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/cvs/deliantra/server/server/apply.c
Revision: 1.6
Committed: Sun May 7 09:10:28 2006 UTC (18 years ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -1 lines
Log Message:
Fixed bug with unapplying through applying other item.

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) (unsigned char) xyz->stats.sp
987 #define CONV_NEED(xyz) (unsigned long) 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(llevError, "Broken converter %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 free_object(item);
1079 return -1;
1080 }
1081 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1082 return 1;
1083 }
1084
1085 /**
1086 * Handle apply on containers.
1087 * By Eneq(@csd.uu.se).
1088 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1089 * added the alchemical cauldron to the code -b.t.
1090 */
1091
1092 int apply_container (object *op, object *sack)
1093 {
1094 char buf[MAX_BUF];
1095 object *tmp;
1096
1097 if(op->type!=PLAYER)
1098 return 0; /* This might change */
1099
1100 if (sack==NULL || sack->type != CONTAINER) {
1101 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1102 return 0;
1103 }
1104 op->contr->last_used = NULL;
1105 op->contr->last_used_id = 0;
1106
1107 if (sack->env!=op) {
1108 if (sack->other_arch == NULL || sack->env != NULL) {
1109 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1110 return 1;
1111 }
1112 /* It's on the ground, the problems begin */
1113 if (op->container != sack) {
1114 /* it's closed OR some player has opened it */
1115 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1116 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1117 tmp && tmp->container != sack; tmp=tmp->above);
1118 if (tmp) {
1119 /* some other player have opened it */
1120 new_draw_info_format(NDI_UNIQUE, 0, op,
1121 "%s is already occupied.", query_name(sack));
1122 return 1;
1123 }
1124 }
1125 }
1126 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container == NULL) {
1128 tmp = arch_to_object (sack->other_arch);
1129 /* not good, but insert_ob_in_ob() is too smart */
1130 CLEAR_FLAG (tmp, FLAG_REMOVED);
1131 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1132 tmp->map = NULL;
1133 tmp->env = sack;
1134 if (sack->inv)
1135 sack->inv->above = tmp;
1136 tmp->below = sack->inv;
1137 tmp->above = NULL;
1138 sack->inv = tmp;
1139 sack->move_off = MOVE_ALL; /* trying force closing it */
1140 } else {
1141 sack->move_off = 0;
1142 tmp = sack->inv;
1143 if (tmp && tmp->type == CLOSE_CON) {
1144 remove_ob(tmp);
1145 free_object (tmp);
1146 }
1147 }
1148 }
1149 }
1150
1151 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1152 if (op->container) {
1153 if (op->container != sack) {
1154 tmp = op->container;
1155 apply_container (op, tmp);
1156 sprintf (buf, "You close %s and open ", query_name(tmp));
1157 op->container = sack;
1158 strcat (buf, query_name(sack));
1159 strcat (buf, ".");
1160 } else {
1161 CLEAR_FLAG (sack, FLAG_APPLIED);
1162 op->container = NULL;
1163 sprintf (buf, "You close %s.", query_name(sack));
1164 }
1165 } else {
1166 CLEAR_FLAG (sack, FLAG_APPLIED);
1167 sprintf (buf, "You open %s.", query_name(sack));
1168 SET_FLAG (sack, FLAG_APPLIED);
1169 op->container = sack;
1170 }
1171 } else { /* not applied */
1172 if (sack->slaying) { /* it's locked */
1173 tmp = find_key(op, op, sack);
1174 if (tmp) {
1175 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1176 SET_FLAG (sack, FLAG_APPLIED);
1177 if (sack->env == NULL) { /* if it's on ground,open it also */
1178 new_draw_info (NDI_UNIQUE,0,op, buf);
1179 apply_container (op, sack);
1180 return 1;
1181 }
1182 } else {
1183 sprintf (buf, "You don't have the key to unlock %s.",
1184 query_name(sack));
1185 }
1186 } else {
1187 sprintf (buf, "You readied %s.", query_name(sack));
1188 SET_FLAG (sack, FLAG_APPLIED);
1189 if (sack->env == NULL) { /* if it's on ground,open it also */
1190 new_draw_info (NDI_UNIQUE, 0, op, buf);
1191 apply_container (op, sack);
1192 return 1;
1193 }
1194 }
1195 }
1196 new_draw_info (NDI_UNIQUE, 0, op, buf);
1197 if (op->contr) op->contr->socket.update_look=1;
1198 return 1;
1199 }
1200
1201 /**
1202 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1203 * the player has in their inventory, eg, sacks, luggages, etc.
1204 *
1205 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1206 * This version is for client/server mode.
1207 * op is the player, sack is the container the player is opening or closing.
1208 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1209 *
1210 * Reminder - there are three states for any container - closed (non applied),
1211 * applied (not open, but objects that match get tossed into it), and open
1212 * (applied flag set, and op->container points to the open container)
1213 */
1214
1215 int esrv_apply_container (object *op, object *sack)
1216 {
1217 object *tmp=op->container;
1218 if(op->type!=PLAYER)
1219 return 0; /* This might change */
1220
1221 if (sack==NULL || sack->type != CONTAINER) {
1222 LOG (llevError,
1223 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1224 return 0;
1225 }
1226
1227 /* If we have a currently open container, then it needs to be closed in all cases
1228 * if we are opening this one up. We then fall through if appropriate for
1229 * openening the new container.
1230 */
1231
1232 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1233 if (op->container->env != op) { /* if container is on the ground */
1234 op->container->move_off = 0;
1235 }
1236 /* Lauwenmark: Handle for plugin close event */
1237 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1238 return 1;
1239
1240 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1241 query_name(op->container));
1242 CLEAR_FLAG(op->container, FLAG_APPLIED);
1243 op->container=NULL;
1244 esrv_update_item (UPD_FLAGS, op, tmp);
1245 if (tmp == sack) return 1;
1246 }
1247
1248
1249 /* If the player is trying to open it (which he must be doing if we got here),
1250 * and it is locked, check to see if player has the equipment to open it.
1251 */
1252
1253 if (sack->slaying) { /* it's locked */
1254 tmp=find_key(op, op, sack);
1255 if (tmp) {
1256 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1257 } else {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1259 query_name(sack));
1260 return 0;
1261 }
1262 }
1263
1264 /* By the time we get here, we have made sure any other container has been closed and
1265 * if this is a locked container, the player they key to open it.
1266 */
1267
1268 /* There are really two cases - the sack is either on the ground, or the sack is
1269 * part of the players inventory. If on the ground, we assume that the player is
1270 * opening it, since if it was being closed, that would have been taken care of above.
1271 */
1272
1273
1274 if (sack->env != op) {
1275 /* Hypothetical case - the player is trying to open a sack that belong to someone
1276 * else. This normally should not happen, but a misbehaving client/player could
1277 * try to do it, so lets handle it gracefully.
1278 */
1279 if (sack->env) {
1280 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1281 query_name(sack));
1282 return 0;
1283 }
1284 /* set these so when the player walks off, we can unapply the sack */
1285 sack->move_off = MOVE_ALL; /* trying force closing it */
1286
1287 CLEAR_FLAG (sack, FLAG_APPLIED);
1288 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1289 SET_FLAG (sack, FLAG_APPLIED);
1290 op->container = sack;
1291 esrv_update_item (UPD_FLAGS, op, sack);
1292 esrv_send_inventory (op, sack);
1293
1294 } else { /* sack is in players inventory */
1295 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1296 CLEAR_FLAG (sack, FLAG_APPLIED);
1297 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1298 SET_FLAG (sack, FLAG_APPLIED);
1299 op->container = sack;
1300 esrv_update_item (UPD_FLAGS, op, sack);
1301 esrv_send_inventory (op, sack);
1302 }
1303 else {
1304 CLEAR_FLAG (sack, FLAG_APPLIED);
1305 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1306 SET_FLAG (sack, FLAG_APPLIED);
1307 esrv_update_item (UPD_FLAGS, op, sack);
1308 }
1309 }
1310 return 1;
1311 }
1312
1313
1314 /**
1315 * Handles dropping things on altar.
1316 * Returns true if sacrifice was accepted.
1317 */
1318 static int apply_altar (object *altar, object *sacrifice, object *originator)
1319 {
1320 /* Only players can make sacrifices on spell casting altars. */
1321 if (altar->inv && ( ! originator || originator->type != PLAYER))
1322 return 0;
1323
1324 if (operate_altar (altar, &sacrifice)) {
1325 /* Simple check. Unfortunately, it means you can't cast magic bullet
1326 * with an altar. We call it a Potion - altars are stationary - it
1327 * is up to map designers to use them properly.
1328 */
1329 if (altar->inv && altar->inv->type==SPELL) {
1330 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1331 altar->inv->name);
1332 cast_spell (originator, altar, 0, altar->inv, NULL);
1333 /* If it is connected, push the button. Fixes some problems with
1334 * old maps.
1335 */
1336 /* push_button (altar);*/
1337 } else {
1338 altar->value = 1; /* works only once */
1339 push_button (altar);
1340 }
1341 return sacrifice == NULL;
1342 } else {
1343 return 0;
1344 }
1345 }
1346
1347
1348 /**
1349 * Handles 'movement' of shop mats.
1350 * Returns 1 if 'op' was destroyed, 0 if not.
1351 * Largely re-written to not use nearly as many gotos, plus
1352 * some of this code just looked plain out of date.
1353 * MSW 2001-08-29
1354 */
1355 static int apply_shop_mat (object *shop_mat, object *op)
1356 {
1357 int rv = 0;
1358 double opinion;
1359 object *tmp, *next;
1360
1361 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1362
1363 if (op->type != PLAYER) {
1364 /* Remove all the unpaid objects that may be carried here.
1365 * This could be pets or monsters that are somehow in
1366 * the shop.
1367 */
1368 for (tmp=op->inv; tmp; tmp=next) {
1369 next = tmp->below;
1370 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1371 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1372
1373 remove_ob(tmp);
1374 if (i==-1) i=0;
1375 tmp->map = op->map;
1376 tmp->x = op->x + freearr_x[i];
1377 tmp->y = op->y + freearr_y[i];
1378 insert_ob_in_map(tmp, op->map, op, 0);
1379 }
1380 }
1381
1382 /* Don't teleport things like spell effects */
1383 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1384
1385 /* unpaid objects, or non living objects, can't transfer by
1386 * shop mats. Instead, put it on a nearby space.
1387 */
1388 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1389
1390 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1391 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1392 if (i != -1) {
1393 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1394 shop_mat);
1395 }
1396 return 0;
1397 }
1398 /* Removed code that checked for multipart objects - it appears that
1399 * the teleport function should be able to handle this just fine.
1400 */
1401 rv = teleport (shop_mat, SHOP_MAT, op);
1402 }
1403 /* immediate block below is only used for players */
1404 else if (can_pay(op)) {
1405 get_payment (op, op->inv);
1406 rv = teleport (shop_mat, SHOP_MAT, op);
1407 if (shop_mat->msg) {
1408 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1409 }
1410 /* This check below is a bit simplistic - generally it should be correct,
1411 * but there is never a guarantee that the bottom space on the map is
1412 * actually the shop floor.
1413 */
1414 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1415 && tmp->type != SHOP_FLOOR) {
1416 opinion = shopkeeper_approval(op->map, op);
1417 if ( opinion > 0.9)
1418 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1419 else if ( opinion > 0.75)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1421 else if ( opinion > 0.5)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1423 else
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1425 }
1426 }
1427 else {
1428 /* if we get here, a player tried to leave a shop but was not able
1429 * to afford the items he has. We try to move the player so that
1430 * they are not on the mat anymore
1431 */
1432
1433 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1434 if(i == -1) {
1435 LOG (llevError, "Internal shop-mat problem.\n");
1436 } else {
1437 remove_ob (op);
1438 op->x += freearr_x[i];
1439 op->y += freearr_y[i];
1440 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1441 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]);
1442 op->contr->socket.update_look=1;
1443 op->contr->socket.look_position=0;
1444 }
1445 }
1446 CLEAR_FLAG (op, FLAG_NO_APPLY);
1447 return rv;
1448 }
1449
1450 /**
1451 * Handles applying a sign.
1452 */
1453 static void apply_sign (object *op, object *sign, int autoapply)
1454 {
1455 readable_message_type* msgType;
1456 char newbuf[HUGE_BUF];
1457 if (sign->msg == NULL) {
1458 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1459 return;
1460 }
1461
1462 if (sign->stats.food) {
1463 if (sign->last_eat >= sign->stats.food) {
1464 if (!sign->move_on)
1465 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1466 return;
1467 }
1468
1469 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1470 sign->last_eat++;
1471 }
1472
1473 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1474 * No way to know for sure. The presumption is basically that if
1475 * move_on is zero, it needs to be manually applied (doesn't talk
1476 * to us).
1477 */
1478 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1479 new_draw_info (NDI_UNIQUE, 0, op,
1480 "You are unable to read while blind.");
1481 return;
1482 }
1483 msgType=get_readable_message_type(sign);
1484 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1485 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1486 }
1487
1488
1489 /**
1490 * 'victim' moves onto 'trap'
1491 * 'victim' leaves 'trap'
1492 * effect is determined by move_on/move_off of trap and move_type of victime.
1493 *
1494 * originator: Player, monster or other object that caused 'victim' to move
1495 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1496 * However, some types of traps require an originator to function.
1497 */
1498 void move_apply (object *trap, object *victim, object *originator)
1499 {
1500 static int recursion_depth = 0;
1501
1502 /* Only exits affect DMs. */
1503 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1504 return;
1505
1506 /* move_apply() is the most likely candidate for causing unwanted and
1507 * possibly unlimited recursion.
1508 */
1509 /* The following was changed because it was causing perfeclty correct
1510 * maps to fail. 1) it's not an error to recurse:
1511 * rune detonates, summoning monster. monster lands on nearby rune.
1512 * nearby rune detonates. This sort of recursion is expected and
1513 * proper. This code was causing needless crashes.
1514 */
1515 if (recursion_depth >= 500) {
1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1518 trap->arch->name, trap->name, victim->arch->name, victim->name);
1519 return;
1520 }
1521 recursion_depth++;
1522 if (trap->head) trap=trap->head;
1523
1524 /* Lauwenmark: Handle for plugin trigger event */
1525 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1526 goto leave;
1527
1528 switch (trap->type) {
1529 case PLAYERMOVER:
1530 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1531 !should_director_abort(trap, victim)) {
1532 if (!trap->stats.maxsp) trap->stats.maxsp=2.0;
1533
1534 /* Is this correct? From the docs, it doesn't look like it
1535 * should be divided by trap->speed
1536 */
1537 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1538
1539 /* Just put in some sanity check. I think there is a bug in the
1540 * above with some objects have zero speed, and thus the player
1541 * getting permanently paralyzed.
1542 */
1543 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1544 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1545 }
1546 goto leave;
1547
1548 case SPINNER:
1549 if(victim->direction) {
1550 victim->direction=absdir(victim->direction-trap->stats.sp);
1551 update_turn_face(victim);
1552 }
1553 goto leave;
1554
1555 case DIRECTOR:
1556 if(victim->direction && !should_director_abort(trap, victim)) {
1557 victim->direction=trap->stats.sp;
1558 update_turn_face(victim);
1559 }
1560 goto leave;
1561
1562 case BUTTON:
1563 case PEDESTAL:
1564 update_button(trap);
1565 goto leave;
1566
1567 case ALTAR:
1568 /* sacrifice victim on trap */
1569 apply_altar (trap, victim, originator);
1570 goto leave;
1571
1572 case THROWN_OBJ:
1573 if (trap->inv == NULL)
1574 goto leave;
1575 /* fallthrough */
1576
1577 case ARROW:
1578
1579 /* bad bug: monster throw a object, make a step forwards, step on object ,
1580 * trigger this here and get hit by own missile - and will be own enemy.
1581 * Victim then is his own enemy and will start to kill herself (this is
1582 * removed) but we have not synced victim and his missile. To avoid senseless
1583 * action, we avoid hits here
1584 */
1585 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1586 hit_with_arrow (trap, victim);
1587 goto leave;
1588
1589 case SPELL_EFFECT:
1590 apply_spell_effect(trap, victim);
1591 goto leave;
1592
1593 case TRAPDOOR:
1594 {
1595 int max, sound_was_played;
1596 object *ab, *ab_next;
1597 if(!trap->value) {
1598 int tot;
1599 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1600 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1601 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1602
1603 if(!(trap->value=(tot>trap->weight)?1:0))
1604 goto leave;
1605
1606 SET_ANIMATION(trap, trap->value);
1607 update_object(trap,UP_OBJ_FACE);
1608 }
1609
1610 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1611 /* need to set this up, since if we do transfer the object,
1612 * ab->above would be bogus
1613 */
1614 ab_next = ab->above;
1615
1616 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1617 if ( ! sound_was_played) {
1618 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1622 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1623 }
1624 }
1625 goto leave;
1626 }
1627
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) {
1631 object *op;
1632
1633 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1634
1635 op = get_archetype("burnout");
1636 if (op != NULL) {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map(op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if(trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1676 /* Basically, don't show exits leading to random maps the
1677 * players output.
1678 */
1679 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1680 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1681 enter_exit (victim, trap);
1682 }
1683 goto leave;
1684
1685 case ENCOUNTER:
1686 /* may be some leftovers on this */
1687 goto leave;
1688
1689 case SHOP_MAT:
1690 apply_shop_mat (trap, victim);
1691 goto leave;
1692
1693 /* Drop a certain amount of gold, and have one item identified */
1694 case IDENTIFY_ALTAR:
1695 apply_id_altar (victim, trap, originator);
1696 goto leave;
1697
1698 case SIGN:
1699 if (victim->type != PLAYER && trap->stats.food > 0)
1700 goto leave; /* monsters musn't apply magic_mouths with counters */
1701
1702 apply_sign (victim, trap, 1);
1703 goto leave;
1704
1705 case CONTAINER:
1706 if (victim->type==PLAYER)
1707 (void) esrv_apply_container (victim, trap);
1708 else
1709 (void) apply_container (victim, trap);
1710 goto leave;
1711
1712 case RUNE:
1713 case TRAP:
1714 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1715 spring_trap(trap, victim);
1716 }
1717 goto leave;
1718
1719 default:
1720 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1721 "handled in move_apply()\n", trap->name, trap->arch->name,
1722 trap->type);
1723 goto leave;
1724 }
1725
1726 leave:
1727 recursion_depth--;
1728 }
1729
1730 /**
1731 * Handles reading a regular (ie not containing a spell) book.
1732 */
1733 static void apply_book (object *op, object *tmp)
1734 {
1735 int lev_diff;
1736 object *skill_ob;
1737
1738 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1739 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1740 return;
1741 }
1742 if(tmp->msg==NULL) {
1743 new_draw_info_format(NDI_UNIQUE, 0, op,
1744 "You open the %s and find it empty.", tmp->name);
1745 return;
1746 }
1747
1748 /* need a literacy skill to read stuff! */
1749 skill_ob = find_skill_by_name(op, tmp->skill);
1750 if ( ! skill_ob) {
1751 new_draw_info(NDI_UNIQUE, 0,op,
1752 "You are unable to decipher the strange symbols.");
1753 return;
1754 }
1755 lev_diff = tmp->level - (skill_ob->level + 5);
1756 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1757 if (lev_diff < 2)
1758 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1759 else if (lev_diff < 3)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1761 else if (lev_diff < 5)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1763 else if (lev_diff < 8)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1765 else if (lev_diff < 15)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1767 else
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1769 return;
1770 }
1771
1772
1773 /* Lauwenmark: Handle for plugin book event */
1774 /*printf("Book apply: %s\n", tmp->name);
1775 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1776 printf("Book applied: %s\n", tmp->name);*/
1777 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1778 {
1779 CFParm CFP;
1780 int k, l, m;
1781 uint32 n;
1782 new_draw_info_format (NDI_UNIQUE, 0, op,
1783 "You open the %s and start reading.", tmp->name);
1784 k = EVENT_APPLY;
1785 l = SCRIPT_FIX_ALL;
1786 m = 0;
1787 n = 0;
1788 CFP.Value[0] = &k;
1789 CFP.Value[1] = op;
1790 CFP.Value[2] = tmp;
1791 CFP.Value[3] = NULL;
1792 CFP.Value[4] = NULL;
1793 CFP.Value[5] = &n;
1794 CFP.Value[6] = &m;
1795 CFP.Value[7] = &m;
1796 CFP.Value[8] = &l;
1797 CFP.Value[9] = (void*)evt->hook;
1798 CFP.Value[10]= (void*)evt->options;
1799 if (findPlugin(evt->plugin)>=0)
1800 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1801 }
1802 else*/{
1803 readable_message_type* msgType = get_readable_message_type(tmp);
1804 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1805 msgType->message_type, msgType->message_subtype,
1806 "You open the %s and start reading.\n%s",
1807 "%s\n%s",
1808 long_desc(tmp,op), tmp->msg);
1809 }
1810
1811 /* gain xp from reading */
1812 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1813 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1814 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1815 /*exp_gain *= 2; because they just identified it too */
1816 SET_FLAG(tmp,FLAG_IDENTIFIED);
1817 /* If in a container, update how it looks */
1818 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1819 else op->contr->socket.update_look=1;
1820 }
1821 change_exp(op,exp_gain, skill_ob->skill, 0);
1822 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1823 }
1824 }
1825
1826 /**
1827 * Handles the applying of a skill scroll, calling learn_skill straight.
1828 * op is the person learning the skill, tmp is the skill scroll object
1829 */
1830 static void apply_skillscroll (object *op, object *tmp)
1831 {
1832 switch ((int) learn_skill (op, tmp)) {
1833 case 0:
1834 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1835 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1836 return;
1837
1838 case 1:
1839 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1840 tmp->skill);
1841 new_draw_info_format(NDI_UNIQUE, 0, op,
1842 "Type 'bind ready_skill %s",tmp->skill);
1843 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1844 decrease_ob(tmp);
1845 return;
1846
1847 default:
1848 new_draw_info_format(NDI_UNIQUE,0,op,
1849 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1850 decrease_ob(tmp);
1851 return;
1852 }
1853 }
1854
1855 /**
1856 * Actually makes op learn spell.
1857 * Informs player of what happens.
1858 */
1859 void do_learn_spell (object *op, object *spell, int special_prayer)
1860 {
1861 object *tmp;
1862
1863 if (op->type != PLAYER) {
1864 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1865 return;
1866 }
1867
1868 /* Upgrade special prayers to normal prayers */
1869 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1870 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1871 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1872 return;
1873 }
1874 return;
1875 }
1876
1877 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1878 tmp = get_object();
1879 copy_object(spell, tmp);
1880 insert_ob_in_ob(tmp, op);
1881
1882 if (special_prayer) {
1883 SET_FLAG(tmp, FLAG_STARTEQUIP);
1884 }
1885
1886 new_draw_info_format (NDI_UNIQUE, 0, op,
1887 "Type 'bind cast %s", spell->name);
1888 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1889 esrv_add_spells(op->contr, tmp);
1890 }
1891
1892 /**
1893 * Erases spell from player's inventory.
1894 */
1895 void do_forget_spell (object *op, const char *spell)
1896 {
1897 object *spob;
1898
1899 if (op->type != PLAYER) {
1900 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1901 return;
1902 }
1903 if ( (spob=check_spell_known (op, spell)) == NULL) {
1904 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1905 return;
1906 }
1907
1908 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1909 "You lose knowledge of %s.", spell);
1910 player_unready_range_ob(op->contr, spob);
1911 esrv_remove_spell(op->contr, spob);
1912 remove_ob(spob);
1913 free_object(spob);
1914 }
1915
1916 /**
1917 * Handles player applying a spellbook.
1918 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1919 * stuff like that. Random learning failure too.
1920 */
1921 static void apply_spellbook (object *op, object *tmp)
1922 {
1923 object *skop, *spell, *spell_skill;
1924
1925 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1926 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1927 return;
1928 }
1929
1930 /* artifact_spellbooks have 'slaying' field point to a spell name,
1931 * instead of having their spell stored in stats.sp. These are
1932 * legacy spellbooks
1933 */
1934
1935 if(tmp->slaying != NULL) {
1936 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1937 if (!spell) {
1938 new_draw_info_format(NDI_UNIQUE, 0, op,
1939 "The book's formula for %s is incomplete", tmp->slaying);
1940 return;
1941 }
1942 else
1943 insert_ob_in_ob(spell, tmp);
1944 free_string(tmp->slaying);
1945 tmp->slaying=NULL;
1946 }
1947
1948 skop = find_skill_by_name(op, tmp->skill);
1949
1950 /* need a literacy skill to learn spells. Also, having a literacy level
1951 * lower than the spell will make learning the spell more difficult */
1952 if ( !skop) {
1953 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1954 return;
1955 }
1956
1957 spell = tmp->inv;
1958 if (!spell) {
1959 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1960 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1961 return;
1962 }
1963 if (spell->level > (skop->level+10)) {
1964 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1965 return;
1966 }
1967
1968 new_draw_info_format(NDI_UNIQUE, 0, op,
1969 "The spellbook contains the %s level spell %s.",
1970 get_levelnumber(spell->level), spell->name);
1971
1972 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1973 identify(tmp);
1974 if (tmp->env)
1975 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1976 else
1977 op->contr->socket.update_look=1;
1978 }
1979
1980 /* I removed the check for special_prayer_mark here - it didn't make
1981 * a lot of sense - special prayers are not found in spellbooks, and
1982 * if the player doesn't know the spell, doesn't make a lot of sense that
1983 * they would have a special prayer mark.
1984 */
1985 if (check_spell_known (op, spell->name)) {
1986 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1987 return;
1988 }
1989
1990 if (spell->skill) {
1991 spell_skill = find_skill_by_name(op, spell->skill);
1992 if (!spell_skill) {
1993 new_draw_info_format(NDI_UNIQUE, 0, op,
1994 "You lack the skill %s to use this spell",
1995 spell->skill);
1996 return;
1997 }
1998 if (spell_skill->level < spell->level) {
1999 new_draw_info_format(NDI_UNIQUE, 0, op,
2000 "You need to be level %d in %s to learn this spell.",
2001 spell->level, spell->skill);
2002 return;
2003 }
2004 }
2005
2006 /* Logic as follows
2007 *
2008 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2009 *
2010 * 2- The learner's skill level in literacy adjusts the chance to learn
2011 * a spell.
2012 *
2013 * 3 -Automatically fail to learn if you read while confused
2014 *
2015 * Overall, chances are the same but a player will find having a high
2016 * literacy rate very useful! -b.t.
2017 */
2018 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
2019 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
2020 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
2021 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
2022 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
2023 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
2024
2025 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2026 do_learn_spell (op, spell, 0);
2027
2028 /* xp gain to literacy for spell learning */
2029 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2030 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
2031 } else {
2032 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
2033 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2034 }
2035 decrease_ob(tmp);
2036 }
2037
2038 /**
2039 * Handles applying a spell scroll.
2040 */
2041 void apply_scroll (object *op, object *tmp, int dir)
2042 {
2043 object *skop;
2044
2045 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
2046 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2047 return;
2048 }
2049
2050 if (!tmp->inv || tmp->inv->type != SPELL) {
2051 new_draw_info (NDI_UNIQUE, 0, op,
2052 "The scroll just doesn't make sense!");
2053 return;
2054 }
2055
2056 if(op->type==PLAYER) {
2057 /* players need a literacy skill to read stuff! */
2058 int exp_gain=0;
2059
2060 /* hard code literacy - tmp->skill points to where the exp
2061 * should go for anything killed by the spell.
2062 */
2063 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
2064
2065 if ( ! skop) {
2066 new_draw_info(NDI_UNIQUE, 0,op,
2067 "You are unable to decipher the strange symbols.");
2068 return;
2069 }
2070
2071 if((exp_gain = calc_skill_exp(op,tmp, skop)))
2072 change_exp(op,exp_gain, skop->skill, 0);
2073 }
2074
2075 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
2076 identify(tmp);
2077
2078 new_draw_info_format(NDI_BLACK, 0, op,
2079 "The scroll of %s turns to dust.", tmp->inv->name);
2080
2081
2082 cast_spell(op,tmp,dir,tmp->inv, NULL);
2083 decrease_ob(tmp);
2084 }
2085
2086 /**
2087 * Applies a treasure object - by default, chest. op
2088 * is the person doing the applying, tmp is the treasure
2089 * chest.
2090 */
2091 static void apply_treasure (object *op, object *tmp)
2092 {
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better
2101 * treasure
2102 */
2103
2104 treas = tmp->inv;
2105 if(treas==NULL) {
2106 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2107 decrease_ob(tmp);
2108 return;
2109 }
2110 while (tmp->inv) {
2111 treas = tmp->inv;
2112
2113 remove_ob(treas);
2114 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2115 query_name(treas));
2116
2117 treas->x=op->x;
2118 treas->y=op->y;
2119 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2120
2121 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2122 && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op);
2124 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed
2128 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2130 break;
2131 }
2132
2133 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2134 decrease_ob (tmp);
2135
2136 }
2137
2138 /**
2139 * op eats food.
2140 * If player, takes care of messages and dragon special food.
2141 */
2142 static void apply_food (object *op, object *tmp)
2143 {
2144 int capacity_remaining;
2145
2146 if(op->type!=PLAYER)
2147 op->stats.hp=op->stats.maxhp;
2148 else {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2151 ;
2152 else {
2153 /* usual case - no dragon meal: */
2154 if(op->stats.food+tmp->stats.food>999) {
2155 if(tmp->type==FOOD || tmp->type==FLESH)
2156 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2157 else
2158 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2159 }
2160
2161 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl(op)) {
2165 /* eating message for normal players*/
2166 if(tmp->type==DRINK)
2167 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2168 else
2169 sprintf(buf,"The %s tasted %s",tmp->name,
2170 tmp->type==FLESH?"terrible!":"good.");
2171 }
2172 else {
2173 /* eating message for dragon players*/
2174 sprintf(buf,"The %s tasted terrible!",tmp->name);
2175 }
2176
2177 new_draw_info(NDI_UNIQUE, 0,op,buf);
2178 capacity_remaining = 999 - op->stats.food;
2179 op->stats.food+=tmp->stats.food;
2180 if(capacity_remaining < tmp->stats.food)
2181 op->stats.hp += capacity_remaining / 50;
2182 else
2183 op->stats.hp+=tmp->stats.food/50;
2184 if(op->stats.hp>op->stats.maxhp)
2185 op->stats.hp=op->stats.maxhp;
2186 if (op->stats.food > 999)
2187 op->stats.food = 999;
2188 }
2189
2190 /* special food hack -b.t. */
2191 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2192 eat_special_food(op,tmp);
2193 }
2194 }
2195 handle_apply_yield(tmp);
2196 decrease_ob(tmp);
2197 }
2198
2199 /**
2200 * A dragon is eating some flesh. If the flesh contains resistances,
2201 * there is a chance for the dragon's skin to get improved.
2202 *
2203 * attributes:
2204 * object *op the object (dragon player) eating the flesh
2205 * object *meal the flesh item, getting chewed in dragon's mouth
2206 * return:
2207 * int 1 if eating successful, 0 if it doesn't work
2208 */
2209 int dragon_eat_flesh(object *op, object *meal) {
2210 object *skin = NULL; /* pointer to dragon skin force*/
2211 object *abil = NULL; /* pointer to dragon ability force*/
2212 object *tmp = NULL; /* tmp. object */
2213
2214 char buf[MAX_BUF]; /* tmp. string buffer */
2215 double chance; /* improvement-chance of one resistance type */
2216 double totalchance=1; /* total chance of gaining one resistance */
2217 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2218 double mbonus=0; /* monster bonus */
2219 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2220 int winners=0; /* number of winners */
2221 int i; /* index */
2222
2223 /* let's make sure and doublecheck the parameters */
2224 if (meal->type!=FLESH || !is_dragon_pl(op))
2225 return 0;
2226
2227 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2228 from the player's inventory */
2229 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2230 if (tmp->type == FORCE) {
2231 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2232 skin = tmp;
2233 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2234 abil = tmp;
2235 }
2236 }
2237
2238 /* if either skin or ability are missing, this is an old player
2239 which is not to be considered a dragon -> bail out */
2240 if (skin == NULL || abil == NULL) return 0;
2241
2242 /* now start by filling stomache and health, according to food-value */
2243 if((999 - op->stats.food) < meal->stats.food)
2244 op->stats.hp += (999 - op->stats.food) / 50;
2245 else
2246 op->stats.hp += meal->stats.food/50;
2247 if(op->stats.hp>op->stats.maxhp)
2248 op->stats.hp=op->stats.maxhp;
2249
2250 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2251
2252 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2253
2254 /* on to the interesting part: chances for adding resistance */
2255 for (i=0; i<NROFATTACKS; i++) {
2256 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2257 /* got positive resistance, now calculate improvement chance (0-100) */
2258
2259 /* this bonus makes resistance increase easier at lower levels */
2260 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2261 if (i == abil->stats.exp)
2262 bonus += 5; /* additional bonus for resistance of ability-focus */
2263
2264 /* monster bonus increases with level, because high-level
2265 flesh is too rare */
2266 mbonus = op->level * 20. / ((double)settings.max_level);
2267
2268 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2269 ((double)settings.max_level)) - skin->resist[i];
2270
2271 if (chance >= 0.)
2272 chance += 1.;
2273 else
2274 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2275
2276 /* chance is proportional to amount of resistance (max. 50) */
2277 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2278
2279 /* doubled chance for resistance of ability-focus */
2280 if (i == abil->stats.exp)
2281 chance = MIN(100., chance*2.);
2282
2283 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2284 if (RANDOM()%10000 < (int)(chance*100)) {
2285 atnr_winner[winners] = i;
2286 winners++;
2287 }
2288
2289 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2290
2291 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2292 }
2293 }
2294
2295 /* inverse totalchance as until now we have the failure-chance */
2296 totalchance = 100 - totalchance*100;
2297 /* print message according to totalchance */
2298 if (totalchance > 50.)
2299 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2300 else if (totalchance > 10.)
2301 sprintf(buf, "The %s tasted very good.", meal->name);
2302 else if (totalchance > 1.)
2303 sprintf(buf, "The %s tasted good.", meal->name);
2304 else if (totalchance > 0.1)
2305 sprintf(buf, "The %s tasted bland.", meal->name);
2306 else if (totalchance >= 0.01)
2307 sprintf(buf, "The %s had a boring taste.", meal->name);
2308 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2309 sprintf(buf, "The %s tasted strange.", meal->name);
2310 else
2311 sprintf(buf, "The %s had no taste.", meal->name);
2312 new_draw_info(NDI_UNIQUE, 0, op, buf);
2313
2314 /* now choose a winner if we have any */
2315 i = -1;
2316 if (winners>0)
2317 i = atnr_winner[RANDOM()%winners];
2318
2319 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2320 /* resistance increased! */
2321 skin->resist[i]++;
2322 fix_player(op);
2323
2324 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2325 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2326 }
2327
2328 /* if this flesh contains a new ability focus, we mark it
2329 into the ability_force and it will take effect on next level */
2330 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2331 && meal->last_eat != abil->last_eat) {
2332 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2333
2334 if (meal->last_eat != abil->stats.exp) {
2335 sprintf(buf, "Your metabolism prepares to focus on %s!",
2336 change_resist_msg[meal->last_eat]);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf);
2338 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2339 new_draw_info(NDI_UNIQUE, 0, op, buf);
2340 }
2341 else {
2342 sprintf(buf, "Your metabolism will continue to focus on %s.",
2343 change_resist_msg[meal->last_eat]);
2344 new_draw_info(NDI_UNIQUE, 0, op, buf);
2345 abil->last_eat = 0;
2346 }
2347 }
2348 return 1;
2349 }
2350
2351 static void apply_savebed (object *pl)
2352 {
2353 #ifndef COZY_SERVER
2354 if(!pl->contr->name_changed||!pl->stats.exp) {
2355 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2356 return;
2357 }
2358 #endif
2359 if(QUERY_FLAG(pl,FLAG_WAS_WIZ)) {
2360 new_draw_info(NDI_UNIQUE, 0,pl,"Since you have cheated you can't save.");
2361 return;
2362 }
2363
2364 /* Lauwenmark : Here we handle the LOGOUT global event */
2365 execute_global_event(EVENT_LOGOUT, pl->contr, pl->contr->socket.host);
2366
2367 /* Need to call terminate_all_pets() before we remove the player ob */
2368 terminate_all_pets(pl);
2369 remove_ob(pl);
2370 pl->direction=0;
2371 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2372 "%s leaves the game.",pl->name);
2373
2374 /* update respawn position */
2375 strcpy(pl->contr->savebed_map, pl->map->path);
2376 pl->contr->bed_x = pl->x;
2377 pl->contr->bed_y = pl->y;
2378
2379 strcpy(pl->contr->killer,"left");
2380 check_score(pl); /* Always check score */
2381 (void)save_player(pl,0);
2382 pl->map->players--;
2383 #if MAP_MAXTIMEOUT
2384 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2385 #endif
2386 play_again(pl);
2387 pl->speed = 0;
2388 update_ob_speed(pl);
2389 }
2390
2391 /**
2392 * Handles applying an improve armor scroll.
2393 * Does some sanity checks, then calls improve_armour.
2394 */
2395 static void apply_armour_improver (object *op, object *tmp)
2396 {
2397 object *armor;
2398
2399 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2400 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2401 return;
2402 }
2403 armor=find_marked_object(op);
2404 if ( ! armor) {
2405 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2406 return;
2407 }
2408 if (armor->type != ARMOUR
2409 && armor->type != CLOAK
2410 && armor->type != BOOTS && armor->type != GLOVES
2411 && armor->type != BRACERS && armor->type != SHIELD
2412 && armor->type != HELMET)
2413 {
2414 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2415 return;
2416 }
2417
2418 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2419 improve_armour(op,tmp,armor);
2420 }
2421
2422
2423 extern void apply_poison (object *op, object *tmp)
2424 {
2425 if (op->type == PLAYER) {
2426 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2427 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2428 strcpy(op->contr->killer,"poisonous booze");
2429 }
2430 if (tmp->stats.hp > 0) {
2431 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2432 tmp->stats.hp);
2433 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2434 }
2435 op->stats.food-=op->stats.food/4;
2436 handle_apply_yield(tmp);
2437 decrease_ob(tmp);
2438 }
2439
2440 /**
2441 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2442 * A valid 2 way exit means:
2443 * -You can come back (there is another exit at the other side)
2444 * -You are
2445 * ° the owner of the exit
2446 * ° or in the same party as the owner
2447 *
2448 * Note: a owner in a 2 way exit is saved as the owner's name
2449 * in the field exit->name cause the field exit->owner doesn't
2450 * survive in the swapping (in fact the whole exit doesn't survive).
2451 */
2452 int is_legal_2ways_exit (object* op, object *exit)
2453 {
2454 object * tmp;
2455 object * exit_owner;
2456 player * pp;
2457 mapstruct * exitmap;
2458 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2459 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2460 /* To know if an exit has a correspondant, we look at
2461 * all the exits in destination and try to find one with same path as
2462 * the current exit's position */
2463 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2464 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2465 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2466 if (exitmap)
2467 {
2468 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2469 if (!tmp) return 0;
2470 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2471 {
2472 if (tmp->type!=EXIT) continue; /*Not an exit*/
2473 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2474 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2475 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2476
2477 /* From here we have found the exit is valid. However we do
2478 * here the check of the exit owner. It is important for the
2479 * town portals to prevent strangers from visiting your appartments
2480 */
2481 if (!exit->race) return 1; /*No owner, free for all!*/
2482 exit_owner=NULL;
2483 for (pp=first_player;pp;pp=pp->next)
2484 {
2485 if (!pp->ob) continue;
2486 if (pp->ob->name!=exit->race) continue;
2487 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2488 break;
2489 }
2490 if (!exit_owner) return 0; /* No more owner*/
2491 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2492 if ( exit_owner && /*There is a owner*/
2493 (op->contr) && /*A player tries to pass */
2494 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2495 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2496 return 0;
2497 return 1;
2498 }
2499 }
2500 return 0;
2501 }
2502
2503
2504 /**
2505 * Main apply handler.
2506 *
2507 * Checks for unpaid items before applying.
2508 *
2509 * Return value:
2510 * 0: player or monster can't apply objects of that type
2511 * 1: has been applied, or there was an error applying the object
2512 * 2: objects of that type can't be applied if not in inventory
2513 *
2514 * op is the object that is causing object to be applied, tmp is the object
2515 * being applied.
2516 *
2517 * aflag is special (always apply/unapply) flags. Nothing is done with
2518 * them in this function - they are passed to apply_special
2519 */
2520
2521 int manual_apply (object *op, object *tmp, int aflag)
2522 {
2523 if (tmp->head) tmp=tmp->head;
2524
2525 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2526 if (op->type == PLAYER) {
2527 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2528 return 1;
2529 } else {
2530 return 0; /* monsters just skip unpaid items */
2531 }
2532 }
2533
2534
2535 /* Lauwenmark: Handle for plugin apply event */
2536 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
2537 return 1;
2538
2539 switch (tmp->type) {
2540
2541 case TRANSPORT:
2542 return apply_transport(op, tmp, aflag);
2543
2544 case CF_HANDLE:
2545 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2546 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2547 tmp->value=tmp->value?0:1;
2548 SET_ANIMATION(tmp, tmp->value);
2549 update_object(tmp,UP_OBJ_FACE);
2550 push_button(tmp);
2551 return 1;
2552
2553 case TRIGGER:
2554 if (check_trigger (tmp, op)) {
2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557 } else {
2558 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2559 }
2560 return 1;
2561
2562 case EXIT:
2563 if (op->type != PLAYER)
2564 return 0;
2565 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2566 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2567 query_name(tmp));
2568 } else {
2569 /* Don't display messages for random maps. */
2570 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2571 strncmp(EXIT_PATH(tmp), "/random/", 8))
2572 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2573 enter_exit(op,tmp);
2574 }
2575 return 1;
2576
2577 case SIGN:
2578 apply_sign (op, tmp, 0);
2579 return 1;
2580
2581 case BOOK:
2582 if (op->type == PLAYER) {
2583 apply_book (op, tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case SKILLSCROLL:
2590 if (op->type == PLAYER) {
2591 apply_skillscroll (op, tmp);
2592 return 1;
2593 }
2594 return 0;
2595
2596 case SPELLBOOK:
2597 if (op->type == PLAYER) {
2598 apply_spellbook (op, tmp);
2599 return 1;
2600 }
2601 return 0;
2602
2603 case SCROLL:
2604 apply_scroll (op, tmp, 0);
2605 return 1;
2606
2607 case POTION:
2608 (void) apply_potion(op, tmp);
2609 return 1;
2610
2611 /* Eneq(@csd.uu.se): Handle apply on containers. */
2612 case CLOSE_CON:
2613 if (op->type==PLAYER)
2614 (void) esrv_apply_container (op, tmp->env);
2615 else
2616 (void) apply_container (op, tmp->env);
2617 return 1;
2618
2619 case CONTAINER:
2620 if (op->type==PLAYER)
2621 (void) esrv_apply_container (op, tmp);
2622 else
2623 (void) apply_container (op, tmp);
2624 return 1;
2625
2626 case TREASURE:
2627 if (op->type == PLAYER) {
2628 apply_treasure (op, tmp);
2629 return 1;
2630 } else {
2631 return 0;
2632 }
2633
2634 case WEAPON:
2635 case ARMOUR:
2636 case BOOTS:
2637 case GLOVES:
2638 case AMULET:
2639 case GIRDLE:
2640 case BRACERS:
2641 case SHIELD:
2642 case HELMET:
2643 case RING:
2644 case CLOAK:
2645 case WAND:
2646 case ROD:
2647 case HORN:
2648 case SKILL:
2649 case BOW:
2650 case LAMP:
2651 case BUILDER:
2652 case SKILL_TOOL:
2653 if (tmp->env != op)
2654 return 2; /* not in inventory */
2655 (void) apply_special (op, tmp, aflag);
2656 return 1;
2657
2658 case DRINK:
2659 case FOOD:
2660 case FLESH:
2661 apply_food (op, tmp);
2662 return 1;
2663
2664 case POISON:
2665 apply_poison (op, tmp);
2666 return 1;
2667
2668 case SAVEBED:
2669 if (op->type == PLAYER) {
2670 apply_savebed (op);
2671 return 1;
2672 } else {
2673 return 0;
2674 }
2675
2676 case ARMOUR_IMPROVER:
2677 if (op->type == PLAYER) {
2678 apply_armour_improver (op, tmp);
2679 return 1;
2680 } else {
2681 return 0;
2682 }
2683
2684 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon(op, tmp);
2686 return 1;
2687
2688 case CLOCK:
2689 if (op->type == PLAYER) {
2690 char buf[MAX_BUF];
2691 timeofday_t tod;
2692
2693 get_tod(&tod);
2694 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2695 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2696 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2697 ((tod.hour >= 14) ? "pm" : "am"));
2698 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2699 new_draw_info(NDI_UNIQUE, 0,op, buf);
2700 return 1;
2701 } else {
2702 return 0;
2703 }
2704
2705 case MENU:
2706 if (op->type == PLAYER) {
2707 shop_listing (op);
2708 return 1;
2709 } else {
2710 return 0;
2711 }
2712
2713 case POWER_CRYSTAL:
2714 apply_power_crystal(op,tmp); /* see egoitem.c */
2715 return 1;
2716
2717 case LIGHTER: /* for lighting torches/lanterns/etc */
2718 if (op->type == PLAYER) {
2719 apply_lighter(op,tmp);
2720 return 1;
2721 } else {
2722 return 0;
2723 }
2724
2725 case ITEM_TRANSFORMER:
2726 apply_item_transformer( op, tmp );
2727 return 1;
2728
2729 default:
2730 return 0;
2731 }
2732 }
2733
2734
2735 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2736 * messages as needed by player_apply_below(). But there can still be
2737 * "but you are floating high above the ground" messages.
2738 *
2739 * Same return value as apply() function.
2740 */
2741 int player_apply (object *pl, object *op, int aflag, int quiet)
2742 {
2743 int tmp;
2744
2745 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2746 /* player is flying and applying object not in inventory */
2747 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2748 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2749 "above the ground!");
2750 return 0;
2751 }
2752 }
2753
2754 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2755 * applied.
2756 */
2757 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2758 {
2759 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2760 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2761 "of smoke!");
2762 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2763 remove_ob (op);
2764 free_object (op);
2765 return 1;
2766 }
2767
2768 pl->contr->last_used = op;
2769 pl->contr->last_used_id = op->count;
2770
2771 tmp = manual_apply (pl, op, aflag);
2772 if ( ! quiet) {
2773 if (tmp == 0)
2774 new_draw_info_format (NDI_UNIQUE, 0, pl,
2775 "I don't know how to apply the %s.",
2776 query_name (op));
2777 else if (tmp == 2)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl,
2779 "You must get it first!\n");
2780 }
2781 return tmp;
2782 }
2783
2784 /**
2785 * player_apply_below attempts to apply the object 'below' the player.
2786 * If the player has an open container, we use that for below, otherwise
2787 * we use the ground.
2788 */
2789
2790 void player_apply_below (object *pl)
2791 {
2792 object *tmp, *next;
2793 int floors;
2794
2795 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2796 apply_transport(pl, pl->contr->transport, 0);
2797 return;
2798 }
2799
2800 /* If using a container, set the starting item to be the top
2801 * item in the container. Otherwise, use the map.
2802 */
2803 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2804
2805 /* This is perhaps more complicated. However, I want to make sure that
2806 * we don't use a corrupt pointer for the next object, so we get the
2807 * next object in the stack before applying. This is can only be a
2808 * problem if player_apply() has a bug in that it uses the object but does
2809 * not return a proper value.
2810 */
2811 for (floors = 0; tmp!=NULL; tmp=next) {
2812 next = tmp->below;
2813 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2814 floors++;
2815 else if (floors > 0)
2816 return; /* process only floor objects after first floor object */
2817
2818 /* If it is visible, player can apply it. If it is applied by
2819 * person moving on it, also activate. Added code to make it
2820 * so that at least one of players movement types be that which
2821 * the item needs.
2822 */
2823 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2824 if (player_apply (pl, tmp, 0, 1) == 1)
2825 return;
2826 }
2827 if (floors >= 2)
2828 return; /* process at most two floor objects */
2829 }
2830 }
2831
2832 /**
2833 * Unapplies specified item.
2834 * No check done on cursed/damned.
2835 * Break this out of apply_special - this is just done
2836 * to keep the size of apply_special to a more managable size.
2837 */
2838 static int unapply_special (object *who, object *op, int aflags)
2839 {
2840 object *tmp2;
2841
2842 CLEAR_FLAG(op, FLAG_APPLIED);
2843 switch(op->type) {
2844 case WEAPON:
2845 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2846
2847 (void) change_abil (who,op);
2848 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2849 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2850 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2851 who->current_weapon_script = NULL;
2852 who->current_weapon = NULL;
2853 clear_skill(who);
2854 break;
2855
2856 case SKILL: /* allows objects to impart skills */
2857 case SKILL_TOOL:
2858 if (op != who->chosen_skill) {
2859 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2860 }
2861 if (who->type==PLAYER) {
2862 if (who->contr->shoottype == range_skill)
2863 who->contr->shoottype = range_none;
2864 if ( ! op->invisible) {
2865 new_draw_info_format (NDI_UNIQUE, 0, who,
2866 "You stop using the %s.", query_name(op));
2867 } else {
2868 new_draw_info_format (NDI_UNIQUE, 0, who,
2869 "You can no longer use the skill: %s.",
2870 op->skill);
2871 }
2872 }
2873 (void) change_abil (who, op);
2874 who->chosen_skill = NULL;
2875 CLEAR_FLAG (who, FLAG_READY_SKILL);
2876 break;
2877
2878 case ARMOUR:
2879 case HELMET:
2880 case SHIELD:
2881 case RING:
2882 case BOOTS:
2883 case GLOVES:
2884 case AMULET:
2885 case GIRDLE:
2886 case BRACERS:
2887 case CLOAK:
2888 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2889 (void) change_abil (who,op);
2890 break;
2891 case LAMP:
2892 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2893 op->name);
2894 tmp2 = arch_to_object(op->other_arch);
2895 tmp2->x = op->x;
2896 tmp2->y = op->y;
2897 tmp2->map = op->map;
2898 tmp2->below = op->below;
2899 tmp2->above = op->above;
2900 tmp2->stats.food = op->stats.food;
2901 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2902 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2903 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2904 if (who->type == PLAYER)
2905 esrv_del_item(who->contr, (tag_t)op->count);
2906 remove_ob(op);
2907 free_object(op);
2908 insert_ob_in_ob(tmp2, who);
2909 fix_player(who);
2910 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2911 if (who->type == PLAYER) {
2912 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2913 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2914 }
2915 }
2916 if(who->type==PLAYER)
2917 esrv_send_item(who, tmp2);
2918 return 1; /* otherwise, an attempt to drop causes problems */
2919 break;
2920 case BOW:
2921 case WAND:
2922 case ROD:
2923 case HORN:
2924 clear_skill(who);
2925 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2926 if(who->type==PLAYER) {
2927 who->contr->shoottype = range_none;
2928 } else {
2929 if (op->type == BOW)
2930 CLEAR_FLAG (who, FLAG_READY_BOW);
2931 else
2932 CLEAR_FLAG(who, FLAG_READY_RANGE);
2933 }
2934 break;
2935
2936 case BUILDER:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2938 who->contr->shoottype = range_none;
2939 who->contr->ranges[ range_builder ] = NULL;
2940 break;
2941
2942 default:
2943 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2944 break;
2945 }
2946
2947 fix_player(who);
2948
2949 if ( ! (aflags & AP_NO_MERGE)) {
2950 object *tmp;
2951
2952 tag_t del_tag = op->count;
2953 tmp = merge_ob (op, NULL);
2954 if (who->type == PLAYER) {
2955 if (tmp) { /* it was merged */
2956 esrv_del_item (who->contr, del_tag);
2957 op = tmp;
2958 }
2959 esrv_send_item (who, op);
2960 }
2961 }
2962 return 0;
2963 }
2964
2965 /**
2966 * Returns the object that is using location 'loc'.
2967 * Note that 'start' is the first object to start examing - we
2968 * then go through the below of this. In this way, you can do
2969 * something like:
2970 * tmp = get_item_from_body_location(who->inv, 1);
2971 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2972 * to find the second object that may use this location, etc.
2973 * Returns NULL if no match is found.
2974 * loc is the index into the array we are looking for a match.
2975 * don't return invisible objects unless they are skill objects
2976 * invisible other objects that use
2977 * up body locations can be used as restrictions.
2978 */
2979 object *get_item_from_body_location(object *start, int loc)
2980 {
2981 object *tmp;
2982
2983 if (!start) return NULL;
2984
2985 for (tmp=start; tmp; tmp=tmp->below)
2986 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2987 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2988
2989 return NULL;
2990 }
2991
2992
2993
2994 /**
2995 * 'op' wants to apply an object, but can't because of other equipment.
2996 * This should only be called when it is known
2997 * that there are objects to unapply. This makes pretty heavy
2998 * use of get_item_from_body_location. It makes no intelligent choice
2999 * on objects - rather, the first that is matched is used.
3000 * Returns 0 on success, returns 1 if there is some problem.
3001 * if aflags is AP_PRINT, we instead print out waht to unapply
3002 * instead of doing it. This is a lot less code than having
3003 * another function that does just that.
3004 */
3005 int unapply_for_ob(object *who, object *op, int aflags)
3006 {
3007 int i;
3008 object *tmp=NULL, *last;
3009
3010 /* If we are applying a shield or weapon, unapply any equipped shield
3011 * or weapons first - only allowed to use one weapon/shield at a time.
3012 */
3013 if (op->type == WEAPON || op->type == SHIELD) {
3014 for (tmp=who->inv; tmp; tmp=tmp->below) {
3015 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3016 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3017 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
3018 if (aflags & AP_PRINT)
3019 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3020 else
3021 unapply_special(who, tmp, aflags);
3022 }
3023 else {
3024 /* In this case, we want to try and remove a cursed item.
3025 * While we know it won't work, we want unapply_special to
3026 * at least generate the message.
3027 */
3028 new_draw_info_format(NDI_UNIQUE, 0, who,
3029 "No matter how hard you try, you just can't\nremove %s.",
3030 query_name(tmp));
3031 return 1;
3032 }
3033
3034 }
3035 }
3036 }
3037
3038 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3039 /* this used up a slot that we need to free */
3040 if (op->body_info[i]) {
3041 last = who->inv;
3042
3043 /* We do a while loop - may need to remove several items in order
3044 * to free up enough slots.
3045 */
3046 while ((who->body_used[i] + op->body_info[i]) < 0) {
3047 tmp = get_item_from_body_location(last, i);
3048 if (!tmp) {
3049 #if 0
3050 /* Not a bug - we'll get this if the player has cursed items
3051 * equipped.
3052 */
3053 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
3054 i, body_locations[i].save_name, who->name);
3055 #endif
3056 return 1;
3057 }
3058 /* If we are just printing, we don't care about cursed status */
3059 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
3060 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
3061 if (aflags & AP_PRINT)
3062 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
3063 else
3064 unapply_special(who, tmp, aflags);
3065 }
3066 else {
3067 /* Cursed item that we can't unequip - tell the player.
3068 * Note this could be annoying if this is just one of a few,
3069 * so it may not be critical (eg, putting on a ring and you have
3070 * one cursed ring.)
3071 */
3072 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
3073 }
3074 last = tmp->below;
3075 }
3076 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3077 * return in the !tmp would have kicked in.
3078 */
3079 } /* if op is using this body location */
3080 } /* for body lcoations */
3081 return 0;
3082 }
3083
3084 /**
3085 * Checks to see if 'who' can apply object 'op'.
3086 * Returns 0 if apply can be done without anything special.
3087 * Otherwise returns a bitmask - potentially several of these may be
3088 * set, but largely depends on circumstance - in the future, processing
3089 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3090 * is set, do we really are what the other flags may be?)
3091 *
3092 * See include/define.h for detailed description of the meaning of
3093 * these return values.
3094 */
3095 int can_apply_object(object *who, object *op)
3096 {
3097 int i, retval=0;
3098 object *tmp=NULL, *ws=NULL;
3099
3100 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3101 * 2 weapons, but we don't want to let them do that. So if they are
3102 * trying to equip a weapon or shield, see if they already have one
3103 * in place and store that way.
3104 */
3105 if (op->type == WEAPON || op->type == SHIELD) {
3106 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3107 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3108 retval = CAN_APPLY_UNAPPLY;
3109 ws = tmp;
3110 }
3111 }
3112 }
3113
3114
3115 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
3116 if (op->body_info[i]) {
3117 /* Item uses more slots than we have */
3118 if (FABS(op->body_info[i]) > who->body_info[i]) {
3119 /* Could return now for efficiently - rest of info below isn'
3120 * really needed.
3121 */
3122 retval |= CAN_APPLY_NEVER;
3123 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
3124 /* in this case, equipping this would use more free spots than
3125 * we have.
3126 */
3127 object *tmp1;
3128
3129
3130 /* if we have an applied weapon/shield, and unapply it would free
3131 * enough slots to equip the new item, then just set this can
3132 * continue. We don't care about the logic below - if you have
3133 * shield equipped and try to equip another shield, there is only
3134 * one choice. However, the check for the number of body locations
3135 * does take into the account cases where what is being applied
3136 * may be two handed for example.
3137 */
3138 if (ws) {
3139 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3140 retval |= CAN_APPLY_UNAPPLY;
3141 continue;
3142 }
3143 }
3144
3145 tmp1 = get_item_from_body_location(who->inv, i);
3146 if (!tmp1) {
3147 #if 0
3148 /* This is sort of an error, but happens a lot when old players
3149 * join in with more stuff equipped than they are now allowed.
3150 */
3151 LOG(llevError,"Can't find object using location %d on %s\n",
3152 i, who->name);
3153 #endif
3154 retval |= CAN_APPLY_NEVER;
3155 } else {
3156 /* need to unapply something. However, if this something
3157 * is different than we had found before, it means they need
3158 * to apply multiple objects
3159 */
3160 retval |= CAN_APPLY_UNAPPLY;
3161 if (!tmp) tmp = tmp1;
3162 else if (tmp != tmp1) {
3163 retval |= CAN_APPLY_UNAPPLY_MULT;
3164 }
3165 /* This object isn't using up all the slots, so there must
3166 * be another. If so, and it the new item doesn't need all
3167 * the slots, the player then has a choice.
3168 */
3169 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3170 (FABS(op->body_info[i]) < who->body_info[i]))
3171 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3172
3173 /* Does unequippint 'tmp1' free up enough slots for this to be
3174 * equipped? If not, there must be something else to unapply.
3175 */
3176 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3177 retval |= CAN_APPLY_UNAPPLY_MULT;
3178
3179 }
3180 } /* if not enough free slots */
3181 } /* if this object uses location i */
3182 } /* for i -> num_body_locations loop */
3183
3184 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3185 * really be controlled by use of body locations. We do have
3186 * the weapon/shield checks, and the range checks for monsters,
3187 * because you can't control those just by body location - bows, shields,
3188 * and weapons all use the same slot. Similar for horn/rod/wand - they
3189 * all use the same location.
3190 */
3191 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3192 retval |= CAN_APPLY_RESTRICTION;
3193 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3194 retval |= CAN_APPLY_RESTRICTION;
3195
3196
3197 if (who->type != PLAYER) {
3198 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3199 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION;
3201 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3202 retval |= CAN_APPLY_RESTRICTION;
3203 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3204 retval |= CAN_APPLY_RESTRICTION;
3205 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3206 retval |= CAN_APPLY_RESTRICTION;
3207 }
3208 return retval;
3209 }
3210
3211
3212
3213 /**
3214 * who is the object using the object. It can be a monster.
3215 * op is the object they are using. op is an equipment type item,
3216 * eg, one which you put on and keep on for a while, and not something
3217 * like a potion or scroll.
3218 *
3219 * function returns 1 if the action could not be completed, 0 on
3220 * success. However, success is a matter of meaning - if the
3221 * user passes the 'apply' flag to an object already applied,
3222 * nothing is done, and 0 is returned.
3223 *
3224 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3225 * AP_UNAPPLY=always unapply).
3226 *
3227 * Optional flags:
3228 * AP_NO_MERGE: don't merge an unapplied object with other objects
3229 * AP_IGNORE_CURSE: unapply cursed items
3230 *
3231 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3232 *
3233 * apply_special() doesn't check for unpaid items.
3234 */
3235 int apply_special (object *who, object *op, int aflags)
3236 {
3237 int basic_flag = aflags & AP_BASIC_FLAGS;
3238 object *tmp, *tmp2, *skop=NULL;
3239 int i;
3240
3241 if(who==NULL) {
3242 LOG(llevError,"apply_special() from object without environment.\n");
3243 return 1;
3244 }
3245
3246 if(op->env!=who)
3247 return 1; /* op is not in inventory */
3248
3249 /* trying to unequip op */
3250 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3251 /* always apply, so no reason to unapply */
3252 if (basic_flag == AP_APPLY) return 0;
3253
3254 if ( ! (aflags & AP_IGNORE_CURSE)
3255 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3256 new_draw_info_format(NDI_UNIQUE, 0, who,
3257 "No matter how hard you try, you just can't\nremove %s.",
3258 query_name(op));
3259 return 1;
3260 }
3261 return unapply_special(who, op, aflags);
3262 }
3263
3264 if (basic_flag == AP_UNAPPLY) return 0;
3265
3266 i = can_apply_object(who, op);
3267
3268 /* Can't just apply this object. Lets see what not and what to do */
3269 if (i) {
3270 if (i & CAN_APPLY_NEVER) {
3271 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3272 return 1;
3273 } else if (i & CAN_APPLY_RESTRICTION) {
3274 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3275 return 1;
3276 }
3277 if (who->type != PLAYER) {
3278 /* Some error, so don't try to equip something more */
3279 if (unapply_for_ob(who, op, aflags)) return 1;
3280 } else {
3281 if (who->contr->unapply == unapply_never ||
3282 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3283 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3284 unapply_for_ob(who, op, AP_PRINT);
3285 return 1;
3286 }
3287 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3288 i = unapply_for_ob(who, op, aflags);
3289 if (i) return 1;
3290 }
3291 }
3292 }
3293 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3294 skop=find_skill_by_name(who, op->skill);
3295 if (!skop) {
3296 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3297 return 1;
3298 } else {
3299 /* While experience will be credited properly, we want to change the
3300 * skill so that the dam and wc get updated
3301 */
3302 change_skill(who, skop, 0);
3303 }
3304 }
3305
3306 if (who->type == PLAYER && op->item_power &&
3307 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3308 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3309 return 1;
3310 }
3311
3312
3313 /* Ok. We are now at the state where we can apply the new object.
3314 * Note that we don't have the checks for can_use_...
3315 * below - that is already taken care of by can_apply_object.
3316 */
3317
3318
3319 if(op->nrof > 1)
3320 tmp = get_split_ob(op,op->nrof - 1);
3321 else
3322 tmp = NULL;
3323
3324 switch(op->type) {
3325 case WEAPON:
3326 if (!check_weapon_power(who, op->last_eat)) {
3327 new_draw_info(NDI_UNIQUE, 0,who,
3328 "That weapon is too powerful for you to use.");
3329 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3330 if(tmp!=NULL)
3331 (void) insert_ob_in_ob(tmp,who);
3332 return 1;
3333 }
3334 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3335 /* if the weapon does not have the name as the character, can't use it. */
3336 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3337 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3338 if(tmp!=NULL)
3339 (void) insert_ob_in_ob(tmp,who);
3340 return 1;
3341 }
3342 SET_FLAG(op, FLAG_APPLIED);
3343
3344 if (skop) change_skill(who, skop, 1);
3345 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3346 SET_FLAG(who, FLAG_READY_WEAPON);
3347
3348 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3349
3350 (void) change_abil (who,op);
3351 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3352 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3353 LOG(llevDebug, "Scripting Weapon wielded\n");
3354 if (who->current_weapon_script) free_string(who->current_weapon_script);
3355 who->current_weapon_script=add_string(query_name(op));
3356 }
3357 who->current_weapon = op;*/
3358 break;
3359
3360 case ARMOUR:
3361 case HELMET:
3362 case SHIELD:
3363 case BOOTS:
3364 case GLOVES:
3365 case GIRDLE:
3366 case BRACERS:
3367 case CLOAK:
3368 case RING:
3369 case AMULET:
3370 SET_FLAG(op, FLAG_APPLIED);
3371 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3372 (void) change_abil (who,op);
3373 break;
3374 case LAMP:
3375 if (op->stats.food < 1) {
3376 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3377 " fuel!", op->name);
3378 return 1;
3379 }
3380 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3381 op->name);
3382 tmp2 = arch_to_object(op->other_arch);
3383 tmp2->stats.food = op->stats.food;
3384 SET_FLAG(tmp2, FLAG_APPLIED);
3385 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3386 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3387 insert_ob_in_ob(tmp2, who);
3388
3389 /* Remove the old lantern */
3390 if (who->type == PLAYER)
3391 esrv_del_item(who->contr, (tag_t)op->count);
3392 remove_ob(op);
3393 free_object(op);
3394
3395 /* insert the portion that was split off */
3396 if(tmp!=NULL) {
3397 (void) insert_ob_in_ob(tmp,who);
3398 if(who->type==PLAYER)
3399 esrv_send_item(who, tmp);
3400 }
3401 fix_player(who);
3402 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3403 if (who->type == PLAYER) {
3404 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3405 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3406 }
3407 }
3408 if(who->type==PLAYER)
3409 esrv_send_item(who, tmp2);
3410 return 0;
3411 break;
3412
3413 /* this part is needed for skill-tools */
3414 case SKILL:
3415 case SKILL_TOOL:
3416 if (who->chosen_skill) {
3417 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3418 return 1;
3419 }
3420 if (who->type == PLAYER) {
3421 who->contr->shoottype = range_skill;
3422 who->contr->ranges[range_skill] = op;
3423 if ( ! op->invisible) {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3425 query_name (op));
3426 new_draw_info_format (NDI_UNIQUE, 0, who,
3427 "You can now use the skill: %s.",
3428 op->skill);
3429 } else {
3430 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3431 op->skill? op->skill:op->name);
3432 }
3433 }
3434 SET_FLAG (op, FLAG_APPLIED);
3435 (void) change_abil (who, op);
3436 who->chosen_skill = op;
3437 SET_FLAG (who, FLAG_READY_SKILL);
3438 break;
3439
3440 case BOW:
3441 if (!check_weapon_power(who, op->last_eat)) {
3442 new_draw_info(NDI_UNIQUE, 0, who,
3443 "That item is too powerful for you to use.");
3444 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3445 if(tmp != NULL)
3446 (void)insert_ob_in_ob(tmp,who);
3447 return 1;
3448 }
3449 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3450 new_draw_info(NDI_UNIQUE, 0, who,
3451 "The weapon does not recognize you as its owner.");
3452 if(tmp != NULL)
3453 (void)insert_ob_in_ob(tmp,who);
3454 return 1;
3455 }
3456 /*FALLTHROUGH*/
3457 case WAND:
3458 case ROD:
3459 case HORN:
3460 /* check for skill, alter player status */
3461 SET_FLAG(op, FLAG_APPLIED);
3462 if (skop) change_skill(who, skop, 0);
3463 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3464
3465 if(who->type==PLAYER) {
3466 if (op->type == BOW) {
3467 (void)change_abil(who, op);
3468 new_draw_info_format (NDI_UNIQUE, 0, who,
3469 "You will now fire %s with %s.",
3470 op->race ? op->race : "nothing", query_name(op));
3471 who->contr->shoottype = range_bow;
3472 } else {
3473 who->contr->shoottype = range_misc;
3474 }
3475 } else {
3476 if (op->type == BOW)
3477 SET_FLAG (who, FLAG_READY_BOW);
3478 else
3479 SET_FLAG (who, FLAG_READY_RANGE);
3480 }
3481 break;
3482
3483 case BUILDER:
3484 if ( who->contr->ranges[ range_builder ] )
3485 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3486 who->contr->shoottype = range_builder;
3487 who->contr->ranges[ range_builder ] = op;
3488 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3489 break;
3490
3491 default:
3492 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3493 } /* end of switch op->type */
3494
3495 SET_FLAG(op, FLAG_APPLIED);
3496
3497 if(tmp!=NULL)
3498 tmp = insert_ob_in_ob(tmp,who);
3499
3500 fix_player(who);
3501
3502 /* We exclude spell casting objects. The fire code will set the
3503 * been applied flag when they are used - until that point,
3504 * you don't know anything about them.
3505 */
3506 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3507 op->type!=ROD)
3508 SET_FLAG(op,FLAG_BEEN_APPLIED);
3509
3510 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3511 if (who->type == PLAYER) {
3512 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3513 SET_FLAG(op,FLAG_KNOWN_CURSED);
3514 }
3515 }
3516 if(who->type==PLAYER) {
3517 /* if multiple objects were applied, update both slots */
3518 if (tmp)
3519 esrv_send_item(who, tmp);
3520 esrv_send_item(who, op);
3521 }
3522 return 0;
3523 }
3524
3525
3526 int monster_apply_special (object *who, object *op, int aflags)
3527 {
3528 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3529 return 1;
3530 return apply_special (who, op, aflags);
3531 }
3532
3533 /**
3534 * Map was just loaded, handle op's initialisation.
3535 *
3536 * Generates shop floor's item, and treasures.
3537 */
3538 int auto_apply (object *op) {
3539 object *tmp = NULL, *tmp2;
3540 int i;
3541
3542 switch(op->type) {
3543 case SHOP_FLOOR:
3544 if (!HAS_RANDOM_ITEMS(op)) return 0;
3545 do {
3546 i=10; /* let's give it 10 tries */
3547 while((tmp=generate_treasure(op->randomitems,
3548 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3549 if(tmp==NULL)
3550 return 0;
3551 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3552 free_object(tmp);
3553 tmp = NULL;
3554 }
3555 } while(!tmp);
3556 tmp->x=op->x;
3557 tmp->y=op->y;
3558 SET_FLAG(tmp,FLAG_UNPAID);
3559 insert_ob_in_map(tmp,op->map,NULL,0);
3560 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3561 identify(tmp);
3562 break;
3563
3564 case TREASURE:
3565 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3566 return 0;
3567 while ((op->stats.hp--)>0)
3568 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3569 op->stats.exp ? (int)op->stats.exp :
3570 op->map == NULL ? 14: op->map->difficulty,0);
3571
3572 /* If we generated an object and put it in this object inventory,
3573 * move it to the parent object as the current object is about
3574 * to disappear. An example of this item is the random_* stuff
3575 * that is put inside other objects.
3576 */
3577 for (tmp=op->inv; tmp; tmp=tmp2) {
3578 tmp2 = tmp->below;
3579 remove_ob(tmp);
3580 if (op->env) insert_ob_in_ob(tmp, op->env);
3581 else free_object(tmp);
3582 }
3583 remove_ob(op);
3584 free_object(op);
3585 break;
3586 }
3587 return tmp ? 1 : 0;
3588 }
3589
3590 /**
3591 * fix_auto_apply goes through the entire map (only the first time
3592 * when an original map is loaded) and performs special actions for
3593 * certain objects (most initialization of chests and creation of
3594 * treasures and stuff). Calls auto_apply if appropriate.
3595 */
3596
3597 void fix_auto_apply(mapstruct *m) {
3598 object *tmp,*above=NULL;
3599 int x,y;
3600
3601 if(m==NULL) return;
3602
3603 for(x=0;x<MAP_WIDTH(m);x++)
3604 for(y=0;y<MAP_HEIGHT(m);y++)
3605 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3606 above=tmp->above;
3607
3608 if (tmp->inv) {
3609 object *invtmp, *invnext;
3610
3611 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3612 invnext = invtmp->below;
3613
3614 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3615 auto_apply(invtmp);
3616 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3617 while ((invtmp->stats.hp--)>0)
3618 create_treasure(invtmp->randomitems, invtmp, 0,
3619 m->difficulty,0);
3620 invtmp->randomitems = NULL;
3621 }
3622 else if (invtmp && invtmp->arch &&
3623 invtmp->type!=TREASURE &&
3624 invtmp->type != SPELL &&
3625 invtmp->type != CLASS &&
3626 HAS_RANDOM_ITEMS(invtmp)) {
3627 create_treasure(invtmp->randomitems, invtmp, 0,
3628 m->difficulty,0);
3629 /* Need to clear this so that we never try to create
3630 * treasure again for this object
3631 */
3632 invtmp->randomitems = NULL;
3633 }
3634 }
3635 /* This is really temporary - the code at the bottom will
3636 * also set randomitems to null. The problem is there are bunches
3637 * of maps/players already out there with items that have spells
3638 * which haven't had the randomitems set to null yet.
3639 * MSW 2004-05-13
3640 *
3641 * And if it's a spellbook, it's better to set randomitems to NULL too,
3642 * else you get two spells in the book ^_-
3643 * Ryo 2004-08-16
3644 */
3645 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3646 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3647 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3648 tmp->randomitems = NULL;
3649
3650 }
3651
3652 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3653 auto_apply(tmp);
3654 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3655 while ((tmp->stats.hp--)>0)
3656 create_treasure(tmp->randomitems, tmp, 0,
3657 m->difficulty,0);
3658 tmp->randomitems = NULL;
3659 }
3660 else if(tmp->type==TIMED_GATE) {
3661 object *head = tmp->head != NULL ? tmp->head : tmp;
3662 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3663 tmp->speed = 0;
3664 update_ob_speed(tmp);
3665 }
3666 }
3667 /* This function can be called everytime a map is loaded, even when
3668 * swapping back in. As such, we don't want to create the treasure
3669 * over and ove again, so after we generate the treasure, blank out
3670 * randomitems so if it is swapped in again, it won't make anything.
3671 * This is a problem for the above objects, because they have counters
3672 * which say how many times to make the treasure.
3673 */
3674 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3675 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3676 HAS_RANDOM_ITEMS(tmp)) {
3677 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3678 m->difficulty,0);
3679 tmp->randomitems = NULL;
3680 }
3681 }
3682
3683 for(x=0;x<MAP_WIDTH(m);x++)
3684 for(y=0;y<MAP_HEIGHT(m);y++)
3685 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3686 if (tmp->above &&
3687 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above);
3689 }
3690
3691 /**
3692 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but
3694 * that doesn't work with the new spell code. Since we know what
3695 * the food changes, just grab a force and use that instead.
3696 */
3697
3698 void eat_special_food(object *who, object *food) {
3699 object *force;
3700 int i, did_one=0;
3701 sint8 k;
3702
3703 force = get_archetype(FORCE_NAME);
3704
3705 for (i=0; i < NUM_STATS; i++) {
3706 k = get_attr_value(&food->stats, i);
3707 if (k) {
3708 set_attr_value(&force->stats, i, k);
3709 did_one = 1;
3710 }
3711 }
3712
3713 /* check if we can protect the eater */
3714 for (i=0; i<NROFATTACKS; i++) {
3715 if (food->resist[i]>0) {
3716 force->resist[i] = food->resist[i] / 2;
3717 did_one = 1;
3718 }
3719 }
3720 if (did_one) {
3721 force->speed = 0.1;
3722 update_ob_speed(force);
3723 /* bigger morsel of food = longer effect time */
3724 force->stats.food = food->stats.food / 5;
3725 SET_FLAG(force, FLAG_IS_USED_UP);
3726 SET_FLAG(force, FLAG_APPLIED);
3727 change_abil(who, force);
3728 insert_ob_in_ob(force, who);
3729 } else {
3730 free_object(force);
3731 }
3732
3733 /* check for hp, sp change */
3734 if(food->stats.hp!=0) {
3735 if(QUERY_FLAG(food, FLAG_CURSED)) {
3736 strcpy(who->contr->killer,food->name);
3737 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3738 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3739 } else {
3740 if(food->stats.hp>0)
3741 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3742 else
3743 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3744 who->stats.hp += food->stats.hp;
3745 }
3746 }
3747 if(food->stats.sp!=0) {
3748 if(QUERY_FLAG(food, FLAG_CURSED)) {
3749 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3750 who->stats.sp -= food->stats.sp;
3751 if(who->stats.sp<0) who->stats.sp=0;
3752 } else {
3753 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3754 who->stats.sp += food->stats.sp;
3755 /* place limit on max sp from food? */
3756 }
3757 }
3758 fix_player(who);
3759 }
3760
3761
3762 /**
3763 * Designed primarily to light torches/lanterns/etc.
3764 * Also burns up burnable material too. First object in the inventory is
3765 * the selected object to "burn". -b.t.
3766 */
3767
3768 void apply_lighter(object *who, object *lighter) {
3769 object *item;
3770 int is_player_env=0;
3771 uint32 nrof;
3772 tag_t count;
3773 char item_name[MAX_BUF];
3774
3775 item=find_marked_object(who);
3776 if(item) {
3777 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3778 /* Split multiple lighters if they're being used up. Otherwise *
3779 * one charge from each would be used up. --DAMN */
3780 if(lighter->nrof > 1) {
3781 object *oneLighter = get_object();
3782 copy_object(lighter, oneLighter);
3783 lighter->nrof -= 1;
3784 oneLighter->nrof = 1;
3785 oneLighter->stats.food--;
3786 esrv_send_item(who, lighter);
3787 oneLighter=insert_ob_in_ob(oneLighter, who);
3788 esrv_send_item(who, oneLighter);
3789 } else {
3790 lighter->stats.food--;
3791 }
3792
3793 } else if(lighter->last_eat) { /* no charges left in lighter */
3794 new_draw_info_format(NDI_UNIQUE, 0,who,
3795 "You attempt to light the %s with a used up %s.",
3796 item->name, lighter->name);
3797 return;
3798 }
3799 /* Perhaps we should split what we are trying to light on fire?
3800 * I can't see many times when you would want to light multiple
3801 * objects at once.
3802 */
3803 nrof=item->nrof;
3804 count=item->count;
3805 /* If the item is destroyed, we don't have a valid pointer to the
3806 * name object, so make a copy so the message we print out makes
3807 * some sense.
3808 */
3809 strcpy(item_name, item->name);
3810 if (who == is_player_inv(item)) is_player_env=1;
3811
3812 save_throw_object(item,AT_FIRE,who);
3813 /* Change to check count and not freed, since the object pointer
3814 * may have gotten recycled
3815 */
3816 if ((nrof != item->nrof ) || (count != item->count)) {
3817 new_draw_info_format(NDI_UNIQUE, 0,who,
3818 "You light the %s with the %s.",item_name,lighter->name);
3819 /* Need to update the player so that the players glow radius
3820 * gets changed.
3821 */
3822 if (is_player_env) fix_player(who);
3823 } else {
3824 new_draw_info_format(NDI_UNIQUE, 0,who,
3825 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3826 }
3827
3828 } else /* nothing to light */
3829 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3830
3831 }
3832
3833 /**
3834 * op made some mistake with a scroll, this takes care of punishment.
3835 * scroll_failure()- hacked directly from spell_failure
3836 */
3837 void scroll_failure(object *op, int failure, int power)
3838 {
3839 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3840
3841 if(failure<= -1&&failure > -15) {/* wonder */
3842 object *tmp;
3843
3844 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3845 tmp=get_archetype(SPELL_WONDER);
3846 cast_wonder(op, op, 0, tmp);
3847 free_object(tmp);
3848 } else if (failure <= -15&&failure > -35) {/* drain mana */
3849 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3850 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3851 if(op->stats.sp<0) op->stats.sp = 0;
3852 } else if (settings.spell_failure_effects == TRUE) {
3853 if (failure <= -35&&failure > -60) { /* confusion */
3854 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3855 confuse_player(op,op,power);
3856 } else if (failure <= -60&&failure> -70) {/* paralysis */
3857 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3858 "you!");
3859 paralyze_player(op,op,power);
3860 } else if (failure <= -70&&failure> -80) {/* blind */
3861 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3862 blind_player(op,op,power);
3863 } else if (failure <= -80) {/* blast the immediate area */
3864 object *tmp;
3865 tmp=get_archetype(LOOSE_MANA);
3866 cast_magic_storm(op,tmp, power);
3867 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3868 free_object(tmp);
3869 }
3870 }
3871 }
3872
3873 void apply_changes_to_player(object *pl, object *change) {
3874 int excess_stat=0; /* if the stat goes over the maximum
3875 for the race, put the excess stat some
3876 where else. */
3877
3878 switch (change->type) {
3879 case CLASS: {
3880 living *stats = &(pl->contr->orig_stats);
3881 living *ns = &(change->stats);
3882 object *walk;
3883 int flag_change_face=1;
3884
3885 /* the following code assigns stats up to the stat max
3886 * for the race, and if the stat max is exceeded,
3887 * tries to randomly reassign the excess stat
3888 */
3889 int i,j;
3890 for(i=0;i<NUM_STATS;i++) {
3891 sint8 stat=get_attr_value(stats,i);
3892 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3893 stat += get_attr_value(ns,i);
3894 if(stat > 20 + race_bonus) {
3895 excess_stat++;
3896 stat = 20+race_bonus;
3897 }
3898 set_attr_value(stats,i,stat);
3899 }
3900
3901 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3902 int i = rndm(0, 6);
3903 int stat=get_attr_value(stats,i);
3904 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3905 if(i==CHA) continue; /* exclude cha from this */
3906 if( stat < 20 + race_bonus) {
3907 change_attr_value(stats,i,1);
3908 excess_stat--;
3909 }
3910 }
3911
3912 /* insert the randomitems from the change's treasurelist into
3913 * the player ref: player.c
3914 */
3915 if(change->randomitems!=NULL)
3916 give_initial_items(pl,change->randomitems);
3917
3918
3919 /* set up the face, for some races. */
3920
3921 /* first, look for the force object banning
3922 * changing the face. Certain races never change face with class.
3923 */
3924 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3925 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3926
3927 if(flag_change_face) {
3928 pl->animation_id = GET_ANIM_ID(change);
3929 pl->face = change->face;
3930
3931 if(QUERY_FLAG(change,FLAG_ANIMATE))
3932 SET_FLAG(pl,FLAG_ANIMATE);
3933 else
3934 CLEAR_FLAG(pl,FLAG_ANIMATE);
3935 }
3936
3937 /* check the special case of can't use weapons */
3938 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3939 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3940
3941 break;
3942 }
3943 }
3944 }
3945
3946 /**
3947 * This handles items of type 'transformer'.
3948 * Basically those items, used with a marked item, transform both items into something
3949 * else.
3950 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3951 * Change information is contained in the 'slaying' field of the marked item.
3952 * The format is as follow: transformer:[number ]yield[;transformer:...].
3953 * This way an item can be transformed in many things, and/or many objects.
3954 * The 'slaying' field for transformer is used as verb for the action.
3955 */
3956 void apply_item_transformer( object* pl, object* transformer )
3957 {
3958 object* marked;
3959 object* new_item;
3960 char* find;
3961 char* separator;
3962 int yield;
3963 char got[ MAX_BUF ];
3964 int len;
3965
3966 if ( !pl || !transformer )
3967 return;
3968 marked = find_marked_object( pl );
3969 if ( !marked )
3970 {
3971 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3972 return;
3973 }
3974 if ( !marked->slaying )
3975 {
3976 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3977 return;
3978 }
3979 /* check whether they are compatible or not */
3980 find = strstr( marked->slaying, transformer->arch->name );
3981 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3982 {
3983 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3984 return;
3985 }
3986 find += strlen( transformer->arch->name ) + 1;
3987 /* Item can be used, now find how many and what it yields */
3988 if ( isdigit( *( find ) ) )
3989 {
3990 yield = atoi( find );
3991 if ( yield < 1 )
3992 {
3993 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3994 yield = 1;
3995 }
3996 }
3997 else
3998 yield = 1;
3999
4000 while ( isdigit( *find ) )
4001 find++;
4002 while ( *find == ' ' )
4003 find++;
4004 memset( got, 0, MAX_BUF );
4005 if ( (separator = strchr( find, ';' ))!=NULL)
4006 {
4007 len = separator - find;
4008 }
4009 else
4010 {
4011 len = strlen(find);
4012 }
4013 if ( len > MAX_BUF-1)
4014 len = MAX_BUF-1;
4015 strcpy( got, find );
4016 got[len] = '\0';
4017
4018 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype( got );
4020 if ( !new_item )
4021 {
4022 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
4023 return;
4024 }
4025 new_item->nrof = yield;
4026 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
4027 insert_ob_in_ob( new_item, pl );
4028 esrv_send_inventory( pl, pl );
4029 /* Eat up one item */
4030 decrease_ob_nr( marked, 1 );
4031 /* Eat one transformer if needed */
4032 if ( transformer->stats.food )
4033 if ( --transformer->stats.food == 0 )
4034 decrease_ob_nr( transformer, 1 );
4035 }