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/cvs/deliantra/server/server/apply.C
Revision: 1.13
Committed: Tue Aug 29 07:34:00 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -165 lines
Log Message:
nuke transports

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.12 2006-08-29 05:03:55 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 FREE_AND_COPY(weapon->name, buf);
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same
619 slot at once! */
620 decrease_ob(improver);
621 weapon->last_eat=0;
622 return 1;
623 }
624
625
626 /**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
628 * This is the new improve weapon code.
629 * Returns 0 if it was not able to work for some reason.
630 *
631 * Checks if weapon was prepared, if enough potions on the floor, ...
632 *
633 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve
636 */
637 int improve_weapon(object *op,object *improver,object *weapon)
638 {
639 int sacrifice_count, sacrifice_needed=0;
640
641 if(improver->stats.sp==IMPROVE_PREPARE) {
642 return prepare_weapon(op, improver, weapon);
643 }
644 if (weapon->level==0) {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
646 return 0;
647 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650 return 0;
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0;
658 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved.
663 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) {
665 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++;
670
671 weapon->item_power++;
672 decrease_ob(improver);
673 return 1;
674 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) {
676 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10;
678 if (weapon->weight < 1) weapon->weight = 1;
679 new_draw_info_format(NDI_UNIQUE, 0, op,
680 "Weapon weight reduced to %6.1f kg",
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++;
683 weapon->item_power++;
684 decrease_ob(improver);
685 return 1;
686 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) {
688 weapon->magic++;
689 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver);
693 weapon->item_power++;
694 return 1;
695 }
696
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
699 weapon->stats.Wis;
700
701 if (sacrifice_needed<1)
702 sacrifice_needed =1;
703 sacrifice_needed *=2;
704
705 sacrifice_count = check_sacrifice(op,improver);
706 if (sacrifice_count < sacrifice_needed) {
707 new_draw_info_format(NDI_UNIQUE, 0, op,
708 "You need at least %d %s", sacrifice_needed, improver->slaying);
709 return 0;
710 }
711 eat_item(op,improver->slaying, sacrifice_needed);
712 weapon->item_power++;
713
714 switch (improver->stats.sp) {
715 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon,
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon,
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
745 }
746 LOG(llevError,"improve_weapon: Got to end of function\n");
747 return 0;
748 }
749
750 /**
751 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work.
754 */
755 int check_improve_weapon (object *op, object *tmp)
756 {
757 object *otmp;
758
759 if(op->type!=PLAYER)
760 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 }
765 otmp=find_marked_object(op);
766 if(!otmp) {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0;
769 }
770 if (otmp->type != WEAPON && otmp->type != BOW) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
772 return 0;
773 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
775 improve_weapon(op,tmp,otmp);
776 esrv_send_item(op, otmp);
777 return 1;
778 }
779
780 /**
781 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to
783 * +5 no matter what level, but they are limited by item
784 * power.
785 * Try to use same improvement code as in the common/treasure.c
786 * file, so that if you make a +2 full helm, it will be just
787 * the same as one you find in a shop.
788 *
789 * deprecated comment:
790 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
791 * only 'enchantment' of armour is possible - improving
792 * the stats of a player w/ armour as well as a weapon
793 * will probably horribly unbalance the game. Magic enchanting
794 * depends on the level of the character - ie the plus
795 * value (magic) of the armour can never be increased beyond
796 * the level of the character / 10 -- rounding upish, nor may
797 * the armour value of the piece of equipment exceed either
798 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now.
801 */
802 int improve_armour(object *op, object *improver, object *armour)
803 {
804 object *tmp;
805
806 if (armour->magic >= settings.armor_max_enchant) {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
808 return 0;
809 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?)
814 */
815 if (armour->title) {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0;
818 }
819
820 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge.
822 */
823 if(armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827
828 armour->magic++;
829
830 if ( !settings.armor_speed_linear )
831 {
832 int base = 100;
833 int pow = 0;
834 while ( pow < armour->magic )
835 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100;
837 pow++;
838 }
839
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
841 }
842 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
844
845 if ( !settings.armor_weight_linear )
846 {
847 int base = 100;
848 int pow = 0;
849 while ( pow < armour->magic )
850 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100;
852 pow++;
853 }
854
855 armour->weight = ( armour->arch->clone.weight * base ) / 100;
856 }
857 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
859
860 if ( armour->weight <= 0 )
861 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
863 armour->weight = 1;
864 }
865
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
867
868 if (op->type == PLAYER) {
869 esrv_send_item(op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED))
871 fix_player(op);
872 }
873 decrease_ob(improver);
874 if (tmp) {
875 insert_ob_in_ob(tmp, op);
876 esrv_send_item(op, tmp);
877 }
878 return 1;
879 }
880
881
882 /*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not
884 * what the converter wants, -1 if the converter is broken.
885 */
886 #define CONV_FROM(xyz) xyz->slaying
887 #define CONV_TO(xyz) xyz->other_arch
888 #define CONV_NR(xyz) xyz->stats.sp
889 #define CONV_NEED(xyz) xyz->stats.food
890
891 /* Takes one items and makes another.
892 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything.
895 */
896 int convert_item(object *item, object *converter) {
897 int nr=0;
898 object *tmp;
899 int is_in_shop;
900 uint32 price_in;
901
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 tmp != NULL;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909
910 /* We make some assumptions - we assume if it takes money as it type,
911 * it wants some amount. We don't make change (ie, if something costs
912 * 3 gp and player drops a platinum, tough luck)
913 */
914 if (!strcmp(CONV_FROM(converter),"money")) {
915 int cost;
916
917 if(item->type!=MONEY)
918 return 0;
919
920 nr=(item->nrof*item->value)/CONV_NEED(converter);
921 if (!nr) return 0;
922 cost=nr*CONV_NEED(converter)/item->value;
923 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++;
925 decrease_ob_nr(item, cost);
926
927 price_in = cost*item->value;
928 }
929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
932 return 0;
933
934 if(CONV_NEED(converter)) {
935 nr=item->nrof/CONV_NEED(converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter));
937 price_in = nr*CONV_NEED(converter)*item->value;
938 } else {
939 price_in = item->value;
940 remove_ob(item);
941 free_object(item);
942 }
943 }
944
945 if (converter->inv != NULL) {
946 object *ob;
947 int i;
948 object *ob_to_copy;
949
950 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv;
952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
953 if (rndm(0, i) == 0) {
954 ob_to_copy = ob;
955 }
956 }
957 item = object_create_clone(ob_to_copy);
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE);
960 } else {
961 if (converter->other_arch == NULL) {
962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
963 return -1;
964 }
965
966 item = object_create_arch(converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
968 }
969
970 if(CONV_NR(converter))
971 item->nrof=CONV_NR(converter);
972 if(nr)
973 item->nrof*=nr;
974 if(is_in_shop)
975 SET_FLAG(item,FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) {
977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978 converter->name, converter->map->path, converter->x, converter->y, price_in,
979 item->nrof*item->value, item->name);
980 /**
981 * elmex: we are going to let the game continue, as the mapcreator
982 * propably had something in mind when doing this
983 */
984 }
985 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
986 return 1;
987 }
988
989 /**
990 * Handle apply on containers.
991 * By Eneq(@csd.uu.se).
992 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
993 * added the alchemical cauldron to the code -b.t.
994 */
995
996 int apply_container (object *op, object *sack)
997 {
998 char buf[MAX_BUF];
999 object *tmp;
1000
1001 if(op->type!=PLAYER)
1002 return 0; /* This might change */
1003
1004 if (sack==NULL || sack->type != CONTAINER) {
1005 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1006 return 0;
1007 }
1008 op->contr->last_used = NULL;
1009 op->contr->last_used_id = 0;
1010
1011 if (sack->env!=op) {
1012 if (sack->other_arch == NULL || sack->env != NULL) {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1014 return 1;
1015 }
1016 /* It's on the ground, the problems begin */
1017 if (op->container != sack) {
1018 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021 tmp && tmp->container != sack; tmp=tmp->above);
1022 if (tmp) {
1023 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op,
1025 "%s is already occupied.", query_name(sack));
1026 return 1;
1027 }
1028 }
1029 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031 if (op->container == NULL) {
1032 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036 tmp->map = NULL;
1037 tmp->env = sack;
1038 if (sack->inv)
1039 sack->inv->above = tmp;
1040 tmp->below = sack->inv;
1041 tmp->above = NULL;
1042 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */
1044 } else {
1045 sack->move_off = 0;
1046 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) {
1048 remove_ob(tmp);
1049 free_object (tmp);
1050 }
1051 }
1052 }
1053 }
1054
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 if (op->container) {
1057 if (op->container != sack) {
1058 tmp = op->container;
1059 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp));
1061 op->container = sack;
1062 strcat (buf, query_name(sack));
1063 strcat (buf, ".");
1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack));
1068 }
1069 } else {
1070 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack));
1072 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack;
1074 }
1075 } else { /* not applied */
1076 if (sack->slaying) { /* it's locked */
1077 tmp = find_key(op, op, sack);
1078 if (tmp) {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf);
1083 apply_container (op, sack);
1084 return 1;
1085 }
1086 } else {
1087 sprintf (buf, "You don't have the key to unlock %s.",
1088 query_name(sack));
1089 }
1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack);
1096 return 1;
1097 }
1098 }
1099 }
1100 new_draw_info (NDI_UNIQUE, 0, op, buf);
1101 if (op->contr) op->contr->socket.update_look=1;
1102 return 1;
1103 }
1104
1105 /**
1106 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1107 * the player has in their inventory, eg, sacks, luggages, etc.
1108 *
1109 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1110 * This version is for client/server mode.
1111 * op is the player, sack is the container the player is opening or closing.
1112 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1113 *
1114 * Reminder - there are three states for any container - closed (non applied),
1115 * applied (not open, but objects that match get tossed into it), and open
1116 * (applied flag set, and op->container points to the open container)
1117 */
1118
1119 int esrv_apply_container (object *op, object *sack)
1120 {
1121 object *tmp=op->container;
1122 if(op->type!=PLAYER)
1123 return 0; /* This might change */
1124
1125 if (sack==NULL || sack->type != CONTAINER) {
1126 LOG (llevError,
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 return 0;
1129 }
1130
1131 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container.
1134 */
1135
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1137 if (op->container->env != op) { /* if container is on the ground */
1138 op->container->move_off = 0;
1139 }
1140
1141 if (INVOKE_OBJECT (CLOSE, op))
1142 return 1;
1143
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED);
1147 op->container=NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1;
1150 }
1151
1152
1153 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it.
1155 */
1156
1157 if (sack->slaying) { /* it's locked */
1158 tmp=find_key(op, op, sack);
1159 if (tmp) {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1161 } else {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163 query_name(sack));
1164 return 0;
1165 }
1166 }
1167
1168 /* By the time we get here, we have made sure any other container has been closed and
1169 * if this is a locked container, the player they key to open it.
1170 */
1171
1172 /* There are really two cases - the sack is either on the ground, or the sack is
1173 * part of the players inventory. If on the ground, we assume that the player is
1174 * opening it, since if it was being closed, that would have been taken care of above.
1175 */
1176
1177
1178 if (sack->env != op) {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully.
1182 */
1183 if (sack->env) {
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1185 query_name(sack));
1186 return 0;
1187 }
1188 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */
1190
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197
1198 } else { /* sack is in players inventory */
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1202 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack);
1206 }
1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1210 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack);
1212 }
1213 }
1214 return 1;
1215 }
1216
1217
1218 /**
1219 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted.
1221 */
1222 static int apply_altar (object *altar, object *sacrifice, object *originator)
1223 {
1224 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER))
1226 return 0;
1227
1228 if (operate_altar (altar, &sacrifice)) {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * with an altar. We call it a Potion - altars are stationary - it
1231 * is up to map designers to use them properly.
1232 */
1233 if (altar->inv && altar->inv->type==SPELL) {
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1235 altar->inv->name);
1236 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with
1238 * old maps.
1239 */
1240 /* push_button (altar);*/
1241 } else {
1242 altar->value = 1; /* works only once */
1243 push_button (altar);
1244 }
1245 return sacrifice == NULL;
1246 } else {
1247 return 0;
1248 }
1249 }
1250
1251
1252 /**
1253 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29
1258 */
1259 int apply_shop_mat (object *shop_mat, object *op)
1260 {
1261 int rv = 0;
1262 double opinion;
1263 object *tmp, *next;
1264
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1266
1267 if (op->type != PLAYER) {
1268 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in
1270 * the shop.
1271 */
1272 for (tmp=op->inv; tmp; tmp=next) {
1273 next = tmp->below;
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1275 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1276
1277 remove_ob(tmp);
1278 if (i==-1) i=0;
1279 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0);
1283 }
1284 }
1285
1286 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1288
1289 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space.
1291 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1293
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1296 if (i != -1) {
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1298 shop_mat);
1299 }
1300 return 0;
1301 }
1302 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine.
1304 */
1305 rv = teleport (shop_mat, SHOP_MAT, op);
1306 }
1307 /* immediate block below is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311 if (shop_mat->msg) {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor.
1317 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1319 && tmp->type != SHOP_FLOOR) {
1320 opinion = shopkeeper_approval(op->map, op);
1321 if ( opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "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, "The shopkeeper glares at you with contempt.");
1329 }
1330 }
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore
1335 */
1336
1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1338 if(i == -1) {
1339 LOG (llevError, "Internal shop-mat problem.\n");
1340 } else {
1341 remove_ob (op);
1342 op->x += freearr_x[i];
1343 op->y += freearr_y[i];
1344 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1345 }
1346 }
1347 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv;
1349 }
1350
1351 /**
1352 * Handles applying a sign.
1353 */
1354 static void apply_sign (object *op, object *sign, int autoapply)
1355 {
1356 readable_message_type* msgType;
1357 char newbuf[HUGE_BUF];
1358 if (sign->msg == NULL) {
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1360 return;
1361 }
1362
1363 if (sign->stats.food) {
1364 if (sign->last_eat >= sign->stats.food) {
1365 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return;
1368 }
1369
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1371 sign->last_eat++;
1372 }
1373
1374 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1375 * No way to know for sure. The presumption is basically that if
1376 * move_on is zero, it needs to be manually applied (doesn't talk
1377 * to us).
1378 */
1379 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1380 new_draw_info (NDI_UNIQUE, 0, op,
1381 "You are unable to read while blind.");
1382 return;
1383 }
1384 msgType=get_readable_message_type(sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1386 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1387 }
1388
1389
1390 /**
1391 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap'
1393 * effect is determined by move_on/move_off of trap and move_type of victime.
1394 *
1395 * originator: Player, monster or other object that caused 'victim' to move
1396 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1397 * However, some types of traps require an originator to function.
1398 */
1399 void move_apply (object *trap, object *victim, object *originator)
1400 {
1401 static int recursion_depth = 0;
1402
1403 /* Only exits affect DMs. */
1404 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1405 return;
1406
1407 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion.
1409 */
1410 /* The following was changed because it was causing perfeclty correct
1411 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes.
1415 */
1416 if (recursion_depth >= 500) {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1419 trap->arch->name, trap->name, victim->arch->name, victim->name);
1420 return;
1421 }
1422 recursion_depth++;
1423 if (trap->head) trap=trap->head;
1424
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1426 goto leave;
1427
1428 switch (trap->type) {
1429 case PLAYERMOVER:
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1431 !should_director_abort(trap, victim)) {
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1433
1434 /* Is this correct? From the docs, it doesn't look like it
1435 * should be divided by trap->speed
1436 */
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1438
1439 /* Just put in some sanity check. I think there is a bug in the
1440 * above with some objects have zero speed, and thus the player
1441 * getting permanently paralyzed.
1442 */
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1445 }
1446 goto leave;
1447
1448 case SPINNER:
1449 if(victim->direction) {
1450 victim->direction=absdir(victim->direction-trap->stats.sp);
1451 update_turn_face(victim);
1452 }
1453 goto leave;
1454
1455 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) {
1457 victim->direction=trap->stats.sp;
1458 update_turn_face(victim);
1459 }
1460 goto leave;
1461
1462 case BUTTON:
1463 case PEDESTAL:
1464 update_button(trap);
1465 goto leave;
1466
1467 case ALTAR:
1468 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator);
1470 goto leave;
1471
1472 case THROWN_OBJ:
1473 if (trap->inv == NULL)
1474 goto leave;
1475 /* fallthrough */
1476
1477 case ARROW:
1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here
1484 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim);
1487 goto leave;
1488
1489 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim);
1491 goto leave;
1492
1493 case TRAPDOOR:
1494 {
1495 int max, sound_was_played;
1496 object *ab, *ab_next;
1497 if(!trap->value) {
1498 int tot;
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502
1503 if(!(trap->value=(tot>trap->weight)?1:0))
1504 goto leave;
1505
1506 SET_ANIMATION(trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE);
1508 }
1509
1510 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1511 /* need to set this up, since if we do transfer the object,
1512 * ab->above would be bogus
1513 */
1514 ab_next = ab->above;
1515
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1517 if ( ! sound_was_played) {
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1519 sound_was_played = 1;
1520 }
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1523 }
1524 }
1525 goto leave;
1526 }
1527
1528
1529 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) {
1531 object *op;
1532
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1534
1535 op = get_archetype("burnout");
1536 if (op != NULL) {
1537 op->x = trap->x;
1538 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0);
1540 }
1541 }
1542 goto leave;
1543
1544 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim);
1548 goto leave;
1549
1550 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim);
1552 goto leave;
1553
1554 case CHECK_INV:
1555 check_inv (victim, trap);
1556 goto leave;
1557
1558 case HOLE:
1559 /* Hole not open? */
1560 if(trap->stats.wc > 0)
1561 goto leave;
1562
1563 /* Is this a multipart monster and not the head? If so, return.
1564 * Processing will happen if the head runs into the pit
1565 */
1566 if (victim->head)
1567 goto leave;
1568
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave;
1573
1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576 /* Basically, don't show exits leading to random maps the
1577 * players output.
1578 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap);
1582 }
1583 goto leave;
1584
1585 case ENCOUNTER:
1586 /* may be some leftovers on this */
1587 goto leave;
1588
1589 case SHOP_MAT:
1590 apply_shop_mat (trap, victim);
1591 goto leave;
1592
1593 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator);
1596 goto leave;
1597
1598 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */
1601
1602 apply_sign (victim, trap, 1);
1603 goto leave;
1604
1605 case CONTAINER:
1606 if (victim->type==PLAYER)
1607 (void) esrv_apply_container (victim, trap);
1608 else
1609 (void) apply_container (victim, trap);
1610 goto leave;
1611
1612 case RUNE:
1613 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1615 spring_trap(trap, victim);
1616 }
1617 goto leave;
1618
1619 default:
1620 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1621 "handled in move_apply()\n", trap->name, trap->arch->name,
1622 trap->type);
1623 goto leave;
1624 }
1625
1626 leave:
1627 recursion_depth--;
1628 }
1629
1630 /**
1631 * Handles reading a regular (ie not containing a spell) book.
1632 */
1633 static void apply_book (object *op, object *tmp)
1634 {
1635 int lev_diff;
1636 object *skill_ob;
1637
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1640 return;
1641 }
1642 if(tmp->msg==NULL) {
1643 new_draw_info_format(NDI_UNIQUE, 0, op,
1644 "You open the %s and find it empty.", tmp->name);
1645 return;
1646 }
1647
1648 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill);
1650 if ( ! skill_ob) {
1651 new_draw_info(NDI_UNIQUE, 0,op,
1652 "You are unable to decipher the strange symbols.");
1653 return;
1654 }
1655 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1657 if (lev_diff < 2)
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1659 else if (lev_diff < 3)
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1661 else if (lev_diff < 5)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1663 else if (lev_diff < 8)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1667 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1669 return;
1670 }
1671
1672 readable_message_type* msgType = get_readable_message_type(tmp);
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype,
1675 "You open the %s and start reading.\n%s",
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678
1679 /* gain xp from reading */
1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1683 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1687 else op->contr->socket.update_look=1;
1688 }
1689 change_exp(op,exp_gain, skill_ob->skill, 0);
1690 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1691 }
1692 }
1693
1694 /**
1695 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * op is the person learning the skill, tmp is the skill scroll object
1697 */
1698 static void apply_skillscroll (object *op, object *tmp)
1699 {
1700 switch ((int) learn_skill (op, tmp)) {
1701 case 0:
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1704 return;
1705
1706 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1708 tmp->skill);
1709 new_draw_info_format(NDI_UNIQUE, 0, op,
1710 "Type 'bind ready_skill %s",tmp->skill);
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
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 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp);
1758 }
1759
1760 /**
1761 * Erases spell from player's inventory.
1762 */
1763 void do_forget_spell (object *op, const char *spell)
1764 {
1765 object *spob;
1766
1767 if (op->type != PLAYER) {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return;
1770 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return;
1774 }
1775
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1777 "You lose knowledge of %s.", spell);
1778 player_unready_range_ob(op->contr, spob);
1779 esrv_remove_spell(op->contr, spob);
1780 remove_ob(spob);
1781 free_object(spob);
1782 }
1783
1784 /**
1785 * Handles player applying a spellbook.
1786 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1787 * stuff like that. Random learning failure too.
1788 */
1789 static void apply_spellbook (object *op, object *tmp)
1790 {
1791 object *skop, *spell, *spell_skill;
1792
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795 return;
1796 }
1797
1798 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks
1801 */
1802
1803 if(tmp->slaying != NULL) {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1805 if (!spell) {
1806 new_draw_info_format(NDI_UNIQUE, 0, op,
1807 "The book's formula for %s is incomplete", tmp->slaying);
1808 return;
1809 }
1810 else
1811 insert_ob_in_ob(spell, tmp);
1812 free_string(tmp->slaying);
1813 tmp->slaying=NULL;
1814 }
1815
1816 skop = find_skill_by_name(op, tmp->skill);
1817
1818 /* need a literacy skill to learn spells. Also, having a literacy level
1819 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) {
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1822 return;
1823 }
1824
1825 spell = tmp->inv;
1826 if (!spell) {
1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1829 return;
1830 }
1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return;
1834 }
1835
1836 new_draw_info_format(NDI_UNIQUE, 0, op,
1837 "The spellbook contains the %s level spell %s.",
1838 get_levelnumber(spell->level), spell->name);
1839
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1841 identify(tmp);
1842 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1844 else
1845 op->contr->socket.update_look=1;
1846 }
1847
1848 /* I removed the check for special_prayer_mark here - it didn't make
1849 * a lot of sense - special prayers are not found in spellbooks, and
1850 * if the player doesn't know the spell, doesn't make a lot of sense that
1851 * they would have a special prayer mark.
1852 */
1853 if (check_spell_known (op, spell->name)) {
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1855 return;
1856 }
1857
1858 if (spell->skill) {
1859 spell_skill = find_skill_by_name(op, spell->skill);
1860 if (!spell_skill) {
1861 new_draw_info_format(NDI_UNIQUE, 0, op,
1862 "You lack the skill %s to use this spell",
1863 spell->skill);
1864 return;
1865 }
1866 if (spell_skill->level < spell->level) {
1867 new_draw_info_format(NDI_UNIQUE, 0, op,
1868 "You need to be level %d in %s to learn this spell.",
1869 spell->level, spell->skill);
1870 return;
1871 }
1872 }
1873
1874 /* Logic as follows
1875 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 *
1878 * 2- The learner's skill level in literacy adjusts the chance to learn
1879 * a spell.
1880 *
1881 * 3 -Automatically fail to learn if you read while confused
1882 *
1883 * Overall, chances are the same but a player will find having a high
1884 * literacy rate very useful! -b.t.
1885 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1892
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0);
1895
1896 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1899 } else {
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1902 }
1903 decrease_ob(tmp);
1904 }
1905
1906 /**
1907 * Handles applying a spell scroll.
1908 */
1909 void apply_scroll (object *op, object *tmp, int dir)
1910 {
1911 object *skop;
1912
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1915 return;
1916 }
1917
1918 if (!tmp->inv || tmp->inv->type != SPELL) {
1919 new_draw_info (NDI_UNIQUE, 0, op,
1920 "The scroll just doesn't make sense!");
1921 return;
1922 }
1923
1924 if(op->type==PLAYER) {
1925 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0;
1927
1928 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell.
1930 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1932
1933 if ( ! skop) {
1934 new_draw_info(NDI_UNIQUE, 0,op,
1935 "You are unable to decipher the strange symbols.");
1936 return;
1937 }
1938
1939 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0);
1941 }
1942
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1944 identify(tmp);
1945
1946 new_draw_info_format(NDI_BLACK, 0, op,
1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948
1949
1950 cast_spell(op,tmp,dir,tmp->inv, NULL);
1951 decrease_ob(tmp);
1952 }
1953
1954 /**
1955 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure
1957 * chest.
1958 */
1959 static void apply_treasure (object *op, object *tmp)
1960 {
1961 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963
1964
1965 /* Nice side effect of new treasure creation method is that the treasure
1966 * for the chest is done when the chest is created, and put into the chest
1967 * inventory. So that when the chest burns up, the items still exist. Also
1968 * prevents people fromt moving chests to more difficult maps to get better
1969 * treasure
1970 */
1971
1972 treas = tmp->inv;
1973 if(treas==NULL) {
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1975 decrease_ob(tmp);
1976 return;
1977 }
1978 while (tmp->inv) {
1979 treas = tmp->inv;
1980
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x;
1986 treas->y=op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op);
1992 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed
1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break;
1999 }
2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 decrease_ob (tmp);
2003
2004 }
2005
2006 /**
2007 * op eats food.
2008 * If player, takes care of messages and dragon special food.
2009 */
2010 static void apply_food (object *op, object *tmp)
2011 {
2012 int capacity_remaining;
2013
2014 if(op->type!=PLAYER)
2015 op->stats.hp=op->stats.maxhp;
2016 else {
2017 /* check if this is a dragon (player), eating some flesh */
2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2019 ;
2020 else {
2021 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) {
2023 if(tmp->type==FOOD || tmp->type==FLESH)
2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2025 else
2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2027 }
2028
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2030 char buf[MAX_BUF];
2031
2032 if (!is_dragon_pl(op)) {
2033 /* eating message for normal players*/
2034 if(tmp->type==DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2036 else
2037 sprintf(buf,"The %s tasted %s",tmp->name,
2038 tmp->type==FLESH?"terrible!":"good.");
2039 }
2040 else {
2041 /* eating message for dragon players*/
2042 sprintf(buf,"The %s tasted terrible!",tmp->name);
2043 }
2044
2045 new_draw_info(NDI_UNIQUE, 0,op,buf);
2046 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50;
2050 else
2051 op->stats.hp+=tmp->stats.food/50;
2052 if(op->stats.hp>op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp;
2054 if (op->stats.food > 999)
2055 op->stats.food = 999;
2056 }
2057
2058 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2060 eat_special_food(op,tmp);
2061 }
2062 }
2063 handle_apply_yield(tmp);
2064 decrease_ob(tmp);
2065 }
2066
2067 /**
2068 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * there is a chance for the dragon's skin to get improved.
2070 *
2071 * attributes:
2072 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return:
2075 * int 1 if eating successful, 0 if it doesn't work
2076 */
2077 int dragon_eat_flesh(object *op, object *meal) {
2078 object *skin = NULL; /* pointer to dragon skin force*/
2079 object *abil = NULL; /* pointer to dragon ability force*/
2080 object *tmp = NULL; /* tmp. object */
2081
2082 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */
2089 int i; /* index */
2090
2091 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op))
2093 return 0;
2094
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2098 if (tmp->type == FORCE) {
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2100 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2102 abil = tmp;
2103 }
2104 }
2105
2106 /* if either skin or ability are missing, this is an old player
2107 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0;
2109
2110 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50;
2113 else
2114 op->stats.hp += meal->stats.food/50;
2115 if(op->stats.hp>op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp;
2117
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2119
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2121
2122 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2125 /* got positive resistance, now calculate improvement chance (0-100) */
2126
2127 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2129 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */
2131
2132 /* monster bonus increases with level, because high-level
2133 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level);
2135
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2137 ((double)settings.max_level)) - skin->resist[i];
2138
2139 if (chance >= 0.)
2140 chance += 1.;
2141 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2143
2144 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2146
2147 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.);
2150
2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) {
2153 atnr_winner[winners] = i;
2154 winners++;
2155 }
2156
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2158
2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2160 }
2161 }
2162
2163 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100;
2165 /* print message according to totalchance */
2166 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2168 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name);
2170 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name);
2172 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name);
2174 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name);
2176 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2177 sprintf(buf, "The %s tasted strange.", meal->name);
2178 else
2179 sprintf(buf, "The %s had no taste.", meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf);
2181
2182 /* now choose a winner if we have any */
2183 i = -1;
2184 if (winners>0)
2185 i = atnr_winner[RANDOM()%winners];
2186
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2188 /* resistance increased! */
2189 skin->resist[i]++;
2190 fix_player(op);
2191
2192 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2194 }
2195
2196 /* if this flesh contains a new ability focus, we mark it
2197 into the ability_force and it will take effect on next level */
2198 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2199 && meal->last_eat != abil->last_eat) {
2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201
2202 if (meal->last_eat != abil->stats.exp) {
2203 sprintf(buf, "Your metabolism prepares to focus on %s!",
2204 change_resist_msg[meal->last_eat]);
2205 new_draw_info(NDI_UNIQUE, 0, op, buf);
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2207 new_draw_info(NDI_UNIQUE, 0, op, buf);
2208 }
2209 else {
2210 sprintf(buf, "Your metabolism will continue to focus on %s.",
2211 change_resist_msg[meal->last_eat]);
2212 new_draw_info(NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0;
2214 }
2215 }
2216 return 1;
2217 }
2218
2219 static void apply_savebed (object *pl)
2220 {
2221 #ifndef COZY_SERVER
2222 if(!pl->contr->name_changed||!pl->stats.exp) {
2223 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2224 return;
2225 }
2226 #endif
2227 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl);
2229 remove_ob(pl);
2230 pl->direction=0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 "%s leaves the game.",pl->name);
2233
2234 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y;
2238
2239 strcpy(pl->contr->killer,"left");
2240 check_score(pl); /* Always check score */
2241 (void)save_player(pl,0);
2242 pl->map->players--;
2243 #if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2245 #endif
2246 play_again(pl);
2247 pl->speed = 0;
2248 update_ob_speed(pl);
2249 }
2250
2251 /**
2252 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour.
2254 */
2255 static void apply_armour_improver (object *op, object *tmp)
2256 {
2257 object *armor;
2258
2259 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2260 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2261 return;
2262 }
2263 armor=find_marked_object(op);
2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return;
2267 }
2268 if (armor->type != ARMOUR
2269 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2275 return;
2276 }
2277
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2279 improve_armour(op,tmp,armor);
2280 }
2281
2282
2283 extern void apply_poison (object *op, object *tmp)
2284 {
2285 if (op->type == PLAYER) {
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze");
2289 }
2290 if (tmp->stats.hp > 0) {
2291 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 }
2295 op->stats.food-=op->stats.food/4;
2296 handle_apply_yield(tmp);
2297 decrease_ob(tmp);
2298 }
2299
2300 /**
2301 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2302 * A valid 2 way exit means:
2303 * -You can come back (there is another exit at the other side)
2304 * -You are
2305 * ° the owner of the exit
2306 * ° or in the same party as the owner
2307 *
2308 * Note: a owner in a 2 way exit is saved as the owner's name
2309 * in the field exit->name cause the field exit->owner doesn't
2310 * survive in the swapping (in fact the whole exit doesn't survive).
2311 */
2312 int is_legal_2ways_exit (object* op, object *exit)
2313 {
2314 object * tmp;
2315 object * exit_owner;
2316 player * pp;
2317 mapstruct * exitmap;
2318 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2319 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2320 /* To know if an exit has a correspondant, we look at
2321 * all the exits in destination and try to find one with same path as
2322 * the current exit's position */
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2326 if (exitmap)
2327 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2329 if (!tmp) return 0;
2330 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2331 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2335 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2336
2337 /* From here we have found the exit is valid. However we do
2338 * here the check of the exit owner. It is important for the
2339 * town portals to prevent strangers from visiting your appartments
2340 */
2341 if (!exit->race) return 1; /*No owner, free for all!*/
2342 exit_owner=NULL;
2343 for (pp=first_player;pp;pp=pp->next)
2344 {
2345 if (!pp->ob) continue;
2346 if (pp->ob->name!=exit->race) continue;
2347 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2348 break;
2349 }
2350 if (!exit_owner) return 0; /* No more owner*/
2351 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2352 if ( exit_owner && /*There is a owner*/
2353 (op->contr) && /*A player tries to pass */
2354 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2355 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2356 return 0;
2357 return 1;
2358 }
2359 }
2360 return 0;
2361 }
2362
2363
2364 /**
2365 * Main apply handler.
2366 *
2367 * Checks for unpaid items before applying.
2368 *
2369 * Return value:
2370 * 0: player or monster can't apply objects of that type
2371 * 1: has been applied, or there was an error applying the object
2372 * 2: objects of that type can't be applied if not in inventory
2373 *
2374 * op is the object that is causing object to be applied, tmp is the object
2375 * being applied.
2376 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special
2379 */
2380
2381 int manual_apply (object *op, object *tmp, int aflag)
2382 {
2383 if (tmp->head) tmp=tmp->head;
2384
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2386 if (op->type == PLAYER) {
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2388 return 1;
2389 } else {
2390 return 0; /* monsters just skip unpaid items */
2391 }
2392 }
2393
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 return RESULT_INT (0);
2396
2397 switch (tmp->type) {
2398
2399 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1;
2403 SET_ANIMATION(tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE);
2405 push_button(tmp);
2406 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op)) {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 }
2415 return 1;
2416
2417 case EXIT:
2418 if (op->type != PLAYER)
2419 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 query_name(tmp));
2423 } else {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp);
2429 }
2430 return 1;
2431
2432 case SIGN:
2433 apply_sign (op, tmp, 0);
2434 return 1;
2435
2436 case BOOK:
2437 if (op->type == PLAYER) {
2438 apply_book (op, tmp);
2439 return 1;
2440 } else {
2441 return 0;
2442 }
2443
2444 case SKILLSCROLL:
2445 if (op->type == PLAYER) {
2446 apply_skillscroll (op, tmp);
2447 return 1;
2448 }
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER) {
2453 apply_spellbook (op, tmp);
2454 return 1;
2455 }
2456 return 0;
2457
2458 case SCROLL:
2459 apply_scroll (op, tmp, 0);
2460 return 1;
2461
2462 case POTION:
2463 (void) apply_potion(op, tmp);
2464 return 1;
2465
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */
2467 case CLOSE_CON:
2468 if (op->type==PLAYER)
2469 (void) esrv_apply_container (op, tmp->env);
2470 else
2471 (void) apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1;
2480
2481 case TREASURE:
2482 if (op->type == PLAYER) {
2483 apply_treasure (op, tmp);
2484 return 1;
2485 } else {
2486 return 0;
2487 }
2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag);
2511 return 1;
2512
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 if (op->type == PLAYER) {
2525 apply_savebed (op);
2526 return 1;
2527 } else {
2528 return 0;
2529 }
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF];
2546 timeofday_t tod;
2547
2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1;
2556 } else {
2557 return 0;
2558 }
2559
2560 case MENU:
2561 if (op->type == PLAYER) {
2562 shop_listing (op);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1;
2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp);
2575 return 1;
2576 } else {
2577 return 0;
2578 }
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp );
2582 return 1;
2583
2584 default:
2585 return 0;
2586 }
2587 }
2588
2589
2590 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2591 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages.
2593 *
2594 * Same return value as apply() function.
2595 */
2596 int player_apply (object *pl, object *op, int aflag, int quiet)
2597 {
2598 int tmp;
2599
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2601 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2604 "above the ground!");
2605 return 0;
2606 }
2607 }
2608
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied.
2611 */
2612 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613 {
2614 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2616 "of smoke!");
2617 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618 remove_ob (op);
2619 free_object (op);
2620 return 1;
2621 }
2622
2623 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count;
2625
2626 tmp = manual_apply (pl, op, aflag);
2627 if ( ! quiet) {
2628 if (tmp == 0)
2629 new_draw_info_format (NDI_UNIQUE, 0, pl,
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl,
2634 "You must get it first!\n");
2635 }
2636 return tmp;
2637 }
2638
2639 /**
2640 * player_apply_below attempts to apply the object 'below' the player.
2641 * If the player has an open container, we use that for below, otherwise
2642 * we use the ground.
2643 */
2644
2645 void player_apply_below (object *pl)
2646 {
2647 object *tmp, *next;
2648 int floors;
2649
2650 /* If using a container, set the starting item to be the top
2651 * item in the container. Otherwise, use the map.
2652 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654
2655 /* This is perhaps more complicated. However, I want to make sure that
2656 * we don't use a corrupt pointer for the next object, so we get the
2657 * next object in the stack before applying. This is can only be a
2658 * problem if player_apply() has a bug in that it uses the object but does
2659 * not return a proper value.
2660 */
2661 for (floors = 0; tmp!=NULL; tmp=next) {
2662 next = tmp->below;
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++;
2665 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */
2667
2668 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which
2671 * the item needs.
2672 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2674 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return;
2676 }
2677 if (floors >= 2)
2678 return; /* process at most two floor objects */
2679 }
2680 }
2681
2682 /**
2683 * Unapplies specified item.
2684 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done
2686 * to keep the size of apply_special to a more managable size.
2687 */
2688 static int unapply_special (object *who, object *op, int aflags)
2689 {
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0);
2693
2694 object *tmp2;
2695
2696 CLEAR_FLAG(op, FLAG_APPLIED);
2697 switch(op->type) {
2698 case WEAPON:
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2700
2701 (void) change_abil (who,op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704 clear_skill(who);
2705 break;
2706
2707 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL:
2709 if (op != who->chosen_skill) {
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2711 }
2712 if (who->type==PLAYER) {
2713 if (who->contr->shoottype == range_skill)
2714 who->contr->shoottype = range_none;
2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op));
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op);
2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op);
2741 break;
2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x;
2747 tmp2->y = op->y;
2748 tmp2->map = op->map;
2749 tmp2->below = op->below;
2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op);
2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 }
2766 }
2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break;
2771 case BOW:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none;
2779 } else {
2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 }
2785 break;
2786
2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL;
2791 break;
2792
2793 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2795 break;
2796 }
2797
2798 fix_player(who);
2799
2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp;
2802
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp;
2809 }
2810 esrv_send_item (who, op);
2811 }
2812 }
2813 return 0;
2814 }
2815
2816 /**
2817 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we
2819 * then go through the below of this. In this way, you can do
2820 * something like:
2821 * tmp = get_item_from_body_location(who->inv, 1);
2822 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2823 * to find the second object that may use this location, etc.
2824 * Returns NULL if no match is found.
2825 * loc is the index into the array we are looking for a match.
2826 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use
2828 * up body locations can be used as restrictions.
2829 */
2830 object *get_item_from_body_location(object *start, int loc)
2831 {
2832 object *tmp;
2833
2834 if (!start) return NULL;
2835
2836 for (tmp=start; tmp; tmp=tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839
2840 return NULL;
2841 }
2842
2843
2844
2845 /**
2846 * 'op' wants to apply an object, but can't because of other equipment.
2847 * This should only be called when it is known
2848 * that there are objects to unapply. This makes pretty heavy
2849 * use of get_item_from_body_location. It makes no intelligent choice
2850 * on objects - rather, the first that is matched is used.
2851 * Returns 0 on success, returns 1 if there is some problem.
2852 * if aflags is AP_PRINT, we instead print out waht to unapply
2853 * instead of doing it. This is a lot less code than having
2854 * another function that does just that.
2855 */
2856 int unapply_for_ob(object *who, object *op, int aflags)
2857 {
2858 int i;
2859 object *tmp=NULL, *last;
2860
2861 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */
2864 if (op->type == WEAPON || op->type == SHIELD) {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) {
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2869 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2871 else
2872 unapply_special(who, tmp, aflags);
2873 }
2874 else {
2875 /* In this case, we want to try and remove a cursed item.
2876 * While we know it won't work, we want unapply_special to
2877 * at least generate the message.
2878 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who,
2880 "No matter how hard you try, you just can't\nremove %s.",
2881 query_name(tmp));
2882 return 1;
2883 }
2884
2885 }
2886 }
2887 }
2888
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2890 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) {
2892 last = who->inv;
2893
2894 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots.
2896 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) {
2898 tmp = get_item_from_body_location(last, i);
2899 if (!tmp) {
2900 #if 0
2901 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped.
2903 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2905 i, body_locations[i].save_name, who->name);
2906 #endif
2907 return 1;
2908 }
2909 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2912 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2914 else
2915 unapply_special(who, tmp, aflags);
2916 }
2917 else {
2918 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.)
2922 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2924 }
2925 last = tmp->below;
2926 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928 * return in the !tmp would have kicked in.
2929 */
2930 } /* if op is using this body location */
2931 } /* for body lcoations */
2932 return 0;
2933 }
2934
2935 /**
2936 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special.
2938 * Otherwise returns a bitmask - potentially several of these may be
2939 * set, but largely depends on circumstance - in the future, processing
2940 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2941 * is set, do we really are what the other flags may be?)
2942 *
2943 * See include/define.h for detailed description of the meaning of
2944 * these return values.
2945 */
2946 int can_apply_object(object *who, object *op)
2947 {
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0);
2951
2952 int i, retval=0;
2953 object *tmp=NULL, *ws=NULL;
2954
2955 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2956 * 2 weapons, but we don't want to let them do that. So if they are
2957 * trying to equip a weapon or shield, see if they already have one
2958 * in place and store that way.
2959 */
2960 if (op->type == WEAPON || op->type == SHIELD) {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2963 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp;
2965 }
2966 }
2967 }
2968
2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 if (op->body_info[i]) {
2972 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) {
2974 /* Could return now for efficiently - rest of info below isn'
2975 * really needed.
2976 */
2977 retval |= CAN_APPLY_NEVER;
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2979 /* in this case, equipping this would use more free spots than
2980 * we have.
2981 */
2982 object *tmp1;
2983
2984
2985 /* if we have an applied weapon/shield, and unapply it would free
2986 * enough slots to equip the new item, then just set this can
2987 * continue. We don't care about the logic below - if you have
2988 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied
2991 * may be two handed for example.
2992 */
2993 if (ws) {
2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2995 retval |= CAN_APPLY_UNAPPLY;
2996 continue;
2997 }
2998 }
2999
3000 tmp1 = get_item_from_body_location(who->inv, i);
3001 if (!tmp1) {
3002 #if 0
3003 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed.
3005 */
3006 LOG(llevError,"Can't find object using location %d on %s\n",
3007 i, who->name);
3008 #endif
3009 retval |= CAN_APPLY_NEVER;
3010 } else {
3011 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need
3013 * to apply multiple objects
3014 */
3015 retval |= CAN_APPLY_UNAPPLY;
3016 if (!tmp) tmp = tmp1;
3017 else if (tmp != tmp1) {
3018 retval |= CAN_APPLY_UNAPPLY_MULT;
3019 }
3020 /* This object isn't using up all the slots, so there must
3021 * be another. If so, and it the new item doesn't need all
3022 * the slots, the player then has a choice.
3023 */
3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3025 (FABS(op->body_info[i]) < who->body_info[i]))
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027
3028 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply.
3030 */
3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3032 retval |= CAN_APPLY_UNAPPLY_MULT;
3033
3034 }
3035 } /* if not enough free slots */
3036 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */
3038
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location.
3045 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3047 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3049 retval |= CAN_APPLY_RESTRICTION;
3050
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION;
3062 }
3063 return retval;
3064 }
3065
3066
3067
3068 /**
3069 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something
3072 * like a potion or scroll.
3073 *
3074 * function returns 1 if the action could not be completed, 0 on
3075 * success. However, success is a matter of meaning - if the
3076 * user passes the 'apply' flag to an object already applied,
3077 * nothing is done, and 0 is returned.
3078 *
3079 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3080 * AP_UNAPPLY=always unapply).
3081 *
3082 * Optional flags:
3083 * AP_NO_MERGE: don't merge an unapplied object with other objects
3084 * AP_IGNORE_CURSE: unapply cursed items
3085 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 *
3088 * apply_special() doesn't check for unpaid items.
3089 */
3090 int apply_special (object *who, object *op, int aflags)
3091 {
3092 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL;
3094 int i;
3095
3096 if(who==NULL) {
3097 LOG(llevError,"apply_special() from object without environment.\n");
3098 return 1;
3099 }
3100
3101 if(op->env!=who)
3102 return 1; /* op is not in inventory */
3103
3104 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3106 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0;
3108
3109 if ( ! (aflags & AP_IGNORE_CURSE)
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3111 new_draw_info_format(NDI_UNIQUE, 0, who,
3112 "No matter how hard you try, you just can't\nremove %s.",
3113 query_name(op));
3114 return 1;
3115 }
3116 return unapply_special(who, op, aflags);
3117 }
3118
3119 if (basic_flag == AP_UNAPPLY) return 0;
3120
3121 i = can_apply_object(who, op);
3122
3123 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) {
3125 if (i & CAN_APPLY_NEVER) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3127 return 1;
3128 } else if (i & CAN_APPLY_RESTRICTION) {
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3130 return 1;
3131 }
3132 if (who->type != PLAYER) {
3133 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1;
3135 } else {
3136 if (who->contr->unapply == unapply_never ||
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139 unapply_for_ob(who, op, AP_PRINT);
3140 return 1;
3141 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3143 i = unapply_for_ob(who, op, aflags);
3144 if (i) return 1;
3145 }
3146 }
3147 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3149 skop=find_skill_by_name(who, op->skill);
3150 if (!skop) {
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3152 return 1;
3153 } else {
3154 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated
3156 */
3157 change_skill(who, skop, 0);
3158 }
3159 }
3160
3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1;
3165 }
3166
3167
3168 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object.
3171 */
3172
3173
3174 if(op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else
3177 tmp = NULL;
3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0);
3182
3183 switch(op->type) {
3184 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) {
3186 new_draw_info(NDI_UNIQUE, 0,who,
3187 "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1;
3192 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 SET_FLAG(op, FLAG_APPLIED);
3202
3203 if (skop) change_skill(who, skop, 1);
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON);
3206
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3208
3209 (void) change_abil (who,op);
3210 break;
3211
3212 case ARMOUR:
3213 case HELMET:
3214 case SHIELD:
3215 case BOOTS:
3216 case GLOVES:
3217 case GIRDLE:
3218 case BRACERS:
3219 case CLOAK:
3220 case RING:
3221 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3224 (void) change_abil (who,op);
3225 break;
3226 case LAMP:
3227 if (op->stats.food < 1) {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3229 " fuel!", op->name);
3230 return 1;
3231 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch);
3235 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who);
3240
3241 /* Remove the old lantern */
3242 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op);
3245 free_object(op);
3246
3247 /* insert the portion that was split off */
3248 if(tmp!=NULL) {
3249 (void) insert_ob_in_ob(tmp,who);
3250 if(who->type==PLAYER)
3251 esrv_send_item(who, tmp);
3252 }
3253 fix_player(who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3255 if (who->type == PLAYER) {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3258 }
3259 }
3260 if(who->type==PLAYER)
3261 esrv_send_item(who, tmp2);
3262 return 0;
3263 break;
3264
3265 /* this part is needed for skill-tools */
3266 case SKILL:
3267 case SKILL_TOOL:
3268 if (who->chosen_skill) {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1;
3271 }
3272 if (who->type == PLAYER) {
3273 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) {
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.",
3280 op->skill);
3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name);
3284 }
3285 }
3286 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op);
3288 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL);
3290 break;
3291
3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1;
3300 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1;
3307 }
3308 /*FALLTHROUGH*/
3309 case WAND:
3310 case ROD:
3311 case HORN:
3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3316
3317 if(who->type==PLAYER) {
3318 if (op->type == BOW) {
3319 (void)change_abil(who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.",
3322 op->race ? op->race : "nothing", query_name(op));
3323 who->contr->shoottype = range_bow;
3324 } else {
3325 who->contr->shoottype = range_misc;
3326 }
3327 } else {
3328 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW);
3330 else
3331 SET_FLAG (who, FLAG_READY_RANGE);
3332 }
3333 break;
3334
3335 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] )
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3338 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3341 break;
3342
3343 default:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3345 } /* end of switch op->type */
3346
3347 SET_FLAG(op, FLAG_APPLIED);
3348
3349 if(tmp!=NULL)
3350 tmp = insert_ob_in_ob(tmp,who);
3351
3352 fix_player(who);
3353
3354 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point,
3356 * you don't know anything about them.
3357 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED);
3361
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3363 if (who->type == PLAYER) {
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED);
3366 }
3367 }
3368 if(who->type==PLAYER) {
3369 /* if multiple objects were applied, update both slots */
3370 if (tmp)
3371 esrv_send_item(who, tmp);
3372 esrv_send_item(who, op);
3373 }
3374 return 0;
3375 }
3376
3377
3378 int monster_apply_special (object *who, object *op, int aflags)
3379 {
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1;
3382 return apply_special (who, op, aflags);
3383 }
3384
3385 /**
3386 * Map was just loaded, handle op's initialisation.
3387 *
3388 * Generates shop floor's item, and treasures.
3389 */
3390 int auto_apply (object *op) {
3391 object *tmp = NULL, *tmp2;
3392 int i;
3393
3394 switch(op->type) {
3395 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0;
3397 do {
3398 i=10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3401 if(tmp==NULL)
3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp);
3405 tmp = NULL;
3406 }
3407 } while(!tmp);
3408 tmp->x=op->x;
3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413 identify(tmp);
3414 break;
3415
3416 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418 return 0;
3419 while ((op->stats.hp--)>0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3421 op->stats.exp ? (int)op->stats.exp :
3422 op->map == NULL ? 14: op->map->difficulty,0);
3423
3424 /* If we generated an object and put it in this object inventory,
3425 * move it to the parent object as the current object is about
3426 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects.
3428 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) {
3430 tmp2 = tmp->below;
3431 remove_ob(tmp);
3432 if (op->env) insert_ob_in_ob(tmp, op->env);
3433 else free_object(tmp);
3434 }
3435 remove_ob(op);
3436 free_object(op);
3437 break;
3438 }
3439 return tmp ? 1 : 0;
3440 }
3441
3442 /**
3443 * fix_auto_apply goes through the entire map (only the first time
3444 * when an original map is loaded) and performs special actions for
3445 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate.
3447 */
3448
3449 void fix_auto_apply(mapstruct *m) {
3450 object *tmp,*above=NULL;
3451 int x,y;
3452
3453 if(m==NULL) return;
3454
3455 for(x=0;x<MAP_WIDTH(m);x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3458 above=tmp->above;
3459
3460 if (tmp->inv) {
3461 object *invtmp, *invnext;
3462
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3464 invnext = invtmp->below;
3465
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3467 auto_apply(invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3469 while ((invtmp->stats.hp--)>0)
3470 create_treasure(invtmp->randomitems, invtmp, 0,
3471 m->difficulty,0);
3472 invtmp->randomitems = NULL;
3473 }
3474 else if (invtmp && invtmp->arch &&
3475 invtmp->type!=TREASURE &&
3476 invtmp->type != SPELL &&
3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create
3482 * treasure again for this object
3483 */
3484 invtmp->randomitems = NULL;
3485 }
3486 }
3487 /* This is really temporary - the code at the bottom will
3488 * also set randomitems to null. The problem is there are bunches
3489 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13
3492 *
3493 * And if it's a spellbook, it's better to set randomitems to NULL too,
3494 * else you get two spells in the book ^_-
3495 * Ryo 2004-08-16
3496 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL;
3501
3502 }
3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505 auto_apply(tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507 while ((tmp->stats.hp--)>0)
3508 create_treasure(tmp->randomitems, tmp, 0,
3509 m->difficulty,0);
3510 tmp->randomitems = NULL;
3511 }
3512 else if(tmp->type==TIMED_GATE) {
3513 object *head = tmp->head != NULL ? tmp->head : tmp;
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515 tmp->speed = 0;
3516 update_ob_speed(tmp);
3517 }
3518 }
3519 /* This function can be called everytime a map is loaded, even when
3520 * swapping back in. As such, we don't want to create the treasure
3521 * over and ove again, so after we generate the treasure, blank out
3522 * randomitems so if it is swapped in again, it won't make anything.
3523 * This is a problem for the above objects, because they have counters
3524 * which say how many times to make the treasure.
3525 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3528 HAS_RANDOM_ITEMS(tmp)) {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3530 m->difficulty,0);
3531 tmp->randomitems = NULL;
3532 }
3533 }
3534
3535 for(x=0;x<MAP_WIDTH(m);x++)
3536 for(y=0;y<MAP_HEIGHT(m);y++)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above);
3541 }
3542
3543 /**
3544 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but
3546 * that doesn't work with the new spell code. Since we know what
3547 * the food changes, just grab a force and use that instead.
3548 */
3549
3550 void eat_special_food(object *who, object *food) {
3551 object *force;
3552 int i, did_one=0;
3553 sint8 k;
3554
3555 force = get_archetype(FORCE_NAME);
3556
3557 for (i=0; i < NUM_STATS; i++) {
3558 k = get_attr_value(&food->stats, i);
3559 if (k) {
3560 set_attr_value(&force->stats, i, k);
3561 did_one = 1;
3562 }
3563 }
3564
3565 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) {
3567 if (food->resist[i]>0) {
3568 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1;
3570 }
3571 }
3572 if (did_one) {
3573 force->speed = 0.1;
3574 update_ob_speed(force);
3575 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED);
3579 change_abil(who, force);
3580 insert_ob_in_ob(force, who);
3581 } else {
3582 free_object(force);
3583 }
3584
3585 /* check for hp, sp change */
3586 if(food->stats.hp!=0) {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) {
3588 strcpy(who->contr->killer,food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3591 } else {
3592 if(food->stats.hp>0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp;
3597 }
3598 }
3599 if(food->stats.sp!=0) {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) {
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3602 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0;
3604 } else {
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */
3608 }
3609 }
3610 fix_player(who);
3611 }
3612
3613
3614 /**
3615 * Designed primarily to light torches/lanterns/etc.
3616 * Also burns up burnable material too. First object in the inventory is
3617 * the selected object to "burn". -b.t.
3618 */
3619
3620 void apply_lighter(object *who, object *lighter) {
3621 object *item;
3622 int is_player_env=0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF];
3626
3627 item=find_marked_object(who);
3628 if(item) {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) {
3633 object *oneLighter = get_object();
3634 copy_object(lighter, oneLighter);
3635 lighter->nrof -= 1;
3636 oneLighter->nrof = 1;
3637 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who);
3640 esrv_send_item(who, oneLighter);
3641 } else {
3642 lighter->stats.food--;
3643 }
3644
3645 } else if(lighter->last_eat) { /* no charges left in lighter */
3646 new_draw_info_format(NDI_UNIQUE, 0,who,
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return;
3650 }
3651 /* Perhaps we should split what we are trying to light on fire?
3652 * I can't see many times when you would want to light multiple
3653 * objects at once.
3654 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes
3659 * some sense.
3660 */
3661 strcpy(item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1;
3663
3664 save_throw_object(item,AT_FIRE,who);
3665 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled
3667 */
3668 if ((nrof != item->nrof ) || (count != item->count)) {
3669 new_draw_info_format(NDI_UNIQUE, 0,who,
3670 "You light the %s with the %s.",item_name,lighter->name);
3671 /* Need to update the player so that the players glow radius
3672 * gets changed.
3673 */
3674 if (is_player_env) fix_player(who);
3675 } else {
3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3678 }
3679
3680 } else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3682
3683 }
3684
3685 /**
3686 * op made some mistake with a scroll, this takes care of punishment.
3687 * scroll_failure()- hacked directly from spell_failure
3688 */
3689 void scroll_failure(object *op, int failure, int power)
3690 {
3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3692
3693 if(failure<= -1&&failure > -15) {/* wonder */
3694 object *tmp;
3695
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp);
3699 free_object(tmp);
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0;
3704 } else if (settings.spell_failure_effects == TRUE) {
3705 if (failure <= -35&&failure > -60) { /* confusion */
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3707 confuse_player(op,op,power);
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3710 "you!");
3711 paralyze_player(op,op,power);
3712 } else if (failure <= -70&&failure> -80) {/* blind */
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3714 blind_player(op,op,power);
3715 } else if (failure <= -80) {/* blast the immediate area */
3716 object *tmp;
3717 tmp=get_archetype(LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3720 free_object(tmp);
3721 }
3722 }
3723 }
3724
3725 void apply_changes_to_player(object *pl, object *change) {
3726 int excess_stat=0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some
3728 where else. */
3729
3730 switch (change->type) {
3731 case CLASS: {
3732 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats);
3734 object *walk;
3735 int flag_change_face=1;
3736
3737 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat
3740 */
3741 int i,j;
3742 for(i=0;i<NUM_STATS;i++) {
3743 sint8 stat=get_attr_value(stats,i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3745 stat += get_attr_value(ns,i);
3746 if(stat > 20 + race_bonus) {
3747 excess_stat++;
3748 stat = 20+race_bonus;
3749 }
3750 set_attr_value(stats,i,stat);
3751 }
3752
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3754 int i = rndm(0, 6);
3755 int stat=get_attr_value(stats,i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3757 if(i==CHA) continue; /* exclude cha from this */
3758 if( stat < 20 + race_bonus) {
3759 change_attr_value(stats,i,1);
3760 excess_stat--;
3761 }
3762 }
3763
3764 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c
3766 */
3767 if(change->randomitems!=NULL)
3768 give_initial_items(pl,change->randomitems);
3769
3770
3771 /* set up the face, for some races. */
3772
3773 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class.
3775 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3778
3779 if(flag_change_face) {
3780 pl->animation_id = GET_ANIM_ID(change);
3781 pl->face = change->face;
3782
3783 if(QUERY_FLAG(change,FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE);
3785 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE);
3787 }
3788
3789 /* check the special case of can't use weapons */
3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3792
3793 break;
3794 }
3795 }
3796 }
3797
3798 /**
3799 * This handles items of type 'transformer'.
3800 * Basically those items, used with a marked item, transform both items into something
3801 * else.
3802 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3803 * Change information is contained in the 'slaying' field of the marked item.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * This way an item can be transformed in many things, and/or many objects.
3806 * The 'slaying' field for transformer is used as verb for the action.
3807 */
3808 void apply_item_transformer( object* pl, object* transformer )
3809 {
3810 object* marked;
3811 object* new_item;
3812 char* find;
3813 char* separator;
3814 int yield;
3815 char got[ MAX_BUF ];
3816 int len;
3817
3818 if ( !pl || !transformer )
3819 return;
3820 marked = find_marked_object( pl );
3821 if ( !marked )
3822 {
3823 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3824 return;
3825 }
3826 if ( !marked->slaying )
3827 {
3828 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3829 return;
3830 }
3831 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name );
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3834 {
3835 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3836 return;
3837 }
3838 find += strlen( transformer->arch->name ) + 1;
3839 /* Item can be used, now find how many and what it yields */
3840 if ( isdigit( *( find ) ) )
3841 {
3842 yield = atoi( find );
3843 if ( yield < 1 )
3844 {
3845 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3846 yield = 1;
3847 }
3848 }
3849 else
3850 yield = 1;
3851
3852 while ( isdigit( *find ) )
3853 find++;
3854 while ( *find == ' ' )
3855 find++;
3856 memset( got, 0, MAX_BUF );
3857 if ( (separator = strchr( find, ';' ))!=NULL)
3858 {
3859 len = separator - find;
3860 }
3861 else
3862 {
3863 len = strlen(find);
3864 }
3865 if ( len > MAX_BUF-1)
3866 len = MAX_BUF-1;
3867 strcpy( got, find );
3868 got[len] = '\0';
3869
3870 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got );
3872 if ( !new_item )
3873 {
3874 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3875 return;
3876 }
3877 new_item->nrof = yield;
3878 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
3879 insert_ob_in_ob( new_item, pl );
3880 esrv_send_inventory( pl, pl );
3881 /* Eat up one item */
3882 decrease_ob_nr( marked, 1 );
3883 /* Eat one transformer if needed */
3884 if ( transformer->stats.food )
3885 if ( --transformer->stats.food == 0 )
3886 decrease_ob_nr( transformer, 1 );
3887 }