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Revision: 1.14
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1738 -1738 lines
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# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 root 1.14 * "$Id: apply.C,v 1.13 2006-08-29 07:34:00 root Exp $";
4 elmex 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27    
28     #include <global.h>
29     #include <living.h>
30     #include <spells.h>
31     #include <skills.h>
32     #include <tod.h>
33    
34     #ifndef __CEXTRACT__
35     #include <sproto.h>
36     #endif
37    
38     /* Want this regardless of rplay. */
39     #include <sounds.h>
40    
41     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42     #include <math.h>
43    
44     /**
45     * Check if op should abort moving victim because of it's race or slaying.
46     * Returns 1 if it should abort, returns 0 if it should continue.
47     */
48     int should_director_abort(object *op, object *victim)
49     {
50     int arch_flag, name_flag, race_flag;
51     /* Get flags to determine what of arch, name, and race should be checked.
52     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53     * the next is the name flag, and the last is the race flag. Also note,
54     * if subtype is set to zero, that also goes to defaults of all affecting
55     * it. Examples:
56     * subtype 1: only arch
57     * subtype 3: arch or name
58     * subtype 5: arch or race
59     * subtype 7: all three
60     */
61     if (op->subtype)
62     {
63     arch_flag = (op->subtype & 1);
64     name_flag = (op->subtype & 2);
65     race_flag = (op->subtype & 4);
66     } else {
67     arch_flag = 1;
68     name_flag = 1;
69     race_flag = 1;
70     }
71     /* If the director has race set, only affect objects with a arch,
72     * name or race that matches.
73     */
74     if ( (op->race) &&
75     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
76     ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
77     ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
78     return 1;
79     }
80     /* If the director has slaying set, only affect objects where none
81     * of arch, name, or race match.
82     */
83     if ( (op->slaying) && (
84     ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
85     ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
86     ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
87     return 1;
88     }
89     return 0;
90     }
91    
92     /**
93     * This handles a player dropping money on an altar to identify stuff.
94     * It'll identify marked item, if none all items up to dropped money.
95     * Return value: 1 if money was destroyed, 0 if not.
96     */
97     static int apply_id_altar (object *money, object *altar, object *pl)
98     {
99     object *id, *marked;
100     int success=0;
101    
102     if (pl == NULL || pl->type != PLAYER)
103     return 0;
104    
105     /* Check for MONEY type is a special hack - it prevents 'nothing needs
106     * identifying' from being printed out more than it needs to be.
107     */
108     if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109     return 0;
110    
111     marked = find_marked_object (pl);
112     /* if the player has a marked item, identify that if it needs to be
113     * identified. IF it doesn't, then go through the player inventory.
114     */
115     if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116     && need_identify (marked))
117     {
118 root 1.14 if (operate_altar (altar, &money)) {
119     identify (marked);
120     new_draw_info_format(NDI_UNIQUE, 0, pl,
121     "You have %s.", long_desc(marked, pl));
122 elmex 1.1 if (marked->msg) {
123 root 1.14 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 elmex 1.1 }
129    
130     for (id=pl->inv; id; id=id->below) {
131 root 1.14 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132     need_identify(id)) {
133     if (operate_altar(altar,&money)) {
134     identify(id);
135     new_draw_info_format(NDI_UNIQUE, 0, pl,
136     "You have %s.", long_desc(id, pl));
137     if (id->msg) {
138     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139     new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140     }
141     success=1;
142     /* If no more money, might as well quit now */
143     if (money == NULL || ! check_altar_sacrifice (altar,money))
144     break;
145     }
146     else {
147     LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148     break;
149     }
150     }
151 elmex 1.1 }
152     if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153     return money == NULL;
154     }
155    
156     /**
157     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158     * matching item.
159     **/
160     static void handle_apply_yield(object* tmp)
161     {
162     const char* yield;
163    
164     yield = get_ob_key_value(tmp,"on_use_yield");
165     if (yield != NULL)
166     {
167     object* drop = get_archetype(yield);
168     if (tmp->env)
169     {
170     drop = insert_ob_in_ob(drop,tmp->env);
171     if (tmp->env->type == PLAYER)
172     esrv_send_item(tmp->env,drop);
173     }
174     else
175     {
176     drop->x = tmp->x;
177     drop->y = tmp->y;
178     insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179     }
180     }
181     }
182    
183     /**
184     * Handles applying a potion.
185     */
186 elmex 1.3 int apply_potion (object * op, object * tmp)
187 elmex 1.1 {
188 elmex 1.3 int got_one = 0, i;
189     object *force = 0, *floor = 0;
190    
191     floor = get_map_ob (op->map, op->x, op->y);
192    
193 elmex 1.5 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 elmex 1.3 {
195     if (op->type == PLAYER)
196 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
197     "Gods prevent you from using this here, it's sacred ground!"
198     );
199     CLEAR_FLAG (tmp, FLAG_APPLIED);
200     return 0;
201     }
202 elmex 1.3
203 elmex 1.4 if (op->type == PLAYER)
204     {
205     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206     identify (tmp);
207     }
208 elmex 1.3
209 elmex 1.4 handle_apply_yield (tmp);
210 elmex 1.1
211 elmex 1.4 /* Potion of restoration - only for players */
212     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213     {
214     object *depl;
215     archetype *at;
216 elmex 1.1
217 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218     {
219     drain_stat (op);
220     fix_player (op);
221 elmex 1.3 decrease_ob (tmp);
222     return 1;
223     }
224 elmex 1.4 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225     {
226     LOG (llevError, "Could not find archetype depletion\n");
227     return 0;
228     }
229     depl = present_arch_in_ob (at, op);
230     if (depl != NULL)
231     {
232     for (i = 0; i < NUM_STATS; i++)
233     if (get_attr_value (&depl->stats, i))
234     {
235     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236     }
237     remove_ob (depl);
238     free_object (depl);
239     fix_player (op);
240     }
241     else
242     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 elmex 1.1
244 elmex 1.4 decrease_ob (tmp);
245     return 1;
246     }
247    
248     /* improvement potion - only for players */
249     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250     {
251    
252     for (i = 1; i < MIN (11, op->level); i++)
253 elmex 1.3 {
254 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 elmex 1.3 {
256 elmex 1.4 if (op->contr->levhp[i] != 1)
257 elmex 1.3 {
258 elmex 1.4 op->contr->levhp[i] = 1;
259     break;
260 elmex 1.3 }
261 elmex 1.4 if (op->contr->levsp[i] != 1)
262 elmex 1.3 {
263 elmex 1.4 op->contr->levsp[i] = 1;
264     break;
265     }
266     if (op->contr->levgrace[i] != 1)
267     {
268     op->contr->levgrace[i] = 1;
269     break;
270 elmex 1.3 }
271     }
272 elmex 1.4 else
273 elmex 1.3 {
274 elmex 1.4 if (op->contr->levhp[i] < 9)
275     {
276     op->contr->levhp[i] = 9;
277     break;
278     }
279     if (op->contr->levsp[i] < 6)
280 elmex 1.3 {
281 elmex 1.4 op->contr->levsp[i] = 6;
282     break;
283 elmex 1.3 }
284 elmex 1.4 if (op->contr->levgrace[i] < 3)
285 elmex 1.3 {
286 elmex 1.4 op->contr->levgrace[i] = 3;
287     break;
288 elmex 1.3 }
289     }
290     }
291 elmex 1.4 /* Just makes checking easier */
292     if (i < MIN (11, op->level))
293     got_one = 1;
294     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 elmex 1.3 {
296 elmex 1.4 if (got_one)
297 elmex 1.3 {
298 elmex 1.4 fix_player (op);
299     new_draw_info (NDI_UNIQUE, 0, op,
300     "The Gods smile upon you and remake you");
301     new_draw_info (NDI_UNIQUE, 0, op,
302     "a little more in their image.");
303     new_draw_info (NDI_UNIQUE, 0, op,
304     "You feel a little more perfect.");
305 elmex 1.3 }
306     else
307 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
308     "The potion had no effect - you are already perfect");
309 elmex 1.3 }
310 elmex 1.4 else
311     { /* cursed potion */
312     if (got_one)
313 elmex 1.3 {
314 elmex 1.4 fix_player (op);
315     new_draw_info (NDI_UNIQUE, 0, op,
316     "The Gods are angry and punish you.");
317 elmex 1.3 }
318 elmex 1.4 else
319     new_draw_info (NDI_UNIQUE, 0, op,
320     "You are fortunate that you are so pathetic.");
321 elmex 1.3 }
322 elmex 1.4 decrease_ob (tmp);
323     return 1;
324     }
325    
326    
327     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328     * and heroism all fit into this category. Given the spell object code,
329     * there is no limit to the number of spells that potions can be cast,
330     * but direction is problematic to try and imbue fireball potions for example.
331     */
332     if (tmp->inv)
333     {
334     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 elmex 1.3 {
336 elmex 1.4 object *fball;
337    
338     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339     /* Explodes a fireball centered at player */
340     fball = get_archetype (EXPLODING_FIREBALL);
341     fball->dam_modifier =
342     random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343     fball->stats.maxhp =
344     random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345     fball->x = op->x;
346     fball->y = op->y;
347     insert_ob_in_map (fball, op->map, NULL, 0);
348 elmex 1.3 }
349 elmex 1.4 else
350     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 elmex 1.1
352 elmex 1.4 decrease_ob (tmp);
353     /* if youre dead, no point in doing this... */
354     if (!QUERY_FLAG (op, FLAG_REMOVED))
355     fix_player (op);
356     return 1;
357     }
358    
359     /* Deal with protection potions */
360     force = NULL;
361     for (i = 0; i < NROFATTACKS; i++)
362     {
363     if (tmp->resist[i])
364     {
365     if (!force)
366     force = get_archetype (FORCE_NAME);
367     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368     force->type = POTION_EFFECT;
369     break; /* Only need to find one protection since we copy entire batch */
370 elmex 1.3 }
371 elmex 1.1 }
372 elmex 1.4 /* This is a protection potion */
373     if (force)
374 elmex 1.3 {
375 elmex 1.4 /* cursed items last longer */
376     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377     {
378     force->stats.food *= 10;
379     for (i = 0; i < NROFATTACKS; i++)
380     if (force->resist[i] > 0)
381     force->resist[i] = -force->resist[i]; /* prot => vuln */
382     }
383     force->speed_left = -1;
384     force = insert_ob_in_ob (force, op);
385     CLEAR_FLAG (tmp, FLAG_APPLIED);
386     SET_FLAG (force, FLAG_APPLIED);
387     change_abil (op, force);
388     decrease_ob (tmp);
389     return 1;
390     }
391    
392     /* Only thing left are the stat potions */
393     if (op->type == PLAYER)
394     { /* only for players */
395     if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396     && tmp->value != 0)
397     CLEAR_FLAG (tmp, FLAG_APPLIED);
398     else
399     SET_FLAG (tmp, FLAG_APPLIED);
400     if (!change_abil (op, tmp))
401     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 elmex 1.1 }
403    
404 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
405     * that were grouped with the one consumed, his
406     * stat will not be raised by them. fix_player just clears
407     * up all the stats.
408     */
409     CLEAR_FLAG (tmp, FLAG_APPLIED);
410     fix_player (op);
411     decrease_ob (tmp);
412     return 1;
413 elmex 1.1 }
414    
415     /****************************************************************************
416     * Weapon improvement code follows
417     ****************************************************************************/
418    
419     /**
420     * This returns the sum of nrof of item (arch name).
421     */
422     static int check_item(object *op, const char *item)
423     {
424     int count=0;
425    
426    
427     if (item==NULL) return 0;
428     op=op->below;
429     while(op!=NULL) {
430     if (strcmp(op->arch->name,item)==0){
431 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 elmex 1.1 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
433 root 1.14 {
434     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435     count++;
436     else
437     count += op->nrof;
438     }
439 elmex 1.1 }
440     op=op->below;
441     }
442     return count;
443     }
444    
445     /**
446     * This removes 'nrof' of what item->slaying says to remove.
447     * op is typically the player, which is only
448     * really used to determine what space to look at.
449     * Modified to only eat 'nrof' of objects.
450     */
451     static void eat_item(object *op,const char *item, uint32 nrof)
452     {
453     object *prev;
454    
455     prev = op;
456     op=op->below;
457    
458     while(op!=NULL) {
459 root 1.14 if (strcmp(op->arch->name,item)==0) {
460     if (op->nrof >= nrof) {
461     decrease_ob_nr(op,nrof);
462     return;
463     } else {
464     decrease_ob_nr(op,op->nrof);
465     nrof -= op->nrof;
466     }
467     op=prev;
468     }
469     prev = op;
470     op=op->below;
471 elmex 1.1 }
472     }
473    
474     /**
475     * This checks to see of the player (who) is sufficient level to use a weapon
476     * with improvs improvements (typically last_eat). We take an int here
477     * instead of the object so that the improvement code can pass along the
478     * increased value to see if the object is usuable.
479     * we return 1 (true) if the player can use the weapon.
480     */
481     static int check_weapon_power(const object *who, int improvs)
482     {
483     /* Old code is below (commented out). Basically, since weapons are the only
484     * object players really have any control to improve, it's a bit harsh to
485     * require high level in some combat skill, so we just use overall level.
486     */
487     #if 1
488     if (((who->level/5)+5) >= improvs) return 1;
489     else return 0;
490    
491     #else
492     int level=0;
493    
494     /* The skill system hands out wc and dam bonuses to fighters
495     * more generously than the old system (see fix_player). Thus
496     * we need to curtail the power of player enchanted weapons.
497     * I changed this to 1 improvement per "fighter" level/5 -b.t.
498     * Note: Nothing should break by allowing this ratio to be different or
499     * using normal level - it is just a matter of play balance.
500     */
501     if(who->type==PLAYER) {
502 root 1.14 object *wc_obj=NULL;
503 elmex 1.1
504 root 1.14 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506     level = wc_obj->level;
507    
508     if (!level ) {
509     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510     level = who->level;
511     }
512 elmex 1.1 }
513     else
514 root 1.14 level=who->level;
515 elmex 1.1
516     return (improvs <= ((level/5)+5));
517     #endif
518     }
519    
520     /**
521     * Returns how many items of type improver->slaying there are under op.
522     * Will display a message if none found, and 1 if improver->slaying is NULL.
523     */
524     static int check_sacrifice(object *op, const object *improver)
525     {
526     int count=0;
527    
528     if (improver->slaying!=NULL) {
529 root 1.14 count = check_item(op,improver->slaying);
530     if (count<1) {
531     char buf[200];
532     sprintf(buf,"The gods want more %ss",improver->slaying);
533     new_draw_info(NDI_UNIQUE,0,op,buf);
534     return 0;
535     }
536 elmex 1.1 }
537     else
538 root 1.14 count=1;
539 elmex 1.1
540     return count;
541     }
542    
543     /**
544     * Actually improves the weapon, and tells user.
545     */
546     int improve_weapon_stat(object *op,object *improver,object *weapon,
547 root 1.14 signed char *stat,int sacrifice_count,const char *statname)
548 elmex 1.1 {
549    
550     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551     *stat += sacrifice_count;
552     weapon->last_eat++;
553     new_draw_info_format(NDI_UNIQUE,0,op,
554 root 1.14 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 elmex 1.1 decrease_ob(improver);
556    
557     /* So it updates the players stats and the window */
558     fix_player(op);
559     return 1;
560     }
561    
562     /* Types of improvements, hidden in the sp field. */
563     #define IMPROVE_PREPARE 1
564     #define IMPROVE_DAMAGE 2
565     #define IMPROVE_WEIGHT 3
566     #define IMPROVE_ENCHANT 4
567     #define IMPROVE_STR 5
568     #define IMPROVE_DEX 6
569     #define IMPROVE_CON 7
570     #define IMPROVE_WIS 8
571     #define IMPROVE_CHA 9
572     #define IMPROVE_INT 10
573     #define IMPROVE_POW 11
574    
575    
576     /**
577     * This does the prepare weapon scroll.
578     * Checks for sacrifice, and so on.
579     */
580    
581     int prepare_weapon(object *op, object *improver, object *weapon)
582     {
583     int sacrifice_count,i;
584     char buf[MAX_BUF];
585    
586     if (weapon->level!=0) {
587     new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
588     return 0;
589     }
590     for (i=0; i<NROFATTACKS; i++)
591 root 1.14 if (weapon->resist[i]) break;
592 elmex 1.1
593     /* If we break out, i will be less than nrofattacks, preventing
594     * improvement of items that already have protections.
595     */
596     if (i<NROFATTACKS ||
597 root 1.14 weapon->stats.hp || /* regeneration */
598     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599     weapon->stats.exp || /* speed */
600     weapon->stats.ac) /* AC - only taifu's I think */
601 elmex 1.1 {
602     new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
603     return 0;
604     }
605     sacrifice_count=check_sacrifice(op,improver);
606     if (sacrifice_count<=0)
607     return 0;
608     weapon->level=isqrt(sacrifice_count);
609     new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610     eat_item(op, improver->slaying, sacrifice_count);
611    
612     new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
613 root 1.14 weapon->name,weapon->level);
614 elmex 1.1
615     sprintf(buf,"%s's %s",op->name,weapon->name);
616     FREE_AND_COPY(weapon->name, buf);
617     FREE_AND_COPY(weapon->name_pl, buf);
618     weapon->nrof=0; /* prevents preparing n weapons in the same
619 root 1.14 slot at once! */
620 elmex 1.1 decrease_ob(improver);
621     weapon->last_eat=0;
622     return 1;
623     }
624    
625    
626     /**
627     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
628     * This is the new improve weapon code.
629     * Returns 0 if it was not able to work for some reason.
630     *
631     * Checks if weapon was prepared, if enough potions on the floor, ...
632     *
633     * We are hiding extra information about the weapon in the level and
634     * last_eat numbers for an object. Hopefully this won't break anything ??
635     * level == max improve last_eat == current improve
636     */
637     int improve_weapon(object *op,object *improver,object *weapon)
638     {
639     int sacrifice_count, sacrifice_needed=0;
640    
641     if(improver->stats.sp==IMPROVE_PREPARE) {
642 root 1.14 return prepare_weapon(op, improver, weapon);
643 elmex 1.1 }
644     if (weapon->level==0) {
645     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
646     return 0;
647     }
648     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
649     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650     return 0;
651     }
652     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653     !check_weapon_power(op, weapon->last_eat+1)) {
654 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657     return 0;
658 elmex 1.1 }
659     /* This just increases damage by 5 points, no matter what. No sacrifice
660     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661     * don't put any maximum value on damage - the limit is how much the
662     * weapon can be improved.
663     */
664     if (improver->stats.sp==IMPROVE_DAMAGE) {
665 root 1.14 weapon->stats.dam += 5;
666     weapon->weight += 5000; /* 5 KG's */
667     new_draw_info_format(NDI_UNIQUE, 0, op,
668     "Damage has been increased by 5 to %d", weapon->stats.dam);
669     weapon->last_eat++;
670    
671     weapon->item_power++;
672     decrease_ob(improver);
673     return 1;
674 elmex 1.1 }
675     if (improver->stats.sp == IMPROVE_WEIGHT) {
676 root 1.14 /* Reduce weight by 20% */
677     weapon->weight = (weapon->weight * 8)/10;
678     if (weapon->weight < 1) weapon->weight = 1;
679     new_draw_info_format(NDI_UNIQUE, 0, op,
680     "Weapon weight reduced to %6.1f kg",
681     (float)weapon->weight/1000.0);
682     weapon->last_eat++;
683     weapon->item_power++;
684     decrease_ob(improver);
685     return 1;
686 elmex 1.1 }
687     if (improver->stats.sp == IMPROVE_ENCHANT) {
688 root 1.14 weapon->magic++;
689     weapon->last_eat++;
690     new_draw_info_format(NDI_UNIQUE, 0, op
691     ,"Weapon magic increased to %d",weapon->magic);
692     decrease_ob(improver);
693     weapon->item_power++;
694     return 1;
695 elmex 1.1 }
696    
697     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
698 root 1.14 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
699     weapon->stats.Wis;
700 elmex 1.1
701     if (sacrifice_needed<1)
702 root 1.14 sacrifice_needed =1;
703 elmex 1.1 sacrifice_needed *=2;
704    
705     sacrifice_count = check_sacrifice(op,improver);
706     if (sacrifice_count < sacrifice_needed) {
707 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op,
708     "You need at least %d %s", sacrifice_needed, improver->slaying);
709     return 0;
710 elmex 1.1 }
711     eat_item(op,improver->slaying, sacrifice_needed);
712     weapon->item_power++;
713    
714     switch (improver->stats.sp) {
715     case IMPROVE_STR:
716     return improve_weapon_stat(op,improver,weapon,
717     (signed char *) &(weapon->stats.Str),
718 root 1.14 1, "strength");
719 elmex 1.1 case IMPROVE_DEX:
720     return improve_weapon_stat(op,improver,weapon,
721     (signed char *) &(weapon->stats.Dex),
722 root 1.14 1, "dexterity");
723 elmex 1.1 case IMPROVE_CON:
724     return improve_weapon_stat(op,improver,weapon,
725     (signed char *) &(weapon->stats.Con),
726 root 1.14 1, "constitution");
727 elmex 1.1 case IMPROVE_WIS:
728     return improve_weapon_stat(op,improver,weapon,
729     (signed char *) &(weapon->stats.Wis),
730 root 1.14 1, "wisdom");
731 elmex 1.1 case IMPROVE_CHA:
732     return improve_weapon_stat(op,improver,weapon,
733     (signed char *) &(weapon->stats.Cha),
734 root 1.14 1, "charisma");
735 elmex 1.1 case IMPROVE_INT:
736     return improve_weapon_stat(op,improver,weapon,
737     (signed char *) &(weapon->stats.Int),
738 root 1.14 1, "intelligence");
739 elmex 1.1 case IMPROVE_POW:
740     return improve_weapon_stat(op,improver,weapon,
741     (signed char *) &(weapon->stats.Pow),
742     1, "power");
743     default:
744     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
745     }
746     LOG(llevError,"improve_weapon: Got to end of function\n");
747     return 0;
748     }
749    
750     /**
751     * Handles the applying of improve/prepare/enchant weapon scroll.
752     * Checks a few things (not on a non-magic square, marked weapon, ...),
753     * then calls improve_weapon to do the dirty work.
754     */
755     int check_improve_weapon (object *op, object *tmp)
756     {
757     object *otmp;
758    
759     if(op->type!=PLAYER)
760     return 0;
761     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763     return 0;
764 elmex 1.1 }
765     otmp=find_marked_object(op);
766     if(!otmp) {
767     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768     return 0;
769     }
770     if (otmp->type != WEAPON && otmp->type != BOW) {
771     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
772     return 0;
773     }
774     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
775     improve_weapon(op,tmp,otmp);
776     esrv_send_item(op, otmp);
777     return 1;
778     }
779    
780     /**
781     * This code deals with the armour improvment scrolls.
782     * Change limits on improvement - let players go up to
783     * +5 no matter what level, but they are limited by item
784     * power.
785     * Try to use same improvement code as in the common/treasure.c
786     * file, so that if you make a +2 full helm, it will be just
787     * the same as one you find in a shop.
788     *
789     * deprecated comment:
790     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
791     * only 'enchantment' of armour is possible - improving
792     * the stats of a player w/ armour as well as a weapon
793     * will probably horribly unbalance the game. Magic enchanting
794     * depends on the level of the character - ie the plus
795     * value (magic) of the armour can never be increased beyond
796     * the level of the character / 10 -- rounding upish, nor may
797     * the armour value of the piece of equipment exceed either
798     * the users level or 90)
799     * Modified by MSW for partial resistance. Only support
800     * changing of physical area right now.
801     */
802     int improve_armour(object *op, object *improver, object *armour)
803     {
804     object *tmp;
805    
806     if (armour->magic >= settings.armor_max_enchant) {
807     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
808 root 1.14 return 0;
809 elmex 1.1 }
810     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811     * etc), so take the easy way out and don't worry about it.
812     * Note - maybe add scrolls which make the random artifact versions (eg, armour
813     * of gnarg and what not?)
814     */
815     if (armour->title) {
816 root 1.14 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817     return 0;
818 elmex 1.1 }
819 root 1.14
820 elmex 1.1 /* Split objects if needed. Can't insert tmp until the
821     * end of this function - otherwise it will just re-merge.
822     */
823     if(armour->nrof > 1)
824 root 1.14 tmp = get_split_ob(armour,armour->nrof - 1);
825 elmex 1.1 else
826 root 1.14 tmp = NULL;
827 elmex 1.1
828     armour->magic++;
829    
830     if ( !settings.armor_speed_linear )
831     {
832     int base = 100;
833     int pow = 0;
834     while ( pow < armour->magic )
835     {
836     base = base - ( base * settings.armor_speed_improvement ) / 100;
837     pow++;
838     }
839    
840     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
841     }
842     else
843     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
844    
845     if ( !settings.armor_weight_linear )
846     {
847     int base = 100;
848     int pow = 0;
849     while ( pow < armour->magic )
850     {
851     base = base - ( base * settings.armor_weight_reduction ) / 100;
852     pow++;
853     }
854    
855     armour->weight = ( armour->arch->clone.weight * base ) / 100;
856     }
857     else
858     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
859    
860     if ( armour->weight <= 0 )
861     {
862     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
863     armour->weight = 1;
864     }
865    
866     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
867    
868     if (op->type == PLAYER) {
869     esrv_send_item(op, armour);
870     if(QUERY_FLAG(armour, FLAG_APPLIED))
871     fix_player(op);
872     }
873     decrease_ob(improver);
874     if (tmp) {
875 root 1.14 insert_ob_in_ob(tmp, op);
876     esrv_send_item(op, tmp);
877 elmex 1.1 }
878     return 1;
879     }
880    
881    
882     /*
883     * convert_item() returns 1 if anything was converted, 0 if the item was not
884     * what the converter wants, -1 if the converter is broken.
885     */
886     #define CONV_FROM(xyz) xyz->slaying
887     #define CONV_TO(xyz) xyz->other_arch
888     #define CONV_NR(xyz) xyz->stats.sp
889     #define CONV_NEED(xyz) xyz->stats.food
890    
891     /* Takes one items and makes another.
892     * converter is the object that is doing the conversion.
893     * item is the object that triggered the converter - if it is not
894     * what the converter wants, this will not do anything.
895     */
896     int convert_item(object *item, object *converter) {
897     int nr=0;
898     object *tmp;
899     int is_in_shop;
900     uint32 price_in;
901    
902     for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 root 1.14 tmp != NULL;
904     tmp = tmp->above) {
905     if(tmp->type == SHOP_FLOOR)
906     break;
907 elmex 1.1 }
908     is_in_shop = (tmp != NULL);
909    
910     /* We make some assumptions - we assume if it takes money as it type,
911     * it wants some amount. We don't make change (ie, if something costs
912     * 3 gp and player drops a platinum, tough luck)
913     */
914     if (!strcmp(CONV_FROM(converter),"money")) {
915 root 1.14 int cost;
916 elmex 1.1
917 root 1.14 if(item->type!=MONEY)
918     return 0;
919 elmex 1.1
920 root 1.14 nr=(item->nrof*item->value)/CONV_NEED(converter);
921     if (!nr) return 0;
922     cost=nr*CONV_NEED(converter)/item->value;
923     /* take into account rounding errors */
924     if (nr*CONV_NEED(converter)%item->value) cost++;
925     decrease_ob_nr(item, cost);
926 elmex 1.1
927 root 1.14 price_in = cost*item->value;
928 elmex 1.1 }
929     else {
930 root 1.14 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
931     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
932     return 0;
933    
934     if(CONV_NEED(converter)) {
935     nr=item->nrof/CONV_NEED(converter);
936     decrease_ob_nr(item,nr*CONV_NEED(converter));
937     price_in = nr*CONV_NEED(converter)*item->value;
938     } else {
939     price_in = item->value;
940     remove_ob(item);
941     free_object(item);
942     }
943 elmex 1.1 }
944    
945     if (converter->inv != NULL) {
946 root 1.14 object *ob;
947     int i;
948     object *ob_to_copy;
949    
950     /* select random object from inventory to copy */
951     ob_to_copy = converter->inv;
952     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
953     if (rndm(0, i) == 0) {
954     ob_to_copy = ob;
955     }
956     }
957     item = object_create_clone(ob_to_copy);
958     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
959     unflag_inv(item, FLAG_IS_A_TEMPLATE);
960 elmex 1.1 } else {
961 root 1.14 if (converter->other_arch == NULL) {
962     LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
963     return -1;
964     }
965 elmex 1.1
966 root 1.14 item = object_create_arch(converter->other_arch);
967     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
968 elmex 1.1 }
969    
970     if(CONV_NR(converter))
971 root 1.14 item->nrof=CONV_NR(converter);
972 elmex 1.1 if(nr)
973 root 1.14 item->nrof*=nr;
974 elmex 1.1 if(is_in_shop)
975 root 1.14 SET_FLAG(item,FLAG_UNPAID);
976 elmex 1.1 else if(price_in < item->nrof*item->value) {
977 root 1.14 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978     converter->name, converter->map->path, converter->x, converter->y, price_in,
979     item->nrof*item->value, item->name);
980 elmex 1.1 /**
981     * elmex: we are going to let the game continue, as the mapcreator
982     * propably had something in mind when doing this
983     */
984     }
985     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
986     return 1;
987     }
988    
989     /**
990     * Handle apply on containers.
991     * By Eneq(@csd.uu.se).
992     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
993     * added the alchemical cauldron to the code -b.t.
994     */
995    
996     int apply_container (object *op, object *sack)
997     {
998     char buf[MAX_BUF];
999     object *tmp;
1000    
1001     if(op->type!=PLAYER)
1002 root 1.14 return 0; /* This might change */
1003 elmex 1.1
1004     if (sack==NULL || sack->type != CONTAINER) {
1005 root 1.14 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1006     return 0;
1007 elmex 1.1 }
1008     op->contr->last_used = NULL;
1009     op->contr->last_used_id = 0;
1010    
1011     if (sack->env!=op) {
1012 root 1.14 if (sack->other_arch == NULL || sack->env != NULL) {
1013     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1014     return 1;
1015     }
1016     /* It's on the ground, the problems begin */
1017     if (op->container != sack) {
1018     /* it's closed OR some player has opened it */
1019     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1020     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021     tmp && tmp->container != sack; tmp=tmp->above);
1022     if (tmp) {
1023     /* some other player have opened it */
1024     new_draw_info_format(NDI_UNIQUE, 0, op,
1025     "%s is already occupied.", query_name(sack));
1026     return 1;
1027     }
1028     }
1029     }
1030     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031     if (op->container == NULL) {
1032     tmp = arch_to_object (sack->other_arch);
1033     /* not good, but insert_ob_in_ob() is too smart */
1034     CLEAR_FLAG (tmp, FLAG_REMOVED);
1035     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036     tmp->map = NULL;
1037     tmp->env = sack;
1038     if (sack->inv)
1039     sack->inv->above = tmp;
1040     tmp->below = sack->inv;
1041     tmp->above = NULL;
1042     sack->inv = tmp;
1043     sack->move_off = MOVE_ALL; /* trying force closing it */
1044     } else {
1045     sack->move_off = 0;
1046     tmp = sack->inv;
1047     if (tmp && tmp->type == CLOSE_CON) {
1048     remove_ob(tmp);
1049     free_object (tmp);
1050     }
1051     }
1052     }
1053 elmex 1.1 }
1054    
1055     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 root 1.14 if (op->container) {
1057     if (op->container != sack) {
1058     tmp = op->container;
1059     apply_container (op, tmp);
1060     sprintf (buf, "You close %s and open ", query_name(tmp));
1061     op->container = sack;
1062     strcat (buf, query_name(sack));
1063     strcat (buf, ".");
1064     } else {
1065     CLEAR_FLAG (sack, FLAG_APPLIED);
1066     op->container = NULL;
1067     sprintf (buf, "You close %s.", query_name(sack));
1068     }
1069     } else {
1070     CLEAR_FLAG (sack, FLAG_APPLIED);
1071     sprintf (buf, "You open %s.", query_name(sack));
1072     SET_FLAG (sack, FLAG_APPLIED);
1073     op->container = sack;
1074     }
1075 elmex 1.1 } else { /* not applied */
1076 root 1.14 if (sack->slaying) { /* it's locked */
1077     tmp = find_key(op, op, sack);
1078     if (tmp) {
1079     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080     SET_FLAG (sack, FLAG_APPLIED);
1081     if (sack->env == NULL) { /* if it's on ground,open it also */
1082     new_draw_info (NDI_UNIQUE,0,op, buf);
1083     apply_container (op, sack);
1084     return 1;
1085     }
1086     } else {
1087     sprintf (buf, "You don't have the key to unlock %s.",
1088     query_name(sack));
1089     }
1090     } else {
1091     sprintf (buf, "You readied %s.", query_name(sack));
1092     SET_FLAG (sack, FLAG_APPLIED);
1093     if (sack->env == NULL) { /* if it's on ground,open it also */
1094     new_draw_info (NDI_UNIQUE, 0, op, buf);
1095     apply_container (op, sack);
1096     return 1;
1097     }
1098     }
1099 elmex 1.1 }
1100     new_draw_info (NDI_UNIQUE, 0, op, buf);
1101     if (op->contr) op->contr->socket.update_look=1;
1102     return 1;
1103     }
1104    
1105     /**
1106     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1107     * the player has in their inventory, eg, sacks, luggages, etc.
1108     *
1109     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1110     * This version is for client/server mode.
1111     * op is the player, sack is the container the player is opening or closing.
1112     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1113     *
1114     * Reminder - there are three states for any container - closed (non applied),
1115     * applied (not open, but objects that match get tossed into it), and open
1116     * (applied flag set, and op->container points to the open container)
1117     */
1118    
1119     int esrv_apply_container (object *op, object *sack)
1120     {
1121     object *tmp=op->container;
1122     if(op->type!=PLAYER)
1123 root 1.14 return 0; /* This might change */
1124 elmex 1.1
1125     if (sack==NULL || sack->type != CONTAINER) {
1126     LOG (llevError,
1127     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 root 1.14 return 0;
1129 elmex 1.1 }
1130    
1131     /* If we have a currently open container, then it needs to be closed in all cases
1132     * if we are opening this one up. We then fall through if appropriate for
1133     * openening the new container.
1134     */
1135    
1136     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1137 root 1.14 if (op->container->env != op) { /* if container is on the ground */
1138     op->container->move_off = 0;
1139     }
1140 root 1.11
1141     if (INVOKE_OBJECT (CLOSE, op))
1142     return 1;
1143 elmex 1.1
1144 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1145     query_name(op->container));
1146     CLEAR_FLAG(op->container, FLAG_APPLIED);
1147     op->container=NULL;
1148     esrv_update_item (UPD_FLAGS, op, tmp);
1149     if (tmp == sack) return 1;
1150 elmex 1.1 }
1151    
1152    
1153     /* If the player is trying to open it (which he must be doing if we got here),
1154     * and it is locked, check to see if player has the equipment to open it.
1155     */
1156    
1157     if (sack->slaying) { /* it's locked */
1158     tmp=find_key(op, op, sack);
1159     if (tmp) {
1160 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1161 elmex 1.1 } else {
1162 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163     query_name(sack));
1164     return 0;
1165 elmex 1.1 }
1166     }
1167    
1168     /* By the time we get here, we have made sure any other container has been closed and
1169     * if this is a locked container, the player they key to open it.
1170     */
1171    
1172     /* There are really two cases - the sack is either on the ground, or the sack is
1173     * part of the players inventory. If on the ground, we assume that the player is
1174     * opening it, since if it was being closed, that would have been taken care of above.
1175     */
1176    
1177    
1178     if (sack->env != op) {
1179 root 1.14 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180     * else. This normally should not happen, but a misbehaving client/player could
1181     * try to do it, so lets handle it gracefully.
1182     */
1183     if (sack->env) {
1184     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1185     query_name(sack));
1186     return 0;
1187     }
1188     /* set these so when the player walks off, we can unapply the sack */
1189     sack->move_off = MOVE_ALL; /* trying force closing it */
1190    
1191     CLEAR_FLAG (sack, FLAG_APPLIED);
1192     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193     SET_FLAG (sack, FLAG_APPLIED);
1194     op->container = sack;
1195     esrv_update_item (UPD_FLAGS, op, sack);
1196     esrv_send_inventory (op, sack);
1197 elmex 1.1
1198     } else { /* sack is in players inventory */
1199 root 1.14 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200     CLEAR_FLAG (sack, FLAG_APPLIED);
1201     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1202     SET_FLAG (sack, FLAG_APPLIED);
1203     op->container = sack;
1204     esrv_update_item (UPD_FLAGS, op, sack);
1205     esrv_send_inventory (op, sack);
1206     }
1207     else {
1208     CLEAR_FLAG (sack, FLAG_APPLIED);
1209     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1210     SET_FLAG (sack, FLAG_APPLIED);
1211     esrv_update_item (UPD_FLAGS, op, sack);
1212     }
1213 elmex 1.1 }
1214     return 1;
1215     }
1216    
1217    
1218     /**
1219     * Handles dropping things on altar.
1220     * Returns true if sacrifice was accepted.
1221     */
1222     static int apply_altar (object *altar, object *sacrifice, object *originator)
1223     {
1224     /* Only players can make sacrifices on spell casting altars. */
1225     if (altar->inv && ( ! originator || originator->type != PLAYER))
1226 root 1.14 return 0;
1227 elmex 1.1
1228     if (operate_altar (altar, &sacrifice)) {
1229 root 1.14 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230     * with an altar. We call it a Potion - altars are stationary - it
1231     * is up to map designers to use them properly.
1232     */
1233     if (altar->inv && altar->inv->type==SPELL) {
1234     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1235     altar->inv->name);
1236     cast_spell (originator, altar, 0, altar->inv, NULL);
1237     /* If it is connected, push the button. Fixes some problems with
1238     * old maps.
1239     */
1240 elmex 1.1 /* push_button (altar);*/
1241 root 1.14 } else {
1242     altar->value = 1; /* works only once */
1243     push_button (altar);
1244     }
1245     return sacrifice == NULL;
1246 elmex 1.1 } else {
1247 root 1.14 return 0;
1248 elmex 1.1 }
1249     }
1250    
1251    
1252     /**
1253     * Handles 'movement' of shop mats.
1254     * Returns 1 if 'op' was destroyed, 0 if not.
1255     * Largely re-written to not use nearly as many gotos, plus
1256     * some of this code just looked plain out of date.
1257     * MSW 2001-08-29
1258     */
1259 elmex 1.2 int apply_shop_mat (object *shop_mat, object *op)
1260 elmex 1.1 {
1261     int rv = 0;
1262     double opinion;
1263     object *tmp, *next;
1264    
1265     SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1266    
1267     if (op->type != PLAYER) {
1268 root 1.14 /* Remove all the unpaid objects that may be carried here.
1269     * This could be pets or monsters that are somehow in
1270     * the shop.
1271     */
1272     for (tmp=op->inv; tmp; tmp=next) {
1273     next = tmp->below;
1274     if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1275     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1276    
1277     remove_ob(tmp);
1278     if (i==-1) i=0;
1279     tmp->map = op->map;
1280     tmp->x = op->x + freearr_x[i];
1281     tmp->y = op->y + freearr_y[i];
1282     insert_ob_in_map(tmp, op->map, op, 0);
1283     }
1284     }
1285    
1286     /* Don't teleport things like spell effects */
1287     if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1288    
1289     /* unpaid objects, or non living objects, can't transfer by
1290     * shop mats. Instead, put it on a nearby space.
1291     */
1292     if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1293    
1294     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1296     if (i != -1) {
1297     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1298 elmex 1.1 shop_mat);
1299 root 1.14 }
1300     return 0;
1301     }
1302     /* Removed code that checked for multipart objects - it appears that
1303     * the teleport function should be able to handle this just fine.
1304     */
1305     rv = teleport (shop_mat, SHOP_MAT, op);
1306 elmex 1.1 }
1307     /* immediate block below is only used for players */
1308     else if (can_pay(op)) {
1309 root 1.14 get_payment (op, op->inv);
1310     rv = teleport (shop_mat, SHOP_MAT, op);
1311     if (shop_mat->msg) {
1312     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313     }
1314     /* This check below is a bit simplistic - generally it should be correct,
1315     * but there is never a guarantee that the bottom space on the map is
1316     * actually the shop floor.
1317     */
1318     else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1319     && tmp->type != SHOP_FLOOR) {
1320     opinion = shopkeeper_approval(op->map, op);
1321     if ( opinion > 0.9)
1322     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323     else if ( opinion > 0.75)
1324     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325     else if ( opinion > 0.5)
1326     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327     else
1328     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329     }
1330 elmex 1.1 }
1331     else {
1332 root 1.14 /* if we get here, a player tried to leave a shop but was not able
1333     * to afford the items he has. We try to move the player so that
1334     * they are not on the mat anymore
1335     */
1336    
1337     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1338     if(i == -1) {
1339     LOG (llevError, "Internal shop-mat problem.\n");
1340     } else {
1341     remove_ob (op);
1342     op->x += freearr_x[i];
1343     op->y += freearr_y[i];
1344     rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1345     }
1346 elmex 1.1 }
1347     CLEAR_FLAG (op, FLAG_NO_APPLY);
1348     return rv;
1349     }
1350    
1351     /**
1352     * Handles applying a sign.
1353     */
1354     static void apply_sign (object *op, object *sign, int autoapply)
1355     {
1356     readable_message_type* msgType;
1357     char newbuf[HUGE_BUF];
1358     if (sign->msg == NULL) {
1359     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1360     return;
1361     }
1362    
1363     if (sign->stats.food) {
1364 root 1.14 if (sign->last_eat >= sign->stats.food) {
1365     if (!sign->move_on)
1366     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367     return;
1368     }
1369 elmex 1.1
1370 root 1.14 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1371     sign->last_eat++;
1372 elmex 1.1 }
1373    
1374     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1375     * No way to know for sure. The presumption is basically that if
1376     * move_on is zero, it needs to be manually applied (doesn't talk
1377     * to us).
1378     */
1379     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1380     new_draw_info (NDI_UNIQUE, 0, op,
1381     "You are unable to read while blind.");
1382     return;
1383     }
1384     msgType=get_readable_message_type(sign);
1385     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1386     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1387     }
1388    
1389    
1390     /**
1391     * 'victim' moves onto 'trap'
1392     * 'victim' leaves 'trap'
1393     * effect is determined by move_on/move_off of trap and move_type of victime.
1394     *
1395     * originator: Player, monster or other object that caused 'victim' to move
1396     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1397     * However, some types of traps require an originator to function.
1398     */
1399     void move_apply (object *trap, object *victim, object *originator)
1400     {
1401     static int recursion_depth = 0;
1402    
1403     /* Only exits affect DMs. */
1404     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1405     return;
1406    
1407     /* move_apply() is the most likely candidate for causing unwanted and
1408     * possibly unlimited recursion.
1409     */
1410     /* The following was changed because it was causing perfeclty correct
1411     * maps to fail. 1) it's not an error to recurse:
1412     * rune detonates, summoning monster. monster lands on nearby rune.
1413     * nearby rune detonates. This sort of recursion is expected and
1414     * proper. This code was causing needless crashes.
1415     */
1416     if (recursion_depth >= 500) {
1417 root 1.14 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1419     trap->arch->name, trap->name, victim->arch->name, victim->name);
1420     return;
1421 elmex 1.1 }
1422     recursion_depth++;
1423     if (trap->head) trap=trap->head;
1424    
1425 root 1.11 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1426 elmex 1.1 goto leave;
1427    
1428     switch (trap->type) {
1429 root 1.14 case PLAYERMOVER:
1430     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1431     !should_director_abort(trap, victim)) {
1432     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1433    
1434     /* Is this correct? From the docs, it doesn't look like it
1435     * should be divided by trap->speed
1436     */
1437     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1438    
1439     /* Just put in some sanity check. I think there is a bug in the
1440     * above with some objects have zero speed, and thus the player
1441     * getting permanently paralyzed.
1442     */
1443     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1444     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1445     }
1446     goto leave;
1447    
1448     case SPINNER:
1449     if(victim->direction) {
1450     victim->direction=absdir(victim->direction-trap->stats.sp);
1451     update_turn_face(victim);
1452     }
1453     goto leave;
1454    
1455     case DIRECTOR:
1456     if(victim->direction && !should_director_abort(trap, victim)) {
1457     victim->direction=trap->stats.sp;
1458     update_turn_face(victim);
1459     }
1460     goto leave;
1461    
1462     case BUTTON:
1463     case PEDESTAL:
1464     update_button(trap);
1465     goto leave;
1466    
1467     case ALTAR:
1468     /* sacrifice victim on trap */
1469     apply_altar (trap, victim, originator);
1470     goto leave;
1471    
1472     case THROWN_OBJ:
1473     if (trap->inv == NULL)
1474     goto leave;
1475     /* fallthrough */
1476    
1477     case ARROW:
1478    
1479     /* bad bug: monster throw a object, make a step forwards, step on object ,
1480     * trigger this here and get hit by own missile - and will be own enemy.
1481     * Victim then is his own enemy and will start to kill herself (this is
1482     * removed) but we have not synced victim and his missile. To avoid senseless
1483     * action, we avoid hits here
1484     */
1485     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486     hit_with_arrow (trap, victim);
1487     goto leave;
1488    
1489     case SPELL_EFFECT:
1490     apply_spell_effect(trap, victim);
1491     goto leave;
1492    
1493     case TRAPDOOR:
1494     {
1495     int max, sound_was_played;
1496     object *ab, *ab_next;
1497     if(!trap->value) {
1498     int tot;
1499     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502    
1503     if(!(trap->value=(tot>trap->weight)?1:0))
1504     goto leave;
1505    
1506     SET_ANIMATION(trap, trap->value);
1507     update_object(trap,UP_OBJ_FACE);
1508     }
1509    
1510     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1511     /* need to set this up, since if we do transfer the object,
1512     * ab->above would be bogus
1513     */
1514     ab_next = ab->above;
1515    
1516     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1517     if ( ! sound_was_played) {
1518     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1519     sound_was_played = 1;
1520     }
1521     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1522     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1523     }
1524     }
1525     goto leave;
1526     }
1527    
1528    
1529     case CONVERTER:
1530     if (convert_item (victim, trap) < 0) {
1531     object *op;
1532    
1533     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1534    
1535     op = get_archetype("burnout");
1536     if (op != NULL) {
1537     op->x = trap->x;
1538     op->y = trap->y;
1539     insert_ob_in_map(op, trap->map, trap, 0);
1540     }
1541     }
1542     goto leave;
1543    
1544     case TRIGGER_BUTTON:
1545     case TRIGGER_PEDESTAL:
1546     case TRIGGER_ALTAR:
1547     check_trigger (trap, victim);
1548     goto leave;
1549    
1550     case DEEP_SWAMP:
1551     walk_on_deep_swamp (trap, victim);
1552     goto leave;
1553    
1554     case CHECK_INV:
1555     check_inv (victim, trap);
1556     goto leave;
1557    
1558     case HOLE:
1559     /* Hole not open? */
1560     if(trap->stats.wc > 0)
1561     goto leave;
1562    
1563     /* Is this a multipart monster and not the head? If so, return.
1564     * Processing will happen if the head runs into the pit
1565     */
1566     if (victim->head)
1567     goto leave;
1568    
1569     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572     goto leave;
1573    
1574     case EXIT:
1575     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576     /* Basically, don't show exits leading to random maps the
1577     * players output.
1578     */
1579     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1580     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581     enter_exit (victim, trap);
1582     }
1583     goto leave;
1584    
1585     case ENCOUNTER:
1586     /* may be some leftovers on this */
1587     goto leave;
1588    
1589     case SHOP_MAT:
1590     apply_shop_mat (trap, victim);
1591     goto leave;
1592    
1593     /* Drop a certain amount of gold, and have one item identified */
1594     case IDENTIFY_ALTAR:
1595     apply_id_altar (victim, trap, originator);
1596     goto leave;
1597    
1598     case SIGN:
1599     if (victim->type != PLAYER && trap->stats.food > 0)
1600     goto leave; /* monsters musn't apply magic_mouths with counters */
1601    
1602     apply_sign (victim, trap, 1);
1603     goto leave;
1604    
1605     case CONTAINER:
1606     if (victim->type==PLAYER)
1607     (void) esrv_apply_container (victim, trap);
1608     else
1609     (void) apply_container (victim, trap);
1610     goto leave;
1611    
1612     case RUNE:
1613     case TRAP:
1614     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1615     spring_trap(trap, victim);
1616     }
1617     goto leave;
1618    
1619     default:
1620     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1621     "handled in move_apply()\n", trap->name, trap->arch->name,
1622     trap->type);
1623     goto leave;
1624 elmex 1.1 }
1625    
1626     leave:
1627 root 1.14 recursion_depth--;
1628 elmex 1.1 }
1629    
1630     /**
1631     * Handles reading a regular (ie not containing a spell) book.
1632     */
1633     static void apply_book (object *op, object *tmp)
1634     {
1635     int lev_diff;
1636     object *skill_ob;
1637    
1638     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1639     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1640     return;
1641     }
1642     if(tmp->msg==NULL) {
1643     new_draw_info_format(NDI_UNIQUE, 0, op,
1644 root 1.14 "You open the %s and find it empty.", tmp->name);
1645 elmex 1.1 return;
1646     }
1647    
1648     /* need a literacy skill to read stuff! */
1649     skill_ob = find_skill_by_name(op, tmp->skill);
1650     if ( ! skill_ob) {
1651 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1652     "You are unable to decipher the strange symbols.");
1653     return;
1654 elmex 1.1 }
1655     lev_diff = tmp->level - (skill_ob->level + 5);
1656     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1657 root 1.14 if (lev_diff < 2)
1658     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1659     else if (lev_diff < 3)
1660     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1661     else if (lev_diff < 5)
1662     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1663     else if (lev_diff < 8)
1664     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1665     else if (lev_diff < 15)
1666     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1667     else
1668     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1669     return;
1670 elmex 1.1 }
1671    
1672 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1673     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1674     msgType->message_type, msgType->message_subtype,
1675     "You open the %s and start reading.\n%s",
1676     "%s\n%s",
1677     long_desc(tmp,op), tmp->msg);
1678 elmex 1.1
1679     /* gain xp from reading */
1680     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1681 root 1.14 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1682 elmex 1.1 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1683     /*exp_gain *= 2; because they just identified it too */
1684     SET_FLAG(tmp,FLAG_IDENTIFIED);
1685     /* If in a container, update how it looks */
1686     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1687     else op->contr->socket.update_look=1;
1688     }
1689     change_exp(op,exp_gain, skill_ob->skill, 0);
1690     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1691     }
1692     }
1693    
1694     /**
1695     * Handles the applying of a skill scroll, calling learn_skill straight.
1696     * op is the person learning the skill, tmp is the skill scroll object
1697     */
1698     static void apply_skillscroll (object *op, object *tmp)
1699     {
1700     switch ((int) learn_skill (op, tmp)) {
1701 root 1.14 case 0:
1702     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1703     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1704     return;
1705    
1706     case 1:
1707     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1708     tmp->skill);
1709     new_draw_info_format(NDI_UNIQUE, 0, op,
1710     "Type 'bind ready_skill %s",tmp->skill);
1711     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712     decrease_ob(tmp);
1713     return;
1714    
1715     default:
1716     new_draw_info_format(NDI_UNIQUE,0,op,
1717     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718     decrease_ob(tmp);
1719     return;
1720 elmex 1.1 }
1721     }
1722    
1723     /**
1724     * Actually makes op learn spell.
1725     * Informs player of what happens.
1726     */
1727     void do_learn_spell (object *op, object *spell, int special_prayer)
1728     {
1729     object *tmp;
1730    
1731     if (op->type != PLAYER) {
1732     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733     return;
1734     }
1735    
1736     /* Upgrade special prayers to normal prayers */
1737     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1738     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1739     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740     return;
1741     }
1742     return;
1743     }
1744    
1745     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746     tmp = get_object();
1747     copy_object(spell, tmp);
1748     insert_ob_in_ob(tmp, op);
1749    
1750     if (special_prayer) {
1751 root 1.14 SET_FLAG(tmp, FLAG_STARTEQUIP);
1752 elmex 1.1 }
1753    
1754     new_draw_info_format (NDI_UNIQUE, 0, op,
1755     "Type 'bind cast %s", spell->name);
1756     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757     esrv_add_spells(op->contr, tmp);
1758     }
1759    
1760     /**
1761     * Erases spell from player's inventory.
1762     */
1763     void do_forget_spell (object *op, const char *spell)
1764     {
1765     object *spob;
1766    
1767     if (op->type != PLAYER) {
1768     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769     return;
1770     }
1771     if ( (spob=check_spell_known (op, spell)) == NULL) {
1772     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773     return;
1774     }
1775    
1776     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1777 root 1.14 "You lose knowledge of %s.", spell);
1778 elmex 1.1 player_unready_range_ob(op->contr, spob);
1779     esrv_remove_spell(op->contr, spob);
1780     remove_ob(spob);
1781     free_object(spob);
1782     }
1783    
1784     /**
1785     * Handles player applying a spellbook.
1786     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1787     * stuff like that. Random learning failure too.
1788     */
1789     static void apply_spellbook (object *op, object *tmp)
1790     {
1791     object *skop, *spell, *spell_skill;
1792    
1793     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1794 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795     return;
1796 elmex 1.1 }
1797    
1798     /* artifact_spellbooks have 'slaying' field point to a spell name,
1799     * instead of having their spell stored in stats.sp. These are
1800     * legacy spellbooks
1801     */
1802    
1803     if(tmp->slaying != NULL) {
1804 root 1.14 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1805     if (!spell) {
1806     new_draw_info_format(NDI_UNIQUE, 0, op,
1807     "The book's formula for %s is incomplete", tmp->slaying);
1808     return;
1809     }
1810     else
1811     insert_ob_in_ob(spell, tmp);
1812     free_string(tmp->slaying);
1813     tmp->slaying=NULL;
1814 elmex 1.1 }
1815    
1816     skop = find_skill_by_name(op, tmp->skill);
1817    
1818     /* need a literacy skill to learn spells. Also, having a literacy level
1819     * lower than the spell will make learning the spell more difficult */
1820     if ( !skop) {
1821 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1822     return;
1823 elmex 1.1 }
1824    
1825     spell = tmp->inv;
1826     if (!spell) {
1827 root 1.14 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1828     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1829 elmex 1.1 return;
1830     }
1831     if (spell->level > (skop->level+10)) {
1832 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833     return;
1834 elmex 1.1 }
1835    
1836     new_draw_info_format(NDI_UNIQUE, 0, op,
1837 root 1.14 "The spellbook contains the %s level spell %s.",
1838 elmex 1.1 get_levelnumber(spell->level), spell->name);
1839    
1840     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1841 root 1.14 identify(tmp);
1842     if (tmp->env)
1843     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1844     else
1845     op->contr->socket.update_look=1;
1846 elmex 1.1 }
1847    
1848     /* I removed the check for special_prayer_mark here - it didn't make
1849     * a lot of sense - special prayers are not found in spellbooks, and
1850     * if the player doesn't know the spell, doesn't make a lot of sense that
1851     * they would have a special prayer mark.
1852     */
1853     if (check_spell_known (op, spell->name)) {
1854 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1855     return;
1856 elmex 1.1 }
1857    
1858     if (spell->skill) {
1859 root 1.14 spell_skill = find_skill_by_name(op, spell->skill);
1860     if (!spell_skill) {
1861     new_draw_info_format(NDI_UNIQUE, 0, op,
1862     "You lack the skill %s to use this spell",
1863     spell->skill);
1864     return;
1865     }
1866     if (spell_skill->level < spell->level) {
1867     new_draw_info_format(NDI_UNIQUE, 0, op,
1868     "You need to be level %d in %s to learn this spell.",
1869     spell->level, spell->skill);
1870     return;
1871     }
1872 elmex 1.1 }
1873    
1874     /* Logic as follows
1875     *
1876     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877     *
1878     * 2- The learner's skill level in literacy adjusts the chance to learn
1879     * a spell.
1880     *
1881     * 3 -Automatically fail to learn if you read while confused
1882     *
1883     * Overall, chances are the same but a player will find having a high
1884     * literacy rate very useful! -b.t.
1885     */
1886     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1887 root 1.14 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1888     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1889 elmex 1.1 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1890 root 1.14 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1891     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1892 elmex 1.1
1893 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1894     do_learn_spell (op, spell, 0);
1895 elmex 1.1
1896 root 1.14 /* xp gain to literacy for spell learning */
1897     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1899 elmex 1.1 } else {
1900 root 1.14 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1901     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1902 elmex 1.1 }
1903     decrease_ob(tmp);
1904     }
1905    
1906     /**
1907     * Handles applying a spell scroll.
1908     */
1909     void apply_scroll (object *op, object *tmp, int dir)
1910     {
1911     object *skop;
1912    
1913     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1914 root 1.14 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1915     return;
1916 elmex 1.1 }
1917    
1918     if (!tmp->inv || tmp->inv->type != SPELL) {
1919     new_draw_info (NDI_UNIQUE, 0, op,
1920     "The scroll just doesn't make sense!");
1921     return;
1922     }
1923    
1924     if(op->type==PLAYER) {
1925 root 1.14 /* players need a literacy skill to read stuff! */
1926     int exp_gain=0;
1927 elmex 1.1
1928 root 1.14 /* hard code literacy - tmp->skill points to where the exp
1929     * should go for anything killed by the spell.
1930     */
1931     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1932 elmex 1.1
1933     if ( ! skop) {
1934 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1935     "You are unable to decipher the strange symbols.");
1936     return;
1937 elmex 1.1 }
1938    
1939 root 1.14 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1940     change_exp(op,exp_gain, skop->skill, 0);
1941 elmex 1.1 }
1942    
1943     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1944 root 1.14 identify(tmp);
1945 elmex 1.1
1946     new_draw_info_format(NDI_BLACK, 0, op,
1947 root 1.14 "The scroll of %s turns to dust.", tmp->inv->name);
1948 elmex 1.1
1949    
1950     cast_spell(op,tmp,dir,tmp->inv, NULL);
1951     decrease_ob(tmp);
1952     }
1953    
1954     /**
1955     * Applies a treasure object - by default, chest. op
1956     * is the person doing the applying, tmp is the treasure
1957     * chest.
1958     */
1959     static void apply_treasure (object *op, object *tmp)
1960     {
1961     object *treas;
1962     tag_t tmp_tag = tmp->count, op_tag = op->count;
1963    
1964    
1965     /* Nice side effect of new treasure creation method is that the treasure
1966     * for the chest is done when the chest is created, and put into the chest
1967     * inventory. So that when the chest burns up, the items still exist. Also
1968     * prevents people fromt moving chests to more difficult maps to get better
1969     * treasure
1970     */
1971    
1972     treas = tmp->inv;
1973     if(treas==NULL) {
1974 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1975     decrease_ob(tmp);
1976     return;
1977 elmex 1.1 }
1978     while (tmp->inv) {
1979 root 1.14 treas = tmp->inv;
1980 elmex 1.1
1981 root 1.14 remove_ob(treas);
1982     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983     query_name(treas));
1984    
1985     treas->x=op->x;
1986     treas->y=op->y;
1987     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988    
1989     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990     && QUERY_FLAG (op, FLAG_ALIVE))
1991     spring_trap (treas, op);
1992     /* If either player or container was destroyed, no need to do
1993     * further processing. I think this should be enclused with
1994     * spring trap above, as I don't think there is otherwise
1995     * any way for the treasure chest or player to get killed
1996     */
1997     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998     break;
1999 elmex 1.1 }
2000    
2001     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002     decrease_ob (tmp);
2003    
2004     }
2005    
2006     /**
2007     * op eats food.
2008     * If player, takes care of messages and dragon special food.
2009     */
2010     static void apply_food (object *op, object *tmp)
2011     {
2012     int capacity_remaining;
2013    
2014     if(op->type!=PLAYER)
2015     op->stats.hp=op->stats.maxhp;
2016     else {
2017     /* check if this is a dragon (player), eating some flesh */
2018     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2019 root 1.14 ;
2020 elmex 1.1 else {
2021 root 1.14 /* usual case - no dragon meal: */
2022     if(op->stats.food+tmp->stats.food>999) {
2023     if(tmp->type==FOOD || tmp->type==FLESH)
2024     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2025     else
2026     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2027     }
2028 elmex 1.1
2029 root 1.14 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2030     char buf[MAX_BUF];
2031    
2032     if (!is_dragon_pl(op)) {
2033     /* eating message for normal players*/
2034     if(tmp->type==DRINK)
2035     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2036     else
2037     sprintf(buf,"The %s tasted %s",tmp->name,
2038     tmp->type==FLESH?"terrible!":"good.");
2039     }
2040     else {
2041     /* eating message for dragon players*/
2042     sprintf(buf,"The %s tasted terrible!",tmp->name);
2043     }
2044    
2045     new_draw_info(NDI_UNIQUE, 0,op,buf);
2046     capacity_remaining = 999 - op->stats.food;
2047     op->stats.food+=tmp->stats.food;
2048     if(capacity_remaining < tmp->stats.food)
2049     op->stats.hp += capacity_remaining / 50;
2050     else
2051     op->stats.hp+=tmp->stats.food/50;
2052     if(op->stats.hp>op->stats.maxhp)
2053     op->stats.hp=op->stats.maxhp;
2054     if (op->stats.food > 999)
2055     op->stats.food = 999;
2056     }
2057 elmex 1.1
2058 root 1.14 /* special food hack -b.t. */
2059     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2060     eat_special_food(op,tmp);
2061 elmex 1.1 }
2062     }
2063     handle_apply_yield(tmp);
2064     decrease_ob(tmp);
2065     }
2066    
2067     /**
2068     * A dragon is eating some flesh. If the flesh contains resistances,
2069     * there is a chance for the dragon's skin to get improved.
2070     *
2071     * attributes:
2072     * object *op the object (dragon player) eating the flesh
2073     * object *meal the flesh item, getting chewed in dragon's mouth
2074     * return:
2075     * int 1 if eating successful, 0 if it doesn't work
2076     */
2077     int dragon_eat_flesh(object *op, object *meal) {
2078     object *skin = NULL; /* pointer to dragon skin force*/
2079     object *abil = NULL; /* pointer to dragon ability force*/
2080     object *tmp = NULL; /* tmp. object */
2081    
2082     char buf[MAX_BUF]; /* tmp. string buffer */
2083     double chance; /* improvement-chance of one resistance type */
2084     double totalchance=1; /* total chance of gaining one resistance */
2085     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2086     double mbonus=0; /* monster bonus */
2087     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088     int winners=0; /* number of winners */
2089     int i; /* index */
2090    
2091     /* let's make sure and doublecheck the parameters */
2092     if (meal->type!=FLESH || !is_dragon_pl(op))
2093     return 0;
2094    
2095     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096     from the player's inventory */
2097     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2098     if (tmp->type == FORCE) {
2099     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2100 root 1.14 skin = tmp;
2101 elmex 1.1 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2102 root 1.14 abil = tmp;
2103 elmex 1.1 }
2104     }
2105    
2106     /* if either skin or ability are missing, this is an old player
2107     which is not to be considered a dragon -> bail out */
2108     if (skin == NULL || abil == NULL) return 0;
2109    
2110     /* now start by filling stomache and health, according to food-value */
2111     if((999 - op->stats.food) < meal->stats.food)
2112     op->stats.hp += (999 - op->stats.food) / 50;
2113     else
2114     op->stats.hp += meal->stats.food/50;
2115     if(op->stats.hp>op->stats.maxhp)
2116     op->stats.hp=op->stats.maxhp;
2117    
2118     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2119    
2120     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2121    
2122     /* on to the interesting part: chances for adding resistance */
2123     for (i=0; i<NROFATTACKS; i++) {
2124     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2125     /* got positive resistance, now calculate improvement chance (0-100) */
2126    
2127     /* this bonus makes resistance increase easier at lower levels */
2128     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2129     if (i == abil->stats.exp)
2130 root 1.14 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 elmex 1.1
2132     /* monster bonus increases with level, because high-level
2133     flesh is too rare */
2134     mbonus = op->level * 20. / ((double)settings.max_level);
2135    
2136     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2137 root 1.14 ((double)settings.max_level)) - skin->resist[i];
2138 elmex 1.1
2139     if (chance >= 0.)
2140 root 1.14 chance += 1.;
2141 elmex 1.1 else
2142 root 1.14 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2143 elmex 1.1
2144     /* chance is proportional to amount of resistance (max. 50) */
2145     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2146    
2147     /* doubled chance for resistance of ability-focus */
2148     if (i == abil->stats.exp)
2149 root 1.14 chance = MIN(100., chance*2.);
2150 elmex 1.1
2151     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152     if (RANDOM()%10000 < (int)(chance*100)) {
2153 root 1.14 atnr_winner[winners] = i;
2154     winners++;
2155 elmex 1.1 }
2156    
2157     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2158    
2159     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2160     }
2161     }
2162    
2163     /* inverse totalchance as until now we have the failure-chance */
2164     totalchance = 100 - totalchance*100;
2165     /* print message according to totalchance */
2166     if (totalchance > 50.)
2167     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2168     else if (totalchance > 10.)
2169     sprintf(buf, "The %s tasted very good.", meal->name);
2170     else if (totalchance > 1.)
2171     sprintf(buf, "The %s tasted good.", meal->name);
2172     else if (totalchance > 0.1)
2173     sprintf(buf, "The %s tasted bland.", meal->name);
2174     else if (totalchance >= 0.01)
2175     sprintf(buf, "The %s had a boring taste.", meal->name);
2176     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2177     sprintf(buf, "The %s tasted strange.", meal->name);
2178     else
2179     sprintf(buf, "The %s had no taste.", meal->name);
2180     new_draw_info(NDI_UNIQUE, 0, op, buf);
2181    
2182     /* now choose a winner if we have any */
2183     i = -1;
2184     if (winners>0)
2185     i = atnr_winner[RANDOM()%winners];
2186    
2187     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2188     /* resistance increased! */
2189     skin->resist[i]++;
2190     fix_player(op);
2191    
2192     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2193     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2194     }
2195    
2196     /* if this flesh contains a new ability focus, we mark it
2197     into the ability_force and it will take effect on next level */
2198     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2199     && meal->last_eat != abil->last_eat) {
2200     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201    
2202     if (meal->last_eat != abil->stats.exp) {
2203     sprintf(buf, "Your metabolism prepares to focus on %s!",
2204 root 1.14 change_resist_msg[meal->last_eat]);
2205 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2206     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2207     new_draw_info(NDI_UNIQUE, 0, op, buf);
2208     }
2209     else {
2210     sprintf(buf, "Your metabolism will continue to focus on %s.",
2211 root 1.14 change_resist_msg[meal->last_eat]);
2212 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2213     abil->last_eat = 0;
2214     }
2215     }
2216     return 1;
2217     }
2218    
2219     static void apply_savebed (object *pl)
2220     {
2221     #ifndef COZY_SERVER
2222     if(!pl->contr->name_changed||!pl->stats.exp) {
2223     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2224     return;
2225     }
2226     #endif
2227     /* Need to call terminate_all_pets() before we remove the player ob */
2228     terminate_all_pets(pl);
2229     remove_ob(pl);
2230     pl->direction=0;
2231     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 root 1.14 "%s leaves the game.",pl->name);
2233 elmex 1.1
2234     /* update respawn position */
2235     strcpy(pl->contr->savebed_map, pl->map->path);
2236     pl->contr->bed_x = pl->x;
2237     pl->contr->bed_y = pl->y;
2238    
2239     strcpy(pl->contr->killer,"left");
2240     check_score(pl); /* Always check score */
2241     (void)save_player(pl,0);
2242     pl->map->players--;
2243     #if MAP_MAXTIMEOUT
2244     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2245     #endif
2246     play_again(pl);
2247     pl->speed = 0;
2248     update_ob_speed(pl);
2249     }
2250    
2251     /**
2252     * Handles applying an improve armor scroll.
2253     * Does some sanity checks, then calls improve_armour.
2254     */
2255     static void apply_armour_improver (object *op, object *tmp)
2256     {
2257     object *armor;
2258    
2259     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2260     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2261     return;
2262     }
2263     armor=find_marked_object(op);
2264     if ( ! armor) {
2265     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266     return;
2267     }
2268     if (armor->type != ARMOUR
2269 root 1.14 && armor->type != CLOAK
2270     && armor->type != BOOTS && armor->type != GLOVES
2271     && armor->type != BRACERS && armor->type != SHIELD
2272     && armor->type != HELMET)
2273 elmex 1.1 {
2274     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2275     return;
2276     }
2277    
2278     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2279     improve_armour(op,tmp,armor);
2280     }
2281    
2282    
2283     extern void apply_poison (object *op, object *tmp)
2284     {
2285     if (op->type == PLAYER) {
2286     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2287     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2288     strcpy(op->contr->killer,"poisonous booze");
2289     }
2290     if (tmp->stats.hp > 0) {
2291     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2292     tmp->stats.hp);
2293     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2294     }
2295     op->stats.food-=op->stats.food/4;
2296     handle_apply_yield(tmp);
2297     decrease_ob(tmp);
2298     }
2299    
2300     /**
2301     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2302     * A valid 2 way exit means:
2303     * -You can come back (there is another exit at the other side)
2304     * -You are
2305     * ° the owner of the exit
2306     * ° or in the same party as the owner
2307     *
2308     * Note: a owner in a 2 way exit is saved as the owner's name
2309     * in the field exit->name cause the field exit->owner doesn't
2310     * survive in the swapping (in fact the whole exit doesn't survive).
2311     */
2312     int is_legal_2ways_exit (object* op, object *exit)
2313     {
2314     object * tmp;
2315     object * exit_owner;
2316     player * pp;
2317     mapstruct * exitmap;
2318     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2319     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2320     /* To know if an exit has a correspondant, we look at
2321     * all the exits in destination and try to find one with same path as
2322     * the current exit's position */
2323     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2324     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2325     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2326     if (exitmap)
2327     {
2328     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2329     if (!tmp) return 0;
2330     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2331     {
2332     if (tmp->type!=EXIT) continue; /*Not an exit*/
2333     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2334     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2335     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2336    
2337     /* From here we have found the exit is valid. However we do
2338     * here the check of the exit owner. It is important for the
2339     * town portals to prevent strangers from visiting your appartments
2340     */
2341     if (!exit->race) return 1; /*No owner, free for all!*/
2342     exit_owner=NULL;
2343     for (pp=first_player;pp;pp=pp->next)
2344     {
2345     if (!pp->ob) continue;
2346     if (pp->ob->name!=exit->race) continue;
2347     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2348     break;
2349     }
2350     if (!exit_owner) return 0; /* No more owner*/
2351     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2352     if ( exit_owner && /*There is a owner*/
2353     (op->contr) && /*A player tries to pass */
2354     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2355     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2356     return 0;
2357     return 1;
2358     }
2359     }
2360     return 0;
2361     }
2362    
2363    
2364     /**
2365     * Main apply handler.
2366     *
2367     * Checks for unpaid items before applying.
2368     *
2369     * Return value:
2370     * 0: player or monster can't apply objects of that type
2371     * 1: has been applied, or there was an error applying the object
2372     * 2: objects of that type can't be applied if not in inventory
2373     *
2374     * op is the object that is causing object to be applied, tmp is the object
2375     * being applied.
2376     *
2377     * aflag is special (always apply/unapply) flags. Nothing is done with
2378     * them in this function - they are passed to apply_special
2379     */
2380    
2381     int manual_apply (object *op, object *tmp, int aflag)
2382     {
2383     if (tmp->head) tmp=tmp->head;
2384    
2385     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2386 root 1.14 if (op->type == PLAYER) {
2387     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2388     return 1;
2389     } else {
2390     return 0; /* monsters just skip unpaid items */
2391     }
2392 elmex 1.1 }
2393    
2394 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 root 1.11 return RESULT_INT (0);
2396 root 1.8
2397 elmex 1.1 switch (tmp->type) {
2398    
2399 root 1.14 case CF_HANDLE:
2400     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402     tmp->value=tmp->value?0:1;
2403     SET_ANIMATION(tmp, tmp->value);
2404     update_object(tmp,UP_OBJ_FACE);
2405     push_button(tmp);
2406     return 1;
2407    
2408     case TRIGGER:
2409     if (check_trigger (tmp, op)) {
2410     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412     } else {
2413     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414     }
2415     return 1;
2416    
2417     case EXIT:
2418     if (op->type != PLAYER)
2419     return 0;
2420     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 elmex 1.1 query_name(tmp));
2423 root 1.14 } else {
2424     /* Don't display messages for random maps. */
2425     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426     strncmp(EXIT_PATH(tmp), "/random/", 8))
2427     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428     enter_exit(op,tmp);
2429     }
2430     return 1;
2431    
2432     case SIGN:
2433     apply_sign (op, tmp, 0);
2434     return 1;
2435    
2436     case BOOK:
2437     if (op->type == PLAYER) {
2438     apply_book (op, tmp);
2439     return 1;
2440     } else {
2441     return 0;
2442     }
2443    
2444     case SKILLSCROLL:
2445     if (op->type == PLAYER) {
2446     apply_skillscroll (op, tmp);
2447     return 1;
2448     }
2449     return 0;
2450    
2451     case SPELLBOOK:
2452     if (op->type == PLAYER) {
2453     apply_spellbook (op, tmp);
2454     return 1;
2455     }
2456     return 0;
2457    
2458     case SCROLL:
2459     apply_scroll (op, tmp, 0);
2460     return 1;
2461    
2462     case POTION:
2463     (void) apply_potion(op, tmp);
2464     return 1;
2465    
2466     /* Eneq(@csd.uu.se): Handle apply on containers. */
2467     case CLOSE_CON:
2468     if (op->type==PLAYER)
2469     (void) esrv_apply_container (op, tmp->env);
2470     else
2471     (void) apply_container (op, tmp->env);
2472     return 1;
2473    
2474     case CONTAINER:
2475     if (op->type==PLAYER)
2476     (void) esrv_apply_container (op, tmp);
2477     else
2478     (void) apply_container (op, tmp);
2479     return 1;
2480    
2481     case TREASURE:
2482     if (op->type == PLAYER) {
2483     apply_treasure (op, tmp);
2484     return 1;
2485     } else {
2486     return 0;
2487     }
2488    
2489     case WEAPON:
2490     case ARMOUR:
2491     case BOOTS:
2492     case GLOVES:
2493     case AMULET:
2494     case GIRDLE:
2495     case BRACERS:
2496     case SHIELD:
2497     case HELMET:
2498     case RING:
2499     case CLOAK:
2500     case WAND:
2501     case ROD:
2502     case HORN:
2503     case SKILL:
2504     case BOW:
2505     case LAMP:
2506     case BUILDER:
2507     case SKILL_TOOL:
2508     if (tmp->env != op)
2509     return 2; /* not in inventory */
2510     (void) apply_special (op, tmp, aflag);
2511     return 1;
2512    
2513     case DRINK:
2514     case FOOD:
2515     case FLESH:
2516     apply_food (op, tmp);
2517     return 1;
2518    
2519     case POISON:
2520     apply_poison (op, tmp);
2521     return 1;
2522    
2523     case SAVEBED:
2524     if (op->type == PLAYER) {
2525     apply_savebed (op);
2526     return 1;
2527     } else {
2528     return 0;
2529     }
2530    
2531     case ARMOUR_IMPROVER:
2532     if (op->type == PLAYER) {
2533     apply_armour_improver (op, tmp);
2534     return 1;
2535     } else {
2536     return 0;
2537     }
2538    
2539     case WEAPON_IMPROVER:
2540     (void) check_improve_weapon(op, tmp);
2541     return 1;
2542    
2543     case CLOCK:
2544     if (op->type == PLAYER) {
2545     char buf[MAX_BUF];
2546     timeofday_t tod;
2547    
2548     get_tod(&tod);
2549     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552     ((tod.hour >= 14) ? "pm" : "am"));
2553     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554     new_draw_info(NDI_UNIQUE, 0,op, buf);
2555     return 1;
2556     } else {
2557     return 0;
2558     }
2559    
2560     case MENU:
2561     if (op->type == PLAYER) {
2562     shop_listing (op);
2563     return 1;
2564     } else {
2565     return 0;
2566     }
2567 elmex 1.1
2568 root 1.14 case POWER_CRYSTAL:
2569     apply_power_crystal(op,tmp); /* see egoitem.c */
2570     return 1;
2571    
2572     case LIGHTER: /* for lighting torches/lanterns/etc */
2573     if (op->type == PLAYER) {
2574     apply_lighter(op,tmp);
2575     return 1;
2576     } else {
2577     return 0;
2578     }
2579    
2580     case ITEM_TRANSFORMER:
2581     apply_item_transformer( op, tmp );
2582     return 1;
2583    
2584     default:
2585     return 0;
2586 elmex 1.1 }
2587     }
2588    
2589    
2590     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2591     * messages as needed by player_apply_below(). But there can still be
2592     * "but you are floating high above the ground" messages.
2593     *
2594     * Same return value as apply() function.
2595     */
2596     int player_apply (object *pl, object *op, int aflag, int quiet)
2597     {
2598     int tmp;
2599    
2600     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2601     /* player is flying and applying object not in inventory */
2602     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2603     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2604     "above the ground!");
2605     return 0;
2606 root 1.14 }
2607 elmex 1.1 }
2608    
2609     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610     * applied.
2611     */
2612     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613     {
2614     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2616     "of smoke!");
2617     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618     remove_ob (op);
2619     free_object (op);
2620     return 1;
2621     }
2622    
2623     pl->contr->last_used = op;
2624     pl->contr->last_used_id = op->count;
2625    
2626     tmp = manual_apply (pl, op, aflag);
2627     if ( ! quiet) {
2628     if (tmp == 0)
2629     new_draw_info_format (NDI_UNIQUE, 0, pl,
2630     "I don't know how to apply the %s.",
2631     query_name (op));
2632     else if (tmp == 2)
2633     new_draw_info_format (NDI_UNIQUE, 0, pl,
2634     "You must get it first!\n");
2635     }
2636     return tmp;
2637     }
2638    
2639     /**
2640     * player_apply_below attempts to apply the object 'below' the player.
2641     * If the player has an open container, we use that for below, otherwise
2642     * we use the ground.
2643     */
2644    
2645     void player_apply_below (object *pl)
2646     {
2647     object *tmp, *next;
2648     int floors;
2649    
2650     /* If using a container, set the starting item to be the top
2651     * item in the container. Otherwise, use the map.
2652     */
2653     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654    
2655     /* This is perhaps more complicated. However, I want to make sure that
2656     * we don't use a corrupt pointer for the next object, so we get the
2657     * next object in the stack before applying. This is can only be a
2658     * problem if player_apply() has a bug in that it uses the object but does
2659     * not return a proper value.
2660     */
2661     for (floors = 0; tmp!=NULL; tmp=next) {
2662 root 1.14 next = tmp->below;
2663 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664     floors++;
2665     else if (floors > 0)
2666     return; /* process only floor objects after first floor object */
2667    
2668 root 1.14 /* If it is visible, player can apply it. If it is applied by
2669     * person moving on it, also activate. Added code to make it
2670     * so that at least one of players movement types be that which
2671     * the item needs.
2672     */
2673     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2674 elmex 1.1 if (player_apply (pl, tmp, 0, 1) == 1)
2675     return;
2676     }
2677     if (floors >= 2)
2678     return; /* process at most two floor objects */
2679     }
2680     }
2681    
2682     /**
2683     * Unapplies specified item.
2684     * No check done on cursed/damned.
2685     * Break this out of apply_special - this is just done
2686     * to keep the size of apply_special to a more managable size.
2687     */
2688     static int unapply_special (object *who, object *op, int aflags)
2689     {
2690 root 1.12 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2691     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692     return RESULT_INT (0);
2693    
2694 elmex 1.1 object *tmp2;
2695    
2696     CLEAR_FLAG(op, FLAG_APPLIED);
2697     switch(op->type) {
2698 root 1.14 case WEAPON:
2699     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2700 elmex 1.1
2701 root 1.14 (void) change_abil (who,op);
2702     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704     clear_skill(who);
2705     break;
2706    
2707     case SKILL: /* allows objects to impart skills */
2708     case SKILL_TOOL:
2709     if (op != who->chosen_skill) {
2710     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2711     }
2712     if (who->type==PLAYER) {
2713     if (who->contr->shoottype == range_skill)
2714     who->contr->shoottype = range_none;
2715     if ( ! op->invisible) {
2716     new_draw_info_format (NDI_UNIQUE, 0, who,
2717 elmex 1.1 "You stop using the %s.", query_name(op));
2718 root 1.14 } else {
2719     new_draw_info_format (NDI_UNIQUE, 0, who,
2720 elmex 1.1 "You can no longer use the skill: %s.",
2721     op->skill);
2722 root 1.14 }
2723     }
2724     (void) change_abil (who, op);
2725     who->chosen_skill = NULL;
2726     CLEAR_FLAG (who, FLAG_READY_SKILL);
2727     break;
2728    
2729     case ARMOUR:
2730     case HELMET:
2731     case SHIELD:
2732     case RING:
2733     case BOOTS:
2734     case GLOVES:
2735     case AMULET:
2736     case GIRDLE:
2737     case BRACERS:
2738     case CLOAK:
2739     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740     (void) change_abil (who,op);
2741     break;
2742 elmex 1.1 case LAMP:
2743 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744     op->name);
2745     tmp2 = arch_to_object(op->other_arch);
2746     tmp2->x = op->x;
2747     tmp2->y = op->y;
2748     tmp2->map = op->map;
2749     tmp2->below = op->below;
2750     tmp2->above = op->above;
2751     tmp2->stats.food = op->stats.food;
2752     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755     if (who->type == PLAYER)
2756     esrv_del_item(who->contr, (tag_t)op->count);
2757     remove_ob(op);
2758     free_object(op);
2759     insert_ob_in_ob(tmp2, who);
2760     fix_player(who);
2761     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762     if (who->type == PLAYER) {
2763     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765     }
2766     }
2767     if(who->type==PLAYER)
2768     esrv_send_item(who, tmp2);
2769     return 1; /* otherwise, an attempt to drop causes problems */
2770     break;
2771     case BOW:
2772     case WAND:
2773     case ROD:
2774     case HORN:
2775     clear_skill(who);
2776     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777     if(who->type==PLAYER) {
2778     who->contr->shoottype = range_none;
2779     } else {
2780     if (op->type == BOW)
2781     CLEAR_FLAG (who, FLAG_READY_BOW);
2782     else
2783     CLEAR_FLAG(who, FLAG_READY_RANGE);
2784     }
2785     break;
2786 elmex 1.1
2787     case BUILDER:
2788 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 elmex 1.1 who->contr->shoottype = range_none;
2790     who->contr->ranges[ range_builder ] = NULL;
2791     break;
2792    
2793 root 1.14 default:
2794     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2795     break;
2796 elmex 1.1 }
2797    
2798     fix_player(who);
2799    
2800     if ( ! (aflags & AP_NO_MERGE)) {
2801 root 1.14 object *tmp;
2802 elmex 1.1
2803     tag_t del_tag = op->count;
2804     tmp = merge_ob (op, NULL);
2805     if (who->type == PLAYER) {
2806     if (tmp) { /* it was merged */
2807     esrv_del_item (who->contr, del_tag);
2808     op = tmp;
2809     }
2810     esrv_send_item (who, op);
2811 root 1.14 }
2812 elmex 1.1 }
2813     return 0;
2814     }
2815    
2816     /**
2817     * Returns the object that is using location 'loc'.
2818     * Note that 'start' is the first object to start examing - we
2819     * then go through the below of this. In this way, you can do
2820     * something like:
2821     * tmp = get_item_from_body_location(who->inv, 1);
2822     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2823     * to find the second object that may use this location, etc.
2824     * Returns NULL if no match is found.
2825     * loc is the index into the array we are looking for a match.
2826     * don't return invisible objects unless they are skill objects
2827     * invisible other objects that use
2828     * up body locations can be used as restrictions.
2829     */
2830     object *get_item_from_body_location(object *start, int loc)
2831     {
2832     object *tmp;
2833    
2834     if (!start) return NULL;
2835    
2836     for (tmp=start; tmp; tmp=tmp->below)
2837 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839 elmex 1.1
2840     return NULL;
2841     }
2842    
2843    
2844    
2845     /**
2846     * 'op' wants to apply an object, but can't because of other equipment.
2847     * This should only be called when it is known
2848     * that there are objects to unapply. This makes pretty heavy
2849     * use of get_item_from_body_location. It makes no intelligent choice
2850     * on objects - rather, the first that is matched is used.
2851     * Returns 0 on success, returns 1 if there is some problem.
2852     * if aflags is AP_PRINT, we instead print out waht to unapply
2853     * instead of doing it. This is a lot less code than having
2854     * another function that does just that.
2855     */
2856     int unapply_for_ob(object *who, object *op, int aflags)
2857     {
2858     int i;
2859     object *tmp=NULL, *last;
2860    
2861     /* If we are applying a shield or weapon, unapply any equipped shield
2862     * or weapons first - only allowed to use one weapon/shield at a time.
2863     */
2864     if (op->type == WEAPON || op->type == SHIELD) {
2865     for (tmp=who->inv; tmp; tmp=tmp->below) {
2866 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2867     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2868     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2869     if (aflags & AP_PRINT)
2870     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2871     else
2872     unapply_special(who, tmp, aflags);
2873     }
2874     else {
2875     /* In this case, we want to try and remove a cursed item.
2876     * While we know it won't work, we want unapply_special to
2877     * at least generate the message.
2878     */
2879     new_draw_info_format(NDI_UNIQUE, 0, who,
2880     "No matter how hard you try, you just can't\nremove %s.",
2881     query_name(tmp));
2882     return 1;
2883     }
2884 elmex 1.1
2885 root 1.14 }
2886     }
2887 elmex 1.1 }
2888    
2889     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2890 root 1.14 /* this used up a slot that we need to free */
2891     if (op->body_info[i]) {
2892     last = who->inv;
2893    
2894     /* We do a while loop - may need to remove several items in order
2895     * to free up enough slots.
2896     */
2897     while ((who->body_used[i] + op->body_info[i]) < 0) {
2898     tmp = get_item_from_body_location(last, i);
2899     if (!tmp) {
2900 elmex 1.1 #if 0
2901 root 1.14 /* Not a bug - we'll get this if the player has cursed items
2902     * equipped.
2903     */
2904     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2905     i, body_locations[i].save_name, who->name);
2906 elmex 1.1 #endif
2907 root 1.14 return 1;
2908     }
2909     /* If we are just printing, we don't care about cursed status */
2910     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2911     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2912     if (aflags & AP_PRINT)
2913     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2914     else
2915     unapply_special(who, tmp, aflags);
2916     }
2917     else {
2918     /* Cursed item that we can't unequip - tell the player.
2919     * Note this could be annoying if this is just one of a few,
2920     * so it may not be critical (eg, putting on a ring and you have
2921     * one cursed ring.)
2922     */
2923     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2924     }
2925     last = tmp->below;
2926     }
2927     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928     * return in the !tmp would have kicked in.
2929     */
2930     } /* if op is using this body location */
2931 elmex 1.1 } /* for body lcoations */
2932     return 0;
2933     }
2934    
2935     /**
2936     * Checks to see if 'who' can apply object 'op'.
2937     * Returns 0 if apply can be done without anything special.
2938     * Otherwise returns a bitmask - potentially several of these may be
2939     * set, but largely depends on circumstance - in the future, processing
2940     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2941     * is set, do we really are what the other flags may be?)
2942     *
2943     * See include/define.h for detailed description of the meaning of
2944     * these return values.
2945     */
2946     int can_apply_object(object *who, object *op)
2947     {
2948 root 1.12 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2949     || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950     return RESULT_INT (0);
2951    
2952 elmex 1.1 int i, retval=0;
2953     object *tmp=NULL, *ws=NULL;
2954    
2955     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2956     * 2 weapons, but we don't want to let them do that. So if they are
2957     * trying to equip a weapon or shield, see if they already have one
2958     * in place and store that way.
2959     */
2960     if (op->type == WEAPON || op->type == SHIELD) {
2961     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2962 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2963     retval = CAN_APPLY_UNAPPLY;
2964     ws = tmp;
2965     }
2966     }
2967 elmex 1.1 }
2968 root 1.14
2969 elmex 1.1
2970     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 root 1.14 if (op->body_info[i]) {
2972     /* Item uses more slots than we have */
2973     if (FABS(op->body_info[i]) > who->body_info[i]) {
2974     /* Could return now for efficiently - rest of info below isn'
2975     * really needed.
2976     */
2977     retval |= CAN_APPLY_NEVER;
2978     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2979     /* in this case, equipping this would use more free spots than
2980     * we have.
2981     */
2982     object *tmp1;
2983    
2984    
2985     /* if we have an applied weapon/shield, and unapply it would free
2986     * enough slots to equip the new item, then just set this can
2987     * continue. We don't care about the logic below - if you have
2988     * shield equipped and try to equip another shield, there is only
2989     * one choice. However, the check for the number of body locations
2990     * does take into the account cases where what is being applied
2991     * may be two handed for example.
2992     */
2993     if (ws) {
2994     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2995     retval |= CAN_APPLY_UNAPPLY;
2996     continue;
2997     }
2998     }
2999 elmex 1.1
3000 root 1.14 tmp1 = get_item_from_body_location(who->inv, i);
3001     if (!tmp1) {
3002 elmex 1.1 #if 0
3003 root 1.14 /* This is sort of an error, but happens a lot when old players
3004     * join in with more stuff equipped than they are now allowed.
3005     */
3006     LOG(llevError,"Can't find object using location %d on %s\n",
3007     i, who->name);
3008 elmex 1.1 #endif
3009 root 1.14 retval |= CAN_APPLY_NEVER;
3010     } else {
3011     /* need to unapply something. However, if this something
3012     * is different than we had found before, it means they need
3013     * to apply multiple objects
3014     */
3015     retval |= CAN_APPLY_UNAPPLY;
3016     if (!tmp) tmp = tmp1;
3017     else if (tmp != tmp1) {
3018     retval |= CAN_APPLY_UNAPPLY_MULT;
3019     }
3020     /* This object isn't using up all the slots, so there must
3021     * be another. If so, and it the new item doesn't need all
3022     * the slots, the player then has a choice.
3023     */
3024     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3025     (FABS(op->body_info[i]) < who->body_info[i]))
3026     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027    
3028     /* Does unequippint 'tmp1' free up enough slots for this to be
3029     * equipped? If not, there must be something else to unapply.
3030     */
3031     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3032     retval |= CAN_APPLY_UNAPPLY_MULT;
3033    
3034     }
3035     } /* if not enough free slots */
3036     } /* if this object uses location i */
3037 elmex 1.1 } /* for i -> num_body_locations loop */
3038    
3039     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040     * really be controlled by use of body locations. We do have
3041     * the weapon/shield checks, and the range checks for monsters,
3042     * because you can't control those just by body location - bows, shields,
3043     * and weapons all use the same slot. Similar for horn/rod/wand - they
3044     * all use the same location.
3045     */
3046     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3047 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3048 elmex 1.1 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3049 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3050 elmex 1.1
3051    
3052     if (who->type != PLAYER) {
3053 root 1.14 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055     retval |= CAN_APPLY_RESTRICTION;
3056     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057     retval |= CAN_APPLY_RESTRICTION;
3058     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3059     retval |= CAN_APPLY_RESTRICTION;
3060     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3061     retval |= CAN_APPLY_RESTRICTION;
3062 elmex 1.1 }
3063     return retval;
3064     }
3065    
3066 root 1.14
3067 elmex 1.1
3068     /**
3069     * who is the object using the object. It can be a monster.
3070     * op is the object they are using. op is an equipment type item,
3071     * eg, one which you put on and keep on for a while, and not something
3072     * like a potion or scroll.
3073     *
3074     * function returns 1 if the action could not be completed, 0 on
3075     * success. However, success is a matter of meaning - if the
3076     * user passes the 'apply' flag to an object already applied,
3077     * nothing is done, and 0 is returned.
3078     *
3079     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3080     * AP_UNAPPLY=always unapply).
3081     *
3082     * Optional flags:
3083     * AP_NO_MERGE: don't merge an unapplied object with other objects
3084     * AP_IGNORE_CURSE: unapply cursed items
3085     *
3086     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087     *
3088     * apply_special() doesn't check for unpaid items.
3089     */
3090     int apply_special (object *who, object *op, int aflags)
3091     {
3092     int basic_flag = aflags & AP_BASIC_FLAGS;
3093     object *tmp, *tmp2, *skop=NULL;
3094     int i;
3095    
3096     if(who==NULL) {
3097 root 1.14 LOG(llevError,"apply_special() from object without environment.\n");
3098     return 1;
3099 elmex 1.1 }
3100    
3101     if(op->env!=who)
3102 root 1.14 return 1; /* op is not in inventory */
3103 elmex 1.1
3104     /* trying to unequip op */
3105     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3106 root 1.14 /* always apply, so no reason to unapply */
3107     if (basic_flag == AP_APPLY) return 0;
3108 elmex 1.1
3109 root 1.14 if ( ! (aflags & AP_IGNORE_CURSE)
3110     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3111     new_draw_info_format(NDI_UNIQUE, 0, who,
3112     "No matter how hard you try, you just can't\nremove %s.",
3113     query_name(op));
3114     return 1;
3115     }
3116     return unapply_special(who, op, aflags);
3117 elmex 1.1 }
3118    
3119     if (basic_flag == AP_UNAPPLY) return 0;
3120    
3121     i = can_apply_object(who, op);
3122    
3123     /* Can't just apply this object. Lets see what not and what to do */
3124     if (i) {
3125 root 1.14 if (i & CAN_APPLY_NEVER) {
3126     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3127     return 1;
3128     } else if (i & CAN_APPLY_RESTRICTION) {
3129     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3130     return 1;
3131     }
3132     if (who->type != PLAYER) {
3133     /* Some error, so don't try to equip something more */
3134     if (unapply_for_ob(who, op, aflags)) return 1;
3135     } else {
3136     if (who->contr->unapply == unapply_never ||
3137     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3138     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139     unapply_for_ob(who, op, AP_PRINT);
3140     return 1;
3141     }
3142     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3143     i = unapply_for_ob(who, op, aflags);
3144     if (i) return 1;
3145     }
3146     }
3147 elmex 1.1 }
3148     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3149 root 1.14 skop=find_skill_by_name(who, op->skill);
3150     if (!skop) {
3151     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3152     return 1;
3153     } else {
3154     /* While experience will be credited properly, we want to change the
3155     * skill so that the dam and wc get updated
3156     */
3157     change_skill(who, skop, 0);
3158     }
3159 elmex 1.1 }
3160 root 1.14
3161 elmex 1.1 if (who->type == PLAYER && op->item_power &&
3162 root 1.14 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164     return 1;
3165 elmex 1.1 }
3166 root 1.14
3167 elmex 1.1
3168     /* Ok. We are now at the state where we can apply the new object.
3169     * Note that we don't have the checks for can_use_...
3170     * below - that is already taken care of by can_apply_object.
3171     */
3172 root 1.14
3173 elmex 1.1
3174     if(op->nrof > 1)
3175 root 1.14 tmp = get_split_ob(op,op->nrof - 1);
3176 elmex 1.1 else
3177 root 1.14 tmp = NULL;
3178 elmex 1.1
3179 root 1.12 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180     || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181     return RESULT_INT (0);
3182    
3183 elmex 1.1 switch(op->type) {
3184 root 1.14 case WEAPON:
3185     if (!check_weapon_power(who, op->last_eat)) {
3186     new_draw_info(NDI_UNIQUE, 0,who,
3187     "That weapon is too powerful for you to use.");
3188     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189     if(tmp!=NULL)
3190     (void) insert_ob_in_ob(tmp,who);
3191     return 1;
3192     }
3193     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3194     /* if the weapon does not have the name as the character, can't use it. */
3195     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3197     if(tmp!=NULL)
3198     (void) insert_ob_in_ob(tmp,who);
3199     return 1;
3200     }
3201     SET_FLAG(op, FLAG_APPLIED);
3202    
3203     if (skop) change_skill(who, skop, 1);
3204     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3205     SET_FLAG(who, FLAG_READY_WEAPON);
3206    
3207     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3208    
3209     (void) change_abil (who,op);
3210     break;
3211    
3212     case ARMOUR:
3213     case HELMET:
3214     case SHIELD:
3215     case BOOTS:
3216     case GLOVES:
3217     case GIRDLE:
3218     case BRACERS:
3219     case CLOAK:
3220     case RING:
3221     case AMULET:
3222     SET_FLAG(op, FLAG_APPLIED);
3223     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3224     (void) change_abil (who,op);
3225     break;
3226 elmex 1.1 case LAMP:
3227 root 1.14 if (op->stats.food < 1) {
3228     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3229     " fuel!", op->name);
3230     return 1;
3231     }
3232     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3233     op->name);
3234     tmp2 = arch_to_object(op->other_arch);
3235     tmp2->stats.food = op->stats.food;
3236     SET_FLAG(tmp2, FLAG_APPLIED);
3237     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3238     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3239     insert_ob_in_ob(tmp2, who);
3240    
3241     /* Remove the old lantern */
3242     if (who->type == PLAYER)
3243     esrv_del_item(who->contr, (tag_t)op->count);
3244     remove_ob(op);
3245     free_object(op);
3246    
3247     /* insert the portion that was split off */
3248     if(tmp!=NULL) {
3249     (void) insert_ob_in_ob(tmp,who);
3250     if(who->type==PLAYER)
3251     esrv_send_item(who, tmp);
3252     }
3253     fix_player(who);
3254     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3255     if (who->type == PLAYER) {
3256     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3257     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3258     }
3259     }
3260     if(who->type==PLAYER)
3261     esrv_send_item(who, tmp2);
3262     return 0;
3263     break;
3264    
3265     /* this part is needed for skill-tools */
3266     case SKILL:
3267     case SKILL_TOOL:
3268     if (who->chosen_skill) {
3269     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270     return 1;
3271     }
3272     if (who->type == PLAYER) {
3273     who->contr->shoottype = range_skill;
3274     who->contr->ranges[range_skill] = op;
3275     if ( ! op->invisible) {
3276     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 elmex 1.1 query_name (op));
3278 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, who,
3279     "You can now use the skill: %s.",
3280     op->skill);
3281     } else {
3282     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283     op->skill? op->skill:op->name);
3284     }
3285     }
3286     SET_FLAG (op, FLAG_APPLIED);
3287     (void) change_abil (who, op);
3288     who->chosen_skill = op;
3289     SET_FLAG (who, FLAG_READY_SKILL);
3290     break;
3291    
3292     case BOW:
3293     if (!check_weapon_power(who, op->last_eat)) {
3294     new_draw_info(NDI_UNIQUE, 0, who,
3295     "That item is too powerful for you to use.");
3296     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297     if(tmp != NULL)
3298     (void)insert_ob_in_ob(tmp,who);
3299     return 1;
3300     }
3301     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302     new_draw_info(NDI_UNIQUE, 0, who,
3303     "The weapon does not recognize you as its owner.");
3304     if(tmp != NULL)
3305     (void)insert_ob_in_ob(tmp,who);
3306     return 1;
3307     }
3308     /*FALLTHROUGH*/
3309     case WAND:
3310     case ROD:
3311     case HORN:
3312     /* check for skill, alter player status */
3313     SET_FLAG(op, FLAG_APPLIED);
3314     if (skop) change_skill(who, skop, 0);
3315     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3316    
3317     if(who->type==PLAYER) {
3318     if (op->type == BOW) {
3319     (void)change_abil(who, op);
3320     new_draw_info_format (NDI_UNIQUE, 0, who,
3321 elmex 1.1 "You will now fire %s with %s.",
3322 root 1.14 op->race ? op->race : "nothing", query_name(op));
3323     who->contr->shoottype = range_bow;
3324     } else {
3325     who->contr->shoottype = range_misc;
3326     }
3327     } else {
3328     if (op->type == BOW)
3329     SET_FLAG (who, FLAG_READY_BOW);
3330     else
3331     SET_FLAG (who, FLAG_READY_RANGE);
3332     }
3333     break;
3334 elmex 1.1
3335     case BUILDER:
3336     if ( who->contr->ranges[ range_builder ] )
3337     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3338     who->contr->shoottype = range_builder;
3339     who->contr->ranges[ range_builder ] = op;
3340     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3341     break;
3342    
3343 root 1.14 default:
3344     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3345 elmex 1.1 } /* end of switch op->type */
3346    
3347     SET_FLAG(op, FLAG_APPLIED);
3348    
3349     if(tmp!=NULL)
3350 root 1.14 tmp = insert_ob_in_ob(tmp,who);
3351 elmex 1.1
3352     fix_player(who);
3353    
3354     /* We exclude spell casting objects. The fire code will set the
3355     * been applied flag when they are used - until that point,
3356     * you don't know anything about them.
3357     */
3358     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3359 root 1.14 op->type!=ROD)
3360     SET_FLAG(op,FLAG_BEEN_APPLIED);
3361 elmex 1.1
3362     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3363 root 1.14 if (who->type == PLAYER) {
3364     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3365     SET_FLAG(op,FLAG_KNOWN_CURSED);
3366     }
3367 elmex 1.1 }
3368     if(who->type==PLAYER) {
3369 root 1.14 /* if multiple objects were applied, update both slots */
3370     if (tmp)
3371     esrv_send_item(who, tmp);
3372     esrv_send_item(who, op);
3373 elmex 1.1 }
3374     return 0;
3375     }
3376    
3377    
3378     int monster_apply_special (object *who, object *op, int aflags)
3379     {
3380     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3381     return 1;
3382     return apply_special (who, op, aflags);
3383     }
3384    
3385     /**
3386     * Map was just loaded, handle op's initialisation.
3387     *
3388     * Generates shop floor's item, and treasures.
3389     */
3390     int auto_apply (object *op) {
3391     object *tmp = NULL, *tmp2;
3392     int i;
3393    
3394     switch(op->type) {
3395 root 1.14 case SHOP_FLOOR:
3396     if (!HAS_RANDOM_ITEMS(op)) return 0;
3397     do {
3398     i=10; /* let's give it 10 tries */
3399     while((tmp=generate_treasure(op->randomitems,
3400     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3401     if(tmp==NULL)
3402     return 0;
3403     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404     free_object(tmp);
3405     tmp = NULL;
3406     }
3407     } while(!tmp);
3408     tmp->x=op->x;
3409     tmp->y=op->y;
3410     SET_FLAG(tmp,FLAG_UNPAID);
3411     insert_ob_in_map(tmp,op->map,NULL,0);
3412     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413     identify(tmp);
3414     break;
3415    
3416     case TREASURE:
3417     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418     return 0;
3419     while ((op->stats.hp--)>0)
3420     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3421     op->stats.exp ? (int)op->stats.exp :
3422     op->map == NULL ? 14: op->map->difficulty,0);
3423    
3424     /* If we generated an object and put it in this object inventory,
3425     * move it to the parent object as the current object is about
3426     * to disappear. An example of this item is the random_* stuff
3427     * that is put inside other objects.
3428     */
3429     for (tmp=op->inv; tmp; tmp=tmp2) {
3430     tmp2 = tmp->below;
3431     remove_ob(tmp);
3432     if (op->env) insert_ob_in_ob(tmp, op->env);
3433     else free_object(tmp);
3434     }
3435     remove_ob(op);
3436     free_object(op);
3437     break;
3438 elmex 1.1 }
3439     return tmp ? 1 : 0;
3440     }
3441    
3442     /**
3443     * fix_auto_apply goes through the entire map (only the first time
3444     * when an original map is loaded) and performs special actions for
3445     * certain objects (most initialization of chests and creation of
3446     * treasures and stuff). Calls auto_apply if appropriate.
3447     */
3448    
3449     void fix_auto_apply(mapstruct *m) {
3450     object *tmp,*above=NULL;
3451     int x,y;
3452    
3453     if(m==NULL) return;
3454    
3455     for(x=0;x<MAP_WIDTH(m);x++)
3456 root 1.14 for(y=0;y<MAP_HEIGHT(m);y++)
3457     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3458     above=tmp->above;
3459    
3460     if (tmp->inv) {
3461     object *invtmp, *invnext;
3462    
3463     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3464     invnext = invtmp->below;
3465    
3466     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3467     auto_apply(invtmp);
3468     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3469     while ((invtmp->stats.hp--)>0)
3470     create_treasure(invtmp->randomitems, invtmp, 0,
3471     m->difficulty,0);
3472     invtmp->randomitems = NULL;
3473     }
3474     else if (invtmp && invtmp->arch &&
3475     invtmp->type!=TREASURE &&
3476     invtmp->type != SPELL &&
3477     invtmp->type != CLASS &&
3478     HAS_RANDOM_ITEMS(invtmp)) {
3479     create_treasure(invtmp->randomitems, invtmp, 0,
3480     m->difficulty,0);
3481     /* Need to clear this so that we never try to create
3482     * treasure again for this object
3483     */
3484     invtmp->randomitems = NULL;
3485     }
3486     }
3487     /* This is really temporary - the code at the bottom will
3488     * also set randomitems to null. The problem is there are bunches
3489     * of maps/players already out there with items that have spells
3490     * which haven't had the randomitems set to null yet.
3491     * MSW 2004-05-13
3492     *
3493     * And if it's a spellbook, it's better to set randomitems to NULL too,
3494     * else you get two spells in the book ^_-
3495     * Ryo 2004-08-16
3496     */
3497     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500     tmp->randomitems = NULL;
3501    
3502     }
3503    
3504     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505     auto_apply(tmp);
3506     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507     while ((tmp->stats.hp--)>0)
3508     create_treasure(tmp->randomitems, tmp, 0,
3509 elmex 1.1 m->difficulty,0);
3510 root 1.14 tmp->randomitems = NULL;
3511     }
3512     else if(tmp->type==TIMED_GATE) {
3513     object *head = tmp->head != NULL ? tmp->head : tmp;
3514     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515     tmp->speed = 0;
3516     update_ob_speed(tmp);
3517     }
3518     }
3519     /* This function can be called everytime a map is loaded, even when
3520     * swapping back in. As such, we don't want to create the treasure
3521     * over and ove again, so after we generate the treasure, blank out
3522     * randomitems so if it is swapped in again, it won't make anything.
3523     * This is a problem for the above objects, because they have counters
3524     * which say how many times to make the treasure.
3525     */
3526     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3527     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3528     HAS_RANDOM_ITEMS(tmp)) {
3529     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3530 elmex 1.1 m->difficulty,0);
3531 root 1.14 tmp->randomitems = NULL;
3532     }
3533     }
3534 elmex 1.1
3535     for(x=0;x<MAP_WIDTH(m);x++)
3536 root 1.14 for(y=0;y<MAP_HEIGHT(m);y++)
3537     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3538     if (tmp->above &&
3539     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540     check_trigger (tmp, tmp->above);
3541 elmex 1.1 }
3542    
3543     /**
3544     * Handles player eating food that temporarily changes status (resistances, stats).
3545     * This used to call cast_change_attr(), but
3546     * that doesn't work with the new spell code. Since we know what
3547     * the food changes, just grab a force and use that instead.
3548     */
3549    
3550     void eat_special_food(object *who, object *food) {
3551     object *force;
3552     int i, did_one=0;
3553     sint8 k;
3554    
3555     force = get_archetype(FORCE_NAME);
3556    
3557     for (i=0; i < NUM_STATS; i++) {
3558 root 1.14 k = get_attr_value(&food->stats, i);
3559     if (k) {
3560     set_attr_value(&force->stats, i, k);
3561     did_one = 1;
3562     }
3563 elmex 1.1 }
3564    
3565     /* check if we can protect the eater */
3566     for (i=0; i<NROFATTACKS; i++) {
3567 root 1.14 if (food->resist[i]>0) {
3568     force->resist[i] = food->resist[i] / 2;
3569     did_one = 1;
3570     }
3571 elmex 1.1 }
3572     if (did_one) {
3573 root 1.14 force->speed = 0.1;
3574     update_ob_speed(force);
3575     /* bigger morsel of food = longer effect time */
3576     force->stats.food = food->stats.food / 5;
3577     SET_FLAG(force, FLAG_IS_USED_UP);
3578     SET_FLAG(force, FLAG_APPLIED);
3579     change_abil(who, force);
3580     insert_ob_in_ob(force, who);
3581 elmex 1.1 } else {
3582 root 1.14 free_object(force);
3583 elmex 1.1 }
3584    
3585     /* check for hp, sp change */
3586     if(food->stats.hp!=0) {
3587 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3588     strcpy(who->contr->killer,food->name);
3589     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3590     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3591     } else {
3592     if(food->stats.hp>0)
3593     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594     else
3595     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596     who->stats.hp += food->stats.hp;
3597     }
3598 elmex 1.1 }
3599     if(food->stats.sp!=0) {
3600 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3601     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3602     who->stats.sp -= food->stats.sp;
3603     if(who->stats.sp<0) who->stats.sp=0;
3604     } else {
3605     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3606     who->stats.sp += food->stats.sp;
3607     /* place limit on max sp from food? */
3608     }
3609 elmex 1.1 }
3610     fix_player(who);
3611     }
3612    
3613    
3614     /**
3615     * Designed primarily to light torches/lanterns/etc.
3616     * Also burns up burnable material too. First object in the inventory is
3617     * the selected object to "burn". -b.t.
3618     */
3619    
3620     void apply_lighter(object *who, object *lighter) {
3621     object *item;
3622     int is_player_env=0;
3623     uint32 nrof;
3624     tag_t count;
3625     char item_name[MAX_BUF];
3626    
3627     item=find_marked_object(who);
3628     if(item) {
3629     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3630     /* Split multiple lighters if they're being used up. Otherwise *
3631 root 1.14 * one charge from each would be used up. --DAMN */
3632     if(lighter->nrof > 1) {
3633     object *oneLighter = get_object();
3634     copy_object(lighter, oneLighter);
3635     lighter->nrof -= 1;
3636     oneLighter->nrof = 1;
3637     oneLighter->stats.food--;
3638     esrv_send_item(who, lighter);
3639     oneLighter=insert_ob_in_ob(oneLighter, who);
3640     esrv_send_item(who, oneLighter);
3641     } else {
3642     lighter->stats.food--;
3643     }
3644    
3645     } else if(lighter->last_eat) { /* no charges left in lighter */
3646     new_draw_info_format(NDI_UNIQUE, 0,who,
3647     "You attempt to light the %s with a used up %s.",
3648     item->name, lighter->name);
3649     return;
3650     }
3651     /* Perhaps we should split what we are trying to light on fire?
3652     * I can't see many times when you would want to light multiple
3653     * objects at once.
3654     */
3655     nrof=item->nrof;
3656     count=item->count;
3657     /* If the item is destroyed, we don't have a valid pointer to the
3658     * name object, so make a copy so the message we print out makes
3659     * some sense.
3660     */
3661     strcpy(item_name, item->name);
3662     if (who == is_player_inv(item)) is_player_env=1;
3663    
3664     save_throw_object(item,AT_FIRE,who);
3665     /* Change to check count and not freed, since the object pointer
3666     * may have gotten recycled
3667     */
3668     if ((nrof != item->nrof ) || (count != item->count)) {
3669     new_draw_info_format(NDI_UNIQUE, 0,who,
3670     "You light the %s with the %s.",item_name,lighter->name);
3671     /* Need to update the player so that the players glow radius
3672     * gets changed.
3673     */
3674     if (is_player_env) fix_player(who);
3675     } else {
3676     new_draw_info_format(NDI_UNIQUE, 0,who,
3677     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3678     }
3679 elmex 1.1
3680     } else /* nothing to light */
3681 root 1.14 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3682 elmex 1.1
3683     }
3684    
3685     /**
3686     * op made some mistake with a scroll, this takes care of punishment.
3687     * scroll_failure()- hacked directly from spell_failure
3688     */
3689     void scroll_failure(object *op, int failure, int power)
3690     {
3691     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3692    
3693     if(failure<= -1&&failure > -15) {/* wonder */
3694 root 1.14 object *tmp;
3695 elmex 1.1
3696 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3697     tmp=get_archetype(SPELL_WONDER);
3698     cast_wonder(op, op, 0, tmp);
3699     free_object(tmp);
3700 elmex 1.1 } else if (failure <= -15&&failure > -35) {/* drain mana */
3701 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3702     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3703     if(op->stats.sp<0) op->stats.sp = 0;
3704 elmex 1.1 } else if (settings.spell_failure_effects == TRUE) {
3705 root 1.14 if (failure <= -35&&failure > -60) { /* confusion */
3706     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3707     confuse_player(op,op,power);
3708     } else if (failure <= -60&&failure> -70) {/* paralysis */
3709     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3710     "you!");
3711     paralyze_player(op,op,power);
3712     } else if (failure <= -70&&failure> -80) {/* blind */
3713     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3714     blind_player(op,op,power);
3715     } else if (failure <= -80) {/* blast the immediate area */
3716     object *tmp;
3717     tmp=get_archetype(LOOSE_MANA);
3718     cast_magic_storm(op,tmp, power);
3719     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3720     free_object(tmp);
3721     }
3722 elmex 1.1 }
3723     }
3724    
3725     void apply_changes_to_player(object *pl, object *change) {
3726     int excess_stat=0; /* if the stat goes over the maximum
3727     for the race, put the excess stat some
3728     where else. */
3729    
3730     switch (change->type) {
3731 root 1.14 case CLASS: {
3732     living *stats = &(pl->contr->orig_stats);
3733     living *ns = &(change->stats);
3734     object *walk;
3735     int flag_change_face=1;
3736    
3737     /* the following code assigns stats up to the stat max
3738     * for the race, and if the stat max is exceeded,
3739     * tries to randomly reassign the excess stat
3740     */
3741     int i,j;
3742     for(i=0;i<NUM_STATS;i++) {
3743     sint8 stat=get_attr_value(stats,i);
3744     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3745     stat += get_attr_value(ns,i);
3746     if(stat > 20 + race_bonus) {
3747     excess_stat++;
3748     stat = 20+race_bonus;
3749     }
3750     set_attr_value(stats,i,stat);
3751     }
3752 elmex 1.1
3753 root 1.14 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3754     int i = rndm(0, 6);
3755     int stat=get_attr_value(stats,i);
3756     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3757     if(i==CHA) continue; /* exclude cha from this */
3758     if( stat < 20 + race_bonus) {
3759     change_attr_value(stats,i,1);
3760     excess_stat--;
3761     }
3762     }
3763    
3764     /* insert the randomitems from the change's treasurelist into
3765     * the player ref: player.c
3766     */
3767     if(change->randomitems!=NULL)
3768     give_initial_items(pl,change->randomitems);
3769    
3770    
3771     /* set up the face, for some races. */
3772    
3773     /* first, look for the force object banning
3774     * changing the face. Certain races never change face with class.
3775     */
3776     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3777     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3778    
3779     if(flag_change_face) {
3780     pl->animation_id = GET_ANIM_ID(change);
3781     pl->face = change->face;
3782    
3783     if(QUERY_FLAG(change,FLAG_ANIMATE))
3784     SET_FLAG(pl,FLAG_ANIMATE);
3785     else
3786     CLEAR_FLAG(pl,FLAG_ANIMATE);
3787     }
3788    
3789     /* check the special case of can't use weapons */
3790     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3791     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3792    
3793     break;
3794     }
3795 elmex 1.1 }
3796     }
3797    
3798     /**
3799     * This handles items of type 'transformer'.
3800     * Basically those items, used with a marked item, transform both items into something
3801     * else.
3802     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3803     * Change information is contained in the 'slaying' field of the marked item.
3804     * The format is as follow: transformer:[number ]yield[;transformer:...].
3805     * This way an item can be transformed in many things, and/or many objects.
3806     * The 'slaying' field for transformer is used as verb for the action.
3807     */
3808     void apply_item_transformer( object* pl, object* transformer )
3809     {
3810     object* marked;
3811     object* new_item;
3812     char* find;
3813     char* separator;
3814     int yield;
3815     char got[ MAX_BUF ];
3816     int len;
3817    
3818     if ( !pl || !transformer )
3819     return;
3820     marked = find_marked_object( pl );
3821     if ( !marked )
3822     {
3823     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3824     return;
3825     }
3826     if ( !marked->slaying )
3827     {
3828     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3829     return;
3830     }
3831     /* check whether they are compatible or not */
3832     find = strstr( marked->slaying, transformer->arch->name );
3833     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3834     {
3835     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3836     return;
3837     }
3838     find += strlen( transformer->arch->name ) + 1;
3839     /* Item can be used, now find how many and what it yields */
3840     if ( isdigit( *( find ) ) )
3841     {
3842     yield = atoi( find );
3843     if ( yield < 1 )
3844     {
3845     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3846     yield = 1;
3847     }
3848     }
3849     else
3850     yield = 1;
3851    
3852     while ( isdigit( *find ) )
3853     find++;
3854     while ( *find == ' ' )
3855     find++;
3856     memset( got, 0, MAX_BUF );
3857     if ( (separator = strchr( find, ';' ))!=NULL)
3858     {
3859 root 1.14 len = separator - find;
3860 elmex 1.1 }
3861     else
3862     {
3863 root 1.14 len = strlen(find);
3864 elmex 1.1 }
3865     if ( len > MAX_BUF-1)
3866 root 1.14 len = MAX_BUF-1;
3867 elmex 1.1 strcpy( got, find );
3868     got[len] = '\0';
3869    
3870     /* Now create new item, remove used ones when required. */
3871     new_item = get_archetype( got );
3872     if ( !new_item )
3873     {
3874     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3875     return;
3876     }
3877     new_item->nrof = yield;
3878     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
3879     insert_ob_in_ob( new_item, pl );
3880     esrv_send_inventory( pl, pl );
3881     /* Eat up one item */
3882     decrease_ob_nr( marked, 1 );
3883     /* Eat one transformer if needed */
3884     if ( transformer->stats.food )
3885     if ( --transformer->stats.food == 0 )
3886     decrease_ob_nr( transformer, 1 );
3887     }