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/cvs/deliantra/server/server/apply.C
Revision: 1.17
Committed: Wed Aug 30 11:58:43 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.16: +2 -2 lines
Log Message:
close event fixed, IPO should work now again

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 elmex 1.17 * "$Id: apply.C,v 1.16 2006-08-30 09:31:30 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     uint32 price_in;
900    
901     /* We make some assumptions - we assume if it takes money as it type,
902     * it wants some amount. We don't make change (ie, if something costs
903     * 3 gp and player drops a platinum, tough luck)
904     */
905     if (!strcmp(CONV_FROM(converter),"money")) {
906 root 1.14 int cost;
907 elmex 1.1
908 root 1.14 if(item->type!=MONEY)
909     return 0;
910 elmex 1.1
911 root 1.14 nr=(item->nrof*item->value)/CONV_NEED(converter);
912     if (!nr) return 0;
913     cost=nr*CONV_NEED(converter)/item->value;
914     /* take into account rounding errors */
915     if (nr*CONV_NEED(converter)%item->value) cost++;
916     decrease_ob_nr(item, cost);
917 elmex 1.1
918 root 1.14 price_in = cost*item->value;
919 elmex 1.1 }
920     else {
921 root 1.14 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
922     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
923     return 0;
924    
925     if(CONV_NEED(converter)) {
926     nr=item->nrof/CONV_NEED(converter);
927     decrease_ob_nr(item,nr*CONV_NEED(converter));
928     price_in = nr*CONV_NEED(converter)*item->value;
929     } else {
930     price_in = item->value;
931     remove_ob(item);
932     free_object(item);
933     }
934 elmex 1.1 }
935    
936     if (converter->inv != NULL) {
937 root 1.14 object *ob;
938     int i;
939     object *ob_to_copy;
940    
941     /* select random object from inventory to copy */
942     ob_to_copy = converter->inv;
943     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
944     if (rndm(0, i) == 0) {
945     ob_to_copy = ob;
946     }
947     }
948     item = object_create_clone(ob_to_copy);
949     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
950     unflag_inv(item, FLAG_IS_A_TEMPLATE);
951 elmex 1.1 } else {
952 root 1.14 if (converter->other_arch == NULL) {
953     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);
954     return -1;
955     }
956 elmex 1.1
957 root 1.14 item = object_create_arch(converter->other_arch);
958     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 elmex 1.1 }
960    
961     if(CONV_NR(converter))
962 root 1.14 item->nrof=CONV_NR(converter);
963 elmex 1.1 if(nr)
964 root 1.14 item->nrof*=nr;
965 elmex 1.15 if(is_in_shop (converter))
966 root 1.14 SET_FLAG(item,FLAG_UNPAID);
967 elmex 1.1 else if(price_in < item->nrof*item->value) {
968 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",
969     converter->name, converter->map->path, converter->x, converter->y, price_in,
970     item->nrof*item->value, item->name);
971 elmex 1.1 /**
972     * elmex: we are going to let the game continue, as the mapcreator
973     * propably had something in mind when doing this
974     */
975     }
976     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977     return 1;
978     }
979    
980     /**
981     * Handle apply on containers.
982     * By Eneq(@csd.uu.se).
983     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984     * added the alchemical cauldron to the code -b.t.
985     */
986    
987     int apply_container (object *op, object *sack)
988     {
989     char buf[MAX_BUF];
990     object *tmp;
991    
992     if(op->type!=PLAYER)
993 root 1.14 return 0; /* This might change */
994 elmex 1.1
995     if (sack==NULL || sack->type != CONTAINER) {
996 root 1.14 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
997     return 0;
998 elmex 1.1 }
999     op->contr->last_used = NULL;
1000     op->contr->last_used_id = 0;
1001    
1002     if (sack->env!=op) {
1003 root 1.14 if (sack->other_arch == NULL || sack->env != NULL) {
1004     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005     return 1;
1006     }
1007     /* It's on the ground, the problems begin */
1008     if (op->container != sack) {
1009     /* it's closed OR some player has opened it */
1010     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012     tmp && tmp->container != sack; tmp=tmp->above);
1013     if (tmp) {
1014     /* some other player have opened it */
1015     new_draw_info_format(NDI_UNIQUE, 0, op,
1016     "%s is already occupied.", query_name(sack));
1017     return 1;
1018     }
1019     }
1020     }
1021     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022     if (op->container == NULL) {
1023     tmp = arch_to_object (sack->other_arch);
1024     /* not good, but insert_ob_in_ob() is too smart */
1025     CLEAR_FLAG (tmp, FLAG_REMOVED);
1026     tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027     tmp->map = NULL;
1028     tmp->env = sack;
1029     if (sack->inv)
1030     sack->inv->above = tmp;
1031     tmp->below = sack->inv;
1032     tmp->above = NULL;
1033     sack->inv = tmp;
1034     sack->move_off = MOVE_ALL; /* trying force closing it */
1035     } else {
1036     sack->move_off = 0;
1037     tmp = sack->inv;
1038     if (tmp && tmp->type == CLOSE_CON) {
1039     remove_ob(tmp);
1040     free_object (tmp);
1041     }
1042     }
1043     }
1044 elmex 1.1 }
1045    
1046     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 root 1.14 if (op->container) {
1048     if (op->container != sack) {
1049     tmp = op->container;
1050     apply_container (op, tmp);
1051     sprintf (buf, "You close %s and open ", query_name(tmp));
1052     op->container = sack;
1053     strcat (buf, query_name(sack));
1054     strcat (buf, ".");
1055     } else {
1056     CLEAR_FLAG (sack, FLAG_APPLIED);
1057     op->container = NULL;
1058     sprintf (buf, "You close %s.", query_name(sack));
1059     }
1060     } else {
1061     CLEAR_FLAG (sack, FLAG_APPLIED);
1062     sprintf (buf, "You open %s.", query_name(sack));
1063     SET_FLAG (sack, FLAG_APPLIED);
1064     op->container = sack;
1065     }
1066 elmex 1.1 } else { /* not applied */
1067 root 1.14 if (sack->slaying) { /* it's locked */
1068     tmp = find_key(op, op, sack);
1069     if (tmp) {
1070     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071     SET_FLAG (sack, FLAG_APPLIED);
1072     if (sack->env == NULL) { /* if it's on ground,open it also */
1073     new_draw_info (NDI_UNIQUE,0,op, buf);
1074     apply_container (op, sack);
1075     return 1;
1076     }
1077     } else {
1078     sprintf (buf, "You don't have the key to unlock %s.",
1079     query_name(sack));
1080     }
1081     } else {
1082     sprintf (buf, "You readied %s.", query_name(sack));
1083     SET_FLAG (sack, FLAG_APPLIED);
1084     if (sack->env == NULL) { /* if it's on ground,open it also */
1085     new_draw_info (NDI_UNIQUE, 0, op, buf);
1086     apply_container (op, sack);
1087     return 1;
1088     }
1089     }
1090 elmex 1.1 }
1091     new_draw_info (NDI_UNIQUE, 0, op, buf);
1092     if (op->contr) op->contr->socket.update_look=1;
1093     return 1;
1094     }
1095    
1096     /**
1097     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1098     * the player has in their inventory, eg, sacks, luggages, etc.
1099     *
1100     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101     * This version is for client/server mode.
1102     * op is the player, sack is the container the player is opening or closing.
1103     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104     *
1105     * Reminder - there are three states for any container - closed (non applied),
1106     * applied (not open, but objects that match get tossed into it), and open
1107     * (applied flag set, and op->container points to the open container)
1108     */
1109    
1110     int esrv_apply_container (object *op, object *sack)
1111     {
1112     object *tmp=op->container;
1113     if(op->type!=PLAYER)
1114 root 1.14 return 0; /* This might change */
1115 elmex 1.1
1116     if (sack==NULL || sack->type != CONTAINER) {
1117     LOG (llevError,
1118     "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 root 1.14 return 0;
1120 elmex 1.1 }
1121    
1122     /* If we have a currently open container, then it needs to be closed in all cases
1123     * if we are opening this one up. We then fall through if appropriate for
1124     * openening the new container.
1125     */
1126    
1127     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 root 1.14 if (op->container->env != op) { /* if container is on the ground */
1129     op->container->move_off = 0;
1130     }
1131 root 1.11
1132 elmex 1.17 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1133 root 1.11 return 1;
1134 elmex 1.1
1135 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136     query_name(op->container));
1137     CLEAR_FLAG(op->container, FLAG_APPLIED);
1138     op->container=NULL;
1139     esrv_update_item (UPD_FLAGS, op, tmp);
1140     if (tmp == sack) return 1;
1141 elmex 1.1 }
1142    
1143    
1144     /* If the player is trying to open it (which he must be doing if we got here),
1145     * and it is locked, check to see if player has the equipment to open it.
1146     */
1147    
1148     if (sack->slaying) { /* it's locked */
1149     tmp=find_key(op, op, sack);
1150     if (tmp) {
1151 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 elmex 1.1 } else {
1153 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154     query_name(sack));
1155     return 0;
1156 elmex 1.1 }
1157     }
1158    
1159     /* By the time we get here, we have made sure any other container has been closed and
1160     * if this is a locked container, the player they key to open it.
1161     */
1162    
1163     /* There are really two cases - the sack is either on the ground, or the sack is
1164     * part of the players inventory. If on the ground, we assume that the player is
1165     * opening it, since if it was being closed, that would have been taken care of above.
1166     */
1167    
1168    
1169     if (sack->env != op) {
1170 root 1.14 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171     * else. This normally should not happen, but a misbehaving client/player could
1172     * try to do it, so lets handle it gracefully.
1173     */
1174     if (sack->env) {
1175     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1176     query_name(sack));
1177     return 0;
1178     }
1179     /* set these so when the player walks off, we can unapply the sack */
1180     sack->move_off = MOVE_ALL; /* trying force closing it */
1181    
1182     CLEAR_FLAG (sack, FLAG_APPLIED);
1183     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1184     SET_FLAG (sack, FLAG_APPLIED);
1185     op->container = sack;
1186     esrv_update_item (UPD_FLAGS, op, sack);
1187     esrv_send_inventory (op, sack);
1188 elmex 1.1
1189     } else { /* sack is in players inventory */
1190 root 1.14 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
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     }
1198     else {
1199     CLEAR_FLAG (sack, FLAG_APPLIED);
1200     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201     SET_FLAG (sack, FLAG_APPLIED);
1202     esrv_update_item (UPD_FLAGS, op, sack);
1203     }
1204 elmex 1.1 }
1205     return 1;
1206     }
1207    
1208    
1209     /**
1210     * Handles dropping things on altar.
1211     * Returns true if sacrifice was accepted.
1212     */
1213     static int apply_altar (object *altar, object *sacrifice, object *originator)
1214     {
1215     /* Only players can make sacrifices on spell casting altars. */
1216     if (altar->inv && ( ! originator || originator->type != PLAYER))
1217 root 1.14 return 0;
1218 elmex 1.1
1219     if (operate_altar (altar, &sacrifice)) {
1220 root 1.14 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221     * with an altar. We call it a Potion - altars are stationary - it
1222     * is up to map designers to use them properly.
1223     */
1224     if (altar->inv && altar->inv->type==SPELL) {
1225     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1226     altar->inv->name);
1227     cast_spell (originator, altar, 0, altar->inv, NULL);
1228     /* If it is connected, push the button. Fixes some problems with
1229     * old maps.
1230     */
1231 elmex 1.1 /* push_button (altar);*/
1232 root 1.14 } else {
1233     altar->value = 1; /* works only once */
1234     push_button (altar);
1235     }
1236     return sacrifice == NULL;
1237 elmex 1.1 } else {
1238 root 1.14 return 0;
1239 elmex 1.1 }
1240     }
1241    
1242    
1243     /**
1244     * Handles 'movement' of shop mats.
1245     * Returns 1 if 'op' was destroyed, 0 if not.
1246     * Largely re-written to not use nearly as many gotos, plus
1247     * some of this code just looked plain out of date.
1248     * MSW 2001-08-29
1249     */
1250 elmex 1.15 int apply_shop_mat (object * shop_mat, object * op)
1251 elmex 1.1 {
1252 elmex 1.15 int rv = 0;
1253     double opinion;
1254     object *tmp, *next;
1255 elmex 1.1
1256 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1257 elmex 1.1
1258 elmex 1.15 if (op->type != PLAYER)
1259     {
1260     /* Remove all the unpaid objects that may be carried here.
1261     * This could be pets or monsters that are somehow in
1262     * the shop.
1263     */
1264     for (tmp = op->inv; tmp; tmp = next)
1265     {
1266     next = tmp->below;
1267     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268     {
1269     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270 root 1.14
1271 elmex 1.15 remove_ob (tmp);
1272     if (i == -1)
1273     i = 0;
1274     tmp->map = op->map;
1275     tmp->x = op->x + freearr_x[i];
1276     tmp->y = op->y + freearr_y[i];
1277     insert_ob_in_map (tmp, op->map, op, 0);
1278 root 1.14 }
1279     }
1280    
1281 elmex 1.15 /* Don't teleport things like spell effects */
1282     if (QUERY_FLAG (op, FLAG_NO_PICK))
1283     return 0;
1284 root 1.14
1285 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1286     * shop mats. Instead, put it on a nearby space.
1287     */
1288     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289     {
1290 root 1.14
1291 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1293     if (i != -1)
1294     {
1295     rv =
1296     transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1297     0, shop_mat);
1298 root 1.14 }
1299 elmex 1.15 return 0;
1300 root 1.14 }
1301 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1302     * the teleport function should be able to handle this just fine.
1303     */
1304     rv = teleport (shop_mat, SHOP_MAT, op);
1305 elmex 1.1 }
1306 elmex 1.15 /* immediate block below is only used for players */
1307     else if (can_pay (op))
1308     {
1309     get_payment (op, op->inv);
1310     rv = teleport (shop_mat, SHOP_MAT, op);
1311    
1312     if (shop_mat->msg)
1313     {
1314     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315     }
1316     /* This check below is a bit simplistic - generally it should be correct,
1317     * but there is never a guarantee that the bottom space on the map is
1318     * actually the shop floor.
1319     */
1320     else if (!rv && !is_in_shop (op))
1321     {
1322     opinion = shopkeeper_approval (op->map, op);
1323     if (opinion > 0.9)
1324     new_draw_info (NDI_UNIQUE, 0, op,
1325     "The shopkeeper gives you a friendly wave.");
1326     else if (opinion > 0.75)
1327     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328     else if (opinion > 0.5)
1329     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330     else
1331     new_draw_info (NDI_UNIQUE, 0, op,
1332     "The shopkeeper glares at you with contempt.");
1333 root 1.14 }
1334 elmex 1.1 }
1335 elmex 1.15 else
1336     {
1337     /* if we get here, a player tried to leave a shop but was not able
1338     * to afford the items he has. We try to move the player so that
1339     * they are not on the mat anymore
1340     */
1341 root 1.14
1342 elmex 1.15 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1343     if (i == -1)
1344     {
1345     LOG (llevError, "Internal shop-mat problem.\n");
1346     }
1347     else
1348     {
1349     remove_ob (op);
1350     op->x += freearr_x[i];
1351     op->y += freearr_y[i];
1352     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 root 1.14 }
1354 elmex 1.1 }
1355 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356     return rv;
1357 elmex 1.1 }
1358    
1359     /**
1360     * Handles applying a sign.
1361     */
1362     static void apply_sign (object *op, object *sign, int autoapply)
1363     {
1364     readable_message_type* msgType;
1365     char newbuf[HUGE_BUF];
1366     if (sign->msg == NULL) {
1367     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368     return;
1369     }
1370    
1371     if (sign->stats.food) {
1372 root 1.14 if (sign->last_eat >= sign->stats.food) {
1373     if (!sign->move_on)
1374     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375     return;
1376     }
1377 elmex 1.1
1378 root 1.14 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1379     sign->last_eat++;
1380 elmex 1.1 }
1381    
1382     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383     * No way to know for sure. The presumption is basically that if
1384     * move_on is zero, it needs to be manually applied (doesn't talk
1385     * to us).
1386     */
1387     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1388     new_draw_info (NDI_UNIQUE, 0, op,
1389     "You are unable to read while blind.");
1390     return;
1391     }
1392     msgType=get_readable_message_type(sign);
1393     snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395     }
1396    
1397    
1398     /**
1399     * 'victim' moves onto 'trap'
1400     * 'victim' leaves 'trap'
1401     * effect is determined by move_on/move_off of trap and move_type of victime.
1402     *
1403     * originator: Player, monster or other object that caused 'victim' to move
1404     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405     * However, some types of traps require an originator to function.
1406     */
1407     void move_apply (object *trap, object *victim, object *originator)
1408     {
1409     static int recursion_depth = 0;
1410    
1411     /* Only exits affect DMs. */
1412     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413     return;
1414    
1415     /* move_apply() is the most likely candidate for causing unwanted and
1416     * possibly unlimited recursion.
1417     */
1418     /* The following was changed because it was causing perfeclty correct
1419     * maps to fail. 1) it's not an error to recurse:
1420     * rune detonates, summoning monster. monster lands on nearby rune.
1421     * nearby rune detonates. This sort of recursion is expected and
1422     * proper. This code was causing needless crashes.
1423     */
1424     if (recursion_depth >= 500) {
1425 root 1.14 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1427     trap->arch->name, trap->name, victim->arch->name, victim->name);
1428     return;
1429 elmex 1.1 }
1430     recursion_depth++;
1431     if (trap->head) trap=trap->head;
1432    
1433 root 1.11 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1434 elmex 1.1 goto leave;
1435    
1436     switch (trap->type) {
1437 root 1.14 case PLAYERMOVER:
1438     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1439     !should_director_abort(trap, victim)) {
1440     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1441    
1442     /* Is this correct? From the docs, it doesn't look like it
1443     * should be divided by trap->speed
1444     */
1445     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1446    
1447     /* Just put in some sanity check. I think there is a bug in the
1448     * above with some objects have zero speed, and thus the player
1449     * getting permanently paralyzed.
1450     */
1451     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1452     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1453     }
1454     goto leave;
1455    
1456     case SPINNER:
1457     if(victim->direction) {
1458     victim->direction=absdir(victim->direction-trap->stats.sp);
1459     update_turn_face(victim);
1460     }
1461     goto leave;
1462    
1463     case DIRECTOR:
1464     if(victim->direction && !should_director_abort(trap, victim)) {
1465     victim->direction=trap->stats.sp;
1466     update_turn_face(victim);
1467     }
1468     goto leave;
1469    
1470     case BUTTON:
1471     case PEDESTAL:
1472     update_button(trap);
1473     goto leave;
1474    
1475     case ALTAR:
1476     /* sacrifice victim on trap */
1477     apply_altar (trap, victim, originator);
1478     goto leave;
1479    
1480     case THROWN_OBJ:
1481     if (trap->inv == NULL)
1482     goto leave;
1483     /* fallthrough */
1484    
1485     case ARROW:
1486    
1487     /* bad bug: monster throw a object, make a step forwards, step on object ,
1488     * trigger this here and get hit by own missile - and will be own enemy.
1489     * Victim then is his own enemy and will start to kill herself (this is
1490     * removed) but we have not synced victim and his missile. To avoid senseless
1491     * action, we avoid hits here
1492     */
1493     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494     hit_with_arrow (trap, victim);
1495     goto leave;
1496    
1497     case SPELL_EFFECT:
1498     apply_spell_effect(trap, victim);
1499     goto leave;
1500    
1501     case TRAPDOOR:
1502     {
1503     int max, sound_was_played;
1504     object *ab, *ab_next;
1505     if(!trap->value) {
1506     int tot;
1507     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510    
1511     if(!(trap->value=(tot>trap->weight)?1:0))
1512     goto leave;
1513    
1514     SET_ANIMATION(trap, trap->value);
1515     update_object(trap,UP_OBJ_FACE);
1516     }
1517    
1518     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1519     /* need to set this up, since if we do transfer the object,
1520     * ab->above would be bogus
1521     */
1522     ab_next = ab->above;
1523    
1524     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1525     if ( ! sound_was_played) {
1526     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527     sound_was_played = 1;
1528     }
1529     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1530     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1531     }
1532     }
1533     goto leave;
1534     }
1535    
1536    
1537     case CONVERTER:
1538     if (convert_item (victim, trap) < 0) {
1539     object *op;
1540    
1541     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1542    
1543     op = get_archetype("burnout");
1544     if (op != NULL) {
1545     op->x = trap->x;
1546     op->y = trap->y;
1547     insert_ob_in_map(op, trap->map, trap, 0);
1548     }
1549     }
1550     goto leave;
1551    
1552     case TRIGGER_BUTTON:
1553     case TRIGGER_PEDESTAL:
1554     case TRIGGER_ALTAR:
1555     check_trigger (trap, victim);
1556     goto leave;
1557    
1558     case DEEP_SWAMP:
1559     walk_on_deep_swamp (trap, victim);
1560     goto leave;
1561    
1562     case CHECK_INV:
1563     check_inv (victim, trap);
1564     goto leave;
1565    
1566     case HOLE:
1567     /* Hole not open? */
1568     if(trap->stats.wc > 0)
1569     goto leave;
1570    
1571     /* Is this a multipart monster and not the head? If so, return.
1572     * Processing will happen if the head runs into the pit
1573     */
1574     if (victim->head)
1575     goto leave;
1576    
1577     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580     goto leave;
1581    
1582     case EXIT:
1583     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584     /* Basically, don't show exits leading to random maps the
1585     * players output.
1586     */
1587     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589     enter_exit (victim, trap);
1590     }
1591     goto leave;
1592    
1593     case ENCOUNTER:
1594     /* may be some leftovers on this */
1595     goto leave;
1596    
1597     case SHOP_MAT:
1598     apply_shop_mat (trap, victim);
1599     goto leave;
1600    
1601     /* Drop a certain amount of gold, and have one item identified */
1602     case IDENTIFY_ALTAR:
1603     apply_id_altar (victim, trap, originator);
1604     goto leave;
1605    
1606     case SIGN:
1607     if (victim->type != PLAYER && trap->stats.food > 0)
1608     goto leave; /* monsters musn't apply magic_mouths with counters */
1609    
1610     apply_sign (victim, trap, 1);
1611     goto leave;
1612    
1613     case CONTAINER:
1614     if (victim->type==PLAYER)
1615     (void) esrv_apply_container (victim, trap);
1616     else
1617     (void) apply_container (victim, trap);
1618     goto leave;
1619    
1620     case RUNE:
1621     case TRAP:
1622     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1623     spring_trap(trap, victim);
1624     }
1625     goto leave;
1626    
1627     default:
1628     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629     "handled in move_apply()\n", trap->name, trap->arch->name,
1630     trap->type);
1631     goto leave;
1632 elmex 1.1 }
1633    
1634     leave:
1635 root 1.14 recursion_depth--;
1636 elmex 1.1 }
1637    
1638     /**
1639     * Handles reading a regular (ie not containing a spell) book.
1640     */
1641     static void apply_book (object *op, object *tmp)
1642     {
1643     int lev_diff;
1644     object *skill_ob;
1645    
1646     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1647     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1648     return;
1649     }
1650     if(tmp->msg==NULL) {
1651     new_draw_info_format(NDI_UNIQUE, 0, op,
1652 root 1.14 "You open the %s and find it empty.", tmp->name);
1653 elmex 1.1 return;
1654     }
1655    
1656     /* need a literacy skill to read stuff! */
1657     skill_ob = find_skill_by_name(op, tmp->skill);
1658     if ( ! skill_ob) {
1659 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1660     "You are unable to decipher the strange symbols.");
1661     return;
1662 elmex 1.1 }
1663     lev_diff = tmp->level - (skill_ob->level + 5);
1664     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1665 root 1.14 if (lev_diff < 2)
1666     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1667     else if (lev_diff < 3)
1668     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1669     else if (lev_diff < 5)
1670     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1671     else if (lev_diff < 8)
1672     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673     else if (lev_diff < 15)
1674     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675     else
1676     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677     return;
1678 elmex 1.1 }
1679    
1680 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1681     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682     msgType->message_type, msgType->message_subtype,
1683     "You open the %s and start reading.\n%s",
1684     "%s\n%s",
1685     long_desc(tmp,op), tmp->msg);
1686 elmex 1.1
1687     /* gain xp from reading */
1688     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1689 root 1.14 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1690 elmex 1.1 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1691     /*exp_gain *= 2; because they just identified it too */
1692     SET_FLAG(tmp,FLAG_IDENTIFIED);
1693     /* If in a container, update how it looks */
1694     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1695     else op->contr->socket.update_look=1;
1696     }
1697     change_exp(op,exp_gain, skill_ob->skill, 0);
1698     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699     }
1700     }
1701    
1702     /**
1703     * Handles the applying of a skill scroll, calling learn_skill straight.
1704     * op is the person learning the skill, tmp is the skill scroll object
1705     */
1706     static void apply_skillscroll (object *op, object *tmp)
1707     {
1708     switch ((int) learn_skill (op, tmp)) {
1709 root 1.14 case 0:
1710     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1711     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1712     return;
1713    
1714     case 1:
1715     new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1716     tmp->skill);
1717     new_draw_info_format(NDI_UNIQUE, 0, op,
1718     "Type 'bind ready_skill %s",tmp->skill);
1719     new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720     decrease_ob(tmp);
1721     return;
1722    
1723     default:
1724     new_draw_info_format(NDI_UNIQUE,0,op,
1725     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726     decrease_ob(tmp);
1727     return;
1728 elmex 1.1 }
1729     }
1730    
1731     /**
1732     * Actually makes op learn spell.
1733     * Informs player of what happens.
1734     */
1735     void do_learn_spell (object *op, object *spell, int special_prayer)
1736     {
1737     object *tmp;
1738    
1739     if (op->type != PLAYER) {
1740     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741     return;
1742     }
1743    
1744     /* Upgrade special prayers to normal prayers */
1745     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1746     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1747     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748     return;
1749     }
1750     return;
1751     }
1752    
1753     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754     tmp = get_object();
1755     copy_object(spell, tmp);
1756     insert_ob_in_ob(tmp, op);
1757    
1758     if (special_prayer) {
1759 root 1.14 SET_FLAG(tmp, FLAG_STARTEQUIP);
1760 elmex 1.1 }
1761    
1762     new_draw_info_format (NDI_UNIQUE, 0, op,
1763     "Type 'bind cast %s", spell->name);
1764     new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765     esrv_add_spells(op->contr, tmp);
1766     }
1767    
1768     /**
1769     * Erases spell from player's inventory.
1770     */
1771     void do_forget_spell (object *op, const char *spell)
1772     {
1773     object *spob;
1774    
1775     if (op->type != PLAYER) {
1776     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777     return;
1778     }
1779     if ( (spob=check_spell_known (op, spell)) == NULL) {
1780     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781     return;
1782     }
1783    
1784     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1785 root 1.14 "You lose knowledge of %s.", spell);
1786 elmex 1.1 player_unready_range_ob(op->contr, spob);
1787     esrv_remove_spell(op->contr, spob);
1788     remove_ob(spob);
1789     free_object(spob);
1790     }
1791    
1792     /**
1793     * Handles player applying a spellbook.
1794     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795     * stuff like that. Random learning failure too.
1796     */
1797     static void apply_spellbook (object *op, object *tmp)
1798     {
1799     object *skop, *spell, *spell_skill;
1800    
1801     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1802 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1803     return;
1804 elmex 1.1 }
1805    
1806     /* artifact_spellbooks have 'slaying' field point to a spell name,
1807     * instead of having their spell stored in stats.sp. These are
1808     * legacy spellbooks
1809     */
1810    
1811     if(tmp->slaying != NULL) {
1812 root 1.14 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1813     if (!spell) {
1814     new_draw_info_format(NDI_UNIQUE, 0, op,
1815     "The book's formula for %s is incomplete", tmp->slaying);
1816     return;
1817     }
1818     else
1819     insert_ob_in_ob(spell, tmp);
1820     free_string(tmp->slaying);
1821     tmp->slaying=NULL;
1822 elmex 1.1 }
1823    
1824     skop = find_skill_by_name(op, tmp->skill);
1825    
1826     /* need a literacy skill to learn spells. Also, having a literacy level
1827     * lower than the spell will make learning the spell more difficult */
1828     if ( !skop) {
1829 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1830     return;
1831 elmex 1.1 }
1832    
1833     spell = tmp->inv;
1834     if (!spell) {
1835 root 1.14 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1836     new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1837 elmex 1.1 return;
1838     }
1839     if (spell->level > (skop->level+10)) {
1840 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841     return;
1842 elmex 1.1 }
1843    
1844     new_draw_info_format(NDI_UNIQUE, 0, op,
1845 root 1.14 "The spellbook contains the %s level spell %s.",
1846 elmex 1.1 get_levelnumber(spell->level), spell->name);
1847    
1848     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1849 root 1.14 identify(tmp);
1850     if (tmp->env)
1851     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852     else
1853     op->contr->socket.update_look=1;
1854 elmex 1.1 }
1855    
1856     /* I removed the check for special_prayer_mark here - it didn't make
1857     * a lot of sense - special prayers are not found in spellbooks, and
1858     * if the player doesn't know the spell, doesn't make a lot of sense that
1859     * they would have a special prayer mark.
1860     */
1861     if (check_spell_known (op, spell->name)) {
1862 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1863     return;
1864 elmex 1.1 }
1865    
1866     if (spell->skill) {
1867 root 1.14 spell_skill = find_skill_by_name(op, spell->skill);
1868     if (!spell_skill) {
1869     new_draw_info_format(NDI_UNIQUE, 0, op,
1870     "You lack the skill %s to use this spell",
1871     spell->skill);
1872     return;
1873     }
1874     if (spell_skill->level < spell->level) {
1875     new_draw_info_format(NDI_UNIQUE, 0, op,
1876     "You need to be level %d in %s to learn this spell.",
1877     spell->level, spell->skill);
1878     return;
1879     }
1880 elmex 1.1 }
1881    
1882     /* Logic as follows
1883     *
1884     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885     *
1886     * 2- The learner's skill level in literacy adjusts the chance to learn
1887     * a spell.
1888     *
1889     * 3 -Automatically fail to learn if you read while confused
1890     *
1891     * Overall, chances are the same but a player will find having a high
1892     * literacy rate very useful! -b.t.
1893     */
1894     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1895 root 1.14 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1896     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1897 elmex 1.1 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1898 root 1.14 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1899     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1900 elmex 1.1
1901 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902     do_learn_spell (op, spell, 0);
1903 elmex 1.1
1904 root 1.14 /* xp gain to literacy for spell learning */
1905     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1907 elmex 1.1 } else {
1908 root 1.14 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1909     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 elmex 1.1 }
1911     decrease_ob(tmp);
1912     }
1913    
1914     /**
1915     * Handles applying a spell scroll.
1916     */
1917     void apply_scroll (object *op, object *tmp, int dir)
1918     {
1919     object *skop;
1920    
1921     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1922 root 1.14 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1923     return;
1924 elmex 1.1 }
1925    
1926     if (!tmp->inv || tmp->inv->type != SPELL) {
1927     new_draw_info (NDI_UNIQUE, 0, op,
1928     "The scroll just doesn't make sense!");
1929     return;
1930     }
1931    
1932     if(op->type==PLAYER) {
1933 root 1.14 /* players need a literacy skill to read stuff! */
1934     int exp_gain=0;
1935 elmex 1.1
1936 root 1.14 /* hard code literacy - tmp->skill points to where the exp
1937     * should go for anything killed by the spell.
1938     */
1939     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1940 elmex 1.1
1941     if ( ! skop) {
1942 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1943     "You are unable to decipher the strange symbols.");
1944     return;
1945 elmex 1.1 }
1946    
1947 root 1.14 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1948     change_exp(op,exp_gain, skop->skill, 0);
1949 elmex 1.1 }
1950    
1951     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1952 root 1.14 identify(tmp);
1953 elmex 1.1
1954     new_draw_info_format(NDI_BLACK, 0, op,
1955 root 1.14 "The scroll of %s turns to dust.", tmp->inv->name);
1956 elmex 1.1
1957    
1958     cast_spell(op,tmp,dir,tmp->inv, NULL);
1959     decrease_ob(tmp);
1960     }
1961    
1962     /**
1963     * Applies a treasure object - by default, chest. op
1964     * is the person doing the applying, tmp is the treasure
1965     * chest.
1966     */
1967     static void apply_treasure (object *op, object *tmp)
1968     {
1969     object *treas;
1970     tag_t tmp_tag = tmp->count, op_tag = op->count;
1971    
1972    
1973     /* Nice side effect of new treasure creation method is that the treasure
1974     * for the chest is done when the chest is created, and put into the chest
1975     * inventory. So that when the chest burns up, the items still exist. Also
1976     * prevents people fromt moving chests to more difficult maps to get better
1977     * treasure
1978     */
1979    
1980     treas = tmp->inv;
1981     if(treas==NULL) {
1982 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1983     decrease_ob(tmp);
1984     return;
1985 elmex 1.1 }
1986     while (tmp->inv) {
1987 root 1.14 treas = tmp->inv;
1988 elmex 1.1
1989 root 1.14 remove_ob(treas);
1990     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991     query_name(treas));
1992    
1993     treas->x=op->x;
1994     treas->y=op->y;
1995     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996    
1997     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998     && QUERY_FLAG (op, FLAG_ALIVE))
1999     spring_trap (treas, op);
2000     /* If either player or container was destroyed, no need to do
2001     * further processing. I think this should be enclused with
2002     * spring trap above, as I don't think there is otherwise
2003     * any way for the treasure chest or player to get killed
2004     */
2005     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006     break;
2007 elmex 1.1 }
2008    
2009     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010     decrease_ob (tmp);
2011    
2012     }
2013    
2014     /**
2015     * op eats food.
2016     * If player, takes care of messages and dragon special food.
2017     */
2018     static void apply_food (object *op, object *tmp)
2019     {
2020     int capacity_remaining;
2021    
2022     if(op->type!=PLAYER)
2023     op->stats.hp=op->stats.maxhp;
2024     else {
2025     /* check if this is a dragon (player), eating some flesh */
2026     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2027 root 1.14 ;
2028 elmex 1.1 else {
2029 root 1.14 /* usual case - no dragon meal: */
2030     if(op->stats.food+tmp->stats.food>999) {
2031     if(tmp->type==FOOD || tmp->type==FLESH)
2032     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2033     else
2034     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2035     }
2036 elmex 1.1
2037 root 1.14 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2038     char buf[MAX_BUF];
2039    
2040     if (!is_dragon_pl(op)) {
2041     /* eating message for normal players*/
2042     if(tmp->type==DRINK)
2043     sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2044     else
2045     sprintf(buf,"The %s tasted %s",tmp->name,
2046     tmp->type==FLESH?"terrible!":"good.");
2047     }
2048     else {
2049     /* eating message for dragon players*/
2050     sprintf(buf,"The %s tasted terrible!",tmp->name);
2051     }
2052    
2053     new_draw_info(NDI_UNIQUE, 0,op,buf);
2054     capacity_remaining = 999 - op->stats.food;
2055     op->stats.food+=tmp->stats.food;
2056     if(capacity_remaining < tmp->stats.food)
2057     op->stats.hp += capacity_remaining / 50;
2058     else
2059     op->stats.hp+=tmp->stats.food/50;
2060     if(op->stats.hp>op->stats.maxhp)
2061     op->stats.hp=op->stats.maxhp;
2062     if (op->stats.food > 999)
2063     op->stats.food = 999;
2064     }
2065 elmex 1.1
2066 root 1.14 /* special food hack -b.t. */
2067     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2068     eat_special_food(op,tmp);
2069 elmex 1.1 }
2070     }
2071     handle_apply_yield(tmp);
2072     decrease_ob(tmp);
2073     }
2074    
2075     /**
2076     * A dragon is eating some flesh. If the flesh contains resistances,
2077     * there is a chance for the dragon's skin to get improved.
2078     *
2079     * attributes:
2080     * object *op the object (dragon player) eating the flesh
2081     * object *meal the flesh item, getting chewed in dragon's mouth
2082     * return:
2083     * int 1 if eating successful, 0 if it doesn't work
2084     */
2085     int dragon_eat_flesh(object *op, object *meal) {
2086     object *skin = NULL; /* pointer to dragon skin force*/
2087     object *abil = NULL; /* pointer to dragon ability force*/
2088     object *tmp = NULL; /* tmp. object */
2089    
2090     char buf[MAX_BUF]; /* tmp. string buffer */
2091     double chance; /* improvement-chance of one resistance type */
2092     double totalchance=1; /* total chance of gaining one resistance */
2093     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2094     double mbonus=0; /* monster bonus */
2095     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096     int winners=0; /* number of winners */
2097     int i; /* index */
2098    
2099     /* let's make sure and doublecheck the parameters */
2100     if (meal->type!=FLESH || !is_dragon_pl(op))
2101     return 0;
2102    
2103     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104     from the player's inventory */
2105     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2106     if (tmp->type == FORCE) {
2107     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2108 root 1.14 skin = tmp;
2109 elmex 1.1 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2110 root 1.14 abil = tmp;
2111 elmex 1.1 }
2112     }
2113    
2114     /* if either skin or ability are missing, this is an old player
2115     which is not to be considered a dragon -> bail out */
2116     if (skin == NULL || abil == NULL) return 0;
2117    
2118     /* now start by filling stomache and health, according to food-value */
2119     if((999 - op->stats.food) < meal->stats.food)
2120     op->stats.hp += (999 - op->stats.food) / 50;
2121     else
2122     op->stats.hp += meal->stats.food/50;
2123     if(op->stats.hp>op->stats.maxhp)
2124     op->stats.hp=op->stats.maxhp;
2125    
2126     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2127    
2128     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2129    
2130     /* on to the interesting part: chances for adding resistance */
2131     for (i=0; i<NROFATTACKS; i++) {
2132     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2133     /* got positive resistance, now calculate improvement chance (0-100) */
2134    
2135     /* this bonus makes resistance increase easier at lower levels */
2136     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2137     if (i == abil->stats.exp)
2138 root 1.14 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 elmex 1.1
2140     /* monster bonus increases with level, because high-level
2141     flesh is too rare */
2142     mbonus = op->level * 20. / ((double)settings.max_level);
2143    
2144     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2145 root 1.14 ((double)settings.max_level)) - skin->resist[i];
2146 elmex 1.1
2147     if (chance >= 0.)
2148 root 1.14 chance += 1.;
2149 elmex 1.1 else
2150 root 1.14 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2151 elmex 1.1
2152     /* chance is proportional to amount of resistance (max. 50) */
2153     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2154    
2155     /* doubled chance for resistance of ability-focus */
2156     if (i == abil->stats.exp)
2157 root 1.14 chance = MIN(100., chance*2.);
2158 elmex 1.1
2159     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160     if (RANDOM()%10000 < (int)(chance*100)) {
2161 root 1.14 atnr_winner[winners] = i;
2162     winners++;
2163 elmex 1.1 }
2164    
2165     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2166    
2167     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2168     }
2169     }
2170    
2171     /* inverse totalchance as until now we have the failure-chance */
2172     totalchance = 100 - totalchance*100;
2173     /* print message according to totalchance */
2174     if (totalchance > 50.)
2175     sprintf(buf, "Hmm! The %s tasted delicious!", meal->name);
2176     else if (totalchance > 10.)
2177     sprintf(buf, "The %s tasted very good.", meal->name);
2178     else if (totalchance > 1.)
2179     sprintf(buf, "The %s tasted good.", meal->name);
2180     else if (totalchance > 0.1)
2181     sprintf(buf, "The %s tasted bland.", meal->name);
2182     else if (totalchance >= 0.01)
2183     sprintf(buf, "The %s had a boring taste.", meal->name);
2184     else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2185     sprintf(buf, "The %s tasted strange.", meal->name);
2186     else
2187     sprintf(buf, "The %s had no taste.", meal->name);
2188     new_draw_info(NDI_UNIQUE, 0, op, buf);
2189    
2190     /* now choose a winner if we have any */
2191     i = -1;
2192     if (winners>0)
2193     i = atnr_winner[RANDOM()%winners];
2194    
2195     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2196     /* resistance increased! */
2197     skin->resist[i]++;
2198     fix_player(op);
2199    
2200     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202     }
2203    
2204     /* if this flesh contains a new ability focus, we mark it
2205     into the ability_force and it will take effect on next level */
2206     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2207     && meal->last_eat != abil->last_eat) {
2208     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209    
2210     if (meal->last_eat != abil->stats.exp) {
2211     sprintf(buf, "Your metabolism prepares to focus on %s!",
2212 root 1.14 change_resist_msg[meal->last_eat]);
2213 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2214     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2215     new_draw_info(NDI_UNIQUE, 0, op, buf);
2216     }
2217     else {
2218     sprintf(buf, "Your metabolism will continue to focus on %s.",
2219 root 1.14 change_resist_msg[meal->last_eat]);
2220 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221     abil->last_eat = 0;
2222     }
2223     }
2224     return 1;
2225     }
2226    
2227     static void apply_savebed (object *pl)
2228     {
2229     #ifndef COZY_SERVER
2230     if(!pl->contr->name_changed||!pl->stats.exp) {
2231     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232     return;
2233     }
2234     #endif
2235 root 1.16 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 elmex 1.1 /* Need to call terminate_all_pets() before we remove the player ob */
2237     terminate_all_pets(pl);
2238     remove_ob(pl);
2239     pl->direction=0;
2240     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 root 1.14 "%s leaves the game.",pl->name);
2242 elmex 1.1
2243     /* update respawn position */
2244     strcpy(pl->contr->savebed_map, pl->map->path);
2245     pl->contr->bed_x = pl->x;
2246     pl->contr->bed_y = pl->y;
2247    
2248     strcpy(pl->contr->killer,"left");
2249     check_score(pl); /* Always check score */
2250     (void)save_player(pl,0);
2251     pl->map->players--;
2252     #if MAP_MAXTIMEOUT
2253     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254     #endif
2255     play_again(pl);
2256     pl->speed = 0;
2257     update_ob_speed(pl);
2258     }
2259    
2260     /**
2261     * Handles applying an improve armor scroll.
2262     * Does some sanity checks, then calls improve_armour.
2263     */
2264     static void apply_armour_improver (object *op, object *tmp)
2265     {
2266     object *armor;
2267    
2268     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2269     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2270     return;
2271     }
2272     armor=find_marked_object(op);
2273     if ( ! armor) {
2274     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275     return;
2276     }
2277     if (armor->type != ARMOUR
2278 root 1.14 && armor->type != CLOAK
2279     && armor->type != BOOTS && armor->type != GLOVES
2280     && armor->type != BRACERS && armor->type != SHIELD
2281     && armor->type != HELMET)
2282 elmex 1.1 {
2283     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2284     return;
2285     }
2286    
2287     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2288     improve_armour(op,tmp,armor);
2289     }
2290    
2291    
2292     extern void apply_poison (object *op, object *tmp)
2293     {
2294     if (op->type == PLAYER) {
2295     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2296     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2297     strcpy(op->contr->killer,"poisonous booze");
2298     }
2299     if (tmp->stats.hp > 0) {
2300     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2301     tmp->stats.hp);
2302     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2303     }
2304     op->stats.food-=op->stats.food/4;
2305     handle_apply_yield(tmp);
2306     decrease_ob(tmp);
2307     }
2308    
2309     /**
2310     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311     * A valid 2 way exit means:
2312     * -You can come back (there is another exit at the other side)
2313     * -You are
2314     * ° the owner of the exit
2315     * ° or in the same party as the owner
2316     *
2317     * Note: a owner in a 2 way exit is saved as the owner's name
2318     * in the field exit->name cause the field exit->owner doesn't
2319     * survive in the swapping (in fact the whole exit doesn't survive).
2320     */
2321     int is_legal_2ways_exit (object* op, object *exit)
2322     {
2323     object * tmp;
2324     object * exit_owner;
2325     player * pp;
2326     mapstruct * exitmap;
2327     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2328     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2329     /* To know if an exit has a correspondant, we look at
2330     * all the exits in destination and try to find one with same path as
2331     * the current exit's position */
2332     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2333     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2334     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2335     if (exitmap)
2336     {
2337     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2338     if (!tmp) return 0;
2339     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2340     {
2341     if (tmp->type!=EXIT) continue; /*Not an exit*/
2342     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2343     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2344     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2345    
2346     /* From here we have found the exit is valid. However we do
2347     * here the check of the exit owner. It is important for the
2348     * town portals to prevent strangers from visiting your appartments
2349     */
2350     if (!exit->race) return 1; /*No owner, free for all!*/
2351     exit_owner=NULL;
2352     for (pp=first_player;pp;pp=pp->next)
2353     {
2354     if (!pp->ob) continue;
2355     if (pp->ob->name!=exit->race) continue;
2356     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2357     break;
2358     }
2359     if (!exit_owner) return 0; /* No more owner*/
2360     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2361     if ( exit_owner && /*There is a owner*/
2362     (op->contr) && /*A player tries to pass */
2363     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2364     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2365     return 0;
2366     return 1;
2367     }
2368     }
2369     return 0;
2370     }
2371    
2372    
2373     /**
2374     * Main apply handler.
2375     *
2376     * Checks for unpaid items before applying.
2377     *
2378     * Return value:
2379     * 0: player or monster can't apply objects of that type
2380     * 1: has been applied, or there was an error applying the object
2381     * 2: objects of that type can't be applied if not in inventory
2382     *
2383     * op is the object that is causing object to be applied, tmp is the object
2384     * being applied.
2385     *
2386     * aflag is special (always apply/unapply) flags. Nothing is done with
2387     * them in this function - they are passed to apply_special
2388     */
2389    
2390     int manual_apply (object *op, object *tmp, int aflag)
2391     {
2392     if (tmp->head) tmp=tmp->head;
2393    
2394     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2395 root 1.14 if (op->type == PLAYER) {
2396     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2397     return 1;
2398     } else {
2399     return 0; /* monsters just skip unpaid items */
2400     }
2401 elmex 1.1 }
2402    
2403 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2404 root 1.11 return RESULT_INT (0);
2405 root 1.8
2406 elmex 1.1 switch (tmp->type) {
2407    
2408 root 1.14 case CF_HANDLE:
2409     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411     tmp->value=tmp->value?0:1;
2412     SET_ANIMATION(tmp, tmp->value);
2413     update_object(tmp,UP_OBJ_FACE);
2414     push_button(tmp);
2415     return 1;
2416    
2417     case TRIGGER:
2418     if (check_trigger (tmp, op)) {
2419     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421     } else {
2422     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423     }
2424     return 1;
2425    
2426     case EXIT:
2427     if (op->type != PLAYER)
2428     return 0;
2429     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 elmex 1.1 query_name(tmp));
2432 root 1.14 } else {
2433     /* Don't display messages for random maps. */
2434     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435     strncmp(EXIT_PATH(tmp), "/random/", 8))
2436     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437     enter_exit(op,tmp);
2438     }
2439     return 1;
2440    
2441     case SIGN:
2442     apply_sign (op, tmp, 0);
2443     return 1;
2444    
2445     case BOOK:
2446     if (op->type == PLAYER) {
2447     apply_book (op, tmp);
2448     return 1;
2449     } else {
2450     return 0;
2451     }
2452    
2453     case SKILLSCROLL:
2454     if (op->type == PLAYER) {
2455     apply_skillscroll (op, tmp);
2456     return 1;
2457     }
2458     return 0;
2459    
2460     case SPELLBOOK:
2461     if (op->type == PLAYER) {
2462     apply_spellbook (op, tmp);
2463     return 1;
2464     }
2465     return 0;
2466    
2467     case SCROLL:
2468     apply_scroll (op, tmp, 0);
2469     return 1;
2470    
2471     case POTION:
2472     (void) apply_potion(op, tmp);
2473     return 1;
2474    
2475     /* Eneq(@csd.uu.se): Handle apply on containers. */
2476     case CLOSE_CON:
2477     if (op->type==PLAYER)
2478     (void) esrv_apply_container (op, tmp->env);
2479     else
2480     (void) apply_container (op, tmp->env);
2481     return 1;
2482    
2483     case CONTAINER:
2484     if (op->type==PLAYER)
2485     (void) esrv_apply_container (op, tmp);
2486     else
2487     (void) apply_container (op, tmp);
2488     return 1;
2489    
2490     case TREASURE:
2491     if (op->type == PLAYER) {
2492     apply_treasure (op, tmp);
2493     return 1;
2494     } else {
2495     return 0;
2496     }
2497    
2498     case WEAPON:
2499     case ARMOUR:
2500     case BOOTS:
2501     case GLOVES:
2502     case AMULET:
2503     case GIRDLE:
2504     case BRACERS:
2505     case SHIELD:
2506     case HELMET:
2507     case RING:
2508     case CLOAK:
2509     case WAND:
2510     case ROD:
2511     case HORN:
2512     case SKILL:
2513     case BOW:
2514     case LAMP:
2515     case BUILDER:
2516     case SKILL_TOOL:
2517     if (tmp->env != op)
2518     return 2; /* not in inventory */
2519     (void) apply_special (op, tmp, aflag);
2520     return 1;
2521    
2522     case DRINK:
2523     case FOOD:
2524     case FLESH:
2525     apply_food (op, tmp);
2526     return 1;
2527    
2528     case POISON:
2529     apply_poison (op, tmp);
2530     return 1;
2531    
2532     case SAVEBED:
2533     if (op->type == PLAYER) {
2534     apply_savebed (op);
2535     return 1;
2536     } else {
2537     return 0;
2538     }
2539    
2540     case ARMOUR_IMPROVER:
2541     if (op->type == PLAYER) {
2542     apply_armour_improver (op, tmp);
2543     return 1;
2544     } else {
2545     return 0;
2546     }
2547    
2548     case WEAPON_IMPROVER:
2549     (void) check_improve_weapon(op, tmp);
2550     return 1;
2551    
2552     case CLOCK:
2553     if (op->type == PLAYER) {
2554     char buf[MAX_BUF];
2555     timeofday_t tod;
2556    
2557     get_tod(&tod);
2558     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561     ((tod.hour >= 14) ? "pm" : "am"));
2562     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563     new_draw_info(NDI_UNIQUE, 0,op, buf);
2564     return 1;
2565     } else {
2566     return 0;
2567     }
2568    
2569     case MENU:
2570     if (op->type == PLAYER) {
2571     shop_listing (op);
2572     return 1;
2573     } else {
2574     return 0;
2575     }
2576 elmex 1.1
2577 root 1.14 case POWER_CRYSTAL:
2578     apply_power_crystal(op,tmp); /* see egoitem.c */
2579     return 1;
2580    
2581     case LIGHTER: /* for lighting torches/lanterns/etc */
2582     if (op->type == PLAYER) {
2583     apply_lighter(op,tmp);
2584     return 1;
2585     } else {
2586     return 0;
2587     }
2588    
2589     case ITEM_TRANSFORMER:
2590     apply_item_transformer( op, tmp );
2591     return 1;
2592    
2593     default:
2594     return 0;
2595 elmex 1.1 }
2596     }
2597    
2598    
2599     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2600     * messages as needed by player_apply_below(). But there can still be
2601     * "but you are floating high above the ground" messages.
2602     *
2603     * Same return value as apply() function.
2604     */
2605     int player_apply (object *pl, object *op, int aflag, int quiet)
2606     {
2607     int tmp;
2608    
2609     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2610     /* player is flying and applying object not in inventory */
2611     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2612     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2613     "above the ground!");
2614     return 0;
2615 root 1.14 }
2616 elmex 1.1 }
2617    
2618     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619     * applied.
2620     */
2621     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622     {
2623     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2625     "of smoke!");
2626     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627     remove_ob (op);
2628     free_object (op);
2629     return 1;
2630     }
2631    
2632     pl->contr->last_used = op;
2633     pl->contr->last_used_id = op->count;
2634    
2635     tmp = manual_apply (pl, op, aflag);
2636     if ( ! quiet) {
2637     if (tmp == 0)
2638     new_draw_info_format (NDI_UNIQUE, 0, pl,
2639     "I don't know how to apply the %s.",
2640     query_name (op));
2641     else if (tmp == 2)
2642     new_draw_info_format (NDI_UNIQUE, 0, pl,
2643     "You must get it first!\n");
2644     }
2645     return tmp;
2646     }
2647    
2648     /**
2649     * player_apply_below attempts to apply the object 'below' the player.
2650     * If the player has an open container, we use that for below, otherwise
2651     * we use the ground.
2652     */
2653    
2654     void player_apply_below (object *pl)
2655     {
2656     object *tmp, *next;
2657     int floors;
2658    
2659     /* If using a container, set the starting item to be the top
2660     * item in the container. Otherwise, use the map.
2661     */
2662     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663    
2664     /* This is perhaps more complicated. However, I want to make sure that
2665     * we don't use a corrupt pointer for the next object, so we get the
2666     * next object in the stack before applying. This is can only be a
2667     * problem if player_apply() has a bug in that it uses the object but does
2668     * not return a proper value.
2669     */
2670     for (floors = 0; tmp!=NULL; tmp=next) {
2671 root 1.14 next = tmp->below;
2672 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673     floors++;
2674     else if (floors > 0)
2675     return; /* process only floor objects after first floor object */
2676    
2677 root 1.14 /* If it is visible, player can apply it. If it is applied by
2678     * person moving on it, also activate. Added code to make it
2679     * so that at least one of players movement types be that which
2680     * the item needs.
2681     */
2682     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2683 elmex 1.1 if (player_apply (pl, tmp, 0, 1) == 1)
2684     return;
2685     }
2686     if (floors >= 2)
2687     return; /* process at most two floor objects */
2688     }
2689     }
2690    
2691     /**
2692     * Unapplies specified item.
2693     * No check done on cursed/damned.
2694     * Break this out of apply_special - this is just done
2695     * to keep the size of apply_special to a more managable size.
2696     */
2697     static int unapply_special (object *who, object *op, int aflags)
2698     {
2699 root 1.12 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2700     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701     return RESULT_INT (0);
2702    
2703 elmex 1.1 object *tmp2;
2704    
2705     CLEAR_FLAG(op, FLAG_APPLIED);
2706     switch(op->type) {
2707 root 1.14 case WEAPON:
2708     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2709 elmex 1.1
2710 root 1.14 (void) change_abil (who,op);
2711     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2712     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2713     clear_skill(who);
2714     break;
2715    
2716     case SKILL: /* allows objects to impart skills */
2717     case SKILL_TOOL:
2718     if (op != who->chosen_skill) {
2719     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2720     }
2721     if (who->type==PLAYER) {
2722     if (who->contr->shoottype == range_skill)
2723     who->contr->shoottype = range_none;
2724     if ( ! op->invisible) {
2725     new_draw_info_format (NDI_UNIQUE, 0, who,
2726 elmex 1.1 "You stop using the %s.", query_name(op));
2727 root 1.14 } else {
2728     new_draw_info_format (NDI_UNIQUE, 0, who,
2729 elmex 1.1 "You can no longer use the skill: %s.",
2730     op->skill);
2731 root 1.14 }
2732     }
2733     (void) change_abil (who, op);
2734     who->chosen_skill = NULL;
2735     CLEAR_FLAG (who, FLAG_READY_SKILL);
2736     break;
2737    
2738     case ARMOUR:
2739     case HELMET:
2740     case SHIELD:
2741     case RING:
2742     case BOOTS:
2743     case GLOVES:
2744     case AMULET:
2745     case GIRDLE:
2746     case BRACERS:
2747     case CLOAK:
2748     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749     (void) change_abil (who,op);
2750     break;
2751 elmex 1.1 case LAMP:
2752 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753     op->name);
2754     tmp2 = arch_to_object(op->other_arch);
2755     tmp2->x = op->x;
2756     tmp2->y = op->y;
2757     tmp2->map = op->map;
2758     tmp2->below = op->below;
2759     tmp2->above = op->above;
2760     tmp2->stats.food = op->stats.food;
2761     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764     if (who->type == PLAYER)
2765     esrv_del_item(who->contr, (tag_t)op->count);
2766     remove_ob(op);
2767     free_object(op);
2768     insert_ob_in_ob(tmp2, who);
2769     fix_player(who);
2770     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771     if (who->type == PLAYER) {
2772     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774     }
2775     }
2776     if(who->type==PLAYER)
2777     esrv_send_item(who, tmp2);
2778     return 1; /* otherwise, an attempt to drop causes problems */
2779     break;
2780     case BOW:
2781     case WAND:
2782     case ROD:
2783     case HORN:
2784     clear_skill(who);
2785     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786     if(who->type==PLAYER) {
2787     who->contr->shoottype = range_none;
2788     } else {
2789     if (op->type == BOW)
2790     CLEAR_FLAG (who, FLAG_READY_BOW);
2791     else
2792     CLEAR_FLAG(who, FLAG_READY_RANGE);
2793     }
2794     break;
2795 elmex 1.1
2796     case BUILDER:
2797 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 elmex 1.1 who->contr->shoottype = range_none;
2799     who->contr->ranges[ range_builder ] = NULL;
2800     break;
2801    
2802 root 1.14 default:
2803     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2804     break;
2805 elmex 1.1 }
2806    
2807     fix_player(who);
2808    
2809     if ( ! (aflags & AP_NO_MERGE)) {
2810 root 1.14 object *tmp;
2811 elmex 1.1
2812     tag_t del_tag = op->count;
2813     tmp = merge_ob (op, NULL);
2814     if (who->type == PLAYER) {
2815     if (tmp) { /* it was merged */
2816     esrv_del_item (who->contr, del_tag);
2817     op = tmp;
2818     }
2819     esrv_send_item (who, op);
2820 root 1.14 }
2821 elmex 1.1 }
2822     return 0;
2823     }
2824    
2825     /**
2826     * Returns the object that is using location 'loc'.
2827     * Note that 'start' is the first object to start examing - we
2828     * then go through the below of this. In this way, you can do
2829     * something like:
2830     * tmp = get_item_from_body_location(who->inv, 1);
2831     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2832     * to find the second object that may use this location, etc.
2833     * Returns NULL if no match is found.
2834     * loc is the index into the array we are looking for a match.
2835     * don't return invisible objects unless they are skill objects
2836     * invisible other objects that use
2837     * up body locations can be used as restrictions.
2838     */
2839     object *get_item_from_body_location(object *start, int loc)
2840     {
2841     object *tmp;
2842    
2843     if (!start) return NULL;
2844    
2845     for (tmp=start; tmp; tmp=tmp->below)
2846 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2847     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2848 elmex 1.1
2849     return NULL;
2850     }
2851    
2852    
2853    
2854     /**
2855     * 'op' wants to apply an object, but can't because of other equipment.
2856     * This should only be called when it is known
2857     * that there are objects to unapply. This makes pretty heavy
2858     * use of get_item_from_body_location. It makes no intelligent choice
2859     * on objects - rather, the first that is matched is used.
2860     * Returns 0 on success, returns 1 if there is some problem.
2861     * if aflags is AP_PRINT, we instead print out waht to unapply
2862     * instead of doing it. This is a lot less code than having
2863     * another function that does just that.
2864     */
2865     int unapply_for_ob(object *who, object *op, int aflags)
2866     {
2867     int i;
2868     object *tmp=NULL, *last;
2869    
2870     /* If we are applying a shield or weapon, unapply any equipped shield
2871     * or weapons first - only allowed to use one weapon/shield at a time.
2872     */
2873     if (op->type == WEAPON || op->type == SHIELD) {
2874     for (tmp=who->inv; tmp; tmp=tmp->below) {
2875 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2876     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2877     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2878     if (aflags & AP_PRINT)
2879     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2880     else
2881     unapply_special(who, tmp, aflags);
2882     }
2883     else {
2884     /* In this case, we want to try and remove a cursed item.
2885     * While we know it won't work, we want unapply_special to
2886     * at least generate the message.
2887     */
2888     new_draw_info_format(NDI_UNIQUE, 0, who,
2889     "No matter how hard you try, you just can't\nremove %s.",
2890     query_name(tmp));
2891     return 1;
2892     }
2893 elmex 1.1
2894 root 1.14 }
2895     }
2896 elmex 1.1 }
2897    
2898     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2899 root 1.14 /* this used up a slot that we need to free */
2900     if (op->body_info[i]) {
2901     last = who->inv;
2902    
2903     /* We do a while loop - may need to remove several items in order
2904     * to free up enough slots.
2905     */
2906     while ((who->body_used[i] + op->body_info[i]) < 0) {
2907     tmp = get_item_from_body_location(last, i);
2908     if (!tmp) {
2909 elmex 1.1 #if 0
2910 root 1.14 /* Not a bug - we'll get this if the player has cursed items
2911     * equipped.
2912     */
2913     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2914     i, body_locations[i].save_name, who->name);
2915 elmex 1.1 #endif
2916 root 1.14 return 1;
2917     }
2918     /* If we are just printing, we don't care about cursed status */
2919     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2920     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2921     if (aflags & AP_PRINT)
2922     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2923     else
2924     unapply_special(who, tmp, aflags);
2925     }
2926     else {
2927     /* Cursed item that we can't unequip - tell the player.
2928     * Note this could be annoying if this is just one of a few,
2929     * so it may not be critical (eg, putting on a ring and you have
2930     * one cursed ring.)
2931     */
2932     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2933     }
2934     last = tmp->below;
2935     }
2936     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937     * return in the !tmp would have kicked in.
2938     */
2939     } /* if op is using this body location */
2940 elmex 1.1 } /* for body lcoations */
2941     return 0;
2942     }
2943    
2944     /**
2945     * Checks to see if 'who' can apply object 'op'.
2946     * Returns 0 if apply can be done without anything special.
2947     * Otherwise returns a bitmask - potentially several of these may be
2948     * set, but largely depends on circumstance - in the future, processing
2949     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2950     * is set, do we really are what the other flags may be?)
2951     *
2952     * See include/define.h for detailed description of the meaning of
2953     * these return values.
2954     */
2955     int can_apply_object(object *who, object *op)
2956     {
2957 root 1.12 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2958     || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959     return RESULT_INT (0);
2960    
2961 elmex 1.1 int i, retval=0;
2962     object *tmp=NULL, *ws=NULL;
2963    
2964     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2965     * 2 weapons, but we don't want to let them do that. So if they are
2966     * trying to equip a weapon or shield, see if they already have one
2967     * in place and store that way.
2968     */
2969     if (op->type == WEAPON || op->type == SHIELD) {
2970     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2971 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2972     retval = CAN_APPLY_UNAPPLY;
2973     ws = tmp;
2974     }
2975     }
2976 elmex 1.1 }
2977 root 1.14
2978 elmex 1.1
2979     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 root 1.14 if (op->body_info[i]) {
2981     /* Item uses more slots than we have */
2982     if (FABS(op->body_info[i]) > who->body_info[i]) {
2983     /* Could return now for efficiently - rest of info below isn'
2984     * really needed.
2985     */
2986     retval |= CAN_APPLY_NEVER;
2987     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2988     /* in this case, equipping this would use more free spots than
2989     * we have.
2990     */
2991     object *tmp1;
2992    
2993    
2994     /* if we have an applied weapon/shield, and unapply it would free
2995     * enough slots to equip the new item, then just set this can
2996     * continue. We don't care about the logic below - if you have
2997     * shield equipped and try to equip another shield, there is only
2998     * one choice. However, the check for the number of body locations
2999     * does take into the account cases where what is being applied
3000     * may be two handed for example.
3001     */
3002     if (ws) {
3003     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
3004     retval |= CAN_APPLY_UNAPPLY;
3005     continue;
3006     }
3007     }
3008 elmex 1.1
3009 root 1.14 tmp1 = get_item_from_body_location(who->inv, i);
3010     if (!tmp1) {
3011 elmex 1.1 #if 0
3012 root 1.14 /* This is sort of an error, but happens a lot when old players
3013     * join in with more stuff equipped than they are now allowed.
3014     */
3015     LOG(llevError,"Can't find object using location %d on %s\n",
3016     i, who->name);
3017 elmex 1.1 #endif
3018 root 1.14 retval |= CAN_APPLY_NEVER;
3019     } else {
3020     /* need to unapply something. However, if this something
3021     * is different than we had found before, it means they need
3022     * to apply multiple objects
3023     */
3024     retval |= CAN_APPLY_UNAPPLY;
3025     if (!tmp) tmp = tmp1;
3026     else if (tmp != tmp1) {
3027     retval |= CAN_APPLY_UNAPPLY_MULT;
3028     }
3029     /* This object isn't using up all the slots, so there must
3030     * be another. If so, and it the new item doesn't need all
3031     * the slots, the player then has a choice.
3032     */
3033     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3034     (FABS(op->body_info[i]) < who->body_info[i]))
3035     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036    
3037     /* Does unequippint 'tmp1' free up enough slots for this to be
3038     * equipped? If not, there must be something else to unapply.
3039     */
3040     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3041     retval |= CAN_APPLY_UNAPPLY_MULT;
3042    
3043     }
3044     } /* if not enough free slots */
3045     } /* if this object uses location i */
3046 elmex 1.1 } /* for i -> num_body_locations loop */
3047    
3048     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049     * really be controlled by use of body locations. We do have
3050     * the weapon/shield checks, and the range checks for monsters,
3051     * because you can't control those just by body location - bows, shields,
3052     * and weapons all use the same slot. Similar for horn/rod/wand - they
3053     * all use the same location.
3054     */
3055     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3056 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3057 elmex 1.1 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3058 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3059 elmex 1.1
3060    
3061     if (who->type != PLAYER) {
3062 root 1.14 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064     retval |= CAN_APPLY_RESTRICTION;
3065     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066     retval |= CAN_APPLY_RESTRICTION;
3067     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3068     retval |= CAN_APPLY_RESTRICTION;
3069     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3070     retval |= CAN_APPLY_RESTRICTION;
3071 elmex 1.1 }
3072     return retval;
3073     }
3074    
3075 root 1.14
3076 elmex 1.1
3077     /**
3078     * who is the object using the object. It can be a monster.
3079     * op is the object they are using. op is an equipment type item,
3080     * eg, one which you put on and keep on for a while, and not something
3081     * like a potion or scroll.
3082     *
3083     * function returns 1 if the action could not be completed, 0 on
3084     * success. However, success is a matter of meaning - if the
3085     * user passes the 'apply' flag to an object already applied,
3086     * nothing is done, and 0 is returned.
3087     *
3088     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3089     * AP_UNAPPLY=always unapply).
3090     *
3091     * Optional flags:
3092     * AP_NO_MERGE: don't merge an unapplied object with other objects
3093     * AP_IGNORE_CURSE: unapply cursed items
3094     *
3095     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096     *
3097     * apply_special() doesn't check for unpaid items.
3098     */
3099     int apply_special (object *who, object *op, int aflags)
3100     {
3101     int basic_flag = aflags & AP_BASIC_FLAGS;
3102     object *tmp, *tmp2, *skop=NULL;
3103     int i;
3104    
3105     if(who==NULL) {
3106 root 1.14 LOG(llevError,"apply_special() from object without environment.\n");
3107     return 1;
3108 elmex 1.1 }
3109    
3110     if(op->env!=who)
3111 root 1.14 return 1; /* op is not in inventory */
3112 elmex 1.1
3113     /* trying to unequip op */
3114     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3115 root 1.14 /* always apply, so no reason to unapply */
3116     if (basic_flag == AP_APPLY) return 0;
3117 elmex 1.1
3118 root 1.14 if ( ! (aflags & AP_IGNORE_CURSE)
3119     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3120     new_draw_info_format(NDI_UNIQUE, 0, who,
3121     "No matter how hard you try, you just can't\nremove %s.",
3122     query_name(op));
3123     return 1;
3124     }
3125     return unapply_special(who, op, aflags);
3126 elmex 1.1 }
3127    
3128     if (basic_flag == AP_UNAPPLY) return 0;
3129    
3130     i = can_apply_object(who, op);
3131    
3132     /* Can't just apply this object. Lets see what not and what to do */
3133     if (i) {
3134 root 1.14 if (i & CAN_APPLY_NEVER) {
3135     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3136     return 1;
3137     } else if (i & CAN_APPLY_RESTRICTION) {
3138     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3139     return 1;
3140     }
3141     if (who->type != PLAYER) {
3142     /* Some error, so don't try to equip something more */
3143     if (unapply_for_ob(who, op, aflags)) return 1;
3144     } else {
3145     if (who->contr->unapply == unapply_never ||
3146     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3147     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3148     unapply_for_ob(who, op, AP_PRINT);
3149     return 1;
3150     }
3151     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3152     i = unapply_for_ob(who, op, aflags);
3153     if (i) return 1;
3154     }
3155     }
3156 elmex 1.1 }
3157     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3158 root 1.14 skop=find_skill_by_name(who, op->skill);
3159     if (!skop) {
3160     new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3161     return 1;
3162     } else {
3163     /* While experience will be credited properly, we want to change the
3164     * skill so that the dam and wc get updated
3165     */
3166     change_skill(who, skop, 0);
3167     }
3168 elmex 1.1 }
3169 root 1.14
3170 elmex 1.1 if (who->type == PLAYER && op->item_power &&
3171 root 1.14 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173     return 1;
3174 elmex 1.1 }
3175 root 1.14
3176 elmex 1.1
3177     /* Ok. We are now at the state where we can apply the new object.
3178     * Note that we don't have the checks for can_use_...
3179     * below - that is already taken care of by can_apply_object.
3180     */
3181 root 1.14
3182 elmex 1.1
3183     if(op->nrof > 1)
3184 root 1.14 tmp = get_split_ob(op,op->nrof - 1);
3185 elmex 1.1 else
3186 root 1.14 tmp = NULL;
3187 elmex 1.1
3188 root 1.12 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189     || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190     return RESULT_INT (0);
3191    
3192 elmex 1.1 switch(op->type) {
3193 root 1.14 case WEAPON:
3194     if (!check_weapon_power(who, op->last_eat)) {
3195     new_draw_info(NDI_UNIQUE, 0,who,
3196     "That weapon is too powerful for you to use.");
3197     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198     if(tmp!=NULL)
3199     (void) insert_ob_in_ob(tmp,who);
3200     return 1;
3201     }
3202     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3203     /* if the weapon does not have the name as the character, can't use it. */
3204     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3206     if(tmp!=NULL)
3207     (void) insert_ob_in_ob(tmp,who);
3208     return 1;
3209     }
3210     SET_FLAG(op, FLAG_APPLIED);
3211    
3212     if (skop) change_skill(who, skop, 1);
3213     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3214     SET_FLAG(who, FLAG_READY_WEAPON);
3215    
3216     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3217    
3218     (void) change_abil (who,op);
3219     break;
3220    
3221     case ARMOUR:
3222     case HELMET:
3223     case SHIELD:
3224     case BOOTS:
3225     case GLOVES:
3226     case GIRDLE:
3227     case BRACERS:
3228     case CLOAK:
3229     case RING:
3230     case AMULET:
3231     SET_FLAG(op, FLAG_APPLIED);
3232     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3233     (void) change_abil (who,op);
3234     break;
3235 elmex 1.1 case LAMP:
3236 root 1.14 if (op->stats.food < 1) {
3237     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3238     " fuel!", op->name);
3239     return 1;
3240     }
3241     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3242     op->name);
3243     tmp2 = arch_to_object(op->other_arch);
3244     tmp2->stats.food = op->stats.food;
3245     SET_FLAG(tmp2, FLAG_APPLIED);
3246     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3247     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3248     insert_ob_in_ob(tmp2, who);
3249    
3250     /* Remove the old lantern */
3251     if (who->type == PLAYER)
3252     esrv_del_item(who->contr, (tag_t)op->count);
3253     remove_ob(op);
3254     free_object(op);
3255    
3256     /* insert the portion that was split off */
3257     if(tmp!=NULL) {
3258     (void) insert_ob_in_ob(tmp,who);
3259     if(who->type==PLAYER)
3260     esrv_send_item(who, tmp);
3261     }
3262     fix_player(who);
3263     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3264     if (who->type == PLAYER) {
3265     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3266     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3267     }
3268     }
3269     if(who->type==PLAYER)
3270     esrv_send_item(who, tmp2);
3271     return 0;
3272     break;
3273    
3274     /* this part is needed for skill-tools */
3275     case SKILL:
3276     case SKILL_TOOL:
3277     if (who->chosen_skill) {
3278     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279     return 1;
3280     }
3281     if (who->type == PLAYER) {
3282     who->contr->shoottype = range_skill;
3283     who->contr->ranges[range_skill] = op;
3284     if ( ! op->invisible) {
3285     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 elmex 1.1 query_name (op));
3287 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, who,
3288     "You can now use the skill: %s.",
3289     op->skill);
3290     } else {
3291     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292     op->skill? op->skill:op->name);
3293     }
3294     }
3295     SET_FLAG (op, FLAG_APPLIED);
3296     (void) change_abil (who, op);
3297     who->chosen_skill = op;
3298     SET_FLAG (who, FLAG_READY_SKILL);
3299     break;
3300    
3301     case BOW:
3302     if (!check_weapon_power(who, op->last_eat)) {
3303     new_draw_info(NDI_UNIQUE, 0, who,
3304     "That item is too powerful for you to use.");
3305     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306     if(tmp != NULL)
3307     (void)insert_ob_in_ob(tmp,who);
3308     return 1;
3309     }
3310     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311     new_draw_info(NDI_UNIQUE, 0, who,
3312     "The weapon does not recognize you as its owner.");
3313     if(tmp != NULL)
3314     (void)insert_ob_in_ob(tmp,who);
3315     return 1;
3316     }
3317     /*FALLTHROUGH*/
3318     case WAND:
3319     case ROD:
3320     case HORN:
3321     /* check for skill, alter player status */
3322     SET_FLAG(op, FLAG_APPLIED);
3323     if (skop) change_skill(who, skop, 0);
3324     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3325    
3326     if(who->type==PLAYER) {
3327     if (op->type == BOW) {
3328     (void)change_abil(who, op);
3329     new_draw_info_format (NDI_UNIQUE, 0, who,
3330 elmex 1.1 "You will now fire %s with %s.",
3331 root 1.14 op->race ? op->race : "nothing", query_name(op));
3332     who->contr->shoottype = range_bow;
3333     } else {
3334     who->contr->shoottype = range_misc;
3335     }
3336     } else {
3337     if (op->type == BOW)
3338     SET_FLAG (who, FLAG_READY_BOW);
3339     else
3340     SET_FLAG (who, FLAG_READY_RANGE);
3341     }
3342     break;
3343 elmex 1.1
3344     case BUILDER:
3345     if ( who->contr->ranges[ range_builder ] )
3346     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3347     who->contr->shoottype = range_builder;
3348     who->contr->ranges[ range_builder ] = op;
3349     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3350     break;
3351    
3352 root 1.14 default:
3353     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3354 elmex 1.1 } /* end of switch op->type */
3355    
3356     SET_FLAG(op, FLAG_APPLIED);
3357    
3358     if(tmp!=NULL)
3359 root 1.14 tmp = insert_ob_in_ob(tmp,who);
3360 elmex 1.1
3361     fix_player(who);
3362    
3363     /* We exclude spell casting objects. The fire code will set the
3364     * been applied flag when they are used - until that point,
3365     * you don't know anything about them.
3366     */
3367     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3368 root 1.14 op->type!=ROD)
3369     SET_FLAG(op,FLAG_BEEN_APPLIED);
3370 elmex 1.1
3371     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3372 root 1.14 if (who->type == PLAYER) {
3373     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3374     SET_FLAG(op,FLAG_KNOWN_CURSED);
3375     }
3376 elmex 1.1 }
3377     if(who->type==PLAYER) {
3378 root 1.14 /* if multiple objects were applied, update both slots */
3379     if (tmp)
3380     esrv_send_item(who, tmp);
3381     esrv_send_item(who, op);
3382 elmex 1.1 }
3383     return 0;
3384     }
3385    
3386    
3387     int monster_apply_special (object *who, object *op, int aflags)
3388     {
3389     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3390     return 1;
3391     return apply_special (who, op, aflags);
3392     }
3393    
3394     /**
3395     * Map was just loaded, handle op's initialisation.
3396     *
3397     * Generates shop floor's item, and treasures.
3398     */
3399     int auto_apply (object *op) {
3400     object *tmp = NULL, *tmp2;
3401     int i;
3402    
3403     switch(op->type) {
3404 root 1.14 case SHOP_FLOOR:
3405     if (!HAS_RANDOM_ITEMS(op)) return 0;
3406     do {
3407     i=10; /* let's give it 10 tries */
3408     while((tmp=generate_treasure(op->randomitems,
3409     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3410     if(tmp==NULL)
3411     return 0;
3412     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413     free_object(tmp);
3414     tmp = NULL;
3415     }
3416     } while(!tmp);
3417     tmp->x=op->x;
3418     tmp->y=op->y;
3419     SET_FLAG(tmp,FLAG_UNPAID);
3420     insert_ob_in_map(tmp,op->map,NULL,0);
3421     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422     identify(tmp);
3423     break;
3424    
3425     case TREASURE:
3426     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427     return 0;
3428     while ((op->stats.hp--)>0)
3429     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3430     op->stats.exp ? (int)op->stats.exp :
3431     op->map == NULL ? 14: op->map->difficulty,0);
3432    
3433     /* If we generated an object and put it in this object inventory,
3434     * move it to the parent object as the current object is about
3435     * to disappear. An example of this item is the random_* stuff
3436     * that is put inside other objects.
3437     */
3438     for (tmp=op->inv; tmp; tmp=tmp2) {
3439     tmp2 = tmp->below;
3440     remove_ob(tmp);
3441     if (op->env) insert_ob_in_ob(tmp, op->env);
3442     else free_object(tmp);
3443     }
3444     remove_ob(op);
3445     free_object(op);
3446     break;
3447 elmex 1.1 }
3448     return tmp ? 1 : 0;
3449     }
3450    
3451     /**
3452     * fix_auto_apply goes through the entire map (only the first time
3453     * when an original map is loaded) and performs special actions for
3454     * certain objects (most initialization of chests and creation of
3455     * treasures and stuff). Calls auto_apply if appropriate.
3456     */
3457    
3458     void fix_auto_apply(mapstruct *m) {
3459     object *tmp,*above=NULL;
3460     int x,y;
3461    
3462     if(m==NULL) return;
3463    
3464     for(x=0;x<MAP_WIDTH(m);x++)
3465 root 1.14 for(y=0;y<MAP_HEIGHT(m);y++)
3466     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3467     above=tmp->above;
3468    
3469     if (tmp->inv) {
3470     object *invtmp, *invnext;
3471    
3472     for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3473     invnext = invtmp->below;
3474    
3475     if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3476     auto_apply(invtmp);
3477     else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3478     while ((invtmp->stats.hp--)>0)
3479     create_treasure(invtmp->randomitems, invtmp, 0,
3480     m->difficulty,0);
3481     invtmp->randomitems = NULL;
3482     }
3483     else if (invtmp && invtmp->arch &&
3484     invtmp->type!=TREASURE &&
3485     invtmp->type != SPELL &&
3486     invtmp->type != CLASS &&
3487     HAS_RANDOM_ITEMS(invtmp)) {
3488     create_treasure(invtmp->randomitems, invtmp, 0,
3489     m->difficulty,0);
3490     /* Need to clear this so that we never try to create
3491     * treasure again for this object
3492     */
3493     invtmp->randomitems = NULL;
3494     }
3495     }
3496     /* This is really temporary - the code at the bottom will
3497     * also set randomitems to null. The problem is there are bunches
3498     * of maps/players already out there with items that have spells
3499     * which haven't had the randomitems set to null yet.
3500     * MSW 2004-05-13
3501     *
3502     * And if it's a spellbook, it's better to set randomitems to NULL too,
3503     * else you get two spells in the book ^_-
3504     * Ryo 2004-08-16
3505     */
3506     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507     tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508     tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509     tmp->randomitems = NULL;
3510    
3511     }
3512    
3513     if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514     auto_apply(tmp);
3515     else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516     while ((tmp->stats.hp--)>0)
3517     create_treasure(tmp->randomitems, tmp, 0,
3518 elmex 1.1 m->difficulty,0);
3519 root 1.14 tmp->randomitems = NULL;
3520     }
3521     else if(tmp->type==TIMED_GATE) {
3522     object *head = tmp->head != NULL ? tmp->head : tmp;
3523     if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524     tmp->speed = 0;
3525     update_ob_speed(tmp);
3526     }
3527     }
3528     /* This function can be called everytime a map is loaded, even when
3529     * swapping back in. As such, we don't want to create the treasure
3530     * over and ove again, so after we generate the treasure, blank out
3531     * randomitems so if it is swapped in again, it won't make anything.
3532     * This is a problem for the above objects, because they have counters
3533     * which say how many times to make the treasure.
3534     */
3535     else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3536     tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3537     HAS_RANDOM_ITEMS(tmp)) {
3538     create_treasure(tmp->randomitems, tmp, GT_APPLY,
3539 elmex 1.1 m->difficulty,0);
3540 root 1.14 tmp->randomitems = NULL;
3541     }
3542     }
3543 elmex 1.1
3544     for(x=0;x<MAP_WIDTH(m);x++)
3545 root 1.14 for(y=0;y<MAP_HEIGHT(m);y++)
3546     for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3547     if (tmp->above &&
3548     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549     check_trigger (tmp, tmp->above);
3550 elmex 1.1 }
3551    
3552     /**
3553     * Handles player eating food that temporarily changes status (resistances, stats).
3554     * This used to call cast_change_attr(), but
3555     * that doesn't work with the new spell code. Since we know what
3556     * the food changes, just grab a force and use that instead.
3557     */
3558    
3559     void eat_special_food(object *who, object *food) {
3560     object *force;
3561     int i, did_one=0;
3562     sint8 k;
3563    
3564     force = get_archetype(FORCE_NAME);
3565    
3566     for (i=0; i < NUM_STATS; i++) {
3567 root 1.14 k = get_attr_value(&food->stats, i);
3568     if (k) {
3569     set_attr_value(&force->stats, i, k);
3570     did_one = 1;
3571     }
3572 elmex 1.1 }
3573    
3574     /* check if we can protect the eater */
3575     for (i=0; i<NROFATTACKS; i++) {
3576 root 1.14 if (food->resist[i]>0) {
3577     force->resist[i] = food->resist[i] / 2;
3578     did_one = 1;
3579     }
3580 elmex 1.1 }
3581     if (did_one) {
3582 root 1.14 force->speed = 0.1;
3583     update_ob_speed(force);
3584     /* bigger morsel of food = longer effect time */
3585     force->stats.food = food->stats.food / 5;
3586     SET_FLAG(force, FLAG_IS_USED_UP);
3587     SET_FLAG(force, FLAG_APPLIED);
3588     change_abil(who, force);
3589     insert_ob_in_ob(force, who);
3590 elmex 1.1 } else {
3591 root 1.14 free_object(force);
3592 elmex 1.1 }
3593    
3594     /* check for hp, sp change */
3595     if(food->stats.hp!=0) {
3596 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3597     strcpy(who->contr->killer,food->name);
3598     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3599     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3600     } else {
3601     if(food->stats.hp>0)
3602     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3603     else
3604     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3605     who->stats.hp += food->stats.hp;
3606     }
3607 elmex 1.1 }
3608     if(food->stats.sp!=0) {
3609 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3610     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3611     who->stats.sp -= food->stats.sp;
3612     if(who->stats.sp<0) who->stats.sp=0;
3613     } else {
3614     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3615     who->stats.sp += food->stats.sp;
3616     /* place limit on max sp from food? */
3617     }
3618 elmex 1.1 }
3619     fix_player(who);
3620     }
3621    
3622    
3623     /**
3624     * Designed primarily to light torches/lanterns/etc.
3625     * Also burns up burnable material too. First object in the inventory is
3626     * the selected object to "burn". -b.t.
3627     */
3628    
3629     void apply_lighter(object *who, object *lighter) {
3630     object *item;
3631     int is_player_env=0;
3632     uint32 nrof;
3633     tag_t count;
3634     char item_name[MAX_BUF];
3635    
3636     item=find_marked_object(who);
3637     if(item) {
3638     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3639     /* Split multiple lighters if they're being used up. Otherwise *
3640 root 1.14 * one charge from each would be used up. --DAMN */
3641     if(lighter->nrof > 1) {
3642     object *oneLighter = get_object();
3643     copy_object(lighter, oneLighter);
3644     lighter->nrof -= 1;
3645     oneLighter->nrof = 1;
3646     oneLighter->stats.food--;
3647     esrv_send_item(who, lighter);
3648     oneLighter=insert_ob_in_ob(oneLighter, who);
3649     esrv_send_item(who, oneLighter);
3650     } else {
3651     lighter->stats.food--;
3652     }
3653    
3654     } else if(lighter->last_eat) { /* no charges left in lighter */
3655     new_draw_info_format(NDI_UNIQUE, 0,who,
3656     "You attempt to light the %s with a used up %s.",
3657     item->name, lighter->name);
3658     return;
3659     }
3660     /* Perhaps we should split what we are trying to light on fire?
3661     * I can't see many times when you would want to light multiple
3662     * objects at once.
3663     */
3664     nrof=item->nrof;
3665     count=item->count;
3666     /* If the item is destroyed, we don't have a valid pointer to the
3667     * name object, so make a copy so the message we print out makes
3668     * some sense.
3669     */
3670     strcpy(item_name, item->name);
3671     if (who == is_player_inv(item)) is_player_env=1;
3672    
3673     save_throw_object(item,AT_FIRE,who);
3674     /* Change to check count and not freed, since the object pointer
3675     * may have gotten recycled
3676     */
3677     if ((nrof != item->nrof ) || (count != item->count)) {
3678     new_draw_info_format(NDI_UNIQUE, 0,who,
3679     "You light the %s with the %s.",item_name,lighter->name);
3680     /* Need to update the player so that the players glow radius
3681     * gets changed.
3682     */
3683     if (is_player_env) fix_player(who);
3684     } else {
3685     new_draw_info_format(NDI_UNIQUE, 0,who,
3686     "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3687     }
3688 elmex 1.1
3689     } else /* nothing to light */
3690 root 1.14 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3691 elmex 1.1
3692     }
3693    
3694     /**
3695     * op made some mistake with a scroll, this takes care of punishment.
3696     * scroll_failure()- hacked directly from spell_failure
3697     */
3698     void scroll_failure(object *op, int failure, int power)
3699     {
3700     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3701    
3702     if(failure<= -1&&failure > -15) {/* wonder */
3703 root 1.14 object *tmp;
3704 elmex 1.1
3705 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3706     tmp=get_archetype(SPELL_WONDER);
3707     cast_wonder(op, op, 0, tmp);
3708     free_object(tmp);
3709 elmex 1.1 } else if (failure <= -15&&failure > -35) {/* drain mana */
3710 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3711     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3712     if(op->stats.sp<0) op->stats.sp = 0;
3713 elmex 1.1 } else if (settings.spell_failure_effects == TRUE) {
3714 root 1.14 if (failure <= -35&&failure > -60) { /* confusion */
3715     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3716     confuse_player(op,op,power);
3717     } else if (failure <= -60&&failure> -70) {/* paralysis */
3718     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3719     "you!");
3720     paralyze_player(op,op,power);
3721     } else if (failure <= -70&&failure> -80) {/* blind */
3722     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3723     blind_player(op,op,power);
3724     } else if (failure <= -80) {/* blast the immediate area */
3725     object *tmp;
3726     tmp=get_archetype(LOOSE_MANA);
3727     cast_magic_storm(op,tmp, power);
3728     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3729     free_object(tmp);
3730     }
3731 elmex 1.1 }
3732     }
3733    
3734     void apply_changes_to_player(object *pl, object *change) {
3735     int excess_stat=0; /* if the stat goes over the maximum
3736     for the race, put the excess stat some
3737     where else. */
3738    
3739     switch (change->type) {
3740 root 1.14 case CLASS: {
3741     living *stats = &(pl->contr->orig_stats);
3742     living *ns = &(change->stats);
3743     object *walk;
3744     int flag_change_face=1;
3745    
3746     /* the following code assigns stats up to the stat max
3747     * for the race, and if the stat max is exceeded,
3748     * tries to randomly reassign the excess stat
3749     */
3750     int i,j;
3751     for(i=0;i<NUM_STATS;i++) {
3752     sint8 stat=get_attr_value(stats,i);
3753     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3754     stat += get_attr_value(ns,i);
3755     if(stat > 20 + race_bonus) {
3756     excess_stat++;
3757     stat = 20+race_bonus;
3758     }
3759     set_attr_value(stats,i,stat);
3760     }
3761 elmex 1.1
3762 root 1.14 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3763     int i = rndm(0, 6);
3764     int stat=get_attr_value(stats,i);
3765     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3766     if(i==CHA) continue; /* exclude cha from this */
3767     if( stat < 20 + race_bonus) {
3768     change_attr_value(stats,i,1);
3769     excess_stat--;
3770     }
3771     }
3772    
3773     /* insert the randomitems from the change's treasurelist into
3774     * the player ref: player.c
3775     */
3776     if(change->randomitems!=NULL)
3777     give_initial_items(pl,change->randomitems);
3778    
3779    
3780     /* set up the face, for some races. */
3781    
3782     /* first, look for the force object banning
3783     * changing the face. Certain races never change face with class.
3784     */
3785     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3786     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3787    
3788     if(flag_change_face) {
3789     pl->animation_id = GET_ANIM_ID(change);
3790     pl->face = change->face;
3791    
3792     if(QUERY_FLAG(change,FLAG_ANIMATE))
3793     SET_FLAG(pl,FLAG_ANIMATE);
3794     else
3795     CLEAR_FLAG(pl,FLAG_ANIMATE);
3796     }
3797    
3798     /* check the special case of can't use weapons */
3799     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3800     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3801    
3802     break;
3803     }
3804 elmex 1.1 }
3805     }
3806    
3807     /**
3808     * This handles items of type 'transformer'.
3809     * Basically those items, used with a marked item, transform both items into something
3810     * else.
3811     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3812     * Change information is contained in the 'slaying' field of the marked item.
3813     * The format is as follow: transformer:[number ]yield[;transformer:...].
3814     * This way an item can be transformed in many things, and/or many objects.
3815     * The 'slaying' field for transformer is used as verb for the action.
3816     */
3817     void apply_item_transformer( object* pl, object* transformer )
3818     {
3819     object* marked;
3820     object* new_item;
3821     char* find;
3822     char* separator;
3823     int yield;
3824     char got[ MAX_BUF ];
3825     int len;
3826    
3827     if ( !pl || !transformer )
3828     return;
3829     marked = find_marked_object( pl );
3830     if ( !marked )
3831     {
3832     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3833     return;
3834     }
3835     if ( !marked->slaying )
3836     {
3837     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3838     return;
3839     }
3840     /* check whether they are compatible or not */
3841     find = strstr( marked->slaying, transformer->arch->name );
3842     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3843     {
3844     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3845     return;
3846     }
3847     find += strlen( transformer->arch->name ) + 1;
3848     /* Item can be used, now find how many and what it yields */
3849     if ( isdigit( *( find ) ) )
3850     {
3851     yield = atoi( find );
3852     if ( yield < 1 )
3853     {
3854     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3855     yield = 1;
3856     }
3857     }
3858     else
3859     yield = 1;
3860    
3861     while ( isdigit( *find ) )
3862     find++;
3863     while ( *find == ' ' )
3864     find++;
3865     memset( got, 0, MAX_BUF );
3866     if ( (separator = strchr( find, ';' ))!=NULL)
3867     {
3868 root 1.14 len = separator - find;
3869 elmex 1.1 }
3870     else
3871     {
3872 root 1.14 len = strlen(find);
3873 elmex 1.1 }
3874     if ( len > MAX_BUF-1)
3875 root 1.14 len = MAX_BUF-1;
3876 elmex 1.1 strcpy( got, find );
3877     got[len] = '\0';
3878    
3879     /* Now create new item, remove used ones when required. */
3880     new_item = get_archetype( got );
3881     if ( !new_item )
3882     {
3883     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3884     return;
3885     }
3886     new_item->nrof = yield;
3887     new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
3888     insert_ob_in_ob( new_item, pl );
3889     esrv_send_inventory( pl, pl );
3890     /* Eat up one item */
3891     decrease_ob_nr( marked, 1 );
3892     /* Eat one transformer if needed */
3893     if ( transformer->stats.food )
3894     if ( --transformer->stats.food == 0 )
3895     decrease_ob_nr( transformer, 1 );
3896     }