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/cvs/deliantra/server/server/apply.C
Revision: 1.66
Committed: Mon Feb 5 02:07:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +15 -13 lines
Log Message:
remove many strcmps on shstr, added fast strcmp wrapper that only etsts for inequality

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