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/cvs/deliantra/server/server/apply.C
Revision: 1.30
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +2 -2 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.28 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <living.h>
26     #include <spells.h>
27     #include <skills.h>
28     #include <tod.h>
29    
30     #ifndef __CEXTRACT__
31 root 1.22 # include <sproto.h>
32 elmex 1.1 #endif
33    
34     /* Want this regardless of rplay. */
35     #include <sounds.h>
36    
37     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
38     #include <math.h>
39    
40     /**
41     * Check if op should abort moving victim because of it's race or slaying.
42     * Returns 1 if it should abort, returns 0 if it should continue.
43     */
44 root 1.22 int
45     should_director_abort (object *op, object *victim)
46 elmex 1.1 {
47 root 1.22 int arch_flag, name_flag, race_flag;
48    
49     /* Get flags to determine what of arch, name, and race should be checked.
50     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
51     * the next is the name flag, and the last is the race flag. Also note,
52     * if subtype is set to zero, that also goes to defaults of all affecting
53     * it. Examples:
54     * subtype 1: only arch
55     * subtype 3: arch or name
56     * subtype 5: arch or race
57     * subtype 7: all three
58     */
59     if (op->subtype)
60     {
61     arch_flag = (op->subtype & 1);
62     name_flag = (op->subtype & 2);
63     race_flag = (op->subtype & 4);
64     }
65     else
66     {
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     {
79     return 1;
80     }
81     /* If the director has slaying set, only affect objects where none
82     * of arch, name, or race match.
83     */
84     if ((op->slaying) && (((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     {
88     return 1;
89     }
90     return 0;
91 elmex 1.1 }
92    
93     /**
94     * This handles a player dropping money on an altar to identify stuff.
95     * It'll identify marked item, if none all items up to dropped money.
96     * Return value: 1 if money was destroyed, 0 if not.
97     */
98 root 1.22 static int
99     apply_id_altar (object *money, object *altar, object *pl)
100 elmex 1.1 {
101 root 1.22 object *id, *marked;
102     int success = 0;
103    
104     if (pl == NULL || pl->type != PLAYER)
105     return 0;
106 elmex 1.1
107 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108     * identifying' from being printed out more than it needs to be.
109     */
110     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111     return 0;
112 elmex 1.1
113 root 1.22 marked = find_marked_object (pl);
114     /* if the player has a marked item, identify that if it needs to be
115     * identified. IF it doesn't, then go through the player inventory.
116     */
117     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118     {
119     if (operate_altar (altar, &money))
120     {
121     identify (marked);
122     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
123     if (marked->msg)
124     {
125     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
126     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127     }
128     return money == NULL;
129     }
130     }
131 elmex 1.1
132 root 1.22 for (id = pl->inv; id; id = id->below)
133     {
134     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135     {
136     if (operate_altar (altar, &money))
137     {
138     identify (id);
139     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
140     if (id->msg)
141     {
142     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
143     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 root 1.14 }
145 root 1.22 success = 1;
146     /* If no more money, might as well quit now */
147     if (money == NULL || !check_altar_sacrifice (altar, money))
148     break;
149     }
150     else
151     {
152     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153     break;
154     }
155 root 1.14 }
156 elmex 1.1 }
157 root 1.22 if (!success)
158     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
159     return money == NULL;
160 elmex 1.1 }
161    
162     /**
163     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164     * matching item.
165     **/
166 root 1.22 static void
167     handle_apply_yield (object *tmp)
168 elmex 1.1 {
169 root 1.22 const char *yield;
170 elmex 1.1
171 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
172     if (yield != NULL)
173 elmex 1.1 {
174 root 1.22 object *drop = get_archetype (yield);
175    
176     if (tmp->env)
177 elmex 1.1 {
178 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
179     if (tmp->env->type == PLAYER)
180     esrv_send_item (tmp->env, drop);
181 elmex 1.1 }
182 root 1.22 else
183 elmex 1.1 {
184 root 1.22 drop->x = tmp->x;
185     drop->y = tmp->y;
186     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 elmex 1.1 }
188     }
189     }
190    
191     /**
192     * Handles applying a potion.
193     */
194 root 1.22 int
195     apply_potion (object *op, object *tmp)
196 elmex 1.1 {
197 elmex 1.3 int got_one = 0, i;
198     object *force = 0, *floor = 0;
199    
200     floor = get_map_ob (op->map, op->x, op->y);
201    
202 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 elmex 1.3 {
204     if (op->type == PLAYER)
205 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
207     return 0;
208     }
209 elmex 1.3
210 elmex 1.4 if (op->type == PLAYER)
211     {
212     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213     identify (tmp);
214     }
215 elmex 1.3
216 elmex 1.4 handle_apply_yield (tmp);
217 elmex 1.1
218 elmex 1.4 /* Potion of restoration - only for players */
219     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
220     {
221     object *depl;
222     archetype *at;
223 elmex 1.1
224 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225     {
226     drain_stat (op);
227     fix_player (op);
228 elmex 1.3 decrease_ob (tmp);
229     return 1;
230     }
231 root 1.27 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
232 elmex 1.4 {
233     LOG (llevError, "Could not find archetype depletion\n");
234     return 0;
235     }
236     depl = present_arch_in_ob (at, op);
237     if (depl != NULL)
238     {
239     for (i = 0; i < NUM_STATS; i++)
240     if (get_attr_value (&depl->stats, i))
241     {
242     new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
243     }
244     remove_ob (depl);
245     free_object (depl);
246     fix_player (op);
247     }
248     else
249     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
250 elmex 1.1
251 elmex 1.4 decrease_ob (tmp);
252     return 1;
253     }
254    
255     /* improvement potion - only for players */
256     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257     {
258    
259     for (i = 1; i < MIN (11, op->level); i++)
260 elmex 1.3 {
261 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 elmex 1.3 {
263 elmex 1.4 if (op->contr->levhp[i] != 1)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levhp[i] = 1;
266     break;
267 elmex 1.3 }
268 elmex 1.4 if (op->contr->levsp[i] != 1)
269 elmex 1.3 {
270 elmex 1.4 op->contr->levsp[i] = 1;
271     break;
272     }
273     if (op->contr->levgrace[i] != 1)
274     {
275     op->contr->levgrace[i] = 1;
276     break;
277 elmex 1.3 }
278     }
279 elmex 1.4 else
280 elmex 1.3 {
281 elmex 1.4 if (op->contr->levhp[i] < 9)
282     {
283     op->contr->levhp[i] = 9;
284     break;
285     }
286     if (op->contr->levsp[i] < 6)
287 elmex 1.3 {
288 elmex 1.4 op->contr->levsp[i] = 6;
289     break;
290 elmex 1.3 }
291 elmex 1.4 if (op->contr->levgrace[i] < 3)
292 elmex 1.3 {
293 elmex 1.4 op->contr->levgrace[i] = 3;
294     break;
295 elmex 1.3 }
296     }
297     }
298 elmex 1.4 /* Just makes checking easier */
299     if (i < MIN (11, op->level))
300     got_one = 1;
301     if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 elmex 1.3 {
303 elmex 1.4 if (got_one)
304 elmex 1.3 {
305 elmex 1.4 fix_player (op);
306 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
307     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
308     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 elmex 1.3 }
310     else
311 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
312 elmex 1.3 }
313 elmex 1.4 else
314     { /* cursed potion */
315     if (got_one)
316 elmex 1.3 {
317 elmex 1.4 fix_player (op);
318 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 elmex 1.3 }
320 elmex 1.4 else
321 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 elmex 1.3 }
323 elmex 1.4 decrease_ob (tmp);
324     return 1;
325     }
326    
327    
328     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329     * and heroism all fit into this category. Given the spell object code,
330     * there is no limit to the number of spells that potions can be cast,
331     * but direction is problematic to try and imbue fireball potions for example.
332     */
333     if (tmp->inv)
334     {
335     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 elmex 1.3 {
337 elmex 1.4 object *fball;
338    
339     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340     /* Explodes a fireball centered at player */
341     fball = get_archetype (EXPLODING_FIREBALL);
342 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 elmex 1.4 fball->x = op->x;
345     fball->y = op->y;
346     insert_ob_in_map (fball, op->map, NULL, 0);
347 elmex 1.3 }
348 elmex 1.4 else
349     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 elmex 1.1
351 elmex 1.4 decrease_ob (tmp);
352     /* if youre dead, no point in doing this... */
353     if (!QUERY_FLAG (op, FLAG_REMOVED))
354     fix_player (op);
355     return 1;
356     }
357    
358     /* Deal with protection potions */
359     force = NULL;
360     for (i = 0; i < NROFATTACKS; i++)
361     {
362     if (tmp->resist[i])
363     {
364     if (!force)
365     force = get_archetype (FORCE_NAME);
366     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367     force->type = POTION_EFFECT;
368     break; /* Only need to find one protection since we copy entire batch */
369 elmex 1.3 }
370 elmex 1.1 }
371 elmex 1.4 /* This is a protection potion */
372     if (force)
373 elmex 1.3 {
374 elmex 1.4 /* cursed items last longer */
375     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376     {
377     force->stats.food *= 10;
378     for (i = 0; i < NROFATTACKS; i++)
379     if (force->resist[i] > 0)
380     force->resist[i] = -force->resist[i]; /* prot => vuln */
381     }
382     force->speed_left = -1;
383     force = insert_ob_in_ob (force, op);
384     CLEAR_FLAG (tmp, FLAG_APPLIED);
385     SET_FLAG (force, FLAG_APPLIED);
386     change_abil (op, force);
387     decrease_ob (tmp);
388     return 1;
389     }
390    
391     /* Only thing left are the stat potions */
392     if (op->type == PLAYER)
393     { /* only for players */
394 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
396     else
397     SET_FLAG (tmp, FLAG_APPLIED);
398     if (!change_abil (op, tmp))
399     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
400 elmex 1.1 }
401    
402 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
403     * that were grouped with the one consumed, his
404     * stat will not be raised by them. fix_player just clears
405     * up all the stats.
406     */
407     CLEAR_FLAG (tmp, FLAG_APPLIED);
408     fix_player (op);
409     decrease_ob (tmp);
410     return 1;
411 elmex 1.1 }
412    
413     /****************************************************************************
414     * Weapon improvement code follows
415     ****************************************************************************/
416    
417     /**
418     * This returns the sum of nrof of item (arch name).
419     */
420 root 1.22 static int
421     check_item (object *op, const char *item)
422 elmex 1.1 {
423 root 1.22 int count = 0;
424 elmex 1.1
425    
426 root 1.22 if (item == NULL)
427     return 0;
428     op = op->below;
429     while (op != NULL)
430     {
431     if (strcmp (op->arch->name, item) == 0)
432     {
433 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 root 1.14 {
436 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 root 1.14 count++;
438     else
439     count += op->nrof;
440     }
441 root 1.22 }
442     op = op->below;
443 elmex 1.1 }
444     return count;
445     }
446    
447     /**
448     * This removes 'nrof' of what item->slaying says to remove.
449     * op is typically the player, which is only
450     * really used to determine what space to look at.
451     * Modified to only eat 'nrof' of objects.
452     */
453 root 1.22 static void
454     eat_item (object *op, const char *item, uint32 nrof)
455 elmex 1.1 {
456 root 1.22 object *prev;
457 elmex 1.1
458 root 1.22 prev = op;
459     op = op->below;
460 elmex 1.1
461 root 1.22 while (op != NULL)
462     {
463     if (strcmp (op->arch->name, item) == 0)
464     {
465     if (op->nrof >= nrof)
466     {
467     decrease_ob_nr (op, nrof);
468     return;
469     }
470     else
471     {
472     decrease_ob_nr (op, op->nrof);
473     nrof -= op->nrof;
474 root 1.14 }
475 root 1.22 op = prev;
476 root 1.14 }
477 root 1.22 prev = op;
478     op = op->below;
479 elmex 1.1 }
480     }
481    
482     /**
483     * This checks to see of the player (who) is sufficient level to use a weapon
484     * with improvs improvements (typically last_eat). We take an int here
485     * instead of the object so that the improvement code can pass along the
486     * increased value to see if the object is usuable.
487     * we return 1 (true) if the player can use the weapon.
488     */
489 root 1.22 static int
490     check_weapon_power (const object *who, int improvs)
491 elmex 1.1 {
492 root 1.22
493 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
494     * object players really have any control to improve, it's a bit harsh to
495     * require high level in some combat skill, so we just use overall level.
496     */
497     #if 1
498 root 1.22 if (((who->level / 5) + 5) >= improvs)
499     return 1;
500     else
501     return 0;
502 elmex 1.1
503     #else
504 root 1.22 int level = 0;
505    
506     /* The skill system hands out wc and dam bonuses to fighters
507     * more generously than the old system (see fix_player). Thus
508     * we need to curtail the power of player enchanted weapons.
509     * I changed this to 1 improvement per "fighter" level/5 -b.t.
510     * Note: Nothing should break by allowing this ratio to be different or
511     * using normal level - it is just a matter of play balance.
512     */
513     if (who->type == PLAYER)
514     {
515     object *wc_obj = NULL;
516 elmex 1.1
517 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519     level = wc_obj->level;
520    
521     if (!level)
522     {
523     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524     level = who->level;
525 root 1.14 }
526 elmex 1.1 }
527 root 1.22 else
528     level = who->level;
529 elmex 1.1
530 root 1.22 return (improvs <= ((level / 5) + 5));
531 elmex 1.1 #endif
532     }
533    
534     /**
535     * Returns how many items of type improver->slaying there are under op.
536     * Will display a message if none found, and 1 if improver->slaying is NULL.
537     */
538 root 1.22 static int
539     check_sacrifice (object *op, const object *improver)
540 elmex 1.1 {
541 root 1.22 int count = 0;
542    
543     if (improver->slaying != NULL)
544     {
545     count = check_item (op, improver->slaying);
546     if (count < 1)
547     {
548     char buf[200];
549 elmex 1.1
550 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
551     new_draw_info (NDI_UNIQUE, 0, op, buf);
552     return 0;
553 root 1.14 }
554 elmex 1.1 }
555 root 1.22 else
556     count = 1;
557 elmex 1.1
558 root 1.22 return count;
559 elmex 1.1 }
560    
561     /**
562     * Actually improves the weapon, and tells user.
563     */
564 root 1.22 int
565     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 elmex 1.1 {
567    
568 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 elmex 1.1 *stat += sacrifice_count;
570     weapon->last_eat++;
571 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572     decrease_ob (improver);
573 elmex 1.1
574     /* So it updates the players stats and the window */
575 root 1.22 fix_player (op);
576 elmex 1.1 return 1;
577     }
578    
579     /* Types of improvements, hidden in the sp field. */
580     #define IMPROVE_PREPARE 1
581     #define IMPROVE_DAMAGE 2
582     #define IMPROVE_WEIGHT 3
583     #define IMPROVE_ENCHANT 4
584     #define IMPROVE_STR 5
585     #define IMPROVE_DEX 6
586     #define IMPROVE_CON 7
587     #define IMPROVE_WIS 8
588     #define IMPROVE_CHA 9
589     #define IMPROVE_INT 10
590     #define IMPROVE_POW 11
591    
592    
593     /**
594     * This does the prepare weapon scroll.
595     * Checks for sacrifice, and so on.
596     */
597    
598 root 1.22 int
599     prepare_weapon (object *op, object *improver, object *weapon)
600 elmex 1.1 {
601 root 1.22 int sacrifice_count, i;
602     char buf[MAX_BUF];
603 elmex 1.1
604 root 1.22 if (weapon->level != 0)
605     {
606     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 elmex 1.1 return 0;
608     }
609 root 1.22 for (i = 0; i < NROFATTACKS; i++)
610     if (weapon->resist[i])
611     break;
612 elmex 1.1
613 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
614     * improvement of items that already have protections.
615     */
616     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618     weapon->stats.exp || /* speed */
619     weapon->stats.ac) /* AC - only taifu's I think */
620 elmex 1.1 {
621 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 elmex 1.1 return 0;
623     }
624 root 1.22 sacrifice_count = check_sacrifice (op, improver);
625     if (sacrifice_count <= 0)
626     return 0;
627     weapon->level = isqrt (sacrifice_count);
628     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629     eat_item (op, improver->slaying, sacrifice_count);
630    
631     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632    
633     sprintf (buf, "%s's %s", &op->name, &weapon->name);
634     weapon->name = weapon->name_pl = buf;
635     weapon->nrof = 0; /* prevents preparing n weapons in the same
636     slot at once! */
637     decrease_ob (improver);
638     weapon->last_eat = 0;
639     return 1;
640 elmex 1.1 }
641    
642    
643     /**
644     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645     * This is the new improve weapon code.
646     * Returns 0 if it was not able to work for some reason.
647     *
648     * Checks if weapon was prepared, if enough potions on the floor, ...
649     *
650     * We are hiding extra information about the weapon in the level and
651     * last_eat numbers for an object. Hopefully this won't break anything ??
652     * level == max improve last_eat == current improve
653     */
654 root 1.22 int
655     improve_weapon (object *op, object *improver, object *weapon)
656 elmex 1.1 {
657 root 1.22 int sacrifice_count, sacrifice_needed = 0;
658 elmex 1.1
659 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
660     {
661     return prepare_weapon (op, improver, weapon);
662     }
663     if (weapon->level == 0)
664     {
665     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666     return 0;
667     }
668     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669     {
670     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671     return 0;
672     }
673     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674     {
675     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678     return 0;
679     }
680 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
681     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682     * don't put any maximum value on damage - the limit is how much the
683     * weapon can be improved.
684     */
685 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
686     {
687     weapon->stats.dam += 5;
688     weapon->weight += 5000; /* 5 KG's */
689     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690     weapon->last_eat++;
691    
692     weapon->item_power++;
693     decrease_ob (improver);
694     return 1;
695     }
696     if (improver->stats.sp == IMPROVE_WEIGHT)
697     {
698     /* Reduce weight by 20% */
699     weapon->weight = (weapon->weight * 8) / 10;
700     if (weapon->weight < 1)
701     weapon->weight = 1;
702     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703     weapon->last_eat++;
704     weapon->item_power++;
705     decrease_ob (improver);
706     return 1;
707     }
708     if (improver->stats.sp == IMPROVE_ENCHANT)
709     {
710     weapon->magic++;
711     weapon->last_eat++;
712     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713     decrease_ob (improver);
714     weapon->item_power++;
715     return 1;
716     }
717 root 1.14
718 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720    
721     if (sacrifice_needed < 1)
722     sacrifice_needed = 1;
723     sacrifice_needed *= 2;
724 elmex 1.1
725 root 1.22 sacrifice_count = check_sacrifice (op, improver);
726     if (sacrifice_count < sacrifice_needed)
727     {
728     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729     return 0;
730     }
731     eat_item (op, improver->slaying, sacrifice_needed);
732 elmex 1.1 weapon->item_power++;
733    
734 root 1.22 switch (improver->stats.sp)
735     {
736 root 1.24 case IMPROVE_STR:
737     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738     case IMPROVE_DEX:
739     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740     case IMPROVE_CON:
741     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742     case IMPROVE_WIS:
743     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744     case IMPROVE_CHA:
745     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746     case IMPROVE_INT:
747     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748     case IMPROVE_POW:
749     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750     default:
751     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 root 1.22 }
753     LOG (llevError, "improve_weapon: Got to end of function\n");
754 elmex 1.1 return 0;
755     }
756    
757     /**
758     * Handles the applying of improve/prepare/enchant weapon scroll.
759     * Checks a few things (not on a non-magic square, marked weapon, ...),
760     * then calls improve_weapon to do the dirty work.
761     */
762 root 1.22 int
763     check_improve_weapon (object *op, object *tmp)
764 elmex 1.1 {
765 root 1.22 object *otmp;
766 elmex 1.1
767 root 1.22 if (op->type != PLAYER)
768     return 0;
769     if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770     {
771     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 elmex 1.1 return 0;
773     }
774 root 1.22 otmp = find_marked_object (op);
775     if (!otmp)
776     {
777     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 elmex 1.1 return 0;
779     }
780 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
781     {
782     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 elmex 1.1 return 0;
784     }
785 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786     improve_weapon (op, tmp, otmp);
787     esrv_send_item (op, otmp);
788     return 1;
789 elmex 1.1 }
790    
791     /**
792     * This code deals with the armour improvment scrolls.
793     * Change limits on improvement - let players go up to
794     * +5 no matter what level, but they are limited by item
795     * power.
796     * Try to use same improvement code as in the common/treasure.c
797     * file, so that if you make a +2 full helm, it will be just
798     * the same as one you find in a shop.
799     *
800     * deprecated comment:
801     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802     * only 'enchantment' of armour is possible - improving
803     * the stats of a player w/ armour as well as a weapon
804     * will probably horribly unbalance the game. Magic enchanting
805     * depends on the level of the character - ie the plus
806     * value (magic) of the armour can never be increased beyond
807     * the level of the character / 10 -- rounding upish, nor may
808     * the armour value of the piece of equipment exceed either
809     * the users level or 90)
810     * Modified by MSW for partial resistance. Only support
811     * changing of physical area right now.
812     */
813 root 1.22 int
814     improve_armour (object *op, object *improver, object *armour)
815 elmex 1.1 {
816 root 1.22 object *tmp;
817 elmex 1.1
818 root 1.22 if (armour->magic >= settings.armor_max_enchant)
819     {
820     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
821     return 0;
822 elmex 1.1 }
823 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824     * etc), so take the easy way out and don't worry about it.
825     * Note - maybe add scrolls which make the random artifact versions (eg, armour
826     * of gnarg and what not?)
827     */
828     if (armour->title)
829     {
830     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
831     return 0;
832 elmex 1.1 }
833    
834 root 1.22 /* Split objects if needed. Can't insert tmp until the
835     * end of this function - otherwise it will just re-merge.
836     */
837     if (armour->nrof > 1)
838     tmp = get_split_ob (armour, armour->nrof - 1);
839     else
840     tmp = NULL;
841    
842     armour->magic++;
843    
844     if (!settings.armor_speed_linear)
845     {
846     int base = 100;
847     int pow = 0;
848 elmex 1.1
849 root 1.22 while (pow < armour->magic)
850 elmex 1.1 {
851 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
852     pow++;
853 elmex 1.1 }
854    
855 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
856     }
857     else
858     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 elmex 1.1
860 root 1.22 if (!settings.armor_weight_linear)
861     {
862     int base = 100;
863     int pow = 0;
864 elmex 1.1
865 root 1.22 while (pow < armour->magic)
866 elmex 1.1 {
867 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
868     pow++;
869 elmex 1.1 }
870    
871 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
872     }
873     else
874     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875    
876     if (armour->weight <= 0)
877     {
878     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879     armour->weight = 1;
880     }
881    
882     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
883 elmex 1.1
884 root 1.22 if (op->type == PLAYER)
885     {
886     esrv_send_item (op, armour);
887     if (QUERY_FLAG (armour, FLAG_APPLIED))
888     fix_player (op);
889 elmex 1.1 }
890 root 1.22 decrease_ob (improver);
891     if (tmp)
892     {
893     insert_ob_in_ob (tmp, op);
894     esrv_send_item (op, tmp);
895 elmex 1.1 }
896 root 1.22 return 1;
897 elmex 1.1 }
898    
899    
900     /*
901     * convert_item() returns 1 if anything was converted, 0 if the item was not
902     * what the converter wants, -1 if the converter is broken.
903     */
904     #define CONV_FROM(xyz) xyz->slaying
905     #define CONV_TO(xyz) xyz->other_arch
906     #define CONV_NR(xyz) xyz->stats.sp
907     #define CONV_NEED(xyz) xyz->stats.food
908    
909     /* Takes one items and makes another.
910     * converter is the object that is doing the conversion.
911     * item is the object that triggered the converter - if it is not
912     * what the converter wants, this will not do anything.
913     */
914 root 1.22 int
915     convert_item (object *item, object *converter)
916     {
917     int nr = 0;
918     uint32 price_in;
919    
920     /* We make some assumptions - we assume if it takes money as it type,
921     * it wants some amount. We don't make change (ie, if something costs
922     * 3 gp and player drops a platinum, tough luck)
923     */
924     if (!strcmp (CONV_FROM (converter), "money"))
925     {
926     int cost;
927    
928     if (item->type != MONEY)
929     return 0;
930    
931     nr = (item->nrof * item->value) / CONV_NEED (converter);
932     if (!nr)
933     return 0;
934     cost = nr * CONV_NEED (converter) / item->value;
935     /* take into account rounding errors */
936     if (nr * CONV_NEED (converter) % item->value)
937     cost++;
938     decrease_ob_nr (item, cost);
939 elmex 1.1
940 root 1.22 price_in = cost * item->value;
941     }
942     else
943     {
944     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
945     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946     return 0;
947 elmex 1.1
948 root 1.22 if (CONV_NEED (converter))
949     {
950     nr = item->nrof / CONV_NEED (converter);
951     decrease_ob_nr (item, nr * CONV_NEED (converter));
952     price_in = nr * CONV_NEED (converter) * item->value;
953     }
954     else
955     {
956     price_in = item->value;
957     remove_ob (item);
958     free_object (item);
959     }
960     }
961 root 1.14
962 root 1.22 if (converter->inv != NULL)
963     {
964     object *ob;
965     int i;
966     object *ob_to_copy;
967    
968     /* select random object from inventory to copy */
969     ob_to_copy = converter->inv;
970     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971     {
972     if (rndm (0, i) == 0)
973     {
974     ob_to_copy = ob;
975     }
976 root 1.14 }
977 root 1.22 item = object_create_clone (ob_to_copy);
978     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979     unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 elmex 1.1 }
981 root 1.22 else
982     {
983     if (converter->other_arch == NULL)
984     {
985     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986     &converter->name, converter->map->path, converter->x, converter->y);
987     return -1;
988     }
989    
990     item = object_create_arch (converter->other_arch);
991     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992     }
993    
994     if (CONV_NR (converter))
995     item->nrof = CONV_NR (converter);
996     if (nr)
997     item->nrof *= nr;
998     if (is_in_shop (converter))
999     SET_FLAG (item, FLAG_UNPAID);
1000     else if (price_in < item->nrof * item->value)
1001     {
1002     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003     &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 elmex 1.1
1005     /**
1006     * elmex: we are going to let the game continue, as the mapcreator
1007     * propably had something in mind when doing this
1008     */
1009     }
1010 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011     return 1;
1012 elmex 1.1 }
1013 root 1.22
1014 elmex 1.1 /**
1015     * Handle apply on containers.
1016     * By Eneq(@csd.uu.se).
1017     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018     * added the alchemical cauldron to the code -b.t.
1019     */
1020    
1021 root 1.22 int
1022     apply_container (object *op, object *sack)
1023 elmex 1.1 {
1024 root 1.22 char buf[MAX_BUF];
1025     object *tmp;
1026 elmex 1.1
1027 root 1.22 if (op->type != PLAYER)
1028     return 0; /* This might change */
1029 elmex 1.1
1030 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1031     {
1032     LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1033     return 0;
1034 elmex 1.1 }
1035 root 1.22 op->contr->last_used = NULL;
1036     op->contr->last_used_id = 0;
1037 elmex 1.1
1038 root 1.22 if (sack->env != op)
1039     {
1040     if (sack->other_arch == NULL || sack->env != NULL)
1041     {
1042     new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1043     return 1;
1044     }
1045     /* It's on the ground, the problems begin */
1046     if (op->container != sack)
1047     {
1048     /* it's closed OR some player has opened it */
1049     if (QUERY_FLAG (sack, FLAG_APPLIED))
1050     {
1051     for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052     if (tmp)
1053     {
1054     /* some other player have opened it */
1055     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056     return 1;
1057     }
1058     }
1059 root 1.14 }
1060 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061     {
1062     if (op->container == NULL)
1063     {
1064     tmp = arch_to_object (sack->other_arch);
1065     /* not good, but insert_ob_in_ob() is too smart */
1066     CLEAR_FLAG (tmp, FLAG_REMOVED);
1067     tmp->x = tmp->y = 0;
1068     tmp->map = NULL;
1069     tmp->env = sack;
1070     if (sack->inv)
1071     sack->inv->above = tmp;
1072     tmp->below = sack->inv;
1073     tmp->above = NULL;
1074     sack->inv = tmp;
1075     sack->move_off = MOVE_ALL; /* trying force closing it */
1076     }
1077     else
1078     {
1079     sack->move_off = 0;
1080     tmp = sack->inv;
1081     if (tmp && tmp->type == CLOSE_CON)
1082     {
1083     remove_ob (tmp);
1084     free_object (tmp);
1085 root 1.14 }
1086     }
1087     }
1088 elmex 1.1 }
1089    
1090 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091     {
1092     if (op->container)
1093     {
1094     if (op->container != sack)
1095     {
1096     tmp = op->container;
1097     apply_container (op, tmp);
1098     sprintf (buf, "You close %s and open ", query_name (tmp));
1099     op->container = sack;
1100     strcat (buf, query_name (sack));
1101     strcat (buf, ".");
1102     }
1103     else
1104     {
1105     CLEAR_FLAG (sack, FLAG_APPLIED);
1106     op->container = NULL;
1107     sprintf (buf, "You close %s.", query_name (sack));
1108     }
1109     }
1110     else
1111     {
1112     CLEAR_FLAG (sack, FLAG_APPLIED);
1113     sprintf (buf, "You open %s.", query_name (sack));
1114     SET_FLAG (sack, FLAG_APPLIED);
1115     op->container = sack;
1116     }
1117     }
1118     else
1119     { /* not applied */
1120     if (sack->slaying)
1121     { /* it's locked */
1122     tmp = find_key (op, op, sack);
1123     if (tmp)
1124     {
1125     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126     SET_FLAG (sack, FLAG_APPLIED);
1127     if (sack->env == NULL)
1128     { /* if it's on ground,open it also */
1129     new_draw_info (NDI_UNIQUE, 0, op, buf);
1130     apply_container (op, sack);
1131     return 1;
1132     }
1133     }
1134     else
1135     {
1136     sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1137     }
1138     }
1139     else
1140     {
1141     sprintf (buf, "You readied %s.", query_name (sack));
1142     SET_FLAG (sack, FLAG_APPLIED);
1143     if (sack->env == NULL)
1144     { /* if it's on ground,open it also */
1145     new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 root 1.14 apply_container (op, sack);
1147     return 1;
1148     }
1149     }
1150 elmex 1.1 }
1151 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152     if (op->contr)
1153     op->contr->socket.update_look = 1;
1154     return 1;
1155 elmex 1.1 }
1156    
1157     /**
1158     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159     * the player has in their inventory, eg, sacks, luggages, etc.
1160     *
1161     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162     * This version is for client/server mode.
1163     * op is the player, sack is the container the player is opening or closing.
1164     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165     *
1166     * Reminder - there are three states for any container - closed (non applied),
1167     * applied (not open, but objects that match get tossed into it), and open
1168     * (applied flag set, and op->container points to the open container)
1169     */
1170    
1171 root 1.22 int
1172     esrv_apply_container (object *op, object *sack)
1173 elmex 1.1 {
1174 root 1.22 object *tmp = op->container;
1175    
1176     if (op->type != PLAYER)
1177     return 0; /* This might change */
1178 elmex 1.1
1179 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1180     {
1181     LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182     return 0;
1183 elmex 1.1 }
1184    
1185 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1186     * if we are opening this one up. We then fall through if appropriate for
1187     * openening the new container.
1188     */
1189 elmex 1.1
1190 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191     {
1192     if (op->container->env != op)
1193     { /* if container is on the ground */
1194     op->container->move_off = 0;
1195 root 1.14 }
1196 root 1.11
1197 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198     return 1;
1199 elmex 1.1
1200 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201     CLEAR_FLAG (op->container, FLAG_APPLIED);
1202     op->container = NULL;
1203     esrv_update_item (UPD_FLAGS, op, tmp);
1204     if (tmp == sack)
1205     return 1;
1206 elmex 1.1 }
1207    
1208    
1209 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1210     * and it is locked, check to see if player has the equipment to open it.
1211     */
1212 elmex 1.1
1213 root 1.22 if (sack->slaying)
1214     { /* it's locked */
1215     tmp = find_key (op, op, sack);
1216     if (tmp)
1217     {
1218     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219     }
1220     else
1221     {
1222     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223     return 0;
1224     }
1225 elmex 1.1 }
1226    
1227 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1228     * if this is a locked container, the player they key to open it.
1229     */
1230 elmex 1.1
1231 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1232     * part of the players inventory. If on the ground, we assume that the player is
1233     * opening it, since if it was being closed, that would have been taken care of above.
1234     */
1235 elmex 1.1
1236    
1237 root 1.22 if (sack->env != op)
1238     {
1239     /* Hypothetical case - the player is trying to open a sack that belong to someone
1240     * else. This normally should not happen, but a misbehaving client/player could
1241     * try to do it, so lets handle it gracefully.
1242     */
1243     if (sack->env)
1244     {
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246     return 0;
1247 root 1.14 }
1248 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1249     sack->move_off = MOVE_ALL; /* trying force closing it */
1250    
1251     CLEAR_FLAG (sack, FLAG_APPLIED);
1252     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253     SET_FLAG (sack, FLAG_APPLIED);
1254     op->container = sack;
1255     esrv_update_item (UPD_FLAGS, op, sack);
1256     esrv_send_inventory (op, sack);
1257 root 1.14
1258 root 1.22 }
1259     else
1260     { /* sack is in players inventory */
1261     if (QUERY_FLAG (sack, FLAG_APPLIED))
1262     { /* readied sack becoming open */
1263     CLEAR_FLAG (sack, FLAG_APPLIED);
1264     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265     SET_FLAG (sack, FLAG_APPLIED);
1266     op->container = sack;
1267     esrv_update_item (UPD_FLAGS, op, sack);
1268     esrv_send_inventory (op, sack);
1269     }
1270     else
1271     {
1272     CLEAR_FLAG (sack, FLAG_APPLIED);
1273     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274     SET_FLAG (sack, FLAG_APPLIED);
1275     esrv_update_item (UPD_FLAGS, op, sack);
1276 root 1.14 }
1277 elmex 1.1 }
1278 root 1.22 return 1;
1279 elmex 1.1 }
1280    
1281    
1282     /**
1283     * Handles dropping things on altar.
1284     * Returns true if sacrifice was accepted.
1285     */
1286 root 1.22 static int
1287     apply_altar (object *altar, object *sacrifice, object *originator)
1288 elmex 1.1 {
1289 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1290     if (altar->inv && (!originator || originator->type != PLAYER))
1291     return 0;
1292    
1293     if (operate_altar (altar, &sacrifice))
1294     {
1295     /* Simple check. Unfortunately, it means you can't cast magic bullet
1296     * with an altar. We call it a Potion - altars are stationary - it
1297     * is up to map designers to use them properly.
1298     */
1299     if (altar->inv && altar->inv->type == SPELL)
1300     {
1301     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1302     cast_spell (originator, altar, 0, altar->inv, NULL);
1303     /* If it is connected, push the button. Fixes some problems with
1304     * old maps.
1305     */
1306 elmex 1.1
1307     /* push_button (altar);*/
1308 root 1.14 }
1309 root 1.22 else
1310     {
1311     altar->value = 1; /* works only once */
1312     push_button (altar);
1313     }
1314 root 1.26
1315     return !sacrifice;
1316 root 1.22 }
1317     else
1318 root 1.26 return 0;
1319 elmex 1.1 }
1320    
1321     /**
1322     * Handles 'movement' of shop mats.
1323     * Returns 1 if 'op' was destroyed, 0 if not.
1324     * Largely re-written to not use nearly as many gotos, plus
1325     * some of this code just looked plain out of date.
1326     * MSW 2001-08-29
1327     */
1328 root 1.22 int
1329     apply_shop_mat (object *shop_mat, object *op)
1330 elmex 1.1 {
1331 elmex 1.15 int rv = 0;
1332     double opinion;
1333     object *tmp, *next;
1334 elmex 1.1
1335 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 elmex 1.1
1337 elmex 1.15 if (op->type != PLAYER)
1338     {
1339     /* Remove all the unpaid objects that may be carried here.
1340     * This could be pets or monsters that are somehow in
1341     * the shop.
1342     */
1343     for (tmp = op->inv; tmp; tmp = next)
1344     {
1345     next = tmp->below;
1346 root 1.25
1347 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348     {
1349     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 root 1.14
1351 elmex 1.15 remove_ob (tmp);
1352 root 1.24
1353 elmex 1.15 if (i == -1)
1354     i = 0;
1355 root 1.24
1356 elmex 1.15 tmp->map = op->map;
1357     tmp->x = op->x + freearr_x[i];
1358     tmp->y = op->y + freearr_y[i];
1359     insert_ob_in_map (tmp, op->map, op, 0);
1360 root 1.14 }
1361     }
1362    
1363 elmex 1.15 /* Don't teleport things like spell effects */
1364     if (QUERY_FLAG (op, FLAG_NO_PICK))
1365     return 0;
1366 root 1.14
1367 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1368     * shop mats. Instead, put it on a nearby space.
1369     */
1370     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371     {
1372 root 1.14
1373 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 root 1.22
1376 elmex 1.15 if (i != -1)
1377 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378    
1379 elmex 1.15 return 0;
1380 root 1.14 }
1381 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1382     * the teleport function should be able to handle this just fine.
1383     */
1384     rv = teleport (shop_mat, SHOP_MAT, op);
1385 elmex 1.1 }
1386 root 1.25 else if (can_pay (op) && get_payment (op))
1387 elmex 1.15 {
1388 root 1.24 /* this is only used for players */
1389 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1390    
1391     if (shop_mat->msg)
1392 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1394     * but there is never a guarantee that the bottom space on the map is
1395     * actually the shop floor.
1396     */
1397     else if (!rv && !is_in_shop (op))
1398     {
1399     opinion = shopkeeper_approval (op->map, op);
1400 root 1.24
1401 elmex 1.15 if (opinion > 0.9)
1402 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 elmex 1.15 else if (opinion > 0.75)
1404     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405     else if (opinion > 0.5)
1406     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407     else
1408 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 root 1.14 }
1410 elmex 1.1 }
1411 elmex 1.15 else
1412     {
1413     /* if we get here, a player tried to leave a shop but was not able
1414     * to afford the items he has. We try to move the player so that
1415     * they are not on the mat anymore
1416     */
1417     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 root 1.22
1419 elmex 1.15 if (i == -1)
1420     {
1421     LOG (llevError, "Internal shop-mat problem.\n");
1422     }
1423     else
1424     {
1425     remove_ob (op);
1426     op->x += freearr_x[i];
1427     op->y += freearr_y[i];
1428     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 root 1.14 }
1430 elmex 1.1 }
1431 root 1.24
1432 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1433     return rv;
1434 elmex 1.1 }
1435    
1436     /**
1437     * Handles applying a sign.
1438     */
1439 root 1.22 static void
1440     apply_sign (object *op, object *sign, int autoapply)
1441 elmex 1.1 {
1442 root 1.22 readable_message_type *msgType;
1443     char newbuf[HUGE_BUF];
1444    
1445     if (sign->msg == NULL)
1446     {
1447     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448     return;
1449 elmex 1.1 }
1450    
1451 root 1.22 if (sign->stats.food)
1452     {
1453     if (sign->last_eat >= sign->stats.food)
1454     {
1455     if (!sign->move_on)
1456     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1457     return;
1458 root 1.14 }
1459 elmex 1.1
1460 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461     sign->last_eat++;
1462 elmex 1.1 }
1463    
1464 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465     * No way to know for sure. The presumption is basically that if
1466     * move_on is zero, it needs to be manually applied (doesn't talk
1467     * to us).
1468     */
1469     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470     {
1471     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472     return;
1473     }
1474     msgType = get_readable_message_type (sign);
1475     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477 elmex 1.1 }
1478    
1479     /**
1480     * 'victim' moves onto 'trap'
1481     * 'victim' leaves 'trap'
1482     * effect is determined by move_on/move_off of trap and move_type of victime.
1483     *
1484     * originator: Player, monster or other object that caused 'victim' to move
1485     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1486     * However, some types of traps require an originator to function.
1487     */
1488 root 1.22 void
1489     move_apply (object *trap, object *victim, object *originator)
1490 elmex 1.1 {
1491     static int recursion_depth = 0;
1492    
1493     /* Only exits affect DMs. */
1494 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 elmex 1.1 return;
1496    
1497     /* move_apply() is the most likely candidate for causing unwanted and
1498     * possibly unlimited recursion.
1499     */
1500     /* The following was changed because it was causing perfeclty correct
1501     * maps to fail. 1) it's not an error to recurse:
1502     * rune detonates, summoning monster. monster lands on nearby rune.
1503     * nearby rune detonates. This sort of recursion is expected and
1504     * proper. This code was causing needless crashes.
1505     */
1506 root 1.22 if (recursion_depth >= 500)
1507     {
1508     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510     return;
1511 elmex 1.1 }
1512 root 1.22 recursion_depth++;
1513     if (trap->head)
1514     trap = trap->head;
1515 elmex 1.1
1516 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517     goto leave;
1518 elmex 1.1
1519 root 1.22 switch (trap->type)
1520     {
1521 root 1.23 case PLAYERMOVER:
1522     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523     {
1524     if (!trap->stats.maxsp)
1525     trap->stats.maxsp = 2;
1526 root 1.14
1527 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1528     * should be divided by trap->speed
1529     */
1530     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531 root 1.14
1532 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1533     * above with some objects have zero speed, and thus the player
1534     * getting permanently paralyzed.
1535     */
1536     if (victim->speed_left < -50.0)
1537     victim->speed_left = -50.0;
1538     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539     }
1540     goto leave;
1541 root 1.14
1542 root 1.23 case SPINNER:
1543     if (victim->direction)
1544     {
1545     victim->direction = absdir (victim->direction - trap->stats.sp);
1546     update_turn_face (victim);
1547     }
1548     goto leave;
1549 root 1.14
1550 root 1.23 case DIRECTOR:
1551     if (victim->direction && !should_director_abort (trap, victim))
1552     {
1553     victim->direction = trap->stats.sp;
1554     update_turn_face (victim);
1555     }
1556     goto leave;
1557 root 1.14
1558 root 1.23 case BUTTON:
1559     case PEDESTAL:
1560     update_button (trap);
1561     goto leave;
1562    
1563     case ALTAR:
1564     /* sacrifice victim on trap */
1565     apply_altar (trap, victim, originator);
1566     goto leave;
1567 root 1.14
1568 root 1.23 case THROWN_OBJ:
1569     if (trap->inv == NULL)
1570 root 1.22 goto leave;
1571 root 1.23 /* fallthrough */
1572 root 1.14
1573 root 1.23 case ARROW:
1574     /* bad bug: monster throw a object, make a step forwards, step on object ,
1575     * trigger this here and get hit by own missile - and will be own enemy.
1576     * Victim then is his own enemy and will start to kill herself (this is
1577     * removed) but we have not synced victim and his missile. To avoid senseless
1578     * action, we avoid hits here
1579     */
1580     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581     hit_with_arrow (trap, victim);
1582     goto leave;
1583 root 1.14
1584 root 1.23 case SPELL_EFFECT:
1585     apply_spell_effect (trap, victim);
1586     goto leave;
1587 root 1.14
1588 root 1.23 case TRAPDOOR:
1589     {
1590     int max, sound_was_played;
1591     object *ab, *ab_next;
1592 root 1.22
1593 root 1.23 if (!trap->value)
1594     {
1595     int tot;
1596 root 1.14
1597 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600 root 1.14
1601 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602     goto leave;
1603 root 1.22
1604 root 1.23 SET_ANIMATION (trap, trap->value);
1605     update_object (trap, UP_OBJ_FACE);
1606     }
1607 root 1.14
1608 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 root 1.22 {
1610 root 1.23 /* need to set this up, since if we do transfer the object,
1611     * ab->above would be bogus
1612     */
1613     ab_next = ab->above;
1614 root 1.14
1615 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 root 1.22 {
1617 root 1.23 if (!sound_was_played)
1618     {
1619     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620     sound_was_played = 1;
1621     }
1622     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 root 1.14 }
1625     }
1626 root 1.22 goto leave;
1627 root 1.23 }
1628 root 1.14
1629    
1630 root 1.23 case CONVERTER:
1631     if (convert_item (victim, trap) < 0)
1632     {
1633     object *op;
1634 root 1.14
1635 root 1.23 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 root 1.14
1637 root 1.23 op = get_archetype ("burnout");
1638     if (op != NULL)
1639     {
1640     op->x = trap->x;
1641     op->y = trap->y;
1642     insert_ob_in_map (op, trap->map, trap, 0);
1643     }
1644     }
1645     goto leave;
1646 root 1.14
1647 root 1.23 case TRIGGER_BUTTON:
1648     case TRIGGER_PEDESTAL:
1649     case TRIGGER_ALTAR:
1650     check_trigger (trap, victim);
1651     goto leave;
1652    
1653     case DEEP_SWAMP:
1654     walk_on_deep_swamp (trap, victim);
1655     goto leave;
1656    
1657     case CHECK_INV:
1658     check_inv (victim, trap);
1659     goto leave;
1660    
1661     case HOLE:
1662     /* Hole not open? */
1663     if (trap->stats.wc > 0)
1664 root 1.22 goto leave;
1665 root 1.14
1666 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1667     * Processing will happen if the head runs into the pit
1668     */
1669     if (victim->head)
1670 root 1.22 goto leave;
1671 root 1.14
1672 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675     goto leave;
1676 root 1.14
1677 root 1.23 case EXIT:
1678     if (victim->type == PLAYER && EXIT_PATH (trap))
1679     {
1680     /* Basically, don't show exits leading to random maps the
1681     * players output.
1682     */
1683     if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685     enter_exit (victim, trap);
1686     }
1687     goto leave;
1688 root 1.14
1689 root 1.23 case ENCOUNTER:
1690     /* may be some leftovers on this */
1691     goto leave;
1692    
1693     case SHOP_MAT:
1694     apply_shop_mat (trap, victim);
1695     goto leave;
1696    
1697     /* Drop a certain amount of gold, and have one item identified */
1698     case IDENTIFY_ALTAR:
1699     apply_id_altar (victim, trap, originator);
1700     goto leave;
1701    
1702     case SIGN:
1703     if (victim->type != PLAYER && trap->stats.food > 0)
1704 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1705 root 1.23
1706     apply_sign (victim, trap, 1);
1707     goto leave;
1708    
1709     case CONTAINER:
1710     if (victim->type == PLAYER)
1711     (void) esrv_apply_container (victim, trap);
1712     else
1713     (void) apply_container (victim, trap);
1714     goto leave;
1715    
1716     case RUNE:
1717     case TRAP:
1718     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719     {
1720     spring_trap (trap, victim);
1721     }
1722     goto leave;
1723 root 1.14
1724 root 1.23 default:
1725     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1727     goto leave;
1728 elmex 1.1 }
1729    
1730 root 1.22 leave:
1731     recursion_depth--;
1732 elmex 1.1 }
1733    
1734     /**
1735     * Handles reading a regular (ie not containing a spell) book.
1736     */
1737 root 1.22 static void
1738     apply_book (object *op, object *tmp)
1739 elmex 1.1 {
1740 root 1.22 int lev_diff;
1741     object *skill_ob;
1742    
1743     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744     {
1745     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746     return;
1747     }
1748     if (tmp->msg == NULL)
1749     {
1750     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751     return;
1752     }
1753 elmex 1.1
1754 root 1.22 /* need a literacy skill to read stuff! */
1755     skill_ob = find_skill_by_name (op, tmp->skill);
1756     if (!skill_ob)
1757     {
1758     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 elmex 1.1 return;
1760     }
1761 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1762     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763     {
1764     if (lev_diff < 2)
1765     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1766     else if (lev_diff < 3)
1767     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1768     else if (lev_diff < 5)
1769     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1770     else if (lev_diff < 8)
1771     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772     else if (lev_diff < 15)
1773     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774     else
1775     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 elmex 1.1 return;
1777     }
1778    
1779 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1780    
1781     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782     msgType->message_type, msgType->message_subtype,
1783     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1784    
1785     /* gain xp from reading */
1786     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787     { /* only if not read before */
1788     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789    
1790     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791     {
1792     /*exp_gain *= 2; because they just identified it too */
1793     SET_FLAG (tmp, FLAG_IDENTIFIED);
1794     /* If in a container, update how it looks */
1795     if (tmp->env)
1796     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797     else
1798     op->contr->socket.update_look = 1;
1799     }
1800     change_exp (op, exp_gain, skill_ob->skill, 0);
1801     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1802 elmex 1.1 }
1803     }
1804    
1805     /**
1806     * Handles the applying of a skill scroll, calling learn_skill straight.
1807     * op is the person learning the skill, tmp is the skill scroll object
1808     */
1809 root 1.22 static void
1810     apply_skillscroll (object *op, object *tmp)
1811 elmex 1.1 {
1812 root 1.22 switch ((int) learn_skill (op, tmp))
1813     {
1814 root 1.24 case 0:
1815     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1816     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1817     return;
1818    
1819     case 1:
1820     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821     decrease_ob (tmp);
1822     return;
1823 root 1.14
1824 root 1.24 default:
1825     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1826     decrease_ob (tmp);
1827     return;
1828 elmex 1.1 }
1829     }
1830    
1831     /**
1832     * Actually makes op learn spell.
1833     * Informs player of what happens.
1834     */
1835 root 1.22 void
1836     do_learn_spell (object *op, object *spell, int special_prayer)
1837 elmex 1.1 {
1838 root 1.22 object *tmp;
1839 elmex 1.1
1840 root 1.22 if (op->type != PLAYER)
1841     {
1842     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1843     return;
1844 elmex 1.1 }
1845    
1846 root 1.22 /* Upgrade special prayers to normal prayers */
1847     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848     {
1849     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850     {
1851     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1852     return;
1853 elmex 1.1 }
1854 root 1.22 return;
1855 elmex 1.1 }
1856    
1857 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1858     tmp = get_object ();
1859     copy_object (spell, tmp);
1860     insert_ob_in_ob (tmp, op);
1861    
1862     if (special_prayer)
1863     {
1864     SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 elmex 1.1 }
1866    
1867 root 1.22 esrv_add_spells (op->contr, tmp);
1868 elmex 1.1 }
1869    
1870     /**
1871     * Erases spell from player's inventory.
1872     */
1873 root 1.22 void
1874     do_forget_spell (object *op, const char *spell)
1875 elmex 1.1 {
1876 root 1.22 object *spob;
1877    
1878     if (op->type != PLAYER)
1879     {
1880     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881     return;
1882     }
1883     if ((spob = check_spell_known (op, spell)) == NULL)
1884     {
1885     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886     return;
1887     }
1888 elmex 1.1
1889 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890     player_unready_range_ob (op->contr, spob);
1891     esrv_remove_spell (op->contr, spob);
1892     remove_ob (spob);
1893     free_object (spob);
1894 elmex 1.1 }
1895    
1896     /**
1897     * Handles player applying a spellbook.
1898     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1899     * stuff like that. Random learning failure too.
1900     */
1901 root 1.22 static void
1902     apply_spellbook (object *op, object *tmp)
1903 elmex 1.1 {
1904 root 1.22 object *skop, *spell, *spell_skill;
1905    
1906     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907     {
1908     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1909     return;
1910     }
1911    
1912     /* artifact_spellbooks have 'slaying' field point to a spell name,
1913     * instead of having their spell stored in stats.sp. These are
1914     * legacy spellbooks
1915     */
1916 elmex 1.1
1917 root 1.22 if (tmp->slaying != NULL)
1918     {
1919     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920     if (!spell)
1921     {
1922     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1923     return;
1924 root 1.14 }
1925 root 1.22 else
1926     insert_ob_in_ob (spell, tmp);
1927     tmp->slaying = NULL;
1928     }
1929    
1930     skop = find_skill_by_name (op, tmp->skill);
1931    
1932     /* need a literacy skill to learn spells. Also, having a literacy level
1933     * lower than the spell will make learning the spell more difficult */
1934     if (!skop)
1935     {
1936     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1937     return;
1938     }
1939    
1940     spell = tmp->inv;
1941     if (!spell)
1942     {
1943     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945     return;
1946     }
1947     if (spell->level > (skop->level + 10))
1948     {
1949     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1950     return;
1951     }
1952    
1953     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1954    
1955     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956     {
1957     identify (tmp);
1958     if (tmp->env)
1959     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960     else
1961     op->contr->socket.update_look = 1;
1962     }
1963    
1964     /* I removed the check for special_prayer_mark here - it didn't make
1965     * a lot of sense - special prayers are not found in spellbooks, and
1966     * if the player doesn't know the spell, doesn't make a lot of sense that
1967     * they would have a special prayer mark.
1968     */
1969     if (check_spell_known (op, spell->name))
1970     {
1971     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1972     return;
1973 elmex 1.1 }
1974 root 1.22
1975     if (spell->skill)
1976     {
1977     spell_skill = find_skill_by_name (op, spell->skill);
1978 root 1.25
1979 root 1.22 if (!spell_skill)
1980     {
1981     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1982     return;
1983 root 1.14 }
1984 root 1.25
1985 root 1.22 if (spell_skill->level < spell->level)
1986     {
1987     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1988     return;
1989 root 1.14 }
1990 elmex 1.1 }
1991    
1992 root 1.22 /* Logic as follows
1993     *
1994     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1995     *
1996     * 2- The learner's skill level in literacy adjusts the chance to learn
1997     * a spell.
1998     *
1999     * 3 -Automatically fail to learn if you read while confused
2000     *
2001     * Overall, chances are the same but a player will find having a high
2002     * literacy rate very useful! -b.t.
2003     */
2004     if (QUERY_FLAG (op, FLAG_CONFUSED))
2005     {
2006     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2007     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2008     }
2009     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2011     {
2012    
2013     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014     do_learn_spell (op, spell, 0);
2015    
2016     /* xp gain to literacy for spell learning */
2017     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 elmex 1.1 }
2020 root 1.22 else
2021     {
2022     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024     }
2025     decrease_ob (tmp);
2026 elmex 1.1 }
2027    
2028     /**
2029     * Handles applying a spell scroll.
2030     */
2031 root 1.22 void
2032     apply_scroll (object *op, object *tmp, int dir)
2033 elmex 1.1 {
2034 root 1.22 object *skop;
2035 elmex 1.1
2036 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037     {
2038     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2039     return;
2040 elmex 1.1 }
2041    
2042 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2043     {
2044     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2045     return;
2046 elmex 1.1 }
2047    
2048 root 1.22 if (op->type == PLAYER)
2049     {
2050     /* players need a literacy skill to read stuff! */
2051     int exp_gain = 0;
2052 elmex 1.1
2053 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2054     * should go for anything killed by the spell.
2055     */
2056     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 elmex 1.1
2058 root 1.22 if (!skop)
2059     {
2060     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2061     return;
2062     }
2063 elmex 1.1
2064 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065     change_exp (op, exp_gain, skop->skill, 0);
2066 elmex 1.1 }
2067    
2068 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069     identify (tmp);
2070 elmex 1.1
2071 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072 elmex 1.1
2073    
2074 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075     decrease_ob (tmp);
2076 elmex 1.1 }
2077    
2078     /**
2079     * Applies a treasure object - by default, chest. op
2080     * is the person doing the applying, tmp is the treasure
2081     * chest.
2082     */
2083 root 1.22 static void
2084     apply_treasure (object *op, object *tmp)
2085 elmex 1.1 {
2086 root 1.22 object *treas;
2087    
2088    
2089     /* Nice side effect of new treasure creation method is that the treasure
2090     * for the chest is done when the chest is created, and put into the chest
2091     * inventory. So that when the chest burns up, the items still exist. Also
2092     * prevents people fromt moving chests to more difficult maps to get better
2093     * treasure
2094     */
2095    
2096     treas = tmp->inv;
2097     if (treas == NULL)
2098     {
2099     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100     decrease_ob (tmp);
2101     return;
2102     }
2103     while (tmp->inv)
2104     {
2105     treas = tmp->inv;
2106 elmex 1.1
2107 root 1.22 remove_ob (treas);
2108     new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109 elmex 1.1
2110 root 1.22 treas->x = op->x;
2111     treas->y = op->y;
2112     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2113    
2114     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2115     spring_trap (treas, op);
2116     /* If either player or container was destroyed, no need to do
2117     * further processing. I think this should be enclused with
2118     * spring trap above, as I don't think there is otherwise
2119     * any way for the treasure chest or player to get killed
2120     */
2121 root 1.29 if (op->destroyed () || tmp->destroyed ())
2122 root 1.22 break;
2123 elmex 1.1 }
2124    
2125 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2126 root 1.22 decrease_ob (tmp);
2127 elmex 1.1
2128     }
2129    
2130     /**
2131     * op eats food.
2132     * If player, takes care of messages and dragon special food.
2133     */
2134 root 1.22 static void
2135     apply_food (object *op, object *tmp)
2136 elmex 1.1 {
2137 root 1.22 int capacity_remaining;
2138 elmex 1.1
2139 root 1.22 if (op->type != PLAYER)
2140     op->stats.hp = op->stats.maxhp;
2141     else
2142     {
2143 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2144 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2145 root 1.14 ;
2146 root 1.22 else
2147     {
2148     /* usual case - no dragon meal: */
2149     if (op->stats.food + tmp->stats.food > 999)
2150     {
2151     if (tmp->type == FOOD || tmp->type == FLESH)
2152     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2153     else
2154     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2155     }
2156    
2157     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2158     {
2159     char buf[MAX_BUF];
2160    
2161     if (!is_dragon_pl (op))
2162     {
2163     /* eating message for normal players */
2164     if (tmp->type == DRINK)
2165     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2166     else
2167     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2168     }
2169     else
2170     {
2171     /* eating message for dragon players */
2172     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2173     }
2174    
2175     new_draw_info (NDI_UNIQUE, 0, op, buf);
2176     capacity_remaining = 999 - op->stats.food;
2177     op->stats.food += tmp->stats.food;
2178     if (capacity_remaining < tmp->stats.food)
2179     op->stats.hp += capacity_remaining / 50;
2180     else
2181     op->stats.hp += tmp->stats.food / 50;
2182     if (op->stats.hp > op->stats.maxhp)
2183     op->stats.hp = op->stats.maxhp;
2184     if (op->stats.food > 999)
2185     op->stats.food = 999;
2186     }
2187 root 1.14
2188 root 1.22 /* special food hack -b.t. */
2189     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2190     eat_special_food (op, tmp);
2191     }
2192 elmex 1.1 }
2193 root 1.22 handle_apply_yield (tmp);
2194     decrease_ob (tmp);
2195 elmex 1.1 }
2196    
2197     /**
2198     * A dragon is eating some flesh. If the flesh contains resistances,
2199     * there is a chance for the dragon's skin to get improved.
2200     *
2201     * attributes:
2202     * object *op the object (dragon player) eating the flesh
2203     * object *meal the flesh item, getting chewed in dragon's mouth
2204     * return:
2205     * int 1 if eating successful, 0 if it doesn't work
2206     */
2207 root 1.22 int
2208     dragon_eat_flesh (object *op, object *meal)
2209     {
2210     object *skin = NULL; /* pointer to dragon skin force */
2211     object *abil = NULL; /* pointer to dragon ability force */
2212     object *tmp = NULL; /* tmp. object */
2213    
2214 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2215     double chance; /* improvement-chance of one resistance type */
2216 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2217     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2218     double mbonus = 0; /* monster bonus */
2219 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2220 root 1.22 int winners = 0; /* number of winners */
2221 elmex 1.1 int i; /* index */
2222 root 1.22
2223 elmex 1.1 /* let's make sure and doublecheck the parameters */
2224 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2225 elmex 1.1 return 0;
2226 root 1.22
2227 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2228     from the player's inventory */
2229 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2230     {
2231     if (tmp->type == FORCE)
2232     {
2233     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2234     skin = tmp;
2235     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2236     abil = tmp;
2237     }
2238 elmex 1.1 }
2239 root 1.22
2240 elmex 1.1 /* if either skin or ability are missing, this is an old player
2241     which is not to be considered a dragon -> bail out */
2242 root 1.22 if (skin == NULL || abil == NULL)
2243     return 0;
2244    
2245 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2246 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2247 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2248     else
2249 root 1.22 op->stats.hp += meal->stats.food / 50;
2250     if (op->stats.hp > op->stats.maxhp)
2251     op->stats.hp = op->stats.maxhp;
2252    
2253     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2254    
2255     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2256    
2257 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2258 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2259     {
2260     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2261     {
2262     /* got positive resistance, now calculate improvement chance (0-100) */
2263    
2264     /* this bonus makes resistance increase easier at lower levels */
2265     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2266     if (i == abil->stats.exp)
2267     bonus += 5; /* additional bonus for resistance of ability-focus */
2268    
2269     /* monster bonus increases with level, because high-level
2270     flesh is too rare */
2271     mbonus = op->level * 20. / ((double) settings.max_level);
2272    
2273     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2274     ((double) settings.max_level)) - skin->resist[i];
2275    
2276     if (chance >= 0.)
2277     chance += 1.;
2278     else
2279     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2280    
2281     /* chance is proportional to amount of resistance (max. 50) */
2282     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2283    
2284     /* doubled chance for resistance of ability-focus */
2285     if (i == abil->stats.exp)
2286     chance = MIN (100., chance * 2.);
2287    
2288     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2289     if (RANDOM () % 10000 < (int) (chance * 100))
2290     {
2291     atnr_winner[winners] = i;
2292     winners++;
2293     }
2294    
2295     if (chance >= 0.01)
2296     totalchance *= 1 - chance / 100;
2297    
2298     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2299     }
2300 elmex 1.1 }
2301 root 1.22
2302 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2303 root 1.22 totalchance = 100 - totalchance * 100;
2304 elmex 1.1 /* print message according to totalchance */
2305     if (totalchance > 50.)
2306 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2307 elmex 1.1 else if (totalchance > 10.)
2308 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2309 elmex 1.1 else if (totalchance > 1.)
2310 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2311 elmex 1.1 else if (totalchance > 0.1)
2312 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2313 elmex 1.1 else if (totalchance >= 0.01)
2314 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2315     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2316     sprintf (buf, "The %s tasted strange.", &meal->name);
2317     else
2318     sprintf (buf, "The %s had no taste.", &meal->name);
2319     new_draw_info (NDI_UNIQUE, 0, op, buf);
2320    
2321 elmex 1.1 /* now choose a winner if we have any */
2322     i = -1;
2323 root 1.22 if (winners > 0)
2324     i = atnr_winner[RANDOM () % winners];
2325    
2326     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2327     {
2328     /* resistance increased! */
2329     skin->resist[i]++;
2330     fix_player (op);
2331    
2332     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2333     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2334     }
2335    
2336 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2337     into the ability_force and it will take effect on next level */
2338 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2339     {
2340     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2341    
2342     if (meal->last_eat != abil->stats.exp)
2343     {
2344     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2345     new_draw_info (NDI_UNIQUE, 0, op, buf);
2346     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2347     new_draw_info (NDI_UNIQUE, 0, op, buf);
2348     }
2349     else
2350     {
2351     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2352     new_draw_info (NDI_UNIQUE, 0, op, buf);
2353     abil->last_eat = 0;
2354     }
2355 elmex 1.1 }
2356     return 1;
2357     }
2358    
2359 root 1.22 static void
2360     apply_savebed (object *pl)
2361 elmex 1.1 {
2362     #ifndef COZY_SERVER
2363 root 1.22 if (!pl->contr->name_changed || !pl->stats.exp)
2364     {
2365     new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2366 elmex 1.1 return;
2367     }
2368     #endif
2369 root 1.22 INVOKE_PLAYER (LOGOUT, pl->contr);
2370     /* Need to call terminate_all_pets() before we remove the player ob */
2371     terminate_all_pets (pl);
2372     remove_ob (pl);
2373     pl->direction = 0;
2374     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2375    
2376     /* update respawn position */
2377     strcpy (pl->contr->savebed_map, pl->map->path);
2378     pl->contr->bed_x = pl->x;
2379     pl->contr->bed_y = pl->y;
2380    
2381     strcpy (pl->contr->killer, "left");
2382     check_score (pl); /* Always check score */
2383     (void) save_player (pl, 0);
2384     pl->map->players--;
2385     #if MAP_MAXTIMEOUT
2386     MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2387 elmex 1.1 #endif
2388 root 1.22 play_again (pl);
2389     pl->speed = 0;
2390     update_ob_speed (pl);
2391 elmex 1.1 }
2392    
2393     /**
2394     * Handles applying an improve armor scroll.
2395     * Does some sanity checks, then calls improve_armour.
2396     */
2397 root 1.22 static void
2398     apply_armour_improver (object *op, object *tmp)
2399 elmex 1.1 {
2400 root 1.22 object *armor;
2401 elmex 1.1
2402 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2403     {
2404     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2405     return;
2406 elmex 1.1 }
2407 root 1.22 armor = find_marked_object (op);
2408     if (!armor)
2409     {
2410     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2411 elmex 1.1 return;
2412     }
2413 root 1.22 if (armor->type != ARMOUR
2414     && armor->type != CLOAK
2415     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2416 elmex 1.1 {
2417 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2418     return;
2419 elmex 1.1 }
2420    
2421 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2422     improve_armour (op, tmp, armor);
2423 elmex 1.1 }
2424    
2425    
2426 root 1.22 extern void
2427     apply_poison (object *op, object *tmp)
2428 elmex 1.1 {
2429 root 1.22 if (op->type == PLAYER)
2430     {
2431     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2432     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2433     strcpy (op->contr->killer, "poisonous booze");
2434 elmex 1.1 }
2435 root 1.22 if (tmp->stats.hp > 0)
2436     {
2437     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2438     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2439 elmex 1.1 }
2440 root 1.22 op->stats.food -= op->stats.food / 4;
2441     handle_apply_yield (tmp);
2442     decrease_ob (tmp);
2443 elmex 1.1 }
2444    
2445     /**
2446     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2447     * A valid 2 way exit means:
2448     * -You can come back (there is another exit at the other side)
2449     * -You are
2450     * ° the owner of the exit
2451     * ° or in the same party as the owner
2452     *
2453     * Note: a owner in a 2 way exit is saved as the owner's name
2454     * in the field exit->name cause the field exit->owner doesn't
2455     * survive in the swapping (in fact the whole exit doesn't survive).
2456     */
2457 root 1.22 int
2458     is_legal_2ways_exit (object *op, object *exit)
2459     {
2460     object *tmp;
2461     object *exit_owner;
2462     player *pp;
2463 root 1.30 maptile *exitmap;
2464 root 1.22
2465     if (exit->stats.exp != 1)
2466     return 1; /*This is not a 2 way, so it is legal */
2467     if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2468     return 0; /* This is a reset town portal */
2469     /* To know if an exit has a correspondant, we look at
2470     * all the exits in destination and try to find one with same path as
2471     * the current exit's position */
2472     if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2473     exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2474     else
2475     exitmap = ready_map_name (EXIT_PATH (exit), 0);
2476     if (exitmap)
2477     {
2478     tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2479     if (!tmp)
2480     return 0;
2481     for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2482     {
2483     if (tmp->type != EXIT)
2484     continue; /*Not an exit */
2485     if (!EXIT_PATH (tmp))
2486     continue; /*Not a valid exit */
2487     if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2488     continue; /*Not in the same place */
2489     if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2490     continue; /*Not in the same map */
2491    
2492     /* From here we have found the exit is valid. However we do
2493     * here the check of the exit owner. It is important for the
2494     * town portals to prevent strangers from visiting your appartments
2495     */
2496     if (!exit->race)
2497     return 1; /*No owner, free for all! */
2498     exit_owner = NULL;
2499     for (pp = first_player; pp; pp = pp->next)
2500     {
2501     if (!pp->ob)
2502     continue;
2503     if (pp->ob->name != exit->race)
2504     continue;
2505     exit_owner = pp->ob; /*We found a player which correspond to the player name */
2506     break;
2507     }
2508     if (!exit_owner)
2509     return 0; /* No more owner */
2510     if (exit_owner->contr == op->contr)
2511     return 1; /*It is your exit */
2512     if (exit_owner && /*There is a owner */
2513     (op->contr) && /*A player tries to pass */
2514     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2515     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2516     return 0;
2517     return 1;
2518     }
2519     }
2520     return 0;
2521     }
2522 elmex 1.1
2523    
2524     /**
2525     * Main apply handler.
2526     *
2527     * Checks for unpaid items before applying.
2528     *
2529     * Return value:
2530     * 0: player or monster can't apply objects of that type
2531     * 1: has been applied, or there was an error applying the object
2532     * 2: objects of that type can't be applied if not in inventory
2533     *
2534     * op is the object that is causing object to be applied, tmp is the object
2535     * being applied.
2536     *
2537     * aflag is special (always apply/unapply) flags. Nothing is done with
2538     * them in this function - they are passed to apply_special
2539     */
2540    
2541 root 1.22 int
2542     manual_apply (object *op, object *tmp, int aflag)
2543 elmex 1.1 {
2544 root 1.22 if (tmp->head)
2545     tmp = tmp->head;
2546 elmex 1.1
2547 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2548     {
2549     if (op->type == PLAYER)
2550     {
2551     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2552     return 1;
2553     }
2554     else
2555     {
2556     return 0; /* monsters just skip unpaid items */
2557 root 1.14 }
2558 elmex 1.1 }
2559    
2560 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2561     return RESULT_INT (0);
2562 root 1.8
2563 root 1.22 switch (tmp->type)
2564     {
2565 elmex 1.1
2566 root 1.24 case CF_HANDLE:
2567     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2568     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2569     tmp->value = tmp->value ? 0 : 1;
2570     SET_ANIMATION (tmp, tmp->value);
2571     update_object (tmp, UP_OBJ_FACE);
2572     push_button (tmp);
2573     return 1;
2574 root 1.14
2575 root 1.24 case TRIGGER:
2576     if (check_trigger (tmp, op))
2577     {
2578     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2579     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2580     }
2581     else
2582     {
2583     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2584     }
2585     return 1;
2586 root 1.14
2587 root 1.24 case EXIT:
2588     if (op->type != PLAYER)
2589     return 0;
2590     if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2591     {
2592     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2593     }
2594     else
2595     {
2596     /* Don't display messages for random maps. */
2597     if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2598     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2599     enter_exit (op, tmp);
2600     }
2601     return 1;
2602 root 1.14
2603 root 1.24 case SIGN:
2604     apply_sign (op, tmp, 0);
2605     return 1;
2606 root 1.14
2607 root 1.24 case BOOK:
2608     if (op->type == PLAYER)
2609     {
2610     apply_book (op, tmp);
2611     return 1;
2612     }
2613     else
2614     {
2615     return 0;
2616     }
2617 root 1.14
2618 root 1.24 case SKILLSCROLL:
2619     if (op->type == PLAYER)
2620     {
2621     apply_skillscroll (op, tmp);
2622     return 1;
2623     }
2624     return 0;
2625 root 1.14
2626 root 1.24 case SPELLBOOK:
2627     if (op->type == PLAYER)
2628     {
2629     apply_spellbook (op, tmp);
2630     return 1;
2631     }
2632     return 0;
2633 root 1.14
2634 root 1.24 case SCROLL:
2635     apply_scroll (op, tmp, 0);
2636     return 1;
2637 root 1.14
2638 root 1.24 case POTION:
2639     (void) apply_potion (op, tmp);
2640     return 1;
2641 root 1.14
2642 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2643     case CLOSE_CON:
2644     if (op->type == PLAYER)
2645     (void) esrv_apply_container (op, tmp->env);
2646     else
2647     (void) apply_container (op, tmp->env);
2648     return 1;
2649 root 1.14
2650 root 1.24 case CONTAINER:
2651     if (op->type == PLAYER)
2652     (void) esrv_apply_container (op, tmp);
2653     else
2654     (void) apply_container (op, tmp);
2655     return 1;
2656 root 1.14
2657 root 1.24 case TREASURE:
2658     if (op->type == PLAYER)
2659     {
2660     apply_treasure (op, tmp);
2661     return 1;
2662     }
2663     else
2664     {
2665     return 0;
2666     }
2667 root 1.14
2668 root 1.24 case WEAPON:
2669     case ARMOUR:
2670     case BOOTS:
2671     case GLOVES:
2672     case AMULET:
2673     case GIRDLE:
2674     case BRACERS:
2675     case SHIELD:
2676     case HELMET:
2677     case RING:
2678     case CLOAK:
2679     case WAND:
2680     case ROD:
2681     case HORN:
2682     case SKILL:
2683     case BOW:
2684     case LAMP:
2685     case BUILDER:
2686     case SKILL_TOOL:
2687     if (tmp->env != op)
2688     return 2; /* not in inventory */
2689     (void) apply_special (op, tmp, aflag);
2690     return 1;
2691 root 1.14
2692 root 1.24 case DRINK:
2693     case FOOD:
2694     case FLESH:
2695     apply_food (op, tmp);
2696     return 1;
2697 root 1.14
2698 root 1.24 case POISON:
2699     apply_poison (op, tmp);
2700     return 1;
2701 root 1.14
2702 root 1.24 case SAVEBED:
2703     if (op->type == PLAYER)
2704     {
2705     apply_savebed (op);
2706     return 1;
2707     }
2708     else
2709     {
2710     return 0;
2711     }
2712 root 1.14
2713 root 1.24 case ARMOUR_IMPROVER:
2714     if (op->type == PLAYER)
2715     {
2716     apply_armour_improver (op, tmp);
2717     return 1;
2718     }
2719     else
2720     {
2721     return 0;
2722     }
2723 root 1.14
2724 root 1.24 case WEAPON_IMPROVER:
2725     (void) check_improve_weapon (op, tmp);
2726     return 1;
2727 root 1.14
2728 root 1.24 case CLOCK:
2729     if (op->type == PLAYER)
2730     {
2731     char buf[MAX_BUF];
2732     timeofday_t tod;
2733 root 1.22
2734 root 1.24 get_tod (&tod);
2735     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2736     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2737     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2738     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2739     new_draw_info (NDI_UNIQUE, 0, op, buf);
2740     return 1;
2741     }
2742     else
2743     {
2744     return 0;
2745     }
2746 root 1.14
2747 root 1.24 case MENU:
2748     if (op->type == PLAYER)
2749     {
2750     shop_listing (op);
2751     return 1;
2752     }
2753     else
2754     {
2755     return 0;
2756     }
2757 elmex 1.1
2758 root 1.24 case POWER_CRYSTAL:
2759     apply_power_crystal (op, tmp); /* see egoitem.c */
2760     return 1;
2761 root 1.14
2762 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2763     if (op->type == PLAYER)
2764     {
2765     apply_lighter (op, tmp);
2766     return 1;
2767     }
2768     else
2769     {
2770     return 0;
2771     }
2772 root 1.14
2773 root 1.24 case ITEM_TRANSFORMER:
2774     apply_item_transformer (op, tmp);
2775     return 1;
2776 root 1.14
2777 root 1.24 default:
2778     return 0;
2779 elmex 1.1 }
2780     }
2781    
2782    
2783     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2784     * messages as needed by player_apply_below(). But there can still be
2785     * "but you are floating high above the ground" messages.
2786     *
2787     * Same return value as apply() function.
2788     */
2789 root 1.22 int
2790     player_apply (object *pl, object *op, int aflag, int quiet)
2791 elmex 1.1 {
2792 root 1.22 int tmp;
2793 elmex 1.1
2794 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2795     {
2796     /* player is flying and applying object not in inventory */
2797     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2798     {
2799     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2800     return 0;
2801 root 1.14 }
2802 elmex 1.1 }
2803    
2804 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2805     * applied.
2806     */
2807     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2808     {
2809     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2810     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2811     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2812     remove_ob (op);
2813     free_object (op);
2814     return 1;
2815 elmex 1.1 }
2816    
2817 root 1.22 pl->contr->last_used = op;
2818     pl->contr->last_used_id = op->count;
2819 elmex 1.1
2820 root 1.22 tmp = manual_apply (pl, op, aflag);
2821     if (!quiet)
2822     {
2823     if (tmp == 0)
2824     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2825     else if (tmp == 2)
2826     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2827 elmex 1.1 }
2828 root 1.22 return tmp;
2829 elmex 1.1 }
2830    
2831     /**
2832     * player_apply_below attempts to apply the object 'below' the player.
2833     * If the player has an open container, we use that for below, otherwise
2834     * we use the ground.
2835     */
2836    
2837 root 1.22 void
2838     player_apply_below (object *pl)
2839 elmex 1.1 {
2840 root 1.22 object *tmp, *next;
2841     int floors;
2842    
2843     /* If using a container, set the starting item to be the top
2844     * item in the container. Otherwise, use the map.
2845     */
2846     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847 elmex 1.1
2848 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2849     * we don't use a corrupt pointer for the next object, so we get the
2850     * next object in the stack before applying. This is can only be a
2851     * problem if player_apply() has a bug in that it uses the object but does
2852     * not return a proper value.
2853     */
2854     for (floors = 0; tmp != NULL; tmp = next)
2855     {
2856     next = tmp->below;
2857     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2858     floors++;
2859     else if (floors > 0)
2860     return; /* process only floor objects after first floor object */
2861    
2862     /* If it is visible, player can apply it. If it is applied by
2863     * person moving on it, also activate. Added code to make it
2864     * so that at least one of players movement types be that which
2865     * the item needs.
2866     */
2867     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2868     {
2869     if (player_apply (pl, tmp, 0, 1) == 1)
2870     return;
2871 elmex 1.1 }
2872 root 1.22 if (floors >= 2)
2873     return; /* process at most two floor objects */
2874 elmex 1.1 }
2875     }
2876    
2877     /**
2878     * Unapplies specified item.
2879     * No check done on cursed/damned.
2880     * Break this out of apply_special - this is just done
2881     * to keep the size of apply_special to a more managable size.
2882     */
2883 root 1.22 static int
2884     unapply_special (object *who, object *op, int aflags)
2885 elmex 1.1 {
2886 root 1.22 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2887     return RESULT_INT (0);
2888 root 1.12
2889 root 1.22 object *tmp2;
2890 elmex 1.1
2891 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2892     switch (op->type)
2893     {
2894 root 1.24 case WEAPON:
2895     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2896 elmex 1.1
2897 root 1.24 (void) change_abil (who, op);
2898     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2899     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2900     clear_skill (who);
2901     break;
2902 root 1.14
2903 root 1.24 case SKILL: /* allows objects to impart skills */
2904     case SKILL_TOOL:
2905     if (op != who->chosen_skill)
2906     {
2907     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2908     }
2909     if (who->type == PLAYER)
2910     {
2911     if (who->contr->shoottype == range_skill)
2912     who->contr->shoottype = range_none;
2913     if (!op->invisible)
2914     {
2915     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2916     }
2917     else
2918     {
2919     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2920     }
2921     }
2922     (void) change_abil (who, op);
2923     who->chosen_skill = NULL;
2924     CLEAR_FLAG (who, FLAG_READY_SKILL);
2925     break;
2926 root 1.14
2927 root 1.24 case ARMOUR:
2928     case HELMET:
2929     case SHIELD:
2930     case RING:
2931     case BOOTS:
2932     case GLOVES:
2933     case AMULET:
2934     case GIRDLE:
2935     case BRACERS:
2936     case CLOAK:
2937     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2938     (void) change_abil (who, op);
2939     break;
2940     case LAMP:
2941     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2942     tmp2 = arch_to_object (op->other_arch);
2943     tmp2->x = op->x;
2944     tmp2->y = op->y;
2945     tmp2->map = op->map;
2946     tmp2->below = op->below;
2947     tmp2->above = op->above;
2948     tmp2->stats.food = op->stats.food;
2949     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2950 root 1.29
2951 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2952     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2953 root 1.29
2954 root 1.24 if (who->type == PLAYER)
2955 root 1.29 esrv_del_item (who->contr, op->count);
2956    
2957 root 1.24 remove_ob (op);
2958     free_object (op);
2959     insert_ob_in_ob (tmp2, who);
2960     fix_player (who);
2961     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962     {
2963     if (who->type == PLAYER)
2964     {
2965     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967     }
2968     }
2969     if (who->type == PLAYER)
2970     esrv_send_item (who, tmp2);
2971     return 1; /* otherwise, an attempt to drop causes problems */
2972     break;
2973     case BOW:
2974     case WAND:
2975     case ROD:
2976     case HORN:
2977     clear_skill (who);
2978     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979     if (who->type == PLAYER)
2980     {
2981     who->contr->shoottype = range_none;
2982     }
2983     else
2984     {
2985     if (op->type == BOW)
2986     CLEAR_FLAG (who, FLAG_READY_BOW);
2987     else
2988     CLEAR_FLAG (who, FLAG_READY_RANGE);
2989     }
2990     break;
2991 elmex 1.1
2992 root 1.24 case BUILDER:
2993     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994     who->contr->shoottype = range_none;
2995     who->contr->ranges[range_builder] = NULL;
2996     break;
2997 elmex 1.1
2998 root 1.24 default:
2999     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000     break;
3001 elmex 1.1 }
3002    
3003 root 1.22 fix_player (who);
3004 elmex 1.1
3005 root 1.22 if (!(aflags & AP_NO_MERGE))
3006     {
3007     object *tmp;
3008    
3009     tmp = merge_ob (op, NULL);
3010     if (who->type == PLAYER)
3011     {
3012     if (tmp)
3013     { /* it was merged */
3014 root 1.29 esrv_del_item (who->contr, op->count);
3015 root 1.22 op = tmp;
3016 elmex 1.1 }
3017 root 1.29
3018 root 1.22 esrv_send_item (who, op);
3019 root 1.14 }
3020 elmex 1.1 }
3021 root 1.22 return 0;
3022 elmex 1.1 }
3023    
3024     /**
3025     * Returns the object that is using location 'loc'.
3026     * Note that 'start' is the first object to start examing - we
3027     * then go through the below of this. In this way, you can do
3028     * something like:
3029     * tmp = get_item_from_body_location(who->inv, 1);
3030     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3031     * to find the second object that may use this location, etc.
3032     * Returns NULL if no match is found.
3033     * loc is the index into the array we are looking for a match.
3034     * don't return invisible objects unless they are skill objects
3035     * invisible other objects that use
3036     * up body locations can be used as restrictions.
3037     */
3038 root 1.22 object *
3039     get_item_from_body_location (object *start, int loc)
3040 elmex 1.1 {
3041 root 1.22 object *tmp;
3042 elmex 1.1
3043 root 1.22 if (!start)
3044     return NULL;
3045 elmex 1.1
3046 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3047     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3048     return tmp;
3049 elmex 1.1
3050 root 1.22 return NULL;
3051 elmex 1.1 }
3052    
3053    
3054    
3055     /**
3056     * 'op' wants to apply an object, but can't because of other equipment.
3057     * This should only be called when it is known
3058     * that there are objects to unapply. This makes pretty heavy
3059     * use of get_item_from_body_location. It makes no intelligent choice
3060     * on objects - rather, the first that is matched is used.
3061     * Returns 0 on success, returns 1 if there is some problem.
3062     * if aflags is AP_PRINT, we instead print out waht to unapply
3063     * instead of doing it. This is a lot less code than having
3064     * another function that does just that.
3065     */
3066 root 1.22 int
3067     unapply_for_ob (object *who, object *op, int aflags)
3068 elmex 1.1 {
3069 root 1.22 int i;
3070     object *tmp = NULL, *last;
3071 elmex 1.1
3072 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3073     * or weapons first - only allowed to use one weapon/shield at a time.
3074     */
3075     if (op->type == WEAPON || op->type == SHIELD)
3076     {
3077     for (tmp = who->inv; tmp; tmp = tmp->below)
3078     {
3079     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3080     {
3081     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082     {
3083     if (aflags & AP_PRINT)
3084     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085     else
3086     unapply_special (who, tmp, aflags);
3087     }
3088     else
3089     {
3090     /* In this case, we want to try and remove a cursed item.
3091     * While we know it won't work, we want unapply_special to
3092     * at least generate the message.
3093     */
3094     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3095     return 1;
3096 root 1.14 }
3097 elmex 1.1
3098 root 1.14 }
3099     }
3100 elmex 1.1 }
3101    
3102 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103     {
3104     /* this used up a slot that we need to free */
3105     if (op->body_info[i])
3106     {
3107     last = who->inv;
3108 root 1.14
3109 root 1.22 /* We do a while loop - may need to remove several items in order
3110     * to free up enough slots.
3111     */
3112     while ((who->body_used[i] + op->body_info[i]) < 0)
3113     {
3114     tmp = get_item_from_body_location (last, i);
3115     if (!tmp)
3116     {
3117 elmex 1.1 #if 0
3118 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3119     * equipped.
3120     */
3121     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122 elmex 1.1 #endif
3123 root 1.22 return 1;
3124     }
3125     /* If we are just printing, we don't care about cursed status */
3126     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127     {
3128     if (aflags & AP_PRINT)
3129     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3130     else
3131     unapply_special (who, tmp, aflags);
3132 root 1.14 }
3133 root 1.22 else
3134     {
3135     /* Cursed item that we can't unequip - tell the player.
3136     * Note this could be annoying if this is just one of a few,
3137     * so it may not be critical (eg, putting on a ring and you have
3138     * one cursed ring.)
3139     */
3140     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3141 root 1.14 }
3142 root 1.22 last = tmp->below;
3143 root 1.14 }
3144 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145     * return in the !tmp would have kicked in.
3146     */
3147     } /* if op is using this body location */
3148     } /* for body lcoations */
3149     return 0;
3150 elmex 1.1 }
3151    
3152     /**
3153     * Checks to see if 'who' can apply object 'op'.
3154     * Returns 0 if apply can be done without anything special.
3155     * Otherwise returns a bitmask - potentially several of these may be
3156     * set, but largely depends on circumstance - in the future, processing
3157     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158     * is set, do we really are what the other flags may be?)
3159     *
3160     * See include/define.h for detailed description of the meaning of
3161     * these return values.
3162     */
3163 root 1.22 int
3164     can_apply_object (object *who, object *op)
3165 elmex 1.1 {
3166 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167     return RESULT_INT (0);
3168    
3169     int i, retval = 0;
3170     object *tmp = NULL, *ws = NULL;
3171    
3172     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3173     * 2 weapons, but we don't want to let them do that. So if they are
3174     * trying to equip a weapon or shield, see if they already have one
3175     * in place and store that way.
3176     */
3177     if (op->type == WEAPON || op->type == SHIELD)
3178     {
3179     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180     {
3181     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182     {
3183     retval = CAN_APPLY_UNAPPLY;
3184     ws = tmp;
3185 root 1.14 }
3186     }
3187 elmex 1.1 }
3188 root 1.14
3189    
3190 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191     {
3192     if (op->body_info[i])
3193     {
3194     /* Item uses more slots than we have */
3195     if (FABS (op->body_info[i]) > who->body_info[i])
3196     {
3197     /* Could return now for efficiently - rest of info below isn'
3198     * really needed.
3199     */
3200     retval |= CAN_APPLY_NEVER;
3201     }
3202     else if ((who->body_used[i] + op->body_info[i]) < 0)
3203     {
3204     /* in this case, equipping this would use more free spots than
3205     * we have.
3206     */
3207     object *tmp1;
3208    
3209 elmex 1.1
3210 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3211     * enough slots to equip the new item, then just set this can
3212     * continue. We don't care about the logic below - if you have
3213     * shield equipped and try to equip another shield, there is only
3214     * one choice. However, the check for the number of body locations
3215     * does take into the account cases where what is being applied
3216     * may be two handed for example.
3217     */
3218     if (ws)
3219     {
3220     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221     {
3222     retval |= CAN_APPLY_UNAPPLY;
3223     continue;
3224     }
3225     }
3226    
3227     tmp1 = get_item_from_body_location (who->inv, i);
3228     if (!tmp1)
3229     {
3230 elmex 1.1 #if 0
3231 root 1.22 /* This is sort of an error, but happens a lot when old players
3232     * join in with more stuff equipped than they are now allowed.
3233     */
3234     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3235 elmex 1.1 #endif
3236 root 1.22 retval |= CAN_APPLY_NEVER;
3237     }
3238     else
3239     {
3240     /* need to unapply something. However, if this something
3241     * is different than we had found before, it means they need
3242     * to apply multiple objects
3243     */
3244     retval |= CAN_APPLY_UNAPPLY;
3245     if (!tmp)
3246     tmp = tmp1;
3247     else if (tmp != tmp1)
3248     {
3249     retval |= CAN_APPLY_UNAPPLY_MULT;
3250 root 1.14 }
3251 root 1.22 /* This object isn't using up all the slots, so there must
3252     * be another. If so, and it the new item doesn't need all
3253     * the slots, the player then has a choice.
3254     */
3255     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3256     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257    
3258     /* Does unequippint 'tmp1' free up enough slots for this to be
3259     * equipped? If not, there must be something else to unapply.
3260     */
3261     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3262     retval |= CAN_APPLY_UNAPPLY_MULT;
3263    
3264     }
3265     } /* if not enough free slots */
3266     } /* if this object uses location i */
3267     } /* for i -> num_body_locations loop */
3268    
3269     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3270     * really be controlled by use of body locations. We do have
3271     * the weapon/shield checks, and the range checks for monsters,
3272     * because you can't control those just by body location - bows, shields,
3273     * and weapons all use the same slot. Similar for horn/rod/wand - they
3274     * all use the same location.
3275     */
3276     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277     retval |= CAN_APPLY_RESTRICTION;
3278     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279     retval |= CAN_APPLY_RESTRICTION;
3280    
3281    
3282     if (who->type != PLAYER)
3283     {
3284     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3286 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287     retval |= CAN_APPLY_RESTRICTION;
3288     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289     retval |= CAN_APPLY_RESTRICTION;
3290     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3292 elmex 1.1 }
3293 root 1.22 return retval;
3294 elmex 1.1 }
3295    
3296 root 1.22
3297 elmex 1.1
3298     /**
3299     * who is the object using the object. It can be a monster.
3300     * op is the object they are using. op is an equipment type item,
3301     * eg, one which you put on and keep on for a while, and not something
3302     * like a potion or scroll.
3303     *
3304     * function returns 1 if the action could not be completed, 0 on
3305     * success. However, success is a matter of meaning - if the
3306     * user passes the 'apply' flag to an object already applied,
3307     * nothing is done, and 0 is returned.
3308     *
3309     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3310     * AP_UNAPPLY=always unapply).
3311     *
3312     * Optional flags:
3313     * AP_NO_MERGE: don't merge an unapplied object with other objects
3314     * AP_IGNORE_CURSE: unapply cursed items
3315     *
3316     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317     *
3318     * apply_special() doesn't check for unpaid items.
3319     */
3320 root 1.22 int
3321     apply_special (object *who, object *op, int aflags)
3322 elmex 1.1 {
3323 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3324     object *tmp, *tmp2, *skop = NULL;
3325     int i;
3326 elmex 1.1
3327 root 1.22 if (who == NULL)
3328     {
3329     LOG (llevError, "apply_special() from object without environment.\n");
3330     return 1;
3331 elmex 1.1 }
3332    
3333 root 1.22 if (op->env != who)
3334     return 1; /* op is not in inventory */
3335 elmex 1.1
3336 root 1.22 /* trying to unequip op */
3337     if (QUERY_FLAG (op, FLAG_APPLIED))
3338     {
3339     /* always apply, so no reason to unapply */
3340     if (basic_flag == AP_APPLY)
3341     return 0;
3342    
3343     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344     {
3345     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3346     return 1;
3347 root 1.14 }
3348 root 1.22 return unapply_special (who, op, aflags);
3349 elmex 1.1 }
3350    
3351 root 1.22 if (basic_flag == AP_UNAPPLY)
3352     return 0;
3353 elmex 1.1
3354 root 1.22 i = can_apply_object (who, op);
3355 elmex 1.1
3356 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3357     if (i)
3358     {
3359     if (i & CAN_APPLY_NEVER)
3360     {
3361     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3362     return 1;
3363     }
3364     else if (i & CAN_APPLY_RESTRICTION)
3365     {
3366     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3367     return 1;
3368     }
3369     if (who->type != PLAYER)
3370     {
3371     /* Some error, so don't try to equip something more */
3372     if (unapply_for_ob (who, op, aflags))
3373 root 1.14 return 1;
3374     }
3375 root 1.22 else
3376     {
3377     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378     {
3379     new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3380     unapply_for_ob (who, op, AP_PRINT);
3381     return 1;
3382     }
3383     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384     {
3385     i = unapply_for_ob (who, op, aflags);
3386     if (i)
3387 root 1.14 return 1;
3388     }
3389     }
3390 elmex 1.1 }
3391 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392     {
3393     skop = find_skill_by_name (who, op->skill);
3394     if (!skop)
3395     {
3396     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397     return 1;
3398     }
3399     else
3400     {
3401     /* While experience will be credited properly, we want to change the
3402     * skill so that the dam and wc get updated
3403     */
3404     change_skill (who, skop, 0);
3405 root 1.14 }
3406 elmex 1.1 }
3407 root 1.22
3408     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409     {
3410     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3411     return 1;
3412 elmex 1.1 }
3413    
3414 root 1.12
3415 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3416     * Note that we don't have the checks for can_use_...
3417     * below - that is already taken care of by can_apply_object.
3418     */
3419    
3420    
3421     if (op->nrof > 1)
3422     tmp = get_split_ob (op, op->nrof - 1);
3423     else
3424     tmp = NULL;
3425    
3426     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427     return RESULT_INT (0);
3428    
3429     switch (op->type)
3430     {
3431 root 1.24 case WEAPON:
3432     if (!check_weapon_power (who, op->last_eat))
3433     {
3434     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3435     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436     if (tmp != NULL)
3437     (void) insert_ob_in_ob (tmp, who);
3438     return 1;
3439     }
3440     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441     {
3442     /* if the weapon does not have the name as the character, can't use it. */
3443     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3445     if (tmp != NULL)
3446     (void) insert_ob_in_ob (tmp, who);
3447     return 1;
3448     }
3449     SET_FLAG (op, FLAG_APPLIED);
3450 root 1.14
3451 root 1.24 if (skop)
3452     change_skill (who, skop, 1);
3453     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3454     SET_FLAG (who, FLAG_READY_WEAPON);
3455 root 1.14
3456 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457 root 1.14
3458 root 1.24 (void) change_abil (who, op);
3459     break;
3460 root 1.14
3461 root 1.24 case ARMOUR:
3462     case HELMET:
3463     case SHIELD:
3464     case BOOTS:
3465     case GLOVES:
3466     case GIRDLE:
3467     case BRACERS:
3468     case CLOAK:
3469     case RING:
3470     case AMULET:
3471     SET_FLAG (op, FLAG_APPLIED);
3472     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473     (void) change_abil (who, op);
3474     break;
3475     case LAMP:
3476     if (op->stats.food < 1)
3477     {
3478     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3479     return 1;
3480     }
3481     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482     tmp2 = arch_to_object (op->other_arch);
3483     tmp2->stats.food = op->stats.food;
3484     SET_FLAG (tmp2, FLAG_APPLIED);
3485     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487     insert_ob_in_ob (tmp2, who);
3488    
3489     /* Remove the old lantern */
3490     if (who->type == PLAYER)
3491 root 1.29 esrv_del_item (who->contr, op->count);
3492    
3493 root 1.24 remove_ob (op);
3494     free_object (op);
3495 root 1.22
3496 root 1.24 /* insert the portion that was split off */
3497     if (tmp != NULL)
3498     {
3499     (void) insert_ob_in_ob (tmp, who);
3500     if (who->type == PLAYER)
3501     esrv_send_item (who, tmp);
3502     }
3503     fix_player (who);
3504     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3505     {
3506     if (who->type == PLAYER)
3507     {
3508     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3509     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3510     }
3511     }
3512     if (who->type == PLAYER)
3513     esrv_send_item (who, tmp2);
3514     return 0;
3515     break;
3516 root 1.14
3517 root 1.24 /* this part is needed for skill-tools */
3518     case SKILL:
3519     case SKILL_TOOL:
3520     if (who->chosen_skill)
3521     {
3522     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3523     return 1;
3524     }
3525     if (who->type == PLAYER)
3526     {
3527     who->contr->shoottype = range_skill;
3528     who->contr->ranges[range_skill] = op;
3529     if (!op->invisible)
3530     {
3531     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3532     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3533     }
3534     else
3535     {
3536     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3537     }
3538     }
3539     SET_FLAG (op, FLAG_APPLIED);
3540     (void) change_abil (who, op);
3541     who->chosen_skill = op;
3542     SET_FLAG (who, FLAG_READY_SKILL);
3543     break;
3544 root 1.22
3545 root 1.24 case BOW:
3546     if (!check_weapon_power (who, op->last_eat))
3547     {
3548     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3549     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3550     if (tmp != NULL)
3551     (void) insert_ob_in_ob (tmp, who);
3552     return 1;
3553     }
3554     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3555     {
3556     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3557     if (tmp != NULL)
3558     (void) insert_ob_in_ob (tmp, who);
3559     return 1;
3560     }
3561     /*FALLTHROUGH*/ case WAND:
3562     case ROD:
3563     case HORN:
3564     /* check for skill, alter player status */
3565     SET_FLAG (op, FLAG_APPLIED);
3566     if (skop)
3567     change_skill (who, skop, 0);
3568     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3569 root 1.22
3570 root 1.24 if (who->type == PLAYER)
3571     {
3572     if (op->type == BOW)
3573     {
3574     (void) change_abil (who, op);
3575     new_draw_info_format (NDI_UNIQUE, 0, who,
3576     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3577     who->contr->shoottype = range_bow;
3578     }
3579     else
3580     {
3581     who->contr->shoottype = range_misc;
3582     }
3583     }
3584     else
3585     {
3586     if (op->type == BOW)
3587     SET_FLAG (who, FLAG_READY_BOW);
3588     else
3589     SET_FLAG (who, FLAG_READY_RANGE);
3590     }
3591     break;
3592 elmex 1.1
3593 root 1.24 case BUILDER:
3594     if (who->contr->ranges[range_builder])
3595     unapply_special (who, who->contr->ranges[range_builder], 0);
3596     who->contr->shoottype = range_builder;
3597     who->contr->ranges[range_builder] = op;
3598     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3599     break;
3600 elmex 1.1
3601 root 1.24 default:
3602     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3603 root 1.22 } /* end of switch op->type */
3604    
3605     SET_FLAG (op, FLAG_APPLIED);
3606 elmex 1.1
3607 root 1.22 if (tmp != NULL)
3608     tmp = insert_ob_in_ob (tmp, who);
3609 elmex 1.1
3610 root 1.22 fix_player (who);
3611 elmex 1.1
3612 root 1.22 /* We exclude spell casting objects. The fire code will set the
3613     * been applied flag when they are used - until that point,
3614     * you don't know anything about them.
3615     */
3616     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3617     SET_FLAG (op, FLAG_BEEN_APPLIED);
3618    
3619     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3620     {
3621     if (who->type == PLAYER)
3622     {
3623     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3624     SET_FLAG (op, FLAG_KNOWN_CURSED);
3625     }
3626     }
3627     if (who->type == PLAYER)
3628     {
3629     /* if multiple objects were applied, update both slots */
3630     if (tmp)
3631     esrv_send_item (who, tmp);
3632     esrv_send_item (who, op);
3633 elmex 1.1 }
3634 root 1.22 return 0;
3635 elmex 1.1 }
3636    
3637    
3638 root 1.22 int
3639     monster_apply_special (object *who, object *op, int aflags)
3640 elmex 1.1 {
3641 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3642 elmex 1.1 return 1;
3643     return apply_special (who, op, aflags);
3644     }
3645    
3646     /**
3647     * Map was just loaded, handle op's initialisation.
3648     *
3649     * Generates shop floor's item, and treasures.
3650     */
3651 root 1.22 int
3652     auto_apply (object *op)
3653     {
3654     object *tmp = NULL, *tmp2;
3655     int i;
3656 elmex 1.1
3657 root 1.22 switch (op->type)
3658     {
3659 root 1.24 case SHOP_FLOOR:
3660     if (!HAS_RANDOM_ITEMS (op))
3661     return 0;
3662     do
3663     {
3664     i = 10; /* let's give it 10 tries */
3665     while ((tmp = generate_treasure (op->randomitems,
3666     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3667     if (tmp == NULL)
3668     return 0;
3669     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670     {
3671     free_object (tmp);
3672     tmp = NULL;
3673     }
3674     }
3675     while (!tmp);
3676     tmp->x = op->x;
3677     tmp->y = op->y;
3678     SET_FLAG (tmp, FLAG_UNPAID);
3679     insert_ob_in_map (tmp, op->map, NULL, 0);
3680     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3681     identify (tmp);
3682     break;
3683 root 1.14
3684 root 1.24 case TREASURE:
3685     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3686     return 0;
3687     while ((op->stats.hp--) > 0)
3688     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3689     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3690    
3691     /* If we generated an object and put it in this object inventory,
3692     * move it to the parent object as the current object is about
3693     * to disappear. An example of this item is the random_* stuff
3694     * that is put inside other objects.
3695     */
3696     for (tmp = op->inv; tmp; tmp = tmp2)
3697     {
3698     tmp2 = tmp->below;
3699     remove_ob (tmp);
3700     if (op->env)
3701     insert_ob_in_ob (tmp, op->env);
3702     else
3703     free_object (tmp);
3704     }
3705     remove_ob (op);
3706     free_object (op);
3707     break;
3708 elmex 1.1 }
3709 root 1.22 return tmp ? 1 : 0;
3710 elmex 1.1 }
3711    
3712     /**
3713     * fix_auto_apply goes through the entire map (only the first time
3714     * when an original map is loaded) and performs special actions for
3715     * certain objects (most initialization of chests and creation of
3716     * treasures and stuff). Calls auto_apply if appropriate.
3717     */
3718 root 1.20 void
3719 root 1.30 fix_auto_apply (maptile *m)
3720 root 1.20 {
3721     object *tmp, *above = NULL;
3722     int x, y;
3723    
3724     if (m == NULL)
3725     return;
3726    
3727     for (x = 0; x < MAP_WIDTH (m); x++)
3728     for (y = 0; y < MAP_HEIGHT (m); y++)
3729     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730     {
3731     above = tmp->above;
3732    
3733     if (tmp->inv)
3734     {
3735     object *invtmp, *invnext;
3736 elmex 1.1
3737 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738     {
3739     invnext = invtmp->below;
3740 root 1.14
3741 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742     auto_apply (invtmp);
3743     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3744     {
3745     while ((invtmp->stats.hp--) > 0)
3746     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747 root 1.14
3748 root 1.20 invtmp->randomitems = NULL;
3749     }
3750     else if (invtmp && invtmp->arch
3751 root 1.22 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 root 1.20 {
3753 root 1.22 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 root 1.20 /* Need to clear this so that we never try to create
3755     * treasure again for this object
3756     */
3757     invtmp->randomitems = NULL;
3758 root 1.14 }
3759     }
3760 root 1.20 /* This is really temporary - the code at the bottom will
3761     * also set randomitems to null. The problem is there are bunches
3762     * of maps/players already out there with items that have spells
3763     * which haven't had the randomitems set to null yet.
3764     * MSW 2004-05-13
3765     *
3766     * And if it's a spellbook, it's better to set randomitems to NULL too,
3767     * else you get two spells in the book ^_-
3768     * Ryo 2004-08-16
3769     */
3770     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 root 1.22 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 root 1.20 tmp->randomitems = NULL;
3773    
3774     }
3775    
3776     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777     auto_apply (tmp);
3778 root 1.22 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 root 1.20 {
3780     while ((tmp->stats.hp--) > 0)
3781     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782     tmp->randomitems = NULL;
3783     }
3784     else if (tmp->type == TIMED_GATE)
3785     {
3786     object *head = tmp->head != NULL ? tmp->head : tmp;
3787 root 1.22
3788 root 1.20 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789     {
3790     tmp->speed = 0;
3791     update_ob_speed (tmp);
3792 root 1.14 }
3793     }
3794 root 1.20 /* This function can be called everytime a map is loaded, even when
3795     * swapping back in. As such, we don't want to create the treasure
3796     * over and ove again, so after we generate the treasure, blank out
3797     * randomitems so if it is swapped in again, it won't make anything.
3798     * This is a problem for the above objects, because they have counters
3799     * which say how many times to make the treasure.
3800     */
3801     else if (tmp && tmp->arch && tmp->type != PLAYER
3802     && tmp->type != TREASURE && tmp->type != SPELL
3803 root 1.22 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3804 root 1.20 {
3805 root 1.22 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3806 root 1.20 tmp->randomitems = NULL;
3807     }
3808     }
3809 elmex 1.1
3810 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3811     for (y = 0; y < MAP_HEIGHT (m); y++)
3812     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 root 1.22 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 root 1.20 check_trigger (tmp, tmp->above);
3815 elmex 1.1 }
3816    
3817     /**
3818     * Handles player eating food that temporarily changes status (resistances, stats).
3819     * This used to call cast_change_attr(), but
3820     * that doesn't work with the new spell code. Since we know what
3821     * the food changes, just grab a force and use that instead.
3822     */
3823    
3824 root 1.22 void
3825     eat_special_food (object *who, object *food)
3826     {
3827     object *force;
3828     int i, did_one = 0;
3829     sint8 k;
3830    
3831     force = get_archetype (FORCE_NAME);
3832    
3833     for (i = 0; i < NUM_STATS; i++)
3834     {
3835     k = get_attr_value (&food->stats, i);
3836     if (k)
3837     {
3838     set_attr_value (&force->stats, i, k);
3839     did_one = 1;
3840 root 1.14 }
3841 elmex 1.1 }
3842    
3843 root 1.22 /* check if we can protect the eater */
3844     for (i = 0; i < NROFATTACKS; i++)
3845     {
3846     if (food->resist[i] > 0)
3847     {
3848     force->resist[i] = food->resist[i] / 2;
3849     did_one = 1;
3850     }
3851     }
3852     if (did_one)
3853     {
3854     force->speed = 0.1;
3855     update_ob_speed (force);
3856     /* bigger morsel of food = longer effect time */
3857     force->stats.food = food->stats.food / 5;
3858     SET_FLAG (force, FLAG_IS_USED_UP);
3859     SET_FLAG (force, FLAG_APPLIED);
3860     change_abil (who, force);
3861     insert_ob_in_ob (force, who);
3862     }
3863     else
3864     {
3865     free_object (force);
3866     }
3867    
3868     /* check for hp, sp change */
3869     if (food->stats.hp != 0)
3870     {
3871     if (QUERY_FLAG (food, FLAG_CURSED))
3872     {
3873     strcpy (who->contr->killer, food->name);
3874     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3875     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3876     }
3877     else
3878     {
3879     if (food->stats.hp > 0)
3880     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3881     else
3882     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3883     who->stats.hp += food->stats.hp;
3884     }
3885     }
3886     if (food->stats.sp != 0)
3887     {
3888     if (QUERY_FLAG (food, FLAG_CURSED))
3889     {
3890     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3891     who->stats.sp -= food->stats.sp;
3892     if (who->stats.sp < 0)
3893     who->stats.sp = 0;
3894     }
3895     else
3896     {
3897     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3898     who->stats.sp += food->stats.sp;
3899     /* place limit on max sp from food? */
3900     }
3901 elmex 1.1 }
3902 root 1.22 fix_player (who);
3903 elmex 1.1 }
3904    
3905    
3906     /**
3907     * Designed primarily to light torches/lanterns/etc.
3908     * Also burns up burnable material too. First object in the inventory is
3909     * the selected object to "burn". -b.t.
3910     */
3911    
3912 root 1.22 void
3913     apply_lighter (object *who, object *lighter)
3914     {
3915     object *item;
3916     int is_player_env = 0;
3917     char item_name[MAX_BUF];
3918    
3919     item = find_marked_object (who);
3920     if (item)
3921     {
3922     if (lighter->last_eat && lighter->stats.food)
3923     { /* lighter gets used up */
3924     /* Split multiple lighters if they're being used up. Otherwise *
3925     * one charge from each would be used up. --DAMN */
3926     if (lighter->nrof > 1)
3927     {
3928     object *oneLighter = get_object ();
3929 root 1.14
3930 root 1.22 copy_object (lighter, oneLighter);
3931     lighter->nrof -= 1;
3932     oneLighter->nrof = 1;
3933     oneLighter->stats.food--;
3934     esrv_send_item (who, lighter);
3935     oneLighter = insert_ob_in_ob (oneLighter, who);
3936     esrv_send_item (who, oneLighter);
3937     }
3938     else
3939 root 1.29 lighter->stats.food--;
3940 root 1.22 }
3941     else if (lighter->last_eat)
3942     { /* no charges left in lighter */
3943     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944     return;
3945     }
3946     /* Perhaps we should split what we are trying to light on fire?
3947     * I can't see many times when you would want to light multiple
3948     * objects at once.
3949     */
3950     /* If the item is destroyed, we don't have a valid pointer to the
3951     * name object, so make a copy so the message we print out makes
3952     * some sense.
3953     */
3954     strcpy (item_name, item->name);
3955     if (who == is_player_inv (item))
3956     is_player_env = 1;
3957    
3958     save_throw_object (item, AT_FIRE, who);
3959     /* Change to check count and not freed, since the object pointer
3960     * may have gotten recycled
3961     */
3962 root 1.29 if (item->destroyed ())
3963 root 1.22 {
3964     new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965     /* Need to update the player so that the players glow radius
3966     * gets changed.
3967     */
3968     if (is_player_env)
3969     fix_player (who);
3970     }
3971     else
3972 root 1.29 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 root 1.22 }
3974     else /* nothing to light */
3975     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3976 elmex 1.1
3977     }
3978    
3979     /**
3980     * op made some mistake with a scroll, this takes care of punishment.
3981     * scroll_failure()- hacked directly from spell_failure
3982     */
3983 root 1.22 void
3984     scroll_failure (object *op, int failure, int power)
3985 elmex 1.1 {
3986 root 1.22 if (abs (failure / 4) > power)
3987     power = abs (failure / 4); /* set minimum effect */
3988 elmex 1.1
3989 root 1.22 if (failure <= -1 && failure > -15)
3990     { /* wonder */
3991     object *tmp;
3992    
3993     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3994     tmp = get_archetype (SPELL_WONDER);
3995     cast_wonder (op, op, 0, tmp);
3996     free_object (tmp);
3997     }
3998     else if (failure <= -15 && failure > -35)
3999     { /* drain mana */
4000     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4001     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002     if (op->stats.sp < 0)
4003     op->stats.sp = 0;
4004     }
4005     else if (settings.spell_failure_effects == TRUE)
4006     {
4007     if (failure <= -35 && failure > -60)
4008     { /* confusion */
4009     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4010     confuse_player (op, op, power);
4011     }
4012     else if (failure <= -60 && failure > -70)
4013     { /* paralysis */
4014     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4015     paralyze_player (op, op, power);
4016     }
4017     else if (failure <= -70 && failure > -80)
4018     { /* blind */
4019     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020     blind_player (op, op, power);
4021     }
4022     else if (failure <= -80)
4023     { /* blast the immediate area */
4024     object *tmp;
4025    
4026     tmp = get_archetype (LOOSE_MANA);
4027     cast_magic_storm (op, tmp, power);
4028     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4029     free_object (tmp);
4030 root 1.14 }
4031 elmex 1.1 }
4032     }
4033    
4034 root 1.22 void
4035     apply_changes_to_player (object *pl, object *change)
4036     {
4037     int excess_stat = 0; /* if the stat goes over the maximum
4038     for the race, put the excess stat some
4039     where else. */
4040 elmex 1.1
4041 root 1.22 switch (change->type)
4042     {
4043 root 1.24 case CLASS:
4044     {
4045     living *stats = &(pl->contr->orig_stats);
4046     living *ns = &(change->stats);
4047     object *walk;
4048     int flag_change_face = 1;
4049    
4050     /* the following code assigns stats up to the stat max
4051     * for the race, and if the stat max is exceeded,
4052     * tries to randomly reassign the excess stat
4053     */
4054     int i, j;
4055 root 1.22
4056 root 1.24 for (i = 0; i < NUM_STATS; i++)
4057     {
4058     sint8 stat = get_attr_value (stats, i);
4059     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060 root 1.22
4061 root 1.24 stat += get_attr_value (ns, i);
4062     if (stat > 20 + race_bonus)
4063     {
4064     excess_stat++;
4065     stat = 20 + race_bonus;
4066     }
4067     set_attr_value (stats, i, stat);
4068     }
4069 elmex 1.1
4070 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4071     { /* try 100 times to assign excess stats */
4072     int i = rndm (0, 6);
4073     int stat = get_attr_value (stats, i);
4074     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075    
4076     if (i == CHA)
4077     continue; /* exclude cha from this */
4078     if (stat < 20 + race_bonus)
4079     {
4080     change_attr_value (stats, i, 1);
4081     excess_stat--;
4082     }
4083     }
4084 root 1.14
4085 root 1.24 /* insert the randomitems from the change's treasurelist into
4086     * the player ref: player.c
4087     */
4088     if (change->randomitems != NULL)
4089     give_initial_items (pl, change->randomitems);
4090 root 1.14
4091    
4092 root 1.24 /* set up the face, for some races. */
4093 root 1.14
4094 root 1.24 /* first, look for the force object banning
4095     * changing the face. Certain races never change face with class.
4096     */
4097     for (walk = pl->inv; walk != NULL; walk = walk->below)
4098     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099     flag_change_face = 0;
4100 root 1.14
4101 root 1.24 if (flag_change_face)
4102     {
4103     pl->animation_id = GET_ANIM_ID (change);
4104     pl->face = change->face;
4105 root 1.14
4106 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4107     SET_FLAG (pl, FLAG_ANIMATE);
4108     else
4109     CLEAR_FLAG (pl, FLAG_ANIMATE);
4110     }
4111 root 1.14
4112 root 1.24 /* check the special case of can't use weapons */
4113     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4114     if (!strcmp (change->name, "monk"))
4115     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 root 1.14
4117 root 1.24 break;
4118     }
4119 elmex 1.1 }
4120     }
4121    
4122     /**
4123     * This handles items of type 'transformer'.
4124     * Basically those items, used with a marked item, transform both items into something
4125     * else.
4126     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4127     * Change information is contained in the 'slaying' field of the marked item.
4128     * The format is as follow: transformer:[number ]yield[;transformer:...].
4129     * This way an item can be transformed in many things, and/or many objects.
4130     * The 'slaying' field for transformer is used as verb for the action.
4131     */
4132 root 1.22 void
4133     apply_item_transformer (object *pl, object *transformer)
4134     {
4135     object *marked;
4136     object *new_item;
4137     char *find;
4138     char *separator;
4139     int yield;
4140     char got[MAX_BUF];
4141     int len;
4142    
4143     if (!pl || !transformer)
4144     return;
4145     marked = find_marked_object (pl);
4146     if (!marked)
4147 elmex 1.1 {
4148 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149     return;
4150     }
4151     if (!marked->slaying)
4152     {
4153     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154     return;
4155     }
4156     /* check whether they are compatible or not */
4157     find = strstr (marked->slaying, transformer->arch->name);
4158     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4159     {
4160     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161     return;
4162     }
4163     find += strlen (transformer->arch->name) + 1;
4164     /* Item can be used, now find how many and what it yields */
4165     if (isdigit (*(find)))
4166     {
4167     yield = atoi (find);
4168     if (yield < 1)
4169 elmex 1.1 {
4170 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4171     yield = 1;
4172 elmex 1.1 }
4173 root 1.22 }
4174     else
4175     yield = 1;
4176 elmex 1.1
4177 root 1.22 while (isdigit (*find))
4178     find++;
4179     while (*find == ' ')
4180     find++;
4181     memset (got, 0, MAX_BUF);
4182     if ((separator = strchr (find, ';')) != NULL)
4183     {
4184     len = separator - find;
4185     }
4186     else
4187     {
4188     len = strlen (find);
4189     }
4190     if (len > MAX_BUF - 1)
4191     len = MAX_BUF - 1;
4192     strcpy (got, find);
4193     got[len] = '\0';
4194    
4195     /* Now create new item, remove used ones when required. */
4196     new_item = get_archetype (got);
4197     if (!new_item)
4198     {
4199     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4200     return;
4201 elmex 1.1 }
4202 root 1.29
4203 root 1.22 new_item->nrof = yield;
4204     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4205     insert_ob_in_ob (new_item, pl);
4206     esrv_send_inventory (pl, pl);
4207     /* Eat up one item */
4208     decrease_ob_nr (marked, 1);
4209     /* Eat one transformer if needed */
4210     if (transformer->stats.food)
4211     if (--transformer->stats.food == 0)
4212     decrease_ob_nr (transformer, 1);
4213     }