yield (tmp);
2193 decrease_ob (tmp);
2194 }
2195
2196 /**
2197 * A dragon is eating some flesh. If the flesh contains resistances,
2198 * there is a chance for the dragon's skin to get improved.
2199 *
2200 * attributes:
2201 * object *op the object (dragon player) eating the flesh
2202 * object *meal the flesh item, getting chewed in dragon's mouth
2203 * return:
2204 * int 1 if eating successful, 0 if it doesn't work
2205 */
2206 int
2207 dragon_eat_flesh (object *op, object *meal)
2208 {
2209 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */
2212
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2219 int winners = 0; /* number of winners */
2220 int i; /* index */
2221
2222 /* let's make sure and doublecheck the parameters */
2223 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0;
2225
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE)
2231 {
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2235 abil = tmp;
2236 }
2237 }
2238
2239 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL)
2242 return 0;
2243
2244 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50;
2247 else
2248 op->stats.hp += meal->stats.food / 50;
2249 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp;
2251
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255
2256 /* on to the interesting part: chances for adding resistance */
2257 for (i = 0; i < NROFATTACKS; i++)
2258 {
2259 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2260 {
2261 /* got positive resistance, now calculate improvement chance (0-100) */
2262
2263 /* this bonus makes resistance increase easier at lower levels */
2264 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2265 if (i == abil->stats.exp)
2266 bonus += 5; /* additional bonus for resistance of ability-focus */
2267
2268 /* monster bonus increases with level, because high-level
2269 flesh is too rare */
2270 mbonus = op->level * 20. / ((double) settings.max_level);
2271
2272 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2273 ((double) settings.max_level)) - skin->resist[i];
2274
2275 if (chance >= 0.)
2276 chance += 1.;
2277 else
2278 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2279
2280 /* chance is proportional to amount of resistance (max. 50) */
2281 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2282
2283 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.);
2286
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100))
2289 {
2290 atnr_winner[winners] = i;
2291 winners++;
2292 }
2293
2294 if (chance >= 0.01)
2295 totalchance *= 1 - chance / 100;
2296
2297 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2298 }
2299 }
2300
2301 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100;
2303 /* print message according to totalchance */
2304 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name);
2316 else
2317 sprintf (buf, "The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf);
2319
2320 /* now choose a winner if we have any */
2321 i = -1;
2322 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners];
2324
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 {
2327 /* resistance increased! */
2328 skin->resist[i]++;
2329 fix_player (op);
2330
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 }
2334
2335 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340
2341 if (meal->last_eat != abil->stats.exp)
2342 {
2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 }
2348 else
2349 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0;
2353 }
2354 }
2355 return 1;
2356 }
2357
2358 static void
2359 apply_savebed (object *pl)
2360 {
2361 #ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367 #endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384 #if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386 #endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390 }
2391
2392 /**
2393 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour.
2395 */
2396 static void
2397 apply_armour_improver (object *op, object *tmp)
2398 {
2399 object *armor;
2400
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404 return;
2405 }
2406 armor = find_marked_object (op);
2407 if (!armor)
2408 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 return;
2411 }
2412 if (armor->type != ARMOUR
2413 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2417 return;
2418 }
2419
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor);
2422 }
2423
2424
2425 extern void
2426 apply_poison (object *op, object *tmp)
2427 {
2428 if (op->type == PLAYER)
2429 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze");
2433 }
2434 if (tmp->stats.hp > 0)
2435 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2438 }
2439 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp);
2441 decrease_ob (tmp);
2442 }
2443
2444 /**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side)
2448 * -You are
2449 * ° the owner of the exit
2450 * ° or in the same party as the owner
2451 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */
2456 int
2457 is_legal_2ways_exit (object *op, object *exit)
2458 {
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at
2469 * all the exits in destination and try to find one with same path as
2470 * the current exit's position */
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap)
2476 {
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2478 if (!tmp)
2479 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2481 {
2482 if (tmp->type != EXIT)
2483 continue; /*Not an exit */
2484 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */
2490
2491 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments
2494 */
2495 if (!exit->race)
2496 return 1; /*No owner, free for all! */
2497 exit_owner = NULL;
2498 for (pp = first_player; pp; pp = pp->next)
2499 {
2500 if (!pp->ob)
2501 continue;
2502 if (pp->ob->name != exit->race)
2503 continue;
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break;
2506 }
2507 if (!exit_owner)
2508 return 0; /* No more owner */
2509 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */
2511 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0;
2516 return 1;
2517 }
2518 }
2519 return 0;
2520 }
2521
2522
2523 /**
2524 * Main apply handler.
2525 *
2526 * Checks for unpaid items before applying.
2527 *
2528 * Return value:
2529 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object
2531 * 2: objects of that type can't be applied if not in inventory
2532 *
2533 * op is the object that is causing object to be applied, tmp is the object
2534 * being applied.
2535 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special
2538 */
2539
2540 int
2541 manual_apply (object *op, object *tmp, int aflag)
2542 {
2543 if (tmp->head)
2544 tmp = tmp->head;
2545
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547 {
2548 if (op->type == PLAYER)
2549 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551 return 1;
2552 }
2553 else
2554 {
2555 return 0; /* monsters just skip unpaid items */
2556 }
2557 }
2558
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0);
2561
2562 switch (tmp->type)
2563 {
2564
2565 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value);
2570 update_object (tmp, UP_OBJ_FACE);
2571 push_button (tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op))
2576 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579 }
2580 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 }
2584 return 1;
2585
2586 case EXIT:
2587 if (op->type != PLAYER)
2588 return 0;
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else
2594 {
2595 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2598 enter_exit (op, tmp);
2599 }
2600 return 1;
2601
2602 case SIGN:
2603 apply_sign (op, tmp, 0);
2604 return 1;
2605
2606 case BOOK:
2607 if (op->type == PLAYER)
2608 {
2609 apply_book (op, tmp);
2610 return 1;
2611 }
2612 else
2613 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp);
2621 return 1;
2622 }
2623 return 0;
2624
2625 case SPELLBOOK:
2626 if (op->type == PLAYER)
2627 {
2628 apply_spellbook (op, tmp);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SCROLL:
2634 apply_scroll (op, tmp, 0);
2635 return 1;
2636
2637 case POTION:
2638 (void) apply_potion (op, tmp);
2639 return 1;
2640
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */
2642 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env);
2647 return 1;
2648
2649 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp);
2654 return 1;
2655
2656 case TREASURE:
2657 if (op->type == PLAYER)
2658 {
2659 apply_treasure (op, tmp);
2660 return 1;
2661 }
2662 else
2663 {
2664 return 0;
2665 }
2666
2667 case WEAPON:
2668 case ARMOUR:
2669 case BOOTS:
2670 case GLOVES:
2671 case AMULET:
2672 case GIRDLE:
2673 case BRACERS:
2674 case SHIELD:
2675 case HELMET:
2676 case RING:
2677 case CLOAK:
2678 case WAND:
2679 case ROD:
2680 case HORN:
2681 case SKILL:
2682 case BOW:
2683 case LAMP:
2684 case BUILDER:
2685 case SKILL_TOOL:
2686 if (tmp->env != op)
2687 return 2; /* not in inventory */
2688 (void) apply_special (op, tmp, aflag);
2689 return 1;
2690
2691 case DRINK:
2692 case FOOD:
2693 case FLESH:
2694 apply_food (op, tmp);
2695 return 1;
2696
2697 case POISON:
2698 apply_poison (op, tmp);
2699 return 1;
2700
2701 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1;
2717 }
2718 else
2719 {
2720 return 0;
2721 }
2722
2723 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp);
2725 return 1;
2726
2727 case CLOCK:
2728 if (op->type == PLAYER)
2729 {
2730 char buf[MAX_BUF];
2731 timeofday_t tod;
2732
2733 get_tod (&tod);
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1;
2740 }
2741 else
2742 {
2743 return 0;
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1;
2751 }
2752 else
2753 {
2754 return 0;
2755 }
2756
2757 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1;
2760
2761 case LIGHTER: /* for lighting torches/lanterns/etc */
2762 if (op->type == PLAYER)
2763 {
2764 apply_lighter (op, tmp);
2765 return 1;
2766 }
2767 else
2768 {
2769 return 0;
2770 }
2771
2772 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp);
2774 return 1;
2775
2776 default:
2777 return 0;
2778 }
2779 }
2780
2781
2782 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2783 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages.
2785 *
2786 * Same return value as apply() function.
2787 */
2788 int
2789 player_apply (object *pl, object *op, int aflag, int quiet)
2790 {
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2794 {
2795 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2799 return 0;
2800 }
2801 }
2802
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817
2818 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet)
2820 {
2821 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2823 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 }
2826 return tmp;
2827 }
2828
2829 /**
2830 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground.
2833 */
2834
2835 void
2836 player_apply_below (object *pl)
2837 {
2838 object *tmp, *next;
2839 int floors;
2840
2841 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value.
2851 */
2852 for (floors = 0; tmp != NULL; tmp = next)
2853 {
2854 next = tmp->below;
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859
2860 /* If it is visible, player can apply it. If it is applied by
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return;
2869 }
2870 if (floors >= 2)
2871 return; /* process at most two floor objects */
2872 }
2873 }
2874
2875 /**
2876 * Unapplies specified item.
2877 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done
2879 * to keep the size of apply_special to a more managable size.
2880 */
2881 static int
2882 unapply_special (object *who, object *op, int aflags)
2883 {
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0);
2886
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED);
2890 switch (op->type)
2891 {
2892 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2894
2895 (void) change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break;
2900
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL:
2903 if (op != who->chosen_skill)
2904 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906 }
2907 if (who->type == PLAYER)
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break;
2924
2925 case ARMOUR:
2926 case HELMET:
2927 case SHIELD:
2928 case RING:
2929 case BOOTS:
2930 case GLOVES:
2931 case AMULET:
2932 case GIRDLE:
2933 case BRACERS:
2934 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2936 (void) change_abil (who, op);
2937 break;
2938 case LAMP:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &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
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951
2952 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count);
2954
2955 op->destroy ();
2956 insert_ob_in_ob (tmp2, who);
2957 fix_player (who);
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 {
2960 if (who->type == PLAYER)
2961 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 }
2965 }
2966 if (who->type == PLAYER)
2967 esrv_send_item (who, tmp2);
2968 return 1; /* otherwise, an attempt to drop causes problems */
2969 break;
2970 case BOW:
2971 case WAND:
2972 case ROD:
2973 case HORN:
2974 clear_skill (who);
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 {
2978 who->contr->shoottype = range_none;
2979 }
2980 else
2981 {
2982 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 }
2987 break;
2988
2989 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break;
2994
2995 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break;
2998 }
2999
3000 fix_player (who);
3001
3002 if (!(aflags & AP_NO_MERGE))
3003 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL);
3007 if (who->type == PLAYER)
3008 {
3009 if (tmp)
3010 { /* it was merged */
3011 esrv_del_item (who->contr, op->count);
3012 op = tmp;
3013 }
3014
3015 esrv_send_item (who, op);
3016 }
3017 }
3018 return 0;
3019 }
3020
3021 /**
3022 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do
3025 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use
3033 * up body locations can be used as restrictions.
3034 */
3035 object *
3036 get_item_from_body_location (object *start, int loc)
3037 {
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp;
3046
3047 return NULL;
3048 }
3049
3050
3051
3052 /**
3053 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy
3056 * use of get_item_from_body_location. It makes no intelligent choice
3057 * on objects - rather, the first that is matched is used.
3058 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having
3061 * another function that does just that.
3062 */
3063 int
3064 unapply_for_ob (object *who, object *op, int aflags)
3065 {
3066 int i;
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 {
3080 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082 else
3083 unapply_special (who, tmp, aflags);
3084 }
3085 else
3086 {
3087 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to
3089 * at least generate the message.
3090 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3092 return 1;
3093 }
3094
3095 }
3096 }
3097 }
3098
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 {
3101 /* this used up a slot that we need to free */
3102 if (op->body_info[i])
3103 {
3104 last = who->inv;
3105
3106 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots.
3108 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0)
3110 {
3111 tmp = get_item_from_body_location (last, i);
3112 if (!tmp)
3113 {
3114 #if 0
3115 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped.
3117 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119 #endif
3120 return 1;
3121 }
3122 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 {
3125 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3127 else
3128 unapply_special (who, tmp, aflags);
3129 }
3130 else
3131 {
3132 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.)
3136 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3138 }
3139 last = tmp->below;
3140 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in.
3143 */
3144 } /* if op is using this body location */
3145 } /* for body lcoations */
3146 return 0;
3147 }
3148
3149 /**
3150 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?)
3156 *
3157 * See include/define.h for detailed description of the meaning of
3158 * these return values.
3159 */
3160 int
3161 can_apply_object (object *who, object *op)
3162 {
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0);
3165
3166 int i, retval = 0;
3167 object *tmp = NULL, *ws = NULL;
3168
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3177 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3179 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn'
3195 * really needed.
3196 */
3197 retval |= CAN_APPLY_NEVER;
3198 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0)
3200 {
3201 /* in this case, equipping this would use more free spots than
3202 * we have.
3203 */
3204 object *tmp1;
3205
3206
3207 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can
3209 * continue. We don't care about the logic below - if you have
3210 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied
3213 * may be two handed for example.
3214 */
3215 if (ws)
3216 {
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 {
3219 retval |= CAN_APPLY_UNAPPLY;
3220 continue;
3221 }
3222 }
3223
3224 tmp1 = get_item_from_body_location (who->inv, i);
3225 if (!tmp1)
3226 {
3227 #if 0
3228 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed.
3230 */
3231 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3232 #endif
3233 retval |= CAN_APPLY_NEVER;
3234 }
3235 else
3236 {
3237 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need
3239 * to apply multiple objects
3240 */
3241 retval |= CAN_APPLY_UNAPPLY;
3242 if (!tmp)
3243 tmp = tmp1;
3244 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 }
3248 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice.
3251 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254
3255 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply.
3257 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 }
3262 } /* if not enough free slots */
3263 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */
3265
3266 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3267 * really be controlled by use of body locations. We do have
3268 * the weapon/shield checks, and the range checks for monsters,
3269 * because you can't control those just by body location - bows, shields,
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location.
3272 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION;
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION;
3277
3278
3279 if (who->type != PLAYER)
3280 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION;
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION;
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION;
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION;
3289 }
3290 return retval;
3291 }
3292
3293
3294
3295 /**
3296 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something
3299 * like a potion or scroll.
3300 *
3301 * function returns 1 if the action could not be completed, 0 on
3302 * success. However, success is a matter of meaning - if the
3303 * user passes the 'apply' flag to an object already applied,
3304 * nothing is done, and 0 is returned.
3305 *
3306 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3307 * AP_UNAPPLY=always unapply).
3308 *
3309 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items
3312 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 *
3315 * apply_special() doesn't check for unpaid items.
3316 */
3317 int
3318 apply_special (object *who, object *op, int aflags)
3319 {
3320 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323
3324 if (who == NULL)
3325 {
3326 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1;
3328 }
3329
3330 if (op->env != who)
3331 return 1; /* op is not in inventory */
3332
3333 /* trying to unequip op */
3334 if (QUERY_FLAG (op, FLAG_APPLIED))
3335 {
3336 /* always apply, so no reason to unapply */
3337 if (basic_flag == AP_APPLY)
3338 return 0;
3339
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3343 return 1;
3344 }
3345 return unapply_special (who, op, aflags);
3346 }
3347
3348 if (basic_flag == AP_UNAPPLY)
3349 return 0;
3350
3351 i = can_apply_object (who, op);
3352
3353 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i)
3355 {
3356 if (i & CAN_APPLY_NEVER)
3357 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3359 return 1;
3360 }
3361 else if (i & CAN_APPLY_RESTRICTION)
3362 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3364 return 1;
3365 }
3366 if (who->type != PLAYER)
3367 {
3368 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags))
3370 return 1;
3371 }
3372 else
3373 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3377 unapply_for_ob (who, op, AP_PRINT);
3378 return 1;
3379 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags);
3383 if (i)
3384 return 1;
3385 }
3386 }
3387 }
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 {
3390 skop = find_skill_by_name (who, op->skill);
3391 if (!skop)
3392 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3394 return 1;
3395 }
3396 else
3397 {
3398 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated
3400 */
3401 change_skill (who, skop, 0);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 {
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3408 return 1;
3409 }
3410
3411
3412 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object.
3415 */
3416
3417
3418 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1);
3420 else
3421 tmp = NULL;
3422
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0);
3425
3426 switch (op->type)
3427 {
3428 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat))
3430 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3433 if (tmp != NULL)
3434 (void) insert_ob_in_ob (tmp, who);
3435 return 1;
3436 }
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 {
3439 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3442 if (tmp != NULL)
3443 (void) insert_ob_in_ob (tmp, who);
3444 return 1;
3445 }
3446 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3451 SET_FLAG (who, FLAG_READY_WEAPON);
3452
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454
3455 (void) change_abil (who, op);
3456 break;
3457
3458 case ARMOUR:
3459 case HELMET:
3460 case SHIELD:
3461 case BOOTS:
3462 case GLOVES:
3463 case GIRDLE:
3464 case BRACERS:
3465 case CLOAK:
3466 case RING:
3467 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3470 (void) change_abil (who, op);
3471 break;
3472 case LAMP:
3473 if (op->stats.food < 1)
3474 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3476 return 1;
3477 }
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED);
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3484 insert_ob_in_ob (tmp2, who);
3485
3486 /* Remove the old lantern */
3487 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count);
3489
3490 op->destroy ();
3491
3492 /* insert the portion that was split off */
3493 if (tmp != NULL)
3494 {
3495 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp);
3498 }
3499 fix_player (who);
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER)
3503 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 }
3507 }
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break;
3512
3513 /* this part is needed for skill-tools */
3514 case SKILL:
3515 case SKILL_TOOL:
3516 if (who->chosen_skill)
3517 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3519 return 1;
3520 }
3521 if (who->type == PLAYER)
3522 {
3523 who->contr->shoottype = range_skill;
3524 who->contr->ranges[range_skill] = op;
3525 if (!op->invisible)
3526 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 }
3530 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 }
3534 }
3535 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op);
3537 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL);
3539 break;
3540
3541 case BOW:
3542 if (!check_weapon_power (who, op->last_eat))
3543 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3546 if (tmp != NULL)
3547 (void) insert_ob_in_ob (tmp, who);
3548 return 1;
3549 }
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553 if (tmp != NULL)
3554 (void) insert_ob_in_ob (tmp, who);
3555 return 1;
3556 }
3557 /*FALLTHROUGH*/ case WAND:
3558 case ROD:
3559 case HORN:
3560 /* check for skill, alter player status */
3561 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565
3566 if (who->type == PLAYER)
3567 {
3568 if (op->type == BOW)
3569 {
3570 (void) change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 }
3579 }
3580 else
3581 {
3582 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW);
3584 else
3585 SET_FLAG (who, FLAG_READY_RANGE);
3586 }
3587 break;
3588
3589 case BUILDER:
3590 if (who->contr->ranges[range_builder])
3591 unapply_special (who, who->contr->ranges[range_builder], 0);
3592 who->contr->shoottype = range_builder;
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3595 break;
3596
3597 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3599 } /* end of switch op->type */
3600
3601 SET_FLAG (op, FLAG_APPLIED);
3602
3603 if (tmp != NULL)
3604 tmp = insert_ob_in_ob (tmp, who);
3605
3606 fix_player (who);
3607
3608 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point,
3610 * you don't know anything about them.
3611 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER)
3618 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3620 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 }
3622 }
3623 if (who->type == PLAYER)
3624 {
3625 /* if multiple objects were applied, update both slots */
3626 if (tmp)
3627 esrv_send_item (who, tmp);
3628 esrv_send_item (who, op);
3629 }
3630 return 0;
3631 }
3632
3633
3634 int
3635 monster_apply_special (object *who, object *op, int aflags)
3636 {
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1;
3639 return apply_special (who, op, aflags);
3640 }
3641
3642 /**
3643 * Map was just loaded, handle op's initialisation.
3644 *
3645 * Generates shop floor's item, and treasures.
3646 */
3647 int
3648 auto_apply (object *op)
3649 {
3650 object *tmp = NULL, *tmp2;
3651 int i;
3652
3653 switch (op->type)
3654 {
3655 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op))
3657 return 0;
3658
3659 do
3660 {
3661 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3664 if (tmp == NULL)
3665 return 0;
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 {
3668 tmp->destroy ();
3669 tmp = NULL;
3670 }
3671 }
3672 while (!tmp);
3673
3674 tmp->x = op->x;
3675 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp);
3680 break;
3681
3682 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0;
3685
3686 while ((op->stats.hp--) > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689
3690 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects.
3694 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 {
3697 tmp2 = tmp->below;
3698 tmp->remove ();
3699
3700 if (op->env)
3701 insert_ob_in_ob (tmp, op->env);
3702 else
3703 tmp->destroy ();
3704 }
3705
3706 op->destroy ();
3707 break;
3708 }
3709 return tmp ? 1 : 0;
3710 }
3711
3712 /**
3713 * fix_auto_apply goes through the entire map (only the first time
3714 * when an original map is loaded) and performs special actions for
3715 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate.
3717 */
3718 void
3719 fix_auto_apply (maptile *m)
3720 {
3721 object *tmp, *above = NULL;
3722 int x, y;
3723
3724 if (m == NULL)
3725 return;
3726
3727 for (x = 0; x < MAP_WIDTH (m); x++)
3728 for (y = 0; y < MAP_HEIGHT (m); y++)
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 {
3731 above = tmp->above;
3732
3733 if (tmp->inv)
3734 {
3735 object *invtmp, *invnext;
3736
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 {
3739 invnext = invtmp->below;
3740
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3744 {
3745 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 /* Need to clear this so that we never try to create
3755 * treasure again for this object
3756 */
3757 invtmp->randomitems = NULL;
3758 }
3759 }
3760 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13
3765 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16
3769 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL;
3783 }
3784 else if (tmp->type == TIMED_GATE)
3785 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp;
3787
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0;
3791 update_ob_speed (tmp);
3792 }
3793 }
3794 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure.
3800 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3804 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3806 tmp->randomitems = NULL;
3807 }
3808 }
3809
3810 for (x = 0; x < MAP_WIDTH (m); x++)
3811 for (y = 0; y < MAP_HEIGHT (m); y++)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above);
3815 }
3816
3817 /**
3818 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead.
3822 */
3823
3824 void
3825 eat_special_food (object *who, object *food)
3826 {
3827 object *force;
3828 int i, did_one = 0;
3829 sint8 k;
3830
3831 force = get_archetype (FORCE_NAME);
3832
3833 for (i = 0; i < NUM_STATS; i++)
3834 {
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 {
3838 set_attr_value (&force->stats, i, k);
3839 did_one = 1;
3840 }
3841 }
3842
3843 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++)
3845 {
3846 if (food->resist[i] > 0)
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 }
3851 }
3852 if (did_one)
3853 {
3854 force->speed = 0.1;
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force);
3861 insert_ob_in_ob (force, who);
3862 }
3863 else
3864 force->destroy ();
3865
3866 /* check for hp, sp change */
3867 if (food->stats.hp != 0)
3868 {
3869 if (QUERY_FLAG (food, FLAG_CURSED))
3870 {
3871 strcpy (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 }
3875 else
3876 {
3877 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3879 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 who->stats.hp += food->stats.hp;
3882 }
3883 }
3884 if (food->stats.sp != 0)
3885 {
3886 if (QUERY_FLAG (food, FLAG_CURSED))
3887 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3889 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0)
3891 who->stats.sp = 0;
3892 }
3893 else
3894 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */
3898 }
3899 }
3900 fix_player (who);
3901 }
3902
3903
3904 /**
3905 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t.
3908 */
3909
3910 void
3911 apply_lighter (object *who, object *lighter)
3912 {
3913 object *item;
3914 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916
3917 item = find_marked_object (who);
3918 if (item)
3919 {
3920 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1)
3925 {
3926 object *oneLighter = object::create ();
3927
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1;
3930 oneLighter->nrof = 1;
3931 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who);
3934 esrv_send_item (who, oneLighter);
3935 }
3936 else
3937 lighter->stats.food--;
3938 }
3939 else if (lighter->last_eat)
3940 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return;
3943 }
3944 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple
3946 * objects at once.
3947 */
3948 /* If the item is destroyed, we don't have a valid pointer to the
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item))
3954 is_player_env = 1;
3955
3956 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ())
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3963 /* Need to update the player so that the players glow radius
3964 * gets changed.
3965 */
3966 if (is_player_env)
3967 fix_player (who);
3968 }
3969 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 }
3972 else /* nothing to light */
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3974
3975 }
3976
3977 /**
3978 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure
3980 */
3981 void
3982 scroll_failure (object *op, int failure, int power)
3983 {
3984 if (abs (failure / 4) > power)
3985 power = abs (failure / 4); /* set minimum effect */
3986
3987 if (failure <= -1 && failure > -15)
3988 { /* wonder */
3989 object *tmp;
3990
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3992 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy ();
3995 }
3996 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000 if (op->stats.sp < 0)
4001 op->stats.sp = 0;
4002 }
4003 else if (settings.spell_failure_effects == TRUE)
4004 {
4005 if (failure <= -35 && failure > -60)
4006 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4008 confuse_player (op, op, power);
4009 }
4010 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4013 paralyze_player (op, op, power);
4014 }
4015 else if (failure <= -70 && failure > -80)
4016 { /* blind */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018 blind_player (op, op, power);
4019 }
4020 else if (failure <= -80)
4021 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4027 tmp->destroy ();
4028 }
4029 }
4030 }
4031
4032 void
4033 apply_changes_to_player (object *pl, object *change)
4034 {
4035 int excess_stat = 0; /* if the stat goes over the maximum
4036 for the race, put the excess stat some
4037 where else. */
4038
4039 switch (change->type)
4040 {
4041 case CLASS:
4042 {
4043 living *stats = &(pl->contr->orig_stats);
4044 living *ns = &(change->stats);
4045 object *walk;
4046 int flag_change_face = 1;
4047
4048 /* the following code assigns stats up to the stat max
4049 * for the race, and if the stat max is exceeded,
4050 * tries to randomly reassign the excess stat
4051 */
4052 int i, j;
4053
4054 for (i = 0; i < NUM_STATS; i++)
4055 {
4056 sint8 stat = get_attr_value (stats, i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4058
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus)
4061 {
4062 excess_stat++;
4063 stat = 20 + race_bonus;
4064 }
4065 set_attr_value (stats, i, stat);
4066 }
4067
4068 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073
4074 if (i == CHA)
4075 continue; /* exclude cha from this */
4076 if (stat < 20 + race_bonus)
4077 {
4078 change_attr_value (stats, i, 1);
4079 excess_stat--;
4080 }
4081 }
4082
4083 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c
4085 */
4086 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems);
4088
4089
4090 /* set up the face, for some races. */
4091
4092 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class.
4094 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4097 flag_change_face = 0;
4098
4099 if (flag_change_face)
4100 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face;
4103
4104 if (QUERY_FLAG (change, FLAG_ANIMATE))
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
4108 }
4109
4110 /* check the special case of can't use weapons */
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112 if (!strcmp (change->name, "monk"))
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114
4115 break;
4116 }
4117 }
4118 }
4119
4120 /**
4121 * This handles items of type 'transformer'.
4122 * Basically those items, used with a marked item, transform both items into something
4123 * else.
4124 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4125 * Change information is contained in the 'slaying' field of the marked item.
4126 * The format is as follow: transformer:[number ]yield[;transformer:...].
4127 * This way an item can be transformed in many things, and/or many objects.
4128 * The 'slaying' field for transformer is used as verb for the action.
4129 */
4130 void
4131 apply_item_transformer (object *pl, object *transformer)
4132 {
4133 object *marked;
4134 object *new_item;
4135 char *find;
4136 char *separator;
4137 int yield;
4138 char got[MAX_BUF];
4139 int len;
4140
4141 if (!pl || !transformer)
4142 return;
4143 marked = find_marked_object (pl);
4144 if (!marked)
4145 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4147 return;
4148 }
4149 if (!marked->slaying)
4150 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return;
4153 }
4154 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4157 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return;
4160 }
4161 find += strlen (transformer->arch->name) + 1;
4162 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find)))
4164 {
4165 yield = atoi (find);
4166 if (yield < 1)
4167 {
4168 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4169 yield = 1;
4170 }
4171 }
4172 else
4173 yield = 1;
4174
4175 while (isdigit (*find))
4176 find++;
4177 while (*find == ' ')
4178 find++;
4179 memset (got, 0, MAX_BUF);
4180 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find;
4183 }
4184 else
4185 {
4186 len = strlen (find);
4187 }
4188 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1;
4190 strcpy (got, find);
4191 got[len] = '\0';
4192
4193 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got);
4195 if (!new_item)
4196 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4198 return;
4199 }
4200
4201 new_item->nrof = yield;
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4203 insert_ob_in_ob (new_item, pl);
4204 esrv_send_inventory (pl, pl);
4205 /* Eat up one item */
4206 decrease_ob_nr (marked, 1);
4207 /* Eat one transformer if needed */
4208 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1);
4211 }