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Revision: 1.35
Committed: Mon Dec 4 01:55:46 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +2 -2 lines
Log Message:
fix null pointer access / pippijn / Do Not Apply

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 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 root 1.22 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 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 root 1.22 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 root 1.32
1942 root 1.22 if (!spell)
1943     {
1944     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1945     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1946     return;
1947     }
1948 root 1.31
1949 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1950 root 1.22 {
1951 root 1.32 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1952 root 1.22 return;
1953     }
1954    
1955     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1956    
1957     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1958     {
1959     identify (tmp);
1960     if (tmp->env)
1961     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962     else
1963     op->contr->socket.update_look = 1;
1964     }
1965    
1966     /* I removed the check for special_prayer_mark here - it didn't make
1967     * a lot of sense - special prayers are not found in spellbooks, and
1968     * if the player doesn't know the spell, doesn't make a lot of sense that
1969     * they would have a special prayer mark.
1970     */
1971     if (check_spell_known (op, spell->name))
1972     {
1973     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974     return;
1975 elmex 1.1 }
1976 root 1.22
1977     if (spell->skill)
1978     {
1979     spell_skill = find_skill_by_name (op, spell->skill);
1980 root 1.25
1981 root 1.22 if (!spell_skill)
1982     {
1983     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984     return;
1985 root 1.14 }
1986 root 1.25
1987 root 1.22 if (spell_skill->level < spell->level)
1988     {
1989     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990     return;
1991 root 1.14 }
1992 elmex 1.1 }
1993    
1994 root 1.22 /* Logic as follows
1995     *
1996     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997     *
1998     * 2- The learner's skill level in literacy adjusts the chance to learn
1999     * a spell.
2000     *
2001     * 3 -Automatically fail to learn if you read while confused
2002     *
2003     * Overall, chances are the same but a player will find having a high
2004     * literacy rate very useful! -b.t.
2005     */
2006     if (QUERY_FLAG (op, FLAG_CONFUSED))
2007     {
2008     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010     }
2011     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013     {
2014    
2015     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016     do_learn_spell (op, spell, 0);
2017    
2018     /* xp gain to literacy for spell learning */
2019     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 elmex 1.1 }
2022 root 1.22 else
2023     {
2024     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026     }
2027     decrease_ob (tmp);
2028 elmex 1.1 }
2029    
2030     /**
2031     * Handles applying a spell scroll.
2032     */
2033 root 1.22 void
2034     apply_scroll (object *op, object *tmp, int dir)
2035 elmex 1.1 {
2036 root 1.22 object *skop;
2037 elmex 1.1
2038 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039     {
2040     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041     return;
2042 elmex 1.1 }
2043    
2044 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2045     {
2046     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047     return;
2048 elmex 1.1 }
2049    
2050 root 1.22 if (op->type == PLAYER)
2051     {
2052     /* players need a literacy skill to read stuff! */
2053     int exp_gain = 0;
2054 elmex 1.1
2055 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2056     * should go for anything killed by the spell.
2057     */
2058     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 elmex 1.1
2060 root 1.22 if (!skop)
2061     {
2062     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063     return;
2064     }
2065 elmex 1.1
2066 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067     change_exp (op, exp_gain, skop->skill, 0);
2068 elmex 1.1 }
2069    
2070 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071     identify (tmp);
2072 elmex 1.1
2073 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 elmex 1.1
2075    
2076 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077     decrease_ob (tmp);
2078 elmex 1.1 }
2079    
2080     /**
2081     * Applies a treasure object - by default, chest. op
2082     * is the person doing the applying, tmp is the treasure
2083     * chest.
2084     */
2085 root 1.22 static void
2086     apply_treasure (object *op, object *tmp)
2087 elmex 1.1 {
2088 root 1.22 object *treas;
2089    
2090    
2091     /* Nice side effect of new treasure creation method is that the treasure
2092     * for the chest is done when the chest is created, and put into the chest
2093     * inventory. So that when the chest burns up, the items still exist. Also
2094     * prevents people fromt moving chests to more difficult maps to get better
2095     * treasure
2096     */
2097    
2098     treas = tmp->inv;
2099     if (treas == NULL)
2100     {
2101     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102     decrease_ob (tmp);
2103     return;
2104     }
2105     while (tmp->inv)
2106     {
2107     treas = tmp->inv;
2108 elmex 1.1
2109 root 1.22 remove_ob (treas);
2110     new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 elmex 1.1
2112 root 1.22 treas->x = op->x;
2113     treas->y = op->y;
2114     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115    
2116     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117     spring_trap (treas, op);
2118     /* If either player or container was destroyed, no need to do
2119     * further processing. I think this should be enclused with
2120     * spring trap above, as I don't think there is otherwise
2121     * any way for the treasure chest or player to get killed
2122     */
2123 root 1.29 if (op->destroyed () || tmp->destroyed ())
2124 root 1.22 break;
2125 elmex 1.1 }
2126    
2127 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2128 root 1.22 decrease_ob (tmp);
2129 elmex 1.1
2130     }
2131    
2132     /**
2133     * op eats food.
2134     * If player, takes care of messages and dragon special food.
2135     */
2136 root 1.22 static void
2137     apply_food (object *op, object *tmp)
2138 elmex 1.1 {
2139 root 1.22 int capacity_remaining;
2140 elmex 1.1
2141 root 1.22 if (op->type != PLAYER)
2142     op->stats.hp = op->stats.maxhp;
2143     else
2144     {
2145 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2146 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2147 root 1.14 ;
2148 root 1.22 else
2149     {
2150     /* usual case - no dragon meal: */
2151     if (op->stats.food + tmp->stats.food > 999)
2152     {
2153     if (tmp->type == FOOD || tmp->type == FLESH)
2154     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2155     else
2156     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2157     }
2158    
2159     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160     {
2161     char buf[MAX_BUF];
2162    
2163     if (!is_dragon_pl (op))
2164     {
2165     /* eating message for normal players */
2166     if (tmp->type == DRINK)
2167     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2168     else
2169     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2170     }
2171     else
2172     {
2173     /* eating message for dragon players */
2174     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2175     }
2176    
2177     new_draw_info (NDI_UNIQUE, 0, op, buf);
2178     capacity_remaining = 999 - op->stats.food;
2179     op->stats.food += tmp->stats.food;
2180     if (capacity_remaining < tmp->stats.food)
2181     op->stats.hp += capacity_remaining / 50;
2182     else
2183     op->stats.hp += tmp->stats.food / 50;
2184     if (op->stats.hp > op->stats.maxhp)
2185     op->stats.hp = op->stats.maxhp;
2186     if (op->stats.food > 999)
2187     op->stats.food = 999;
2188     }
2189 root 1.14
2190 root 1.22 /* special food hack -b.t. */
2191     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2192     eat_special_food (op, tmp);
2193     }
2194 elmex 1.1 }
2195 root 1.22 handle_apply_yield (tmp);
2196     decrease_ob (tmp);
2197 elmex 1.1 }
2198    
2199     /**
2200     * A dragon is eating some flesh. If the flesh contains resistances,
2201     * there is a chance for the dragon's skin to get improved.
2202     *
2203     * attributes:
2204     * object *op the object (dragon player) eating the flesh
2205     * object *meal the flesh item, getting chewed in dragon's mouth
2206     * return:
2207     * int 1 if eating successful, 0 if it doesn't work
2208     */
2209 root 1.22 int
2210     dragon_eat_flesh (object *op, object *meal)
2211     {
2212     object *skin = NULL; /* pointer to dragon skin force */
2213     object *abil = NULL; /* pointer to dragon ability force */
2214     object *tmp = NULL; /* tmp. object */
2215    
2216 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2217     double chance; /* improvement-chance of one resistance type */
2218 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2219     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220     double mbonus = 0; /* monster bonus */
2221 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 root 1.22 int winners = 0; /* number of winners */
2223 elmex 1.1 int i; /* index */
2224 root 1.22
2225 elmex 1.1 /* let's make sure and doublecheck the parameters */
2226 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2227 elmex 1.1 return 0;
2228 root 1.22
2229 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230     from the player's inventory */
2231 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2232     {
2233     if (tmp->type == FORCE)
2234     {
2235     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2236     skin = tmp;
2237     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2238     abil = tmp;
2239     }
2240 elmex 1.1 }
2241 root 1.22
2242 elmex 1.1 /* if either skin or ability are missing, this is an old player
2243     which is not to be considered a dragon -> bail out */
2244 root 1.22 if (skin == NULL || abil == NULL)
2245     return 0;
2246    
2247 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2248 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2249 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2250     else
2251 root 1.22 op->stats.hp += meal->stats.food / 50;
2252     if (op->stats.hp > op->stats.maxhp)
2253     op->stats.hp = op->stats.maxhp;
2254    
2255     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256    
2257     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2258    
2259 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2260 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2261     {
2262     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2263     {
2264     /* got positive resistance, now calculate improvement chance (0-100) */
2265    
2266     /* this bonus makes resistance increase easier at lower levels */
2267     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2268     if (i == abil->stats.exp)
2269     bonus += 5; /* additional bonus for resistance of ability-focus */
2270    
2271     /* monster bonus increases with level, because high-level
2272     flesh is too rare */
2273     mbonus = op->level * 20. / ((double) settings.max_level);
2274    
2275     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2276     ((double) settings.max_level)) - skin->resist[i];
2277    
2278     if (chance >= 0.)
2279     chance += 1.;
2280     else
2281     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2282    
2283     /* chance is proportional to amount of resistance (max. 50) */
2284     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2285    
2286     /* doubled chance for resistance of ability-focus */
2287     if (i == abil->stats.exp)
2288     chance = MIN (100., chance * 2.);
2289    
2290     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2291     if (RANDOM () % 10000 < (int) (chance * 100))
2292     {
2293     atnr_winner[winners] = i;
2294     winners++;
2295     }
2296    
2297     if (chance >= 0.01)
2298     totalchance *= 1 - chance / 100;
2299    
2300     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2301     }
2302 elmex 1.1 }
2303 root 1.22
2304 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2305 root 1.22 totalchance = 100 - totalchance * 100;
2306 elmex 1.1 /* print message according to totalchance */
2307     if (totalchance > 50.)
2308 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2309 elmex 1.1 else if (totalchance > 10.)
2310 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2311 elmex 1.1 else if (totalchance > 1.)
2312 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2313 elmex 1.1 else if (totalchance > 0.1)
2314 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2315 elmex 1.1 else if (totalchance >= 0.01)
2316 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2317     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2318     sprintf (buf, "The %s tasted strange.", &meal->name);
2319     else
2320     sprintf (buf, "The %s had no taste.", &meal->name);
2321     new_draw_info (NDI_UNIQUE, 0, op, buf);
2322    
2323 elmex 1.1 /* now choose a winner if we have any */
2324     i = -1;
2325 root 1.22 if (winners > 0)
2326     i = atnr_winner[RANDOM () % winners];
2327    
2328     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329     {
2330     /* resistance increased! */
2331     skin->resist[i]++;
2332     fix_player (op);
2333    
2334     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2335     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336     }
2337    
2338 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2339     into the ability_force and it will take effect on next level */
2340 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2341     {
2342     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2343    
2344     if (meal->last_eat != abil->stats.exp)
2345     {
2346     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347     new_draw_info (NDI_UNIQUE, 0, op, buf);
2348     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349     new_draw_info (NDI_UNIQUE, 0, op, buf);
2350     }
2351     else
2352     {
2353     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2354     new_draw_info (NDI_UNIQUE, 0, op, buf);
2355     abil->last_eat = 0;
2356     }
2357 elmex 1.1 }
2358     return 1;
2359     }
2360    
2361 root 1.22 static void
2362     apply_savebed (object *pl)
2363 elmex 1.1 {
2364     #ifndef COZY_SERVER
2365 root 1.22 if (!pl->contr->name_changed || !pl->stats.exp)
2366     {
2367     new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2368 elmex 1.1 return;
2369     }
2370     #endif
2371 root 1.22 INVOKE_PLAYER (LOGOUT, pl->contr);
2372     /* Need to call terminate_all_pets() before we remove the player ob */
2373     terminate_all_pets (pl);
2374     remove_ob (pl);
2375     pl->direction = 0;
2376     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2377    
2378     /* update respawn position */
2379     strcpy (pl->contr->savebed_map, pl->map->path);
2380     pl->contr->bed_x = pl->x;
2381     pl->contr->bed_y = pl->y;
2382    
2383     strcpy (pl->contr->killer, "left");
2384     check_score (pl); /* Always check score */
2385     (void) save_player (pl, 0);
2386     pl->map->players--;
2387     #if MAP_MAXTIMEOUT
2388     MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2389 elmex 1.1 #endif
2390 root 1.22 play_again (pl);
2391     pl->speed = 0;
2392     update_ob_speed (pl);
2393 elmex 1.1 }
2394    
2395     /**
2396     * Handles applying an improve armor scroll.
2397     * Does some sanity checks, then calls improve_armour.
2398     */
2399 root 1.22 static void
2400     apply_armour_improver (object *op, object *tmp)
2401 elmex 1.1 {
2402 root 1.22 object *armor;
2403 elmex 1.1
2404 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2405     {
2406     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2407     return;
2408 elmex 1.1 }
2409 root 1.22 armor = find_marked_object (op);
2410     if (!armor)
2411     {
2412     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2413 elmex 1.1 return;
2414     }
2415 root 1.22 if (armor->type != ARMOUR
2416     && armor->type != CLOAK
2417     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2418 elmex 1.1 {
2419 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2420     return;
2421 elmex 1.1 }
2422    
2423 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2424     improve_armour (op, tmp, armor);
2425 elmex 1.1 }
2426    
2427    
2428 root 1.22 extern void
2429     apply_poison (object *op, object *tmp)
2430 elmex 1.1 {
2431 root 1.22 if (op->type == PLAYER)
2432     {
2433     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2434     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2435     strcpy (op->contr->killer, "poisonous booze");
2436 elmex 1.1 }
2437 root 1.22 if (tmp->stats.hp > 0)
2438     {
2439     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2440     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2441 elmex 1.1 }
2442 root 1.22 op->stats.food -= op->stats.food / 4;
2443     handle_apply_yield (tmp);
2444     decrease_ob (tmp);
2445 elmex 1.1 }
2446    
2447     /**
2448     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2449     * A valid 2 way exit means:
2450     * -You can come back (there is another exit at the other side)
2451     * -You are
2452     * ° the owner of the exit
2453     * ° or in the same party as the owner
2454     *
2455     * Note: a owner in a 2 way exit is saved as the owner's name
2456     * in the field exit->name cause the field exit->owner doesn't
2457     * survive in the swapping (in fact the whole exit doesn't survive).
2458     */
2459 root 1.22 int
2460     is_legal_2ways_exit (object *op, object *exit)
2461     {
2462     object *tmp;
2463     object *exit_owner;
2464     player *pp;
2465 root 1.30 maptile *exitmap;
2466 root 1.22
2467     if (exit->stats.exp != 1)
2468     return 1; /*This is not a 2 way, so it is legal */
2469     if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2470     return 0; /* This is a reset town portal */
2471     /* To know if an exit has a correspondant, we look at
2472     * all the exits in destination and try to find one with same path as
2473     * the current exit's position */
2474     if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2475     exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2476     else
2477     exitmap = ready_map_name (EXIT_PATH (exit), 0);
2478     if (exitmap)
2479     {
2480     tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2481     if (!tmp)
2482     return 0;
2483     for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2484     {
2485     if (tmp->type != EXIT)
2486     continue; /*Not an exit */
2487     if (!EXIT_PATH (tmp))
2488     continue; /*Not a valid exit */
2489     if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2490     continue; /*Not in the same place */
2491     if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2492     continue; /*Not in the same map */
2493    
2494     /* From here we have found the exit is valid. However we do
2495     * here the check of the exit owner. It is important for the
2496     * town portals to prevent strangers from visiting your appartments
2497     */
2498     if (!exit->race)
2499     return 1; /*No owner, free for all! */
2500     exit_owner = NULL;
2501     for (pp = first_player; pp; pp = pp->next)
2502     {
2503     if (!pp->ob)
2504     continue;
2505     if (pp->ob->name != exit->race)
2506     continue;
2507     exit_owner = pp->ob; /*We found a player which correspond to the player name */
2508     break;
2509     }
2510     if (!exit_owner)
2511     return 0; /* No more owner */
2512     if (exit_owner->contr == op->contr)
2513     return 1; /*It is your exit */
2514     if (exit_owner && /*There is a owner */
2515     (op->contr) && /*A player tries to pass */
2516     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2517     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2518     return 0;
2519     return 1;
2520     }
2521     }
2522     return 0;
2523     }
2524 elmex 1.1
2525    
2526     /**
2527     * Main apply handler.
2528     *
2529     * Checks for unpaid items before applying.
2530     *
2531     * Return value:
2532     * 0: player or monster can't apply objects of that type
2533     * 1: has been applied, or there was an error applying the object
2534     * 2: objects of that type can't be applied if not in inventory
2535     *
2536     * op is the object that is causing object to be applied, tmp is the object
2537     * being applied.
2538     *
2539     * aflag is special (always apply/unapply) flags. Nothing is done with
2540     * them in this function - they are passed to apply_special
2541     */
2542    
2543 root 1.22 int
2544     manual_apply (object *op, object *tmp, int aflag)
2545 elmex 1.1 {
2546 root 1.22 if (tmp->head)
2547     tmp = tmp->head;
2548 elmex 1.1
2549 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2550     {
2551     if (op->type == PLAYER)
2552     {
2553     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2554     return 1;
2555     }
2556     else
2557     {
2558     return 0; /* monsters just skip unpaid items */
2559 root 1.14 }
2560 elmex 1.1 }
2561    
2562 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2563     return RESULT_INT (0);
2564 root 1.8
2565 root 1.22 switch (tmp->type)
2566     {
2567 elmex 1.1
2568 root 1.24 case CF_HANDLE:
2569     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2570     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2571     tmp->value = tmp->value ? 0 : 1;
2572     SET_ANIMATION (tmp, tmp->value);
2573     update_object (tmp, UP_OBJ_FACE);
2574     push_button (tmp);
2575     return 1;
2576 root 1.14
2577 root 1.24 case TRIGGER:
2578     if (check_trigger (tmp, op))
2579     {
2580     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2581     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2582     }
2583     else
2584     {
2585     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2586     }
2587     return 1;
2588 root 1.14
2589 root 1.24 case EXIT:
2590     if (op->type != PLAYER)
2591     return 0;
2592     if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2593     {
2594     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2595     }
2596     else
2597     {
2598     /* Don't display messages for random maps. */
2599     if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2600     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2601     enter_exit (op, tmp);
2602     }
2603     return 1;
2604 root 1.14
2605 root 1.24 case SIGN:
2606     apply_sign (op, tmp, 0);
2607     return 1;
2608 root 1.14
2609 root 1.24 case BOOK:
2610     if (op->type == PLAYER)
2611     {
2612     apply_book (op, tmp);
2613     return 1;
2614     }
2615     else
2616     {
2617     return 0;
2618     }
2619 root 1.14
2620 root 1.24 case SKILLSCROLL:
2621     if (op->type == PLAYER)
2622     {
2623     apply_skillscroll (op, tmp);
2624     return 1;
2625     }
2626     return 0;
2627 root 1.14
2628 root 1.24 case SPELLBOOK:
2629     if (op->type == PLAYER)
2630     {
2631     apply_spellbook (op, tmp);
2632     return 1;
2633     }
2634     return 0;
2635 root 1.14
2636 root 1.24 case SCROLL:
2637     apply_scroll (op, tmp, 0);
2638     return 1;
2639 root 1.14
2640 root 1.24 case POTION:
2641     (void) apply_potion (op, tmp);
2642     return 1;
2643 root 1.14
2644 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2645     case CLOSE_CON:
2646     if (op->type == PLAYER)
2647     (void) esrv_apply_container (op, tmp->env);
2648     else
2649     (void) apply_container (op, tmp->env);
2650     return 1;
2651 root 1.14
2652 root 1.24 case CONTAINER:
2653     if (op->type == PLAYER)
2654     (void) esrv_apply_container (op, tmp);
2655     else
2656     (void) apply_container (op, tmp);
2657     return 1;
2658 root 1.14
2659 root 1.24 case TREASURE:
2660     if (op->type == PLAYER)
2661     {
2662     apply_treasure (op, tmp);
2663     return 1;
2664     }
2665     else
2666     {
2667     return 0;
2668     }
2669 root 1.14
2670 root 1.24 case WEAPON:
2671     case ARMOUR:
2672     case BOOTS:
2673     case GLOVES:
2674     case AMULET:
2675     case GIRDLE:
2676     case BRACERS:
2677     case SHIELD:
2678     case HELMET:
2679     case RING:
2680     case CLOAK:
2681     case WAND:
2682     case ROD:
2683     case HORN:
2684     case SKILL:
2685     case BOW:
2686     case LAMP:
2687     case BUILDER:
2688     case SKILL_TOOL:
2689     if (tmp->env != op)
2690     return 2; /* not in inventory */
2691     (void) apply_special (op, tmp, aflag);
2692     return 1;
2693 root 1.14
2694 root 1.24 case DRINK:
2695     case FOOD:
2696     case FLESH:
2697     apply_food (op, tmp);
2698     return 1;
2699 root 1.14
2700 root 1.24 case POISON:
2701     apply_poison (op, tmp);
2702     return 1;
2703 root 1.14
2704 root 1.24 case SAVEBED:
2705     if (op->type == PLAYER)
2706     {
2707     apply_savebed (op);
2708     return 1;
2709     }
2710     else
2711     {
2712     return 0;
2713     }
2714 root 1.14
2715 root 1.24 case ARMOUR_IMPROVER:
2716     if (op->type == PLAYER)
2717     {
2718     apply_armour_improver (op, tmp);
2719     return 1;
2720     }
2721     else
2722     {
2723     return 0;
2724     }
2725 root 1.14
2726 root 1.24 case WEAPON_IMPROVER:
2727     (void) check_improve_weapon (op, tmp);
2728     return 1;
2729 root 1.14
2730 root 1.24 case CLOCK:
2731     if (op->type == PLAYER)
2732     {
2733     char buf[MAX_BUF];
2734     timeofday_t tod;
2735 root 1.22
2736 root 1.24 get_tod (&tod);
2737     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2738     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2739     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2740     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2741     new_draw_info (NDI_UNIQUE, 0, op, buf);
2742     return 1;
2743     }
2744     else
2745     {
2746     return 0;
2747     }
2748 root 1.14
2749 root 1.24 case MENU:
2750     if (op->type == PLAYER)
2751     {
2752     shop_listing (op);
2753     return 1;
2754     }
2755     else
2756     {
2757     return 0;
2758     }
2759 elmex 1.1
2760 root 1.24 case POWER_CRYSTAL:
2761     apply_power_crystal (op, tmp); /* see egoitem.c */
2762     return 1;
2763 root 1.14
2764 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2765     if (op->type == PLAYER)
2766     {
2767     apply_lighter (op, tmp);
2768     return 1;
2769     }
2770     else
2771     {
2772     return 0;
2773     }
2774 root 1.14
2775 root 1.24 case ITEM_TRANSFORMER:
2776     apply_item_transformer (op, tmp);
2777     return 1;
2778 root 1.14
2779 root 1.24 default:
2780     return 0;
2781 elmex 1.1 }
2782     }
2783    
2784    
2785     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2786     * messages as needed by player_apply_below(). But there can still be
2787     * "but you are floating high above the ground" messages.
2788     *
2789     * Same return value as apply() function.
2790     */
2791 root 1.22 int
2792     player_apply (object *pl, object *op, int aflag, int quiet)
2793 elmex 1.1 {
2794 root 1.22 int tmp;
2795 elmex 1.1
2796 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2797     {
2798     /* player is flying and applying object not in inventory */
2799     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2800     {
2801     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2802     return 0;
2803 root 1.14 }
2804 elmex 1.1 }
2805    
2806 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2807     * applied.
2808     */
2809     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2810     {
2811     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2812     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2813     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2814     remove_ob (op);
2815     free_object (op);
2816     return 1;
2817 elmex 1.1 }
2818    
2819 root 1.22 pl->contr->last_used = op;
2820     pl->contr->last_used_id = op->count;
2821 elmex 1.1
2822 root 1.22 tmp = manual_apply (pl, op, aflag);
2823     if (!quiet)
2824     {
2825     if (tmp == 0)
2826     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2827     else if (tmp == 2)
2828     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2829 elmex 1.1 }
2830 root 1.22 return tmp;
2831 elmex 1.1 }
2832    
2833     /**
2834     * player_apply_below attempts to apply the object 'below' the player.
2835     * If the player has an open container, we use that for below, otherwise
2836     * we use the ground.
2837     */
2838    
2839 root 1.22 void
2840     player_apply_below (object *pl)
2841 elmex 1.1 {
2842 root 1.22 object *tmp, *next;
2843     int floors;
2844    
2845     /* If using a container, set the starting item to be the top
2846     * item in the container. Otherwise, use the map.
2847     */
2848     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2849 elmex 1.1
2850 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2851     * we don't use a corrupt pointer for the next object, so we get the
2852     * next object in the stack before applying. This is can only be a
2853     * problem if player_apply() has a bug in that it uses the object but does
2854     * not return a proper value.
2855     */
2856     for (floors = 0; tmp != NULL; tmp = next)
2857     {
2858     next = tmp->below;
2859     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860     floors++;
2861     else if (floors > 0)
2862     return; /* process only floor objects after first floor object */
2863    
2864     /* If it is visible, player can apply it. If it is applied by
2865     * person moving on it, also activate. Added code to make it
2866     * so that at least one of players movement types be that which
2867     * the item needs.
2868     */
2869     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2870     {
2871     if (player_apply (pl, tmp, 0, 1) == 1)
2872     return;
2873 elmex 1.1 }
2874 root 1.22 if (floors >= 2)
2875     return; /* process at most two floor objects */
2876 elmex 1.1 }
2877     }
2878    
2879     /**
2880     * Unapplies specified item.
2881     * No check done on cursed/damned.
2882     * Break this out of apply_special - this is just done
2883     * to keep the size of apply_special to a more managable size.
2884     */
2885 root 1.22 static int
2886     unapply_special (object *who, object *op, int aflags)
2887 elmex 1.1 {
2888 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)))
2889     return RESULT_INT (0);
2890 root 1.12
2891 root 1.22 object *tmp2;
2892 elmex 1.1
2893 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2894     switch (op->type)
2895     {
2896 root 1.24 case WEAPON:
2897     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2898 elmex 1.1
2899 root 1.24 (void) change_abil (who, op);
2900     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2901     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2902     clear_skill (who);
2903     break;
2904 root 1.14
2905 root 1.24 case SKILL: /* allows objects to impart skills */
2906     case SKILL_TOOL:
2907     if (op != who->chosen_skill)
2908     {
2909     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2910     }
2911     if (who->type == PLAYER)
2912     {
2913     if (who->contr->shoottype == range_skill)
2914     who->contr->shoottype = range_none;
2915     if (!op->invisible)
2916     {
2917     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2918     }
2919     else
2920     {
2921     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2922     }
2923     }
2924     (void) change_abil (who, op);
2925     who->chosen_skill = NULL;
2926     CLEAR_FLAG (who, FLAG_READY_SKILL);
2927     break;
2928 root 1.14
2929 root 1.24 case ARMOUR:
2930     case HELMET:
2931     case SHIELD:
2932     case RING:
2933     case BOOTS:
2934     case GLOVES:
2935     case AMULET:
2936     case GIRDLE:
2937     case BRACERS:
2938     case CLOAK:
2939     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2940     (void) change_abil (who, op);
2941     break;
2942     case LAMP:
2943     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2944     tmp2 = arch_to_object (op->other_arch);
2945     tmp2->x = op->x;
2946     tmp2->y = op->y;
2947     tmp2->map = op->map;
2948     tmp2->below = op->below;
2949     tmp2->above = op->above;
2950     tmp2->stats.food = op->stats.food;
2951     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2952 root 1.29
2953 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2954     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2955 root 1.29
2956 root 1.24 if (who->type == PLAYER)
2957 root 1.29 esrv_del_item (who->contr, op->count);
2958    
2959 root 1.24 remove_ob (op);
2960     free_object (op);
2961     insert_ob_in_ob (tmp2, who);
2962     fix_player (who);
2963     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2964     {
2965     if (who->type == PLAYER)
2966     {
2967     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2968     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2969     }
2970     }
2971     if (who->type == PLAYER)
2972     esrv_send_item (who, tmp2);
2973     return 1; /* otherwise, an attempt to drop causes problems */
2974     break;
2975     case BOW:
2976     case WAND:
2977     case ROD:
2978     case HORN:
2979     clear_skill (who);
2980     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2981     if (who->type == PLAYER)
2982     {
2983     who->contr->shoottype = range_none;
2984     }
2985     else
2986     {
2987     if (op->type == BOW)
2988     CLEAR_FLAG (who, FLAG_READY_BOW);
2989     else
2990     CLEAR_FLAG (who, FLAG_READY_RANGE);
2991     }
2992     break;
2993 elmex 1.1
2994 root 1.24 case BUILDER:
2995     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2996     who->contr->shoottype = range_none;
2997     who->contr->ranges[range_builder] = NULL;
2998     break;
2999 elmex 1.1
3000 root 1.24 default:
3001     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3002     break;
3003 elmex 1.1 }
3004    
3005 root 1.22 fix_player (who);
3006 elmex 1.1
3007 root 1.22 if (!(aflags & AP_NO_MERGE))
3008     {
3009     object *tmp;
3010    
3011     tmp = merge_ob (op, NULL);
3012     if (who->type == PLAYER)
3013     {
3014     if (tmp)
3015     { /* it was merged */
3016 root 1.29 esrv_del_item (who->contr, op->count);
3017 root 1.22 op = tmp;
3018 elmex 1.1 }
3019 root 1.29
3020 root 1.22 esrv_send_item (who, op);
3021 root 1.14 }
3022 elmex 1.1 }
3023 root 1.22 return 0;
3024 elmex 1.1 }
3025    
3026     /**
3027     * Returns the object that is using location 'loc'.
3028     * Note that 'start' is the first object to start examing - we
3029     * then go through the below of this. In this way, you can do
3030     * something like:
3031     * tmp = get_item_from_body_location(who->inv, 1);
3032     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3033     * to find the second object that may use this location, etc.
3034     * Returns NULL if no match is found.
3035     * loc is the index into the array we are looking for a match.
3036     * don't return invisible objects unless they are skill objects
3037     * invisible other objects that use
3038     * up body locations can be used as restrictions.
3039     */
3040 root 1.22 object *
3041     get_item_from_body_location (object *start, int loc)
3042 elmex 1.1 {
3043 root 1.22 object *tmp;
3044 elmex 1.1
3045 root 1.22 if (!start)
3046     return NULL;
3047 elmex 1.1
3048 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3049     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3050     return tmp;
3051 elmex 1.1
3052 root 1.22 return NULL;
3053 elmex 1.1 }
3054    
3055    
3056    
3057     /**
3058     * 'op' wants to apply an object, but can't because of other equipment.
3059     * This should only be called when it is known
3060     * that there are objects to unapply. This makes pretty heavy
3061     * use of get_item_from_body_location. It makes no intelligent choice
3062     * on objects - rather, the first that is matched is used.
3063     * Returns 0 on success, returns 1 if there is some problem.
3064     * if aflags is AP_PRINT, we instead print out waht to unapply
3065     * instead of doing it. This is a lot less code than having
3066     * another function that does just that.
3067     */
3068 root 1.22 int
3069     unapply_for_ob (object *who, object *op, int aflags)
3070 elmex 1.1 {
3071 root 1.22 int i;
3072     object *tmp = NULL, *last;
3073 elmex 1.1
3074 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3075     * or weapons first - only allowed to use one weapon/shield at a time.
3076     */
3077     if (op->type == WEAPON || op->type == SHIELD)
3078     {
3079     for (tmp = who->inv; tmp; tmp = tmp->below)
3080     {
3081     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3082     {
3083     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3084     {
3085     if (aflags & AP_PRINT)
3086     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3087     else
3088     unapply_special (who, tmp, aflags);
3089     }
3090     else
3091     {
3092     /* In this case, we want to try and remove a cursed item.
3093     * While we know it won't work, we want unapply_special to
3094     * at least generate the message.
3095     */
3096     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3097     return 1;
3098 root 1.14 }
3099 elmex 1.1
3100 root 1.14 }
3101     }
3102 elmex 1.1 }
3103    
3104 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3105     {
3106     /* this used up a slot that we need to free */
3107     if (op->body_info[i])
3108     {
3109     last = who->inv;
3110 root 1.14
3111 root 1.22 /* We do a while loop - may need to remove several items in order
3112     * to free up enough slots.
3113     */
3114     while ((who->body_used[i] + op->body_info[i]) < 0)
3115     {
3116     tmp = get_item_from_body_location (last, i);
3117     if (!tmp)
3118     {
3119 elmex 1.1 #if 0
3120 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3121     * equipped.
3122     */
3123     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3124 elmex 1.1 #endif
3125 root 1.22 return 1;
3126     }
3127     /* If we are just printing, we don't care about cursed status */
3128     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3129     {
3130     if (aflags & AP_PRINT)
3131     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3132     else
3133     unapply_special (who, tmp, aflags);
3134 root 1.14 }
3135 root 1.22 else
3136     {
3137     /* Cursed item that we can't unequip - tell the player.
3138     * Note this could be annoying if this is just one of a few,
3139     * so it may not be critical (eg, putting on a ring and you have
3140     * one cursed ring.)
3141     */
3142     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3143 root 1.14 }
3144 root 1.22 last = tmp->below;
3145 root 1.14 }
3146 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3147     * return in the !tmp would have kicked in.
3148     */
3149     } /* if op is using this body location */
3150     } /* for body lcoations */
3151     return 0;
3152 elmex 1.1 }
3153    
3154     /**
3155     * Checks to see if 'who' can apply object 'op'.
3156     * Returns 0 if apply can be done without anything special.
3157     * Otherwise returns a bitmask - potentially several of these may be
3158     * set, but largely depends on circumstance - in the future, processing
3159     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3160     * is set, do we really are what the other flags may be?)
3161     *
3162     * See include/define.h for detailed description of the meaning of
3163     * these return values.
3164     */
3165 root 1.22 int
3166     can_apply_object (object *who, object *op)
3167 elmex 1.1 {
3168 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3169     return RESULT_INT (0);
3170    
3171     int i, retval = 0;
3172     object *tmp = NULL, *ws = NULL;
3173    
3174     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3175     * 2 weapons, but we don't want to let them do that. So if they are
3176     * trying to equip a weapon or shield, see if they already have one
3177     * in place and store that way.
3178     */
3179     if (op->type == WEAPON || op->type == SHIELD)
3180     {
3181     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3182     {
3183     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3184     {
3185     retval = CAN_APPLY_UNAPPLY;
3186     ws = tmp;
3187 root 1.14 }
3188     }
3189 elmex 1.1 }
3190 root 1.14
3191    
3192 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3193     {
3194     if (op->body_info[i])
3195     {
3196     /* Item uses more slots than we have */
3197     if (FABS (op->body_info[i]) > who->body_info[i])
3198     {
3199     /* Could return now for efficiently - rest of info below isn'
3200     * really needed.
3201     */
3202     retval |= CAN_APPLY_NEVER;
3203     }
3204     else if ((who->body_used[i] + op->body_info[i]) < 0)
3205     {
3206     /* in this case, equipping this would use more free spots than
3207     * we have.
3208     */
3209     object *tmp1;
3210    
3211 elmex 1.1
3212 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3213     * enough slots to equip the new item, then just set this can
3214     * continue. We don't care about the logic below - if you have
3215     * shield equipped and try to equip another shield, there is only
3216     * one choice. However, the check for the number of body locations
3217     * does take into the account cases where what is being applied
3218     * may be two handed for example.
3219     */
3220     if (ws)
3221     {
3222     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3223     {
3224     retval |= CAN_APPLY_UNAPPLY;
3225     continue;
3226     }
3227     }
3228    
3229     tmp1 = get_item_from_body_location (who->inv, i);
3230     if (!tmp1)
3231     {
3232 elmex 1.1 #if 0
3233 root 1.22 /* This is sort of an error, but happens a lot when old players
3234     * join in with more stuff equipped than they are now allowed.
3235     */
3236     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3237 elmex 1.1 #endif
3238 root 1.22 retval |= CAN_APPLY_NEVER;
3239     }
3240     else
3241     {
3242     /* need to unapply something. However, if this something
3243     * is different than we had found before, it means they need
3244     * to apply multiple objects
3245     */
3246     retval |= CAN_APPLY_UNAPPLY;
3247     if (!tmp)
3248     tmp = tmp1;
3249     else if (tmp != tmp1)
3250     {
3251     retval |= CAN_APPLY_UNAPPLY_MULT;
3252 root 1.14 }
3253 root 1.22 /* This object isn't using up all the slots, so there must
3254     * be another. If so, and it the new item doesn't need all
3255     * the slots, the player then has a choice.
3256     */
3257     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3258     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3259    
3260     /* Does unequippint 'tmp1' free up enough slots for this to be
3261     * equipped? If not, there must be something else to unapply.
3262     */
3263     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3264     retval |= CAN_APPLY_UNAPPLY_MULT;
3265    
3266     }
3267     } /* if not enough free slots */
3268     } /* if this object uses location i */
3269     } /* for i -> num_body_locations loop */
3270    
3271     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3272     * really be controlled by use of body locations. We do have
3273     * the weapon/shield checks, and the range checks for monsters,
3274     * because you can't control those just by body location - bows, shields,
3275     * and weapons all use the same slot. Similar for horn/rod/wand - they
3276     * all use the same location.
3277     */
3278     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3279     retval |= CAN_APPLY_RESTRICTION;
3280     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3281     retval |= CAN_APPLY_RESTRICTION;
3282    
3283    
3284     if (who->type != PLAYER)
3285     {
3286     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3287 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3288 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3289     retval |= CAN_APPLY_RESTRICTION;
3290     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3291     retval |= CAN_APPLY_RESTRICTION;
3292     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3294 elmex 1.1 }
3295 root 1.22 return retval;
3296 elmex 1.1 }
3297    
3298 root 1.22
3299 elmex 1.1
3300     /**
3301     * who is the object using the object. It can be a monster.
3302     * op is the object they are using. op is an equipment type item,
3303     * eg, one which you put on and keep on for a while, and not something
3304     * like a potion or scroll.
3305     *
3306     * function returns 1 if the action could not be completed, 0 on
3307     * success. However, success is a matter of meaning - if the
3308     * user passes the 'apply' flag to an object already applied,
3309     * nothing is done, and 0 is returned.
3310     *
3311     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3312     * AP_UNAPPLY=always unapply).
3313     *
3314     * Optional flags:
3315     * AP_NO_MERGE: don't merge an unapplied object with other objects
3316     * AP_IGNORE_CURSE: unapply cursed items
3317     *
3318     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3319     *
3320     * apply_special() doesn't check for unpaid items.
3321     */
3322 root 1.22 int
3323     apply_special (object *who, object *op, int aflags)
3324 elmex 1.1 {
3325 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3326     object *tmp, *tmp2, *skop = NULL;
3327     int i;
3328 elmex 1.1
3329 root 1.22 if (who == NULL)
3330     {
3331     LOG (llevError, "apply_special() from object without environment.\n");
3332     return 1;
3333 elmex 1.1 }
3334    
3335 root 1.22 if (op->env != who)
3336     return 1; /* op is not in inventory */
3337 elmex 1.1
3338 root 1.22 /* trying to unequip op */
3339     if (QUERY_FLAG (op, FLAG_APPLIED))
3340     {
3341     /* always apply, so no reason to unapply */
3342     if (basic_flag == AP_APPLY)
3343     return 0;
3344    
3345     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3346     {
3347     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3348     return 1;
3349 root 1.14 }
3350 root 1.22 return unapply_special (who, op, aflags);
3351 elmex 1.1 }
3352    
3353 root 1.22 if (basic_flag == AP_UNAPPLY)
3354     return 0;
3355 elmex 1.1
3356 root 1.22 i = can_apply_object (who, op);
3357 elmex 1.1
3358 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3359     if (i)
3360     {
3361     if (i & CAN_APPLY_NEVER)
3362     {
3363     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3364     return 1;
3365     }
3366     else if (i & CAN_APPLY_RESTRICTION)
3367     {
3368     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3369     return 1;
3370     }
3371     if (who->type != PLAYER)
3372     {
3373     /* Some error, so don't try to equip something more */
3374     if (unapply_for_ob (who, op, aflags))
3375 root 1.14 return 1;
3376     }
3377 root 1.22 else
3378     {
3379     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3380     {
3381     new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3382     unapply_for_ob (who, op, AP_PRINT);
3383     return 1;
3384     }
3385     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3386     {
3387     i = unapply_for_ob (who, op, aflags);
3388     if (i)
3389 root 1.14 return 1;
3390     }
3391     }
3392 elmex 1.1 }
3393 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3394     {
3395     skop = find_skill_by_name (who, op->skill);
3396     if (!skop)
3397     {
3398     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3399     return 1;
3400     }
3401     else
3402     {
3403     /* While experience will be credited properly, we want to change the
3404     * skill so that the dam and wc get updated
3405     */
3406     change_skill (who, skop, 0);
3407 root 1.14 }
3408 elmex 1.1 }
3409 root 1.22
3410     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3411     {
3412     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3413     return 1;
3414 elmex 1.1 }
3415    
3416 root 1.12
3417 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3418     * Note that we don't have the checks for can_use_...
3419     * below - that is already taken care of by can_apply_object.
3420     */
3421    
3422    
3423     if (op->nrof > 1)
3424     tmp = get_split_ob (op, op->nrof - 1);
3425     else
3426     tmp = NULL;
3427    
3428     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3429     return RESULT_INT (0);
3430    
3431     switch (op->type)
3432     {
3433 root 1.24 case WEAPON:
3434     if (!check_weapon_power (who, op->last_eat))
3435     {
3436     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3437     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3438     if (tmp != NULL)
3439     (void) insert_ob_in_ob (tmp, who);
3440     return 1;
3441     }
3442     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3443     {
3444     /* if the weapon does not have the name as the character, can't use it. */
3445     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3446     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3447     if (tmp != NULL)
3448     (void) insert_ob_in_ob (tmp, who);
3449     return 1;
3450     }
3451     SET_FLAG (op, FLAG_APPLIED);
3452 root 1.14
3453 root 1.24 if (skop)
3454     change_skill (who, skop, 1);
3455     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3456     SET_FLAG (who, FLAG_READY_WEAPON);
3457 root 1.14
3458 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3459 root 1.14
3460 root 1.24 (void) change_abil (who, op);
3461     break;
3462 root 1.14
3463 root 1.24 case ARMOUR:
3464     case HELMET:
3465     case SHIELD:
3466     case BOOTS:
3467     case GLOVES:
3468     case GIRDLE:
3469     case BRACERS:
3470     case CLOAK:
3471     case RING:
3472     case AMULET:
3473     SET_FLAG (op, FLAG_APPLIED);
3474     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3475     (void) change_abil (who, op);
3476     break;
3477     case LAMP:
3478     if (op->stats.food < 1)
3479     {
3480     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3481     return 1;
3482     }
3483     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3484     tmp2 = arch_to_object (op->other_arch);
3485     tmp2->stats.food = op->stats.food;
3486     SET_FLAG (tmp2, FLAG_APPLIED);
3487     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3488     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3489     insert_ob_in_ob (tmp2, who);
3490    
3491     /* Remove the old lantern */
3492     if (who->type == PLAYER)
3493 root 1.29 esrv_del_item (who->contr, op->count);
3494    
3495 root 1.24 remove_ob (op);
3496     free_object (op);
3497 root 1.22
3498 root 1.24 /* insert the portion that was split off */
3499     if (tmp != NULL)
3500     {
3501     (void) insert_ob_in_ob (tmp, who);
3502     if (who->type == PLAYER)
3503     esrv_send_item (who, tmp);
3504     }
3505     fix_player (who);
3506     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507     {
3508     if (who->type == PLAYER)
3509     {
3510     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3511     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3512     }
3513     }
3514     if (who->type == PLAYER)
3515     esrv_send_item (who, tmp2);
3516     return 0;
3517     break;
3518 root 1.14
3519 root 1.24 /* this part is needed for skill-tools */
3520     case SKILL:
3521     case SKILL_TOOL:
3522     if (who->chosen_skill)
3523     {
3524     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3525     return 1;
3526     }
3527     if (who->type == PLAYER)
3528     {
3529     who->contr->shoottype = range_skill;
3530     who->contr->ranges[range_skill] = op;
3531     if (!op->invisible)
3532     {
3533     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3535     }
3536     else
3537     {
3538     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3539     }
3540     }
3541     SET_FLAG (op, FLAG_APPLIED);
3542     (void) change_abil (who, op);
3543     who->chosen_skill = op;
3544     SET_FLAG (who, FLAG_READY_SKILL);
3545     break;
3546 root 1.22
3547 root 1.24 case BOW:
3548     if (!check_weapon_power (who, op->last_eat))
3549     {
3550     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3551     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3552     if (tmp != NULL)
3553     (void) insert_ob_in_ob (tmp, who);
3554     return 1;
3555     }
3556     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3557     {
3558     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3559     if (tmp != NULL)
3560     (void) insert_ob_in_ob (tmp, who);
3561     return 1;
3562     }
3563     /*FALLTHROUGH*/ case WAND:
3564     case ROD:
3565     case HORN:
3566     /* check for skill, alter player status */
3567     SET_FLAG (op, FLAG_APPLIED);
3568     if (skop)
3569     change_skill (who, skop, 0);
3570     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3571 root 1.22
3572 root 1.24 if (who->type == PLAYER)
3573     {
3574     if (op->type == BOW)
3575     {
3576     (void) change_abil (who, op);
3577     new_draw_info_format (NDI_UNIQUE, 0, who,
3578     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3579     who->contr->shoottype = range_bow;
3580     }
3581     else
3582     {
3583     who->contr->shoottype = range_misc;
3584     }
3585     }
3586     else
3587     {
3588     if (op->type == BOW)
3589     SET_FLAG (who, FLAG_READY_BOW);
3590     else
3591     SET_FLAG (who, FLAG_READY_RANGE);
3592     }
3593     break;
3594 elmex 1.1
3595 root 1.24 case BUILDER:
3596     if (who->contr->ranges[range_builder])
3597     unapply_special (who, who->contr->ranges[range_builder], 0);
3598     who->contr->shoottype = range_builder;
3599     who->contr->ranges[range_builder] = op;
3600     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3601     break;
3602 elmex 1.1
3603 root 1.24 default:
3604     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3605 root 1.22 } /* end of switch op->type */
3606    
3607     SET_FLAG (op, FLAG_APPLIED);
3608 elmex 1.1
3609 root 1.22 if (tmp != NULL)
3610     tmp = insert_ob_in_ob (tmp, who);
3611 elmex 1.1
3612 root 1.22 fix_player (who);
3613 elmex 1.1
3614 root 1.22 /* We exclude spell casting objects. The fire code will set the
3615     * been applied flag when they are used - until that point,
3616     * you don't know anything about them.
3617     */
3618     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3619     SET_FLAG (op, FLAG_BEEN_APPLIED);
3620    
3621     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3622     {
3623     if (who->type == PLAYER)
3624     {
3625     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3626     SET_FLAG (op, FLAG_KNOWN_CURSED);
3627     }
3628     }
3629     if (who->type == PLAYER)
3630     {
3631     /* if multiple objects were applied, update both slots */
3632     if (tmp)
3633     esrv_send_item (who, tmp);
3634     esrv_send_item (who, op);
3635 elmex 1.1 }
3636 root 1.22 return 0;
3637 elmex 1.1 }
3638    
3639    
3640 root 1.22 int
3641     monster_apply_special (object *who, object *op, int aflags)
3642 elmex 1.1 {
3643 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3644 elmex 1.1 return 1;
3645     return apply_special (who, op, aflags);
3646     }
3647    
3648     /**
3649     * Map was just loaded, handle op's initialisation.
3650     *
3651     * Generates shop floor's item, and treasures.
3652     */
3653 root 1.22 int
3654     auto_apply (object *op)
3655     {
3656     object *tmp = NULL, *tmp2;
3657     int i;
3658 elmex 1.1
3659 root 1.22 switch (op->type)
3660     {
3661 root 1.24 case SHOP_FLOOR:
3662     if (!HAS_RANDOM_ITEMS (op))
3663     return 0;
3664     do
3665     {
3666     i = 10; /* let's give it 10 tries */
3667     while ((tmp = generate_treasure (op->randomitems,
3668     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3669     if (tmp == NULL)
3670     return 0;
3671     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3672     {
3673     free_object (tmp);
3674     tmp = NULL;
3675     }
3676     }
3677     while (!tmp);
3678     tmp->x = op->x;
3679     tmp->y = op->y;
3680     SET_FLAG (tmp, FLAG_UNPAID);
3681     insert_ob_in_map (tmp, op->map, NULL, 0);
3682     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3683     identify (tmp);
3684     break;
3685 root 1.14
3686 root 1.24 case TREASURE:
3687     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3688     return 0;
3689     while ((op->stats.hp--) > 0)
3690     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692    
3693     /* If we generated an object and put it in this object inventory,
3694     * move it to the parent object as the current object is about
3695     * to disappear. An example of this item is the random_* stuff
3696     * that is put inside other objects.
3697     */
3698     for (tmp = op->inv; tmp; tmp = tmp2)
3699     {
3700     tmp2 = tmp->below;
3701     remove_ob (tmp);
3702     if (op->env)
3703     insert_ob_in_ob (tmp, op->env);
3704     else
3705     free_object (tmp);
3706     }
3707     remove_ob (op);
3708     free_object (op);
3709     break;
3710 elmex 1.1 }
3711 root 1.22 return tmp ? 1 : 0;
3712 elmex 1.1 }
3713    
3714     /**
3715     * fix_auto_apply goes through the entire map (only the first time
3716     * when an original map is loaded) and performs special actions for
3717     * certain objects (most initialization of chests and creation of
3718     * treasures and stuff). Calls auto_apply if appropriate.
3719     */
3720 root 1.20 void
3721 root 1.30 fix_auto_apply (maptile *m)
3722 root 1.20 {
3723     object *tmp, *above = NULL;
3724     int x, y;
3725    
3726     if (m == NULL)
3727     return;
3728    
3729     for (x = 0; x < MAP_WIDTH (m); x++)
3730     for (y = 0; y < MAP_HEIGHT (m); y++)
3731     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3732     {
3733     above = tmp->above;
3734    
3735     if (tmp->inv)
3736     {
3737     object *invtmp, *invnext;
3738 elmex 1.1
3739 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3740     {
3741     invnext = invtmp->below;
3742 root 1.14
3743 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3744     auto_apply (invtmp);
3745     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3746     {
3747     while ((invtmp->stats.hp--) > 0)
3748     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3749 root 1.14
3750 root 1.20 invtmp->randomitems = NULL;
3751     }
3752     else if (invtmp && invtmp->arch
3753 root 1.22 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3754 root 1.20 {
3755 root 1.22 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3756 root 1.20 /* Need to clear this so that we never try to create
3757     * treasure again for this object
3758     */
3759     invtmp->randomitems = NULL;
3760 root 1.14 }
3761     }
3762 root 1.20 /* This is really temporary - the code at the bottom will
3763     * also set randomitems to null. The problem is there are bunches
3764     * of maps/players already out there with items that have spells
3765     * which haven't had the randomitems set to null yet.
3766     * MSW 2004-05-13
3767     *
3768     * And if it's a spellbook, it's better to set randomitems to NULL too,
3769     * else you get two spells in the book ^_-
3770     * Ryo 2004-08-16
3771     */
3772     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3773 root 1.22 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3774 root 1.20 tmp->randomitems = NULL;
3775    
3776     }
3777    
3778     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3779     auto_apply (tmp);
3780 root 1.22 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3781 root 1.20 {
3782     while ((tmp->stats.hp--) > 0)
3783     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3784     tmp->randomitems = NULL;
3785     }
3786     else if (tmp->type == TIMED_GATE)
3787     {
3788     object *head = tmp->head != NULL ? tmp->head : tmp;
3789 root 1.22
3790 root 1.20 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3791     {
3792     tmp->speed = 0;
3793     update_ob_speed (tmp);
3794 root 1.14 }
3795     }
3796 root 1.20 /* This function can be called everytime a map is loaded, even when
3797     * swapping back in. As such, we don't want to create the treasure
3798     * over and ove again, so after we generate the treasure, blank out
3799     * randomitems so if it is swapped in again, it won't make anything.
3800     * This is a problem for the above objects, because they have counters
3801     * which say how many times to make the treasure.
3802     */
3803     else if (tmp && tmp->arch && tmp->type != PLAYER
3804     && tmp->type != TREASURE && tmp->type != SPELL
3805 root 1.22 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3806 root 1.20 {
3807 root 1.22 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3808 root 1.20 tmp->randomitems = NULL;
3809     }
3810     }
3811 elmex 1.1
3812 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3813     for (y = 0; y < MAP_HEIGHT (m); y++)
3814     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3815 root 1.22 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 root 1.20 check_trigger (tmp, tmp->above);
3817 elmex 1.1 }
3818    
3819     /**
3820     * Handles player eating food that temporarily changes status (resistances, stats).
3821     * This used to call cast_change_attr(), but
3822     * that doesn't work with the new spell code. Since we know what
3823     * the food changes, just grab a force and use that instead.
3824     */
3825    
3826 root 1.22 void
3827     eat_special_food (object *who, object *food)
3828     {
3829     object *force;
3830     int i, did_one = 0;
3831     sint8 k;
3832    
3833     force = get_archetype (FORCE_NAME);
3834    
3835     for (i = 0; i < NUM_STATS; i++)
3836     {
3837     k = get_attr_value (&food->stats, i);
3838     if (k)
3839     {
3840     set_attr_value (&force->stats, i, k);
3841     did_one = 1;
3842 root 1.14 }
3843 elmex 1.1 }
3844    
3845 root 1.22 /* check if we can protect the eater */
3846     for (i = 0; i < NROFATTACKS; i++)
3847     {
3848     if (food->resist[i] > 0)
3849     {
3850     force->resist[i] = food->resist[i] / 2;
3851     did_one = 1;
3852     }
3853     }
3854     if (did_one)
3855     {
3856     force->speed = 0.1;
3857     update_ob_speed (force);
3858     /* bigger morsel of food = longer effect time */
3859     force->stats.food = food->stats.food / 5;
3860     SET_FLAG (force, FLAG_IS_USED_UP);
3861     SET_FLAG (force, FLAG_APPLIED);
3862     change_abil (who, force);
3863     insert_ob_in_ob (force, who);
3864     }
3865     else
3866     {
3867     free_object (force);
3868     }
3869    
3870     /* check for hp, sp change */
3871     if (food->stats.hp != 0)
3872     {
3873     if (QUERY_FLAG (food, FLAG_CURSED))
3874     {
3875     strcpy (who->contr->killer, food->name);
3876     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3877     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878     }
3879     else
3880     {
3881     if (food->stats.hp > 0)
3882     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3883     else
3884     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3885     who->stats.hp += food->stats.hp;
3886     }
3887     }
3888     if (food->stats.sp != 0)
3889     {
3890     if (QUERY_FLAG (food, FLAG_CURSED))
3891     {
3892     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3893     who->stats.sp -= food->stats.sp;
3894     if (who->stats.sp < 0)
3895     who->stats.sp = 0;
3896     }
3897     else
3898     {
3899     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3900     who->stats.sp += food->stats.sp;
3901     /* place limit on max sp from food? */
3902     }
3903 elmex 1.1 }
3904 root 1.22 fix_player (who);
3905 elmex 1.1 }
3906    
3907    
3908     /**
3909     * Designed primarily to light torches/lanterns/etc.
3910     * Also burns up burnable material too. First object in the inventory is
3911     * the selected object to "burn". -b.t.
3912     */
3913    
3914 root 1.22 void
3915     apply_lighter (object *who, object *lighter)
3916     {
3917     object *item;
3918     int is_player_env = 0;
3919     char item_name[MAX_BUF];
3920    
3921     item = find_marked_object (who);
3922     if (item)
3923     {
3924     if (lighter->last_eat && lighter->stats.food)
3925     { /* lighter gets used up */
3926     /* Split multiple lighters if they're being used up. Otherwise *
3927     * one charge from each would be used up. --DAMN */
3928     if (lighter->nrof > 1)
3929     {
3930     object *oneLighter = get_object ();
3931 root 1.14
3932 root 1.22 copy_object (lighter, oneLighter);
3933     lighter->nrof -= 1;
3934     oneLighter->nrof = 1;
3935     oneLighter->stats.food--;
3936     esrv_send_item (who, lighter);
3937     oneLighter = insert_ob_in_ob (oneLighter, who);
3938     esrv_send_item (who, oneLighter);
3939     }
3940     else
3941 root 1.29 lighter->stats.food--;
3942 root 1.22 }
3943     else if (lighter->last_eat)
3944     { /* no charges left in lighter */
3945     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3946     return;
3947     }
3948     /* Perhaps we should split what we are trying to light on fire?
3949     * I can't see many times when you would want to light multiple
3950     * objects at once.
3951     */
3952     /* If the item is destroyed, we don't have a valid pointer to the
3953     * name object, so make a copy so the message we print out makes
3954     * some sense.
3955     */
3956     strcpy (item_name, item->name);
3957     if (who == is_player_inv (item))
3958     is_player_env = 1;
3959    
3960     save_throw_object (item, AT_FIRE, who);
3961     /* Change to check count and not freed, since the object pointer
3962     * may have gotten recycled
3963     */
3964 root 1.29 if (item->destroyed ())
3965 root 1.22 {
3966     new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3967     /* Need to update the player so that the players glow radius
3968     * gets changed.
3969     */
3970     if (is_player_env)
3971     fix_player (who);
3972     }
3973     else
3974 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);
3975 root 1.22 }
3976     else /* nothing to light */
3977     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3978 elmex 1.1
3979     }
3980    
3981     /**
3982     * op made some mistake with a scroll, this takes care of punishment.
3983     * scroll_failure()- hacked directly from spell_failure
3984     */
3985 root 1.22 void
3986     scroll_failure (object *op, int failure, int power)
3987 elmex 1.1 {
3988 root 1.22 if (abs (failure / 4) > power)
3989     power = abs (failure / 4); /* set minimum effect */
3990 elmex 1.1
3991 root 1.22 if (failure <= -1 && failure > -15)
3992     { /* wonder */
3993     object *tmp;
3994    
3995     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3996     tmp = get_archetype (SPELL_WONDER);
3997     cast_wonder (op, op, 0, tmp);
3998     free_object (tmp);
3999     }
4000     else if (failure <= -15 && failure > -35)
4001     { /* drain mana */
4002     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4003     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4004     if (op->stats.sp < 0)
4005     op->stats.sp = 0;
4006     }
4007     else if (settings.spell_failure_effects == TRUE)
4008     {
4009     if (failure <= -35 && failure > -60)
4010     { /* confusion */
4011     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4012     confuse_player (op, op, power);
4013     }
4014     else if (failure <= -60 && failure > -70)
4015     { /* paralysis */
4016     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4017     paralyze_player (op, op, power);
4018     }
4019     else if (failure <= -70 && failure > -80)
4020     { /* blind */
4021     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4022     blind_player (op, op, power);
4023     }
4024     else if (failure <= -80)
4025     { /* blast the immediate area */
4026     object *tmp;
4027    
4028     tmp = get_archetype (LOOSE_MANA);
4029     cast_magic_storm (op, tmp, power);
4030     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4031     free_object (tmp);
4032 root 1.14 }
4033 elmex 1.1 }
4034     }
4035    
4036 root 1.22 void
4037     apply_changes_to_player (object *pl, object *change)
4038     {
4039     int excess_stat = 0; /* if the stat goes over the maximum
4040     for the race, put the excess stat some
4041     where else. */
4042 elmex 1.1
4043 root 1.22 switch (change->type)
4044     {
4045 root 1.24 case CLASS:
4046     {
4047     living *stats = &(pl->contr->orig_stats);
4048     living *ns = &(change->stats);
4049     object *walk;
4050     int flag_change_face = 1;
4051    
4052     /* the following code assigns stats up to the stat max
4053     * for the race, and if the stat max is exceeded,
4054     * tries to randomly reassign the excess stat
4055     */
4056     int i, j;
4057 root 1.22
4058 root 1.24 for (i = 0; i < NUM_STATS; i++)
4059     {
4060     sint8 stat = get_attr_value (stats, i);
4061     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4062 root 1.22
4063 root 1.24 stat += get_attr_value (ns, i);
4064     if (stat > 20 + race_bonus)
4065     {
4066     excess_stat++;
4067     stat = 20 + race_bonus;
4068     }
4069     set_attr_value (stats, i, stat);
4070     }
4071 elmex 1.1
4072 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4073     { /* try 100 times to assign excess stats */
4074     int i = rndm (0, 6);
4075     int stat = get_attr_value (stats, i);
4076     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4077    
4078     if (i == CHA)
4079     continue; /* exclude cha from this */
4080     if (stat < 20 + race_bonus)
4081     {
4082     change_attr_value (stats, i, 1);
4083     excess_stat--;
4084     }
4085     }
4086 root 1.14
4087 root 1.24 /* insert the randomitems from the change's treasurelist into
4088     * the player ref: player.c
4089     */
4090     if (change->randomitems != NULL)
4091     give_initial_items (pl, change->randomitems);
4092 root 1.14
4093    
4094 root 1.24 /* set up the face, for some races. */
4095 root 1.14
4096 root 1.24 /* first, look for the force object banning
4097     * changing the face. Certain races never change face with class.
4098     */
4099     for (walk = pl->inv; walk != NULL; walk = walk->below)
4100     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4101     flag_change_face = 0;
4102 root 1.14
4103 root 1.24 if (flag_change_face)
4104     {
4105     pl->animation_id = GET_ANIM_ID (change);
4106     pl->face = change->face;
4107 root 1.14
4108 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4109     SET_FLAG (pl, FLAG_ANIMATE);
4110     else
4111     CLEAR_FLAG (pl, FLAG_ANIMATE);
4112     }
4113 root 1.14
4114 root 1.24 /* check the special case of can't use weapons */
4115     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4116     if (!strcmp (change->name, "monk"))
4117     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4118 root 1.14
4119 root 1.24 break;
4120     }
4121 elmex 1.1 }
4122     }
4123    
4124     /**
4125     * This handles items of type 'transformer'.
4126     * Basically those items, used with a marked item, transform both items into something
4127     * else.
4128     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4129     * Change information is contained in the 'slaying' field of the marked item.
4130     * The format is as follow: transformer:[number ]yield[;transformer:...].
4131     * This way an item can be transformed in many things, and/or many objects.
4132     * The 'slaying' field for transformer is used as verb for the action.
4133     */
4134 root 1.22 void
4135     apply_item_transformer (object *pl, object *transformer)
4136     {
4137     object *marked;
4138     object *new_item;
4139     char *find;
4140     char *separator;
4141     int yield;
4142     char got[MAX_BUF];
4143     int len;
4144    
4145     if (!pl || !transformer)
4146     return;
4147     marked = find_marked_object (pl);
4148     if (!marked)
4149 elmex 1.1 {
4150 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4151     return;
4152     }
4153     if (!marked->slaying)
4154     {
4155     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4156     return;
4157     }
4158     /* check whether they are compatible or not */
4159     find = strstr (marked->slaying, transformer->arch->name);
4160     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4161     {
4162     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4163     return;
4164     }
4165     find += strlen (transformer->arch->name) + 1;
4166     /* Item can be used, now find how many and what it yields */
4167     if (isdigit (*(find)))
4168     {
4169     yield = atoi (find);
4170     if (yield < 1)
4171 elmex 1.1 {
4172 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4173     yield = 1;
4174 elmex 1.1 }
4175 root 1.22 }
4176     else
4177     yield = 1;
4178 elmex 1.1
4179 root 1.22 while (isdigit (*find))
4180     find++;
4181     while (*find == ' ')
4182     find++;
4183     memset (got, 0, MAX_BUF);
4184     if ((separator = strchr (find, ';')) != NULL)
4185     {
4186     len = separator - find;
4187     }
4188     else
4189     {
4190     len = strlen (find);
4191     }
4192     if (len > MAX_BUF - 1)
4193     len = MAX_BUF - 1;
4194     strcpy (got, find);
4195     got[len] = '\0';
4196    
4197     /* Now create new item, remove used ones when required. */
4198     new_item = get_archetype (got);
4199     if (!new_item)
4200     {
4201     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4202     return;
4203 elmex 1.1 }
4204 root 1.29
4205 root 1.22 new_item->nrof = yield;
4206     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4207     insert_ob_in_ob (new_item, pl);
4208     esrv_send_inventory (pl, pl);
4209     /* Eat up one item */
4210     decrease_ob_nr (marked, 1);
4211     /* Eat one transformer if needed */
4212     if (transformer->stats.food)
4213     if (--transformer->stats.food == 0)
4214     decrease_ob_nr (transformer, 1);
4215     }