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Revision: 1.39
Committed: Wed Dec 13 00:42:04 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +3 -7 lines
Log Message:
added a needed abstraction

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 1.39 tmp = spell->clone ();
1856 root 1.22 insert_ob_in_ob (tmp, op);
1857    
1858     if (special_prayer)
1859 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1860 elmex 1.1
1861 root 1.22 esrv_add_spells (op->contr, tmp);
1862 elmex 1.1 }
1863    
1864     /**
1865     * Erases spell from player's inventory.
1866     */
1867 root 1.22 void
1868     do_forget_spell (object *op, const char *spell)
1869 elmex 1.1 {
1870 root 1.22 object *spob;
1871    
1872     if (op->type != PLAYER)
1873     {
1874     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1875     return;
1876     }
1877     if ((spob = check_spell_known (op, spell)) == NULL)
1878     {
1879     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880     return;
1881     }
1882 elmex 1.1
1883 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1884     player_unready_range_ob (op->contr, spob);
1885     esrv_remove_spell (op->contr, spob);
1886 root 1.37 spob->destroy ();
1887 elmex 1.1 }
1888    
1889     /**
1890     * Handles player applying a spellbook.
1891     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1892     * stuff like that. Random learning failure too.
1893     */
1894 root 1.22 static void
1895     apply_spellbook (object *op, object *tmp)
1896 elmex 1.1 {
1897 root 1.22 object *skop, *spell, *spell_skill;
1898    
1899     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900     {
1901     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902     return;
1903     }
1904    
1905     /* artifact_spellbooks have 'slaying' field point to a spell name,
1906     * instead of having their spell stored in stats.sp. These are
1907     * legacy spellbooks
1908     */
1909 elmex 1.1
1910 root 1.22 if (tmp->slaying != NULL)
1911     {
1912     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1913     if (!spell)
1914     {
1915     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1916     return;
1917 root 1.14 }
1918 root 1.22 else
1919     insert_ob_in_ob (spell, tmp);
1920     tmp->slaying = NULL;
1921     }
1922    
1923     skop = find_skill_by_name (op, tmp->skill);
1924    
1925     /* need a literacy skill to learn spells. Also, having a literacy level
1926     * lower than the spell will make learning the spell more difficult */
1927     if (!skop)
1928     {
1929     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1930     return;
1931     }
1932    
1933     spell = tmp->inv;
1934 root 1.32
1935 root 1.22 if (!spell)
1936     {
1937     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1938     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1939     return;
1940     }
1941 root 1.31
1942 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 root 1.22 {
1944 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.");
1945 root 1.22 return;
1946     }
1947    
1948     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949    
1950     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951     {
1952     identify (tmp);
1953     if (tmp->env)
1954     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955     else
1956     op->contr->socket.update_look = 1;
1957     }
1958    
1959     /* I removed the check for special_prayer_mark here - it didn't make
1960     * a lot of sense - special prayers are not found in spellbooks, and
1961     * if the player doesn't know the spell, doesn't make a lot of sense that
1962     * they would have a special prayer mark.
1963     */
1964     if (check_spell_known (op, spell->name))
1965     {
1966     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1967     return;
1968 elmex 1.1 }
1969 root 1.22
1970     if (spell->skill)
1971     {
1972     spell_skill = find_skill_by_name (op, spell->skill);
1973 root 1.25
1974 root 1.22 if (!spell_skill)
1975     {
1976     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1977     return;
1978 root 1.14 }
1979 root 1.25
1980 root 1.22 if (spell_skill->level < spell->level)
1981     {
1982     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1983     return;
1984 root 1.14 }
1985 elmex 1.1 }
1986    
1987 root 1.22 /* Logic as follows
1988     *
1989     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1990     *
1991     * 2- The learner's skill level in literacy adjusts the chance to learn
1992     * a spell.
1993     *
1994     * 3 -Automatically fail to learn if you read while confused
1995     *
1996     * Overall, chances are the same but a player will find having a high
1997     * literacy rate very useful! -b.t.
1998     */
1999     if (QUERY_FLAG (op, FLAG_CONFUSED))
2000     {
2001     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2002     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2003     }
2004     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2005     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2006     {
2007    
2008     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2009     do_learn_spell (op, spell, 0);
2010    
2011     /* xp gain to literacy for spell learning */
2012     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2013     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2014 elmex 1.1 }
2015 root 1.22 else
2016     {
2017     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2018     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2019     }
2020     decrease_ob (tmp);
2021 elmex 1.1 }
2022    
2023     /**
2024     * Handles applying a spell scroll.
2025     */
2026 root 1.22 void
2027     apply_scroll (object *op, object *tmp, int dir)
2028 elmex 1.1 {
2029 root 1.22 object *skop;
2030 elmex 1.1
2031 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2032     {
2033     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2034     return;
2035 elmex 1.1 }
2036    
2037 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2038     {
2039     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2040     return;
2041 elmex 1.1 }
2042    
2043 root 1.22 if (op->type == PLAYER)
2044     {
2045     /* players need a literacy skill to read stuff! */
2046     int exp_gain = 0;
2047 elmex 1.1
2048 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2049     * should go for anything killed by the spell.
2050     */
2051     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2052 elmex 1.1
2053 root 1.22 if (!skop)
2054     {
2055     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2056     return;
2057     }
2058 elmex 1.1
2059 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2060     change_exp (op, exp_gain, skop->skill, 0);
2061 elmex 1.1 }
2062    
2063 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2064     identify (tmp);
2065 elmex 1.1
2066 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2067 elmex 1.1
2068    
2069 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2070     decrease_ob (tmp);
2071 elmex 1.1 }
2072    
2073     /**
2074     * Applies a treasure object - by default, chest. op
2075     * is the person doing the applying, tmp is the treasure
2076     * chest.
2077     */
2078 root 1.22 static void
2079     apply_treasure (object *op, object *tmp)
2080 elmex 1.1 {
2081 root 1.22 object *treas;
2082    
2083    
2084     /* Nice side effect of new treasure creation method is that the treasure
2085     * for the chest is done when the chest is created, and put into the chest
2086     * inventory. So that when the chest burns up, the items still exist. Also
2087     * prevents people fromt moving chests to more difficult maps to get better
2088     * treasure
2089     */
2090    
2091     treas = tmp->inv;
2092     if (treas == NULL)
2093     {
2094     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2095     decrease_ob (tmp);
2096     return;
2097     }
2098     while (tmp->inv)
2099     {
2100     treas = tmp->inv;
2101 elmex 1.1
2102 root 1.36 treas->remove ();
2103 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2104 elmex 1.1
2105 root 1.22 treas->x = op->x;
2106     treas->y = op->y;
2107     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2108    
2109     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2110     spring_trap (treas, op);
2111 root 1.37
2112 root 1.22 /* If either player or container was destroyed, no need to do
2113     * further processing. I think this should be enclused with
2114     * spring trap above, as I don't think there is otherwise
2115     * any way for the treasure chest or player to get killed
2116     */
2117 root 1.29 if (op->destroyed () || tmp->destroyed ())
2118 root 1.22 break;
2119 elmex 1.1 }
2120    
2121 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2122 root 1.22 decrease_ob (tmp);
2123 elmex 1.1
2124     }
2125    
2126     /**
2127     * op eats food.
2128     * If player, takes care of messages and dragon special food.
2129     */
2130 root 1.22 static void
2131     apply_food (object *op, object *tmp)
2132 elmex 1.1 {
2133 root 1.22 int capacity_remaining;
2134 elmex 1.1
2135 root 1.22 if (op->type != PLAYER)
2136     op->stats.hp = op->stats.maxhp;
2137     else
2138     {
2139 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2140 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2141 root 1.14 ;
2142 root 1.22 else
2143     {
2144     /* usual case - no dragon meal: */
2145     if (op->stats.food + tmp->stats.food > 999)
2146     {
2147     if (tmp->type == FOOD || tmp->type == FLESH)
2148     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2149     else
2150     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2151     }
2152    
2153     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2154     {
2155     char buf[MAX_BUF];
2156    
2157     if (!is_dragon_pl (op))
2158     {
2159     /* eating message for normal players */
2160     if (tmp->type == DRINK)
2161     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2162     else
2163     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2164     }
2165     else
2166     {
2167     /* eating message for dragon players */
2168     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2169     }
2170    
2171     new_draw_info (NDI_UNIQUE, 0, op, buf);
2172     capacity_remaining = 999 - op->stats.food;
2173     op->stats.food += tmp->stats.food;
2174     if (capacity_remaining < tmp->stats.food)
2175     op->stats.hp += capacity_remaining / 50;
2176     else
2177     op->stats.hp += tmp->stats.food / 50;
2178     if (op->stats.hp > op->stats.maxhp)
2179     op->stats.hp = op->stats.maxhp;
2180     if (op->stats.food > 999)
2181     op->stats.food = 999;
2182     }
2183 root 1.14
2184 root 1.22 /* special food hack -b.t. */
2185     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2186     eat_special_food (op, tmp);
2187     }
2188 elmex 1.1 }
2189 root 1.22 handle_apply_yield (tmp);
2190     decrease_ob (tmp);
2191 elmex 1.1 }
2192    
2193     /**
2194     * A dragon is eating some flesh. If the flesh contains resistances,
2195     * there is a chance for the dragon's skin to get improved.
2196     *
2197     * attributes:
2198     * object *op the object (dragon player) eating the flesh
2199     * object *meal the flesh item, getting chewed in dragon's mouth
2200     * return:
2201     * int 1 if eating successful, 0 if it doesn't work
2202     */
2203 root 1.22 int
2204     dragon_eat_flesh (object *op, object *meal)
2205     {
2206     object *skin = NULL; /* pointer to dragon skin force */
2207     object *abil = NULL; /* pointer to dragon ability force */
2208     object *tmp = NULL; /* tmp. object */
2209    
2210 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2211     double chance; /* improvement-chance of one resistance type */
2212 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2213     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2214     double mbonus = 0; /* monster bonus */
2215 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2216 root 1.22 int winners = 0; /* number of winners */
2217 elmex 1.1 int i; /* index */
2218 root 1.22
2219 elmex 1.1 /* let's make sure and doublecheck the parameters */
2220 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2221 elmex 1.1 return 0;
2222 root 1.22
2223 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224     from the player's inventory */
2225 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2226     {
2227     if (tmp->type == FORCE)
2228     {
2229     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2230     skin = tmp;
2231     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2232     abil = tmp;
2233     }
2234 elmex 1.1 }
2235 root 1.22
2236 elmex 1.1 /* if either skin or ability are missing, this is an old player
2237     which is not to be considered a dragon -> bail out */
2238 root 1.22 if (skin == NULL || abil == NULL)
2239     return 0;
2240    
2241 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2242 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2243 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2244     else
2245 root 1.22 op->stats.hp += meal->stats.food / 50;
2246     if (op->stats.hp > op->stats.maxhp)
2247     op->stats.hp = op->stats.maxhp;
2248    
2249     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2250    
2251     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2252    
2253 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2254 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2255     {
2256     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2257     {
2258     /* got positive resistance, now calculate improvement chance (0-100) */
2259    
2260     /* this bonus makes resistance increase easier at lower levels */
2261     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2262     if (i == abil->stats.exp)
2263     bonus += 5; /* additional bonus for resistance of ability-focus */
2264    
2265     /* monster bonus increases with level, because high-level
2266     flesh is too rare */
2267     mbonus = op->level * 20. / ((double) settings.max_level);
2268    
2269     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2270     ((double) settings.max_level)) - skin->resist[i];
2271    
2272     if (chance >= 0.)
2273     chance += 1.;
2274     else
2275     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2276    
2277     /* chance is proportional to amount of resistance (max. 50) */
2278     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2279    
2280     /* doubled chance for resistance of ability-focus */
2281     if (i == abil->stats.exp)
2282     chance = MIN (100., chance * 2.);
2283    
2284     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285     if (RANDOM () % 10000 < (int) (chance * 100))
2286     {
2287     atnr_winner[winners] = i;
2288     winners++;
2289     }
2290    
2291     if (chance >= 0.01)
2292     totalchance *= 1 - chance / 100;
2293    
2294     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2295     }
2296 elmex 1.1 }
2297 root 1.22
2298 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2299 root 1.22 totalchance = 100 - totalchance * 100;
2300 elmex 1.1 /* print message according to totalchance */
2301     if (totalchance > 50.)
2302 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2303 elmex 1.1 else if (totalchance > 10.)
2304 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2305 elmex 1.1 else if (totalchance > 1.)
2306 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2307 elmex 1.1 else if (totalchance > 0.1)
2308 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2309 elmex 1.1 else if (totalchance >= 0.01)
2310 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2311     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2312     sprintf (buf, "The %s tasted strange.", &meal->name);
2313     else
2314     sprintf (buf, "The %s had no taste.", &meal->name);
2315     new_draw_info (NDI_UNIQUE, 0, op, buf);
2316    
2317 elmex 1.1 /* now choose a winner if we have any */
2318     i = -1;
2319 root 1.22 if (winners > 0)
2320     i = atnr_winner[RANDOM () % winners];
2321    
2322     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323     {
2324     /* resistance increased! */
2325     skin->resist[i]++;
2326     fix_player (op);
2327    
2328     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330     }
2331    
2332 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2333     into the ability_force and it will take effect on next level */
2334 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2335     {
2336     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2337    
2338     if (meal->last_eat != abil->stats.exp)
2339     {
2340     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341     new_draw_info (NDI_UNIQUE, 0, op, buf);
2342     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343     new_draw_info (NDI_UNIQUE, 0, op, buf);
2344     }
2345     else
2346     {
2347     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2348     new_draw_info (NDI_UNIQUE, 0, op, buf);
2349     abil->last_eat = 0;
2350     }
2351 elmex 1.1 }
2352     return 1;
2353     }
2354    
2355 root 1.22 static void
2356     apply_savebed (object *pl)
2357 elmex 1.1 {
2358     #ifndef COZY_SERVER
2359 root 1.22 if (!pl->contr->name_changed || !pl->stats.exp)
2360     {
2361     new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2362 elmex 1.1 return;
2363     }
2364     #endif
2365 root 1.22 INVOKE_PLAYER (LOGOUT, pl->contr);
2366     /* Need to call terminate_all_pets() before we remove the player ob */
2367     terminate_all_pets (pl);
2368 root 1.36 pl->remove ();
2369 root 1.22 pl->direction = 0;
2370     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2371    
2372     /* update respawn position */
2373     strcpy (pl->contr->savebed_map, pl->map->path);
2374     pl->contr->bed_x = pl->x;
2375     pl->contr->bed_y = pl->y;
2376    
2377     strcpy (pl->contr->killer, "left");
2378     check_score (pl); /* Always check score */
2379     (void) save_player (pl, 0);
2380     pl->map->players--;
2381     #if MAP_MAXTIMEOUT
2382     MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2383 elmex 1.1 #endif
2384 root 1.22 play_again (pl);
2385     pl->speed = 0;
2386     update_ob_speed (pl);
2387 elmex 1.1 }
2388    
2389     /**
2390     * Handles applying an improve armor scroll.
2391     * Does some sanity checks, then calls improve_armour.
2392     */
2393 root 1.22 static void
2394     apply_armour_improver (object *op, object *tmp)
2395 elmex 1.1 {
2396 root 1.22 object *armor;
2397 elmex 1.1
2398 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2399     {
2400     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2401     return;
2402 elmex 1.1 }
2403 root 1.22 armor = find_marked_object (op);
2404     if (!armor)
2405     {
2406     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2407 elmex 1.1 return;
2408     }
2409 root 1.22 if (armor->type != ARMOUR
2410     && armor->type != CLOAK
2411     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2412 elmex 1.1 {
2413 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2414     return;
2415 elmex 1.1 }
2416    
2417 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2418     improve_armour (op, tmp, armor);
2419 elmex 1.1 }
2420    
2421    
2422 root 1.22 extern void
2423     apply_poison (object *op, object *tmp)
2424 elmex 1.1 {
2425 root 1.22 if (op->type == PLAYER)
2426     {
2427     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2428     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2429     strcpy (op->contr->killer, "poisonous booze");
2430 elmex 1.1 }
2431 root 1.22 if (tmp->stats.hp > 0)
2432     {
2433     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2434     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2435 elmex 1.1 }
2436 root 1.22 op->stats.food -= op->stats.food / 4;
2437     handle_apply_yield (tmp);
2438     decrease_ob (tmp);
2439 elmex 1.1 }
2440    
2441     /**
2442     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2443     * A valid 2 way exit means:
2444     * -You can come back (there is another exit at the other side)
2445     * -You are
2446     * ° the owner of the exit
2447     * ° or in the same party as the owner
2448     *
2449     * Note: a owner in a 2 way exit is saved as the owner's name
2450     * in the field exit->name cause the field exit->owner doesn't
2451     * survive in the swapping (in fact the whole exit doesn't survive).
2452     */
2453 root 1.22 int
2454     is_legal_2ways_exit (object *op, object *exit)
2455     {
2456     object *tmp;
2457     object *exit_owner;
2458     player *pp;
2459 root 1.30 maptile *exitmap;
2460 root 1.22
2461     if (exit->stats.exp != 1)
2462     return 1; /*This is not a 2 way, so it is legal */
2463     if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464     return 0; /* This is a reset town portal */
2465     /* To know if an exit has a correspondant, we look at
2466     * all the exits in destination and try to find one with same path as
2467     * the current exit's position */
2468     if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2469     exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2470     else
2471     exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472     if (exitmap)
2473     {
2474     tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2475     if (!tmp)
2476     return 0;
2477     for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2478     {
2479     if (tmp->type != EXIT)
2480     continue; /*Not an exit */
2481     if (!EXIT_PATH (tmp))
2482     continue; /*Not a valid exit */
2483     if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484     continue; /*Not in the same place */
2485     if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2486     continue; /*Not in the same map */
2487    
2488     /* From here we have found the exit is valid. However we do
2489     * here the check of the exit owner. It is important for the
2490     * town portals to prevent strangers from visiting your appartments
2491     */
2492     if (!exit->race)
2493     return 1; /*No owner, free for all! */
2494     exit_owner = NULL;
2495     for (pp = first_player; pp; pp = pp->next)
2496     {
2497     if (!pp->ob)
2498     continue;
2499     if (pp->ob->name != exit->race)
2500     continue;
2501     exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502     break;
2503     }
2504     if (!exit_owner)
2505     return 0; /* No more owner */
2506     if (exit_owner->contr == op->contr)
2507     return 1; /*It is your exit */
2508     if (exit_owner && /*There is a owner */
2509     (op->contr) && /*A player tries to pass */
2510     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512     return 0;
2513     return 1;
2514     }
2515     }
2516     return 0;
2517     }
2518 elmex 1.1
2519    
2520     /**
2521     * Main apply handler.
2522     *
2523     * Checks for unpaid items before applying.
2524     *
2525     * Return value:
2526     * 0: player or monster can't apply objects of that type
2527     * 1: has been applied, or there was an error applying the object
2528     * 2: objects of that type can't be applied if not in inventory
2529     *
2530     * op is the object that is causing object to be applied, tmp is the object
2531     * being applied.
2532     *
2533     * aflag is special (always apply/unapply) flags. Nothing is done with
2534     * them in this function - they are passed to apply_special
2535     */
2536    
2537 root 1.22 int
2538     manual_apply (object *op, object *tmp, int aflag)
2539 elmex 1.1 {
2540 root 1.22 if (tmp->head)
2541     tmp = tmp->head;
2542 elmex 1.1
2543 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2544     {
2545     if (op->type == PLAYER)
2546     {
2547     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2548     return 1;
2549     }
2550     else
2551     {
2552     return 0; /* monsters just skip unpaid items */
2553 root 1.14 }
2554 elmex 1.1 }
2555    
2556 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2557     return RESULT_INT (0);
2558 root 1.8
2559 root 1.22 switch (tmp->type)
2560     {
2561 elmex 1.1
2562 root 1.24 case CF_HANDLE:
2563     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2564     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2565     tmp->value = tmp->value ? 0 : 1;
2566     SET_ANIMATION (tmp, tmp->value);
2567     update_object (tmp, UP_OBJ_FACE);
2568     push_button (tmp);
2569     return 1;
2570 root 1.14
2571 root 1.24 case TRIGGER:
2572     if (check_trigger (tmp, op))
2573     {
2574     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2576     }
2577     else
2578     {
2579     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580     }
2581     return 1;
2582 root 1.14
2583 root 1.24 case EXIT:
2584     if (op->type != PLAYER)
2585     return 0;
2586     if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587     {
2588     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589     }
2590     else
2591     {
2592     /* Don't display messages for random maps. */
2593     if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2594     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2595     enter_exit (op, tmp);
2596     }
2597     return 1;
2598 root 1.14
2599 root 1.24 case SIGN:
2600     apply_sign (op, tmp, 0);
2601     return 1;
2602 root 1.14
2603 root 1.24 case BOOK:
2604     if (op->type == PLAYER)
2605     {
2606     apply_book (op, tmp);
2607     return 1;
2608     }
2609     else
2610     {
2611     return 0;
2612     }
2613 root 1.14
2614 root 1.24 case SKILLSCROLL:
2615     if (op->type == PLAYER)
2616     {
2617     apply_skillscroll (op, tmp);
2618     return 1;
2619     }
2620     return 0;
2621 root 1.14
2622 root 1.24 case SPELLBOOK:
2623     if (op->type == PLAYER)
2624     {
2625     apply_spellbook (op, tmp);
2626     return 1;
2627     }
2628     return 0;
2629 root 1.14
2630 root 1.24 case SCROLL:
2631     apply_scroll (op, tmp, 0);
2632     return 1;
2633 root 1.14
2634 root 1.24 case POTION:
2635     (void) apply_potion (op, tmp);
2636     return 1;
2637 root 1.14
2638 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2639     case CLOSE_CON:
2640     if (op->type == PLAYER)
2641     (void) esrv_apply_container (op, tmp->env);
2642     else
2643     (void) apply_container (op, tmp->env);
2644     return 1;
2645 root 1.14
2646 root 1.24 case CONTAINER:
2647     if (op->type == PLAYER)
2648     (void) esrv_apply_container (op, tmp);
2649     else
2650     (void) apply_container (op, tmp);
2651     return 1;
2652 root 1.14
2653 root 1.24 case TREASURE:
2654     if (op->type == PLAYER)
2655     {
2656     apply_treasure (op, tmp);
2657     return 1;
2658     }
2659     else
2660     {
2661     return 0;
2662     }
2663 root 1.14
2664 root 1.24 case WEAPON:
2665     case ARMOUR:
2666     case BOOTS:
2667     case GLOVES:
2668     case AMULET:
2669     case GIRDLE:
2670     case BRACERS:
2671     case SHIELD:
2672     case HELMET:
2673     case RING:
2674     case CLOAK:
2675     case WAND:
2676     case ROD:
2677     case HORN:
2678     case SKILL:
2679     case BOW:
2680     case LAMP:
2681     case BUILDER:
2682     case SKILL_TOOL:
2683     if (tmp->env != op)
2684     return 2; /* not in inventory */
2685     (void) apply_special (op, tmp, aflag);
2686     return 1;
2687 root 1.14
2688 root 1.24 case DRINK:
2689     case FOOD:
2690     case FLESH:
2691     apply_food (op, tmp);
2692     return 1;
2693 root 1.14
2694 root 1.24 case POISON:
2695     apply_poison (op, tmp);
2696     return 1;
2697 root 1.14
2698 root 1.24 case SAVEBED:
2699     if (op->type == PLAYER)
2700     {
2701     apply_savebed (op);
2702     return 1;
2703     }
2704     else
2705     {
2706     return 0;
2707     }
2708 root 1.14
2709 root 1.24 case ARMOUR_IMPROVER:
2710     if (op->type == PLAYER)
2711     {
2712     apply_armour_improver (op, tmp);
2713     return 1;
2714     }
2715     else
2716     {
2717     return 0;
2718     }
2719 root 1.14
2720 root 1.24 case WEAPON_IMPROVER:
2721     (void) check_improve_weapon (op, tmp);
2722     return 1;
2723 root 1.14
2724 root 1.24 case CLOCK:
2725     if (op->type == PLAYER)
2726     {
2727     char buf[MAX_BUF];
2728     timeofday_t tod;
2729 root 1.22
2730 root 1.24 get_tod (&tod);
2731     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2732     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2733     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2734     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2735     new_draw_info (NDI_UNIQUE, 0, op, buf);
2736     return 1;
2737     }
2738     else
2739     {
2740     return 0;
2741     }
2742 root 1.14
2743 root 1.24 case MENU:
2744     if (op->type == PLAYER)
2745     {
2746     shop_listing (op);
2747     return 1;
2748     }
2749     else
2750     {
2751     return 0;
2752     }
2753 elmex 1.1
2754 root 1.24 case POWER_CRYSTAL:
2755     apply_power_crystal (op, tmp); /* see egoitem.c */
2756     return 1;
2757 root 1.14
2758 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2759     if (op->type == PLAYER)
2760     {
2761     apply_lighter (op, tmp);
2762     return 1;
2763     }
2764     else
2765     {
2766     return 0;
2767     }
2768 root 1.14
2769 root 1.24 case ITEM_TRANSFORMER:
2770     apply_item_transformer (op, tmp);
2771     return 1;
2772 root 1.14
2773 root 1.24 default:
2774     return 0;
2775 elmex 1.1 }
2776     }
2777    
2778    
2779     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2780     * messages as needed by player_apply_below(). But there can still be
2781     * "but you are floating high above the ground" messages.
2782     *
2783     * Same return value as apply() function.
2784     */
2785 root 1.22 int
2786     player_apply (object *pl, object *op, int aflag, int quiet)
2787 elmex 1.1 {
2788 root 1.22 int tmp;
2789 elmex 1.1
2790 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2791     {
2792     /* player is flying and applying object not in inventory */
2793     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2794     {
2795     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2796     return 0;
2797 root 1.14 }
2798 elmex 1.1 }
2799    
2800 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801     * applied.
2802     */
2803     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804     {
2805     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2807     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2808 root 1.37 op->destroy ();
2809 root 1.22 return 1;
2810 elmex 1.1 }
2811    
2812 root 1.22 pl->contr->last_used = op;
2813     pl->contr->last_used_id = op->count;
2814 elmex 1.1
2815 root 1.22 tmp = manual_apply (pl, op, aflag);
2816     if (!quiet)
2817     {
2818     if (tmp == 0)
2819     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2820     else if (tmp == 2)
2821     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2822 elmex 1.1 }
2823 root 1.22 return tmp;
2824 elmex 1.1 }
2825    
2826     /**
2827     * player_apply_below attempts to apply the object 'below' the player.
2828     * If the player has an open container, we use that for below, otherwise
2829     * we use the ground.
2830     */
2831    
2832 root 1.22 void
2833     player_apply_below (object *pl)
2834 elmex 1.1 {
2835 root 1.22 object *tmp, *next;
2836     int floors;
2837    
2838     /* If using a container, set the starting item to be the top
2839     * item in the container. Otherwise, use the map.
2840     */
2841     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842 elmex 1.1
2843 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2844     * we don't use a corrupt pointer for the next object, so we get the
2845     * next object in the stack before applying. This is can only be a
2846     * problem if player_apply() has a bug in that it uses the object but does
2847     * not return a proper value.
2848     */
2849     for (floors = 0; tmp != NULL; tmp = next)
2850     {
2851     next = tmp->below;
2852     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853     floors++;
2854     else if (floors > 0)
2855     return; /* process only floor objects after first floor object */
2856    
2857     /* If it is visible, player can apply it. If it is applied by
2858     * person moving on it, also activate. Added code to make it
2859     * so that at least one of players movement types be that which
2860     * the item needs.
2861     */
2862     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863     {
2864     if (player_apply (pl, tmp, 0, 1) == 1)
2865     return;
2866 elmex 1.1 }
2867 root 1.22 if (floors >= 2)
2868     return; /* process at most two floor objects */
2869 elmex 1.1 }
2870     }
2871    
2872     /**
2873     * Unapplies specified item.
2874     * No check done on cursed/damned.
2875     * Break this out of apply_special - this is just done
2876     * to keep the size of apply_special to a more managable size.
2877     */
2878 root 1.22 static int
2879     unapply_special (object *who, object *op, int aflags)
2880 elmex 1.1 {
2881 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)))
2882     return RESULT_INT (0);
2883 root 1.12
2884 root 1.22 object *tmp2;
2885 elmex 1.1
2886 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2887     switch (op->type)
2888     {
2889 root 1.24 case WEAPON:
2890     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2891 elmex 1.1
2892 root 1.24 (void) change_abil (who, op);
2893     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2894     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2895     clear_skill (who);
2896     break;
2897 root 1.14
2898 root 1.24 case SKILL: /* allows objects to impart skills */
2899     case SKILL_TOOL:
2900     if (op != who->chosen_skill)
2901     {
2902     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2903     }
2904     if (who->type == PLAYER)
2905     {
2906     if (who->contr->shoottype == range_skill)
2907     who->contr->shoottype = range_none;
2908     if (!op->invisible)
2909     {
2910     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911     }
2912     else
2913     {
2914     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915     }
2916     }
2917     (void) change_abil (who, op);
2918     who->chosen_skill = NULL;
2919     CLEAR_FLAG (who, FLAG_READY_SKILL);
2920     break;
2921 root 1.14
2922 root 1.24 case ARMOUR:
2923     case HELMET:
2924     case SHIELD:
2925     case RING:
2926     case BOOTS:
2927     case GLOVES:
2928     case AMULET:
2929     case GIRDLE:
2930     case BRACERS:
2931     case CLOAK:
2932     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2933     (void) change_abil (who, op);
2934     break;
2935     case LAMP:
2936     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2937     tmp2 = arch_to_object (op->other_arch);
2938     tmp2->x = op->x;
2939     tmp2->y = op->y;
2940     tmp2->map = op->map;
2941     tmp2->below = op->below;
2942     tmp2->above = op->above;
2943     tmp2->stats.food = op->stats.food;
2944     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2945 root 1.29
2946 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2947     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2948 root 1.29
2949 root 1.24 if (who->type == PLAYER)
2950 root 1.29 esrv_del_item (who->contr, op->count);
2951    
2952 root 1.37 op->destroy ();
2953 root 1.24 insert_ob_in_ob (tmp2, who);
2954     fix_player (who);
2955     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956     {
2957     if (who->type == PLAYER)
2958     {
2959     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2960     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2961     }
2962     }
2963     if (who->type == PLAYER)
2964     esrv_send_item (who, tmp2);
2965     return 1; /* otherwise, an attempt to drop causes problems */
2966     break;
2967     case BOW:
2968     case WAND:
2969     case ROD:
2970     case HORN:
2971     clear_skill (who);
2972     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2973     if (who->type == PLAYER)
2974     {
2975     who->contr->shoottype = range_none;
2976     }
2977     else
2978     {
2979     if (op->type == BOW)
2980     CLEAR_FLAG (who, FLAG_READY_BOW);
2981     else
2982     CLEAR_FLAG (who, FLAG_READY_RANGE);
2983     }
2984     break;
2985 elmex 1.1
2986 root 1.24 case BUILDER:
2987     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2988     who->contr->shoottype = range_none;
2989     who->contr->ranges[range_builder] = NULL;
2990     break;
2991 elmex 1.1
2992 root 1.24 default:
2993     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994     break;
2995 elmex 1.1 }
2996    
2997 root 1.22 fix_player (who);
2998 elmex 1.1
2999 root 1.22 if (!(aflags & AP_NO_MERGE))
3000     {
3001     object *tmp;
3002    
3003     tmp = merge_ob (op, NULL);
3004     if (who->type == PLAYER)
3005     {
3006     if (tmp)
3007     { /* it was merged */
3008 root 1.29 esrv_del_item (who->contr, op->count);
3009 root 1.22 op = tmp;
3010 elmex 1.1 }
3011 root 1.29
3012 root 1.22 esrv_send_item (who, op);
3013 root 1.14 }
3014 elmex 1.1 }
3015 root 1.22 return 0;
3016 elmex 1.1 }
3017    
3018     /**
3019     * Returns the object that is using location 'loc'.
3020     * Note that 'start' is the first object to start examing - we
3021     * then go through the below of this. In this way, you can do
3022     * something like:
3023     * tmp = get_item_from_body_location(who->inv, 1);
3024     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3025     * to find the second object that may use this location, etc.
3026     * Returns NULL if no match is found.
3027     * loc is the index into the array we are looking for a match.
3028     * don't return invisible objects unless they are skill objects
3029     * invisible other objects that use
3030     * up body locations can be used as restrictions.
3031     */
3032 root 1.22 object *
3033     get_item_from_body_location (object *start, int loc)
3034 elmex 1.1 {
3035 root 1.22 object *tmp;
3036 elmex 1.1
3037 root 1.22 if (!start)
3038     return NULL;
3039 elmex 1.1
3040 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3041     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3042     return tmp;
3043 elmex 1.1
3044 root 1.22 return NULL;
3045 elmex 1.1 }
3046    
3047    
3048    
3049     /**
3050     * 'op' wants to apply an object, but can't because of other equipment.
3051     * This should only be called when it is known
3052     * that there are objects to unapply. This makes pretty heavy
3053     * use of get_item_from_body_location. It makes no intelligent choice
3054     * on objects - rather, the first that is matched is used.
3055     * Returns 0 on success, returns 1 if there is some problem.
3056     * if aflags is AP_PRINT, we instead print out waht to unapply
3057     * instead of doing it. This is a lot less code than having
3058     * another function that does just that.
3059     */
3060 root 1.22 int
3061     unapply_for_ob (object *who, object *op, int aflags)
3062 elmex 1.1 {
3063 root 1.22 int i;
3064     object *tmp = NULL, *last;
3065 elmex 1.1
3066 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3067     * or weapons first - only allowed to use one weapon/shield at a time.
3068     */
3069     if (op->type == WEAPON || op->type == SHIELD)
3070     {
3071     for (tmp = who->inv; tmp; tmp = tmp->below)
3072     {
3073     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3074     {
3075     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3076     {
3077     if (aflags & AP_PRINT)
3078     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3079     else
3080     unapply_special (who, tmp, aflags);
3081     }
3082     else
3083     {
3084     /* In this case, we want to try and remove a cursed item.
3085     * While we know it won't work, we want unapply_special to
3086     * at least generate the message.
3087     */
3088     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3089     return 1;
3090 root 1.14 }
3091 elmex 1.1
3092 root 1.14 }
3093     }
3094 elmex 1.1 }
3095    
3096 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3097     {
3098     /* this used up a slot that we need to free */
3099     if (op->body_info[i])
3100     {
3101     last = who->inv;
3102 root 1.14
3103 root 1.22 /* We do a while loop - may need to remove several items in order
3104     * to free up enough slots.
3105     */
3106     while ((who->body_used[i] + op->body_info[i]) < 0)
3107     {
3108     tmp = get_item_from_body_location (last, i);
3109     if (!tmp)
3110     {
3111 elmex 1.1 #if 0
3112 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3113     * equipped.
3114     */
3115     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3116 elmex 1.1 #endif
3117 root 1.22 return 1;
3118     }
3119     /* If we are just printing, we don't care about cursed status */
3120     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3121     {
3122     if (aflags & AP_PRINT)
3123     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3124     else
3125     unapply_special (who, tmp, aflags);
3126 root 1.14 }
3127 root 1.22 else
3128     {
3129     /* Cursed item that we can't unequip - tell the player.
3130     * Note this could be annoying if this is just one of a few,
3131     * so it may not be critical (eg, putting on a ring and you have
3132     * one cursed ring.)
3133     */
3134     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3135 root 1.14 }
3136 root 1.22 last = tmp->below;
3137 root 1.14 }
3138 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3139     * return in the !tmp would have kicked in.
3140     */
3141     } /* if op is using this body location */
3142     } /* for body lcoations */
3143     return 0;
3144 elmex 1.1 }
3145    
3146     /**
3147     * Checks to see if 'who' can apply object 'op'.
3148     * Returns 0 if apply can be done without anything special.
3149     * Otherwise returns a bitmask - potentially several of these may be
3150     * set, but largely depends on circumstance - in the future, processing
3151     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3152     * is set, do we really are what the other flags may be?)
3153     *
3154     * See include/define.h for detailed description of the meaning of
3155     * these return values.
3156     */
3157 root 1.22 int
3158     can_apply_object (object *who, object *op)
3159 elmex 1.1 {
3160 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3161     return RESULT_INT (0);
3162    
3163     int i, retval = 0;
3164     object *tmp = NULL, *ws = NULL;
3165    
3166     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3167     * 2 weapons, but we don't want to let them do that. So if they are
3168     * trying to equip a weapon or shield, see if they already have one
3169     * in place and store that way.
3170     */
3171     if (op->type == WEAPON || op->type == SHIELD)
3172     {
3173     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3174     {
3175     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3176     {
3177     retval = CAN_APPLY_UNAPPLY;
3178     ws = tmp;
3179 root 1.14 }
3180     }
3181 elmex 1.1 }
3182 root 1.14
3183    
3184 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185     {
3186     if (op->body_info[i])
3187     {
3188     /* Item uses more slots than we have */
3189     if (FABS (op->body_info[i]) > who->body_info[i])
3190     {
3191     /* Could return now for efficiently - rest of info below isn'
3192     * really needed.
3193     */
3194     retval |= CAN_APPLY_NEVER;
3195     }
3196     else if ((who->body_used[i] + op->body_info[i]) < 0)
3197     {
3198     /* in this case, equipping this would use more free spots than
3199     * we have.
3200     */
3201     object *tmp1;
3202    
3203 elmex 1.1
3204 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3205     * enough slots to equip the new item, then just set this can
3206     * continue. We don't care about the logic below - if you have
3207     * shield equipped and try to equip another shield, there is only
3208     * one choice. However, the check for the number of body locations
3209     * does take into the account cases where what is being applied
3210     * may be two handed for example.
3211     */
3212     if (ws)
3213     {
3214     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3215     {
3216     retval |= CAN_APPLY_UNAPPLY;
3217     continue;
3218     }
3219     }
3220    
3221     tmp1 = get_item_from_body_location (who->inv, i);
3222     if (!tmp1)
3223     {
3224 elmex 1.1 #if 0
3225 root 1.22 /* This is sort of an error, but happens a lot when old players
3226     * join in with more stuff equipped than they are now allowed.
3227     */
3228     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3229 elmex 1.1 #endif
3230 root 1.22 retval |= CAN_APPLY_NEVER;
3231     }
3232     else
3233     {
3234     /* need to unapply something. However, if this something
3235     * is different than we had found before, it means they need
3236     * to apply multiple objects
3237     */
3238     retval |= CAN_APPLY_UNAPPLY;
3239     if (!tmp)
3240     tmp = tmp1;
3241     else if (tmp != tmp1)
3242     {
3243     retval |= CAN_APPLY_UNAPPLY_MULT;
3244 root 1.14 }
3245 root 1.22 /* This object isn't using up all the slots, so there must
3246     * be another. If so, and it the new item doesn't need all
3247     * the slots, the player then has a choice.
3248     */
3249     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3250     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3251    
3252     /* Does unequippint 'tmp1' free up enough slots for this to be
3253     * equipped? If not, there must be something else to unapply.
3254     */
3255     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3256     retval |= CAN_APPLY_UNAPPLY_MULT;
3257    
3258     }
3259     } /* if not enough free slots */
3260     } /* if this object uses location i */
3261     } /* for i -> num_body_locations loop */
3262    
3263     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3264     * really be controlled by use of body locations. We do have
3265     * the weapon/shield checks, and the range checks for monsters,
3266     * because you can't control those just by body location - bows, shields,
3267     * and weapons all use the same slot. Similar for horn/rod/wand - they
3268     * all use the same location.
3269     */
3270     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3271     retval |= CAN_APPLY_RESTRICTION;
3272     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3273     retval |= CAN_APPLY_RESTRICTION;
3274    
3275    
3276     if (who->type != PLAYER)
3277     {
3278     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3279 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3280 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3281     retval |= CAN_APPLY_RESTRICTION;
3282     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3283     retval |= CAN_APPLY_RESTRICTION;
3284     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3285 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3286 elmex 1.1 }
3287 root 1.22 return retval;
3288 elmex 1.1 }
3289    
3290 root 1.22
3291 elmex 1.1
3292     /**
3293     * who is the object using the object. It can be a monster.
3294     * op is the object they are using. op is an equipment type item,
3295     * eg, one which you put on and keep on for a while, and not something
3296     * like a potion or scroll.
3297     *
3298     * function returns 1 if the action could not be completed, 0 on
3299     * success. However, success is a matter of meaning - if the
3300     * user passes the 'apply' flag to an object already applied,
3301     * nothing is done, and 0 is returned.
3302     *
3303     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3304     * AP_UNAPPLY=always unapply).
3305     *
3306     * Optional flags:
3307     * AP_NO_MERGE: don't merge an unapplied object with other objects
3308     * AP_IGNORE_CURSE: unapply cursed items
3309     *
3310     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3311     *
3312     * apply_special() doesn't check for unpaid items.
3313     */
3314 root 1.22 int
3315     apply_special (object *who, object *op, int aflags)
3316 elmex 1.1 {
3317 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3318     object *tmp, *tmp2, *skop = NULL;
3319     int i;
3320 elmex 1.1
3321 root 1.22 if (who == NULL)
3322     {
3323     LOG (llevError, "apply_special() from object without environment.\n");
3324     return 1;
3325 elmex 1.1 }
3326    
3327 root 1.22 if (op->env != who)
3328     return 1; /* op is not in inventory */
3329 elmex 1.1
3330 root 1.22 /* trying to unequip op */
3331     if (QUERY_FLAG (op, FLAG_APPLIED))
3332     {
3333     /* always apply, so no reason to unapply */
3334     if (basic_flag == AP_APPLY)
3335     return 0;
3336    
3337     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3338     {
3339     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3340     return 1;
3341 root 1.14 }
3342 root 1.22 return unapply_special (who, op, aflags);
3343 elmex 1.1 }
3344    
3345 root 1.22 if (basic_flag == AP_UNAPPLY)
3346     return 0;
3347 elmex 1.1
3348 root 1.22 i = can_apply_object (who, op);
3349 elmex 1.1
3350 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3351     if (i)
3352     {
3353     if (i & CAN_APPLY_NEVER)
3354     {
3355     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3356     return 1;
3357     }
3358     else if (i & CAN_APPLY_RESTRICTION)
3359     {
3360     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3361     return 1;
3362     }
3363     if (who->type != PLAYER)
3364     {
3365     /* Some error, so don't try to equip something more */
3366     if (unapply_for_ob (who, op, aflags))
3367 root 1.14 return 1;
3368     }
3369 root 1.22 else
3370     {
3371     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372     {
3373     new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3374     unapply_for_ob (who, op, AP_PRINT);
3375     return 1;
3376     }
3377     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378     {
3379     i = unapply_for_ob (who, op, aflags);
3380     if (i)
3381 root 1.14 return 1;
3382     }
3383     }
3384 elmex 1.1 }
3385 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386     {
3387     skop = find_skill_by_name (who, op->skill);
3388     if (!skop)
3389     {
3390     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3391     return 1;
3392     }
3393     else
3394     {
3395     /* While experience will be credited properly, we want to change the
3396     * skill so that the dam and wc get updated
3397     */
3398     change_skill (who, skop, 0);
3399 root 1.14 }
3400 elmex 1.1 }
3401 root 1.22
3402     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3403     {
3404     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3405     return 1;
3406 elmex 1.1 }
3407    
3408 root 1.12
3409 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3410     * Note that we don't have the checks for can_use_...
3411     * below - that is already taken care of by can_apply_object.
3412     */
3413    
3414    
3415     if (op->nrof > 1)
3416     tmp = get_split_ob (op, op->nrof - 1);
3417     else
3418     tmp = NULL;
3419    
3420     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3421     return RESULT_INT (0);
3422    
3423     switch (op->type)
3424     {
3425 root 1.24 case WEAPON:
3426     if (!check_weapon_power (who, op->last_eat))
3427     {
3428     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3429     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3430     if (tmp != NULL)
3431     (void) insert_ob_in_ob (tmp, who);
3432     return 1;
3433     }
3434     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435     {
3436     /* if the weapon does not have the name as the character, can't use it. */
3437     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3438     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3439     if (tmp != NULL)
3440     (void) insert_ob_in_ob (tmp, who);
3441     return 1;
3442     }
3443     SET_FLAG (op, FLAG_APPLIED);
3444 root 1.14
3445 root 1.24 if (skop)
3446     change_skill (who, skop, 1);
3447     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3448     SET_FLAG (who, FLAG_READY_WEAPON);
3449 root 1.14
3450 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3451 root 1.14
3452 root 1.24 (void) change_abil (who, op);
3453     break;
3454 root 1.14
3455 root 1.24 case ARMOUR:
3456     case HELMET:
3457     case SHIELD:
3458     case BOOTS:
3459     case GLOVES:
3460     case GIRDLE:
3461     case BRACERS:
3462     case CLOAK:
3463     case RING:
3464     case AMULET:
3465     SET_FLAG (op, FLAG_APPLIED);
3466     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3467     (void) change_abil (who, op);
3468     break;
3469     case LAMP:
3470     if (op->stats.food < 1)
3471     {
3472     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3473     return 1;
3474     }
3475     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476     tmp2 = arch_to_object (op->other_arch);
3477     tmp2->stats.food = op->stats.food;
3478     SET_FLAG (tmp2, FLAG_APPLIED);
3479     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3481     insert_ob_in_ob (tmp2, who);
3482    
3483     /* Remove the old lantern */
3484     if (who->type == PLAYER)
3485 root 1.29 esrv_del_item (who->contr, op->count);
3486    
3487 root 1.37 op->destroy ();
3488 root 1.22
3489 root 1.24 /* insert the portion that was split off */
3490     if (tmp != NULL)
3491     {
3492     (void) insert_ob_in_ob (tmp, who);
3493     if (who->type == PLAYER)
3494     esrv_send_item (who, tmp);
3495     }
3496     fix_player (who);
3497     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498     {
3499     if (who->type == PLAYER)
3500     {
3501     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503     }
3504     }
3505     if (who->type == PLAYER)
3506     esrv_send_item (who, tmp2);
3507     return 0;
3508     break;
3509 root 1.14
3510 root 1.24 /* this part is needed for skill-tools */
3511     case SKILL:
3512     case SKILL_TOOL:
3513     if (who->chosen_skill)
3514     {
3515     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3516     return 1;
3517     }
3518     if (who->type == PLAYER)
3519     {
3520     who->contr->shoottype = range_skill;
3521     who->contr->ranges[range_skill] = op;
3522     if (!op->invisible)
3523     {
3524     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526     }
3527     else
3528     {
3529     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530     }
3531     }
3532     SET_FLAG (op, FLAG_APPLIED);
3533     (void) change_abil (who, op);
3534     who->chosen_skill = op;
3535     SET_FLAG (who, FLAG_READY_SKILL);
3536     break;
3537 root 1.22
3538 root 1.24 case BOW:
3539     if (!check_weapon_power (who, op->last_eat))
3540     {
3541     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3542     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3543     if (tmp != NULL)
3544     (void) insert_ob_in_ob (tmp, who);
3545     return 1;
3546     }
3547     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548     {
3549     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550     if (tmp != NULL)
3551     (void) insert_ob_in_ob (tmp, who);
3552     return 1;
3553     }
3554     /*FALLTHROUGH*/ case WAND:
3555     case ROD:
3556     case HORN:
3557     /* check for skill, alter player status */
3558     SET_FLAG (op, FLAG_APPLIED);
3559     if (skop)
3560     change_skill (who, skop, 0);
3561     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562 root 1.22
3563 root 1.24 if (who->type == PLAYER)
3564     {
3565     if (op->type == BOW)
3566     {
3567     (void) change_abil (who, op);
3568     new_draw_info_format (NDI_UNIQUE, 0, who,
3569     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3570     who->contr->shoottype = range_bow;
3571     }
3572     else
3573     {
3574     who->contr->shoottype = range_misc;
3575     }
3576     }
3577     else
3578     {
3579     if (op->type == BOW)
3580     SET_FLAG (who, FLAG_READY_BOW);
3581     else
3582     SET_FLAG (who, FLAG_READY_RANGE);
3583     }
3584     break;
3585 elmex 1.1
3586 root 1.24 case BUILDER:
3587     if (who->contr->ranges[range_builder])
3588     unapply_special (who, who->contr->ranges[range_builder], 0);
3589     who->contr->shoottype = range_builder;
3590     who->contr->ranges[range_builder] = op;
3591     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3592     break;
3593 elmex 1.1
3594 root 1.24 default:
3595     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3596 root 1.22 } /* end of switch op->type */
3597    
3598     SET_FLAG (op, FLAG_APPLIED);
3599 elmex 1.1
3600 root 1.22 if (tmp != NULL)
3601     tmp = insert_ob_in_ob (tmp, who);
3602 elmex 1.1
3603 root 1.22 fix_player (who);
3604 elmex 1.1
3605 root 1.22 /* We exclude spell casting objects. The fire code will set the
3606     * been applied flag when they are used - until that point,
3607     * you don't know anything about them.
3608     */
3609     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3610     SET_FLAG (op, FLAG_BEEN_APPLIED);
3611    
3612     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3613     {
3614     if (who->type == PLAYER)
3615     {
3616     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3617     SET_FLAG (op, FLAG_KNOWN_CURSED);
3618     }
3619     }
3620     if (who->type == PLAYER)
3621     {
3622     /* if multiple objects were applied, update both slots */
3623     if (tmp)
3624     esrv_send_item (who, tmp);
3625     esrv_send_item (who, op);
3626 elmex 1.1 }
3627 root 1.22 return 0;
3628 elmex 1.1 }
3629    
3630    
3631 root 1.22 int
3632     monster_apply_special (object *who, object *op, int aflags)
3633 elmex 1.1 {
3634 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3635 elmex 1.1 return 1;
3636     return apply_special (who, op, aflags);
3637     }
3638    
3639     /**
3640     * Map was just loaded, handle op's initialisation.
3641     *
3642     * Generates shop floor's item, and treasures.
3643     */
3644 root 1.22 int
3645     auto_apply (object *op)
3646     {
3647     object *tmp = NULL, *tmp2;
3648     int i;
3649 elmex 1.1
3650 root 1.22 switch (op->type)
3651     {
3652 root 1.24 case SHOP_FLOOR:
3653     if (!HAS_RANDOM_ITEMS (op))
3654     return 0;
3655 root 1.38
3656 root 1.24 do
3657     {
3658     i = 10; /* let's give it 10 tries */
3659     while ((tmp = generate_treasure (op->randomitems,
3660     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3661     if (tmp == NULL)
3662     return 0;
3663     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3664     {
3665 root 1.37 tmp->destroy ();
3666 root 1.24 tmp = NULL;
3667     }
3668     }
3669     while (!tmp);
3670 root 1.38
3671 root 1.24 tmp->x = op->x;
3672     tmp->y = op->y;
3673     SET_FLAG (tmp, FLAG_UNPAID);
3674     insert_ob_in_map (tmp, op->map, NULL, 0);
3675     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3676     identify (tmp);
3677     break;
3678 root 1.14
3679 root 1.24 case TREASURE:
3680     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681     return 0;
3682 root 1.37
3683 root 1.24 while ((op->stats.hp--) > 0)
3684     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686    
3687     /* If we generated an object and put it in this object inventory,
3688     * move it to the parent object as the current object is about
3689     * to disappear. An example of this item is the random_* stuff
3690     * that is put inside other objects.
3691     */
3692     for (tmp = op->inv; tmp; tmp = tmp2)
3693     {
3694     tmp2 = tmp->below;
3695 root 1.36 tmp->remove ();
3696 root 1.37
3697 root 1.24 if (op->env)
3698     insert_ob_in_ob (tmp, op->env);
3699     else
3700 root 1.37 tmp->destroy ();
3701 root 1.24 }
3702 root 1.37
3703     op->destroy ();
3704 root 1.24 break;
3705 elmex 1.1 }
3706 root 1.22 return tmp ? 1 : 0;
3707 elmex 1.1 }
3708    
3709     /**
3710     * fix_auto_apply goes through the entire map (only the first time
3711     * when an original map is loaded) and performs special actions for
3712     * certain objects (most initialization of chests and creation of
3713     * treasures and stuff). Calls auto_apply if appropriate.
3714     */
3715 root 1.20 void
3716 root 1.30 fix_auto_apply (maptile *m)
3717 root 1.20 {
3718     object *tmp, *above = NULL;
3719     int x, y;
3720    
3721     if (m == NULL)
3722     return;
3723    
3724     for (x = 0; x < MAP_WIDTH (m); x++)
3725     for (y = 0; y < MAP_HEIGHT (m); y++)
3726     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727     {
3728     above = tmp->above;
3729    
3730     if (tmp->inv)
3731     {
3732     object *invtmp, *invnext;
3733 elmex 1.1
3734 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735     {
3736     invnext = invtmp->below;
3737 root 1.14
3738 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739     auto_apply (invtmp);
3740     else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3741     {
3742     while ((invtmp->stats.hp--) > 0)
3743     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744 root 1.14
3745 root 1.20 invtmp->randomitems = NULL;
3746     }
3747     else if (invtmp && invtmp->arch
3748 root 1.22 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 root 1.20 {
3750 root 1.22 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751 root 1.20 /* Need to clear this so that we never try to create
3752     * treasure again for this object
3753     */
3754     invtmp->randomitems = NULL;
3755 root 1.14 }
3756     }
3757 root 1.20 /* This is really temporary - the code at the bottom will
3758     * also set randomitems to null. The problem is there are bunches
3759     * of maps/players already out there with items that have spells
3760     * which haven't had the randomitems set to null yet.
3761     * MSW 2004-05-13
3762     *
3763     * And if it's a spellbook, it's better to set randomitems to NULL too,
3764     * else you get two spells in the book ^_-
3765     * Ryo 2004-08-16
3766     */
3767     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 root 1.22 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3769 root 1.20 tmp->randomitems = NULL;
3770    
3771     }
3772    
3773     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774     auto_apply (tmp);
3775 root 1.22 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 root 1.20 {
3777     while ((tmp->stats.hp--) > 0)
3778     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779     tmp->randomitems = NULL;
3780     }
3781     else if (tmp->type == TIMED_GATE)
3782     {
3783     object *head = tmp->head != NULL ? tmp->head : tmp;
3784 root 1.22
3785 root 1.20 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786     {
3787     tmp->speed = 0;
3788     update_ob_speed (tmp);
3789 root 1.14 }
3790     }
3791 root 1.20 /* This function can be called everytime a map is loaded, even when
3792     * swapping back in. As such, we don't want to create the treasure
3793     * over and ove again, so after we generate the treasure, blank out
3794     * randomitems so if it is swapped in again, it won't make anything.
3795     * This is a problem for the above objects, because they have counters
3796     * which say how many times to make the treasure.
3797     */
3798     else if (tmp && tmp->arch && tmp->type != PLAYER
3799     && tmp->type != TREASURE && tmp->type != SPELL
3800 root 1.22 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3801 root 1.20 {
3802 root 1.22 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3803 root 1.20 tmp->randomitems = NULL;
3804     }
3805     }
3806 elmex 1.1
3807 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3808     for (y = 0; y < MAP_HEIGHT (m); y++)
3809     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3810 root 1.22 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 root 1.20 check_trigger (tmp, tmp->above);
3812 elmex 1.1 }
3813    
3814     /**
3815     * Handles player eating food that temporarily changes status (resistances, stats).
3816     * This used to call cast_change_attr(), but
3817     * that doesn't work with the new spell code. Since we know what
3818     * the food changes, just grab a force and use that instead.
3819     */
3820    
3821 root 1.22 void
3822     eat_special_food (object *who, object *food)
3823     {
3824     object *force;
3825     int i, did_one = 0;
3826     sint8 k;
3827    
3828     force = get_archetype (FORCE_NAME);
3829    
3830     for (i = 0; i < NUM_STATS; i++)
3831     {
3832     k = get_attr_value (&food->stats, i);
3833     if (k)
3834     {
3835     set_attr_value (&force->stats, i, k);
3836     did_one = 1;
3837 root 1.14 }
3838 elmex 1.1 }
3839    
3840 root 1.22 /* check if we can protect the eater */
3841     for (i = 0; i < NROFATTACKS; i++)
3842     {
3843     if (food->resist[i] > 0)
3844     {
3845     force->resist[i] = food->resist[i] / 2;
3846     did_one = 1;
3847     }
3848     }
3849     if (did_one)
3850     {
3851     force->speed = 0.1;
3852     update_ob_speed (force);
3853     /* bigger morsel of food = longer effect time */
3854     force->stats.food = food->stats.food / 5;
3855     SET_FLAG (force, FLAG_IS_USED_UP);
3856     SET_FLAG (force, FLAG_APPLIED);
3857     change_abil (who, force);
3858     insert_ob_in_ob (force, who);
3859     }
3860     else
3861 root 1.37 force->destroy ();
3862 root 1.22
3863     /* check for hp, sp change */
3864     if (food->stats.hp != 0)
3865     {
3866     if (QUERY_FLAG (food, FLAG_CURSED))
3867     {
3868     strcpy (who->contr->killer, food->name);
3869     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3871     }
3872     else
3873     {
3874     if (food->stats.hp > 0)
3875     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3876     else
3877     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3878     who->stats.hp += food->stats.hp;
3879     }
3880     }
3881     if (food->stats.sp != 0)
3882     {
3883     if (QUERY_FLAG (food, FLAG_CURSED))
3884     {
3885     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3886     who->stats.sp -= food->stats.sp;
3887     if (who->stats.sp < 0)
3888     who->stats.sp = 0;
3889     }
3890     else
3891     {
3892     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3893     who->stats.sp += food->stats.sp;
3894     /* place limit on max sp from food? */
3895     }
3896 elmex 1.1 }
3897 root 1.22 fix_player (who);
3898 elmex 1.1 }
3899    
3900    
3901     /**
3902     * Designed primarily to light torches/lanterns/etc.
3903     * Also burns up burnable material too. First object in the inventory is
3904     * the selected object to "burn". -b.t.
3905     */
3906    
3907 root 1.22 void
3908     apply_lighter (object *who, object *lighter)
3909     {
3910     object *item;
3911     int is_player_env = 0;
3912     char item_name[MAX_BUF];
3913    
3914     item = find_marked_object (who);
3915     if (item)
3916     {
3917     if (lighter->last_eat && lighter->stats.food)
3918     { /* lighter gets used up */
3919     /* Split multiple lighters if they're being used up. Otherwise *
3920     * one charge from each would be used up. --DAMN */
3921     if (lighter->nrof > 1)
3922     {
3923 root 1.39 object *oneLighter = lighter->clone ();
3924 root 1.14
3925 root 1.22 lighter->nrof -= 1;
3926     oneLighter->nrof = 1;
3927     oneLighter->stats.food--;
3928     esrv_send_item (who, lighter);
3929     oneLighter = insert_ob_in_ob (oneLighter, who);
3930     esrv_send_item (who, oneLighter);
3931     }
3932     else
3933 root 1.29 lighter->stats.food--;
3934 root 1.22 }
3935     else if (lighter->last_eat)
3936     { /* no charges left in lighter */
3937     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938     return;
3939     }
3940     /* Perhaps we should split what we are trying to light on fire?
3941     * I can't see many times when you would want to light multiple
3942     * objects at once.
3943     */
3944     /* If the item is destroyed, we don't have a valid pointer to the
3945     * name object, so make a copy so the message we print out makes
3946     * some sense.
3947     */
3948     strcpy (item_name, item->name);
3949     if (who == is_player_inv (item))
3950     is_player_env = 1;
3951    
3952     save_throw_object (item, AT_FIRE, who);
3953     /* Change to check count and not freed, since the object pointer
3954     * may have gotten recycled
3955     */
3956 root 1.29 if (item->destroyed ())
3957 root 1.22 {
3958     new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3959     /* Need to update the player so that the players glow radius
3960     * gets changed.
3961     */
3962     if (is_player_env)
3963     fix_player (who);
3964     }
3965     else
3966 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);
3967 root 1.22 }
3968     else /* nothing to light */
3969     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3970 elmex 1.1
3971     }
3972    
3973     /**
3974     * op made some mistake with a scroll, this takes care of punishment.
3975     * scroll_failure()- hacked directly from spell_failure
3976     */
3977 root 1.22 void
3978     scroll_failure (object *op, int failure, int power)
3979 elmex 1.1 {
3980 root 1.22 if (abs (failure / 4) > power)
3981     power = abs (failure / 4); /* set minimum effect */
3982 elmex 1.1
3983 root 1.22 if (failure <= -1 && failure > -15)
3984     { /* wonder */
3985     object *tmp;
3986    
3987     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3988     tmp = get_archetype (SPELL_WONDER);
3989     cast_wonder (op, op, 0, tmp);
3990 root 1.37 tmp->destroy ();
3991 root 1.22 }
3992     else if (failure <= -15 && failure > -35)
3993     { /* drain mana */
3994     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3995     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3996     if (op->stats.sp < 0)
3997     op->stats.sp = 0;
3998     }
3999     else if (settings.spell_failure_effects == TRUE)
4000     {
4001     if (failure <= -35 && failure > -60)
4002     { /* confusion */
4003     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4004     confuse_player (op, op, power);
4005     }
4006     else if (failure <= -60 && failure > -70)
4007     { /* paralysis */
4008     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4009     paralyze_player (op, op, power);
4010     }
4011     else if (failure <= -70 && failure > -80)
4012     { /* blind */
4013     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4014     blind_player (op, op, power);
4015     }
4016     else if (failure <= -80)
4017     { /* blast the immediate area */
4018     object *tmp;
4019    
4020     tmp = get_archetype (LOOSE_MANA);
4021     cast_magic_storm (op, tmp, power);
4022     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4023 root 1.37 tmp->destroy ();
4024 root 1.14 }
4025 elmex 1.1 }
4026     }
4027    
4028 root 1.22 void
4029     apply_changes_to_player (object *pl, object *change)
4030     {
4031     int excess_stat = 0; /* if the stat goes over the maximum
4032     for the race, put the excess stat some
4033     where else. */
4034 elmex 1.1
4035 root 1.22 switch (change->type)
4036     {
4037 root 1.24 case CLASS:
4038     {
4039     living *stats = &(pl->contr->orig_stats);
4040     living *ns = &(change->stats);
4041     object *walk;
4042     int flag_change_face = 1;
4043    
4044     /* the following code assigns stats up to the stat max
4045     * for the race, and if the stat max is exceeded,
4046     * tries to randomly reassign the excess stat
4047     */
4048     int i, j;
4049 root 1.22
4050 root 1.24 for (i = 0; i < NUM_STATS; i++)
4051     {
4052     sint8 stat = get_attr_value (stats, i);
4053     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4054 root 1.22
4055 root 1.24 stat += get_attr_value (ns, i);
4056     if (stat > 20 + race_bonus)
4057     {
4058     excess_stat++;
4059     stat = 20 + race_bonus;
4060     }
4061     set_attr_value (stats, i, stat);
4062     }
4063 elmex 1.1
4064 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4065     { /* try 100 times to assign excess stats */
4066     int i = rndm (0, 6);
4067     int stat = get_attr_value (stats, i);
4068     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4069    
4070     if (i == CHA)
4071     continue; /* exclude cha from this */
4072     if (stat < 20 + race_bonus)
4073     {
4074     change_attr_value (stats, i, 1);
4075     excess_stat--;
4076     }
4077     }
4078 root 1.14
4079 root 1.24 /* insert the randomitems from the change's treasurelist into
4080     * the player ref: player.c
4081     */
4082     if (change->randomitems != NULL)
4083     give_initial_items (pl, change->randomitems);
4084 root 1.14
4085    
4086 root 1.24 /* set up the face, for some races. */
4087 root 1.14
4088 root 1.24 /* first, look for the force object banning
4089     * changing the face. Certain races never change face with class.
4090     */
4091     for (walk = pl->inv; walk != NULL; walk = walk->below)
4092     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4093     flag_change_face = 0;
4094 root 1.14
4095 root 1.24 if (flag_change_face)
4096     {
4097     pl->animation_id = GET_ANIM_ID (change);
4098     pl->face = change->face;
4099 root 1.14
4100 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4101     SET_FLAG (pl, FLAG_ANIMATE);
4102     else
4103     CLEAR_FLAG (pl, FLAG_ANIMATE);
4104     }
4105 root 1.14
4106 root 1.24 /* check the special case of can't use weapons */
4107     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4108     if (!strcmp (change->name, "monk"))
4109     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4110 root 1.14
4111 root 1.24 break;
4112     }
4113 elmex 1.1 }
4114     }
4115    
4116     /**
4117     * This handles items of type 'transformer'.
4118     * Basically those items, used with a marked item, transform both items into something
4119     * else.
4120     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4121     * Change information is contained in the 'slaying' field of the marked item.
4122     * The format is as follow: transformer:[number ]yield[;transformer:...].
4123     * This way an item can be transformed in many things, and/or many objects.
4124     * The 'slaying' field for transformer is used as verb for the action.
4125     */
4126 root 1.22 void
4127     apply_item_transformer (object *pl, object *transformer)
4128     {
4129     object *marked;
4130     object *new_item;
4131     char *find;
4132     char *separator;
4133     int yield;
4134     char got[MAX_BUF];
4135     int len;
4136    
4137     if (!pl || !transformer)
4138     return;
4139     marked = find_marked_object (pl);
4140     if (!marked)
4141 elmex 1.1 {
4142 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4143     return;
4144     }
4145     if (!marked->slaying)
4146     {
4147     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4148     return;
4149     }
4150     /* check whether they are compatible or not */
4151     find = strstr (marked->slaying, transformer->arch->name);
4152     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4153     {
4154     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155     return;
4156     }
4157     find += strlen (transformer->arch->name) + 1;
4158     /* Item can be used, now find how many and what it yields */
4159     if (isdigit (*(find)))
4160     {
4161     yield = atoi (find);
4162     if (yield < 1)
4163 elmex 1.1 {
4164 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4165     yield = 1;
4166 elmex 1.1 }
4167 root 1.22 }
4168     else
4169     yield = 1;
4170 elmex 1.1
4171 root 1.22 while (isdigit (*find))
4172     find++;
4173     while (*find == ' ')
4174     find++;
4175     memset (got, 0, MAX_BUF);
4176     if ((separator = strchr (find, ';')) != NULL)
4177     {
4178     len = separator - find;
4179     }
4180     else
4181     {
4182     len = strlen (find);
4183     }
4184     if (len > MAX_BUF - 1)
4185     len = MAX_BUF - 1;
4186     strcpy (got, find);
4187     got[len] = '\0';
4188    
4189     /* Now create new item, remove used ones when required. */
4190     new_item = get_archetype (got);
4191     if (!new_item)
4192     {
4193     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4194     return;
4195 elmex 1.1 }
4196 root 1.29
4197 root 1.22 new_item->nrof = yield;
4198     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4199     insert_ob_in_ob (new_item, pl);
4200     esrv_send_inventory (pl, pl);
4201     /* Eat up one item */
4202     decrease_ob_nr (marked, 1);
4203     /* Eat one transformer if needed */
4204     if (transformer->stats.food)
4205     if (--transformer->stats.food == 0)
4206     decrease_ob_nr (transformer, 1);
4207     }