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/cvs/deliantra/server/server/apply.C
Revision: 1.6
Committed: Thu Aug 17 20:23:31 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -4 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.5 2006-08-15 17:35:51 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49 int transport_can_hold(const object *transport, const object *op, int nrof)
50 {
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55 }
56
57
58 /*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64 int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190 }
191
192
193
194 /**
195 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue.
197 */
198 int should_director_abort(object *op, object *victim)
199 {
200 int arch_flag, name_flag, race_flag;
201 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples:
206 * subtype 1: only arch
207 * subtype 3: arch or name
208 * subtype 5: arch or race
209 * subtype 7: all three
210 */
211 if (op->subtype)
212 {
213 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4);
216 } else {
217 arch_flag = 1;
218 name_flag = 1;
219 race_flag = 1;
220 }
221 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches.
223 */
224 if ( (op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
228 return 1;
229 }
230 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match.
232 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
237 return 1;
238 }
239 return 0;
240 }
241
242 /**
243 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not.
246 */
247 static int apply_id_altar (object *money, object *altar, object *pl)
248 {
249 object *id, *marked;
250 int success=0;
251
252 if (pl == NULL || pl->type != PLAYER)
253 return 0;
254
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be.
257 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0;
260
261 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory.
264 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
266 && need_identify (marked))
267 {
268 if (operate_altar (altar, &money)) {
269 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl,
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
275 }
276 return money == NULL;
277 }
278 }
279
280 for (id=pl->inv; id; id=id->below) {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
282 need_identify(id)) {
283 if (operate_altar(altar,&money)) {
284 identify(id);
285 new_draw_info_format(NDI_UNIQUE, 0, pl,
286 "You have %s.", long_desc(id, pl));
287 if (id->msg) {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
290 }
291 success=1;
292 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money))
294 break;
295 }
296 else {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break;
299 }
300 }
301 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
303 return money == NULL;
304 }
305
306 /**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item.
309 **/
310 static void handle_apply_yield(object* tmp)
311 {
312 const char* yield;
313
314 yield = get_ob_key_value(tmp,"on_use_yield");
315 if (yield != NULL)
316 {
317 object* drop = get_archetype(yield);
318 if (tmp->env)
319 {
320 drop = insert_ob_in_ob(drop,tmp->env);
321 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop);
323 }
324 else
325 {
326 drop->x = tmp->x;
327 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329 }
330 }
331 }
332
333 /**
334 * Handles applying a potion.
335 */
336 int apply_potion (object * op, object * tmp)
337 {
338 int got_one = 0, i;
339 object *force = 0, *floor = 0;
340
341 floor = get_map_ob (op->map, op->x, op->y);
342
343 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
344 {
345 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "Gods prevent you from using this here, it's sacred ground!"
348 );
349 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0;
351 }
352
353 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp);
357 }
358
359 handle_apply_yield (tmp);
360
361 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
363 {
364 object *depl;
365 archetype *at;
366
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 {
369 drain_stat (op);
370 fix_player (op);
371 decrease_ob (tmp);
372 return 1;
373 }
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
375 {
376 LOG (llevError, "Could not find archetype depletion\n");
377 return 0;
378 }
379 depl = present_arch_in_ob (at, op);
380 if (depl != NULL)
381 {
382 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i))
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
386 }
387 remove_ob (depl);
388 free_object (depl);
389 fix_player (op);
390 }
391 else
392 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
393
394 decrease_ob (tmp);
395 return 1;
396 }
397
398 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
400 {
401
402 for (i = 1; i < MIN (11, op->level); i++)
403 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 {
406 if (op->contr->levhp[i] != 1)
407 {
408 op->contr->levhp[i] = 1;
409 break;
410 }
411 if (op->contr->levsp[i] != 1)
412 {
413 op->contr->levsp[i] = 1;
414 break;
415 }
416 if (op->contr->levgrace[i] != 1)
417 {
418 op->contr->levgrace[i] = 1;
419 break;
420 }
421 }
422 else
423 {
424 if (op->contr->levhp[i] < 9)
425 {
426 op->contr->levhp[i] = 9;
427 break;
428 }
429 if (op->contr->levsp[i] < 6)
430 {
431 op->contr->levsp[i] = 6;
432 break;
433 }
434 if (op->contr->levgrace[i] < 3)
435 {
436 op->contr->levgrace[i] = 3;
437 break;
438 }
439 }
440 }
441 /* Just makes checking easier */
442 if (i < MIN (11, op->level))
443 got_one = 1;
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 {
446 if (got_one)
447 {
448 fix_player (op);
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The Gods smile upon you and remake you");
451 new_draw_info (NDI_UNIQUE, 0, op,
452 "a little more in their image.");
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect.");
455 }
456 else
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The potion had no effect - you are already perfect");
459 }
460 else
461 { /* cursed potion */
462 if (got_one)
463 {
464 fix_player (op);
465 new_draw_info (NDI_UNIQUE, 0, op,
466 "The Gods are angry and punish you.");
467 }
468 else
469 new_draw_info (NDI_UNIQUE, 0, op,
470 "You are fortunate that you are so pathetic.");
471 }
472 decrease_ob (tmp);
473 return 1;
474 }
475
476
477 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
478 * and heroism all fit into this category. Given the spell object code,
479 * there is no limit to the number of spells that potions can be cast,
480 * but direction is problematic to try and imbue fireball potions for example.
481 */
482 if (tmp->inv)
483 {
484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 {
486 object *fball;
487
488 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
489 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x;
496 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0);
498 }
499 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501
502 decrease_ob (tmp);
503 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op);
506 return 1;
507 }
508
509 /* Deal with protection potions */
510 force = NULL;
511 for (i = 0; i < NROFATTACKS; i++)
512 {
513 if (tmp->resist[i])
514 {
515 if (!force)
516 force = get_archetype (FORCE_NAME);
517 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518 force->type = POTION_EFFECT;
519 break; /* Only need to find one protection since we copy entire batch */
520 }
521 }
522 /* This is a protection potion */
523 if (force)
524 {
525 /* cursed items last longer */
526 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
527 {
528 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 }
533 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force);
538 decrease_ob (tmp);
539 return 1;
540 }
541
542 /* Only thing left are the stat potions */
543 if (op->type == PLAYER)
544 { /* only for players */
545 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else
549 SET_FLAG (tmp, FLAG_APPLIED);
550 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
552 }
553
554 /* CLEAR_FLAG is so that if the character has other potions
555 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears
557 * up all the stats.
558 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op);
561 decrease_ob (tmp);
562 return 1;
563 }
564
565 /****************************************************************************
566 * Weapon improvement code follows
567 ****************************************************************************/
568
569 /**
570 * This returns the sum of nrof of item (arch name).
571 */
572 static int check_item(object *op, const char *item)
573 {
574 int count=0;
575
576
577 if (item==NULL) return 0;
578 op=op->below;
579 while(op!=NULL) {
580 if (strcmp(op->arch->name,item)==0){
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
583 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
585 count++;
586 else
587 count += op->nrof;
588 }
589 }
590 op=op->below;
591 }
592 return count;
593 }
594
595 /**
596 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only
598 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects.
600 */
601 static void eat_item(object *op,const char *item, uint32 nrof)
602 {
603 object *prev;
604
605 prev = op;
606 op=op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 }
622 }
623
624 /**
625 * This checks to see of the player (who) is sufficient level to use a weapon
626 * with improvs improvements (typically last_eat). We take an int here
627 * instead of the object so that the improvement code can pass along the
628 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon.
630 */
631 static int check_weapon_power(const object *who, int improvs)
632 {
633 /* Old code is below (commented out). Basically, since weapons are the only
634 * object players really have any control to improve, it's a bit harsh to
635 * require high level in some combat skill, so we just use overall level.
636 */
637 #if 1
638 if (((who->level/5)+5) >= improvs) return 1;
639 else return 0;
640
641 #else
642 int level=0;
643
644 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons.
647 * I changed this to 1 improvement per "fighter" level/5 -b.t.
648 * Note: Nothing should break by allowing this ratio to be different or
649 * using normal level - it is just a matter of play balance.
650 */
651 if(who->type==PLAYER) {
652 object *wc_obj=NULL;
653
654 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
655 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
656 level = wc_obj->level;
657
658 if (!level ) {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
660 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665
666 return (improvs <= ((level/5)+5));
667 #endif
668 }
669
670 /**
671 * Returns how many items of type improver->slaying there are under op.
672 * Will display a message if none found, and 1 if improver->slaying is NULL.
673 */
674 static int check_sacrifice(object *op, const object *improver)
675 {
676 int count=0;
677
678 if (improver->slaying!=NULL) {
679 count = check_item(op,improver->slaying);
680 if (count<1) {
681 char buf[200];
682 sprintf(buf,"The gods want more %ss",improver->slaying);
683 new_draw_info(NDI_UNIQUE,0,op,buf);
684 return 0;
685 }
686 }
687 else
688 count=1;
689
690 return count;
691 }
692
693 /**
694 * Actually improves the weapon, and tells user.
695 */
696 int improve_weapon_stat(object *op,object *improver,object *weapon,
697 signed char *stat,int sacrifice_count,const char *statname)
698 {
699
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701 *stat += sacrifice_count;
702 weapon->last_eat++;
703 new_draw_info_format(NDI_UNIQUE,0,op,
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver);
706
707 /* So it updates the players stats and the window */
708 fix_player(op);
709 return 1;
710 }
711
712 /* Types of improvements, hidden in the sp field. */
713 #define IMPROVE_PREPARE 1
714 #define IMPROVE_DAMAGE 2
715 #define IMPROVE_WEIGHT 3
716 #define IMPROVE_ENCHANT 4
717 #define IMPROVE_STR 5
718 #define IMPROVE_DEX 6
719 #define IMPROVE_CON 7
720 #define IMPROVE_WIS 8
721 #define IMPROVE_CHA 9
722 #define IMPROVE_INT 10
723 #define IMPROVE_POW 11
724
725
726 /**
727 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on.
729 */
730
731 int prepare_weapon(object *op, object *improver, object *weapon)
732 {
733 int sacrifice_count,i;
734 char buf[MAX_BUF];
735
736 if (weapon->level!=0) {
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
738 return 0;
739 }
740 for (i=0; i<NROFATTACKS; i++)
741 if (weapon->resist[i]) break;
742
743 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections.
745 */
746 if (i<NROFATTACKS ||
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */
751 {
752 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
753 return 0;
754 }
755 sacrifice_count=check_sacrifice(op,improver);
756 if (sacrifice_count<=0)
757 return 0;
758 weapon->level=isqrt(sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count);
761
762 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
763 weapon->name,weapon->level);
764
765 sprintf(buf,"%s's %s",op->name,weapon->name);
766 FREE_AND_COPY(weapon->name, buf);
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same
769 slot at once! */
770 decrease_ob(improver);
771 weapon->last_eat=0;
772 return 1;
773 }
774
775
776 /**
777 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
778 * This is the new improve weapon code.
779 * Returns 0 if it was not able to work for some reason.
780 *
781 * Checks if weapon was prepared, if enough potions on the floor, ...
782 *
783 * We are hiding extra information about the weapon in the level and
784 * last_eat numbers for an object. Hopefully this won't break anything ??
785 * level == max improve last_eat == current improve
786 */
787 int improve_weapon(object *op,object *improver,object *weapon)
788 {
789 int sacrifice_count, sacrifice_needed=0;
790
791 if(improver->stats.sp==IMPROVE_PREPARE) {
792 return prepare_weapon(op, improver, weapon);
793 }
794 if (weapon->level==0) {
795 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
796 return 0;
797 }
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
799 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
800 return 0;
801 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
803 !check_weapon_power(op, weapon->last_eat+1)) {
804 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
805 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
806 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
807 return 0;
808 }
809 /* This just increases damage by 5 points, no matter what. No sacrifice
810 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
811 * don't put any maximum value on damage - the limit is how much the
812 * weapon can be improved.
813 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) {
815 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */
817 new_draw_info_format(NDI_UNIQUE, 0, op,
818 "Damage has been increased by 5 to %d", weapon->stats.dam);
819 weapon->last_eat++;
820
821 weapon->item_power++;
822 decrease_ob(improver);
823 return 1;
824 }
825 if (improver->stats.sp == IMPROVE_WEIGHT) {
826 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10;
828 if (weapon->weight < 1) weapon->weight = 1;
829 new_draw_info_format(NDI_UNIQUE, 0, op,
830 "Weapon weight reduced to %6.1f kg",
831 (float)weapon->weight/1000.0);
832 weapon->last_eat++;
833 weapon->item_power++;
834 decrease_ob(improver);
835 return 1;
836 }
837 if (improver->stats.sp == IMPROVE_ENCHANT) {
838 weapon->magic++;
839 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op
841 ,"Weapon magic increased to %d",weapon->magic);
842 decrease_ob(improver);
843 weapon->item_power++;
844 return 1;
845 }
846
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
849 weapon->stats.Wis;
850
851 if (sacrifice_needed<1)
852 sacrifice_needed =1;
853 sacrifice_needed *=2;
854
855 sacrifice_count = check_sacrifice(op,improver);
856 if (sacrifice_count < sacrifice_needed) {
857 new_draw_info_format(NDI_UNIQUE, 0, op,
858 "You need at least %d %s", sacrifice_needed, improver->slaying);
859 return 0;
860 }
861 eat_item(op,improver->slaying, sacrifice_needed);
862 weapon->item_power++;
863
864 switch (improver->stats.sp) {
865 case IMPROVE_STR:
866 return improve_weapon_stat(op,improver,weapon,
867 (signed char *) &(weapon->stats.Str),
868 1, "strength");
869 case IMPROVE_DEX:
870 return improve_weapon_stat(op,improver,weapon,
871 (signed char *) &(weapon->stats.Dex),
872 1, "dexterity");
873 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon,
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon,
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon,
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon,
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon,
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
895 }
896 LOG(llevError,"improve_weapon: Got to end of function\n");
897 return 0;
898 }
899
900 /**
901 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * Checks a few things (not on a non-magic square, marked weapon, ...),
903 * then calls improve_weapon to do the dirty work.
904 */
905 int check_improve_weapon (object *op, object *tmp)
906 {
907 object *otmp;
908
909 if(op->type!=PLAYER)
910 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 }
915 otmp=find_marked_object(op);
916 if(!otmp) {
917 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
918 return 0;
919 }
920 if (otmp->type != WEAPON && otmp->type != BOW) {
921 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
922 return 0;
923 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
925 improve_weapon(op,tmp,otmp);
926 esrv_send_item(op, otmp);
927 return 1;
928 }
929
930 /**
931 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to
933 * +5 no matter what level, but they are limited by item
934 * power.
935 * Try to use same improvement code as in the common/treasure.c
936 * file, so that if you make a +2 full helm, it will be just
937 * the same as one you find in a shop.
938 *
939 * deprecated comment:
940 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
941 * only 'enchantment' of armour is possible - improving
942 * the stats of a player w/ armour as well as a weapon
943 * will probably horribly unbalance the game. Magic enchanting
944 * depends on the level of the character - ie the plus
945 * value (magic) of the armour can never be increased beyond
946 * the level of the character / 10 -- rounding upish, nor may
947 * the armour value of the piece of equipment exceed either
948 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now.
951 */
952 int improve_armour(object *op, object *improver, object *armour)
953 {
954 object *tmp;
955
956 if (armour->magic >= settings.armor_max_enchant) {
957 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958 return 0;
959 }
960 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
961 * etc), so take the easy way out and don't worry about it.
962 * Note - maybe add scrolls which make the random artifact versions (eg, armour
963 * of gnarg and what not?)
964 */
965 if (armour->title) {
966 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967 return 0;
968 }
969
970 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge.
972 */
973 if(armour->nrof > 1)
974 tmp = get_split_ob(armour,armour->nrof - 1);
975 else
976 tmp = NULL;
977
978 armour->magic++;
979
980 if ( !settings.armor_speed_linear )
981 {
982 int base = 100;
983 int pow = 0;
984 while ( pow < armour->magic )
985 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100;
987 pow++;
988 }
989
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
991 }
992 else
993 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
994
995 if ( !settings.armor_weight_linear )
996 {
997 int base = 100;
998 int pow = 0;
999 while ( pow < armour->magic )
1000 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100;
1002 pow++;
1003 }
1004
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100;
1006 }
1007 else
1008 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
1009
1010 if ( armour->weight <= 0 )
1011 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
1013 armour->weight = 1;
1014 }
1015
1016 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
1017
1018 if (op->type == PLAYER) {
1019 esrv_send_item(op, armour);
1020 if(QUERY_FLAG(armour, FLAG_APPLIED))
1021 fix_player(op);
1022 }
1023 decrease_ob(improver);
1024 if (tmp) {
1025 insert_ob_in_ob(tmp, op);
1026 esrv_send_item(op, tmp);
1027 }
1028 return 1;
1029 }
1030
1031
1032 /*
1033 * convert_item() returns 1 if anything was converted, 0 if the item was not
1034 * what the converter wants, -1 if the converter is broken.
1035 */
1036 #define CONV_FROM(xyz) xyz->slaying
1037 #define CONV_TO(xyz) xyz->other_arch
1038 #define CONV_NR(xyz) xyz->stats.sp
1039 #define CONV_NEED(xyz) xyz->stats.food
1040
1041 /* Takes one items and makes another.
1042 * converter is the object that is doing the conversion.
1043 * item is the object that triggered the converter - if it is not
1044 * what the converter wants, this will not do anything.
1045 */
1046 int convert_item(object *item, object *converter) {
1047 int nr=0;
1048 object *tmp;
1049 int is_in_shop;
1050 uint32 price_in;
1051
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* We make some assumptions - we assume if it takes money as it type,
1061 * it wants some amount. We don't make change (ie, if something costs
1062 * 3 gp and player drops a platinum, tough luck)
1063 */
1064 if (!strcmp(CONV_FROM(converter),"money")) {
1065 int cost;
1066
1067 if(item->type!=MONEY)
1068 return 0;
1069
1070 nr=(item->nrof*item->value)/CONV_NEED(converter);
1071 if (!nr) return 0;
1072 cost=nr*CONV_NEED(converter)/item->value;
1073 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++;
1075 decrease_ob_nr(item, cost);
1076
1077 price_in = cost*item->value;
1078 }
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1082 return 0;
1083
1084 if(CONV_NEED(converter)) {
1085 nr=item->nrof/CONV_NEED(converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter));
1087 price_in = nr*CONV_NEED(converter)*item->value;
1088 } else {
1089 price_in = item->value;
1090 remove_ob(item);
1091 free_object(item);
1092 }
1093 }
1094
1095 if (converter->inv != NULL) {
1096 object *ob;
1097 int i;
1098 object *ob_to_copy;
1099
1100 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv;
1102 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1103 if (rndm(0, i) == 0) {
1104 ob_to_copy = ob;
1105 }
1106 }
1107 item = object_create_clone(ob_to_copy);
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) {
1112 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1113 return -1;
1114 }
1115
1116 item = object_create_arch(converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1118 }
1119
1120 if(CONV_NR(converter))
1121 item->nrof=CONV_NR(converter);
1122 if(nr)
1123 item->nrof*=nr;
1124 if(is_in_shop)
1125 SET_FLAG(item,FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) {
1127 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1128 converter->name, converter->map->path, converter->x, converter->y, price_in,
1129 item->nrof*item->value, item->name);
1130 /**
1131 * elmex: we are going to let the game continue, as the mapcreator
1132 * propably had something in mind when doing this
1133 */
1134 }
1135 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1136 return 1;
1137 }
1138
1139 /**
1140 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se).
1142 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1143 * added the alchemical cauldron to the code -b.t.
1144 */
1145
1146 int apply_container (object *op, object *sack)
1147 {
1148 char buf[MAX_BUF];
1149 object *tmp;
1150
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) {
1155 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1156 return 0;
1157 }
1158 op->contr->last_used = NULL;
1159 op->contr->last_used_id = 0;
1160
1161 if (sack->env!=op) {
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 }
1204
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1;
1235 }
1236 } else {
1237 sprintf (buf, "You don't have the key to unlock %s.",
1238 query_name(sack));
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 }
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 if (op->contr) op->contr->socket.update_look=1;
1252 return 1;
1253 }
1254
1255 /**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269 int esrv_apply_container (object *op, object *sack)
1270 {
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 }
1316 }
1317
1318 /* By the time we get here, we have made sure any other container has been closed and
1319 * if this is a locked container, the player they key to open it.
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack);
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1;
1365 }
1366
1367
1368 /**
1369 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted.
1371 */
1372 static int apply_altar (object *altar, object *sacrifice, object *originator)
1373 {
1374 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER))
1376 return 0;
1377
1378 if (operate_altar (altar, &sacrifice)) {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * with an altar. We call it a Potion - altars are stationary - it
1381 * is up to map designers to use them properly.
1382 */
1383 if (altar->inv && altar->inv->type==SPELL) {
1384 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1385 altar->inv->name);
1386 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with
1388 * old maps.
1389 */
1390 /* push_button (altar);*/
1391 } else {
1392 altar->value = 1; /* works only once */
1393 push_button (altar);
1394 }
1395 return sacrifice == NULL;
1396 } else {
1397 return 0;
1398 }
1399 }
1400
1401
1402 /**
1403 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29
1408 */
1409 int apply_shop_mat (object *shop_mat, object *op)
1410 {
1411 int rv = 0;
1412 double opinion;
1413 object *tmp, *next;
1414
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1416
1417 if (op->type != PLAYER) {
1418 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in
1420 * the shop.
1421 */
1422 for (tmp=op->inv; tmp; tmp=next) {
1423 next = tmp->below;
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1425 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1426
1427 remove_ob(tmp);
1428 if (i==-1) i=0;
1429 tmp->map = op->map;
1430 tmp->x = op->x + freearr_x[i];
1431 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0);
1433 }
1434 }
1435
1436 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1438
1439 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space.
1441 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1443
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1445 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1446 if (i != -1) {
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else {
1491 remove_ob (op);
1492 op->x += freearr_x[i];
1493 op->y += freearr_y[i];
1494 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1495 }
1496 }
1497 CLEAR_FLAG (op, FLAG_NO_APPLY);
1498 return rv;
1499 }
1500
1501 /**
1502 * Handles applying a sign.
1503 */
1504 static void apply_sign (object *op, object *sign, int autoapply)
1505 {
1506 readable_message_type* msgType;
1507 char newbuf[HUGE_BUF];
1508 if (sign->msg == NULL) {
1509 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1510 return;
1511 }
1512
1513 if (sign->stats.food) {
1514 if (sign->last_eat >= sign->stats.food) {
1515 if (!sign->move_on)
1516 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1517 return;
1518 }
1519
1520 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1521 sign->last_eat++;
1522 }
1523
1524 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1525 * No way to know for sure. The presumption is basically that if
1526 * move_on is zero, it needs to be manually applied (doesn't talk
1527 * to us).
1528 */
1529 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1530 new_draw_info (NDI_UNIQUE, 0, op,
1531 "You are unable to read while blind.");
1532 return;
1533 }
1534 msgType=get_readable_message_type(sign);
1535 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1536 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1537 }
1538
1539
1540 /**
1541 * 'victim' moves onto 'trap'
1542 * 'victim' leaves 'trap'
1543 * effect is determined by move_on/move_off of trap and move_type of victime.
1544 *
1545 * originator: Player, monster or other object that caused 'victim' to move
1546 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1547 * However, some types of traps require an originator to function.
1548 */
1549 void move_apply (object *trap, object *victim, object *originator)
1550 {
1551 static int recursion_depth = 0;
1552
1553 /* Only exits affect DMs. */
1554 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1555 return;
1556
1557 /* move_apply() is the most likely candidate for causing unwanted and
1558 * possibly unlimited recursion.
1559 */
1560 /* The following was changed because it was causing perfeclty correct
1561 * maps to fail. 1) it's not an error to recurse:
1562 * rune detonates, summoning monster. monster lands on nearby rune.
1563 * nearby rune detonates. This sort of recursion is expected and
1564 * proper. This code was causing needless crashes.
1565 */
1566 if (recursion_depth >= 500) {
1567 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1568 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1569 trap->arch->name, trap->name, victim->arch->name, victim->name);
1570 return;
1571 }
1572 recursion_depth++;
1573 if (trap->head) trap=trap->head;
1574
1575 /* Lauwenmark: Handle for plugin trigger event */
1576 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1577 goto leave;
1578
1579 switch (trap->type) {
1580 case PLAYERMOVER:
1581 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1582 !should_director_abort(trap, victim)) {
1583 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1584
1585 /* Is this correct? From the docs, it doesn't look like it
1586 * should be divided by trap->speed
1587 */
1588 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1589
1590 /* Just put in some sanity check. I think there is a bug in the
1591 * above with some objects have zero speed, and thus the player
1592 * getting permanently paralyzed.
1593 */
1594 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1595 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1596 }
1597 goto leave;
1598
1599 case SPINNER:
1600 if(victim->direction) {
1601 victim->direction=absdir(victim->direction-trap->stats.sp);
1602 update_turn_face(victim);
1603 }
1604 goto leave;
1605
1606 case DIRECTOR:
1607 if(victim->direction && !should_director_abort(trap, victim)) {
1608 victim->direction=trap->stats.sp;
1609 update_turn_face(victim);
1610 }
1611 goto leave;
1612
1613 case BUTTON:
1614 case PEDESTAL:
1615 update_button(trap);
1616 goto leave;
1617
1618 case ALTAR:
1619 /* sacrifice victim on trap */
1620 apply_altar (trap, victim, originator);
1621 goto leave;
1622
1623 case THROWN_OBJ:
1624 if (trap->inv == NULL)
1625 goto leave;
1626 /* fallthrough */
1627
1628 case ARROW:
1629
1630 /* bad bug: monster throw a object, make a step forwards, step on object ,
1631 * trigger this here and get hit by own missile - and will be own enemy.
1632 * Victim then is his own enemy and will start to kill herself (this is
1633 * removed) but we have not synced victim and his missile. To avoid senseless
1634 * action, we avoid hits here
1635 */
1636 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1637 hit_with_arrow (trap, victim);
1638 goto leave;
1639
1640 case SPELL_EFFECT:
1641 apply_spell_effect(trap, victim);
1642 goto leave;
1643
1644 case TRAPDOOR:
1645 {
1646 int max, sound_was_played;
1647 object *ab, *ab_next;
1648 if(!trap->value) {
1649 int tot;
1650 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1651 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1652 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1653
1654 if(!(trap->value=(tot>trap->weight)?1:0))
1655 goto leave;
1656
1657 SET_ANIMATION(trap, trap->value);
1658 update_object(trap,UP_OBJ_FACE);
1659 }
1660
1661 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1662 /* need to set this up, since if we do transfer the object,
1663 * ab->above would be bogus
1664 */
1665 ab_next = ab->above;
1666
1667 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1668 if ( ! sound_was_played) {
1669 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1670 sound_was_played = 1;
1671 }
1672 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1673 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1674 }
1675 }
1676 goto leave;
1677 }
1678
1679
1680 case CONVERTER:
1681 if (convert_item (victim, trap) < 0) {
1682 object *op;
1683
1684 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1685
1686 op = get_archetype("burnout");
1687 if (op != NULL) {
1688 op->x = trap->x;
1689 op->y = trap->y;
1690 insert_ob_in_map(op, trap->map, trap, 0);
1691 }
1692 }
1693 goto leave;
1694
1695 case TRIGGER_BUTTON:
1696 case TRIGGER_PEDESTAL:
1697 case TRIGGER_ALTAR:
1698 check_trigger (trap, victim);
1699 goto leave;
1700
1701 case DEEP_SWAMP:
1702 walk_on_deep_swamp (trap, victim);
1703 goto leave;
1704
1705 case CHECK_INV:
1706 check_inv (victim, trap);
1707 goto leave;
1708
1709 case HOLE:
1710 /* Hole not open? */
1711 if(trap->stats.wc > 0)
1712 goto leave;
1713
1714 /* Is this a multipart monster and not the head? If so, return.
1715 * Processing will happen if the head runs into the pit
1716 */
1717 if (victim->head)
1718 goto leave;
1719
1720 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1721 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1722 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1723 goto leave;
1724
1725 case EXIT:
1726 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1727 /* Basically, don't show exits leading to random maps the
1728 * players output.
1729 */
1730 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1731 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1732 enter_exit (victim, trap);
1733 }
1734 goto leave;
1735
1736 case ENCOUNTER:
1737 /* may be some leftovers on this */
1738 goto leave;
1739
1740 case SHOP_MAT:
1741 apply_shop_mat (trap, victim);
1742 goto leave;
1743
1744 /* Drop a certain amount of gold, and have one item identified */
1745 case IDENTIFY_ALTAR:
1746 apply_id_altar (victim, trap, originator);
1747 goto leave;
1748
1749 case SIGN:
1750 if (victim->type != PLAYER && trap->stats.food > 0)
1751 goto leave; /* monsters musn't apply magic_mouths with counters */
1752
1753 apply_sign (victim, trap, 1);
1754 goto leave;
1755
1756 case CONTAINER:
1757 if (victim->type==PLAYER)
1758 (void) esrv_apply_container (victim, trap);
1759 else
1760 (void) apply_container (victim, trap);
1761 goto leave;
1762
1763 case RUNE:
1764 case TRAP:
1765 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1766 spring_trap(trap, victim);
1767 }
1768 goto leave;
1769
1770 default:
1771 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1772 "handled in move_apply()\n", trap->name, trap->arch->name,
1773 trap->type);
1774 goto leave;
1775 }
1776
1777 leave:
1778 recursion_depth--;
1779 }
1780
1781 /**
1782 * Handles reading a regular (ie not containing a spell) book.
1783 */
1784 static void apply_book (object *op, object *tmp)
1785 {
1786 int lev_diff;
1787 object *skill_ob;
1788
1789 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1791 return;
1792 }
1793 if(tmp->msg==NULL) {
1794 new_draw_info_format(NDI_UNIQUE, 0, op,
1795 "You open the %s and find it empty.", tmp->name);
1796 return;
1797 }
1798
1799 /* need a literacy skill to read stuff! */
1800 skill_ob = find_skill_by_name(op, tmp->skill);
1801 if ( ! skill_ob) {
1802 new_draw_info(NDI_UNIQUE, 0,op,
1803 "You are unable to decipher the strange symbols.");
1804 return;
1805 }
1806 lev_diff = tmp->level - (skill_ob->level + 5);
1807 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1808 if (lev_diff < 2)
1809 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1810 else if (lev_diff < 3)
1811 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1812 else if (lev_diff < 5)
1813 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1814 else if (lev_diff < 8)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1816 else if (lev_diff < 15)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1818 else
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1820 return;
1821 }
1822
1823
1824 /* Lauwenmark: Handle for plugin book event */
1825 /*printf("Book apply: %s\n", tmp->name);
1826 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1827 printf("Book applied: %s\n", tmp->name);*/
1828 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1829 {
1830 CFParm CFP;
1831 int k, l, m;
1832 uint32 n;
1833 new_draw_info_format (NDI_UNIQUE, 0, op,
1834 "You open the %s and start reading.", tmp->name);
1835 k = EVENT_APPLY;
1836 l = SCRIPT_FIX_ALL;
1837 m = 0;
1838 n = 0;
1839 CFP.Value[0] = &k;
1840 CFP.Value[1] = op;
1841 CFP.Value[2] = tmp;
1842 CFP.Value[3] = NULL;
1843 CFP.Value[4] = NULL;
1844 CFP.Value[5] = &n;
1845 CFP.Value[6] = &m;
1846 CFP.Value[7] = &m;
1847 CFP.Value[8] = &l;
1848 CFP.Value[9] = (void*)evt->hook;
1849 CFP.Value[10]= (void*)evt->options;
1850 if (findPlugin(evt->plugin)>=0)
1851 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1852 }
1853 else*/{
1854 readable_message_type* msgType = get_readable_message_type(tmp);
1855 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1856 msgType->message_type, msgType->message_subtype,
1857 "You open the %s and start reading.\n%s",
1858 "%s\n%s",
1859 long_desc(tmp,op), tmp->msg);
1860 }
1861
1862 /* gain xp from reading */
1863 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1864 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1865 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1866 /*exp_gain *= 2; because they just identified it too */
1867 SET_FLAG(tmp,FLAG_IDENTIFIED);
1868 /* If in a container, update how it looks */
1869 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1870 else op->contr->socket.update_look=1;
1871 }
1872 change_exp(op,exp_gain, skill_ob->skill, 0);
1873 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1874 }
1875 }
1876
1877 /**
1878 * Handles the applying of a skill scroll, calling learn_skill straight.
1879 * op is the person learning the skill, tmp is the skill scroll object
1880 */
1881 static void apply_skillscroll (object *op, object *tmp)
1882 {
1883 switch ((int) learn_skill (op, tmp)) {
1884 case 0:
1885 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1886 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1887 return;
1888
1889 case 1:
1890 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1891 tmp->skill);
1892 new_draw_info_format(NDI_UNIQUE, 0, op,
1893 "Type 'bind ready_skill %s",tmp->skill);
1894 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1895 decrease_ob(tmp);
1896 return;
1897
1898 default:
1899 new_draw_info_format(NDI_UNIQUE,0,op,
1900 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1901 decrease_ob(tmp);
1902 return;
1903 }
1904 }
1905
1906 /**
1907 * Actually makes op learn spell.
1908 * Informs player of what happens.
1909 */
1910 void do_learn_spell (object *op, object *spell, int special_prayer)
1911 {
1912 object *tmp;
1913
1914 if (op->type != PLAYER) {
1915 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1916 return;
1917 }
1918
1919 /* Upgrade special prayers to normal prayers */
1920 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1921 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1922 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1923 return;
1924 }
1925 return;
1926 }
1927
1928 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1929 tmp = get_object();
1930 copy_object(spell, tmp);
1931 insert_ob_in_ob(tmp, op);
1932
1933 if (special_prayer) {
1934 SET_FLAG(tmp, FLAG_STARTEQUIP);
1935 }
1936
1937 new_draw_info_format (NDI_UNIQUE, 0, op,
1938 "Type 'bind cast %s", spell->name);
1939 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1940 esrv_add_spells(op->contr, tmp);
1941 }
1942
1943 /**
1944 * Erases spell from player's inventory.
1945 */
1946 void do_forget_spell (object *op, const char *spell)
1947 {
1948 object *spob;
1949
1950 if (op->type != PLAYER) {
1951 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1952 return;
1953 }
1954 if ( (spob=check_spell_known (op, spell)) == NULL) {
1955 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1956 return;
1957 }
1958
1959 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1960 "You lose knowledge of %s.", spell);
1961 player_unready_range_ob(op->contr, spob);
1962 esrv_remove_spell(op->contr, spob);
1963 remove_ob(spob);
1964 free_object(spob);
1965 }
1966
1967 /**
1968 * Handles player applying a spellbook.
1969 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1970 * stuff like that. Random learning failure too.
1971 */
1972 static void apply_spellbook (object *op, object *tmp)
1973 {
1974 object *skop, *spell, *spell_skill;
1975
1976 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1977 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1978 return;
1979 }
1980
1981 /* artifact_spellbooks have 'slaying' field point to a spell name,
1982 * instead of having their spell stored in stats.sp. These are
1983 * legacy spellbooks
1984 */
1985
1986 if(tmp->slaying != NULL) {
1987 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1988 if (!spell) {
1989 new_draw_info_format(NDI_UNIQUE, 0, op,
1990 "The book's formula for %s is incomplete", tmp->slaying);
1991 return;
1992 }
1993 else
1994 insert_ob_in_ob(spell, tmp);
1995 free_string(tmp->slaying);
1996 tmp->slaying=NULL;
1997 }
1998
1999 skop = find_skill_by_name(op, tmp->skill);
2000
2001 /* need a literacy skill to learn spells. Also, having a literacy level
2002 * lower than the spell will make learning the spell more difficult */
2003 if ( !skop) {
2004 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2005 return;
2006 }
2007
2008 spell = tmp->inv;
2009 if (!spell) {
2010 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
2011 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
2012 return;
2013 }
2014 if (spell->level > (skop->level+10)) {
2015 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2016 return;
2017 }
2018
2019 new_draw_info_format(NDI_UNIQUE, 0, op,
2020 "The spellbook contains the %s level spell %s.",
2021 get_levelnumber(spell->level), spell->name);
2022
2023 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2024 identify(tmp);
2025 if (tmp->env)
2026 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2027 else
2028 op->contr->socket.update_look=1;
2029 }
2030
2031 /* I removed the check for special_prayer_mark here - it didn't make
2032 * a lot of sense - special prayers are not found in spellbooks, and
2033 * if the player doesn't know the spell, doesn't make a lot of sense that
2034 * they would have a special prayer mark.
2035 */
2036 if (check_spell_known (op, spell->name)) {
2037 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2038 return;
2039 }
2040
2041 if (spell->skill) {
2042 spell_skill = find_skill_by_name(op, spell->skill);
2043 if (!spell_skill) {
2044 new_draw_info_format(NDI_UNIQUE, 0, op,
2045 "You lack the skill %s to use this spell",
2046 spell->skill);
2047 return;
2048 }
2049 if (spell_skill->level < spell->level) {
2050 new_draw_info_format(NDI_UNIQUE, 0, op,
2051 "You need to be level %d in %s to learn this spell.",
2052 spell->level, spell->skill);
2053 return;
2054 }
2055 }
2056
2057 /* Logic as follows
2058 *
2059 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2060 *
2061 * 2- The learner's skill level in literacy adjusts the chance to learn
2062 * a spell.
2063 *
2064 * 3 -Automatically fail to learn if you read while confused
2065 *
2066 * Overall, chances are the same but a player will find having a high
2067 * literacy rate very useful! -b.t.
2068 */
2069 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2070 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2071 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2072 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2073 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2074 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2075
2076 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2077 do_learn_spell (op, spell, 0);
2078
2079 /* xp gain to literacy for spell learning */
2080 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2081 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2082 } else {
2083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2084 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2085 }
2086 decrease_ob(tmp);
2087 }
2088
2089 /**
2090 * Handles applying a spell scroll.
2091 */
2092 void apply_scroll (object *op, object *tmp, int dir)
2093 {
2094 object *skop;
2095
2096 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2097 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2098 return;
2099 }
2100
2101 if (!tmp->inv || tmp->inv->type != SPELL) {
2102 new_draw_info (NDI_UNIQUE, 0, op,
2103 "The scroll just doesn't make sense!");
2104 return;
2105 }
2106
2107 if(op->type==PLAYER) {
2108 /* players need a literacy skill to read stuff! */
2109 int exp_gain=0;
2110
2111 /* hard code literacy - tmp->skill points to where the exp
2112 * should go for anything killed by the spell.
2113 */
2114 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2115
2116 if ( ! skop) {
2117 new_draw_info(NDI_UNIQUE, 0,op,
2118 "You are unable to decipher the strange symbols.");
2119 return;
2120 }
2121
2122 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2123 change_exp(op,exp_gain, skop->skill, 0);
2124 }
2125
2126 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2127 identify(tmp);
2128
2129 new_draw_info_format(NDI_BLACK, 0, op,
2130 "The scroll of %s turns to dust.", tmp->inv->name);
2131
2132
2133 cast_spell(op,tmp,dir,tmp->inv, NULL);
2134 decrease_ob(tmp);
2135 }
2136
2137 /**
2138 * Applies a treasure object - by default, chest. op
2139 * is the person doing the applying, tmp is the treasure
2140 * chest.
2141 */
2142 static void apply_treasure (object *op, object *tmp)
2143 {
2144 object *treas;
2145 tag_t tmp_tag = tmp->count, op_tag = op->count;
2146
2147
2148 /* Nice side effect of new treasure creation method is that the treasure
2149 * for the chest is done when the chest is created, and put into the chest
2150 * inventory. So that when the chest burns up, the items still exist. Also
2151 * prevents people fromt moving chests to more difficult maps to get better
2152 * treasure
2153 */
2154
2155 treas = tmp->inv;
2156 if(treas==NULL) {
2157 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2158 decrease_ob(tmp);
2159 return;
2160 }
2161 while (tmp->inv) {
2162 treas = tmp->inv;
2163
2164 remove_ob(treas);
2165 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2166 query_name(treas));
2167
2168 treas->x=op->x;
2169 treas->y=op->y;
2170 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2171
2172 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2173 && QUERY_FLAG (op, FLAG_ALIVE))
2174 spring_trap (treas, op);
2175 /* If either player or container was destroyed, no need to do
2176 * further processing. I think this should be enclused with
2177 * spring trap above, as I don't think there is otherwise
2178 * any way for the treasure chest or player to get killed
2179 */
2180 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2181 break;
2182 }
2183
2184 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2185 decrease_ob (tmp);
2186
2187 }
2188
2189 /**
2190 * op eats food.
2191 * If player, takes care of messages and dragon special food.
2192 */
2193 static void apply_food (object *op, object *tmp)
2194 {
2195 int capacity_remaining;
2196
2197 if(op->type!=PLAYER)
2198 op->stats.hp=op->stats.maxhp;
2199 else {
2200 /* check if this is a dragon (player), eating some flesh */
2201 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2202 ;
2203 else {
2204 /* usual case - no dragon meal: */
2205 if(op->stats.food+tmp->stats.food>999) {
2206 if(tmp->type==FOOD || tmp->type==FLESH)
2207 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2208 else
2209 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2210 }
2211
2212 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2213 char buf[MAX_BUF];
2214
2215 if (!is_dragon_pl(op)) {
2216 /* eating message for normal players*/
2217 if(tmp->type==DRINK)
2218 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2219 else
2220 sprintf(buf,"The %s tasted %s",tmp->name,
2221 tmp->type==FLESH?"terrible!":"good.");
2222 }
2223 else {
2224 /* eating message for dragon players*/
2225 sprintf(buf,"The %s tasted terrible!",tmp->name);
2226 }
2227
2228 new_draw_info(NDI_UNIQUE, 0,op,buf);
2229 capacity_remaining = 999 - op->stats.food;
2230 op->stats.food+=tmp->stats.food;
2231 if(capacity_remaining < tmp->stats.food)
2232 op->stats.hp += capacity_remaining / 50;
2233 else
2234 op->stats.hp+=tmp->stats.food/50;
2235 if(op->stats.hp>op->stats.maxhp)
2236 op->stats.hp=op->stats.maxhp;
2237 if (op->stats.food > 999)
2238 op->stats.food = 999;
2239 }
2240
2241 /* special food hack -b.t. */
2242 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2243 eat_special_food(op,tmp);
2244 }
2245 }
2246 handle_apply_yield(tmp);
2247 decrease_ob(tmp);
2248 }
2249
2250 /**
2251 * A dragon is eating some flesh. If the flesh contains resistances,
2252 * there is a chance for the dragon's skin to get improved.
2253 *
2254 * attributes:
2255 * object *op the object (dragon player) eating the flesh
2256 * object *meal the flesh item, getting chewed in dragon's mouth
2257 * return:
2258 * int 1 if eating successful, 0 if it doesn't work
2259 */
2260 int dragon_eat_flesh(object *op, object *meal) {
2261 object *skin = NULL; /* pointer to dragon skin force*/
2262 object *abil = NULL; /* pointer to dragon ability force*/
2263 object *tmp = NULL; /* tmp. object */
2264
2265 char buf[MAX_BUF]; /* tmp. string buffer */
2266 double chance; /* improvement-chance of one resistance type */
2267 double totalchance=1; /* total chance of gaining one resistance */
2268 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2269 double mbonus=0; /* monster bonus */
2270 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2271 int winners=0; /* number of winners */
2272 int i; /* index */
2273
2274 /* let's make sure and doublecheck the parameters */
2275 if (meal->type!=FLESH || !is_dragon_pl(op))
2276 return 0;
2277
2278 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2279 from the player's inventory */
2280 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2281 if (tmp->type == FORCE) {
2282 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2283 skin = tmp;
2284 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2285 abil = tmp;
2286 }
2287 }
2288
2289 /* if either skin or ability are missing, this is an old player
2290 which is not to be considered a dragon -> bail out */
2291 if (skin == NULL || abil == NULL) return 0;
2292
2293 /* now start by filling stomache and health, according to food-value */
2294 if((999 - op->stats.food) < meal->stats.food)
2295 op->stats.hp += (999 - op->stats.food) / 50;
2296 else
2297 op->stats.hp += meal->stats.food/50;
2298 if(op->stats.hp>op->stats.maxhp)
2299 op->stats.hp=op->stats.maxhp;
2300
2301 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2302
2303 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2304
2305 /* on to the interesting part: chances for adding resistance */
2306 for (i=0; i<NROFATTACKS; i++) {
2307 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2308 /* got positive resistance, now calculate improvement chance (0-100) */
2309
2310 /* this bonus makes resistance increase easier at lower levels */
2311 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2312 if (i == abil->stats.exp)
2313 bonus += 5; /* additional bonus for resistance of ability-focus */
2314
2315 /* monster bonus increases with level, because high-level
2316 flesh is too rare */
2317 mbonus = op->level * 20. / ((double)settings.max_level);
2318
2319 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2320 ((double)settings.max_level)) - skin->resist[i];
2321
2322 if (chance >= 0.)
2323 chance += 1.;
2324 else
2325 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2326
2327 /* chance is proportional to amount of resistance (max. 50) */
2328 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2329
2330 /* doubled chance for resistance of ability-focus */
2331 if (i == abil->stats.exp)
2332 chance = MIN(100., chance*2.);
2333
2334 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2335 if (RANDOM()%10000 < (int)(chance*100)) {
2336 atnr_winner[winners] = i;
2337 winners++;
2338 }
2339
2340 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2341
2342 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2343 }
2344 }
2345
2346 /* inverse totalchance as until now we have the failure-chance */
2347 totalchance = 100 - totalchance*100;
2348 /* print message according to totalchance */
2349 if (totalchance > 50.)
2350 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2351 else if (totalchance > 10.)
2352 sprintf(buf, "The %s tasted very good.", meal->name);
2353 else if (totalchance > 1.)
2354 sprintf(buf, "The %s tasted good.", meal->name);
2355 else if (totalchance > 0.1)
2356 sprintf(buf, "The %s tasted bland.", meal->name);
2357 else if (totalchance >= 0.01)
2358 sprintf(buf, "The %s had a boring taste.", meal->name);
2359 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2360 sprintf(buf, "The %s tasted strange.", meal->name);
2361 else
2362 sprintf(buf, "The %s had no taste.", meal->name);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf);
2364
2365 /* now choose a winner if we have any */
2366 i = -1;
2367 if (winners>0)
2368 i = atnr_winner[RANDOM()%winners];
2369
2370 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2371 /* resistance increased! */
2372 skin->resist[i]++;
2373 fix_player(op);
2374
2375 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2376 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2377 }
2378
2379 /* if this flesh contains a new ability focus, we mark it
2380 into the ability_force and it will take effect on next level */
2381 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2382 && meal->last_eat != abil->last_eat) {
2383 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2384
2385 if (meal->last_eat != abil->stats.exp) {
2386 sprintf(buf, "Your metabolism prepares to focus on %s!",
2387 change_resist_msg[meal->last_eat]);
2388 new_draw_info(NDI_UNIQUE, 0, op, buf);
2389 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2390 new_draw_info(NDI_UNIQUE, 0, op, buf);
2391 }
2392 else {
2393 sprintf(buf, "Your metabolism will continue to focus on %s.",
2394 change_resist_msg[meal->last_eat]);
2395 new_draw_info(NDI_UNIQUE, 0, op, buf);
2396 abil->last_eat = 0;
2397 }
2398 }
2399 return 1;
2400 }
2401
2402 static void apply_savebed (object *pl)
2403 {
2404 #ifndef COZY_SERVER
2405 if(!pl->contr->name_changed||!pl->stats.exp) {
2406 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2407 return;
2408 }
2409 #endif
2410 /* Need to call terminate_all_pets() before we remove the player ob */
2411 terminate_all_pets(pl);
2412 remove_ob(pl);
2413 pl->direction=0;
2414 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2415 "%s leaves the game.",pl->name);
2416
2417 /* update respawn position */
2418 strcpy(pl->contr->savebed_map, pl->map->path);
2419 pl->contr->bed_x = pl->x;
2420 pl->contr->bed_y = pl->y;
2421
2422 strcpy(pl->contr->killer,"left");
2423 check_score(pl); /* Always check score */
2424 (void)save_player(pl,0);
2425 pl->map->players--;
2426 #if MAP_MAXTIMEOUT
2427 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2428 #endif
2429 play_again(pl);
2430 pl->speed = 0;
2431 update_ob_speed(pl);
2432 }
2433
2434 /**
2435 * Handles applying an improve armor scroll.
2436 * Does some sanity checks, then calls improve_armour.
2437 */
2438 static void apply_armour_improver (object *op, object *tmp)
2439 {
2440 object *armor;
2441
2442 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2443 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2444 return;
2445 }
2446 armor=find_marked_object(op);
2447 if ( ! armor) {
2448 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2449 return;
2450 }
2451 if (armor->type != ARMOUR
2452 && armor->type != CLOAK
2453 && armor->type != BOOTS && armor->type != GLOVES
2454 && armor->type != BRACERS && armor->type != SHIELD
2455 && armor->type != HELMET)
2456 {
2457 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2458 return;
2459 }
2460
2461 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2462 improve_armour(op,tmp,armor);
2463 }
2464
2465
2466 extern void apply_poison (object *op, object *tmp)
2467 {
2468 if (op->type == PLAYER) {
2469 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2470 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2471 strcpy(op->contr->killer,"poisonous booze");
2472 }
2473 if (tmp->stats.hp > 0) {
2474 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2475 tmp->stats.hp);
2476 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2477 }
2478 op->stats.food-=op->stats.food/4;
2479 handle_apply_yield(tmp);
2480 decrease_ob(tmp);
2481 }
2482
2483 /**
2484 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2485 * A valid 2 way exit means:
2486 * -You can come back (there is another exit at the other side)
2487 * -You are
2488 * ° the owner of the exit
2489 * ° or in the same party as the owner
2490 *
2491 * Note: a owner in a 2 way exit is saved as the owner's name
2492 * in the field exit->name cause the field exit->owner doesn't
2493 * survive in the swapping (in fact the whole exit doesn't survive).
2494 */
2495 int is_legal_2ways_exit (object* op, object *exit)
2496 {
2497 object * tmp;
2498 object * exit_owner;
2499 player * pp;
2500 mapstruct * exitmap;
2501 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2502 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2503 /* To know if an exit has a correspondant, we look at
2504 * all the exits in destination and try to find one with same path as
2505 * the current exit's position */
2506 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2507 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2508 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2509 if (exitmap)
2510 {
2511 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2512 if (!tmp) return 0;
2513 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2514 {
2515 if (tmp->type!=EXIT) continue; /*Not an exit*/
2516 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2517 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2518 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2519
2520 /* From here we have found the exit is valid. However we do
2521 * here the check of the exit owner. It is important for the
2522 * town portals to prevent strangers from visiting your appartments
2523 */
2524 if (!exit->race) return 1; /*No owner, free for all!*/
2525 exit_owner=NULL;
2526 for (pp=first_player;pp;pp=pp->next)
2527 {
2528 if (!pp->ob) continue;
2529 if (pp->ob->name!=exit->race) continue;
2530 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2531 break;
2532 }
2533 if (!exit_owner) return 0; /* No more owner*/
2534 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2535 if ( exit_owner && /*There is a owner*/
2536 (op->contr) && /*A player tries to pass */
2537 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2538 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2539 return 0;
2540 return 1;
2541 }
2542 }
2543 return 0;
2544 }
2545
2546
2547 /**
2548 * Main apply handler.
2549 *
2550 * Checks for unpaid items before applying.
2551 *
2552 * Return value:
2553 * 0: player or monster can't apply objects of that type
2554 * 1: has been applied, or there was an error applying the object
2555 * 2: objects of that type can't be applied if not in inventory
2556 *
2557 * op is the object that is causing object to be applied, tmp is the object
2558 * being applied.
2559 *
2560 * aflag is special (always apply/unapply) flags. Nothing is done with
2561 * them in this function - they are passed to apply_special
2562 */
2563
2564 int manual_apply (object *op, object *tmp, int aflag)
2565 {
2566 if (tmp->head) tmp=tmp->head;
2567
2568 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2569 if (op->type == PLAYER) {
2570 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2571 return 1;
2572 } else {
2573 return 0; /* monsters just skip unpaid items */
2574 }
2575 }
2576
2577
2578 /* Lauwenmark: Handle for plugin apply event */
2579 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2580 return 1;
2581
2582 switch (tmp->type) {
2583
2584 case TRANSPORT:
2585 return apply_transport(op, tmp, aflag);
2586
2587 case CF_HANDLE:
2588 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2589 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2590 tmp->value=tmp->value?0:1;
2591 SET_ANIMATION(tmp, tmp->value);
2592 update_object(tmp,UP_OBJ_FACE);
2593 push_button(tmp);
2594 return 1;
2595
2596 case TRIGGER:
2597 if (check_trigger (tmp, op)) {
2598 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2599 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2600 } else {
2601 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2602 }
2603 return 1;
2604
2605 case EXIT:
2606 if (op->type != PLAYER)
2607 return 0;
2608 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2609 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2610 query_name(tmp));
2611 } else {
2612 /* Don't display messages for random maps. */
2613 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2614 strncmp(EXIT_PATH(tmp), "/random/", 8))
2615 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2616 enter_exit(op,tmp);
2617 }
2618 return 1;
2619
2620 case SIGN:
2621 apply_sign (op, tmp, 0);
2622 return 1;
2623
2624 case BOOK:
2625 if (op->type == PLAYER) {
2626 apply_book (op, tmp);
2627 return 1;
2628 } else {
2629 return 0;
2630 }
2631
2632 case SKILLSCROLL:
2633 if (op->type == PLAYER) {
2634 apply_skillscroll (op, tmp);
2635 return 1;
2636 }
2637 return 0;
2638
2639 case SPELLBOOK:
2640 if (op->type == PLAYER) {
2641 apply_spellbook (op, tmp);
2642 return 1;
2643 }
2644 return 0;
2645
2646 case SCROLL:
2647 apply_scroll (op, tmp, 0);
2648 return 1;
2649
2650 case POTION:
2651 (void) apply_potion(op, tmp);
2652 return 1;
2653
2654 /* Eneq(@csd.uu.se): Handle apply on containers. */
2655 case CLOSE_CON:
2656 if (op->type==PLAYER)
2657 (void) esrv_apply_container (op, tmp->env);
2658 else
2659 (void) apply_container (op, tmp->env);
2660 return 1;
2661
2662 case CONTAINER:
2663 if (op->type==PLAYER)
2664 (void) esrv_apply_container (op, tmp);
2665 else
2666 (void) apply_container (op, tmp);
2667 return 1;
2668
2669 case TREASURE:
2670 if (op->type == PLAYER) {
2671 apply_treasure (op, tmp);
2672 return 1;
2673 } else {
2674 return 0;
2675 }
2676
2677 case WEAPON:
2678 case ARMOUR:
2679 case BOOTS:
2680 case GLOVES:
2681 case AMULET:
2682 case GIRDLE:
2683 case BRACERS:
2684 case SHIELD:
2685 case HELMET:
2686 case RING:
2687 case CLOAK:
2688 case WAND:
2689 case ROD:
2690 case HORN:
2691 case SKILL:
2692 case BOW:
2693 case LAMP:
2694 case BUILDER:
2695 case SKILL_TOOL:
2696 if (tmp->env != op)
2697 return 2; /* not in inventory */
2698 (void) apply_special (op, tmp, aflag);
2699 return 1;
2700
2701 case DRINK:
2702 case FOOD:
2703 case FLESH:
2704 apply_food (op, tmp);
2705 return 1;
2706
2707 case POISON:
2708 apply_poison (op, tmp);
2709 return 1;
2710
2711 case SAVEBED:
2712 if (op->type == PLAYER) {
2713 apply_savebed (op);
2714 return 1;
2715 } else {
2716 return 0;
2717 }
2718
2719 case ARMOUR_IMPROVER:
2720 if (op->type == PLAYER) {
2721 apply_armour_improver (op, tmp);
2722 return 1;
2723 } else {
2724 return 0;
2725 }
2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon(op, tmp);
2729 return 1;
2730
2731 case CLOCK:
2732 if (op->type == PLAYER) {
2733 char buf[MAX_BUF];
2734 timeofday_t tod;
2735
2736 get_tod(&tod);
2737 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2738 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2740 ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2742 new_draw_info(NDI_UNIQUE, 0,op, buf);
2743 return 1;
2744 } else {
2745 return 0;
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER) {
2750 shop_listing (op);
2751 return 1;
2752 } else {
2753 return 0;
2754 }
2755
2756 case POWER_CRYSTAL:
2757 apply_power_crystal(op,tmp); /* see egoitem.c */
2758 return 1;
2759
2760 case LIGHTER: /* for lighting torches/lanterns/etc */
2761 if (op->type == PLAYER) {
2762 apply_lighter(op,tmp);
2763 return 1;
2764 } else {
2765 return 0;
2766 }
2767
2768 case ITEM_TRANSFORMER:
2769 apply_item_transformer( op, tmp );
2770 return 1;
2771
2772 default:
2773 return 0;
2774 }
2775 }
2776
2777
2778 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2779 * messages as needed by player_apply_below(). But there can still be
2780 * "but you are floating high above the ground" messages.
2781 *
2782 * Same return value as apply() function.
2783 */
2784 int player_apply (object *pl, object *op, int aflag, int quiet)
2785 {
2786 int tmp;
2787
2788 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2789 /* player is flying and applying object not in inventory */
2790 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2791 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2792 "above the ground!");
2793 return 0;
2794 }
2795 }
2796
2797 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2798 * applied.
2799 */
2800 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2801 {
2802 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2803 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2804 "of smoke!");
2805 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2806 remove_ob (op);
2807 free_object (op);
2808 return 1;
2809 }
2810
2811 pl->contr->last_used = op;
2812 pl->contr->last_used_id = op->count;
2813
2814 tmp = manual_apply (pl, op, aflag);
2815 if ( ! quiet) {
2816 if (tmp == 0)
2817 new_draw_info_format (NDI_UNIQUE, 0, pl,
2818 "I don't know how to apply the %s.",
2819 query_name (op));
2820 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl,
2822 "You must get it first!\n");
2823 }
2824 return tmp;
2825 }
2826
2827 /**
2828 * player_apply_below attempts to apply the object 'below' the player.
2829 * If the player has an open container, we use that for below, otherwise
2830 * we use the ground.
2831 */
2832
2833 void player_apply_below (object *pl)
2834 {
2835 object *tmp, *next;
2836 int floors;
2837
2838 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2839 apply_transport(pl, pl->contr->transport, 0);
2840 return;
2841 }
2842
2843 /* If using a container, set the starting item to be the top
2844 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* This is perhaps more complicated. However, I want to make sure that
2849 * we don't use a corrupt pointer for the next object, so we get the
2850 * next object in the stack before applying. This is can only be a
2851 * problem if player_apply() has a bug in that it uses the object but does
2852 * not return a proper value.
2853 */
2854 for (floors = 0; tmp!=NULL; tmp=next) {
2855 next = tmp->below;
2856 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857 floors++;
2858 else if (floors > 0)
2859 return; /* process only floor objects after first floor object */
2860
2861 /* If it is visible, player can apply it. If it is applied by
2862 * person moving on it, also activate. Added code to make it
2863 * so that at least one of players movement types be that which
2864 * the item needs.
2865 */
2866 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
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 unapply_special (object *who, object *op, int aflags)
2882 {
2883 object *tmp2;
2884
2885 CLEAR_FLAG(op, FLAG_APPLIED);
2886 switch(op->type) {
2887 case WEAPON:
2888 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2889
2890 (void) change_abil (who,op);
2891 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2892 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2893 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2894 who->current_weapon_script = NULL;
2895 who->current_weapon = NULL;
2896 clear_skill(who);
2897 break;
2898
2899 case SKILL: /* allows objects to impart skills */
2900 case SKILL_TOOL:
2901 if (op != who->chosen_skill) {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903 }
2904 if (who->type==PLAYER) {
2905 if (who->contr->shoottype == range_skill)
2906 who->contr->shoottype = range_none;
2907 if ( ! op->invisible) {
2908 new_draw_info_format (NDI_UNIQUE, 0, who,
2909 "You stop using the %s.", query_name(op));
2910 } else {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You can no longer use the skill: %s.",
2913 op->skill);
2914 }
2915 }
2916 (void) change_abil (who, op);
2917 who->chosen_skill = NULL;
2918 CLEAR_FLAG (who, FLAG_READY_SKILL);
2919 break;
2920
2921 case ARMOUR:
2922 case HELMET:
2923 case SHIELD:
2924 case RING:
2925 case BOOTS:
2926 case GLOVES:
2927 case AMULET:
2928 case GIRDLE:
2929 case BRACERS:
2930 case CLOAK:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2932 (void) change_abil (who,op);
2933 break;
2934 case LAMP:
2935 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2936 op->name);
2937 tmp2 = arch_to_object(op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2945 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2946 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2947 if (who->type == PLAYER)
2948 esrv_del_item(who->contr, (tag_t)op->count);
2949 remove_ob(op);
2950 free_object(op);
2951 insert_ob_in_ob(tmp2, who);
2952 fix_player(who);
2953 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2954 if (who->type == PLAYER) {
2955 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2956 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2957 }
2958 }
2959 if(who->type==PLAYER)
2960 esrv_send_item(who, tmp2);
2961 return 1; /* otherwise, an attempt to drop causes problems */
2962 break;
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 clear_skill(who);
2968 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2969 if(who->type==PLAYER) {
2970 who->contr->shoottype = range_none;
2971 } else {
2972 if (op->type == BOW)
2973 CLEAR_FLAG (who, FLAG_READY_BOW);
2974 else
2975 CLEAR_FLAG(who, FLAG_READY_RANGE);
2976 }
2977 break;
2978
2979 case BUILDER:
2980 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2981 who->contr->shoottype = range_none;
2982 who->contr->ranges[ range_builder ] = NULL;
2983 break;
2984
2985 default:
2986 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2987 break;
2988 }
2989
2990 fix_player(who);
2991
2992 if ( ! (aflags & AP_NO_MERGE)) {
2993 object *tmp;
2994
2995 tag_t del_tag = op->count;
2996 tmp = merge_ob (op, NULL);
2997 if (who->type == PLAYER) {
2998 if (tmp) { /* it was merged */
2999 esrv_del_item (who->contr, del_tag);
3000 op = tmp;
3001 }
3002 esrv_send_item (who, op);
3003 }
3004 }
3005 return 0;
3006 }
3007
3008 /**
3009 * Returns the object that is using location 'loc'.
3010 * Note that 'start' is the first object to start examing - we
3011 * then go through the below of this. In this way, you can do
3012 * something like:
3013 * tmp = get_item_from_body_location(who->inv, 1);
3014 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3015 * to find the second object that may use this location, etc.
3016 * Returns NULL if no match is found.
3017 * loc is the index into the array we are looking for a match.
3018 * don't return invisible objects unless they are skill objects
3019 * invisible other objects that use
3020 * up body locations can be used as restrictions.
3021 */
3022 object *get_item_from_body_location(object *start, int loc)
3023 {
3024 object *tmp;
3025
3026 if (!start) return NULL;
3027
3028 for (tmp=start; tmp; tmp=tmp->below)
3029 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
3030 (!tmp->invisible || tmp->type==SKILL)) return tmp;
3031
3032 return NULL;
3033 }
3034
3035
3036
3037 /**
3038 * 'op' wants to apply an object, but can't because of other equipment.
3039 * This should only be called when it is known
3040 * that there are objects to unapply. This makes pretty heavy
3041 * use of get_item_from_body_location. It makes no intelligent choice
3042 * on objects - rather, the first that is matched is used.
3043 * Returns 0 on success, returns 1 if there is some problem.
3044 * if aflags is AP_PRINT, we instead print out waht to unapply
3045 * instead of doing it. This is a lot less code than having
3046 * another function that does just that.
3047 */
3048 int unapply_for_ob(object *who, object *op, int aflags)
3049 {
3050 int i;
3051 object *tmp=NULL, *last;
3052
3053 /* If we are applying a shield or weapon, unapply any equipped shield
3054 * or weapons first - only allowed to use one weapon/shield at a time.
3055 */
3056 if (op->type == WEAPON || op->type == SHIELD) {
3057 for (tmp=who->inv; tmp; tmp=tmp->below) {
3058 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3059 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3060 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3061 if (aflags & AP_PRINT)
3062 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3063 else
3064 unapply_special(who, tmp, aflags);
3065 }
3066 else {
3067 /* In this case, we want to try and remove a cursed item.
3068 * While we know it won't work, we want unapply_special to
3069 * at least generate the message.
3070 */
3071 new_draw_info_format(NDI_UNIQUE, 0, who,
3072 "No matter how hard you try, you just can't\nremove %s.",
3073 query_name(tmp));
3074 return 1;
3075 }
3076
3077 }
3078 }
3079 }
3080
3081 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3082 /* this used up a slot that we need to free */
3083 if (op->body_info[i]) {
3084 last = who->inv;
3085
3086 /* We do a while loop - may need to remove several items in order
3087 * to free up enough slots.
3088 */
3089 while ((who->body_used[i] + op->body_info[i]) < 0) {
3090 tmp = get_item_from_body_location(last, i);
3091 if (!tmp) {
3092 #if 0
3093 /* Not a bug - we'll get this if the player has cursed items
3094 * equipped.
3095 */
3096 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3097 i, body_locations[i].save_name, who->name);
3098 #endif
3099 return 1;
3100 }
3101 /* If we are just printing, we don't care about cursed status */
3102 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3103 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3104 if (aflags & AP_PRINT)
3105 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3106 else
3107 unapply_special(who, tmp, aflags);
3108 }
3109 else {
3110 /* Cursed item that we can't unequip - tell the player.
3111 * Note this could be annoying if this is just one of a few,
3112 * so it may not be critical (eg, putting on a ring and you have
3113 * one cursed ring.)
3114 */
3115 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3116 }
3117 last = tmp->below;
3118 }
3119 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3120 * return in the !tmp would have kicked in.
3121 */
3122 } /* if op is using this body location */
3123 } /* for body lcoations */
3124 return 0;
3125 }
3126
3127 /**
3128 * Checks to see if 'who' can apply object 'op'.
3129 * Returns 0 if apply can be done without anything special.
3130 * Otherwise returns a bitmask - potentially several of these may be
3131 * set, but largely depends on circumstance - in the future, processing
3132 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3133 * is set, do we really are what the other flags may be?)
3134 *
3135 * See include/define.h for detailed description of the meaning of
3136 * these return values.
3137 */
3138 int can_apply_object(object *who, object *op)
3139 {
3140 int i, retval=0;
3141 object *tmp=NULL, *ws=NULL;
3142
3143 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3144 * 2 weapons, but we don't want to let them do that. So if they are
3145 * trying to equip a weapon or shield, see if they already have one
3146 * in place and store that way.
3147 */
3148 if (op->type == WEAPON || op->type == SHIELD) {
3149 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3150 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3151 retval = CAN_APPLY_UNAPPLY;
3152 ws = tmp;
3153 }
3154 }
3155 }
3156
3157
3158 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3159 if (op->body_info[i]) {
3160 /* Item uses more slots than we have */
3161 if (FABS(op->body_info[i]) > who->body_info[i]) {
3162 /* Could return now for efficiently - rest of info below isn'
3163 * really needed.
3164 */
3165 retval |= CAN_APPLY_NEVER;
3166 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3167 /* in this case, equipping this would use more free spots than
3168 * we have.
3169 */
3170 object *tmp1;
3171
3172
3173 /* if we have an applied weapon/shield, and unapply it would free
3174 * enough slots to equip the new item, then just set this can
3175 * continue. We don't care about the logic below - if you have
3176 * shield equipped and try to equip another shield, there is only
3177 * one choice. However, the check for the number of body locations
3178 * does take into the account cases where what is being applied
3179 * may be two handed for example.
3180 */
3181 if (ws) {
3182 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3183 retval |= CAN_APPLY_UNAPPLY;
3184 continue;
3185 }
3186 }
3187
3188 tmp1 = get_item_from_body_location(who->inv, i);
3189 if (!tmp1) {
3190 #if 0
3191 /* This is sort of an error, but happens a lot when old players
3192 * join in with more stuff equipped than they are now allowed.
3193 */
3194 LOG(llevError,"Can't find object using location %d on %s\n",
3195 i, who->name);
3196 #endif
3197 retval |= CAN_APPLY_NEVER;
3198 } else {
3199 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need
3201 * to apply multiple objects
3202 */
3203 retval |= CAN_APPLY_UNAPPLY;
3204 if (!tmp) tmp = tmp1;
3205 else if (tmp != tmp1) {
3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 }
3208 /* This object isn't using up all the slots, so there must
3209 * be another. If so, and it the new item doesn't need all
3210 * the slots, the player then has a choice.
3211 */
3212 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3213 (FABS(op->body_info[i]) < who->body_info[i]))
3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215
3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3217 * equipped? If not, there must be something else to unapply.
3218 */
3219 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3221
3222 }
3223 } /* if not enough free slots */
3224 } /* if this object uses location i */
3225 } /* for i -> num_body_locations loop */
3226
3227 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3228 * really be controlled by use of body locations. We do have
3229 * the weapon/shield checks, and the range checks for monsters,
3230 * because you can't control those just by body location - bows, shields,
3231 * and weapons all use the same slot. Similar for horn/rod/wand - they
3232 * all use the same location.
3233 */
3234 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3235 retval |= CAN_APPLY_RESTRICTION;
3236 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3237 retval |= CAN_APPLY_RESTRICTION;
3238
3239
3240 if (who->type != PLAYER) {
3241 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3242 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3243 retval |= CAN_APPLY_RESTRICTION;
3244 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3245 retval |= CAN_APPLY_RESTRICTION;
3246 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3247 retval |= CAN_APPLY_RESTRICTION;
3248 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3249 retval |= CAN_APPLY_RESTRICTION;
3250 }
3251 return retval;
3252 }
3253
3254
3255
3256 /**
3257 * who is the object using the object. It can be a monster.
3258 * op is the object they are using. op is an equipment type item,
3259 * eg, one which you put on and keep on for a while, and not something
3260 * like a potion or scroll.
3261 *
3262 * function returns 1 if the action could not be completed, 0 on
3263 * success. However, success is a matter of meaning - if the
3264 * user passes the 'apply' flag to an object already applied,
3265 * nothing is done, and 0 is returned.
3266 *
3267 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3268 * AP_UNAPPLY=always unapply).
3269 *
3270 * Optional flags:
3271 * AP_NO_MERGE: don't merge an unapplied object with other objects
3272 * AP_IGNORE_CURSE: unapply cursed items
3273 *
3274 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3275 *
3276 * apply_special() doesn't check for unpaid items.
3277 */
3278 int apply_special (object *who, object *op, int aflags)
3279 {
3280 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop=NULL;
3282 int i;
3283
3284 if(who==NULL) {
3285 LOG(llevError,"apply_special() from object without environment.\n");
3286 return 1;
3287 }
3288
3289 if(op->env!=who)
3290 return 1; /* op is not in inventory */
3291
3292 /* trying to unequip op */
3293 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3294 /* always apply, so no reason to unapply */
3295 if (basic_flag == AP_APPLY) return 0;
3296
3297 if ( ! (aflags & AP_IGNORE_CURSE)
3298 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3299 new_draw_info_format(NDI_UNIQUE, 0, who,
3300 "No matter how hard you try, you just can't\nremove %s.",
3301 query_name(op));
3302 return 1;
3303 }
3304 return unapply_special(who, op, aflags);
3305 }
3306
3307 if (basic_flag == AP_UNAPPLY) return 0;
3308
3309 i = can_apply_object(who, op);
3310
3311 /* Can't just apply this object. Lets see what not and what to do */
3312 if (i) {
3313 if (i & CAN_APPLY_NEVER) {
3314 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3315 return 1;
3316 } else if (i & CAN_APPLY_RESTRICTION) {
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3318 return 1;
3319 }
3320 if (who->type != PLAYER) {
3321 /* Some error, so don't try to equip something more */
3322 if (unapply_for_ob(who, op, aflags)) return 1;
3323 } else {
3324 if (who->contr->unapply == unapply_never ||
3325 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3326 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3327 unapply_for_ob(who, op, AP_PRINT);
3328 return 1;
3329 }
3330 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3331 i = unapply_for_ob(who, op, aflags);
3332 if (i) return 1;
3333 }
3334 }
3335 }
3336 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3337 skop=find_skill_by_name(who, op->skill);
3338 if (!skop) {
3339 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3340 return 1;
3341 } else {
3342 /* While experience will be credited properly, we want to change the
3343 * skill so that the dam and wc get updated
3344 */
3345 change_skill(who, skop, 0);
3346 }
3347 }
3348
3349 if (who->type == PLAYER && op->item_power &&
3350 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3351 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3352 return 1;
3353 }
3354
3355
3356 /* Ok. We are now at the state where we can apply the new object.
3357 * Note that we don't have the checks for can_use_...
3358 * below - that is already taken care of by can_apply_object.
3359 */
3360
3361
3362 if(op->nrof > 1)
3363 tmp = get_split_ob(op,op->nrof - 1);
3364 else
3365 tmp = NULL;
3366
3367 switch(op->type) {
3368 case WEAPON:
3369 if (!check_weapon_power(who, op->last_eat)) {
3370 new_draw_info(NDI_UNIQUE, 0,who,
3371 "That weapon is too powerful for you to use.");
3372 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3373 if(tmp!=NULL)
3374 (void) insert_ob_in_ob(tmp,who);
3375 return 1;
3376 }
3377 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3378 /* if the weapon does not have the name as the character, can't use it. */
3379 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3380 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3381 if(tmp!=NULL)
3382 (void) insert_ob_in_ob(tmp,who);
3383 return 1;
3384 }
3385 SET_FLAG(op, FLAG_APPLIED);
3386
3387 if (skop) change_skill(who, skop, 1);
3388 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3389 SET_FLAG(who, FLAG_READY_WEAPON);
3390
3391 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3392
3393 (void) change_abil (who,op);
3394 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3395 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3396 LOG(llevDebug, "Scripting Weapon wielded\n");
3397 if (who->current_weapon_script) free_string(who->current_weapon_script);
3398 who->current_weapon_script=add_string(query_name(op));
3399 }
3400 who->current_weapon = op;*/
3401 break;
3402
3403 case ARMOUR:
3404 case HELMET:
3405 case SHIELD:
3406 case BOOTS:
3407 case GLOVES:
3408 case GIRDLE:
3409 case BRACERS:
3410 case CLOAK:
3411 case RING:
3412 case AMULET:
3413 SET_FLAG(op, FLAG_APPLIED);
3414 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3415 (void) change_abil (who,op);
3416 break;
3417 case LAMP:
3418 if (op->stats.food < 1) {
3419 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3420 " fuel!", op->name);
3421 return 1;
3422 }
3423 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3424 op->name);
3425 tmp2 = arch_to_object(op->other_arch);
3426 tmp2->stats.food = op->stats.food;
3427 SET_FLAG(tmp2, FLAG_APPLIED);
3428 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3429 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3430 insert_ob_in_ob(tmp2, who);
3431
3432 /* Remove the old lantern */
3433 if (who->type == PLAYER)
3434 esrv_del_item(who->contr, (tag_t)op->count);
3435 remove_ob(op);
3436 free_object(op);
3437
3438 /* insert the portion that was split off */
3439 if(tmp!=NULL) {
3440 (void) insert_ob_in_ob(tmp,who);
3441 if(who->type==PLAYER)
3442 esrv_send_item(who, tmp);
3443 }
3444 fix_player(who);
3445 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3446 if (who->type == PLAYER) {
3447 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3448 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3449 }
3450 }
3451 if(who->type==PLAYER)
3452 esrv_send_item(who, tmp2);
3453 return 0;
3454 break;
3455
3456 /* this part is needed for skill-tools */
3457 case SKILL:
3458 case SKILL_TOOL:
3459 if (who->chosen_skill) {
3460 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3461 return 1;
3462 }
3463 if (who->type == PLAYER) {
3464 who->contr->shoottype = range_skill;
3465 who->contr->ranges[range_skill] = op;
3466 if ( ! op->invisible) {
3467 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3468 query_name (op));
3469 new_draw_info_format (NDI_UNIQUE, 0, who,
3470 "You can now use the skill: %s.",
3471 op->skill);
3472 } else {
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3474 op->skill? op->skill:op->name);
3475 }
3476 }
3477 SET_FLAG (op, FLAG_APPLIED);
3478 (void) change_abil (who, op);
3479 who->chosen_skill = op;
3480 SET_FLAG (who, FLAG_READY_SKILL);
3481 break;
3482
3483 case BOW:
3484 if (!check_weapon_power(who, op->last_eat)) {
3485 new_draw_info(NDI_UNIQUE, 0, who,
3486 "That item is too powerful for you to use.");
3487 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3488 if(tmp != NULL)
3489 (void)insert_ob_in_ob(tmp,who);
3490 return 1;
3491 }
3492 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3493 new_draw_info(NDI_UNIQUE, 0, who,
3494 "The weapon does not recognize you as its owner.");
3495 if(tmp != NULL)
3496 (void)insert_ob_in_ob(tmp,who);
3497 return 1;
3498 }
3499 /*FALLTHROUGH*/
3500 case WAND:
3501 case ROD:
3502 case HORN:
3503 /* check for skill, alter player status */
3504 SET_FLAG(op, FLAG_APPLIED);
3505 if (skop) change_skill(who, skop, 0);
3506 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3507
3508 if(who->type==PLAYER) {
3509 if (op->type == BOW) {
3510 (void)change_abil(who, op);
3511 new_draw_info_format (NDI_UNIQUE, 0, who,
3512 "You will now fire %s with %s.",
3513 op->race ? op->race : "nothing", query_name(op));
3514 who->contr->shoottype = range_bow;
3515 } else {
3516 who->contr->shoottype = range_misc;
3517 }
3518 } else {
3519 if (op->type == BOW)
3520 SET_FLAG (who, FLAG_READY_BOW);
3521 else
3522 SET_FLAG (who, FLAG_READY_RANGE);
3523 }
3524 break;
3525
3526 case BUILDER:
3527 if ( who->contr->ranges[ range_builder ] )
3528 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3529 who->contr->shoottype = range_builder;
3530 who->contr->ranges[ range_builder ] = op;
3531 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3532 break;
3533
3534 default:
3535 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3536 } /* end of switch op->type */
3537
3538 SET_FLAG(op, FLAG_APPLIED);
3539
3540 if(tmp!=NULL)
3541 tmp = insert_ob_in_ob(tmp,who);
3542
3543 fix_player(who);
3544
3545 /* We exclude spell casting objects. The fire code will set the
3546 * been applied flag when they are used - until that point,
3547 * you don't know anything about them.
3548 */
3549 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3550 op->type!=ROD)
3551 SET_FLAG(op,FLAG_BEEN_APPLIED);
3552
3553 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3554 if (who->type == PLAYER) {
3555 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3556 SET_FLAG(op,FLAG_KNOWN_CURSED);
3557 }
3558 }
3559 if(who->type==PLAYER) {
3560 /* if multiple objects were applied, update both slots */
3561 if (tmp)
3562 esrv_send_item(who, tmp);
3563 esrv_send_item(who, op);
3564 }
3565 return 0;
3566 }
3567
3568
3569 int monster_apply_special (object *who, object *op, int aflags)
3570 {
3571 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3572 return 1;
3573 return apply_special (who, op, aflags);
3574 }
3575
3576 /**
3577 * Map was just loaded, handle op's initialisation.
3578 *
3579 * Generates shop floor's item, and treasures.
3580 */
3581 int auto_apply (object *op) {
3582 object *tmp = NULL, *tmp2;
3583 int i;
3584
3585 switch(op->type) {
3586 case SHOP_FLOOR:
3587 if (!HAS_RANDOM_ITEMS(op)) return 0;
3588 do {
3589 i=10; /* let's give it 10 tries */
3590 while((tmp=generate_treasure(op->randomitems,
3591 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3592 if(tmp==NULL)
3593 return 0;
3594 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3595 free_object(tmp);
3596 tmp = NULL;
3597 }
3598 } while(!tmp);
3599 tmp->x=op->x;
3600 tmp->y=op->y;
3601 SET_FLAG(tmp,FLAG_UNPAID);
3602 insert_ob_in_map(tmp,op->map,NULL,0);
3603 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3604 identify(tmp);
3605 break;
3606
3607 case TREASURE:
3608 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3609 return 0;
3610 while ((op->stats.hp--)>0)
3611 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3612 op->stats.exp ? (int)op->stats.exp :
3613 op->map == NULL ? 14: op->map->difficulty,0);
3614
3615 /* If we generated an object and put it in this object inventory,
3616 * move it to the parent object as the current object is about
3617 * to disappear. An example of this item is the random_* stuff
3618 * that is put inside other objects.
3619 */
3620 for (tmp=op->inv; tmp; tmp=tmp2) {
3621 tmp2 = tmp->below;
3622 remove_ob(tmp);
3623 if (op->env) insert_ob_in_ob(tmp, op->env);
3624 else free_object(tmp);
3625 }
3626 remove_ob(op);
3627 free_object(op);
3628 break;
3629 }
3630 return tmp ? 1 : 0;
3631 }
3632
3633 /**
3634 * fix_auto_apply goes through the entire map (only the first time
3635 * when an original map is loaded) and performs special actions for
3636 * certain objects (most initialization of chests and creation of
3637 * treasures and stuff). Calls auto_apply if appropriate.
3638 */
3639
3640 void fix_auto_apply(mapstruct *m) {
3641 object *tmp,*above=NULL;
3642 int x,y;
3643
3644 if(m==NULL) return;
3645
3646 for(x=0;x<MAP_WIDTH(m);x++)
3647 for(y=0;y<MAP_HEIGHT(m);y++)
3648 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3649 above=tmp->above;
3650
3651 if (tmp->inv) {
3652 object *invtmp, *invnext;
3653
3654 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3655 invnext = invtmp->below;
3656
3657 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3658 auto_apply(invtmp);
3659 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3660 while ((invtmp->stats.hp--)>0)
3661 create_treasure(invtmp->randomitems, invtmp, 0,
3662 m->difficulty,0);
3663 invtmp->randomitems = NULL;
3664 }
3665 else if (invtmp && invtmp->arch &&
3666 invtmp->type!=TREASURE &&
3667 invtmp->type != SPELL &&
3668 invtmp->type != CLASS &&
3669 HAS_RANDOM_ITEMS(invtmp)) {
3670 create_treasure(invtmp->randomitems, invtmp, 0,
3671 m->difficulty,0);
3672 /* Need to clear this so that we never try to create
3673 * treasure again for this object
3674 */
3675 invtmp->randomitems = NULL;
3676 }
3677 }
3678 /* This is really temporary - the code at the bottom will
3679 * also set randomitems to null. The problem is there are bunches
3680 * of maps/players already out there with items that have spells
3681 * which haven't had the randomitems set to null yet.
3682 * MSW 2004-05-13
3683 *
3684 * And if it's a spellbook, it's better to set randomitems to NULL too,
3685 * else you get two spells in the book ^_-
3686 * Ryo 2004-08-16
3687 */
3688 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3689 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3690 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3691 tmp->randomitems = NULL;
3692
3693 }
3694
3695 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3696 auto_apply(tmp);
3697 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3698 while ((tmp->stats.hp--)>0)
3699 create_treasure(tmp->randomitems, tmp, 0,
3700 m->difficulty,0);
3701 tmp->randomitems = NULL;
3702 }
3703 else if(tmp->type==TIMED_GATE) {
3704 object *head = tmp->head != NULL ? tmp->head : tmp;
3705 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3706 tmp->speed = 0;
3707 update_ob_speed(tmp);
3708 }
3709 }
3710 /* This function can be called everytime a map is loaded, even when
3711 * swapping back in. As such, we don't want to create the treasure
3712 * over and ove again, so after we generate the treasure, blank out
3713 * randomitems so if it is swapped in again, it won't make anything.
3714 * This is a problem for the above objects, because they have counters
3715 * which say how many times to make the treasure.
3716 */
3717 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3718 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3719 HAS_RANDOM_ITEMS(tmp)) {
3720 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3721 m->difficulty,0);
3722 tmp->randomitems = NULL;
3723 }
3724 }
3725
3726 for(x=0;x<MAP_WIDTH(m);x++)
3727 for(y=0;y<MAP_HEIGHT(m);y++)
3728 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3729 if (tmp->above &&
3730 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3731 check_trigger (tmp, tmp->above);
3732 }
3733
3734 /**
3735 * Handles player eating food that temporarily changes status (resistances, stats).
3736 * This used to call cast_change_attr(), but
3737 * that doesn't work with the new spell code. Since we know what
3738 * the food changes, just grab a force and use that instead.
3739 */
3740
3741 void eat_special_food(object *who, object *food) {
3742 object *force;
3743 int i, did_one=0;
3744 sint8 k;
3745
3746 force = get_archetype(FORCE_NAME);
3747
3748 for (i=0; i < NUM_STATS; i++) {
3749 k = get_attr_value(&food->stats, i);
3750 if (k) {
3751 set_attr_value(&force->stats, i, k);
3752 did_one = 1;
3753 }
3754 }
3755
3756 /* check if we can protect the eater */
3757 for (i=0; i<NROFATTACKS; i++) {
3758 if (food->resist[i]>0) {
3759 force->resist[i] = food->resist[i] / 2;
3760 did_one = 1;
3761 }
3762 }
3763 if (did_one) {
3764 force->speed = 0.1;
3765 update_ob_speed(force);
3766 /* bigger morsel of food = longer effect time */
3767 force->stats.food = food->stats.food / 5;
3768 SET_FLAG(force, FLAG_IS_USED_UP);
3769 SET_FLAG(force, FLAG_APPLIED);
3770 change_abil(who, force);
3771 insert_ob_in_ob(force, who);
3772 } else {
3773 free_object(force);
3774 }
3775
3776 /* check for hp, sp change */
3777 if(food->stats.hp!=0) {
3778 if(QUERY_FLAG(food, FLAG_CURSED)) {
3779 strcpy(who->contr->killer,food->name);
3780 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3781 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3782 } else {
3783 if(food->stats.hp>0)
3784 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3785 else
3786 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3787 who->stats.hp += food->stats.hp;
3788 }
3789 }
3790 if(food->stats.sp!=0) {
3791 if(QUERY_FLAG(food, FLAG_CURSED)) {
3792 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3793 who->stats.sp -= food->stats.sp;
3794 if(who->stats.sp<0) who->stats.sp=0;
3795 } else {
3796 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3797 who->stats.sp += food->stats.sp;
3798 /* place limit on max sp from food? */
3799 }
3800 }
3801 fix_player(who);
3802 }
3803
3804
3805 /**
3806 * Designed primarily to light torches/lanterns/etc.
3807 * Also burns up burnable material too. First object in the inventory is
3808 * the selected object to "burn". -b.t.
3809 */
3810
3811 void apply_lighter(object *who, object *lighter) {
3812 object *item;
3813 int is_player_env=0;
3814 uint32 nrof;
3815 tag_t count;
3816 char item_name[MAX_BUF];
3817
3818 item=find_marked_object(who);
3819 if(item) {
3820 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */
3823 if(lighter->nrof > 1) {
3824 object *oneLighter = get_object();
3825 copy_object(lighter, oneLighter);
3826 lighter->nrof -= 1;
3827 oneLighter->nrof = 1;
3828 oneLighter->stats.food--;
3829 esrv_send_item(who, lighter);
3830 oneLighter=insert_ob_in_ob(oneLighter, who);
3831 esrv_send_item(who, oneLighter);
3832 } else {
3833 lighter->stats.food--;
3834 }
3835
3836 } else if(lighter->last_eat) { /* no charges left in lighter */
3837 new_draw_info_format(NDI_UNIQUE, 0,who,
3838 "You attempt to light the %s with a used up %s.",
3839 item->name, lighter->name);
3840 return;
3841 }
3842 /* Perhaps we should split what we are trying to light on fire?
3843 * I can't see many times when you would want to light multiple
3844 * objects at once.
3845 */
3846 nrof=item->nrof;
3847 count=item->count;
3848 /* If the item is destroyed, we don't have a valid pointer to the
3849 * name object, so make a copy so the message we print out makes
3850 * some sense.
3851 */
3852 strcpy(item_name, item->name);
3853 if (who == is_player_inv(item)) is_player_env=1;
3854
3855 save_throw_object(item,AT_FIRE,who);
3856 /* Change to check count and not freed, since the object pointer
3857 * may have gotten recycled
3858 */
3859 if ((nrof != item->nrof ) || (count != item->count)) {
3860 new_draw_info_format(NDI_UNIQUE, 0,who,
3861 "You light the %s with the %s.",item_name,lighter->name);
3862 /* Need to update the player so that the players glow radius
3863 * gets changed.
3864 */
3865 if (is_player_env) fix_player(who);
3866 } else {
3867 new_draw_info_format(NDI_UNIQUE, 0,who,
3868 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3869 }
3870
3871 } else /* nothing to light */
3872 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3873
3874 }
3875
3876 /**
3877 * op made some mistake with a scroll, this takes care of punishment.
3878 * scroll_failure()- hacked directly from spell_failure
3879 */
3880 void scroll_failure(object *op, int failure, int power)
3881 {
3882 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3883
3884 if(failure<= -1&&failure > -15) {/* wonder */
3885 object *tmp;
3886
3887 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3888 tmp=get_archetype(SPELL_WONDER);
3889 cast_wonder(op, op, 0, tmp);
3890 free_object(tmp);
3891 } else if (failure <= -15&&failure > -35) {/* drain mana */
3892 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3893 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3894 if(op->stats.sp<0) op->stats.sp = 0;
3895 } else if (settings.spell_failure_effects == TRUE) {
3896 if (failure <= -35&&failure > -60) { /* confusion */
3897 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3898 confuse_player(op,op,power);
3899 } else if (failure <= -60&&failure> -70) {/* paralysis */
3900 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3901 "you!");
3902 paralyze_player(op,op,power);
3903 } else if (failure <= -70&&failure> -80) {/* blind */
3904 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3905 blind_player(op,op,power);
3906 } else if (failure <= -80) {/* blast the immediate area */
3907 object *tmp;
3908 tmp=get_archetype(LOOSE_MANA);
3909 cast_magic_storm(op,tmp, power);
3910 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3911 free_object(tmp);
3912 }
3913 }
3914 }
3915
3916 void apply_changes_to_player(object *pl, object *change) {
3917 int excess_stat=0; /* if the stat goes over the maximum
3918 for the race, put the excess stat some
3919 where else. */
3920
3921 switch (change->type) {
3922 case CLASS: {
3923 living *stats = &(pl->contr->orig_stats);
3924 living *ns = &(change->stats);
3925 object *walk;
3926 int flag_change_face=1;
3927
3928 /* the following code assigns stats up to the stat max
3929 * for the race, and if the stat max is exceeded,
3930 * tries to randomly reassign the excess stat
3931 */
3932 int i,j;
3933 for(i=0;i<NUM_STATS;i++) {
3934 sint8 stat=get_attr_value(stats,i);
3935 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3936 stat += get_attr_value(ns,i);
3937 if(stat > 20 + race_bonus) {
3938 excess_stat++;
3939 stat = 20+race_bonus;
3940 }
3941 set_attr_value(stats,i,stat);
3942 }
3943
3944 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3945 int i = rndm(0, 6);
3946 int stat=get_attr_value(stats,i);
3947 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3948 if(i==CHA) continue; /* exclude cha from this */
3949 if( stat < 20 + race_bonus) {
3950 change_attr_value(stats,i,1);
3951 excess_stat--;
3952 }
3953 }
3954
3955 /* insert the randomitems from the change's treasurelist into
3956 * the player ref: player.c
3957 */
3958 if(change->randomitems!=NULL)
3959 give_initial_items(pl,change->randomitems);
3960
3961
3962 /* set up the face, for some races. */
3963
3964 /* first, look for the force object banning
3965 * changing the face. Certain races never change face with class.
3966 */
3967 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3968 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3969
3970 if(flag_change_face) {
3971 pl->animation_id = GET_ANIM_ID(change);
3972 pl->face = change->face;
3973
3974 if(QUERY_FLAG(change,FLAG_ANIMATE))
3975 SET_FLAG(pl,FLAG_ANIMATE);
3976 else
3977 CLEAR_FLAG(pl,FLAG_ANIMATE);
3978 }
3979
3980 /* check the special case of can't use weapons */
3981 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3982 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3983
3984 break;
3985 }
3986 }
3987 }
3988
3989 /**
3990 * This handles items of type 'transformer'.
3991 * Basically those items, used with a marked item, transform both items into something
3992 * else.
3993 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3994 * Change information is contained in the 'slaying' field of the marked item.
3995 * The format is as follow: transformer:[number ]yield[;transformer:...].
3996 * This way an item can be transformed in many things, and/or many objects.
3997 * The 'slaying' field for transformer is used as verb for the action.
3998 */
3999 void apply_item_transformer( object* pl, object* transformer )
4000 {
4001 object* marked;
4002 object* new_item;
4003 char* find;
4004 char* separator;
4005 int yield;
4006 char got[ MAX_BUF ];
4007 int len;
4008
4009 if ( !pl || !transformer )
4010 return;
4011 marked = find_marked_object( pl );
4012 if ( !marked )
4013 {
4014 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4015 return;
4016 }
4017 if ( !marked->slaying )
4018 {
4019 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4020 return;
4021 }
4022 /* check whether they are compatible or not */
4023 find = strstr( marked->slaying, transformer->arch->name );
4024 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4025 {
4026 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4027 return;
4028 }
4029 find += strlen( transformer->arch->name ) + 1;
4030 /* Item can be used, now find how many and what it yields */
4031 if ( isdigit( *( find ) ) )
4032 {
4033 yield = atoi( find );
4034 if ( yield < 1 )
4035 {
4036 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
4037 yield = 1;
4038 }
4039 }
4040 else
4041 yield = 1;
4042
4043 while ( isdigit( *find ) )
4044 find++;
4045 while ( *find == ' ' )
4046 find++;
4047 memset( got, 0, MAX_BUF );
4048 if ( (separator = strchr( find, ';' ))!=NULL)
4049 {
4050 len = separator - find;
4051 }
4052 else
4053 {
4054 len = strlen(find);
4055 }
4056 if ( len > MAX_BUF-1)
4057 len = MAX_BUF-1;
4058 strcpy( got, find );
4059 got[len] = '\0';
4060
4061 /* Now create new item, remove used ones when required. */
4062 new_item = get_archetype( got );
4063 if ( !new_item )
4064 {
4065 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4066 return;
4067 }
4068 new_item->nrof = yield;
4069 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4070 insert_ob_in_ob( new_item, pl );
4071 esrv_send_inventory( pl, pl );
4072 /* Eat up one item */
4073 decrease_ob_nr( marked, 1 );
4074 /* Eat one transformer if needed */
4075 if ( transformer->stats.food )
4076 if ( --transformer->stats.food == 0 )
4077 decrease_ob_nr( transformer, 1 );
4078 }