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/cvs/deliantra/server/server/apply.C
Revision: 1.20
Committed: Mon Sep 4 16:46:33 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +99 -86 lines
Log Message:
major map loading speedups

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 root 1.20 * "$Id: apply.C,v 1.19 2006-09-03 14:33:46 elmex 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 root 1.18 sprintf(buf,"The gods want more %ss", &improver->slaying);
533 root 1.14 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 1.18 &weapon->name,weapon->level);
614 elmex 1.1
615 root 1.18 sprintf(buf,"%s's %s",&op->name,&weapon->name);
616     weapon->name = weapon->name_pl = buf;
617 elmex 1.1 weapon->nrof=0; /* prevents preparing n weapons in the same
618 root 1.14 slot at once! */
619 elmex 1.1 decrease_ob(improver);
620     weapon->last_eat=0;
621     return 1;
622     }
623    
624    
625     /**
626     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
627     * This is the new improve weapon code.
628     * Returns 0 if it was not able to work for some reason.
629     *
630     * Checks if weapon was prepared, if enough potions on the floor, ...
631     *
632     * We are hiding extra information about the weapon in the level and
633     * last_eat numbers for an object. Hopefully this won't break anything ??
634     * level == max improve last_eat == current improve
635     */
636     int improve_weapon(object *op,object *improver,object *weapon)
637     {
638     int sacrifice_count, sacrifice_needed=0;
639    
640     if(improver->stats.sp==IMPROVE_PREPARE) {
641 root 1.14 return prepare_weapon(op, improver, weapon);
642 elmex 1.1 }
643     if (weapon->level==0) {
644     new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
645     return 0;
646     }
647     if (weapon->level==weapon->last_eat && weapon->item_power >=100) {
648     new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
649     return 0;
650     }
651     if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652     !check_weapon_power(op, weapon->last_eat+1)) {
653 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654     new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655     new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656     return 0;
657 elmex 1.1 }
658     /* This just increases damage by 5 points, no matter what. No sacrifice
659     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660     * don't put any maximum value on damage - the limit is how much the
661     * weapon can be improved.
662     */
663     if (improver->stats.sp==IMPROVE_DAMAGE) {
664 root 1.14 weapon->stats.dam += 5;
665     weapon->weight += 5000; /* 5 KG's */
666     new_draw_info_format(NDI_UNIQUE, 0, op,
667     "Damage has been increased by 5 to %d", weapon->stats.dam);
668     weapon->last_eat++;
669    
670     weapon->item_power++;
671     decrease_ob(improver);
672     return 1;
673 elmex 1.1 }
674     if (improver->stats.sp == IMPROVE_WEIGHT) {
675 root 1.14 /* Reduce weight by 20% */
676     weapon->weight = (weapon->weight * 8)/10;
677     if (weapon->weight < 1) weapon->weight = 1;
678     new_draw_info_format(NDI_UNIQUE, 0, op,
679     "Weapon weight reduced to %6.1f kg",
680     (float)weapon->weight/1000.0);
681     weapon->last_eat++;
682     weapon->item_power++;
683     decrease_ob(improver);
684     return 1;
685 elmex 1.1 }
686     if (improver->stats.sp == IMPROVE_ENCHANT) {
687 root 1.14 weapon->magic++;
688     weapon->last_eat++;
689     new_draw_info_format(NDI_UNIQUE, 0, op
690     ,"Weapon magic increased to %d",weapon->magic);
691     decrease_ob(improver);
692     weapon->item_power++;
693     return 1;
694 elmex 1.1 }
695    
696     sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
697 root 1.14 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
698     weapon->stats.Wis;
699 elmex 1.1
700     if (sacrifice_needed<1)
701 root 1.14 sacrifice_needed =1;
702 elmex 1.1 sacrifice_needed *=2;
703    
704     sacrifice_count = check_sacrifice(op,improver);
705     if (sacrifice_count < sacrifice_needed) {
706 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op,
707 root 1.18 "You need at least %d %s", sacrifice_needed, &improver->slaying);
708 root 1.14 return 0;
709 elmex 1.1 }
710     eat_item(op,improver->slaying, sacrifice_needed);
711     weapon->item_power++;
712    
713     switch (improver->stats.sp) {
714     case IMPROVE_STR:
715     return improve_weapon_stat(op,improver,weapon,
716     (signed char *) &(weapon->stats.Str),
717 root 1.14 1, "strength");
718 elmex 1.1 case IMPROVE_DEX:
719     return improve_weapon_stat(op,improver,weapon,
720     (signed char *) &(weapon->stats.Dex),
721 root 1.14 1, "dexterity");
722 elmex 1.1 case IMPROVE_CON:
723     return improve_weapon_stat(op,improver,weapon,
724     (signed char *) &(weapon->stats.Con),
725 root 1.14 1, "constitution");
726 elmex 1.1 case IMPROVE_WIS:
727     return improve_weapon_stat(op,improver,weapon,
728     (signed char *) &(weapon->stats.Wis),
729 root 1.14 1, "wisdom");
730 elmex 1.1 case IMPROVE_CHA:
731     return improve_weapon_stat(op,improver,weapon,
732     (signed char *) &(weapon->stats.Cha),
733 root 1.14 1, "charisma");
734 elmex 1.1 case IMPROVE_INT:
735     return improve_weapon_stat(op,improver,weapon,
736     (signed char *) &(weapon->stats.Int),
737 root 1.14 1, "intelligence");
738 elmex 1.1 case IMPROVE_POW:
739     return improve_weapon_stat(op,improver,weapon,
740     (signed char *) &(weapon->stats.Pow),
741     1, "power");
742     default:
743     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
744     }
745     LOG(llevError,"improve_weapon: Got to end of function\n");
746     return 0;
747     }
748    
749     /**
750     * Handles the applying of improve/prepare/enchant weapon scroll.
751     * Checks a few things (not on a non-magic square, marked weapon, ...),
752     * then calls improve_weapon to do the dirty work.
753     */
754     int check_improve_weapon (object *op, object *tmp)
755     {
756     object *otmp;
757    
758     if(op->type!=PLAYER)
759     return 0;
760     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762     return 0;
763 elmex 1.1 }
764     otmp=find_marked_object(op);
765     if(!otmp) {
766     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
767     return 0;
768     }
769     if (otmp->type != WEAPON && otmp->type != BOW) {
770     new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow");
771     return 0;
772     }
773     new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder.");
774     improve_weapon(op,tmp,otmp);
775     esrv_send_item(op, otmp);
776     return 1;
777     }
778    
779     /**
780     * This code deals with the armour improvment scrolls.
781     * Change limits on improvement - let players go up to
782     * +5 no matter what level, but they are limited by item
783     * power.
784     * Try to use same improvement code as in the common/treasure.c
785     * file, so that if you make a +2 full helm, it will be just
786     * the same as one you find in a shop.
787     *
788     * deprecated comment:
789     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
790     * only 'enchantment' of armour is possible - improving
791     * the stats of a player w/ armour as well as a weapon
792     * will probably horribly unbalance the game. Magic enchanting
793     * depends on the level of the character - ie the plus
794     * value (magic) of the armour can never be increased beyond
795     * the level of the character / 10 -- rounding upish, nor may
796     * the armour value of the piece of equipment exceed either
797     * the users level or 90)
798     * Modified by MSW for partial resistance. Only support
799     * changing of physical area right now.
800     */
801     int improve_armour(object *op, object *improver, object *armour)
802     {
803     object *tmp;
804    
805     if (armour->magic >= settings.armor_max_enchant) {
806     new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
807 root 1.14 return 0;
808 elmex 1.1 }
809     /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810     * etc), so take the easy way out and don't worry about it.
811     * Note - maybe add scrolls which make the random artifact versions (eg, armour
812     * of gnarg and what not?)
813     */
814     if (armour->title) {
815 root 1.14 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
816     return 0;
817 elmex 1.1 }
818 root 1.14
819 elmex 1.1 /* Split objects if needed. Can't insert tmp until the
820     * end of this function - otherwise it will just re-merge.
821     */
822     if(armour->nrof > 1)
823 root 1.14 tmp = get_split_ob(armour,armour->nrof - 1);
824 elmex 1.1 else
825 root 1.14 tmp = NULL;
826 elmex 1.1
827     armour->magic++;
828    
829     if ( !settings.armor_speed_linear )
830     {
831     int base = 100;
832     int pow = 0;
833     while ( pow < armour->magic )
834     {
835     base = base - ( base * settings.armor_speed_improvement ) / 100;
836     pow++;
837     }
838    
839     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100;
840     }
841     else
842     ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100;
843    
844     if ( !settings.armor_weight_linear )
845     {
846     int base = 100;
847     int pow = 0;
848     while ( pow < armour->magic )
849     {
850     base = base - ( base * settings.armor_weight_reduction ) / 100;
851     pow++;
852     }
853    
854     armour->weight = ( armour->arch->clone.weight * base ) / 100;
855     }
856     else
857     armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100;
858    
859     if ( armour->weight <= 0 )
860     {
861     LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." );
862     armour->weight = 1;
863     }
864    
865     armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic);
866    
867     if (op->type == PLAYER) {
868     esrv_send_item(op, armour);
869     if(QUERY_FLAG(armour, FLAG_APPLIED))
870     fix_player(op);
871     }
872     decrease_ob(improver);
873     if (tmp) {
874 root 1.14 insert_ob_in_ob(tmp, op);
875     esrv_send_item(op, tmp);
876 elmex 1.1 }
877     return 1;
878     }
879    
880    
881     /*
882     * convert_item() returns 1 if anything was converted, 0 if the item was not
883     * what the converter wants, -1 if the converter is broken.
884     */
885     #define CONV_FROM(xyz) xyz->slaying
886     #define CONV_TO(xyz) xyz->other_arch
887     #define CONV_NR(xyz) xyz->stats.sp
888     #define CONV_NEED(xyz) xyz->stats.food
889    
890     /* Takes one items and makes another.
891     * converter is the object that is doing the conversion.
892     * item is the object that triggered the converter - if it is not
893     * what the converter wants, this will not do anything.
894     */
895     int convert_item(object *item, object *converter) {
896     int nr=0;
897     object *tmp;
898     uint32 price_in;
899    
900     /* We make some assumptions - we assume if it takes money as it type,
901     * it wants some amount. We don't make change (ie, if something costs
902     * 3 gp and player drops a platinum, tough luck)
903     */
904     if (!strcmp(CONV_FROM(converter),"money")) {
905 root 1.14 int cost;
906 elmex 1.1
907 root 1.14 if(item->type!=MONEY)
908     return 0;
909 elmex 1.1
910 root 1.14 nr=(item->nrof*item->value)/CONV_NEED(converter);
911     if (!nr) return 0;
912     cost=nr*CONV_NEED(converter)/item->value;
913     /* take into account rounding errors */
914     if (nr*CONV_NEED(converter)%item->value) cost++;
915     decrease_ob_nr(item, cost);
916 elmex 1.1
917 root 1.14 price_in = cost*item->value;
918 elmex 1.1 }
919     else {
920 root 1.14 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
921     (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
922     return 0;
923    
924     if(CONV_NEED(converter)) {
925     nr=item->nrof/CONV_NEED(converter);
926     decrease_ob_nr(item,nr*CONV_NEED(converter));
927     price_in = nr*CONV_NEED(converter)*item->value;
928     } else {
929     price_in = item->value;
930     remove_ob(item);
931     free_object(item);
932     }
933 elmex 1.1 }
934    
935     if (converter->inv != NULL) {
936 root 1.14 object *ob;
937     int i;
938     object *ob_to_copy;
939    
940     /* select random object from inventory to copy */
941     ob_to_copy = converter->inv;
942     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
943     if (rndm(0, i) == 0) {
944     ob_to_copy = ob;
945     }
946     }
947     item = object_create_clone(ob_to_copy);
948     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
949     unflag_inv(item, FLAG_IS_A_TEMPLATE);
950 elmex 1.1 } else {
951 root 1.14 if (converter->other_arch == NULL) {
952 root 1.18 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953     &converter->name, converter->map->path, converter->x, converter->y);
954 root 1.14 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 root 1.18 &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 1.18 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
997 root 1.14 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 elmex 1.19 tmp->x= tmp->y = 0;
1027 root 1.14 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 root 1.18 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 root 1.14 return 0;
1119 elmex 1.1 }
1120    
1121     /* If we have a currently open container, then it needs to be closed in all cases
1122     * if we are opening this one up. We then fall through if appropriate for
1123     * openening the new container.
1124     */
1125    
1126     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 root 1.14 if (op->container->env != op) { /* if container is on the ground */
1128     op->container->move_off = 0;
1129     }
1130 root 1.11
1131 elmex 1.17 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1132 root 1.11 return 1;
1133 elmex 1.1
1134 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1135     query_name(op->container));
1136     CLEAR_FLAG(op->container, FLAG_APPLIED);
1137     op->container=NULL;
1138     esrv_update_item (UPD_FLAGS, op, tmp);
1139     if (tmp == sack) return 1;
1140 elmex 1.1 }
1141    
1142    
1143     /* If the player is trying to open it (which he must be doing if we got here),
1144     * and it is locked, check to see if player has the equipment to open it.
1145     */
1146    
1147     if (sack->slaying) { /* it's locked */
1148     tmp=find_key(op, op, sack);
1149     if (tmp) {
1150 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1151 elmex 1.1 } else {
1152 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1153     query_name(sack));
1154     return 0;
1155 elmex 1.1 }
1156     }
1157    
1158     /* By the time we get here, we have made sure any other container has been closed and
1159     * if this is a locked container, the player they key to open it.
1160     */
1161    
1162     /* There are really two cases - the sack is either on the ground, or the sack is
1163     * part of the players inventory. If on the ground, we assume that the player is
1164     * opening it, since if it was being closed, that would have been taken care of above.
1165     */
1166    
1167    
1168     if (sack->env != op) {
1169 root 1.14 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170     * else. This normally should not happen, but a misbehaving client/player could
1171     * try to do it, so lets handle it gracefully.
1172     */
1173     if (sack->env) {
1174     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1175     query_name(sack));
1176     return 0;
1177     }
1178     /* set these so when the player walks off, we can unapply the sack */
1179     sack->move_off = MOVE_ALL; /* trying force closing it */
1180    
1181     CLEAR_FLAG (sack, FLAG_APPLIED);
1182     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1183     SET_FLAG (sack, FLAG_APPLIED);
1184     op->container = sack;
1185     esrv_update_item (UPD_FLAGS, op, sack);
1186     esrv_send_inventory (op, sack);
1187 elmex 1.1
1188     } else { /* sack is in players inventory */
1189 root 1.14 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190     CLEAR_FLAG (sack, FLAG_APPLIED);
1191     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192     SET_FLAG (sack, FLAG_APPLIED);
1193     op->container = sack;
1194     esrv_update_item (UPD_FLAGS, op, sack);
1195     esrv_send_inventory (op, sack);
1196     }
1197     else {
1198     CLEAR_FLAG (sack, FLAG_APPLIED);
1199     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200     SET_FLAG (sack, FLAG_APPLIED);
1201     esrv_update_item (UPD_FLAGS, op, sack);
1202     }
1203 elmex 1.1 }
1204     return 1;
1205     }
1206    
1207    
1208     /**
1209     * Handles dropping things on altar.
1210     * Returns true if sacrifice was accepted.
1211     */
1212     static int apply_altar (object *altar, object *sacrifice, object *originator)
1213     {
1214     /* Only players can make sacrifices on spell casting altars. */
1215     if (altar->inv && ( ! originator || originator->type != PLAYER))
1216 root 1.14 return 0;
1217 elmex 1.1
1218     if (operate_altar (altar, &sacrifice)) {
1219 root 1.14 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220     * with an altar. We call it a Potion - altars are stationary - it
1221     * is up to map designers to use them properly.
1222     */
1223     if (altar->inv && altar->inv->type==SPELL) {
1224 root 1.18 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1225 root 1.14 cast_spell (originator, altar, 0, altar->inv, NULL);
1226     /* If it is connected, push the button. Fixes some problems with
1227     * old maps.
1228     */
1229 elmex 1.1 /* push_button (altar);*/
1230 root 1.14 } else {
1231     altar->value = 1; /* works only once */
1232     push_button (altar);
1233     }
1234     return sacrifice == NULL;
1235 elmex 1.1 } else {
1236 root 1.14 return 0;
1237 elmex 1.1 }
1238     }
1239    
1240    
1241     /**
1242     * Handles 'movement' of shop mats.
1243     * Returns 1 if 'op' was destroyed, 0 if not.
1244     * Largely re-written to not use nearly as many gotos, plus
1245     * some of this code just looked plain out of date.
1246     * MSW 2001-08-29
1247     */
1248 elmex 1.15 int apply_shop_mat (object * shop_mat, object * op)
1249 elmex 1.1 {
1250 elmex 1.15 int rv = 0;
1251     double opinion;
1252     object *tmp, *next;
1253 elmex 1.1
1254 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1255 elmex 1.1
1256 elmex 1.15 if (op->type != PLAYER)
1257     {
1258     /* Remove all the unpaid objects that may be carried here.
1259     * This could be pets or monsters that are somehow in
1260     * the shop.
1261     */
1262     for (tmp = op->inv; tmp; tmp = next)
1263     {
1264     next = tmp->below;
1265     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266     {
1267     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1268 root 1.14
1269 elmex 1.15 remove_ob (tmp);
1270     if (i == -1)
1271     i = 0;
1272     tmp->map = op->map;
1273     tmp->x = op->x + freearr_x[i];
1274     tmp->y = op->y + freearr_y[i];
1275     insert_ob_in_map (tmp, op->map, op, 0);
1276 root 1.14 }
1277     }
1278    
1279 elmex 1.15 /* Don't teleport things like spell effects */
1280     if (QUERY_FLAG (op, FLAG_NO_PICK))
1281     return 0;
1282 root 1.14
1283 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1284     * shop mats. Instead, put it on a nearby space.
1285     */
1286     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287     {
1288 root 1.14
1289 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1291     if (i != -1)
1292     {
1293     rv =
1294     transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1295     0, shop_mat);
1296 root 1.14 }
1297 elmex 1.15 return 0;
1298 root 1.14 }
1299 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1300     * the teleport function should be able to handle this just fine.
1301     */
1302     rv = teleport (shop_mat, SHOP_MAT, op);
1303 elmex 1.1 }
1304 elmex 1.15 /* immediate block below is only used for players */
1305     else if (can_pay (op))
1306     {
1307     get_payment (op, op->inv);
1308     rv = teleport (shop_mat, SHOP_MAT, op);
1309    
1310     if (shop_mat->msg)
1311     {
1312     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313     }
1314     /* This check below is a bit simplistic - generally it should be correct,
1315     * but there is never a guarantee that the bottom space on the map is
1316     * actually the shop floor.
1317     */
1318     else if (!rv && !is_in_shop (op))
1319     {
1320     opinion = shopkeeper_approval (op->map, op);
1321     if (opinion > 0.9)
1322     new_draw_info (NDI_UNIQUE, 0, op,
1323     "The shopkeeper gives you a friendly wave.");
1324     else if (opinion > 0.75)
1325     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1326     else if (opinion > 0.5)
1327     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328     else
1329     new_draw_info (NDI_UNIQUE, 0, op,
1330     "The shopkeeper glares at you with contempt.");
1331 root 1.14 }
1332 elmex 1.1 }
1333 elmex 1.15 else
1334     {
1335     /* if we get here, a player tried to leave a shop but was not able
1336     * to afford the items he has. We try to move the player so that
1337     * they are not on the mat anymore
1338     */
1339 root 1.14
1340 elmex 1.15 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1341     if (i == -1)
1342     {
1343     LOG (llevError, "Internal shop-mat problem.\n");
1344     }
1345     else
1346     {
1347     remove_ob (op);
1348     op->x += freearr_x[i];
1349     op->y += freearr_y[i];
1350     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1351 root 1.14 }
1352 elmex 1.1 }
1353 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354     return rv;
1355 elmex 1.1 }
1356    
1357     /**
1358     * Handles applying a sign.
1359     */
1360     static void apply_sign (object *op, object *sign, int autoapply)
1361     {
1362     readable_message_type* msgType;
1363     char newbuf[HUGE_BUF];
1364     if (sign->msg == NULL) {
1365     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1366     return;
1367     }
1368    
1369     if (sign->stats.food) {
1370 root 1.14 if (sign->last_eat >= sign->stats.food) {
1371     if (!sign->move_on)
1372     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1373     return;
1374     }
1375 elmex 1.1
1376 root 1.14 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1377     sign->last_eat++;
1378 elmex 1.1 }
1379    
1380     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1381     * No way to know for sure. The presumption is basically that if
1382     * move_on is zero, it needs to be manually applied (doesn't talk
1383     * to us).
1384     */
1385     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1386     new_draw_info (NDI_UNIQUE, 0, op,
1387     "You are unable to read while blind.");
1388     return;
1389     }
1390     msgType=get_readable_message_type(sign);
1391 root 1.18 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg);
1392     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1393 elmex 1.1 }
1394    
1395     /**
1396     * 'victim' moves onto 'trap'
1397     * 'victim' leaves 'trap'
1398     * effect is determined by move_on/move_off of trap and move_type of victime.
1399     *
1400     * originator: Player, monster or other object that caused 'victim' to move
1401     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1402     * However, some types of traps require an originator to function.
1403     */
1404     void move_apply (object *trap, object *victim, object *originator)
1405     {
1406     static int recursion_depth = 0;
1407    
1408     /* Only exits affect DMs. */
1409     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1410     return;
1411    
1412     /* move_apply() is the most likely candidate for causing unwanted and
1413     * possibly unlimited recursion.
1414     */
1415     /* The following was changed because it was causing perfeclty correct
1416     * maps to fail. 1) it's not an error to recurse:
1417     * rune detonates, summoning monster. monster lands on nearby rune.
1418     * nearby rune detonates. This sort of recursion is expected and
1419     * proper. This code was causing needless crashes.
1420     */
1421     if (recursion_depth >= 500) {
1422 root 1.14 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1424 root 1.18 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 root 1.14 return;
1426 elmex 1.1 }
1427     recursion_depth++;
1428     if (trap->head) trap=trap->head;
1429    
1430 root 1.11 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1431 elmex 1.1 goto leave;
1432    
1433     switch (trap->type) {
1434 root 1.14 case PLAYERMOVER:
1435     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1436     !should_director_abort(trap, victim)) {
1437     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1438    
1439     /* Is this correct? From the docs, it doesn't look like it
1440     * should be divided by trap->speed
1441     */
1442     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1443    
1444     /* Just put in some sanity check. I think there is a bug in the
1445     * above with some objects have zero speed, and thus the player
1446     * getting permanently paralyzed.
1447     */
1448     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1449     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1450     }
1451     goto leave;
1452    
1453     case SPINNER:
1454     if(victim->direction) {
1455     victim->direction=absdir(victim->direction-trap->stats.sp);
1456     update_turn_face(victim);
1457     }
1458     goto leave;
1459    
1460     case DIRECTOR:
1461     if(victim->direction && !should_director_abort(trap, victim)) {
1462     victim->direction=trap->stats.sp;
1463     update_turn_face(victim);
1464     }
1465     goto leave;
1466    
1467     case BUTTON:
1468     case PEDESTAL:
1469     update_button(trap);
1470     goto leave;
1471    
1472     case ALTAR:
1473     /* sacrifice victim on trap */
1474     apply_altar (trap, victim, originator);
1475     goto leave;
1476    
1477     case THROWN_OBJ:
1478     if (trap->inv == NULL)
1479     goto leave;
1480     /* fallthrough */
1481    
1482     case ARROW:
1483    
1484     /* bad bug: monster throw a object, make a step forwards, step on object ,
1485     * trigger this here and get hit by own missile - and will be own enemy.
1486     * Victim then is his own enemy and will start to kill herself (this is
1487     * removed) but we have not synced victim and his missile. To avoid senseless
1488     * action, we avoid hits here
1489     */
1490     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491     hit_with_arrow (trap, victim);
1492     goto leave;
1493    
1494     case SPELL_EFFECT:
1495     apply_spell_effect(trap, victim);
1496     goto leave;
1497    
1498     case TRAPDOOR:
1499     {
1500     int max, sound_was_played;
1501     object *ab, *ab_next;
1502     if(!trap->value) {
1503     int tot;
1504     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1505     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1506     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1507    
1508     if(!(trap->value=(tot>trap->weight)?1:0))
1509     goto leave;
1510    
1511     SET_ANIMATION(trap, trap->value);
1512     update_object(trap,UP_OBJ_FACE);
1513     }
1514    
1515     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1516     /* need to set this up, since if we do transfer the object,
1517     * ab->above would be bogus
1518     */
1519     ab_next = ab->above;
1520    
1521     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1522     if ( ! sound_was_played) {
1523     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1524     sound_was_played = 1;
1525     }
1526     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1527     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1528     }
1529     }
1530     goto leave;
1531     }
1532    
1533    
1534     case CONVERTER:
1535     if (convert_item (victim, trap) < 0) {
1536     object *op;
1537    
1538     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1539    
1540     op = get_archetype("burnout");
1541     if (op != NULL) {
1542     op->x = trap->x;
1543     op->y = trap->y;
1544     insert_ob_in_map(op, trap->map, trap, 0);
1545     }
1546     }
1547     goto leave;
1548    
1549     case TRIGGER_BUTTON:
1550     case TRIGGER_PEDESTAL:
1551     case TRIGGER_ALTAR:
1552     check_trigger (trap, victim);
1553     goto leave;
1554    
1555     case DEEP_SWAMP:
1556     walk_on_deep_swamp (trap, victim);
1557     goto leave;
1558    
1559     case CHECK_INV:
1560     check_inv (victim, trap);
1561     goto leave;
1562    
1563     case HOLE:
1564     /* Hole not open? */
1565     if(trap->stats.wc > 0)
1566     goto leave;
1567    
1568     /* Is this a multipart monster and not the head? If so, return.
1569     * Processing will happen if the head runs into the pit
1570     */
1571     if (victim->head)
1572     goto leave;
1573    
1574     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577     goto leave;
1578    
1579     case EXIT:
1580     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1581     /* Basically, don't show exits leading to random maps the
1582     * players output.
1583     */
1584     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1585     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1586     enter_exit (victim, trap);
1587     }
1588     goto leave;
1589    
1590     case ENCOUNTER:
1591     /* may be some leftovers on this */
1592     goto leave;
1593    
1594     case SHOP_MAT:
1595     apply_shop_mat (trap, victim);
1596     goto leave;
1597    
1598     /* Drop a certain amount of gold, and have one item identified */
1599     case IDENTIFY_ALTAR:
1600     apply_id_altar (victim, trap, originator);
1601     goto leave;
1602    
1603     case SIGN:
1604     if (victim->type != PLAYER && trap->stats.food > 0)
1605     goto leave; /* monsters musn't apply magic_mouths with counters */
1606    
1607     apply_sign (victim, trap, 1);
1608     goto leave;
1609    
1610     case CONTAINER:
1611     if (victim->type==PLAYER)
1612     (void) esrv_apply_container (victim, trap);
1613     else
1614     (void) apply_container (victim, trap);
1615     goto leave;
1616    
1617     case RUNE:
1618     case TRAP:
1619     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1620     spring_trap(trap, victim);
1621     }
1622     goto leave;
1623    
1624     default:
1625     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1626 root 1.18 "handled in move_apply()\n", &trap->name, &trap->arch->name,
1627 root 1.14 trap->type);
1628     goto leave;
1629 elmex 1.1 }
1630    
1631     leave:
1632 root 1.14 recursion_depth--;
1633 elmex 1.1 }
1634    
1635     /**
1636     * Handles reading a regular (ie not containing a spell) book.
1637     */
1638     static void apply_book (object *op, object *tmp)
1639     {
1640     int lev_diff;
1641     object *skill_ob;
1642    
1643     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1644     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1645     return;
1646     }
1647     if(tmp->msg==NULL) {
1648     new_draw_info_format(NDI_UNIQUE, 0, op,
1649 root 1.18 "You open the %s and find it empty.", &tmp->name);
1650 elmex 1.1 return;
1651     }
1652    
1653     /* need a literacy skill to read stuff! */
1654     skill_ob = find_skill_by_name(op, tmp->skill);
1655     if ( ! skill_ob) {
1656 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1657     "You are unable to decipher the strange symbols.");
1658     return;
1659 elmex 1.1 }
1660     lev_diff = tmp->level - (skill_ob->level + 5);
1661     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1662 root 1.14 if (lev_diff < 2)
1663     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1664     else if (lev_diff < 3)
1665     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1666     else if (lev_diff < 5)
1667     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1668     else if (lev_diff < 8)
1669     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1670     else if (lev_diff < 15)
1671     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1672     else
1673     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1674     return;
1675 elmex 1.1 }
1676    
1677 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1678     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1679     msgType->message_type, msgType->message_subtype,
1680     "You open the %s and start reading.\n%s",
1681     "%s\n%s",
1682 root 1.18 long_desc(tmp,op), &tmp->msg);
1683 elmex 1.1
1684     /* gain xp from reading */
1685     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1686 root 1.14 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1687 elmex 1.1 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1688     /*exp_gain *= 2; because they just identified it too */
1689     SET_FLAG(tmp,FLAG_IDENTIFIED);
1690     /* If in a container, update how it looks */
1691     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1692     else op->contr->socket.update_look=1;
1693     }
1694     change_exp(op,exp_gain, skill_ob->skill, 0);
1695     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1696     }
1697     }
1698    
1699     /**
1700     * Handles the applying of a skill scroll, calling learn_skill straight.
1701     * op is the person learning the skill, tmp is the skill scroll object
1702     */
1703     static void apply_skillscroll (object *op, object *tmp)
1704     {
1705     switch ((int) learn_skill (op, tmp)) {
1706 root 1.14 case 0:
1707     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1708     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1709     return;
1710    
1711     case 1:
1712 root 1.18 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1713 root 1.14 decrease_ob(tmp);
1714     return;
1715    
1716     default:
1717     new_draw_info_format(NDI_UNIQUE,0,op,
1718     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1719     decrease_ob(tmp);
1720     return;
1721 elmex 1.1 }
1722     }
1723    
1724     /**
1725     * Actually makes op learn spell.
1726     * Informs player of what happens.
1727     */
1728     void do_learn_spell (object *op, object *spell, int special_prayer)
1729     {
1730     object *tmp;
1731    
1732     if (op->type != PLAYER) {
1733     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734     return;
1735     }
1736    
1737     /* Upgrade special prayers to normal prayers */
1738     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1739     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1740     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1741     return;
1742     }
1743     return;
1744     }
1745    
1746     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1747     tmp = get_object();
1748     copy_object(spell, tmp);
1749     insert_ob_in_ob(tmp, op);
1750    
1751     if (special_prayer) {
1752 root 1.14 SET_FLAG(tmp, FLAG_STARTEQUIP);
1753 elmex 1.1 }
1754    
1755     esrv_add_spells(op->contr, tmp);
1756     }
1757    
1758     /**
1759     * Erases spell from player's inventory.
1760     */
1761     void do_forget_spell (object *op, const char *spell)
1762     {
1763     object *spob;
1764    
1765     if (op->type != PLAYER) {
1766     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767     return;
1768     }
1769     if ( (spob=check_spell_known (op, spell)) == NULL) {
1770     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771     return;
1772     }
1773    
1774     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1775 root 1.14 "You lose knowledge of %s.", spell);
1776 elmex 1.1 player_unready_range_ob(op->contr, spob);
1777     esrv_remove_spell(op->contr, spob);
1778     remove_ob(spob);
1779     free_object(spob);
1780     }
1781    
1782     /**
1783     * Handles player applying a spellbook.
1784     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1785     * stuff like that. Random learning failure too.
1786     */
1787     static void apply_spellbook (object *op, object *tmp)
1788     {
1789     object *skop, *spell, *spell_skill;
1790    
1791     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1792 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1793     return;
1794 elmex 1.1 }
1795    
1796     /* artifact_spellbooks have 'slaying' field point to a spell name,
1797     * instead of having their spell stored in stats.sp. These are
1798     * legacy spellbooks
1799     */
1800    
1801     if(tmp->slaying != NULL) {
1802 root 1.14 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1803     if (!spell) {
1804     new_draw_info_format(NDI_UNIQUE, 0, op,
1805 root 1.18 "The book's formula for %s is incomplete", &tmp->slaying);
1806 root 1.14 return;
1807     }
1808     else
1809     insert_ob_in_ob(spell, tmp);
1810     tmp->slaying=NULL;
1811 elmex 1.1 }
1812    
1813     skop = find_skill_by_name(op, tmp->skill);
1814    
1815     /* need a literacy skill to learn spells. Also, having a literacy level
1816     * lower than the spell will make learning the spell more difficult */
1817     if ( !skop) {
1818 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1819     return;
1820 elmex 1.1 }
1821    
1822     spell = tmp->inv;
1823     if (!spell) {
1824 root 1.18 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1825 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1826 elmex 1.1 return;
1827     }
1828     if (spell->level > (skop->level+10)) {
1829 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830     return;
1831 elmex 1.1 }
1832    
1833     new_draw_info_format(NDI_UNIQUE, 0, op,
1834 root 1.14 "The spellbook contains the %s level spell %s.",
1835 root 1.18 get_levelnumber(spell->level), &spell->name);
1836 elmex 1.1
1837     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1838 root 1.14 identify(tmp);
1839     if (tmp->env)
1840     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1841     else
1842     op->contr->socket.update_look=1;
1843 elmex 1.1 }
1844    
1845     /* I removed the check for special_prayer_mark here - it didn't make
1846     * a lot of sense - special prayers are not found in spellbooks, and
1847     * if the player doesn't know the spell, doesn't make a lot of sense that
1848     * they would have a special prayer mark.
1849     */
1850     if (check_spell_known (op, spell->name)) {
1851 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1852     return;
1853 elmex 1.1 }
1854    
1855     if (spell->skill) {
1856 root 1.14 spell_skill = find_skill_by_name(op, spell->skill);
1857     if (!spell_skill) {
1858     new_draw_info_format(NDI_UNIQUE, 0, op,
1859     "You lack the skill %s to use this spell",
1860 root 1.18 &spell->skill);
1861 root 1.14 return;
1862     }
1863     if (spell_skill->level < spell->level) {
1864     new_draw_info_format(NDI_UNIQUE, 0, op,
1865     "You need to be level %d in %s to learn this spell.",
1866 root 1.18 spell->level, &spell->skill);
1867 root 1.14 return;
1868     }
1869 elmex 1.1 }
1870    
1871     /* Logic as follows
1872     *
1873     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874     *
1875     * 2- The learner's skill level in literacy adjusts the chance to learn
1876     * a spell.
1877     *
1878     * 3 -Automatically fail to learn if you read while confused
1879     *
1880     * Overall, chances are the same but a player will find having a high
1881     * literacy rate very useful! -b.t.
1882     */
1883     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1884 root 1.14 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1885     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1886 elmex 1.1 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1887 root 1.14 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1888     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1889 elmex 1.1
1890 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1891     do_learn_spell (op, spell, 0);
1892 elmex 1.1
1893 root 1.14 /* xp gain to literacy for spell learning */
1894     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1896 elmex 1.1 } else {
1897 root 1.14 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1898     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1899 elmex 1.1 }
1900     decrease_ob(tmp);
1901     }
1902    
1903     /**
1904     * Handles applying a spell scroll.
1905     */
1906     void apply_scroll (object *op, object *tmp, int dir)
1907     {
1908     object *skop;
1909    
1910     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1911 root 1.14 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1912     return;
1913 elmex 1.1 }
1914    
1915     if (!tmp->inv || tmp->inv->type != SPELL) {
1916     new_draw_info (NDI_UNIQUE, 0, op,
1917     "The scroll just doesn't make sense!");
1918     return;
1919     }
1920    
1921     if(op->type==PLAYER) {
1922 root 1.14 /* players need a literacy skill to read stuff! */
1923     int exp_gain=0;
1924 elmex 1.1
1925 root 1.14 /* hard code literacy - tmp->skill points to where the exp
1926     * should go for anything killed by the spell.
1927     */
1928     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1929 elmex 1.1
1930     if ( ! skop) {
1931 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1932     "You are unable to decipher the strange symbols.");
1933     return;
1934 elmex 1.1 }
1935    
1936 root 1.14 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1937     change_exp(op,exp_gain, skop->skill, 0);
1938 elmex 1.1 }
1939    
1940     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1941 root 1.14 identify(tmp);
1942 elmex 1.1
1943     new_draw_info_format(NDI_BLACK, 0, op,
1944 root 1.18 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 elmex 1.1
1946    
1947     cast_spell(op,tmp,dir,tmp->inv, NULL);
1948     decrease_ob(tmp);
1949     }
1950    
1951     /**
1952     * Applies a treasure object - by default, chest. op
1953     * is the person doing the applying, tmp is the treasure
1954     * chest.
1955     */
1956     static void apply_treasure (object *op, object *tmp)
1957     {
1958     object *treas;
1959     tag_t tmp_tag = tmp->count, op_tag = op->count;
1960    
1961    
1962     /* Nice side effect of new treasure creation method is that the treasure
1963     * for the chest is done when the chest is created, and put into the chest
1964     * inventory. So that when the chest burns up, the items still exist. Also
1965     * prevents people fromt moving chests to more difficult maps to get better
1966     * treasure
1967     */
1968    
1969     treas = tmp->inv;
1970     if(treas==NULL) {
1971 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1972     decrease_ob(tmp);
1973     return;
1974 elmex 1.1 }
1975     while (tmp->inv) {
1976 root 1.14 treas = tmp->inv;
1977 elmex 1.1
1978 root 1.14 remove_ob(treas);
1979     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980     query_name(treas));
1981    
1982     treas->x=op->x;
1983     treas->y=op->y;
1984     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1985    
1986     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1987     && QUERY_FLAG (op, FLAG_ALIVE))
1988     spring_trap (treas, op);
1989     /* If either player or container was destroyed, no need to do
1990     * further processing. I think this should be enclused with
1991     * spring trap above, as I don't think there is otherwise
1992     * any way for the treasure chest or player to get killed
1993     */
1994     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1995     break;
1996 elmex 1.1 }
1997    
1998     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999     decrease_ob (tmp);
2000    
2001     }
2002    
2003     /**
2004     * op eats food.
2005     * If player, takes care of messages and dragon special food.
2006     */
2007     static void apply_food (object *op, object *tmp)
2008     {
2009     int capacity_remaining;
2010    
2011     if(op->type!=PLAYER)
2012     op->stats.hp=op->stats.maxhp;
2013     else {
2014     /* check if this is a dragon (player), eating some flesh */
2015     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2016 root 1.14 ;
2017 elmex 1.1 else {
2018 root 1.14 /* usual case - no dragon meal: */
2019     if(op->stats.food+tmp->stats.food>999) {
2020     if(tmp->type==FOOD || tmp->type==FLESH)
2021     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2022     else
2023     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2024     }
2025 elmex 1.1
2026 root 1.14 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2027     char buf[MAX_BUF];
2028    
2029     if (!is_dragon_pl(op)) {
2030     /* eating message for normal players*/
2031     if(tmp->type==DRINK)
2032 root 1.18 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2033 root 1.14 else
2034 root 1.18 sprintf(buf,"The %s tasted %s",&tmp->name,
2035 root 1.14 tmp->type==FLESH?"terrible!":"good.");
2036     }
2037     else {
2038     /* eating message for dragon players*/
2039 root 1.18 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2040 root 1.14 }
2041    
2042     new_draw_info(NDI_UNIQUE, 0,op,buf);
2043     capacity_remaining = 999 - op->stats.food;
2044     op->stats.food+=tmp->stats.food;
2045     if(capacity_remaining < tmp->stats.food)
2046     op->stats.hp += capacity_remaining / 50;
2047     else
2048     op->stats.hp+=tmp->stats.food/50;
2049     if(op->stats.hp>op->stats.maxhp)
2050     op->stats.hp=op->stats.maxhp;
2051     if (op->stats.food > 999)
2052     op->stats.food = 999;
2053     }
2054 elmex 1.1
2055 root 1.14 /* special food hack -b.t. */
2056     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2057     eat_special_food(op,tmp);
2058 elmex 1.1 }
2059     }
2060     handle_apply_yield(tmp);
2061     decrease_ob(tmp);
2062     }
2063    
2064     /**
2065     * A dragon is eating some flesh. If the flesh contains resistances,
2066     * there is a chance for the dragon's skin to get improved.
2067     *
2068     * attributes:
2069     * object *op the object (dragon player) eating the flesh
2070     * object *meal the flesh item, getting chewed in dragon's mouth
2071     * return:
2072     * int 1 if eating successful, 0 if it doesn't work
2073     */
2074     int dragon_eat_flesh(object *op, object *meal) {
2075     object *skin = NULL; /* pointer to dragon skin force*/
2076     object *abil = NULL; /* pointer to dragon ability force*/
2077     object *tmp = NULL; /* tmp. object */
2078    
2079     char buf[MAX_BUF]; /* tmp. string buffer */
2080     double chance; /* improvement-chance of one resistance type */
2081     double totalchance=1; /* total chance of gaining one resistance */
2082     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2083     double mbonus=0; /* monster bonus */
2084     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085     int winners=0; /* number of winners */
2086     int i; /* index */
2087    
2088     /* let's make sure and doublecheck the parameters */
2089     if (meal->type!=FLESH || !is_dragon_pl(op))
2090     return 0;
2091    
2092     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093     from the player's inventory */
2094     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2095     if (tmp->type == FORCE) {
2096     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2097 root 1.14 skin = tmp;
2098 elmex 1.1 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2099 root 1.14 abil = tmp;
2100 elmex 1.1 }
2101     }
2102    
2103     /* if either skin or ability are missing, this is an old player
2104     which is not to be considered a dragon -> bail out */
2105     if (skin == NULL || abil == NULL) return 0;
2106    
2107     /* now start by filling stomache and health, according to food-value */
2108     if((999 - op->stats.food) < meal->stats.food)
2109     op->stats.hp += (999 - op->stats.food) / 50;
2110     else
2111     op->stats.hp += meal->stats.food/50;
2112     if(op->stats.hp>op->stats.maxhp)
2113     op->stats.hp=op->stats.maxhp;
2114    
2115     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2116    
2117     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2118    
2119     /* on to the interesting part: chances for adding resistance */
2120     for (i=0; i<NROFATTACKS; i++) {
2121     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2122     /* got positive resistance, now calculate improvement chance (0-100) */
2123    
2124     /* this bonus makes resistance increase easier at lower levels */
2125     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2126     if (i == abil->stats.exp)
2127 root 1.14 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 elmex 1.1
2129     /* monster bonus increases with level, because high-level
2130     flesh is too rare */
2131     mbonus = op->level * 20. / ((double)settings.max_level);
2132    
2133     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2134 root 1.14 ((double)settings.max_level)) - skin->resist[i];
2135 elmex 1.1
2136     if (chance >= 0.)
2137 root 1.14 chance += 1.;
2138 elmex 1.1 else
2139 root 1.14 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2140 elmex 1.1
2141     /* chance is proportional to amount of resistance (max. 50) */
2142     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2143    
2144     /* doubled chance for resistance of ability-focus */
2145     if (i == abil->stats.exp)
2146 root 1.14 chance = MIN(100., chance*2.);
2147 elmex 1.1
2148     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2149     if (RANDOM()%10000 < (int)(chance*100)) {
2150 root 1.14 atnr_winner[winners] = i;
2151     winners++;
2152 elmex 1.1 }
2153    
2154     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2155    
2156     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2157     }
2158     }
2159    
2160     /* inverse totalchance as until now we have the failure-chance */
2161     totalchance = 100 - totalchance*100;
2162     /* print message according to totalchance */
2163     if (totalchance > 50.)
2164 root 1.18 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 elmex 1.1 else if (totalchance > 10.)
2166 root 1.18 sprintf(buf, "The %s tasted very good.", &meal->name);
2167 elmex 1.1 else if (totalchance > 1.)
2168 root 1.18 sprintf(buf, "The %s tasted good.", &meal->name);
2169 elmex 1.1 else if (totalchance > 0.1)
2170 root 1.18 sprintf(buf, "The %s tasted bland.", &meal->name);
2171 elmex 1.1 else if (totalchance >= 0.01)
2172 root 1.18 sprintf(buf, "The %s had a boring taste.", &meal->name);
2173 elmex 1.1 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2174 root 1.18 sprintf(buf, "The %s tasted strange.", &meal->name);
2175 elmex 1.1 else
2176 root 1.18 sprintf(buf, "The %s had no taste.", &meal->name);
2177 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2178    
2179     /* now choose a winner if we have any */
2180     i = -1;
2181     if (winners>0)
2182     i = atnr_winner[RANDOM()%winners];
2183    
2184     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2185     /* resistance increased! */
2186     skin->resist[i]++;
2187     fix_player(op);
2188    
2189     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2190     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2191     }
2192    
2193     /* if this flesh contains a new ability focus, we mark it
2194     into the ability_force and it will take effect on next level */
2195     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2196     && meal->last_eat != abil->last_eat) {
2197     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2198    
2199     if (meal->last_eat != abil->stats.exp) {
2200     sprintf(buf, "Your metabolism prepares to focus on %s!",
2201 root 1.14 change_resist_msg[meal->last_eat]);
2202 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2203     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2204     new_draw_info(NDI_UNIQUE, 0, op, buf);
2205     }
2206     else {
2207     sprintf(buf, "Your metabolism will continue to focus on %s.",
2208 root 1.14 change_resist_msg[meal->last_eat]);
2209 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2210     abil->last_eat = 0;
2211     }
2212     }
2213     return 1;
2214     }
2215    
2216     static void apply_savebed (object *pl)
2217     {
2218     #ifndef COZY_SERVER
2219     if(!pl->contr->name_changed||!pl->stats.exp) {
2220     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2221     return;
2222     }
2223     #endif
2224 root 1.16 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 elmex 1.1 /* Need to call terminate_all_pets() before we remove the player ob */
2226     terminate_all_pets(pl);
2227     remove_ob(pl);
2228     pl->direction=0;
2229     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 root 1.18 "%s leaves the game.", &pl->name);
2231 elmex 1.1
2232     /* update respawn position */
2233     strcpy(pl->contr->savebed_map, pl->map->path);
2234     pl->contr->bed_x = pl->x;
2235     pl->contr->bed_y = pl->y;
2236    
2237     strcpy(pl->contr->killer,"left");
2238     check_score(pl); /* Always check score */
2239     (void)save_player(pl,0);
2240     pl->map->players--;
2241     #if MAP_MAXTIMEOUT
2242     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243     #endif
2244     play_again(pl);
2245     pl->speed = 0;
2246     update_ob_speed(pl);
2247     }
2248    
2249     /**
2250     * Handles applying an improve armor scroll.
2251     * Does some sanity checks, then calls improve_armour.
2252     */
2253     static void apply_armour_improver (object *op, object *tmp)
2254     {
2255     object *armor;
2256    
2257     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2258     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2259     return;
2260     }
2261     armor=find_marked_object(op);
2262     if ( ! armor) {
2263     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264     return;
2265     }
2266     if (armor->type != ARMOUR
2267 root 1.14 && armor->type != CLOAK
2268     && armor->type != BOOTS && armor->type != GLOVES
2269     && armor->type != BRACERS && armor->type != SHIELD
2270     && armor->type != HELMET)
2271 elmex 1.1 {
2272     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2273     return;
2274     }
2275    
2276     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2277     improve_armour(op,tmp,armor);
2278     }
2279    
2280    
2281     extern void apply_poison (object *op, object *tmp)
2282     {
2283     if (op->type == PLAYER) {
2284     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2285     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2286     strcpy(op->contr->killer,"poisonous booze");
2287     }
2288     if (tmp->stats.hp > 0) {
2289     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2290     tmp->stats.hp);
2291     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2292     }
2293     op->stats.food-=op->stats.food/4;
2294     handle_apply_yield(tmp);
2295     decrease_ob(tmp);
2296     }
2297    
2298     /**
2299     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2300     * A valid 2 way exit means:
2301     * -You can come back (there is another exit at the other side)
2302     * -You are
2303     * ° the owner of the exit
2304     * ° or in the same party as the owner
2305     *
2306     * Note: a owner in a 2 way exit is saved as the owner's name
2307     * in the field exit->name cause the field exit->owner doesn't
2308     * survive in the swapping (in fact the whole exit doesn't survive).
2309     */
2310     int is_legal_2ways_exit (object* op, object *exit)
2311     {
2312     object * tmp;
2313     object * exit_owner;
2314     player * pp;
2315     mapstruct * exitmap;
2316     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2317     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2318     /* To know if an exit has a correspondant, we look at
2319     * all the exits in destination and try to find one with same path as
2320     * the current exit's position */
2321     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2322     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2323     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2324     if (exitmap)
2325     {
2326     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2327     if (!tmp) return 0;
2328     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2329     {
2330     if (tmp->type!=EXIT) continue; /*Not an exit*/
2331     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2332     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334    
2335     /* From here we have found the exit is valid. However we do
2336     * here the check of the exit owner. It is important for the
2337     * town portals to prevent strangers from visiting your appartments
2338     */
2339     if (!exit->race) return 1; /*No owner, free for all!*/
2340     exit_owner=NULL;
2341     for (pp=first_player;pp;pp=pp->next)
2342     {
2343     if (!pp->ob) continue;
2344     if (pp->ob->name!=exit->race) continue;
2345     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2346     break;
2347     }
2348     if (!exit_owner) return 0; /* No more owner*/
2349     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2350     if ( exit_owner && /*There is a owner*/
2351     (op->contr) && /*A player tries to pass */
2352     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2353     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2354     return 0;
2355     return 1;
2356     }
2357     }
2358     return 0;
2359     }
2360    
2361    
2362     /**
2363     * Main apply handler.
2364     *
2365     * Checks for unpaid items before applying.
2366     *
2367     * Return value:
2368     * 0: player or monster can't apply objects of that type
2369     * 1: has been applied, or there was an error applying the object
2370     * 2: objects of that type can't be applied if not in inventory
2371     *
2372     * op is the object that is causing object to be applied, tmp is the object
2373     * being applied.
2374     *
2375     * aflag is special (always apply/unapply) flags. Nothing is done with
2376     * them in this function - they are passed to apply_special
2377     */
2378    
2379     int manual_apply (object *op, object *tmp, int aflag)
2380     {
2381     if (tmp->head) tmp=tmp->head;
2382    
2383     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2384 root 1.14 if (op->type == PLAYER) {
2385     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2386     return 1;
2387     } else {
2388     return 0; /* monsters just skip unpaid items */
2389     }
2390 elmex 1.1 }
2391    
2392 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2393 root 1.11 return RESULT_INT (0);
2394 root 1.8
2395 elmex 1.1 switch (tmp->type) {
2396    
2397 root 1.14 case CF_HANDLE:
2398     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400     tmp->value=tmp->value?0:1;
2401     SET_ANIMATION(tmp, tmp->value);
2402     update_object(tmp,UP_OBJ_FACE);
2403     push_button(tmp);
2404     return 1;
2405    
2406     case TRIGGER:
2407     if (check_trigger (tmp, op)) {
2408     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410     } else {
2411     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412     }
2413     return 1;
2414    
2415     case EXIT:
2416     if (op->type != PLAYER)
2417     return 0;
2418     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 elmex 1.1 query_name(tmp));
2421 root 1.14 } else {
2422     /* Don't display messages for random maps. */
2423     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424     strncmp(EXIT_PATH(tmp), "/random/", 8))
2425     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426     enter_exit(op,tmp);
2427     }
2428     return 1;
2429    
2430     case SIGN:
2431     apply_sign (op, tmp, 0);
2432     return 1;
2433    
2434     case BOOK:
2435     if (op->type == PLAYER) {
2436     apply_book (op, tmp);
2437     return 1;
2438     } else {
2439     return 0;
2440     }
2441    
2442     case SKILLSCROLL:
2443     if (op->type == PLAYER) {
2444     apply_skillscroll (op, tmp);
2445     return 1;
2446     }
2447     return 0;
2448    
2449     case SPELLBOOK:
2450     if (op->type == PLAYER) {
2451     apply_spellbook (op, tmp);
2452     return 1;
2453     }
2454     return 0;
2455    
2456     case SCROLL:
2457     apply_scroll (op, tmp, 0);
2458     return 1;
2459    
2460     case POTION:
2461     (void) apply_potion(op, tmp);
2462     return 1;
2463    
2464     /* Eneq(@csd.uu.se): Handle apply on containers. */
2465     case CLOSE_CON:
2466     if (op->type==PLAYER)
2467     (void) esrv_apply_container (op, tmp->env);
2468     else
2469     (void) apply_container (op, tmp->env);
2470     return 1;
2471    
2472     case CONTAINER:
2473     if (op->type==PLAYER)
2474     (void) esrv_apply_container (op, tmp);
2475     else
2476     (void) apply_container (op, tmp);
2477     return 1;
2478    
2479     case TREASURE:
2480     if (op->type == PLAYER) {
2481     apply_treasure (op, tmp);
2482     return 1;
2483     } else {
2484     return 0;
2485     }
2486    
2487     case WEAPON:
2488     case ARMOUR:
2489     case BOOTS:
2490     case GLOVES:
2491     case AMULET:
2492     case GIRDLE:
2493     case BRACERS:
2494     case SHIELD:
2495     case HELMET:
2496     case RING:
2497     case CLOAK:
2498     case WAND:
2499     case ROD:
2500     case HORN:
2501     case SKILL:
2502     case BOW:
2503     case LAMP:
2504     case BUILDER:
2505     case SKILL_TOOL:
2506     if (tmp->env != op)
2507     return 2; /* not in inventory */
2508     (void) apply_special (op, tmp, aflag);
2509     return 1;
2510    
2511     case DRINK:
2512     case FOOD:
2513     case FLESH:
2514     apply_food (op, tmp);
2515     return 1;
2516    
2517     case POISON:
2518     apply_poison (op, tmp);
2519     return 1;
2520    
2521     case SAVEBED:
2522     if (op->type == PLAYER) {
2523     apply_savebed (op);
2524     return 1;
2525     } else {
2526     return 0;
2527     }
2528    
2529     case ARMOUR_IMPROVER:
2530     if (op->type == PLAYER) {
2531     apply_armour_improver (op, tmp);
2532     return 1;
2533     } else {
2534     return 0;
2535     }
2536    
2537     case WEAPON_IMPROVER:
2538     (void) check_improve_weapon(op, tmp);
2539     return 1;
2540    
2541     case CLOCK:
2542     if (op->type == PLAYER) {
2543     char buf[MAX_BUF];
2544     timeofday_t tod;
2545    
2546     get_tod(&tod);
2547     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550     ((tod.hour >= 14) ? "pm" : "am"));
2551     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552     new_draw_info(NDI_UNIQUE, 0,op, buf);
2553     return 1;
2554     } else {
2555     return 0;
2556     }
2557    
2558     case MENU:
2559     if (op->type == PLAYER) {
2560     shop_listing (op);
2561     return 1;
2562     } else {
2563     return 0;
2564     }
2565 elmex 1.1
2566 root 1.14 case POWER_CRYSTAL:
2567     apply_power_crystal(op,tmp); /* see egoitem.c */
2568     return 1;
2569    
2570     case LIGHTER: /* for lighting torches/lanterns/etc */
2571     if (op->type == PLAYER) {
2572     apply_lighter(op,tmp);
2573     return 1;
2574     } else {
2575     return 0;
2576     }
2577    
2578     case ITEM_TRANSFORMER:
2579     apply_item_transformer( op, tmp );
2580     return 1;
2581    
2582     default:
2583     return 0;
2584 elmex 1.1 }
2585     }
2586    
2587    
2588     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2589     * messages as needed by player_apply_below(). But there can still be
2590     * "but you are floating high above the ground" messages.
2591     *
2592     * Same return value as apply() function.
2593     */
2594     int player_apply (object *pl, object *op, int aflag, int quiet)
2595     {
2596     int tmp;
2597    
2598     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2599     /* player is flying and applying object not in inventory */
2600     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2601     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2602     "above the ground!");
2603     return 0;
2604 root 1.14 }
2605 elmex 1.1 }
2606    
2607     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608     * applied.
2609     */
2610     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611     {
2612     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614     "of smoke!");
2615     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616     remove_ob (op);
2617     free_object (op);
2618     return 1;
2619     }
2620    
2621     pl->contr->last_used = op;
2622     pl->contr->last_used_id = op->count;
2623    
2624     tmp = manual_apply (pl, op, aflag);
2625     if ( ! quiet) {
2626     if (tmp == 0)
2627     new_draw_info_format (NDI_UNIQUE, 0, pl,
2628     "I don't know how to apply the %s.",
2629     query_name (op));
2630     else if (tmp == 2)
2631     new_draw_info_format (NDI_UNIQUE, 0, pl,
2632     "You must get it first!\n");
2633     }
2634     return tmp;
2635     }
2636    
2637     /**
2638     * player_apply_below attempts to apply the object 'below' the player.
2639     * If the player has an open container, we use that for below, otherwise
2640     * we use the ground.
2641     */
2642    
2643     void player_apply_below (object *pl)
2644     {
2645     object *tmp, *next;
2646     int floors;
2647    
2648     /* If using a container, set the starting item to be the top
2649     * item in the container. Otherwise, use the map.
2650     */
2651     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652    
2653     /* This is perhaps more complicated. However, I want to make sure that
2654     * we don't use a corrupt pointer for the next object, so we get the
2655     * next object in the stack before applying. This is can only be a
2656     * problem if player_apply() has a bug in that it uses the object but does
2657     * not return a proper value.
2658     */
2659     for (floors = 0; tmp!=NULL; tmp=next) {
2660 root 1.14 next = tmp->below;
2661 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662     floors++;
2663     else if (floors > 0)
2664     return; /* process only floor objects after first floor object */
2665    
2666 root 1.14 /* If it is visible, player can apply it. If it is applied by
2667     * person moving on it, also activate. Added code to make it
2668     * so that at least one of players movement types be that which
2669     * the item needs.
2670     */
2671     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2672 elmex 1.1 if (player_apply (pl, tmp, 0, 1) == 1)
2673     return;
2674     }
2675     if (floors >= 2)
2676     return; /* process at most two floor objects */
2677     }
2678     }
2679    
2680     /**
2681     * Unapplies specified item.
2682     * No check done on cursed/damned.
2683     * Break this out of apply_special - this is just done
2684     * to keep the size of apply_special to a more managable size.
2685     */
2686     static int unapply_special (object *who, object *op, int aflags)
2687     {
2688 root 1.12 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690     return RESULT_INT (0);
2691    
2692 elmex 1.1 object *tmp2;
2693    
2694     CLEAR_FLAG(op, FLAG_APPLIED);
2695     switch(op->type) {
2696 root 1.14 case WEAPON:
2697     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698 elmex 1.1
2699 root 1.14 (void) change_abil (who,op);
2700     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702     clear_skill(who);
2703     break;
2704    
2705     case SKILL: /* allows objects to impart skills */
2706     case SKILL_TOOL:
2707     if (op != who->chosen_skill) {
2708     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2709     }
2710     if (who->type==PLAYER) {
2711     if (who->contr->shoottype == range_skill)
2712     who->contr->shoottype = range_none;
2713     if ( ! op->invisible) {
2714     new_draw_info_format (NDI_UNIQUE, 0, who,
2715 elmex 1.1 "You stop using the %s.", query_name(op));
2716 root 1.14 } else {
2717     new_draw_info_format (NDI_UNIQUE, 0, who,
2718 elmex 1.1 "You can no longer use the skill: %s.",
2719 root 1.18 &op->skill);
2720 root 1.14 }
2721     }
2722     (void) change_abil (who, op);
2723     who->chosen_skill = NULL;
2724     CLEAR_FLAG (who, FLAG_READY_SKILL);
2725     break;
2726    
2727     case ARMOUR:
2728     case HELMET:
2729     case SHIELD:
2730     case RING:
2731     case BOOTS:
2732     case GLOVES:
2733     case AMULET:
2734     case GIRDLE:
2735     case BRACERS:
2736     case CLOAK:
2737     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2738     (void) change_abil (who,op);
2739     break;
2740 elmex 1.1 case LAMP:
2741 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2742 root 1.18 &op->name);
2743 root 1.14 tmp2 = arch_to_object(op->other_arch);
2744     tmp2->x = op->x;
2745     tmp2->y = op->y;
2746     tmp2->map = op->map;
2747     tmp2->below = op->below;
2748     tmp2->above = op->above;
2749     tmp2->stats.food = op->stats.food;
2750     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753     if (who->type == PLAYER)
2754     esrv_del_item(who->contr, (tag_t)op->count);
2755     remove_ob(op);
2756     free_object(op);
2757     insert_ob_in_ob(tmp2, who);
2758     fix_player(who);
2759     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760     if (who->type == PLAYER) {
2761     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763     }
2764     }
2765     if(who->type==PLAYER)
2766     esrv_send_item(who, tmp2);
2767     return 1; /* otherwise, an attempt to drop causes problems */
2768     break;
2769     case BOW:
2770     case WAND:
2771     case ROD:
2772     case HORN:
2773     clear_skill(who);
2774     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775     if(who->type==PLAYER) {
2776     who->contr->shoottype = range_none;
2777     } else {
2778     if (op->type == BOW)
2779     CLEAR_FLAG (who, FLAG_READY_BOW);
2780     else
2781     CLEAR_FLAG(who, FLAG_READY_RANGE);
2782     }
2783     break;
2784 elmex 1.1
2785     case BUILDER:
2786 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 elmex 1.1 who->contr->shoottype = range_none;
2788     who->contr->ranges[ range_builder ] = NULL;
2789     break;
2790    
2791 root 1.14 default:
2792     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2793     break;
2794 elmex 1.1 }
2795    
2796     fix_player(who);
2797    
2798     if ( ! (aflags & AP_NO_MERGE)) {
2799 root 1.14 object *tmp;
2800 elmex 1.1
2801     tag_t del_tag = op->count;
2802     tmp = merge_ob (op, NULL);
2803     if (who->type == PLAYER) {
2804     if (tmp) { /* it was merged */
2805     esrv_del_item (who->contr, del_tag);
2806     op = tmp;
2807     }
2808     esrv_send_item (who, op);
2809 root 1.14 }
2810 elmex 1.1 }
2811     return 0;
2812     }
2813    
2814     /**
2815     * Returns the object that is using location 'loc'.
2816     * Note that 'start' is the first object to start examing - we
2817     * then go through the below of this. In this way, you can do
2818     * something like:
2819     * tmp = get_item_from_body_location(who->inv, 1);
2820     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2821     * to find the second object that may use this location, etc.
2822     * Returns NULL if no match is found.
2823     * loc is the index into the array we are looking for a match.
2824     * don't return invisible objects unless they are skill objects
2825     * invisible other objects that use
2826     * up body locations can be used as restrictions.
2827     */
2828     object *get_item_from_body_location(object *start, int loc)
2829     {
2830     object *tmp;
2831    
2832     if (!start) return NULL;
2833    
2834     for (tmp=start; tmp; tmp=tmp->below)
2835 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2836     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2837 elmex 1.1
2838     return NULL;
2839     }
2840    
2841    
2842    
2843     /**
2844     * 'op' wants to apply an object, but can't because of other equipment.
2845     * This should only be called when it is known
2846     * that there are objects to unapply. This makes pretty heavy
2847     * use of get_item_from_body_location. It makes no intelligent choice
2848     * on objects - rather, the first that is matched is used.
2849     * Returns 0 on success, returns 1 if there is some problem.
2850     * if aflags is AP_PRINT, we instead print out waht to unapply
2851     * instead of doing it. This is a lot less code than having
2852     * another function that does just that.
2853     */
2854     int unapply_for_ob(object *who, object *op, int aflags)
2855     {
2856     int i;
2857     object *tmp=NULL, *last;
2858    
2859     /* If we are applying a shield or weapon, unapply any equipped shield
2860     * or weapons first - only allowed to use one weapon/shield at a time.
2861     */
2862     if (op->type == WEAPON || op->type == SHIELD) {
2863     for (tmp=who->inv; tmp; tmp=tmp->below) {
2864 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2865     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2866     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2867     if (aflags & AP_PRINT)
2868     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2869     else
2870     unapply_special(who, tmp, aflags);
2871     }
2872     else {
2873     /* In this case, we want to try and remove a cursed item.
2874     * While we know it won't work, we want unapply_special to
2875     * at least generate the message.
2876     */
2877     new_draw_info_format(NDI_UNIQUE, 0, who,
2878     "No matter how hard you try, you just can't\nremove %s.",
2879     query_name(tmp));
2880     return 1;
2881     }
2882 elmex 1.1
2883 root 1.14 }
2884     }
2885 elmex 1.1 }
2886    
2887     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 root 1.14 /* this used up a slot that we need to free */
2889     if (op->body_info[i]) {
2890     last = who->inv;
2891    
2892     /* We do a while loop - may need to remove several items in order
2893     * to free up enough slots.
2894     */
2895     while ((who->body_used[i] + op->body_info[i]) < 0) {
2896     tmp = get_item_from_body_location(last, i);
2897     if (!tmp) {
2898 elmex 1.1 #if 0
2899 root 1.14 /* Not a bug - we'll get this if the player has cursed items
2900     * equipped.
2901     */
2902     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903     i, body_locations[i].save_name, who->name);
2904 elmex 1.1 #endif
2905 root 1.14 return 1;
2906     }
2907     /* If we are just printing, we don't care about cursed status */
2908     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910     if (aflags & AP_PRINT)
2911     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912     else
2913     unapply_special(who, tmp, aflags);
2914     }
2915     else {
2916     /* Cursed item that we can't unequip - tell the player.
2917     * Note this could be annoying if this is just one of a few,
2918     * so it may not be critical (eg, putting on a ring and you have
2919     * one cursed ring.)
2920     */
2921     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922     }
2923     last = tmp->below;
2924     }
2925     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2926     * return in the !tmp would have kicked in.
2927     */
2928     } /* if op is using this body location */
2929 elmex 1.1 } /* for body lcoations */
2930     return 0;
2931     }
2932    
2933     /**
2934     * Checks to see if 'who' can apply object 'op'.
2935     * Returns 0 if apply can be done without anything special.
2936     * Otherwise returns a bitmask - potentially several of these may be
2937     * set, but largely depends on circumstance - in the future, processing
2938     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2939     * is set, do we really are what the other flags may be?)
2940     *
2941     * See include/define.h for detailed description of the meaning of
2942     * these return values.
2943     */
2944     int can_apply_object(object *who, object *op)
2945     {
2946 root 1.12 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2947     || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948     return RESULT_INT (0);
2949    
2950 elmex 1.1 int i, retval=0;
2951     object *tmp=NULL, *ws=NULL;
2952    
2953     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2954     * 2 weapons, but we don't want to let them do that. So if they are
2955     * trying to equip a weapon or shield, see if they already have one
2956     * in place and store that way.
2957     */
2958     if (op->type == WEAPON || op->type == SHIELD) {
2959     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2960 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2961     retval = CAN_APPLY_UNAPPLY;
2962     ws = tmp;
2963     }
2964     }
2965 elmex 1.1 }
2966 root 1.14
2967 elmex 1.1
2968     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 root 1.14 if (op->body_info[i]) {
2970     /* Item uses more slots than we have */
2971     if (FABS(op->body_info[i]) > who->body_info[i]) {
2972     /* Could return now for efficiently - rest of info below isn'
2973     * really needed.
2974     */
2975     retval |= CAN_APPLY_NEVER;
2976     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2977     /* in this case, equipping this would use more free spots than
2978     * we have.
2979     */
2980     object *tmp1;
2981    
2982    
2983     /* if we have an applied weapon/shield, and unapply it would free
2984     * enough slots to equip the new item, then just set this can
2985     * continue. We don't care about the logic below - if you have
2986     * shield equipped and try to equip another shield, there is only
2987     * one choice. However, the check for the number of body locations
2988     * does take into the account cases where what is being applied
2989     * may be two handed for example.
2990     */
2991     if (ws) {
2992     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2993     retval |= CAN_APPLY_UNAPPLY;
2994     continue;
2995     }
2996     }
2997 elmex 1.1
2998 root 1.14 tmp1 = get_item_from_body_location(who->inv, i);
2999     if (!tmp1) {
3000 elmex 1.1 #if 0
3001 root 1.14 /* This is sort of an error, but happens a lot when old players
3002     * join in with more stuff equipped than they are now allowed.
3003     */
3004     LOG(llevError,"Can't find object using location %d on %s\n",
3005     i, who->name);
3006 elmex 1.1 #endif
3007 root 1.14 retval |= CAN_APPLY_NEVER;
3008     } else {
3009     /* need to unapply something. However, if this something
3010     * is different than we had found before, it means they need
3011     * to apply multiple objects
3012     */
3013     retval |= CAN_APPLY_UNAPPLY;
3014     if (!tmp) tmp = tmp1;
3015     else if (tmp != tmp1) {
3016     retval |= CAN_APPLY_UNAPPLY_MULT;
3017     }
3018     /* This object isn't using up all the slots, so there must
3019     * be another. If so, and it the new item doesn't need all
3020     * the slots, the player then has a choice.
3021     */
3022     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3023     (FABS(op->body_info[i]) < who->body_info[i]))
3024     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025    
3026     /* Does unequippint 'tmp1' free up enough slots for this to be
3027     * equipped? If not, there must be something else to unapply.
3028     */
3029     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3030     retval |= CAN_APPLY_UNAPPLY_MULT;
3031    
3032     }
3033     } /* if not enough free slots */
3034     } /* if this object uses location i */
3035 elmex 1.1 } /* for i -> num_body_locations loop */
3036    
3037     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3038     * really be controlled by use of body locations. We do have
3039     * the weapon/shield checks, and the range checks for monsters,
3040     * because you can't control those just by body location - bows, shields,
3041     * and weapons all use the same slot. Similar for horn/rod/wand - they
3042     * all use the same location.
3043     */
3044     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3045 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3046 elmex 1.1 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3047 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3048 elmex 1.1
3049    
3050     if (who->type != PLAYER) {
3051 root 1.14 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053     retval |= CAN_APPLY_RESTRICTION;
3054     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055     retval |= CAN_APPLY_RESTRICTION;
3056     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3057     retval |= CAN_APPLY_RESTRICTION;
3058     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3059     retval |= CAN_APPLY_RESTRICTION;
3060 elmex 1.1 }
3061     return retval;
3062     }
3063    
3064 root 1.14
3065 elmex 1.1
3066     /**
3067     * who is the object using the object. It can be a monster.
3068     * op is the object they are using. op is an equipment type item,
3069     * eg, one which you put on and keep on for a while, and not something
3070     * like a potion or scroll.
3071     *
3072     * function returns 1 if the action could not be completed, 0 on
3073     * success. However, success is a matter of meaning - if the
3074     * user passes the 'apply' flag to an object already applied,
3075     * nothing is done, and 0 is returned.
3076     *
3077     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3078     * AP_UNAPPLY=always unapply).
3079     *
3080     * Optional flags:
3081     * AP_NO_MERGE: don't merge an unapplied object with other objects
3082     * AP_IGNORE_CURSE: unapply cursed items
3083     *
3084     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085     *
3086     * apply_special() doesn't check for unpaid items.
3087     */
3088     int apply_special (object *who, object *op, int aflags)
3089     {
3090     int basic_flag = aflags & AP_BASIC_FLAGS;
3091     object *tmp, *tmp2, *skop=NULL;
3092     int i;
3093    
3094     if(who==NULL) {
3095 root 1.14 LOG(llevError,"apply_special() from object without environment.\n");
3096     return 1;
3097 elmex 1.1 }
3098    
3099     if(op->env!=who)
3100 root 1.14 return 1; /* op is not in inventory */
3101 elmex 1.1
3102     /* trying to unequip op */
3103     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3104 root 1.14 /* always apply, so no reason to unapply */
3105     if (basic_flag == AP_APPLY) return 0;
3106 elmex 1.1
3107 root 1.14 if ( ! (aflags & AP_IGNORE_CURSE)
3108     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3109     new_draw_info_format(NDI_UNIQUE, 0, who,
3110     "No matter how hard you try, you just can't\nremove %s.",
3111     query_name(op));
3112     return 1;
3113     }
3114     return unapply_special(who, op, aflags);
3115 elmex 1.1 }
3116    
3117     if (basic_flag == AP_UNAPPLY) return 0;
3118    
3119     i = can_apply_object(who, op);
3120    
3121     /* Can't just apply this object. Lets see what not and what to do */
3122     if (i) {
3123 root 1.14 if (i & CAN_APPLY_NEVER) {
3124     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3125     return 1;
3126     } else if (i & CAN_APPLY_RESTRICTION) {
3127     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3128     return 1;
3129     }
3130     if (who->type != PLAYER) {
3131     /* Some error, so don't try to equip something more */
3132     if (unapply_for_ob(who, op, aflags)) return 1;
3133     } else {
3134     if (who->contr->unapply == unapply_never ||
3135     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3136     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3137     unapply_for_ob(who, op, AP_PRINT);
3138     return 1;
3139     }
3140     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141     i = unapply_for_ob(who, op, aflags);
3142     if (i) return 1;
3143     }
3144     }
3145 elmex 1.1 }
3146     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3147 root 1.14 skop=find_skill_by_name(who, op->skill);
3148     if (!skop) {
3149 root 1.18 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3150 root 1.14 return 1;
3151     } else {
3152     /* While experience will be credited properly, we want to change the
3153     * skill so that the dam and wc get updated
3154     */
3155     change_skill(who, skop, 0);
3156     }
3157 elmex 1.1 }
3158 root 1.14
3159 elmex 1.1 if (who->type == PLAYER && op->item_power &&
3160 root 1.14 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162     return 1;
3163 elmex 1.1 }
3164 root 1.14
3165 elmex 1.1
3166     /* Ok. We are now at the state where we can apply the new object.
3167     * Note that we don't have the checks for can_use_...
3168     * below - that is already taken care of by can_apply_object.
3169     */
3170 root 1.14
3171 elmex 1.1
3172     if(op->nrof > 1)
3173 root 1.14 tmp = get_split_ob(op,op->nrof - 1);
3174 elmex 1.1 else
3175 root 1.14 tmp = NULL;
3176 elmex 1.1
3177 root 1.12 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178     || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179     return RESULT_INT (0);
3180    
3181 elmex 1.1 switch(op->type) {
3182 root 1.14 case WEAPON:
3183     if (!check_weapon_power(who, op->last_eat)) {
3184     new_draw_info(NDI_UNIQUE, 0,who,
3185     "That weapon is too powerful for you to use.");
3186     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187     if(tmp!=NULL)
3188     (void) insert_ob_in_ob(tmp,who);
3189     return 1;
3190     }
3191     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192     /* if the weapon does not have the name as the character, can't use it. */
3193     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195     if(tmp!=NULL)
3196     (void) insert_ob_in_ob(tmp,who);
3197     return 1;
3198     }
3199     SET_FLAG(op, FLAG_APPLIED);
3200    
3201     if (skop) change_skill(who, skop, 1);
3202     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3203     SET_FLAG(who, FLAG_READY_WEAPON);
3204    
3205     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3206    
3207     (void) change_abil (who,op);
3208     break;
3209    
3210     case ARMOUR:
3211     case HELMET:
3212     case SHIELD:
3213     case BOOTS:
3214     case GLOVES:
3215     case GIRDLE:
3216     case BRACERS:
3217     case CLOAK:
3218     case RING:
3219     case AMULET:
3220     SET_FLAG(op, FLAG_APPLIED);
3221     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3222     (void) change_abil (who,op);
3223     break;
3224 elmex 1.1 case LAMP:
3225 root 1.14 if (op->stats.food < 1) {
3226     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 root 1.18 " fuel!", &op->name);
3228 root 1.14 return 1;
3229     }
3230     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 root 1.18 &op->name);
3232 root 1.14 tmp2 = arch_to_object(op->other_arch);
3233     tmp2->stats.food = op->stats.food;
3234     SET_FLAG(tmp2, FLAG_APPLIED);
3235     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237     insert_ob_in_ob(tmp2, who);
3238    
3239     /* Remove the old lantern */
3240     if (who->type == PLAYER)
3241     esrv_del_item(who->contr, (tag_t)op->count);
3242     remove_ob(op);
3243     free_object(op);
3244    
3245     /* insert the portion that was split off */
3246     if(tmp!=NULL) {
3247     (void) insert_ob_in_ob(tmp,who);
3248     if(who->type==PLAYER)
3249     esrv_send_item(who, tmp);
3250     }
3251     fix_player(who);
3252     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253     if (who->type == PLAYER) {
3254     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256     }
3257     }
3258     if(who->type==PLAYER)
3259     esrv_send_item(who, tmp2);
3260     return 0;
3261     break;
3262    
3263     /* this part is needed for skill-tools */
3264     case SKILL:
3265     case SKILL_TOOL:
3266     if (who->chosen_skill) {
3267     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3268     return 1;
3269     }
3270     if (who->type == PLAYER) {
3271     who->contr->shoottype = range_skill;
3272     who->contr->ranges[range_skill] = op;
3273     if ( ! op->invisible) {
3274     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 elmex 1.1 query_name (op));
3276 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, who,
3277     "You can now use the skill: %s.",
3278 root 1.18 &op->skill);
3279 root 1.14 } else {
3280     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 root 1.18 op->skill ? &op->skill : &op->name);
3282 root 1.14 }
3283     }
3284     SET_FLAG (op, FLAG_APPLIED);
3285     (void) change_abil (who, op);
3286     who->chosen_skill = op;
3287     SET_FLAG (who, FLAG_READY_SKILL);
3288     break;
3289    
3290     case BOW:
3291     if (!check_weapon_power(who, op->last_eat)) {
3292     new_draw_info(NDI_UNIQUE, 0, who,
3293     "That item is too powerful for you to use.");
3294     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295     if(tmp != NULL)
3296     (void)insert_ob_in_ob(tmp,who);
3297     return 1;
3298     }
3299     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300     new_draw_info(NDI_UNIQUE, 0, who,
3301     "The weapon does not recognize you as its owner.");
3302     if(tmp != NULL)
3303     (void)insert_ob_in_ob(tmp,who);
3304     return 1;
3305     }
3306     /*FALLTHROUGH*/
3307     case WAND:
3308     case ROD:
3309     case HORN:
3310     /* check for skill, alter player status */
3311     SET_FLAG(op, FLAG_APPLIED);
3312     if (skop) change_skill(who, skop, 0);
3313     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314    
3315     if(who->type==PLAYER) {
3316     if (op->type == BOW) {
3317     (void)change_abil(who, op);
3318     new_draw_info_format (NDI_UNIQUE, 0, who,
3319 elmex 1.1 "You will now fire %s with %s.",
3320 root 1.18 op->race ? &op->race : "nothing", query_name(op));
3321 root 1.14 who->contr->shoottype = range_bow;
3322     } else {
3323     who->contr->shoottype = range_misc;
3324     }
3325     } else {
3326     if (op->type == BOW)
3327     SET_FLAG (who, FLAG_READY_BOW);
3328     else
3329     SET_FLAG (who, FLAG_READY_RANGE);
3330     }
3331     break;
3332 elmex 1.1
3333     case BUILDER:
3334     if ( who->contr->ranges[ range_builder ] )
3335     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336     who->contr->shoottype = range_builder;
3337     who->contr->ranges[ range_builder ] = op;
3338     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339     break;
3340    
3341 root 1.14 default:
3342     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3343 elmex 1.1 } /* end of switch op->type */
3344    
3345     SET_FLAG(op, FLAG_APPLIED);
3346    
3347     if(tmp!=NULL)
3348 root 1.14 tmp = insert_ob_in_ob(tmp,who);
3349 elmex 1.1
3350     fix_player(who);
3351    
3352     /* We exclude spell casting objects. The fire code will set the
3353     * been applied flag when they are used - until that point,
3354     * you don't know anything about them.
3355     */
3356     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3357 root 1.14 op->type!=ROD)
3358     SET_FLAG(op,FLAG_BEEN_APPLIED);
3359 elmex 1.1
3360     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3361 root 1.14 if (who->type == PLAYER) {
3362     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3363     SET_FLAG(op,FLAG_KNOWN_CURSED);
3364     }
3365 elmex 1.1 }
3366     if(who->type==PLAYER) {
3367 root 1.14 /* if multiple objects were applied, update both slots */
3368     if (tmp)
3369     esrv_send_item(who, tmp);
3370     esrv_send_item(who, op);
3371 elmex 1.1 }
3372     return 0;
3373     }
3374    
3375    
3376     int monster_apply_special (object *who, object *op, int aflags)
3377     {
3378     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3379     return 1;
3380     return apply_special (who, op, aflags);
3381     }
3382    
3383     /**
3384     * Map was just loaded, handle op's initialisation.
3385     *
3386     * Generates shop floor's item, and treasures.
3387     */
3388     int auto_apply (object *op) {
3389     object *tmp = NULL, *tmp2;
3390     int i;
3391    
3392     switch(op->type) {
3393 root 1.14 case SHOP_FLOOR:
3394     if (!HAS_RANDOM_ITEMS(op)) return 0;
3395     do {
3396     i=10; /* let's give it 10 tries */
3397     while((tmp=generate_treasure(op->randomitems,
3398     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3399     if(tmp==NULL)
3400     return 0;
3401     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402     free_object(tmp);
3403     tmp = NULL;
3404     }
3405     } while(!tmp);
3406     tmp->x=op->x;
3407     tmp->y=op->y;
3408     SET_FLAG(tmp,FLAG_UNPAID);
3409     insert_ob_in_map(tmp,op->map,NULL,0);
3410     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411     identify(tmp);
3412     break;
3413    
3414     case TREASURE:
3415     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416     return 0;
3417     while ((op->stats.hp--)>0)
3418     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3419     op->stats.exp ? (int)op->stats.exp :
3420     op->map == NULL ? 14: op->map->difficulty,0);
3421    
3422     /* If we generated an object and put it in this object inventory,
3423     * move it to the parent object as the current object is about
3424     * to disappear. An example of this item is the random_* stuff
3425     * that is put inside other objects.
3426     */
3427     for (tmp=op->inv; tmp; tmp=tmp2) {
3428     tmp2 = tmp->below;
3429     remove_ob(tmp);
3430     if (op->env) insert_ob_in_ob(tmp, op->env);
3431     else free_object(tmp);
3432     }
3433     remove_ob(op);
3434     free_object(op);
3435     break;
3436 elmex 1.1 }
3437     return tmp ? 1 : 0;
3438     }
3439    
3440     /**
3441     * fix_auto_apply goes through the entire map (only the first time
3442     * when an original map is loaded) and performs special actions for
3443     * certain objects (most initialization of chests and creation of
3444     * treasures and stuff). Calls auto_apply if appropriate.
3445     */
3446 root 1.20 void
3447     fix_auto_apply (mapstruct * m)
3448     {
3449     object *tmp, *above = NULL;
3450     int x, y;
3451    
3452     if (m == NULL)
3453     return;
3454    
3455     for (x = 0; x < MAP_WIDTH (m); x++)
3456     for (y = 0; y < MAP_HEIGHT (m); y++)
3457     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3458     {
3459     above = tmp->above;
3460    
3461     if (tmp->inv)
3462     {
3463     object *invtmp, *invnext;
3464 elmex 1.1
3465 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3466     {
3467     invnext = invtmp->below;
3468 root 1.14
3469 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3470     auto_apply (invtmp);
3471     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3472     {
3473     while ((invtmp->stats.hp--) > 0)
3474     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3475 root 1.14
3476 root 1.20 invtmp->randomitems = NULL;
3477     }
3478     else if (invtmp && invtmp->arch
3479     && invtmp->type != TREASURE
3480     && invtmp->type != SPELL
3481     && invtmp->type != CLASS
3482     && HAS_RANDOM_ITEMS (invtmp))
3483     {
3484     create_treasure (invtmp->randomitems, invtmp, 0,
3485     m->difficulty, 0);
3486     /* Need to clear this so that we never try to create
3487     * treasure again for this object
3488     */
3489     invtmp->randomitems = NULL;
3490 root 1.14 }
3491     }
3492 root 1.20 /* This is really temporary - the code at the bottom will
3493     * also set randomitems to null. The problem is there are bunches
3494     * of maps/players already out there with items that have spells
3495     * which haven't had the randomitems set to null yet.
3496     * MSW 2004-05-13
3497     *
3498     * And if it's a spellbook, it's better to set randomitems to NULL too,
3499     * else you get two spells in the book ^_-
3500     * Ryo 2004-08-16
3501     */
3502     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3503     || tmp->type == HORN || tmp->type == FIREWALL
3504     || tmp->type == POTION || tmp->type == ALTAR
3505     || tmp->type == SPELLBOOK)
3506     tmp->randomitems = NULL;
3507    
3508     }
3509    
3510     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3511     auto_apply (tmp);
3512     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3513     && HAS_RANDOM_ITEMS (tmp))
3514     {
3515     while ((tmp->stats.hp--) > 0)
3516     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3517     tmp->randomitems = NULL;
3518     }
3519     else if (tmp->type == TIMED_GATE)
3520     {
3521     object *head = tmp->head != NULL ? tmp->head : tmp;
3522     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3523     {
3524     tmp->speed = 0;
3525     update_ob_speed (tmp);
3526 root 1.14 }
3527     }
3528 root 1.20 /* 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
3536     && tmp->type != TREASURE && tmp->type != SPELL
3537     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS
3538     && HAS_RANDOM_ITEMS (tmp))
3539     {
3540     create_treasure (tmp->randomitems, tmp, GT_APPLY,
3541     m->difficulty, 0);
3542     tmp->randomitems = NULL;
3543     }
3544     }
3545 elmex 1.1
3546 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3547     for (y = 0; y < MAP_HEIGHT (m); y++)
3548     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3549     if (tmp->above &&
3550     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3551     check_trigger (tmp, tmp->above);
3552 elmex 1.1 }
3553    
3554     /**
3555     * Handles player eating food that temporarily changes status (resistances, stats).
3556     * This used to call cast_change_attr(), but
3557     * that doesn't work with the new spell code. Since we know what
3558     * the food changes, just grab a force and use that instead.
3559     */
3560    
3561     void eat_special_food(object *who, object *food) {
3562     object *force;
3563     int i, did_one=0;
3564     sint8 k;
3565    
3566     force = get_archetype(FORCE_NAME);
3567    
3568     for (i=0; i < NUM_STATS; i++) {
3569 root 1.14 k = get_attr_value(&food->stats, i);
3570     if (k) {
3571     set_attr_value(&force->stats, i, k);
3572     did_one = 1;
3573     }
3574 elmex 1.1 }
3575    
3576     /* check if we can protect the eater */
3577     for (i=0; i<NROFATTACKS; i++) {
3578 root 1.14 if (food->resist[i]>0) {
3579     force->resist[i] = food->resist[i] / 2;
3580     did_one = 1;
3581     }
3582 elmex 1.1 }
3583     if (did_one) {
3584 root 1.14 force->speed = 0.1;
3585     update_ob_speed(force);
3586     /* bigger morsel of food = longer effect time */
3587     force->stats.food = food->stats.food / 5;
3588     SET_FLAG(force, FLAG_IS_USED_UP);
3589     SET_FLAG(force, FLAG_APPLIED);
3590     change_abil(who, force);
3591     insert_ob_in_ob(force, who);
3592 elmex 1.1 } else {
3593 root 1.14 free_object(force);
3594 elmex 1.1 }
3595    
3596     /* check for hp, sp change */
3597     if(food->stats.hp!=0) {
3598 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3599     strcpy(who->contr->killer,food->name);
3600     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3601     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3602     } else {
3603     if(food->stats.hp>0)
3604     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3605     else
3606     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3607     who->stats.hp += food->stats.hp;
3608     }
3609 elmex 1.1 }
3610     if(food->stats.sp!=0) {
3611 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3612     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3613     who->stats.sp -= food->stats.sp;
3614     if(who->stats.sp<0) who->stats.sp=0;
3615     } else {
3616     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3617     who->stats.sp += food->stats.sp;
3618     /* place limit on max sp from food? */
3619     }
3620 elmex 1.1 }
3621     fix_player(who);
3622     }
3623    
3624    
3625     /**
3626     * Designed primarily to light torches/lanterns/etc.
3627     * Also burns up burnable material too. First object in the inventory is
3628     * the selected object to "burn". -b.t.
3629     */
3630    
3631     void apply_lighter(object *who, object *lighter) {
3632     object *item;
3633     int is_player_env=0;
3634     uint32 nrof;
3635     tag_t count;
3636     char item_name[MAX_BUF];
3637    
3638     item=find_marked_object(who);
3639     if(item) {
3640     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3641     /* Split multiple lighters if they're being used up. Otherwise *
3642 root 1.14 * one charge from each would be used up. --DAMN */
3643     if(lighter->nrof > 1) {
3644     object *oneLighter = get_object();
3645     copy_object(lighter, oneLighter);
3646     lighter->nrof -= 1;
3647     oneLighter->nrof = 1;
3648     oneLighter->stats.food--;
3649     esrv_send_item(who, lighter);
3650     oneLighter=insert_ob_in_ob(oneLighter, who);
3651     esrv_send_item(who, oneLighter);
3652     } else {
3653     lighter->stats.food--;
3654     }
3655    
3656     } else if(lighter->last_eat) { /* no charges left in lighter */
3657     new_draw_info_format(NDI_UNIQUE, 0,who,
3658     "You attempt to light the %s with a used up %s.",
3659 root 1.18 &item->name, &lighter->name);
3660 root 1.14 return;
3661     }
3662     /* Perhaps we should split what we are trying to light on fire?
3663     * I can't see many times when you would want to light multiple
3664     * objects at once.
3665     */
3666     nrof=item->nrof;
3667     count=item->count;
3668     /* If the item is destroyed, we don't have a valid pointer to the
3669     * name object, so make a copy so the message we print out makes
3670     * some sense.
3671     */
3672     strcpy(item_name, item->name);
3673     if (who == is_player_inv(item)) is_player_env=1;
3674    
3675     save_throw_object(item,AT_FIRE,who);
3676     /* Change to check count and not freed, since the object pointer
3677     * may have gotten recycled
3678     */
3679     if ((nrof != item->nrof ) || (count != item->count)) {
3680     new_draw_info_format(NDI_UNIQUE, 0,who,
3681 root 1.18 "You light the %s with the %s.", &item_name, &lighter->name);
3682 root 1.14 /* Need to update the player so that the players glow radius
3683     * gets changed.
3684     */
3685     if (is_player_env) fix_player(who);
3686     } else {
3687     new_draw_info_format(NDI_UNIQUE, 0,who,
3688 root 1.18 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3689 root 1.14 }
3690 elmex 1.1
3691     } else /* nothing to light */
3692 root 1.14 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3693 elmex 1.1
3694     }
3695    
3696     /**
3697     * op made some mistake with a scroll, this takes care of punishment.
3698     * scroll_failure()- hacked directly from spell_failure
3699     */
3700     void scroll_failure(object *op, int failure, int power)
3701     {
3702     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3703    
3704     if(failure<= -1&&failure > -15) {/* wonder */
3705 root 1.14 object *tmp;
3706 elmex 1.1
3707 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3708     tmp=get_archetype(SPELL_WONDER);
3709     cast_wonder(op, op, 0, tmp);
3710     free_object(tmp);
3711 elmex 1.1 } else if (failure <= -15&&failure > -35) {/* drain mana */
3712 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3713     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3714     if(op->stats.sp<0) op->stats.sp = 0;
3715 elmex 1.1 } else if (settings.spell_failure_effects == TRUE) {
3716 root 1.14 if (failure <= -35&&failure > -60) { /* confusion */
3717     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3718     confuse_player(op,op,power);
3719     } else if (failure <= -60&&failure> -70) {/* paralysis */
3720     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3721     "you!");
3722     paralyze_player(op,op,power);
3723     } else if (failure <= -70&&failure> -80) {/* blind */
3724     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3725     blind_player(op,op,power);
3726     } else if (failure <= -80) {/* blast the immediate area */
3727     object *tmp;
3728     tmp=get_archetype(LOOSE_MANA);
3729     cast_magic_storm(op,tmp, power);
3730     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3731     free_object(tmp);
3732     }
3733 elmex 1.1 }
3734     }
3735    
3736     void apply_changes_to_player(object *pl, object *change) {
3737     int excess_stat=0; /* if the stat goes over the maximum
3738     for the race, put the excess stat some
3739     where else. */
3740    
3741     switch (change->type) {
3742 root 1.14 case CLASS: {
3743     living *stats = &(pl->contr->orig_stats);
3744     living *ns = &(change->stats);
3745     object *walk;
3746     int flag_change_face=1;
3747    
3748     /* the following code assigns stats up to the stat max
3749     * for the race, and if the stat max is exceeded,
3750     * tries to randomly reassign the excess stat
3751     */
3752     int i,j;
3753     for(i=0;i<NUM_STATS;i++) {
3754     sint8 stat=get_attr_value(stats,i);
3755     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3756     stat += get_attr_value(ns,i);
3757     if(stat > 20 + race_bonus) {
3758     excess_stat++;
3759     stat = 20+race_bonus;
3760     }
3761     set_attr_value(stats,i,stat);
3762     }
3763 elmex 1.1
3764 root 1.14 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3765     int i = rndm(0, 6);
3766     int stat=get_attr_value(stats,i);
3767     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3768     if(i==CHA) continue; /* exclude cha from this */
3769     if( stat < 20 + race_bonus) {
3770     change_attr_value(stats,i,1);
3771     excess_stat--;
3772     }
3773     }
3774    
3775     /* insert the randomitems from the change's treasurelist into
3776     * the player ref: player.c
3777     */
3778     if(change->randomitems!=NULL)
3779     give_initial_items(pl,change->randomitems);
3780    
3781    
3782     /* set up the face, for some races. */
3783    
3784     /* first, look for the force object banning
3785     * changing the face. Certain races never change face with class.
3786     */
3787     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3788     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3789    
3790     if(flag_change_face) {
3791     pl->animation_id = GET_ANIM_ID(change);
3792     pl->face = change->face;
3793    
3794     if(QUERY_FLAG(change,FLAG_ANIMATE))
3795     SET_FLAG(pl,FLAG_ANIMATE);
3796     else
3797     CLEAR_FLAG(pl,FLAG_ANIMATE);
3798     }
3799    
3800     /* check the special case of can't use weapons */
3801     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3802     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3803    
3804     break;
3805     }
3806 elmex 1.1 }
3807     }
3808    
3809     /**
3810     * This handles items of type 'transformer'.
3811     * Basically those items, used with a marked item, transform both items into something
3812     * else.
3813     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3814     * Change information is contained in the 'slaying' field of the marked item.
3815     * The format is as follow: transformer:[number ]yield[;transformer:...].
3816     * This way an item can be transformed in many things, and/or many objects.
3817     * The 'slaying' field for transformer is used as verb for the action.
3818     */
3819     void apply_item_transformer( object* pl, object* transformer )
3820     {
3821     object* marked;
3822     object* new_item;
3823     char* find;
3824     char* separator;
3825     int yield;
3826     char got[ MAX_BUF ];
3827     int len;
3828    
3829     if ( !pl || !transformer )
3830     return;
3831     marked = find_marked_object( pl );
3832     if ( !marked )
3833     {
3834     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3835     return;
3836     }
3837     if ( !marked->slaying )
3838     {
3839     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3840     return;
3841     }
3842     /* check whether they are compatible or not */
3843     find = strstr( marked->slaying, transformer->arch->name );
3844     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3845     {
3846     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3847     return;
3848     }
3849     find += strlen( transformer->arch->name ) + 1;
3850     /* Item can be used, now find how many and what it yields */
3851     if ( isdigit( *( find ) ) )
3852     {
3853     yield = atoi( find );
3854     if ( yield < 1 )
3855     {
3856     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3857     yield = 1;
3858     }
3859     }
3860     else
3861     yield = 1;
3862    
3863     while ( isdigit( *find ) )
3864     find++;
3865     while ( *find == ' ' )
3866     find++;
3867     memset( got, 0, MAX_BUF );
3868     if ( (separator = strchr( find, ';' ))!=NULL)
3869     {
3870 root 1.14 len = separator - find;
3871 elmex 1.1 }
3872     else
3873     {
3874 root 1.14 len = strlen(find);
3875 elmex 1.1 }
3876     if ( len > MAX_BUF-1)
3877 root 1.14 len = MAX_BUF-1;
3878 elmex 1.1 strcpy( got, find );
3879     got[len] = '\0';
3880    
3881     /* Now create new item, remove used ones when required. */
3882     new_item = get_archetype( got );
3883     if ( !new_item )
3884     {
3885     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3886     return;
3887     }
3888     new_item->nrof = yield;
3889 root 1.18 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3890 elmex 1.1 insert_ob_in_ob( new_item, pl );
3891     esrv_send_inventory( pl, pl );
3892     /* Eat up one item */
3893     decrease_ob_nr( marked, 1 );
3894     /* Eat one transformer if needed */
3895     if ( transformer->stats.food )
3896     if ( --transformer->stats.food == 0 )
3897     decrease_ob_nr( transformer, 1 );
3898     }