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Revision: 1.16
Committed: Wed Aug 30 09:31:30 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +2 -1 lines
Log Message:
finally _do_ generate logout everytime

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.15 2006-08-29 10:51:43 elmex Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /**
45 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue.
47 */
48 int should_director_abort(object *op, object *victim)
49 {
50 int arch_flag, name_flag, race_flag;
51 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples:
56 * subtype 1: only arch
57 * subtype 3: arch or name
58 * subtype 5: arch or race
59 * subtype 7: all three
60 */
61 if (op->subtype)
62 {
63 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4);
66 } else {
67 arch_flag = 1;
68 name_flag = 1;
69 race_flag = 1;
70 }
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ( (op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
78 return 1;
79 }
80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match.
82 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
87 return 1;
88 }
89 return 0;
90 }
91
92 /**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97 static int apply_id_altar (object *money, object *altar, object *pl)
98 {
99 object *id, *marked;
100 int success=0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116 && need_identify (marked))
117 {
118 if (operate_altar (altar, &money)) {
119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl,
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 }
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break;
149 }
150 }
151 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153 return money == NULL;
154 }
155
156 /**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160 static void handle_apply_yield(object* tmp)
161 {
162 const char* yield;
163
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181 }
182
183 /**
184 * Handles applying a potion.
185 */
186 int apply_potion (object * op, object * tmp)
187 {
188 int got_one = 0, i;
189 object *force = 0, *floor = 0;
190
191 floor = get_map_ob (op->map, op->x, op->y);
192
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!"
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0;
201 }
202
203 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp);
207 }
208
209 handle_apply_yield (tmp);
210
211 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213 {
214 object *depl;
215 archetype *at;
216
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 {
219 drain_stat (op);
220 fix_player (op);
221 decrease_ob (tmp);
222 return 1;
223 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225 {
226 LOG (llevError, "Could not find archetype depletion\n");
227 return 0;
228 }
229 depl = present_arch_in_ob (at, op);
230 if (depl != NULL)
231 {
232 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 }
237 remove_ob (depl);
238 free_object (depl);
239 fix_player (op);
240 }
241 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243
244 decrease_ob (tmp);
245 return 1;
246 }
247
248 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 {
251
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291 /* Just makes checking easier */
292 if (i < MIN (11, op->level))
293 got_one = 1;
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 {
296 if (got_one)
297 {
298 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you");
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op,
320 "You are fortunate that you are so pathetic.");
321 }
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op);
356 return 1;
357 }
358
359 /* Deal with protection potions */
360 force = NULL;
361 for (i = 0; i < NROFATTACKS; i++)
362 {
363 if (tmp->resist[i])
364 {
365 if (!force)
366 force = get_archetype (FORCE_NAME);
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */
370 }
371 }
372 /* This is a protection potion */
373 if (force)
374 {
375 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 {
378 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 }
383 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force);
388 decrease_ob (tmp);
389 return 1;
390 }
391
392 /* Only thing left are the stat potions */
393 if (op->type == PLAYER)
394 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else
399 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 }
403
404 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears
407 * up all the stats.
408 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op);
411 decrease_ob (tmp);
412 return 1;
413 }
414
415 /****************************************************************************
416 * Weapon improvement code follows
417 ****************************************************************************/
418
419 /**
420 * This returns the sum of nrof of item (arch name).
421 */
422 static int check_item(object *op, const char *item)
423 {
424 int count=0;
425
426
427 if (item==NULL) return 0;
428 op=op->below;
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440 op=op->below;
441 }
442 return count;
443 }
444
445 /**
446 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only
448 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects.
450 */
451 static void eat_item(object *op,const char *item, uint32 nrof)
452 {
453 object *prev;
454
455 prev = op;
456 op=op->below;
457
458 while(op!=NULL) {
459 if (strcmp(op->arch->name,item)==0) {
460 if (op->nrof >= nrof) {
461 decrease_ob_nr(op,nrof);
462 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 }
467 op=prev;
468 }
469 prev = op;
470 op=op->below;
471 }
472 }
473
474 /**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481 static int check_weapon_power(const object *who, int improvs)
482 {
483 /* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487 #if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491 #else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517 #endif
518 }
519
520 /**
521 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */
524 static int check_sacrifice(object *op, const object *improver)
525 {
526 int count=0;
527
528 if (improver->slaying!=NULL) {
529 count = check_item(op,improver->slaying);
530 if (count<1) {
531 char buf[200];
532 sprintf(buf,"The gods want more %ss",improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0;
535 }
536 }
537 else
538 count=1;
539
540 return count;
541 }
542
543 /**
544 * Actually improves the weapon, and tells user.
545 */
546 int improve_weapon_stat(object *op,object *improver,object *weapon,
547 signed char *stat,int sacrifice_count,const char *statname)
548 {
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count;
552 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op,
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556
557 /* So it updates the players stats and the window */
558 fix_player(op);
559 return 1;
560 }
561
562 /* Types of improvements, hidden in the sp field. */
563 #define IMPROVE_PREPARE 1
564 #define IMPROVE_DAMAGE 2
565 #define IMPROVE_WEIGHT 3
566 #define IMPROVE_ENCHANT 4
567 #define IMPROVE_STR 5
568 #define IMPROVE_DEX 6
569 #define IMPROVE_CON 7
570 #define IMPROVE_WIS 8
571 #define IMPROVE_CHA 9
572 #define IMPROVE_INT 10
573 #define IMPROVE_POW 11
574
575
576 /**
577 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on.
579 */
580
581 int prepare_weapon(object *op, object *improver, object *weapon)
582 {
583 int sacrifice_count,i;
584 char buf[MAX_BUF];
585
586 if (weapon->level!=0) {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
588 return 0;
589 }
590 for (i=0; i<NROFATTACKS; i++)
591 if (weapon->resist[i]) break;
592
593 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections.
595 */
596 if (i<NROFATTACKS ||
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */
601 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
603 return 0;
604 }
605 sacrifice_count=check_sacrifice(op,improver);
606 if (sacrifice_count<=0)
607 return 0;
608 weapon->level=isqrt(sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count);
611
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
613 weapon->name,weapon->level);
614
615 sprintf(buf,"%s's %s",op->name,weapon->name);
616 FREE_AND_COPY(weapon->name, buf);
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same
619 slot at once! */
620 decrease_ob(improver);
621 weapon->last_eat=0;
622 return 1;
623 }
624
625
626 /**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
628 * This is the new improve weapon code.
629 * Returns 0 if it was not able to work for some reason.
630 *
631 * Checks if weapon was prepared, if enough potions on the floor, ...
632 *
633 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve
636 */
637 int improve_weapon(object *op,object *improver,object *weapon)
638 {
639 int sacrifice_count, sacrifice_needed=0;
640
641 if(improver->stats.sp==IMPROVE_PREPARE) {
642 return prepare_weapon(op, improver, weapon);
643 }
644 if (weapon->level==0) {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
646 return 0;
647 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650 return 0;
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0;
658 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved.
663 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) {
665 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++;
670
671 weapon->item_power++;
672 decrease_ob(improver);
673 return 1;
674 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) {
676 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10;
678 if (weapon->weight < 1) weapon->weight = 1;
679 new_draw_info_format(NDI_UNIQUE, 0, op,
680 "Weapon weight reduced to %6.1f kg",
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++;
683 weapon->item_power++;
684 decrease_ob(improver);
685 return 1;
686 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) {
688 weapon->magic++;
689 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver);
693 weapon->item_power++;
694 return 1;
695 }
696
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
699 weapon->stats.Wis;
700
701 if (sacrifice_needed<1)
702 sacrifice_needed =1;
703 sacrifice_needed *=2;
704
705 sacrifice_count = check_sacrifice(op,improver);
706 if (sacrifice_count < sacrifice_needed) {
707 new_draw_info_format(NDI_UNIQUE, 0, op,
708 "You need at least %d %s", sacrifice_needed, improver->slaying);
709 return 0;
710 }
711 eat_item(op,improver->slaying, sacrifice_needed);
712 weapon->item_power++;
713
714 switch (improver->stats.sp) {
715 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon,
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon,
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
745 }
746 LOG(llevError,"improve_weapon: Got to end of function\n");
747 return 0;
748 }
749
750 /**
751 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work.
754 */
755 int check_improve_weapon (object *op, object *tmp)
756 {
757 object *otmp;
758
759 if(op->type!=PLAYER)
760 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 }
765 otmp=find_marked_object(op);
766 if(!otmp) {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0;
769 }
770 if (otmp->type != WEAPON && otmp->type != BOW) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
772 return 0;
773 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
775 improve_weapon(op,tmp,otmp);
776 esrv_send_item(op, otmp);
777 return 1;
778 }
779
780 /**
781 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to
783 * +5 no matter what level, but they are limited by item
784 * power.
785 * Try to use same improvement code as in the common/treasure.c
786 * file, so that if you make a +2 full helm, it will be just
787 * the same as one you find in a shop.
788 *
789 * deprecated comment:
790 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
791 * only 'enchantment' of armour is possible - improving
792 * the stats of a player w/ armour as well as a weapon
793 * will probably horribly unbalance the game. Magic enchanting
794 * depends on the level of the character - ie the plus
795 * value (magic) of the armour can never be increased beyond
796 * the level of the character / 10 -- rounding upish, nor may
797 * the armour value of the piece of equipment exceed either
798 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now.
801 */
802 int improve_armour(object *op, object *improver, object *armour)
803 {
804 object *tmp;
805
806 if (armour->magic >= settings.armor_max_enchant) {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
808 return 0;
809 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?)
814 */
815 if (armour->title) {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0;
818 }
819
820 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge.
822 */
823 if(armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827
828 armour->magic++;
829
830 if ( !settings.armor_speed_linear )
831 {
832 int base = 100;
833 int pow = 0;
834 while ( pow < armour->magic )
835 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100;
837 pow++;
838 }
839
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
841 }
842 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
844
845 if ( !settings.armor_weight_linear )
846 {
847 int base = 100;
848 int pow = 0;
849 while ( pow < armour->magic )
850 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100;
852 pow++;
853 }
854
855 armour->weight = ( armour->arch->clone.weight * base ) / 100;
856 }
857 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
859
860 if ( armour->weight <= 0 )
861 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
863 armour->weight = 1;
864 }
865
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
867
868 if (op->type == PLAYER) {
869 esrv_send_item(op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED))
871 fix_player(op);
872 }
873 decrease_ob(improver);
874 if (tmp) {
875 insert_ob_in_ob(tmp, op);
876 esrv_send_item(op, tmp);
877 }
878 return 1;
879 }
880
881
882 /*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not
884 * what the converter wants, -1 if the converter is broken.
885 */
886 #define CONV_FROM(xyz) xyz->slaying
887 #define CONV_TO(xyz) xyz->other_arch
888 #define CONV_NR(xyz) xyz->stats.sp
889 #define CONV_NEED(xyz) xyz->stats.food
890
891 /* Takes one items and makes another.
892 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything.
895 */
896 int convert_item(object *item, object *converter) {
897 int nr=0;
898 object *tmp;
899 uint32 price_in;
900
901 /* We make some assumptions - we assume if it takes money as it type,
902 * it wants some amount. We don't make change (ie, if something costs
903 * 3 gp and player drops a platinum, tough luck)
904 */
905 if (!strcmp(CONV_FROM(converter),"money")) {
906 int cost;
907
908 if(item->type!=MONEY)
909 return 0;
910
911 nr=(item->nrof*item->value)/CONV_NEED(converter);
912 if (!nr) return 0;
913 cost=nr*CONV_NEED(converter)/item->value;
914 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++;
916 decrease_ob_nr(item, cost);
917
918 price_in = cost*item->value;
919 }
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
923 return 0;
924
925 if(CONV_NEED(converter)) {
926 nr=item->nrof/CONV_NEED(converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter));
928 price_in = nr*CONV_NEED(converter)*item->value;
929 } else {
930 price_in = item->value;
931 remove_ob(item);
932 free_object(item);
933 }
934 }
935
936 if (converter->inv != NULL) {
937 object *ob;
938 int i;
939 object *ob_to_copy;
940
941 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv;
943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
944 if (rndm(0, i) == 0) {
945 ob_to_copy = ob;
946 }
947 }
948 item = object_create_clone(ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE);
951 } else {
952 if (converter->other_arch == NULL) {
953 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);
954 return -1;
955 }
956
957 item = object_create_arch(converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 }
960
961 if(CONV_NR(converter))
962 item->nrof=CONV_NR(converter);
963 if(nr)
964 item->nrof*=nr;
965 if(is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 converter->name, converter->map->path, converter->x, converter->y, price_in,
970 item->nrof*item->value, item->name);
971 /**
972 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this
974 */
975 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977 return 1;
978 }
979
980 /**
981 * Handle apply on containers.
982 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t.
985 */
986
987 int apply_container (object *op, object *sack)
988 {
989 char buf[MAX_BUF];
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */
994
995 if (sack==NULL || sack->type != CONTAINER) {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
997 return 0;
998 }
999 op->contr->last_used = NULL;
1000 op->contr->last_used_id = 0;
1001
1002 if (sack->env!=op) {
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 }
1045
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1;
1094 }
1095
1096 /**
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110 int esrv_apply_container (object *op, object *sack)
1111 {
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 }
1121
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 }
1131
1132 if (INVOKE_OBJECT (CLOSE, op))
1133 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1176 query_name(sack));
1177 return 0;
1178 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181
1182 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1184 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack);
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 }
1205 return 1;
1206 }
1207
1208
1209 /**
1210 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted.
1212 */
1213 static int apply_altar (object *altar, object *sacrifice, object *originator)
1214 {
1215 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER))
1217 return 0;
1218
1219 if (operate_altar (altar, &sacrifice)) {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * with an altar. We call it a Potion - altars are stationary - it
1222 * is up to map designers to use them properly.
1223 */
1224 if (altar->inv && altar->inv->type==SPELL) {
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with
1229 * old maps.
1230 */
1231 /* push_button (altar);*/
1232 } else {
1233 altar->value = 1; /* works only once */
1234 push_button (altar);
1235 }
1236 return sacrifice == NULL;
1237 } else {
1238 return 0;
1239 }
1240 }
1241
1242
1243 /**
1244 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29
1249 */
1250 int apply_shop_mat (object * shop_mat, object * op)
1251 {
1252 int rv = 0;
1253 double opinion;
1254 object *tmp, *next;
1255
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1257
1258 if (op->type != PLAYER)
1259 {
1260 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in
1262 * the shop.
1263 */
1264 for (tmp = op->inv; tmp; tmp = next)
1265 {
1266 next = tmp->below;
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 {
1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270
1271 remove_ob (tmp);
1272 if (i == -1)
1273 i = 0;
1274 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0);
1278 }
1279 }
1280
1281 /* Don't teleport things like spell effects */
1282 if (QUERY_FLAG (op, FLAG_NO_PICK))
1283 return 0;
1284
1285 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space.
1287 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1293 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1297 0, shop_mat);
1298 }
1299 return 0;
1300 }
1301 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine.
1303 */
1304 rv = teleport (shop_mat, SHOP_MAT, op);
1305 }
1306 /* immediate block below is only used for players */
1307 else if (can_pay (op))
1308 {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311
1312 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor.
1319 */
1320 else if (!rv && !is_in_shop (op))
1321 {
1322 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op,
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt.");
1333 }
1334 }
1335 else
1336 {
1337 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore
1340 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1343 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else
1348 {
1349 remove_ob (op);
1350 op->x += freearr_x[i];
1351 op->y += freearr_y[i];
1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 }
1354 }
1355 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv;
1357 }
1358
1359 /**
1360 * Handles applying a sign.
1361 */
1362 static void apply_sign (object *op, object *sign, int autoapply)
1363 {
1364 readable_message_type* msgType;
1365 char newbuf[HUGE_BUF];
1366 if (sign->msg == NULL) {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return;
1369 }
1370
1371 if (sign->stats.food) {
1372 if (sign->last_eat >= sign->stats.food) {
1373 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return;
1376 }
1377
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1379 sign->last_eat++;
1380 }
1381
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us).
1386 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1388 new_draw_info (NDI_UNIQUE, 0, op,
1389 "You are unable to read while blind.");
1390 return;
1391 }
1392 msgType=get_readable_message_type(sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395 }
1396
1397
1398 /**
1399 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 *
1403 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function.
1406 */
1407 void move_apply (object *trap, object *victim, object *originator)
1408 {
1409 static int recursion_depth = 0;
1410
1411 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return;
1414
1415 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion.
1417 */
1418 /* The following was changed because it was causing perfeclty correct
1419 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes.
1423 */
1424 if (recursion_depth >= 500) {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return;
1429 }
1430 recursion_depth++;
1431 if (trap->head) trap=trap->head;
1432
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1434 goto leave;
1435
1436 switch (trap->type) {
1437 case PLAYERMOVER:
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1439 !should_director_abort(trap, victim)) {
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1441
1442 /* Is this correct? From the docs, it doesn't look like it
1443 * should be divided by trap->speed
1444 */
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1446
1447 /* Just put in some sanity check. I think there is a bug in the
1448 * above with some objects have zero speed, and thus the player
1449 * getting permanently paralyzed.
1450 */
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1453 }
1454 goto leave;
1455
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1519 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus
1521 */
1522 ab_next = ab->above;
1523
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1525 if ( ! sound_was_played) {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1;
1528 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1531 }
1532 }
1533 goto leave;
1534 }
1535
1536
1537 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) {
1539 object *op;
1540
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 }
1550 goto leave;
1551
1552 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim);
1556 goto leave;
1557
1558 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim);
1560 goto leave;
1561
1562 case CHECK_INV:
1563 check_inv (victim, trap);
1564 goto leave;
1565
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit
1573 */
1574 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap);
1590 }
1591 goto leave;
1592
1593 case ENCOUNTER:
1594 /* may be some leftovers on this */
1595 goto leave;
1596
1597 case SHOP_MAT:
1598 apply_shop_mat (trap, victim);
1599 goto leave;
1600
1601 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator);
1604 goto leave;
1605
1606 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */
1609
1610 apply_sign (victim, trap, 1);
1611 goto leave;
1612
1613 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap);
1618 goto leave;
1619
1620 case RUNE:
1621 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1623 spring_trap(trap, victim);
1624 }
1625 goto leave;
1626
1627 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name,
1630 trap->type);
1631 goto leave;
1632 }
1633
1634 leave:
1635 recursion_depth--;
1636 }
1637
1638 /**
1639 * Handles reading a regular (ie not containing a spell) book.
1640 */
1641 static void apply_book (object *op, object *tmp)
1642 {
1643 int lev_diff;
1644 object *skill_ob;
1645
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1648 return;
1649 }
1650 if(tmp->msg==NULL) {
1651 new_draw_info_format(NDI_UNIQUE, 0, op,
1652 "You open the %s and find it empty.", tmp->name);
1653 return;
1654 }
1655
1656 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill);
1658 if ( ! skill_ob) {
1659 new_draw_info(NDI_UNIQUE, 0,op,
1660 "You are unable to decipher the strange symbols.");
1661 return;
1662 }
1663 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1665 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1671 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return;
1678 }
1679
1680 readable_message_type* msgType = get_readable_message_type(tmp);
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686
1687 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1691 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED);
1693 /* If in a container, update how it looks */
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1695 else op->contr->socket.update_look=1;
1696 }
1697 change_exp(op,exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 }
1700 }
1701
1702 /**
1703 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object
1705 */
1706 static void apply_skillscroll (object *op, object *tmp)
1707 {
1708 switch ((int) learn_skill (op, tmp)) {
1709 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1712 return;
1713
1714 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp);
1721 return;
1722
1723 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op,
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp);
1727 return;
1728 }
1729 }
1730
1731 /**
1732 * Actually makes op learn spell.
1733 * Informs player of what happens.
1734 */
1735 void do_learn_spell (object *op, object *spell, int special_prayer)
1736 {
1737 object *tmp;
1738
1739 if (op->type != PLAYER) {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return;
1742 }
1743
1744 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return;
1749 }
1750 return;
1751 }
1752
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op);
1757
1758 if (special_prayer) {
1759 SET_FLAG(tmp, FLAG_STARTEQUIP);
1760 }
1761
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp);
1766 }
1767
1768 /**
1769 * Erases spell from player's inventory.
1770 */
1771 void do_forget_spell (object *op, const char *spell)
1772 {
1773 object *spob;
1774
1775 if (op->type != PLAYER) {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return;
1778 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return;
1782 }
1783
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1785 "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob);
1787 esrv_remove_spell(op->contr, spob);
1788 remove_ob(spob);
1789 free_object(spob);
1790 }
1791
1792 /**
1793 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too.
1796 */
1797 static void apply_spellbook (object *op, object *tmp)
1798 {
1799 object *skop, *spell, *spell_skill;
1800
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1803 return;
1804 }
1805
1806 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks
1809 */
1810
1811 if(tmp->slaying != NULL) {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1813 if (!spell) {
1814 new_draw_info_format(NDI_UNIQUE, 0, op,
1815 "The book's formula for %s is incomplete", tmp->slaying);
1816 return;
1817 }
1818 else
1819 insert_ob_in_ob(spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL;
1822 }
1823
1824 skop = find_skill_by_name(op, tmp->skill);
1825
1826 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1830 return;
1831 }
1832
1833 spell = tmp->inv;
1834 if (!spell) {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return;
1842 }
1843
1844 new_draw_info_format(NDI_UNIQUE, 0, op,
1845 "The spellbook contains the %s level spell %s.",
1846 get_levelnumber(spell->level), spell->name);
1847
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1849 identify(tmp);
1850 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852 else
1853 op->contr->socket.update_look=1;
1854 }
1855
1856 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark.
1860 */
1861 if (check_spell_known (op, spell->name)) {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1863 return;
1864 }
1865
1866 if (spell->skill) {
1867 spell_skill = find_skill_by_name(op, spell->skill);
1868 if (!spell_skill) {
1869 new_draw_info_format(NDI_UNIQUE, 0, op,
1870 "You lack the skill %s to use this spell",
1871 spell->skill);
1872 return;
1873 }
1874 if (spell_skill->level < spell->level) {
1875 new_draw_info_format(NDI_UNIQUE, 0, op,
1876 "You need to be level %d in %s to learn this spell.",
1877 spell->level, spell->skill);
1878 return;
1879 }
1880 }
1881
1882 /* Logic as follows
1883 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell.
1888 *
1889 * 3 -Automatically fail to learn if you read while confused
1890 *
1891 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t.
1893 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1900
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0);
1903
1904 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1907 } else {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 }
1911 decrease_ob(tmp);
1912 }
1913
1914 /**
1915 * Handles applying a spell scroll.
1916 */
1917 void apply_scroll (object *op, object *tmp, int dir)
1918 {
1919 object *skop;
1920
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1923 return;
1924 }
1925
1926 if (!tmp->inv || tmp->inv->type != SPELL) {
1927 new_draw_info (NDI_UNIQUE, 0, op,
1928 "The scroll just doesn't make sense!");
1929 return;
1930 }
1931
1932 if(op->type==PLAYER) {
1933 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0;
1935
1936 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell.
1938 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1940
1941 if ( ! skop) {
1942 new_draw_info(NDI_UNIQUE, 0,op,
1943 "You are unable to decipher the strange symbols.");
1944 return;
1945 }
1946
1947 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0);
1949 }
1950
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1952 identify(tmp);
1953
1954 new_draw_info_format(NDI_BLACK, 0, op,
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL);
1959 decrease_ob(tmp);
1960 }
1961
1962 /**
1963 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure
1965 * chest.
1966 */
1967 static void apply_treasure (object *op, object *tmp)
1968 {
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure
1978 */
1979
1980 treas = tmp->inv;
1981 if(treas==NULL) {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp);
2011
2012 }
2013
2014 /**
2015 * op eats food.
2016 * If player, takes care of messages and dragon special food.
2017 */
2018 static void apply_food (object *op, object *tmp)
2019 {
2020 int capacity_remaining;
2021
2022 if(op->type!=PLAYER)
2023 op->stats.hp=op->stats.maxhp;
2024 else {
2025 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2027 ;
2028 else {
2029 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) {
2031 if(tmp->type==FOOD || tmp->type==FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2033 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2035 }
2036
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2038 char buf[MAX_BUF];
2039
2040 if (!is_dragon_pl(op)) {
2041 /* eating message for normal players*/
2042 if(tmp->type==DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2044 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/
2050 sprintf(buf,"The %s tasted terrible!",tmp->name);
2051 }
2052
2053 new_draw_info(NDI_UNIQUE, 0,op,buf);
2054 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50;
2058 else
2059 op->stats.hp+=tmp->stats.food/50;
2060 if(op->stats.hp>op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp;
2062 if (op->stats.food > 999)
2063 op->stats.food = 999;
2064 }
2065
2066 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2068 eat_special_food(op,tmp);
2069 }
2070 }
2071 handle_apply_yield(tmp);
2072 decrease_ob(tmp);
2073 }
2074
2075 /**
2076 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved.
2078 *
2079 * attributes:
2080 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return:
2083 * int 1 if eating successful, 0 if it doesn't work
2084 */
2085 int dragon_eat_flesh(object *op, object *meal) {
2086 object *skin = NULL; /* pointer to dragon skin force*/
2087 object *abil = NULL; /* pointer to dragon ability force*/
2088 object *tmp = NULL; /* tmp. object */
2089
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */
2097 int i; /* index */
2098
2099 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op))
2101 return 0;
2102
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2106 if (tmp->type == FORCE) {
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2108 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2110 abil = tmp;
2111 }
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0;
2117
2118 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50;
2121 else
2122 op->stats.hp += meal->stats.food/50;
2123 if(op->stats.hp>op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp;
2125
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2127
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2129
2130 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2133 /* got positive resistance, now calculate improvement chance (0-100) */
2134
2135 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2137 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */
2139
2140 /* monster bonus increases with level, because high-level
2141 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level);
2143
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2145 ((double)settings.max_level)) - skin->resist[i];
2146
2147 if (chance >= 0.)
2148 chance += 1.;
2149 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2151
2152 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2154
2155 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.);
2158
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) {
2161 atnr_winner[winners] = i;
2162 winners++;
2163 }
2164
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2166
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2168 }
2169 }
2170
2171 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100;
2173 /* print message according to totalchance */
2174 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2176 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name);
2178 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name);
2180 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name);
2182 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name);
2186 else
2187 sprintf(buf, "The %s had no taste.", meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf);
2189
2190 /* now choose a winner if we have any */
2191 i = -1;
2192 if (winners>0)
2193 i = atnr_winner[RANDOM()%winners];
2194
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2196 /* resistance increased! */
2197 skin->resist[i]++;
2198 fix_player(op);
2199
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2207 && meal->last_eat != abil->last_eat) {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209
2210 if (meal->last_eat != abil->stats.exp) {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!",
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.",
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0;
2222 }
2223 }
2224 return 1;
2225 }
2226
2227 static void apply_savebed (object *pl)
2228 {
2229 #ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234 #endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl);
2238 remove_ob(pl);
2239 pl->direction=0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 "%s leaves the game.",pl->name);
2242
2243 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y;
2247
2248 strcpy(pl->contr->killer,"left");
2249 check_score(pl); /* Always check score */
2250 (void)save_player(pl,0);
2251 pl->map->players--;
2252 #if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254 #endif
2255 play_again(pl);
2256 pl->speed = 0;
2257 update_ob_speed(pl);
2258 }
2259
2260 /**
2261 * Handles applying an improve armor scroll.
2262 * Does some sanity checks, then calls improve_armour.
2263 */
2264 static void apply_armour_improver (object *op, object *tmp)
2265 {
2266 object *armor;
2267
2268 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2269 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2270 return;
2271 }
2272 armor=find_marked_object(op);
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return;
2276 }
2277 if (armor->type != ARMOUR
2278 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 {
2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2284 return;
2285 }
2286
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2288 improve_armour(op,tmp,armor);
2289 }
2290
2291
2292 extern void apply_poison (object *op, object *tmp)
2293 {
2294 if (op->type == PLAYER) {
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze");
2298 }
2299 if (tmp->stats.hp > 0) {
2300 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 }
2304 op->stats.food-=op->stats.food/4;
2305 handle_apply_yield(tmp);
2306 decrease_ob(tmp);
2307 }
2308
2309 /**
2310 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311 * A valid 2 way exit means:
2312 * -You can come back (there is another exit at the other side)
2313 * -You are
2314 * ° the owner of the exit
2315 * ° or in the same party as the owner
2316 *
2317 * Note: a owner in a 2 way exit is saved as the owner's name
2318 * in the field exit->name cause the field exit->owner doesn't
2319 * survive in the swapping (in fact the whole exit doesn't survive).
2320 */
2321 int is_legal_2ways_exit (object* op, object *exit)
2322 {
2323 object * tmp;
2324 object * exit_owner;
2325 player * pp;
2326 mapstruct * exitmap;
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2328 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2329 /* To know if an exit has a correspondant, we look at
2330 * all the exits in destination and try to find one with same path as
2331 * the current exit's position */
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2335 if (exitmap)
2336 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2338 if (!tmp) return 0;
2339 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2340 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2344 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2345
2346 /* From here we have found the exit is valid. However we do
2347 * here the check of the exit owner. It is important for the
2348 * town portals to prevent strangers from visiting your appartments
2349 */
2350 if (!exit->race) return 1; /*No owner, free for all!*/
2351 exit_owner=NULL;
2352 for (pp=first_player;pp;pp=pp->next)
2353 {
2354 if (!pp->ob) continue;
2355 if (pp->ob->name!=exit->race) continue;
2356 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2357 break;
2358 }
2359 if (!exit_owner) return 0; /* No more owner*/
2360 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2361 if ( exit_owner && /*There is a owner*/
2362 (op->contr) && /*A player tries to pass */
2363 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2364 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2365 return 0;
2366 return 1;
2367 }
2368 }
2369 return 0;
2370 }
2371
2372
2373 /**
2374 * Main apply handler.
2375 *
2376 * Checks for unpaid items before applying.
2377 *
2378 * Return value:
2379 * 0: player or monster can't apply objects of that type
2380 * 1: has been applied, or there was an error applying the object
2381 * 2: objects of that type can't be applied if not in inventory
2382 *
2383 * op is the object that is causing object to be applied, tmp is the object
2384 * being applied.
2385 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special
2388 */
2389
2390 int manual_apply (object *op, object *tmp, int aflag)
2391 {
2392 if (tmp->head) tmp=tmp->head;
2393
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2395 if (op->type == PLAYER) {
2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2397 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 }
2401 }
2402
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2404 return RESULT_INT (0);
2405
2406 switch (tmp->type) {
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 }
2424 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 }
2439 return 1;
2440
2441 case SIGN:
2442 apply_sign (op, tmp, 0);
2443 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 }
2452
2453 case SKILLSCROLL:
2454 if (op->type == PLAYER) {
2455 apply_skillscroll (op, tmp);
2456 return 1;
2457 }
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER) {
2462 apply_spellbook (op, tmp);
2463 return 1;
2464 }
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1;
2470
2471 case POTION:
2472 (void) apply_potion(op, tmp);
2473 return 1;
2474
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 case CLOSE_CON:
2477 if (op->type==PLAYER)
2478 (void) esrv_apply_container (op, tmp->env);
2479 else
2480 (void) apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 }
2497
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1;
2521
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else {
2537 return 0;
2538 }
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp );
2591 return 1;
2592
2593 default:
2594 return 0;
2595 }
2596 }
2597
2598
2599 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages.
2602 *
2603 * Same return value as apply() function.
2604 */
2605 int player_apply (object *pl, object *op, int aflag, int quiet)
2606 {
2607 int tmp;
2608
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2610 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2613 "above the ground!");
2614 return 0;
2615 }
2616 }
2617
2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619 * applied.
2620 */
2621 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622 {
2623 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2625 "of smoke!");
2626 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627 remove_ob (op);
2628 free_object (op);
2629 return 1;
2630 }
2631
2632 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634
2635 tmp = manual_apply (pl, op, aflag);
2636 if ( ! quiet) {
2637 if (tmp == 0)
2638 new_draw_info_format (NDI_UNIQUE, 0, pl,
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl,
2643 "You must get it first!\n");
2644 }
2645 return tmp;
2646 }
2647
2648 /**
2649 * player_apply_below attempts to apply the object 'below' the player.
2650 * If the player has an open container, we use that for below, otherwise
2651 * we use the ground.
2652 */
2653
2654 void player_apply_below (object *pl)
2655 {
2656 object *tmp, *next;
2657 int floors;
2658
2659 /* If using a container, set the starting item to be the top
2660 * item in the container. Otherwise, use the map.
2661 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663
2664 /* This is perhaps more complicated. However, I want to make sure that
2665 * we don't use a corrupt pointer for the next object, so we get the
2666 * next object in the stack before applying. This is can only be a
2667 * problem if player_apply() has a bug in that it uses the object but does
2668 * not return a proper value.
2669 */
2670 for (floors = 0; tmp!=NULL; tmp=next) {
2671 next = tmp->below;
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++;
2674 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */
2676
2677 /* If it is visible, player can apply it. If it is applied by
2678 * person moving on it, also activate. Added code to make it
2679 * so that at least one of players movement types be that which
2680 * the item needs.
2681 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2683 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return;
2685 }
2686 if (floors >= 2)
2687 return; /* process at most two floor objects */
2688 }
2689 }
2690
2691 /**
2692 * Unapplies specified item.
2693 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done
2695 * to keep the size of apply_special to a more managable size.
2696 */
2697 static int unapply_special (object *who, object *op, int aflags)
2698 {
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0);
2702
2703 object *tmp2;
2704
2705 CLEAR_FLAG(op, FLAG_APPLIED);
2706 switch(op->type) {
2707 case WEAPON:
2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2709
2710 (void) change_abil (who,op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2713 clear_skill(who);
2714 break;
2715
2716 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL:
2718 if (op != who->chosen_skill) {
2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2720 }
2721 if (who->type==PLAYER) {
2722 if (who->contr->shoottype == range_skill)
2723 who->contr->shoottype = range_none;
2724 if ( ! op->invisible) {
2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2726 "You stop using the %s.", query_name(op));
2727 } else {
2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op);
2734 who->chosen_skill = NULL;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL);
2736 break;
2737
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break;
2801
2802 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2804 break;
2805 }
2806
2807 fix_player(who);
2808
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op);
2820 }
2821 }
2822 return 0;
2823 }
2824
2825 /**
2826 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we
2828 * then go through the below of this. In this way, you can do
2829 * something like:
2830 * tmp = get_item_from_body_location(who->inv, 1);
2831 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2832 * to find the second object that may use this location, etc.
2833 * Returns NULL if no match is found.
2834 * loc is the index into the array we are looking for a match.
2835 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use
2837 * up body locations can be used as restrictions.
2838 */
2839 object *get_item_from_body_location(object *start, int loc)
2840 {
2841 object *tmp;
2842
2843 if (!start) return NULL;
2844
2845 for (tmp=start; tmp; tmp=tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2848
2849 return NULL;
2850 }
2851
2852
2853
2854 /**
2855 * 'op' wants to apply an object, but can't because of other equipment.
2856 * This should only be called when it is known
2857 * that there are objects to unapply. This makes pretty heavy
2858 * use of get_item_from_body_location. It makes no intelligent choice
2859 * on objects - rather, the first that is matched is used.
2860 * Returns 0 on success, returns 1 if there is some problem.
2861 * if aflags is AP_PRINT, we instead print out waht to unapply
2862 * instead of doing it. This is a lot less code than having
2863 * another function that does just that.
2864 */
2865 int unapply_for_ob(object *who, object *op, int aflags)
2866 {
2867 int i;
2868 object *tmp=NULL, *last;
2869
2870 /* If we are applying a shield or weapon, unapply any equipped shield
2871 * or weapons first - only allowed to use one weapon/shield at a time.
2872 */
2873 if (op->type == WEAPON || op->type == SHIELD) {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) {
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2878 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2880 else
2881 unapply_special(who, tmp, aflags);
2882 }
2883 else {
2884 /* In this case, we want to try and remove a cursed item.
2885 * While we know it won't work, we want unapply_special to
2886 * at least generate the message.
2887 */
2888 new_draw_info_format(NDI_UNIQUE, 0, who,
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1;
2892 }
2893
2894 }
2895 }
2896 }
2897
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2899 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) {
2901 last = who->inv;
2902
2903 /* We do a while loop - may need to remove several items in order
2904 * to free up enough slots.
2905 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) {
2907 tmp = get_item_from_body_location(last, i);
2908 if (!tmp) {
2909 #if 0
2910 /* Not a bug - we'll get this if the player has cursed items
2911 * equipped.
2912 */
2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2914 i, body_locations[i].save_name, who->name);
2915 #endif
2916 return 1;
2917 }
2918 /* If we are just printing, we don't care about cursed status */
2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2921 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2923 else
2924 unapply_special(who, tmp, aflags);
2925 }
2926 else {
2927 /* Cursed item that we can't unequip - tell the player.
2928 * Note this could be annoying if this is just one of a few,
2929 * so it may not be critical (eg, putting on a ring and you have
2930 * one cursed ring.)
2931 */
2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2933 }
2934 last = tmp->below;
2935 }
2936 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937 * return in the !tmp would have kicked in.
2938 */
2939 } /* if op is using this body location */
2940 } /* for body lcoations */
2941 return 0;
2942 }
2943
2944 /**
2945 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special.
2947 * Otherwise returns a bitmask - potentially several of these may be
2948 * set, but largely depends on circumstance - in the future, processing
2949 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2950 * is set, do we really are what the other flags may be?)
2951 *
2952 * See include/define.h for detailed description of the meaning of
2953 * these return values.
2954 */
2955 int can_apply_object(object *who, object *op)
2956 {
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0);
2960
2961 int i, retval=0;
2962 object *tmp=NULL, *ws=NULL;
2963
2964 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2965 * 2 weapons, but we don't want to let them do that. So if they are
2966 * trying to equip a weapon or shield, see if they already have one
2967 * in place and store that way.
2968 */
2969 if (op->type == WEAPON || op->type == SHIELD) {
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2972 retval = CAN_APPLY_UNAPPLY;
2973 ws = tmp;
2974 }
2975 }
2976 }
2977
2978
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) {
2983 /* Could return now for efficiently - rest of info below isn'
2984 * really needed.
2985 */
2986 retval |= CAN_APPLY_NEVER;
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2988 /* in this case, equipping this would use more free spots than
2989 * we have.
2990 */
2991 object *tmp1;
2992
2993
2994 /* if we have an applied weapon/shield, and unapply it would free
2995 * enough slots to equip the new item, then just set this can
2996 * continue. We don't care about the logic below - if you have
2997 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied
3000 * may be two handed for example.
3001 */
3002 if (ws) {
3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3004 retval |= CAN_APPLY_UNAPPLY;
3005 continue;
3006 }
3007 }
3008
3009 tmp1 = get_item_from_body_location(who->inv, i);
3010 if (!tmp1) {
3011 #if 0
3012 /* This is sort of an error, but happens a lot when old players
3013 * join in with more stuff equipped than they are now allowed.
3014 */
3015 LOG(llevError,"Can't find object using location %d on %s\n",
3016 i, who->name);
3017 #endif
3018 retval |= CAN_APPLY_NEVER;
3019 } else {
3020 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need
3022 * to apply multiple objects
3023 */
3024 retval |= CAN_APPLY_UNAPPLY;
3025 if (!tmp) tmp = tmp1;
3026 else if (tmp != tmp1) {
3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 }
3029 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice.
3032 */
3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3034 (FABS(op->body_info[i]) < who->body_info[i]))
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036
3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply.
3039 */
3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3042
3043 }
3044 } /* if not enough free slots */
3045 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */
3047
3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters,
3051 * because you can't control those just by body location - bows, shields,
3052 * and weapons all use the same slot. Similar for horn/rod/wand - they
3053 * all use the same location.
3054 */
3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3056 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3058 retval |= CAN_APPLY_RESTRICTION;
3059
3060
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3068 retval |= CAN_APPLY_RESTRICTION;
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION;
3071 }
3072 return retval;
3073 }
3074
3075
3076
3077 /**
3078 * who is the object using the object. It can be a monster.
3079 * op is the object they are using. op is an equipment type item,
3080 * eg, one which you put on and keep on for a while, and not something
3081 * like a potion or scroll.
3082 *
3083 * function returns 1 if the action could not be completed, 0 on
3084 * success. However, success is a matter of meaning - if the
3085 * user passes the 'apply' flag to an object already applied,
3086 * nothing is done, and 0 is returned.
3087 *
3088 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3089 * AP_UNAPPLY=always unapply).
3090 *
3091 * Optional flags:
3092 * AP_NO_MERGE: don't merge an unapplied object with other objects
3093 * AP_IGNORE_CURSE: unapply cursed items
3094 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 *
3097 * apply_special() doesn't check for unpaid items.
3098 */
3099 int apply_special (object *who, object *op, int aflags)
3100 {
3101 int basic_flag = aflags & AP_BASIC_FLAGS;
3102 object *tmp, *tmp2, *skop=NULL;
3103 int i;
3104
3105 if(who==NULL) {
3106 LOG(llevError,"apply_special() from object without environment.\n");
3107 return 1;
3108 }
3109
3110 if(op->env!=who)
3111 return 1; /* op is not in inventory */
3112
3113 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3115 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0;
3117
3118 if ( ! (aflags & AP_IGNORE_CURSE)
3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3120 new_draw_info_format(NDI_UNIQUE, 0, who,
3121 "No matter how hard you try, you just can't\nremove %s.",
3122 query_name(op));
3123 return 1;
3124 }
3125 return unapply_special(who, op, aflags);
3126 }
3127
3128 if (basic_flag == AP_UNAPPLY) return 0;
3129
3130 i = can_apply_object(who, op);
3131
3132 /* Can't just apply this object. Lets see what not and what to do */
3133 if (i) {
3134 if (i & CAN_APPLY_NEVER) {
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3136 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) {
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3139 return 1;
3140 }
3141 if (who->type != PLAYER) {
3142 /* Some error, so don't try to equip something more */
3143 if (unapply_for_ob(who, op, aflags)) return 1;
3144 } else {
3145 if (who->contr->unapply == unapply_never ||
3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3148 unapply_for_ob(who, op, AP_PRINT);
3149 return 1;
3150 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3152 i = unapply_for_ob(who, op, aflags);
3153 if (i) return 1;
3154 }
3155 }
3156 }
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3158 skop=find_skill_by_name(who, op->skill);
3159 if (!skop) {
3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3161 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169
3170 if (who->type == PLAYER && op->item_power &&
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1;
3174 }
3175
3176
3177 /* Ok. We are now at the state where we can apply the new object.
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182
3183 if(op->nrof > 1)
3184 tmp = get_split_ob(op,op->nrof - 1);
3185 else
3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1;
3201 }
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3203 /* if the weapon does not have the name as the character, can't use it. */
3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3206 if(tmp!=NULL)
3207 (void) insert_ob_in_ob(tmp,who);
3208 return 1;
3209 }
3210 SET_FLAG(op, FLAG_APPLIED);
3211
3212 if (skop) change_skill(who, skop, 1);
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3214 SET_FLAG(who, FLAG_READY_WEAPON);
3215
3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3217
3218 (void) change_abil (who,op);
3219 break;
3220
3221 case ARMOUR:
3222 case HELMET:
3223 case SHIELD:
3224 case BOOTS:
3225 case GLOVES:
3226 case GIRDLE:
3227 case BRACERS:
3228 case CLOAK:
3229 case RING:
3230 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED);
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3233 (void) change_abil (who,op);
3234 break;
3235 case LAMP:
3236 if (op->stats.food < 1) {
3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3238 " fuel!", op->name);
3239 return 1;
3240 }
3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch);
3244 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who);
3249
3250 /* Remove the old lantern */
3251 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp);
3261 }
3262 fix_player(who);
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3264 if (who->type == PLAYER) {
3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3267 }
3268 }
3269 if(who->type==PLAYER)
3270 esrv_send_item(who, tmp2);
3271 return 0;
3272 break;
3273
3274 /* this part is needed for skill-tools */
3275 case SKILL:
3276 case SKILL_TOOL:
3277 if (who->chosen_skill) {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1;
3280 }
3281 if (who->type == PLAYER) {
3282 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) {
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292 op->skill? op->skill:op->name);
3293 }
3294 }
3295 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op);
3297 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL);
3299 break;
3300
3301 case BOW:
3302 if (!check_weapon_power(who, op->last_eat)) {
3303 new_draw_info(NDI_UNIQUE, 0, who,
3304 "That item is too powerful for you to use.");
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306 if(tmp != NULL)
3307 (void)insert_ob_in_ob(tmp,who);
3308 return 1;
3309 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311 new_draw_info(NDI_UNIQUE, 0, who,
3312 "The weapon does not recognize you as its owner.");
3313 if(tmp != NULL)
3314 (void)insert_ob_in_ob(tmp,who);
3315 return 1;
3316 }
3317 /*FALLTHROUGH*/
3318 case WAND:
3319 case ROD:
3320 case HORN:
3321 /* check for skill, alter player status */
3322 SET_FLAG(op, FLAG_APPLIED);
3323 if (skop) change_skill(who, skop, 0);
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3325
3326 if(who->type==PLAYER) {
3327 if (op->type == BOW) {
3328 (void)change_abil(who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op));
3332 who->contr->shoottype = range_bow;
3333 } else {
3334 who->contr->shoottype = range_misc;
3335 }
3336 } else {
3337 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW);
3339 else
3340 SET_FLAG (who, FLAG_READY_RANGE);
3341 }
3342 break;
3343
3344 case BUILDER:
3345 if ( who->contr->ranges[ range_builder ] )
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3347 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op;
3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3350 break;
3351
3352 default:
3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3354 } /* end of switch op->type */
3355
3356 SET_FLAG(op, FLAG_APPLIED);
3357
3358 if(tmp!=NULL)
3359 tmp = insert_ob_in_ob(tmp,who);
3360
3361 fix_player(who);
3362
3363 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point,
3365 * you don't know anything about them.
3366 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED);
3370
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3372 if (who->type == PLAYER) {
3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3374 SET_FLAG(op,FLAG_KNOWN_CURSED);
3375 }
3376 }
3377 if(who->type==PLAYER) {
3378 /* if multiple objects were applied, update both slots */
3379 if (tmp)
3380 esrv_send_item(who, tmp);
3381 esrv_send_item(who, op);
3382 }
3383 return 0;
3384 }
3385
3386
3387 int monster_apply_special (object *who, object *op, int aflags)
3388 {
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3390 return 1;
3391 return apply_special (who, op, aflags);
3392 }
3393
3394 /**
3395 * Map was just loaded, handle op's initialisation.
3396 *
3397 * Generates shop floor's item, and treasures.
3398 */
3399 int auto_apply (object *op) {
3400 object *tmp = NULL, *tmp2;
3401 int i;
3402
3403 switch(op->type) {
3404 case SHOP_FLOOR:
3405 if (!HAS_RANDOM_ITEMS(op)) return 0;
3406 do {
3407 i=10; /* let's give it 10 tries */
3408 while((tmp=generate_treasure(op->randomitems,
3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3410 if(tmp==NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 return 0;
3428 while ((op->stats.hp--)>0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0);
3432
3433 /* If we generated an object and put it in this object inventory,
3434 * move it to the parent object as the current object is about
3435 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects.
3437 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) {
3439 tmp2 = tmp->below;
3440 remove_ob(tmp);
3441 if (op->env) insert_ob_in_ob(tmp, op->env);
3442 else free_object(tmp);
3443 }
3444 remove_ob(op);
3445 free_object(op);
3446 break;
3447 }
3448 return tmp ? 1 : 0;
3449 }
3450
3451 /**
3452 * fix_auto_apply goes through the entire map (only the first time
3453 * when an original map is loaded) and performs special actions for
3454 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate.
3456 */
3457
3458 void fix_auto_apply(mapstruct *m) {
3459 object *tmp,*above=NULL;
3460 int x,y;
3461
3462 if(m==NULL) return;
3463
3464 for(x=0;x<MAP_WIDTH(m);x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++)
3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3467 above=tmp->above;
3468
3469 if (tmp->inv) {
3470 object *invtmp, *invnext;
3471
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3473 invnext = invtmp->below;
3474
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3476 auto_apply(invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3478 while ((invtmp->stats.hp--)>0)
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 }
3496 /* This is really temporary - the code at the bottom will
3497 * also set randomitems to null. The problem is there are bunches
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 *
3502 * And if it's a spellbook, it's better to set randomitems to NULL too,
3503 * else you get two spells in the book ^_-
3504 * Ryo 2004-08-16
3505 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 }
3527 }
3528 /* This function can be called everytime a map is loaded, even when
3529 * swapping back in. As such, we don't want to create the treasure
3530 * over and ove again, so after we generate the treasure, blank out
3531 * randomitems so if it is swapped in again, it won't make anything.
3532 * This is a problem for the above objects, because they have counters
3533 * which say how many times to make the treasure.
3534 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3537 HAS_RANDOM_ITEMS(tmp)) {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3539 m->difficulty,0);
3540 tmp->randomitems = NULL;
3541 }
3542 }
3543
3544 for(x=0;x<MAP_WIDTH(m);x++)
3545 for(y=0;y<MAP_HEIGHT(m);y++)
3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3547 if (tmp->above &&
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above);
3550 }
3551
3552 /**
3553 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but
3555 * that doesn't work with the new spell code. Since we know what
3556 * the food changes, just grab a force and use that instead.
3557 */
3558
3559 void eat_special_food(object *who, object *food) {
3560 object *force;
3561 int i, did_one=0;
3562 sint8 k;
3563
3564 force = get_archetype(FORCE_NAME);
3565
3566 for (i=0; i < NUM_STATS; i++) {
3567 k = get_attr_value(&food->stats, i);
3568 if (k) {
3569 set_attr_value(&force->stats, i, k);
3570 did_one = 1;
3571 }
3572 }
3573
3574 /* check if we can protect the eater */
3575 for (i=0; i<NROFATTACKS; i++) {
3576 if (food->resist[i]>0) {
3577 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1;
3579 }
3580 }
3581 if (did_one) {
3582 force->speed = 0.1;
3583 update_ob_speed(force);
3584 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED);
3588 change_abil(who, force);
3589 insert_ob_in_ob(force, who);
3590 } else {
3591 free_object(force);
3592 }
3593
3594 /* check for hp, sp change */
3595 if(food->stats.hp!=0) {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) {
3597 strcpy(who->contr->killer,food->name);
3598 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3600 } else {
3601 if(food->stats.hp>0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605 who->stats.hp += food->stats.hp;
3606 }
3607 }
3608 if(food->stats.sp!=0) {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) {
3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3611 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0;
3613 } else {
3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3615 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */
3617 }
3618 }
3619 fix_player(who);
3620 }
3621
3622
3623 /**
3624 * Designed primarily to light torches/lanterns/etc.
3625 * Also burns up burnable material too. First object in the inventory is
3626 * the selected object to "burn". -b.t.
3627 */
3628
3629 void apply_lighter(object *who, object *lighter) {
3630 object *item;
3631 int is_player_env=0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF];
3635
3636 item=find_marked_object(who);
3637 if(item) {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3639 /* Split multiple lighters if they're being used up. Otherwise *
3640 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) {
3642 object *oneLighter = get_object();
3643 copy_object(lighter, oneLighter);
3644 lighter->nrof -= 1;
3645 oneLighter->nrof = 1;
3646 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who);
3649 esrv_send_item(who, oneLighter);
3650 } else {
3651 lighter->stats.food--;
3652 }
3653
3654 } else if(lighter->last_eat) { /* no charges left in lighter */
3655 new_draw_info_format(NDI_UNIQUE, 0,who,
3656 "You attempt to light the %s with a used up %s.",
3657 item->name, lighter->name);
3658 return;
3659 }
3660 /* Perhaps we should split what we are trying to light on fire?
3661 * I can't see many times when you would want to light multiple
3662 * objects at once.
3663 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes
3668 * some sense.
3669 */
3670 strcpy(item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1;
3672
3673 save_throw_object(item,AT_FIRE,who);
3674 /* Change to check count and not freed, since the object pointer
3675 * may have gotten recycled
3676 */
3677 if ((nrof != item->nrof ) || (count != item->count)) {
3678 new_draw_info_format(NDI_UNIQUE, 0,who,
3679 "You light the %s with the %s.",item_name,lighter->name);
3680 /* Need to update the player so that the players glow radius
3681 * gets changed.
3682 */
3683 if (is_player_env) fix_player(who);
3684 } else {
3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3687 }
3688
3689 } else /* nothing to light */
3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3691
3692 }
3693
3694 /**
3695 * op made some mistake with a scroll, this takes care of punishment.
3696 * scroll_failure()- hacked directly from spell_failure
3697 */
3698 void scroll_failure(object *op, int failure, int power)
3699 {
3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3701
3702 if(failure<= -1&&failure > -15) {/* wonder */
3703 object *tmp;
3704
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3706 tmp=get_archetype(SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp);
3708 free_object(tmp);
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0;
3713 } else if (settings.spell_failure_effects == TRUE) {
3714 if (failure <= -35&&failure > -60) { /* confusion */
3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3716 confuse_player(op,op,power);
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */
3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3719 "you!");
3720 paralyze_player(op,op,power);
3721 } else if (failure <= -70&&failure> -80) {/* blind */
3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3723 blind_player(op,op,power);
3724 } else if (failure <= -80) {/* blast the immediate area */
3725 object *tmp;
3726 tmp=get_archetype(LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3729 free_object(tmp);
3730 }
3731 }
3732 }
3733
3734 void apply_changes_to_player(object *pl, object *change) {
3735 int excess_stat=0; /* if the stat goes over the maximum
3736 for the race, put the excess stat some
3737 where else. */
3738
3739 switch (change->type) {
3740 case CLASS: {
3741 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats);
3743 object *walk;
3744 int flag_change_face=1;
3745
3746 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat
3749 */
3750 int i,j;
3751 for(i=0;i<NUM_STATS;i++) {
3752 sint8 stat=get_attr_value(stats,i);
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3754 stat += get_attr_value(ns,i);
3755 if(stat > 20 + race_bonus) {
3756 excess_stat++;
3757 stat = 20+race_bonus;
3758 }
3759 set_attr_value(stats,i,stat);
3760 }
3761
3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3763 int i = rndm(0, 6);
3764 int stat=get_attr_value(stats,i);
3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3766 if(i==CHA) continue; /* exclude cha from this */
3767 if( stat < 20 + race_bonus) {
3768 change_attr_value(stats,i,1);
3769 excess_stat--;
3770 }
3771 }
3772
3773 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c
3775 */
3776 if(change->randomitems!=NULL)
3777 give_initial_items(pl,change->randomitems);
3778
3779
3780 /* set up the face, for some races. */
3781
3782 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class.
3784 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3787
3788 if(flag_change_face) {
3789 pl->animation_id = GET_ANIM_ID(change);
3790 pl->face = change->face;
3791
3792 if(QUERY_FLAG(change,FLAG_ANIMATE))
3793 SET_FLAG(pl,FLAG_ANIMATE);
3794 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE);
3796 }
3797
3798 /* check the special case of can't use weapons */
3799 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3801
3802 break;
3803 }
3804 }
3805 }
3806
3807 /**
3808 * This handles items of type 'transformer'.
3809 * Basically those items, used with a marked item, transform both items into something
3810 * else.
3811 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3812 * Change information is contained in the 'slaying' field of the marked item.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * This way an item can be transformed in many things, and/or many objects.
3815 * The 'slaying' field for transformer is used as verb for the action.
3816 */
3817 void apply_item_transformer( object* pl, object* transformer )
3818 {
3819 object* marked;
3820 object* new_item;
3821 char* find;
3822 char* separator;
3823 int yield;
3824 char got[ MAX_BUF ];
3825 int len;
3826
3827 if ( !pl || !transformer )
3828 return;
3829 marked = find_marked_object( pl );
3830 if ( !marked )
3831 {
3832 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3833 return;
3834 }
3835 if ( !marked->slaying )
3836 {
3837 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3838 return;
3839 }
3840 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name );
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3843 {
3844 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3845 return;
3846 }
3847 find += strlen( transformer->arch->name ) + 1;
3848 /* Item can be used, now find how many and what it yields */
3849 if ( isdigit( *( find ) ) )
3850 {
3851 yield = atoi( find );
3852 if ( yield < 1 )
3853 {
3854 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3855 yield = 1;
3856 }
3857 }
3858 else
3859 yield = 1;
3860
3861 while ( isdigit( *find ) )
3862 find++;
3863 while ( *find == ' ' )
3864 find++;
3865 memset( got, 0, MAX_BUF );
3866 if ( (separator = strchr( find, ';' ))!=NULL)
3867 {
3868 len = separator - find;
3869 }
3870 else
3871 {
3872 len = strlen(find);
3873 }
3874 if ( len > MAX_BUF-1)
3875 len = MAX_BUF-1;
3876 strcpy( got, find );
3877 got[len] = '\0';
3878
3879 /* Now create new item, remove used ones when required. */
3880 new_item = get_archetype( got );
3881 if ( !new_item )
3882 {
3883 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3884 return;
3885 }
3886 new_item->nrof = yield;
3887 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
3888 insert_ob_in_ob( new_item, pl );
3889 esrv_send_inventory( pl, pl );
3890 /* Eat up one item */
3891 decrease_ob_nr( marked, 1 );
3892 /* Eat one transformer if needed */
3893 if ( transformer->stats.food )
3894 if ( --transformer->stats.food == 0 )
3895 decrease_ob_nr( transformer, 1 );
3896 }