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/cvs/deliantra/server/server/apply.C
Revision: 1.62
Committed: Thu Jan 18 19:42:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +1 -1 lines
Log Message:
just experimenting

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28 #include <skills.h>
29 #include <tod.h>
30
31 #include <sproto.h>
32
33 /* Want this regardless of rplay. */
34 #include <sounds.h>
35
36 /* need math lib for double-precision and pow() in dragon_eat_flesh() */
37 #include <math.h>
38
39 /**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43 int
44 should_director_abort (object *op, object *victim)
45 {
46 int arch_flag, name_flag, race_flag;
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 {
60 arch_flag = (op->subtype & 1);
61 name_flag = (op->subtype & 2);
62 race_flag = (op->subtype & 4);
63 }
64 else
65 {
66 arch_flag = 1;
67 name_flag = 1;
68 race_flag = 1;
69 }
70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches.
72 */
73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
77 {
78 return 1;
79 }
80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86 {
87 return 1;
88 }
89 return 0;
90 }
91
92 /**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97 static int
98 apply_id_altar (object *money, object *altar, object *pl)
99 {
100 object *id, *marked;
101 int success = 0;
102
103 if (pl == NULL || pl->type != PLAYER)
104 return 0;
105
106 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 * identifying' from being printed out more than it needs to be.
108 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0;
111
112 marked = find_marked_object (pl);
113 /* if the player has a marked item, identify that if it needs to be
114 * identified. IF it doesn't, then go through the player inventory.
115 */
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 {
118 if (operate_altar (altar, &money))
119 {
120 identify (marked);
121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
122 if (marked->msg)
123 {
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
126 }
127 return money == NULL;
128 }
129 }
130
131 for (id = pl->inv; id; id = id->below)
132 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 {
135 if (operate_altar (altar, &money))
136 {
137 identify (id);
138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
139 if (id->msg)
140 {
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money))
147 break;
148 }
149 else
150 {
151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152 break;
153 }
154 }
155 }
156 if (!success)
157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
158 return money == NULL;
159 }
160
161 /**
162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163 * matching item.
164 **/
165 static void
166 handle_apply_yield (object *tmp)
167 {
168 const char *yield;
169
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188 }
189
190 /**
191 * Handles applying a potion.
192 */
193 int
194 apply_potion (object *op, object *tmp)
195 {
196 int got_one = 0, i;
197 object *force = 0, *floor = 0;
198
199 floor = GET_MAP_OB (op->map, op->x, op->y);
200
201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
202 {
203 if (op->type == PLAYER)
204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
205 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0;
207 }
208
209 if (op->type == PLAYER)
210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
211 identify (tmp);
212
213 handle_apply_yield (tmp);
214
215 /* Potion of restoration - only for players */
216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
217 {
218 object *depl;
219 archetype *at;
220
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 {
223 op->drain_stat ();
224 op->update_stats ();
225 decrease_ob (tmp);
226 return 1;
227 }
228
229 if (!(at = archetype::find (ARCH_DEPLETION)))
230 {
231 LOG (llevError, "Could not find archetype depletion\n");
232 return 0;
233 }
234 depl = present_arch_in_ob (at, op);
235
236 if (depl)
237 {
238 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241
242 depl->destroy ();
243 op->update_stats ();
244 }
245 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
247
248 decrease_ob (tmp);
249 return 1;
250 }
251
252 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
254 {
255 for (i = 1; i < MIN (11, op->level); i++)
256 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 {
259 if (op->contr->levhp[i] != 1)
260 {
261 op->contr->levhp[i] = 1;
262 break;
263 }
264 if (op->contr->levsp[i] != 1)
265 {
266 op->contr->levsp[i] = 1;
267 break;
268 }
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287 if (op->contr->levgrace[i] < 3)
288 {
289 op->contr->levgrace[i] = 3;
290 break;
291 }
292 }
293 }
294
295 /* Just makes checking easier */
296 if (i < MIN (11, op->level))
297 got_one = 1;
298
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 {
301 if (got_one)
302 {
303 op->update_stats ();
304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
307 }
308 else
309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
310 }
311 else
312 { /* cursed potion */
313 if (got_one)
314 {
315 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 }
321
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 }
347 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349
350 decrease_ob (tmp);
351 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats ();
354 return 1;
355 }
356
357 /* Deal with protection potions */
358 force = NULL;
359 for (i = 0; i < NROFATTACKS; i++)
360 {
361 if (tmp->resist[i])
362 {
363 if (!force)
364 force = get_archetype (FORCE_NAME);
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT;
367 break; /* Only need to find one protection since we copy entire batch */
368 }
369 }
370 /* This is a protection potion */
371 if (force)
372 {
373 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 {
376 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 }
381 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force);
386 decrease_ob (tmp);
387 return 1;
388 }
389
390 /* Only thing left are the stat potions */
391 if (op->type == PLAYER)
392 { /* only for players */
393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
394 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else
396 SET_FLAG (tmp, FLAG_APPLIED);
397 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
399 }
400
401 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears
404 * up all the stats.
405 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats ();
408 decrease_ob (tmp);
409 return 1;
410 }
411
412 /****************************************************************************
413 * Weapon improvement code follows
414 ****************************************************************************/
415
416 /**
417 * This returns the sum of nrof of item (arch name).
418 */
419 static int
420 check_item (object *op, const char *item)
421 {
422 int count = 0;
423
424
425 if (item == NULL)
426 return 0;
427 op = op->below;
428 while (op != NULL)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof;
439 }
440 }
441 op = op->below;
442 }
443 return count;
444 }
445
446 /**
447 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only
449 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects.
451 */
452 static void
453 eat_item (object *op, const char *item, uint32 nrof)
454 {
455 object *prev;
456
457 prev = op;
458 op = op->below;
459
460 while (op != NULL)
461 {
462 if (strcmp (op->arch->name, item) == 0)
463 {
464 if (op->nrof >= nrof)
465 {
466 decrease_ob_nr (op, nrof);
467 return;
468 }
469 else
470 {
471 decrease_ob_nr (op, op->nrof);
472 nrof -= op->nrof;
473 }
474 op = prev;
475 }
476 prev = op;
477 op = op->below;
478 }
479 }
480
481 /**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488 static int
489 check_weapon_power (const object *who, int improvs)
490 {
491
492 /* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496 #if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502 #else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530 #endif
531 }
532
533 /**
534 * Returns how many items of type improver->slaying there are under op.
535 * Will display a message if none found, and 1 if improver->slaying is NULL.
536 */
537 static int
538 check_sacrifice (object *op, const object *improver)
539 {
540 int count = 0;
541
542 if (improver->slaying != NULL)
543 {
544 count = check_item (op, improver->slaying);
545 if (count < 1)
546 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying);
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0;
552 }
553 }
554 else
555 count = 1;
556
557 return count;
558 }
559
560 /**
561 * Actually improves the weapon, and tells user.
562 */
563 int
564 improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
565 {
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count;
569 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
571 decrease_ob (improver);
572
573 /* So it updates the players stats and the window */
574 op->update_stats ();
575 return 1;
576 }
577
578 /* Types of improvements, hidden in the sp field. */
579 #define IMPROVE_PREPARE 1
580 #define IMPROVE_DAMAGE 2
581 #define IMPROVE_WEIGHT 3
582 #define IMPROVE_ENCHANT 4
583 #define IMPROVE_STR 5
584 #define IMPROVE_DEX 6
585 #define IMPROVE_CON 7
586 #define IMPROVE_WIS 8
587 #define IMPROVE_CHA 9
588 #define IMPROVE_INT 10
589 #define IMPROVE_POW 11
590
591
592 /**
593 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on.
595 */
596
597 int
598 prepare_weapon (object *op, object *improver, object *weapon)
599 {
600 int sacrifice_count, i;
601 char buf[MAX_BUF];
602
603 if (weapon->level != 0)
604 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
606 return 0;
607 }
608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i])
610 break;
611
612 /* If we break out, i will be less than nrofattacks, preventing
613 * improvement of items that already have protections.
614 */
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */
619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0;
622 }
623 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0)
625 return 0;
626 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count);
629
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
631
632 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */
636 decrease_ob (improver);
637 weapon->last_eat = 0;
638 return 1;
639 }
640
641
642 /**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason.
646 *
647 * Checks if weapon was prepared, if enough potions on the floor, ...
648 *
649 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve
652 */
653 int
654 improve_weapon (object *op, object *improver, object *weapon)
655 {
656 int sacrifice_count, sacrifice_needed = 0;
657
658 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon);
661 }
662 if (weapon->level == 0)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
665 return 0;
666 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
670 return 0;
671 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
673 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
677 return 0;
678 }
679 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved.
683 */
684 if (improver->stats.sp == IMPROVE_DAMAGE)
685 {
686 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
689 weapon->last_eat++;
690
691 weapon->item_power++;
692 decrease_ob (improver);
693 return 1;
694 }
695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
697 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1)
700 weapon->weight = 1;
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
702 weapon->last_eat++;
703 weapon->item_power++;
704 decrease_ob (improver);
705 return 1;
706 }
707 if (improver->stats.sp == IMPROVE_ENCHANT)
708 {
709 weapon->magic++;
710 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
712 decrease_ob (improver);
713 weapon->item_power++;
714 return 1;
715 }
716
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
718 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
719
720 if (sacrifice_needed < 1)
721 sacrifice_needed = 1;
722 sacrifice_needed *= 2;
723
724 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed)
726 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
728 return 0;
729 }
730 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++;
732
733 switch (improver->stats.sp)
734 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
749 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
751 }
752 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0;
754 }
755
756 /**
757 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work.
760 */
761 int
762 check_improve_weapon (object *op, object *tmp)
763 {
764 object *otmp;
765
766 if (op->type != PLAYER)
767 return 0;
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
771 return 0;
772 }
773 otmp = find_marked_object (op);
774 if (!otmp)
775 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
777 return 0;
778 }
779 if (otmp->type != WEAPON && otmp->type != BOW)
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
782 return 0;
783 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp);
787 return 1;
788 }
789
790 /**
791 * This code deals with the armour improvment scrolls.
792 * Change limits on improvement - let players go up to
793 * +5 no matter what level, but they are limited by item
794 * power.
795 * Try to use same improvement code as in the common/treasure.c
796 * file, so that if you make a +2 full helm, it will be just
797 * the same as one you find in a shop.
798 *
799 * deprecated comment:
800 * this code is by b.t. (thomas@nomad.astro.psu.edu) -
801 * only 'enchantment' of armour is possible - improving
802 * the stats of a player w/ armour as well as a weapon
803 * will probably horribly unbalance the game. Magic enchanting
804 * depends on the level of the character - ie the plus
805 * value (magic) of the armour can never be increased beyond
806 * the level of the character / 10 -- rounding upish, nor may
807 * the armour value of the piece of equipment exceed either
808 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now.
811 */
812 int
813 improve_armour (object *op, object *improver, object *armour)
814 {
815 object *tmp;
816
817 if (armour->magic >= settings.armor_max_enchant)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
820 return 0;
821 }
822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823 * etc), so take the easy way out and don't worry about it.
824 * Note - maybe add scrolls which make the random artifact versions (eg, armour
825 * of gnarg and what not?)
826 */
827 if (armour->title)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
830 return 0;
831 }
832
833 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge.
835 */
836 if (armour->nrof > 1)
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840
841 armour->magic++;
842
843 if (!settings.armor_speed_linear)
844 {
845 int base = 100;
846 int pow = 0;
847
848 while (pow < armour->magic)
849 {
850 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++;
852 }
853
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
855 }
856 else
857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858
859 if (!settings.armor_weight_linear)
860 {
861 int base = 100;
862 int pow = 0;
863
864 while (pow < armour->magic)
865 {
866 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++;
868 }
869
870 armour->weight = (armour->arch->clone.weight * base) / 100;
871 }
872 else
873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874
875 if (armour->weight <= 0)
876 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1;
879 }
880
881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
882
883 if (op->type == PLAYER)
884 {
885 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats ();
888 }
889 decrease_ob (improver);
890 if (tmp)
891 {
892 insert_ob_in_ob (tmp, op);
893 esrv_send_item (op, tmp);
894 }
895 return 1;
896 }
897
898
899 /*
900 * convert_item() returns 1 if anything was converted, 0 if the item was not
901 * what the converter wants, -1 if the converter is broken.
902 */
903 #define CONV_FROM(xyz) xyz->slaying
904 #define CONV_TO(xyz) xyz->other_arch
905 #define CONV_NR(xyz) xyz->stats.sp
906 #define CONV_NEED(xyz) xyz->stats.food
907
908 /* Takes one items and makes another.
909 * converter is the object that is doing the conversion.
910 * item is the object that triggered the converter - if it is not
911 * what the converter wants, this will not do anything.
912 */
913 int
914 convert_item (object *item, object *converter)
915 {
916 int nr = 0;
917 uint32 price_in;
918
919 /* We make some assumptions - we assume if it takes money as it type,
920 * it wants some amount. We don't make change (ie, if something costs
921 * 3 gp and player drops a platinum, tough luck)
922 */
923 if (!strcmp (CONV_FROM (converter), "money"))
924 {
925 int cost;
926
927 if (item->type != MONEY)
928 return 0;
929
930 nr = (item->nrof * item->value) / CONV_NEED (converter);
931 if (!nr)
932 return 0;
933 cost = nr * CONV_NEED (converter) / item->value;
934 /* take into account rounding errors */
935 if (nr * CONV_NEED (converter) % item->value)
936 cost++;
937 decrease_ob_nr (item, cost);
938
939 price_in = cost * item->value;
940 }
941 else
942 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
945 return 0;
946
947 if (CONV_NEED (converter))
948 {
949 nr = item->nrof / CONV_NEED (converter);
950 decrease_ob_nr (item, nr * CONV_NEED (converter));
951 price_in = nr * CONV_NEED (converter) * item->value;
952 }
953 else
954 {
955 price_in = item->value;
956 item->destroy ();
957 }
958 }
959
960 if (converter->inv != NULL)
961 {
962 object *ob;
963 int i;
964 object *ob_to_copy;
965
966 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv;
968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
969 {
970 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob;
973 }
974 }
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 }
979 else
980 {
981 if (converter->other_arch == NULL)
982 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1;
986 }
987
988 item = object_create_arch (converter->other_arch);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 }
991
992 if (CONV_NR (converter))
993 item->nrof = CONV_NR (converter);
994 if (nr)
995 item->nrof *= nr;
996 if (is_in_shop (converter))
997 SET_FLAG (item, FLAG_UNPAID);
998 else if (price_in < item->nrof * item->value)
999 {
1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002
1003 /**
1004 * elmex: we are going to let the game continue, as the mapcreator
1005 * propably had something in mind when doing this
1006 */
1007 }
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009 return 1;
1010 }
1011
1012 /**
1013 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t.
1017 */
1018
1019 int
1020 apply_container (object *op, object *sack)
1021 {
1022 char buf[MAX_BUF];
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */
1027
1028 if (sack == NULL || sack->type != CONTAINER)
1029 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0;
1032 }
1033
1034 op->contr->last_used = 0;
1035
1036 if (sack->env != op)
1037 {
1038 if (sack->other_arch == NULL || sack->env != NULL)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1041 return 1;
1042 }
1043
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 {
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080
1081 if (tmp && tmp->type == CLOSE_CON)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else
1108 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148
1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153
1154 return 1;
1155 }
1156
1157 /**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171 int
1172 esrv_apply_container (object *op, object *sack)
1173 {
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279 }
1280
1281
1282 /**
1283 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted.
1285 */
1286 static int
1287 apply_altar (object *altar, object *sacrifice, object *originator)
1288 {
1289 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0;
1292
1293 if (operate_altar (altar, &sacrifice))
1294 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly.
1298 */
1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with
1304 * old maps.
1305 */
1306
1307 /* push_button (altar);*/
1308 }
1309 else
1310 {
1311 altar->value = 1; /* works only once */
1312 push_button (altar);
1313 }
1314
1315 return !sacrifice;
1316 }
1317 else
1318 return 0;
1319 }
1320
1321 /**
1322 * Handles 'movement' of shop mats.
1323 * Returns 1 if 'op' was destroyed, 0 if not.
1324 * Largely re-written to not use nearly as many gotos, plus
1325 * some of this code just looked plain out of date.
1326 * MSW 2001-08-29
1327 */
1328 int
1329 apply_shop_mat (object *shop_mat, object *op)
1330 {
1331 int rv = 0;
1332 double opinion;
1333 object *tmp, *next;
1334
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336
1337 if (op->type != PLAYER)
1338 {
1339 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in
1341 * the shop.
1342 */
1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1345 next = tmp->below;
1346
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350
1351 tmp->remove ();
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 }
1361 }
1362
1363 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1366
1367 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space.
1369 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1376 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378
1379 return 0;
1380 }
1381 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine.
1383 */
1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1387 {
1388 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1391 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor.
1396 */
1397 else if (!rv && !is_in_shop (op))
1398 {
1399 opinion = shopkeeper_approval (op->map, op);
1400
1401 if (opinion > 0.9)
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 else if (opinion > 0.75)
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405 else if (opinion > 0.5)
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 }
1410 }
1411 else
1412 {
1413 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore
1416 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418
1419 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else
1424 {
1425 op->remove ();
1426 op->x += freearr_x[i];
1427 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 }
1430 }
1431
1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1433 return rv;
1434 }
1435
1436 /**
1437 * Handles applying a sign.
1438 */
1439 static void
1440 apply_sign (object *op, object *sign, int autoapply)
1441 {
1442 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444
1445 if (sign->msg == NULL)
1446 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return;
1449 }
1450
1451 if (sign->stats.food)
1452 {
1453 if (sign->last_eat >= sign->stats.food)
1454 {
1455 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1457 return;
1458 }
1459
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++;
1462 }
1463
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us).
1468 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return;
1473 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477 }
1478
1479 /**
1480 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap'
1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1483 *
1484 * originator: Player, monster or other object that caused 'victim' to move
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1486 * However, some types of traps require an originator to function.
1487 */
1488 void
1489 move_apply (object *trap, object *victim, object *originator)
1490 {
1491 static int recursion_depth = 0;
1492
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return;
1496
1497 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion.
1499 */
1500 /* The following was changed because it was causing perfeclty correct
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1686 victim->enter_exit (trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER:
1691 /* may be some leftovers on this */
1692 goto leave;
1693
1694 case SHOP_MAT:
1695 apply_shop_mat (trap, victim);
1696 goto leave;
1697
1698 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator);
1701 goto leave;
1702
1703 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */
1706
1707 apply_sign (victim, trap, 1);
1708 goto leave;
1709
1710 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap);
1715 goto leave;
1716
1717 case RUNE:
1718 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim);
1722 }
1723 goto leave;
1724
1725 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1728 goto leave;
1729 }
1730
1731 leave:
1732 recursion_depth--;
1733 }
1734
1735 /**
1736 * Handles reading a regular (ie not containing a spell) book.
1737 */
1738 static void
1739 apply_book (object *op, object *tmp)
1740 {
1741 int lev_diff;
1742 object *skill_ob;
1743
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return;
1748 }
1749 if (tmp->msg == NULL)
1750 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return;
1753 }
1754
1755 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob)
1758 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 return;
1761 }
1762 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 {
1765 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1767 else if (lev_diff < 3)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1769 else if (lev_diff < 5)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return;
1778 }
1779
1780 readable_message_type *msgType = get_readable_message_type (tmp);
1781
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1785
1786 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 {
1793 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795
1796 /* If in a container, update how it looks */
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else
1800 op->contr->ns->floorbox_update ();
1801 }
1802
1803 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 }
1806 }
1807
1808 /**
1809 * Handles the applying of a skill scroll, calling learn_skill straight.
1810 * op is the person learning the skill, tmp is the skill scroll object
1811 */
1812 static void
1813 apply_skillscroll (object *op, object *tmp)
1814 {
1815 switch ((int) learn_skill (op, tmp))
1816 {
1817 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1820 return;
1821
1822 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 decrease_ob (tmp);
1825 return;
1826
1827 default:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829 decrease_ob (tmp);
1830 return;
1831 }
1832 }
1833
1834 /**
1835 * Actually makes op learn spell.
1836 * Informs player of what happens.
1837 */
1838 void
1839 do_learn_spell (object *op, object *spell, int special_prayer)
1840 {
1841 object *tmp;
1842
1843 if (op->type != PLAYER)
1844 {
1845 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1846 return;
1847 }
1848
1849 /* Upgrade special prayers to normal prayers */
1850 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851 {
1852 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853 {
1854 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1855 return;
1856 }
1857 return;
1858 }
1859
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1861 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op);
1863
1864 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP);
1866
1867 esrv_add_spells (op->contr, tmp);
1868 }
1869
1870 /**
1871 * Erases spell from player's inventory.
1872 */
1873 void
1874 do_forget_spell (object *op, const char *spell)
1875 {
1876 object *spob;
1877
1878 if (op->type != PLAYER)
1879 {
1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881 return;
1882 }
1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return;
1887 }
1888
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob);
1892 spob->destroy ();
1893 }
1894
1895 /**
1896 * Handles player applying a spellbook.
1897 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1898 * stuff like that. Random learning failure too.
1899 */
1900 static void
1901 apply_spellbook (object *op, object *tmp)
1902 {
1903 object *skop, *spell, *spell_skill;
1904
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1908 return;
1909 }
1910
1911 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks
1914 */
1915
1916 if (tmp->slaying != NULL)
1917 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell)
1920 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return;
1923 }
1924 else
1925 insert_ob_in_ob (spell, tmp);
1926 tmp->slaying = NULL;
1927 }
1928
1929 skop = find_skill_by_name (op, tmp->skill);
1930
1931 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */
1933 if (!skop)
1934 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1936 return;
1937 }
1938
1939 spell = tmp->inv;
1940
1941 if (!spell)
1942 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945 return;
1946 }
1947
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 return;
1952 }
1953
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->ns->floorbox_update ();
1964 }
1965
1966 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark.
1970 */
1971 if (check_spell_known (op, spell->name))
1972 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974 return;
1975 }
1976
1977 if (spell->skill)
1978 {
1979 spell_skill = find_skill_by_name (op, spell->skill);
1980
1981 if (!spell_skill)
1982 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984 return;
1985 }
1986
1987 if (spell_skill->level < spell->level)
1988 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990 return;
1991 }
1992 }
1993
1994 /* Logic as follows
1995 *
1996 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997 *
1998 * 2- The learner's skill level in literacy adjusts the chance to learn
1999 * a spell.
2000 *
2001 * 3 -Automatically fail to learn if you read while confused
2002 *
2003 * Overall, chances are the same but a player will find having a high
2004 * literacy rate very useful! -b.t.
2005 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 {
2008 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013 {
2014
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0);
2017
2018 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 }
2022 else
2023 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 }
2027 decrease_ob (tmp);
2028 }
2029
2030 /**
2031 * Handles applying a spell scroll.
2032 */
2033 void
2034 apply_scroll (object *op, object *tmp, int dir)
2035 {
2036 object *skop;
2037
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041 return;
2042 }
2043
2044 if (!tmp->inv || tmp->inv->type != SPELL)
2045 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047 return;
2048 }
2049
2050 if (op->type == PLAYER)
2051 {
2052 /* players need a literacy skill to read stuff! */
2053 int exp_gain = 0;
2054
2055 /* hard code literacy - tmp->skill points to where the exp
2056 * should go for anything killed by the spell.
2057 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059
2060 if (!skop)
2061 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063 return;
2064 }
2065
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0);
2068 }
2069
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp);
2072
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075
2076 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp);
2078 }
2079
2080 /**
2081 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure
2083 * chest.
2084 */
2085 static void
2086 apply_treasure (object *op, object *tmp)
2087 {
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure
2096 */
2097
2098 treas = tmp->inv;
2099 if (treas == NULL)
2100 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp);
2103 return;
2104 }
2105 while (tmp->inv)
2106 {
2107 treas = tmp->inv;
2108
2109 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111
2112 treas->x = op->x;
2113 treas->y = op->y;
2114 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115
2116 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117 spring_trap (treas, op);
2118
2119 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed
2123 */
2124 if (op->destroyed () || tmp->destroyed ())
2125 break;
2126 }
2127
2128 if (!tmp->destroyed () && tmp->inv == NULL)
2129 decrease_ob (tmp);
2130
2131 }
2132
2133 /**
2134 * op eats food.
2135 * If player, takes care of messages and dragon special food.
2136 */
2137 static void
2138 apply_food (object *op, object *tmp)
2139 {
2140 int capacity_remaining;
2141
2142 if (op->type != PLAYER)
2143 op->stats.hp = op->stats.maxhp;
2144 else
2145 {
2146 /* check if this is a dragon (player), eating some flesh */
2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 ;
2149 else
2150 {
2151 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2154 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158 }
2159
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl (op))
2165 {
2166 /* eating message for normal players */
2167 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2172 else
2173 {
2174 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176 }
2177
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50;
2183 else
2184 op->stats.hp += tmp->stats.food / 50;
2185 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999)
2188 op->stats.food = 999;
2189 }
2190
2191 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp);
2194 }
2195 }
2196 handle_apply_yield (tmp);
2197 decrease_ob (tmp);
2198 }
2199
2200 /**
2201 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * there is a chance for the dragon's skin to get improved.
2203 *
2204 * attributes:
2205 * object *op the object (dragon player) eating the flesh
2206 * object *meal the flesh item, getting chewed in dragon's mouth
2207 * return:
2208 * int 1 if eating successful, 0 if it doesn't work
2209 */
2210 int
2211 dragon_eat_flesh (object *op, object *meal)
2212 {
2213 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */
2216
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 int winners = 0; /* number of winners */
2224 int i; /* index */
2225
2226 /* let's make sure and doublecheck the parameters */
2227 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0;
2229
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */
2232 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233 shstr_cmp dragon_skin_force ("dragon_skin_force");
2234
2235 for (tmp = op->inv; tmp; tmp = tmp->below)
2236 if (tmp->type == FORCE)
2237 if (tmp->arch->name == dragon_skin_force)
2238 skin = tmp;
2239 else if (tmp->arch->name == dragon_ability_force)
2240 abil = tmp;
2241
2242 /* if either skin or ability are missing, this is an old player
2243 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL)
2245 return 0;
2246
2247 /* now start by filling stomache and health, according to food-value */
2248 if ((999 - op->stats.food) < meal->stats.food)
2249 op->stats.hp += (999 - op->stats.food) / 50;
2250 else
2251 op->stats.hp += meal->stats.food / 50;
2252 if (op->stats.hp > op->stats.maxhp)
2253 op->stats.hp = op->stats.maxhp;
2254
2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256
2257 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2258
2259 /* on to the interesting part: chances for adding resistance */
2260 for (i = 0; i < NROFATTACKS; i++)
2261 {
2262 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2263 {
2264 /* got positive resistance, now calculate improvement chance (0-100) */
2265
2266 /* this bonus makes resistance increase easier at lower levels */
2267 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2268 if (i == abil->stats.exp)
2269 bonus += 5; /* additional bonus for resistance of ability-focus */
2270
2271 /* monster bonus increases with level, because high-level
2272 flesh is too rare */
2273 mbonus = op->level * 20. / ((double) settings.max_level);
2274
2275 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2276 ((double) settings.max_level)) - skin->resist[i];
2277
2278 if (chance >= 0.)
2279 chance += 1.;
2280 else
2281 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2282
2283 /* chance is proportional to amount of resistance (max. 50) */
2284 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2285
2286 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.);
2289
2290 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2291 if (rndm (10000) < (int) (chance * 100))
2292 {
2293 atnr_winner[winners] = i;
2294 winners++;
2295 }
2296
2297 if (chance >= 0.01)
2298 totalchance *= 1 - chance / 100;
2299
2300 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2301 }
2302 }
2303
2304 /* inverse totalchance as until now we have the failure-chance */
2305 totalchance = 100 - totalchance * 100;
2306 /* print message according to totalchance */
2307 if (totalchance > 50.)
2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2309 else if (totalchance > 10.)
2310 sprintf (buf, "The %s tasted very good.", &meal->name);
2311 else if (totalchance > 1.)
2312 sprintf (buf, "The %s tasted good.", &meal->name);
2313 else if (totalchance > 0.1)
2314 sprintf (buf, "The %s tasted bland.", &meal->name);
2315 else if (totalchance >= 0.01)
2316 sprintf (buf, "The %s had a boring taste.", &meal->name);
2317 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2318 sprintf (buf, "The %s tasted strange.", &meal->name);
2319 else
2320 sprintf (buf, "The %s had no taste.", &meal->name);
2321 new_draw_info (NDI_UNIQUE, 0, op, buf);
2322
2323 /* now choose a winner if we have any */
2324 i = -1;
2325 if (winners > 0)
2326 i = atnr_winner[RANDOM () % winners];
2327
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 {
2330 /* resistance increased! */
2331 skin->resist[i]++;
2332 op->update_stats ();
2333
2334 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 }
2337
2338 /* if this flesh contains a new ability focus, we mark it
2339 into the ability_force and it will take effect on next level */
2340 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2341 {
2342 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2343
2344 if (meal->last_eat != abil->stats.exp)
2345 {
2346 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2350 }
2351 else
2352 {
2353 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 abil->last_eat = 0;
2356 }
2357 }
2358 return 1;
2359 }
2360
2361 /**
2362 * Handles applying an improve armor scroll.
2363 * Does some sanity checks, then calls improve_armour.
2364 */
2365 static void
2366 apply_armour_improver (object *op, object *tmp)
2367 {
2368 object *armor;
2369
2370 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2371 {
2372 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2373 return;
2374 }
2375
2376 armor = find_marked_object (op);
2377
2378 if (!armor)
2379 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2381 return;
2382 }
2383
2384 if (armor->type != ARMOUR
2385 && armor->type != CLOAK
2386 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2387 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2389 return;
2390 }
2391
2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2393 improve_armour (op, tmp, armor);
2394 }
2395
2396 extern void
2397 apply_poison (object *op, object *tmp)
2398 {
2399 if (op->type == PLAYER)
2400 {
2401 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2403 strcpy (op->contr->killer, "poisonous booze");
2404 }
2405 if (tmp->stats.hp > 0)
2406 {
2407 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2408 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2409 }
2410 op->stats.food -= op->stats.food / 4;
2411 handle_apply_yield (tmp);
2412 decrease_ob (tmp);
2413 }
2414
2415 /**
2416 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2417 * A valid 2 way exit means:
2418 * -You can come back (there is another exit at the other side)
2419 * -You are
2420 * ° the owner of the exit
2421 * ° or in the same party as the owner
2422 *
2423 * Note: a owner in a 2 way exit is saved as the owner's name
2424 * in the field exit->name cause the field exit->owner doesn't
2425 * survive in the swapping (in fact the whole exit doesn't survive).
2426 */
2427 int
2428 is_legal_2ways_exit (object *op, object *exit)
2429 {
2430 if (exit->stats.exp != 1)
2431 return 1; /*This is not a 2 way, so it is legal */
2432
2433 #if 0 //TODO
2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435 return 0; /* This is a reset town portal */
2436 #endif
2437
2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2439
2440 if (exitmap)
2441 {
2442 exitmap->load_sync ();
2443
2444 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445
2446 if (!tmp)
2447 return 0;
2448
2449 for (; tmp; tmp = tmp->above)
2450 {
2451 if (tmp->type != EXIT)
2452 continue; /*Not an exit */
2453
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456
2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2458 continue; /*Not in the same place */
2459
2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2461 continue; /*Not in the same map */
2462
2463 /* From here we have found the exit is valid. However we do
2464 * here the check of the exit owner. It is important for the
2465 * town portals to prevent strangers from visiting your appartments
2466 */
2467 if (!exit->race)
2468 return 1; /*No owner, free for all! */
2469
2470 object *exit_owner = 0;
2471
2472 for_all_players (pp)
2473 {
2474 if (!pp->ob)
2475 continue;
2476
2477 if (pp->ob->name != exit->race)
2478 continue;
2479
2480 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2481 break;
2482 }
2483
2484 if (!exit_owner)
2485 return 0; /* No more owner */
2486
2487 if (exit_owner->contr == op->contr)
2488 return 1; /*It is your exit */
2489
2490 if (exit_owner && /*There is a owner */
2491 (op->contr) && /*A player tries to pass */
2492 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2493 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2494 return 0;
2495
2496 return 1;
2497 }
2498 }
2499
2500 return 0;
2501 }
2502
2503
2504 /**
2505 * Main apply handler.
2506 *
2507 * Checks for unpaid items before applying.
2508 *
2509 * Return value:
2510 * 0: player or monster can't apply objects of that type
2511 * 1: has been applied, or there was an error applying the object
2512 * 2: objects of that type can't be applied if not in inventory
2513 *
2514 * op is the object that is causing object to be applied, tmp is the object
2515 * being applied.
2516 *
2517 * aflag is special (always apply/unapply) flags. Nothing is done with
2518 * them in this function - they are passed to apply_special
2519 */
2520
2521 int
2522 manual_apply (object *op, object *tmp, int aflag)
2523 {
2524 if (tmp->head)
2525 tmp = tmp->head;
2526
2527 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2528 {
2529 if (op->type == PLAYER)
2530 {
2531 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2532 return 1;
2533 }
2534 else
2535 return 0; /* monsters just skip unpaid items */
2536 }
2537
2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2539 return RESULT_INT (0);
2540
2541 switch (tmp->type)
2542 {
2543 case CF_HANDLE:
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2546 tmp->value = tmp->value ? 0 : 1;
2547 SET_ANIMATION (tmp, tmp->value);
2548 update_object (tmp, UP_OBJ_FACE);
2549 push_button (tmp);
2550 return 1;
2551
2552 case TRIGGER:
2553 if (check_trigger (tmp, op))
2554 {
2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557 }
2558 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2560
2561 return 1;
2562
2563 case EXIT:
2564 if (op->type != PLAYER)
2565 return 0;
2566
2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2568 {
2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2570 }
2571 else
2572 {
2573 /* Don't display messages for random maps. */
2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576
2577 op->enter_exit (tmp);
2578 }
2579 return 1;
2580
2581 case SIGN:
2582 apply_sign (op, tmp, 0);
2583 return 1;
2584
2585 case BOOK:
2586 if (op->type == PLAYER)
2587 {
2588 apply_book (op, tmp);
2589 return 1;
2590 }
2591 else
2592 {
2593 return 0;
2594 }
2595
2596 case SKILLSCROLL:
2597 if (op->type == PLAYER)
2598 {
2599 apply_skillscroll (op, tmp);
2600 return 1;
2601 }
2602 return 0;
2603
2604 case SPELLBOOK:
2605 if (op->type == PLAYER)
2606 {
2607 apply_spellbook (op, tmp);
2608 return 1;
2609 }
2610 return 0;
2611
2612 case SCROLL:
2613 apply_scroll (op, tmp, 0);
2614 return 1;
2615
2616 case POTION:
2617 (void) apply_potion (op, tmp);
2618 return 1;
2619
2620 /* Eneq(@csd.uu.se): Handle apply on containers. */
2621 case CLOSE_CON:
2622 if (op->type == PLAYER)
2623 (void) esrv_apply_container (op, tmp->env);
2624 else
2625 (void) apply_container (op, tmp->env);
2626 return 1;
2627
2628 case CONTAINER:
2629 if (op->type == PLAYER)
2630 (void) esrv_apply_container (op, tmp);
2631 else
2632 (void) apply_container (op, tmp);
2633 return 1;
2634
2635 case TREASURE:
2636 if (op->type == PLAYER)
2637 {
2638 apply_treasure (op, tmp);
2639 return 1;
2640 }
2641 else
2642 {
2643 return 0;
2644 }
2645
2646 case WEAPON:
2647 case ARMOUR:
2648 case BOOTS:
2649 case GLOVES:
2650 case AMULET:
2651 case GIRDLE:
2652 case BRACERS:
2653 case SHIELD:
2654 case HELMET:
2655 case RING:
2656 case CLOAK:
2657 case WAND:
2658 case ROD:
2659 case HORN:
2660 case SKILL:
2661 case BOW:
2662 case LAMP:
2663 case BUILDER:
2664 case SKILL_TOOL:
2665 if (tmp->env != op)
2666 return 2; /* not in inventory */
2667 (void) apply_special (op, tmp, aflag);
2668 return 1;
2669
2670 case DRINK:
2671 case FOOD:
2672 case FLESH:
2673 apply_food (op, tmp);
2674 return 1;
2675
2676 case POISON:
2677 apply_poison (op, tmp);
2678 return 1;
2679
2680 case SAVEBED:
2681 return 1;
2682
2683 case ARMOUR_IMPROVER:
2684 if (op->type == PLAYER)
2685 {
2686 apply_armour_improver (op, tmp);
2687 return 1;
2688 }
2689 else
2690 return 0;
2691
2692 case WEAPON_IMPROVER:
2693 (void) check_improve_weapon (op, tmp);
2694 return 1;
2695
2696 case CLOCK:
2697 if (op->type == PLAYER)
2698 {
2699 char buf[MAX_BUF];
2700 timeofday_t tod;
2701
2702 get_tod (&tod);
2703 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2704 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2705 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2706 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2707 new_draw_info (NDI_UNIQUE, 0, op, buf);
2708 return 1;
2709 }
2710 else
2711 {
2712 return 0;
2713 }
2714
2715 case MENU:
2716 if (op->type == PLAYER)
2717 {
2718 shop_listing (op);
2719 return 1;
2720 }
2721 else
2722 {
2723 return 0;
2724 }
2725
2726 case POWER_CRYSTAL:
2727 apply_power_crystal (op, tmp); /* see egoitem.c */
2728 return 1;
2729
2730 case LIGHTER: /* for lighting torches/lanterns/etc */
2731 if (op->type == PLAYER)
2732 {
2733 apply_lighter (op, tmp);
2734 return 1;
2735 }
2736 else
2737 {
2738 return 0;
2739 }
2740
2741 case ITEM_TRANSFORMER:
2742 apply_item_transformer (op, tmp);
2743 return 1;
2744
2745 default:
2746 return 0;
2747 }
2748 }
2749
2750
2751 /* quiet suppresses the "don't know how to apply" and "you must get it first"
2752 * messages as needed by player_apply_below(). But there can still be
2753 * "but you are floating high above the ground" messages.
2754 *
2755 * Same return value as apply() function.
2756 */
2757 int
2758 player_apply (object *pl, object *op, int aflag, int quiet)
2759 {
2760 int tmp;
2761
2762 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2763 {
2764 /* player is flying and applying object not in inventory */
2765 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2768 return 0;
2769 }
2770 }
2771
2772 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2773 * applied.
2774 */
2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2776 {
2777 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2778 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2780 op->destroy ();
2781 return 1;
2782 }
2783
2784 pl->contr->last_used = op;
2785
2786 tmp = manual_apply (pl, op, aflag);
2787 if (!quiet)
2788 {
2789 if (tmp == 0)
2790 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2791 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2793 }
2794 return tmp;
2795 }
2796
2797 /**
2798 * player_apply_below attempts to apply the object 'below' the player.
2799 * If the player has an open container, we use that for below, otherwise
2800 * we use the ground.
2801 */
2802
2803 void
2804 player_apply_below (object *pl)
2805 {
2806 object *tmp, *next;
2807 int floors;
2808
2809 /* If using a container, set the starting item to be the top
2810 * item in the container. Otherwise, use the map.
2811 */
2812 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2813
2814 /* This is perhaps more complicated. However, I want to make sure that
2815 * we don't use a corrupt pointer for the next object, so we get the
2816 * next object in the stack before applying. This is can only be a
2817 * problem if player_apply() has a bug in that it uses the object but does
2818 * not return a proper value.
2819 */
2820 for (floors = 0; tmp != NULL; tmp = next)
2821 {
2822 next = tmp->below;
2823 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2824 floors++;
2825 else if (floors > 0)
2826 return; /* process only floor objects after first floor object */
2827
2828 /* If it is visible, player can apply it. If it is applied by
2829 * person moving on it, also activate. Added code to make it
2830 * so that at least one of players movement types be that which
2831 * the item needs.
2832 */
2833 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2834 {
2835 if (player_apply (pl, tmp, 0, 1) == 1)
2836 return;
2837 }
2838 if (floors >= 2)
2839 return; /* process at most two floor objects */
2840 }
2841 }
2842
2843 /**
2844 * Unapplies specified item.
2845 * No check done on cursed/damned.
2846 * Break this out of apply_special - this is just done
2847 * to keep the size of apply_special to a more managable size.
2848 */
2849 static int
2850 unapply_special (object *who, object *op, int aflags)
2851 {
2852 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2853 return RESULT_INT (0);
2854
2855 object *tmp2;
2856
2857 CLEAR_FLAG (op, FLAG_APPLIED);
2858 switch (op->type)
2859 {
2860 case WEAPON:
2861 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2862
2863 (void) change_abil (who, op);
2864 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2865 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2866 clear_skill (who);
2867 break;
2868
2869 case SKILL: /* allows objects to impart skills */
2870 case SKILL_TOOL:
2871 if (op != who->chosen_skill)
2872 {
2873 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2874 }
2875 if (who->type == PLAYER)
2876 {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if (!op->invisible)
2880 {
2881 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882 }
2883 else
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892
2893 case ARMOUR:
2894 case HELMET:
2895 case SHIELD:
2896 case RING:
2897 case BOOTS:
2898 case GLOVES:
2899 case AMULET:
2900 case GIRDLE:
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2904 (void) change_abil (who, op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2908 tmp2 = arch_to_object (op->other_arch);
2909 tmp2->x = op->x;
2910 tmp2->y = op->y;
2911 tmp2->map = op->map;
2912 tmp2->below = op->below;
2913 tmp2->above = op->above;
2914 tmp2->stats.food = op->stats.food;
2915 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916
2917 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2918 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919
2920 if (who->type == PLAYER)
2921 esrv_del_item (who->contr, op->count);
2922
2923 op->destroy ();
2924 insert_ob_in_ob (tmp2, who);
2925 who->update_stats ();
2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927 {
2928 if (who->type == PLAYER)
2929 {
2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2931 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2932 }
2933 }
2934 if (who->type == PLAYER)
2935 esrv_send_item (who, tmp2);
2936 return 1; /* otherwise, an attempt to drop causes problems */
2937 break;
2938 case BOW:
2939 case WAND:
2940 case ROD:
2941 case HORN:
2942 clear_skill (who);
2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2944 if (who->type == PLAYER)
2945 {
2946 who->contr->shoottype = range_none;
2947 }
2948 else
2949 {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 }
2955 break;
2956
2957 case BUILDER:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[range_builder] = NULL;
2961 break;
2962
2963 default:
2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965 break;
2966 }
2967
2968 who->update_stats ();
2969
2970 if (!(aflags & AP_NO_MERGE))
2971 {
2972 object *tmp;
2973
2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER)
2976 {
2977 if (tmp)
2978 { /* it was merged */
2979 esrv_del_item (who->contr, op->count);
2980 op = tmp;
2981 }
2982
2983 esrv_send_item (who, op);
2984 }
2985 }
2986 return 0;
2987 }
2988
2989 /**
2990 * Returns the object that is using location 'loc'.
2991 * Note that 'start' is the first object to start examing - we
2992 * then go through the below of this. In this way, you can do
2993 * something like:
2994 * tmp = get_item_from_body_location(who->inv, 1);
2995 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2996 * to find the second object that may use this location, etc.
2997 * Returns NULL if no match is found.
2998 * loc is the index into the array we are looking for a match.
2999 * don't return invisible objects unless they are skill objects
3000 * invisible other objects that use
3001 * up body locations can be used as restrictions.
3002 */
3003 object *
3004 get_item_from_body_location (object *start, int loc)
3005 {
3006 object *tmp;
3007
3008 if (!start)
3009 return NULL;
3010
3011 for (tmp = start; tmp; tmp = tmp->below)
3012 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3013 return tmp;
3014
3015 return NULL;
3016 }
3017
3018
3019
3020 /**
3021 * 'op' wants to apply an object, but can't because of other equipment.
3022 * This should only be called when it is known
3023 * that there are objects to unapply. This makes pretty heavy
3024 * use of get_item_from_body_location. It makes no intelligent choice
3025 * on objects - rather, the first that is matched is used.
3026 * Returns 0 on success, returns 1 if there is some problem.
3027 * if aflags is AP_PRINT, we instead print out waht to unapply
3028 * instead of doing it. This is a lot less code than having
3029 * another function that does just that.
3030 */
3031 int
3032 unapply_for_ob (object *who, object *op, int aflags)
3033 {
3034 int i;
3035 object *tmp = NULL, *last;
3036
3037 /* If we are applying a shield or weapon, unapply any equipped shield
3038 * or weapons first - only allowed to use one weapon/shield at a time.
3039 */
3040 if (op->type == WEAPON || op->type == SHIELD)
3041 {
3042 for (tmp = who->inv; tmp; tmp = tmp->below)
3043 {
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3045 {
3046 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3047 {
3048 if (aflags & AP_PRINT)
3049 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3050 else
3051 unapply_special (who, tmp, aflags);
3052 }
3053 else
3054 {
3055 /* In this case, we want to try and remove a cursed item.
3056 * While we know it won't work, we want unapply_special to
3057 * at least generate the message.
3058 */
3059 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3060 return 1;
3061 }
3062
3063 }
3064 }
3065 }
3066
3067 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3068 {
3069 /* this used up a slot that we need to free */
3070 if (op->body_info[i])
3071 {
3072 last = who->inv;
3073
3074 /* We do a while loop - may need to remove several items in order
3075 * to free up enough slots.
3076 */
3077 while ((who->body_used[i] + op->body_info[i]) < 0)
3078 {
3079 tmp = get_item_from_body_location (last, i);
3080 if (!tmp)
3081 {
3082 #if 0
3083 /* Not a bug - we'll get this if the player has cursed items
3084 * equipped.
3085 */
3086 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3087 #endif
3088 return 1;
3089 }
3090 /* If we are just printing, we don't care about cursed status */
3091 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3092 {
3093 if (aflags & AP_PRINT)
3094 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3095 else
3096 unapply_special (who, tmp, aflags);
3097 }
3098 else
3099 {
3100 /* Cursed item that we can't unequip - tell the player.
3101 * Note this could be annoying if this is just one of a few,
3102 * so it may not be critical (eg, putting on a ring and you have
3103 * one cursed ring.)
3104 */
3105 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3106 }
3107 last = tmp->below;
3108 }
3109 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3110 * return in the !tmp would have kicked in.
3111 */
3112 } /* if op is using this body location */
3113 } /* for body lcoations */
3114 return 0;
3115 }
3116
3117 /**
3118 * Checks to see if 'who' can apply object 'op'.
3119 * Returns 0 if apply can be done without anything special.
3120 * Otherwise returns a bitmask - potentially several of these may be
3121 * set, but largely depends on circumstance - in the future, processing
3122 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3123 * is set, do we really are what the other flags may be?)
3124 *
3125 * See include/define.h for detailed description of the meaning of
3126 * these return values.
3127 */
3128 int
3129 can_apply_object (object *who, object *op)
3130 {
3131 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3132 return RESULT_INT (0);
3133
3134 int i, retval = 0;
3135 object *tmp = NULL, *ws = NULL;
3136
3137 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3138 * 2 weapons, but we don't want to let them do that. So if they are
3139 * trying to equip a weapon or shield, see if they already have one
3140 * in place and store that way.
3141 */
3142 if (op->type == WEAPON || op->type == SHIELD)
3143 {
3144 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3145 {
3146 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3147 {
3148 retval = CAN_APPLY_UNAPPLY;
3149 ws = tmp;
3150 }
3151 }
3152 }
3153
3154
3155 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156 {
3157 if (op->body_info[i])
3158 {
3159 /* Item uses more slots than we have */
3160 if (FABS (op->body_info[i]) > who->body_info[i])
3161 {
3162 /* Could return now for efficiently - rest of info below isn'
3163 * really needed.
3164 */
3165 retval |= CAN_APPLY_NEVER;
3166 }
3167 else if ((who->body_used[i] + op->body_info[i]) < 0)
3168 {
3169 /* in this case, equipping this would use more free spots than
3170 * we have.
3171 */
3172 object *tmp1;
3173
3174
3175 /* if we have an applied weapon/shield, and unapply it would free
3176 * enough slots to equip the new item, then just set this can
3177 * continue. We don't care about the logic below - if you have
3178 * shield equipped and try to equip another shield, there is only
3179 * one choice. However, the check for the number of body locations
3180 * does take into the account cases where what is being applied
3181 * may be two handed for example.
3182 */
3183 if (ws)
3184 {
3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3186 {
3187 retval |= CAN_APPLY_UNAPPLY;
3188 continue;
3189 }
3190 }
3191
3192 tmp1 = get_item_from_body_location (who->inv, i);
3193 if (!tmp1)
3194 {
3195 #if 0
3196 /* This is sort of an error, but happens a lot when old players
3197 * join in with more stuff equipped than they are now allowed.
3198 */
3199 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3200 #endif
3201 retval |= CAN_APPLY_NEVER;
3202 }
3203 else
3204 {
3205 /* need to unapply something. However, if this something
3206 * is different than we had found before, it means they need
3207 * to apply multiple objects
3208 */
3209 retval |= CAN_APPLY_UNAPPLY;
3210 if (!tmp)
3211 tmp = tmp1;
3212 else if (tmp != tmp1)
3213 {
3214 retval |= CAN_APPLY_UNAPPLY_MULT;
3215 }
3216 /* This object isn't using up all the slots, so there must
3217 * be another. If so, and it the new item doesn't need all
3218 * the slots, the player then has a choice.
3219 */
3220 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3221 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3222
3223 /* Does unequippint 'tmp1' free up enough slots for this to be
3224 * equipped? If not, there must be something else to unapply.
3225 */
3226 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3227 retval |= CAN_APPLY_UNAPPLY_MULT;
3228
3229 }
3230 } /* if not enough free slots */
3231 } /* if this object uses location i */
3232 } /* for i -> num_body_locations loop */
3233
3234 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3235 * really be controlled by use of body locations. We do have
3236 * the weapon/shield checks, and the range checks for monsters,
3237 * because you can't control those just by body location - bows, shields,
3238 * and weapons all use the same slot. Similar for horn/rod/wand - they
3239 * all use the same location.
3240 */
3241 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3242 retval |= CAN_APPLY_RESTRICTION;
3243 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3244 retval |= CAN_APPLY_RESTRICTION;
3245
3246
3247 if (who->type != PLAYER)
3248 {
3249 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3250 retval |= CAN_APPLY_RESTRICTION;
3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3252 retval |= CAN_APPLY_RESTRICTION;
3253 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3254 retval |= CAN_APPLY_RESTRICTION;
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION;
3257 }
3258 return retval;
3259 }
3260
3261
3262
3263 /**
3264 * who is the object using the object. It can be a monster.
3265 * op is the object they are using. op is an equipment type item,
3266 * eg, one which you put on and keep on for a while, and not something
3267 * like a potion or scroll.
3268 *
3269 * function returns 1 if the action could not be completed, 0 on
3270 * success. However, success is a matter of meaning - if the
3271 * user passes the 'apply' flag to an object already applied,
3272 * nothing is done, and 0 is returned.
3273 *
3274 * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3275 * AP_UNAPPLY=always unapply).
3276 *
3277 * Optional flags:
3278 * AP_NO_MERGE: don't merge an unapplied object with other objects
3279 * AP_IGNORE_CURSE: unapply cursed items
3280 *
3281 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3282 *
3283 * apply_special() doesn't check for unpaid items.
3284 */
3285 int
3286 apply_special (object *who, object *op, int aflags)
3287 {
3288 int basic_flag = aflags & AP_BASIC_FLAGS;
3289 object *tmp, *tmp2, *skop = NULL;
3290 int i;
3291
3292 if (who == NULL)
3293 {
3294 LOG (llevError, "apply_special() from object without environment.\n");
3295 return 1;
3296 }
3297
3298 if (op->env != who)
3299 return 1; /* op is not in inventory */
3300
3301 /* trying to unequip op */
3302 if (QUERY_FLAG (op, FLAG_APPLIED))
3303 {
3304 /* always apply, so no reason to unapply */
3305 if (basic_flag == AP_APPLY)
3306 return 0;
3307
3308 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3309 {
3310 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3311 return 1;
3312 }
3313 return unapply_special (who, op, aflags);
3314 }
3315
3316 if (basic_flag == AP_UNAPPLY)
3317 return 0;
3318
3319 i = can_apply_object (who, op);
3320
3321 /* Can't just apply this object. Lets see what not and what to do */
3322 if (i)
3323 {
3324 if (i & CAN_APPLY_NEVER)
3325 {
3326 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3327 return 1;
3328 }
3329 else if (i & CAN_APPLY_RESTRICTION)
3330 {
3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3332 return 1;
3333 }
3334 if (who->type != PLAYER)
3335 {
3336 /* Some error, so don't try to equip something more */
3337 if (unapply_for_ob (who, op, aflags))
3338 return 1;
3339 }
3340 else
3341 {
3342 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3343 {
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3345 unapply_for_ob (who, op, AP_PRINT);
3346 return 1;
3347 }
3348 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3349 {
3350 i = unapply_for_ob (who, op, aflags);
3351 if (i)
3352 return 1;
3353 }
3354 }
3355 }
3356
3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358 {
3359 skop = find_skill_by_name (who, op->skill);
3360 if (!skop)
3361 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3363 return 1;
3364 }
3365 else
3366 {
3367 /* While experience will be credited properly, we want to change the
3368 * skill so that the dam and wc get updated
3369 */
3370 change_skill (who, skop, 0);
3371 }
3372 }
3373
3374 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3375 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3377 return 1;
3378 }
3379
3380
3381 /* Ok. We are now at the state where we can apply the new object.
3382 * Note that we don't have the checks for can_use_...
3383 * below - that is already taken care of by can_apply_object.
3384 */
3385
3386
3387 if (op->nrof > 1)
3388 tmp = get_split_ob (op, op->nrof - 1);
3389 else
3390 tmp = NULL;
3391
3392 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3393 return RESULT_INT (0);
3394
3395 switch (op->type)
3396 {
3397 case WEAPON:
3398 if (!check_weapon_power (who, op->last_eat))
3399 {
3400 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3401 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3402 if (tmp != NULL)
3403 (void) insert_ob_in_ob (tmp, who);
3404 return 1;
3405 }
3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 {
3408 /* if the weapon does not have the name as the character, can't use it. */
3409 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3410 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3411 if (tmp != NULL)
3412 (void) insert_ob_in_ob (tmp, who);
3413 return 1;
3414 }
3415 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (skop)
3418 change_skill (who, skop, 1);
3419 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3420 SET_FLAG (who, FLAG_READY_WEAPON);
3421
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423
3424 (void) change_abil (who, op);
3425 break;
3426
3427 case ARMOUR:
3428 case HELMET:
3429 case SHIELD:
3430 case BOOTS:
3431 case GLOVES:
3432 case GIRDLE:
3433 case BRACERS:
3434 case CLOAK:
3435 case RING:
3436 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3439 (void) change_abil (who, op);
3440 break;
3441 case LAMP:
3442 if (op->stats.food < 1)
3443 {
3444 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3445 return 1;
3446 }
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3448 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED);
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3453 insert_ob_in_ob (tmp2, who);
3454
3455 /* Remove the old lantern */
3456 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count);
3458
3459 op->destroy ();
3460
3461 /* insert the portion that was split off */
3462 if (tmp != NULL)
3463 {
3464 (void) insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp);
3467 }
3468 who->update_stats ();
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3471 if (who->type == PLAYER)
3472 {
3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 }
3476 }
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2);
3479 return 0;
3480 break;
3481
3482 /* this part is needed for skill-tools */
3483 case SKILL:
3484 case SKILL_TOOL:
3485 if (who->chosen_skill)
3486 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3488 return 1;
3489 }
3490 if (who->type == PLAYER)
3491 {
3492 who->contr->shoottype = range_skill;
3493 who->contr->ranges[range_skill] = op;
3494 if (!op->invisible)
3495 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3498 }
3499 else
3500 {
3501 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3502 }
3503 }
3504 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op);
3506 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL);
3508 break;
3509
3510 case BOW:
3511 if (!check_weapon_power (who, op->last_eat))
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3515 if (tmp != NULL)
3516 (void) insert_ob_in_ob (tmp, who);
3517 return 1;
3518 }
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 {
3521 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3522 if (tmp != NULL)
3523 (void) insert_ob_in_ob (tmp, who);
3524 return 1;
3525 }
3526 /*FALLTHROUGH*/ case WAND:
3527 case ROD:
3528 case HORN:
3529 /* check for skill, alter player status */
3530 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534
3535 if (who->type == PLAYER)
3536 {
3537 if (op->type == BOW)
3538 {
3539 (void) change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 }
3548 }
3549 else
3550 {
3551 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW);
3553 else
3554 SET_FLAG (who, FLAG_READY_RANGE);
3555 }
3556 break;
3557
3558 case BUILDER:
3559 if (who->contr->ranges[range_builder])
3560 unapply_special (who, who->contr->ranges[range_builder], 0);
3561 who->contr->shoottype = range_builder;
3562 who->contr->ranges[range_builder] = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3564 break;
3565
3566 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3568 } /* end of switch op->type */
3569
3570 SET_FLAG (op, FLAG_APPLIED);
3571
3572 if (tmp != NULL)
3573 tmp = insert_ob_in_ob (tmp, who);
3574
3575 who->update_stats ();
3576
3577 /* We exclude spell casting objects. The fire code will set the
3578 * been applied flag when they are used - until that point,
3579 * you don't know anything about them.
3580 */
3581 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3582 SET_FLAG (op, FLAG_BEEN_APPLIED);
3583
3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585 {
3586 if (who->type == PLAYER)
3587 {
3588 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3589 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 }
3591 }
3592 if (who->type == PLAYER)
3593 {
3594 /* if multiple objects were applied, update both slots */
3595 if (tmp)
3596 esrv_send_item (who, tmp);
3597 esrv_send_item (who, op);
3598 }
3599 return 0;
3600 }
3601
3602
3603 int
3604 monster_apply_special (object *who, object *op, int aflags)
3605 {
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3607 return 1;
3608 return apply_special (who, op, aflags);
3609 }
3610
3611 /**
3612 * Map was just loaded, handle op's initialisation.
3613 *
3614 * Generates shop floor's item, and treasures.
3615 */
3616 int
3617 auto_apply (object *op)
3618 {
3619 object *tmp = NULL, *tmp2;
3620 int i;
3621
3622 switch (op->type)
3623 {
3624 case SHOP_FLOOR:
3625 if (!op->has_random_items ())
3626 return 0;
3627
3628 do
3629 {
3630 i = 10; /* let's give it 10 tries */
3631 while ((tmp = generate_treasure (op->randomitems,
3632 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3633 if (tmp == NULL)
3634 return 0;
3635 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3636 {
3637 tmp->destroy ();
3638 tmp = NULL;
3639 }
3640 }
3641 while (!tmp);
3642
3643 tmp->x = op->x;
3644 tmp->y = op->y;
3645 SET_FLAG (tmp, FLAG_UNPAID);
3646 insert_ob_in_map (tmp, op->map, NULL, 0);
3647 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3648 identify (tmp);
3649 break;
3650
3651 case TREASURE:
3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3653 return 0;
3654
3655 while ((op->stats.hp--) > 0)
3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3658
3659 /* If we generated an object and put it in this object inventory,
3660 * move it to the parent object as the current object is about
3661 * to disappear. An example of this item is the random_* stuff
3662 * that is put inside other objects.
3663 */
3664 for (tmp = op->inv; tmp; tmp = tmp2)
3665 {
3666 tmp2 = tmp->below;
3667 tmp->remove ();
3668
3669 if (op->env)
3670 insert_ob_in_ob (tmp, op->env);
3671 else
3672 tmp->destroy ();
3673 }
3674
3675 op->destroy ();
3676 break;
3677 }
3678 return tmp ? 1 : 0;
3679 }
3680
3681 /**
3682 * fix_auto_apply goes through the entire map (only the first time
3683 * when an original map is loaded) and performs special actions for
3684 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate.
3686 */
3687 void
3688 maptile::fix_auto_apply ()
3689 {
3690 if (!spaces)
3691 return;
3692
3693 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3694 for (object *tmp = ms->bot; tmp; )
3695 {
3696 object *above = tmp->above;
3697
3698 if (tmp->inv)
3699 {
3700 object *invtmp, *invnext;
3701
3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3703 {
3704 invnext = invtmp->below;
3705
3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3707 auto_apply (invtmp);
3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3709 {
3710 while ((invtmp->stats.hp--) > 0)
3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3712
3713 invtmp->randomitems = NULL;
3714 }
3715 else if (invtmp && invtmp->arch
3716 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3717 {
3718 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3719 /* Need to clear this so that we never try to create
3720 * treasure again for this object
3721 */
3722 invtmp->randomitems = NULL;
3723 }
3724 }
3725 /* This is really temporary - the code at the bottom will
3726 * also set randomitems to null. The problem is there are bunches
3727 * of maps/players already out there with items that have spells
3728 * which haven't had the randomitems set to null yet.
3729 * MSW 2004-05-13
3730 *
3731 * And if it's a spellbook, it's better to set randomitems to NULL too,
3732 * else you get two spells in the book ^_-
3733 * Ryo 2004-08-16
3734 */
3735 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3736 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3737 tmp->randomitems = NULL;
3738
3739 }
3740
3741 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3742 auto_apply (tmp);
3743 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744 {
3745 while ((tmp->stats.hp--) > 0)
3746 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3747 tmp->randomitems = NULL;
3748 }
3749 else if (tmp->type == TIMED_GATE)
3750 {
3751 object *head = tmp->head != NULL ? tmp->head : tmp;
3752
3753 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3754 tmp->set_speed (0);
3755 }
3756 /* This function can be called everytime a map is loaded, even when
3757 * swapping back in. As such, we don't want to create the treasure
3758 * over and ove again, so after we generate the treasure, blank out
3759 * randomitems so if it is swapped in again, it won't make anything.
3760 * This is a problem for the above objects, because they have counters
3761 * which say how many times to make the treasure.
3762 */
3763 else if (tmp && tmp->arch && tmp->type != PLAYER
3764 && tmp->type != TREASURE && tmp->type != SPELL
3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3766 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL;
3769 }
3770
3771 tmp = above;
3772 }
3773
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3777 check_trigger (tmp, tmp->above);
3778 }
3779
3780 /**
3781 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but
3783 * that doesn't work with the new spell code. Since we know what
3784 * the food changes, just grab a force and use that instead.
3785 */
3786
3787 void
3788 eat_special_food (object *who, object *food)
3789 {
3790 object *force;
3791 int i, did_one = 0;
3792 sint8 k;
3793
3794 force = get_archetype (FORCE_NAME);
3795
3796 for (i = 0; i < NUM_STATS; i++)
3797 {
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 {
3801 set_attr_value (&force->stats, i, k);
3802 did_one = 1;
3803 }
3804 }
3805
3806 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++)
3808 {
3809 if (food->resist[i] > 0)
3810 {
3811 force->resist[i] = food->resist[i] / 2;
3812 did_one = 1;
3813 }
3814 }
3815
3816 if (did_one)
3817 {
3818 force->set_speed (0.1);
3819 /* bigger morsel of food = longer effect time */
3820 force->duration = food->stats.food / 5;
3821 SET_FLAG (force, FLAG_APPLIED);
3822 change_abil (who, force);
3823 insert_ob_in_ob (force, who);
3824 }
3825 else
3826 force->destroy ();
3827
3828 /* check for hp, sp change */
3829 if (food->stats.hp != 0)
3830 {
3831 if (QUERY_FLAG (food, FLAG_CURSED))
3832 {
3833 strcpy (who->contr->killer, food->name);
3834 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3836 }
3837 else
3838 {
3839 if (food->stats.hp > 0)
3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3841 else
3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3843 who->stats.hp += food->stats.hp;
3844 }
3845 }
3846 if (food->stats.sp != 0)
3847 {
3848 if (QUERY_FLAG (food, FLAG_CURSED))
3849 {
3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3851 who->stats.sp -= food->stats.sp;
3852 if (who->stats.sp < 0)
3853 who->stats.sp = 0;
3854 }
3855 else
3856 {
3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3858 who->stats.sp += food->stats.sp;
3859 /* place limit on max sp from food? */
3860 }
3861 }
3862 who->update_stats ();
3863 }
3864
3865 /**
3866 * Designed primarily to light torches/lanterns/etc.
3867 * Also burns up burnable material too. First object in the inventory is
3868 * the selected object to "burn". -b.t.
3869 */
3870 void
3871 apply_lighter (object *who, object *lighter)
3872 {
3873 object *item;
3874 int is_player_env = 0;
3875
3876 item = find_marked_object (who);
3877 if (item)
3878 {
3879 if (lighter->last_eat && lighter->stats.food)
3880 { /* lighter gets used up */
3881 /* Split multiple lighters if they're being used up. Otherwise *
3882 * one charge from each would be used up. --DAMN */
3883 if (lighter->nrof > 1)
3884 {
3885 object *oneLighter = lighter->clone ();
3886
3887 lighter->nrof -= 1;
3888 oneLighter->nrof = 1;
3889 oneLighter->stats.food--;
3890 esrv_send_item (who, lighter);
3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3892 esrv_send_item (who, oneLighter);
3893 }
3894 else
3895 lighter->stats.food--;
3896 }
3897 else if (lighter->last_eat)
3898 { /* no charges left in lighter */
3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3900 return;
3901 }
3902
3903 /* Perhaps we should split what we are trying to light on fire?
3904 * I can't see many times when you would want to light multiple
3905 * objects at once.
3906 */
3907
3908 if (who == item->in_player ())
3909 is_player_env = 1;
3910
3911 save_throw_object (item, AT_FIRE, who);
3912
3913 if (item->destroyed ())
3914 {
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3916 /* Need to update the player so that the players glow radius
3917 * gets changed.
3918 */
3919 if (is_player_env)
3920 who->update_stats ();
3921 }
3922 else
3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3924 }
3925 else /* nothing to light */
3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3927
3928 }
3929
3930 /**
3931 * op made some mistake with a scroll, this takes care of punishment.
3932 * scroll_failure()- hacked directly from spell_failure
3933 */
3934 void
3935 scroll_failure (object *op, int failure, int power)
3936 {
3937 if (abs (failure / 4) > power)
3938 power = abs (failure / 4); /* set minimum effect */
3939
3940 if (failure <= -1 && failure > -15)
3941 { /* wonder */
3942 object *tmp;
3943
3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3945 tmp = get_archetype (SPELL_WONDER);
3946 cast_wonder (op, op, 0, tmp);
3947 tmp->destroy ();
3948 }
3949 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */
3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953 if (op->stats.sp < 0)
3954 op->stats.sp = 0;
3955 }
3956 else if (settings.spell_failure_effects == TRUE)
3957 {
3958 if (failure <= -35 && failure > -60)
3959 { /* confusion */
3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3961 confuse_player (op, op, power);
3962 }
3963 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */
3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3966 paralyze_player (op, op, power);
3967 }
3968 else if (failure <= -70 && failure > -80)
3969 { /* blind */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3971 blind_player (op, op, power);
3972 }
3973 else if (failure <= -80)
3974 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3980 tmp->destroy ();
3981 }
3982 }
3983 }
3984
3985 void
3986 apply_changes_to_player (object *pl, object *change)
3987 {
3988 int excess_stat = 0; /* if the stat goes over the maximum
3989 for the race, put the excess stat some
3990 where else. */
3991
3992 switch (change->type)
3993 {
3994 case CLASS:
3995 {
3996 living *stats = &(pl->contr->orig_stats);
3997 living *ns = &(change->stats);
3998 object *walk;
3999 int flag_change_face = 1;
4000
4001 /* the following code assigns stats up to the stat max
4002 * for the race, and if the stat max is exceeded,
4003 * tries to randomly reassign the excess stat
4004 */
4005 int i, j;
4006
4007 for (i = 0; i < NUM_STATS; i++)
4008 {
4009 sint8 stat = get_attr_value (stats, i);
4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4011
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus)
4014 {
4015 excess_stat++;
4016 stat = 20 + race_bonus;
4017 }
4018 set_attr_value (stats, i, stat);
4019 }
4020
4021 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026
4027 if (i == CHA)
4028 continue; /* exclude cha from this */
4029 if (stat < 20 + race_bonus)
4030 {
4031 change_attr_value (stats, i, 1);
4032 excess_stat--;
4033 }
4034 }
4035
4036 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c
4038 */
4039 if (change->randomitems != NULL)
4040 give_initial_items (pl, change->randomitems);
4041
4042
4043 /* set up the face, for some races. */
4044
4045 /* first, look for the force object banning
4046 * changing the face. Certain races never change face with class.
4047 */
4048 for (walk = pl->inv; walk != NULL; walk = walk->below)
4049 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4050 flag_change_face = 0;
4051
4052 if (flag_change_face)
4053 {
4054 pl->animation_id = GET_ANIM_ID (change);
4055 pl->face = change->face;
4056
4057 if (QUERY_FLAG (change, FLAG_ANIMATE))
4058 SET_FLAG (pl, FLAG_ANIMATE);
4059 else
4060 CLEAR_FLAG (pl, FLAG_ANIMATE);
4061 }
4062
4063 /* check the special case of can't use weapons */
4064 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4065 if (!strcmp (change->name, "monk"))
4066 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4067
4068 break;
4069 }
4070 }
4071 }
4072
4073 /**
4074 * This handles items of type 'transformer'.
4075 * Basically those items, used with a marked item, transform both items into something
4076 * else.
4077 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4078 * Change information is contained in the 'slaying' field of the marked item.
4079 * The format is as follow: transformer:[number ]yield[;transformer:...].
4080 * This way an item can be transformed in many things, and/or many objects.
4081 * The 'slaying' field for transformer is used as verb for the action.
4082 */
4083 void
4084 apply_item_transformer (object *pl, object *transformer)
4085 {
4086 object *marked;
4087 object *new_item;
4088 char *find;
4089 char *separator;
4090 int yield;
4091 char got[MAX_BUF];
4092 int len;
4093
4094 if (!pl || !transformer)
4095 return;
4096 marked = find_marked_object (pl);
4097 if (!marked)
4098 {
4099 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4100 return;
4101 }
4102 if (!marked->slaying)
4103 {
4104 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4105 return;
4106 }
4107 /* check whether they are compatible or not */
4108 find = strstr (marked->slaying, transformer->arch->name);
4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4110 {
4111 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4112 return;
4113 }
4114 find += strlen (transformer->arch->name) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130 while (*find == ' ')
4131 find++;
4132 memset (got, 0, MAX_BUF);
4133 if ((separator = strchr (find, ';')) != NULL)
4134 {
4135 len = separator - find;
4136 }
4137 else
4138 {
4139 len = strlen (find);
4140 }
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143 strcpy (got, find);
4144 got[len] = '\0';
4145
4146 /* Now create new item, remove used ones when required. */
4147 new_item = get_archetype (got);
4148 if (!new_item)
4149 {
4150 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4151 return;
4152 }
4153
4154 new_item->nrof = yield;
4155 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4156 insert_ob_in_ob (new_item, pl);
4157 esrv_send_inventory (pl, pl);
4158 /* Eat up one item */
4159 decrease_ob_nr (marked, 1);
4160 /* Eat one transformer if needed */
4161 if (transformer->stats.food)
4162 if (--transformer->stats.food == 0)
4163 decrease_ob_nr (transformer, 1);
4164 }