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Revision: 1.42
Committed: Mon Dec 18 03:00:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +5 -5 lines
Log Message:
ooification

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 1.40
1035     op->contr->last_used = 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 root 1.40
1045 root 1.22 /* It's on the ground, the problems begin */
1046     if (op->container != sack)
1047     {
1048     /* it's closed OR some player has opened it */
1049     if (QUERY_FLAG (sack, FLAG_APPLIED))
1050     {
1051     for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052     if (tmp)
1053     {
1054     /* some other player have opened it */
1055     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056     return 1;
1057     }
1058     }
1059 root 1.14 }
1060 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061     {
1062     if (op->container == NULL)
1063     {
1064     tmp = arch_to_object (sack->other_arch);
1065     /* not good, but insert_ob_in_ob() is too smart */
1066     CLEAR_FLAG (tmp, FLAG_REMOVED);
1067     tmp->x = tmp->y = 0;
1068     tmp->map = NULL;
1069     tmp->env = sack;
1070     if (sack->inv)
1071     sack->inv->above = tmp;
1072     tmp->below = sack->inv;
1073     tmp->above = NULL;
1074     sack->inv = tmp;
1075     sack->move_off = MOVE_ALL; /* trying force closing it */
1076     }
1077     else
1078     {
1079     sack->move_off = 0;
1080     tmp = sack->inv;
1081 root 1.37
1082 root 1.22 if (tmp && tmp->type == CLOSE_CON)
1083 root 1.37 tmp->destroy ();
1084 root 1.14 }
1085     }
1086 elmex 1.1 }
1087    
1088 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089     {
1090     if (op->container)
1091     {
1092     if (op->container != sack)
1093     {
1094     tmp = op->container;
1095     apply_container (op, tmp);
1096     sprintf (buf, "You close %s and open ", query_name (tmp));
1097     op->container = sack;
1098     strcat (buf, query_name (sack));
1099     strcat (buf, ".");
1100     }
1101     else
1102     {
1103     CLEAR_FLAG (sack, FLAG_APPLIED);
1104     op->container = NULL;
1105     sprintf (buf, "You close %s.", query_name (sack));
1106     }
1107     }
1108     else
1109     {
1110     CLEAR_FLAG (sack, FLAG_APPLIED);
1111     sprintf (buf, "You open %s.", query_name (sack));
1112     SET_FLAG (sack, FLAG_APPLIED);
1113     op->container = sack;
1114     }
1115     }
1116     else
1117     { /* not applied */
1118     if (sack->slaying)
1119     { /* it's locked */
1120     tmp = find_key (op, op, sack);
1121     if (tmp)
1122     {
1123     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124     SET_FLAG (sack, FLAG_APPLIED);
1125     if (sack->env == NULL)
1126     { /* if it's on ground,open it also */
1127     new_draw_info (NDI_UNIQUE, 0, op, buf);
1128     apply_container (op, sack);
1129     return 1;
1130     }
1131     }
1132     else
1133     {
1134     sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1135     }
1136     }
1137     else
1138     {
1139     sprintf (buf, "You readied %s.", query_name (sack));
1140     SET_FLAG (sack, FLAG_APPLIED);
1141     if (sack->env == NULL)
1142     { /* if it's on ground,open it also */
1143     new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 root 1.14 apply_container (op, sack);
1145     return 1;
1146     }
1147     }
1148 elmex 1.1 }
1149 root 1.41
1150 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1151 root 1.41
1152 root 1.22 if (op->contr)
1153 root 1.41 op->contr->socket->update_look = 1;
1154    
1155 root 1.22 return 1;
1156 elmex 1.1 }
1157    
1158     /**
1159     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160     * the player has in their inventory, eg, sacks, luggages, etc.
1161     *
1162     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163     * This version is for client/server mode.
1164     * op is the player, sack is the container the player is opening or closing.
1165     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166     *
1167     * Reminder - there are three states for any container - closed (non applied),
1168     * applied (not open, but objects that match get tossed into it), and open
1169     * (applied flag set, and op->container points to the open container)
1170     */
1171    
1172 root 1.22 int
1173     esrv_apply_container (object *op, object *sack)
1174 elmex 1.1 {
1175 root 1.22 object *tmp = op->container;
1176    
1177     if (op->type != PLAYER)
1178     return 0; /* This might change */
1179 elmex 1.1
1180 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1181     {
1182 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 root 1.22 return 0;
1184 elmex 1.1 }
1185    
1186 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1187     * if we are opening this one up. We then fall through if appropriate for
1188     * openening the new container.
1189     */
1190 elmex 1.1
1191 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192     {
1193     if (op->container->env != op)
1194     { /* if container is on the ground */
1195     op->container->move_off = 0;
1196 root 1.14 }
1197 root 1.11
1198 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199     return 1;
1200 elmex 1.1
1201 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202     CLEAR_FLAG (op->container, FLAG_APPLIED);
1203     op->container = NULL;
1204     esrv_update_item (UPD_FLAGS, op, tmp);
1205     if (tmp == sack)
1206     return 1;
1207 elmex 1.1 }
1208    
1209    
1210 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1211     * and it is locked, check to see if player has the equipment to open it.
1212     */
1213 elmex 1.1
1214 root 1.22 if (sack->slaying)
1215     { /* it's locked */
1216     tmp = find_key (op, op, sack);
1217     if (tmp)
1218     {
1219     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220     }
1221     else
1222     {
1223     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224     return 0;
1225     }
1226 elmex 1.1 }
1227    
1228 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1229     * if this is a locked container, the player they key to open it.
1230     */
1231 elmex 1.1
1232 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1233     * part of the players inventory. If on the ground, we assume that the player is
1234     * opening it, since if it was being closed, that would have been taken care of above.
1235     */
1236 elmex 1.1
1237    
1238 root 1.22 if (sack->env != op)
1239     {
1240     /* Hypothetical case - the player is trying to open a sack that belong to someone
1241     * else. This normally should not happen, but a misbehaving client/player could
1242     * try to do it, so lets handle it gracefully.
1243     */
1244     if (sack->env)
1245     {
1246     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247     return 0;
1248 root 1.14 }
1249 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1250     sack->move_off = MOVE_ALL; /* trying force closing it */
1251    
1252     CLEAR_FLAG (sack, FLAG_APPLIED);
1253     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254     SET_FLAG (sack, FLAG_APPLIED);
1255     op->container = sack;
1256     esrv_update_item (UPD_FLAGS, op, sack);
1257     esrv_send_inventory (op, sack);
1258 root 1.14
1259 root 1.22 }
1260     else
1261     { /* sack is in players inventory */
1262     if (QUERY_FLAG (sack, FLAG_APPLIED))
1263     { /* readied sack becoming open */
1264     CLEAR_FLAG (sack, FLAG_APPLIED);
1265     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266     SET_FLAG (sack, FLAG_APPLIED);
1267     op->container = sack;
1268     esrv_update_item (UPD_FLAGS, op, sack);
1269     esrv_send_inventory (op, sack);
1270     }
1271     else
1272     {
1273     CLEAR_FLAG (sack, FLAG_APPLIED);
1274     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275     SET_FLAG (sack, FLAG_APPLIED);
1276     esrv_update_item (UPD_FLAGS, op, sack);
1277 root 1.14 }
1278 elmex 1.1 }
1279 root 1.22 return 1;
1280 elmex 1.1 }
1281    
1282    
1283     /**
1284     * Handles dropping things on altar.
1285     * Returns true if sacrifice was accepted.
1286     */
1287 root 1.22 static int
1288     apply_altar (object *altar, object *sacrifice, object *originator)
1289 elmex 1.1 {
1290 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1291     if (altar->inv && (!originator || originator->type != PLAYER))
1292     return 0;
1293    
1294     if (operate_altar (altar, &sacrifice))
1295     {
1296     /* Simple check. Unfortunately, it means you can't cast magic bullet
1297     * with an altar. We call it a Potion - altars are stationary - it
1298     * is up to map designers to use them properly.
1299     */
1300     if (altar->inv && altar->inv->type == SPELL)
1301     {
1302     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1303     cast_spell (originator, altar, 0, altar->inv, NULL);
1304     /* If it is connected, push the button. Fixes some problems with
1305     * old maps.
1306     */
1307 elmex 1.1
1308     /* push_button (altar);*/
1309 root 1.14 }
1310 root 1.22 else
1311     {
1312     altar->value = 1; /* works only once */
1313     push_button (altar);
1314     }
1315 root 1.26
1316     return !sacrifice;
1317 root 1.22 }
1318     else
1319 root 1.26 return 0;
1320 elmex 1.1 }
1321    
1322     /**
1323     * Handles 'movement' of shop mats.
1324     * Returns 1 if 'op' was destroyed, 0 if not.
1325     * Largely re-written to not use nearly as many gotos, plus
1326     * some of this code just looked plain out of date.
1327     * MSW 2001-08-29
1328     */
1329 root 1.22 int
1330     apply_shop_mat (object *shop_mat, object *op)
1331 elmex 1.1 {
1332 elmex 1.15 int rv = 0;
1333     double opinion;
1334     object *tmp, *next;
1335 elmex 1.1
1336 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 elmex 1.1
1338 elmex 1.15 if (op->type != PLAYER)
1339     {
1340     /* Remove all the unpaid objects that may be carried here.
1341     * This could be pets or monsters that are somehow in
1342     * the shop.
1343     */
1344     for (tmp = op->inv; tmp; tmp = next)
1345     {
1346     next = tmp->below;
1347 root 1.25
1348 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1349     {
1350     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1351 root 1.14
1352 root 1.36 tmp->remove ();
1353 root 1.24
1354 elmex 1.15 if (i == -1)
1355     i = 0;
1356 root 1.24
1357 elmex 1.15 tmp->map = op->map;
1358     tmp->x = op->x + freearr_x[i];
1359     tmp->y = op->y + freearr_y[i];
1360     insert_ob_in_map (tmp, op->map, op, 0);
1361 root 1.14 }
1362     }
1363    
1364 elmex 1.15 /* Don't teleport things like spell effects */
1365     if (QUERY_FLAG (op, FLAG_NO_PICK))
1366     return 0;
1367 root 1.14
1368 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1369     * shop mats. Instead, put it on a nearby space.
1370     */
1371     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372     {
1373 root 1.14
1374 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 root 1.22
1377 elmex 1.15 if (i != -1)
1378 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1379    
1380 elmex 1.15 return 0;
1381 root 1.14 }
1382 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1383     * the teleport function should be able to handle this just fine.
1384     */
1385     rv = teleport (shop_mat, SHOP_MAT, op);
1386 elmex 1.1 }
1387 root 1.25 else if (can_pay (op) && get_payment (op))
1388 elmex 1.15 {
1389 root 1.24 /* this is only used for players */
1390 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1391    
1392     if (shop_mat->msg)
1393 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1394 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1395     * but there is never a guarantee that the bottom space on the map is
1396     * actually the shop floor.
1397     */
1398     else if (!rv && !is_in_shop (op))
1399     {
1400     opinion = shopkeeper_approval (op->map, op);
1401 root 1.24
1402 elmex 1.15 if (opinion > 0.9)
1403 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1404 elmex 1.15 else if (opinion > 0.75)
1405     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1406     else if (opinion > 0.5)
1407     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408     else
1409 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 root 1.14 }
1411 elmex 1.1 }
1412 elmex 1.15 else
1413     {
1414     /* if we get here, a player tried to leave a shop but was not able
1415     * to afford the items he has. We try to move the player so that
1416     * they are not on the mat anymore
1417     */
1418     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 root 1.22
1420 elmex 1.15 if (i == -1)
1421     {
1422     LOG (llevError, "Internal shop-mat problem.\n");
1423     }
1424     else
1425     {
1426 root 1.36 op->remove ();
1427 elmex 1.15 op->x += freearr_x[i];
1428     op->y += freearr_y[i];
1429     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1430 root 1.14 }
1431 elmex 1.1 }
1432 root 1.24
1433 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1434     return rv;
1435 elmex 1.1 }
1436    
1437     /**
1438     * Handles applying a sign.
1439     */
1440 root 1.22 static void
1441     apply_sign (object *op, object *sign, int autoapply)
1442 elmex 1.1 {
1443 root 1.22 readable_message_type *msgType;
1444     char newbuf[HUGE_BUF];
1445    
1446     if (sign->msg == NULL)
1447     {
1448     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1449     return;
1450 elmex 1.1 }
1451    
1452 root 1.22 if (sign->stats.food)
1453     {
1454     if (sign->last_eat >= sign->stats.food)
1455     {
1456     if (!sign->move_on)
1457     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1458     return;
1459 root 1.14 }
1460 elmex 1.1
1461 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462     sign->last_eat++;
1463 elmex 1.1 }
1464    
1465 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1466     * No way to know for sure. The presumption is basically that if
1467     * move_on is zero, it needs to be manually applied (doesn't talk
1468     * to us).
1469     */
1470     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471     {
1472     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1473     return;
1474     }
1475     msgType = get_readable_message_type (sign);
1476     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1477     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1478 elmex 1.1 }
1479    
1480     /**
1481     * 'victim' moves onto 'trap'
1482     * 'victim' leaves 'trap'
1483     * effect is determined by move_on/move_off of trap and move_type of victime.
1484     *
1485     * originator: Player, monster or other object that caused 'victim' to move
1486     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1487     * However, some types of traps require an originator to function.
1488     */
1489 root 1.22 void
1490     move_apply (object *trap, object *victim, object *originator)
1491 elmex 1.1 {
1492     static int recursion_depth = 0;
1493    
1494     /* Only exits affect DMs. */
1495 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1496 elmex 1.1 return;
1497    
1498     /* move_apply() is the most likely candidate for causing unwanted and
1499     * possibly unlimited recursion.
1500     */
1501     /* The following was changed because it was causing perfeclty correct
1502     * maps to fail. 1) it's not an error to recurse:
1503     * rune detonates, summoning monster. monster lands on nearby rune.
1504     * nearby rune detonates. This sort of recursion is expected and
1505     * proper. This code was causing needless crashes.
1506     */
1507 root 1.22 if (recursion_depth >= 500)
1508     {
1509     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1511     return;
1512 elmex 1.1 }
1513 root 1.22 recursion_depth++;
1514     if (trap->head)
1515     trap = trap->head;
1516 elmex 1.1
1517 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1518     goto leave;
1519 elmex 1.1
1520 root 1.22 switch (trap->type)
1521     {
1522 root 1.23 case PLAYERMOVER:
1523     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1524     {
1525     if (!trap->stats.maxsp)
1526     trap->stats.maxsp = 2;
1527 root 1.14
1528 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1529     * should be divided by trap->speed
1530     */
1531     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1532 root 1.14
1533 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1534     * above with some objects have zero speed, and thus the player
1535     * getting permanently paralyzed.
1536     */
1537     if (victim->speed_left < -50.0)
1538     victim->speed_left = -50.0;
1539     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540     }
1541     goto leave;
1542 root 1.14
1543 root 1.23 case SPINNER:
1544     if (victim->direction)
1545     {
1546     victim->direction = absdir (victim->direction - trap->stats.sp);
1547     update_turn_face (victim);
1548     }
1549     goto leave;
1550 root 1.14
1551 root 1.23 case DIRECTOR:
1552     if (victim->direction && !should_director_abort (trap, victim))
1553     {
1554     victim->direction = trap->stats.sp;
1555     update_turn_face (victim);
1556     }
1557     goto leave;
1558 root 1.14
1559 root 1.23 case BUTTON:
1560     case PEDESTAL:
1561     update_button (trap);
1562     goto leave;
1563    
1564     case ALTAR:
1565     /* sacrifice victim on trap */
1566     apply_altar (trap, victim, originator);
1567     goto leave;
1568 root 1.14
1569 root 1.23 case THROWN_OBJ:
1570     if (trap->inv == NULL)
1571 root 1.22 goto leave;
1572 root 1.23 /* fallthrough */
1573 root 1.14
1574 root 1.23 case ARROW:
1575     /* bad bug: monster throw a object, make a step forwards, step on object ,
1576     * trigger this here and get hit by own missile - and will be own enemy.
1577     * Victim then is his own enemy and will start to kill herself (this is
1578     * removed) but we have not synced victim and his missile. To avoid senseless
1579     * action, we avoid hits here
1580     */
1581     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1582     hit_with_arrow (trap, victim);
1583     goto leave;
1584 root 1.14
1585 root 1.23 case SPELL_EFFECT:
1586     apply_spell_effect (trap, victim);
1587     goto leave;
1588 root 1.14
1589 root 1.23 case TRAPDOOR:
1590     {
1591     int max, sound_was_played;
1592     object *ab, *ab_next;
1593 root 1.22
1594 root 1.23 if (!trap->value)
1595     {
1596     int tot;
1597 root 1.14
1598 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1599     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1600     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1601 root 1.14
1602 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1603     goto leave;
1604 root 1.22
1605 root 1.23 SET_ANIMATION (trap, trap->value);
1606     update_object (trap, UP_OBJ_FACE);
1607     }
1608 root 1.14
1609 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1610 root 1.22 {
1611 root 1.23 /* need to set this up, since if we do transfer the object,
1612     * ab->above would be bogus
1613     */
1614     ab_next = ab->above;
1615 root 1.14
1616 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 root 1.22 {
1618 root 1.23 if (!sound_was_played)
1619     {
1620     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621     sound_was_played = 1;
1622     }
1623     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 root 1.14 }
1626     }
1627 root 1.22 goto leave;
1628 root 1.23 }
1629 root 1.14
1630    
1631 root 1.23 case CONVERTER:
1632     if (convert_item (victim, trap) < 0)
1633     {
1634     object *op;
1635 root 1.14
1636 root 1.23 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637 root 1.14
1638 root 1.23 op = get_archetype ("burnout");
1639     if (op != NULL)
1640     {
1641     op->x = trap->x;
1642     op->y = trap->y;
1643     insert_ob_in_map (op, trap->map, trap, 0);
1644     }
1645     }
1646     goto leave;
1647 root 1.14
1648 root 1.23 case TRIGGER_BUTTON:
1649     case TRIGGER_PEDESTAL:
1650     case TRIGGER_ALTAR:
1651     check_trigger (trap, victim);
1652     goto leave;
1653    
1654     case DEEP_SWAMP:
1655     walk_on_deep_swamp (trap, victim);
1656     goto leave;
1657    
1658     case CHECK_INV:
1659     check_inv (victim, trap);
1660     goto leave;
1661    
1662     case HOLE:
1663     /* Hole not open? */
1664     if (trap->stats.wc > 0)
1665 root 1.22 goto leave;
1666 root 1.14
1667 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1668     * Processing will happen if the head runs into the pit
1669     */
1670     if (victim->head)
1671 root 1.22 goto leave;
1672 root 1.14
1673 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1674     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676     goto leave;
1677 root 1.14
1678 root 1.23 case EXIT:
1679     if (victim->type == PLAYER && EXIT_PATH (trap))
1680     {
1681     /* Basically, don't show exits leading to random maps the
1682     * players output.
1683     */
1684     if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1685     new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1686     enter_exit (victim, trap);
1687     }
1688     goto leave;
1689 root 1.14
1690 root 1.23 case ENCOUNTER:
1691     /* may be some leftovers on this */
1692     goto leave;
1693    
1694     case SHOP_MAT:
1695     apply_shop_mat (trap, victim);
1696     goto leave;
1697    
1698     /* Drop a certain amount of gold, and have one item identified */
1699     case IDENTIFY_ALTAR:
1700     apply_id_altar (victim, trap, originator);
1701     goto leave;
1702    
1703     case SIGN:
1704     if (victim->type != PLAYER && trap->stats.food > 0)
1705 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1706 root 1.23
1707     apply_sign (victim, trap, 1);
1708     goto leave;
1709    
1710     case CONTAINER:
1711     if (victim->type == PLAYER)
1712     (void) esrv_apply_container (victim, trap);
1713     else
1714     (void) apply_container (victim, trap);
1715     goto leave;
1716    
1717     case RUNE:
1718     case TRAP:
1719     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720     {
1721     spring_trap (trap, victim);
1722     }
1723     goto leave;
1724 root 1.14
1725 root 1.23 default:
1726     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1728     goto leave;
1729 elmex 1.1 }
1730    
1731 root 1.22 leave:
1732     recursion_depth--;
1733 elmex 1.1 }
1734    
1735     /**
1736     * Handles reading a regular (ie not containing a spell) book.
1737     */
1738 root 1.22 static void
1739     apply_book (object *op, object *tmp)
1740 elmex 1.1 {
1741 root 1.22 int lev_diff;
1742     object *skill_ob;
1743    
1744     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745     {
1746     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747     return;
1748     }
1749     if (tmp->msg == NULL)
1750     {
1751     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752     return;
1753     }
1754 elmex 1.1
1755 root 1.22 /* need a literacy skill to read stuff! */
1756     skill_ob = find_skill_by_name (op, tmp->skill);
1757     if (!skill_ob)
1758     {
1759     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 elmex 1.1 return;
1761     }
1762 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1763     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764     {
1765     if (lev_diff < 2)
1766     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1767     else if (lev_diff < 3)
1768     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1769     else if (lev_diff < 5)
1770     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1771     else if (lev_diff < 8)
1772     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773     else if (lev_diff < 15)
1774     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775     else
1776     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 elmex 1.1 return;
1778     }
1779    
1780 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1781    
1782     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783     msgType->message_type, msgType->message_subtype,
1784     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1785    
1786     /* gain xp from reading */
1787     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788     { /* only if not read before */
1789     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790    
1791     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792     {
1793     /*exp_gain *= 2; because they just identified it too */
1794     SET_FLAG (tmp, FLAG_IDENTIFIED);
1795 root 1.41
1796 root 1.22 /* If in a container, update how it looks */
1797     if (tmp->env)
1798     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799     else
1800 root 1.41 op->contr->socket->update_look = 1;
1801 root 1.22 }
1802 root 1.41
1803 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1804     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 elmex 1.1 }
1806     }
1807    
1808     /**
1809     * Handles the applying of a skill scroll, calling learn_skill straight.
1810     * op is the person learning the skill, tmp is the skill scroll object
1811     */
1812 root 1.22 static void
1813     apply_skillscroll (object *op, object *tmp)
1814 elmex 1.1 {
1815 root 1.22 switch ((int) learn_skill (op, tmp))
1816     {
1817 root 1.24 case 0:
1818     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1819     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1820     return;
1821    
1822     case 1:
1823     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824     decrease_ob (tmp);
1825     return;
1826 root 1.14
1827 root 1.24 default:
1828     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829     decrease_ob (tmp);
1830     return;
1831 elmex 1.1 }
1832     }
1833    
1834     /**
1835     * Actually makes op learn spell.
1836     * Informs player of what happens.
1837     */
1838 root 1.22 void
1839     do_learn_spell (object *op, object *spell, int special_prayer)
1840 elmex 1.1 {
1841 root 1.22 object *tmp;
1842 elmex 1.1
1843 root 1.22 if (op->type != PLAYER)
1844     {
1845     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1846     return;
1847 elmex 1.1 }
1848    
1849 root 1.22 /* Upgrade special prayers to normal prayers */
1850     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851     {
1852     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853     {
1854     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1855     return;
1856 elmex 1.1 }
1857 root 1.22 return;
1858 elmex 1.1 }
1859    
1860 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1861 root 1.39 tmp = spell->clone ();
1862 root 1.22 insert_ob_in_ob (tmp, op);
1863    
1864     if (special_prayer)
1865 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1866 elmex 1.1
1867 root 1.22 esrv_add_spells (op->contr, tmp);
1868 elmex 1.1 }
1869    
1870     /**
1871     * Erases spell from player's inventory.
1872     */
1873 root 1.22 void
1874     do_forget_spell (object *op, const char *spell)
1875 elmex 1.1 {
1876 root 1.22 object *spob;
1877    
1878     if (op->type != PLAYER)
1879     {
1880     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881     return;
1882     }
1883     if ((spob = check_spell_known (op, spell)) == NULL)
1884     {
1885     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886     return;
1887     }
1888 elmex 1.1
1889 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890     player_unready_range_ob (op->contr, spob);
1891     esrv_remove_spell (op->contr, spob);
1892 root 1.37 spob->destroy ();
1893 elmex 1.1 }
1894    
1895     /**
1896     * Handles player applying a spellbook.
1897     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1898     * stuff like that. Random learning failure too.
1899     */
1900 root 1.22 static void
1901     apply_spellbook (object *op, object *tmp)
1902 elmex 1.1 {
1903 root 1.22 object *skop, *spell, *spell_skill;
1904    
1905     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906     {
1907     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1908     return;
1909     }
1910    
1911     /* artifact_spellbooks have 'slaying' field point to a spell name,
1912     * instead of having their spell stored in stats.sp. These are
1913     * legacy spellbooks
1914     */
1915 elmex 1.1
1916 root 1.22 if (tmp->slaying != NULL)
1917     {
1918     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919     if (!spell)
1920     {
1921     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922     return;
1923 root 1.14 }
1924 root 1.22 else
1925     insert_ob_in_ob (spell, tmp);
1926     tmp->slaying = NULL;
1927     }
1928    
1929     skop = find_skill_by_name (op, tmp->skill);
1930    
1931     /* need a literacy skill to learn spells. Also, having a literacy level
1932     * lower than the spell will make learning the spell more difficult */
1933     if (!skop)
1934     {
1935     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1936     return;
1937     }
1938    
1939     spell = tmp->inv;
1940 root 1.32
1941 root 1.22 if (!spell)
1942     {
1943     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945     return;
1946     }
1947 root 1.31
1948 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 root 1.22 {
1950 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.");
1951 root 1.22 return;
1952     }
1953    
1954     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955    
1956     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957     {
1958     identify (tmp);
1959 root 1.41
1960 root 1.22 if (tmp->env)
1961     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962     else
1963 root 1.41 op->contr->socket->update_look = 1;
1964 root 1.22 }
1965    
1966     /* I removed the check for special_prayer_mark here - it didn't make
1967     * a lot of sense - special prayers are not found in spellbooks, and
1968     * if the player doesn't know the spell, doesn't make a lot of sense that
1969     * they would have a special prayer mark.
1970     */
1971     if (check_spell_known (op, spell->name))
1972     {
1973     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974     return;
1975 elmex 1.1 }
1976 root 1.22
1977     if (spell->skill)
1978     {
1979     spell_skill = find_skill_by_name (op, spell->skill);
1980 root 1.25
1981 root 1.22 if (!spell_skill)
1982     {
1983     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984     return;
1985 root 1.14 }
1986 root 1.25
1987 root 1.22 if (spell_skill->level < spell->level)
1988     {
1989     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990     return;
1991 root 1.14 }
1992 elmex 1.1 }
1993    
1994 root 1.22 /* Logic as follows
1995     *
1996     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997     *
1998     * 2- The learner's skill level in literacy adjusts the chance to learn
1999     * a spell.
2000     *
2001     * 3 -Automatically fail to learn if you read while confused
2002     *
2003     * Overall, chances are the same but a player will find having a high
2004     * literacy rate very useful! -b.t.
2005     */
2006     if (QUERY_FLAG (op, FLAG_CONFUSED))
2007     {
2008     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010     }
2011     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013     {
2014    
2015     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016     do_learn_spell (op, spell, 0);
2017    
2018     /* xp gain to literacy for spell learning */
2019     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 elmex 1.1 }
2022 root 1.22 else
2023     {
2024     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026     }
2027     decrease_ob (tmp);
2028 elmex 1.1 }
2029    
2030     /**
2031     * Handles applying a spell scroll.
2032     */
2033 root 1.22 void
2034     apply_scroll (object *op, object *tmp, int dir)
2035 elmex 1.1 {
2036 root 1.22 object *skop;
2037 elmex 1.1
2038 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039     {
2040     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041     return;
2042 elmex 1.1 }
2043    
2044 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2045     {
2046     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047     return;
2048 elmex 1.1 }
2049    
2050 root 1.22 if (op->type == PLAYER)
2051     {
2052     /* players need a literacy skill to read stuff! */
2053     int exp_gain = 0;
2054 elmex 1.1
2055 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2056     * should go for anything killed by the spell.
2057     */
2058     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 elmex 1.1
2060 root 1.22 if (!skop)
2061     {
2062     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063     return;
2064     }
2065 elmex 1.1
2066 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067     change_exp (op, exp_gain, skop->skill, 0);
2068 elmex 1.1 }
2069    
2070 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071     identify (tmp);
2072 elmex 1.1
2073 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 elmex 1.1
2075    
2076 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077     decrease_ob (tmp);
2078 elmex 1.1 }
2079    
2080     /**
2081     * Applies a treasure object - by default, chest. op
2082     * is the person doing the applying, tmp is the treasure
2083     * chest.
2084     */
2085 root 1.22 static void
2086     apply_treasure (object *op, object *tmp)
2087 elmex 1.1 {
2088 root 1.22 object *treas;
2089    
2090    
2091     /* Nice side effect of new treasure creation method is that the treasure
2092     * for the chest is done when the chest is created, and put into the chest
2093     * inventory. So that when the chest burns up, the items still exist. Also
2094     * prevents people fromt moving chests to more difficult maps to get better
2095     * treasure
2096     */
2097    
2098     treas = tmp->inv;
2099     if (treas == NULL)
2100     {
2101     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102     decrease_ob (tmp);
2103     return;
2104     }
2105     while (tmp->inv)
2106     {
2107     treas = tmp->inv;
2108 elmex 1.1
2109 root 1.36 treas->remove ();
2110 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 elmex 1.1
2112 root 1.22 treas->x = op->x;
2113     treas->y = op->y;
2114     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115    
2116     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117     spring_trap (treas, op);
2118 root 1.37
2119 root 1.22 /* If either player or container was destroyed, no need to do
2120     * further processing. I think this should be enclused with
2121     * spring trap above, as I don't think there is otherwise
2122     * any way for the treasure chest or player to get killed
2123     */
2124 root 1.29 if (op->destroyed () || tmp->destroyed ())
2125 root 1.22 break;
2126 elmex 1.1 }
2127    
2128 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2129 root 1.22 decrease_ob (tmp);
2130 elmex 1.1
2131     }
2132    
2133     /**
2134     * op eats food.
2135     * If player, takes care of messages and dragon special food.
2136     */
2137 root 1.22 static void
2138     apply_food (object *op, object *tmp)
2139 elmex 1.1 {
2140 root 1.22 int capacity_remaining;
2141 elmex 1.1
2142 root 1.22 if (op->type != PLAYER)
2143     op->stats.hp = op->stats.maxhp;
2144     else
2145     {
2146 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2147 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 root 1.14 ;
2149 root 1.22 else
2150     {
2151     /* usual case - no dragon meal: */
2152     if (op->stats.food + tmp->stats.food > 999)
2153     {
2154     if (tmp->type == FOOD || tmp->type == FLESH)
2155     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156     else
2157     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158     }
2159    
2160     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161     {
2162     char buf[MAX_BUF];
2163    
2164     if (!is_dragon_pl (op))
2165     {
2166     /* eating message for normal players */
2167     if (tmp->type == DRINK)
2168     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169     else
2170     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171     }
2172     else
2173     {
2174     /* eating message for dragon players */
2175     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176     }
2177    
2178     new_draw_info (NDI_UNIQUE, 0, op, buf);
2179     capacity_remaining = 999 - op->stats.food;
2180     op->stats.food += tmp->stats.food;
2181     if (capacity_remaining < tmp->stats.food)
2182     op->stats.hp += capacity_remaining / 50;
2183     else
2184     op->stats.hp += tmp->stats.food / 50;
2185     if (op->stats.hp > op->stats.maxhp)
2186     op->stats.hp = op->stats.maxhp;
2187     if (op->stats.food > 999)
2188     op->stats.food = 999;
2189     }
2190 root 1.14
2191 root 1.22 /* special food hack -b.t. */
2192     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193     eat_special_food (op, tmp);
2194     }
2195 elmex 1.1 }
2196 root 1.22 handle_apply_yield (tmp);
2197     decrease_ob (tmp);
2198 elmex 1.1 }
2199    
2200     /**
2201     * A dragon is eating some flesh. If the flesh contains resistances,
2202     * there is a chance for the dragon's skin to get improved.
2203     *
2204     * attributes:
2205     * object *op the object (dragon player) eating the flesh
2206     * object *meal the flesh item, getting chewed in dragon's mouth
2207     * return:
2208     * int 1 if eating successful, 0 if it doesn't work
2209     */
2210 root 1.22 int
2211     dragon_eat_flesh (object *op, object *meal)
2212     {
2213     object *skin = NULL; /* pointer to dragon skin force */
2214     object *abil = NULL; /* pointer to dragon ability force */
2215     object *tmp = NULL; /* tmp. object */
2216    
2217 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2218     double chance; /* improvement-chance of one resistance type */
2219 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2220     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221     double mbonus = 0; /* monster bonus */
2222 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 root 1.22 int winners = 0; /* number of winners */
2224 elmex 1.1 int i; /* index */
2225 root 1.22
2226 elmex 1.1 /* let's make sure and doublecheck the parameters */
2227 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2228 elmex 1.1 return 0;
2229 root 1.22
2230 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231     from the player's inventory */
2232 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2233     {
2234     if (tmp->type == FORCE)
2235     {
2236     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237     skin = tmp;
2238     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2239     abil = tmp;
2240     }
2241 elmex 1.1 }
2242 root 1.22
2243 elmex 1.1 /* if either skin or ability are missing, this is an old player
2244     which is not to be considered a dragon -> bail out */
2245 root 1.22 if (skin == NULL || abil == NULL)
2246     return 0;
2247    
2248 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2249 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2250 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2251     else
2252 root 1.22 op->stats.hp += meal->stats.food / 50;
2253     if (op->stats.hp > op->stats.maxhp)
2254     op->stats.hp = op->stats.maxhp;
2255    
2256     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2257    
2258     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2259    
2260 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2261 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2262     {
2263     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2264     {
2265     /* got positive resistance, now calculate improvement chance (0-100) */
2266    
2267     /* this bonus makes resistance increase easier at lower levels */
2268     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2269     if (i == abil->stats.exp)
2270     bonus += 5; /* additional bonus for resistance of ability-focus */
2271    
2272     /* monster bonus increases with level, because high-level
2273     flesh is too rare */
2274     mbonus = op->level * 20. / ((double) settings.max_level);
2275    
2276     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2277     ((double) settings.max_level)) - skin->resist[i];
2278    
2279     if (chance >= 0.)
2280     chance += 1.;
2281     else
2282     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2283    
2284     /* chance is proportional to amount of resistance (max. 50) */
2285     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2286    
2287     /* doubled chance for resistance of ability-focus */
2288     if (i == abil->stats.exp)
2289     chance = MIN (100., chance * 2.);
2290    
2291     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292     if (RANDOM () % 10000 < (int) (chance * 100))
2293     {
2294     atnr_winner[winners] = i;
2295     winners++;
2296     }
2297    
2298     if (chance >= 0.01)
2299     totalchance *= 1 - chance / 100;
2300    
2301     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2302     }
2303 elmex 1.1 }
2304 root 1.22
2305 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2306 root 1.22 totalchance = 100 - totalchance * 100;
2307 elmex 1.1 /* print message according to totalchance */
2308     if (totalchance > 50.)
2309 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2310 elmex 1.1 else if (totalchance > 10.)
2311 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2312 elmex 1.1 else if (totalchance > 1.)
2313 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2314 elmex 1.1 else if (totalchance > 0.1)
2315 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2316 elmex 1.1 else if (totalchance >= 0.01)
2317 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2318     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319     sprintf (buf, "The %s tasted strange.", &meal->name);
2320     else
2321     sprintf (buf, "The %s had no taste.", &meal->name);
2322     new_draw_info (NDI_UNIQUE, 0, op, buf);
2323    
2324 elmex 1.1 /* now choose a winner if we have any */
2325     i = -1;
2326 root 1.22 if (winners > 0)
2327     i = atnr_winner[RANDOM () % winners];
2328    
2329     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330     {
2331     /* resistance increased! */
2332     skin->resist[i]++;
2333     fix_player (op);
2334    
2335     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337     }
2338    
2339 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2340     into the ability_force and it will take effect on next level */
2341 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342     {
2343     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344    
2345     if (meal->last_eat != abil->stats.exp)
2346     {
2347     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348     new_draw_info (NDI_UNIQUE, 0, op, buf);
2349     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350     new_draw_info (NDI_UNIQUE, 0, op, buf);
2351     }
2352     else
2353     {
2354     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2355     new_draw_info (NDI_UNIQUE, 0, op, buf);
2356     abil->last_eat = 0;
2357     }
2358 elmex 1.1 }
2359     return 1;
2360     }
2361    
2362 root 1.22 static void
2363     apply_savebed (object *pl)
2364 elmex 1.1 {
2365     #ifndef COZY_SERVER
2366 root 1.22 if (!pl->contr->name_changed || !pl->stats.exp)
2367     {
2368     new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 elmex 1.1 return;
2370     }
2371     #endif
2372 root 1.22 INVOKE_PLAYER (LOGOUT, pl->contr);
2373     /* Need to call terminate_all_pets() before we remove the player ob */
2374     terminate_all_pets (pl);
2375 root 1.36 pl->remove ();
2376 root 1.22 pl->direction = 0;
2377     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378    
2379     /* update respawn position */
2380     strcpy (pl->contr->savebed_map, pl->map->path);
2381     pl->contr->bed_x = pl->x;
2382     pl->contr->bed_y = pl->y;
2383    
2384     strcpy (pl->contr->killer, "left");
2385     check_score (pl); /* Always check score */
2386     (void) save_player (pl, 0);
2387     pl->map->players--;
2388     #if MAP_MAXTIMEOUT
2389     MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390 elmex 1.1 #endif
2391 root 1.22 play_again (pl);
2392     pl->speed = 0;
2393     update_ob_speed (pl);
2394 elmex 1.1 }
2395    
2396     /**
2397     * Handles applying an improve armor scroll.
2398     * Does some sanity checks, then calls improve_armour.
2399     */
2400 root 1.22 static void
2401     apply_armour_improver (object *op, object *tmp)
2402 elmex 1.1 {
2403 root 1.22 object *armor;
2404 elmex 1.1
2405 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2406     {
2407     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2408     return;
2409 elmex 1.1 }
2410 root 1.22 armor = find_marked_object (op);
2411     if (!armor)
2412     {
2413     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2414 elmex 1.1 return;
2415     }
2416 root 1.22 if (armor->type != ARMOUR
2417     && armor->type != CLOAK
2418     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 elmex 1.1 {
2420 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2421     return;
2422 elmex 1.1 }
2423    
2424 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425     improve_armour (op, tmp, armor);
2426 elmex 1.1 }
2427    
2428    
2429 root 1.22 extern void
2430     apply_poison (object *op, object *tmp)
2431 elmex 1.1 {
2432 root 1.22 if (op->type == PLAYER)
2433     {
2434     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2435     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2436     strcpy (op->contr->killer, "poisonous booze");
2437 elmex 1.1 }
2438 root 1.22 if (tmp->stats.hp > 0)
2439     {
2440     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2441     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 elmex 1.1 }
2443 root 1.22 op->stats.food -= op->stats.food / 4;
2444     handle_apply_yield (tmp);
2445     decrease_ob (tmp);
2446 elmex 1.1 }
2447    
2448     /**
2449     * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450     * A valid 2 way exit means:
2451     * -You can come back (there is another exit at the other side)
2452     * -You are
2453     * ° the owner of the exit
2454     * ° or in the same party as the owner
2455     *
2456     * Note: a owner in a 2 way exit is saved as the owner's name
2457     * in the field exit->name cause the field exit->owner doesn't
2458     * survive in the swapping (in fact the whole exit doesn't survive).
2459     */
2460 root 1.22 int
2461     is_legal_2ways_exit (object *op, object *exit)
2462     {
2463     object *tmp;
2464     object *exit_owner;
2465     player *pp;
2466 root 1.30 maptile *exitmap;
2467 root 1.22
2468     if (exit->stats.exp != 1)
2469     return 1; /*This is not a 2 way, so it is legal */
2470     if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471     return 0; /* This is a reset town portal */
2472     /* To know if an exit has a correspondant, we look at
2473     * all the exits in destination and try to find one with same path as
2474     * the current exit's position */
2475     if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2476     exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477     else
2478     exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479     if (exitmap)
2480     {
2481     tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2482     if (!tmp)
2483     return 0;
2484     for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2485     {
2486     if (tmp->type != EXIT)
2487     continue; /*Not an exit */
2488     if (!EXIT_PATH (tmp))
2489     continue; /*Not a valid exit */
2490     if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491     continue; /*Not in the same place */
2492     if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2493     continue; /*Not in the same map */
2494    
2495     /* From here we have found the exit is valid. However we do
2496     * here the check of the exit owner. It is important for the
2497     * town portals to prevent strangers from visiting your appartments
2498     */
2499     if (!exit->race)
2500     return 1; /*No owner, free for all! */
2501     exit_owner = NULL;
2502     for (pp = first_player; pp; pp = pp->next)
2503     {
2504     if (!pp->ob)
2505     continue;
2506     if (pp->ob->name != exit->race)
2507     continue;
2508     exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509     break;
2510     }
2511     if (!exit_owner)
2512     return 0; /* No more owner */
2513     if (exit_owner->contr == op->contr)
2514     return 1; /*It is your exit */
2515     if (exit_owner && /*There is a owner */
2516     (op->contr) && /*A player tries to pass */
2517     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519     return 0;
2520     return 1;
2521     }
2522     }
2523     return 0;
2524     }
2525 elmex 1.1
2526    
2527     /**
2528     * Main apply handler.
2529     *
2530     * Checks for unpaid items before applying.
2531     *
2532     * Return value:
2533     * 0: player or monster can't apply objects of that type
2534     * 1: has been applied, or there was an error applying the object
2535     * 2: objects of that type can't be applied if not in inventory
2536     *
2537     * op is the object that is causing object to be applied, tmp is the object
2538     * being applied.
2539     *
2540     * aflag is special (always apply/unapply) flags. Nothing is done with
2541     * them in this function - they are passed to apply_special
2542     */
2543    
2544 root 1.22 int
2545     manual_apply (object *op, object *tmp, int aflag)
2546 elmex 1.1 {
2547 root 1.22 if (tmp->head)
2548     tmp = tmp->head;
2549 elmex 1.1
2550 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551     {
2552     if (op->type == PLAYER)
2553     {
2554     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2555     return 1;
2556     }
2557     else
2558     {
2559     return 0; /* monsters just skip unpaid items */
2560 root 1.14 }
2561 elmex 1.1 }
2562    
2563 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564     return RESULT_INT (0);
2565 root 1.8
2566 root 1.22 switch (tmp->type)
2567     {
2568 elmex 1.1
2569 root 1.24 case CF_HANDLE:
2570     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572     tmp->value = tmp->value ? 0 : 1;
2573     SET_ANIMATION (tmp, tmp->value);
2574     update_object (tmp, UP_OBJ_FACE);
2575     push_button (tmp);
2576     return 1;
2577 root 1.14
2578 root 1.24 case TRIGGER:
2579     if (check_trigger (tmp, op))
2580     {
2581     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583     }
2584     else
2585     {
2586     new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587     }
2588     return 1;
2589 root 1.14
2590 root 1.24 case EXIT:
2591     if (op->type != PLAYER)
2592     return 0;
2593     if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594     {
2595     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596     }
2597     else
2598     {
2599     /* Don't display messages for random maps. */
2600     if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2601     new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2602     enter_exit (op, tmp);
2603     }
2604     return 1;
2605 root 1.14
2606 root 1.24 case SIGN:
2607     apply_sign (op, tmp, 0);
2608     return 1;
2609 root 1.14
2610 root 1.24 case BOOK:
2611     if (op->type == PLAYER)
2612     {
2613     apply_book (op, tmp);
2614     return 1;
2615     }
2616     else
2617     {
2618     return 0;
2619     }
2620 root 1.14
2621 root 1.24 case SKILLSCROLL:
2622     if (op->type == PLAYER)
2623     {
2624     apply_skillscroll (op, tmp);
2625     return 1;
2626     }
2627     return 0;
2628 root 1.14
2629 root 1.24 case SPELLBOOK:
2630     if (op->type == PLAYER)
2631     {
2632     apply_spellbook (op, tmp);
2633     return 1;
2634     }
2635     return 0;
2636 root 1.14
2637 root 1.24 case SCROLL:
2638     apply_scroll (op, tmp, 0);
2639     return 1;
2640 root 1.14
2641 root 1.24 case POTION:
2642     (void) apply_potion (op, tmp);
2643     return 1;
2644 root 1.14
2645 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2646     case CLOSE_CON:
2647     if (op->type == PLAYER)
2648     (void) esrv_apply_container (op, tmp->env);
2649     else
2650     (void) apply_container (op, tmp->env);
2651     return 1;
2652 root 1.14
2653 root 1.24 case CONTAINER:
2654     if (op->type == PLAYER)
2655     (void) esrv_apply_container (op, tmp);
2656     else
2657     (void) apply_container (op, tmp);
2658     return 1;
2659 root 1.14
2660 root 1.24 case TREASURE:
2661     if (op->type == PLAYER)
2662     {
2663     apply_treasure (op, tmp);
2664     return 1;
2665     }
2666     else
2667     {
2668     return 0;
2669     }
2670 root 1.14
2671 root 1.24 case WEAPON:
2672     case ARMOUR:
2673     case BOOTS:
2674     case GLOVES:
2675     case AMULET:
2676     case GIRDLE:
2677     case BRACERS:
2678     case SHIELD:
2679     case HELMET:
2680     case RING:
2681     case CLOAK:
2682     case WAND:
2683     case ROD:
2684     case HORN:
2685     case SKILL:
2686     case BOW:
2687     case LAMP:
2688     case BUILDER:
2689     case SKILL_TOOL:
2690     if (tmp->env != op)
2691     return 2; /* not in inventory */
2692     (void) apply_special (op, tmp, aflag);
2693     return 1;
2694 root 1.14
2695 root 1.24 case DRINK:
2696     case FOOD:
2697     case FLESH:
2698     apply_food (op, tmp);
2699     return 1;
2700 root 1.14
2701 root 1.24 case POISON:
2702     apply_poison (op, tmp);
2703     return 1;
2704 root 1.14
2705 root 1.24 case SAVEBED:
2706     if (op->type == PLAYER)
2707     {
2708     apply_savebed (op);
2709     return 1;
2710     }
2711     else
2712     {
2713     return 0;
2714     }
2715 root 1.14
2716 root 1.24 case ARMOUR_IMPROVER:
2717     if (op->type == PLAYER)
2718     {
2719     apply_armour_improver (op, tmp);
2720     return 1;
2721     }
2722     else
2723     {
2724     return 0;
2725     }
2726 root 1.14
2727 root 1.24 case WEAPON_IMPROVER:
2728     (void) check_improve_weapon (op, tmp);
2729     return 1;
2730 root 1.14
2731 root 1.24 case CLOCK:
2732     if (op->type == PLAYER)
2733     {
2734     char buf[MAX_BUF];
2735     timeofday_t tod;
2736 root 1.22
2737 root 1.24 get_tod (&tod);
2738     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2739     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2741     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742     new_draw_info (NDI_UNIQUE, 0, op, buf);
2743     return 1;
2744     }
2745     else
2746     {
2747     return 0;
2748     }
2749 root 1.14
2750 root 1.24 case MENU:
2751     if (op->type == PLAYER)
2752     {
2753     shop_listing (op);
2754     return 1;
2755     }
2756     else
2757     {
2758     return 0;
2759     }
2760 elmex 1.1
2761 root 1.24 case POWER_CRYSTAL:
2762     apply_power_crystal (op, tmp); /* see egoitem.c */
2763     return 1;
2764 root 1.14
2765 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2766     if (op->type == PLAYER)
2767     {
2768     apply_lighter (op, tmp);
2769     return 1;
2770     }
2771     else
2772     {
2773     return 0;
2774     }
2775 root 1.14
2776 root 1.24 case ITEM_TRANSFORMER:
2777     apply_item_transformer (op, tmp);
2778     return 1;
2779 root 1.14
2780 root 1.24 default:
2781     return 0;
2782 elmex 1.1 }
2783     }
2784    
2785    
2786     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2787     * messages as needed by player_apply_below(). But there can still be
2788     * "but you are floating high above the ground" messages.
2789     *
2790     * Same return value as apply() function.
2791     */
2792 root 1.22 int
2793     player_apply (object *pl, object *op, int aflag, int quiet)
2794 elmex 1.1 {
2795 root 1.22 int tmp;
2796 elmex 1.1
2797 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2798     {
2799     /* player is flying and applying object not in inventory */
2800     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801     {
2802     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2803     return 0;
2804 root 1.14 }
2805 elmex 1.1 }
2806    
2807 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808     * applied.
2809     */
2810     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811     {
2812     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 root 1.37 op->destroy ();
2816 root 1.22 return 1;
2817 elmex 1.1 }
2818    
2819 root 1.22 pl->contr->last_used = op;
2820 elmex 1.1
2821 root 1.22 tmp = manual_apply (pl, op, aflag);
2822     if (!quiet)
2823     {
2824     if (tmp == 0)
2825     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826     else if (tmp == 2)
2827     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 elmex 1.1 }
2829 root 1.22 return tmp;
2830 elmex 1.1 }
2831    
2832     /**
2833     * player_apply_below attempts to apply the object 'below' the player.
2834     * If the player has an open container, we use that for below, otherwise
2835     * we use the ground.
2836     */
2837    
2838 root 1.22 void
2839     player_apply_below (object *pl)
2840 elmex 1.1 {
2841 root 1.22 object *tmp, *next;
2842     int floors;
2843    
2844     /* If using a container, set the starting item to be the top
2845     * item in the container. Otherwise, use the map.
2846     */
2847     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848 elmex 1.1
2849 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2850     * we don't use a corrupt pointer for the next object, so we get the
2851     * next object in the stack before applying. This is can only be a
2852     * problem if player_apply() has a bug in that it uses the object but does
2853     * not return a proper value.
2854     */
2855     for (floors = 0; tmp != NULL; tmp = next)
2856     {
2857     next = tmp->below;
2858     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859     floors++;
2860     else if (floors > 0)
2861     return; /* process only floor objects after first floor object */
2862    
2863     /* If it is visible, player can apply it. If it is applied by
2864     * person moving on it, also activate. Added code to make it
2865     * so that at least one of players movement types be that which
2866     * the item needs.
2867     */
2868     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869     {
2870     if (player_apply (pl, tmp, 0, 1) == 1)
2871     return;
2872 elmex 1.1 }
2873 root 1.22 if (floors >= 2)
2874     return; /* process at most two floor objects */
2875 elmex 1.1 }
2876     }
2877    
2878     /**
2879     * Unapplies specified item.
2880     * No check done on cursed/damned.
2881     * Break this out of apply_special - this is just done
2882     * to keep the size of apply_special to a more managable size.
2883     */
2884 root 1.22 static int
2885     unapply_special (object *who, object *op, int aflags)
2886 elmex 1.1 {
2887 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)))
2888     return RESULT_INT (0);
2889 root 1.12
2890 root 1.22 object *tmp2;
2891 elmex 1.1
2892 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2893     switch (op->type)
2894     {
2895 root 1.24 case WEAPON:
2896     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 elmex 1.1
2898 root 1.24 (void) change_abil (who, op);
2899     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901     clear_skill (who);
2902     break;
2903 root 1.14
2904 root 1.24 case SKILL: /* allows objects to impart skills */
2905     case SKILL_TOOL:
2906     if (op != who->chosen_skill)
2907     {
2908     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909     }
2910     if (who->type == PLAYER)
2911     {
2912     if (who->contr->shoottype == range_skill)
2913     who->contr->shoottype = range_none;
2914     if (!op->invisible)
2915     {
2916     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917     }
2918     else
2919     {
2920     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921     }
2922     }
2923     (void) change_abil (who, op);
2924     who->chosen_skill = NULL;
2925     CLEAR_FLAG (who, FLAG_READY_SKILL);
2926     break;
2927 root 1.14
2928 root 1.24 case ARMOUR:
2929     case HELMET:
2930     case SHIELD:
2931     case RING:
2932     case BOOTS:
2933     case GLOVES:
2934     case AMULET:
2935     case GIRDLE:
2936     case BRACERS:
2937     case CLOAK:
2938     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939     (void) change_abil (who, op);
2940     break;
2941     case LAMP:
2942     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943     tmp2 = arch_to_object (op->other_arch);
2944     tmp2->x = op->x;
2945     tmp2->y = op->y;
2946     tmp2->map = op->map;
2947     tmp2->below = op->below;
2948     tmp2->above = op->above;
2949     tmp2->stats.food = op->stats.food;
2950     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 root 1.29
2952 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 root 1.29
2955 root 1.24 if (who->type == PLAYER)
2956 root 1.29 esrv_del_item (who->contr, op->count);
2957    
2958 root 1.37 op->destroy ();
2959 root 1.24 insert_ob_in_ob (tmp2, who);
2960     fix_player (who);
2961     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962     {
2963     if (who->type == PLAYER)
2964     {
2965     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967     }
2968     }
2969     if (who->type == PLAYER)
2970     esrv_send_item (who, tmp2);
2971     return 1; /* otherwise, an attempt to drop causes problems */
2972     break;
2973     case BOW:
2974     case WAND:
2975     case ROD:
2976     case HORN:
2977     clear_skill (who);
2978     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979     if (who->type == PLAYER)
2980     {
2981     who->contr->shoottype = range_none;
2982     }
2983     else
2984     {
2985     if (op->type == BOW)
2986     CLEAR_FLAG (who, FLAG_READY_BOW);
2987     else
2988     CLEAR_FLAG (who, FLAG_READY_RANGE);
2989     }
2990     break;
2991 elmex 1.1
2992 root 1.24 case BUILDER:
2993     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994     who->contr->shoottype = range_none;
2995     who->contr->ranges[range_builder] = NULL;
2996     break;
2997 elmex 1.1
2998 root 1.24 default:
2999     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000     break;
3001 elmex 1.1 }
3002    
3003 root 1.22 fix_player (who);
3004 elmex 1.1
3005 root 1.22 if (!(aflags & AP_NO_MERGE))
3006     {
3007     object *tmp;
3008    
3009     tmp = merge_ob (op, NULL);
3010     if (who->type == PLAYER)
3011     {
3012     if (tmp)
3013     { /* it was merged */
3014 root 1.29 esrv_del_item (who->contr, op->count);
3015 root 1.22 op = tmp;
3016 elmex 1.1 }
3017 root 1.29
3018 root 1.22 esrv_send_item (who, op);
3019 root 1.14 }
3020 elmex 1.1 }
3021 root 1.22 return 0;
3022 elmex 1.1 }
3023    
3024     /**
3025     * Returns the object that is using location 'loc'.
3026     * Note that 'start' is the first object to start examing - we
3027     * then go through the below of this. In this way, you can do
3028     * something like:
3029     * tmp = get_item_from_body_location(who->inv, 1);
3030     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
3031     * to find the second object that may use this location, etc.
3032     * Returns NULL if no match is found.
3033     * loc is the index into the array we are looking for a match.
3034     * don't return invisible objects unless they are skill objects
3035     * invisible other objects that use
3036     * up body locations can be used as restrictions.
3037     */
3038 root 1.22 object *
3039     get_item_from_body_location (object *start, int loc)
3040 elmex 1.1 {
3041 root 1.22 object *tmp;
3042 elmex 1.1
3043 root 1.22 if (!start)
3044     return NULL;
3045 elmex 1.1
3046 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3047     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3048     return tmp;
3049 elmex 1.1
3050 root 1.22 return NULL;
3051 elmex 1.1 }
3052    
3053    
3054    
3055     /**
3056     * 'op' wants to apply an object, but can't because of other equipment.
3057     * This should only be called when it is known
3058     * that there are objects to unapply. This makes pretty heavy
3059     * use of get_item_from_body_location. It makes no intelligent choice
3060     * on objects - rather, the first that is matched is used.
3061     * Returns 0 on success, returns 1 if there is some problem.
3062     * if aflags is AP_PRINT, we instead print out waht to unapply
3063     * instead of doing it. This is a lot less code than having
3064     * another function that does just that.
3065     */
3066 root 1.22 int
3067     unapply_for_ob (object *who, object *op, int aflags)
3068 elmex 1.1 {
3069 root 1.22 int i;
3070     object *tmp = NULL, *last;
3071 elmex 1.1
3072 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3073     * or weapons first - only allowed to use one weapon/shield at a time.
3074     */
3075     if (op->type == WEAPON || op->type == SHIELD)
3076     {
3077     for (tmp = who->inv; tmp; tmp = tmp->below)
3078     {
3079     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3080     {
3081     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082     {
3083     if (aflags & AP_PRINT)
3084     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085     else
3086     unapply_special (who, tmp, aflags);
3087     }
3088     else
3089     {
3090     /* In this case, we want to try and remove a cursed item.
3091     * While we know it won't work, we want unapply_special to
3092     * at least generate the message.
3093     */
3094     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3095     return 1;
3096 root 1.14 }
3097 elmex 1.1
3098 root 1.14 }
3099     }
3100 elmex 1.1 }
3101    
3102 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3103     {
3104     /* this used up a slot that we need to free */
3105     if (op->body_info[i])
3106     {
3107     last = who->inv;
3108 root 1.14
3109 root 1.22 /* We do a while loop - may need to remove several items in order
3110     * to free up enough slots.
3111     */
3112     while ((who->body_used[i] + op->body_info[i]) < 0)
3113     {
3114     tmp = get_item_from_body_location (last, i);
3115     if (!tmp)
3116     {
3117 elmex 1.1 #if 0
3118 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3119     * equipped.
3120     */
3121     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122 elmex 1.1 #endif
3123 root 1.22 return 1;
3124     }
3125     /* If we are just printing, we don't care about cursed status */
3126     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127     {
3128     if (aflags & AP_PRINT)
3129     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3130     else
3131     unapply_special (who, tmp, aflags);
3132 root 1.14 }
3133 root 1.22 else
3134     {
3135     /* Cursed item that we can't unequip - tell the player.
3136     * Note this could be annoying if this is just one of a few,
3137     * so it may not be critical (eg, putting on a ring and you have
3138     * one cursed ring.)
3139     */
3140     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3141 root 1.14 }
3142 root 1.22 last = tmp->below;
3143 root 1.14 }
3144 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145     * return in the !tmp would have kicked in.
3146     */
3147     } /* if op is using this body location */
3148     } /* for body lcoations */
3149     return 0;
3150 elmex 1.1 }
3151    
3152     /**
3153     * Checks to see if 'who' can apply object 'op'.
3154     * Returns 0 if apply can be done without anything special.
3155     * Otherwise returns a bitmask - potentially several of these may be
3156     * set, but largely depends on circumstance - in the future, processing
3157     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158     * is set, do we really are what the other flags may be?)
3159     *
3160     * See include/define.h for detailed description of the meaning of
3161     * these return values.
3162     */
3163 root 1.22 int
3164     can_apply_object (object *who, object *op)
3165 elmex 1.1 {
3166 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167     return RESULT_INT (0);
3168    
3169     int i, retval = 0;
3170     object *tmp = NULL, *ws = NULL;
3171    
3172     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3173     * 2 weapons, but we don't want to let them do that. So if they are
3174     * trying to equip a weapon or shield, see if they already have one
3175     * in place and store that way.
3176     */
3177     if (op->type == WEAPON || op->type == SHIELD)
3178     {
3179     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3180     {
3181     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3182     {
3183     retval = CAN_APPLY_UNAPPLY;
3184     ws = tmp;
3185 root 1.14 }
3186     }
3187 elmex 1.1 }
3188 root 1.14
3189    
3190 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191     {
3192     if (op->body_info[i])
3193     {
3194     /* Item uses more slots than we have */
3195     if (FABS (op->body_info[i]) > who->body_info[i])
3196     {
3197     /* Could return now for efficiently - rest of info below isn'
3198     * really needed.
3199     */
3200     retval |= CAN_APPLY_NEVER;
3201     }
3202     else if ((who->body_used[i] + op->body_info[i]) < 0)
3203     {
3204     /* in this case, equipping this would use more free spots than
3205     * we have.
3206     */
3207     object *tmp1;
3208    
3209 elmex 1.1
3210 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3211     * enough slots to equip the new item, then just set this can
3212     * continue. We don't care about the logic below - if you have
3213     * shield equipped and try to equip another shield, there is only
3214     * one choice. However, the check for the number of body locations
3215     * does take into the account cases where what is being applied
3216     * may be two handed for example.
3217     */
3218     if (ws)
3219     {
3220     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221     {
3222     retval |= CAN_APPLY_UNAPPLY;
3223     continue;
3224     }
3225     }
3226    
3227     tmp1 = get_item_from_body_location (who->inv, i);
3228     if (!tmp1)
3229     {
3230 elmex 1.1 #if 0
3231 root 1.22 /* This is sort of an error, but happens a lot when old players
3232     * join in with more stuff equipped than they are now allowed.
3233     */
3234     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3235 elmex 1.1 #endif
3236 root 1.22 retval |= CAN_APPLY_NEVER;
3237     }
3238     else
3239     {
3240     /* need to unapply something. However, if this something
3241     * is different than we had found before, it means they need
3242     * to apply multiple objects
3243     */
3244     retval |= CAN_APPLY_UNAPPLY;
3245     if (!tmp)
3246     tmp = tmp1;
3247     else if (tmp != tmp1)
3248     {
3249     retval |= CAN_APPLY_UNAPPLY_MULT;
3250 root 1.14 }
3251 root 1.22 /* This object isn't using up all the slots, so there must
3252     * be another. If so, and it the new item doesn't need all
3253     * the slots, the player then has a choice.
3254     */
3255     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3256     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257    
3258     /* Does unequippint 'tmp1' free up enough slots for this to be
3259     * equipped? If not, there must be something else to unapply.
3260     */
3261     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3262     retval |= CAN_APPLY_UNAPPLY_MULT;
3263    
3264     }
3265     } /* if not enough free slots */
3266     } /* if this object uses location i */
3267     } /* for i -> num_body_locations loop */
3268    
3269     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3270     * really be controlled by use of body locations. We do have
3271     * the weapon/shield checks, and the range checks for monsters,
3272     * because you can't control those just by body location - bows, shields,
3273     * and weapons all use the same slot. Similar for horn/rod/wand - they
3274     * all use the same location.
3275     */
3276     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277     retval |= CAN_APPLY_RESTRICTION;
3278     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279     retval |= CAN_APPLY_RESTRICTION;
3280    
3281    
3282     if (who->type != PLAYER)
3283     {
3284     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3286 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287     retval |= CAN_APPLY_RESTRICTION;
3288     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289     retval |= CAN_APPLY_RESTRICTION;
3290     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3292 elmex 1.1 }
3293 root 1.22 return retval;
3294 elmex 1.1 }
3295    
3296 root 1.22
3297 elmex 1.1
3298     /**
3299     * who is the object using the object. It can be a monster.
3300     * op is the object they are using. op is an equipment type item,
3301     * eg, one which you put on and keep on for a while, and not something
3302     * like a potion or scroll.
3303     *
3304     * function returns 1 if the action could not be completed, 0 on
3305     * success. However, success is a matter of meaning - if the
3306     * user passes the 'apply' flag to an object already applied,
3307     * nothing is done, and 0 is returned.
3308     *
3309     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3310     * AP_UNAPPLY=always unapply).
3311     *
3312     * Optional flags:
3313     * AP_NO_MERGE: don't merge an unapplied object with other objects
3314     * AP_IGNORE_CURSE: unapply cursed items
3315     *
3316     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317     *
3318     * apply_special() doesn't check for unpaid items.
3319     */
3320 root 1.22 int
3321     apply_special (object *who, object *op, int aflags)
3322 elmex 1.1 {
3323 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3324     object *tmp, *tmp2, *skop = NULL;
3325     int i;
3326 elmex 1.1
3327 root 1.22 if (who == NULL)
3328     {
3329     LOG (llevError, "apply_special() from object without environment.\n");
3330     return 1;
3331 elmex 1.1 }
3332    
3333 root 1.22 if (op->env != who)
3334     return 1; /* op is not in inventory */
3335 elmex 1.1
3336 root 1.22 /* trying to unequip op */
3337     if (QUERY_FLAG (op, FLAG_APPLIED))
3338     {
3339     /* always apply, so no reason to unapply */
3340     if (basic_flag == AP_APPLY)
3341     return 0;
3342    
3343     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344     {
3345     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3346     return 1;
3347 root 1.14 }
3348 root 1.22 return unapply_special (who, op, aflags);
3349 elmex 1.1 }
3350    
3351 root 1.22 if (basic_flag == AP_UNAPPLY)
3352     return 0;
3353 elmex 1.1
3354 root 1.22 i = can_apply_object (who, op);
3355 elmex 1.1
3356 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3357     if (i)
3358     {
3359     if (i & CAN_APPLY_NEVER)
3360     {
3361     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3362     return 1;
3363     }
3364     else if (i & CAN_APPLY_RESTRICTION)
3365     {
3366     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3367     return 1;
3368     }
3369     if (who->type != PLAYER)
3370     {
3371     /* Some error, so don't try to equip something more */
3372     if (unapply_for_ob (who, op, aflags))
3373 root 1.14 return 1;
3374     }
3375 root 1.22 else
3376     {
3377     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378     {
3379     new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3380     unapply_for_ob (who, op, AP_PRINT);
3381     return 1;
3382     }
3383     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384     {
3385     i = unapply_for_ob (who, op, aflags);
3386     if (i)
3387 root 1.14 return 1;
3388     }
3389     }
3390 elmex 1.1 }
3391 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392     {
3393     skop = find_skill_by_name (who, op->skill);
3394     if (!skop)
3395     {
3396     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397     return 1;
3398     }
3399     else
3400     {
3401     /* While experience will be credited properly, we want to change the
3402     * skill so that the dam and wc get updated
3403     */
3404     change_skill (who, skop, 0);
3405 root 1.14 }
3406 elmex 1.1 }
3407 root 1.22
3408     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409     {
3410     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3411     return 1;
3412 elmex 1.1 }
3413    
3414 root 1.12
3415 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3416     * Note that we don't have the checks for can_use_...
3417     * below - that is already taken care of by can_apply_object.
3418     */
3419    
3420    
3421     if (op->nrof > 1)
3422     tmp = get_split_ob (op, op->nrof - 1);
3423     else
3424     tmp = NULL;
3425    
3426     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427     return RESULT_INT (0);
3428    
3429     switch (op->type)
3430     {
3431 root 1.24 case WEAPON:
3432     if (!check_weapon_power (who, op->last_eat))
3433     {
3434     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3435     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436     if (tmp != NULL)
3437     (void) insert_ob_in_ob (tmp, who);
3438     return 1;
3439     }
3440     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441     {
3442     /* if the weapon does not have the name as the character, can't use it. */
3443     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3445     if (tmp != NULL)
3446     (void) insert_ob_in_ob (tmp, who);
3447     return 1;
3448     }
3449     SET_FLAG (op, FLAG_APPLIED);
3450 root 1.14
3451 root 1.24 if (skop)
3452     change_skill (who, skop, 1);
3453     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3454     SET_FLAG (who, FLAG_READY_WEAPON);
3455 root 1.14
3456 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457 root 1.14
3458 root 1.24 (void) change_abil (who, op);
3459     break;
3460 root 1.14
3461 root 1.24 case ARMOUR:
3462     case HELMET:
3463     case SHIELD:
3464     case BOOTS:
3465     case GLOVES:
3466     case GIRDLE:
3467     case BRACERS:
3468     case CLOAK:
3469     case RING:
3470     case AMULET:
3471     SET_FLAG (op, FLAG_APPLIED);
3472     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473     (void) change_abil (who, op);
3474     break;
3475     case LAMP:
3476     if (op->stats.food < 1)
3477     {
3478     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3479     return 1;
3480     }
3481     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482     tmp2 = arch_to_object (op->other_arch);
3483     tmp2->stats.food = op->stats.food;
3484     SET_FLAG (tmp2, FLAG_APPLIED);
3485     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487     insert_ob_in_ob (tmp2, who);
3488    
3489     /* Remove the old lantern */
3490     if (who->type == PLAYER)
3491 root 1.29 esrv_del_item (who->contr, op->count);
3492    
3493 root 1.37 op->destroy ();
3494 root 1.22
3495 root 1.24 /* insert the portion that was split off */
3496     if (tmp != NULL)
3497     {
3498     (void) insert_ob_in_ob (tmp, who);
3499     if (who->type == PLAYER)
3500     esrv_send_item (who, tmp);
3501     }
3502     fix_player (who);
3503     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504     {
3505     if (who->type == PLAYER)
3506     {
3507     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3508     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509     }
3510     }
3511     if (who->type == PLAYER)
3512     esrv_send_item (who, tmp2);
3513     return 0;
3514     break;
3515 root 1.14
3516 root 1.24 /* this part is needed for skill-tools */
3517     case SKILL:
3518     case SKILL_TOOL:
3519     if (who->chosen_skill)
3520     {
3521     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3522     return 1;
3523     }
3524     if (who->type == PLAYER)
3525     {
3526     who->contr->shoottype = range_skill;
3527     who->contr->ranges[range_skill] = op;
3528     if (!op->invisible)
3529     {
3530     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532     }
3533     else
3534     {
3535     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536     }
3537     }
3538     SET_FLAG (op, FLAG_APPLIED);
3539     (void) change_abil (who, op);
3540     who->chosen_skill = op;
3541     SET_FLAG (who, FLAG_READY_SKILL);
3542     break;
3543 root 1.22
3544 root 1.24 case BOW:
3545     if (!check_weapon_power (who, op->last_eat))
3546     {
3547     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3548     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3549     if (tmp != NULL)
3550     (void) insert_ob_in_ob (tmp, who);
3551     return 1;
3552     }
3553     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554     {
3555     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3556     if (tmp != NULL)
3557     (void) insert_ob_in_ob (tmp, who);
3558     return 1;
3559     }
3560     /*FALLTHROUGH*/ case WAND:
3561     case ROD:
3562     case HORN:
3563     /* check for skill, alter player status */
3564     SET_FLAG (op, FLAG_APPLIED);
3565     if (skop)
3566     change_skill (who, skop, 0);
3567     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 root 1.22
3569 root 1.24 if (who->type == PLAYER)
3570     {
3571     if (op->type == BOW)
3572     {
3573     (void) change_abil (who, op);
3574     new_draw_info_format (NDI_UNIQUE, 0, who,
3575     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3576     who->contr->shoottype = range_bow;
3577     }
3578     else
3579     {
3580     who->contr->shoottype = range_misc;
3581     }
3582     }
3583     else
3584     {
3585     if (op->type == BOW)
3586     SET_FLAG (who, FLAG_READY_BOW);
3587     else
3588     SET_FLAG (who, FLAG_READY_RANGE);
3589     }
3590     break;
3591 elmex 1.1
3592 root 1.24 case BUILDER:
3593     if (who->contr->ranges[range_builder])
3594     unapply_special (who, who->contr->ranges[range_builder], 0);
3595     who->contr->shoottype = range_builder;
3596     who->contr->ranges[range_builder] = op;
3597     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3598     break;
3599 elmex 1.1
3600 root 1.24 default:
3601     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3602 root 1.22 } /* end of switch op->type */
3603    
3604     SET_FLAG (op, FLAG_APPLIED);
3605 elmex 1.1
3606 root 1.22 if (tmp != NULL)
3607     tmp = insert_ob_in_ob (tmp, who);
3608 elmex 1.1
3609 root 1.22 fix_player (who);
3610 elmex 1.1
3611 root 1.22 /* We exclude spell casting objects. The fire code will set the
3612     * been applied flag when they are used - until that point,
3613     * you don't know anything about them.
3614     */
3615     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616     SET_FLAG (op, FLAG_BEEN_APPLIED);
3617    
3618     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619     {
3620     if (who->type == PLAYER)
3621     {
3622     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3623     SET_FLAG (op, FLAG_KNOWN_CURSED);
3624     }
3625     }
3626     if (who->type == PLAYER)
3627     {
3628     /* if multiple objects were applied, update both slots */
3629     if (tmp)
3630     esrv_send_item (who, tmp);
3631     esrv_send_item (who, op);
3632 elmex 1.1 }
3633 root 1.22 return 0;
3634 elmex 1.1 }
3635    
3636    
3637 root 1.22 int
3638     monster_apply_special (object *who, object *op, int aflags)
3639 elmex 1.1 {
3640 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 elmex 1.1 return 1;
3642     return apply_special (who, op, aflags);
3643     }
3644    
3645     /**
3646     * Map was just loaded, handle op's initialisation.
3647     *
3648     * Generates shop floor's item, and treasures.
3649     */
3650 root 1.22 int
3651     auto_apply (object *op)
3652     {
3653     object *tmp = NULL, *tmp2;
3654     int i;
3655 elmex 1.1
3656 root 1.22 switch (op->type)
3657     {
3658 root 1.24 case SHOP_FLOOR:
3659 root 1.42 if (!op->has_random_items ())
3660 root 1.24 return 0;
3661 root 1.38
3662 root 1.24 do
3663     {
3664     i = 10; /* let's give it 10 tries */
3665     while ((tmp = generate_treasure (op->randomitems,
3666     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3667     if (tmp == NULL)
3668     return 0;
3669     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670     {
3671 root 1.37 tmp->destroy ();
3672 root 1.24 tmp = NULL;
3673     }
3674     }
3675     while (!tmp);
3676 root 1.38
3677 root 1.24 tmp->x = op->x;
3678     tmp->y = op->y;
3679     SET_FLAG (tmp, FLAG_UNPAID);
3680     insert_ob_in_map (tmp, op->map, NULL, 0);
3681     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682     identify (tmp);
3683     break;
3684 root 1.14
3685 root 1.24 case TREASURE:
3686     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687     return 0;
3688 root 1.37
3689 root 1.24 while ((op->stats.hp--) > 0)
3690     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692    
3693     /* If we generated an object and put it in this object inventory,
3694     * move it to the parent object as the current object is about
3695     * to disappear. An example of this item is the random_* stuff
3696     * that is put inside other objects.
3697     */
3698     for (tmp = op->inv; tmp; tmp = tmp2)
3699     {
3700     tmp2 = tmp->below;
3701 root 1.36 tmp->remove ();
3702 root 1.37
3703 root 1.24 if (op->env)
3704     insert_ob_in_ob (tmp, op->env);
3705     else
3706 root 1.37 tmp->destroy ();
3707 root 1.24 }
3708 root 1.37
3709     op->destroy ();
3710 root 1.24 break;
3711 elmex 1.1 }
3712 root 1.22 return tmp ? 1 : 0;
3713 elmex 1.1 }
3714    
3715     /**
3716     * fix_auto_apply goes through the entire map (only the first time
3717     * when an original map is loaded) and performs special actions for
3718     * certain objects (most initialization of chests and creation of
3719     * treasures and stuff). Calls auto_apply if appropriate.
3720     */
3721 root 1.20 void
3722 root 1.30 fix_auto_apply (maptile *m)
3723 root 1.20 {
3724     object *tmp, *above = NULL;
3725     int x, y;
3726    
3727     if (m == NULL)
3728     return;
3729    
3730     for (x = 0; x < MAP_WIDTH (m); x++)
3731     for (y = 0; y < MAP_HEIGHT (m); y++)
3732     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733     {
3734     above = tmp->above;
3735    
3736     if (tmp->inv)
3737     {
3738     object *invtmp, *invnext;
3739 elmex 1.1
3740 root 1.20 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741     {
3742     invnext = invtmp->below;
3743 root 1.14
3744 root 1.20 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745     auto_apply (invtmp);
3746 root 1.42 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 root 1.20 {
3748     while ((invtmp->stats.hp--) > 0)
3749     create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3750 root 1.14
3751 root 1.20 invtmp->randomitems = NULL;
3752     }
3753     else if (invtmp && invtmp->arch
3754 root 1.42 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 root 1.20 {
3756 root 1.22 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3757 root 1.20 /* Need to clear this so that we never try to create
3758     * treasure again for this object
3759     */
3760     invtmp->randomitems = NULL;
3761 root 1.14 }
3762     }
3763 root 1.20 /* This is really temporary - the code at the bottom will
3764     * also set randomitems to null. The problem is there are bunches
3765     * of maps/players already out there with items that have spells
3766     * which haven't had the randomitems set to null yet.
3767     * MSW 2004-05-13
3768     *
3769     * And if it's a spellbook, it's better to set randomitems to NULL too,
3770     * else you get two spells in the book ^_-
3771     * Ryo 2004-08-16
3772     */
3773     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 root 1.22 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 root 1.20 tmp->randomitems = NULL;
3776    
3777     }
3778    
3779     if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780     auto_apply (tmp);
3781 root 1.42 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 root 1.20 {
3783     while ((tmp->stats.hp--) > 0)
3784     create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785     tmp->randomitems = NULL;
3786     }
3787     else if (tmp->type == TIMED_GATE)
3788     {
3789     object *head = tmp->head != NULL ? tmp->head : tmp;
3790 root 1.22
3791 root 1.20 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792     {
3793     tmp->speed = 0;
3794     update_ob_speed (tmp);
3795 root 1.14 }
3796     }
3797 root 1.20 /* This function can be called everytime a map is loaded, even when
3798     * swapping back in. As such, we don't want to create the treasure
3799     * over and ove again, so after we generate the treasure, blank out
3800     * randomitems so if it is swapped in again, it won't make anything.
3801     * This is a problem for the above objects, because they have counters
3802     * which say how many times to make the treasure.
3803     */
3804     else if (tmp && tmp->arch && tmp->type != PLAYER
3805     && tmp->type != TREASURE && tmp->type != SPELL
3806 root 1.42 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 root 1.20 {
3808 root 1.22 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3809 root 1.20 tmp->randomitems = NULL;
3810     }
3811     }
3812 elmex 1.1
3813 root 1.20 for (x = 0; x < MAP_WIDTH (m); x++)
3814     for (y = 0; y < MAP_HEIGHT (m); y++)
3815     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 root 1.22 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 root 1.20 check_trigger (tmp, tmp->above);
3818 elmex 1.1 }
3819    
3820     /**
3821     * Handles player eating food that temporarily changes status (resistances, stats).
3822     * This used to call cast_change_attr(), but
3823     * that doesn't work with the new spell code. Since we know what
3824     * the food changes, just grab a force and use that instead.
3825     */
3826    
3827 root 1.22 void
3828     eat_special_food (object *who, object *food)
3829     {
3830     object *force;
3831     int i, did_one = 0;
3832     sint8 k;
3833    
3834     force = get_archetype (FORCE_NAME);
3835    
3836     for (i = 0; i < NUM_STATS; i++)
3837     {
3838     k = get_attr_value (&food->stats, i);
3839     if (k)
3840     {
3841     set_attr_value (&force->stats, i, k);
3842     did_one = 1;
3843 root 1.14 }
3844 elmex 1.1 }
3845    
3846 root 1.22 /* check if we can protect the eater */
3847     for (i = 0; i < NROFATTACKS; i++)
3848     {
3849     if (food->resist[i] > 0)
3850     {
3851     force->resist[i] = food->resist[i] / 2;
3852     did_one = 1;
3853     }
3854     }
3855     if (did_one)
3856     {
3857     force->speed = 0.1;
3858     update_ob_speed (force);
3859     /* bigger morsel of food = longer effect time */
3860     force->stats.food = food->stats.food / 5;
3861     SET_FLAG (force, FLAG_IS_USED_UP);
3862     SET_FLAG (force, FLAG_APPLIED);
3863     change_abil (who, force);
3864     insert_ob_in_ob (force, who);
3865     }
3866     else
3867 root 1.37 force->destroy ();
3868 root 1.22
3869     /* check for hp, sp change */
3870     if (food->stats.hp != 0)
3871     {
3872     if (QUERY_FLAG (food, FLAG_CURSED))
3873     {
3874     strcpy (who->contr->killer, food->name);
3875     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877     }
3878     else
3879     {
3880     if (food->stats.hp > 0)
3881     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3882     else
3883     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3884     who->stats.hp += food->stats.hp;
3885     }
3886     }
3887     if (food->stats.sp != 0)
3888     {
3889     if (QUERY_FLAG (food, FLAG_CURSED))
3890     {
3891     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3892     who->stats.sp -= food->stats.sp;
3893     if (who->stats.sp < 0)
3894     who->stats.sp = 0;
3895     }
3896     else
3897     {
3898     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899     who->stats.sp += food->stats.sp;
3900     /* place limit on max sp from food? */
3901     }
3902 elmex 1.1 }
3903 root 1.22 fix_player (who);
3904 elmex 1.1 }
3905    
3906    
3907     /**
3908     * Designed primarily to light torches/lanterns/etc.
3909     * Also burns up burnable material too. First object in the inventory is
3910     * the selected object to "burn". -b.t.
3911     */
3912    
3913 root 1.22 void
3914     apply_lighter (object *who, object *lighter)
3915     {
3916     object *item;
3917     int is_player_env = 0;
3918     char item_name[MAX_BUF];
3919    
3920     item = find_marked_object (who);
3921     if (item)
3922     {
3923     if (lighter->last_eat && lighter->stats.food)
3924     { /* lighter gets used up */
3925     /* Split multiple lighters if they're being used up. Otherwise *
3926     * one charge from each would be used up. --DAMN */
3927     if (lighter->nrof > 1)
3928     {
3929 root 1.39 object *oneLighter = lighter->clone ();
3930 root 1.14
3931 root 1.22 lighter->nrof -= 1;
3932     oneLighter->nrof = 1;
3933     oneLighter->stats.food--;
3934     esrv_send_item (who, lighter);
3935     oneLighter = insert_ob_in_ob (oneLighter, who);
3936     esrv_send_item (who, oneLighter);
3937     }
3938     else
3939 root 1.29 lighter->stats.food--;
3940 root 1.22 }
3941     else if (lighter->last_eat)
3942     { /* no charges left in lighter */
3943     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944     return;
3945     }
3946     /* Perhaps we should split what we are trying to light on fire?
3947     * I can't see many times when you would want to light multiple
3948     * objects at once.
3949     */
3950     /* If the item is destroyed, we don't have a valid pointer to the
3951     * name object, so make a copy so the message we print out makes
3952     * some sense.
3953     */
3954     strcpy (item_name, item->name);
3955     if (who == is_player_inv (item))
3956     is_player_env = 1;
3957    
3958     save_throw_object (item, AT_FIRE, who);
3959     /* Change to check count and not freed, since the object pointer
3960     * may have gotten recycled
3961     */
3962 root 1.29 if (item->destroyed ())
3963 root 1.22 {
3964     new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965     /* Need to update the player so that the players glow radius
3966     * gets changed.
3967     */
3968     if (is_player_env)
3969     fix_player (who);
3970     }
3971     else
3972 root 1.29 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 root 1.22 }
3974     else /* nothing to light */
3975     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3976 elmex 1.1
3977     }
3978    
3979     /**
3980     * op made some mistake with a scroll, this takes care of punishment.
3981     * scroll_failure()- hacked directly from spell_failure
3982     */
3983 root 1.22 void
3984     scroll_failure (object *op, int failure, int power)
3985 elmex 1.1 {
3986 root 1.22 if (abs (failure / 4) > power)
3987     power = abs (failure / 4); /* set minimum effect */
3988 elmex 1.1
3989 root 1.22 if (failure <= -1 && failure > -15)
3990     { /* wonder */
3991     object *tmp;
3992    
3993     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3994     tmp = get_archetype (SPELL_WONDER);
3995     cast_wonder (op, op, 0, tmp);
3996 root 1.37 tmp->destroy ();
3997 root 1.22 }
3998     else if (failure <= -15 && failure > -35)
3999     { /* drain mana */
4000     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4001     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002     if (op->stats.sp < 0)
4003     op->stats.sp = 0;
4004     }
4005     else if (settings.spell_failure_effects == TRUE)
4006     {
4007     if (failure <= -35 && failure > -60)
4008     { /* confusion */
4009     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4010     confuse_player (op, op, power);
4011     }
4012     else if (failure <= -60 && failure > -70)
4013     { /* paralysis */
4014     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4015     paralyze_player (op, op, power);
4016     }
4017     else if (failure <= -70 && failure > -80)
4018     { /* blind */
4019     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020     blind_player (op, op, power);
4021     }
4022     else if (failure <= -80)
4023     { /* blast the immediate area */
4024     object *tmp;
4025    
4026     tmp = get_archetype (LOOSE_MANA);
4027     cast_magic_storm (op, tmp, power);
4028     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4029 root 1.37 tmp->destroy ();
4030 root 1.14 }
4031 elmex 1.1 }
4032     }
4033    
4034 root 1.22 void
4035     apply_changes_to_player (object *pl, object *change)
4036     {
4037     int excess_stat = 0; /* if the stat goes over the maximum
4038     for the race, put the excess stat some
4039     where else. */
4040 elmex 1.1
4041 root 1.22 switch (change->type)
4042     {
4043 root 1.24 case CLASS:
4044     {
4045     living *stats = &(pl->contr->orig_stats);
4046     living *ns = &(change->stats);
4047     object *walk;
4048     int flag_change_face = 1;
4049    
4050     /* the following code assigns stats up to the stat max
4051     * for the race, and if the stat max is exceeded,
4052     * tries to randomly reassign the excess stat
4053     */
4054     int i, j;
4055 root 1.22
4056 root 1.24 for (i = 0; i < NUM_STATS; i++)
4057     {
4058     sint8 stat = get_attr_value (stats, i);
4059     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4060 root 1.22
4061 root 1.24 stat += get_attr_value (ns, i);
4062     if (stat > 20 + race_bonus)
4063     {
4064     excess_stat++;
4065     stat = 20 + race_bonus;
4066     }
4067     set_attr_value (stats, i, stat);
4068     }
4069 elmex 1.1
4070 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4071     { /* try 100 times to assign excess stats */
4072     int i = rndm (0, 6);
4073     int stat = get_attr_value (stats, i);
4074     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075    
4076     if (i == CHA)
4077     continue; /* exclude cha from this */
4078     if (stat < 20 + race_bonus)
4079     {
4080     change_attr_value (stats, i, 1);
4081     excess_stat--;
4082     }
4083     }
4084 root 1.14
4085 root 1.24 /* insert the randomitems from the change's treasurelist into
4086     * the player ref: player.c
4087     */
4088     if (change->randomitems != NULL)
4089     give_initial_items (pl, change->randomitems);
4090 root 1.14
4091    
4092 root 1.24 /* set up the face, for some races. */
4093 root 1.14
4094 root 1.24 /* first, look for the force object banning
4095     * changing the face. Certain races never change face with class.
4096     */
4097     for (walk = pl->inv; walk != NULL; walk = walk->below)
4098     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4099     flag_change_face = 0;
4100 root 1.14
4101 root 1.24 if (flag_change_face)
4102     {
4103     pl->animation_id = GET_ANIM_ID (change);
4104     pl->face = change->face;
4105 root 1.14
4106 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4107     SET_FLAG (pl, FLAG_ANIMATE);
4108     else
4109     CLEAR_FLAG (pl, FLAG_ANIMATE);
4110     }
4111 root 1.14
4112 root 1.24 /* check the special case of can't use weapons */
4113     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4114     if (!strcmp (change->name, "monk"))
4115     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 root 1.14
4117 root 1.24 break;
4118     }
4119 elmex 1.1 }
4120     }
4121    
4122     /**
4123     * This handles items of type 'transformer'.
4124     * Basically those items, used with a marked item, transform both items into something
4125     * else.
4126     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4127     * Change information is contained in the 'slaying' field of the marked item.
4128     * The format is as follow: transformer:[number ]yield[;transformer:...].
4129     * This way an item can be transformed in many things, and/or many objects.
4130     * The 'slaying' field for transformer is used as verb for the action.
4131     */
4132 root 1.22 void
4133     apply_item_transformer (object *pl, object *transformer)
4134     {
4135     object *marked;
4136     object *new_item;
4137     char *find;
4138     char *separator;
4139     int yield;
4140     char got[MAX_BUF];
4141     int len;
4142    
4143     if (!pl || !transformer)
4144     return;
4145     marked = find_marked_object (pl);
4146     if (!marked)
4147 elmex 1.1 {
4148 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149     return;
4150     }
4151     if (!marked->slaying)
4152     {
4153     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154     return;
4155     }
4156     /* check whether they are compatible or not */
4157     find = strstr (marked->slaying, transformer->arch->name);
4158     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4159     {
4160     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161     return;
4162     }
4163     find += strlen (transformer->arch->name) + 1;
4164     /* Item can be used, now find how many and what it yields */
4165     if (isdigit (*(find)))
4166     {
4167     yield = atoi (find);
4168     if (yield < 1)
4169 elmex 1.1 {
4170 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4171     yield = 1;
4172 elmex 1.1 }
4173 root 1.22 }
4174     else
4175     yield = 1;
4176 elmex 1.1
4177 root 1.22 while (isdigit (*find))
4178     find++;
4179     while (*find == ' ')
4180     find++;
4181     memset (got, 0, MAX_BUF);
4182     if ((separator = strchr (find, ';')) != NULL)
4183     {
4184     len = separator - find;
4185     }
4186     else
4187     {
4188     len = strlen (find);
4189     }
4190     if (len > MAX_BUF - 1)
4191     len = MAX_BUF - 1;
4192     strcpy (got, find);
4193     got[len] = '\0';
4194    
4195     /* Now create new item, remove used ones when required. */
4196     new_item = get_archetype (got);
4197     if (!new_item)
4198     {
4199     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4200     return;
4201 elmex 1.1 }
4202 root 1.29
4203 root 1.22 new_item->nrof = yield;
4204     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4205     insert_ob_in_ob (new_item, pl);
4206     esrv_send_inventory (pl, pl);
4207     /* Eat up one item */
4208     decrease_ob_nr (marked, 1);
4209     /* Eat one transformer if needed */
4210     if (transformer->stats.food)
4211     if (--transformer->stats.food == 0)
4212     decrease_ob_nr (transformer, 1);
4213     }