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/cvs/deliantra/server/server/apply.C
Revision: 1.51
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +25 -72 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <living.h>
26 #include <spells.h>
27 #include <skills.h>
28 #include <tod.h>
29
30 #include <sproto.h>
31
32 /* Want this regardless of rplay. */
33 #include <sounds.h>
34
35 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
36 #include <math.h>
37
38 /**
39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */
42 int
43 should_director_abort (object *op, object *victim)
44 {
45 int arch_flag, name_flag, race_flag;
46
47 /* Get flags to determine what of arch, name, and race should be checked.
48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49 * the next is the name flag, and the last is the race flag. Also note,
50 * if subtype is set to zero, that also goes to defaults of all affecting
51 * it. Examples:
52 * subtype 1: only arch
53 * subtype 3: arch or name
54 * subtype 5: arch or race
55 * subtype 7: all three
56 */
57 if (op->subtype)
58 {
59 arch_flag = (op->subtype & 1);
60 name_flag = (op->subtype & 2);
61 race_flag = (op->subtype & 4);
62 }
63 else
64 {
65 arch_flag = 1;
66 name_flag = 1;
67 race_flag = 1;
68 }
69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches.
71 */
72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
76 {
77 return 1;
78 }
79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match.
81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85 {
86 return 1;
87 }
88 return 0;
89 }
90
91 /**
92 * This handles a player dropping money on an altar to identify stuff.
93 * It'll identify marked item, if none all items up to dropped money.
94 * Return value: 1 if money was destroyed, 0 if not.
95 */
96 static int
97 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) && need_identify (marked))
116 {
117 if (operate_altar (altar, &money))
118 {
119 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 if (marked->msg)
122 {
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 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 {
134 if (operate_altar (altar, &money))
135 {
136 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138 if (id->msg)
139 {
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money))
146 break;
147 }
148 else
149 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break;
152 }
153 }
154 }
155 if (!success)
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157 return money == NULL;
158 }
159
160 /**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item.
163 **/
164 static void
165 handle_apply_yield (object *tmp)
166 {
167 const char *yield;
168
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187 }
188
189 /**
190 * Handles applying a potion.
191 */
192 int
193 apply_potion (object *op, object *tmp)
194 {
195 int got_one = 0, i;
196 object *force = 0, *floor = 0;
197
198 floor = GET_MAP_OB (op->map, op->x, op->y);
199
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0;
206 }
207
208 if (op->type == PLAYER)
209 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210 identify (tmp);
211
212 handle_apply_yield (tmp);
213
214 /* Potion of restoration - only for players */
215 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216 {
217 object *depl;
218 archetype *at;
219
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 {
222 op->drain_stat ();
223 op->update_stats ();
224 decrease_ob (tmp);
225 return 1;
226 }
227
228 if (!(at = archetype::find (ARCH_DEPLETION)))
229 {
230 LOG (llevError, "Could not find archetype depletion\n");
231 return 0;
232 }
233 depl = present_arch_in_ob (at, op);
234
235 if (depl)
236 {
237 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240
241 depl->destroy ();
242 op->update_stats ();
243 }
244 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246
247 decrease_ob (tmp);
248 return 1;
249 }
250
251 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253 {
254 for (i = 1; i < MIN (11, op->level); i++)
255 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 {
258 if (op->contr->levhp[i] != 1)
259 {
260 op->contr->levhp[i] = 1;
261 break;
262 }
263 if (op->contr->levsp[i] != 1)
264 {
265 op->contr->levsp[i] = 1;
266 break;
267 }
268 if (op->contr->levgrace[i] != 1)
269 {
270 op->contr->levgrace[i] = 1;
271 break;
272 }
273 }
274 else
275 {
276 if (op->contr->levhp[i] < 9)
277 {
278 op->contr->levhp[i] = 9;
279 break;
280 }
281 if (op->contr->levsp[i] < 6)
282 {
283 op->contr->levsp[i] = 6;
284 break;
285 }
286 if (op->contr->levgrace[i] < 3)
287 {
288 op->contr->levgrace[i] = 3;
289 break;
290 }
291 }
292 }
293
294 /* Just makes checking easier */
295 if (i < MIN (11, op->level))
296 got_one = 1;
297
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 {
300 if (got_one)
301 {
302 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 }
307 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 }
310 else
311 { /* cursed potion */
312 if (got_one)
313 {
314 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 }
317 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 }
320
321 decrease_ob (tmp);
322 return 1;
323 }
324
325
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327 * and heroism all fit into this category. Given the spell object code,
328 * there is no limit to the number of spells that potions can be cast,
329 * but direction is problematic to try and imbue fireball potions for example.
330 */
331 if (tmp->inv)
332 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 {
335 object *fball;
336
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 }
346 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348
349 decrease_ob (tmp);
350 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats ();
353 return 1;
354 }
355
356 /* Deal with protection potions */
357 force = NULL;
358 for (i = 0; i < NROFATTACKS; i++)
359 {
360 if (tmp->resist[i])
361 {
362 if (!force)
363 force = get_archetype (FORCE_NAME);
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */
367 }
368 }
369 /* This is a protection potion */
370 if (force)
371 {
372 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 {
375 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 }
380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force);
385 decrease_ob (tmp);
386 return 1;
387 }
388
389 /* Only thing left are the stat potions */
390 if (op->type == PLAYER)
391 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else
395 SET_FLAG (tmp, FLAG_APPLIED);
396 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 }
399
400 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears
403 * up all the stats.
404 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats ();
407 decrease_ob (tmp);
408 return 1;
409 }
410
411 /****************************************************************************
412 * Weapon improvement code follows
413 ****************************************************************************/
414
415 /**
416 * This returns the sum of nrof of item (arch name).
417 */
418 static int
419 check_item (object *op, const char *item)
420 {
421 int count = 0;
422
423
424 if (item == NULL)
425 return 0;
426 op = op->below;
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
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
452 eat_item (object *op, const char *item, uint32 nrof)
453 {
454 object *prev;
455
456 prev = op;
457 op = op->below;
458
459 while (op != NULL)
460 {
461 if (strcmp (op->arch->name, item) == 0)
462 {
463 if (op->nrof >= nrof)
464 {
465 decrease_ob_nr (op, nrof);
466 return;
467 }
468 else
469 {
470 decrease_ob_nr (op, op->nrof);
471 nrof -= op->nrof;
472 }
473 op = prev;
474 }
475 prev = op;
476 op = op->below;
477 }
478 }
479
480 /**
481 * This checks to see of the player (who) is sufficient level to use a weapon
482 * with improvs improvements (typically last_eat). We take an int here
483 * instead of the object so that the improvement code can pass along the
484 * increased value to see if the object is usuable.
485 * we return 1 (true) if the player can use the weapon.
486 */
487 static int
488 check_weapon_power (const object *who, int improvs)
489 {
490
491 /* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level.
494 */
495 #if 1
496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
499 return 0;
500
501 #else
502 int level = 0;
503
504 /* The skill system hands out wc and dam bonuses to fighters
505 * more generously than the old system (see fix_player). Thus
506 * we need to curtail the power of player enchanted weapons.
507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
508 * Note: Nothing should break by allowing this ratio to be different or
509 * using normal level - it is just a matter of play balance.
510 */
511 if (who->type == PLAYER)
512 {
513 object *wc_obj = NULL;
514
515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517 level = wc_obj->level;
518
519 if (!level)
520 {
521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
526 level = who->level;
527
528 return (improvs <= ((level / 5) + 5));
529 #endif
530 }
531
532 /**
533 * Returns how many items of type improver->slaying there are under op.
534 * Will display a message if none found, and 1 if improver->slaying is NULL.
535 */
536 static int
537 check_sacrifice (object *op, const object *improver)
538 {
539 int count = 0;
540
541 if (improver->slaying != NULL)
542 {
543 count = check_item (op, improver->slaying);
544 if (count < 1)
545 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying);
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0;
551 }
552 }
553 else
554 count = 1;
555
556 return count;
557 }
558
559 /**
560 * Actually improves the weapon, and tells user.
561 */
562 int
563 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
564 {
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count;
568 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
570 decrease_ob (improver);
571
572 /* So it updates the players stats and the window */
573 op->update_stats ();
574 return 1;
575 }
576
577 /* Types of improvements, hidden in the sp field. */
578 #define IMPROVE_PREPARE 1
579 #define IMPROVE_DAMAGE 2
580 #define IMPROVE_WEIGHT 3
581 #define IMPROVE_ENCHANT 4
582 #define IMPROVE_STR 5
583 #define IMPROVE_DEX 6
584 #define IMPROVE_CON 7
585 #define IMPROVE_WIS 8
586 #define IMPROVE_CHA 9
587 #define IMPROVE_INT 10
588 #define IMPROVE_POW 11
589
590
591 /**
592 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on.
594 */
595
596 int
597 prepare_weapon (object *op, object *improver, object *weapon)
598 {
599 int sacrifice_count, i;
600 char buf[MAX_BUF];
601
602 if (weapon->level != 0)
603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0;
606 }
607 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i])
609 break;
610
611 /* If we break out, i will be less than nrofattacks, preventing
612 * improvement of items that already have protections.
613 */
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */
618 {
619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
620 return 0;
621 }
622 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0)
624 return 0;
625 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count);
628
629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
630
631 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */
635 decrease_ob (improver);
636 weapon->last_eat = 0;
637 return 1;
638 }
639
640
641 /**
642 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
643 * This is the new improve weapon code.
644 * Returns 0 if it was not able to work for some reason.
645 *
646 * Checks if weapon was prepared, if enough potions on the floor, ...
647 *
648 * We are hiding extra information about the weapon in the level and
649 * last_eat numbers for an object. Hopefully this won't break anything ??
650 * level == max improve last_eat == current improve
651 */
652 int
653 improve_weapon (object *op, object *improver, object *weapon)
654 {
655 int sacrifice_count, sacrifice_needed = 0;
656
657 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon);
660 }
661 if (weapon->level == 0)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
664 return 0;
665 }
666 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
669 return 0;
670 }
671 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
674 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
676 return 0;
677 }
678 /* This just increases damage by 5 points, no matter what. No sacrifice
679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680 * don't put any maximum value on damage - the limit is how much the
681 * weapon can be improved.
682 */
683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
685 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */
687 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
688 weapon->last_eat++;
689
690 weapon->item_power++;
691 decrease_ob (improver);
692 return 1;
693 }
694 if (improver->stats.sp == IMPROVE_WEIGHT)
695 {
696 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1)
699 weapon->weight = 1;
700 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
701 weapon->last_eat++;
702 weapon->item_power++;
703 decrease_ob (improver);
704 return 1;
705 }
706 if (improver->stats.sp == IMPROVE_ENCHANT)
707 {
708 weapon->magic++;
709 weapon->last_eat++;
710 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
711 decrease_ob (improver);
712 weapon->item_power++;
713 return 1;
714 }
715
716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
717 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
718
719 if (sacrifice_needed < 1)
720 sacrifice_needed = 1;
721 sacrifice_needed *= 2;
722
723 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed)
725 {
726 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
727 return 0;
728 }
729 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++;
731
732 switch (improver->stats.sp)
733 {
734 case IMPROVE_STR:
735 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
736 case IMPROVE_DEX:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
738 case IMPROVE_CON:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
740 case IMPROVE_WIS:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
742 case IMPROVE_CHA:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
744 case IMPROVE_INT:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
746 case IMPROVE_POW:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
748 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
750 }
751 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0;
753 }
754
755 /**
756 * Handles the applying of improve/prepare/enchant weapon scroll.
757 * Checks a few things (not on a non-magic square, marked weapon, ...),
758 * then calls improve_weapon to do the dirty work.
759 */
760 int
761 check_improve_weapon (object *op, object *tmp)
762 {
763 object *otmp;
764
765 if (op->type != PLAYER)
766 return 0;
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
770 return 0;
771 }
772 otmp = find_marked_object (op);
773 if (!otmp)
774 {
775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
776 return 0;
777 }
778 if (otmp->type != WEAPON && otmp->type != BOW)
779 {
780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
781 return 0;
782 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp);
786 return 1;
787 }
788
789 /**
790 * This code deals with the armour improvment scrolls.
791 * Change limits on improvement - let players go up to
792 * +5 no matter what level, but they are limited by item
793 * power.
794 * Try to use same improvement code as in the common/treasure.c
795 * file, so that if you make a +2 full helm, it will be just
796 * the same as one you find in a shop.
797 *
798 * deprecated comment:
799 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
800 * only 'enchantment' of armour is possible - improving
801 * the stats of a player w/ armour as well as a weapon
802 * will probably horribly unbalance the game. Magic enchanting
803 * depends on the level of the character - ie the plus
804 * value (magic) of the armour can never be increased beyond
805 * the level of the character / 10 -- rounding upish, nor may
806 * the armour value of the piece of equipment exceed either
807 * the users level or 90)
808 * Modified by MSW for partial resistance. Only support
809 * changing of physical area right now.
810 */
811 int
812 improve_armour (object *op, object *improver, object *armour)
813 {
814 object *tmp;
815
816 if (armour->magic >= settings.armor_max_enchant)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
819 return 0;
820 }
821 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
822 * etc), so take the easy way out and don't worry about it.
823 * Note - maybe add scrolls which make the random artifact versions (eg, armour
824 * of gnarg and what not?)
825 */
826 if (armour->title)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
829 return 0;
830 }
831
832 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge.
834 */
835 if (armour->nrof > 1)
836 tmp = get_split_ob (armour, armour->nrof - 1);
837 else
838 tmp = NULL;
839
840 armour->magic++;
841
842 if (!settings.armor_speed_linear)
843 {
844 int base = 100;
845 int pow = 0;
846
847 while (pow < armour->magic)
848 {
849 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++;
851 }
852
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
854 }
855 else
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857
858 if (!settings.armor_weight_linear)
859 {
860 int base = 100;
861 int pow = 0;
862
863 while (pow < armour->magic)
864 {
865 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++;
867 }
868
869 armour->weight = (armour->arch->clone.weight * base) / 100;
870 }
871 else
872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873
874 if (armour->weight <= 0)
875 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1;
878 }
879
880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
881
882 if (op->type == PLAYER)
883 {
884 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats ();
887 }
888 decrease_ob (improver);
889 if (tmp)
890 {
891 insert_ob_in_ob (tmp, op);
892 esrv_send_item (op, tmp);
893 }
894 return 1;
895 }
896
897
898 /*
899 * convert_item() returns 1 if anything was converted, 0 if the item was not
900 * what the converter wants, -1 if the converter is broken.
901 */
902 #define CONV_FROM(xyz) xyz->slaying
903 #define CONV_TO(xyz) xyz->other_arch
904 #define CONV_NR(xyz) xyz->stats.sp
905 #define CONV_NEED(xyz) xyz->stats.food
906
907 /* Takes one items and makes another.
908 * converter is the object that is doing the conversion.
909 * item is the object that triggered the converter - if it is not
910 * what the converter wants, this will not do anything.
911 */
912 int
913 convert_item (object *item, object *converter)
914 {
915 int nr = 0;
916 uint32 price_in;
917
918 /* We make some assumptions - we assume if it takes money as it type,
919 * it wants some amount. We don't make change (ie, if something costs
920 * 3 gp and player drops a platinum, tough luck)
921 */
922 if (!strcmp (CONV_FROM (converter), "money"))
923 {
924 int cost;
925
926 if (item->type != MONEY)
927 return 0;
928
929 nr = (item->nrof * item->value) / CONV_NEED (converter);
930 if (!nr)
931 return 0;
932 cost = nr * CONV_NEED (converter) / item->value;
933 /* take into account rounding errors */
934 if (nr * CONV_NEED (converter) % item->value)
935 cost++;
936 decrease_ob_nr (item, cost);
937
938 price_in = cost * item->value;
939 }
940 else
941 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944 return 0;
945
946 if (CONV_NEED (converter))
947 {
948 nr = item->nrof / CONV_NEED (converter);
949 decrease_ob_nr (item, nr * CONV_NEED (converter));
950 price_in = nr * CONV_NEED (converter) * item->value;
951 }
952 else
953 {
954 price_in = item->value;
955 item->destroy ();
956 }
957 }
958
959 if (converter->inv != NULL)
960 {
961 object *ob;
962 int i;
963 object *ob_to_copy;
964
965 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv;
967 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
968 {
969 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob;
972 }
973 }
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 }
978 else
979 {
980 if (converter->other_arch == NULL)
981 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 &converter->name, converter->map->path, converter->x, converter->y);
984 return -1;
985 }
986
987 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 }
990
991 if (CONV_NR (converter))
992 item->nrof = CONV_NR (converter);
993 if (nr)
994 item->nrof *= nr;
995 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value)
998 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001
1002 /**
1003 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this
1005 */
1006 }
1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008 return 1;
1009 }
1010
1011 /**
1012 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t.
1016 */
1017
1018 int
1019 apply_container (object *op, object *sack)
1020 {
1021 char buf[MAX_BUF];
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */
1026
1027 if (sack == NULL || sack->type != CONTAINER)
1028 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0;
1031 }
1032
1033 op->contr->last_used = 0;
1034
1035 if (sack->env != op)
1036 {
1037 if (sack->other_arch == NULL || sack->env != NULL)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1040 return 1;
1041 }
1042
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 {
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079
1080 if (tmp && tmp->type == CLOSE_CON)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 {
1088 if (op->container)
1089 {
1090 if (op->container != sack)
1091 {
1092 tmp = op->container;
1093 apply_container (op, tmp);
1094 sprintf (buf, "You close %s and open ", query_name (tmp));
1095 op->container = sack;
1096 strcat (buf, query_name (sack));
1097 strcat (buf, ".");
1098 }
1099 else
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else
1107 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1;
1144 }
1145 }
1146 }
1147
1148 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152
1153 return 1;
1154 }
1155
1156 /**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170 int
1171 esrv_apply_container (object *op, object *sack)
1172 {
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278 }
1279
1280
1281 /**
1282 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted.
1284 */
1285 static int
1286 apply_altar (object *altar, object *sacrifice, object *originator)
1287 {
1288 /* Only players can make sacrifices on spell casting altars. */
1289 if (altar->inv && (!originator || originator->type != PLAYER))
1290 return 0;
1291
1292 if (operate_altar (altar, &sacrifice))
1293 {
1294 /* Simple check. Unfortunately, it means you can't cast magic bullet
1295 * with an altar. We call it a Potion - altars are stationary - it
1296 * is up to map designers to use them properly.
1297 */
1298 if (altar->inv && altar->inv->type == SPELL)
1299 {
1300 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1301 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with
1303 * old maps.
1304 */
1305
1306 /* push_button (altar);*/
1307 }
1308 else
1309 {
1310 altar->value = 1; /* works only once */
1311 push_button (altar);
1312 }
1313
1314 return !sacrifice;
1315 }
1316 else
1317 return 0;
1318 }
1319
1320 /**
1321 * Handles 'movement' of shop mats.
1322 * Returns 1 if 'op' was destroyed, 0 if not.
1323 * Largely re-written to not use nearly as many gotos, plus
1324 * some of this code just looked plain out of date.
1325 * MSW 2001-08-29
1326 */
1327 int
1328 apply_shop_mat (object *shop_mat, object *op)
1329 {
1330 int rv = 0;
1331 double opinion;
1332 object *tmp, *next;
1333
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335
1336 if (op->type != PLAYER)
1337 {
1338 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in
1340 * the shop.
1341 */
1342 for (tmp = op->inv; tmp; tmp = next)
1343 {
1344 next = tmp->below;
1345
1346 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 {
1348 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1349
1350 tmp->remove ();
1351
1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1356 tmp->x = op->x + freearr_x[i];
1357 tmp->y = op->y + freearr_y[i];
1358 insert_ob_in_map (tmp, op->map, op, 0);
1359 }
1360 }
1361
1362 /* Don't teleport things like spell effects */
1363 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 return 0;
1365
1366 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space.
1368 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374
1375 if (i != -1)
1376 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1377
1378 return 0;
1379 }
1380 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine.
1382 */
1383 rv = teleport (shop_mat, SHOP_MAT, op);
1384 }
1385 else if (can_pay (op) && get_payment (op))
1386 {
1387 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op);
1389
1390 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1392 /* This check below is a bit simplistic - generally it should be correct,
1393 * but there is never a guarantee that the bottom space on the map is
1394 * actually the shop floor.
1395 */
1396 else if (!rv && !is_in_shop (op))
1397 {
1398 opinion = shopkeeper_approval (op->map, op);
1399
1400 if (opinion > 0.9)
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1402 else if (opinion > 0.75)
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1404 else if (opinion > 0.5)
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 }
1409 }
1410 else
1411 {
1412 /* if we get here, a player tried to leave a shop but was not able
1413 * to afford the items he has. We try to move the player so that
1414 * they are not on the mat anymore
1415 */
1416 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417
1418 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else
1423 {
1424 op->remove ();
1425 op->x += freearr_x[i];
1426 op->y += freearr_y[i];
1427 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1428 }
1429 }
1430
1431 CLEAR_FLAG (op, FLAG_NO_APPLY);
1432 return rv;
1433 }
1434
1435 /**
1436 * Handles applying a sign.
1437 */
1438 static void
1439 apply_sign (object *op, object *sign, int autoapply)
1440 {
1441 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443
1444 if (sign->msg == NULL)
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1447 return;
1448 }
1449
1450 if (sign->stats.food)
1451 {
1452 if (sign->last_eat >= sign->stats.food)
1453 {
1454 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1456 return;
1457 }
1458
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++;
1461 }
1462
1463 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1464 * No way to know for sure. The presumption is basically that if
1465 * move_on is zero, it needs to be manually applied (doesn't talk
1466 * to us).
1467 */
1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1471 return;
1472 }
1473 msgType = get_readable_message_type (sign);
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1476 }
1477
1478 /**
1479 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap'
1481 * effect is determined by move_on/move_off of trap and move_type of victime.
1482 *
1483 * originator: Player, monster or other object that caused 'victim' to move
1484 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1485 * However, some types of traps require an originator to function.
1486 */
1487 void
1488 move_apply (object *trap, object *victim, object *originator)
1489 {
1490 static int recursion_depth = 0;
1491
1492 /* Only exits affect DMs. */
1493 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1494 return;
1495
1496 /* move_apply() is the most likely candidate for causing unwanted and
1497 * possibly unlimited recursion.
1498 */
1499 /* The following was changed because it was causing perfeclty correct
1500 * maps to fail. 1) it's not an error to recurse:
1501 * rune detonates, summoning monster. monster lands on nearby rune.
1502 * nearby rune detonates. This sort of recursion is expected and
1503 * proper. This code was causing needless crashes.
1504 */
1505 if (recursion_depth >= 500)
1506 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1509 return;
1510 }
1511 recursion_depth++;
1512 if (trap->head)
1513 trap = trap->head;
1514
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1516 goto leave;
1517
1518 switch (trap->type)
1519 {
1520 case PLAYERMOVER:
1521 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522 {
1523 if (!trap->stats.maxsp)
1524 trap->stats.maxsp = 2;
1525
1526 /* Is this correct? From the docs, it doesn't look like it
1527 * should be divided by trap->speed
1528 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530
1531 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed.
1534 */
1535 if (victim->speed_left < -50.0)
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 }
1539 goto leave;
1540
1541 case SPINNER:
1542 if (victim->direction)
1543 {
1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1545 update_turn_face (victim);
1546 }
1547 goto leave;
1548
1549 case DIRECTOR:
1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1593 {
1594 int tot;
1595
1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599
1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1605 }
1606
1607 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 {
1609 /* need to set this up, since if we do transfer the object,
1610 * ab->above would be bogus
1611 */
1612 ab_next = ab->above;
1613
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 {
1616 if (!sound_was_played)
1617 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 }
1624 }
1625 goto leave;
1626 }
1627
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0)
1631 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1681 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684 enter_exit (victim, trap);
1685 }
1686 goto leave;
1687
1688 case ENCOUNTER:
1689 /* may be some leftovers on this */
1690 goto leave;
1691
1692 case SHOP_MAT:
1693 apply_shop_mat (trap, victim);
1694 goto leave;
1695
1696 /* Drop a certain amount of gold, and have one item identified */
1697 case IDENTIFY_ALTAR:
1698 apply_id_altar (victim, trap, originator);
1699 goto leave;
1700
1701 case SIGN:
1702 if (victim->type != PLAYER && trap->stats.food > 0)
1703 goto leave; /* monsters musn't apply magic_mouths with counters */
1704
1705 apply_sign (victim, trap, 1);
1706 goto leave;
1707
1708 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap);
1713 goto leave;
1714
1715 case RUNE:
1716 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1719 spring_trap (trap, victim);
1720 }
1721 goto leave;
1722
1723 default:
1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1726 goto leave;
1727 }
1728
1729 leave:
1730 recursion_depth--;
1731 }
1732
1733 /**
1734 * Handles reading a regular (ie not containing a spell) book.
1735 */
1736 static void
1737 apply_book (object *op, object *tmp)
1738 {
1739 int lev_diff;
1740 object *skill_ob;
1741
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1745 return;
1746 }
1747 if (tmp->msg == NULL)
1748 {
1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1750 return;
1751 }
1752
1753 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob)
1756 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1758 return;
1759 }
1760 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 {
1763 if (lev_diff < 2)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1765 else if (lev_diff < 3)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1767 else if (lev_diff < 5)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1769 else if (lev_diff < 8)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1771 else if (lev_diff < 15)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1775 return;
1776 }
1777
1778 readable_message_type *msgType = get_readable_message_type (tmp);
1779
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype,
1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1783
1784 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1788
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 {
1791 /*exp_gain *= 2; because they just identified it too */
1792 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793
1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1798 op->contr->ns->floorbox_update ();
1799 }
1800
1801 change_exp (op, exp_gain, skill_ob->skill, 0);
1802 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1803 }
1804 }
1805
1806 /**
1807 * Handles the applying of a skill scroll, calling learn_skill straight.
1808 * op is the person learning the skill, tmp is the skill scroll object
1809 */
1810 static void
1811 apply_skillscroll (object *op, object *tmp)
1812 {
1813 switch ((int) learn_skill (op, tmp))
1814 {
1815 case 0:
1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1818 return;
1819
1820 case 1:
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1822 decrease_ob (tmp);
1823 return;
1824
1825 default:
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1827 decrease_ob (tmp);
1828 return;
1829 }
1830 }
1831
1832 /**
1833 * Actually makes op learn spell.
1834 * Informs player of what happens.
1835 */
1836 void
1837 do_learn_spell (object *op, object *spell, int special_prayer)
1838 {
1839 object *tmp;
1840
1841 if (op->type != PLAYER)
1842 {
1843 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1844 return;
1845 }
1846
1847 /* Upgrade special prayers to normal prayers */
1848 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1849 {
1850 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1851 {
1852 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1853 return;
1854 }
1855 return;
1856 }
1857
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1859 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op);
1861
1862 if (special_prayer)
1863 SET_FLAG (tmp, FLAG_STARTEQUIP);
1864
1865 esrv_add_spells (op->contr, tmp);
1866 }
1867
1868 /**
1869 * Erases spell from player's inventory.
1870 */
1871 void
1872 do_forget_spell (object *op, const char *spell)
1873 {
1874 object *spob;
1875
1876 if (op->type != PLAYER)
1877 {
1878 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1879 return;
1880 }
1881 if ((spob = check_spell_known (op, spell)) == NULL)
1882 {
1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1884 return;
1885 }
1886
1887 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1888 player_unready_range_ob (op->contr, spob);
1889 esrv_remove_spell (op->contr, spob);
1890 spob->destroy ();
1891 }
1892
1893 /**
1894 * Handles player applying a spellbook.
1895 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1896 * stuff like that. Random learning failure too.
1897 */
1898 static void
1899 apply_spellbook (object *op, object *tmp)
1900 {
1901 object *skop, *spell, *spell_skill;
1902
1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 {
1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1906 return;
1907 }
1908
1909 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks
1912 */
1913
1914 if (tmp->slaying != NULL)
1915 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell)
1918 {
1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1920 return;
1921 }
1922 else
1923 insert_ob_in_ob (spell, tmp);
1924 tmp->slaying = NULL;
1925 }
1926
1927 skop = find_skill_by_name (op, tmp->skill);
1928
1929 /* need a literacy skill to learn spells. Also, having a literacy level
1930 * lower than the spell will make learning the spell more difficult */
1931 if (!skop)
1932 {
1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1934 return;
1935 }
1936
1937 spell = tmp->inv;
1938
1939 if (!spell)
1940 {
1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1943 return;
1944 }
1945
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1949 return;
1950 }
1951
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953
1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1956 identify (tmp);
1957
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->ns->floorbox_update ();
1962 }
1963
1964 /* I removed the check for special_prayer_mark here - it didn't make
1965 * a lot of sense - special prayers are not found in spellbooks, and
1966 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark.
1968 */
1969 if (check_spell_known (op, spell->name))
1970 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1972 return;
1973 }
1974
1975 if (spell->skill)
1976 {
1977 spell_skill = find_skill_by_name (op, spell->skill);
1978
1979 if (!spell_skill)
1980 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1982 return;
1983 }
1984
1985 if (spell_skill->level < spell->level)
1986 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1988 return;
1989 }
1990 }
1991
1992 /* Logic as follows
1993 *
1994 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1995 *
1996 * 2- The learner's skill level in literacy adjusts the chance to learn
1997 * a spell.
1998 *
1999 * 3 -Automatically fail to learn if you read while confused
2000 *
2001 * Overall, chances are the same but a player will find having a high
2002 * literacy rate very useful! -b.t.
2003 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2007 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2011 {
2012
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0);
2015
2016 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 }
2020 else
2021 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 }
2025 decrease_ob (tmp);
2026 }
2027
2028 /**
2029 * Handles applying a spell scroll.
2030 */
2031 void
2032 apply_scroll (object *op, object *tmp, int dir)
2033 {
2034 object *skop;
2035
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2039 return;
2040 }
2041
2042 if (!tmp->inv || tmp->inv->type != SPELL)
2043 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2045 return;
2046 }
2047
2048 if (op->type == PLAYER)
2049 {
2050 /* players need a literacy skill to read stuff! */
2051 int exp_gain = 0;
2052
2053 /* hard code literacy - tmp->skill points to where the exp
2054 * should go for anything killed by the spell.
2055 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057
2058 if (!skop)
2059 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2061 return;
2062 }
2063
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0);
2066 }
2067
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp);
2070
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072
2073
2074 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp);
2076 }
2077
2078 /**
2079 * Applies a treasure object - by default, chest. op
2080 * is the person doing the applying, tmp is the treasure
2081 * chest.
2082 */
2083 static void
2084 apply_treasure (object *op, object *tmp)
2085 {
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure
2090 * for the chest is done when the chest is created, and put into the chest
2091 * inventory. So that when the chest burns up, the items still exist. Also
2092 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure
2094 */
2095
2096 treas = tmp->inv;
2097 if (treas == NULL)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp);
2101 return;
2102 }
2103 while (tmp->inv)
2104 {
2105 treas = tmp->inv;
2106
2107 treas->remove ();
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109
2110 treas->x = op->x;
2111 treas->y = op->y;
2112 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113
2114 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115 spring_trap (treas, op);
2116
2117 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed
2121 */
2122 if (op->destroyed () || tmp->destroyed ())
2123 break;
2124 }
2125
2126 if (!tmp->destroyed () && tmp->inv == NULL)
2127 decrease_ob (tmp);
2128
2129 }
2130
2131 /**
2132 * op eats food.
2133 * If player, takes care of messages and dragon special food.
2134 */
2135 static void
2136 apply_food (object *op, object *tmp)
2137 {
2138 int capacity_remaining;
2139
2140 if (op->type != PLAYER)
2141 op->stats.hp = op->stats.maxhp;
2142 else
2143 {
2144 /* check if this is a dragon (player), eating some flesh */
2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2146 ;
2147 else
2148 {
2149 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2152 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2154 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2156 }
2157
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2160 char buf[MAX_BUF];
2161
2162 if (!is_dragon_pl (op))
2163 {
2164 /* eating message for normal players */
2165 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2170 else
2171 {
2172 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2174 }
2175
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50;
2181 else
2182 op->stats.hp += tmp->stats.food / 50;
2183 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999)
2186 op->stats.food = 999;
2187 }
2188
2189 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp);
2192 }
2193 }
2194 handle_apply_yield (tmp);
2195 decrease_ob (tmp);
2196 }
2197
2198 /**
2199 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * there is a chance for the dragon's skin to get improved.
2201 *
2202 * attributes:
2203 * object *op the object (dragon player) eating the flesh
2204 * object *meal the flesh item, getting chewed in dragon's mouth
2205 * return:
2206 * int 1 if eating successful, 0 if it doesn't work
2207 */
2208 int
2209 dragon_eat_flesh (object *op, object *meal)
2210 {
2211 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */
2214
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2221 int winners = 0; /* number of winners */
2222 int i; /* index */
2223
2224 /* let's make sure and doublecheck the parameters */
2225 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0;
2227
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2237 abil = tmp;
2238 }
2239 }
2240
2241 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL)
2244 return 0;
2245
2246 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50;
2249 else
2250 op->stats.hp += meal->stats.food / 50;
2251 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp;
2253
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255
2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2257
2258 /* on to the interesting part: chances for adding resistance */
2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2263 /* got positive resistance, now calculate improvement chance (0-100) */
2264
2265 /* this bonus makes resistance increase easier at lower levels */
2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2267 if (i == abil->stats.exp)
2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2269
2270 /* monster bonus increases with level, because high-level
2271 flesh is too rare */
2272 mbonus = op->level * 20. / ((double) settings.max_level);
2273
2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2275 ((double) settings.max_level)) - skin->resist[i];
2276
2277 if (chance >= 0.)
2278 chance += 1.;
2279 else
2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2281
2282 /* chance is proportional to amount of resistance (max. 50) */
2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2284
2285 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.);
2288
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2292 atnr_winner[winners] = i;
2293 winners++;
2294 }
2295
2296 if (chance >= 0.01)
2297 totalchance *= 1 - chance / 100;
2298
2299 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2300 }
2301 }
2302
2303 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100;
2305 /* print message according to totalchance */
2306 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2318 else
2319 sprintf (buf, "The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2321
2322 /* now choose a winner if we have any */
2323 i = -1;
2324 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners];
2326
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2329 /* resistance increased! */
2330 skin->resist[i]++;
2331 op->update_stats ();
2332
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 }
2336
2337 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342
2343 if (meal->last_eat != abil->stats.exp)
2344 {
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else
2351 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0;
2355 }
2356 }
2357 return 1;
2358 }
2359
2360 /**
2361 * Handles applying an improve armor scroll.
2362 * Does some sanity checks, then calls improve_armour.
2363 */
2364 static void
2365 apply_armour_improver (object *op, object *tmp)
2366 {
2367 object *armor;
2368
2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2370 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2372 return;
2373 }
2374
2375 armor = find_marked_object (op);
2376
2377 if (!armor)
2378 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2380 return;
2381 }
2382
2383 if (armor->type != ARMOUR
2384 && armor->type != CLOAK
2385 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2386 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2388 return;
2389 }
2390
2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2392 improve_armour (op, tmp, armor);
2393 }
2394
2395 extern void
2396 apply_poison (object *op, object *tmp)
2397 {
2398 if (op->type == PLAYER)
2399 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze");
2403 }
2404 if (tmp->stats.hp > 0)
2405 {
2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2408 }
2409 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp);
2411 decrease_ob (tmp);
2412 }
2413
2414 /**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2416 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side)
2418 * -You are
2419 * ° the owner of the exit
2420 * ° or in the same party as the owner
2421 *
2422 * Note: a owner in a 2 way exit is saved as the owner's name
2423 * in the field exit->name cause the field exit->owner doesn't
2424 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */
2426 int
2427 is_legal_2ways_exit (object *op, object *exit)
2428 {
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at
2439 * all the exits in destination and try to find one with same path as
2440 * the current exit's position */
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap)
2446 {
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2448 if (!tmp)
2449 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2451 {
2452 if (tmp->type != EXIT)
2453 continue; /*Not an exit */
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2459 continue; /*Not in the same map */
2460
2461 /* From here we have found the exit is valid. However we do
2462 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments
2464 */
2465 if (!exit->race)
2466 return 1; /*No owner, free for all! */
2467 exit_owner = NULL;
2468 for (pp = first_player; pp; pp = pp->next)
2469 {
2470 if (!pp->ob)
2471 continue;
2472 if (pp->ob->name != exit->race)
2473 continue;
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break;
2476 }
2477 if (!exit_owner)
2478 return 0; /* No more owner */
2479 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */
2481 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0;
2486 return 1;
2487 }
2488 }
2489 return 0;
2490 }
2491
2492
2493 /**
2494 * Main apply handler.
2495 *
2496 * Checks for unpaid items before applying.
2497 *
2498 * Return value:
2499 * 0: player or monster can't apply objects of that type
2500 * 1: has been applied, or there was an error applying the object
2501 * 2: objects of that type can't be applied if not in inventory
2502 *
2503 * op is the object that is causing object to be applied, tmp is the object
2504 * being applied.
2505 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special
2508 */
2509
2510 int
2511 manual_apply (object *op, object *tmp, int aflag)
2512 {
2513 if (tmp->head)
2514 tmp = tmp->head;
2515
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 {
2518 if (op->type == PLAYER)
2519 {
2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2521 return 1;
2522 }
2523 else
2524 return 0; /* monsters just skip unpaid items */
2525 }
2526
2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2528 return RESULT_INT (0);
2529
2530 switch (tmp->type)
2531 {
2532 case CF_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2535 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp);
2539 return 1;
2540
2541 case TRIGGER:
2542 if (check_trigger (tmp, op))
2543 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 }
2547 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 }
2551 return 1;
2552
2553 case EXIT:
2554 if (op->type != PLAYER)
2555 return 0;
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else
2561 {
2562 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2565 enter_exit (op, tmp);
2566 }
2567 return 1;
2568
2569 case SIGN:
2570 apply_sign (op, tmp, 0);
2571 return 1;
2572
2573 case BOOK:
2574 if (op->type == PLAYER)
2575 {
2576 apply_book (op, tmp);
2577 return 1;
2578 }
2579 else
2580 {
2581 return 0;
2582 }
2583
2584 case SKILLSCROLL:
2585 if (op->type == PLAYER)
2586 {
2587 apply_skillscroll (op, tmp);
2588 return 1;
2589 }
2590 return 0;
2591
2592 case SPELLBOOK:
2593 if (op->type == PLAYER)
2594 {
2595 apply_spellbook (op, tmp);
2596 return 1;
2597 }
2598 return 0;
2599
2600 case SCROLL:
2601 apply_scroll (op, tmp, 0);
2602 return 1;
2603
2604 case POTION:
2605 (void) apply_potion (op, tmp);
2606 return 1;
2607
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */
2609 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env);
2614 return 1;
2615
2616 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp);
2621 return 1;
2622
2623 case TREASURE:
2624 if (op->type == PLAYER)
2625 {
2626 apply_treasure (op, tmp);
2627 return 1;
2628 }
2629 else
2630 {
2631 return 0;
2632 }
2633
2634 case WEAPON:
2635 case ARMOUR:
2636 case BOOTS:
2637 case GLOVES:
2638 case AMULET:
2639 case GIRDLE:
2640 case BRACERS:
2641 case SHIELD:
2642 case HELMET:
2643 case RING:
2644 case CLOAK:
2645 case WAND:
2646 case ROD:
2647 case HORN:
2648 case SKILL:
2649 case BOW:
2650 case LAMP:
2651 case BUILDER:
2652 case SKILL_TOOL:
2653 if (tmp->env != op)
2654 return 2; /* not in inventory */
2655 (void) apply_special (op, tmp, aflag);
2656 return 1;
2657
2658 case DRINK:
2659 case FOOD:
2660 case FLESH:
2661 apply_food (op, tmp);
2662 return 1;
2663
2664 case POISON:
2665 apply_poison (op, tmp);
2666 return 1;
2667
2668 case SAVEBED:
2669 return 1;
2670
2671 case ARMOUR_IMPROVER:
2672 if (op->type == PLAYER)
2673 {
2674 apply_armour_improver (op, tmp);
2675 return 1;
2676 }
2677 else
2678 return 0;
2679
2680 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp);
2682 return 1;
2683
2684 case CLOCK:
2685 if (op->type == PLAYER)
2686 {
2687 char buf[MAX_BUF];
2688 timeofday_t tod;
2689
2690 get_tod (&tod);
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1;
2697 }
2698 else
2699 {
2700 return 0;
2701 }
2702
2703 case MENU:
2704 if (op->type == PLAYER)
2705 {
2706 shop_listing (op);
2707 return 1;
2708 }
2709 else
2710 {
2711 return 0;
2712 }
2713
2714 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1;
2717
2718 case LIGHTER: /* for lighting torches/lanterns/etc */
2719 if (op->type == PLAYER)
2720 {
2721 apply_lighter (op, tmp);
2722 return 1;
2723 }
2724 else
2725 {
2726 return 0;
2727 }
2728
2729 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp);
2731 return 1;
2732
2733 default:
2734 return 0;
2735 }
2736 }
2737
2738
2739 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2740 * messages as needed by player_apply_below(). But there can still be
2741 * "but you are floating high above the ground" messages.
2742 *
2743 * Same return value as apply() function.
2744 */
2745 int
2746 player_apply (object *pl, object *op, int aflag, int quiet)
2747 {
2748 int tmp;
2749
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2751 {
2752 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 {
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2756 return 0;
2757 }
2758 }
2759
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 }
2771
2772 pl->contr->last_used = op;
2773
2774 tmp = manual_apply (pl, op, aflag);
2775 if (!quiet)
2776 {
2777 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2779 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2781 }
2782 return tmp;
2783 }
2784
2785 /**
2786 * player_apply_below attempts to apply the object 'below' the player.
2787 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground.
2789 */
2790
2791 void
2792 player_apply_below (object *pl)
2793 {
2794 object *tmp, *next;
2795 int floors;
2796
2797 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* This is perhaps more complicated. However, I want to make sure that
2803 * we don't use a corrupt pointer for the next object, so we get the
2804 * next object in the stack before applying. This is can only be a
2805 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value.
2807 */
2808 for (floors = 0; tmp != NULL; tmp = next)
2809 {
2810 next = tmp->below;
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++;
2813 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */
2815
2816 /* If it is visible, player can apply it. If it is applied by
2817 * person moving on it, also activate. Added code to make it
2818 * so that at least one of players movement types be that which
2819 * the item needs.
2820 */
2821 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2822 {
2823 if (player_apply (pl, tmp, 0, 1) == 1)
2824 return;
2825 }
2826 if (floors >= 2)
2827 return; /* process at most two floor objects */
2828 }
2829 }
2830
2831 /**
2832 * Unapplies specified item.
2833 * No check done on cursed/damned.
2834 * Break this out of apply_special - this is just done
2835 * to keep the size of apply_special to a more managable size.
2836 */
2837 static int
2838 unapply_special (object *who, object *op, int aflags)
2839 {
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0);
2842
2843 object *tmp2;
2844
2845 CLEAR_FLAG (op, FLAG_APPLIED);
2846 switch (op->type)
2847 {
2848 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850
2851 (void) change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break;
2856
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL:
2859 if (op != who->chosen_skill)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 }
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 }
2875 }
2876 (void) change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break;
2880
2881 case ARMOUR:
2882 case HELMET:
2883 case SHIELD:
2884 case RING:
2885 case BOOTS:
2886 case GLOVES:
2887 case AMULET:
2888 case GIRDLE:
2889 case BRACERS:
2890 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op);
2893 break;
2894 case LAMP:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2896 tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x;
2898 tmp2->y = op->y;
2899 tmp2->map = op->map;
2900 tmp2->below = op->below;
2901 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907
2908 if (who->type == PLAYER)
2909 esrv_del_item (who->contr, op->count);
2910
2911 op->destroy ();
2912 insert_ob_in_ob (tmp2, who);
2913 who->update_stats ();
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 {
2916 if (who->type == PLAYER)
2917 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 }
2921 }
2922 if (who->type == PLAYER)
2923 esrv_send_item (who, tmp2);
2924 return 1; /* otherwise, an attempt to drop causes problems */
2925 break;
2926 case BOW:
2927 case WAND:
2928 case ROD:
2929 case HORN:
2930 clear_skill (who);
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 }
2936 else
2937 {
2938 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 }
2943 break;
2944
2945 case BUILDER:
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break;
2950
2951 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break;
2954 }
2955
2956 who->update_stats ();
2957
2958 if (!(aflags & AP_NO_MERGE))
2959 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL);
2963 if (who->type == PLAYER)
2964 {
2965 if (tmp)
2966 { /* it was merged */
2967 esrv_del_item (who->contr, op->count);
2968 op = tmp;
2969 }
2970
2971 esrv_send_item (who, op);
2972 }
2973 }
2974 return 0;
2975 }
2976
2977 /**
2978 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we
2980 * then go through the below of this. In this way, you can do
2981 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use
2989 * up body locations can be used as restrictions.
2990 */
2991 object *
2992 get_item_from_body_location (object *start, int loc)
2993 {
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp;
3002
3003 return NULL;
3004 }
3005
3006
3007
3008 /**
3009 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy
3012 * use of get_item_from_body_location. It makes no intelligent choice
3013 * on objects - rather, the first that is matched is used.
3014 * Returns 0 on success, returns 1 if there is some problem.
3015 * if aflags is AP_PRINT, we instead print out waht to unapply
3016 * instead of doing it. This is a lot less code than having
3017 * another function that does just that.
3018 */
3019 int
3020 unapply_for_ob (object *who, object *op, int aflags)
3021 {
3022 int i;
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3033 {
3034 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 {
3036 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else
3039 unapply_special (who, tmp, aflags);
3040 }
3041 else
3042 {
3043 /* In this case, we want to try and remove a cursed item.
3044 * While we know it won't work, we want unapply_special to
3045 * at least generate the message.
3046 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3048 return 1;
3049 }
3050
3051 }
3052 }
3053 }
3054
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 {
3057 /* this used up a slot that we need to free */
3058 if (op->body_info[i])
3059 {
3060 last = who->inv;
3061
3062 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots.
3064 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0)
3066 {
3067 tmp = get_item_from_body_location (last, i);
3068 if (!tmp)
3069 {
3070 #if 0
3071 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped.
3073 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 #endif
3076 return 1;
3077 }
3078 /* If we are just printing, we don't care about cursed status */
3079 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 {
3081 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3083 else
3084 unapply_special (who, tmp, aflags);
3085 }
3086 else
3087 {
3088 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.)
3092 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 }
3095 last = tmp->below;
3096 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in.
3099 */
3100 } /* if op is using this body location */
3101 } /* for body lcoations */
3102 return 0;
3103 }
3104
3105 /**
3106 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?)
3112 *
3113 * See include/define.h for detailed description of the meaning of
3114 * these return values.
3115 */
3116 int
3117 can_apply_object (object *who, object *op)
3118 {
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0);
3121
3122 int i, retval = 0;
3123 object *tmp = NULL, *ws = NULL;
3124
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3133 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3135 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn'
3151 * really needed.
3152 */
3153 retval |= CAN_APPLY_NEVER;
3154 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0)
3156 {
3157 /* in this case, equipping this would use more free spots than
3158 * we have.
3159 */
3160 object *tmp1;
3161
3162
3163 /* if we have an applied weapon/shield, and unapply it would free
3164 * enough slots to equip the new item, then just set this can
3165 * continue. We don't care about the logic below - if you have
3166 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied
3169 * may be two handed for example.
3170 */
3171 if (ws)
3172 {
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 {
3175 retval |= CAN_APPLY_UNAPPLY;
3176 continue;
3177 }
3178 }
3179
3180 tmp1 = get_item_from_body_location (who->inv, i);
3181 if (!tmp1)
3182 {
3183 #if 0
3184 /* This is sort of an error, but happens a lot when old players
3185 * join in with more stuff equipped than they are now allowed.
3186 */
3187 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3188 #endif
3189 retval |= CAN_APPLY_NEVER;
3190 }
3191 else
3192 {
3193 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need
3195 * to apply multiple objects
3196 */
3197 retval |= CAN_APPLY_UNAPPLY;
3198 if (!tmp)
3199 tmp = tmp1;
3200 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 }
3204 /* This object isn't using up all the slots, so there must
3205 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice.
3207 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210
3211 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply.
3213 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3215 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 }
3218 } /* if not enough free slots */
3219 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */
3221
3222 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3223 * really be controlled by use of body locations. We do have
3224 * the weapon/shield checks, and the range checks for monsters,
3225 * because you can't control those just by body location - bows, shields,
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location.
3228 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION;
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION;
3233
3234
3235 if (who->type != PLAYER)
3236 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION;
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION;
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION;
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION;
3245 }
3246 return retval;
3247 }
3248
3249
3250
3251 /**
3252 * who is the object using the object. It can be a monster.
3253 * op is the object they are using. op is an equipment type item,
3254 * eg, one which you put on and keep on for a while, and not something
3255 * like a potion or scroll.
3256 *
3257 * function returns 1 if the action could not be completed, 0 on
3258 * success. However, success is a matter of meaning - if the
3259 * user passes the 'apply' flag to an object already applied,
3260 * nothing is done, and 0 is returned.
3261 *
3262 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3263 * AP_UNAPPLY=always unapply).
3264 *
3265 * Optional flags:
3266 * AP_NO_MERGE: don't merge an unapplied object with other objects
3267 * AP_IGNORE_CURSE: unapply cursed items
3268 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 *
3271 * apply_special() doesn't check for unpaid items.
3272 */
3273 int
3274 apply_special (object *who, object *op, int aflags)
3275 {
3276 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279
3280 if (who == NULL)
3281 {
3282 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1;
3284 }
3285
3286 if (op->env != who)
3287 return 1; /* op is not in inventory */
3288
3289 /* trying to unequip op */
3290 if (QUERY_FLAG (op, FLAG_APPLIED))
3291 {
3292 /* always apply, so no reason to unapply */
3293 if (basic_flag == AP_APPLY)
3294 return 0;
3295
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3299 return 1;
3300 }
3301 return unapply_special (who, op, aflags);
3302 }
3303
3304 if (basic_flag == AP_UNAPPLY)
3305 return 0;
3306
3307 i = can_apply_object (who, op);
3308
3309 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i)
3311 {
3312 if (i & CAN_APPLY_NEVER)
3313 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3315 return 1;
3316 }
3317 else if (i & CAN_APPLY_RESTRICTION)
3318 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3320 return 1;
3321 }
3322 if (who->type != PLAYER)
3323 {
3324 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags))
3326 return 1;
3327 }
3328 else
3329 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3333 unapply_for_ob (who, op, AP_PRINT);
3334 return 1;
3335 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags);
3339 if (i)
3340 return 1;
3341 }
3342 }
3343 }
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 {
3346 skop = find_skill_by_name (who, op->skill);
3347 if (!skop)
3348 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1;
3351 }
3352 else
3353 {
3354 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated
3356 */
3357 change_skill (who, skop, 0);
3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 {
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3364 return 1;
3365 }
3366
3367
3368 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object.
3371 */
3372
3373
3374 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1);
3376 else
3377 tmp = NULL;
3378
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0);
3381
3382 switch (op->type)
3383 {
3384 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat))
3386 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who);
3391 return 1;
3392 }
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 {
3395 /* if the weapon does not have the name as the character, can't use it. */
3396 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3397 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3398 if (tmp != NULL)
3399 (void) insert_ob_in_ob (tmp, who);
3400 return 1;
3401 }
3402 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON);
3408
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410
3411 (void) change_abil (who, op);
3412 break;
3413
3414 case ARMOUR:
3415 case HELMET:
3416 case SHIELD:
3417 case BOOTS:
3418 case GLOVES:
3419 case GIRDLE:
3420 case BRACERS:
3421 case CLOAK:
3422 case RING:
3423 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op);
3427 break;
3428 case LAMP:
3429 if (op->stats.food < 1)
3430 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3432 return 1;
3433 }
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED);
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3440 insert_ob_in_ob (tmp2, who);
3441
3442 /* Remove the old lantern */
3443 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count);
3445
3446 op->destroy ();
3447
3448 /* insert the portion that was split off */
3449 if (tmp != NULL)
3450 {
3451 (void) insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp);
3454 }
3455 who->update_stats ();
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER)
3459 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 }
3463 }
3464 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2);
3466 return 0;
3467 break;
3468
3469 /* this part is needed for skill-tools */
3470 case SKILL:
3471 case SKILL_TOOL:
3472 if (who->chosen_skill)
3473 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3475 return 1;
3476 }
3477 if (who->type == PLAYER)
3478 {
3479 who->contr->shoottype = range_skill;
3480 who->contr->ranges[range_skill] = op;
3481 if (!op->invisible)
3482 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 }
3486 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 }
3490 }
3491 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op);
3493 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL);
3495 break;
3496
3497 case BOW:
3498 if (!check_weapon_power (who, op->last_eat))
3499 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3502 if (tmp != NULL)
3503 (void) insert_ob_in_ob (tmp, who);
3504 return 1;
3505 }
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL)
3510 (void) insert_ob_in_ob (tmp, who);
3511 return 1;
3512 }
3513 /*FALLTHROUGH*/ case WAND:
3514 case ROD:
3515 case HORN:
3516 /* check for skill, alter player status */
3517 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW)
3525 {
3526 (void) change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 }
3535 }
3536 else
3537 {
3538 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW);
3540 else
3541 SET_FLAG (who, FLAG_READY_RANGE);
3542 }
3543 break;
3544
3545 case BUILDER:
3546 if (who->contr->ranges[range_builder])
3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3548 who->contr->shoottype = range_builder;
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3551 break;
3552
3553 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */
3556
3557 SET_FLAG (op, FLAG_APPLIED);
3558
3559 if (tmp != NULL)
3560 tmp = insert_ob_in_ob (tmp, who);
3561
3562 who->update_stats ();
3563
3564 /* We exclude spell casting objects. The fire code will set the
3565 * been applied flag when they are used - until that point,
3566 * you don't know anything about them.
3567 */
3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER)
3574 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 }
3578 }
3579 if (who->type == PLAYER)
3580 {
3581 /* if multiple objects were applied, update both slots */
3582 if (tmp)
3583 esrv_send_item (who, tmp);
3584 esrv_send_item (who, op);
3585 }
3586 return 0;
3587 }
3588
3589
3590 int
3591 monster_apply_special (object *who, object *op, int aflags)
3592 {
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3594 return 1;
3595 return apply_special (who, op, aflags);
3596 }
3597
3598 /**
3599 * Map was just loaded, handle op's initialisation.
3600 *
3601 * Generates shop floor's item, and treasures.
3602 */
3603 int
3604 auto_apply (object *op)
3605 {
3606 object *tmp = NULL, *tmp2;
3607 int i;
3608
3609 switch (op->type)
3610 {
3611 case SHOP_FLOOR:
3612 if (!op->has_random_items ())
3613 return 0;
3614
3615 do
3616 {
3617 i = 10; /* let's give it 10 tries */
3618 while ((tmp = generate_treasure (op->randomitems,
3619 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3620 if (tmp == NULL)
3621 return 0;
3622 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3623 {
3624 tmp->destroy ();
3625 tmp = NULL;
3626 }
3627 }
3628 while (!tmp);
3629
3630 tmp->x = op->x;
3631 tmp->y = op->y;
3632 SET_FLAG (tmp, FLAG_UNPAID);
3633 insert_ob_in_map (tmp, op->map, NULL, 0);
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635 identify (tmp);
3636 break;
3637
3638 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0;
3641
3642 while ((op->stats.hp--) > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645
3646 /* If we generated an object and put it in this object inventory,
3647 * move it to the parent object as the current object is about
3648 * to disappear. An example of this item is the random_* stuff
3649 * that is put inside other objects.
3650 */
3651 for (tmp = op->inv; tmp; tmp = tmp2)
3652 {
3653 tmp2 = tmp->below;
3654 tmp->remove ();
3655
3656 if (op->env)
3657 insert_ob_in_ob (tmp, op->env);
3658 else
3659 tmp->destroy ();
3660 }
3661
3662 op->destroy ();
3663 break;
3664 }
3665 return tmp ? 1 : 0;
3666 }
3667
3668 /**
3669 * fix_auto_apply goes through the entire map (only the first time
3670 * when an original map is loaded) and performs special actions for
3671 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate.
3673 */
3674 void
3675 fix_auto_apply (maptile *m)
3676 {
3677 object *tmp, *above = NULL;
3678 int x, y;
3679
3680 if (m == NULL)
3681 return;
3682
3683 for (x = 0; x < MAP_WIDTH (m); x++)
3684 for (y = 0; y < MAP_HEIGHT (m); y++)
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 {
3687 above = tmp->above;
3688
3689 if (tmp->inv)
3690 {
3691 object *invtmp, *invnext;
3692
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 {
3695 invnext = invtmp->below;
3696
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 {
3701 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3703
3704 invtmp->randomitems = NULL;
3705 }
3706 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3710 /* Need to clear this so that we never try to create
3711 * treasure again for this object
3712 */
3713 invtmp->randomitems = NULL;
3714 }
3715 }
3716 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13
3721 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16
3725 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL;
3739 }
3740 else if (tmp->type == TIMED_GATE)
3741 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp;
3743
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0;
3747 update_ob_speed (tmp);
3748 }
3749 }
3750 /* This function can be called everytime a map is loaded, even when
3751 * swapping back in. As such, we don't want to create the treasure
3752 * over and ove again, so after we generate the treasure, blank out
3753 * randomitems so if it is swapped in again, it won't make anything.
3754 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure.
3756 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3762 tmp->randomitems = NULL;
3763 }
3764 }
3765
3766 for (x = 0; x < MAP_WIDTH (m); x++)
3767 for (y = 0; y < MAP_HEIGHT (m); y++)
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above);
3771 }
3772
3773 /**
3774 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but
3776 * that doesn't work with the new spell code. Since we know what
3777 * the food changes, just grab a force and use that instead.
3778 */
3779
3780 void
3781 eat_special_food (object *who, object *food)
3782 {
3783 object *force;
3784 int i, did_one = 0;
3785 sint8 k;
3786
3787 force = get_archetype (FORCE_NAME);
3788
3789 for (i = 0; i < NUM_STATS; i++)
3790 {
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 {
3794 set_attr_value (&force->stats, i, k);
3795 did_one = 1;
3796 }
3797 }
3798
3799 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++)
3801 {
3802 if (food->resist[i] > 0)
3803 {
3804 force->resist[i] = food->resist[i] / 2;
3805 did_one = 1;
3806 }
3807 }
3808
3809 if (did_one)
3810 {
3811 force->speed = 0.1;
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force);
3817 insert_ob_in_ob (force, who);
3818 }
3819 else
3820 force->destroy ();
3821
3822 /* check for hp, sp change */
3823 if (food->stats.hp != 0)
3824 {
3825 if (QUERY_FLAG (food, FLAG_CURSED))
3826 {
3827 strcpy (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 }
3831 else
3832 {
3833 if (food->stats.hp > 0)
3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3835 else
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 who->stats.hp += food->stats.hp;
3838 }
3839 }
3840 if (food->stats.sp != 0)
3841 {
3842 if (QUERY_FLAG (food, FLAG_CURSED))
3843 {
3844 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3845 who->stats.sp -= food->stats.sp;
3846 if (who->stats.sp < 0)
3847 who->stats.sp = 0;
3848 }
3849 else
3850 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3852 who->stats.sp += food->stats.sp;
3853 /* place limit on max sp from food? */
3854 }
3855 }
3856 who->update_stats ();
3857 }
3858
3859 /**
3860 * Designed primarily to light torches/lanterns/etc.
3861 * Also burns up burnable material too. First object in the inventory is
3862 * the selected object to "burn". -b.t.
3863 */
3864 void
3865 apply_lighter (object *who, object *lighter)
3866 {
3867 object *item;
3868 int is_player_env = 0;
3869
3870 item = find_marked_object (who);
3871 if (item)
3872 {
3873 if (lighter->last_eat && lighter->stats.food)
3874 { /* lighter gets used up */
3875 /* Split multiple lighters if they're being used up. Otherwise *
3876 * one charge from each would be used up. --DAMN */
3877 if (lighter->nrof > 1)
3878 {
3879 object *oneLighter = lighter->clone ();
3880
3881 lighter->nrof -= 1;
3882 oneLighter->nrof = 1;
3883 oneLighter->stats.food--;
3884 esrv_send_item (who, lighter);
3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3886 esrv_send_item (who, oneLighter);
3887 }
3888 else
3889 lighter->stats.food--;
3890 }
3891 else if (lighter->last_eat)
3892 { /* no charges left in lighter */
3893 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3894 return;
3895 }
3896
3897 /* Perhaps we should split what we are trying to light on fire?
3898 * I can't see many times when you would want to light multiple
3899 * objects at once.
3900 */
3901
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3905 save_throw_object (item, AT_FIRE, who);
3906
3907 if (item->destroyed ())
3908 {
3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3910 /* Need to update the player so that the players glow radius
3911 * gets changed.
3912 */
3913 if (is_player_env)
3914 who->update_stats ();
3915 }
3916 else
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3918 }
3919 else /* nothing to light */
3920 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3921
3922 }
3923
3924 /**
3925 * op made some mistake with a scroll, this takes care of punishment.
3926 * scroll_failure()- hacked directly from spell_failure
3927 */
3928 void
3929 scroll_failure (object *op, int failure, int power)
3930 {
3931 if (abs (failure / 4) > power)
3932 power = abs (failure / 4); /* set minimum effect */
3933
3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3936 object *tmp;
3937
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3939 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy ();
3942 }
3943 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3947 if (op->stats.sp < 0)
3948 op->stats.sp = 0;
3949 }
3950 else if (settings.spell_failure_effects == TRUE)
3951 {
3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3954 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3955 confuse_player (op, op, power);
3956 }
3957 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */
3959 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3960 paralyze_player (op, op, power);
3961 }
3962 else if (failure <= -70 && failure > -80)
3963 { /* blind */
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3965 blind_player (op, op, power);
3966 }
3967 else if (failure <= -80)
3968 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3974 tmp->destroy ();
3975 }
3976 }
3977 }
3978
3979 void
3980 apply_changes_to_player (object *pl, object *change)
3981 {
3982 int excess_stat = 0; /* if the stat goes over the maximum
3983 for the race, put the excess stat some
3984 where else. */
3985
3986 switch (change->type)
3987 {
3988 case CLASS:
3989 {
3990 living *stats = &(pl->contr->orig_stats);
3991 living *ns = &(change->stats);
3992 object *walk;
3993 int flag_change_face = 1;
3994
3995 /* the following code assigns stats up to the stat max
3996 * for the race, and if the stat max is exceeded,
3997 * tries to randomly reassign the excess stat
3998 */
3999 int i, j;
4000
4001 for (i = 0; i < NUM_STATS; i++)
4002 {
4003 sint8 stat = get_attr_value (stats, i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4005
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus)
4008 {
4009 excess_stat++;
4010 stat = 20 + race_bonus;
4011 }
4012 set_attr_value (stats, i, stat);
4013 }
4014
4015 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020
4021 if (i == CHA)
4022 continue; /* exclude cha from this */
4023 if (stat < 20 + race_bonus)
4024 {
4025 change_attr_value (stats, i, 1);
4026 excess_stat--;
4027 }
4028 }
4029
4030 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c
4032 */
4033 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems);
4035
4036
4037 /* set up the face, for some races. */
4038
4039 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class.
4041 */
4042 for (walk = pl->inv; walk != NULL; walk = walk->below)
4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4044 flag_change_face = 0;
4045
4046 if (flag_change_face)
4047 {
4048 pl->animation_id = GET_ANIM_ID (change);
4049 pl->face = change->face;
4050
4051 if (QUERY_FLAG (change, FLAG_ANIMATE))
4052 SET_FLAG (pl, FLAG_ANIMATE);
4053 else
4054 CLEAR_FLAG (pl, FLAG_ANIMATE);
4055 }
4056
4057 /* check the special case of can't use weapons */
4058 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4059 if (!strcmp (change->name, "monk"))
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4061
4062 break;
4063 }
4064 }
4065 }
4066
4067 /**
4068 * This handles items of type 'transformer'.
4069 * Basically those items, used with a marked item, transform both items into something
4070 * else.
4071 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4072 * Change information is contained in the 'slaying' field of the marked item.
4073 * The format is as follow: transformer:[number ]yield[;transformer:...].
4074 * This way an item can be transformed in many things, and/or many objects.
4075 * The 'slaying' field for transformer is used as verb for the action.
4076 */
4077 void
4078 apply_item_transformer (object *pl, object *transformer)
4079 {
4080 object *marked;
4081 object *new_item;
4082 char *find;
4083 char *separator;
4084 int yield;
4085 char got[MAX_BUF];
4086 int len;
4087
4088 if (!pl || !transformer)
4089 return;
4090 marked = find_marked_object (pl);
4091 if (!marked)
4092 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4094 return;
4095 }
4096 if (!marked->slaying)
4097 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4099 return;
4100 }
4101 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4104 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return;
4107 }
4108 find += strlen (transformer->arch->name) + 1;
4109 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find)))
4111 {
4112 yield = atoi (find);
4113 if (yield < 1)
4114 {
4115 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4116 yield = 1;
4117 }
4118 }
4119 else
4120 yield = 1;
4121
4122 while (isdigit (*find))
4123 find++;
4124 while (*find == ' ')
4125 find++;
4126 memset (got, 0, MAX_BUF);
4127 if ((separator = strchr (find, ';')) != NULL)
4128 {
4129 len = separator - find;
4130 }
4131 else
4132 {
4133 len = strlen (find);
4134 }
4135 if (len > MAX_BUF - 1)
4136 len = MAX_BUF - 1;
4137 strcpy (got, find);
4138 got[len] = '\0';
4139
4140 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got);
4142 if (!new_item)
4143 {
4144 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4145 return;
4146 }
4147
4148 new_item->nrof = yield;
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4150 insert_ob_in_ob (new_item, pl);
4151 esrv_send_inventory (pl, pl);
4152 /* Eat up one item */
4153 decrease_ob_nr (marked, 1);
4154 /* Eat one transformer if needed */
4155 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1);
4158 }