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/cvs/deliantra/server/server/apply.c
Revision: 1.11
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.10: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id$";
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;
340
341 if(op->type==PLAYER) {
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
343 identify(tmp);
344 }
345
346 handle_apply_yield(tmp);
347
348 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) {
350 object *depl;
351 archetype *at;
352
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
354 drain_stat(op);
355 fix_player(op);
356 decrease_ob(tmp);
357 return 1;
358 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) {
360 LOG(llevError,"Could not find archetype depletion\n");
361 return 0;
362 }
363 depl = present_arch_in_ob(at, op);
364 if (depl!=NULL) {
365 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) {
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]);
368 }
369 remove_ob(depl);
370 free_object(depl);
371 fix_player(op);
372 }
373 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect.");
375
376 decrease_ob(tmp);
377 return 1;
378 }
379
380 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) {
382
383 for(i=1;i<MIN(11,op->level);i++) {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) {
385 if (op->contr->levhp[i]!=1) {
386 op->contr->levhp[i]=1;
387 break;
388 }
389 if (op->contr->levsp[i]!=1) {
390 op->contr->levsp[i]=1;
391 break;
392 }
393 if (op->contr->levgrace[i]!=1) {
394 op->contr->levgrace[i]=1;
395 break;
396 }
397 }
398 else {
399 if(op->contr->levhp[i]<9) {
400 op->contr->levhp[i]=9;
401 break;
402 }
403 if(op->contr->levsp[i]<6) {
404 op->contr->levsp[i]=6;
405 break;
406 }
407 if(op->contr->levgrace[i]<3) {
408 op->contr->levgrace[i]=3;
409 break;
410 }
411 }
412 }
413 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1;
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) {
416 if (got_one) {
417 fix_player(op);
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you");
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image.");
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect.");
421 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436
437
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example.
442 */
443 if (tmp->inv) {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
445 object *fball;
446
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!");
448 /* Explodes a fireball centered at player */
449 fball = get_archetype(EXPLODING_FIREBALL);
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2;
452 fball->x = op->x;
453 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0);
455 } else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL);
457
458 decrease_ob(tmp);
459 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op);
461 return 1;
462 }
463
464 /* Deal with protection potions */
465 force=NULL;
466 for (i=0; i<NROFATTACKS; i++) {
467 if (tmp->resist[i]) {
468 if (!force) force=get_archetype(FORCE_NAME);
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist));
470 force->type=POTION_EFFECT;
471 break; /* Only need to find one protection since we copy entire batch */
472 }
473 }
474 /* This is a protection potion */
475 if (force) {
476 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
478 force->stats.food*=10;
479 for (i=0; i<NROFATTACKS; i++)
480 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 }
483 force->speed_left= -1;
484 force = insert_ob_in_ob(force,op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED);
487 change_abil(op,force);
488 decrease_ob(tmp);
489 return 1;
490 }
491
492 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED);
496 else
497 SET_FLAG(tmp, FLAG_APPLIED);
498 if(!change_abil(op,tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened.");
500 }
501
502 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears
505 * up all the stats.
506 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED);
508 fix_player(op);
509 decrease_ob(tmp);
510 return 1;
511 }
512
513 /****************************************************************************
514 * Weapon improvement code follows
515 ****************************************************************************/
516
517 /**
518 * This returns the sum of nrof of item (arch name).
519 */
520 static int check_item(object *op, const char *item)
521 {
522 int count=0;
523
524
525 if (item==NULL) return 0;
526 op=op->below;
527 while(op!=NULL) {
528 if (strcmp(op->arch->name,item)==0){
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
531 {
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
533 count++;
534 else
535 count += op->nrof;
536 }
537 }
538 op=op->below;
539 }
540 return count;
541 }
542
543 /**
544 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only
546 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects.
548 */
549 static void eat_item(object *op,const char *item, uint32 nrof)
550 {
551 object *prev;
552
553 prev = op;
554 op=op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 }
570 }
571
572 /**
573 * This checks to see of the player (who) is sufficient level to use a weapon
574 * with improvs improvements (typically last_eat). We take an int here
575 * instead of the object so that the improvement code can pass along the
576 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon.
578 */
579 static int check_weapon_power(const object *who, int improvs)
580 {
581 /* Old code is below (commented out). Basically, since weapons are the only
582 * object players really have any control to improve, it's a bit harsh to
583 * require high level in some combat skill, so we just use overall level.
584 */
585 #if 1
586 if (((who->level/5)+5) >= improvs) return 1;
587 else return 0;
588
589 #else
590 int level=0;
591
592 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons.
595 * I changed this to 1 improvement per "fighter" level/5 -b.t.
596 * Note: Nothing should break by allowing this ratio to be different or
597 * using normal level - it is just a matter of play balance.
598 */
599 if(who->type==PLAYER) {
600 object *wc_obj=NULL;
601
602 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
603 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
604 level = wc_obj->level;
605
606 if (!level ) {
607 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
608 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613
614 return (improvs <= ((level/5)+5));
615 #endif
616 }
617
618 /**
619 * Returns how many items of type improver->slaying there are under op.
620 * Will display a message if none found, and 1 if improver->slaying is NULL.
621 */
622 static int check_sacrifice(object *op, const object *improver)
623 {
624 int count=0;
625
626 if (improver->slaying!=NULL) {
627 count = check_item(op,improver->slaying);
628 if (count<1) {
629 char buf[200];
630 sprintf(buf,"The gods want more %ss",improver->slaying);
631 new_draw_info(NDI_UNIQUE,0,op,buf);
632 return 0;
633 }
634 }
635 else
636 count=1;
637
638 return count;
639 }
640
641 /**
642 * Actually improves the weapon, and tells user.
643 */
644 int improve_weapon_stat(object *op,object *improver,object *weapon,
645 signed char *stat,int sacrifice_count,const char *statname)
646 {
647
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
649 *stat += sacrifice_count;
650 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op,
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver);
654
655 /* So it updates the players stats and the window */
656 fix_player(op);
657 return 1;
658 }
659
660 /* Types of improvements, hidden in the sp field. */
661 #define IMPROVE_PREPARE 1
662 #define IMPROVE_DAMAGE 2
663 #define IMPROVE_WEIGHT 3
664 #define IMPROVE_ENCHANT 4
665 #define IMPROVE_STR 5
666 #define IMPROVE_DEX 6
667 #define IMPROVE_CON 7
668 #define IMPROVE_WIS 8
669 #define IMPROVE_CHA 9
670 #define IMPROVE_INT 10
671 #define IMPROVE_POW 11
672
673
674 /**
675 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on.
677 */
678
679 int prepare_weapon(object *op, object *improver, object *weapon)
680 {
681 int sacrifice_count,i;
682 char buf[MAX_BUF];
683
684 if (weapon->level!=0) {
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
686 return 0;
687 }
688 for (i=0; i<NROFATTACKS; i++)
689 if (weapon->resist[i]) break;
690
691 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections.
693 */
694 if (i<NROFATTACKS ||
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */
699 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
701 return 0;
702 }
703 sacrifice_count=check_sacrifice(op,improver);
704 if (sacrifice_count<=0)
705 return 0;
706 weapon->level=isqrt(sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count);
709
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
711 weapon->name,weapon->level);
712
713 sprintf(buf,"%s's %s",op->name,weapon->name);
714 FREE_AND_COPY(weapon->name, buf);
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same
717 slot at once! */
718 decrease_ob(improver);
719 weapon->last_eat=0;
720 return 1;
721 }
722
723
724 /**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
726 * This is the new improve weapon code.
727 * Returns 0 if it was not able to work for some reason.
728 *
729 * Checks if weapon was prepared, if enough potions on the floor, ...
730 *
731 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve
734 */
735 int improve_weapon(object *op,object *improver,object *weapon)
736 {
737 int sacrifice_count, sacrifice_needed=0;
738
739 if(improver->stats.sp==IMPROVE_PREPARE) {
740 return prepare_weapon(op, improver, weapon);
741 }
742 if (weapon->level==0) {
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
744 return 0;
745 }
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
748 return 0;
749 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
751 !check_weapon_power(op, weapon->last_eat+1)) {
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
755 return 0;
756 }
757 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved.
761 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) {
763 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op,
766 "Damage has been increased by 5 to %d", weapon->stats.dam);
767 weapon->last_eat++;
768
769 weapon->item_power++;
770 decrease_ob(improver);
771 return 1;
772 }
773 if (improver->stats.sp == IMPROVE_WEIGHT) {
774 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10;
776 if (weapon->weight < 1) weapon->weight = 1;
777 new_draw_info_format(NDI_UNIQUE, 0, op,
778 "Weapon weight reduced to %6.1f kg",
779 (float)weapon->weight/1000.0);
780 weapon->last_eat++;
781 weapon->item_power++;
782 decrease_ob(improver);
783 return 1;
784 }
785 if (improver->stats.sp == IMPROVE_ENCHANT) {
786 weapon->magic++;
787 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op
789 ,"Weapon magic increased to %d",weapon->magic);
790 decrease_ob(improver);
791 weapon->item_power++;
792 return 1;
793 }
794
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
797 weapon->stats.Wis;
798
799 if (sacrifice_needed<1)
800 sacrifice_needed =1;
801 sacrifice_needed *=2;
802
803 sacrifice_count = check_sacrifice(op,improver);
804 if (sacrifice_count < sacrifice_needed) {
805 new_draw_info_format(NDI_UNIQUE, 0, op,
806 "You need at least %d %s", sacrifice_needed, improver->slaying);
807 return 0;
808 }
809 eat_item(op,improver->slaying, sacrifice_needed);
810 weapon->item_power++;
811
812 switch (improver->stats.sp) {
813 case IMPROVE_STR:
814 return improve_weapon_stat(op,improver,weapon,
815 (signed char *) &(weapon->stats.Str),
816 1, "strength");
817 case IMPROVE_DEX:
818 return improve_weapon_stat(op,improver,weapon,
819 (signed char *) &(weapon->stats.Dex),
820 1, "dexterity");
821 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon,
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon,
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon,
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon,
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon,
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
843 }
844 LOG(llevError,"improve_weapon: Got to end of function\n");
845 return 0;
846 }
847
848 /**
849 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work.
852 */
853 int check_improve_weapon (object *op, object *tmp)
854 {
855 object *otmp;
856
857 if(op->type!=PLAYER)
858 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 }
863 otmp=find_marked_object(op);
864 if(!otmp) {
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866 return 0;
867 }
868 if (otmp->type != WEAPON && otmp->type != BOW) {
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
870 return 0;
871 }
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
873 improve_weapon(op,tmp,otmp);
874 esrv_send_item(op, otmp);
875 return 1;
876 }
877
878 /**
879 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to
881 * +5 no matter what level, but they are limited by item
882 * power.
883 * Try to use same improvement code as in the common/treasure.c
884 * file, so that if you make a +2 full helm, it will be just
885 * the same as one you find in a shop.
886 *
887 * deprecated comment:
888 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
889 * only 'enchantment' of armour is possible - improving
890 * the stats of a player w/ armour as well as a weapon
891 * will probably horribly unbalance the game. Magic enchanting
892 * depends on the level of the character - ie the plus
893 * value (magic) of the armour can never be increased beyond
894 * the level of the character / 10 -- rounding upish, nor may
895 * the armour value of the piece of equipment exceed either
896 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now.
899 */
900 int improve_armour(object *op, object *improver, object *armour)
901 {
902 object *tmp;
903
904 if (armour->magic >= settings.armor_max_enchant) {
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
906 return 0;
907 }
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?)
912 */
913 if (armour->title) {
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0;
916 }
917
918 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge.
920 */
921 if(armour->nrof > 1)
922 tmp = get_split_ob(armour,armour->nrof - 1);
923 else
924 tmp = NULL;
925
926 armour->magic++;
927
928 if ( !settings.armor_speed_linear )
929 {
930 int base = 100;
931 int pow = 0;
932 while ( pow < armour->magic )
933 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100;
935 pow++;
936 }
937
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
939 }
940 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
942
943 if ( !settings.armor_weight_linear )
944 {
945 int base = 100;
946 int pow = 0;
947 while ( pow < armour->magic )
948 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100;
950 pow++;
951 }
952
953 armour->weight = ( armour->arch->clone.weight * base ) / 100;
954 }
955 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
957
958 if ( armour->weight <= 0 )
959 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
961 armour->weight = 1;
962 }
963
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
965
966 if (op->type == PLAYER) {
967 esrv_send_item(op, armour);
968 if(QUERY_FLAG(armour, FLAG_APPLIED))
969 fix_player(op);
970 }
971 decrease_ob(improver);
972 if (tmp) {
973 insert_ob_in_ob(tmp, op);
974 esrv_send_item(op, tmp);
975 }
976 return 1;
977 }
978
979
980 /*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not
982 * what the converter wants, -1 if the converter is broken.
983 */
984 #define CONV_FROM(xyz) xyz->slaying
985 #define CONV_TO(xyz) xyz->other_arch
986 #define CONV_NR(xyz) xyz->stats.sp
987 #define CONV_NEED(xyz) xyz->stats.food
988
989 /* Takes one items and makes another.
990 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything.
993 */
994 int convert_item(object *item, object *converter) {
995 int nr=0;
996 object *tmp;
997 int is_in_shop;
998 uint32 price_in;
999
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck)
1011 */
1012 if (!strcmp(CONV_FROM(converter),"money")) {
1013 int cost;
1014
1015 if(item->type!=MONEY)
1016 return 0;
1017
1018 nr=(item->nrof*item->value)/CONV_NEED(converter);
1019 if (!nr) return 0;
1020 cost=nr*CONV_NEED(converter)/item->value;
1021 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++;
1023 decrease_ob_nr(item, cost);
1024
1025 price_in = cost*item->value;
1026 }
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1030 return 0;
1031
1032 if(CONV_NEED(converter)) {
1033 nr=item->nrof/CONV_NEED(converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter));
1035 price_in = nr*CONV_NEED(converter)*item->value;
1036 } else {
1037 price_in = item->value;
1038 remove_ob(item);
1039 free_object(item);
1040 }
1041 }
1042
1043 if (converter->inv != NULL) {
1044 object *ob;
1045 int i;
1046 object *ob_to_copy;
1047
1048 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1051 if (rndm(0, i) == 0) {
1052 ob_to_copy = ob;
1053 }
1054 }
1055 item = object_create_clone(ob_to_copy);
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) {
1060 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);
1061 return -1;
1062 }
1063
1064 item = object_create_arch(converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1066 }
1067
1068 if(CONV_NR(converter))
1069 item->nrof=CONV_NR(converter);
1070 if(nr)
1071 item->nrof*=nr;
1072 if(is_in_shop)
1073 SET_FLAG(item,FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in,
1077 item->nrof*item->value, item->name);
1078 /**
1079 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this
1081 */
1082 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1;
1085 }
1086
1087 /**
1088 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t.
1092 */
1093
1094 int apply_container (object *op, object *sack)
1095 {
1096 char buf[MAX_BUF];
1097 object *tmp;
1098
1099 if(op->type!=PLAYER)
1100 return 0; /* This might change */
1101
1102 if (sack==NULL || sack->type != CONTAINER) {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1104 return 0;
1105 }
1106 op->contr->last_used = NULL;
1107 op->contr->last_used_id = 0;
1108
1109 if (sack->env!=op) {
1110 if (sack->other_arch == NULL || sack->env != NULL) {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112 return 1;
1113 }
1114 /* It's on the ground, the problems begin */
1115 if (op->container != sack) {
1116 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119 tmp && tmp->container != sack; tmp=tmp->above);
1120 if (tmp) {
1121 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op,
1123 "%s is already occupied.", query_name(sack));
1124 return 1;
1125 }
1126 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 }
1152
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154 if (op->container) {
1155 if (op->container != sack) {
1156 tmp = op->container;
1157 apply_container (op, tmp);
1158 sprintf (buf, "You close %s and open ", query_name(tmp));
1159 op->container = sack;
1160 strcat (buf, query_name(sack));
1161 strcat (buf, ".");
1162 } else {
1163 CLEAR_FLAG (sack, FLAG_APPLIED);
1164 op->container = NULL;
1165 sprintf (buf, "You close %s.", query_name(sack));
1166 }
1167 } else {
1168 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack));
1170 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack;
1172 }
1173 } else { /* not applied */
1174 if (sack->slaying) { /* it's locked */
1175 tmp = find_key(op, op, sack);
1176 if (tmp) {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf);
1181 apply_container (op, sack);
1182 return 1;
1183 }
1184 } else {
1185 sprintf (buf, "You don't have the key to unlock %s.",
1186 query_name(sack));
1187 }
1188 } else {
1189 sprintf (buf, "You readied %s.", query_name(sack));
1190 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack);
1194 return 1;
1195 }
1196 }
1197 }
1198 new_draw_info (NDI_UNIQUE, 0, op, buf);
1199 if (op->contr) op->contr->socket.update_look=1;
1200 return 1;
1201 }
1202
1203 /**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc.
1206 *
1207 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208 * This version is for client/server mode.
1209 * op is the player, sack is the container the player is opening or closing.
1210 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211 *
1212 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container)
1215 */
1216
1217 int esrv_apply_container (object *op, object *sack)
1218 {
1219 object *tmp=op->container;
1220 if(op->type!=PLAYER)
1221 return 0; /* This might change */
1222
1223 if (sack==NULL || sack->type != CONTAINER) {
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 }
1228
1229 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container.
1232 */
1233
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235 if (op->container->env != op) { /* if container is on the ground */
1236 op->container->move_off = 0;
1237 }
1238 /* Lauwenmark: Handle for plugin close event */
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240 return 1;
1241
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED);
1245 op->container=NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1;
1248 }
1249
1250
1251 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it.
1253 */
1254
1255 if (sack->slaying) { /* it's locked */
1256 tmp=find_key(op, op, sack);
1257 if (tmp) {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 }
1264 }
1265
1266 /* By the time we get here, we have made sure any other container has been closed and
1267 * if this is a locked container, the player they key to open it.
1268 */
1269
1270 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above.
1273 */
1274
1275
1276 if (sack->env != op) {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully.
1280 */
1281 if (sack->env) {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283 query_name(sack));
1284 return 0;
1285 }
1286 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */
1288
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack);
1304 }
1305 else {
1306 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1308 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack);
1310 }
1311 }
1312 return 1;
1313 }
1314
1315
1316 /**
1317 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted.
1319 */
1320 static int apply_altar (object *altar, object *sacrifice, object *originator)
1321 {
1322 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER))
1324 return 0;
1325
1326 if (operate_altar (altar, &sacrifice)) {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly.
1330 */
1331 if (altar->inv && altar->inv->type==SPELL) {
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1333 altar->inv->name);
1334 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with
1336 * old maps.
1337 */
1338 /* push_button (altar);*/
1339 } else {
1340 altar->value = 1; /* works only once */
1341 push_button (altar);
1342 }
1343 return sacrifice == NULL;
1344 } else {
1345 return 0;
1346 }
1347 }
1348
1349
1350 /**
1351 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29
1356 */
1357 static int apply_shop_mat (object *shop_mat, object *op)
1358 {
1359 int rv = 0;
1360 double opinion;
1361 object *tmp, *next;
1362
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1364
1365 if (op->type != PLAYER) {
1366 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in
1368 * the shop.
1369 */
1370 for (tmp=op->inv; tmp; tmp=next) {
1371 next = tmp->below;
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374
1375 remove_ob(tmp);
1376 if (i==-1) i=0;
1377 tmp->map = op->map;
1378 tmp->x = op->x + freearr_x[i];
1379 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0);
1381 }
1382 }
1383
1384 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1386
1387 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space.
1389 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1391
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1394 if (i != -1) {
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else {
1439 remove_ob (op);
1440 op->x += freearr_x[i];
1441 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 }
1448 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv;
1450 }
1451
1452 /**
1453 * Handles applying a sign.
1454 */
1455 static void apply_sign (object *op, object *sign, int autoapply)
1456 {
1457 readable_message_type* msgType;
1458 char newbuf[HUGE_BUF];
1459 if (sign->msg == NULL) {
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1461 return;
1462 }
1463
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return;
1469 }
1470
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1472 sign->last_eat++;
1473 }
1474
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us).
1479 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1481 new_draw_info (NDI_UNIQUE, 0, op,
1482 "You are unable to read while blind.");
1483 return;
1484 }
1485 msgType=get_readable_message_type(sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1488 }
1489
1490
1491 /**
1492 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 *
1496 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function.
1499 */
1500 void move_apply (object *trap, object *victim, object *originator)
1501 {
1502 static int recursion_depth = 0;
1503
1504 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return;
1507
1508 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion.
1510 */
1511 /* The following was changed because it was causing perfeclty correct
1512 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes.
1516 */
1517 if (recursion_depth >= 500) {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1520 trap->arch->name, trap->name, victim->arch->name, victim->name);
1521 return;
1522 }
1523 recursion_depth++;
1524 if (trap->head) trap=trap->head;
1525
1526 /* Lauwenmark: Handle for plugin trigger event */
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1528 goto leave;
1529
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2.0;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER:
1551 if(victim->direction) {
1552 victim->direction=absdir(victim->direction-trap->stats.sp);
1553 update_turn_face(victim);
1554 }
1555 goto leave;
1556
1557 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) {
1559 victim->direction=trap->stats.sp;
1560 update_turn_face(victim);
1561 }
1562 goto leave;
1563
1564 case BUTTON:
1565 case PEDESTAL:
1566 update_button(trap);
1567 goto leave;
1568
1569 case ALTAR:
1570 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator);
1572 goto leave;
1573
1574 case THROWN_OBJ:
1575 if (trap->inv == NULL)
1576 goto leave;
1577 /* fallthrough */
1578
1579 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here
1586 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim);
1589 goto leave;
1590
1591 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim);
1593 goto leave;
1594
1595 case TRAPDOOR:
1596 {
1597 int max, sound_was_played;
1598 object *ab, *ab_next;
1599 if(!trap->value) {
1600 int tot;
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604
1605 if(!(trap->value=(tot>trap->weight)?1:0))
1606 goto leave;
1607
1608 SET_ANIMATION(trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE);
1610 }
1611
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1613 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus
1615 */
1616 ab_next = ab->above;
1617
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1619 if ( ! sound_was_played) {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1;
1622 }
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1625 }
1626 }
1627 goto leave;
1628 }
1629
1630
1631 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) {
1633 object *op;
1634
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1636
1637 op = get_archetype("burnout");
1638 if (op != NULL) {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if(trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1678 /* Basically, don't show exits leading to random maps the
1679 * players output.
1680 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1683 enter_exit (victim, trap);
1684 }
1685 goto leave;
1686
1687 case ENCOUNTER:
1688 /* may be some leftovers on this */
1689 goto leave;
1690
1691 case SHOP_MAT:
1692 apply_shop_mat (trap, victim);
1693 goto leave;
1694
1695 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator);
1698 goto leave;
1699
1700 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */
1703
1704 apply_sign (victim, trap, 1);
1705 goto leave;
1706
1707 case CONTAINER:
1708 if (victim->type==PLAYER)
1709 (void) esrv_apply_container (victim, trap);
1710 else
1711 (void) apply_container (victim, trap);
1712 goto leave;
1713
1714 case RUNE:
1715 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1717 spring_trap(trap, victim);
1718 }
1719 goto leave;
1720
1721 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name,
1724 trap->type);
1725 goto leave;
1726 }
1727
1728 leave:
1729 recursion_depth--;
1730 }
1731
1732 /**
1733 * Handles reading a regular (ie not containing a spell) book.
1734 */
1735 static void apply_book (object *op, object *tmp)
1736 {
1737 int lev_diff;
1738 object *skill_ob;
1739
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1742 return;
1743 }
1744 if(tmp->msg==NULL) {
1745 new_draw_info_format(NDI_UNIQUE, 0, op,
1746 "You open the %s and find it empty.", tmp->name);
1747 return;
1748 }
1749
1750 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill);
1752 if ( ! skill_ob) {
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 }
1757 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1759 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1765 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1769 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1771 return;
1772 }
1773
1774
1775 /* Lauwenmark: Handle for plugin book event */
1776 /*printf("Book apply: %s\n", tmp->name);
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1778 printf("Book applied: %s\n", tmp->name);*/
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1780 {
1781 CFParm CFP;
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp);
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s",
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg);
1811 }
1812
1813 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1817 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED);
1819 /* If in a container, update how it looks */
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1821 else op->contr->socket.update_look=1;
1822 }
1823 change_exp(op,exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 }
1826 }
1827
1828 /**
1829 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object
1831 */
1832 static void apply_skillscroll (object *op, object *tmp)
1833 {
1834 switch ((int) learn_skill (op, tmp)) {
1835 case 0:
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1838 return;
1839
1840 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1842 tmp->skill);
1843 new_draw_info_format(NDI_UNIQUE, 0, op,
1844 "Type 'bind ready_skill %s",tmp->skill);
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp);
1847 return;
1848
1849 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op,
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852 decrease_ob(tmp);
1853 return;
1854 }
1855 }
1856
1857 /**
1858 * Actually makes op learn spell.
1859 * Informs player of what happens.
1860 */
1861 void do_learn_spell (object *op, object *spell, int special_prayer)
1862 {
1863 object *tmp;
1864
1865 if (op->type != PLAYER) {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return;
1868 }
1869
1870 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return;
1875 }
1876 return;
1877 }
1878
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1880 tmp = get_object();
1881 copy_object(spell, tmp);
1882 insert_ob_in_ob(tmp, op);
1883
1884 if (special_prayer) {
1885 SET_FLAG(tmp, FLAG_STARTEQUIP);
1886 }
1887
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp);
1892 }
1893
1894 /**
1895 * Erases spell from player's inventory.
1896 */
1897 void do_forget_spell (object *op, const char *spell)
1898 {
1899 object *spob;
1900
1901 if (op->type != PLAYER) {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return;
1904 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return;
1908 }
1909
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1911 "You lose knowledge of %s.", spell);
1912 player_unready_range_ob(op->contr, spob);
1913 esrv_remove_spell(op->contr, spob);
1914 remove_ob(spob);
1915 free_object(spob);
1916 }
1917
1918 /**
1919 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too.
1922 */
1923 static void apply_spellbook (object *op, object *tmp)
1924 {
1925 object *skop, *spell, *spell_skill;
1926
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1929 return;
1930 }
1931
1932 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks
1935 */
1936
1937 if(tmp->slaying != NULL) {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1939 if (!spell) {
1940 new_draw_info_format(NDI_UNIQUE, 0, op,
1941 "The book's formula for %s is incomplete", tmp->slaying);
1942 return;
1943 }
1944 else
1945 insert_ob_in_ob(spell, tmp);
1946 free_string(tmp->slaying);
1947 tmp->slaying=NULL;
1948 }
1949
1950 skop = find_skill_by_name(op, tmp->skill);
1951
1952 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) {
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1956 return;
1957 }
1958
1959 spell = tmp->inv;
1960 if (!spell) {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1963 return;
1964 }
1965 if (spell->level > (skop->level+10)) {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967 return;
1968 }
1969
1970 new_draw_info_format(NDI_UNIQUE, 0, op,
1971 "The spellbook contains the %s level spell %s.",
1972 get_levelnumber(spell->level), spell->name);
1973
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1975 identify(tmp);
1976 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1978 else
1979 op->contr->socket.update_look=1;
1980 }
1981
1982 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark.
1986 */
1987 if (check_spell_known (op, spell->name)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1989 return;
1990 }
1991
1992 if (spell->skill) {
1993 spell_skill = find_skill_by_name(op, spell->skill);
1994 if (!spell_skill) {
1995 new_draw_info_format(NDI_UNIQUE, 0, op,
1996 "You lack the skill %s to use this spell",
1997 spell->skill);
1998 return;
1999 }
2000 if (spell_skill->level < spell->level) {
2001 new_draw_info_format(NDI_UNIQUE, 0, op,
2002 "You need to be level %d in %s to learn this spell.",
2003 spell->level, spell->skill);
2004 return;
2005 }
2006 }
2007
2008 /* Logic as follows
2009 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell.
2014 *
2015 * 3 -Automatically fail to learn if you read while confused
2016 *
2017 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t.
2019 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2026
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0);
2029
2030 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2033 } else {
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2036 }
2037 decrease_ob(tmp);
2038 }
2039
2040 /**
2041 * Handles applying a spell scroll.
2042 */
2043 void apply_scroll (object *op, object *tmp, int dir)
2044 {
2045 object *skop;
2046
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2049 return;
2050 }
2051
2052 if (!tmp->inv || tmp->inv->type != SPELL) {
2053 new_draw_info (NDI_UNIQUE, 0, op,
2054 "The scroll just doesn't make sense!");
2055 return;
2056 }
2057
2058 if(op->type==PLAYER) {
2059 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0;
2061
2062 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell.
2064 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2066
2067 if ( ! skop) {
2068 new_draw_info(NDI_UNIQUE, 0,op,
2069 "You are unable to decipher the strange symbols.");
2070 return;
2071 }
2072
2073 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0);
2075 }
2076
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2078 identify(tmp);
2079
2080 new_draw_info_format(NDI_BLACK, 0, op,
2081 "The scroll of %s turns to dust.", tmp->inv->name);
2082
2083
2084 cast_spell(op,tmp,dir,tmp->inv, NULL);
2085 decrease_ob(tmp);
2086 }
2087
2088 /**
2089 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure
2091 * chest.
2092 */
2093 static void apply_treasure (object *op, object *tmp)
2094 {
2095 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097
2098
2099 /* Nice side effect of new treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better
2103 * treasure
2104 */
2105
2106 treas = tmp->inv;
2107 if(treas==NULL) {
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2109 decrease_ob(tmp);
2110 return;
2111 }
2112 while (tmp->inv) {
2113 treas = tmp->inv;
2114
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x;
2120 treas->y=op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op);
2126 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed
2130 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132 break;
2133 }
2134
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136 decrease_ob (tmp);
2137
2138 }
2139
2140 /**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144 static void apply_food (object *op, object *tmp)
2145 {
2146 int capacity_remaining;
2147
2148 if(op->type!=PLAYER)
2149 op->stats.hp=op->stats.maxhp;
2150 else {
2151 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2153 ;
2154 else {
2155 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) {
2157 if(tmp->type==FOOD || tmp->type==FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2159 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2161 }
2162
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2164 char buf[MAX_BUF];
2165
2166 if (!is_dragon_pl(op)) {
2167 /* eating message for normal players*/
2168 if(tmp->type==DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2170 else
2171 sprintf(buf,"The %s tasted %s",tmp->name,
2172 tmp->type==FLESH?"terrible!":"good.");
2173 }
2174 else {
2175 /* eating message for dragon players*/
2176 sprintf(buf,"The %s tasted terrible!",tmp->name);
2177 }
2178
2179 new_draw_info(NDI_UNIQUE, 0,op,buf);
2180 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50;
2184 else
2185 op->stats.hp+=tmp->stats.food/50;
2186 if(op->stats.hp>op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp;
2188 if (op->stats.food > 999)
2189 op->stats.food = 999;
2190 }
2191
2192 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2194 eat_special_food(op,tmp);
2195 }
2196 }
2197 handle_apply_yield(tmp);
2198 decrease_ob(tmp);
2199 }
2200
2201 /**
2202 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved.
2204 *
2205 * attributes:
2206 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return:
2209 * int 1 if eating successful, 0 if it doesn't work
2210 */
2211 int dragon_eat_flesh(object *op, object *meal) {
2212 object *skin = NULL; /* pointer to dragon skin force*/
2213 object *abil = NULL; /* pointer to dragon ability force*/
2214 object *tmp = NULL; /* tmp. object */
2215
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */
2223 int i; /* index */
2224
2225 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op))
2227 return 0;
2228
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2232 if (tmp->type == FORCE) {
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2234 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2236 abil = tmp;
2237 }
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0;
2243
2244 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50;
2247 else
2248 op->stats.hp += meal->stats.food/50;
2249 if(op->stats.hp>op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp;
2251
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2253
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2255
2256 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2259 /* got positive resistance, now calculate improvement chance (0-100) */
2260
2261 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2263 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */
2265
2266 /* monster bonus increases with level, because high-level
2267 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level);
2269
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2271 ((double)settings.max_level)) - skin->resist[i];
2272
2273 if (chance >= 0.)
2274 chance += 1.;
2275 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2277
2278 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2280
2281 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.);
2284
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) {
2287 atnr_winner[winners] = i;
2288 winners++;
2289 }
2290
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2292
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2294 }
2295 }
2296
2297 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100;
2299 /* print message according to totalchance */
2300 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2302 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name);
2304 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name);
2306 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name);
2308 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name);
2312 else
2313 sprintf(buf, "The %s had no taste.", meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf);
2315
2316 /* now choose a winner if we have any */
2317 i = -1;
2318 if (winners>0)
2319 i = atnr_winner[RANDOM()%winners];
2320
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2322 /* resistance increased! */
2323 skin->resist[i]++;
2324 fix_player(op);
2325
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2328 }
2329
2330 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2333 && meal->last_eat != abil->last_eat) {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335
2336 if (meal->last_eat != abil->stats.exp) {
2337 sprintf(buf, "Your metabolism prepares to focus on %s!",
2338 change_resist_msg[meal->last_eat]);
2339 new_draw_info(NDI_UNIQUE, 0, op, buf);
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info(NDI_UNIQUE, 0, op, buf);
2342 }
2343 else {
2344 sprintf(buf, "Your metabolism will continue to focus on %s.",
2345 change_resist_msg[meal->last_eat]);
2346 new_draw_info(NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0;
2348 }
2349 }
2350 return 1;
2351 }
2352
2353 static void apply_savebed (object *pl)
2354 {
2355 #ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358 return;
2359 }
2360 #endif
2361 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl);
2363 remove_ob(pl);
2364 pl->direction=0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366 "%s leaves the game.",pl->name);
2367
2368 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y;
2372
2373 strcpy(pl->contr->killer,"left");
2374 check_score(pl); /* Always check score */
2375 (void)save_player(pl,0);
2376 pl->map->players--;
2377 #if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379 #endif
2380 play_again(pl);
2381 pl->speed = 0;
2382 update_ob_speed(pl);
2383 }
2384
2385 /**
2386 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour.
2388 */
2389 static void apply_armour_improver (object *op, object *tmp)
2390 {
2391 object *armor;
2392
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2395 return;
2396 }
2397 armor=find_marked_object(op);
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return;
2401 }
2402 if (armor->type != ARMOUR
2403 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2409 return;
2410 }
2411
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2413 improve_armour(op,tmp,armor);
2414 }
2415
2416
2417 extern void apply_poison (object *op, object *tmp)
2418 {
2419 if (op->type == PLAYER) {
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze");
2423 }
2424 if (tmp->stats.hp > 0) {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 }
2429 op->stats.food-=op->stats.food/4;
2430 handle_apply_yield(tmp);
2431 decrease_ob(tmp);
2432 }
2433
2434 /**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means:
2437 * -You can come back (there is another exit at the other side)
2438 * -You are
2439 * ° the owner of the exit
2440 * ° or in the same party as the owner
2441 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */
2446 int is_legal_2ways_exit (object* op, object *exit)
2447 {
2448 object * tmp;
2449 object * exit_owner;
2450 player * pp;
2451 mapstruct * exitmap;
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at
2455 * all the exits in destination and try to find one with same path as
2456 * the current exit's position */
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2460 if (exitmap)
2461 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2463 if (!tmp) return 0;
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2465 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470
2471 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments
2474 */
2475 if (!exit->race) return 1; /*No owner, free for all!*/
2476 exit_owner=NULL;
2477 for (pp=first_player;pp;pp=pp->next)
2478 {
2479 if (!pp->ob) continue;
2480 if (pp->ob->name!=exit->race) continue;
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2482 break;
2483 }
2484 if (!exit_owner) return 0; /* No more owner*/
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2486 if ( exit_owner && /*There is a owner*/
2487 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2490 return 0;
2491 return 1;
2492 }
2493 }
2494 return 0;
2495 }
2496
2497
2498 /**
2499 * Main apply handler.
2500 *
2501 * Checks for unpaid items before applying.
2502 *
2503 * Return value:
2504 * 0: player or monster can't apply objects of that type
2505 * 1: has been applied, or there was an error applying the object
2506 * 2: objects of that type can't be applied if not in inventory
2507 *
2508 * op is the object that is causing object to be applied, tmp is the object
2509 * being applied.
2510 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special
2513 */
2514
2515 int manual_apply (object *op, object *tmp, int aflag)
2516 {
2517 if (tmp->head) tmp=tmp->head;
2518
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2520 if (op->type == PLAYER) {
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2522 return 1;
2523 } else {
2524 return 0; /* monsters just skip unpaid items */
2525 }
2526 }
2527
2528
2529 /* Lauwenmark: Handle for plugin apply event */
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2531 return 1;
2532
2533 switch (tmp->type) {
2534
2535 case TRANSPORT:
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1;
2546
2547 case TRIGGER:
2548 if (check_trigger (tmp, op)) {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551 } else {
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553 }
2554 return 1;
2555
2556 case EXIT:
2557 if (op->type != PLAYER)
2558 return 0;
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2561 query_name(tmp));
2562 } else {
2563 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2565 strncmp(EXIT_PATH(tmp), "/random/", 8))
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2567 enter_exit(op,tmp);
2568 }
2569 return 1;
2570
2571 case SIGN:
2572 apply_sign (op, tmp, 0);
2573 return 1;
2574
2575 case BOOK:
2576 if (op->type == PLAYER) {
2577 apply_book (op, tmp);
2578 return 1;
2579 } else {
2580 return 0;
2581 }
2582
2583 case SKILLSCROLL:
2584 if (op->type == PLAYER) {
2585 apply_skillscroll (op, tmp);
2586 return 1;
2587 }
2588 return 0;
2589
2590 case SPELLBOOK:
2591 if (op->type == PLAYER) {
2592 apply_spellbook (op, tmp);
2593 return 1;
2594 }
2595 return 0;
2596
2597 case SCROLL:
2598 apply_scroll (op, tmp, 0);
2599 return 1;
2600
2601 case POTION:
2602 (void) apply_potion(op, tmp);
2603 return 1;
2604
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */
2606 case CLOSE_CON:
2607 if (op->type==PLAYER)
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env);
2611 return 1;
2612
2613 case CONTAINER:
2614 if (op->type==PLAYER)
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp);
2618 return 1;
2619
2620 case TREASURE:
2621 if (op->type == PLAYER) {
2622 apply_treasure (op, tmp);
2623 return 1;
2624 } else {
2625 return 0;
2626 }
2627
2628 case WEAPON:
2629 case ARMOUR:
2630 case BOOTS:
2631 case GLOVES:
2632 case AMULET:
2633 case GIRDLE:
2634 case BRACERS:
2635 case SHIELD:
2636 case HELMET:
2637 case RING:
2638 case CLOAK:
2639 case WAND:
2640 case ROD:
2641 case HORN:
2642 case SKILL:
2643 case BOW:
2644 case LAMP:
2645 case BUILDER:
2646 case SKILL_TOOL:
2647 if (tmp->env != op)
2648 return 2; /* not in inventory */
2649 (void) apply_special (op, tmp, aflag);
2650 return 1;
2651
2652 case DRINK:
2653 case FOOD:
2654 case FLESH:
2655 apply_food (op, tmp);
2656 return 1;
2657
2658 case POISON:
2659 apply_poison (op, tmp);
2660 return 1;
2661
2662 case SAVEBED:
2663 if (op->type == PLAYER) {
2664 apply_savebed (op);
2665 return 1;
2666 } else {
2667 return 0;
2668 }
2669
2670 case ARMOUR_IMPROVER:
2671 if (op->type == PLAYER) {
2672 apply_armour_improver (op, tmp);
2673 return 1;
2674 } else {
2675 return 0;
2676 }
2677
2678 case WEAPON_IMPROVER:
2679 (void) check_improve_weapon(op, tmp);
2680 return 1;
2681
2682 case CLOCK:
2683 if (op->type == PLAYER) {
2684 char buf[MAX_BUF];
2685 timeofday_t tod;
2686
2687 get_tod(&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case MENU:
2700 if (op->type == PLAYER) {
2701 shop_listing (op);
2702 return 1;
2703 } else {
2704 return 0;
2705 }
2706
2707 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */
2709 return 1;
2710
2711 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) {
2713 apply_lighter(op,tmp);
2714 return 1;
2715 } else {
2716 return 0;
2717 }
2718
2719 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp );
2721 return 1;
2722
2723 default:
2724 return 0;
2725 }
2726 }
2727
2728
2729 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages.
2732 *
2733 * Same return value as apply() function.
2734 */
2735 int player_apply (object *pl, object *op, int aflag, int quiet)
2736 {
2737 int tmp;
2738
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2740 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2743 "above the ground!");
2744 return 0;
2745 }
2746 }
2747
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied.
2750 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 {
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op);
2758 free_object (op);
2759 return 1;
2760 }
2761
2762 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count;
2764
2765 tmp = manual_apply (pl, op, aflag);
2766 if ( ! quiet) {
2767 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl,
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl,
2773 "You must get it first!\n");
2774 }
2775 return tmp;
2776 }
2777
2778 /**
2779 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground.
2782 */
2783
2784 void player_apply_below (object *pl)
2785 {
2786 object *tmp, *next;
2787 int floors;
2788
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map.
2796 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798
2799 /* This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value.
2804 */
2805 for (floors = 0; tmp!=NULL; tmp=next) {
2806 next = tmp->below;
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++;
2809 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */
2811
2812 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which
2815 * the item needs.
2816 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2818 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return;
2820 }
2821 if (floors >= 2)
2822 return; /* process at most two floor objects */
2823 }
2824 }
2825
2826 /**
2827 * Unapplies specified item.
2828 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size.
2831 */
2832 static int unapply_special (object *who, object *op, int aflags)
2833 {
2834 object *tmp2;
2835
2836 CLEAR_FLAG(op, FLAG_APPLIED);
2837 switch(op->type) {
2838 case WEAPON:
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2840
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL:
2852 if (op != who->chosen_skill) {
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2854 }
2855 if (who->type==PLAYER) {
2856 if (who->contr->shoottype == range_skill)
2857 who->contr->shoottype = range_none;
2858 if ( ! op->invisible) {
2859 new_draw_info_format (NDI_UNIQUE, 0, who,
2860 "You stop using the %s.", query_name(op));
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op);
2868 who->chosen_skill = NULL;
2869 CLEAR_FLAG (who, FLAG_READY_SKILL);
2870 break;
2871
2872 case ARMOUR:
2873 case HELMET:
2874 case SHIELD:
2875 case RING:
2876 case BOOTS:
2877 case GLOVES:
2878 case AMULET:
2879 case GIRDLE:
2880 case BRACERS:
2881 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883 (void) change_abil (who,op);
2884 break;
2885 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch);
2889 tmp2->x = op->x;
2890 tmp2->y = op->y;
2891 tmp2->map = op->map;
2892 tmp2->below = op->below;
2893 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count);
2900 remove_ob(op);
2901 free_object(op);
2902 insert_ob_in_ob(tmp2, who);
2903 fix_player(who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905 if (who->type == PLAYER) {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908 }
2909 }
2910 if(who->type==PLAYER)
2911 esrv_send_item(who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */
2913 break;
2914 case BOW:
2915 case WAND:
2916 case ROD:
2917 case HORN:
2918 clear_skill(who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920 if(who->type==PLAYER) {
2921 who->contr->shoottype = range_none;
2922 } else {
2923 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE);
2927 }
2928 break;
2929
2930 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL;
2934 break;
2935
2936 default:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2938 break;
2939 }
2940
2941 fix_player(who);
2942
2943 if ( ! (aflags & AP_NO_MERGE)) {
2944 object *tmp;
2945
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) {
2949 if (tmp) { /* it was merged */
2950 esrv_del_item (who->contr, del_tag);
2951 op = tmp;
2952 }
2953 esrv_send_item (who, op);
2954 }
2955 }
2956 return 0;
2957 }
2958
2959 /**
2960 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we
2962 * then go through the below of this. In this way, you can do
2963 * something like:
2964 * tmp = get_item_from_body_location(who->inv, 1);
2965 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2966 * to find the second object that may use this location, etc.
2967 * Returns NULL if no match is found.
2968 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use
2971 * up body locations can be used as restrictions.
2972 */
2973 object *get_item_from_body_location(object *start, int loc)
2974 {
2975 object *tmp;
2976
2977 if (!start) return NULL;
2978
2979 for (tmp=start; tmp; tmp=tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2982
2983 return NULL;
2984 }
2985
2986
2987
2988 /**
2989 * 'op' wants to apply an object, but can't because of other equipment.
2990 * This should only be called when it is known
2991 * that there are objects to unapply. This makes pretty heavy
2992 * use of get_item_from_body_location. It makes no intelligent choice
2993 * on objects - rather, the first that is matched is used.
2994 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having
2997 * another function that does just that.
2998 */
2999 int unapply_for_ob(object *who, object *op, int aflags)
3000 {
3001 int i;
3002 object *tmp=NULL, *last;
3003
3004 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */
3007 if (op->type == WEAPON || op->type == SHIELD) {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) {
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3012 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3014 else
3015 unapply_special(who, tmp, aflags);
3016 }
3017 else {
3018 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to
3020 * at least generate the message.
3021 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who,
3023 "No matter how hard you try, you just can't\nremove %s.",
3024 query_name(tmp));
3025 return 1;
3026 }
3027
3028 }
3029 }
3030 }
3031
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3033 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) {
3035 last = who->inv;
3036
3037 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots.
3039 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) {
3041 tmp = get_item_from_body_location(last, i);
3042 if (!tmp) {
3043 #if 0
3044 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped.
3046 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3048 i, body_locations[i].save_name, who->name);
3049 #endif
3050 return 1;
3051 }
3052 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3055 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3057 else
3058 unapply_special(who, tmp, aflags);
3059 }
3060 else {
3061 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.)
3065 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3067 }
3068 last = tmp->below;
3069 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in.
3072 */
3073 } /* if op is using this body location */
3074 } /* for body lcoations */
3075 return 0;
3076 }
3077
3078 /**
3079 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special.
3081 * Otherwise returns a bitmask - potentially several of these may be
3082 * set, but largely depends on circumstance - in the future, processing
3083 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3084 * is set, do we really are what the other flags may be?)
3085 *
3086 * See include/define.h for detailed description of the meaning of
3087 * these return values.
3088 */
3089 int can_apply_object(object *who, object *op)
3090 {
3091 int i, retval=0;
3092 object *tmp=NULL, *ws=NULL;
3093
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way.
3098 */
3099 if (op->type == WEAPON || op->type == SHIELD) {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3102 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp;
3104 }
3105 }
3106 }
3107
3108
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3110 if (op->body_info[i]) {
3111 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) {
3113 /* Could return now for efficiently - rest of info below isn'
3114 * really needed.
3115 */
3116 retval |= CAN_APPLY_NEVER;
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3118 /* in this case, equipping this would use more free spots than
3119 * we have.
3120 */
3121 object *tmp1;
3122
3123
3124 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can
3126 * continue. We don't care about the logic below - if you have
3127 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied
3130 * may be two handed for example.
3131 */
3132 if (ws) {
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3134 retval |= CAN_APPLY_UNAPPLY;
3135 continue;
3136 }
3137 }
3138
3139 tmp1 = get_item_from_body_location(who->inv, i);
3140 if (!tmp1) {
3141 #if 0
3142 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed.
3144 */
3145 LOG(llevError,"Can't find object using location %d on %s\n",
3146 i, who->name);
3147 #endif
3148 retval |= CAN_APPLY_NEVER;
3149 } else {
3150 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need
3152 * to apply multiple objects
3153 */
3154 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1;
3156 else if (tmp != tmp1) {
3157 retval |= CAN_APPLY_UNAPPLY_MULT;
3158 }
3159 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice.
3162 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3164 (FABS(op->body_info[i]) < who->body_info[i]))
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166
3167 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply.
3169 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3171 retval |= CAN_APPLY_UNAPPLY_MULT;
3172
3173 }
3174 } /* if not enough free slots */
3175 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */
3177
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location.
3184 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION;
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3198 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3200 retval |= CAN_APPLY_RESTRICTION;
3201 }
3202 return retval;
3203 }
3204
3205
3206
3207 /**
3208 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something
3211 * like a potion or scroll.
3212 *
3213 * function returns 1 if the action could not be completed, 0 on
3214 * success. However, success is a matter of meaning - if the
3215 * user passes the 'apply' flag to an object already applied,
3216 * nothing is done, and 0 is returned.
3217 *
3218 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3219 * AP_UNAPPLY=always unapply).
3220 *
3221 * Optional flags:
3222 * AP_NO_MERGE: don't merge an unapplied object with other objects
3223 * AP_IGNORE_CURSE: unapply cursed items
3224 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 *
3227 * apply_special() doesn't check for unpaid items.
3228 */
3229 int apply_special (object *who, object *op, int aflags)
3230 {
3231 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL;
3233 int i;
3234
3235 if(who==NULL) {
3236 LOG(llevError,"apply_special() from object without environment.\n");
3237 return 1;
3238 }
3239
3240 if(op->env!=who)
3241 return 1; /* op is not in inventory */
3242
3243 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3245 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0;
3247
3248 if ( ! (aflags & AP_IGNORE_CURSE)
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3250 new_draw_info_format(NDI_UNIQUE, 0, who,
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1;
3254 }
3255 return unapply_special(who, op, aflags);
3256 }
3257
3258 if (basic_flag == AP_UNAPPLY) return 0;
3259
3260 i = can_apply_object(who, op);
3261
3262 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) {
3264 if (i & CAN_APPLY_NEVER) {
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3266 return 1;
3267 } else if (i & CAN_APPLY_RESTRICTION) {
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3269 return 1;
3270 }
3271 if (who->type != PLAYER) {
3272 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1;
3274 } else {
3275 if (who->contr->unapply == unapply_never ||
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3278 unapply_for_ob(who, op, AP_PRINT);
3279 return 1;
3280 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3282 i = unapply_for_ob(who, op, aflags);
3283 if (i) return 1;
3284 }
3285 }
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3288 skop=find_skill_by_name(who, op->skill);
3289 if (!skop) {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3291 return 1;
3292 } else {
3293 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated
3295 */
3296 change_skill(who, skop, 0);
3297 }
3298 }
3299
3300 if (who->type == PLAYER && op->item_power &&
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303 return 1;
3304 }
3305
3306
3307 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object.
3310 */
3311
3312
3313 if(op->nrof > 1)
3314 tmp = get_split_ob(op,op->nrof - 1);
3315 else
3316 tmp = NULL;
3317
3318 switch(op->type) {
3319 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) {
3321 new_draw_info(NDI_UNIQUE, 0,who,
3322 "That weapon is too powerful for you to use.");
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324 if(tmp!=NULL)
3325 (void) insert_ob_in_ob(tmp,who);
3326 return 1;
3327 }
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3329 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3332 if(tmp!=NULL)
3333 (void) insert_ob_in_ob(tmp,who);
3334 return 1;
3335 }
3336 SET_FLAG(op, FLAG_APPLIED);
3337
3338 if (skop) change_skill(who, skop, 1);
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3340 SET_FLAG(who, FLAG_READY_WEAPON);
3341
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3343
3344 (void) change_abil (who,op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break;
3353
3354 case ARMOUR:
3355 case HELMET:
3356 case SHIELD:
3357 case BOOTS:
3358 case GLOVES:
3359 case GIRDLE:
3360 case BRACERS:
3361 case CLOAK:
3362 case RING:
3363 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366 (void) change_abil (who,op);
3367 break;
3368 case LAMP:
3369 if (op->stats.food < 1) {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371 " fuel!", op->name);
3372 return 1;
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch);
3377 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who);
3382
3383 /* Remove the old lantern */
3384 if (who->type == PLAYER)
3385 esrv_del_item(who->contr, (tag_t)op->count);
3386 remove_ob(op);
3387 free_object(op);
3388
3389 /* insert the portion that was split off */
3390 if(tmp!=NULL) {
3391 (void) insert_ob_in_ob(tmp,who);
3392 if(who->type==PLAYER)
3393 esrv_send_item(who, tmp);
3394 }
3395 fix_player(who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397 if (who->type == PLAYER) {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400 }
3401 }
3402 if(who->type==PLAYER)
3403 esrv_send_item(who, tmp2);
3404 return 0;
3405 break;
3406
3407 /* this part is needed for skill-tools */
3408 case SKILL:
3409 case SKILL_TOOL:
3410 if (who->chosen_skill) {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1;
3413 }
3414 if (who->type == PLAYER) {
3415 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419 query_name (op));
3420 new_draw_info_format (NDI_UNIQUE, 0, who,
3421 "You can now use the skill: %s.",
3422 op->skill);
3423 } else {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425 op->skill? op->skill:op->name);
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op);
3430 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL);
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) {
3436 new_draw_info(NDI_UNIQUE, 0, who,
3437 "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who);
3441 return 1;
3442 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444 new_draw_info(NDI_UNIQUE, 0, who,
3445 "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who);
3448 return 1;
3449 }
3450 /*FALLTHROUGH*/
3451 case WAND:
3452 case ROD:
3453 case HORN:
3454 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458
3459 if(who->type==PLAYER) {
3460 if (op->type == BOW) {
3461 (void)change_abil(who, op);
3462 new_draw_info_format (NDI_UNIQUE, 0, who,
3463 "You will now fire %s with %s.",
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow;
3466 } else {
3467 who->contr->shoottype = range_misc;
3468 }
3469 } else {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE);
3474 }
3475 break;
3476
3477 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] )
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483 break;
3484
3485 default:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3487 } /* end of switch op->type */
3488
3489 SET_FLAG(op, FLAG_APPLIED);
3490
3491 if(tmp!=NULL)
3492 tmp = insert_ob_in_ob(tmp,who);
3493
3494 fix_player(who);
3495
3496 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point,
3498 * you don't know anything about them.
3499 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED);
3503
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3505 if (who->type == PLAYER) {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED);
3508 }
3509 }
3510 if(who->type==PLAYER) {
3511 /* if multiple objects were applied, update both slots */
3512 if (tmp)
3513 esrv_send_item(who, tmp);
3514 esrv_send_item(who, op);
3515 }
3516 return 0;
3517 }
3518
3519
3520 int monster_apply_special (object *who, object *op, int aflags)
3521 {
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1;
3524 return apply_special (who, op, aflags);
3525 }
3526
3527 /**
3528 * Map was just loaded, handle op's initialisation.
3529 *
3530 * Generates shop floor's item, and treasures.
3531 */
3532 int auto_apply (object *op) {
3533 object *tmp = NULL, *tmp2;
3534 int i;
3535
3536 switch(op->type) {
3537 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0;
3539 do {
3540 i=10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3543 if(tmp==NULL)
3544 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3546 free_object(tmp);
3547 tmp = NULL;
3548 }
3549 } while(!tmp);
3550 tmp->x=op->x;
3551 tmp->y=op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3555 identify(tmp);
3556 break;
3557
3558 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3560 return 0;
3561 while ((op->stats.hp--)>0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3563 op->stats.exp ? (int)op->stats.exp :
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565
3566 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects.
3570 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) {
3572 tmp2 = tmp->below;
3573 remove_ob(tmp);
3574 if (op->env) insert_ob_in_ob(tmp, op->env);
3575 else free_object(tmp);
3576 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0;
3582 }
3583
3584 /**
3585 * fix_auto_apply goes through the entire map (only the first time
3586 * when an original map is loaded) and performs special actions for
3587 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate.
3589 */
3590
3591 void fix_auto_apply(mapstruct *m) {
3592 object *tmp,*above=NULL;
3593 int x,y;
3594
3595 if(m==NULL) return;
3596
3597 for(x=0;x<MAP_WIDTH(m);x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600 above=tmp->above;
3601
3602 if (tmp->inv) {
3603 object *invtmp, *invnext;
3604
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3606 invnext = invtmp->below;
3607
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3609 auto_apply(invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3611 while ((invtmp->stats.hp--)>0)
3612 create_treasure(invtmp->randomitems, invtmp, 0,
3613 m->difficulty,0);
3614 invtmp->randomitems = NULL;
3615 }
3616 else if (invtmp && invtmp->arch &&
3617 invtmp->type!=TREASURE &&
3618 invtmp->type != SPELL &&
3619 invtmp->type != CLASS &&
3620 HAS_RANDOM_ITEMS(invtmp)) {
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create
3624 * treasure again for this object
3625 */
3626 invtmp->randomitems = NULL;
3627 }
3628 }
3629 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13
3634 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16
3638 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL;
3643
3644 }
3645
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3647 auto_apply(tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3649 while ((tmp->stats.hp--)>0)
3650 create_treasure(tmp->randomitems, tmp, 0,
3651 m->difficulty,0);
3652 tmp->randomitems = NULL;
3653 }
3654 else if(tmp->type==TIMED_GATE) {
3655 object *head = tmp->head != NULL ? tmp->head : tmp;
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3657 tmp->speed = 0;
3658 update_ob_speed(tmp);
3659 }
3660 }
3661 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure.
3667 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3670 HAS_RANDOM_ITEMS(tmp)) {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3672 m->difficulty,0);
3673 tmp->randomitems = NULL;
3674 }
3675 }
3676
3677 for(x=0;x<MAP_WIDTH(m);x++)
3678 for(y=0;y<MAP_HEIGHT(m);y++)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above);
3683 }
3684
3685 /**
3686 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead.
3690 */
3691
3692 void eat_special_food(object *who, object *food) {
3693 object *force;
3694 int i, did_one=0;
3695 sint8 k;
3696
3697 force = get_archetype(FORCE_NAME);
3698
3699 for (i=0; i < NUM_STATS; i++) {
3700 k = get_attr_value(&food->stats, i);
3701 if (k) {
3702 set_attr_value(&force->stats, i, k);
3703 did_one = 1;
3704 }
3705 }
3706
3707 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) {
3709 if (food->resist[i]>0) {
3710 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1;
3712 }
3713 }
3714 if (did_one) {
3715 force->speed = 0.1;
3716 update_ob_speed(force);
3717 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED);
3721 change_abil(who, force);
3722 insert_ob_in_ob(force, who);
3723 } else {
3724 free_object(force);
3725 }
3726
3727 /* check for hp, sp change */
3728 if(food->stats.hp!=0) {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) {
3730 strcpy(who->contr->killer,food->name);
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3733 } else {
3734 if(food->stats.hp>0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3736 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3738 who->stats.hp += food->stats.hp;
3739 }
3740 }
3741 if(food->stats.sp!=0) {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3744 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0;
3746 } else {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */
3750 }
3751 }
3752 fix_player(who);
3753 }
3754
3755
3756 /**
3757 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t.
3760 */
3761
3762 void apply_lighter(object *who, object *lighter) {
3763 object *item;
3764 int is_player_env=0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF];
3768
3769 item=find_marked_object(who);
3770 if(item) {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) {
3775 object *oneLighter = get_object();
3776 copy_object(lighter, oneLighter);
3777 lighter->nrof -= 1;
3778 oneLighter->nrof = 1;
3779 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who);
3782 esrv_send_item(who, oneLighter);
3783 } else {
3784 lighter->stats.food--;
3785 }
3786
3787 } else if(lighter->last_eat) { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who,
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return;
3792 }
3793 /* Perhaps we should split what we are trying to light on fire?
3794 * I can't see many times when you would want to light multiple
3795 * objects at once.
3796 */
3797 nrof=item->nrof;
3798 count=item->count;
3799 /* If the item is destroyed, we don't have a valid pointer to the
3800 * name object, so make a copy so the message we print out makes
3801 * some sense.
3802 */
3803 strcpy(item_name, item->name);
3804 if (who == is_player_inv(item)) is_player_env=1;
3805
3806 save_throw_object(item,AT_FIRE,who);
3807 /* Change to check count and not freed, since the object pointer
3808 * may have gotten recycled
3809 */
3810 if ((nrof != item->nrof ) || (count != item->count)) {
3811 new_draw_info_format(NDI_UNIQUE, 0,who,
3812 "You light the %s with the %s.",item_name,lighter->name);
3813 /* Need to update the player so that the players glow radius
3814 * gets changed.
3815 */
3816 if (is_player_env) fix_player(who);
3817 } else {
3818 new_draw_info_format(NDI_UNIQUE, 0,who,
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3820 }
3821
3822 } else /* nothing to light */
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3824
3825 }
3826
3827 /**
3828 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure
3830 */
3831 void scroll_failure(object *op, int failure, int power)
3832 {
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3834
3835 if(failure<= -1&&failure > -15) {/* wonder */
3836 object *tmp;
3837
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3839 tmp=get_archetype(SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp);
3841 free_object(tmp);
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0;
3846 } else if (settings.spell_failure_effects == TRUE) {
3847 if (failure <= -35&&failure > -60) { /* confusion */
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3849 confuse_player(op,op,power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3852 "you!");
3853 paralyze_player(op,op,power);
3854 } else if (failure <= -70&&failure> -80) {/* blind */
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3856 blind_player(op,op,power);
3857 } else if (failure <= -80) {/* blast the immediate area */
3858 object *tmp;
3859 tmp=get_archetype(LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3862 free_object(tmp);
3863 }
3864 }
3865 }
3866
3867 void apply_changes_to_player(object *pl, object *change) {
3868 int excess_stat=0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some
3870 where else. */
3871
3872 switch (change->type) {
3873 case CLASS: {
3874 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats);
3876 object *walk;
3877 int flag_change_face=1;
3878
3879 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat
3882 */
3883 int i,j;
3884 for(i=0;i<NUM_STATS;i++) {
3885 sint8 stat=get_attr_value(stats,i);
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3887 stat += get_attr_value(ns,i);
3888 if(stat > 20 + race_bonus) {
3889 excess_stat++;
3890 stat = 20+race_bonus;
3891 }
3892 set_attr_value(stats,i,stat);
3893 }
3894
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3896 int i = rndm(0, 6);
3897 int stat=get_attr_value(stats,i);
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3899 if(i==CHA) continue; /* exclude cha from this */
3900 if( stat < 20 + race_bonus) {
3901 change_attr_value(stats,i,1);
3902 excess_stat--;
3903 }
3904 }
3905
3906 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c
3908 */
3909 if(change->randomitems!=NULL)
3910 give_initial_items(pl,change->randomitems);
3911
3912
3913 /* set up the face, for some races. */
3914
3915 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class.
3917 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3920
3921 if(flag_change_face) {
3922 pl->animation_id = GET_ANIM_ID(change);
3923 pl->face = change->face;
3924
3925 if(QUERY_FLAG(change,FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE);
3927 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE);
3929 }
3930
3931 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3934
3935 break;
3936 }
3937 }
3938 }
3939
3940 /**
3941 * This handles items of type 'transformer'.
3942 * Basically those items, used with a marked item, transform both items into something
3943 * else.
3944 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3945 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action.
3949 */
3950 void apply_item_transformer( object* pl, object* transformer )
3951 {
3952 object* marked;
3953 object* new_item;
3954 char* find;
3955 char* separator;
3956 int yield;
3957 char got[ MAX_BUF ];
3958 int len;
3959
3960 if ( !pl || !transformer )
3961 return;
3962 marked = find_marked_object( pl );
3963 if ( !marked )
3964 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3966 return;
3967 }
3968 if ( !marked->slaying )
3969 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3971 return;
3972 }
3973 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name );
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3976 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3978 return;
3979 }
3980 find += strlen( transformer->arch->name ) + 1;
3981 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) )
3983 {
3984 yield = atoi( find );
3985 if ( yield < 1 )
3986 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3988 yield = 1;
3989 }
3990 }
3991 else
3992 yield = 1;
3993
3994 while ( isdigit( *find ) )
3995 find++;
3996 while ( *find == ' ' )
3997 find++;
3998 memset( got, 0, MAX_BUF );
3999 if ( (separator = strchr( find, ';' ))!=NULL)
4000 {
4001 len = separator - find;
4002 }
4003 else
4004 {
4005 len = strlen(find);
4006 }
4007 if ( len > MAX_BUF-1)
4008 len = MAX_BUF-1;
4009 strcpy( got, find );
4010 got[len] = '\0';
4011
4012 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got );
4014 if ( !new_item )
4015 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4017 return;
4018 }
4019 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4021 insert_ob_in_ob( new_item, pl );
4022 esrv_send_inventory( pl, pl );
4023 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 );
4025 /* Eat one transformer if needed */
4026 if ( transformer->stats.food )
4027 if ( --transformer->stats.food == 0 )
4028 decrease_ob_nr( transformer, 1 );
4029 }