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Revision: 1.38
Committed: Tue Dec 12 22:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +2 -0 lines
Log Message:
limit difficulty in treasure generation to 1..max_level

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 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
212     identify (tmp);
213 elmex 1.3
214 elmex 1.4 handle_apply_yield (tmp);
215 elmex 1.1
216 elmex 1.4 /* Potion of restoration - only for players */
217     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
218     {
219     object *depl;
220     archetype *at;
221 elmex 1.1
222 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223     {
224     drain_stat (op);
225     fix_player (op);
226 elmex 1.3 decrease_ob (tmp);
227     return 1;
228     }
229 root 1.37
230 root 1.27 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
231 elmex 1.4 {
232     LOG (llevError, "Could not find archetype depletion\n");
233     return 0;
234     }
235     depl = present_arch_in_ob (at, op);
236 root 1.37
237 elmex 1.4 if (depl != NULL)
238     {
239     for (i = 0; i < NUM_STATS; i++)
240     if (get_attr_value (&depl->stats, i))
241 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242    
243     depl->destroy ();
244 elmex 1.4 fix_player (op);
245     }
246     else
247     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 elmex 1.1
249 elmex 1.4 decrease_ob (tmp);
250     return 1;
251     }
252    
253     /* improvement potion - only for players */
254     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
255     {
256     for (i = 1; i < MIN (11, op->level); i++)
257 elmex 1.3 {
258 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 elmex 1.3 {
260 elmex 1.4 if (op->contr->levhp[i] != 1)
261 elmex 1.3 {
262 elmex 1.4 op->contr->levhp[i] = 1;
263     break;
264 elmex 1.3 }
265 elmex 1.4 if (op->contr->levsp[i] != 1)
266 elmex 1.3 {
267 elmex 1.4 op->contr->levsp[i] = 1;
268     break;
269     }
270     if (op->contr->levgrace[i] != 1)
271     {
272     op->contr->levgrace[i] = 1;
273     break;
274 elmex 1.3 }
275     }
276 elmex 1.4 else
277 elmex 1.3 {
278 elmex 1.4 if (op->contr->levhp[i] < 9)
279     {
280     op->contr->levhp[i] = 9;
281     break;
282     }
283     if (op->contr->levsp[i] < 6)
284 elmex 1.3 {
285 elmex 1.4 op->contr->levsp[i] = 6;
286     break;
287 elmex 1.3 }
288 elmex 1.4 if (op->contr->levgrace[i] < 3)
289 elmex 1.3 {
290 elmex 1.4 op->contr->levgrace[i] = 3;
291     break;
292 elmex 1.3 }
293     }
294     }
295 root 1.37
296 elmex 1.4 /* Just makes checking easier */
297     if (i < MIN (11, op->level))
298     got_one = 1;
299 root 1.37
300 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 elmex 1.3 {
302 elmex 1.4 if (got_one)
303 elmex 1.3 {
304 elmex 1.4 fix_player (op);
305 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 elmex 1.3 }
309     else
310 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
311 elmex 1.3 }
312 elmex 1.4 else
313     { /* cursed potion */
314     if (got_one)
315 elmex 1.3 {
316 elmex 1.4 fix_player (op);
317 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 elmex 1.3 }
319 elmex 1.4 else
320 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 elmex 1.3 }
322 root 1.37
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 root 1.37 item->destroy ();
958 root 1.22 }
959     }
960 root 1.14
961 root 1.22 if (converter->inv != NULL)
962     {
963     object *ob;
964     int i;
965     object *ob_to_copy;
966    
967     /* select random object from inventory to copy */
968     ob_to_copy = converter->inv;
969     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
970     {
971     if (rndm (0, i) == 0)
972     {
973     ob_to_copy = ob;
974     }
975 root 1.14 }
976 root 1.22 item = object_create_clone (ob_to_copy);
977     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978     unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 elmex 1.1 }
980 root 1.22 else
981     {
982     if (converter->other_arch == NULL)
983     {
984     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985     &converter->name, converter->map->path, converter->x, converter->y);
986     return -1;
987     }
988    
989     item = object_create_arch (converter->other_arch);
990     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991     }
992    
993     if (CONV_NR (converter))
994     item->nrof = CONV_NR (converter);
995     if (nr)
996     item->nrof *= nr;
997     if (is_in_shop (converter))
998     SET_FLAG (item, FLAG_UNPAID);
999     else if (price_in < item->nrof * item->value)
1000     {
1001     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002     &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 elmex 1.1
1004     /**
1005     * elmex: we are going to let the game continue, as the mapcreator
1006     * propably had something in mind when doing this
1007     */
1008     }
1009 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010     return 1;
1011 elmex 1.1 }
1012 root 1.22
1013 elmex 1.1 /**
1014     * Handle apply on containers.
1015     * By Eneq(@csd.uu.se).
1016     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017     * added the alchemical cauldron to the code -b.t.
1018     */
1019    
1020 root 1.22 int
1021     apply_container (object *op, object *sack)
1022 elmex 1.1 {
1023 root 1.22 char buf[MAX_BUF];
1024     object *tmp;
1025 elmex 1.1
1026 root 1.22 if (op->type != PLAYER)
1027     return 0; /* This might change */
1028 elmex 1.1
1029 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1030     {
1031 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 root 1.22 return 0;
1033 elmex 1.1 }
1034 root 1.22 op->contr->last_used = NULL;
1035     op->contr->last_used_id = 0;
1036 elmex 1.1
1037 root 1.22 if (sack->env != op)
1038     {
1039     if (sack->other_arch == NULL || sack->env != NULL)
1040     {
1041     new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1042     return 1;
1043     }
1044     /* It's on the ground, the problems begin */
1045     if (op->container != sack)
1046     {
1047     /* it's closed OR some player has opened it */
1048     if (QUERY_FLAG (sack, FLAG_APPLIED))
1049     {
1050     for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051     if (tmp)
1052     {
1053     /* some other player have opened it */
1054     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055     return 1;
1056     }
1057     }
1058 root 1.14 }
1059 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060     {
1061     if (op->container == NULL)
1062     {
1063     tmp = arch_to_object (sack->other_arch);
1064     /* not good, but insert_ob_in_ob() is too smart */
1065     CLEAR_FLAG (tmp, FLAG_REMOVED);
1066     tmp->x = tmp->y = 0;
1067     tmp->map = NULL;
1068     tmp->env = sack;
1069     if (sack->inv)
1070     sack->inv->above = tmp;
1071     tmp->below = sack->inv;
1072     tmp->above = NULL;
1073     sack->inv = tmp;
1074     sack->move_off = MOVE_ALL; /* trying force closing it */
1075     }
1076     else
1077     {
1078     sack->move_off = 0;
1079     tmp = sack->inv;
1080 root 1.37
1081 root 1.22 if (tmp && tmp->type == CLOSE_CON)
1082 root 1.37 tmp->destroy ();
1083 root 1.14 }
1084     }
1085 elmex 1.1 }
1086    
1087 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088     {
1089     if (op->container)
1090     {
1091     if (op->container != sack)
1092     {
1093     tmp = op->container;
1094     apply_container (op, tmp);
1095     sprintf (buf, "You close %s and open ", query_name (tmp));
1096     op->container = sack;
1097     strcat (buf, query_name (sack));
1098     strcat (buf, ".");
1099     }
1100     else
1101     {
1102     CLEAR_FLAG (sack, FLAG_APPLIED);
1103     op->container = NULL;
1104     sprintf (buf, "You close %s.", query_name (sack));
1105     }
1106     }
1107     else
1108     {
1109     CLEAR_FLAG (sack, FLAG_APPLIED);
1110     sprintf (buf, "You open %s.", query_name (sack));
1111     SET_FLAG (sack, FLAG_APPLIED);
1112     op->container = sack;
1113     }
1114     }
1115     else
1116     { /* not applied */
1117     if (sack->slaying)
1118     { /* it's locked */
1119     tmp = find_key (op, op, sack);
1120     if (tmp)
1121     {
1122     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123     SET_FLAG (sack, FLAG_APPLIED);
1124     if (sack->env == NULL)
1125     { /* if it's on ground,open it also */
1126     new_draw_info (NDI_UNIQUE, 0, op, buf);
1127     apply_container (op, sack);
1128     return 1;
1129     }
1130     }
1131     else
1132     {
1133     sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134     }
1135     }
1136     else
1137     {
1138     sprintf (buf, "You readied %s.", query_name (sack));
1139     SET_FLAG (sack, FLAG_APPLIED);
1140     if (sack->env == NULL)
1141     { /* if it's on ground,open it also */
1142     new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 root 1.14 apply_container (op, sack);
1144     return 1;
1145     }
1146     }
1147 elmex 1.1 }
1148 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149     if (op->contr)
1150     op->contr->socket.update_look = 1;
1151     return 1;
1152 elmex 1.1 }
1153    
1154     /**
1155     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156     * the player has in their inventory, eg, sacks, luggages, etc.
1157     *
1158     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159     * This version is for client/server mode.
1160     * op is the player, sack is the container the player is opening or closing.
1161     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162     *
1163     * Reminder - there are three states for any container - closed (non applied),
1164     * applied (not open, but objects that match get tossed into it), and open
1165     * (applied flag set, and op->container points to the open container)
1166     */
1167    
1168 root 1.22 int
1169     esrv_apply_container (object *op, object *sack)
1170 elmex 1.1 {
1171 root 1.22 object *tmp = op->container;
1172    
1173     if (op->type != PLAYER)
1174     return 0; /* This might change */
1175 elmex 1.1
1176 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1177     {
1178 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 root 1.22 return 0;
1180 elmex 1.1 }
1181    
1182 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1183     * if we are opening this one up. We then fall through if appropriate for
1184     * openening the new container.
1185     */
1186 elmex 1.1
1187 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188     {
1189     if (op->container->env != op)
1190     { /* if container is on the ground */
1191     op->container->move_off = 0;
1192 root 1.14 }
1193 root 1.11
1194 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195     return 1;
1196 elmex 1.1
1197 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198     CLEAR_FLAG (op->container, FLAG_APPLIED);
1199     op->container = NULL;
1200     esrv_update_item (UPD_FLAGS, op, tmp);
1201     if (tmp == sack)
1202     return 1;
1203 elmex 1.1 }
1204    
1205    
1206 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1207     * and it is locked, check to see if player has the equipment to open it.
1208     */
1209 elmex 1.1
1210 root 1.22 if (sack->slaying)
1211     { /* it's locked */
1212     tmp = find_key (op, op, sack);
1213     if (tmp)
1214     {
1215     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216     }
1217     else
1218     {
1219     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220     return 0;
1221     }
1222 elmex 1.1 }
1223    
1224 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1225     * if this is a locked container, the player they key to open it.
1226     */
1227 elmex 1.1
1228 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1229     * part of the players inventory. If on the ground, we assume that the player is
1230     * opening it, since if it was being closed, that would have been taken care of above.
1231     */
1232 elmex 1.1
1233    
1234 root 1.22 if (sack->env != op)
1235     {
1236     /* Hypothetical case - the player is trying to open a sack that belong to someone
1237     * else. This normally should not happen, but a misbehaving client/player could
1238     * try to do it, so lets handle it gracefully.
1239     */
1240     if (sack->env)
1241     {
1242     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243     return 0;
1244 root 1.14 }
1245 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1246     sack->move_off = MOVE_ALL; /* trying force closing it */
1247    
1248     CLEAR_FLAG (sack, FLAG_APPLIED);
1249     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250     SET_FLAG (sack, FLAG_APPLIED);
1251     op->container = sack;
1252     esrv_update_item (UPD_FLAGS, op, sack);
1253     esrv_send_inventory (op, sack);
1254 root 1.14
1255 root 1.22 }
1256     else
1257     { /* sack is in players inventory */
1258     if (QUERY_FLAG (sack, FLAG_APPLIED))
1259     { /* readied sack becoming open */
1260     CLEAR_FLAG (sack, FLAG_APPLIED);
1261     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262     SET_FLAG (sack, FLAG_APPLIED);
1263     op->container = sack;
1264     esrv_update_item (UPD_FLAGS, op, sack);
1265     esrv_send_inventory (op, sack);
1266     }
1267     else
1268     {
1269     CLEAR_FLAG (sack, FLAG_APPLIED);
1270     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271     SET_FLAG (sack, FLAG_APPLIED);
1272     esrv_update_item (UPD_FLAGS, op, sack);
1273 root 1.14 }
1274 elmex 1.1 }
1275 root 1.22 return 1;
1276 elmex 1.1 }
1277    
1278    
1279     /**
1280     * Handles dropping things on altar.
1281     * Returns true if sacrifice was accepted.
1282     */
1283 root 1.22 static int
1284     apply_altar (object *altar, object *sacrifice, object *originator)
1285 elmex 1.1 {
1286 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1287     if (altar->inv && (!originator || originator->type != PLAYER))
1288     return 0;
1289    
1290     if (operate_altar (altar, &sacrifice))
1291     {
1292     /* Simple check. Unfortunately, it means you can't cast magic bullet
1293     * with an altar. We call it a Potion - altars are stationary - it
1294     * is up to map designers to use them properly.
1295     */
1296     if (altar->inv && altar->inv->type == SPELL)
1297     {
1298     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1299     cast_spell (originator, altar, 0, altar->inv, NULL);
1300     /* If it is connected, push the button. Fixes some problems with
1301     * old maps.
1302     */
1303 elmex 1.1
1304     /* push_button (altar);*/
1305 root 1.14 }
1306 root 1.22 else
1307     {
1308     altar->value = 1; /* works only once */
1309     push_button (altar);
1310     }
1311 root 1.26
1312     return !sacrifice;
1313 root 1.22 }
1314     else
1315 root 1.26 return 0;
1316 elmex 1.1 }
1317    
1318     /**
1319     * Handles 'movement' of shop mats.
1320     * Returns 1 if 'op' was destroyed, 0 if not.
1321     * Largely re-written to not use nearly as many gotos, plus
1322     * some of this code just looked plain out of date.
1323     * MSW 2001-08-29
1324     */
1325 root 1.22 int
1326     apply_shop_mat (object *shop_mat, object *op)
1327 elmex 1.1 {
1328 elmex 1.15 int rv = 0;
1329     double opinion;
1330     object *tmp, *next;
1331 elmex 1.1
1332 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 elmex 1.1
1334 elmex 1.15 if (op->type != PLAYER)
1335     {
1336     /* Remove all the unpaid objects that may be carried here.
1337     * This could be pets or monsters that are somehow in
1338     * the shop.
1339     */
1340     for (tmp = op->inv; tmp; tmp = next)
1341     {
1342     next = tmp->below;
1343 root 1.25
1344 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345     {
1346     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 root 1.14
1348 root 1.36 tmp->remove ();
1349 root 1.24
1350 elmex 1.15 if (i == -1)
1351     i = 0;
1352 root 1.24
1353 elmex 1.15 tmp->map = op->map;
1354     tmp->x = op->x + freearr_x[i];
1355     tmp->y = op->y + freearr_y[i];
1356     insert_ob_in_map (tmp, op->map, op, 0);
1357 root 1.14 }
1358     }
1359    
1360 elmex 1.15 /* Don't teleport things like spell effects */
1361     if (QUERY_FLAG (op, FLAG_NO_PICK))
1362     return 0;
1363 root 1.14
1364 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1365     * shop mats. Instead, put it on a nearby space.
1366     */
1367     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368     {
1369 root 1.14
1370 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 root 1.22
1373 elmex 1.15 if (i != -1)
1374 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375    
1376 elmex 1.15 return 0;
1377 root 1.14 }
1378 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1379     * the teleport function should be able to handle this just fine.
1380     */
1381     rv = teleport (shop_mat, SHOP_MAT, op);
1382 elmex 1.1 }
1383 root 1.25 else if (can_pay (op) && get_payment (op))
1384 elmex 1.15 {
1385 root 1.24 /* this is only used for players */
1386 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1387    
1388     if (shop_mat->msg)
1389 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1390 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1391     * but there is never a guarantee that the bottom space on the map is
1392     * actually the shop floor.
1393     */
1394     else if (!rv && !is_in_shop (op))
1395     {
1396     opinion = shopkeeper_approval (op->map, op);
1397 root 1.24
1398 elmex 1.15 if (opinion > 0.9)
1399 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1400 elmex 1.15 else if (opinion > 0.75)
1401     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1402     else if (opinion > 0.5)
1403     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404     else
1405 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 root 1.14 }
1407 elmex 1.1 }
1408 elmex 1.15 else
1409     {
1410     /* if we get here, a player tried to leave a shop but was not able
1411     * to afford the items he has. We try to move the player so that
1412     * they are not on the mat anymore
1413     */
1414     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 root 1.22
1416 elmex 1.15 if (i == -1)
1417     {
1418     LOG (llevError, "Internal shop-mat problem.\n");
1419     }
1420     else
1421     {
1422 root 1.36 op->remove ();
1423 elmex 1.15 op->x += freearr_x[i];
1424     op->y += freearr_y[i];
1425     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1426 root 1.14 }
1427 elmex 1.1 }
1428 root 1.24
1429 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1430     return rv;
1431 elmex 1.1 }
1432    
1433     /**
1434     * Handles applying a sign.
1435     */
1436 root 1.22 static void
1437     apply_sign (object *op, object *sign, int autoapply)
1438 elmex 1.1 {
1439 root 1.22 readable_message_type *msgType;
1440     char newbuf[HUGE_BUF];
1441    
1442     if (sign->msg == NULL)
1443     {
1444     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445     return;
1446 elmex 1.1 }
1447    
1448 root 1.22 if (sign->stats.food)
1449     {
1450     if (sign->last_eat >= sign->stats.food)
1451     {
1452     if (!sign->move_on)
1453     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1454     return;
1455 root 1.14 }
1456 elmex 1.1
1457 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458     sign->last_eat++;
1459 elmex 1.1 }
1460    
1461 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1462     * No way to know for sure. The presumption is basically that if
1463     * move_on is zero, it needs to be manually applied (doesn't talk
1464     * to us).
1465     */
1466     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467     {
1468     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469     return;
1470     }
1471     msgType = get_readable_message_type (sign);
1472     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1473     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1474 elmex 1.1 }
1475    
1476     /**
1477     * 'victim' moves onto 'trap'
1478     * 'victim' leaves 'trap'
1479     * effect is determined by move_on/move_off of trap and move_type of victime.
1480     *
1481     * originator: Player, monster or other object that caused 'victim' to move
1482     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1483     * However, some types of traps require an originator to function.
1484     */
1485 root 1.22 void
1486     move_apply (object *trap, object *victim, object *originator)
1487 elmex 1.1 {
1488     static int recursion_depth = 0;
1489    
1490     /* Only exits affect DMs. */
1491 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1492 elmex 1.1 return;
1493    
1494     /* move_apply() is the most likely candidate for causing unwanted and
1495     * possibly unlimited recursion.
1496     */
1497     /* The following was changed because it was causing perfeclty correct
1498     * maps to fail. 1) it's not an error to recurse:
1499     * rune detonates, summoning monster. monster lands on nearby rune.
1500     * nearby rune detonates. This sort of recursion is expected and
1501     * proper. This code was causing needless crashes.
1502     */
1503 root 1.22 if (recursion_depth >= 500)
1504     {
1505     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1507     return;
1508 elmex 1.1 }
1509 root 1.22 recursion_depth++;
1510     if (trap->head)
1511     trap = trap->head;
1512 elmex 1.1
1513 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514     goto leave;
1515 elmex 1.1
1516 root 1.22 switch (trap->type)
1517     {
1518 root 1.23 case PLAYERMOVER:
1519     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1520     {
1521     if (!trap->stats.maxsp)
1522     trap->stats.maxsp = 2;
1523 root 1.14
1524 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1525     * should be divided by trap->speed
1526     */
1527     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1528 root 1.14
1529 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1530     * above with some objects have zero speed, and thus the player
1531     * getting permanently paralyzed.
1532     */
1533     if (victim->speed_left < -50.0)
1534     victim->speed_left = -50.0;
1535     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536     }
1537     goto leave;
1538 root 1.14
1539 root 1.23 case SPINNER:
1540     if (victim->direction)
1541     {
1542     victim->direction = absdir (victim->direction - trap->stats.sp);
1543     update_turn_face (victim);
1544     }
1545     goto leave;
1546 root 1.14
1547 root 1.23 case DIRECTOR:
1548     if (victim->direction && !should_director_abort (trap, victim))
1549     {
1550     victim->direction = trap->stats.sp;
1551     update_turn_face (victim);
1552     }
1553     goto leave;
1554 root 1.14
1555 root 1.23 case BUTTON:
1556     case PEDESTAL:
1557     update_button (trap);
1558     goto leave;
1559    
1560     case ALTAR:
1561     /* sacrifice victim on trap */
1562     apply_altar (trap, victim, originator);
1563     goto leave;
1564 root 1.14
1565 root 1.23 case THROWN_OBJ:
1566     if (trap->inv == NULL)
1567 root 1.22 goto leave;
1568 root 1.23 /* fallthrough */
1569 root 1.14
1570 root 1.23 case ARROW:
1571     /* bad bug: monster throw a object, make a step forwards, step on object ,
1572     * trigger this here and get hit by own missile - and will be own enemy.
1573     * Victim then is his own enemy and will start to kill herself (this is
1574     * removed) but we have not synced victim and his missile. To avoid senseless
1575     * action, we avoid hits here
1576     */
1577     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578     hit_with_arrow (trap, victim);
1579     goto leave;
1580 root 1.14
1581 root 1.23 case SPELL_EFFECT:
1582     apply_spell_effect (trap, victim);
1583     goto leave;
1584 root 1.14
1585 root 1.23 case TRAPDOOR:
1586     {
1587     int max, sound_was_played;
1588     object *ab, *ab_next;
1589 root 1.22
1590 root 1.23 if (!trap->value)
1591     {
1592     int tot;
1593 root 1.14
1594 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597 root 1.14
1598 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599     goto leave;
1600 root 1.22
1601 root 1.23 SET_ANIMATION (trap, trap->value);
1602     update_object (trap, UP_OBJ_FACE);
1603     }
1604 root 1.14
1605 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1606 root 1.22 {
1607 root 1.23 /* need to set this up, since if we do transfer the object,
1608     * ab->above would be bogus
1609     */
1610     ab_next = ab->above;
1611 root 1.14
1612 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 root 1.22 {
1614 root 1.23 if (!sound_was_played)
1615     {
1616     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617     sound_was_played = 1;
1618     }
1619     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 root 1.14 }
1622     }
1623 root 1.22 goto leave;
1624 root 1.23 }
1625 root 1.14
1626    
1627 root 1.23 case CONVERTER:
1628     if (convert_item (victim, trap) < 0)
1629     {
1630     object *op;
1631 root 1.14
1632 root 1.23 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 root 1.14
1634 root 1.23 op = get_archetype ("burnout");
1635     if (op != NULL)
1636     {
1637     op->x = trap->x;
1638     op->y = trap->y;
1639     insert_ob_in_map (op, trap->map, trap, 0);
1640     }
1641     }
1642     goto leave;
1643 root 1.14
1644 root 1.23 case TRIGGER_BUTTON:
1645     case TRIGGER_PEDESTAL:
1646     case TRIGGER_ALTAR:
1647     check_trigger (trap, victim);
1648     goto leave;
1649    
1650     case DEEP_SWAMP:
1651     walk_on_deep_swamp (trap, victim);
1652     goto leave;
1653    
1654     case CHECK_INV:
1655     check_inv (victim, trap);
1656     goto leave;
1657    
1658     case HOLE:
1659     /* Hole not open? */
1660     if (trap->stats.wc > 0)
1661 root 1.22 goto leave;
1662 root 1.14
1663 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1664     * Processing will happen if the head runs into the pit
1665     */
1666     if (victim->head)
1667 root 1.22 goto leave;
1668 root 1.14
1669 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672     goto leave;
1673 root 1.14
1674 root 1.23 case EXIT:
1675     if (victim->type == PLAYER && EXIT_PATH (trap))
1676     {
1677     /* Basically, don't show exits leading to random maps the
1678     * players output.
1679     */
1680     if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682     enter_exit (victim, trap);
1683     }
1684     goto leave;
1685 root 1.14
1686 root 1.23 case ENCOUNTER:
1687     /* may be some leftovers on this */
1688     goto leave;
1689    
1690     case SHOP_MAT:
1691     apply_shop_mat (trap, victim);
1692     goto leave;
1693    
1694     /* Drop a certain amount of gold, and have one item identified */
1695     case IDENTIFY_ALTAR:
1696     apply_id_altar (victim, trap, originator);
1697     goto leave;
1698    
1699     case SIGN:
1700     if (victim->type != PLAYER && trap->stats.food > 0)
1701 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1702 root 1.23
1703     apply_sign (victim, trap, 1);
1704     goto leave;
1705    
1706     case CONTAINER:
1707     if (victim->type == PLAYER)
1708     (void) esrv_apply_container (victim, trap);
1709     else
1710     (void) apply_container (victim, trap);
1711     goto leave;
1712    
1713     case RUNE:
1714     case TRAP:
1715     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716     {
1717     spring_trap (trap, victim);
1718     }
1719     goto leave;
1720 root 1.14
1721 root 1.23 default:
1722     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724     goto leave;
1725 elmex 1.1 }
1726    
1727 root 1.22 leave:
1728     recursion_depth--;
1729 elmex 1.1 }
1730    
1731     /**
1732     * Handles reading a regular (ie not containing a spell) book.
1733     */
1734 root 1.22 static void
1735     apply_book (object *op, object *tmp)
1736 elmex 1.1 {
1737 root 1.22 int lev_diff;
1738     object *skill_ob;
1739    
1740     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741     {
1742     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743     return;
1744     }
1745     if (tmp->msg == NULL)
1746     {
1747     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748     return;
1749     }
1750 elmex 1.1
1751 root 1.22 /* need a literacy skill to read stuff! */
1752     skill_ob = find_skill_by_name (op, tmp->skill);
1753     if (!skill_ob)
1754     {
1755     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1756 elmex 1.1 return;
1757     }
1758 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1759     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760     {
1761     if (lev_diff < 2)
1762     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1763     else if (lev_diff < 3)
1764     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1765     else if (lev_diff < 5)
1766     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1767     else if (lev_diff < 8)
1768     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769     else if (lev_diff < 15)
1770     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771     else
1772     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 elmex 1.1 return;
1774     }
1775    
1776 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1777    
1778     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779     msgType->message_type, msgType->message_subtype,
1780     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1781    
1782     /* gain xp from reading */
1783     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784     { /* only if not read before */
1785     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786    
1787     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788     {
1789     /*exp_gain *= 2; because they just identified it too */
1790     SET_FLAG (tmp, FLAG_IDENTIFIED);
1791     /* If in a container, update how it looks */
1792     if (tmp->env)
1793     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794     else
1795     op->contr->socket.update_look = 1;
1796     }
1797     change_exp (op, exp_gain, skill_ob->skill, 0);
1798     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 elmex 1.1 }
1800     }
1801    
1802     /**
1803     * Handles the applying of a skill scroll, calling learn_skill straight.
1804     * op is the person learning the skill, tmp is the skill scroll object
1805     */
1806 root 1.22 static void
1807     apply_skillscroll (object *op, object *tmp)
1808 elmex 1.1 {
1809 root 1.22 switch ((int) learn_skill (op, tmp))
1810     {
1811 root 1.24 case 0:
1812     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814     return;
1815    
1816     case 1:
1817     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818     decrease_ob (tmp);
1819     return;
1820 root 1.14
1821 root 1.24 default:
1822     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823     decrease_ob (tmp);
1824     return;
1825 elmex 1.1 }
1826     }
1827    
1828     /**
1829     * Actually makes op learn spell.
1830     * Informs player of what happens.
1831     */
1832 root 1.22 void
1833     do_learn_spell (object *op, object *spell, int special_prayer)
1834 elmex 1.1 {
1835 root 1.22 object *tmp;
1836 elmex 1.1
1837 root 1.22 if (op->type != PLAYER)
1838     {
1839     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840     return;
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Upgrade special prayers to normal prayers */
1844     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845     {
1846     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847     {
1848     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849     return;
1850 elmex 1.1 }
1851 root 1.22 return;
1852 elmex 1.1 }
1853    
1854 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 root 1.37 tmp = object::create ();
1856     spell->copy_to (tmp);
1857 root 1.22 insert_ob_in_ob (tmp, op);
1858    
1859     if (special_prayer)
1860     {
1861     SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 elmex 1.1 }
1863    
1864 root 1.22 esrv_add_spells (op->contr, tmp);
1865 elmex 1.1 }
1866    
1867     /**
1868     * Erases spell from player's inventory.
1869     */
1870 root 1.22 void
1871     do_forget_spell (object *op, const char *spell)
1872 elmex 1.1 {
1873 root 1.22 object *spob;
1874    
1875     if (op->type != PLAYER)
1876     {
1877     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1878     return;
1879     }
1880     if ((spob = check_spell_known (op, spell)) == NULL)
1881     {
1882     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883     return;
1884     }
1885 elmex 1.1
1886 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1887     player_unready_range_ob (op->contr, spob);
1888     esrv_remove_spell (op->contr, spob);
1889 root 1.37 spob->destroy ();
1890 elmex 1.1 }
1891    
1892     /**
1893     * Handles player applying a spellbook.
1894     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1895     * stuff like that. Random learning failure too.
1896     */
1897 root 1.22 static void
1898     apply_spellbook (object *op, object *tmp)
1899 elmex 1.1 {
1900 root 1.22 object *skop, *spell, *spell_skill;
1901    
1902     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903     {
1904     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1905     return;
1906     }
1907    
1908     /* artifact_spellbooks have 'slaying' field point to a spell name,
1909     * instead of having their spell stored in stats.sp. These are
1910     * legacy spellbooks
1911     */
1912 elmex 1.1
1913 root 1.22 if (tmp->slaying != NULL)
1914     {
1915     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916     if (!spell)
1917     {
1918     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1919     return;
1920 root 1.14 }
1921 root 1.22 else
1922     insert_ob_in_ob (spell, tmp);
1923     tmp->slaying = NULL;
1924     }
1925    
1926     skop = find_skill_by_name (op, tmp->skill);
1927    
1928     /* need a literacy skill to learn spells. Also, having a literacy level
1929     * lower than the spell will make learning the spell more difficult */
1930     if (!skop)
1931     {
1932     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1933     return;
1934     }
1935    
1936     spell = tmp->inv;
1937 root 1.32
1938 root 1.22 if (!spell)
1939     {
1940     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1942     return;
1943     }
1944 root 1.31
1945 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 root 1.22 {
1947 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.");
1948 root 1.22 return;
1949     }
1950    
1951     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952    
1953     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954     {
1955     identify (tmp);
1956     if (tmp->env)
1957     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958     else
1959     op->contr->socket.update_look = 1;
1960     }
1961    
1962     /* I removed the check for special_prayer_mark here - it didn't make
1963     * a lot of sense - special prayers are not found in spellbooks, and
1964     * if the player doesn't know the spell, doesn't make a lot of sense that
1965     * they would have a special prayer mark.
1966     */
1967     if (check_spell_known (op, spell->name))
1968     {
1969     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1970     return;
1971 elmex 1.1 }
1972 root 1.22
1973     if (spell->skill)
1974     {
1975     spell_skill = find_skill_by_name (op, spell->skill);
1976 root 1.25
1977 root 1.22 if (!spell_skill)
1978     {
1979     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1980     return;
1981 root 1.14 }
1982 root 1.25
1983 root 1.22 if (spell_skill->level < spell->level)
1984     {
1985     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1986     return;
1987 root 1.14 }
1988 elmex 1.1 }
1989    
1990 root 1.22 /* Logic as follows
1991     *
1992     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1993     *
1994     * 2- The learner's skill level in literacy adjusts the chance to learn
1995     * a spell.
1996     *
1997     * 3 -Automatically fail to learn if you read while confused
1998     *
1999     * Overall, chances are the same but a player will find having a high
2000     * literacy rate very useful! -b.t.
2001     */
2002     if (QUERY_FLAG (op, FLAG_CONFUSED))
2003     {
2004     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2005     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006     }
2007     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009     {
2010    
2011     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012     do_learn_spell (op, spell, 0);
2013    
2014     /* xp gain to literacy for spell learning */
2015     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 elmex 1.1 }
2018 root 1.22 else
2019     {
2020     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2021     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2022     }
2023     decrease_ob (tmp);
2024 elmex 1.1 }
2025    
2026     /**
2027     * Handles applying a spell scroll.
2028     */
2029 root 1.22 void
2030     apply_scroll (object *op, object *tmp, int dir)
2031 elmex 1.1 {
2032 root 1.22 object *skop;
2033 elmex 1.1
2034 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035     {
2036     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2037     return;
2038 elmex 1.1 }
2039    
2040 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2041     {
2042     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2043     return;
2044 elmex 1.1 }
2045    
2046 root 1.22 if (op->type == PLAYER)
2047     {
2048     /* players need a literacy skill to read stuff! */
2049     int exp_gain = 0;
2050 elmex 1.1
2051 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2052     * should go for anything killed by the spell.
2053     */
2054     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 elmex 1.1
2056 root 1.22 if (!skop)
2057     {
2058     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2059     return;
2060     }
2061 elmex 1.1
2062 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063     change_exp (op, exp_gain, skop->skill, 0);
2064 elmex 1.1 }
2065    
2066 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067     identify (tmp);
2068 elmex 1.1
2069 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070 elmex 1.1
2071    
2072 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073     decrease_ob (tmp);
2074 elmex 1.1 }
2075    
2076     /**
2077     * Applies a treasure object - by default, chest. op
2078     * is the person doing the applying, tmp is the treasure
2079     * chest.
2080     */
2081 root 1.22 static void
2082     apply_treasure (object *op, object *tmp)
2083 elmex 1.1 {
2084 root 1.22 object *treas;
2085    
2086    
2087     /* Nice side effect of new treasure creation method is that the treasure
2088     * for the chest is done when the chest is created, and put into the chest
2089     * inventory. So that when the chest burns up, the items still exist. Also
2090     * prevents people fromt moving chests to more difficult maps to get better
2091     * treasure
2092     */
2093    
2094     treas = tmp->inv;
2095     if (treas == NULL)
2096     {
2097     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098     decrease_ob (tmp);
2099     return;
2100     }
2101     while (tmp->inv)
2102     {
2103     treas = tmp->inv;
2104 elmex 1.1
2105 root 1.36 treas->remove ();
2106 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107 elmex 1.1
2108 root 1.22 treas->x = op->x;
2109     treas->y = op->y;
2110     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111    
2112     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113     spring_trap (treas, op);
2114 root 1.37
2115 root 1.22 /* If either player or container was destroyed, no need to do
2116     * further processing. I think this should be enclused with
2117     * spring trap above, as I don't think there is otherwise
2118     * any way for the treasure chest or player to get killed
2119     */
2120 root 1.29 if (op->destroyed () || tmp->destroyed ())
2121 root 1.22 break;
2122 elmex 1.1 }
2123    
2124 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2125 root 1.22 decrease_ob (tmp);
2126 elmex 1.1
2127     }
2128    
2129     /**
2130     * op eats food.
2131     * If player, takes care of messages and dragon special food.
2132     */
2133 root 1.22 static void
2134     apply_food (object *op, object *tmp)
2135 elmex 1.1 {
2136 root 1.22 int capacity_remaining;
2137 elmex 1.1
2138 root 1.22 if (op->type != PLAYER)
2139     op->stats.hp = op->stats.maxhp;
2140     else
2141     {
2142 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2143 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2144 root 1.14 ;
2145 root 1.22 else
2146     {
2147     /* usual case - no dragon meal: */
2148     if (op->stats.food + tmp->stats.food > 999)
2149     {
2150     if (tmp->type == FOOD || tmp->type == FLESH)
2151     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2152     else
2153     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2154     }
2155    
2156     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157     {
2158     char buf[MAX_BUF];
2159    
2160     if (!is_dragon_pl (op))
2161     {
2162     /* eating message for normal players */
2163     if (tmp->type == DRINK)
2164     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2165     else
2166     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167     }
2168     else
2169     {
2170     /* eating message for dragon players */
2171     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2172     }
2173    
2174     new_draw_info (NDI_UNIQUE, 0, op, buf);
2175     capacity_remaining = 999 - op->stats.food;
2176     op->stats.food += tmp->stats.food;
2177     if (capacity_remaining < tmp->stats.food)
2178     op->stats.hp += capacity_remaining / 50;
2179     else
2180     op->stats.hp += tmp->stats.food / 50;
2181     if (op->stats.hp > op->stats.maxhp)
2182     op->stats.hp = op->stats.maxhp;
2183     if (op->stats.food > 999)
2184     op->stats.food = 999;
2185     }
2186 root 1.14
2187 root 1.22 /* special food hack -b.t. */
2188     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189     eat_special_food (op, tmp);
2190     }
2191 elmex 1.1 }
2192 root 1.22 handle_apply_yield (tmp);
2193     decrease_ob (tmp);
2194 elmex 1.1 }
2195    
2196     /**
2197     * A dragon is eating some flesh. If the flesh contains resistances,
2198     * there is a chance for the dragon's skin to get improved.
2199     *
2200     * attributes:
2201     * object *op the object (dragon player) eating the flesh
2202     * object *meal the flesh item, getting chewed in dragon's mouth
2203     * return:
2204     * int 1 if eating successful, 0 if it doesn't work
2205     */
2206 root 1.22 int
2207     dragon_eat_flesh (object *op, object *meal)
2208     {
2209     object *skin = NULL; /* pointer to dragon skin force */
2210     object *abil = NULL; /* pointer to dragon ability force */
2211     object *tmp = NULL; /* tmp. object */
2212    
2213 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2214     double chance; /* improvement-chance of one resistance type */
2215 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2216     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217     double mbonus = 0; /* monster bonus */
2218 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2219 root 1.22 int winners = 0; /* number of winners */
2220 elmex 1.1 int i; /* index */
2221 root 1.22
2222 elmex 1.1 /* let's make sure and doublecheck the parameters */
2223 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2224 elmex 1.1 return 0;
2225 root 1.22
2226 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227     from the player's inventory */
2228 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229     {
2230     if (tmp->type == FORCE)
2231     {
2232     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233     skin = tmp;
2234     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2235     abil = tmp;
2236     }
2237 elmex 1.1 }
2238 root 1.22
2239 elmex 1.1 /* if either skin or ability are missing, this is an old player
2240     which is not to be considered a dragon -> bail out */
2241 root 1.22 if (skin == NULL || abil == NULL)
2242     return 0;
2243    
2244 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2245 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2246 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2247     else
2248 root 1.22 op->stats.hp += meal->stats.food / 50;
2249     if (op->stats.hp > op->stats.maxhp)
2250     op->stats.hp = op->stats.maxhp;
2251    
2252     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253    
2254     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255    
2256 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2257 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2258     {
2259     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2260     {
2261     /* got positive resistance, now calculate improvement chance (0-100) */
2262    
2263     /* this bonus makes resistance increase easier at lower levels */
2264     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2265     if (i == abil->stats.exp)
2266     bonus += 5; /* additional bonus for resistance of ability-focus */
2267    
2268     /* monster bonus increases with level, because high-level
2269     flesh is too rare */
2270     mbonus = op->level * 20. / ((double) settings.max_level);
2271    
2272     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2273     ((double) settings.max_level)) - skin->resist[i];
2274    
2275     if (chance >= 0.)
2276     chance += 1.;
2277     else
2278     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2279    
2280     /* chance is proportional to amount of resistance (max. 50) */
2281     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2282    
2283     /* doubled chance for resistance of ability-focus */
2284     if (i == abil->stats.exp)
2285     chance = MIN (100., chance * 2.);
2286    
2287     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288     if (RANDOM () % 10000 < (int) (chance * 100))
2289     {
2290     atnr_winner[winners] = i;
2291     winners++;
2292     }
2293    
2294     if (chance >= 0.01)
2295     totalchance *= 1 - chance / 100;
2296    
2297     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2298     }
2299 elmex 1.1 }
2300 root 1.22
2301 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2302 root 1.22 totalchance = 100 - totalchance * 100;
2303 elmex 1.1 /* print message according to totalchance */
2304     if (totalchance > 50.)
2305 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2306 elmex 1.1 else if (totalchance > 10.)
2307 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2308 elmex 1.1 else if (totalchance > 1.)
2309 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2310 elmex 1.1 else if (totalchance > 0.1)
2311 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2312 elmex 1.1 else if (totalchance >= 0.01)
2313 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2314     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315     sprintf (buf, "The %s tasted strange.", &meal->name);
2316     else
2317     sprintf (buf, "The %s had no taste.", &meal->name);
2318     new_draw_info (NDI_UNIQUE, 0, op, buf);
2319    
2320 elmex 1.1 /* now choose a winner if we have any */
2321     i = -1;
2322 root 1.22 if (winners > 0)
2323     i = atnr_winner[RANDOM () % winners];
2324    
2325     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326     {
2327     /* resistance increased! */
2328     skin->resist[i]++;
2329     fix_player (op);
2330    
2331     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2332     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333     }
2334    
2335 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2336     into the ability_force and it will take effect on next level */
2337 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338     {
2339     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340    
2341     if (meal->last_eat != abil->stats.exp)
2342     {
2343     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344     new_draw_info (NDI_UNIQUE, 0, op, buf);
2345     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346     new_draw_info (NDI_UNIQUE, 0, op, buf);
2347     }
2348     else
2349     {
2350     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2351     new_draw_info (NDI_UNIQUE, 0, op, buf);
2352     abil->last_eat = 0;
2353     }
2354 elmex 1.1 }
2355     return 1;
2356     }
2357    
2358 root 1.22 static void
2359     apply_savebed (object *pl)
2360 elmex 1.1 {
2361     #ifndef COZY_SERVER
2362 root 1.22 if (!pl->contr->name_changed || !pl->stats.exp)
2363     {
2364     new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 elmex 1.1 return;
2366     }
2367     #endif
2368 root 1.22 INVOKE_PLAYER (LOGOUT, pl->contr);
2369     /* Need to call terminate_all_pets() before we remove the player ob */
2370     terminate_all_pets (pl);
2371 root 1.36 pl->remove ();
2372 root 1.22 pl->direction = 0;
2373     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374    
2375     /* update respawn position */
2376     strcpy (pl->contr->savebed_map, pl->map->path);
2377     pl->contr->bed_x = pl->x;
2378     pl->contr->bed_y = pl->y;
2379    
2380     strcpy (pl->contr->killer, "left");
2381     check_score (pl); /* Always check score */
2382     (void) save_player (pl, 0);
2383     pl->map->players--;
2384     #if MAP_MAXTIMEOUT
2385     MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386 elmex 1.1 #endif
2387 root 1.22 play_again (pl);
2388     pl->speed = 0;
2389     update_ob_speed (pl);
2390 elmex 1.1 }
2391    
2392     /**
2393     * Handles applying an improve armor scroll.
2394     * Does some sanity checks, then calls improve_armour.
2395     */
2396 root 1.22 static void
2397     apply_armour_improver (object *op, object *tmp)
2398 elmex 1.1 {
2399 root 1.22 object *armor;
2400 elmex 1.1
2401 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2402     {
2403     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2404     return;
2405 elmex 1.1 }
2406 root 1.22 armor = find_marked_object (op);
2407     if (!armor)
2408     {
2409     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2410 elmex 1.1 return;
2411     }
2412 root 1.22 if (armor->type != ARMOUR
2413     && armor->type != CLOAK
2414     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 elmex 1.1 {
2416 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2417     return;
2418 elmex 1.1 }
2419    
2420 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421     improve_armour (op, tmp, armor);
2422 elmex 1.1 }
2423    
2424    
2425 root 1.22 extern void
2426     apply_poison (object *op, object *tmp)
2427 elmex 1.1 {
2428 root 1.22 if (op->type == PLAYER)
2429     {
2430     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2431     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2432     strcpy (op->contr->killer, "poisonous booze");
2433 elmex 1.1 }
2434 root 1.22 if (tmp->stats.hp > 0)
2435     {
2436     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2437     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2438 elmex 1.1 }
2439 root 1.22 op->stats.food -= op->stats.food / 4;
2440     handle_apply_yield (tmp);
2441     decrease_ob (tmp);
2442 elmex 1.1 }
2443    
2444     /**
2445     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446     * A valid 2 way exit means:
2447     * -You can come back (there is another exit at the other side)
2448     * -You are
2449     * ° the owner of the exit
2450     * ° or in the same party as the owner
2451     *
2452     * Note: a owner in a 2 way exit is saved as the owner's name
2453     * in the field exit->name cause the field exit->owner doesn't
2454     * survive in the swapping (in fact the whole exit doesn't survive).
2455     */
2456 root 1.22 int
2457     is_legal_2ways_exit (object *op, object *exit)
2458     {
2459     object *tmp;
2460     object *exit_owner;
2461     player *pp;
2462 root 1.30 maptile *exitmap;
2463 root 1.22
2464     if (exit->stats.exp != 1)
2465     return 1; /*This is not a 2 way, so it is legal */
2466     if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467     return 0; /* This is a reset town portal */
2468     /* To know if an exit has a correspondant, we look at
2469     * all the exits in destination and try to find one with same path as
2470     * the current exit's position */
2471     if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2472     exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473     else
2474     exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475     if (exitmap)
2476     {
2477     tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2478     if (!tmp)
2479     return 0;
2480     for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2481     {
2482     if (tmp->type != EXIT)
2483     continue; /*Not an exit */
2484     if (!EXIT_PATH (tmp))
2485     continue; /*Not a valid exit */
2486     if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487     continue; /*Not in the same place */
2488     if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489     continue; /*Not in the same map */
2490    
2491     /* From here we have found the exit is valid. However we do
2492     * here the check of the exit owner. It is important for the
2493     * town portals to prevent strangers from visiting your appartments
2494     */
2495     if (!exit->race)
2496     return 1; /*No owner, free for all! */
2497     exit_owner = NULL;
2498     for (pp = first_player; pp; pp = pp->next)
2499     {
2500     if (!pp->ob)
2501     continue;
2502     if (pp->ob->name != exit->race)
2503     continue;
2504     exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505     break;
2506     }
2507     if (!exit_owner)
2508     return 0; /* No more owner */
2509     if (exit_owner->contr == op->contr)
2510     return 1; /*It is your exit */
2511     if (exit_owner && /*There is a owner */
2512     (op->contr) && /*A player tries to pass */
2513     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515     return 0;
2516     return 1;
2517     }
2518     }
2519     return 0;
2520     }
2521 elmex 1.1
2522    
2523     /**
2524     * Main apply handler.
2525     *
2526     * Checks for unpaid items before applying.
2527     *
2528     * Return value:
2529     * 0: player or monster can't apply objects of that type
2530     * 1: has been applied, or there was an error applying the object
2531     * 2: objects of that type can't be applied if not in inventory
2532     *
2533     * op is the object that is causing object to be applied, tmp is the object
2534     * being applied.
2535     *
2536     * aflag is special (always apply/unapply) flags. Nothing is done with
2537     * them in this function - they are passed to apply_special
2538     */
2539    
2540 root 1.22 int
2541     manual_apply (object *op, object *tmp, int aflag)
2542 elmex 1.1 {
2543 root 1.22 if (tmp->head)
2544     tmp = tmp->head;
2545 elmex 1.1
2546 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547     {
2548     if (op->type == PLAYER)
2549     {
2550     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2551     return 1;
2552     }
2553     else
2554     {
2555     return 0; /* monsters just skip unpaid items */
2556 root 1.14 }
2557 elmex 1.1 }
2558    
2559 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560     return RESULT_INT (0);
2561 root 1.8
2562 root 1.22 switch (tmp->type)
2563     {
2564 elmex 1.1
2565 root 1.24 case CF_HANDLE:
2566     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568     tmp->value = tmp->value ? 0 : 1;
2569     SET_ANIMATION (tmp, tmp->value);
2570     update_object (tmp, UP_OBJ_FACE);
2571     push_button (tmp);
2572     return 1;
2573 root 1.14
2574 root 1.24 case TRIGGER:
2575     if (check_trigger (tmp, op))
2576     {
2577     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2579     }
2580     else
2581     {
2582     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583     }
2584     return 1;
2585 root 1.14
2586 root 1.24 case EXIT:
2587     if (op->type != PLAYER)
2588     return 0;
2589     if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590     {
2591     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592     }
2593     else
2594     {
2595     /* Don't display messages for random maps. */
2596     if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2597     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2598     enter_exit (op, tmp);
2599     }
2600     return 1;
2601 root 1.14
2602 root 1.24 case SIGN:
2603     apply_sign (op, tmp, 0);
2604     return 1;
2605 root 1.14
2606 root 1.24 case BOOK:
2607     if (op->type == PLAYER)
2608     {
2609     apply_book (op, tmp);
2610     return 1;
2611     }
2612     else
2613     {
2614     return 0;
2615     }
2616 root 1.14
2617 root 1.24 case SKILLSCROLL:
2618     if (op->type == PLAYER)
2619     {
2620     apply_skillscroll (op, tmp);
2621     return 1;
2622     }
2623     return 0;
2624 root 1.14
2625 root 1.24 case SPELLBOOK:
2626     if (op->type == PLAYER)
2627     {
2628     apply_spellbook (op, tmp);
2629     return 1;
2630     }
2631     return 0;
2632 root 1.14
2633 root 1.24 case SCROLL:
2634     apply_scroll (op, tmp, 0);
2635     return 1;
2636 root 1.14
2637 root 1.24 case POTION:
2638     (void) apply_potion (op, tmp);
2639     return 1;
2640 root 1.14
2641 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2642     case CLOSE_CON:
2643     if (op->type == PLAYER)
2644     (void) esrv_apply_container (op, tmp->env);
2645     else
2646     (void) apply_container (op, tmp->env);
2647     return 1;
2648 root 1.14
2649 root 1.24 case CONTAINER:
2650     if (op->type == PLAYER)
2651     (void) esrv_apply_container (op, tmp);
2652     else
2653     (void) apply_container (op, tmp);
2654     return 1;
2655 root 1.14
2656 root 1.24 case TREASURE:
2657     if (op->type == PLAYER)
2658     {
2659     apply_treasure (op, tmp);
2660     return 1;
2661     }
2662     else
2663     {
2664     return 0;
2665     }
2666 root 1.14
2667 root 1.24 case WEAPON:
2668     case ARMOUR:
2669     case BOOTS:
2670     case GLOVES:
2671     case AMULET:
2672     case GIRDLE:
2673     case BRACERS:
2674     case SHIELD:
2675     case HELMET:
2676     case RING:
2677     case CLOAK:
2678     case WAND:
2679     case ROD:
2680     case HORN:
2681     case SKILL:
2682     case BOW:
2683     case LAMP:
2684     case BUILDER:
2685     case SKILL_TOOL:
2686     if (tmp->env != op)
2687     return 2; /* not in inventory */
2688     (void) apply_special (op, tmp, aflag);
2689     return 1;
2690 root 1.14
2691 root 1.24 case DRINK:
2692     case FOOD:
2693     case FLESH:
2694     apply_food (op, tmp);
2695     return 1;
2696 root 1.14
2697 root 1.24 case POISON:
2698     apply_poison (op, tmp);
2699     return 1;
2700 root 1.14
2701 root 1.24 case SAVEBED:
2702     if (op->type == PLAYER)
2703     {
2704     apply_savebed (op);
2705     return 1;
2706     }
2707     else
2708     {
2709     return 0;
2710     }
2711 root 1.14
2712 root 1.24 case ARMOUR_IMPROVER:
2713     if (op->type == PLAYER)
2714     {
2715     apply_armour_improver (op, tmp);
2716     return 1;
2717     }
2718     else
2719     {
2720     return 0;
2721     }
2722 root 1.14
2723 root 1.24 case WEAPON_IMPROVER:
2724     (void) check_improve_weapon (op, tmp);
2725     return 1;
2726 root 1.14
2727 root 1.24 case CLOCK:
2728     if (op->type == PLAYER)
2729     {
2730     char buf[MAX_BUF];
2731     timeofday_t tod;
2732 root 1.22
2733 root 1.24 get_tod (&tod);
2734     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738     new_draw_info (NDI_UNIQUE, 0, op, buf);
2739     return 1;
2740     }
2741     else
2742     {
2743     return 0;
2744     }
2745 root 1.14
2746 root 1.24 case MENU:
2747     if (op->type == PLAYER)
2748     {
2749     shop_listing (op);
2750     return 1;
2751     }
2752     else
2753     {
2754     return 0;
2755     }
2756 elmex 1.1
2757 root 1.24 case POWER_CRYSTAL:
2758     apply_power_crystal (op, tmp); /* see egoitem.c */
2759     return 1;
2760 root 1.14
2761 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2762     if (op->type == PLAYER)
2763     {
2764     apply_lighter (op, tmp);
2765     return 1;
2766     }
2767     else
2768     {
2769     return 0;
2770     }
2771 root 1.14
2772 root 1.24 case ITEM_TRANSFORMER:
2773     apply_item_transformer (op, tmp);
2774     return 1;
2775 root 1.14
2776 root 1.24 default:
2777     return 0;
2778 elmex 1.1 }
2779     }
2780    
2781    
2782     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2783     * messages as needed by player_apply_below(). But there can still be
2784     * "but you are floating high above the ground" messages.
2785     *
2786     * Same return value as apply() function.
2787     */
2788 root 1.22 int
2789     player_apply (object *pl, object *op, int aflag, int quiet)
2790 elmex 1.1 {
2791 root 1.22 int tmp;
2792 elmex 1.1
2793 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2794     {
2795     /* player is flying and applying object not in inventory */
2796     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797     {
2798     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2799     return 0;
2800 root 1.14 }
2801 elmex 1.1 }
2802    
2803 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804     * applied.
2805     */
2806     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807     {
2808     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 root 1.37 op->destroy ();
2812 root 1.22 return 1;
2813 elmex 1.1 }
2814    
2815 root 1.22 pl->contr->last_used = op;
2816     pl->contr->last_used_id = op->count;
2817 elmex 1.1
2818 root 1.22 tmp = manual_apply (pl, op, aflag);
2819     if (!quiet)
2820     {
2821     if (tmp == 0)
2822     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2823     else if (tmp == 2)
2824     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 elmex 1.1 }
2826 root 1.22 return tmp;
2827 elmex 1.1 }
2828    
2829     /**
2830     * player_apply_below attempts to apply the object 'below' the player.
2831     * If the player has an open container, we use that for below, otherwise
2832     * we use the ground.
2833     */
2834    
2835 root 1.22 void
2836     player_apply_below (object *pl)
2837 elmex 1.1 {
2838 root 1.22 object *tmp, *next;
2839     int floors;
2840    
2841     /* If using a container, set the starting item to be the top
2842     * item in the container. Otherwise, use the map.
2843     */
2844     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845 elmex 1.1
2846 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2847     * we don't use a corrupt pointer for the next object, so we get the
2848     * next object in the stack before applying. This is can only be a
2849     * problem if player_apply() has a bug in that it uses the object but does
2850     * not return a proper value.
2851     */
2852     for (floors = 0; tmp != NULL; tmp = next)
2853     {
2854     next = tmp->below;
2855     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856     floors++;
2857     else if (floors > 0)
2858     return; /* process only floor objects after first floor object */
2859    
2860     /* If it is visible, player can apply it. If it is applied by
2861     * person moving on it, also activate. Added code to make it
2862     * so that at least one of players movement types be that which
2863     * the item needs.
2864     */
2865     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866     {
2867     if (player_apply (pl, tmp, 0, 1) == 1)
2868     return;
2869 elmex 1.1 }
2870 root 1.22 if (floors >= 2)
2871     return; /* process at most two floor objects */
2872 elmex 1.1 }
2873     }
2874    
2875     /**
2876     * Unapplies specified item.
2877     * No check done on cursed/damned.
2878     * Break this out of apply_special - this is just done
2879     * to keep the size of apply_special to a more managable size.
2880     */
2881 root 1.22 static int
2882     unapply_special (object *who, object *op, int aflags)
2883 elmex 1.1 {
2884 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)))
2885     return RESULT_INT (0);
2886 root 1.12
2887 root 1.22 object *tmp2;
2888 elmex 1.1
2889 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2890     switch (op->type)
2891     {
2892 root 1.24 case WEAPON:
2893     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2894 elmex 1.1
2895 root 1.24 (void) change_abil (who, op);
2896     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898     clear_skill (who);
2899     break;
2900 root 1.14
2901 root 1.24 case SKILL: /* allows objects to impart skills */
2902     case SKILL_TOOL:
2903     if (op != who->chosen_skill)
2904     {
2905     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2906     }
2907     if (who->type == PLAYER)
2908     {
2909     if (who->contr->shoottype == range_skill)
2910     who->contr->shoottype = range_none;
2911     if (!op->invisible)
2912     {
2913     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914     }
2915     else
2916     {
2917     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918     }
2919     }
2920     (void) change_abil (who, op);
2921     who->chosen_skill = NULL;
2922     CLEAR_FLAG (who, FLAG_READY_SKILL);
2923     break;
2924 root 1.14
2925 root 1.24 case ARMOUR:
2926     case HELMET:
2927     case SHIELD:
2928     case RING:
2929     case BOOTS:
2930     case GLOVES:
2931     case AMULET:
2932     case GIRDLE:
2933     case BRACERS:
2934     case CLOAK:
2935     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2936     (void) change_abil (who, op);
2937     break;
2938     case LAMP:
2939     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2940     tmp2 = arch_to_object (op->other_arch);
2941     tmp2->x = op->x;
2942     tmp2->y = op->y;
2943     tmp2->map = op->map;
2944     tmp2->below = op->below;
2945     tmp2->above = op->above;
2946     tmp2->stats.food = op->stats.food;
2947     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 root 1.29
2949 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 root 1.29
2952 root 1.24 if (who->type == PLAYER)
2953 root 1.29 esrv_del_item (who->contr, op->count);
2954    
2955 root 1.37 op->destroy ();
2956 root 1.24 insert_ob_in_ob (tmp2, who);
2957     fix_player (who);
2958     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959     {
2960     if (who->type == PLAYER)
2961     {
2962     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964     }
2965     }
2966     if (who->type == PLAYER)
2967     esrv_send_item (who, tmp2);
2968     return 1; /* otherwise, an attempt to drop causes problems */
2969     break;
2970     case BOW:
2971     case WAND:
2972     case ROD:
2973     case HORN:
2974     clear_skill (who);
2975     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976     if (who->type == PLAYER)
2977     {
2978     who->contr->shoottype = range_none;
2979     }
2980     else
2981     {
2982     if (op->type == BOW)
2983     CLEAR_FLAG (who, FLAG_READY_BOW);
2984     else
2985     CLEAR_FLAG (who, FLAG_READY_RANGE);
2986     }
2987     break;
2988 elmex 1.1
2989 root 1.24 case BUILDER:
2990     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991     who->contr->shoottype = range_none;
2992     who->contr->ranges[range_builder] = NULL;
2993     break;
2994 elmex 1.1
2995 root 1.24 default:
2996     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997     break;
2998 elmex 1.1 }
2999    
3000 root 1.22 fix_player (who);
3001 elmex 1.1
3002 root 1.22 if (!(aflags & AP_NO_MERGE))
3003     {
3004     object *tmp;
3005    
3006     tmp = merge_ob (op, NULL);
3007     if (who->type == PLAYER)
3008     {
3009     if (tmp)
3010     { /* it was merged */
3011 root 1.29 esrv_del_item (who->contr, op->count);
3012 root 1.22 op = tmp;
3013 elmex 1.1 }
3014 root 1.29
3015 root 1.22 esrv_send_item (who, op);
3016 root 1.14 }
3017 elmex 1.1 }
3018 root 1.22 return 0;
3019 elmex 1.1 }
3020    
3021     /**
3022     * Returns the object that is using location 'loc'.
3023     * Note that 'start' is the first object to start examing - we
3024     * then go through the below of this. In this way, you can do
3025     * something like:
3026     * tmp = get_item_from_body_location(who->inv, 1);
3027     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3028     * to find the second object that may use this location, etc.
3029     * Returns NULL if no match is found.
3030     * loc is the index into the array we are looking for a match.
3031     * don't return invisible objects unless they are skill objects
3032     * invisible other objects that use
3033     * up body locations can be used as restrictions.
3034     */
3035 root 1.22 object *
3036     get_item_from_body_location (object *start, int loc)
3037 elmex 1.1 {
3038 root 1.22 object *tmp;
3039 elmex 1.1
3040 root 1.22 if (!start)
3041     return NULL;
3042 elmex 1.1
3043 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3044     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3045     return tmp;
3046 elmex 1.1
3047 root 1.22 return NULL;
3048 elmex 1.1 }
3049    
3050    
3051    
3052     /**
3053     * 'op' wants to apply an object, but can't because of other equipment.
3054     * This should only be called when it is known
3055     * that there are objects to unapply. This makes pretty heavy
3056     * use of get_item_from_body_location. It makes no intelligent choice
3057     * on objects - rather, the first that is matched is used.
3058     * Returns 0 on success, returns 1 if there is some problem.
3059     * if aflags is AP_PRINT, we instead print out waht to unapply
3060     * instead of doing it. This is a lot less code than having
3061     * another function that does just that.
3062     */
3063 root 1.22 int
3064     unapply_for_ob (object *who, object *op, int aflags)
3065 elmex 1.1 {
3066 root 1.22 int i;
3067     object *tmp = NULL, *last;
3068 elmex 1.1
3069 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3070     * or weapons first - only allowed to use one weapon/shield at a time.
3071     */
3072     if (op->type == WEAPON || op->type == SHIELD)
3073     {
3074     for (tmp = who->inv; tmp; tmp = tmp->below)
3075     {
3076     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3077     {
3078     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079     {
3080     if (aflags & AP_PRINT)
3081     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082     else
3083     unapply_special (who, tmp, aflags);
3084     }
3085     else
3086     {
3087     /* In this case, we want to try and remove a cursed item.
3088     * While we know it won't work, we want unapply_special to
3089     * at least generate the message.
3090     */
3091     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3092     return 1;
3093 root 1.14 }
3094 elmex 1.1
3095 root 1.14 }
3096     }
3097 elmex 1.1 }
3098    
3099 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3100     {
3101     /* this used up a slot that we need to free */
3102     if (op->body_info[i])
3103     {
3104     last = who->inv;
3105 root 1.14
3106 root 1.22 /* We do a while loop - may need to remove several items in order
3107     * to free up enough slots.
3108     */
3109     while ((who->body_used[i] + op->body_info[i]) < 0)
3110     {
3111     tmp = get_item_from_body_location (last, i);
3112     if (!tmp)
3113     {
3114 elmex 1.1 #if 0
3115 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3116     * equipped.
3117     */
3118     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119 elmex 1.1 #endif
3120 root 1.22 return 1;
3121     }
3122     /* If we are just printing, we don't care about cursed status */
3123     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124     {
3125     if (aflags & AP_PRINT)
3126     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3127     else
3128     unapply_special (who, tmp, aflags);
3129 root 1.14 }
3130 root 1.22 else
3131     {
3132     /* Cursed item that we can't unequip - tell the player.
3133     * Note this could be annoying if this is just one of a few,
3134     * so it may not be critical (eg, putting on a ring and you have
3135     * one cursed ring.)
3136     */
3137     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3138 root 1.14 }
3139 root 1.22 last = tmp->below;
3140 root 1.14 }
3141 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142     * return in the !tmp would have kicked in.
3143     */
3144     } /* if op is using this body location */
3145     } /* for body lcoations */
3146     return 0;
3147 elmex 1.1 }
3148    
3149     /**
3150     * Checks to see if 'who' can apply object 'op'.
3151     * Returns 0 if apply can be done without anything special.
3152     * Otherwise returns a bitmask - potentially several of these may be
3153     * set, but largely depends on circumstance - in the future, processing
3154     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155     * is set, do we really are what the other flags may be?)
3156     *
3157     * See include/define.h for detailed description of the meaning of
3158     * these return values.
3159     */
3160 root 1.22 int
3161     can_apply_object (object *who, object *op)
3162 elmex 1.1 {
3163 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164     return RESULT_INT (0);
3165    
3166     int i, retval = 0;
3167     object *tmp = NULL, *ws = NULL;
3168    
3169     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3170     * 2 weapons, but we don't want to let them do that. So if they are
3171     * trying to equip a weapon or shield, see if they already have one
3172     * in place and store that way.
3173     */
3174     if (op->type == WEAPON || op->type == SHIELD)
3175     {
3176     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3177     {
3178     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3179     {
3180     retval = CAN_APPLY_UNAPPLY;
3181     ws = tmp;
3182 root 1.14 }
3183     }
3184 elmex 1.1 }
3185 root 1.14
3186    
3187 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188     {
3189     if (op->body_info[i])
3190     {
3191     /* Item uses more slots than we have */
3192     if (FABS (op->body_info[i]) > who->body_info[i])
3193     {
3194     /* Could return now for efficiently - rest of info below isn'
3195     * really needed.
3196     */
3197     retval |= CAN_APPLY_NEVER;
3198     }
3199     else if ((who->body_used[i] + op->body_info[i]) < 0)
3200     {
3201     /* in this case, equipping this would use more free spots than
3202     * we have.
3203     */
3204     object *tmp1;
3205    
3206 elmex 1.1
3207 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3208     * enough slots to equip the new item, then just set this can
3209     * continue. We don't care about the logic below - if you have
3210     * shield equipped and try to equip another shield, there is only
3211     * one choice. However, the check for the number of body locations
3212     * does take into the account cases where what is being applied
3213     * may be two handed for example.
3214     */
3215     if (ws)
3216     {
3217     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218     {
3219     retval |= CAN_APPLY_UNAPPLY;
3220     continue;
3221     }
3222     }
3223    
3224     tmp1 = get_item_from_body_location (who->inv, i);
3225     if (!tmp1)
3226     {
3227 elmex 1.1 #if 0
3228 root 1.22 /* This is sort of an error, but happens a lot when old players
3229     * join in with more stuff equipped than they are now allowed.
3230     */
3231     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3232 elmex 1.1 #endif
3233 root 1.22 retval |= CAN_APPLY_NEVER;
3234     }
3235     else
3236     {
3237     /* need to unapply something. However, if this something
3238     * is different than we had found before, it means they need
3239     * to apply multiple objects
3240     */
3241     retval |= CAN_APPLY_UNAPPLY;
3242     if (!tmp)
3243     tmp = tmp1;
3244     else if (tmp != tmp1)
3245     {
3246     retval |= CAN_APPLY_UNAPPLY_MULT;
3247 root 1.14 }
3248 root 1.22 /* This object isn't using up all the slots, so there must
3249     * be another. If so, and it the new item doesn't need all
3250     * the slots, the player then has a choice.
3251     */
3252     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3253     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254    
3255     /* Does unequippint 'tmp1' free up enough slots for this to be
3256     * equipped? If not, there must be something else to unapply.
3257     */
3258     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3259     retval |= CAN_APPLY_UNAPPLY_MULT;
3260    
3261     }
3262     } /* if not enough free slots */
3263     } /* if this object uses location i */
3264     } /* for i -> num_body_locations loop */
3265    
3266     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3267     * really be controlled by use of body locations. We do have
3268     * the weapon/shield checks, and the range checks for monsters,
3269     * because you can't control those just by body location - bows, shields,
3270     * and weapons all use the same slot. Similar for horn/rod/wand - they
3271     * all use the same location.
3272     */
3273     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274     retval |= CAN_APPLY_RESTRICTION;
3275     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276     retval |= CAN_APPLY_RESTRICTION;
3277    
3278    
3279     if (who->type != PLAYER)
3280     {
3281     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3283 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284     retval |= CAN_APPLY_RESTRICTION;
3285     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286     retval |= CAN_APPLY_RESTRICTION;
3287     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3289 elmex 1.1 }
3290 root 1.22 return retval;
3291 elmex 1.1 }
3292    
3293 root 1.22
3294 elmex 1.1
3295     /**
3296     * who is the object using the object. It can be a monster.
3297     * op is the object they are using. op is an equipment type item,
3298     * eg, one which you put on and keep on for a while, and not something
3299     * like a potion or scroll.
3300     *
3301     * function returns 1 if the action could not be completed, 0 on
3302     * success. However, success is a matter of meaning - if the
3303     * user passes the 'apply' flag to an object already applied,
3304     * nothing is done, and 0 is returned.
3305     *
3306     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3307     * AP_UNAPPLY=always unapply).
3308     *
3309     * Optional flags:
3310     * AP_NO_MERGE: don't merge an unapplied object with other objects
3311     * AP_IGNORE_CURSE: unapply cursed items
3312     *
3313     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314     *
3315     * apply_special() doesn't check for unpaid items.
3316     */
3317 root 1.22 int
3318     apply_special (object *who, object *op, int aflags)
3319 elmex 1.1 {
3320 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3321     object *tmp, *tmp2, *skop = NULL;
3322     int i;
3323 elmex 1.1
3324 root 1.22 if (who == NULL)
3325     {
3326     LOG (llevError, "apply_special() from object without environment.\n");
3327     return 1;
3328 elmex 1.1 }
3329    
3330 root 1.22 if (op->env != who)
3331     return 1; /* op is not in inventory */
3332 elmex 1.1
3333 root 1.22 /* trying to unequip op */
3334     if (QUERY_FLAG (op, FLAG_APPLIED))
3335     {
3336     /* always apply, so no reason to unapply */
3337     if (basic_flag == AP_APPLY)
3338     return 0;
3339    
3340     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341     {
3342     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3343     return 1;
3344 root 1.14 }
3345 root 1.22 return unapply_special (who, op, aflags);
3346 elmex 1.1 }
3347    
3348 root 1.22 if (basic_flag == AP_UNAPPLY)
3349     return 0;
3350 elmex 1.1
3351 root 1.22 i = can_apply_object (who, op);
3352 elmex 1.1
3353 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3354     if (i)
3355     {
3356     if (i & CAN_APPLY_NEVER)
3357     {
3358     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3359     return 1;
3360     }
3361     else if (i & CAN_APPLY_RESTRICTION)
3362     {
3363     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3364     return 1;
3365     }
3366     if (who->type != PLAYER)
3367     {
3368     /* Some error, so don't try to equip something more */
3369     if (unapply_for_ob (who, op, aflags))
3370 root 1.14 return 1;
3371     }
3372 root 1.22 else
3373     {
3374     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375     {
3376     new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3377     unapply_for_ob (who, op, AP_PRINT);
3378     return 1;
3379     }
3380     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381     {
3382     i = unapply_for_ob (who, op, aflags);
3383     if (i)
3384 root 1.14 return 1;
3385     }
3386     }
3387 elmex 1.1 }
3388 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389     {
3390     skop = find_skill_by_name (who, op->skill);
3391     if (!skop)
3392     {
3393     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3394     return 1;
3395     }
3396     else
3397     {
3398     /* While experience will be credited properly, we want to change the
3399     * skill so that the dam and wc get updated
3400     */
3401     change_skill (who, skop, 0);
3402 root 1.14 }
3403 elmex 1.1 }
3404 root 1.22
3405     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406     {
3407     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3408     return 1;
3409 elmex 1.1 }
3410    
3411 root 1.12
3412 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3413     * Note that we don't have the checks for can_use_...
3414     * below - that is already taken care of by can_apply_object.
3415     */
3416    
3417    
3418     if (op->nrof > 1)
3419     tmp = get_split_ob (op, op->nrof - 1);
3420     else
3421     tmp = NULL;
3422    
3423     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424     return RESULT_INT (0);
3425    
3426     switch (op->type)
3427     {
3428 root 1.24 case WEAPON:
3429     if (!check_weapon_power (who, op->last_eat))
3430     {
3431     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3432     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3433     if (tmp != NULL)
3434     (void) insert_ob_in_ob (tmp, who);
3435     return 1;
3436     }
3437     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438     {
3439     /* if the weapon does not have the name as the character, can't use it. */
3440     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3442     if (tmp != NULL)
3443     (void) insert_ob_in_ob (tmp, who);
3444     return 1;
3445     }
3446     SET_FLAG (op, FLAG_APPLIED);
3447 root 1.14
3448 root 1.24 if (skop)
3449     change_skill (who, skop, 1);
3450     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3451     SET_FLAG (who, FLAG_READY_WEAPON);
3452 root 1.14
3453 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454 root 1.14
3455 root 1.24 (void) change_abil (who, op);
3456     break;
3457 root 1.14
3458 root 1.24 case ARMOUR:
3459     case HELMET:
3460     case SHIELD:
3461     case BOOTS:
3462     case GLOVES:
3463     case GIRDLE:
3464     case BRACERS:
3465     case CLOAK:
3466     case RING:
3467     case AMULET:
3468     SET_FLAG (op, FLAG_APPLIED);
3469     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3470     (void) change_abil (who, op);
3471     break;
3472     case LAMP:
3473     if (op->stats.food < 1)
3474     {
3475     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3476     return 1;
3477     }
3478     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479     tmp2 = arch_to_object (op->other_arch);
3480     tmp2->stats.food = op->stats.food;
3481     SET_FLAG (tmp2, FLAG_APPLIED);
3482     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3484     insert_ob_in_ob (tmp2, who);
3485    
3486     /* Remove the old lantern */
3487     if (who->type == PLAYER)
3488 root 1.29 esrv_del_item (who->contr, op->count);
3489    
3490 root 1.37 op->destroy ();
3491 root 1.22
3492 root 1.24 /* insert the portion that was split off */
3493     if (tmp != NULL)
3494     {
3495     (void) insert_ob_in_ob (tmp, who);
3496     if (who->type == PLAYER)
3497     esrv_send_item (who, tmp);
3498     }
3499     fix_player (who);
3500     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501     {
3502     if (who->type == PLAYER)
3503     {
3504     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506     }
3507     }
3508     if (who->type == PLAYER)
3509     esrv_send_item (who, tmp2);
3510     return 0;
3511     break;
3512 root 1.14
3513 root 1.24 /* this part is needed for skill-tools */
3514     case SKILL:
3515     case SKILL_TOOL:
3516     if (who->chosen_skill)
3517     {
3518     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3519     return 1;
3520     }
3521     if (who->type == PLAYER)
3522     {
3523     who->contr->shoottype = range_skill;
3524     who->contr->ranges[range_skill] = op;
3525     if (!op->invisible)
3526     {
3527     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529     }
3530     else
3531     {
3532     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533     }
3534     }
3535     SET_FLAG (op, FLAG_APPLIED);
3536     (void) change_abil (who, op);
3537     who->chosen_skill = op;
3538     SET_FLAG (who, FLAG_READY_SKILL);
3539     break;
3540 root 1.22
3541 root 1.24 case BOW:
3542     if (!check_weapon_power (who, op->last_eat))
3543     {
3544     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3545     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3546     if (tmp != NULL)
3547     (void) insert_ob_in_ob (tmp, who);
3548     return 1;
3549     }
3550     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551     {
3552     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553     if (tmp != NULL)
3554     (void) insert_ob_in_ob (tmp, who);
3555     return 1;
3556     }
3557     /*FALLTHROUGH*/ case WAND:
3558     case ROD:
3559     case HORN:
3560     /* check for skill, alter player status */
3561     SET_FLAG (op, FLAG_APPLIED);
3562     if (skop)
3563     change_skill (who, skop, 0);
3564     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 root 1.22
3566 root 1.24 if (who->type == PLAYER)
3567     {
3568     if (op->type == BOW)
3569     {
3570     (void) change_abil (who, op);
3571     new_draw_info_format (NDI_UNIQUE, 0, who,
3572     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3573     who->contr->shoottype = range_bow;
3574     }
3575     else
3576     {
3577     who->contr->shoottype = range_misc;
3578     }
3579     }
3580     else
3581     {
3582     if (op->type == BOW)
3583     SET_FLAG (who, FLAG_READY_BOW);
3584     else
3585     SET_FLAG (who, FLAG_READY_RANGE);
3586     }
3587     break;
3588 elmex 1.1
3589 root 1.24 case BUILDER:
3590     if (who->contr->ranges[range_builder])
3591     unapply_special (who, who->contr->ranges[range_builder], 0);
3592     who->contr->shoottype = range_builder;
3593     who->contr->ranges[range_builder] = op;
3594     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3595     break;
3596 elmex 1.1
3597 root 1.24 default:
3598     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3599 root 1.22 } /* end of switch op->type */
3600    
3601     SET_FLAG (op, FLAG_APPLIED);
3602 elmex 1.1
3603 root 1.22 if (tmp != NULL)
3604     tmp = insert_ob_in_ob (tmp, who);
3605 elmex 1.1
3606 root 1.22 fix_player (who);
3607 elmex 1.1
3608 root 1.22 /* We exclude spell casting objects. The fire code will set the
3609     * been applied flag when they are used - until that point,
3610     * you don't know anything about them.
3611     */
3612     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613     SET_FLAG (op, FLAG_BEEN_APPLIED);
3614    
3615     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616     {
3617     if (who->type == PLAYER)
3618     {
3619     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3620     SET_FLAG (op, FLAG_KNOWN_CURSED);
3621     }
3622     }
3623     if (who->type == PLAYER)
3624     {
3625     /* if multiple objects were applied, update both slots */
3626     if (tmp)
3627     esrv_send_item (who, tmp);
3628     esrv_send_item (who, op);
3629 elmex 1.1 }
3630 root 1.22 return 0;
3631 elmex 1.1 }
3632    
3633    
3634 root 1.22 int
3635     monster_apply_special (object *who, object *op, int aflags)
3636 elmex 1.1 {
3637 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 elmex 1.1 return 1;
3639     return apply_special (who, op, aflags);
3640     }
3641    
3642     /**
3643     * Map was just loaded, handle op's initialisation.
3644     *
3645     * Generates shop floor's item, and treasures.
3646     */
3647 root 1.22 int
3648     auto_apply (object *op)
3649     {
3650     object *tmp = NULL, *tmp2;
3651     int i;
3652 elmex 1.1
3653 root 1.22 switch (op->type)
3654     {
3655 root 1.24 case SHOP_FLOOR:
3656     if (!HAS_RANDOM_ITEMS (op))
3657     return 0;
3658 root 1.38
3659 root 1.24 do
3660     {
3661     i = 10; /* let's give it 10 tries */
3662     while ((tmp = generate_treasure (op->randomitems,
3663     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3664     if (tmp == NULL)
3665     return 0;
3666     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667     {
3668 root 1.37 tmp->destroy ();
3669 root 1.24 tmp = NULL;
3670     }
3671     }
3672     while (!tmp);
3673 root 1.38
3674 root 1.24 tmp->x = op->x;
3675     tmp->y = op->y;
3676     SET_FLAG (tmp, FLAG_UNPAID);
3677     insert_ob_in_map (tmp, op->map, NULL, 0);
3678     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679     identify (tmp);
3680     break;
3681 root 1.14
3682 root 1.24 case TREASURE:
3683     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684     return 0;
3685 root 1.37
3686 root 1.24 while ((op->stats.hp--) > 0)
3687     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689    
3690     /* If we generated an object and put it in this object inventory,
3691     * move it to the parent object as the current object is about
3692     * to disappear. An example of this item is the random_* stuff
3693     * that is put inside other objects.
3694     */
3695     for (tmp = op->inv; tmp; tmp = tmp2)
3696     {
3697     tmp2 = tmp->below;
3698 root 1.36 tmp->remove ();
3699 root 1.37
3700 root 1.24 if (op->env)
3701     insert_ob_in_ob (tmp, op->env);
3702     else
3703 root 1.37 tmp->destroy ();
3704 root 1.24 }
3705 root 1.37
3706     op->destroy ();
3707 root 1.24 break;
3708 elmex 1.1 }
3709 root 1.22 return tmp ? 1 : 0;
3710 elmex 1.1 }
3711    
3712     /**
3713     * fix_auto_apply goes through the entire map (only the first time
3714     * when an original map is loaded) and performs special actions for
3715     * certain objects (most initialization of chests and creation of
3716     * treasures and stuff). Calls auto_apply if appropriate.
3717     */
3718 root 1.20 void
3719 root 1.30 fix_auto_apply (maptile *m)
3720 root 1.20 {
3721     object *tmp, *above = NULL;
3722     int x, y;
3723    
3724     if (m == NULL)
3725     return;
3726    
3727     for (x = 0; x < MAP_WIDTH (m); x++)
3728     for (y = 0; y < MAP_HEIGHT (m); y++)
3729     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730     {
3731     above = tmp->above;
3732    
3733     if (tmp->inv)
3734     {
3735     object *invtmp, *invnext;
3736 elmex 1.1
3737 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738     {
3739     invnext = invtmp->below;
3740 root 1.14
3741 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742     auto_apply (invtmp);
3743     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3744     {
3745     while ((invtmp->stats.hp--) > 0)
3746     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747 root 1.14
3748 root 1.20 invtmp->randomitems = NULL;
3749     }
3750     else if (invtmp && invtmp->arch
3751 root 1.22 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 root 1.20 {
3753 root 1.22 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3754 root 1.20 /* Need to clear this so that we never try to create
3755     * treasure again for this object
3756     */
3757     invtmp->randomitems = NULL;
3758 root 1.14 }
3759     }
3760 root 1.20 /* This is really temporary - the code at the bottom will
3761     * also set randomitems to null. The problem is there are bunches
3762     * of maps/players already out there with items that have spells
3763     * which haven't had the randomitems set to null yet.
3764     * MSW 2004-05-13
3765     *
3766     * And if it's a spellbook, it's better to set randomitems to NULL too,
3767     * else you get two spells in the book ^_-
3768     * Ryo 2004-08-16
3769     */
3770     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 root 1.22 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 root 1.20 tmp->randomitems = NULL;
3773    
3774     }
3775    
3776     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777     auto_apply (tmp);
3778 root 1.22 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 root 1.20 {
3780     while ((tmp->stats.hp--) > 0)
3781     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782     tmp->randomitems = NULL;
3783     }
3784     else if (tmp->type == TIMED_GATE)
3785     {
3786     object *head = tmp->head != NULL ? tmp->head : tmp;
3787 root 1.22
3788 root 1.20 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789     {
3790     tmp->speed = 0;
3791     update_ob_speed (tmp);
3792 root 1.14 }
3793     }
3794 root 1.20 /* This function can be called everytime a map is loaded, even when
3795     * swapping back in. As such, we don't want to create the treasure
3796     * over and ove again, so after we generate the treasure, blank out
3797     * randomitems so if it is swapped in again, it won't make anything.
3798     * This is a problem for the above objects, because they have counters
3799     * which say how many times to make the treasure.
3800     */
3801     else if (tmp && tmp->arch && tmp->type != PLAYER
3802     && tmp->type != TREASURE && tmp->type != SPELL
3803 root 1.22 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3804 root 1.20 {
3805 root 1.22 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3806 root 1.20 tmp->randomitems = NULL;
3807     }
3808     }
3809 elmex 1.1
3810 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3811     for (y = 0; y < MAP_HEIGHT (m); y++)
3812     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 root 1.22 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 root 1.20 check_trigger (tmp, tmp->above);
3815 elmex 1.1 }
3816    
3817     /**
3818     * Handles player eating food that temporarily changes status (resistances, stats).
3819     * This used to call cast_change_attr(), but
3820     * that doesn't work with the new spell code. Since we know what
3821     * the food changes, just grab a force and use that instead.
3822     */
3823    
3824 root 1.22 void
3825     eat_special_food (object *who, object *food)
3826     {
3827     object *force;
3828     int i, did_one = 0;
3829     sint8 k;
3830    
3831     force = get_archetype (FORCE_NAME);
3832    
3833     for (i = 0; i < NUM_STATS; i++)
3834     {
3835     k = get_attr_value (&food->stats, i);
3836     if (k)
3837     {
3838     set_attr_value (&force->stats, i, k);
3839     did_one = 1;
3840 root 1.14 }
3841 elmex 1.1 }
3842    
3843 root 1.22 /* check if we can protect the eater */
3844     for (i = 0; i < NROFATTACKS; i++)
3845     {
3846     if (food->resist[i] > 0)
3847     {
3848     force->resist[i] = food->resist[i] / 2;
3849     did_one = 1;
3850     }
3851     }
3852     if (did_one)
3853     {
3854     force->speed = 0.1;
3855     update_ob_speed (force);
3856     /* bigger morsel of food = longer effect time */
3857     force->stats.food = food->stats.food / 5;
3858     SET_FLAG (force, FLAG_IS_USED_UP);
3859     SET_FLAG (force, FLAG_APPLIED);
3860     change_abil (who, force);
3861     insert_ob_in_ob (force, who);
3862     }
3863     else
3864 root 1.37 force->destroy ();
3865 root 1.22
3866     /* check for hp, sp change */
3867     if (food->stats.hp != 0)
3868     {
3869     if (QUERY_FLAG (food, FLAG_CURSED))
3870     {
3871     strcpy (who->contr->killer, food->name);
3872     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874     }
3875     else
3876     {
3877     if (food->stats.hp > 0)
3878     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3879     else
3880     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881     who->stats.hp += food->stats.hp;
3882     }
3883     }
3884     if (food->stats.sp != 0)
3885     {
3886     if (QUERY_FLAG (food, FLAG_CURSED))
3887     {
3888     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3889     who->stats.sp -= food->stats.sp;
3890     if (who->stats.sp < 0)
3891     who->stats.sp = 0;
3892     }
3893     else
3894     {
3895     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896     who->stats.sp += food->stats.sp;
3897     /* place limit on max sp from food? */
3898     }
3899 elmex 1.1 }
3900 root 1.22 fix_player (who);
3901 elmex 1.1 }
3902    
3903    
3904     /**
3905     * Designed primarily to light torches/lanterns/etc.
3906     * Also burns up burnable material too. First object in the inventory is
3907     * the selected object to "burn". -b.t.
3908     */
3909    
3910 root 1.22 void
3911     apply_lighter (object *who, object *lighter)
3912     {
3913     object *item;
3914     int is_player_env = 0;
3915     char item_name[MAX_BUF];
3916    
3917     item = find_marked_object (who);
3918     if (item)
3919     {
3920     if (lighter->last_eat && lighter->stats.food)
3921     { /* lighter gets used up */
3922     /* Split multiple lighters if they're being used up. Otherwise *
3923     * one charge from each would be used up. --DAMN */
3924     if (lighter->nrof > 1)
3925     {
3926 root 1.37 object *oneLighter = object::create ();
3927 root 1.14
3928 root 1.37 lighter->copy_to (oneLighter);
3929 root 1.22 lighter->nrof -= 1;
3930     oneLighter->nrof = 1;
3931     oneLighter->stats.food--;
3932     esrv_send_item (who, lighter);
3933     oneLighter = insert_ob_in_ob (oneLighter, who);
3934     esrv_send_item (who, oneLighter);
3935     }
3936     else
3937 root 1.29 lighter->stats.food--;
3938 root 1.22 }
3939     else if (lighter->last_eat)
3940     { /* no charges left in lighter */
3941     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942     return;
3943     }
3944     /* Perhaps we should split what we are trying to light on fire?
3945     * I can't see many times when you would want to light multiple
3946     * objects at once.
3947     */
3948     /* If the item is destroyed, we don't have a valid pointer to the
3949     * name object, so make a copy so the message we print out makes
3950     * some sense.
3951     */
3952     strcpy (item_name, item->name);
3953     if (who == is_player_inv (item))
3954     is_player_env = 1;
3955    
3956     save_throw_object (item, AT_FIRE, who);
3957     /* Change to check count and not freed, since the object pointer
3958     * may have gotten recycled
3959     */
3960 root 1.29 if (item->destroyed ())
3961 root 1.22 {
3962     new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3963     /* Need to update the player so that the players glow radius
3964     * gets changed.
3965     */
3966     if (is_player_env)
3967     fix_player (who);
3968     }
3969     else
3970 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);
3971 root 1.22 }
3972     else /* nothing to light */
3973     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3974 elmex 1.1
3975     }
3976    
3977     /**
3978     * op made some mistake with a scroll, this takes care of punishment.
3979     * scroll_failure()- hacked directly from spell_failure
3980     */
3981 root 1.22 void
3982     scroll_failure (object *op, int failure, int power)
3983 elmex 1.1 {
3984 root 1.22 if (abs (failure / 4) > power)
3985     power = abs (failure / 4); /* set minimum effect */
3986 elmex 1.1
3987 root 1.22 if (failure <= -1 && failure > -15)
3988     { /* wonder */
3989     object *tmp;
3990    
3991     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3992     tmp = get_archetype (SPELL_WONDER);
3993     cast_wonder (op, op, 0, tmp);
3994 root 1.37 tmp->destroy ();
3995 root 1.22 }
3996     else if (failure <= -15 && failure > -35)
3997     { /* drain mana */
3998     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3999     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000     if (op->stats.sp < 0)
4001     op->stats.sp = 0;
4002     }
4003     else if (settings.spell_failure_effects == TRUE)
4004     {
4005     if (failure <= -35 && failure > -60)
4006     { /* confusion */
4007     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4008     confuse_player (op, op, power);
4009     }
4010     else if (failure <= -60 && failure > -70)
4011     { /* paralysis */
4012     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4013     paralyze_player (op, op, power);
4014     }
4015     else if (failure <= -70 && failure > -80)
4016     { /* blind */
4017     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018     blind_player (op, op, power);
4019     }
4020     else if (failure <= -80)
4021     { /* blast the immediate area */
4022     object *tmp;
4023    
4024     tmp = get_archetype (LOOSE_MANA);
4025     cast_magic_storm (op, tmp, power);
4026     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4027 root 1.37 tmp->destroy ();
4028 root 1.14 }
4029 elmex 1.1 }
4030     }
4031    
4032 root 1.22 void
4033     apply_changes_to_player (object *pl, object *change)
4034     {
4035     int excess_stat = 0; /* if the stat goes over the maximum
4036     for the race, put the excess stat some
4037     where else. */
4038 elmex 1.1
4039 root 1.22 switch (change->type)
4040     {
4041 root 1.24 case CLASS:
4042     {
4043     living *stats = &(pl->contr->orig_stats);
4044     living *ns = &(change->stats);
4045     object *walk;
4046     int flag_change_face = 1;
4047    
4048     /* the following code assigns stats up to the stat max
4049     * for the race, and if the stat max is exceeded,
4050     * tries to randomly reassign the excess stat
4051     */
4052     int i, j;
4053 root 1.22
4054 root 1.24 for (i = 0; i < NUM_STATS; i++)
4055     {
4056     sint8 stat = get_attr_value (stats, i);
4057     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4058 root 1.22
4059 root 1.24 stat += get_attr_value (ns, i);
4060     if (stat > 20 + race_bonus)
4061     {
4062     excess_stat++;
4063     stat = 20 + race_bonus;
4064     }
4065     set_attr_value (stats, i, stat);
4066     }
4067 elmex 1.1
4068 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4069     { /* try 100 times to assign excess stats */
4070     int i = rndm (0, 6);
4071     int stat = get_attr_value (stats, i);
4072     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073    
4074     if (i == CHA)
4075     continue; /* exclude cha from this */
4076     if (stat < 20 + race_bonus)
4077     {
4078     change_attr_value (stats, i, 1);
4079     excess_stat--;
4080     }
4081     }
4082 root 1.14
4083 root 1.24 /* insert the randomitems from the change's treasurelist into
4084     * the player ref: player.c
4085     */
4086     if (change->randomitems != NULL)
4087     give_initial_items (pl, change->randomitems);
4088 root 1.14
4089    
4090 root 1.24 /* set up the face, for some races. */
4091 root 1.14
4092 root 1.24 /* first, look for the force object banning
4093     * changing the face. Certain races never change face with class.
4094     */
4095     for (walk = pl->inv; walk != NULL; walk = walk->below)
4096     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4097     flag_change_face = 0;
4098 root 1.14
4099 root 1.24 if (flag_change_face)
4100     {
4101     pl->animation_id = GET_ANIM_ID (change);
4102     pl->face = change->face;
4103 root 1.14
4104 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4105     SET_FLAG (pl, FLAG_ANIMATE);
4106     else
4107     CLEAR_FLAG (pl, FLAG_ANIMATE);
4108     }
4109 root 1.14
4110 root 1.24 /* check the special case of can't use weapons */
4111     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112     if (!strcmp (change->name, "monk"))
4113     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 root 1.14
4115 root 1.24 break;
4116     }
4117 elmex 1.1 }
4118     }
4119    
4120     /**
4121     * This handles items of type 'transformer'.
4122     * Basically those items, used with a marked item, transform both items into something
4123     * else.
4124     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4125     * Change information is contained in the 'slaying' field of the marked item.
4126     * The format is as follow: transformer:[number ]yield[;transformer:...].
4127     * This way an item can be transformed in many things, and/or many objects.
4128     * The 'slaying' field for transformer is used as verb for the action.
4129     */
4130 root 1.22 void
4131     apply_item_transformer (object *pl, object *transformer)
4132     {
4133     object *marked;
4134     object *new_item;
4135     char *find;
4136     char *separator;
4137     int yield;
4138     char got[MAX_BUF];
4139     int len;
4140    
4141     if (!pl || !transformer)
4142     return;
4143     marked = find_marked_object (pl);
4144     if (!marked)
4145 elmex 1.1 {
4146 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4147     return;
4148     }
4149     if (!marked->slaying)
4150     {
4151     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152     return;
4153     }
4154     /* check whether they are compatible or not */
4155     find = strstr (marked->slaying, transformer->arch->name);
4156     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4157     {
4158     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159     return;
4160     }
4161     find += strlen (transformer->arch->name) + 1;
4162     /* Item can be used, now find how many and what it yields */
4163     if (isdigit (*(find)))
4164     {
4165     yield = atoi (find);
4166     if (yield < 1)
4167 elmex 1.1 {
4168 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4169     yield = 1;
4170 elmex 1.1 }
4171 root 1.22 }
4172     else
4173     yield = 1;
4174 elmex 1.1
4175 root 1.22 while (isdigit (*find))
4176     find++;
4177     while (*find == ' ')
4178     find++;
4179     memset (got, 0, MAX_BUF);
4180     if ((separator = strchr (find, ';')) != NULL)
4181     {
4182     len = separator - find;
4183     }
4184     else
4185     {
4186     len = strlen (find);
4187     }
4188     if (len > MAX_BUF - 1)
4189     len = MAX_BUF - 1;
4190     strcpy (got, find);
4191     got[len] = '\0';
4192    
4193     /* Now create new item, remove used ones when required. */
4194     new_item = get_archetype (got);
4195     if (!new_item)
4196     {
4197     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4198     return;
4199 elmex 1.1 }
4200 root 1.29
4201 root 1.22 new_item->nrof = yield;
4202     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4203     insert_ob_in_ob (new_item, pl);
4204     esrv_send_inventory (pl, pl);
4205     /* Eat up one item */
4206     decrease_ob_nr (marked, 1);
4207     /* Eat one transformer if needed */
4208     if (transformer->stats.food)
4209     if (--transformer->stats.food == 0)
4210     decrease_ob_nr (transformer, 1);
4211     }