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/cvs/deliantra/server/server/apply.C
Revision: 1.21
Committed: Thu Sep 7 10:01:57 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.20: +2 -3 lines
Log Message:
Some cleanups.

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.20 2006-09-04 16:46:33 root 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 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same
618 slot at once! */
619 decrease_ob(improver);
620 weapon->last_eat=0;
621 return 1;
622 }
623
624
625 /**
626 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
627 * This is the new improve weapon code.
628 * Returns 0 if it was not able to work for some reason.
629 *
630 * Checks if weapon was prepared, if enough potions on the floor, ...
631 *
632 * We are hiding extra information about the weapon in the level and
633 * last_eat numbers for an object. Hopefully this won't break anything ??
634 * level == max improve last_eat == current improve
635 */
636 int improve_weapon(object *op,object *improver,object *weapon)
637 {
638 int sacrifice_count, sacrifice_needed=0;
639
640 if(improver->stats.sp==IMPROVE_PREPARE) {
641 return prepare_weapon(op, improver, weapon);
642 }
643 if (weapon->level==0) {
644 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
645 return 0;
646 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
649 return 0;
650 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652 !check_weapon_power(op, weapon->last_eat+1)) {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656 return 0;
657 }
658 /* This just increases damage by 5 points, no matter what. No sacrifice
659 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660 * don't put any maximum value on damage - the limit is how much the
661 * weapon can be improved.
662 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) {
664 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++;
669
670 weapon->item_power++;
671 decrease_ob(improver);
672 return 1;
673 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) {
675 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10;
677 if (weapon->weight < 1) weapon->weight = 1;
678 new_draw_info_format(NDI_UNIQUE, 0, op,
679 "Weapon weight reduced to %6.1f kg",
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++;
682 weapon->item_power++;
683 decrease_ob(improver);
684 return 1;
685 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) {
687 weapon->magic++;
688 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver);
692 weapon->item_power++;
693 return 1;
694 }
695
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
698 weapon->stats.Wis;
699
700 if (sacrifice_needed<1)
701 sacrifice_needed =1;
702 sacrifice_needed *=2;
703
704 sacrifice_count = check_sacrifice(op,improver);
705 if (sacrifice_count < sacrifice_needed) {
706 new_draw_info_format(NDI_UNIQUE, 0, op,
707 "You need at least %d %s", sacrifice_needed, &improver->slaying);
708 return 0;
709 }
710 eat_item(op,improver->slaying, sacrifice_needed);
711 weapon->item_power++;
712
713 switch (improver->stats.sp) {
714 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon,
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon,
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
744 }
745 LOG(llevError,"improve_weapon: Got to end of function\n");
746 return 0;
747 }
748
749 /**
750 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * Checks a few things (not on a non-magic square, marked weapon, ...),
752 * then calls improve_weapon to do the dirty work.
753 */
754 int check_improve_weapon (object *op, object *tmp)
755 {
756 object *otmp;
757
758 if(op->type!=PLAYER)
759 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 }
764 otmp=find_marked_object(op);
765 if(!otmp) {
766 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
767 return 0;
768 }
769 if (otmp->type != WEAPON && otmp->type != BOW) {
770 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
771 return 0;
772 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
774 improve_weapon(op,tmp,otmp);
775 esrv_send_item(op, otmp);
776 return 1;
777 }
778
779 /**
780 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to
782 * +5 no matter what level, but they are limited by item
783 * power.
784 * Try to use same improvement code as in the common/treasure.c
785 * file, so that if you make a +2 full helm, it will be just
786 * the same as one you find in a shop.
787 *
788 * deprecated comment:
789 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
790 * only 'enchantment' of armour is possible - improving
791 * the stats of a player w/ armour as well as a weapon
792 * will probably horribly unbalance the game. Magic enchanting
793 * depends on the level of the character - ie the plus
794 * value (magic) of the armour can never be increased beyond
795 * the level of the character / 10 -- rounding upish, nor may
796 * the armour value of the piece of equipment exceed either
797 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now.
800 */
801 int improve_armour(object *op, object *improver, object *armour)
802 {
803 object *tmp;
804
805 if (armour->magic >= settings.armor_max_enchant) {
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
807 return 0;
808 }
809 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810 * etc), so take the easy way out and don't worry about it.
811 * Note - maybe add scrolls which make the random artifact versions (eg, armour
812 * of gnarg and what not?)
813 */
814 if (armour->title) {
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
816 return 0;
817 }
818
819 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge.
821 */
822 if(armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826
827 armour->magic++;
828
829 if ( !settings.armor_speed_linear )
830 {
831 int base = 100;
832 int pow = 0;
833 while ( pow < armour->magic )
834 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100;
836 pow++;
837 }
838
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
840 }
841 else
842 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
843
844 if ( !settings.armor_weight_linear )
845 {
846 int base = 100;
847 int pow = 0;
848 while ( pow < armour->magic )
849 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100;
851 pow++;
852 }
853
854 armour->weight = ( armour->arch->clone.weight * base ) / 100;
855 }
856 else
857 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
858
859 if ( armour->weight <= 0 )
860 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
862 armour->weight = 1;
863 }
864
865 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
866
867 if (op->type == PLAYER) {
868 esrv_send_item(op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED))
870 fix_player(op);
871 }
872 decrease_ob(improver);
873 if (tmp) {
874 insert_ob_in_ob(tmp, op);
875 esrv_send_item(op, tmp);
876 }
877 return 1;
878 }
879
880
881 /*
882 * convert_item() returns 1 if anything was converted, 0 if the item was not
883 * what the converter wants, -1 if the converter is broken.
884 */
885 #define CONV_FROM(xyz) xyz->slaying
886 #define CONV_TO(xyz) xyz->other_arch
887 #define CONV_NR(xyz) xyz->stats.sp
888 #define CONV_NEED(xyz) xyz->stats.food
889
890 /* Takes one items and makes another.
891 * converter is the object that is doing the conversion.
892 * item is the object that triggered the converter - if it is not
893 * what the converter wants, this will not do anything.
894 */
895 int convert_item(object *item, object *converter) {
896 int nr=0;
897 uint32 price_in;
898
899 /* We make some assumptions - we assume if it takes money as it type,
900 * it wants some amount. We don't make change (ie, if something costs
901 * 3 gp and player drops a platinum, tough luck)
902 */
903 if (!strcmp(CONV_FROM(converter),"money")) {
904 int cost;
905
906 if(item->type!=MONEY)
907 return 0;
908
909 nr=(item->nrof*item->value)/CONV_NEED(converter);
910 if (!nr) return 0;
911 cost=nr*CONV_NEED(converter)/item->value;
912 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++;
914 decrease_ob_nr(item, cost);
915
916 price_in = cost*item->value;
917 }
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof))
921 return 0;
922
923 if(CONV_NEED(converter)) {
924 nr=item->nrof/CONV_NEED(converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter));
926 price_in = nr*CONV_NEED(converter)*item->value;
927 } else {
928 price_in = item->value;
929 remove_ob(item);
930 free_object(item);
931 }
932 }
933
934 if (converter->inv != NULL) {
935 object *ob;
936 int i;
937 object *ob_to_copy;
938
939 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv;
941 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
942 if (rndm(0, i) == 0) {
943 ob_to_copy = ob;
944 }
945 }
946 item = object_create_clone(ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE);
949 } else {
950 if (converter->other_arch == NULL) {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y);
953 return -1;
954 }
955
956 item = object_create_arch(converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
958 }
959
960 if(CONV_NR(converter))
961 item->nrof=CONV_NR(converter);
962 if(nr)
963 item->nrof*=nr;
964 if(is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) {
967 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, converter->map->path, converter->x, converter->y, price_in,
969 item->nrof*item->value, &item->name);
970 /**
971 * elmex: we are going to let the game continue, as the mapcreator
972 * propably had something in mind when doing this
973 */
974 }
975 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
976 return 1;
977 }
978
979 /**
980 * Handle apply on containers.
981 * By Eneq(@csd.uu.se).
982 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
983 * added the alchemical cauldron to the code -b.t.
984 */
985
986 int apply_container (object *op, object *sack)
987 {
988 char buf[MAX_BUF];
989 object *tmp;
990
991 if(op->type!=PLAYER)
992 return 0; /* This might change */
993
994 if (sack==NULL || sack->type != CONTAINER) {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
996 return 0;
997 }
998 op->contr->last_used = NULL;
999 op->contr->last_used_id = 0;
1000
1001 if (sack->env!=op) {
1002 if (sack->other_arch == NULL || sack->env != NULL) {
1003 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1004 return 1;
1005 }
1006 /* It's on the ground, the problems begin */
1007 if (op->container != sack) {
1008 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1011 tmp && tmp->container != sack; tmp=tmp->above);
1012 if (tmp) {
1013 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op,
1015 "%s is already occupied.", query_name(sack));
1016 return 1;
1017 }
1018 }
1019 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1021 if (op->container == NULL) {
1022 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0;
1026 tmp->map = NULL;
1027 tmp->env = sack;
1028 if (sack->inv)
1029 sack->inv->above = tmp;
1030 tmp->below = sack->inv;
1031 tmp->above = NULL;
1032 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */
1034 } else {
1035 sack->move_off = 0;
1036 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) {
1038 remove_ob(tmp);
1039 free_object (tmp);
1040 }
1041 }
1042 }
1043 }
1044
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 if (op->container) {
1047 if (op->container != sack) {
1048 tmp = op->container;
1049 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp));
1051 op->container = sack;
1052 strcat (buf, query_name(sack));
1053 strcat (buf, ".");
1054 } else {
1055 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack));
1058 }
1059 } else {
1060 CLEAR_FLAG (sack, FLAG_APPLIED);
1061 sprintf (buf, "You open %s.", query_name(sack));
1062 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack;
1064 }
1065 } else { /* not applied */
1066 if (sack->slaying) { /* it's locked */
1067 tmp = find_key(op, op, sack);
1068 if (tmp) {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf);
1073 apply_container (op, sack);
1074 return 1;
1075 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf);
1091 if (op->contr) op->contr->socket.update_look=1;
1092 return 1;
1093 }
1094
1095 /**
1096 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1097 * the player has in their inventory, eg, sacks, luggages, etc.
1098 *
1099 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1100 * This version is for client/server mode.
1101 * op is the player, sack is the container the player is opening or closing.
1102 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1103 *
1104 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container)
1107 */
1108
1109 int esrv_apply_container (object *op, object *sack)
1110 {
1111 object *tmp=op->container;
1112 if(op->type!=PLAYER)
1113 return 0; /* This might change */
1114
1115 if (sack==NULL || sack->type != CONTAINER) {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0;
1118 }
1119
1120 /* If we have a currently open container, then it needs to be closed in all cases
1121 * if we are opening this one up. We then fall through if appropriate for
1122 * openening the new container.
1123 */
1124
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1126 if (op->container->env != op) { /* if container is on the ground */
1127 op->container->move_off = 0;
1128 }
1129
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1131 return 1;
1132
1133 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED);
1136 op->container=NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1;
1139 }
1140
1141
1142 /* If the player is trying to open it (which he must be doing if we got here),
1143 * and it is locked, check to see if player has the equipment to open it.
1144 */
1145
1146 if (sack->slaying) { /* it's locked */
1147 tmp=find_key(op, op, sack);
1148 if (tmp) {
1149 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1150 } else {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1152 query_name(sack));
1153 return 0;
1154 }
1155 }
1156
1157 /* By the time we get here, we have made sure any other container has been closed and
1158 * if this is a locked container, the player they key to open it.
1159 */
1160
1161 /* There are really two cases - the sack is either on the ground, or the sack is
1162 * part of the players inventory. If on the ground, we assume that the player is
1163 * opening it, since if it was being closed, that would have been taken care of above.
1164 */
1165
1166
1167 if (sack->env != op) {
1168 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169 * else. This normally should not happen, but a misbehaving client/player could
1170 * try to do it, so lets handle it gracefully.
1171 */
1172 if (sack->env) {
1173 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1174 query_name(sack));
1175 return 0;
1176 }
1177 /* set these so when the player walks off, we can unapply the sack */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */
1179
1180 CLEAR_FLAG (sack, FLAG_APPLIED);
1181 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1182 SET_FLAG (sack, FLAG_APPLIED);
1183 op->container = sack;
1184 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack);
1186
1187 } else { /* sack is in players inventory */
1188 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1189 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1191 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack);
1195 }
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1199 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack);
1201 }
1202 }
1203 return 1;
1204 }
1205
1206
1207 /**
1208 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted.
1210 */
1211 static int apply_altar (object *altar, object *sacrifice, object *originator)
1212 {
1213 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER))
1215 return 0;
1216
1217 if (operate_altar (altar, &sacrifice)) {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * with an altar. We call it a Potion - altars are stationary - it
1220 * is up to map designers to use them properly.
1221 */
1222 if (altar->inv && altar->inv->type==SPELL) {
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1224 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with
1226 * old maps.
1227 */
1228 /* push_button (altar);*/
1229 } else {
1230 altar->value = 1; /* works only once */
1231 push_button (altar);
1232 }
1233 return sacrifice == NULL;
1234 } else {
1235 return 0;
1236 }
1237 }
1238
1239
1240 /**
1241 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29
1246 */
1247 int apply_shop_mat (object * shop_mat, object * op)
1248 {
1249 int rv = 0;
1250 double opinion;
1251 object *tmp, *next;
1252
1253 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1254
1255 if (op->type != PLAYER)
1256 {
1257 /* Remove all the unpaid objects that may be carried here.
1258 * This could be pets or monsters that are somehow in
1259 * the shop.
1260 */
1261 for (tmp = op->inv; tmp; tmp = next)
1262 {
1263 next = tmp->below;
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 {
1266 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1267
1268 remove_ob (tmp);
1269 if (i == -1)
1270 i = 0;
1271 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0);
1275 }
1276 }
1277
1278 /* Don't teleport things like spell effects */
1279 if (QUERY_FLAG (op, FLAG_NO_PICK))
1280 return 0;
1281
1282 /* unpaid objects, or non living objects, can't transfer by
1283 * shop mats. Instead, put it on a nearby space.
1284 */
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 {
1287
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1290 if (i != -1)
1291 {
1292 rv =
1293 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1294 0, shop_mat);
1295 }
1296 return 0;
1297 }
1298 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine.
1300 */
1301 rv = teleport (shop_mat, SHOP_MAT, op);
1302 }
1303 /* immediate block below is only used for players */
1304 else if (can_pay (op))
1305 {
1306 get_payment (op, op->inv);
1307 rv = teleport (shop_mat, SHOP_MAT, op);
1308
1309 if (shop_mat->msg)
1310 {
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* This check below is a bit simplistic - generally it should be correct,
1314 * but there is never a guarantee that the bottom space on the map is
1315 * actually the shop floor.
1316 */
1317 else if (!rv && !is_in_shop (op))
1318 {
1319 opinion = shopkeeper_approval (op->map, op);
1320 if (opinion > 0.9)
1321 new_draw_info (NDI_UNIQUE, 0, op,
1322 "The shopkeeper gives you a friendly wave.");
1323 else if (opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op,
1329 "The shopkeeper glares at you with contempt.");
1330 }
1331 }
1332 else
1333 {
1334 /* if we get here, a player tried to leave a shop but was not able
1335 * to afford the items he has. We try to move the player so that
1336 * they are not on the mat anymore
1337 */
1338
1339 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1340 if (i == -1)
1341 {
1342 LOG (llevError, "Internal shop-mat problem.\n");
1343 }
1344 else
1345 {
1346 remove_ob (op);
1347 op->x += freearr_x[i];
1348 op->y += freearr_y[i];
1349 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1350 }
1351 }
1352 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv;
1354 }
1355
1356 /**
1357 * Handles applying a sign.
1358 */
1359 static void apply_sign (object *op, object *sign, int autoapply)
1360 {
1361 readable_message_type* msgType;
1362 char newbuf[HUGE_BUF];
1363 if (sign->msg == NULL) {
1364 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1365 return;
1366 }
1367
1368 if (sign->stats.food) {
1369 if (sign->last_eat >= sign->stats.food) {
1370 if (!sign->move_on)
1371 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1372 return;
1373 }
1374
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1376 sign->last_eat++;
1377 }
1378
1379 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1380 * No way to know for sure. The presumption is basically that if
1381 * move_on is zero, it needs to be manually applied (doesn't talk
1382 * to us).
1383 */
1384 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1385 new_draw_info (NDI_UNIQUE, 0, op,
1386 "You are unable to read while blind.");
1387 return;
1388 }
1389 msgType=get_readable_message_type(sign);
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg);
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1392 }
1393
1394 /**
1395 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap'
1397 * effect is determined by move_on/move_off of trap and move_type of victime.
1398 *
1399 * originator: Player, monster or other object that caused 'victim' to move
1400 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1401 * However, some types of traps require an originator to function.
1402 */
1403 void move_apply (object *trap, object *victim, object *originator)
1404 {
1405 static int recursion_depth = 0;
1406
1407 /* Only exits affect DMs. */
1408 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1409 return;
1410
1411 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion.
1413 */
1414 /* The following was changed because it was causing perfeclty correct
1415 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes.
1419 */
1420 if (recursion_depth >= 500) {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return;
1425 }
1426 recursion_depth++;
1427 if (trap->head) trap=trap->head;
1428
1429 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1430 goto leave;
1431
1432 switch (trap->type) {
1433 case PLAYERMOVER:
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1435 !should_director_abort(trap, victim)) {
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1437
1438 /* Is this correct? From the docs, it doesn't look like it
1439 * should be divided by trap->speed
1440 */
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1442
1443 /* Just put in some sanity check. I think there is a bug in the
1444 * above with some objects have zero speed, and thus the player
1445 * getting permanently paralyzed.
1446 */
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1448 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1449 }
1450 goto leave;
1451
1452 case SPINNER:
1453 if(victim->direction) {
1454 victim->direction=absdir(victim->direction-trap->stats.sp);
1455 update_turn_face(victim);
1456 }
1457 goto leave;
1458
1459 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) {
1461 victim->direction=trap->stats.sp;
1462 update_turn_face(victim);
1463 }
1464 goto leave;
1465
1466 case BUTTON:
1467 case PEDESTAL:
1468 update_button(trap);
1469 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */
1480
1481 case ARROW:
1482
1483 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here
1488 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim);
1491 goto leave;
1492
1493 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim);
1495 goto leave;
1496
1497 case TRAPDOOR:
1498 {
1499 int max, sound_was_played;
1500 object *ab, *ab_next;
1501 if(!trap->value) {
1502 int tot;
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506
1507 if(!(trap->value=(tot>trap->weight)?1:0))
1508 goto leave;
1509
1510 SET_ANIMATION(trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE);
1512 }
1513
1514 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1515 /* need to set this up, since if we do transfer the object,
1516 * ab->above would be bogus
1517 */
1518 ab_next = ab->above;
1519
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1521 if ( ! sound_was_played) {
1522 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1523 sound_was_played = 1;
1524 }
1525 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1526 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1527 }
1528 }
1529 goto leave;
1530 }
1531
1532
1533 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) {
1535 object *op;
1536
1537 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1538
1539 op = get_archetype("burnout");
1540 if (op != NULL) {
1541 op->x = trap->x;
1542 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0);
1544 }
1545 }
1546 goto leave;
1547
1548 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim);
1552 goto leave;
1553
1554 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim);
1556 goto leave;
1557
1558 case CHECK_INV:
1559 check_inv (victim, trap);
1560 goto leave;
1561
1562 case HOLE:
1563 /* Hole not open? */
1564 if(trap->stats.wc > 0)
1565 goto leave;
1566
1567 /* Is this a multipart monster and not the head? If so, return.
1568 * Processing will happen if the head runs into the pit
1569 */
1570 if (victim->head)
1571 goto leave;
1572
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577
1578 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580 /* Basically, don't show exits leading to random maps the
1581 * players output.
1582 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap);
1586 }
1587 goto leave;
1588
1589 case ENCOUNTER:
1590 /* may be some leftovers on this */
1591 goto leave;
1592
1593 case SHOP_MAT:
1594 apply_shop_mat (trap, victim);
1595 goto leave;
1596
1597 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator);
1600 goto leave;
1601
1602 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */
1605
1606 apply_sign (victim, trap, 1);
1607 goto leave;
1608
1609 case CONTAINER:
1610 if (victim->type==PLAYER)
1611 (void) esrv_apply_container (victim, trap);
1612 else
1613 (void) apply_container (victim, trap);
1614 goto leave;
1615
1616 case RUNE:
1617 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1619 spring_trap(trap, victim);
1620 }
1621 goto leave;
1622
1623 default:
1624 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name,
1626 trap->type);
1627 goto leave;
1628 }
1629
1630 leave:
1631 recursion_depth--;
1632 }
1633
1634 /**
1635 * Handles reading a regular (ie not containing a spell) book.
1636 */
1637 static void apply_book (object *op, object *tmp)
1638 {
1639 int lev_diff;
1640 object *skill_ob;
1641
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1643 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1644 return;
1645 }
1646 if(tmp->msg==NULL) {
1647 new_draw_info_format(NDI_UNIQUE, 0, op,
1648 "You open the %s and find it empty.", &tmp->name);
1649 return;
1650 }
1651
1652 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill);
1654 if ( ! skill_ob) {
1655 new_draw_info(NDI_UNIQUE, 0,op,
1656 "You are unable to decipher the strange symbols.");
1657 return;
1658 }
1659 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1661 if (lev_diff < 2)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1663 else if (lev_diff < 3)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1665 else if (lev_diff < 5)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1667 else if (lev_diff < 8)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1669 else if (lev_diff < 15)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1671 else
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1673 return;
1674 }
1675
1676 readable_message_type* msgType = get_readable_message_type(tmp);
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype,
1679 "You open the %s and start reading.\n%s",
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682
1683 /* gain xp from reading */
1684 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1687 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED);
1689 /* If in a container, update how it looks */
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1691 else op->contr->socket.update_look=1;
1692 }
1693 change_exp(op,exp_gain, skill_ob->skill, 0);
1694 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1695 }
1696 }
1697
1698 /**
1699 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * op is the person learning the skill, tmp is the skill scroll object
1701 */
1702 static void apply_skillscroll (object *op, object *tmp)
1703 {
1704 switch ((int) learn_skill (op, tmp)) {
1705 case 0:
1706 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1708 return;
1709
1710 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1712 decrease_ob(tmp);
1713 return;
1714
1715 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op,
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp);
1719 return;
1720 }
1721 }
1722
1723 /**
1724 * Actually makes op learn spell.
1725 * Informs player of what happens.
1726 */
1727 void do_learn_spell (object *op, object *spell, int special_prayer)
1728 {
1729 object *tmp;
1730
1731 if (op->type != PLAYER) {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return;
1734 }
1735
1736 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1739 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740 return;
1741 }
1742 return;
1743 }
1744
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object();
1747 copy_object(spell, tmp);
1748 insert_ob_in_ob(tmp, op);
1749
1750 if (special_prayer) {
1751 SET_FLAG(tmp, FLAG_STARTEQUIP);
1752 }
1753
1754 esrv_add_spells(op->contr, tmp);
1755 }
1756
1757 /**
1758 * Erases spell from player's inventory.
1759 */
1760 void do_forget_spell (object *op, const char *spell)
1761 {
1762 object *spob;
1763
1764 if (op->type != PLAYER) {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return;
1767 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return;
1771 }
1772
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1774 "You lose knowledge of %s.", spell);
1775 player_unready_range_ob(op->contr, spob);
1776 esrv_remove_spell(op->contr, spob);
1777 remove_ob(spob);
1778 free_object(spob);
1779 }
1780
1781 /**
1782 * Handles player applying a spellbook.
1783 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1784 * stuff like that. Random learning failure too.
1785 */
1786 static void apply_spellbook (object *op, object *tmp)
1787 {
1788 object *skop, *spell, *spell_skill;
1789
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1791 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1792 return;
1793 }
1794
1795 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks
1798 */
1799
1800 if(tmp->slaying != NULL) {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1802 if (!spell) {
1803 new_draw_info_format(NDI_UNIQUE, 0, op,
1804 "The book's formula for %s is incomplete", &tmp->slaying);
1805 return;
1806 }
1807 else
1808 insert_ob_in_ob(spell, tmp);
1809 tmp->slaying=NULL;
1810 }
1811
1812 skop = find_skill_by_name(op, tmp->skill);
1813
1814 /* need a literacy skill to learn spells. Also, having a literacy level
1815 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) {
1817 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1818 return;
1819 }
1820
1821 spell = tmp->inv;
1822 if (!spell) {
1823 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1824 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1825 return;
1826 }
1827 if (spell->level > (skop->level+10)) {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829 return;
1830 }
1831
1832 new_draw_info_format(NDI_UNIQUE, 0, op,
1833 "The spellbook contains the %s level spell %s.",
1834 get_levelnumber(spell->level), &spell->name);
1835
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1837 identify(tmp);
1838 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1840 else
1841 op->contr->socket.update_look=1;
1842 }
1843
1844 /* I removed the check for special_prayer_mark here - it didn't make
1845 * a lot of sense - special prayers are not found in spellbooks, and
1846 * if the player doesn't know the spell, doesn't make a lot of sense that
1847 * they would have a special prayer mark.
1848 */
1849 if (check_spell_known (op, spell->name)) {
1850 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1851 return;
1852 }
1853
1854 if (spell->skill) {
1855 spell_skill = find_skill_by_name(op, spell->skill);
1856 if (!spell_skill) {
1857 new_draw_info_format(NDI_UNIQUE, 0, op,
1858 "You lack the skill %s to use this spell",
1859 &spell->skill);
1860 return;
1861 }
1862 if (spell_skill->level < spell->level) {
1863 new_draw_info_format(NDI_UNIQUE, 0, op,
1864 "You need to be level %d in %s to learn this spell.",
1865 spell->level, &spell->skill);
1866 return;
1867 }
1868 }
1869
1870 /* Logic as follows
1871 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 *
1874 * 2- The learner's skill level in literacy adjusts the chance to learn
1875 * a spell.
1876 *
1877 * 3 -Automatically fail to learn if you read while confused
1878 *
1879 * Overall, chances are the same but a player will find having a high
1880 * literacy rate very useful! -b.t.
1881 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1883 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1884 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1886 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1888
1889 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1890 do_learn_spell (op, spell, 0);
1891
1892 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1895 } else {
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1898 }
1899 decrease_ob(tmp);
1900 }
1901
1902 /**
1903 * Handles applying a spell scroll.
1904 */
1905 void apply_scroll (object *op, object *tmp, int dir)
1906 {
1907 object *skop;
1908
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1910 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1911 return;
1912 }
1913
1914 if (!tmp->inv || tmp->inv->type != SPELL) {
1915 new_draw_info (NDI_UNIQUE, 0, op,
1916 "The scroll just doesn't make sense!");
1917 return;
1918 }
1919
1920 if(op->type==PLAYER) {
1921 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0;
1923
1924 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell.
1926 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1928
1929 if ( ! skop) {
1930 new_draw_info(NDI_UNIQUE, 0,op,
1931 "You are unable to decipher the strange symbols.");
1932 return;
1933 }
1934
1935 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0);
1937 }
1938
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1940 identify(tmp);
1941
1942 new_draw_info_format(NDI_BLACK, 0, op,
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944
1945
1946 cast_spell(op,tmp,dir,tmp->inv, NULL);
1947 decrease_ob(tmp);
1948 }
1949
1950 /**
1951 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure
1953 * chest.
1954 */
1955 static void apply_treasure (object *op, object *tmp)
1956 {
1957 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959
1960
1961 /* Nice side effect of new treasure creation method is that the treasure
1962 * for the chest is done when the chest is created, and put into the chest
1963 * inventory. So that when the chest burns up, the items still exist. Also
1964 * prevents people fromt moving chests to more difficult maps to get better
1965 * treasure
1966 */
1967
1968 treas = tmp->inv;
1969 if(treas==NULL) {
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1971 decrease_ob(tmp);
1972 return;
1973 }
1974 while (tmp->inv) {
1975 treas = tmp->inv;
1976
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x;
1982 treas->y=op->y;
1983 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984
1985 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op);
1988 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed
1992 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp);
1999
2000 }
2001
2002 /**
2003 * op eats food.
2004 * If player, takes care of messages and dragon special food.
2005 */
2006 static void apply_food (object *op, object *tmp)
2007 {
2008 int capacity_remaining;
2009
2010 if(op->type!=PLAYER)
2011 op->stats.hp=op->stats.maxhp;
2012 else {
2013 /* check if this is a dragon (player), eating some flesh */
2014 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2015 ;
2016 else {
2017 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) {
2019 if(tmp->type==FOOD || tmp->type==FLESH)
2020 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2021 else
2022 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2023 }
2024
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2026 char buf[MAX_BUF];
2027
2028 if (!is_dragon_pl(op)) {
2029 /* eating message for normal players*/
2030 if(tmp->type==DRINK)
2031 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2032 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name,
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2039 }
2040
2041 new_draw_info(NDI_UNIQUE, 0,op,buf);
2042 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50;
2046 else
2047 op->stats.hp+=tmp->stats.food/50;
2048 if(op->stats.hp>op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp;
2050 if (op->stats.food > 999)
2051 op->stats.food = 999;
2052 }
2053
2054 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2056 eat_special_food(op,tmp);
2057 }
2058 }
2059 handle_apply_yield(tmp);
2060 decrease_ob(tmp);
2061 }
2062
2063 /**
2064 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * there is a chance for the dragon's skin to get improved.
2066 *
2067 * attributes:
2068 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return:
2071 * int 1 if eating successful, 0 if it doesn't work
2072 */
2073 int dragon_eat_flesh(object *op, object *meal) {
2074 object *skin = NULL; /* pointer to dragon skin force*/
2075 object *abil = NULL; /* pointer to dragon ability force*/
2076 object *tmp = NULL; /* tmp. object */
2077
2078 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */
2085 int i; /* index */
2086
2087 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op))
2089 return 0;
2090
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2094 if (tmp->type == FORCE) {
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2096 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2098 abil = tmp;
2099 }
2100 }
2101
2102 /* if either skin or ability are missing, this is an old player
2103 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0;
2105
2106 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50;
2109 else
2110 op->stats.hp += meal->stats.food/50;
2111 if(op->stats.hp>op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp;
2113
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2115
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2117
2118 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2121 /* got positive resistance, now calculate improvement chance (0-100) */
2122
2123 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2125 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */
2127
2128 /* monster bonus increases with level, because high-level
2129 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level);
2131
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2133 ((double)settings.max_level)) - skin->resist[i];
2134
2135 if (chance >= 0.)
2136 chance += 1.;
2137 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2139
2140 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2142
2143 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.);
2146
2147 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) {
2149 atnr_winner[winners] = i;
2150 winners++;
2151 }
2152
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2154
2155 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2156 }
2157 }
2158
2159 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100;
2161 /* print message according to totalchance */
2162 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name);
2172 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2173 sprintf(buf, "The %s tasted strange.", &meal->name);
2174 else
2175 sprintf(buf, "The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf);
2177
2178 /* now choose a winner if we have any */
2179 i = -1;
2180 if (winners>0)
2181 i = atnr_winner[RANDOM()%winners];
2182
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2184 /* resistance increased! */
2185 skin->resist[i]++;
2186 fix_player(op);
2187
2188 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2190 }
2191
2192 /* if this flesh contains a new ability focus, we mark it
2193 into the ability_force and it will take effect on next level */
2194 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2195 && meal->last_eat != abil->last_eat) {
2196 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2197
2198 if (meal->last_eat != abil->stats.exp) {
2199 sprintf(buf, "Your metabolism prepares to focus on %s!",
2200 change_resist_msg[meal->last_eat]);
2201 new_draw_info(NDI_UNIQUE, 0, op, buf);
2202 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2203 new_draw_info(NDI_UNIQUE, 0, op, buf);
2204 }
2205 else {
2206 sprintf(buf, "Your metabolism will continue to focus on %s.",
2207 change_resist_msg[meal->last_eat]);
2208 new_draw_info(NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0;
2210 }
2211 }
2212 return 1;
2213 }
2214
2215 static void apply_savebed (object *pl)
2216 {
2217 #ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) {
2219 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2220 return;
2221 }
2222 #endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* Need to call terminate_all_pets() before we remove the player ob */
2225 terminate_all_pets(pl);
2226 remove_ob(pl);
2227 pl->direction=0;
2228 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2229 "%s leaves the game.", &pl->name);
2230
2231 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y;
2235
2236 strcpy(pl->contr->killer,"left");
2237 check_score(pl); /* Always check score */
2238 (void)save_player(pl,0);
2239 pl->map->players--;
2240 #if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2242 #endif
2243 play_again(pl);
2244 pl->speed = 0;
2245 update_ob_speed(pl);
2246 }
2247
2248 /**
2249 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour.
2251 */
2252 static void apply_armour_improver (object *op, object *tmp)
2253 {
2254 object *armor;
2255
2256 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2257 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2258 return;
2259 }
2260 armor=find_marked_object(op);
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return;
2264 }
2265 if (armor->type != ARMOUR
2266 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 {
2271 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2272 return;
2273 }
2274
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2276 improve_armour(op,tmp,armor);
2277 }
2278
2279
2280 extern void apply_poison (object *op, object *tmp)
2281 {
2282 if (op->type == PLAYER) {
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze");
2286 }
2287 if (tmp->stats.hp > 0) {
2288 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 }
2292 op->stats.food-=op->stats.food/4;
2293 handle_apply_yield(tmp);
2294 decrease_ob(tmp);
2295 }
2296
2297 /**
2298 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2299 * A valid 2 way exit means:
2300 * -You can come back (there is another exit at the other side)
2301 * -You are
2302 * ° the owner of the exit
2303 * ° or in the same party as the owner
2304 *
2305 * Note: a owner in a 2 way exit is saved as the owner's name
2306 * in the field exit->name cause the field exit->owner doesn't
2307 * survive in the swapping (in fact the whole exit doesn't survive).
2308 */
2309 int is_legal_2ways_exit (object* op, object *exit)
2310 {
2311 object * tmp;
2312 object * exit_owner;
2313 player * pp;
2314 mapstruct * exitmap;
2315 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2316 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2317 /* To know if an exit has a correspondant, we look at
2318 * all the exits in destination and try to find one with same path as
2319 * the current exit's position */
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2323 if (exitmap)
2324 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2326 if (!tmp) return 0;
2327 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2328 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2332 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2333
2334 /* From here we have found the exit is valid. However we do
2335 * here the check of the exit owner. It is important for the
2336 * town portals to prevent strangers from visiting your appartments
2337 */
2338 if (!exit->race) return 1; /*No owner, free for all!*/
2339 exit_owner=NULL;
2340 for (pp=first_player;pp;pp=pp->next)
2341 {
2342 if (!pp->ob) continue;
2343 if (pp->ob->name!=exit->race) continue;
2344 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2345 break;
2346 }
2347 if (!exit_owner) return 0; /* No more owner*/
2348 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2349 if ( exit_owner && /*There is a owner*/
2350 (op->contr) && /*A player tries to pass */
2351 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2352 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2353 return 0;
2354 return 1;
2355 }
2356 }
2357 return 0;
2358 }
2359
2360
2361 /**
2362 * Main apply handler.
2363 *
2364 * Checks for unpaid items before applying.
2365 *
2366 * Return value:
2367 * 0: player or monster can't apply objects of that type
2368 * 1: has been applied, or there was an error applying the object
2369 * 2: objects of that type can't be applied if not in inventory
2370 *
2371 * op is the object that is causing object to be applied, tmp is the object
2372 * being applied.
2373 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special
2376 */
2377
2378 int manual_apply (object *op, object *tmp, int aflag)
2379 {
2380 if (tmp->head) tmp=tmp->head;
2381
2382 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2383 if (op->type == PLAYER) {
2384 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2385 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 }
2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type) {
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 }
2412 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 }
2427 return 1;
2428
2429 case SIGN:
2430 apply_sign (op, tmp, 0);
2431 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 }
2440
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 }
2446 return 0;
2447
2448 case SPELLBOOK:
2449 if (op->type == PLAYER) {
2450 apply_spellbook (op, tmp);
2451 return 1;
2452 }
2453 return 0;
2454
2455 case SCROLL:
2456 apply_scroll (op, tmp, 0);
2457 return 1;
2458
2459 case POTION:
2460 (void) apply_potion(op, tmp);
2461 return 1;
2462
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */
2464 case CLOSE_CON:
2465 if (op->type==PLAYER)
2466 (void) esrv_apply_container (op, tmp->env);
2467 else
2468 (void) apply_container (op, tmp->env);
2469 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 }
2485
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1;
2509
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else {
2525 return 0;
2526 }
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp );
2579 return 1;
2580
2581 default:
2582 return 0;
2583 }
2584 }
2585
2586
2587 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2588 * messages as needed by player_apply_below(). But there can still be
2589 * "but you are floating high above the ground" messages.
2590 *
2591 * Same return value as apply() function.
2592 */
2593 int player_apply (object *pl, object *op, int aflag, int quiet)
2594 {
2595 int tmp;
2596
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2598 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2600 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2601 "above the ground!");
2602 return 0;
2603 }
2604 }
2605
2606 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607 * applied.
2608 */
2609 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610 {
2611 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2613 "of smoke!");
2614 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615 remove_ob (op);
2616 free_object (op);
2617 return 1;
2618 }
2619
2620 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count;
2622
2623 tmp = manual_apply (pl, op, aflag);
2624 if ( ! quiet) {
2625 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl,
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl,
2631 "You must get it first!\n");
2632 }
2633 return tmp;
2634 }
2635
2636 /**
2637 * player_apply_below attempts to apply the object 'below' the player.
2638 * If the player has an open container, we use that for below, otherwise
2639 * we use the ground.
2640 */
2641
2642 void player_apply_below (object *pl)
2643 {
2644 object *tmp, *next;
2645 int floors;
2646
2647 /* If using a container, set the starting item to be the top
2648 * item in the container. Otherwise, use the map.
2649 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651
2652 /* This is perhaps more complicated. However, I want to make sure that
2653 * we don't use a corrupt pointer for the next object, so we get the
2654 * next object in the stack before applying. This is can only be a
2655 * problem if player_apply() has a bug in that it uses the object but does
2656 * not return a proper value.
2657 */
2658 for (floors = 0; tmp!=NULL; tmp=next) {
2659 next = tmp->below;
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++;
2662 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */
2664
2665 /* If it is visible, player can apply it. If it is applied by
2666 * person moving on it, also activate. Added code to make it
2667 * so that at least one of players movement types be that which
2668 * the item needs.
2669 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2671 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return;
2673 }
2674 if (floors >= 2)
2675 return; /* process at most two floor objects */
2676 }
2677 }
2678
2679 /**
2680 * Unapplies specified item.
2681 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done
2683 * to keep the size of apply_special to a more managable size.
2684 */
2685 static int unapply_special (object *who, object *op, int aflags)
2686 {
2687 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0);
2690
2691 object *tmp2;
2692
2693 CLEAR_FLAG(op, FLAG_APPLIED);
2694 switch(op->type) {
2695 case WEAPON:
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2697
2698 (void) change_abil (who,op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2701 clear_skill(who);
2702 break;
2703
2704 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL:
2706 if (op != who->chosen_skill) {
2707 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2708 }
2709 if (who->type==PLAYER) {
2710 if (who->contr->shoottype == range_skill)
2711 who->contr->shoottype = range_none;
2712 if ( ! op->invisible) {
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 }
2720 }
2721 (void) change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL);
2724 break;
2725
2726 case ARMOUR:
2727 case HELMET:
2728 case SHIELD:
2729 case RING:
2730 case BOOTS:
2731 case GLOVES:
2732 case AMULET:
2733 case GIRDLE:
2734 case BRACERS:
2735 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737 (void) change_abil (who,op);
2738 break;
2739 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break;
2789
2790 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2792 break;
2793 }
2794
2795 fix_player(who);
2796
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op);
2808 }
2809 }
2810 return 0;
2811 }
2812
2813 /**
2814 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we
2816 * then go through the below of this. In this way, you can do
2817 * something like:
2818 * tmp = get_item_from_body_location(who->inv, 1);
2819 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2820 * to find the second object that may use this location, etc.
2821 * Returns NULL if no match is found.
2822 * loc is the index into the array we are looking for a match.
2823 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use
2825 * up body locations can be used as restrictions.
2826 */
2827 object *get_item_from_body_location(object *start, int loc)
2828 {
2829 object *tmp;
2830
2831 if (!start) return NULL;
2832
2833 for (tmp=start; tmp; tmp=tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2836
2837 return NULL;
2838 }
2839
2840
2841
2842 /**
2843 * 'op' wants to apply an object, but can't because of other equipment.
2844 * This should only be called when it is known
2845 * that there are objects to unapply. This makes pretty heavy
2846 * use of get_item_from_body_location. It makes no intelligent choice
2847 * on objects - rather, the first that is matched is used.
2848 * Returns 0 on success, returns 1 if there is some problem.
2849 * if aflags is AP_PRINT, we instead print out waht to unapply
2850 * instead of doing it. This is a lot less code than having
2851 * another function that does just that.
2852 */
2853 int unapply_for_ob(object *who, object *op, int aflags)
2854 {
2855 int i;
2856 object *tmp=NULL, *last;
2857
2858 /* If we are applying a shield or weapon, unapply any equipped shield
2859 * or weapons first - only allowed to use one weapon/shield at a time.
2860 */
2861 if (op->type == WEAPON || op->type == SHIELD) {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) {
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2864 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2865 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2866 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2868 else
2869 unapply_special(who, tmp, aflags);
2870 }
2871 else {
2872 /* In this case, we want to try and remove a cursed item.
2873 * While we know it won't work, we want unapply_special to
2874 * at least generate the message.
2875 */
2876 new_draw_info_format(NDI_UNIQUE, 0, who,
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1;
2880 }
2881
2882 }
2883 }
2884 }
2885
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2887 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) {
2889 last = who->inv;
2890
2891 /* We do a while loop - may need to remove several items in order
2892 * to free up enough slots.
2893 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) {
2895 tmp = get_item_from_body_location(last, i);
2896 if (!tmp) {
2897 #if 0
2898 /* Not a bug - we'll get this if the player has cursed items
2899 * equipped.
2900 */
2901 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2902 i, body_locations[i].save_name, who->name);
2903 #endif
2904 return 1;
2905 }
2906 /* If we are just printing, we don't care about cursed status */
2907 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2909 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2911 else
2912 unapply_special(who, tmp, aflags);
2913 }
2914 else {
2915 /* Cursed item that we can't unequip - tell the player.
2916 * Note this could be annoying if this is just one of a few,
2917 * so it may not be critical (eg, putting on a ring and you have
2918 * one cursed ring.)
2919 */
2920 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2921 }
2922 last = tmp->below;
2923 }
2924 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2925 * return in the !tmp would have kicked in.
2926 */
2927 } /* if op is using this body location */
2928 } /* for body lcoations */
2929 return 0;
2930 }
2931
2932 /**
2933 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special.
2935 * Otherwise returns a bitmask - potentially several of these may be
2936 * set, but largely depends on circumstance - in the future, processing
2937 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2938 * is set, do we really are what the other flags may be?)
2939 *
2940 * See include/define.h for detailed description of the meaning of
2941 * these return values.
2942 */
2943 int can_apply_object(object *who, object *op)
2944 {
2945 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0);
2948
2949 int i, retval=0;
2950 object *tmp=NULL, *ws=NULL;
2951
2952 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2953 * 2 weapons, but we don't want to let them do that. So if they are
2954 * trying to equip a weapon or shield, see if they already have one
2955 * in place and store that way.
2956 */
2957 if (op->type == WEAPON || op->type == SHIELD) {
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2959 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2960 retval = CAN_APPLY_UNAPPLY;
2961 ws = tmp;
2962 }
2963 }
2964 }
2965
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) {
2971 /* Could return now for efficiently - rest of info below isn'
2972 * really needed.
2973 */
2974 retval |= CAN_APPLY_NEVER;
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2976 /* in this case, equipping this would use more free spots than
2977 * we have.
2978 */
2979 object *tmp1;
2980
2981
2982 /* if we have an applied weapon/shield, and unapply it would free
2983 * enough slots to equip the new item, then just set this can
2984 * continue. We don't care about the logic below - if you have
2985 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied
2988 * may be two handed for example.
2989 */
2990 if (ws) {
2991 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2992 retval |= CAN_APPLY_UNAPPLY;
2993 continue;
2994 }
2995 }
2996
2997 tmp1 = get_item_from_body_location(who->inv, i);
2998 if (!tmp1) {
2999 #if 0
3000 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed.
3002 */
3003 LOG(llevError,"Can't find object using location %d on %s\n",
3004 i, who->name);
3005 #endif
3006 retval |= CAN_APPLY_NEVER;
3007 } else {
3008 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need
3010 * to apply multiple objects
3011 */
3012 retval |= CAN_APPLY_UNAPPLY;
3013 if (!tmp) tmp = tmp1;
3014 else if (tmp != tmp1) {
3015 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 }
3017 /* This object isn't using up all the slots, so there must
3018 * be another. If so, and it the new item doesn't need all
3019 * the slots, the player then has a choice.
3020 */
3021 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3022 (FABS(op->body_info[i]) < who->body_info[i]))
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024
3025 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply.
3027 */
3028 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3029 retval |= CAN_APPLY_UNAPPLY_MULT;
3030
3031 }
3032 } /* if not enough free slots */
3033 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */
3035
3036 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3037 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters,
3039 * because you can't control those just by body location - bows, shields,
3040 * and weapons all use the same slot. Similar for horn/rod/wand - they
3041 * all use the same location.
3042 */
3043 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3044 retval |= CAN_APPLY_RESTRICTION;
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3046 retval |= CAN_APPLY_RESTRICTION;
3047
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION;
3059 }
3060 return retval;
3061 }
3062
3063
3064
3065 /**
3066 * who is the object using the object. It can be a monster.
3067 * op is the object they are using. op is an equipment type item,
3068 * eg, one which you put on and keep on for a while, and not something
3069 * like a potion or scroll.
3070 *
3071 * function returns 1 if the action could not be completed, 0 on
3072 * success. However, success is a matter of meaning - if the
3073 * user passes the 'apply' flag to an object already applied,
3074 * nothing is done, and 0 is returned.
3075 *
3076 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3077 * AP_UNAPPLY=always unapply).
3078 *
3079 * Optional flags:
3080 * AP_NO_MERGE: don't merge an unapplied object with other objects
3081 * AP_IGNORE_CURSE: unapply cursed items
3082 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 *
3085 * apply_special() doesn't check for unpaid items.
3086 */
3087 int apply_special (object *who, object *op, int aflags)
3088 {
3089 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL;
3091 int i;
3092
3093 if(who==NULL) {
3094 LOG(llevError,"apply_special() from object without environment.\n");
3095 return 1;
3096 }
3097
3098 if(op->env!=who)
3099 return 1; /* op is not in inventory */
3100
3101 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3103 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0;
3105
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3108 new_draw_info_format(NDI_UNIQUE, 0, who,
3109 "No matter how hard you try, you just can't\nremove %s.",
3110 query_name(op));
3111 return 1;
3112 }
3113 return unapply_special(who, op, aflags);
3114 }
3115
3116 if (basic_flag == AP_UNAPPLY) return 0;
3117
3118 i = can_apply_object(who, op);
3119
3120 /* Can't just apply this object. Lets see what not and what to do */
3121 if (i) {
3122 if (i & CAN_APPLY_NEVER) {
3123 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3124 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3127 return 1;
3128 }
3129 if (who->type != PLAYER) {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob(who, op, aflags)) return 1;
3132 } else {
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3135 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3136 unapply_for_ob(who, op, AP_PRINT);
3137 return 1;
3138 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 }
3143 }
3144 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3146 skop=find_skill_by_name(who, op->skill);
3147 if (!skop) {
3148 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1;
3162 }
3163
3164
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3191 /* if the weapon does not have the name as the character, can't use it. */
3192 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3194 if(tmp!=NULL)
3195 (void) insert_ob_in_ob(tmp,who);
3196 return 1;
3197 }
3198 SET_FLAG(op, FLAG_APPLIED);
3199
3200 if (skop) change_skill(who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3205
3206 (void) change_abil (who,op);
3207 break;
3208
3209 case ARMOUR:
3210 case HELMET:
3211 case SHIELD:
3212 case BOOTS:
3213 case GLOVES:
3214 case GIRDLE:
3215 case BRACERS:
3216 case CLOAK:
3217 case RING:
3218 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED);
3220 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3221 (void) change_abil (who,op);
3222 break;
3223 case LAMP:
3224 if (op->stats.food < 1) {
3225 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3226 " fuel!", &op->name);
3227 return 1;
3228 }
3229 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch);
3232 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who);
3237
3238 /* Remove the old lantern */
3239 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp);
3249 }
3250 fix_player(who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3252 if (who->type == PLAYER) {
3253 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3255 }
3256 }
3257 if(who->type==PLAYER)
3258 esrv_send_item(who, tmp2);
3259 return 0;
3260 break;
3261
3262 /* this part is needed for skill-tools */
3263 case SKILL:
3264 case SKILL_TOOL:
3265 if (who->chosen_skill) {
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267 return 1;
3268 }
3269 if (who->type == PLAYER) {
3270 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 }
3282 }
3283 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op);
3285 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3313
3314 if(who->type==PLAYER) {
3315 if (op->type == BOW) {
3316 (void)change_abil(who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op));
3320 who->contr->shoottype = range_bow;
3321 } else {
3322 who->contr->shoottype = range_misc;
3323 }
3324 } else {
3325 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW);
3327 else
3328 SET_FLAG (who, FLAG_READY_RANGE);
3329 }
3330 break;
3331
3332 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] )
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3335 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op;
3337 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3338 break;
3339
3340 default:
3341 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3342 } /* end of switch op->type */
3343
3344 SET_FLAG(op, FLAG_APPLIED);
3345
3346 if(tmp!=NULL)
3347 tmp = insert_ob_in_ob(tmp,who);
3348
3349 fix_player(who);
3350
3351 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point,
3353 * you don't know anything about them.
3354 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED);
3358
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3360 if (who->type == PLAYER) {
3361 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3362 SET_FLAG(op,FLAG_KNOWN_CURSED);
3363 }
3364 }
3365 if(who->type==PLAYER) {
3366 /* if multiple objects were applied, update both slots */
3367 if (tmp)
3368 esrv_send_item(who, tmp);
3369 esrv_send_item(who, op);
3370 }
3371 return 0;
3372 }
3373
3374
3375 int monster_apply_special (object *who, object *op, int aflags)
3376 {
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1;
3379 return apply_special (who, op, aflags);
3380 }
3381
3382 /**
3383 * Map was just loaded, handle op's initialisation.
3384 *
3385 * Generates shop floor's item, and treasures.
3386 */
3387 int auto_apply (object *op) {
3388 object *tmp = NULL, *tmp2;
3389 int i;
3390
3391 switch(op->type) {
3392 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0;
3394 do {
3395 i=10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems,
3397 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3398 if(tmp==NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 return 0;
3416 while ((op->stats.hp--)>0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0);
3420
3421 /* If we generated an object and put it in this object inventory,
3422 * move it to the parent object as the current object is about
3423 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects.
3425 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) {
3427 tmp2 = tmp->below;
3428 remove_ob(tmp);
3429 if (op->env) insert_ob_in_ob(tmp, op->env);
3430 else free_object(tmp);
3431 }
3432 remove_ob(op);
3433 free_object(op);
3434 break;
3435 }
3436 return tmp ? 1 : 0;
3437 }
3438
3439 /**
3440 * fix_auto_apply goes through the entire map (only the first time
3441 * when an original map is loaded) and performs special actions for
3442 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate.
3444 */
3445 void
3446 fix_auto_apply (mapstruct * m)
3447 {
3448 object *tmp, *above = NULL;
3449 int x, y;
3450
3451 if (m == NULL)
3452 return;
3453
3454 for (x = 0; x < MAP_WIDTH (m); x++)
3455 for (y = 0; y < MAP_HEIGHT (m); y++)
3456 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3457 {
3458 above = tmp->above;
3459
3460 if (tmp->inv)
3461 {
3462 object *invtmp, *invnext;
3463
3464 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3465 {
3466 invnext = invtmp->below;
3467
3468 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469 auto_apply (invtmp);
3470 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3471 {
3472 while ((invtmp->stats.hp--) > 0)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3474
3475 invtmp->randomitems = NULL;
3476 }
3477 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 {
3483 create_treasure (invtmp->randomitems, invtmp, 0,
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create
3486 * treasure again for this object
3487 */
3488 invtmp->randomitems = NULL;
3489 }
3490 }
3491 /* This is really temporary - the code at the bottom will
3492 * also set randomitems to null. The problem is there are bunches
3493 * of maps/players already out there with items that have spells
3494 * which haven't had the randomitems set to null yet.
3495 * MSW 2004-05-13
3496 *
3497 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16
3500 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL;
3506
3507 }
3508
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 {
3514 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL;
3517 }
3518 else if (tmp->type == TIMED_GATE)
3519 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp;
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 {
3523 tmp->speed = 0;
3524 update_ob_speed (tmp);
3525 }
3526 }
3527 /* This function can be called everytime a map is loaded, even when
3528 * swapping back in. As such, we don't want to create the treasure
3529 * over and ove again, so after we generate the treasure, blank out
3530 * randomitems so if it is swapped in again, it won't make anything.
3531 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure.
3533 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS
3537 && HAS_RANDOM_ITEMS (tmp))
3538 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY,
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL;
3542 }
3543 }
3544
3545 for (x = 0; x < MAP_WIDTH (m); x++)
3546 for (y = 0; y < MAP_HEIGHT (m); y++)
3547 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above);
3551 }
3552
3553 /**
3554 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but
3556 * that doesn't work with the new spell code. Since we know what
3557 * the food changes, just grab a force and use that instead.
3558 */
3559
3560 void eat_special_food(object *who, object *food) {
3561 object *force;
3562 int i, did_one=0;
3563 sint8 k;
3564
3565 force = get_archetype(FORCE_NAME);
3566
3567 for (i=0; i < NUM_STATS; i++) {
3568 k = get_attr_value(&food->stats, i);
3569 if (k) {
3570 set_attr_value(&force->stats, i, k);
3571 did_one = 1;
3572 }
3573 }
3574
3575 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) {
3577 if (food->resist[i]>0) {
3578 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1;
3580 }
3581 }
3582 if (did_one) {
3583 force->speed = 0.1;
3584 update_ob_speed(force);
3585 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED);
3589 change_abil(who, force);
3590 insert_ob_in_ob(force, who);
3591 } else {
3592 free_object(force);
3593 }
3594
3595 /* check for hp, sp change */
3596 if(food->stats.hp!=0) {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) {
3598 strcpy(who->contr->killer,food->name);
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3601 } else {
3602 if(food->stats.hp>0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606 who->stats.hp += food->stats.hp;
3607 }
3608 }
3609 if(food->stats.sp!=0) {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) {
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3612 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0;
3614 } else {
3615 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3616 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */
3618 }
3619 }
3620 fix_player(who);
3621 }
3622
3623
3624 /**
3625 * Designed primarily to light torches/lanterns/etc.
3626 * Also burns up burnable material too. First object in the inventory is
3627 * the selected object to "burn". -b.t.
3628 */
3629
3630 void apply_lighter(object *who, object *lighter) {
3631 object *item;
3632 int is_player_env=0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF];
3636
3637 item=find_marked_object(who);
3638 if(item) {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) {
3643 object *oneLighter = get_object();
3644 copy_object(lighter, oneLighter);
3645 lighter->nrof -= 1;
3646 oneLighter->nrof = 1;
3647 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who);
3650 esrv_send_item(who, oneLighter);
3651 } else {
3652 lighter->stats.food--;
3653 }
3654
3655 } else if(lighter->last_eat) { /* no charges left in lighter */
3656 new_draw_info_format(NDI_UNIQUE, 0,who,
3657 "You attempt to light the %s with a used up %s.",
3658 &item->name, &lighter->name);
3659 return;
3660 }
3661 /* Perhaps we should split what we are trying to light on fire?
3662 * I can't see many times when you would want to light multiple
3663 * objects at once.
3664 */
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* If the item is destroyed, we don't have a valid pointer to the
3668 * name object, so make a copy so the message we print out makes
3669 * some sense.
3670 */
3671 strcpy(item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1;
3673
3674 save_throw_object(item,AT_FIRE,who);
3675 /* Change to check count and not freed, since the object pointer
3676 * may have gotten recycled
3677 */
3678 if ((nrof != item->nrof ) || (count != item->count)) {
3679 new_draw_info_format(NDI_UNIQUE, 0,who,
3680 "You light the %s with the %s.", &item_name, &lighter->name);
3681 /* Need to update the player so that the players glow radius
3682 * gets changed.
3683 */
3684 if (is_player_env) fix_player(who);
3685 } else {
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3688 }
3689
3690 } else /* nothing to light */
3691 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3692
3693 }
3694
3695 /**
3696 * op made some mistake with a scroll, this takes care of punishment.
3697 * scroll_failure()- hacked directly from spell_failure
3698 */
3699 void scroll_failure(object *op, int failure, int power)
3700 {
3701 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3702
3703 if(failure<= -1&&failure > -15) {/* wonder */
3704 object *tmp;
3705
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3707 tmp=get_archetype(SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp);
3709 free_object(tmp);
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0;
3714 } else if (settings.spell_failure_effects == TRUE) {
3715 if (failure <= -35&&failure > -60) { /* confusion */
3716 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3717 confuse_player(op,op,power);
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */
3719 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3720 "you!");
3721 paralyze_player(op,op,power);
3722 } else if (failure <= -70&&failure> -80) {/* blind */
3723 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3724 blind_player(op,op,power);
3725 } else if (failure <= -80) {/* blast the immediate area */
3726 object *tmp;
3727 tmp=get_archetype(LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3730 free_object(tmp);
3731 }
3732 }
3733 }
3734
3735 void apply_changes_to_player(object *pl, object *change) {
3736 int excess_stat=0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some
3738 where else. */
3739
3740 switch (change->type) {
3741 case CLASS: {
3742 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats);
3744 object *walk;
3745 int flag_change_face=1;
3746
3747 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat
3750 */
3751 int i,j;
3752 for(i=0;i<NUM_STATS;i++) {
3753 sint8 stat=get_attr_value(stats,i);
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3755 stat += get_attr_value(ns,i);
3756 if(stat > 20 + race_bonus) {
3757 excess_stat++;
3758 stat = 20+race_bonus;
3759 }
3760 set_attr_value(stats,i,stat);
3761 }
3762
3763 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3764 int i = rndm(0, 6);
3765 int stat=get_attr_value(stats,i);
3766 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3767 if(i==CHA) continue; /* exclude cha from this */
3768 if( stat < 20 + race_bonus) {
3769 change_attr_value(stats,i,1);
3770 excess_stat--;
3771 }
3772 }
3773
3774 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c
3776 */
3777 if(change->randomitems!=NULL)
3778 give_initial_items(pl,change->randomitems);
3779
3780
3781 /* set up the face, for some races. */
3782
3783 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class.
3785 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3788
3789 if(flag_change_face) {
3790 pl->animation_id = GET_ANIM_ID(change);
3791 pl->face = change->face;
3792
3793 if(QUERY_FLAG(change,FLAG_ANIMATE))
3794 SET_FLAG(pl,FLAG_ANIMATE);
3795 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE);
3797 }
3798
3799 /* check the special case of can't use weapons */
3800 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3802
3803 break;
3804 }
3805 }
3806 }
3807
3808 /**
3809 * This handles items of type 'transformer'.
3810 * Basically those items, used with a marked item, transform both items into something
3811 * else.
3812 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3813 * Change information is contained in the 'slaying' field of the marked item.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * This way an item can be transformed in many things, and/or many objects.
3816 * The 'slaying' field for transformer is used as verb for the action.
3817 */
3818 void apply_item_transformer( object* pl, object* transformer )
3819 {
3820 object* marked;
3821 object* new_item;
3822 char* find;
3823 char* separator;
3824 int yield;
3825 char got[ MAX_BUF ];
3826 int len;
3827
3828 if ( !pl || !transformer )
3829 return;
3830 marked = find_marked_object( pl );
3831 if ( !marked )
3832 {
3833 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3834 return;
3835 }
3836 if ( !marked->slaying )
3837 {
3838 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3839 return;
3840 }
3841 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name );
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3844 {
3845 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3846 return;
3847 }
3848 find += strlen( transformer->arch->name ) + 1;
3849 /* Item can be used, now find how many and what it yields */
3850 if ( isdigit( *( find ) ) )
3851 {
3852 yield = atoi( find );
3853 if ( yield < 1 )
3854 {
3855 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3856 yield = 1;
3857 }
3858 }
3859 else
3860 yield = 1;
3861
3862 while ( isdigit( *find ) )
3863 find++;
3864 while ( *find == ' ' )
3865 find++;
3866 memset( got, 0, MAX_BUF );
3867 if ( (separator = strchr( find, ';' ))!=NULL)
3868 {
3869 len = separator - find;
3870 }
3871 else
3872 {
3873 len = strlen(find);
3874 }
3875 if ( len > MAX_BUF-1)
3876 len = MAX_BUF-1;
3877 strcpy( got, find );
3878 got[len] = '\0';
3879
3880 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got );
3882 if ( !new_item )
3883 {
3884 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3885 return;
3886 }
3887 new_item->nrof = yield;
3888 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3889 insert_ob_in_ob( new_item, pl );
3890 esrv_send_inventory( pl, pl );
3891 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 );
3893 /* Eat one transformer if needed */
3894 if ( transformer->stats.food )
3895 if ( --transformer->stats.food == 0 )
3896 decrease_ob_nr( transformer, 1 );
3897 }