ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.19
Committed: Sun Sep 3 14:33:46 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.18: +2 -2 lines
Log Message:
removed ox/oy, and then added shstr stuff to the recipes in alchemy

File Contents

# Content
1 /*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.18 2006-09-03 00:18:42 root Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 #include <global.h>
29 #include <living.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <tod.h>
33
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37
38 /* Want this regardless of rplay. */
39 #include <sounds.h>
40
41 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42 #include <math.h>
43
44 /**
45 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue.
47 */
48 int should_director_abort(object *op, object *victim)
49 {
50 int arch_flag, name_flag, race_flag;
51 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples:
56 * subtype 1: only arch
57 * subtype 3: arch or name
58 * subtype 5: arch or race
59 * subtype 7: all three
60 */
61 if (op->subtype)
62 {
63 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4);
66 } else {
67 arch_flag = 1;
68 name_flag = 1;
69 race_flag = 1;
70 }
71 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches.
73 */
74 if ( (op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
78 return 1;
79 }
80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match.
82 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
87 return 1;
88 }
89 return 0;
90 }
91
92 /**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97 static int apply_id_altar (object *money, object *altar, object *pl)
98 {
99 object *id, *marked;
100 int success=0;
101
102 if (pl == NULL || pl->type != PLAYER)
103 return 0;
104
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be.
107 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0;
110
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory.
114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116 && need_identify (marked))
117 {
118 if (operate_altar (altar, &money)) {
119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl,
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 }
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break;
149 }
150 }
151 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153 return money == NULL;
154 }
155
156 /**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item.
159 **/
160 static void handle_apply_yield(object* tmp)
161 {
162 const char* yield;
163
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181 }
182
183 /**
184 * Handles applying a potion.
185 */
186 int apply_potion (object * op, object * tmp)
187 {
188 int got_one = 0, i;
189 object *force = 0, *floor = 0;
190
191 floor = get_map_ob (op->map, op->x, op->y);
192
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!"
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0;
201 }
202
203 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp);
207 }
208
209 handle_apply_yield (tmp);
210
211 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213 {
214 object *depl;
215 archetype *at;
216
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 {
219 drain_stat (op);
220 fix_player (op);
221 decrease_ob (tmp);
222 return 1;
223 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225 {
226 LOG (llevError, "Could not find archetype depletion\n");
227 return 0;
228 }
229 depl = present_arch_in_ob (at, op);
230 if (depl != NULL)
231 {
232 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 }
237 remove_ob (depl);
238 free_object (depl);
239 fix_player (op);
240 }
241 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243
244 decrease_ob (tmp);
245 return 1;
246 }
247
248 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 {
251
252 for (i = 1; i < MIN (11, op->level); i++)
253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 {
256 if (op->contr->levhp[i] != 1)
257 {
258 op->contr->levhp[i] = 1;
259 break;
260 }
261 if (op->contr->levsp[i] != 1)
262 {
263 op->contr->levsp[i] = 1;
264 break;
265 }
266 if (op->contr->levgrace[i] != 1)
267 {
268 op->contr->levgrace[i] = 1;
269 break;
270 }
271 }
272 else
273 {
274 if (op->contr->levhp[i] < 9)
275 {
276 op->contr->levhp[i] = 9;
277 break;
278 }
279 if (op->contr->levsp[i] < 6)
280 {
281 op->contr->levsp[i] = 6;
282 break;
283 }
284 if (op->contr->levgrace[i] < 3)
285 {
286 op->contr->levgrace[i] = 3;
287 break;
288 }
289 }
290 }
291 /* Just makes checking easier */
292 if (i < MIN (11, op->level))
293 got_one = 1;
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 {
296 if (got_one)
297 {
298 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you");
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op,
320 "You are fortunate that you are so pathetic.");
321 }
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 }
349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351
352 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op);
356 return 1;
357 }
358
359 /* Deal with protection potions */
360 force = NULL;
361 for (i = 0; i < NROFATTACKS; i++)
362 {
363 if (tmp->resist[i])
364 {
365 if (!force)
366 force = get_archetype (FORCE_NAME);
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */
370 }
371 }
372 /* This is a protection potion */
373 if (force)
374 {
375 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 {
378 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 }
383 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force);
388 decrease_ob (tmp);
389 return 1;
390 }
391
392 /* Only thing left are the stat potions */
393 if (op->type == PLAYER)
394 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else
399 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 }
403
404 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears
407 * up all the stats.
408 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op);
411 decrease_ob (tmp);
412 return 1;
413 }
414
415 /****************************************************************************
416 * Weapon improvement code follows
417 ****************************************************************************/
418
419 /**
420 * This returns the sum of nrof of item (arch name).
421 */
422 static int check_item(object *op, const char *item)
423 {
424 int count=0;
425
426
427 if (item==NULL) return 0;
428 op=op->below;
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof;
438 }
439 }
440 op=op->below;
441 }
442 return count;
443 }
444
445 /**
446 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only
448 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects.
450 */
451 static void eat_item(object *op,const char *item, uint32 nrof)
452 {
453 object *prev;
454
455 prev = op;
456 op=op->below;
457
458 while(op!=NULL) {
459 if (strcmp(op->arch->name,item)==0) {
460 if (op->nrof >= nrof) {
461 decrease_ob_nr(op,nrof);
462 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 }
467 op=prev;
468 }
469 prev = op;
470 op=op->below;
471 }
472 }
473
474 /**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481 static int check_weapon_power(const object *who, int improvs)
482 {
483 /* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487 #if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491 #else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517 #endif
518 }
519
520 /**
521 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */
524 static int check_sacrifice(object *op, const object *improver)
525 {
526 int count=0;
527
528 if (improver->slaying!=NULL) {
529 count = check_item(op,improver->slaying);
530 if (count<1) {
531 char buf[200];
532 sprintf(buf,"The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0;
535 }
536 }
537 else
538 count=1;
539
540 return count;
541 }
542
543 /**
544 * Actually improves the weapon, and tells user.
545 */
546 int improve_weapon_stat(object *op,object *improver,object *weapon,
547 signed char *stat,int sacrifice_count,const char *statname)
548 {
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count;
552 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op,
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556
557 /* So it updates the players stats and the window */
558 fix_player(op);
559 return 1;
560 }
561
562 /* Types of improvements, hidden in the sp field. */
563 #define IMPROVE_PREPARE 1
564 #define IMPROVE_DAMAGE 2
565 #define IMPROVE_WEIGHT 3
566 #define IMPROVE_ENCHANT 4
567 #define IMPROVE_STR 5
568 #define IMPROVE_DEX 6
569 #define IMPROVE_CON 7
570 #define IMPROVE_WIS 8
571 #define IMPROVE_CHA 9
572 #define IMPROVE_INT 10
573 #define IMPROVE_POW 11
574
575
576 /**
577 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on.
579 */
580
581 int prepare_weapon(object *op, object *improver, object *weapon)
582 {
583 int sacrifice_count,i;
584 char buf[MAX_BUF];
585
586 if (weapon->level!=0) {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
588 return 0;
589 }
590 for (i=0; i<NROFATTACKS; i++)
591 if (weapon->resist[i]) break;
592
593 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections.
595 */
596 if (i<NROFATTACKS ||
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */
601 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
603 return 0;
604 }
605 sacrifice_count=check_sacrifice(op,improver);
606 if (sacrifice_count<=0)
607 return 0;
608 weapon->level=isqrt(sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count);
611
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
613 &weapon->name,weapon->level);
614
615 sprintf(buf,"%s's %s",&op->name,&weapon->name);
616 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same
618 slot at once! */
619 decrease_ob(improver);
620 weapon->last_eat=0;
621 return 1;
622 }
623
624
625 /**
626 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
627 * This is the new improve weapon code.
628 * Returns 0 if it was not able to work for some reason.
629 *
630 * Checks if weapon was prepared, if enough potions on the floor, ...
631 *
632 * We are hiding extra information about the weapon in the level and
633 * last_eat numbers for an object. Hopefully this won't break anything ??
634 * level == max improve last_eat == current improve
635 */
636 int improve_weapon(object *op,object *improver,object *weapon)
637 {
638 int sacrifice_count, sacrifice_needed=0;
639
640 if(improver->stats.sp==IMPROVE_PREPARE) {
641 return prepare_weapon(op, improver, weapon);
642 }
643 if (weapon->level==0) {
644 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
645 return 0;
646 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
649 return 0;
650 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652 !check_weapon_power(op, weapon->last_eat+1)) {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656 return 0;
657 }
658 /* This just increases damage by 5 points, no matter what. No sacrifice
659 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660 * don't put any maximum value on damage - the limit is how much the
661 * weapon can be improved.
662 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) {
664 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++;
669
670 weapon->item_power++;
671 decrease_ob(improver);
672 return 1;
673 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) {
675 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10;
677 if (weapon->weight < 1) weapon->weight = 1;
678 new_draw_info_format(NDI_UNIQUE, 0, op,
679 "Weapon weight reduced to %6.1f kg",
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++;
682 weapon->item_power++;
683 decrease_ob(improver);
684 return 1;
685 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) {
687 weapon->magic++;
688 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver);
692 weapon->item_power++;
693 return 1;
694 }
695
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
698 weapon->stats.Wis;
699
700 if (sacrifice_needed<1)
701 sacrifice_needed =1;
702 sacrifice_needed *=2;
703
704 sacrifice_count = check_sacrifice(op,improver);
705 if (sacrifice_count < sacrifice_needed) {
706 new_draw_info_format(NDI_UNIQUE, 0, op,
707 "You need at least %d %s", sacrifice_needed, &improver->slaying);
708 return 0;
709 }
710 eat_item(op,improver->slaying, sacrifice_needed);
711 weapon->item_power++;
712
713 switch (improver->stats.sp) {
714 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon,
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon,
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
744 }
745 LOG(llevError,"improve_weapon: Got to end of function\n");
746 return 0;
747 }
748
749 /**
750 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * Checks a few things (not on a non-magic square, marked weapon, ...),
752 * then calls improve_weapon to do the dirty work.
753 */
754 int check_improve_weapon (object *op, object *tmp)
755 {
756 object *otmp;
757
758 if(op->type!=PLAYER)
759 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 }
764 otmp=find_marked_object(op);
765 if(!otmp) {
766 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
767 return 0;
768 }
769 if (otmp->type != WEAPON && otmp->type != BOW) {
770 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
771 return 0;
772 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
774 improve_weapon(op,tmp,otmp);
775 esrv_send_item(op, otmp);
776 return 1;
777 }
778
779 /**
780 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to
782 * +5 no matter what level, but they are limited by item
783 * power.
784 * Try to use same improvement code as in the common/treasure.c
785 * file, so that if you make a +2 full helm, it will be just
786 * the same as one you find in a shop.
787 *
788 * deprecated comment:
789 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
790 * only 'enchantment' of armour is possible - improving
791 * the stats of a player w/ armour as well as a weapon
792 * will probably horribly unbalance the game. Magic enchanting
793 * depends on the level of the character - ie the plus
794 * value (magic) of the armour can never be increased beyond
795 * the level of the character / 10 -- rounding upish, nor may
796 * the armour value of the piece of equipment exceed either
797 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now.
800 */
801 int improve_armour(object *op, object *improver, object *armour)
802 {
803 object *tmp;
804
805 if (armour->magic >= settings.armor_max_enchant) {
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
807 return 0;
808 }
809 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810 * etc), so take the easy way out and don't worry about it.
811 * Note - maybe add scrolls which make the random artifact versions (eg, armour
812 * of gnarg and what not?)
813 */
814 if (armour->title) {
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
816 return 0;
817 }
818
819 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge.
821 */
822 if(armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826
827 armour->magic++;
828
829 if ( !settings.armor_speed_linear )
830 {
831 int base = 100;
832 int pow = 0;
833 while ( pow < armour->magic )
834 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100;
836 pow++;
837 }
838
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
840 }
841 else
842 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
843
844 if ( !settings.armor_weight_linear )
845 {
846 int base = 100;
847 int pow = 0;
848 while ( pow < armour->magic )
849 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100;
851 pow++;
852 }
853
854 armour->weight = ( armour->arch->clone.weight * base ) / 100;
855 }
856 else
857 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
858
859 if ( armour->weight <= 0 )
860 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
862 armour->weight = 1;
863 }
864
865 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
866
867 if (op->type == PLAYER) {
868 esrv_send_item(op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED))
870 fix_player(op);
871 }
872 decrease_ob(improver);
873 if (tmp) {
874 insert_ob_in_ob(tmp, op);
875 esrv_send_item(op, tmp);
876 }
877 return 1;
878 }
879
880
881 /*
882 * convert_item() returns 1 if anything was converted, 0 if the item was not
883 * what the converter wants, -1 if the converter is broken.
884 */
885 #define CONV_FROM(xyz) xyz->slaying
886 #define CONV_TO(xyz) xyz->other_arch
887 #define CONV_NR(xyz) xyz->stats.sp
888 #define CONV_NEED(xyz) xyz->stats.food
889
890 /* Takes one items and makes another.
891 * converter is the object that is doing the conversion.
892 * item is the object that triggered the converter - if it is not
893 * what the converter wants, this will not do anything.
894 */
895 int convert_item(object *item, object *converter) {
896 int nr=0;
897 object *tmp;
898 uint32 price_in;
899
900 /* We make some assumptions - we assume if it takes money as it type,
901 * it wants some amount. We don't make change (ie, if something costs
902 * 3 gp and player drops a platinum, tough luck)
903 */
904 if (!strcmp(CONV_FROM(converter),"money")) {
905 int cost;
906
907 if(item->type!=MONEY)
908 return 0;
909
910 nr=(item->nrof*item->value)/CONV_NEED(converter);
911 if (!nr) return 0;
912 cost=nr*CONV_NEED(converter)/item->value;
913 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++;
915 decrease_ob_nr(item, cost);
916
917 price_in = cost*item->value;
918 }
919 else {
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
922 return 0;
923
924 if(CONV_NEED(converter)) {
925 nr=item->nrof/CONV_NEED(converter);
926 decrease_ob_nr(item,nr*CONV_NEED(converter));
927 price_in = nr*CONV_NEED(converter)*item->value;
928 } else {
929 price_in = item->value;
930 remove_ob(item);
931 free_object(item);
932 }
933 }
934
935 if (converter->inv != NULL) {
936 object *ob;
937 int i;
938 object *ob_to_copy;
939
940 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv;
942 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
943 if (rndm(0, i) == 0) {
944 ob_to_copy = ob;
945 }
946 }
947 item = object_create_clone(ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE);
950 } else {
951 if (converter->other_arch == NULL) {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y);
954 return -1;
955 }
956
957 item = object_create_arch(converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 }
960
961 if(CONV_NR(converter))
962 item->nrof=CONV_NR(converter);
963 if(nr)
964 item->nrof*=nr;
965 if(is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 &converter->name, converter->map->path, converter->x, converter->y, price_in,
970 item->nrof*item->value, &item->name);
971 /**
972 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this
974 */
975 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977 return 1;
978 }
979
980 /**
981 * Handle apply on containers.
982 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t.
985 */
986
987 int apply_container (object *op, object *sack)
988 {
989 char buf[MAX_BUF];
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */
994
995 if (sack==NULL || sack->type != CONTAINER) {
996 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
997 return 0;
998 }
999 op->contr->last_used = NULL;
1000 op->contr->last_used_id = 0;
1001
1002 if (sack->env!=op) {
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 }
1045
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1;
1094 }
1095
1096 /**
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110 int esrv_apply_container (object *op, object *sack)
1111 {
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 return 0;
1119 }
1120
1121 /* If we have a currently open container, then it needs to be closed in all cases
1122 * if we are opening this one up. We then fall through if appropriate for
1123 * openening the new container.
1124 */
1125
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container->env != op) { /* if container is on the ground */
1128 op->container->move_off = 0;
1129 }
1130
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1132 return 1;
1133
1134 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1135 query_name(op->container));
1136 CLEAR_FLAG(op->container, FLAG_APPLIED);
1137 op->container=NULL;
1138 esrv_update_item (UPD_FLAGS, op, tmp);
1139 if (tmp == sack) return 1;
1140 }
1141
1142
1143 /* If the player is trying to open it (which he must be doing if we got here),
1144 * and it is locked, check to see if player has the equipment to open it.
1145 */
1146
1147 if (sack->slaying) { /* it's locked */
1148 tmp=find_key(op, op, sack);
1149 if (tmp) {
1150 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1151 } else {
1152 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1153 query_name(sack));
1154 return 0;
1155 }
1156 }
1157
1158 /* By the time we get here, we have made sure any other container has been closed and
1159 * if this is a locked container, the player they key to open it.
1160 */
1161
1162 /* There are really two cases - the sack is either on the ground, or the sack is
1163 * part of the players inventory. If on the ground, we assume that the player is
1164 * opening it, since if it was being closed, that would have been taken care of above.
1165 */
1166
1167
1168 if (sack->env != op) {
1169 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170 * else. This normally should not happen, but a misbehaving client/player could
1171 * try to do it, so lets handle it gracefully.
1172 */
1173 if (sack->env) {
1174 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1175 query_name(sack));
1176 return 0;
1177 }
1178 /* set these so when the player walks off, we can unapply the sack */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */
1180
1181 CLEAR_FLAG (sack, FLAG_APPLIED);
1182 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1183 SET_FLAG (sack, FLAG_APPLIED);
1184 op->container = sack;
1185 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack);
1187
1188 } else { /* sack is in players inventory */
1189 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack);
1196 }
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack);
1202 }
1203 }
1204 return 1;
1205 }
1206
1207
1208 /**
1209 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted.
1211 */
1212 static int apply_altar (object *altar, object *sacrifice, object *originator)
1213 {
1214 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER))
1216 return 0;
1217
1218 if (operate_altar (altar, &sacrifice)) {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * with an altar. We call it a Potion - altars are stationary - it
1221 * is up to map designers to use them properly.
1222 */
1223 if (altar->inv && altar->inv->type==SPELL) {
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1225 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with
1227 * old maps.
1228 */
1229 /* push_button (altar);*/
1230 } else {
1231 altar->value = 1; /* works only once */
1232 push_button (altar);
1233 }
1234 return sacrifice == NULL;
1235 } else {
1236 return 0;
1237 }
1238 }
1239
1240
1241 /**
1242 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29
1247 */
1248 int apply_shop_mat (object * shop_mat, object * op)
1249 {
1250 int rv = 0;
1251 double opinion;
1252 object *tmp, *next;
1253
1254 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1255
1256 if (op->type != PLAYER)
1257 {
1258 /* Remove all the unpaid objects that may be carried here.
1259 * This could be pets or monsters that are somehow in
1260 * the shop.
1261 */
1262 for (tmp = op->inv; tmp; tmp = next)
1263 {
1264 next = tmp->below;
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 {
1267 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1268
1269 remove_ob (tmp);
1270 if (i == -1)
1271 i = 0;
1272 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0);
1276 }
1277 }
1278
1279 /* Don't teleport things like spell effects */
1280 if (QUERY_FLAG (op, FLAG_NO_PICK))
1281 return 0;
1282
1283 /* unpaid objects, or non living objects, can't transfer by
1284 * shop mats. Instead, put it on a nearby space.
1285 */
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 {
1288
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1291 if (i != -1)
1292 {
1293 rv =
1294 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1295 0, shop_mat);
1296 }
1297 return 0;
1298 }
1299 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine.
1301 */
1302 rv = teleport (shop_mat, SHOP_MAT, op);
1303 }
1304 /* immediate block below is only used for players */
1305 else if (can_pay (op))
1306 {
1307 get_payment (op, op->inv);
1308 rv = teleport (shop_mat, SHOP_MAT, op);
1309
1310 if (shop_mat->msg)
1311 {
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 && !is_in_shop (op))
1319 {
1320 opinion = shopkeeper_approval (op->map, op);
1321 if (opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op,
1323 "The shopkeeper gives you a friendly wave.");
1324 else if (opinion > 0.75)
1325 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1326 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else
1329 new_draw_info (NDI_UNIQUE, 0, op,
1330 "The shopkeeper glares at you with contempt.");
1331 }
1332 }
1333 else
1334 {
1335 /* if we get here, a player tried to leave a shop but was not able
1336 * to afford the items he has. We try to move the player so that
1337 * they are not on the mat anymore
1338 */
1339
1340 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1341 if (i == -1)
1342 {
1343 LOG (llevError, "Internal shop-mat problem.\n");
1344 }
1345 else
1346 {
1347 remove_ob (op);
1348 op->x += freearr_x[i];
1349 op->y += freearr_y[i];
1350 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1351 }
1352 }
1353 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv;
1355 }
1356
1357 /**
1358 * Handles applying a sign.
1359 */
1360 static void apply_sign (object *op, object *sign, int autoapply)
1361 {
1362 readable_message_type* msgType;
1363 char newbuf[HUGE_BUF];
1364 if (sign->msg == NULL) {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1366 return;
1367 }
1368
1369 if (sign->stats.food) {
1370 if (sign->last_eat >= sign->stats.food) {
1371 if (!sign->move_on)
1372 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1373 return;
1374 }
1375
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1377 sign->last_eat++;
1378 }
1379
1380 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1381 * No way to know for sure. The presumption is basically that if
1382 * move_on is zero, it needs to be manually applied (doesn't talk
1383 * to us).
1384 */
1385 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1386 new_draw_info (NDI_UNIQUE, 0, op,
1387 "You are unable to read while blind.");
1388 return;
1389 }
1390 msgType=get_readable_message_type(sign);
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg);
1392 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1393 }
1394
1395 /**
1396 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap'
1398 * effect is determined by move_on/move_off of trap and move_type of victime.
1399 *
1400 * originator: Player, monster or other object that caused 'victim' to move
1401 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1402 * However, some types of traps require an originator to function.
1403 */
1404 void move_apply (object *trap, object *victim, object *originator)
1405 {
1406 static int recursion_depth = 0;
1407
1408 /* Only exits affect DMs. */
1409 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1410 return;
1411
1412 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion.
1414 */
1415 /* The following was changed because it was causing perfeclty correct
1416 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes.
1420 */
1421 if (recursion_depth >= 500) {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return;
1426 }
1427 recursion_depth++;
1428 if (trap->head) trap=trap->head;
1429
1430 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1431 goto leave;
1432
1433 switch (trap->type) {
1434 case PLAYERMOVER:
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1436 !should_director_abort(trap, victim)) {
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1438
1439 /* Is this correct? From the docs, it doesn't look like it
1440 * should be divided by trap->speed
1441 */
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1443
1444 /* Just put in some sanity check. I think there is a bug in the
1445 * above with some objects have zero speed, and thus the player
1446 * getting permanently paralyzed.
1447 */
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1449 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1450 }
1451 goto leave;
1452
1453 case SPINNER:
1454 if(victim->direction) {
1455 victim->direction=absdir(victim->direction-trap->stats.sp);
1456 update_turn_face(victim);
1457 }
1458 goto leave;
1459
1460 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) {
1462 victim->direction=trap->stats.sp;
1463 update_turn_face(victim);
1464 }
1465 goto leave;
1466
1467 case BUTTON:
1468 case PEDESTAL:
1469 update_button(trap);
1470 goto leave;
1471
1472 case ALTAR:
1473 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator);
1475 goto leave;
1476
1477 case THROWN_OBJ:
1478 if (trap->inv == NULL)
1479 goto leave;
1480 /* fallthrough */
1481
1482 case ARROW:
1483
1484 /* bad bug: monster throw a object, make a step forwards, step on object ,
1485 * trigger this here and get hit by own missile - and will be own enemy.
1486 * Victim then is his own enemy and will start to kill herself (this is
1487 * removed) but we have not synced victim and his missile. To avoid senseless
1488 * action, we avoid hits here
1489 */
1490 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491 hit_with_arrow (trap, victim);
1492 goto leave;
1493
1494 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim);
1496 goto leave;
1497
1498 case TRAPDOOR:
1499 {
1500 int max, sound_was_played;
1501 object *ab, *ab_next;
1502 if(!trap->value) {
1503 int tot;
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1507
1508 if(!(trap->value=(tot>trap->weight)?1:0))
1509 goto leave;
1510
1511 SET_ANIMATION(trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE);
1513 }
1514
1515 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1516 /* need to set this up, since if we do transfer the object,
1517 * ab->above would be bogus
1518 */
1519 ab_next = ab->above;
1520
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1522 if ( ! sound_was_played) {
1523 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1524 sound_was_played = 1;
1525 }
1526 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1527 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1528 }
1529 }
1530 goto leave;
1531 }
1532
1533
1534 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) {
1536 object *op;
1537
1538 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1539
1540 op = get_archetype("burnout");
1541 if (op != NULL) {
1542 op->x = trap->x;
1543 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0);
1545 }
1546 }
1547 goto leave;
1548
1549 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim);
1553 goto leave;
1554
1555 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim);
1557 goto leave;
1558
1559 case CHECK_INV:
1560 check_inv (victim, trap);
1561 goto leave;
1562
1563 case HOLE:
1564 /* Hole not open? */
1565 if(trap->stats.wc > 0)
1566 goto leave;
1567
1568 /* Is this a multipart monster and not the head? If so, return.
1569 * Processing will happen if the head runs into the pit
1570 */
1571 if (victim->head)
1572 goto leave;
1573
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578
1579 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1581 /* Basically, don't show exits leading to random maps the
1582 * players output.
1583 */
1584 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1586 enter_exit (victim, trap);
1587 }
1588 goto leave;
1589
1590 case ENCOUNTER:
1591 /* may be some leftovers on this */
1592 goto leave;
1593
1594 case SHOP_MAT:
1595 apply_shop_mat (trap, victim);
1596 goto leave;
1597
1598 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator);
1601 goto leave;
1602
1603 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */
1606
1607 apply_sign (victim, trap, 1);
1608 goto leave;
1609
1610 case CONTAINER:
1611 if (victim->type==PLAYER)
1612 (void) esrv_apply_container (victim, trap);
1613 else
1614 (void) apply_container (victim, trap);
1615 goto leave;
1616
1617 case RUNE:
1618 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1620 spring_trap(trap, victim);
1621 }
1622 goto leave;
1623
1624 default:
1625 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name,
1627 trap->type);
1628 goto leave;
1629 }
1630
1631 leave:
1632 recursion_depth--;
1633 }
1634
1635 /**
1636 * Handles reading a regular (ie not containing a spell) book.
1637 */
1638 static void apply_book (object *op, object *tmp)
1639 {
1640 int lev_diff;
1641 object *skill_ob;
1642
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1644 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1645 return;
1646 }
1647 if(tmp->msg==NULL) {
1648 new_draw_info_format(NDI_UNIQUE, 0, op,
1649 "You open the %s and find it empty.", &tmp->name);
1650 return;
1651 }
1652
1653 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill);
1655 if ( ! skill_ob) {
1656 new_draw_info(NDI_UNIQUE, 0,op,
1657 "You are unable to decipher the strange symbols.");
1658 return;
1659 }
1660 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1662 if (lev_diff < 2)
1663 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1664 else if (lev_diff < 3)
1665 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1666 else if (lev_diff < 5)
1667 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1668 else if (lev_diff < 8)
1669 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1670 else if (lev_diff < 15)
1671 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1672 else
1673 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1674 return;
1675 }
1676
1677 readable_message_type* msgType = get_readable_message_type(tmp);
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype,
1680 "You open the %s and start reading.\n%s",
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg);
1683
1684 /* gain xp from reading */
1685 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1688 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED);
1690 /* If in a container, update how it looks */
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1692 else op->contr->socket.update_look=1;
1693 }
1694 change_exp(op,exp_gain, skill_ob->skill, 0);
1695 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1696 }
1697 }
1698
1699 /**
1700 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * op is the person learning the skill, tmp is the skill scroll object
1702 */
1703 static void apply_skillscroll (object *op, object *tmp)
1704 {
1705 switch ((int) learn_skill (op, tmp)) {
1706 case 0:
1707 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1708 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1709 return;
1710
1711 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1713 decrease_ob(tmp);
1714 return;
1715
1716 default:
1717 new_draw_info_format(NDI_UNIQUE,0,op,
1718 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1719 decrease_ob(tmp);
1720 return;
1721 }
1722 }
1723
1724 /**
1725 * Actually makes op learn spell.
1726 * Informs player of what happens.
1727 */
1728 void do_learn_spell (object *op, object *spell, int special_prayer)
1729 {
1730 object *tmp;
1731
1732 if (op->type != PLAYER) {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return;
1735 }
1736
1737 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1740 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1741 return;
1742 }
1743 return;
1744 }
1745
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1747 tmp = get_object();
1748 copy_object(spell, tmp);
1749 insert_ob_in_ob(tmp, op);
1750
1751 if (special_prayer) {
1752 SET_FLAG(tmp, FLAG_STARTEQUIP);
1753 }
1754
1755 esrv_add_spells(op->contr, tmp);
1756 }
1757
1758 /**
1759 * Erases spell from player's inventory.
1760 */
1761 void do_forget_spell (object *op, const char *spell)
1762 {
1763 object *spob;
1764
1765 if (op->type != PLAYER) {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return;
1768 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return;
1772 }
1773
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1775 "You lose knowledge of %s.", spell);
1776 player_unready_range_ob(op->contr, spob);
1777 esrv_remove_spell(op->contr, spob);
1778 remove_ob(spob);
1779 free_object(spob);
1780 }
1781
1782 /**
1783 * Handles player applying a spellbook.
1784 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1785 * stuff like that. Random learning failure too.
1786 */
1787 static void apply_spellbook (object *op, object *tmp)
1788 {
1789 object *skop, *spell, *spell_skill;
1790
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1793 return;
1794 }
1795
1796 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks
1799 */
1800
1801 if(tmp->slaying != NULL) {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1803 if (!spell) {
1804 new_draw_info_format(NDI_UNIQUE, 0, op,
1805 "The book's formula for %s is incomplete", &tmp->slaying);
1806 return;
1807 }
1808 else
1809 insert_ob_in_ob(spell, tmp);
1810 tmp->slaying=NULL;
1811 }
1812
1813 skop = find_skill_by_name(op, tmp->skill);
1814
1815 /* need a literacy skill to learn spells. Also, having a literacy level
1816 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) {
1818 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1819 return;
1820 }
1821
1822 spell = tmp->inv;
1823 if (!spell) {
1824 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1825 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return;
1831 }
1832
1833 new_draw_info_format(NDI_UNIQUE, 0, op,
1834 "The spellbook contains the %s level spell %s.",
1835 get_levelnumber(spell->level), &spell->name);
1836
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1838 identify(tmp);
1839 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1841 else
1842 op->contr->socket.update_look=1;
1843 }
1844
1845 /* I removed the check for special_prayer_mark here - it didn't make
1846 * a lot of sense - special prayers are not found in spellbooks, and
1847 * if the player doesn't know the spell, doesn't make a lot of sense that
1848 * they would have a special prayer mark.
1849 */
1850 if (check_spell_known (op, spell->name)) {
1851 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1852 return;
1853 }
1854
1855 if (spell->skill) {
1856 spell_skill = find_skill_by_name(op, spell->skill);
1857 if (!spell_skill) {
1858 new_draw_info_format(NDI_UNIQUE, 0, op,
1859 "You lack the skill %s to use this spell",
1860 &spell->skill);
1861 return;
1862 }
1863 if (spell_skill->level < spell->level) {
1864 new_draw_info_format(NDI_UNIQUE, 0, op,
1865 "You need to be level %d in %s to learn this spell.",
1866 spell->level, &spell->skill);
1867 return;
1868 }
1869 }
1870
1871 /* Logic as follows
1872 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 *
1875 * 2- The learner's skill level in literacy adjusts the chance to learn
1876 * a spell.
1877 *
1878 * 3 -Automatically fail to learn if you read while confused
1879 *
1880 * Overall, chances are the same but a player will find having a high
1881 * literacy rate very useful! -b.t.
1882 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1884 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1885 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1887 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1889
1890 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1891 do_learn_spell (op, spell, 0);
1892
1893 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1896 } else {
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1898 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1899 }
1900 decrease_ob(tmp);
1901 }
1902
1903 /**
1904 * Handles applying a spell scroll.
1905 */
1906 void apply_scroll (object *op, object *tmp, int dir)
1907 {
1908 object *skop;
1909
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1911 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1912 return;
1913 }
1914
1915 if (!tmp->inv || tmp->inv->type != SPELL) {
1916 new_draw_info (NDI_UNIQUE, 0, op,
1917 "The scroll just doesn't make sense!");
1918 return;
1919 }
1920
1921 if(op->type==PLAYER) {
1922 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0;
1924
1925 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell.
1927 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1929
1930 if ( ! skop) {
1931 new_draw_info(NDI_UNIQUE, 0,op,
1932 "You are unable to decipher the strange symbols.");
1933 return;
1934 }
1935
1936 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0);
1938 }
1939
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1941 identify(tmp);
1942
1943 new_draw_info_format(NDI_BLACK, 0, op,
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945
1946
1947 cast_spell(op,tmp,dir,tmp->inv, NULL);
1948 decrease_ob(tmp);
1949 }
1950
1951 /**
1952 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure
1954 * chest.
1955 */
1956 static void apply_treasure (object *op, object *tmp)
1957 {
1958 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960
1961
1962 /* Nice side effect of new treasure creation method is that the treasure
1963 * for the chest is done when the chest is created, and put into the chest
1964 * inventory. So that when the chest burns up, the items still exist. Also
1965 * prevents people fromt moving chests to more difficult maps to get better
1966 * treasure
1967 */
1968
1969 treas = tmp->inv;
1970 if(treas==NULL) {
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1972 decrease_ob(tmp);
1973 return;
1974 }
1975 while (tmp->inv) {
1976 treas = tmp->inv;
1977
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x;
1983 treas->y=op->y;
1984 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1985
1986 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op);
1989 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed
1993 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1995 break;
1996 }
1997
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999 decrease_ob (tmp);
2000
2001 }
2002
2003 /**
2004 * op eats food.
2005 * If player, takes care of messages and dragon special food.
2006 */
2007 static void apply_food (object *op, object *tmp)
2008 {
2009 int capacity_remaining;
2010
2011 if(op->type!=PLAYER)
2012 op->stats.hp=op->stats.maxhp;
2013 else {
2014 /* check if this is a dragon (player), eating some flesh */
2015 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2016 ;
2017 else {
2018 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) {
2020 if(tmp->type==FOOD || tmp->type==FLESH)
2021 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2022 else
2023 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2024 }
2025
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2027 char buf[MAX_BUF];
2028
2029 if (!is_dragon_pl(op)) {
2030 /* eating message for normal players*/
2031 if(tmp->type==DRINK)
2032 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2033 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name,
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2040 }
2041
2042 new_draw_info(NDI_UNIQUE, 0,op,buf);
2043 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50;
2047 else
2048 op->stats.hp+=tmp->stats.food/50;
2049 if(op->stats.hp>op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp;
2051 if (op->stats.food > 999)
2052 op->stats.food = 999;
2053 }
2054
2055 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2057 eat_special_food(op,tmp);
2058 }
2059 }
2060 handle_apply_yield(tmp);
2061 decrease_ob(tmp);
2062 }
2063
2064 /**
2065 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * there is a chance for the dragon's skin to get improved.
2067 *
2068 * attributes:
2069 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return:
2072 * int 1 if eating successful, 0 if it doesn't work
2073 */
2074 int dragon_eat_flesh(object *op, object *meal) {
2075 object *skin = NULL; /* pointer to dragon skin force*/
2076 object *abil = NULL; /* pointer to dragon ability force*/
2077 object *tmp = NULL; /* tmp. object */
2078
2079 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */
2086 int i; /* index */
2087
2088 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op))
2090 return 0;
2091
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 from the player's inventory */
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2095 if (tmp->type == FORCE) {
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2097 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2099 abil = tmp;
2100 }
2101 }
2102
2103 /* if either skin or ability are missing, this is an old player
2104 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0;
2106
2107 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50;
2110 else
2111 op->stats.hp += meal->stats.food/50;
2112 if(op->stats.hp>op->stats.maxhp)
2113 op->stats.hp=op->stats.maxhp;
2114
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2116
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2118
2119 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2122 /* got positive resistance, now calculate improvement chance (0-100) */
2123
2124 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2126 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */
2128
2129 /* monster bonus increases with level, because high-level
2130 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level);
2132
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2134 ((double)settings.max_level)) - skin->resist[i];
2135
2136 if (chance >= 0.)
2137 chance += 1.;
2138 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2140
2141 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2143
2144 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.);
2147
2148 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) {
2150 atnr_winner[winners] = i;
2151 winners++;
2152 }
2153
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2155
2156 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2157 }
2158 }
2159
2160 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100;
2162 /* print message according to totalchance */
2163 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name);
2173 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2174 sprintf(buf, "The %s tasted strange.", &meal->name);
2175 else
2176 sprintf(buf, "The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf);
2178
2179 /* now choose a winner if we have any */
2180 i = -1;
2181 if (winners>0)
2182 i = atnr_winner[RANDOM()%winners];
2183
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2185 /* resistance increased! */
2186 skin->resist[i]++;
2187 fix_player(op);
2188
2189 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2191 }
2192
2193 /* if this flesh contains a new ability focus, we mark it
2194 into the ability_force and it will take effect on next level */
2195 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2196 && meal->last_eat != abil->last_eat) {
2197 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2198
2199 if (meal->last_eat != abil->stats.exp) {
2200 sprintf(buf, "Your metabolism prepares to focus on %s!",
2201 change_resist_msg[meal->last_eat]);
2202 new_draw_info(NDI_UNIQUE, 0, op, buf);
2203 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2204 new_draw_info(NDI_UNIQUE, 0, op, buf);
2205 }
2206 else {
2207 sprintf(buf, "Your metabolism will continue to focus on %s.",
2208 change_resist_msg[meal->last_eat]);
2209 new_draw_info(NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0;
2211 }
2212 }
2213 return 1;
2214 }
2215
2216 static void apply_savebed (object *pl)
2217 {
2218 #ifndef COZY_SERVER
2219 if(!pl->contr->name_changed||!pl->stats.exp) {
2220 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2221 return;
2222 }
2223 #endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* Need to call terminate_all_pets() before we remove the player ob */
2226 terminate_all_pets(pl);
2227 remove_ob(pl);
2228 pl->direction=0;
2229 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 "%s leaves the game.", &pl->name);
2231
2232 /* update respawn position */
2233 strcpy(pl->contr->savebed_map, pl->map->path);
2234 pl->contr->bed_x = pl->x;
2235 pl->contr->bed_y = pl->y;
2236
2237 strcpy(pl->contr->killer,"left");
2238 check_score(pl); /* Always check score */
2239 (void)save_player(pl,0);
2240 pl->map->players--;
2241 #if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243 #endif
2244 play_again(pl);
2245 pl->speed = 0;
2246 update_ob_speed(pl);
2247 }
2248
2249 /**
2250 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour.
2252 */
2253 static void apply_armour_improver (object *op, object *tmp)
2254 {
2255 object *armor;
2256
2257 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2258 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2259 return;
2260 }
2261 armor=find_marked_object(op);
2262 if ( ! armor) {
2263 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264 return;
2265 }
2266 if (armor->type != ARMOUR
2267 && armor->type != CLOAK
2268 && armor->type != BOOTS && armor->type != GLOVES
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 {
2272 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2273 return;
2274 }
2275
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2277 improve_armour(op,tmp,armor);
2278 }
2279
2280
2281 extern void apply_poison (object *op, object *tmp)
2282 {
2283 if (op->type == PLAYER) {
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2285 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2286 strcpy(op->contr->killer,"poisonous booze");
2287 }
2288 if (tmp->stats.hp > 0) {
2289 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 }
2293 op->stats.food-=op->stats.food/4;
2294 handle_apply_yield(tmp);
2295 decrease_ob(tmp);
2296 }
2297
2298 /**
2299 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2300 * A valid 2 way exit means:
2301 * -You can come back (there is another exit at the other side)
2302 * -You are
2303 * ° the owner of the exit
2304 * ° or in the same party as the owner
2305 *
2306 * Note: a owner in a 2 way exit is saved as the owner's name
2307 * in the field exit->name cause the field exit->owner doesn't
2308 * survive in the swapping (in fact the whole exit doesn't survive).
2309 */
2310 int is_legal_2ways_exit (object* op, object *exit)
2311 {
2312 object * tmp;
2313 object * exit_owner;
2314 player * pp;
2315 mapstruct * exitmap;
2316 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2317 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2318 /* To know if an exit has a correspondant, we look at
2319 * all the exits in destination and try to find one with same path as
2320 * the current exit's position */
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2324 if (exitmap)
2325 {
2326 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2327 if (!tmp) return 0;
2328 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2329 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334
2335 /* From here we have found the exit is valid. However we do
2336 * here the check of the exit owner. It is important for the
2337 * town portals to prevent strangers from visiting your appartments
2338 */
2339 if (!exit->race) return 1; /*No owner, free for all!*/
2340 exit_owner=NULL;
2341 for (pp=first_player;pp;pp=pp->next)
2342 {
2343 if (!pp->ob) continue;
2344 if (pp->ob->name!=exit->race) continue;
2345 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2346 break;
2347 }
2348 if (!exit_owner) return 0; /* No more owner*/
2349 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2350 if ( exit_owner && /*There is a owner*/
2351 (op->contr) && /*A player tries to pass */
2352 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2353 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2354 return 0;
2355 return 1;
2356 }
2357 }
2358 return 0;
2359 }
2360
2361
2362 /**
2363 * Main apply handler.
2364 *
2365 * Checks for unpaid items before applying.
2366 *
2367 * Return value:
2368 * 0: player or monster can't apply objects of that type
2369 * 1: has been applied, or there was an error applying the object
2370 * 2: objects of that type can't be applied if not in inventory
2371 *
2372 * op is the object that is causing object to be applied, tmp is the object
2373 * being applied.
2374 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special
2377 */
2378
2379 int manual_apply (object *op, object *tmp, int aflag)
2380 {
2381 if (tmp->head) tmp=tmp->head;
2382
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2384 if (op->type == PLAYER) {
2385 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2386 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 }
2390 }
2391
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2393 return RESULT_INT (0);
2394
2395 switch (tmp->type) {
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 }
2413 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 }
2428 return 1;
2429
2430 case SIGN:
2431 apply_sign (op, tmp, 0);
2432 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 }
2441
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 }
2447 return 0;
2448
2449 case SPELLBOOK:
2450 if (op->type == PLAYER) {
2451 apply_spellbook (op, tmp);
2452 return 1;
2453 }
2454 return 0;
2455
2456 case SCROLL:
2457 apply_scroll (op, tmp, 0);
2458 return 1;
2459
2460 case POTION:
2461 (void) apply_potion(op, tmp);
2462 return 1;
2463
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 case CLOSE_CON:
2466 if (op->type==PLAYER)
2467 (void) esrv_apply_container (op, tmp->env);
2468 else
2469 (void) apply_container (op, tmp->env);
2470 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 }
2486
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1;
2510
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else {
2526 return 0;
2527 }
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp );
2580 return 1;
2581
2582 default:
2583 return 0;
2584 }
2585 }
2586
2587
2588 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages.
2591 *
2592 * Same return value as apply() function.
2593 */
2594 int player_apply (object *pl, object *op, int aflag, int quiet)
2595 {
2596 int tmp;
2597
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2599 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2601 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2602 "above the ground!");
2603 return 0;
2604 }
2605 }
2606
2607 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608 * applied.
2609 */
2610 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611 {
2612 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614 "of smoke!");
2615 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616 remove_ob (op);
2617 free_object (op);
2618 return 1;
2619 }
2620
2621 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623
2624 tmp = manual_apply (pl, op, aflag);
2625 if ( ! quiet) {
2626 if (tmp == 0)
2627 new_draw_info_format (NDI_UNIQUE, 0, pl,
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl,
2632 "You must get it first!\n");
2633 }
2634 return tmp;
2635 }
2636
2637 /**
2638 * player_apply_below attempts to apply the object 'below' the player.
2639 * If the player has an open container, we use that for below, otherwise
2640 * we use the ground.
2641 */
2642
2643 void player_apply_below (object *pl)
2644 {
2645 object *tmp, *next;
2646 int floors;
2647
2648 /* If using a container, set the starting item to be the top
2649 * item in the container. Otherwise, use the map.
2650 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652
2653 /* This is perhaps more complicated. However, I want to make sure that
2654 * we don't use a corrupt pointer for the next object, so we get the
2655 * next object in the stack before applying. This is can only be a
2656 * problem if player_apply() has a bug in that it uses the object but does
2657 * not return a proper value.
2658 */
2659 for (floors = 0; tmp!=NULL; tmp=next) {
2660 next = tmp->below;
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++;
2663 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */
2665
2666 /* If it is visible, player can apply it. If it is applied by
2667 * person moving on it, also activate. Added code to make it
2668 * so that at least one of players movement types be that which
2669 * the item needs.
2670 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2672 if (player_apply (pl, tmp, 0, 1) == 1)
2673 return;
2674 }
2675 if (floors >= 2)
2676 return; /* process at most two floor objects */
2677 }
2678 }
2679
2680 /**
2681 * Unapplies specified item.
2682 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done
2684 * to keep the size of apply_special to a more managable size.
2685 */
2686 static int unapply_special (object *who, object *op, int aflags)
2687 {
2688 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0);
2691
2692 object *tmp2;
2693
2694 CLEAR_FLAG(op, FLAG_APPLIED);
2695 switch(op->type) {
2696 case WEAPON:
2697 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698
2699 (void) change_abil (who,op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702 clear_skill(who);
2703 break;
2704
2705 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL:
2707 if (op != who->chosen_skill) {
2708 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2709 }
2710 if (who->type==PLAYER) {
2711 if (who->contr->shoottype == range_skill)
2712 who->contr->shoottype = range_none;
2713 if ( ! op->invisible) {
2714 new_draw_info_format (NDI_UNIQUE, 0, who,
2715 "You stop using the %s.", query_name(op));
2716 } else {
2717 new_draw_info_format (NDI_UNIQUE, 0, who,
2718 "You can no longer use the skill: %s.",
2719 &op->skill);
2720 }
2721 }
2722 (void) change_abil (who, op);
2723 who->chosen_skill = NULL;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break;
2726
2727 case ARMOUR:
2728 case HELMET:
2729 case SHIELD:
2730 case RING:
2731 case BOOTS:
2732 case GLOVES:
2733 case AMULET:
2734 case GIRDLE:
2735 case BRACERS:
2736 case CLOAK:
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2738 (void) change_abil (who,op);
2739 break;
2740 case LAMP:
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2742 &op->name);
2743 tmp2 = arch_to_object(op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753 if (who->type == PLAYER)
2754 esrv_del_item(who->contr, (tag_t)op->count);
2755 remove_ob(op);
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 }
2764 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break;
2790
2791 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2793 break;
2794 }
2795
2796 fix_player(who);
2797
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op);
2809 }
2810 }
2811 return 0;
2812 }
2813
2814 /**
2815 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we
2817 * then go through the below of this. In this way, you can do
2818 * something like:
2819 * tmp = get_item_from_body_location(who->inv, 1);
2820 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2821 * to find the second object that may use this location, etc.
2822 * Returns NULL if no match is found.
2823 * loc is the index into the array we are looking for a match.
2824 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use
2826 * up body locations can be used as restrictions.
2827 */
2828 object *get_item_from_body_location(object *start, int loc)
2829 {
2830 object *tmp;
2831
2832 if (!start) return NULL;
2833
2834 for (tmp=start; tmp; tmp=tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2837
2838 return NULL;
2839 }
2840
2841
2842
2843 /**
2844 * 'op' wants to apply an object, but can't because of other equipment.
2845 * This should only be called when it is known
2846 * that there are objects to unapply. This makes pretty heavy
2847 * use of get_item_from_body_location. It makes no intelligent choice
2848 * on objects - rather, the first that is matched is used.
2849 * Returns 0 on success, returns 1 if there is some problem.
2850 * if aflags is AP_PRINT, we instead print out waht to unapply
2851 * instead of doing it. This is a lot less code than having
2852 * another function that does just that.
2853 */
2854 int unapply_for_ob(object *who, object *op, int aflags)
2855 {
2856 int i;
2857 object *tmp=NULL, *last;
2858
2859 /* If we are applying a shield or weapon, unapply any equipped shield
2860 * or weapons first - only allowed to use one weapon/shield at a time.
2861 */
2862 if (op->type == WEAPON || op->type == SHIELD) {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) {
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2865 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2866 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2867 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2869 else
2870 unapply_special(who, tmp, aflags);
2871 }
2872 else {
2873 /* In this case, we want to try and remove a cursed item.
2874 * While we know it won't work, we want unapply_special to
2875 * at least generate the message.
2876 */
2877 new_draw_info_format(NDI_UNIQUE, 0, who,
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1;
2881 }
2882
2883 }
2884 }
2885 }
2886
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) {
2890 last = who->inv;
2891
2892 /* We do a while loop - may need to remove several items in order
2893 * to free up enough slots.
2894 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) {
2896 tmp = get_item_from_body_location(last, i);
2897 if (!tmp) {
2898 #if 0
2899 /* Not a bug - we'll get this if the player has cursed items
2900 * equipped.
2901 */
2902 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903 i, body_locations[i].save_name, who->name);
2904 #endif
2905 return 1;
2906 }
2907 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912 else
2913 unapply_special(who, tmp, aflags);
2914 }
2915 else {
2916 /* Cursed item that we can't unequip - tell the player.
2917 * Note this could be annoying if this is just one of a few,
2918 * so it may not be critical (eg, putting on a ring and you have
2919 * one cursed ring.)
2920 */
2921 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922 }
2923 last = tmp->below;
2924 }
2925 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2926 * return in the !tmp would have kicked in.
2927 */
2928 } /* if op is using this body location */
2929 } /* for body lcoations */
2930 return 0;
2931 }
2932
2933 /**
2934 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special.
2936 * Otherwise returns a bitmask - potentially several of these may be
2937 * set, but largely depends on circumstance - in the future, processing
2938 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2939 * is set, do we really are what the other flags may be?)
2940 *
2941 * See include/define.h for detailed description of the meaning of
2942 * these return values.
2943 */
2944 int can_apply_object(object *who, object *op)
2945 {
2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0);
2949
2950 int i, retval=0;
2951 object *tmp=NULL, *ws=NULL;
2952
2953 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2954 * 2 weapons, but we don't want to let them do that. So if they are
2955 * trying to equip a weapon or shield, see if they already have one
2956 * in place and store that way.
2957 */
2958 if (op->type == WEAPON || op->type == SHIELD) {
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2961 retval = CAN_APPLY_UNAPPLY;
2962 ws = tmp;
2963 }
2964 }
2965 }
2966
2967
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) {
2972 /* Could return now for efficiently - rest of info below isn'
2973 * really needed.
2974 */
2975 retval |= CAN_APPLY_NEVER;
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2977 /* in this case, equipping this would use more free spots than
2978 * we have.
2979 */
2980 object *tmp1;
2981
2982
2983 /* if we have an applied weapon/shield, and unapply it would free
2984 * enough slots to equip the new item, then just set this can
2985 * continue. We don't care about the logic below - if you have
2986 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied
2989 * may be two handed for example.
2990 */
2991 if (ws) {
2992 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2993 retval |= CAN_APPLY_UNAPPLY;
2994 continue;
2995 }
2996 }
2997
2998 tmp1 = get_item_from_body_location(who->inv, i);
2999 if (!tmp1) {
3000 #if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG(llevError,"Can't find object using location %d on %s\n",
3005 i, who->name);
3006 #endif
3007 retval |= CAN_APPLY_NEVER;
3008 } else {
3009 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need
3011 * to apply multiple objects
3012 */
3013 retval |= CAN_APPLY_UNAPPLY;
3014 if (!tmp) tmp = tmp1;
3015 else if (tmp != tmp1) {
3016 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 }
3018 /* This object isn't using up all the slots, so there must
3019 * be another. If so, and it the new item doesn't need all
3020 * the slots, the player then has a choice.
3021 */
3022 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3023 (FABS(op->body_info[i]) < who->body_info[i]))
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025
3026 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply.
3028 */
3029 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3030 retval |= CAN_APPLY_UNAPPLY_MULT;
3031
3032 }
3033 } /* if not enough free slots */
3034 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */
3036
3037 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3038 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters,
3040 * because you can't control those just by body location - bows, shields,
3041 * and weapons all use the same slot. Similar for horn/rod/wand - they
3042 * all use the same location.
3043 */
3044 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3045 retval |= CAN_APPLY_RESTRICTION;
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3047 retval |= CAN_APPLY_RESTRICTION;
3048
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION;
3060 }
3061 return retval;
3062 }
3063
3064
3065
3066 /**
3067 * who is the object using the object. It can be a monster.
3068 * op is the object they are using. op is an equipment type item,
3069 * eg, one which you put on and keep on for a while, and not something
3070 * like a potion or scroll.
3071 *
3072 * function returns 1 if the action could not be completed, 0 on
3073 * success. However, success is a matter of meaning - if the
3074 * user passes the 'apply' flag to an object already applied,
3075 * nothing is done, and 0 is returned.
3076 *
3077 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3078 * AP_UNAPPLY=always unapply).
3079 *
3080 * Optional flags:
3081 * AP_NO_MERGE: don't merge an unapplied object with other objects
3082 * AP_IGNORE_CURSE: unapply cursed items
3083 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 *
3086 * apply_special() doesn't check for unpaid items.
3087 */
3088 int apply_special (object *who, object *op, int aflags)
3089 {
3090 int basic_flag = aflags & AP_BASIC_FLAGS;
3091 object *tmp, *tmp2, *skop=NULL;
3092 int i;
3093
3094 if(who==NULL) {
3095 LOG(llevError,"apply_special() from object without environment.\n");
3096 return 1;
3097 }
3098
3099 if(op->env!=who)
3100 return 1; /* op is not in inventory */
3101
3102 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3104 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0;
3106
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3109 new_draw_info_format(NDI_UNIQUE, 0, who,
3110 "No matter how hard you try, you just can't\nremove %s.",
3111 query_name(op));
3112 return 1;
3113 }
3114 return unapply_special(who, op, aflags);
3115 }
3116
3117 if (basic_flag == AP_UNAPPLY) return 0;
3118
3119 i = can_apply_object(who, op);
3120
3121 /* Can't just apply this object. Lets see what not and what to do */
3122 if (i) {
3123 if (i & CAN_APPLY_NEVER) {
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3125 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) {
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3128 return 1;
3129 }
3130 if (who->type != PLAYER) {
3131 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob(who, op, aflags)) return 1;
3133 } else {
3134 if (who->contr->unapply == unapply_never ||
3135 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3136 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3137 unapply_for_ob(who, op, AP_PRINT);
3138 return 1;
3139 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141 i = unapply_for_ob(who, op, aflags);
3142 if (i) return 1;
3143 }
3144 }
3145 }
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3147 skop=find_skill_by_name(who, op->skill);
3148 if (!skop) {
3149 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3150 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195 if(tmp!=NULL)
3196 (void) insert_ob_in_ob(tmp,who);
3197 return 1;
3198 }
3199 SET_FLAG(op, FLAG_APPLIED);
3200
3201 if (skop) change_skill(who, skop, 1);
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3203 SET_FLAG(who, FLAG_READY_WEAPON);
3204
3205 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3206
3207 (void) change_abil (who,op);
3208 break;
3209
3210 case ARMOUR:
3211 case HELMET:
3212 case SHIELD:
3213 case BOOTS:
3214 case GLOVES:
3215 case GIRDLE:
3216 case BRACERS:
3217 case CLOAK:
3218 case RING:
3219 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED);
3221 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3222 (void) change_abil (who,op);
3223 break;
3224 case LAMP:
3225 if (op->stats.food < 1) {
3226 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 " fuel!", &op->name);
3228 return 1;
3229 }
3230 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who);
3238
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp);
3250 }
3251 fix_player(who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253 if (who->type == PLAYER) {
3254 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256 }
3257 }
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp2);
3260 return 0;
3261 break;
3262
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL:
3266 if (who->chosen_skill) {
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3268 return 1;
3269 }
3270 if (who->type == PLAYER) {
3271 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) {
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 }
3283 }
3284 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op);
3286 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289
3290 case BOW:
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314
3315 if(who->type==PLAYER) {
3316 if (op->type == BOW) {
3317 (void)change_abil(who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op));
3321 who->contr->shoottype = range_bow;
3322 } else {
3323 who->contr->shoottype = range_misc;
3324 }
3325 } else {
3326 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW);
3328 else
3329 SET_FLAG (who, FLAG_READY_RANGE);
3330 }
3331 break;
3332
3333 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] )
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op;
3338 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339 break;
3340
3341 default:
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3343 } /* end of switch op->type */
3344
3345 SET_FLAG(op, FLAG_APPLIED);
3346
3347 if(tmp!=NULL)
3348 tmp = insert_ob_in_ob(tmp,who);
3349
3350 fix_player(who);
3351
3352 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point,
3354 * you don't know anything about them.
3355 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED);
3359
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3361 if (who->type == PLAYER) {
3362 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3363 SET_FLAG(op,FLAG_KNOWN_CURSED);
3364 }
3365 }
3366 if(who->type==PLAYER) {
3367 /* if multiple objects were applied, update both slots */
3368 if (tmp)
3369 esrv_send_item(who, tmp);
3370 esrv_send_item(who, op);
3371 }
3372 return 0;
3373 }
3374
3375
3376 int monster_apply_special (object *who, object *op, int aflags)
3377 {
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1;
3380 return apply_special (who, op, aflags);
3381 }
3382
3383 /**
3384 * Map was just loaded, handle op's initialisation.
3385 *
3386 * Generates shop floor's item, and treasures.
3387 */
3388 int auto_apply (object *op) {
3389 object *tmp = NULL, *tmp2;
3390 int i;
3391
3392 switch(op->type) {
3393 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0;
3395 do {
3396 i=10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems,
3398 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3399 if(tmp==NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 return 0;
3417 while ((op->stats.hp--)>0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0);
3421
3422 /* If we generated an object and put it in this object inventory,
3423 * move it to the parent object as the current object is about
3424 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects.
3426 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) {
3428 tmp2 = tmp->below;
3429 remove_ob(tmp);
3430 if (op->env) insert_ob_in_ob(tmp, op->env);
3431 else free_object(tmp);
3432 }
3433 remove_ob(op);
3434 free_object(op);
3435 break;
3436 }
3437 return tmp ? 1 : 0;
3438 }
3439
3440 /**
3441 * fix_auto_apply goes through the entire map (only the first time
3442 * when an original map is loaded) and performs special actions for
3443 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate.
3445 */
3446
3447 void fix_auto_apply(mapstruct *m) {
3448 object *tmp,*above=NULL;
3449 int x,y;
3450
3451 if(m==NULL) return;
3452
3453 for(x=0;x<MAP_WIDTH(m);x++)
3454 for(y=0;y<MAP_HEIGHT(m);y++)
3455 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3456 above=tmp->above;
3457
3458 if (tmp->inv) {
3459 object *invtmp, *invnext;
3460
3461 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3462 invnext = invtmp->below;
3463
3464 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3465 auto_apply(invtmp);
3466 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3467 while ((invtmp->stats.hp--)>0)
3468 create_treasure(invtmp->randomitems, invtmp, 0,
3469 m->difficulty,0);
3470 invtmp->randomitems = NULL;
3471 }
3472 else if (invtmp && invtmp->arch &&
3473 invtmp->type!=TREASURE &&
3474 invtmp->type != SPELL &&
3475 invtmp->type != CLASS &&
3476 HAS_RANDOM_ITEMS(invtmp)) {
3477 create_treasure(invtmp->randomitems, invtmp, 0,
3478 m->difficulty,0);
3479 /* Need to clear this so that we never try to create
3480 * treasure again for this object
3481 */
3482 invtmp->randomitems = NULL;
3483 }
3484 }
3485 /* This is really temporary - the code at the bottom will
3486 * also set randomitems to null. The problem is there are bunches
3487 * of maps/players already out there with items that have spells
3488 * which haven't had the randomitems set to null yet.
3489 * MSW 2004-05-13
3490 *
3491 * And if it's a spellbook, it's better to set randomitems to NULL too,
3492 * else you get two spells in the book ^_-
3493 * Ryo 2004-08-16
3494 */
3495 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3496 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3497 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3498 tmp->randomitems = NULL;
3499
3500 }
3501
3502 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3503 auto_apply(tmp);
3504 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3505 while ((tmp->stats.hp--)>0)
3506 create_treasure(tmp->randomitems, tmp, 0,
3507 m->difficulty,0);
3508 tmp->randomitems = NULL;
3509 }
3510 else if(tmp->type==TIMED_GATE) {
3511 object *head = tmp->head != NULL ? tmp->head : tmp;
3512 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3513 tmp->speed = 0;
3514 update_ob_speed(tmp);
3515 }
3516 }
3517 /* This function can be called everytime a map is loaded, even when
3518 * swapping back in. As such, we don't want to create the treasure
3519 * over and ove again, so after we generate the treasure, blank out
3520 * randomitems so if it is swapped in again, it won't make anything.
3521 * This is a problem for the above objects, because they have counters
3522 * which say how many times to make the treasure.
3523 */
3524 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3525 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3526 HAS_RANDOM_ITEMS(tmp)) {
3527 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3528 m->difficulty,0);
3529 tmp->randomitems = NULL;
3530 }
3531 }
3532
3533 for(x=0;x<MAP_WIDTH(m);x++)
3534 for(y=0;y<MAP_HEIGHT(m);y++)
3535 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3536 if (tmp->above &&
3537 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3538 check_trigger (tmp, tmp->above);
3539 }
3540
3541 /**
3542 * Handles player eating food that temporarily changes status (resistances, stats).
3543 * This used to call cast_change_attr(), but
3544 * that doesn't work with the new spell code. Since we know what
3545 * the food changes, just grab a force and use that instead.
3546 */
3547
3548 void eat_special_food(object *who, object *food) {
3549 object *force;
3550 int i, did_one=0;
3551 sint8 k;
3552
3553 force = get_archetype(FORCE_NAME);
3554
3555 for (i=0; i < NUM_STATS; i++) {
3556 k = get_attr_value(&food->stats, i);
3557 if (k) {
3558 set_attr_value(&force->stats, i, k);
3559 did_one = 1;
3560 }
3561 }
3562
3563 /* check if we can protect the eater */
3564 for (i=0; i<NROFATTACKS; i++) {
3565 if (food->resist[i]>0) {
3566 force->resist[i] = food->resist[i] / 2;
3567 did_one = 1;
3568 }
3569 }
3570 if (did_one) {
3571 force->speed = 0.1;
3572 update_ob_speed(force);
3573 /* bigger morsel of food = longer effect time */
3574 force->stats.food = food->stats.food / 5;
3575 SET_FLAG(force, FLAG_IS_USED_UP);
3576 SET_FLAG(force, FLAG_APPLIED);
3577 change_abil(who, force);
3578 insert_ob_in_ob(force, who);
3579 } else {
3580 free_object(force);
3581 }
3582
3583 /* check for hp, sp change */
3584 if(food->stats.hp!=0) {
3585 if(QUERY_FLAG(food, FLAG_CURSED)) {
3586 strcpy(who->contr->killer,food->name);
3587 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3588 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3589 } else {
3590 if(food->stats.hp>0)
3591 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3592 else
3593 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3594 who->stats.hp += food->stats.hp;
3595 }
3596 }
3597 if(food->stats.sp!=0) {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) {
3599 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3600 who->stats.sp -= food->stats.sp;
3601 if(who->stats.sp<0) who->stats.sp=0;
3602 } else {
3603 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3604 who->stats.sp += food->stats.sp;
3605 /* place limit on max sp from food? */
3606 }
3607 }
3608 fix_player(who);
3609 }
3610
3611
3612 /**
3613 * Designed primarily to light torches/lanterns/etc.
3614 * Also burns up burnable material too. First object in the inventory is
3615 * the selected object to "burn". -b.t.
3616 */
3617
3618 void apply_lighter(object *who, object *lighter) {
3619 object *item;
3620 int is_player_env=0;
3621 uint32 nrof;
3622 tag_t count;
3623 char item_name[MAX_BUF];
3624
3625 item=find_marked_object(who);
3626 if(item) {
3627 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3628 /* Split multiple lighters if they're being used up. Otherwise *
3629 * one charge from each would be used up. --DAMN */
3630 if(lighter->nrof > 1) {
3631 object *oneLighter = get_object();
3632 copy_object(lighter, oneLighter);
3633 lighter->nrof -= 1;
3634 oneLighter->nrof = 1;
3635 oneLighter->stats.food--;
3636 esrv_send_item(who, lighter);
3637 oneLighter=insert_ob_in_ob(oneLighter, who);
3638 esrv_send_item(who, oneLighter);
3639 } else {
3640 lighter->stats.food--;
3641 }
3642
3643 } else if(lighter->last_eat) { /* no charges left in lighter */
3644 new_draw_info_format(NDI_UNIQUE, 0,who,
3645 "You attempt to light the %s with a used up %s.",
3646 &item->name, &lighter->name);
3647 return;
3648 }
3649 /* Perhaps we should split what we are trying to light on fire?
3650 * I can't see many times when you would want to light multiple
3651 * objects at once.
3652 */
3653 nrof=item->nrof;
3654 count=item->count;
3655 /* If the item is destroyed, we don't have a valid pointer to the
3656 * name object, so make a copy so the message we print out makes
3657 * some sense.
3658 */
3659 strcpy(item_name, item->name);
3660 if (who == is_player_inv(item)) is_player_env=1;
3661
3662 save_throw_object(item,AT_FIRE,who);
3663 /* Change to check count and not freed, since the object pointer
3664 * may have gotten recycled
3665 */
3666 if ((nrof != item->nrof ) || (count != item->count)) {
3667 new_draw_info_format(NDI_UNIQUE, 0,who,
3668 "You light the %s with the %s.", &item_name, &lighter->name);
3669 /* Need to update the player so that the players glow radius
3670 * gets changed.
3671 */
3672 if (is_player_env) fix_player(who);
3673 } else {
3674 new_draw_info_format(NDI_UNIQUE, 0,who,
3675 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3676 }
3677
3678 } else /* nothing to light */
3679 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3680
3681 }
3682
3683 /**
3684 * op made some mistake with a scroll, this takes care of punishment.
3685 * scroll_failure()- hacked directly from spell_failure
3686 */
3687 void scroll_failure(object *op, int failure, int power)
3688 {
3689 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3690
3691 if(failure<= -1&&failure > -15) {/* wonder */
3692 object *tmp;
3693
3694 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3695 tmp=get_archetype(SPELL_WONDER);
3696 cast_wonder(op, op, 0, tmp);
3697 free_object(tmp);
3698 } else if (failure <= -15&&failure > -35) {/* drain mana */
3699 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3700 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3701 if(op->stats.sp<0) op->stats.sp = 0;
3702 } else if (settings.spell_failure_effects == TRUE) {
3703 if (failure <= -35&&failure > -60) { /* confusion */
3704 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3705 confuse_player(op,op,power);
3706 } else if (failure <= -60&&failure> -70) {/* paralysis */
3707 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3708 "you!");
3709 paralyze_player(op,op,power);
3710 } else if (failure <= -70&&failure> -80) {/* blind */
3711 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3712 blind_player(op,op,power);
3713 } else if (failure <= -80) {/* blast the immediate area */
3714 object *tmp;
3715 tmp=get_archetype(LOOSE_MANA);
3716 cast_magic_storm(op,tmp, power);
3717 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3718 free_object(tmp);
3719 }
3720 }
3721 }
3722
3723 void apply_changes_to_player(object *pl, object *change) {
3724 int excess_stat=0; /* if the stat goes over the maximum
3725 for the race, put the excess stat some
3726 where else. */
3727
3728 switch (change->type) {
3729 case CLASS: {
3730 living *stats = &(pl->contr->orig_stats);
3731 living *ns = &(change->stats);
3732 object *walk;
3733 int flag_change_face=1;
3734
3735 /* the following code assigns stats up to the stat max
3736 * for the race, and if the stat max is exceeded,
3737 * tries to randomly reassign the excess stat
3738 */
3739 int i,j;
3740 for(i=0;i<NUM_STATS;i++) {
3741 sint8 stat=get_attr_value(stats,i);
3742 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3743 stat += get_attr_value(ns,i);
3744 if(stat > 20 + race_bonus) {
3745 excess_stat++;
3746 stat = 20+race_bonus;
3747 }
3748 set_attr_value(stats,i,stat);
3749 }
3750
3751 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3752 int i = rndm(0, 6);
3753 int stat=get_attr_value(stats,i);
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3755 if(i==CHA) continue; /* exclude cha from this */
3756 if( stat < 20 + race_bonus) {
3757 change_attr_value(stats,i,1);
3758 excess_stat--;
3759 }
3760 }
3761
3762 /* insert the randomitems from the change's treasurelist into
3763 * the player ref: player.c
3764 */
3765 if(change->randomitems!=NULL)
3766 give_initial_items(pl,change->randomitems);
3767
3768
3769 /* set up the face, for some races. */
3770
3771 /* first, look for the force object banning
3772 * changing the face. Certain races never change face with class.
3773 */
3774 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3775 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3776
3777 if(flag_change_face) {
3778 pl->animation_id = GET_ANIM_ID(change);
3779 pl->face = change->face;
3780
3781 if(QUERY_FLAG(change,FLAG_ANIMATE))
3782 SET_FLAG(pl,FLAG_ANIMATE);
3783 else
3784 CLEAR_FLAG(pl,FLAG_ANIMATE);
3785 }
3786
3787 /* check the special case of can't use weapons */
3788 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3789 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3790
3791 break;
3792 }
3793 }
3794 }
3795
3796 /**
3797 * This handles items of type 'transformer'.
3798 * Basically those items, used with a marked item, transform both items into something
3799 * else.
3800 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3801 * Change information is contained in the 'slaying' field of the marked item.
3802 * The format is as follow: transformer:[number ]yield[;transformer:...].
3803 * This way an item can be transformed in many things, and/or many objects.
3804 * The 'slaying' field for transformer is used as verb for the action.
3805 */
3806 void apply_item_transformer( object* pl, object* transformer )
3807 {
3808 object* marked;
3809 object* new_item;
3810 char* find;
3811 char* separator;
3812 int yield;
3813 char got[ MAX_BUF ];
3814 int len;
3815
3816 if ( !pl || !transformer )
3817 return;
3818 marked = find_marked_object( pl );
3819 if ( !marked )
3820 {
3821 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3822 return;
3823 }
3824 if ( !marked->slaying )
3825 {
3826 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3827 return;
3828 }
3829 /* check whether they are compatible or not */
3830 find = strstr( marked->slaying, transformer->arch->name );
3831 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3832 {
3833 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3834 return;
3835 }
3836 find += strlen( transformer->arch->name ) + 1;
3837 /* Item can be used, now find how many and what it yields */
3838 if ( isdigit( *( find ) ) )
3839 {
3840 yield = atoi( find );
3841 if ( yield < 1 )
3842 {
3843 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3844 yield = 1;
3845 }
3846 }
3847 else
3848 yield = 1;
3849
3850 while ( isdigit( *find ) )
3851 find++;
3852 while ( *find == ' ' )
3853 find++;
3854 memset( got, 0, MAX_BUF );
3855 if ( (separator = strchr( find, ';' ))!=NULL)
3856 {
3857 len = separator - find;
3858 }
3859 else
3860 {
3861 len = strlen(find);
3862 }
3863 if ( len > MAX_BUF-1)
3864 len = MAX_BUF-1;
3865 strcpy( got, find );
3866 got[len] = '\0';
3867
3868 /* Now create new item, remove used ones when required. */
3869 new_item = get_archetype( got );
3870 if ( !new_item )
3871 {
3872 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3873 return;
3874 }
3875 new_item->nrof = yield;
3876 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3877 insert_ob_in_ob( new_item, pl );
3878 esrv_send_inventory( pl, pl );
3879 /* Eat up one item */
3880 decrease_ob_nr( marked, 1 );
3881 /* Eat one transformer if needed */
3882 if ( transformer->stats.food )
3883 if ( --transformer->stats.food == 0 )
3884 decrease_ob_nr( transformer, 1 );
3885 }