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/cvs/deliantra/server/server/apply.C
Revision: 1.21
Committed: Thu Sep 7 10:01:57 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.20: +2 -3 lines
Log Message:
Some cleanups.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_apply_c =
3 pippijn 1.21 * "$Id: apply.C,v 1.20 2006-09-04 16:46:33 root Exp $";
4 elmex 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27    
28     #include <global.h>
29     #include <living.h>
30     #include <spells.h>
31     #include <skills.h>
32     #include <tod.h>
33    
34     #ifndef __CEXTRACT__
35     #include <sproto.h>
36     #endif
37    
38     /* Want this regardless of rplay. */
39     #include <sounds.h>
40    
41     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
42     #include <math.h>
43    
44     /**
45     * Check if op should abort moving victim because of it's race or slaying.
46     * Returns 1 if it should abort, returns 0 if it should continue.
47     */
48     int should_director_abort(object *op, object *victim)
49     {
50     int arch_flag, name_flag, race_flag;
51     /* Get flags to determine what of arch, name, and race should be checked.
52     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53     * the next is the name flag, and the last is the race flag. Also note,
54     * if subtype is set to zero, that also goes to defaults of all affecting
55     * it. Examples:
56     * subtype 1: only arch
57     * subtype 3: arch or name
58     * subtype 5: arch or race
59     * subtype 7: all three
60     */
61     if (op->subtype)
62     {
63     arch_flag = (op->subtype & 1);
64     name_flag = (op->subtype & 2);
65     race_flag = (op->subtype & 4);
66     } else {
67     arch_flag = 1;
68     name_flag = 1;
69     race_flag = 1;
70     }
71     /* If the director has race set, only affect objects with a arch,
72     * name or race that matches.
73     */
74     if ( (op->race) &&
75     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) &&
76     ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) &&
77     ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) {
78     return 1;
79     }
80     /* If the director has slaying set, only affect objects where none
81     * of arch, name, or race match.
82     */
83     if ( (op->slaying) && (
84     ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) ||
85     ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) ||
86     ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) {
87     return 1;
88     }
89     return 0;
90     }
91    
92     /**
93     * This handles a player dropping money on an altar to identify stuff.
94     * It'll identify marked item, if none all items up to dropped money.
95     * Return value: 1 if money was destroyed, 0 if not.
96     */
97     static int apply_id_altar (object *money, object *altar, object *pl)
98     {
99     object *id, *marked;
100     int success=0;
101    
102     if (pl == NULL || pl->type != PLAYER)
103     return 0;
104    
105     /* Check for MONEY type is a special hack - it prevents 'nothing needs
106     * identifying' from being printed out more than it needs to be.
107     */
108     if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY)
109     return 0;
110    
111     marked = find_marked_object (pl);
112     /* if the player has a marked item, identify that if it needs to be
113     * identified. IF it doesn't, then go through the player inventory.
114     */
115     if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116     && need_identify (marked))
117     {
118 root 1.14 if (operate_altar (altar, &money)) {
119     identify (marked);
120     new_draw_info_format(NDI_UNIQUE, 0, pl,
121     "You have %s.", long_desc(marked, pl));
122 elmex 1.1 if (marked->msg) {
123 root 1.14 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124     new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125     }
126     return money == NULL;
127     }
128 elmex 1.1 }
129    
130     for (id=pl->inv; id; id=id->below) {
131 root 1.14 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132     need_identify(id)) {
133     if (operate_altar(altar,&money)) {
134     identify(id);
135     new_draw_info_format(NDI_UNIQUE, 0, pl,
136     "You have %s.", long_desc(id, pl));
137     if (id->msg) {
138     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139     new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140     }
141     success=1;
142     /* If no more money, might as well quit now */
143     if (money == NULL || ! check_altar_sacrifice (altar,money))
144     break;
145     }
146     else {
147     LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148     break;
149     }
150     }
151 elmex 1.1 }
152     if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153     return money == NULL;
154     }
155    
156     /**
157     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158     * matching item.
159     **/
160     static void handle_apply_yield(object* tmp)
161     {
162     const char* yield;
163    
164     yield = get_ob_key_value(tmp,"on_use_yield");
165     if (yield != NULL)
166     {
167     object* drop = get_archetype(yield);
168     if (tmp->env)
169     {
170     drop = insert_ob_in_ob(drop,tmp->env);
171     if (tmp->env->type == PLAYER)
172     esrv_send_item(tmp->env,drop);
173     }
174     else
175     {
176     drop->x = tmp->x;
177     drop->y = tmp->y;
178     insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179     }
180     }
181     }
182    
183     /**
184     * Handles applying a potion.
185     */
186 elmex 1.3 int apply_potion (object * op, object * tmp)
187 elmex 1.1 {
188 elmex 1.3 int got_one = 0, i;
189     object *force = 0, *floor = 0;
190    
191     floor = get_map_ob (op->map, op->x, op->y);
192    
193 elmex 1.5 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 elmex 1.3 {
195     if (op->type == PLAYER)
196 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
197     "Gods prevent you from using this here, it's sacred ground!"
198     );
199     CLEAR_FLAG (tmp, FLAG_APPLIED);
200     return 0;
201     }
202 elmex 1.3
203 elmex 1.4 if (op->type == PLAYER)
204     {
205     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206     identify (tmp);
207     }
208 elmex 1.3
209 elmex 1.4 handle_apply_yield (tmp);
210 elmex 1.1
211 elmex 1.4 /* Potion of restoration - only for players */
212     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
213     {
214     object *depl;
215     archetype *at;
216 elmex 1.1
217 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218     {
219     drain_stat (op);
220     fix_player (op);
221 elmex 1.3 decrease_ob (tmp);
222     return 1;
223     }
224 elmex 1.4 if ((at = find_archetype (ARCH_DEPLETION)) == NULL)
225     {
226     LOG (llevError, "Could not find archetype depletion\n");
227     return 0;
228     }
229     depl = present_arch_in_ob (at, op);
230     if (depl != NULL)
231     {
232     for (i = 0; i < NUM_STATS; i++)
233     if (get_attr_value (&depl->stats, i))
234     {
235     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236     }
237     remove_ob (depl);
238     free_object (depl);
239     fix_player (op);
240     }
241     else
242     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 elmex 1.1
244 elmex 1.4 decrease_ob (tmp);
245     return 1;
246     }
247    
248     /* improvement potion - only for players */
249     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250     {
251    
252     for (i = 1; i < MIN (11, op->level); i++)
253 elmex 1.3 {
254 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 elmex 1.3 {
256 elmex 1.4 if (op->contr->levhp[i] != 1)
257 elmex 1.3 {
258 elmex 1.4 op->contr->levhp[i] = 1;
259     break;
260 elmex 1.3 }
261 elmex 1.4 if (op->contr->levsp[i] != 1)
262 elmex 1.3 {
263 elmex 1.4 op->contr->levsp[i] = 1;
264     break;
265     }
266     if (op->contr->levgrace[i] != 1)
267     {
268     op->contr->levgrace[i] = 1;
269     break;
270 elmex 1.3 }
271     }
272 elmex 1.4 else
273 elmex 1.3 {
274 elmex 1.4 if (op->contr->levhp[i] < 9)
275     {
276     op->contr->levhp[i] = 9;
277     break;
278     }
279     if (op->contr->levsp[i] < 6)
280 elmex 1.3 {
281 elmex 1.4 op->contr->levsp[i] = 6;
282     break;
283 elmex 1.3 }
284 elmex 1.4 if (op->contr->levgrace[i] < 3)
285 elmex 1.3 {
286 elmex 1.4 op->contr->levgrace[i] = 3;
287     break;
288 elmex 1.3 }
289     }
290     }
291 elmex 1.4 /* Just makes checking easier */
292     if (i < MIN (11, op->level))
293     got_one = 1;
294     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 elmex 1.3 {
296 elmex 1.4 if (got_one)
297 elmex 1.3 {
298 elmex 1.4 fix_player (op);
299     new_draw_info (NDI_UNIQUE, 0, op,
300     "The Gods smile upon you and remake you");
301     new_draw_info (NDI_UNIQUE, 0, op,
302     "a little more in their image.");
303     new_draw_info (NDI_UNIQUE, 0, op,
304     "You feel a little more perfect.");
305 elmex 1.3 }
306     else
307 elmex 1.4 new_draw_info (NDI_UNIQUE, 0, op,
308     "The potion had no effect - you are already perfect");
309 elmex 1.3 }
310 elmex 1.4 else
311     { /* cursed potion */
312     if (got_one)
313 elmex 1.3 {
314 elmex 1.4 fix_player (op);
315     new_draw_info (NDI_UNIQUE, 0, op,
316     "The Gods are angry and punish you.");
317 elmex 1.3 }
318 elmex 1.4 else
319     new_draw_info (NDI_UNIQUE, 0, op,
320     "You are fortunate that you are so pathetic.");
321 elmex 1.3 }
322 elmex 1.4 decrease_ob (tmp);
323     return 1;
324     }
325    
326    
327     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328     * and heroism all fit into this category. Given the spell object code,
329     * there is no limit to the number of spells that potions can be cast,
330     * but direction is problematic to try and imbue fireball potions for example.
331     */
332     if (tmp->inv)
333     {
334     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 elmex 1.3 {
336 elmex 1.4 object *fball;
337    
338     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339     /* Explodes a fireball centered at player */
340     fball = get_archetype (EXPLODING_FIREBALL);
341     fball->dam_modifier =
342     random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343     fball->stats.maxhp =
344     random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345     fball->x = op->x;
346     fball->y = op->y;
347     insert_ob_in_map (fball, op->map, NULL, 0);
348 elmex 1.3 }
349 elmex 1.4 else
350     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 elmex 1.1
352 elmex 1.4 decrease_ob (tmp);
353     /* if youre dead, no point in doing this... */
354     if (!QUERY_FLAG (op, FLAG_REMOVED))
355     fix_player (op);
356     return 1;
357     }
358    
359     /* Deal with protection potions */
360     force = NULL;
361     for (i = 0; i < NROFATTACKS; i++)
362     {
363     if (tmp->resist[i])
364     {
365     if (!force)
366     force = get_archetype (FORCE_NAME);
367     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368     force->type = POTION_EFFECT;
369     break; /* Only need to find one protection since we copy entire batch */
370 elmex 1.3 }
371 elmex 1.1 }
372 elmex 1.4 /* This is a protection potion */
373     if (force)
374 elmex 1.3 {
375 elmex 1.4 /* cursed items last longer */
376     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377     {
378     force->stats.food *= 10;
379     for (i = 0; i < NROFATTACKS; i++)
380     if (force->resist[i] > 0)
381     force->resist[i] = -force->resist[i]; /* prot => vuln */
382     }
383     force->speed_left = -1;
384     force = insert_ob_in_ob (force, op);
385     CLEAR_FLAG (tmp, FLAG_APPLIED);
386     SET_FLAG (force, FLAG_APPLIED);
387     change_abil (op, force);
388     decrease_ob (tmp);
389     return 1;
390     }
391    
392     /* Only thing left are the stat potions */
393     if (op->type == PLAYER)
394     { /* only for players */
395     if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
396     && tmp->value != 0)
397     CLEAR_FLAG (tmp, FLAG_APPLIED);
398     else
399     SET_FLAG (tmp, FLAG_APPLIED);
400     if (!change_abil (op, tmp))
401     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
402 elmex 1.1 }
403    
404 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
405     * that were grouped with the one consumed, his
406     * stat will not be raised by them. fix_player just clears
407     * up all the stats.
408     */
409     CLEAR_FLAG (tmp, FLAG_APPLIED);
410     fix_player (op);
411     decrease_ob (tmp);
412     return 1;
413 elmex 1.1 }
414    
415     /****************************************************************************
416     * Weapon improvement code follows
417     ****************************************************************************/
418    
419     /**
420     * This returns the sum of nrof of item (arch name).
421     */
422     static int check_item(object *op, const char *item)
423     {
424     int count=0;
425    
426    
427     if (item==NULL) return 0;
428     op=op->below;
429     while(op!=NULL) {
430     if (strcmp(op->arch->name,item)==0){
431 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 elmex 1.1 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
433 root 1.14 {
434     if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435     count++;
436     else
437     count += op->nrof;
438     }
439 elmex 1.1 }
440     op=op->below;
441     }
442     return count;
443     }
444    
445     /**
446     * This removes 'nrof' of what item->slaying says to remove.
447     * op is typically the player, which is only
448     * really used to determine what space to look at.
449     * Modified to only eat 'nrof' of objects.
450     */
451     static void eat_item(object *op,const char *item, uint32 nrof)
452     {
453     object *prev;
454    
455     prev = op;
456     op=op->below;
457    
458     while(op!=NULL) {
459 root 1.14 if (strcmp(op->arch->name,item)==0) {
460     if (op->nrof >= nrof) {
461     decrease_ob_nr(op,nrof);
462     return;
463     } else {
464     decrease_ob_nr(op,op->nrof);
465     nrof -= op->nrof;
466     }
467     op=prev;
468     }
469     prev = op;
470     op=op->below;
471 elmex 1.1 }
472     }
473    
474     /**
475     * This checks to see of the player (who) is sufficient level to use a weapon
476     * with improvs improvements (typically last_eat). We take an int here
477     * instead of the object so that the improvement code can pass along the
478     * increased value to see if the object is usuable.
479     * we return 1 (true) if the player can use the weapon.
480     */
481     static int check_weapon_power(const object *who, int improvs)
482     {
483     /* Old code is below (commented out). Basically, since weapons are the only
484     * object players really have any control to improve, it's a bit harsh to
485     * require high level in some combat skill, so we just use overall level.
486     */
487     #if 1
488     if (((who->level/5)+5) >= improvs) return 1;
489     else return 0;
490    
491     #else
492     int level=0;
493    
494     /* The skill system hands out wc and dam bonuses to fighters
495     * more generously than the old system (see fix_player). Thus
496     * we need to curtail the power of player enchanted weapons.
497     * I changed this to 1 improvement per "fighter" level/5 -b.t.
498     * Note: Nothing should break by allowing this ratio to be different or
499     * using normal level - it is just a matter of play balance.
500     */
501     if(who->type==PLAYER) {
502 root 1.14 object *wc_obj=NULL;
503 elmex 1.1
504 root 1.14 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505     if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506     level = wc_obj->level;
507    
508     if (!level ) {
509     LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510     level = who->level;
511     }
512 elmex 1.1 }
513     else
514 root 1.14 level=who->level;
515 elmex 1.1
516     return (improvs <= ((level/5)+5));
517     #endif
518     }
519    
520     /**
521     * Returns how many items of type improver->slaying there are under op.
522     * Will display a message if none found, and 1 if improver->slaying is NULL.
523     */
524     static int check_sacrifice(object *op, const object *improver)
525     {
526     int count=0;
527    
528     if (improver->slaying!=NULL) {
529 root 1.14 count = check_item(op,improver->slaying);
530     if (count<1) {
531     char buf[200];
532 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     uint32 price_in;
898    
899     /* We make some assumptions - we assume if it takes money as it type,
900     * it wants some amount. We don't make change (ie, if something costs
901     * 3 gp and player drops a platinum, tough luck)
902     */
903     if (!strcmp(CONV_FROM(converter),"money")) {
904 root 1.14 int cost;
905 elmex 1.1
906 root 1.14 if(item->type!=MONEY)
907     return 0;
908 elmex 1.1
909 root 1.14 nr=(item->nrof*item->value)/CONV_NEED(converter);
910     if (!nr) return 0;
911     cost=nr*CONV_NEED(converter)/item->value;
912     /* take into account rounding errors */
913     if (nr*CONV_NEED(converter)%item->value) cost++;
914     decrease_ob_nr(item, cost);
915 elmex 1.1
916 root 1.14 price_in = cost*item->value;
917 elmex 1.1 }
918     else {
919 root 1.14 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
920 pippijn 1.21 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof))
921 root 1.14 return 0;
922    
923     if(CONV_NEED(converter)) {
924     nr=item->nrof/CONV_NEED(converter);
925     decrease_ob_nr(item,nr*CONV_NEED(converter));
926     price_in = nr*CONV_NEED(converter)*item->value;
927     } else {
928     price_in = item->value;
929     remove_ob(item);
930     free_object(item);
931     }
932 elmex 1.1 }
933    
934     if (converter->inv != NULL) {
935 root 1.14 object *ob;
936     int i;
937     object *ob_to_copy;
938    
939     /* select random object from inventory to copy */
940     ob_to_copy = converter->inv;
941     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
942     if (rndm(0, i) == 0) {
943     ob_to_copy = ob;
944     }
945     }
946     item = object_create_clone(ob_to_copy);
947     CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
948     unflag_inv(item, FLAG_IS_A_TEMPLATE);
949 elmex 1.1 } else {
950 root 1.14 if (converter->other_arch == NULL) {
951 root 1.18 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952     &converter->name, converter->map->path, converter->x, converter->y);
953 root 1.14 return -1;
954     }
955 elmex 1.1
956 root 1.14 item = object_create_arch(converter->other_arch);
957     fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
958 elmex 1.1 }
959    
960     if(CONV_NR(converter))
961 root 1.14 item->nrof=CONV_NR(converter);
962 elmex 1.1 if(nr)
963 root 1.14 item->nrof*=nr;
964 elmex 1.15 if(is_in_shop (converter))
965 root 1.14 SET_FLAG(item,FLAG_UNPAID);
966 elmex 1.1 else if(price_in < item->nrof*item->value) {
967 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",
968 root 1.18 &converter->name, converter->map->path, converter->x, converter->y, price_in,
969     item->nrof*item->value, &item->name);
970 elmex 1.1 /**
971     * elmex: we are going to let the game continue, as the mapcreator
972     * propably had something in mind when doing this
973     */
974     }
975     insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
976     return 1;
977     }
978    
979     /**
980     * Handle apply on containers.
981     * By Eneq(@csd.uu.se).
982     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
983     * added the alchemical cauldron to the code -b.t.
984     */
985    
986     int apply_container (object *op, object *sack)
987     {
988     char buf[MAX_BUF];
989     object *tmp;
990    
991     if(op->type!=PLAYER)
992 root 1.14 return 0; /* This might change */
993 elmex 1.1
994     if (sack==NULL || sack->type != CONTAINER) {
995 root 1.18 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
996 root 1.14 return 0;
997 elmex 1.1 }
998     op->contr->last_used = NULL;
999     op->contr->last_used_id = 0;
1000    
1001     if (sack->env!=op) {
1002 root 1.14 if (sack->other_arch == NULL || sack->env != NULL) {
1003     new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1004     return 1;
1005     }
1006     /* It's on the ground, the problems begin */
1007     if (op->container != sack) {
1008     /* it's closed OR some player has opened it */
1009     if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1010     for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1011     tmp && tmp->container != sack; tmp=tmp->above);
1012     if (tmp) {
1013     /* some other player have opened it */
1014     new_draw_info_format(NDI_UNIQUE, 0, op,
1015     "%s is already occupied.", query_name(sack));
1016     return 1;
1017     }
1018     }
1019     }
1020     if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1021     if (op->container == NULL) {
1022     tmp = arch_to_object (sack->other_arch);
1023     /* not good, but insert_ob_in_ob() is too smart */
1024     CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 elmex 1.19 tmp->x= tmp->y = 0;
1026 root 1.14 tmp->map = NULL;
1027     tmp->env = sack;
1028     if (sack->inv)
1029     sack->inv->above = tmp;
1030     tmp->below = sack->inv;
1031     tmp->above = NULL;
1032     sack->inv = tmp;
1033     sack->move_off = MOVE_ALL; /* trying force closing it */
1034     } else {
1035     sack->move_off = 0;
1036     tmp = sack->inv;
1037     if (tmp && tmp->type == CLOSE_CON) {
1038     remove_ob(tmp);
1039     free_object (tmp);
1040     }
1041     }
1042     }
1043 elmex 1.1 }
1044    
1045     if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 root 1.14 if (op->container) {
1047     if (op->container != sack) {
1048     tmp = op->container;
1049     apply_container (op, tmp);
1050     sprintf (buf, "You close %s and open ", query_name(tmp));
1051     op->container = sack;
1052     strcat (buf, query_name(sack));
1053     strcat (buf, ".");
1054     } else {
1055     CLEAR_FLAG (sack, FLAG_APPLIED);
1056     op->container = NULL;
1057     sprintf (buf, "You close %s.", query_name(sack));
1058     }
1059     } else {
1060     CLEAR_FLAG (sack, FLAG_APPLIED);
1061     sprintf (buf, "You open %s.", query_name(sack));
1062     SET_FLAG (sack, FLAG_APPLIED);
1063     op->container = sack;
1064     }
1065 elmex 1.1 } else { /* not applied */
1066 root 1.14 if (sack->slaying) { /* it's locked */
1067     tmp = find_key(op, op, sack);
1068     if (tmp) {
1069     sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070     SET_FLAG (sack, FLAG_APPLIED);
1071     if (sack->env == NULL) { /* if it's on ground,open it also */
1072     new_draw_info (NDI_UNIQUE,0,op, buf);
1073     apply_container (op, sack);
1074     return 1;
1075     }
1076     } else {
1077     sprintf (buf, "You don't have the key to unlock %s.",
1078     query_name(sack));
1079     }
1080     } else {
1081     sprintf (buf, "You readied %s.", query_name(sack));
1082     SET_FLAG (sack, FLAG_APPLIED);
1083     if (sack->env == NULL) { /* if it's on ground,open it also */
1084     new_draw_info (NDI_UNIQUE, 0, op, buf);
1085     apply_container (op, sack);
1086     return 1;
1087     }
1088     }
1089 elmex 1.1 }
1090     new_draw_info (NDI_UNIQUE, 0, op, buf);
1091     if (op->contr) op->contr->socket.update_look=1;
1092     return 1;
1093     }
1094    
1095     /**
1096     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1097     * the player has in their inventory, eg, sacks, luggages, etc.
1098     *
1099     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1100     * This version is for client/server mode.
1101     * op is the player, sack is the container the player is opening or closing.
1102     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1103     *
1104     * Reminder - there are three states for any container - closed (non applied),
1105     * applied (not open, but objects that match get tossed into it), and open
1106     * (applied flag set, and op->container points to the open container)
1107     */
1108    
1109     int esrv_apply_container (object *op, object *sack)
1110     {
1111     object *tmp=op->container;
1112     if(op->type!=PLAYER)
1113 root 1.14 return 0; /* This might change */
1114 elmex 1.1
1115     if (sack==NULL || sack->type != CONTAINER) {
1116 root 1.18 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 root 1.14 return 0;
1118 elmex 1.1 }
1119    
1120     /* If we have a currently open container, then it needs to be closed in all cases
1121     * if we are opening this one up. We then fall through if appropriate for
1122     * openening the new container.
1123     */
1124    
1125     if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1126 root 1.14 if (op->container->env != op) { /* if container is on the ground */
1127     op->container->move_off = 0;
1128     }
1129 root 1.11
1130 elmex 1.17 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1131 root 1.11 return 1;
1132 elmex 1.1
1133 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1134     query_name(op->container));
1135     CLEAR_FLAG(op->container, FLAG_APPLIED);
1136     op->container=NULL;
1137     esrv_update_item (UPD_FLAGS, op, tmp);
1138     if (tmp == sack) return 1;
1139 elmex 1.1 }
1140    
1141    
1142     /* If the player is trying to open it (which he must be doing if we got here),
1143     * and it is locked, check to see if player has the equipment to open it.
1144     */
1145    
1146     if (sack->slaying) { /* it's locked */
1147     tmp=find_key(op, op, sack);
1148     if (tmp) {
1149 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1150 elmex 1.1 } else {
1151 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1152     query_name(sack));
1153     return 0;
1154 elmex 1.1 }
1155     }
1156    
1157     /* By the time we get here, we have made sure any other container has been closed and
1158     * if this is a locked container, the player they key to open it.
1159     */
1160    
1161     /* There are really two cases - the sack is either on the ground, or the sack is
1162     * part of the players inventory. If on the ground, we assume that the player is
1163     * opening it, since if it was being closed, that would have been taken care of above.
1164     */
1165    
1166    
1167     if (sack->env != op) {
1168 root 1.14 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169     * else. This normally should not happen, but a misbehaving client/player could
1170     * try to do it, so lets handle it gracefully.
1171     */
1172     if (sack->env) {
1173     new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1174     query_name(sack));
1175     return 0;
1176     }
1177     /* set these so when the player walks off, we can unapply the sack */
1178     sack->move_off = MOVE_ALL; /* trying force closing it */
1179    
1180     CLEAR_FLAG (sack, FLAG_APPLIED);
1181     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1182     SET_FLAG (sack, FLAG_APPLIED);
1183     op->container = sack;
1184     esrv_update_item (UPD_FLAGS, op, sack);
1185     esrv_send_inventory (op, sack);
1186 elmex 1.1
1187     } else { /* sack is in players inventory */
1188 root 1.14 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1189     CLEAR_FLAG (sack, FLAG_APPLIED);
1190     new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1191     SET_FLAG (sack, FLAG_APPLIED);
1192     op->container = sack;
1193     esrv_update_item (UPD_FLAGS, op, sack);
1194     esrv_send_inventory (op, sack);
1195     }
1196     else {
1197     CLEAR_FLAG (sack, FLAG_APPLIED);
1198     new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1199     SET_FLAG (sack, FLAG_APPLIED);
1200     esrv_update_item (UPD_FLAGS, op, sack);
1201     }
1202 elmex 1.1 }
1203     return 1;
1204     }
1205    
1206    
1207     /**
1208     * Handles dropping things on altar.
1209     * Returns true if sacrifice was accepted.
1210     */
1211     static int apply_altar (object *altar, object *sacrifice, object *originator)
1212     {
1213     /* Only players can make sacrifices on spell casting altars. */
1214     if (altar->inv && ( ! originator || originator->type != PLAYER))
1215 root 1.14 return 0;
1216 elmex 1.1
1217     if (operate_altar (altar, &sacrifice)) {
1218 root 1.14 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219     * with an altar. We call it a Potion - altars are stationary - it
1220     * is up to map designers to use them properly.
1221     */
1222     if (altar->inv && altar->inv->type==SPELL) {
1223 root 1.18 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1224 root 1.14 cast_spell (originator, altar, 0, altar->inv, NULL);
1225     /* If it is connected, push the button. Fixes some problems with
1226     * old maps.
1227     */
1228 elmex 1.1 /* push_button (altar);*/
1229 root 1.14 } else {
1230     altar->value = 1; /* works only once */
1231     push_button (altar);
1232     }
1233     return sacrifice == NULL;
1234 elmex 1.1 } else {
1235 root 1.14 return 0;
1236 elmex 1.1 }
1237     }
1238    
1239    
1240     /**
1241     * Handles 'movement' of shop mats.
1242     * Returns 1 if 'op' was destroyed, 0 if not.
1243     * Largely re-written to not use nearly as many gotos, plus
1244     * some of this code just looked plain out of date.
1245     * MSW 2001-08-29
1246     */
1247 elmex 1.15 int apply_shop_mat (object * shop_mat, object * op)
1248 elmex 1.1 {
1249 elmex 1.15 int rv = 0;
1250     double opinion;
1251     object *tmp, *next;
1252 elmex 1.1
1253 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1254 elmex 1.1
1255 elmex 1.15 if (op->type != PLAYER)
1256     {
1257     /* Remove all the unpaid objects that may be carried here.
1258     * This could be pets or monsters that are somehow in
1259     * the shop.
1260     */
1261     for (tmp = op->inv; tmp; tmp = next)
1262     {
1263     next = tmp->below;
1264     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265     {
1266     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1267 root 1.14
1268 elmex 1.15 remove_ob (tmp);
1269     if (i == -1)
1270     i = 0;
1271     tmp->map = op->map;
1272     tmp->x = op->x + freearr_x[i];
1273     tmp->y = op->y + freearr_y[i];
1274     insert_ob_in_map (tmp, op->map, op, 0);
1275 root 1.14 }
1276     }
1277    
1278 elmex 1.15 /* Don't teleport things like spell effects */
1279     if (QUERY_FLAG (op, FLAG_NO_PICK))
1280     return 0;
1281 root 1.14
1282 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1283     * shop mats. Instead, put it on a nearby space.
1284     */
1285     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286     {
1287 root 1.14
1288 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1290     if (i != -1)
1291     {
1292     rv =
1293     transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i],
1294     0, shop_mat);
1295 root 1.14 }
1296 elmex 1.15 return 0;
1297 root 1.14 }
1298 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1299     * the teleport function should be able to handle this just fine.
1300     */
1301     rv = teleport (shop_mat, SHOP_MAT, op);
1302 elmex 1.1 }
1303 elmex 1.15 /* immediate block below is only used for players */
1304     else if (can_pay (op))
1305     {
1306     get_payment (op, op->inv);
1307     rv = teleport (shop_mat, SHOP_MAT, op);
1308    
1309     if (shop_mat->msg)
1310     {
1311     new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312     }
1313     /* This check below is a bit simplistic - generally it should be correct,
1314     * but there is never a guarantee that the bottom space on the map is
1315     * actually the shop floor.
1316     */
1317     else if (!rv && !is_in_shop (op))
1318     {
1319     opinion = shopkeeper_approval (op->map, op);
1320     if (opinion > 0.9)
1321     new_draw_info (NDI_UNIQUE, 0, op,
1322     "The shopkeeper gives you a friendly wave.");
1323     else if (opinion > 0.75)
1324     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325     else if (opinion > 0.5)
1326     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327     else
1328     new_draw_info (NDI_UNIQUE, 0, op,
1329     "The shopkeeper glares at you with contempt.");
1330 root 1.14 }
1331 elmex 1.1 }
1332 elmex 1.15 else
1333     {
1334     /* if we get here, a player tried to leave a shop but was not able
1335     * to afford the items he has. We try to move the player so that
1336     * they are not on the mat anymore
1337     */
1338 root 1.14
1339 elmex 1.15 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1340     if (i == -1)
1341     {
1342     LOG (llevError, "Internal shop-mat problem.\n");
1343     }
1344     else
1345     {
1346     remove_ob (op);
1347     op->x += freearr_x[i];
1348     op->y += freearr_y[i];
1349     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1350 root 1.14 }
1351 elmex 1.1 }
1352 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353     return rv;
1354 elmex 1.1 }
1355    
1356     /**
1357     * Handles applying a sign.
1358     */
1359     static void apply_sign (object *op, object *sign, int autoapply)
1360     {
1361     readable_message_type* msgType;
1362     char newbuf[HUGE_BUF];
1363     if (sign->msg == NULL) {
1364     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1365     return;
1366     }
1367    
1368     if (sign->stats.food) {
1369 root 1.14 if (sign->last_eat >= sign->stats.food) {
1370     if (!sign->move_on)
1371     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1372     return;
1373     }
1374 elmex 1.1
1375 root 1.14 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1376     sign->last_eat++;
1377 elmex 1.1 }
1378    
1379     /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1380     * No way to know for sure. The presumption is basically that if
1381     * move_on is zero, it needs to be manually applied (doesn't talk
1382     * to us).
1383     */
1384     if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) {
1385     new_draw_info (NDI_UNIQUE, 0, op,
1386     "You are unable to read while blind.");
1387     return;
1388     }
1389     msgType=get_readable_message_type(sign);
1390 root 1.18 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg);
1391     draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1392 elmex 1.1 }
1393    
1394     /**
1395     * 'victim' moves onto 'trap'
1396     * 'victim' leaves 'trap'
1397     * effect is determined by move_on/move_off of trap and move_type of victime.
1398     *
1399     * originator: Player, monster or other object that caused 'victim' to move
1400     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1401     * However, some types of traps require an originator to function.
1402     */
1403     void move_apply (object *trap, object *victim, object *originator)
1404     {
1405     static int recursion_depth = 0;
1406    
1407     /* Only exits affect DMs. */
1408     if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1409     return;
1410    
1411     /* move_apply() is the most likely candidate for causing unwanted and
1412     * possibly unlimited recursion.
1413     */
1414     /* The following was changed because it was causing perfeclty correct
1415     * maps to fail. 1) it's not an error to recurse:
1416     * rune detonates, summoning monster. monster lands on nearby rune.
1417     * nearby rune detonates. This sort of recursion is expected and
1418     * proper. This code was causing needless crashes.
1419     */
1420     if (recursion_depth >= 500) {
1421 root 1.14 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422     "[trap arch %s, name %s; victim arch %s, name %s]\n",
1423 root 1.18 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 root 1.14 return;
1425 elmex 1.1 }
1426     recursion_depth++;
1427     if (trap->head) trap=trap->head;
1428    
1429 root 1.11 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1430 elmex 1.1 goto leave;
1431    
1432     switch (trap->type) {
1433 root 1.14 case PLAYERMOVER:
1434     if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1435     !should_director_abort(trap, victim)) {
1436     if (!trap->stats.maxsp) trap->stats.maxsp=2;
1437    
1438     /* Is this correct? From the docs, it doesn't look like it
1439     * should be divided by trap->speed
1440     */
1441     victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1442    
1443     /* Just put in some sanity check. I think there is a bug in the
1444     * above with some objects have zero speed, and thus the player
1445     * getting permanently paralyzed.
1446     */
1447     if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1448     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1449     }
1450     goto leave;
1451    
1452     case SPINNER:
1453     if(victim->direction) {
1454     victim->direction=absdir(victim->direction-trap->stats.sp);
1455     update_turn_face(victim);
1456     }
1457     goto leave;
1458    
1459     case DIRECTOR:
1460     if(victim->direction && !should_director_abort(trap, victim)) {
1461     victim->direction=trap->stats.sp;
1462     update_turn_face(victim);
1463     }
1464     goto leave;
1465    
1466     case BUTTON:
1467     case PEDESTAL:
1468     update_button(trap);
1469     goto leave;
1470    
1471     case ALTAR:
1472     /* sacrifice victim on trap */
1473     apply_altar (trap, victim, originator);
1474     goto leave;
1475    
1476     case THROWN_OBJ:
1477     if (trap->inv == NULL)
1478     goto leave;
1479     /* fallthrough */
1480    
1481     case ARROW:
1482    
1483     /* bad bug: monster throw a object, make a step forwards, step on object ,
1484     * trigger this here and get hit by own missile - and will be own enemy.
1485     * Victim then is his own enemy and will start to kill herself (this is
1486     * removed) but we have not synced victim and his missile. To avoid senseless
1487     * action, we avoid hits here
1488     */
1489     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490     hit_with_arrow (trap, victim);
1491     goto leave;
1492    
1493     case SPELL_EFFECT:
1494     apply_spell_effect(trap, victim);
1495     goto leave;
1496    
1497     case TRAPDOOR:
1498     {
1499     int max, sound_was_played;
1500     object *ab, *ab_next;
1501     if(!trap->value) {
1502     int tot;
1503     for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504     if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506    
1507     if(!(trap->value=(tot>trap->weight)?1:0))
1508     goto leave;
1509    
1510     SET_ANIMATION(trap, trap->value);
1511     update_object(trap,UP_OBJ_FACE);
1512     }
1513    
1514     for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1515     /* need to set this up, since if we do transfer the object,
1516     * ab->above would be bogus
1517     */
1518     ab_next = ab->above;
1519    
1520     if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1521     if ( ! sound_was_played) {
1522     play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1523     sound_was_played = 1;
1524     }
1525     new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1526     transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1527     }
1528     }
1529     goto leave;
1530     }
1531    
1532    
1533     case CONVERTER:
1534     if (convert_item (victim, trap) < 0) {
1535     object *op;
1536    
1537     new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1538    
1539     op = get_archetype("burnout");
1540     if (op != NULL) {
1541     op->x = trap->x;
1542     op->y = trap->y;
1543     insert_ob_in_map(op, trap->map, trap, 0);
1544     }
1545     }
1546     goto leave;
1547    
1548     case TRIGGER_BUTTON:
1549     case TRIGGER_PEDESTAL:
1550     case TRIGGER_ALTAR:
1551     check_trigger (trap, victim);
1552     goto leave;
1553    
1554     case DEEP_SWAMP:
1555     walk_on_deep_swamp (trap, victim);
1556     goto leave;
1557    
1558     case CHECK_INV:
1559     check_inv (victim, trap);
1560     goto leave;
1561    
1562     case HOLE:
1563     /* Hole not open? */
1564     if(trap->stats.wc > 0)
1565     goto leave;
1566    
1567     /* Is this a multipart monster and not the head? If so, return.
1568     * Processing will happen if the head runs into the pit
1569     */
1570     if (victim->head)
1571     goto leave;
1572    
1573     play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576     goto leave;
1577    
1578     case EXIT:
1579     if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580     /* Basically, don't show exits leading to random maps the
1581     * players output.
1582     */
1583     if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1584     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585     enter_exit (victim, trap);
1586     }
1587     goto leave;
1588    
1589     case ENCOUNTER:
1590     /* may be some leftovers on this */
1591     goto leave;
1592    
1593     case SHOP_MAT:
1594     apply_shop_mat (trap, victim);
1595     goto leave;
1596    
1597     /* Drop a certain amount of gold, and have one item identified */
1598     case IDENTIFY_ALTAR:
1599     apply_id_altar (victim, trap, originator);
1600     goto leave;
1601    
1602     case SIGN:
1603     if (victim->type != PLAYER && trap->stats.food > 0)
1604     goto leave; /* monsters musn't apply magic_mouths with counters */
1605    
1606     apply_sign (victim, trap, 1);
1607     goto leave;
1608    
1609     case CONTAINER:
1610     if (victim->type==PLAYER)
1611     (void) esrv_apply_container (victim, trap);
1612     else
1613     (void) apply_container (victim, trap);
1614     goto leave;
1615    
1616     case RUNE:
1617     case TRAP:
1618     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1619     spring_trap(trap, victim);
1620     }
1621     goto leave;
1622    
1623     default:
1624     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1625 root 1.18 "handled in move_apply()\n", &trap->name, &trap->arch->name,
1626 root 1.14 trap->type);
1627     goto leave;
1628 elmex 1.1 }
1629    
1630     leave:
1631 root 1.14 recursion_depth--;
1632 elmex 1.1 }
1633    
1634     /**
1635     * Handles reading a regular (ie not containing a spell) book.
1636     */
1637     static void apply_book (object *op, object *tmp)
1638     {
1639     int lev_diff;
1640     object *skill_ob;
1641    
1642     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1643     new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1644     return;
1645     }
1646     if(tmp->msg==NULL) {
1647     new_draw_info_format(NDI_UNIQUE, 0, op,
1648 root 1.18 "You open the %s and find it empty.", &tmp->name);
1649 elmex 1.1 return;
1650     }
1651    
1652     /* need a literacy skill to read stuff! */
1653     skill_ob = find_skill_by_name(op, tmp->skill);
1654     if ( ! skill_ob) {
1655 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1656     "You are unable to decipher the strange symbols.");
1657     return;
1658 elmex 1.1 }
1659     lev_diff = tmp->level - (skill_ob->level + 5);
1660     if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1661 root 1.14 if (lev_diff < 2)
1662     new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1663     else if (lev_diff < 3)
1664     new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1665     else if (lev_diff < 5)
1666     new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1667     else if (lev_diff < 8)
1668     new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1669     else if (lev_diff < 15)
1670     new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1671     else
1672     new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1673     return;
1674 elmex 1.1 }
1675    
1676 root 1.9 readable_message_type* msgType = get_readable_message_type(tmp);
1677     draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1678     msgType->message_type, msgType->message_subtype,
1679     "You open the %s and start reading.\n%s",
1680     "%s\n%s",
1681 root 1.18 long_desc(tmp,op), &tmp->msg);
1682 elmex 1.1
1683     /* gain xp from reading */
1684     if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1685 root 1.14 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1686 elmex 1.1 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1687     /*exp_gain *= 2; because they just identified it too */
1688     SET_FLAG(tmp,FLAG_IDENTIFIED);
1689     /* If in a container, update how it looks */
1690     if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1691     else op->contr->socket.update_look=1;
1692     }
1693     change_exp(op,exp_gain, skill_ob->skill, 0);
1694     SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1695     }
1696     }
1697    
1698     /**
1699     * Handles the applying of a skill scroll, calling learn_skill straight.
1700     * op is the person learning the skill, tmp is the skill scroll object
1701     */
1702     static void apply_skillscroll (object *op, object *tmp)
1703     {
1704     switch ((int) learn_skill (op, tmp)) {
1705 root 1.14 case 0:
1706     new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1707     new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1708     return;
1709    
1710     case 1:
1711 root 1.18 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1712 root 1.14 decrease_ob(tmp);
1713     return;
1714    
1715     default:
1716     new_draw_info_format(NDI_UNIQUE,0,op,
1717     "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718     decrease_ob(tmp);
1719     return;
1720 elmex 1.1 }
1721     }
1722    
1723     /**
1724     * Actually makes op learn spell.
1725     * Informs player of what happens.
1726     */
1727     void do_learn_spell (object *op, object *spell, int special_prayer)
1728     {
1729     object *tmp;
1730    
1731     if (op->type != PLAYER) {
1732     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733     return;
1734     }
1735    
1736     /* Upgrade special prayers to normal prayers */
1737     if ((tmp=check_spell_known (op, spell->name))!=NULL) {
1738     if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
1739     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740     return;
1741     }
1742     return;
1743     }
1744    
1745     play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746     tmp = get_object();
1747     copy_object(spell, tmp);
1748     insert_ob_in_ob(tmp, op);
1749    
1750     if (special_prayer) {
1751 root 1.14 SET_FLAG(tmp, FLAG_STARTEQUIP);
1752 elmex 1.1 }
1753    
1754     esrv_add_spells(op->contr, tmp);
1755     }
1756    
1757     /**
1758     * Erases spell from player's inventory.
1759     */
1760     void do_forget_spell (object *op, const char *spell)
1761     {
1762     object *spob;
1763    
1764     if (op->type != PLAYER) {
1765     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766     return;
1767     }
1768     if ( (spob=check_spell_known (op, spell)) == NULL) {
1769     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770     return;
1771     }
1772    
1773     new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1774 root 1.14 "You lose knowledge of %s.", spell);
1775 elmex 1.1 player_unready_range_ob(op->contr, spob);
1776     esrv_remove_spell(op->contr, spob);
1777     remove_ob(spob);
1778     free_object(spob);
1779     }
1780    
1781     /**
1782     * Handles player applying a spellbook.
1783     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1784     * stuff like that. Random learning failure too.
1785     */
1786     static void apply_spellbook (object *op, object *tmp)
1787     {
1788     object *skop, *spell, *spell_skill;
1789    
1790     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1791 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1792     return;
1793 elmex 1.1 }
1794    
1795     /* artifact_spellbooks have 'slaying' field point to a spell name,
1796     * instead of having their spell stored in stats.sp. These are
1797     * legacy spellbooks
1798     */
1799    
1800     if(tmp->slaying != NULL) {
1801 root 1.14 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1802     if (!spell) {
1803     new_draw_info_format(NDI_UNIQUE, 0, op,
1804 root 1.18 "The book's formula for %s is incomplete", &tmp->slaying);
1805 root 1.14 return;
1806     }
1807     else
1808     insert_ob_in_ob(spell, tmp);
1809     tmp->slaying=NULL;
1810 elmex 1.1 }
1811    
1812     skop = find_skill_by_name(op, tmp->skill);
1813    
1814     /* need a literacy skill to learn spells. Also, having a literacy level
1815     * lower than the spell will make learning the spell more difficult */
1816     if ( !skop) {
1817 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1818     return;
1819 elmex 1.1 }
1820    
1821     spell = tmp->inv;
1822     if (!spell) {
1823 root 1.18 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1824 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1825 elmex 1.1 return;
1826     }
1827     if (spell->level > (skop->level+10)) {
1828 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829     return;
1830 elmex 1.1 }
1831    
1832     new_draw_info_format(NDI_UNIQUE, 0, op,
1833 root 1.14 "The spellbook contains the %s level spell %s.",
1834 root 1.18 get_levelnumber(spell->level), &spell->name);
1835 elmex 1.1
1836     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1837 root 1.14 identify(tmp);
1838     if (tmp->env)
1839     esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1840     else
1841     op->contr->socket.update_look=1;
1842 elmex 1.1 }
1843    
1844     /* I removed the check for special_prayer_mark here - it didn't make
1845     * a lot of sense - special prayers are not found in spellbooks, and
1846     * if the player doesn't know the spell, doesn't make a lot of sense that
1847     * they would have a special prayer mark.
1848     */
1849     if (check_spell_known (op, spell->name)) {
1850 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1851     return;
1852 elmex 1.1 }
1853    
1854     if (spell->skill) {
1855 root 1.14 spell_skill = find_skill_by_name(op, spell->skill);
1856     if (!spell_skill) {
1857     new_draw_info_format(NDI_UNIQUE, 0, op,
1858     "You lack the skill %s to use this spell",
1859 root 1.18 &spell->skill);
1860 root 1.14 return;
1861     }
1862     if (spell_skill->level < spell->level) {
1863     new_draw_info_format(NDI_UNIQUE, 0, op,
1864     "You need to be level %d in %s to learn this spell.",
1865 root 1.18 spell->level, &spell->skill);
1866 root 1.14 return;
1867     }
1868 elmex 1.1 }
1869    
1870     /* Logic as follows
1871     *
1872     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873     *
1874     * 2- The learner's skill level in literacy adjusts the chance to learn
1875     * a spell.
1876     *
1877     * 3 -Automatically fail to learn if you read while confused
1878     *
1879     * Overall, chances are the same but a player will find having a high
1880     * literacy rate very useful! -b.t.
1881     */
1882     if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1883 root 1.14 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1884     scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1885 elmex 1.1 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1886 root 1.14 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1887     learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1888 elmex 1.1
1889 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1890     do_learn_spell (op, spell, 0);
1891 elmex 1.1
1892 root 1.14 /* xp gain to literacy for spell learning */
1893     if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894     change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1895 elmex 1.1 } else {
1896 root 1.14 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1897     new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1898 elmex 1.1 }
1899     decrease_ob(tmp);
1900     }
1901    
1902     /**
1903     * Handles applying a spell scroll.
1904     */
1905     void apply_scroll (object *op, object *tmp, int dir)
1906     {
1907     object *skop;
1908    
1909     if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1910 root 1.14 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1911     return;
1912 elmex 1.1 }
1913    
1914     if (!tmp->inv || tmp->inv->type != SPELL) {
1915     new_draw_info (NDI_UNIQUE, 0, op,
1916     "The scroll just doesn't make sense!");
1917     return;
1918     }
1919    
1920     if(op->type==PLAYER) {
1921 root 1.14 /* players need a literacy skill to read stuff! */
1922     int exp_gain=0;
1923 elmex 1.1
1924 root 1.14 /* hard code literacy - tmp->skill points to where the exp
1925     * should go for anything killed by the spell.
1926     */
1927     skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1928 elmex 1.1
1929     if ( ! skop) {
1930 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,
1931     "You are unable to decipher the strange symbols.");
1932     return;
1933 elmex 1.1 }
1934    
1935 root 1.14 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1936     change_exp(op,exp_gain, skop->skill, 0);
1937 elmex 1.1 }
1938    
1939     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1940 root 1.14 identify(tmp);
1941 elmex 1.1
1942     new_draw_info_format(NDI_BLACK, 0, op,
1943 root 1.18 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 elmex 1.1
1945    
1946     cast_spell(op,tmp,dir,tmp->inv, NULL);
1947     decrease_ob(tmp);
1948     }
1949    
1950     /**
1951     * Applies a treasure object - by default, chest. op
1952     * is the person doing the applying, tmp is the treasure
1953     * chest.
1954     */
1955     static void apply_treasure (object *op, object *tmp)
1956     {
1957     object *treas;
1958     tag_t tmp_tag = tmp->count, op_tag = op->count;
1959    
1960    
1961     /* Nice side effect of new treasure creation method is that the treasure
1962     * for the chest is done when the chest is created, and put into the chest
1963     * inventory. So that when the chest burns up, the items still exist. Also
1964     * prevents people fromt moving chests to more difficult maps to get better
1965     * treasure
1966     */
1967    
1968     treas = tmp->inv;
1969     if(treas==NULL) {
1970 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1971     decrease_ob(tmp);
1972     return;
1973 elmex 1.1 }
1974     while (tmp->inv) {
1975 root 1.14 treas = tmp->inv;
1976 elmex 1.1
1977 root 1.14 remove_ob(treas);
1978     new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979     query_name(treas));
1980    
1981     treas->x=op->x;
1982     treas->y=op->y;
1983     treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984    
1985     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986     && QUERY_FLAG (op, FLAG_ALIVE))
1987     spring_trap (treas, op);
1988     /* If either player or container was destroyed, no need to do
1989     * further processing. I think this should be enclused with
1990     * spring trap above, as I don't think there is otherwise
1991     * any way for the treasure chest or player to get killed
1992     */
1993     if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994     break;
1995 elmex 1.1 }
1996    
1997     if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998     decrease_ob (tmp);
1999    
2000     }
2001    
2002     /**
2003     * op eats food.
2004     * If player, takes care of messages and dragon special food.
2005     */
2006     static void apply_food (object *op, object *tmp)
2007     {
2008     int capacity_remaining;
2009    
2010     if(op->type!=PLAYER)
2011     op->stats.hp=op->stats.maxhp;
2012     else {
2013     /* check if this is a dragon (player), eating some flesh */
2014     if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2015 root 1.14 ;
2016 elmex 1.1 else {
2017 root 1.14 /* usual case - no dragon meal: */
2018     if(op->stats.food+tmp->stats.food>999) {
2019     if(tmp->type==FOOD || tmp->type==FLESH)
2020     new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2021     else
2022     new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2023     }
2024 elmex 1.1
2025 root 1.14 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2026     char buf[MAX_BUF];
2027    
2028     if (!is_dragon_pl(op)) {
2029     /* eating message for normal players*/
2030     if(tmp->type==DRINK)
2031 root 1.18 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2032 root 1.14 else
2033 root 1.18 sprintf(buf,"The %s tasted %s",&tmp->name,
2034 root 1.14 tmp->type==FLESH?"terrible!":"good.");
2035     }
2036     else {
2037     /* eating message for dragon players*/
2038 root 1.18 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2039 root 1.14 }
2040    
2041     new_draw_info(NDI_UNIQUE, 0,op,buf);
2042     capacity_remaining = 999 - op->stats.food;
2043     op->stats.food+=tmp->stats.food;
2044     if(capacity_remaining < tmp->stats.food)
2045     op->stats.hp += capacity_remaining / 50;
2046     else
2047     op->stats.hp+=tmp->stats.food/50;
2048     if(op->stats.hp>op->stats.maxhp)
2049     op->stats.hp=op->stats.maxhp;
2050     if (op->stats.food > 999)
2051     op->stats.food = 999;
2052     }
2053 elmex 1.1
2054 root 1.14 /* special food hack -b.t. */
2055     if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2056     eat_special_food(op,tmp);
2057 elmex 1.1 }
2058     }
2059     handle_apply_yield(tmp);
2060     decrease_ob(tmp);
2061     }
2062    
2063     /**
2064     * A dragon is eating some flesh. If the flesh contains resistances,
2065     * there is a chance for the dragon's skin to get improved.
2066     *
2067     * attributes:
2068     * object *op the object (dragon player) eating the flesh
2069     * object *meal the flesh item, getting chewed in dragon's mouth
2070     * return:
2071     * int 1 if eating successful, 0 if it doesn't work
2072     */
2073     int dragon_eat_flesh(object *op, object *meal) {
2074     object *skin = NULL; /* pointer to dragon skin force*/
2075     object *abil = NULL; /* pointer to dragon ability force*/
2076     object *tmp = NULL; /* tmp. object */
2077    
2078     char buf[MAX_BUF]; /* tmp. string buffer */
2079     double chance; /* improvement-chance of one resistance type */
2080     double totalchance=1; /* total chance of gaining one resistance */
2081     double bonus=0; /* level bonus (improvement is easier at lowlevel) */
2082     double mbonus=0; /* monster bonus */
2083     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084     int winners=0; /* number of winners */
2085     int i; /* index */
2086    
2087     /* let's make sure and doublecheck the parameters */
2088     if (meal->type!=FLESH || !is_dragon_pl(op))
2089     return 0;
2090    
2091     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092     from the player's inventory */
2093     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2094     if (tmp->type == FORCE) {
2095     if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2096 root 1.14 skin = tmp;
2097 elmex 1.1 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2098 root 1.14 abil = tmp;
2099 elmex 1.1 }
2100     }
2101    
2102     /* if either skin or ability are missing, this is an old player
2103     which is not to be considered a dragon -> bail out */
2104     if (skin == NULL || abil == NULL) return 0;
2105    
2106     /* now start by filling stomache and health, according to food-value */
2107     if((999 - op->stats.food) < meal->stats.food)
2108     op->stats.hp += (999 - op->stats.food) / 50;
2109     else
2110     op->stats.hp += meal->stats.food/50;
2111     if(op->stats.hp>op->stats.maxhp)
2112     op->stats.hp=op->stats.maxhp;
2113    
2114     op->stats.food = MIN(999, op->stats.food + meal->stats.food);
2115    
2116     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/
2117    
2118     /* on to the interesting part: chances for adding resistance */
2119     for (i=0; i<NROFATTACKS; i++) {
2120     if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) {
2121     /* got positive resistance, now calculate improvement chance (0-100) */
2122    
2123     /* this bonus makes resistance increase easier at lower levels */
2124     bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2125     if (i == abil->stats.exp)
2126 root 1.14 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 elmex 1.1
2128     /* monster bonus increases with level, because high-level
2129     flesh is too rare */
2130     mbonus = op->level * 20. / ((double)settings.max_level);
2131    
2132     chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2133 root 1.14 ((double)settings.max_level)) - skin->resist[i];
2134 elmex 1.1
2135     if (chance >= 0.)
2136 root 1.14 chance += 1.;
2137 elmex 1.1 else
2138 root 1.14 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2139 elmex 1.1
2140     /* chance is proportional to amount of resistance (max. 50) */
2141     chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2142    
2143     /* doubled chance for resistance of ability-focus */
2144     if (i == abil->stats.exp)
2145 root 1.14 chance = MIN(100., chance*2.);
2146 elmex 1.1
2147     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2148     if (RANDOM()%10000 < (int)(chance*100)) {
2149 root 1.14 atnr_winner[winners] = i;
2150     winners++;
2151 elmex 1.1 }
2152    
2153     if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2154    
2155     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2156     }
2157     }
2158    
2159     /* inverse totalchance as until now we have the failure-chance */
2160     totalchance = 100 - totalchance*100;
2161     /* print message according to totalchance */
2162     if (totalchance > 50.)
2163 root 1.18 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name);
2164 elmex 1.1 else if (totalchance > 10.)
2165 root 1.18 sprintf(buf, "The %s tasted very good.", &meal->name);
2166 elmex 1.1 else if (totalchance > 1.)
2167 root 1.18 sprintf(buf, "The %s tasted good.", &meal->name);
2168 elmex 1.1 else if (totalchance > 0.1)
2169 root 1.18 sprintf(buf, "The %s tasted bland.", &meal->name);
2170 elmex 1.1 else if (totalchance >= 0.01)
2171 root 1.18 sprintf(buf, "The %s had a boring taste.", &meal->name);
2172 elmex 1.1 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat))
2173 root 1.18 sprintf(buf, "The %s tasted strange.", &meal->name);
2174 elmex 1.1 else
2175 root 1.18 sprintf(buf, "The %s had no taste.", &meal->name);
2176 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2177    
2178     /* now choose a winner if we have any */
2179     i = -1;
2180     if (winners>0)
2181     i = atnr_winner[RANDOM()%winners];
2182    
2183     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) {
2184     /* resistance increased! */
2185     skin->resist[i]++;
2186     fix_player(op);
2187    
2188     sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2189     new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2190     }
2191    
2192     /* if this flesh contains a new ability focus, we mark it
2193     into the ability_force and it will take effect on next level */
2194     if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)
2195     && meal->last_eat != abil->last_eat) {
2196     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2197    
2198     if (meal->last_eat != abil->stats.exp) {
2199     sprintf(buf, "Your metabolism prepares to focus on %s!",
2200 root 1.14 change_resist_msg[meal->last_eat]);
2201 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2202     sprintf(buf, "The change will happen at level %d", abil->level + 1);
2203     new_draw_info(NDI_UNIQUE, 0, op, buf);
2204     }
2205     else {
2206     sprintf(buf, "Your metabolism will continue to focus on %s.",
2207 root 1.14 change_resist_msg[meal->last_eat]);
2208 elmex 1.1 new_draw_info(NDI_UNIQUE, 0, op, buf);
2209     abil->last_eat = 0;
2210     }
2211     }
2212     return 1;
2213     }
2214    
2215     static void apply_savebed (object *pl)
2216     {
2217     #ifndef COZY_SERVER
2218     if(!pl->contr->name_changed||!pl->stats.exp) {
2219     new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2220     return;
2221     }
2222     #endif
2223 root 1.16 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 elmex 1.1 /* Need to call terminate_all_pets() before we remove the player ob */
2225     terminate_all_pets(pl);
2226     remove_ob(pl);
2227     pl->direction=0;
2228     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2229 root 1.18 "%s leaves the game.", &pl->name);
2230 elmex 1.1
2231     /* update respawn position */
2232     strcpy(pl->contr->savebed_map, pl->map->path);
2233     pl->contr->bed_x = pl->x;
2234     pl->contr->bed_y = pl->y;
2235    
2236     strcpy(pl->contr->killer,"left");
2237     check_score(pl); /* Always check score */
2238     (void)save_player(pl,0);
2239     pl->map->players--;
2240     #if MAP_MAXTIMEOUT
2241     MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2242     #endif
2243     play_again(pl);
2244     pl->speed = 0;
2245     update_ob_speed(pl);
2246     }
2247    
2248     /**
2249     * Handles applying an improve armor scroll.
2250     * Does some sanity checks, then calls improve_armour.
2251     */
2252     static void apply_armour_improver (object *op, object *tmp)
2253     {
2254     object *armor;
2255    
2256     if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
2257     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2258     return;
2259     }
2260     armor=find_marked_object(op);
2261     if ( ! armor) {
2262     new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263     return;
2264     }
2265     if (armor->type != ARMOUR
2266 root 1.14 && armor->type != CLOAK
2267     && armor->type != BOOTS && armor->type != GLOVES
2268     && armor->type != BRACERS && armor->type != SHIELD
2269     && armor->type != HELMET)
2270 elmex 1.1 {
2271     new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2272     return;
2273     }
2274    
2275     new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment.");
2276     improve_armour(op,tmp,armor);
2277     }
2278    
2279    
2280     extern void apply_poison (object *op, object *tmp)
2281     {
2282     if (op->type == PLAYER) {
2283     play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2284     new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2285     strcpy(op->contr->killer,"poisonous booze");
2286     }
2287     if (tmp->stats.hp > 0) {
2288     LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2289     tmp->stats.hp);
2290     hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2291     }
2292     op->stats.food-=op->stats.food/4;
2293     handle_apply_yield(tmp);
2294     decrease_ob(tmp);
2295     }
2296    
2297     /**
2298     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2299     * A valid 2 way exit means:
2300     * -You can come back (there is another exit at the other side)
2301     * -You are
2302     * ° the owner of the exit
2303     * ° or in the same party as the owner
2304     *
2305     * Note: a owner in a 2 way exit is saved as the owner's name
2306     * in the field exit->name cause the field exit->owner doesn't
2307     * survive in the swapping (in fact the whole exit doesn't survive).
2308     */
2309     int is_legal_2ways_exit (object* op, object *exit)
2310     {
2311     object * tmp;
2312     object * exit_owner;
2313     player * pp;
2314     mapstruct * exitmap;
2315     if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2316     if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2317     /* To know if an exit has a correspondant, we look at
2318     * all the exits in destination and try to find one with same path as
2319     * the current exit's position */
2320     if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2321     exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2322     else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2323     if (exitmap)
2324     {
2325     tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit));
2326     if (!tmp) return 0;
2327     for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above)
2328     {
2329     if (tmp->type!=EXIT) continue; /*Not an exit*/
2330     if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/
2331     if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2332     if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2333    
2334     /* From here we have found the exit is valid. However we do
2335     * here the check of the exit owner. It is important for the
2336     * town portals to prevent strangers from visiting your appartments
2337     */
2338     if (!exit->race) return 1; /*No owner, free for all!*/
2339     exit_owner=NULL;
2340     for (pp=first_player;pp;pp=pp->next)
2341     {
2342     if (!pp->ob) continue;
2343     if (pp->ob->name!=exit->race) continue;
2344     exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2345     break;
2346     }
2347     if (!exit_owner) return 0; /* No more owner*/
2348     if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2349     if ( exit_owner && /*There is a owner*/
2350     (op->contr) && /*A player tries to pass */
2351     ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2352     (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2353     return 0;
2354     return 1;
2355     }
2356     }
2357     return 0;
2358     }
2359    
2360    
2361     /**
2362     * Main apply handler.
2363     *
2364     * Checks for unpaid items before applying.
2365     *
2366     * Return value:
2367     * 0: player or monster can't apply objects of that type
2368     * 1: has been applied, or there was an error applying the object
2369     * 2: objects of that type can't be applied if not in inventory
2370     *
2371     * op is the object that is causing object to be applied, tmp is the object
2372     * being applied.
2373     *
2374     * aflag is special (always apply/unapply) flags. Nothing is done with
2375     * them in this function - they are passed to apply_special
2376     */
2377    
2378     int manual_apply (object *op, object *tmp, int aflag)
2379     {
2380     if (tmp->head) tmp=tmp->head;
2381    
2382     if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2383 root 1.14 if (op->type == PLAYER) {
2384     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2385     return 1;
2386     } else {
2387     return 0; /* monsters just skip unpaid items */
2388     }
2389 elmex 1.1 }
2390    
2391 root 1.8 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 root 1.11 return RESULT_INT (0);
2393 root 1.8
2394 elmex 1.1 switch (tmp->type) {
2395    
2396 root 1.14 case CF_HANDLE:
2397     new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398     play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399     tmp->value=tmp->value?0:1;
2400     SET_ANIMATION(tmp, tmp->value);
2401     update_object(tmp,UP_OBJ_FACE);
2402     push_button(tmp);
2403     return 1;
2404    
2405     case TRIGGER:
2406     if (check_trigger (tmp, op)) {
2407     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409     } else {
2410     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411     }
2412     return 1;
2413    
2414     case EXIT:
2415     if (op->type != PLAYER)
2416     return 0;
2417     if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 elmex 1.1 query_name(tmp));
2420 root 1.14 } else {
2421     /* Don't display messages for random maps. */
2422     if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423     strncmp(EXIT_PATH(tmp), "/random/", 8))
2424     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425     enter_exit(op,tmp);
2426     }
2427     return 1;
2428    
2429     case SIGN:
2430     apply_sign (op, tmp, 0);
2431     return 1;
2432    
2433     case BOOK:
2434     if (op->type == PLAYER) {
2435     apply_book (op, tmp);
2436     return 1;
2437     } else {
2438     return 0;
2439     }
2440    
2441     case SKILLSCROLL:
2442     if (op->type == PLAYER) {
2443     apply_skillscroll (op, tmp);
2444     return 1;
2445     }
2446     return 0;
2447    
2448     case SPELLBOOK:
2449     if (op->type == PLAYER) {
2450     apply_spellbook (op, tmp);
2451     return 1;
2452     }
2453     return 0;
2454    
2455     case SCROLL:
2456     apply_scroll (op, tmp, 0);
2457     return 1;
2458    
2459     case POTION:
2460     (void) apply_potion(op, tmp);
2461     return 1;
2462    
2463     /* Eneq(@csd.uu.se): Handle apply on containers. */
2464     case CLOSE_CON:
2465     if (op->type==PLAYER)
2466     (void) esrv_apply_container (op, tmp->env);
2467     else
2468     (void) apply_container (op, tmp->env);
2469     return 1;
2470    
2471     case CONTAINER:
2472     if (op->type==PLAYER)
2473     (void) esrv_apply_container (op, tmp);
2474     else
2475     (void) apply_container (op, tmp);
2476     return 1;
2477    
2478     case TREASURE:
2479     if (op->type == PLAYER) {
2480     apply_treasure (op, tmp);
2481     return 1;
2482     } else {
2483     return 0;
2484     }
2485    
2486     case WEAPON:
2487     case ARMOUR:
2488     case BOOTS:
2489     case GLOVES:
2490     case AMULET:
2491     case GIRDLE:
2492     case BRACERS:
2493     case SHIELD:
2494     case HELMET:
2495     case RING:
2496     case CLOAK:
2497     case WAND:
2498     case ROD:
2499     case HORN:
2500     case SKILL:
2501     case BOW:
2502     case LAMP:
2503     case BUILDER:
2504     case SKILL_TOOL:
2505     if (tmp->env != op)
2506     return 2; /* not in inventory */
2507     (void) apply_special (op, tmp, aflag);
2508     return 1;
2509    
2510     case DRINK:
2511     case FOOD:
2512     case FLESH:
2513     apply_food (op, tmp);
2514     return 1;
2515    
2516     case POISON:
2517     apply_poison (op, tmp);
2518     return 1;
2519    
2520     case SAVEBED:
2521     if (op->type == PLAYER) {
2522     apply_savebed (op);
2523     return 1;
2524     } else {
2525     return 0;
2526     }
2527    
2528     case ARMOUR_IMPROVER:
2529     if (op->type == PLAYER) {
2530     apply_armour_improver (op, tmp);
2531     return 1;
2532     } else {
2533     return 0;
2534     }
2535    
2536     case WEAPON_IMPROVER:
2537     (void) check_improve_weapon(op, tmp);
2538     return 1;
2539    
2540     case CLOCK:
2541     if (op->type == PLAYER) {
2542     char buf[MAX_BUF];
2543     timeofday_t tod;
2544    
2545     get_tod(&tod);
2546     sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547     tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548     ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549     ((tod.hour >= 14) ? "pm" : "am"));
2550     play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551     new_draw_info(NDI_UNIQUE, 0,op, buf);
2552     return 1;
2553     } else {
2554     return 0;
2555     }
2556    
2557     case MENU:
2558     if (op->type == PLAYER) {
2559     shop_listing (op);
2560     return 1;
2561     } else {
2562     return 0;
2563     }
2564 elmex 1.1
2565 root 1.14 case POWER_CRYSTAL:
2566     apply_power_crystal(op,tmp); /* see egoitem.c */
2567     return 1;
2568    
2569     case LIGHTER: /* for lighting torches/lanterns/etc */
2570     if (op->type == PLAYER) {
2571     apply_lighter(op,tmp);
2572     return 1;
2573     } else {
2574     return 0;
2575     }
2576    
2577     case ITEM_TRANSFORMER:
2578     apply_item_transformer( op, tmp );
2579     return 1;
2580    
2581     default:
2582     return 0;
2583 elmex 1.1 }
2584     }
2585    
2586    
2587     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2588     * messages as needed by player_apply_below(). But there can still be
2589     * "but you are floating high above the ground" messages.
2590     *
2591     * Same return value as apply() function.
2592     */
2593     int player_apply (object *pl, object *op, int aflag, int quiet)
2594     {
2595     int tmp;
2596    
2597     if (op->env == NULL && (pl->move_type & MOVE_FLYING)) {
2598     /* player is flying and applying object not in inventory */
2599     if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2600     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2601     "above the ground!");
2602     return 0;
2603 root 1.14 }
2604 elmex 1.1 }
2605    
2606     /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607     * applied.
2608     */
2609     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610     {
2611     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2613     "of smoke!");
2614     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615     remove_ob (op);
2616     free_object (op);
2617     return 1;
2618     }
2619    
2620     pl->contr->last_used = op;
2621     pl->contr->last_used_id = op->count;
2622    
2623     tmp = manual_apply (pl, op, aflag);
2624     if ( ! quiet) {
2625     if (tmp == 0)
2626     new_draw_info_format (NDI_UNIQUE, 0, pl,
2627     "I don't know how to apply the %s.",
2628     query_name (op));
2629     else if (tmp == 2)
2630     new_draw_info_format (NDI_UNIQUE, 0, pl,
2631     "You must get it first!\n");
2632     }
2633     return tmp;
2634     }
2635    
2636     /**
2637     * player_apply_below attempts to apply the object 'below' the player.
2638     * If the player has an open container, we use that for below, otherwise
2639     * we use the ground.
2640     */
2641    
2642     void player_apply_below (object *pl)
2643     {
2644     object *tmp, *next;
2645     int floors;
2646    
2647     /* If using a container, set the starting item to be the top
2648     * item in the container. Otherwise, use the map.
2649     */
2650     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651    
2652     /* This is perhaps more complicated. However, I want to make sure that
2653     * we don't use a corrupt pointer for the next object, so we get the
2654     * next object in the stack before applying. This is can only be a
2655     * problem if player_apply() has a bug in that it uses the object but does
2656     * not return a proper value.
2657     */
2658     for (floors = 0; tmp!=NULL; tmp=next) {
2659 root 1.14 next = tmp->below;
2660 elmex 1.1 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661     floors++;
2662     else if (floors > 0)
2663     return; /* process only floor objects after first floor object */
2664    
2665 root 1.14 /* If it is visible, player can apply it. If it is applied by
2666     * person moving on it, also activate. Added code to make it
2667     * so that at least one of players movement types be that which
2668     * the item needs.
2669     */
2670     if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2671 elmex 1.1 if (player_apply (pl, tmp, 0, 1) == 1)
2672     return;
2673     }
2674     if (floors >= 2)
2675     return; /* process at most two floor objects */
2676     }
2677     }
2678    
2679     /**
2680     * Unapplies specified item.
2681     * No check done on cursed/damned.
2682     * Break this out of apply_special - this is just done
2683     * to keep the size of apply_special to a more managable size.
2684     */
2685     static int unapply_special (object *who, object *op, int aflags)
2686     {
2687 root 1.12 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2688     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689     return RESULT_INT (0);
2690    
2691 elmex 1.1 object *tmp2;
2692    
2693     CLEAR_FLAG(op, FLAG_APPLIED);
2694     switch(op->type) {
2695 root 1.14 case WEAPON:
2696     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2697 elmex 1.1
2698 root 1.14 (void) change_abil (who,op);
2699     if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2700     CLEAR_FLAG(who,FLAG_READY_WEAPON);
2701     clear_skill(who);
2702     break;
2703    
2704     case SKILL: /* allows objects to impart skills */
2705     case SKILL_TOOL:
2706     if (op != who->chosen_skill) {
2707     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2708     }
2709     if (who->type==PLAYER) {
2710     if (who->contr->shoottype == range_skill)
2711     who->contr->shoottype = range_none;
2712     if ( ! op->invisible) {
2713     new_draw_info_format (NDI_UNIQUE, 0, who,
2714 elmex 1.1 "You stop using the %s.", query_name(op));
2715 root 1.14 } else {
2716     new_draw_info_format (NDI_UNIQUE, 0, who,
2717 elmex 1.1 "You can no longer use the skill: %s.",
2718 root 1.18 &op->skill);
2719 root 1.14 }
2720     }
2721     (void) change_abil (who, op);
2722     who->chosen_skill = NULL;
2723     CLEAR_FLAG (who, FLAG_READY_SKILL);
2724     break;
2725    
2726     case ARMOUR:
2727     case HELMET:
2728     case SHIELD:
2729     case RING:
2730     case BOOTS:
2731     case GLOVES:
2732     case AMULET:
2733     case GIRDLE:
2734     case BRACERS:
2735     case CLOAK:
2736     new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737     (void) change_abil (who,op);
2738     break;
2739 elmex 1.1 case LAMP:
2740 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 root 1.18 &op->name);
2742 root 1.14 tmp2 = arch_to_object(op->other_arch);
2743     tmp2->x = op->x;
2744     tmp2->y = op->y;
2745     tmp2->map = op->map;
2746     tmp2->below = op->below;
2747     tmp2->above = op->above;
2748     tmp2->stats.food = op->stats.food;
2749     CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751     SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752     if (who->type == PLAYER)
2753     esrv_del_item(who->contr, (tag_t)op->count);
2754     remove_ob(op);
2755     free_object(op);
2756     insert_ob_in_ob(tmp2, who);
2757     fix_player(who);
2758     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759     if (who->type == PLAYER) {
2760     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762     }
2763     }
2764     if(who->type==PLAYER)
2765     esrv_send_item(who, tmp2);
2766     return 1; /* otherwise, an attempt to drop causes problems */
2767     break;
2768     case BOW:
2769     case WAND:
2770     case ROD:
2771     case HORN:
2772     clear_skill(who);
2773     new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774     if(who->type==PLAYER) {
2775     who->contr->shoottype = range_none;
2776     } else {
2777     if (op->type == BOW)
2778     CLEAR_FLAG (who, FLAG_READY_BOW);
2779     else
2780     CLEAR_FLAG(who, FLAG_READY_RANGE);
2781     }
2782     break;
2783 elmex 1.1
2784     case BUILDER:
2785 root 1.14 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 elmex 1.1 who->contr->shoottype = range_none;
2787     who->contr->ranges[ range_builder ] = NULL;
2788     break;
2789    
2790 root 1.14 default:
2791     new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2792     break;
2793 elmex 1.1 }
2794    
2795     fix_player(who);
2796    
2797     if ( ! (aflags & AP_NO_MERGE)) {
2798 root 1.14 object *tmp;
2799 elmex 1.1
2800     tag_t del_tag = op->count;
2801     tmp = merge_ob (op, NULL);
2802     if (who->type == PLAYER) {
2803     if (tmp) { /* it was merged */
2804     esrv_del_item (who->contr, del_tag);
2805     op = tmp;
2806     }
2807     esrv_send_item (who, op);
2808 root 1.14 }
2809 elmex 1.1 }
2810     return 0;
2811     }
2812    
2813     /**
2814     * Returns the object that is using location 'loc'.
2815     * Note that 'start' is the first object to start examing - we
2816     * then go through the below of this. In this way, you can do
2817     * something like:
2818     * tmp = get_item_from_body_location(who->inv, 1);
2819     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2820     * to find the second object that may use this location, etc.
2821     * Returns NULL if no match is found.
2822     * loc is the index into the array we are looking for a match.
2823     * don't return invisible objects unless they are skill objects
2824     * invisible other objects that use
2825     * up body locations can be used as restrictions.
2826     */
2827     object *get_item_from_body_location(object *start, int loc)
2828     {
2829     object *tmp;
2830    
2831     if (!start) return NULL;
2832    
2833     for (tmp=start; tmp; tmp=tmp->below)
2834 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2835     (!tmp->invisible || tmp->type==SKILL)) return tmp;
2836 elmex 1.1
2837     return NULL;
2838     }
2839    
2840    
2841    
2842     /**
2843     * 'op' wants to apply an object, but can't because of other equipment.
2844     * This should only be called when it is known
2845     * that there are objects to unapply. This makes pretty heavy
2846     * use of get_item_from_body_location. It makes no intelligent choice
2847     * on objects - rather, the first that is matched is used.
2848     * Returns 0 on success, returns 1 if there is some problem.
2849     * if aflags is AP_PRINT, we instead print out waht to unapply
2850     * instead of doing it. This is a lot less code than having
2851     * another function that does just that.
2852     */
2853     int unapply_for_ob(object *who, object *op, int aflags)
2854     {
2855     int i;
2856     object *tmp=NULL, *last;
2857    
2858     /* If we are applying a shield or weapon, unapply any equipped shield
2859     * or weapons first - only allowed to use one weapon/shield at a time.
2860     */
2861     if (op->type == WEAPON || op->type == SHIELD) {
2862     for (tmp=who->inv; tmp; tmp=tmp->below) {
2863 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2864     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2865     (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2866     if (aflags & AP_PRINT)
2867     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2868     else
2869     unapply_special(who, tmp, aflags);
2870     }
2871     else {
2872     /* In this case, we want to try and remove a cursed item.
2873     * While we know it won't work, we want unapply_special to
2874     * at least generate the message.
2875     */
2876     new_draw_info_format(NDI_UNIQUE, 0, who,
2877     "No matter how hard you try, you just can't\nremove %s.",
2878     query_name(tmp));
2879     return 1;
2880     }
2881 elmex 1.1
2882 root 1.14 }
2883     }
2884 elmex 1.1 }
2885    
2886     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2887 root 1.14 /* this used up a slot that we need to free */
2888     if (op->body_info[i]) {
2889     last = who->inv;
2890    
2891     /* We do a while loop - may need to remove several items in order
2892     * to free up enough slots.
2893     */
2894     while ((who->body_used[i] + op->body_info[i]) < 0) {
2895     tmp = get_item_from_body_location(last, i);
2896     if (!tmp) {
2897 elmex 1.1 #if 0
2898 root 1.14 /* Not a bug - we'll get this if the player has cursed items
2899     * equipped.
2900     */
2901     LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2902     i, body_locations[i].save_name, who->name);
2903 elmex 1.1 #endif
2904 root 1.14 return 1;
2905     }
2906     /* If we are just printing, we don't care about cursed status */
2907     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2908     (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2909     if (aflags & AP_PRINT)
2910     new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2911     else
2912     unapply_special(who, tmp, aflags);
2913     }
2914     else {
2915     /* Cursed item that we can't unequip - tell the player.
2916     * Note this could be annoying if this is just one of a few,
2917     * so it may not be critical (eg, putting on a ring and you have
2918     * one cursed ring.)
2919     */
2920     new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2921     }
2922     last = tmp->below;
2923     }
2924     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2925     * return in the !tmp would have kicked in.
2926     */
2927     } /* if op is using this body location */
2928 elmex 1.1 } /* for body lcoations */
2929     return 0;
2930     }
2931    
2932     /**
2933     * Checks to see if 'who' can apply object 'op'.
2934     * Returns 0 if apply can be done without anything special.
2935     * Otherwise returns a bitmask - potentially several of these may be
2936     * set, but largely depends on circumstance - in the future, processing
2937     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2938     * is set, do we really are what the other flags may be?)
2939     *
2940     * See include/define.h for detailed description of the meaning of
2941     * these return values.
2942     */
2943     int can_apply_object(object *who, object *op)
2944     {
2945 root 1.12 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who))
2946     || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947     return RESULT_INT (0);
2948    
2949 elmex 1.1 int i, retval=0;
2950     object *tmp=NULL, *ws=NULL;
2951    
2952     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2953     * 2 weapons, but we don't want to let them do that. So if they are
2954     * trying to equip a weapon or shield, see if they already have one
2955     * in place and store that way.
2956     */
2957     if (op->type == WEAPON || op->type == SHIELD) {
2958     for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2959 root 1.14 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2960     retval = CAN_APPLY_UNAPPLY;
2961     ws = tmp;
2962     }
2963     }
2964 elmex 1.1 }
2965 root 1.14
2966 elmex 1.1
2967     for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 root 1.14 if (op->body_info[i]) {
2969     /* Item uses more slots than we have */
2970     if (FABS(op->body_info[i]) > who->body_info[i]) {
2971     /* Could return now for efficiently - rest of info below isn'
2972     * really needed.
2973     */
2974     retval |= CAN_APPLY_NEVER;
2975     } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2976     /* in this case, equipping this would use more free spots than
2977     * we have.
2978     */
2979     object *tmp1;
2980    
2981    
2982     /* if we have an applied weapon/shield, and unapply it would free
2983     * enough slots to equip the new item, then just set this can
2984     * continue. We don't care about the logic below - if you have
2985     * shield equipped and try to equip another shield, there is only
2986     * one choice. However, the check for the number of body locations
2987     * does take into the account cases where what is being applied
2988     * may be two handed for example.
2989     */
2990     if (ws) {
2991     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2992     retval |= CAN_APPLY_UNAPPLY;
2993     continue;
2994     }
2995     }
2996 elmex 1.1
2997 root 1.14 tmp1 = get_item_from_body_location(who->inv, i);
2998     if (!tmp1) {
2999 elmex 1.1 #if 0
3000 root 1.14 /* This is sort of an error, but happens a lot when old players
3001     * join in with more stuff equipped than they are now allowed.
3002     */
3003     LOG(llevError,"Can't find object using location %d on %s\n",
3004     i, who->name);
3005 elmex 1.1 #endif
3006 root 1.14 retval |= CAN_APPLY_NEVER;
3007     } else {
3008     /* need to unapply something. However, if this something
3009     * is different than we had found before, it means they need
3010     * to apply multiple objects
3011     */
3012     retval |= CAN_APPLY_UNAPPLY;
3013     if (!tmp) tmp = tmp1;
3014     else if (tmp != tmp1) {
3015     retval |= CAN_APPLY_UNAPPLY_MULT;
3016     }
3017     /* This object isn't using up all the slots, so there must
3018     * be another. If so, and it the new item doesn't need all
3019     * the slots, the player then has a choice.
3020     */
3021     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3022     (FABS(op->body_info[i]) < who->body_info[i]))
3023     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024    
3025     /* Does unequippint 'tmp1' free up enough slots for this to be
3026     * equipped? If not, there must be something else to unapply.
3027     */
3028     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3029     retval |= CAN_APPLY_UNAPPLY_MULT;
3030    
3031     }
3032     } /* if not enough free slots */
3033     } /* if this object uses location i */
3034 elmex 1.1 } /* for i -> num_body_locations loop */
3035    
3036     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3037     * really be controlled by use of body locations. We do have
3038     * the weapon/shield checks, and the range checks for monsters,
3039     * because you can't control those just by body location - bows, shields,
3040     * and weapons all use the same slot. Similar for horn/rod/wand - they
3041     * all use the same location.
3042     */
3043     if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3044 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3045 elmex 1.1 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3046 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3047 elmex 1.1
3048    
3049     if (who->type != PLAYER) {
3050 root 1.14 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051     && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052     retval |= CAN_APPLY_RESTRICTION;
3053     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054     retval |= CAN_APPLY_RESTRICTION;
3055     if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3056     retval |= CAN_APPLY_RESTRICTION;
3057     if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3058     retval |= CAN_APPLY_RESTRICTION;
3059 elmex 1.1 }
3060     return retval;
3061     }
3062    
3063 root 1.14
3064 elmex 1.1
3065     /**
3066     * who is the object using the object. It can be a monster.
3067     * op is the object they are using. op is an equipment type item,
3068     * eg, one which you put on and keep on for a while, and not something
3069     * like a potion or scroll.
3070     *
3071     * function returns 1 if the action could not be completed, 0 on
3072     * success. However, success is a matter of meaning - if the
3073     * user passes the 'apply' flag to an object already applied,
3074     * nothing is done, and 0 is returned.
3075     *
3076     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3077     * AP_UNAPPLY=always unapply).
3078     *
3079     * Optional flags:
3080     * AP_NO_MERGE: don't merge an unapplied object with other objects
3081     * AP_IGNORE_CURSE: unapply cursed items
3082     *
3083     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084     *
3085     * apply_special() doesn't check for unpaid items.
3086     */
3087     int apply_special (object *who, object *op, int aflags)
3088     {
3089     int basic_flag = aflags & AP_BASIC_FLAGS;
3090     object *tmp, *tmp2, *skop=NULL;
3091     int i;
3092    
3093     if(who==NULL) {
3094 root 1.14 LOG(llevError,"apply_special() from object without environment.\n");
3095     return 1;
3096 elmex 1.1 }
3097    
3098     if(op->env!=who)
3099 root 1.14 return 1; /* op is not in inventory */
3100 elmex 1.1
3101     /* trying to unequip op */
3102     if (QUERY_FLAG(op,FLAG_APPLIED)) {
3103 root 1.14 /* always apply, so no reason to unapply */
3104     if (basic_flag == AP_APPLY) return 0;
3105 elmex 1.1
3106 root 1.14 if ( ! (aflags & AP_IGNORE_CURSE)
3107     && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3108     new_draw_info_format(NDI_UNIQUE, 0, who,
3109     "No matter how hard you try, you just can't\nremove %s.",
3110     query_name(op));
3111     return 1;
3112     }
3113     return unapply_special(who, op, aflags);
3114 elmex 1.1 }
3115    
3116     if (basic_flag == AP_UNAPPLY) return 0;
3117    
3118     i = can_apply_object(who, op);
3119    
3120     /* Can't just apply this object. Lets see what not and what to do */
3121     if (i) {
3122 root 1.14 if (i & CAN_APPLY_NEVER) {
3123     new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3124     return 1;
3125     } else if (i & CAN_APPLY_RESTRICTION) {
3126     new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3127     return 1;
3128     }
3129     if (who->type != PLAYER) {
3130     /* Some error, so don't try to equip something more */
3131     if (unapply_for_ob(who, op, aflags)) return 1;
3132     } else {
3133     if (who->contr->unapply == unapply_never ||
3134     (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3135     new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3136     unapply_for_ob(who, op, AP_PRINT);
3137     return 1;
3138     }
3139     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140     i = unapply_for_ob(who, op, aflags);
3141     if (i) return 1;
3142     }
3143     }
3144 elmex 1.1 }
3145     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3146 root 1.14 skop=find_skill_by_name(who, op->skill);
3147     if (!skop) {
3148 root 1.18 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 root 1.14 return 1;
3150     } else {
3151     /* While experience will be credited properly, we want to change the
3152     * skill so that the dam and wc get updated
3153     */
3154     change_skill(who, skop, 0);
3155     }
3156 elmex 1.1 }
3157 root 1.14
3158 elmex 1.1 if (who->type == PLAYER && op->item_power &&
3159 root 1.14 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160     new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161     return 1;
3162 elmex 1.1 }
3163 root 1.14
3164 elmex 1.1
3165     /* Ok. We are now at the state where we can apply the new object.
3166     * Note that we don't have the checks for can_use_...
3167     * below - that is already taken care of by can_apply_object.
3168     */
3169 root 1.14
3170 elmex 1.1
3171     if(op->nrof > 1)
3172 root 1.14 tmp = get_split_ob(op,op->nrof - 1);
3173 elmex 1.1 else
3174 root 1.14 tmp = NULL;
3175 elmex 1.1
3176 root 1.12 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177     || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178     return RESULT_INT (0);
3179    
3180 elmex 1.1 switch(op->type) {
3181 root 1.14 case WEAPON:
3182     if (!check_weapon_power(who, op->last_eat)) {
3183     new_draw_info(NDI_UNIQUE, 0,who,
3184     "That weapon is too powerful for you to use.");
3185     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186     if(tmp!=NULL)
3187     (void) insert_ob_in_ob(tmp,who);
3188     return 1;
3189     }
3190     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3191     /* if the weapon does not have the name as the character, can't use it. */
3192     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193     new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3194     if(tmp!=NULL)
3195     (void) insert_ob_in_ob(tmp,who);
3196     return 1;
3197     }
3198     SET_FLAG(op, FLAG_APPLIED);
3199    
3200     if (skop) change_skill(who, skop, 1);
3201     if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3202     SET_FLAG(who, FLAG_READY_WEAPON);
3203    
3204     new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3205    
3206     (void) change_abil (who,op);
3207     break;
3208    
3209     case ARMOUR:
3210     case HELMET:
3211     case SHIELD:
3212     case BOOTS:
3213     case GLOVES:
3214     case GIRDLE:
3215     case BRACERS:
3216     case CLOAK:
3217     case RING:
3218     case AMULET:
3219     SET_FLAG(op, FLAG_APPLIED);
3220     new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3221     (void) change_abil (who,op);
3222     break;
3223 elmex 1.1 case LAMP:
3224 root 1.14 if (op->stats.food < 1) {
3225     new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3226 root 1.18 " fuel!", &op->name);
3227 root 1.14 return 1;
3228     }
3229     new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3230 root 1.18 &op->name);
3231 root 1.14 tmp2 = arch_to_object(op->other_arch);
3232     tmp2->stats.food = op->stats.food;
3233     SET_FLAG(tmp2, FLAG_APPLIED);
3234     if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3235     SET_FLAG(tmp2, FLAG_INV_LOCKED);
3236     insert_ob_in_ob(tmp2, who);
3237    
3238     /* Remove the old lantern */
3239     if (who->type == PLAYER)
3240     esrv_del_item(who->contr, (tag_t)op->count);
3241     remove_ob(op);
3242     free_object(op);
3243    
3244     /* insert the portion that was split off */
3245     if(tmp!=NULL) {
3246     (void) insert_ob_in_ob(tmp,who);
3247     if(who->type==PLAYER)
3248     esrv_send_item(who, tmp);
3249     }
3250     fix_player(who);
3251     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3252     if (who->type == PLAYER) {
3253     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3254     SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3255     }
3256     }
3257     if(who->type==PLAYER)
3258     esrv_send_item(who, tmp2);
3259     return 0;
3260     break;
3261    
3262     /* this part is needed for skill-tools */
3263     case SKILL:
3264     case SKILL_TOOL:
3265     if (who->chosen_skill) {
3266     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267     return 1;
3268     }
3269     if (who->type == PLAYER) {
3270     who->contr->shoottype = range_skill;
3271     who->contr->ranges[range_skill] = op;
3272     if ( ! op->invisible) {
3273     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 elmex 1.1 query_name (op));
3275 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, who,
3276     "You can now use the skill: %s.",
3277 root 1.18 &op->skill);
3278 root 1.14 } else {
3279     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 root 1.18 op->skill ? &op->skill : &op->name);
3281 root 1.14 }
3282     }
3283     SET_FLAG (op, FLAG_APPLIED);
3284     (void) change_abil (who, op);
3285     who->chosen_skill = op;
3286     SET_FLAG (who, FLAG_READY_SKILL);
3287     break;
3288    
3289     case BOW:
3290     if (!check_weapon_power(who, op->last_eat)) {
3291     new_draw_info(NDI_UNIQUE, 0, who,
3292     "That item is too powerful for you to use.");
3293     new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294     if(tmp != NULL)
3295     (void)insert_ob_in_ob(tmp,who);
3296     return 1;
3297     }
3298     if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299     new_draw_info(NDI_UNIQUE, 0, who,
3300     "The weapon does not recognize you as its owner.");
3301     if(tmp != NULL)
3302     (void)insert_ob_in_ob(tmp,who);
3303     return 1;
3304     }
3305     /*FALLTHROUGH*/
3306     case WAND:
3307     case ROD:
3308     case HORN:
3309     /* check for skill, alter player status */
3310     SET_FLAG(op, FLAG_APPLIED);
3311     if (skop) change_skill(who, skop, 0);
3312     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3313    
3314     if(who->type==PLAYER) {
3315     if (op->type == BOW) {
3316     (void)change_abil(who, op);
3317     new_draw_info_format (NDI_UNIQUE, 0, who,
3318 elmex 1.1 "You will now fire %s with %s.",
3319 root 1.18 op->race ? &op->race : "nothing", query_name(op));
3320 root 1.14 who->contr->shoottype = range_bow;
3321     } else {
3322     who->contr->shoottype = range_misc;
3323     }
3324     } else {
3325     if (op->type == BOW)
3326     SET_FLAG (who, FLAG_READY_BOW);
3327     else
3328     SET_FLAG (who, FLAG_READY_RANGE);
3329     }
3330     break;
3331 elmex 1.1
3332     case BUILDER:
3333     if ( who->contr->ranges[ range_builder ] )
3334     unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3335     who->contr->shoottype = range_builder;
3336     who->contr->ranges[ range_builder ] = op;
3337     new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3338     break;
3339    
3340 root 1.14 default:
3341     new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3342 elmex 1.1 } /* end of switch op->type */
3343    
3344     SET_FLAG(op, FLAG_APPLIED);
3345    
3346     if(tmp!=NULL)
3347 root 1.14 tmp = insert_ob_in_ob(tmp,who);
3348 elmex 1.1
3349     fix_player(who);
3350    
3351     /* We exclude spell casting objects. The fire code will set the
3352     * been applied flag when they are used - until that point,
3353     * you don't know anything about them.
3354     */
3355     if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3356 root 1.14 op->type!=ROD)
3357     SET_FLAG(op,FLAG_BEEN_APPLIED);
3358 elmex 1.1
3359     if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3360 root 1.14 if (who->type == PLAYER) {
3361     new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3362     SET_FLAG(op,FLAG_KNOWN_CURSED);
3363     }
3364 elmex 1.1 }
3365     if(who->type==PLAYER) {
3366 root 1.14 /* if multiple objects were applied, update both slots */
3367     if (tmp)
3368     esrv_send_item(who, tmp);
3369     esrv_send_item(who, op);
3370 elmex 1.1 }
3371     return 0;
3372     }
3373    
3374    
3375     int monster_apply_special (object *who, object *op, int aflags)
3376     {
3377     if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3378     return 1;
3379     return apply_special (who, op, aflags);
3380     }
3381    
3382     /**
3383     * Map was just loaded, handle op's initialisation.
3384     *
3385     * Generates shop floor's item, and treasures.
3386     */
3387     int auto_apply (object *op) {
3388     object *tmp = NULL, *tmp2;
3389     int i;
3390    
3391     switch(op->type) {
3392 root 1.14 case SHOP_FLOOR:
3393     if (!HAS_RANDOM_ITEMS(op)) return 0;
3394     do {
3395     i=10; /* let's give it 10 tries */
3396     while((tmp=generate_treasure(op->randomitems,
3397     op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3398     if(tmp==NULL)
3399     return 0;
3400     if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401     free_object(tmp);
3402     tmp = NULL;
3403     }
3404     } while(!tmp);
3405     tmp->x=op->x;
3406     tmp->y=op->y;
3407     SET_FLAG(tmp,FLAG_UNPAID);
3408     insert_ob_in_map(tmp,op->map,NULL,0);
3409     CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410     identify(tmp);
3411     break;
3412    
3413     case TREASURE:
3414     if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415     return 0;
3416     while ((op->stats.hp--)>0)
3417     create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3418     op->stats.exp ? (int)op->stats.exp :
3419     op->map == NULL ? 14: op->map->difficulty,0);
3420    
3421     /* If we generated an object and put it in this object inventory,
3422     * move it to the parent object as the current object is about
3423     * to disappear. An example of this item is the random_* stuff
3424     * that is put inside other objects.
3425     */
3426     for (tmp=op->inv; tmp; tmp=tmp2) {
3427     tmp2 = tmp->below;
3428     remove_ob(tmp);
3429     if (op->env) insert_ob_in_ob(tmp, op->env);
3430     else free_object(tmp);
3431     }
3432     remove_ob(op);
3433     free_object(op);
3434     break;
3435 elmex 1.1 }
3436     return tmp ? 1 : 0;
3437     }
3438    
3439     /**
3440     * fix_auto_apply goes through the entire map (only the first time
3441     * when an original map is loaded) and performs special actions for
3442     * certain objects (most initialization of chests and creation of
3443     * treasures and stuff). Calls auto_apply if appropriate.
3444     */
3445 root 1.20 void
3446     fix_auto_apply (mapstruct * m)
3447     {
3448     object *tmp, *above = NULL;
3449     int x, y;
3450    
3451     if (m == NULL)
3452     return;
3453    
3454     for (x = 0; x < MAP_WIDTH (m); x++)
3455     for (y = 0; y < MAP_HEIGHT (m); y++)
3456     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3457     {
3458     above = tmp->above;
3459    
3460     if (tmp->inv)
3461     {
3462     object *invtmp, *invnext;
3463 elmex 1.1
3464 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3465     {
3466     invnext = invtmp->below;
3467 root 1.14
3468 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469     auto_apply (invtmp);
3470     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3471     {
3472     while ((invtmp->stats.hp--) > 0)
3473     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3474 root 1.14
3475 root 1.20 invtmp->randomitems = NULL;
3476     }
3477     else if (invtmp && invtmp->arch
3478     && invtmp->type != TREASURE
3479     && invtmp->type != SPELL
3480     && invtmp->type != CLASS
3481     && HAS_RANDOM_ITEMS (invtmp))
3482     {
3483     create_treasure (invtmp->randomitems, invtmp, 0,
3484     m->difficulty, 0);
3485     /* Need to clear this so that we never try to create
3486     * treasure again for this object
3487     */
3488     invtmp->randomitems = NULL;
3489 root 1.14 }
3490     }
3491 root 1.20 /* This is really temporary - the code at the bottom will
3492     * also set randomitems to null. The problem is there are bunches
3493     * of maps/players already out there with items that have spells
3494     * which haven't had the randomitems set to null yet.
3495     * MSW 2004-05-13
3496     *
3497     * And if it's a spellbook, it's better to set randomitems to NULL too,
3498     * else you get two spells in the book ^_-
3499     * Ryo 2004-08-16
3500     */
3501     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502     || tmp->type == HORN || tmp->type == FIREWALL
3503     || tmp->type == POTION || tmp->type == ALTAR
3504     || tmp->type == SPELLBOOK)
3505     tmp->randomitems = NULL;
3506    
3507     }
3508    
3509     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510     auto_apply (tmp);
3511     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3512     && HAS_RANDOM_ITEMS (tmp))
3513     {
3514     while ((tmp->stats.hp--) > 0)
3515     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516     tmp->randomitems = NULL;
3517     }
3518     else if (tmp->type == TIMED_GATE)
3519     {
3520     object *head = tmp->head != NULL ? tmp->head : tmp;
3521     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522     {
3523     tmp->speed = 0;
3524     update_ob_speed (tmp);
3525 root 1.14 }
3526     }
3527 root 1.20 /* This function can be called everytime a map is loaded, even when
3528     * swapping back in. As such, we don't want to create the treasure
3529     * over and ove again, so after we generate the treasure, blank out
3530     * randomitems so if it is swapped in again, it won't make anything.
3531     * This is a problem for the above objects, because they have counters
3532     * which say how many times to make the treasure.
3533     */
3534     else if (tmp && tmp->arch && tmp->type != PLAYER
3535     && tmp->type != TREASURE && tmp->type != SPELL
3536     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS
3537     && HAS_RANDOM_ITEMS (tmp))
3538     {
3539     create_treasure (tmp->randomitems, tmp, GT_APPLY,
3540     m->difficulty, 0);
3541     tmp->randomitems = NULL;
3542     }
3543     }
3544 elmex 1.1
3545 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3546     for (y = 0; y < MAP_HEIGHT (m); y++)
3547     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548     if (tmp->above &&
3549     (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550     check_trigger (tmp, tmp->above);
3551 elmex 1.1 }
3552    
3553     /**
3554     * Handles player eating food that temporarily changes status (resistances, stats).
3555     * This used to call cast_change_attr(), but
3556     * that doesn't work with the new spell code. Since we know what
3557     * the food changes, just grab a force and use that instead.
3558     */
3559    
3560     void eat_special_food(object *who, object *food) {
3561     object *force;
3562     int i, did_one=0;
3563     sint8 k;
3564    
3565     force = get_archetype(FORCE_NAME);
3566    
3567     for (i=0; i < NUM_STATS; i++) {
3568 root 1.14 k = get_attr_value(&food->stats, i);
3569     if (k) {
3570     set_attr_value(&force->stats, i, k);
3571     did_one = 1;
3572     }
3573 elmex 1.1 }
3574    
3575     /* check if we can protect the eater */
3576     for (i=0; i<NROFATTACKS; i++) {
3577 root 1.14 if (food->resist[i]>0) {
3578     force->resist[i] = food->resist[i] / 2;
3579     did_one = 1;
3580     }
3581 elmex 1.1 }
3582     if (did_one) {
3583 root 1.14 force->speed = 0.1;
3584     update_ob_speed(force);
3585     /* bigger morsel of food = longer effect time */
3586     force->stats.food = food->stats.food / 5;
3587     SET_FLAG(force, FLAG_IS_USED_UP);
3588     SET_FLAG(force, FLAG_APPLIED);
3589     change_abil(who, force);
3590     insert_ob_in_ob(force, who);
3591 elmex 1.1 } else {
3592 root 1.14 free_object(force);
3593 elmex 1.1 }
3594    
3595     /* check for hp, sp change */
3596     if(food->stats.hp!=0) {
3597 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3598     strcpy(who->contr->killer,food->name);
3599     hit_player(who, food->stats.hp, food, AT_POISON, 1);
3600     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3601     } else {
3602     if(food->stats.hp>0)
3603     new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604     else
3605     new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606     who->stats.hp += food->stats.hp;
3607     }
3608 elmex 1.1 }
3609     if(food->stats.sp!=0) {
3610 root 1.14 if(QUERY_FLAG(food, FLAG_CURSED)) {
3611     new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3612     who->stats.sp -= food->stats.sp;
3613     if(who->stats.sp<0) who->stats.sp=0;
3614     } else {
3615     new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3616     who->stats.sp += food->stats.sp;
3617     /* place limit on max sp from food? */
3618     }
3619 elmex 1.1 }
3620     fix_player(who);
3621     }
3622    
3623    
3624     /**
3625     * Designed primarily to light torches/lanterns/etc.
3626     * Also burns up burnable material too. First object in the inventory is
3627     * the selected object to "burn". -b.t.
3628     */
3629    
3630     void apply_lighter(object *who, object *lighter) {
3631     object *item;
3632     int is_player_env=0;
3633     uint32 nrof;
3634     tag_t count;
3635     char item_name[MAX_BUF];
3636    
3637     item=find_marked_object(who);
3638     if(item) {
3639     if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3640     /* Split multiple lighters if they're being used up. Otherwise *
3641 root 1.14 * one charge from each would be used up. --DAMN */
3642     if(lighter->nrof > 1) {
3643     object *oneLighter = get_object();
3644     copy_object(lighter, oneLighter);
3645     lighter->nrof -= 1;
3646     oneLighter->nrof = 1;
3647     oneLighter->stats.food--;
3648     esrv_send_item(who, lighter);
3649     oneLighter=insert_ob_in_ob(oneLighter, who);
3650     esrv_send_item(who, oneLighter);
3651     } else {
3652     lighter->stats.food--;
3653     }
3654    
3655     } else if(lighter->last_eat) { /* no charges left in lighter */
3656     new_draw_info_format(NDI_UNIQUE, 0,who,
3657     "You attempt to light the %s with a used up %s.",
3658 root 1.18 &item->name, &lighter->name);
3659 root 1.14 return;
3660     }
3661     /* Perhaps we should split what we are trying to light on fire?
3662     * I can't see many times when you would want to light multiple
3663     * objects at once.
3664     */
3665     nrof=item->nrof;
3666     count=item->count;
3667     /* If the item is destroyed, we don't have a valid pointer to the
3668     * name object, so make a copy so the message we print out makes
3669     * some sense.
3670     */
3671     strcpy(item_name, item->name);
3672     if (who == is_player_inv(item)) is_player_env=1;
3673    
3674     save_throw_object(item,AT_FIRE,who);
3675     /* Change to check count and not freed, since the object pointer
3676     * may have gotten recycled
3677     */
3678     if ((nrof != item->nrof ) || (count != item->count)) {
3679     new_draw_info_format(NDI_UNIQUE, 0,who,
3680 root 1.18 "You light the %s with the %s.", &item_name, &lighter->name);
3681 root 1.14 /* Need to update the player so that the players glow radius
3682     * gets changed.
3683     */
3684     if (is_player_env) fix_player(who);
3685     } else {
3686     new_draw_info_format(NDI_UNIQUE, 0,who,
3687 root 1.18 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3688 root 1.14 }
3689 elmex 1.1
3690     } else /* nothing to light */
3691 root 1.14 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3692 elmex 1.1
3693     }
3694    
3695     /**
3696     * op made some mistake with a scroll, this takes care of punishment.
3697     * scroll_failure()- hacked directly from spell_failure
3698     */
3699     void scroll_failure(object *op, int failure, int power)
3700     {
3701     if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3702    
3703     if(failure<= -1&&failure > -15) {/* wonder */
3704 root 1.14 object *tmp;
3705 elmex 1.1
3706 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3707     tmp=get_archetype(SPELL_WONDER);
3708     cast_wonder(op, op, 0, tmp);
3709     free_object(tmp);
3710 elmex 1.1 } else if (failure <= -15&&failure > -35) {/* drain mana */
3711 root 1.14 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3712     op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3713     if(op->stats.sp<0) op->stats.sp = 0;
3714 elmex 1.1 } else if (settings.spell_failure_effects == TRUE) {
3715 root 1.14 if (failure <= -35&&failure > -60) { /* confusion */
3716     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3717     confuse_player(op,op,power);
3718     } else if (failure <= -60&&failure> -70) {/* paralysis */
3719     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3720     "you!");
3721     paralyze_player(op,op,power);
3722     } else if (failure <= -70&&failure> -80) {/* blind */
3723     new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3724     blind_player(op,op,power);
3725     } else if (failure <= -80) {/* blast the immediate area */
3726     object *tmp;
3727     tmp=get_archetype(LOOSE_MANA);
3728     cast_magic_storm(op,tmp, power);
3729     new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3730     free_object(tmp);
3731     }
3732 elmex 1.1 }
3733     }
3734    
3735     void apply_changes_to_player(object *pl, object *change) {
3736     int excess_stat=0; /* if the stat goes over the maximum
3737     for the race, put the excess stat some
3738     where else. */
3739    
3740     switch (change->type) {
3741 root 1.14 case CLASS: {
3742     living *stats = &(pl->contr->orig_stats);
3743     living *ns = &(change->stats);
3744     object *walk;
3745     int flag_change_face=1;
3746    
3747     /* the following code assigns stats up to the stat max
3748     * for the race, and if the stat max is exceeded,
3749     * tries to randomly reassign the excess stat
3750     */
3751     int i,j;
3752     for(i=0;i<NUM_STATS;i++) {
3753     sint8 stat=get_attr_value(stats,i);
3754     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3755     stat += get_attr_value(ns,i);
3756     if(stat > 20 + race_bonus) {
3757     excess_stat++;
3758     stat = 20+race_bonus;
3759     }
3760     set_attr_value(stats,i,stat);
3761     }
3762 elmex 1.1
3763 root 1.14 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3764     int i = rndm(0, 6);
3765     int stat=get_attr_value(stats,i);
3766     int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3767     if(i==CHA) continue; /* exclude cha from this */
3768     if( stat < 20 + race_bonus) {
3769     change_attr_value(stats,i,1);
3770     excess_stat--;
3771     }
3772     }
3773    
3774     /* insert the randomitems from the change's treasurelist into
3775     * the player ref: player.c
3776     */
3777     if(change->randomitems!=NULL)
3778     give_initial_items(pl,change->randomitems);
3779    
3780    
3781     /* set up the face, for some races. */
3782    
3783     /* first, look for the force object banning
3784     * changing the face. Certain races never change face with class.
3785     */
3786     for(walk=pl->inv;walk!=NULL;walk=walk->below)
3787     if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3788    
3789     if(flag_change_face) {
3790     pl->animation_id = GET_ANIM_ID(change);
3791     pl->face = change->face;
3792    
3793     if(QUERY_FLAG(change,FLAG_ANIMATE))
3794     SET_FLAG(pl,FLAG_ANIMATE);
3795     else
3796     CLEAR_FLAG(pl,FLAG_ANIMATE);
3797     }
3798    
3799     /* check the special case of can't use weapons */
3800     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3801     if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3802    
3803     break;
3804     }
3805 elmex 1.1 }
3806     }
3807    
3808     /**
3809     * This handles items of type 'transformer'.
3810     * Basically those items, used with a marked item, transform both items into something
3811     * else.
3812     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3813     * Change information is contained in the 'slaying' field of the marked item.
3814     * The format is as follow: transformer:[number ]yield[;transformer:...].
3815     * This way an item can be transformed in many things, and/or many objects.
3816     * The 'slaying' field for transformer is used as verb for the action.
3817     */
3818     void apply_item_transformer( object* pl, object* transformer )
3819     {
3820     object* marked;
3821     object* new_item;
3822     char* find;
3823     char* separator;
3824     int yield;
3825     char got[ MAX_BUF ];
3826     int len;
3827    
3828     if ( !pl || !transformer )
3829     return;
3830     marked = find_marked_object( pl );
3831     if ( !marked )
3832     {
3833     new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3834     return;
3835     }
3836     if ( !marked->slaying )
3837     {
3838     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3839     return;
3840     }
3841     /* check whether they are compatible or not */
3842     find = strstr( marked->slaying, transformer->arch->name );
3843     if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3844     {
3845     new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3846     return;
3847     }
3848     find += strlen( transformer->arch->name ) + 1;
3849     /* Item can be used, now find how many and what it yields */
3850     if ( isdigit( *( find ) ) )
3851     {
3852     yield = atoi( find );
3853     if ( yield < 1 )
3854     {
3855     LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3856     yield = 1;
3857     }
3858     }
3859     else
3860     yield = 1;
3861    
3862     while ( isdigit( *find ) )
3863     find++;
3864     while ( *find == ' ' )
3865     find++;
3866     memset( got, 0, MAX_BUF );
3867     if ( (separator = strchr( find, ';' ))!=NULL)
3868     {
3869 root 1.14 len = separator - find;
3870 elmex 1.1 }
3871     else
3872     {
3873 root 1.14 len = strlen(find);
3874 elmex 1.1 }
3875     if ( len > MAX_BUF-1)
3876 root 1.14 len = MAX_BUF-1;
3877 elmex 1.1 strcpy( got, find );
3878     got[len] = '\0';
3879    
3880     /* Now create new item, remove used ones when required. */
3881     new_item = get_archetype( got );
3882     if ( !new_item )
3883     {
3884     new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3885     return;
3886     }
3887     new_item->nrof = yield;
3888 root 1.18 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3889 elmex 1.1 insert_ob_in_ob( new_item, pl );
3890     esrv_send_inventory( pl, pl );
3891     /* Eat up one item */
3892     decrease_ob_nr( marked, 1 );
3893     /* Eat one transformer if needed */
3894     if ( transformer->stats.food )
3895     if ( --transformer->stats.food == 0 )
3896     decrease_ob_nr( transformer, 1 );
3897     }