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Revision: 1.57
Committed: Sun Dec 31 21:02:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +6 -5 lines
Log Message:
more use of shstr where it makes sense naturally

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 root 1.51 #include <sproto.h>
31 elmex 1.1
32     /* Want this regardless of rplay. */
33     #include <sounds.h>
34    
35     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
36     #include <math.h>
37    
38     /**
39     * Check if op should abort moving victim because of it's race or slaying.
40     * Returns 1 if it should abort, returns 0 if it should continue.
41     */
42 root 1.22 int
43     should_director_abort (object *op, object *victim)
44 elmex 1.1 {
45 root 1.22 int arch_flag, name_flag, race_flag;
46    
47     /* Get flags to determine what of arch, name, and race should be checked.
48     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49     * the next is the name flag, and the last is the race flag. Also note,
50     * if subtype is set to zero, that also goes to defaults of all affecting
51     * it. Examples:
52     * subtype 1: only arch
53     * subtype 3: arch or name
54     * subtype 5: arch or race
55     * subtype 7: all three
56     */
57     if (op->subtype)
58     {
59     arch_flag = (op->subtype & 1);
60     name_flag = (op->subtype & 2);
61     race_flag = (op->subtype & 4);
62     }
63     else
64     {
65     arch_flag = 1;
66     name_flag = 1;
67     race_flag = 1;
68     }
69     /* If the director has race set, only affect objects with a arch,
70     * name or race that matches.
71     */
72     if ((op->race) &&
73     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
74     ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
75     ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
76     {
77     return 1;
78     }
79     /* If the director has slaying set, only affect objects where none
80     * of arch, name, or race match.
81     */
82     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
83     ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
84     ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
85     {
86     return 1;
87     }
88     return 0;
89 elmex 1.1 }
90    
91     /**
92     * This handles a player dropping money on an altar to identify stuff.
93     * It'll identify marked item, if none all items up to dropped money.
94     * Return value: 1 if money was destroyed, 0 if not.
95     */
96 root 1.22 static int
97     apply_id_altar (object *money, object *altar, object *pl)
98 elmex 1.1 {
99 root 1.22 object *id, *marked;
100     int success = 0;
101    
102     if (pl == NULL || pl->type != PLAYER)
103     return 0;
104 elmex 1.1
105 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106     * identifying' from being printed out more than it needs to be.
107     */
108     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109     return 0;
110 elmex 1.1
111 root 1.22 marked = find_marked_object (pl);
112     /* if the player has a marked item, identify that if it needs to be
113     * identified. IF it doesn't, then go through the player inventory.
114     */
115     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116     {
117     if (operate_altar (altar, &money))
118     {
119     identify (marked);
120     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121     if (marked->msg)
122     {
123     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125     }
126     return money == NULL;
127     }
128     }
129 elmex 1.1
130 root 1.22 for (id = pl->inv; id; id = id->below)
131     {
132     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133     {
134     if (operate_altar (altar, &money))
135     {
136     identify (id);
137     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138     if (id->msg)
139     {
140     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 root 1.14 }
143 root 1.22 success = 1;
144     /* If no more money, might as well quit now */
145     if (money == NULL || !check_altar_sacrifice (altar, money))
146     break;
147     }
148     else
149     {
150     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151     break;
152     }
153 root 1.14 }
154 elmex 1.1 }
155 root 1.22 if (!success)
156     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157     return money == NULL;
158 elmex 1.1 }
159    
160     /**
161     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162     * matching item.
163     **/
164 root 1.22 static void
165     handle_apply_yield (object *tmp)
166 elmex 1.1 {
167 root 1.22 const char *yield;
168 elmex 1.1
169 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
170     if (yield != NULL)
171 elmex 1.1 {
172 root 1.22 object *drop = get_archetype (yield);
173    
174     if (tmp->env)
175 elmex 1.1 {
176 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
177     if (tmp->env->type == PLAYER)
178     esrv_send_item (tmp->env, drop);
179 elmex 1.1 }
180 root 1.22 else
181 elmex 1.1 {
182 root 1.22 drop->x = tmp->x;
183     drop->y = tmp->y;
184     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 elmex 1.1 }
186     }
187     }
188    
189     /**
190     * Handles applying a potion.
191     */
192 root 1.22 int
193     apply_potion (object *op, object *tmp)
194 elmex 1.1 {
195 elmex 1.3 int got_one = 0, i;
196     object *force = 0, *floor = 0;
197    
198 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
199 elmex 1.3
200 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 elmex 1.3 {
202     if (op->type == PLAYER)
203 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
205     return 0;
206     }
207 elmex 1.3
208 elmex 1.4 if (op->type == PLAYER)
209 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210     identify (tmp);
211 elmex 1.3
212 elmex 1.4 handle_apply_yield (tmp);
213 elmex 1.1
214 elmex 1.4 /* Potion of restoration - only for players */
215     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216     {
217     object *depl;
218     archetype *at;
219 elmex 1.1
220 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221     {
222 root 1.51 op->drain_stat ();
223     op->update_stats ();
224 elmex 1.3 decrease_ob (tmp);
225     return 1;
226     }
227 root 1.37
228 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
229 elmex 1.4 {
230     LOG (llevError, "Could not find archetype depletion\n");
231     return 0;
232     }
233     depl = present_arch_in_ob (at, op);
234 root 1.37
235 root 1.51 if (depl)
236 elmex 1.4 {
237     for (i = 0; i < NUM_STATS; i++)
238     if (get_attr_value (&depl->stats, i))
239 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240    
241     depl->destroy ();
242 root 1.51 op->update_stats ();
243 elmex 1.4 }
244     else
245     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246 elmex 1.1
247 elmex 1.4 decrease_ob (tmp);
248     return 1;
249     }
250    
251     /* improvement potion - only for players */
252     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253     {
254     for (i = 1; i < MIN (11, op->level); i++)
255 elmex 1.3 {
256 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 elmex 1.3 {
258 elmex 1.4 if (op->contr->levhp[i] != 1)
259 elmex 1.3 {
260 elmex 1.4 op->contr->levhp[i] = 1;
261     break;
262 elmex 1.3 }
263 elmex 1.4 if (op->contr->levsp[i] != 1)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levsp[i] = 1;
266     break;
267     }
268     if (op->contr->levgrace[i] != 1)
269     {
270     op->contr->levgrace[i] = 1;
271     break;
272 elmex 1.3 }
273     }
274 elmex 1.4 else
275 elmex 1.3 {
276 elmex 1.4 if (op->contr->levhp[i] < 9)
277     {
278     op->contr->levhp[i] = 9;
279     break;
280     }
281     if (op->contr->levsp[i] < 6)
282 elmex 1.3 {
283 elmex 1.4 op->contr->levsp[i] = 6;
284     break;
285 elmex 1.3 }
286 elmex 1.4 if (op->contr->levgrace[i] < 3)
287 elmex 1.3 {
288 elmex 1.4 op->contr->levgrace[i] = 3;
289     break;
290 elmex 1.3 }
291     }
292     }
293 root 1.37
294 elmex 1.4 /* Just makes checking easier */
295     if (i < MIN (11, op->level))
296     got_one = 1;
297 root 1.37
298 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 elmex 1.3 {
300 elmex 1.4 if (got_one)
301 elmex 1.3 {
302 root 1.51 op->update_stats ();
303 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 elmex 1.3 }
307     else
308 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 elmex 1.3 }
310 elmex 1.4 else
311     { /* cursed potion */
312     if (got_one)
313 elmex 1.3 {
314 root 1.51 op->update_stats ();
315 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 elmex 1.3 }
317 elmex 1.4 else
318 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 elmex 1.3 }
320 root 1.37
321 elmex 1.4 decrease_ob (tmp);
322     return 1;
323     }
324    
325    
326     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327     * and heroism all fit into this category. Given the spell object code,
328     * there is no limit to the number of spells that potions can be cast,
329     * but direction is problematic to try and imbue fireball potions for example.
330     */
331     if (tmp->inv)
332     {
333     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 elmex 1.3 {
335 elmex 1.4 object *fball;
336    
337     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338     /* Explodes a fireball centered at player */
339     fball = get_archetype (EXPLODING_FIREBALL);
340 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 elmex 1.4 fball->x = op->x;
343     fball->y = op->y;
344     insert_ob_in_map (fball, op->map, NULL, 0);
345 elmex 1.3 }
346 elmex 1.4 else
347     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 elmex 1.1
349 elmex 1.4 decrease_ob (tmp);
350     /* if youre dead, no point in doing this... */
351     if (!QUERY_FLAG (op, FLAG_REMOVED))
352 root 1.51 op->update_stats ();
353 elmex 1.4 return 1;
354     }
355    
356     /* Deal with protection potions */
357     force = NULL;
358     for (i = 0; i < NROFATTACKS; i++)
359     {
360     if (tmp->resist[i])
361     {
362     if (!force)
363     force = get_archetype (FORCE_NAME);
364     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365     force->type = POTION_EFFECT;
366     break; /* Only need to find one protection since we copy entire batch */
367 elmex 1.3 }
368 elmex 1.1 }
369 elmex 1.4 /* This is a protection potion */
370     if (force)
371 elmex 1.3 {
372 elmex 1.4 /* cursed items last longer */
373     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374     {
375     force->stats.food *= 10;
376     for (i = 0; i < NROFATTACKS; i++)
377     if (force->resist[i] > 0)
378     force->resist[i] = -force->resist[i]; /* prot => vuln */
379     }
380     force->speed_left = -1;
381     force = insert_ob_in_ob (force, op);
382     CLEAR_FLAG (tmp, FLAG_APPLIED);
383     SET_FLAG (force, FLAG_APPLIED);
384     change_abil (op, force);
385     decrease_ob (tmp);
386     return 1;
387     }
388    
389     /* Only thing left are the stat potions */
390     if (op->type == PLAYER)
391     { /* only for players */
392 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
394     else
395     SET_FLAG (tmp, FLAG_APPLIED);
396     if (!change_abil (op, tmp))
397     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 elmex 1.1 }
399    
400 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
401     * that were grouped with the one consumed, his
402     * stat will not be raised by them. fix_player just clears
403     * up all the stats.
404     */
405     CLEAR_FLAG (tmp, FLAG_APPLIED);
406 root 1.51 op->update_stats ();
407 elmex 1.3 decrease_ob (tmp);
408     return 1;
409 elmex 1.1 }
410    
411     /****************************************************************************
412     * Weapon improvement code follows
413     ****************************************************************************/
414    
415     /**
416     * This returns the sum of nrof of item (arch name).
417     */
418 root 1.22 static int
419     check_item (object *op, const char *item)
420 elmex 1.1 {
421 root 1.22 int count = 0;
422 elmex 1.1
423    
424 root 1.22 if (item == NULL)
425     return 0;
426     op = op->below;
427     while (op != NULL)
428     {
429     if (strcmp (op->arch->name, item) == 0)
430     {
431 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 root 1.14 {
434 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 root 1.14 count++;
436     else
437     count += op->nrof;
438     }
439 root 1.22 }
440     op = op->below;
441 elmex 1.1 }
442     return count;
443     }
444    
445     /**
446     * This removes 'nrof' of what item->slaying says to remove.
447     * op is typically the player, which is only
448     * really used to determine what space to look at.
449     * Modified to only eat 'nrof' of objects.
450     */
451 root 1.22 static void
452     eat_item (object *op, const char *item, uint32 nrof)
453 elmex 1.1 {
454 root 1.22 object *prev;
455 elmex 1.1
456 root 1.22 prev = op;
457     op = op->below;
458 elmex 1.1
459 root 1.22 while (op != NULL)
460     {
461     if (strcmp (op->arch->name, item) == 0)
462     {
463     if (op->nrof >= nrof)
464     {
465     decrease_ob_nr (op, nrof);
466     return;
467     }
468     else
469     {
470     decrease_ob_nr (op, op->nrof);
471     nrof -= op->nrof;
472 root 1.14 }
473 root 1.22 op = prev;
474 root 1.14 }
475 root 1.22 prev = op;
476     op = op->below;
477 elmex 1.1 }
478     }
479    
480     /**
481     * This checks to see of the player (who) is sufficient level to use a weapon
482     * with improvs improvements (typically last_eat). We take an int here
483     * instead of the object so that the improvement code can pass along the
484     * increased value to see if the object is usuable.
485     * we return 1 (true) if the player can use the weapon.
486     */
487 root 1.22 static int
488     check_weapon_power (const object *who, int improvs)
489 elmex 1.1 {
490 root 1.22
491 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
492     * object players really have any control to improve, it's a bit harsh to
493     * require high level in some combat skill, so we just use overall level.
494     */
495     #if 1
496 root 1.22 if (((who->level / 5) + 5) >= improvs)
497     return 1;
498     else
499     return 0;
500 elmex 1.1
501     #else
502 root 1.22 int level = 0;
503    
504     /* The skill system hands out wc and dam bonuses to fighters
505     * more generously than the old system (see fix_player). Thus
506     * we need to curtail the power of player enchanted weapons.
507     * I changed this to 1 improvement per "fighter" level/5 -b.t.
508     * Note: Nothing should break by allowing this ratio to be different or
509     * using normal level - it is just a matter of play balance.
510     */
511     if (who->type == PLAYER)
512     {
513     object *wc_obj = NULL;
514 elmex 1.1
515 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517     level = wc_obj->level;
518    
519     if (!level)
520     {
521     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522     level = who->level;
523 root 1.14 }
524 elmex 1.1 }
525 root 1.22 else
526     level = who->level;
527 elmex 1.1
528 root 1.22 return (improvs <= ((level / 5) + 5));
529 elmex 1.1 #endif
530     }
531    
532     /**
533     * Returns how many items of type improver->slaying there are under op.
534     * Will display a message if none found, and 1 if improver->slaying is NULL.
535     */
536 root 1.22 static int
537     check_sacrifice (object *op, const object *improver)
538 elmex 1.1 {
539 root 1.22 int count = 0;
540    
541     if (improver->slaying != NULL)
542     {
543     count = check_item (op, improver->slaying);
544     if (count < 1)
545     {
546     char buf[200];
547 elmex 1.1
548 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
549     new_draw_info (NDI_UNIQUE, 0, op, buf);
550     return 0;
551 root 1.14 }
552 elmex 1.1 }
553 root 1.22 else
554     count = 1;
555 elmex 1.1
556 root 1.22 return count;
557 elmex 1.1 }
558    
559     /**
560     * Actually improves the weapon, and tells user.
561     */
562 root 1.22 int
563     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
564 elmex 1.1 {
565    
566 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 elmex 1.1 *stat += sacrifice_count;
568     weapon->last_eat++;
569 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
570     decrease_ob (improver);
571 elmex 1.1
572     /* So it updates the players stats and the window */
573 root 1.51 op->update_stats ();
574 elmex 1.1 return 1;
575     }
576    
577     /* Types of improvements, hidden in the sp field. */
578     #define IMPROVE_PREPARE 1
579     #define IMPROVE_DAMAGE 2
580     #define IMPROVE_WEIGHT 3
581     #define IMPROVE_ENCHANT 4
582     #define IMPROVE_STR 5
583     #define IMPROVE_DEX 6
584     #define IMPROVE_CON 7
585     #define IMPROVE_WIS 8
586     #define IMPROVE_CHA 9
587     #define IMPROVE_INT 10
588     #define IMPROVE_POW 11
589    
590    
591     /**
592     * This does the prepare weapon scroll.
593     * Checks for sacrifice, and so on.
594     */
595    
596 root 1.22 int
597     prepare_weapon (object *op, object *improver, object *weapon)
598 elmex 1.1 {
599 root 1.22 int sacrifice_count, i;
600     char buf[MAX_BUF];
601 elmex 1.1
602 root 1.22 if (weapon->level != 0)
603     {
604     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 elmex 1.1 return 0;
606     }
607 root 1.22 for (i = 0; i < NROFATTACKS; i++)
608     if (weapon->resist[i])
609     break;
610 elmex 1.1
611 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
612     * improvement of items that already have protections.
613     */
614     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616     weapon->stats.exp || /* speed */
617     weapon->stats.ac) /* AC - only taifu's I think */
618 elmex 1.1 {
619 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
620 elmex 1.1 return 0;
621     }
622 root 1.22 sacrifice_count = check_sacrifice (op, improver);
623     if (sacrifice_count <= 0)
624     return 0;
625     weapon->level = isqrt (sacrifice_count);
626     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627     eat_item (op, improver->slaying, sacrifice_count);
628    
629     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
630    
631     sprintf (buf, "%s's %s", &op->name, &weapon->name);
632     weapon->name = weapon->name_pl = buf;
633     weapon->nrof = 0; /* prevents preparing n weapons in the same
634     slot at once! */
635     decrease_ob (improver);
636     weapon->last_eat = 0;
637     return 1;
638 elmex 1.1 }
639    
640    
641     /**
642     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
643     * This is the new improve weapon code.
644     * Returns 0 if it was not able to work for some reason.
645     *
646     * Checks if weapon was prepared, if enough potions on the floor, ...
647     *
648     * We are hiding extra information about the weapon in the level and
649     * last_eat numbers for an object. Hopefully this won't break anything ??
650     * level == max improve last_eat == current improve
651     */
652 root 1.22 int
653     improve_weapon (object *op, object *improver, object *weapon)
654 elmex 1.1 {
655 root 1.22 int sacrifice_count, sacrifice_needed = 0;
656 elmex 1.1
657 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
658     {
659     return prepare_weapon (op, improver, weapon);
660     }
661     if (weapon->level == 0)
662     {
663     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
664     return 0;
665     }
666     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
667     {
668     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
669     return 0;
670     }
671     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
672     {
673     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
674     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
675     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
676     return 0;
677     }
678 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
679     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680     * don't put any maximum value on damage - the limit is how much the
681     * weapon can be improved.
682     */
683 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
684     {
685     weapon->stats.dam += 5;
686     weapon->weight += 5000; /* 5 KG's */
687     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
688     weapon->last_eat++;
689    
690     weapon->item_power++;
691     decrease_ob (improver);
692     return 1;
693     }
694     if (improver->stats.sp == IMPROVE_WEIGHT)
695     {
696     /* Reduce weight by 20% */
697     weapon->weight = (weapon->weight * 8) / 10;
698     if (weapon->weight < 1)
699     weapon->weight = 1;
700     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
701     weapon->last_eat++;
702     weapon->item_power++;
703     decrease_ob (improver);
704     return 1;
705     }
706     if (improver->stats.sp == IMPROVE_ENCHANT)
707     {
708     weapon->magic++;
709     weapon->last_eat++;
710     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
711     decrease_ob (improver);
712     weapon->item_power++;
713     return 1;
714     }
715 root 1.14
716 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
717     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
718    
719     if (sacrifice_needed < 1)
720     sacrifice_needed = 1;
721     sacrifice_needed *= 2;
722 elmex 1.1
723 root 1.22 sacrifice_count = check_sacrifice (op, improver);
724     if (sacrifice_count < sacrifice_needed)
725     {
726     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
727     return 0;
728     }
729     eat_item (op, improver->slaying, sacrifice_needed);
730 elmex 1.1 weapon->item_power++;
731    
732 root 1.22 switch (improver->stats.sp)
733     {
734 root 1.24 case IMPROVE_STR:
735     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
736     case IMPROVE_DEX:
737     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
738     case IMPROVE_CON:
739     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
740     case IMPROVE_WIS:
741     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
742     case IMPROVE_CHA:
743     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
744     case IMPROVE_INT:
745     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
746     case IMPROVE_POW:
747     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
748     default:
749     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
750 root 1.22 }
751     LOG (llevError, "improve_weapon: Got to end of function\n");
752 elmex 1.1 return 0;
753     }
754    
755     /**
756     * Handles the applying of improve/prepare/enchant weapon scroll.
757     * Checks a few things (not on a non-magic square, marked weapon, ...),
758     * then calls improve_weapon to do the dirty work.
759     */
760 root 1.22 int
761     check_improve_weapon (object *op, object *tmp)
762 elmex 1.1 {
763 root 1.22 object *otmp;
764 elmex 1.1
765 root 1.22 if (op->type != PLAYER)
766     return 0;
767     if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768     {
769     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
770 elmex 1.1 return 0;
771     }
772 root 1.22 otmp = find_marked_object (op);
773     if (!otmp)
774     {
775     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
776 elmex 1.1 return 0;
777     }
778 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
779     {
780     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
781 elmex 1.1 return 0;
782     }
783 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784     improve_weapon (op, tmp, otmp);
785     esrv_send_item (op, otmp);
786     return 1;
787 elmex 1.1 }
788    
789     /**
790     * This code deals with the armour improvment scrolls.
791     * Change limits on improvement - let players go up to
792     * +5 no matter what level, but they are limited by item
793     * power.
794     * Try to use same improvement code as in the common/treasure.c
795     * file, so that if you make a +2 full helm, it will be just
796     * the same as one you find in a shop.
797     *
798     * deprecated comment:
799     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
800     * only 'enchantment' of armour is possible - improving
801     * the stats of a player w/ armour as well as a weapon
802     * will probably horribly unbalance the game. Magic enchanting
803     * depends on the level of the character - ie the plus
804     * value (magic) of the armour can never be increased beyond
805     * the level of the character / 10 -- rounding upish, nor may
806     * the armour value of the piece of equipment exceed either
807     * the users level or 90)
808     * Modified by MSW for partial resistance. Only support
809     * changing of physical area right now.
810     */
811 root 1.22 int
812     improve_armour (object *op, object *improver, object *armour)
813 elmex 1.1 {
814 root 1.22 object *tmp;
815 elmex 1.1
816 root 1.22 if (armour->magic >= settings.armor_max_enchant)
817     {
818     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
819     return 0;
820 elmex 1.1 }
821 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
822     * etc), so take the easy way out and don't worry about it.
823     * Note - maybe add scrolls which make the random artifact versions (eg, armour
824     * of gnarg and what not?)
825     */
826     if (armour->title)
827     {
828     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
829     return 0;
830 elmex 1.1 }
831    
832 root 1.22 /* Split objects if needed. Can't insert tmp until the
833     * end of this function - otherwise it will just re-merge.
834     */
835     if (armour->nrof > 1)
836     tmp = get_split_ob (armour, armour->nrof - 1);
837     else
838     tmp = NULL;
839    
840     armour->magic++;
841    
842     if (!settings.armor_speed_linear)
843     {
844     int base = 100;
845     int pow = 0;
846 elmex 1.1
847 root 1.22 while (pow < armour->magic)
848 elmex 1.1 {
849 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
850     pow++;
851 elmex 1.1 }
852    
853 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
854     }
855     else
856     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857 elmex 1.1
858 root 1.22 if (!settings.armor_weight_linear)
859     {
860     int base = 100;
861     int pow = 0;
862 elmex 1.1
863 root 1.22 while (pow < armour->magic)
864 elmex 1.1 {
865 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
866     pow++;
867 elmex 1.1 }
868    
869 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
870     }
871     else
872     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873    
874     if (armour->weight <= 0)
875     {
876     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877     armour->weight = 1;
878     }
879    
880     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
881 elmex 1.1
882 root 1.22 if (op->type == PLAYER)
883     {
884     esrv_send_item (op, armour);
885     if (QUERY_FLAG (armour, FLAG_APPLIED))
886 root 1.51 op->update_stats ();
887 elmex 1.1 }
888 root 1.22 decrease_ob (improver);
889     if (tmp)
890     {
891     insert_ob_in_ob (tmp, op);
892     esrv_send_item (op, tmp);
893 elmex 1.1 }
894 root 1.22 return 1;
895 elmex 1.1 }
896    
897    
898     /*
899     * convert_item() returns 1 if anything was converted, 0 if the item was not
900     * what the converter wants, -1 if the converter is broken.
901     */
902     #define CONV_FROM(xyz) xyz->slaying
903     #define CONV_TO(xyz) xyz->other_arch
904     #define CONV_NR(xyz) xyz->stats.sp
905     #define CONV_NEED(xyz) xyz->stats.food
906    
907     /* Takes one items and makes another.
908     * converter is the object that is doing the conversion.
909     * item is the object that triggered the converter - if it is not
910     * what the converter wants, this will not do anything.
911     */
912 root 1.22 int
913     convert_item (object *item, object *converter)
914     {
915     int nr = 0;
916     uint32 price_in;
917    
918     /* We make some assumptions - we assume if it takes money as it type,
919     * it wants some amount. We don't make change (ie, if something costs
920     * 3 gp and player drops a platinum, tough luck)
921     */
922     if (!strcmp (CONV_FROM (converter), "money"))
923     {
924     int cost;
925    
926     if (item->type != MONEY)
927     return 0;
928    
929     nr = (item->nrof * item->value) / CONV_NEED (converter);
930     if (!nr)
931     return 0;
932     cost = nr * CONV_NEED (converter) / item->value;
933     /* take into account rounding errors */
934     if (nr * CONV_NEED (converter) % item->value)
935     cost++;
936     decrease_ob_nr (item, cost);
937 elmex 1.1
938 root 1.22 price_in = cost * item->value;
939     }
940     else
941     {
942     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
943     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944     return 0;
945 elmex 1.1
946 root 1.22 if (CONV_NEED (converter))
947     {
948     nr = item->nrof / CONV_NEED (converter);
949     decrease_ob_nr (item, nr * CONV_NEED (converter));
950     price_in = nr * CONV_NEED (converter) * item->value;
951     }
952     else
953     {
954     price_in = item->value;
955 root 1.37 item->destroy ();
956 root 1.22 }
957     }
958 root 1.14
959 root 1.22 if (converter->inv != NULL)
960     {
961     object *ob;
962     int i;
963     object *ob_to_copy;
964    
965     /* select random object from inventory to copy */
966     ob_to_copy = converter->inv;
967     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
968     {
969     if (rndm (0, i) == 0)
970     {
971     ob_to_copy = ob;
972     }
973 root 1.14 }
974 root 1.22 item = object_create_clone (ob_to_copy);
975     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976     unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 elmex 1.1 }
978 root 1.22 else
979     {
980     if (converter->other_arch == NULL)
981     {
982     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
983 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
984 root 1.22 return -1;
985     }
986    
987     item = object_create_arch (converter->other_arch);
988     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989     }
990    
991     if (CONV_NR (converter))
992     item->nrof = CONV_NR (converter);
993     if (nr)
994     item->nrof *= nr;
995     if (is_in_shop (converter))
996     SET_FLAG (item, FLAG_UNPAID);
997     else if (price_in < item->nrof * item->value)
998     {
999     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001 elmex 1.1
1002     /**
1003     * elmex: we are going to let the game continue, as the mapcreator
1004     * propably had something in mind when doing this
1005     */
1006     }
1007 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008     return 1;
1009 elmex 1.1 }
1010 root 1.22
1011 elmex 1.1 /**
1012     * Handle apply on containers.
1013     * By Eneq(@csd.uu.se).
1014     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015     * added the alchemical cauldron to the code -b.t.
1016     */
1017    
1018 root 1.22 int
1019     apply_container (object *op, object *sack)
1020 elmex 1.1 {
1021 root 1.22 char buf[MAX_BUF];
1022     object *tmp;
1023 elmex 1.1
1024 root 1.22 if (op->type != PLAYER)
1025     return 0; /* This might change */
1026 elmex 1.1
1027 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1028     {
1029 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 root 1.22 return 0;
1031 elmex 1.1 }
1032 root 1.40
1033     op->contr->last_used = 0;
1034 elmex 1.1
1035 root 1.22 if (sack->env != op)
1036     {
1037     if (sack->other_arch == NULL || sack->env != NULL)
1038     {
1039     new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1040     return 1;
1041     }
1042 root 1.40
1043 root 1.22 /* It's on the ground, the problems begin */
1044     if (op->container != sack)
1045     {
1046     /* it's closed OR some player has opened it */
1047     if (QUERY_FLAG (sack, FLAG_APPLIED))
1048     {
1049 root 1.48 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 root 1.22 if (tmp)
1051     {
1052     /* some other player have opened it */
1053     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054     return 1;
1055     }
1056     }
1057 root 1.14 }
1058 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059     {
1060     if (op->container == NULL)
1061     {
1062     tmp = arch_to_object (sack->other_arch);
1063     /* not good, but insert_ob_in_ob() is too smart */
1064     CLEAR_FLAG (tmp, FLAG_REMOVED);
1065     tmp->x = tmp->y = 0;
1066     tmp->map = NULL;
1067     tmp->env = sack;
1068     if (sack->inv)
1069     sack->inv->above = tmp;
1070     tmp->below = sack->inv;
1071     tmp->above = NULL;
1072     sack->inv = tmp;
1073     sack->move_off = MOVE_ALL; /* trying force closing it */
1074     }
1075     else
1076     {
1077     sack->move_off = 0;
1078     tmp = sack->inv;
1079 root 1.37
1080 root 1.22 if (tmp && tmp->type == CLOSE_CON)
1081 root 1.37 tmp->destroy ();
1082 root 1.14 }
1083     }
1084 elmex 1.1 }
1085    
1086 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087     {
1088     if (op->container)
1089     {
1090     if (op->container != sack)
1091     {
1092     tmp = op->container;
1093     apply_container (op, tmp);
1094     sprintf (buf, "You close %s and open ", query_name (tmp));
1095     op->container = sack;
1096     strcat (buf, query_name (sack));
1097     strcat (buf, ".");
1098     }
1099     else
1100     {
1101     CLEAR_FLAG (sack, FLAG_APPLIED);
1102     op->container = NULL;
1103     sprintf (buf, "You close %s.", query_name (sack));
1104     }
1105     }
1106     else
1107     {
1108     CLEAR_FLAG (sack, FLAG_APPLIED);
1109     sprintf (buf, "You open %s.", query_name (sack));
1110     SET_FLAG (sack, FLAG_APPLIED);
1111     op->container = sack;
1112     }
1113     }
1114     else
1115     { /* not applied */
1116     if (sack->slaying)
1117     { /* it's locked */
1118     tmp = find_key (op, op, sack);
1119     if (tmp)
1120     {
1121     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122     SET_FLAG (sack, FLAG_APPLIED);
1123 root 1.48
1124 root 1.22 if (sack->env == NULL)
1125     { /* if it's on ground,open it also */
1126     new_draw_info (NDI_UNIQUE, 0, op, buf);
1127     apply_container (op, sack);
1128     return 1;
1129     }
1130     }
1131     else
1132 root 1.48 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1133 root 1.22 }
1134     else
1135     {
1136     sprintf (buf, "You readied %s.", query_name (sack));
1137     SET_FLAG (sack, FLAG_APPLIED);
1138 root 1.48
1139 root 1.22 if (sack->env == NULL)
1140     { /* if it's on ground,open it also */
1141     new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 root 1.14 apply_container (op, sack);
1143     return 1;
1144     }
1145     }
1146 elmex 1.1 }
1147 root 1.41
1148 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1149 root 1.41
1150 root 1.22 if (op->contr)
1151 root 1.50 op->contr->ns->floorbox_update ();
1152 root 1.41
1153 root 1.22 return 1;
1154 elmex 1.1 }
1155    
1156     /**
1157     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158     * the player has in their inventory, eg, sacks, luggages, etc.
1159     *
1160     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161     * This version is for client/server mode.
1162     * op is the player, sack is the container the player is opening or closing.
1163     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164     *
1165     * Reminder - there are three states for any container - closed (non applied),
1166     * applied (not open, but objects that match get tossed into it), and open
1167     * (applied flag set, and op->container points to the open container)
1168     */
1169    
1170 root 1.22 int
1171     esrv_apply_container (object *op, object *sack)
1172 elmex 1.1 {
1173 root 1.22 object *tmp = op->container;
1174    
1175     if (op->type != PLAYER)
1176     return 0; /* This might change */
1177 elmex 1.1
1178 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1179     {
1180 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 root 1.22 return 0;
1182 elmex 1.1 }
1183    
1184 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1185     * if we are opening this one up. We then fall through if appropriate for
1186     * openening the new container.
1187     */
1188 elmex 1.1
1189 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190     {
1191     if (op->container->env != op)
1192     { /* if container is on the ground */
1193     op->container->move_off = 0;
1194 root 1.14 }
1195 root 1.11
1196 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197     return 1;
1198 elmex 1.1
1199 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200     CLEAR_FLAG (op->container, FLAG_APPLIED);
1201     op->container = NULL;
1202     esrv_update_item (UPD_FLAGS, op, tmp);
1203     if (tmp == sack)
1204     return 1;
1205 elmex 1.1 }
1206    
1207    
1208 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1209     * and it is locked, check to see if player has the equipment to open it.
1210     */
1211 elmex 1.1
1212 root 1.22 if (sack->slaying)
1213     { /* it's locked */
1214     tmp = find_key (op, op, sack);
1215     if (tmp)
1216     {
1217     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218     }
1219     else
1220     {
1221     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222     return 0;
1223     }
1224 elmex 1.1 }
1225    
1226 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1227     * if this is a locked container, the player they key to open it.
1228     */
1229 elmex 1.1
1230 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1231     * part of the players inventory. If on the ground, we assume that the player is
1232     * opening it, since if it was being closed, that would have been taken care of above.
1233     */
1234 elmex 1.1
1235    
1236 root 1.22 if (sack->env != op)
1237     {
1238     /* Hypothetical case - the player is trying to open a sack that belong to someone
1239     * else. This normally should not happen, but a misbehaving client/player could
1240     * try to do it, so lets handle it gracefully.
1241     */
1242     if (sack->env)
1243     {
1244     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245     return 0;
1246 root 1.14 }
1247 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1248     sack->move_off = MOVE_ALL; /* trying force closing it */
1249    
1250     CLEAR_FLAG (sack, FLAG_APPLIED);
1251     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252     SET_FLAG (sack, FLAG_APPLIED);
1253     op->container = sack;
1254     esrv_update_item (UPD_FLAGS, op, sack);
1255     esrv_send_inventory (op, sack);
1256 root 1.14
1257 root 1.22 }
1258     else
1259     { /* sack is in players inventory */
1260     if (QUERY_FLAG (sack, FLAG_APPLIED))
1261     { /* readied sack becoming open */
1262     CLEAR_FLAG (sack, FLAG_APPLIED);
1263     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264     SET_FLAG (sack, FLAG_APPLIED);
1265     op->container = sack;
1266     esrv_update_item (UPD_FLAGS, op, sack);
1267     esrv_send_inventory (op, sack);
1268     }
1269     else
1270     {
1271     CLEAR_FLAG (sack, FLAG_APPLIED);
1272     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273     SET_FLAG (sack, FLAG_APPLIED);
1274     esrv_update_item (UPD_FLAGS, op, sack);
1275 root 1.14 }
1276 elmex 1.1 }
1277 root 1.22 return 1;
1278 elmex 1.1 }
1279    
1280    
1281     /**
1282     * Handles dropping things on altar.
1283     * Returns true if sacrifice was accepted.
1284     */
1285 root 1.22 static int
1286     apply_altar (object *altar, object *sacrifice, object *originator)
1287 elmex 1.1 {
1288 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1289     if (altar->inv && (!originator || originator->type != PLAYER))
1290     return 0;
1291    
1292     if (operate_altar (altar, &sacrifice))
1293     {
1294     /* Simple check. Unfortunately, it means you can't cast magic bullet
1295     * with an altar. We call it a Potion - altars are stationary - it
1296     * is up to map designers to use them properly.
1297     */
1298     if (altar->inv && altar->inv->type == SPELL)
1299     {
1300     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1301     cast_spell (originator, altar, 0, altar->inv, NULL);
1302     /* If it is connected, push the button. Fixes some problems with
1303     * old maps.
1304     */
1305 elmex 1.1
1306     /* push_button (altar);*/
1307 root 1.14 }
1308 root 1.22 else
1309     {
1310     altar->value = 1; /* works only once */
1311     push_button (altar);
1312     }
1313 root 1.26
1314     return !sacrifice;
1315 root 1.22 }
1316     else
1317 root 1.26 return 0;
1318 elmex 1.1 }
1319    
1320     /**
1321     * Handles 'movement' of shop mats.
1322     * Returns 1 if 'op' was destroyed, 0 if not.
1323     * Largely re-written to not use nearly as many gotos, plus
1324     * some of this code just looked plain out of date.
1325     * MSW 2001-08-29
1326     */
1327 root 1.22 int
1328     apply_shop_mat (object *shop_mat, object *op)
1329 elmex 1.1 {
1330 elmex 1.15 int rv = 0;
1331     double opinion;
1332     object *tmp, *next;
1333 elmex 1.1
1334 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 elmex 1.1
1336 elmex 1.15 if (op->type != PLAYER)
1337     {
1338     /* Remove all the unpaid objects that may be carried here.
1339     * This could be pets or monsters that are somehow in
1340     * the shop.
1341     */
1342     for (tmp = op->inv; tmp; tmp = next)
1343     {
1344     next = tmp->below;
1345 root 1.25
1346 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347     {
1348     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1349 root 1.14
1350 root 1.36 tmp->remove ();
1351 root 1.24
1352 elmex 1.15 if (i == -1)
1353     i = 0;
1354 root 1.24
1355 elmex 1.15 tmp->map = op->map;
1356     tmp->x = op->x + freearr_x[i];
1357     tmp->y = op->y + freearr_y[i];
1358     insert_ob_in_map (tmp, op->map, op, 0);
1359 root 1.14 }
1360     }
1361    
1362 elmex 1.15 /* Don't teleport things like spell effects */
1363     if (QUERY_FLAG (op, FLAG_NO_PICK))
1364     return 0;
1365 root 1.14
1366 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1367     * shop mats. Instead, put it on a nearby space.
1368     */
1369     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370     {
1371 root 1.14
1372 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1374 root 1.22
1375 elmex 1.15 if (i != -1)
1376 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1377    
1378 elmex 1.15 return 0;
1379 root 1.14 }
1380 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1381     * the teleport function should be able to handle this just fine.
1382     */
1383     rv = teleport (shop_mat, SHOP_MAT, op);
1384 elmex 1.1 }
1385 root 1.25 else if (can_pay (op) && get_payment (op))
1386 elmex 1.15 {
1387 root 1.24 /* this is only used for players */
1388 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1389    
1390     if (shop_mat->msg)
1391 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1392 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1393     * but there is never a guarantee that the bottom space on the map is
1394     * actually the shop floor.
1395     */
1396     else if (!rv && !is_in_shop (op))
1397     {
1398     opinion = shopkeeper_approval (op->map, op);
1399 root 1.24
1400 elmex 1.15 if (opinion > 0.9)
1401 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1402 elmex 1.15 else if (opinion > 0.75)
1403     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1404     else if (opinion > 0.5)
1405     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406     else
1407 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 root 1.14 }
1409 elmex 1.1 }
1410 elmex 1.15 else
1411     {
1412     /* if we get here, a player tried to leave a shop but was not able
1413     * to afford the items he has. We try to move the player so that
1414     * they are not on the mat anymore
1415     */
1416     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1417 root 1.22
1418 elmex 1.15 if (i == -1)
1419     {
1420     LOG (llevError, "Internal shop-mat problem.\n");
1421     }
1422     else
1423     {
1424 root 1.36 op->remove ();
1425 elmex 1.15 op->x += freearr_x[i];
1426     op->y += freearr_y[i];
1427     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1428 root 1.14 }
1429 elmex 1.1 }
1430 root 1.24
1431 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1432     return rv;
1433 elmex 1.1 }
1434    
1435     /**
1436     * Handles applying a sign.
1437     */
1438 root 1.22 static void
1439     apply_sign (object *op, object *sign, int autoapply)
1440 elmex 1.1 {
1441 root 1.22 readable_message_type *msgType;
1442     char newbuf[HUGE_BUF];
1443    
1444     if (sign->msg == NULL)
1445     {
1446     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1447     return;
1448 elmex 1.1 }
1449    
1450 root 1.22 if (sign->stats.food)
1451     {
1452     if (sign->last_eat >= sign->stats.food)
1453     {
1454     if (!sign->move_on)
1455     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1456     return;
1457 root 1.14 }
1458 elmex 1.1
1459 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460     sign->last_eat++;
1461 elmex 1.1 }
1462    
1463 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1464     * No way to know for sure. The presumption is basically that if
1465     * move_on is zero, it needs to be manually applied (doesn't talk
1466     * to us).
1467     */
1468     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469     {
1470     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1471     return;
1472     }
1473     msgType = get_readable_message_type (sign);
1474     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1475     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1476 elmex 1.1 }
1477    
1478     /**
1479     * 'victim' moves onto 'trap'
1480     * 'victim' leaves 'trap'
1481     * effect is determined by move_on/move_off of trap and move_type of victime.
1482     *
1483     * originator: Player, monster or other object that caused 'victim' to move
1484     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1485     * However, some types of traps require an originator to function.
1486     */
1487 root 1.22 void
1488 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1489 elmex 1.1 {
1490     static int recursion_depth = 0;
1491    
1492     /* Only exits affect DMs. */
1493 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1494 elmex 1.1 return;
1495    
1496     /* move_apply() is the most likely candidate for causing unwanted and
1497     * possibly unlimited recursion.
1498     */
1499     /* The following was changed because it was causing perfeclty correct
1500     * maps to fail. 1) it's not an error to recurse:
1501     * rune detonates, summoning monster. monster lands on nearby rune.
1502     * nearby rune detonates. This sort of recursion is expected and
1503     * proper. This code was causing needless crashes.
1504     */
1505 root 1.22 if (recursion_depth >= 500)
1506     {
1507     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1509     return;
1510 elmex 1.1 }
1511 root 1.22 recursion_depth++;
1512     if (trap->head)
1513     trap = trap->head;
1514 elmex 1.1
1515 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1516     goto leave;
1517 elmex 1.1
1518 root 1.22 switch (trap->type)
1519     {
1520 root 1.23 case PLAYERMOVER:
1521     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1522     {
1523     if (!trap->stats.maxsp)
1524     trap->stats.maxsp = 2;
1525 root 1.14
1526 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1527     * should be divided by trap->speed
1528     */
1529     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1530 root 1.14
1531 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1532     * above with some objects have zero speed, and thus the player
1533     * getting permanently paralyzed.
1534     */
1535     if (victim->speed_left < -50.0)
1536     victim->speed_left = -50.0;
1537     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538     }
1539     goto leave;
1540 root 1.14
1541 root 1.23 case SPINNER:
1542     if (victim->direction)
1543     {
1544     victim->direction = absdir (victim->direction - trap->stats.sp);
1545     update_turn_face (victim);
1546     }
1547     goto leave;
1548 root 1.14
1549 root 1.23 case DIRECTOR:
1550     if (victim->direction && !should_director_abort (trap, victim))
1551     {
1552     victim->direction = trap->stats.sp;
1553     update_turn_face (victim);
1554     }
1555     goto leave;
1556 root 1.14
1557 root 1.23 case BUTTON:
1558     case PEDESTAL:
1559     update_button (trap);
1560     goto leave;
1561    
1562     case ALTAR:
1563     /* sacrifice victim on trap */
1564     apply_altar (trap, victim, originator);
1565     goto leave;
1566 root 1.14
1567 root 1.23 case THROWN_OBJ:
1568     if (trap->inv == NULL)
1569 root 1.22 goto leave;
1570 root 1.23 /* fallthrough */
1571 root 1.14
1572 root 1.23 case ARROW:
1573     /* bad bug: monster throw a object, make a step forwards, step on object ,
1574     * trigger this here and get hit by own missile - and will be own enemy.
1575     * Victim then is his own enemy and will start to kill herself (this is
1576     * removed) but we have not synced victim and his missile. To avoid senseless
1577     * action, we avoid hits here
1578     */
1579     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580     hit_with_arrow (trap, victim);
1581     goto leave;
1582 root 1.14
1583 root 1.23 case SPELL_EFFECT:
1584     apply_spell_effect (trap, victim);
1585     goto leave;
1586 root 1.14
1587 root 1.23 case TRAPDOOR:
1588     {
1589     int max, sound_was_played;
1590     object *ab, *ab_next;
1591 root 1.22
1592 root 1.23 if (!trap->value)
1593     {
1594     int tot;
1595 root 1.14
1596 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599 root 1.14
1600 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601     goto leave;
1602 root 1.22
1603 root 1.23 SET_ANIMATION (trap, trap->value);
1604     update_object (trap, UP_OBJ_FACE);
1605     }
1606 root 1.14
1607 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1608 root 1.22 {
1609 root 1.23 /* need to set this up, since if we do transfer the object,
1610     * ab->above would be bogus
1611     */
1612     ab_next = ab->above;
1613 root 1.14
1614 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 root 1.22 {
1616 root 1.23 if (!sound_was_played)
1617     {
1618     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619     sound_was_played = 1;
1620     }
1621     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 root 1.14 }
1624     }
1625 root 1.22 goto leave;
1626 root 1.23 }
1627 root 1.14
1628    
1629 root 1.23 case CONVERTER:
1630     if (convert_item (victim, trap) < 0)
1631     {
1632     object *op;
1633 root 1.14
1634 root 1.23 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 root 1.14
1636 root 1.23 op = get_archetype ("burnout");
1637     if (op != NULL)
1638     {
1639     op->x = trap->x;
1640     op->y = trap->y;
1641     insert_ob_in_map (op, trap->map, trap, 0);
1642     }
1643     }
1644     goto leave;
1645 root 1.14
1646 root 1.23 case TRIGGER_BUTTON:
1647     case TRIGGER_PEDESTAL:
1648     case TRIGGER_ALTAR:
1649     check_trigger (trap, victim);
1650     goto leave;
1651    
1652     case DEEP_SWAMP:
1653     walk_on_deep_swamp (trap, victim);
1654     goto leave;
1655    
1656     case CHECK_INV:
1657 elmex 1.46 check_inv (victim, trap);
1658 root 1.23 goto leave;
1659    
1660     case HOLE:
1661     /* Hole not open? */
1662     if (trap->stats.wc > 0)
1663 root 1.22 goto leave;
1664 root 1.14
1665 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1666     * Processing will happen if the head runs into the pit
1667     */
1668     if (victim->head)
1669 root 1.22 goto leave;
1670 root 1.14
1671 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674     goto leave;
1675 root 1.14
1676 root 1.23 case EXIT:
1677     if (victim->type == PLAYER && EXIT_PATH (trap))
1678     {
1679     /* Basically, don't show exits leading to random maps the
1680     * players output.
1681     */
1682 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684 root 1.55
1685     victim->enter_exit (trap);
1686 root 1.23 }
1687     goto leave;
1688 root 1.14
1689 root 1.23 case ENCOUNTER:
1690     /* may be some leftovers on this */
1691     goto leave;
1692    
1693     case SHOP_MAT:
1694     apply_shop_mat (trap, victim);
1695     goto leave;
1696    
1697     /* Drop a certain amount of gold, and have one item identified */
1698     case IDENTIFY_ALTAR:
1699     apply_id_altar (victim, trap, originator);
1700     goto leave;
1701    
1702     case SIGN:
1703     if (victim->type != PLAYER && trap->stats.food > 0)
1704 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1705 root 1.23
1706     apply_sign (victim, trap, 1);
1707     goto leave;
1708    
1709     case CONTAINER:
1710     if (victim->type == PLAYER)
1711     (void) esrv_apply_container (victim, trap);
1712     else
1713     (void) apply_container (victim, trap);
1714     goto leave;
1715    
1716     case RUNE:
1717     case TRAP:
1718     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719     {
1720     spring_trap (trap, victim);
1721     }
1722     goto leave;
1723 root 1.14
1724 root 1.23 default:
1725     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1727     goto leave;
1728 elmex 1.1 }
1729    
1730 root 1.22 leave:
1731     recursion_depth--;
1732 elmex 1.1 }
1733    
1734     /**
1735     * Handles reading a regular (ie not containing a spell) book.
1736     */
1737 root 1.22 static void
1738     apply_book (object *op, object *tmp)
1739 elmex 1.1 {
1740 root 1.22 int lev_diff;
1741     object *skill_ob;
1742    
1743     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744     {
1745     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1746     return;
1747     }
1748     if (tmp->msg == NULL)
1749     {
1750     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1751     return;
1752     }
1753 elmex 1.1
1754 root 1.22 /* need a literacy skill to read stuff! */
1755     skill_ob = find_skill_by_name (op, tmp->skill);
1756     if (!skill_ob)
1757     {
1758     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 elmex 1.1 return;
1760     }
1761 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1762     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763     {
1764     if (lev_diff < 2)
1765     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1766     else if (lev_diff < 3)
1767     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1768     else if (lev_diff < 5)
1769     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1770     else if (lev_diff < 8)
1771     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772     else if (lev_diff < 15)
1773     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774     else
1775     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 elmex 1.1 return;
1777     }
1778    
1779 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1780    
1781     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1782     msgType->message_type, msgType->message_subtype,
1783     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1784    
1785     /* gain xp from reading */
1786     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787     { /* only if not read before */
1788     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789    
1790     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791     {
1792     /*exp_gain *= 2; because they just identified it too */
1793     SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 root 1.41
1795 root 1.22 /* If in a container, update how it looks */
1796     if (tmp->env)
1797     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1798     else
1799 root 1.50 op->contr->ns->floorbox_update ();
1800 root 1.22 }
1801 root 1.41
1802 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1803     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1804 elmex 1.1 }
1805     }
1806    
1807     /**
1808     * Handles the applying of a skill scroll, calling learn_skill straight.
1809     * op is the person learning the skill, tmp is the skill scroll object
1810     */
1811 root 1.22 static void
1812     apply_skillscroll (object *op, object *tmp)
1813 elmex 1.1 {
1814 root 1.22 switch ((int) learn_skill (op, tmp))
1815     {
1816 root 1.24 case 0:
1817     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1818     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1819     return;
1820    
1821     case 1:
1822     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1823     decrease_ob (tmp);
1824     return;
1825 root 1.14
1826 root 1.24 default:
1827     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1828     decrease_ob (tmp);
1829     return;
1830 elmex 1.1 }
1831     }
1832    
1833     /**
1834     * Actually makes op learn spell.
1835     * Informs player of what happens.
1836     */
1837 root 1.22 void
1838     do_learn_spell (object *op, object *spell, int special_prayer)
1839 elmex 1.1 {
1840 root 1.22 object *tmp;
1841 elmex 1.1
1842 root 1.22 if (op->type != PLAYER)
1843     {
1844     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1845     return;
1846 elmex 1.1 }
1847    
1848 root 1.22 /* Upgrade special prayers to normal prayers */
1849     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1850     {
1851     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852     {
1853     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1854     return;
1855 elmex 1.1 }
1856 root 1.22 return;
1857 elmex 1.1 }
1858    
1859 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1860 root 1.39 tmp = spell->clone ();
1861 root 1.22 insert_ob_in_ob (tmp, op);
1862    
1863     if (special_prayer)
1864 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 elmex 1.1
1866 root 1.22 esrv_add_spells (op->contr, tmp);
1867 elmex 1.1 }
1868    
1869     /**
1870     * Erases spell from player's inventory.
1871     */
1872 root 1.22 void
1873     do_forget_spell (object *op, const char *spell)
1874 elmex 1.1 {
1875 root 1.22 object *spob;
1876    
1877     if (op->type != PLAYER)
1878     {
1879     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1880     return;
1881     }
1882     if ((spob = check_spell_known (op, spell)) == NULL)
1883     {
1884     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1885     return;
1886     }
1887 elmex 1.1
1888 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1889     player_unready_range_ob (op->contr, spob);
1890     esrv_remove_spell (op->contr, spob);
1891 root 1.37 spob->destroy ();
1892 elmex 1.1 }
1893    
1894     /**
1895     * Handles player applying a spellbook.
1896     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1897     * stuff like that. Random learning failure too.
1898     */
1899 root 1.22 static void
1900     apply_spellbook (object *op, object *tmp)
1901 elmex 1.1 {
1902 root 1.22 object *skop, *spell, *spell_skill;
1903    
1904     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1905     {
1906     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1907     return;
1908     }
1909    
1910     /* artifact_spellbooks have 'slaying' field point to a spell name,
1911     * instead of having their spell stored in stats.sp. These are
1912     * legacy spellbooks
1913     */
1914 elmex 1.1
1915 root 1.22 if (tmp->slaying != NULL)
1916     {
1917     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1918     if (!spell)
1919     {
1920     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1921     return;
1922 root 1.14 }
1923 root 1.22 else
1924     insert_ob_in_ob (spell, tmp);
1925     tmp->slaying = NULL;
1926     }
1927    
1928     skop = find_skill_by_name (op, tmp->skill);
1929    
1930     /* need a literacy skill to learn spells. Also, having a literacy level
1931     * lower than the spell will make learning the spell more difficult */
1932     if (!skop)
1933     {
1934     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1935     return;
1936     }
1937    
1938     spell = tmp->inv;
1939 root 1.32
1940 root 1.22 if (!spell)
1941     {
1942     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1943     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1944     return;
1945     }
1946 root 1.31
1947 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1948 root 1.22 {
1949 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.");
1950 root 1.22 return;
1951     }
1952    
1953     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1954    
1955     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956     {
1957     identify (tmp);
1958 root 1.41
1959 root 1.22 if (tmp->env)
1960     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961     else
1962 root 1.50 op->contr->ns->floorbox_update ();
1963 root 1.22 }
1964    
1965     /* I removed the check for special_prayer_mark here - it didn't make
1966     * a lot of sense - special prayers are not found in spellbooks, and
1967     * if the player doesn't know the spell, doesn't make a lot of sense that
1968     * they would have a special prayer mark.
1969     */
1970     if (check_spell_known (op, spell->name))
1971     {
1972     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1973     return;
1974 elmex 1.1 }
1975 root 1.22
1976     if (spell->skill)
1977     {
1978     spell_skill = find_skill_by_name (op, spell->skill);
1979 root 1.25
1980 root 1.22 if (!spell_skill)
1981     {
1982     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1983     return;
1984 root 1.14 }
1985 root 1.25
1986 root 1.22 if (spell_skill->level < spell->level)
1987     {
1988     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1989     return;
1990 root 1.14 }
1991 elmex 1.1 }
1992    
1993 root 1.22 /* Logic as follows
1994     *
1995     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1996     *
1997     * 2- The learner's skill level in literacy adjusts the chance to learn
1998     * a spell.
1999     *
2000     * 3 -Automatically fail to learn if you read while confused
2001     *
2002     * Overall, chances are the same but a player will find having a high
2003     * literacy rate very useful! -b.t.
2004     */
2005     if (QUERY_FLAG (op, FLAG_CONFUSED))
2006     {
2007     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2008     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009     }
2010     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012     {
2013    
2014     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015     do_learn_spell (op, spell, 0);
2016    
2017     /* xp gain to literacy for spell learning */
2018     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 elmex 1.1 }
2021 root 1.22 else
2022     {
2023     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2024     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2025     }
2026     decrease_ob (tmp);
2027 elmex 1.1 }
2028    
2029     /**
2030     * Handles applying a spell scroll.
2031     */
2032 root 1.22 void
2033     apply_scroll (object *op, object *tmp, int dir)
2034 elmex 1.1 {
2035 root 1.22 object *skop;
2036 elmex 1.1
2037 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038     {
2039     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2040     return;
2041 elmex 1.1 }
2042    
2043 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2044     {
2045     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2046     return;
2047 elmex 1.1 }
2048    
2049 root 1.22 if (op->type == PLAYER)
2050     {
2051     /* players need a literacy skill to read stuff! */
2052     int exp_gain = 0;
2053 elmex 1.1
2054 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2055     * should go for anything killed by the spell.
2056     */
2057     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 elmex 1.1
2059 root 1.22 if (!skop)
2060     {
2061     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2062     return;
2063     }
2064 elmex 1.1
2065 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066     change_exp (op, exp_gain, skop->skill, 0);
2067 elmex 1.1 }
2068    
2069 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070     identify (tmp);
2071 elmex 1.1
2072 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2073 elmex 1.1
2074    
2075 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076     decrease_ob (tmp);
2077 elmex 1.1 }
2078    
2079     /**
2080     * Applies a treasure object - by default, chest. op
2081     * is the person doing the applying, tmp is the treasure
2082     * chest.
2083     */
2084 root 1.22 static void
2085     apply_treasure (object *op, object *tmp)
2086 elmex 1.1 {
2087 root 1.22 object *treas;
2088    
2089    
2090     /* Nice side effect of new treasure creation method is that the treasure
2091     * for the chest is done when the chest is created, and put into the chest
2092     * inventory. So that when the chest burns up, the items still exist. Also
2093     * prevents people fromt moving chests to more difficult maps to get better
2094     * treasure
2095     */
2096    
2097     treas = tmp->inv;
2098     if (treas == NULL)
2099     {
2100     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2101     decrease_ob (tmp);
2102     return;
2103     }
2104     while (tmp->inv)
2105     {
2106     treas = tmp->inv;
2107 elmex 1.1
2108 root 1.36 treas->remove ();
2109 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 elmex 1.1
2111 root 1.22 treas->x = op->x;
2112     treas->y = op->y;
2113     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114    
2115     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116     spring_trap (treas, op);
2117 root 1.37
2118 root 1.22 /* If either player or container was destroyed, no need to do
2119     * further processing. I think this should be enclused with
2120     * spring trap above, as I don't think there is otherwise
2121     * any way for the treasure chest or player to get killed
2122     */
2123 root 1.29 if (op->destroyed () || tmp->destroyed ())
2124 root 1.22 break;
2125 elmex 1.1 }
2126    
2127 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2128 root 1.22 decrease_ob (tmp);
2129 elmex 1.1
2130     }
2131    
2132     /**
2133     * op eats food.
2134     * If player, takes care of messages and dragon special food.
2135     */
2136 root 1.22 static void
2137     apply_food (object *op, object *tmp)
2138 elmex 1.1 {
2139 root 1.22 int capacity_remaining;
2140 elmex 1.1
2141 root 1.22 if (op->type != PLAYER)
2142     op->stats.hp = op->stats.maxhp;
2143     else
2144     {
2145 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2146 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2147 root 1.14 ;
2148 root 1.22 else
2149     {
2150     /* usual case - no dragon meal: */
2151     if (op->stats.food + tmp->stats.food > 999)
2152     {
2153     if (tmp->type == FOOD || tmp->type == FLESH)
2154     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2155     else
2156     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2157     }
2158    
2159     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2160     {
2161     char buf[MAX_BUF];
2162    
2163     if (!is_dragon_pl (op))
2164     {
2165     /* eating message for normal players */
2166     if (tmp->type == DRINK)
2167     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2168     else
2169     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2170     }
2171     else
2172     {
2173     /* eating message for dragon players */
2174     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2175     }
2176    
2177     new_draw_info (NDI_UNIQUE, 0, op, buf);
2178     capacity_remaining = 999 - op->stats.food;
2179     op->stats.food += tmp->stats.food;
2180     if (capacity_remaining < tmp->stats.food)
2181     op->stats.hp += capacity_remaining / 50;
2182     else
2183     op->stats.hp += tmp->stats.food / 50;
2184     if (op->stats.hp > op->stats.maxhp)
2185     op->stats.hp = op->stats.maxhp;
2186     if (op->stats.food > 999)
2187     op->stats.food = 999;
2188     }
2189 root 1.14
2190 root 1.22 /* special food hack -b.t. */
2191     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2192     eat_special_food (op, tmp);
2193     }
2194 elmex 1.1 }
2195 root 1.22 handle_apply_yield (tmp);
2196     decrease_ob (tmp);
2197 elmex 1.1 }
2198    
2199     /**
2200     * A dragon is eating some flesh. If the flesh contains resistances,
2201     * there is a chance for the dragon's skin to get improved.
2202     *
2203     * attributes:
2204     * object *op the object (dragon player) eating the flesh
2205     * object *meal the flesh item, getting chewed in dragon's mouth
2206     * return:
2207     * int 1 if eating successful, 0 if it doesn't work
2208     */
2209 root 1.22 int
2210     dragon_eat_flesh (object *op, object *meal)
2211     {
2212     object *skin = NULL; /* pointer to dragon skin force */
2213     object *abil = NULL; /* pointer to dragon ability force */
2214     object *tmp = NULL; /* tmp. object */
2215    
2216 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2217     double chance; /* improvement-chance of one resistance type */
2218 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2219     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220     double mbonus = 0; /* monster bonus */
2221 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 root 1.22 int winners = 0; /* number of winners */
2223 elmex 1.1 int i; /* index */
2224 root 1.22
2225 elmex 1.1 /* let's make sure and doublecheck the parameters */
2226 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2227 elmex 1.1 return 0;
2228 root 1.22
2229 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230     from the player's inventory */
2231 root 1.22 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2232     {
2233     if (tmp->type == FORCE)
2234     {
2235     if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2236     skin = tmp;
2237     else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2238     abil = tmp;
2239     }
2240 elmex 1.1 }
2241 root 1.22
2242 elmex 1.1 /* if either skin or ability are missing, this is an old player
2243     which is not to be considered a dragon -> bail out */
2244 root 1.22 if (skin == NULL || abil == NULL)
2245     return 0;
2246    
2247 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2248 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2249 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2250     else
2251 root 1.22 op->stats.hp += meal->stats.food / 50;
2252     if (op->stats.hp > op->stats.maxhp)
2253     op->stats.hp = op->stats.maxhp;
2254    
2255     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2256    
2257     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2258    
2259 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2260 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2261     {
2262     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2263     {
2264     /* got positive resistance, now calculate improvement chance (0-100) */
2265    
2266     /* this bonus makes resistance increase easier at lower levels */
2267     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2268     if (i == abil->stats.exp)
2269     bonus += 5; /* additional bonus for resistance of ability-focus */
2270    
2271     /* monster bonus increases with level, because high-level
2272     flesh is too rare */
2273     mbonus = op->level * 20. / ((double) settings.max_level);
2274    
2275     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2276     ((double) settings.max_level)) - skin->resist[i];
2277    
2278     if (chance >= 0.)
2279     chance += 1.;
2280     else
2281     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2282    
2283     /* chance is proportional to amount of resistance (max. 50) */
2284     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2285    
2286     /* doubled chance for resistance of ability-focus */
2287     if (i == abil->stats.exp)
2288     chance = MIN (100., chance * 2.);
2289    
2290     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2291     if (RANDOM () % 10000 < (int) (chance * 100))
2292     {
2293     atnr_winner[winners] = i;
2294     winners++;
2295     }
2296    
2297     if (chance >= 0.01)
2298     totalchance *= 1 - chance / 100;
2299    
2300     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2301     }
2302 elmex 1.1 }
2303 root 1.22
2304 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2305 root 1.22 totalchance = 100 - totalchance * 100;
2306 elmex 1.1 /* print message according to totalchance */
2307     if (totalchance > 50.)
2308 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2309 elmex 1.1 else if (totalchance > 10.)
2310 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2311 elmex 1.1 else if (totalchance > 1.)
2312 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2313 elmex 1.1 else if (totalchance > 0.1)
2314 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2315 elmex 1.1 else if (totalchance >= 0.01)
2316 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2317     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2318     sprintf (buf, "The %s tasted strange.", &meal->name);
2319     else
2320     sprintf (buf, "The %s had no taste.", &meal->name);
2321     new_draw_info (NDI_UNIQUE, 0, op, buf);
2322    
2323 elmex 1.1 /* now choose a winner if we have any */
2324     i = -1;
2325 root 1.22 if (winners > 0)
2326     i = atnr_winner[RANDOM () % winners];
2327    
2328     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329     {
2330     /* resistance increased! */
2331     skin->resist[i]++;
2332 root 1.51 op->update_stats ();
2333 root 1.22
2334     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2335     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336     }
2337    
2338 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2339     into the ability_force and it will take effect on next level */
2340 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2341     {
2342     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2343    
2344     if (meal->last_eat != abil->stats.exp)
2345     {
2346     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347     new_draw_info (NDI_UNIQUE, 0, op, buf);
2348     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349     new_draw_info (NDI_UNIQUE, 0, op, buf);
2350     }
2351     else
2352     {
2353     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2354     new_draw_info (NDI_UNIQUE, 0, op, buf);
2355     abil->last_eat = 0;
2356     }
2357 elmex 1.1 }
2358     return 1;
2359     }
2360    
2361     /**
2362     * Handles applying an improve armor scroll.
2363     * Does some sanity checks, then calls improve_armour.
2364     */
2365 root 1.22 static void
2366     apply_armour_improver (object *op, object *tmp)
2367 elmex 1.1 {
2368 root 1.22 object *armor;
2369 elmex 1.1
2370 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2371     {
2372     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2373     return;
2374 elmex 1.1 }
2375 root 1.51
2376 root 1.22 armor = find_marked_object (op);
2377 root 1.51
2378 root 1.22 if (!armor)
2379     {
2380     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2381 elmex 1.1 return;
2382     }
2383 root 1.51
2384 root 1.22 if (armor->type != ARMOUR
2385     && armor->type != CLOAK
2386     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2387 elmex 1.1 {
2388 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2389     return;
2390 elmex 1.1 }
2391    
2392 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2393     improve_armour (op, tmp, armor);
2394 elmex 1.1 }
2395    
2396 root 1.22 extern void
2397     apply_poison (object *op, object *tmp)
2398 elmex 1.1 {
2399 root 1.22 if (op->type == PLAYER)
2400     {
2401     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2402     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2403     strcpy (op->contr->killer, "poisonous booze");
2404 elmex 1.1 }
2405 root 1.22 if (tmp->stats.hp > 0)
2406     {
2407     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2408     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2409 elmex 1.1 }
2410 root 1.22 op->stats.food -= op->stats.food / 4;
2411     handle_apply_yield (tmp);
2412     decrease_ob (tmp);
2413 elmex 1.1 }
2414    
2415     /**
2416 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2417 elmex 1.1 * A valid 2 way exit means:
2418     * -You can come back (there is another exit at the other side)
2419     * -You are
2420 root 1.44 * ° the owner of the exit
2421     * ° or in the same party as the owner
2422 elmex 1.1 *
2423     * Note: a owner in a 2 way exit is saved as the owner's name
2424     * in the field exit->name cause the field exit->owner doesn't
2425     * survive in the swapping (in fact the whole exit doesn't survive).
2426     */
2427 root 1.22 int
2428     is_legal_2ways_exit (object *op, object *exit)
2429     {
2430     if (exit->stats.exp != 1)
2431     return 1; /*This is not a 2 way, so it is legal */
2432 root 1.52
2433 root 1.55 #if 0 //TODO
2434 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435     return 0; /* This is a reset town portal */
2436 root 1.55 #endif
2437    
2438 root 1.56 maptile *exitmap = maptile::load_map_sync (EXIT_PATH (exit), exit->map);
2439 root 1.52
2440 root 1.55 object *tmp;
2441     object *exit_owner;
2442 root 1.52
2443 root 1.22 if (exitmap)
2444     {
2445 root 1.48 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit));
2446 root 1.52
2447 root 1.22 if (!tmp)
2448     return 0;
2449 root 1.52
2450 root 1.48 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2451 root 1.22 {
2452     if (tmp->type != EXIT)
2453     continue; /*Not an exit */
2454 root 1.52
2455 root 1.22 if (!EXIT_PATH (tmp))
2456     continue; /*Not a valid exit */
2457 root 1.52
2458 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459     continue; /*Not in the same place */
2460 root 1.52
2461 root 1.22 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2462     continue; /*Not in the same map */
2463    
2464     /* From here we have found the exit is valid. However we do
2465     * here the check of the exit owner. It is important for the
2466     * town portals to prevent strangers from visiting your appartments
2467     */
2468     if (!exit->race)
2469     return 1; /*No owner, free for all! */
2470 root 1.52
2471 root 1.22 exit_owner = NULL;
2472 root 1.52
2473     for_all_players (pp)
2474 root 1.22 {
2475     if (!pp->ob)
2476     continue;
2477 root 1.52
2478 root 1.22 if (pp->ob->name != exit->race)
2479     continue;
2480 root 1.52
2481 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482     break;
2483     }
2484 root 1.52
2485 root 1.22 if (!exit_owner)
2486     return 0; /* No more owner */
2487 root 1.52
2488 root 1.22 if (exit_owner->contr == op->contr)
2489     return 1; /*It is your exit */
2490 root 1.52
2491 root 1.22 if (exit_owner && /*There is a owner */
2492     (op->contr) && /*A player tries to pass */
2493     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2494     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2495     return 0;
2496 root 1.52
2497 root 1.22 return 1;
2498     }
2499     }
2500 root 1.52
2501 root 1.22 return 0;
2502     }
2503 elmex 1.1
2504    
2505     /**
2506     * Main apply handler.
2507     *
2508     * Checks for unpaid items before applying.
2509     *
2510     * Return value:
2511     * 0: player or monster can't apply objects of that type
2512     * 1: has been applied, or there was an error applying the object
2513     * 2: objects of that type can't be applied if not in inventory
2514     *
2515     * op is the object that is causing object to be applied, tmp is the object
2516     * being applied.
2517     *
2518     * aflag is special (always apply/unapply) flags. Nothing is done with
2519     * them in this function - they are passed to apply_special
2520     */
2521    
2522 root 1.22 int
2523     manual_apply (object *op, object *tmp, int aflag)
2524 elmex 1.1 {
2525 root 1.22 if (tmp->head)
2526     tmp = tmp->head;
2527 elmex 1.1
2528 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529     {
2530     if (op->type == PLAYER)
2531     {
2532     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2533     return 1;
2534     }
2535     else
2536 root 1.51 return 0; /* monsters just skip unpaid items */
2537 elmex 1.1 }
2538    
2539 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2540     return RESULT_INT (0);
2541 root 1.8
2542 root 1.22 switch (tmp->type)
2543     {
2544 root 1.24 case CF_HANDLE:
2545     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2546     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2547     tmp->value = tmp->value ? 0 : 1;
2548     SET_ANIMATION (tmp, tmp->value);
2549     update_object (tmp, UP_OBJ_FACE);
2550     push_button (tmp);
2551     return 1;
2552 root 1.14
2553 root 1.24 case TRIGGER:
2554     if (check_trigger (tmp, op))
2555     {
2556     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2557     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2558     }
2559     else
2560 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2561    
2562 root 1.24 return 1;
2563 root 1.14
2564 root 1.24 case EXIT:
2565     if (op->type != PLAYER)
2566     return 0;
2567 root 1.57
2568 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569     {
2570     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571     }
2572     else
2573     {
2574     /* Don't display messages for random maps. */
2575 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577 root 1.57
2578 root 1.55 op->enter_exit (tmp);
2579 root 1.24 }
2580     return 1;
2581 root 1.14
2582 root 1.24 case SIGN:
2583     apply_sign (op, tmp, 0);
2584     return 1;
2585 root 1.14
2586 root 1.24 case BOOK:
2587     if (op->type == PLAYER)
2588     {
2589     apply_book (op, tmp);
2590     return 1;
2591     }
2592     else
2593     {
2594     return 0;
2595     }
2596 root 1.14
2597 root 1.24 case SKILLSCROLL:
2598     if (op->type == PLAYER)
2599     {
2600     apply_skillscroll (op, tmp);
2601     return 1;
2602     }
2603     return 0;
2604 root 1.14
2605 root 1.24 case SPELLBOOK:
2606     if (op->type == PLAYER)
2607     {
2608     apply_spellbook (op, tmp);
2609     return 1;
2610     }
2611     return 0;
2612 root 1.14
2613 root 1.24 case SCROLL:
2614     apply_scroll (op, tmp, 0);
2615     return 1;
2616 root 1.14
2617 root 1.24 case POTION:
2618     (void) apply_potion (op, tmp);
2619     return 1;
2620 root 1.14
2621 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2622     case CLOSE_CON:
2623     if (op->type == PLAYER)
2624     (void) esrv_apply_container (op, tmp->env);
2625     else
2626     (void) apply_container (op, tmp->env);
2627     return 1;
2628 root 1.14
2629 root 1.24 case CONTAINER:
2630     if (op->type == PLAYER)
2631     (void) esrv_apply_container (op, tmp);
2632     else
2633     (void) apply_container (op, tmp);
2634     return 1;
2635 root 1.14
2636 root 1.24 case TREASURE:
2637     if (op->type == PLAYER)
2638     {
2639     apply_treasure (op, tmp);
2640     return 1;
2641     }
2642     else
2643     {
2644     return 0;
2645     }
2646 root 1.14
2647 root 1.24 case WEAPON:
2648     case ARMOUR:
2649     case BOOTS:
2650     case GLOVES:
2651     case AMULET:
2652     case GIRDLE:
2653     case BRACERS:
2654     case SHIELD:
2655     case HELMET:
2656     case RING:
2657     case CLOAK:
2658     case WAND:
2659     case ROD:
2660     case HORN:
2661     case SKILL:
2662     case BOW:
2663     case LAMP:
2664     case BUILDER:
2665     case SKILL_TOOL:
2666     if (tmp->env != op)
2667     return 2; /* not in inventory */
2668     (void) apply_special (op, tmp, aflag);
2669     return 1;
2670 root 1.14
2671 root 1.24 case DRINK:
2672     case FOOD:
2673     case FLESH:
2674     apply_food (op, tmp);
2675     return 1;
2676 root 1.14
2677 root 1.24 case POISON:
2678     apply_poison (op, tmp);
2679     return 1;
2680 root 1.14
2681 root 1.24 case SAVEBED:
2682 root 1.51 return 1;
2683 root 1.14
2684 root 1.24 case ARMOUR_IMPROVER:
2685     if (op->type == PLAYER)
2686     {
2687     apply_armour_improver (op, tmp);
2688     return 1;
2689     }
2690     else
2691 root 1.51 return 0;
2692 root 1.14
2693 root 1.24 case WEAPON_IMPROVER:
2694     (void) check_improve_weapon (op, tmp);
2695     return 1;
2696 root 1.14
2697 root 1.24 case CLOCK:
2698     if (op->type == PLAYER)
2699     {
2700     char buf[MAX_BUF];
2701     timeofday_t tod;
2702 root 1.22
2703 root 1.24 get_tod (&tod);
2704     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2705     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2706     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2707     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708     new_draw_info (NDI_UNIQUE, 0, op, buf);
2709     return 1;
2710     }
2711     else
2712     {
2713     return 0;
2714     }
2715 root 1.14
2716 root 1.24 case MENU:
2717     if (op->type == PLAYER)
2718     {
2719     shop_listing (op);
2720     return 1;
2721     }
2722     else
2723     {
2724     return 0;
2725     }
2726 elmex 1.1
2727 root 1.24 case POWER_CRYSTAL:
2728     apply_power_crystal (op, tmp); /* see egoitem.c */
2729     return 1;
2730 root 1.14
2731 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2732     if (op->type == PLAYER)
2733     {
2734     apply_lighter (op, tmp);
2735     return 1;
2736     }
2737     else
2738     {
2739     return 0;
2740     }
2741 root 1.14
2742 root 1.24 case ITEM_TRANSFORMER:
2743     apply_item_transformer (op, tmp);
2744     return 1;
2745 root 1.14
2746 root 1.24 default:
2747     return 0;
2748 elmex 1.1 }
2749     }
2750    
2751    
2752     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2753     * messages as needed by player_apply_below(). But there can still be
2754     * "but you are floating high above the ground" messages.
2755     *
2756     * Same return value as apply() function.
2757     */
2758 root 1.22 int
2759     player_apply (object *pl, object *op, int aflag, int quiet)
2760 elmex 1.1 {
2761 root 1.22 int tmp;
2762 elmex 1.1
2763 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2764     {
2765     /* player is flying and applying object not in inventory */
2766     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767     {
2768     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2769     return 0;
2770 root 1.14 }
2771 elmex 1.1 }
2772    
2773 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774     * applied.
2775     */
2776     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777     {
2778     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 root 1.37 op->destroy ();
2782 root 1.22 return 1;
2783 elmex 1.1 }
2784    
2785 root 1.22 pl->contr->last_used = op;
2786 elmex 1.1
2787 root 1.22 tmp = manual_apply (pl, op, aflag);
2788     if (!quiet)
2789     {
2790     if (tmp == 0)
2791     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2792     else if (tmp == 2)
2793     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2794 elmex 1.1 }
2795 root 1.22 return tmp;
2796 elmex 1.1 }
2797    
2798     /**
2799     * player_apply_below attempts to apply the object 'below' the player.
2800     * If the player has an open container, we use that for below, otherwise
2801     * we use the ground.
2802     */
2803    
2804 root 1.22 void
2805     player_apply_below (object *pl)
2806 elmex 1.1 {
2807 root 1.22 object *tmp, *next;
2808     int floors;
2809    
2810     /* If using a container, set the starting item to be the top
2811     * item in the container. Otherwise, use the map.
2812     */
2813     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814 elmex 1.1
2815 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2816     * we don't use a corrupt pointer for the next object, so we get the
2817     * next object in the stack before applying. This is can only be a
2818     * problem if player_apply() has a bug in that it uses the object but does
2819     * not return a proper value.
2820     */
2821     for (floors = 0; tmp != NULL; tmp = next)
2822     {
2823     next = tmp->below;
2824     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825     floors++;
2826     else if (floors > 0)
2827     return; /* process only floor objects after first floor object */
2828    
2829     /* If it is visible, player can apply it. If it is applied by
2830     * person moving on it, also activate. Added code to make it
2831     * so that at least one of players movement types be that which
2832     * the item needs.
2833     */
2834     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2835     {
2836     if (player_apply (pl, tmp, 0, 1) == 1)
2837     return;
2838 elmex 1.1 }
2839 root 1.22 if (floors >= 2)
2840     return; /* process at most two floor objects */
2841 elmex 1.1 }
2842     }
2843    
2844     /**
2845     * Unapplies specified item.
2846     * No check done on cursed/damned.
2847     * Break this out of apply_special - this is just done
2848     * to keep the size of apply_special to a more managable size.
2849     */
2850 root 1.22 static int
2851     unapply_special (object *who, object *op, int aflags)
2852 elmex 1.1 {
2853 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)))
2854     return RESULT_INT (0);
2855 root 1.12
2856 root 1.22 object *tmp2;
2857 elmex 1.1
2858 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2859     switch (op->type)
2860     {
2861 root 1.24 case WEAPON:
2862     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2863 elmex 1.1
2864 root 1.24 (void) change_abil (who, op);
2865     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867     clear_skill (who);
2868     break;
2869 root 1.14
2870 root 1.24 case SKILL: /* allows objects to impart skills */
2871     case SKILL_TOOL:
2872     if (op != who->chosen_skill)
2873     {
2874     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875     }
2876     if (who->type == PLAYER)
2877     {
2878     if (who->contr->shoottype == range_skill)
2879     who->contr->shoottype = range_none;
2880     if (!op->invisible)
2881     {
2882     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883     }
2884     else
2885     {
2886     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887     }
2888     }
2889     (void) change_abil (who, op);
2890     who->chosen_skill = NULL;
2891     CLEAR_FLAG (who, FLAG_READY_SKILL);
2892     break;
2893 root 1.14
2894 root 1.24 case ARMOUR:
2895     case HELMET:
2896     case SHIELD:
2897     case RING:
2898     case BOOTS:
2899     case GLOVES:
2900     case AMULET:
2901     case GIRDLE:
2902     case BRACERS:
2903     case CLOAK:
2904     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2905     (void) change_abil (who, op);
2906     break;
2907     case LAMP:
2908     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2909     tmp2 = arch_to_object (op->other_arch);
2910     tmp2->x = op->x;
2911     tmp2->y = op->y;
2912     tmp2->map = op->map;
2913     tmp2->below = op->below;
2914     tmp2->above = op->above;
2915     tmp2->stats.food = op->stats.food;
2916     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 root 1.29
2918 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 root 1.29
2921 root 1.24 if (who->type == PLAYER)
2922 root 1.29 esrv_del_item (who->contr, op->count);
2923    
2924 root 1.37 op->destroy ();
2925 root 1.24 insert_ob_in_ob (tmp2, who);
2926 root 1.51 who->update_stats ();
2927 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928     {
2929     if (who->type == PLAYER)
2930     {
2931     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933     }
2934     }
2935     if (who->type == PLAYER)
2936     esrv_send_item (who, tmp2);
2937     return 1; /* otherwise, an attempt to drop causes problems */
2938     break;
2939     case BOW:
2940     case WAND:
2941     case ROD:
2942     case HORN:
2943     clear_skill (who);
2944     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945     if (who->type == PLAYER)
2946     {
2947     who->contr->shoottype = range_none;
2948     }
2949     else
2950     {
2951     if (op->type == BOW)
2952     CLEAR_FLAG (who, FLAG_READY_BOW);
2953     else
2954     CLEAR_FLAG (who, FLAG_READY_RANGE);
2955     }
2956     break;
2957 elmex 1.1
2958 root 1.24 case BUILDER:
2959     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960     who->contr->shoottype = range_none;
2961     who->contr->ranges[range_builder] = NULL;
2962     break;
2963 elmex 1.1
2964 root 1.24 default:
2965     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966     break;
2967 elmex 1.1 }
2968    
2969 root 1.51 who->update_stats ();
2970 elmex 1.1
2971 root 1.22 if (!(aflags & AP_NO_MERGE))
2972     {
2973     object *tmp;
2974    
2975     tmp = merge_ob (op, NULL);
2976     if (who->type == PLAYER)
2977     {
2978     if (tmp)
2979     { /* it was merged */
2980 root 1.29 esrv_del_item (who->contr, op->count);
2981 root 1.22 op = tmp;
2982 elmex 1.1 }
2983 root 1.29
2984 root 1.22 esrv_send_item (who, op);
2985 root 1.14 }
2986 elmex 1.1 }
2987 root 1.22 return 0;
2988 elmex 1.1 }
2989    
2990     /**
2991     * Returns the object that is using location 'loc'.
2992     * Note that 'start' is the first object to start examing - we
2993     * then go through the below of this. In this way, you can do
2994     * something like:
2995     * tmp = get_item_from_body_location(who->inv, 1);
2996     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2997     * to find the second object that may use this location, etc.
2998     * Returns NULL if no match is found.
2999     * loc is the index into the array we are looking for a match.
3000     * don't return invisible objects unless they are skill objects
3001     * invisible other objects that use
3002     * up body locations can be used as restrictions.
3003     */
3004 root 1.22 object *
3005     get_item_from_body_location (object *start, int loc)
3006 elmex 1.1 {
3007 root 1.22 object *tmp;
3008 elmex 1.1
3009 root 1.22 if (!start)
3010     return NULL;
3011 elmex 1.1
3012 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3013     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3014     return tmp;
3015 elmex 1.1
3016 root 1.22 return NULL;
3017 elmex 1.1 }
3018    
3019    
3020    
3021     /**
3022     * 'op' wants to apply an object, but can't because of other equipment.
3023     * This should only be called when it is known
3024     * that there are objects to unapply. This makes pretty heavy
3025     * use of get_item_from_body_location. It makes no intelligent choice
3026     * on objects - rather, the first that is matched is used.
3027     * Returns 0 on success, returns 1 if there is some problem.
3028     * if aflags is AP_PRINT, we instead print out waht to unapply
3029     * instead of doing it. This is a lot less code than having
3030     * another function that does just that.
3031     */
3032 root 1.22 int
3033     unapply_for_ob (object *who, object *op, int aflags)
3034 elmex 1.1 {
3035 root 1.22 int i;
3036     object *tmp = NULL, *last;
3037 elmex 1.1
3038 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3039     * or weapons first - only allowed to use one weapon/shield at a time.
3040     */
3041     if (op->type == WEAPON || op->type == SHIELD)
3042     {
3043     for (tmp = who->inv; tmp; tmp = tmp->below)
3044     {
3045     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3046     {
3047     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048     {
3049     if (aflags & AP_PRINT)
3050     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3051     else
3052     unapply_special (who, tmp, aflags);
3053     }
3054     else
3055     {
3056     /* In this case, we want to try and remove a cursed item.
3057     * While we know it won't work, we want unapply_special to
3058     * at least generate the message.
3059     */
3060     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3061     return 1;
3062 root 1.14 }
3063 elmex 1.1
3064 root 1.14 }
3065     }
3066 elmex 1.1 }
3067    
3068 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3069     {
3070     /* this used up a slot that we need to free */
3071     if (op->body_info[i])
3072     {
3073     last = who->inv;
3074 root 1.14
3075 root 1.22 /* We do a while loop - may need to remove several items in order
3076     * to free up enough slots.
3077     */
3078     while ((who->body_used[i] + op->body_info[i]) < 0)
3079     {
3080     tmp = get_item_from_body_location (last, i);
3081     if (!tmp)
3082     {
3083 elmex 1.1 #if 0
3084 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3085     * equipped.
3086     */
3087     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088 elmex 1.1 #endif
3089 root 1.22 return 1;
3090     }
3091     /* If we are just printing, we don't care about cursed status */
3092     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3093     {
3094     if (aflags & AP_PRINT)
3095     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3096     else
3097     unapply_special (who, tmp, aflags);
3098 root 1.14 }
3099 root 1.22 else
3100     {
3101     /* Cursed item that we can't unequip - tell the player.
3102     * Note this could be annoying if this is just one of a few,
3103     * so it may not be critical (eg, putting on a ring and you have
3104     * one cursed ring.)
3105     */
3106     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3107 root 1.14 }
3108 root 1.22 last = tmp->below;
3109 root 1.14 }
3110 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3111     * return in the !tmp would have kicked in.
3112     */
3113     } /* if op is using this body location */
3114     } /* for body lcoations */
3115     return 0;
3116 elmex 1.1 }
3117    
3118     /**
3119     * Checks to see if 'who' can apply object 'op'.
3120     * Returns 0 if apply can be done without anything special.
3121     * Otherwise returns a bitmask - potentially several of these may be
3122     * set, but largely depends on circumstance - in the future, processing
3123     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3124     * is set, do we really are what the other flags may be?)
3125     *
3126     * See include/define.h for detailed description of the meaning of
3127     * these return values.
3128     */
3129 root 1.22 int
3130     can_apply_object (object *who, object *op)
3131 elmex 1.1 {
3132 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133     return RESULT_INT (0);
3134    
3135     int i, retval = 0;
3136     object *tmp = NULL, *ws = NULL;
3137    
3138     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3139     * 2 weapons, but we don't want to let them do that. So if they are
3140     * trying to equip a weapon or shield, see if they already have one
3141     * in place and store that way.
3142     */
3143     if (op->type == WEAPON || op->type == SHIELD)
3144     {
3145     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3146     {
3147     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3148     {
3149     retval = CAN_APPLY_UNAPPLY;
3150     ws = tmp;
3151 root 1.14 }
3152     }
3153 elmex 1.1 }
3154 root 1.14
3155    
3156 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157     {
3158     if (op->body_info[i])
3159     {
3160     /* Item uses more slots than we have */
3161     if (FABS (op->body_info[i]) > who->body_info[i])
3162     {
3163     /* Could return now for efficiently - rest of info below isn'
3164     * really needed.
3165     */
3166     retval |= CAN_APPLY_NEVER;
3167     }
3168     else if ((who->body_used[i] + op->body_info[i]) < 0)
3169     {
3170     /* in this case, equipping this would use more free spots than
3171     * we have.
3172     */
3173     object *tmp1;
3174    
3175 elmex 1.1
3176 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3177     * enough slots to equip the new item, then just set this can
3178     * continue. We don't care about the logic below - if you have
3179     * shield equipped and try to equip another shield, there is only
3180     * one choice. However, the check for the number of body locations
3181     * does take into the account cases where what is being applied
3182     * may be two handed for example.
3183     */
3184     if (ws)
3185     {
3186     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187     {
3188     retval |= CAN_APPLY_UNAPPLY;
3189     continue;
3190     }
3191     }
3192    
3193     tmp1 = get_item_from_body_location (who->inv, i);
3194     if (!tmp1)
3195     {
3196 elmex 1.1 #if 0
3197 root 1.22 /* This is sort of an error, but happens a lot when old players
3198     * join in with more stuff equipped than they are now allowed.
3199     */
3200     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3201 elmex 1.1 #endif
3202 root 1.22 retval |= CAN_APPLY_NEVER;
3203     }
3204     else
3205     {
3206     /* need to unapply something. However, if this something
3207     * is different than we had found before, it means they need
3208     * to apply multiple objects
3209     */
3210     retval |= CAN_APPLY_UNAPPLY;
3211     if (!tmp)
3212     tmp = tmp1;
3213     else if (tmp != tmp1)
3214     {
3215     retval |= CAN_APPLY_UNAPPLY_MULT;
3216 root 1.14 }
3217 root 1.22 /* This object isn't using up all the slots, so there must
3218     * be another. If so, and it the new item doesn't need all
3219     * the slots, the player then has a choice.
3220     */
3221     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3222     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223    
3224     /* Does unequippint 'tmp1' free up enough slots for this to be
3225     * equipped? If not, there must be something else to unapply.
3226     */
3227     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3228     retval |= CAN_APPLY_UNAPPLY_MULT;
3229    
3230     }
3231     } /* if not enough free slots */
3232     } /* if this object uses location i */
3233     } /* for i -> num_body_locations loop */
3234    
3235     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3236     * really be controlled by use of body locations. We do have
3237     * the weapon/shield checks, and the range checks for monsters,
3238     * because you can't control those just by body location - bows, shields,
3239     * and weapons all use the same slot. Similar for horn/rod/wand - they
3240     * all use the same location.
3241     */
3242     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243     retval |= CAN_APPLY_RESTRICTION;
3244     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245     retval |= CAN_APPLY_RESTRICTION;
3246    
3247    
3248     if (who->type != PLAYER)
3249     {
3250     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3252 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253     retval |= CAN_APPLY_RESTRICTION;
3254     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255     retval |= CAN_APPLY_RESTRICTION;
3256     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3258 elmex 1.1 }
3259 root 1.22 return retval;
3260 elmex 1.1 }
3261    
3262 root 1.22
3263 elmex 1.1
3264     /**
3265     * who is the object using the object. It can be a monster.
3266     * op is the object they are using. op is an equipment type item,
3267     * eg, one which you put on and keep on for a while, and not something
3268     * like a potion or scroll.
3269     *
3270     * function returns 1 if the action could not be completed, 0 on
3271     * success. However, success is a matter of meaning - if the
3272     * user passes the 'apply' flag to an object already applied,
3273     * nothing is done, and 0 is returned.
3274     *
3275     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3276     * AP_UNAPPLY=always unapply).
3277     *
3278     * Optional flags:
3279     * AP_NO_MERGE: don't merge an unapplied object with other objects
3280     * AP_IGNORE_CURSE: unapply cursed items
3281     *
3282     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283     *
3284     * apply_special() doesn't check for unpaid items.
3285     */
3286 root 1.22 int
3287     apply_special (object *who, object *op, int aflags)
3288 elmex 1.1 {
3289 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3290     object *tmp, *tmp2, *skop = NULL;
3291     int i;
3292 elmex 1.1
3293 root 1.22 if (who == NULL)
3294     {
3295     LOG (llevError, "apply_special() from object without environment.\n");
3296     return 1;
3297 elmex 1.1 }
3298    
3299 root 1.22 if (op->env != who)
3300     return 1; /* op is not in inventory */
3301 elmex 1.1
3302 root 1.22 /* trying to unequip op */
3303     if (QUERY_FLAG (op, FLAG_APPLIED))
3304     {
3305     /* always apply, so no reason to unapply */
3306     if (basic_flag == AP_APPLY)
3307     return 0;
3308    
3309     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310     {
3311     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3312     return 1;
3313 root 1.14 }
3314 root 1.22 return unapply_special (who, op, aflags);
3315 elmex 1.1 }
3316    
3317 root 1.22 if (basic_flag == AP_UNAPPLY)
3318     return 0;
3319 elmex 1.1
3320 root 1.22 i = can_apply_object (who, op);
3321 elmex 1.1
3322 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3323     if (i)
3324     {
3325     if (i & CAN_APPLY_NEVER)
3326     {
3327     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3328     return 1;
3329     }
3330     else if (i & CAN_APPLY_RESTRICTION)
3331     {
3332     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3333     return 1;
3334     }
3335     if (who->type != PLAYER)
3336     {
3337     /* Some error, so don't try to equip something more */
3338     if (unapply_for_ob (who, op, aflags))
3339 root 1.14 return 1;
3340     }
3341 root 1.22 else
3342     {
3343     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344     {
3345 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3346 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3347     return 1;
3348     }
3349     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350     {
3351     i = unapply_for_ob (who, op, aflags);
3352     if (i)
3353 root 1.14 return 1;
3354     }
3355     }
3356 elmex 1.1 }
3357 root 1.55
3358 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359     {
3360     skop = find_skill_by_name (who, op->skill);
3361     if (!skop)
3362     {
3363     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3364     return 1;
3365     }
3366     else
3367     {
3368     /* While experience will be credited properly, we want to change the
3369     * skill so that the dam and wc get updated
3370     */
3371     change_skill (who, skop, 0);
3372 root 1.14 }
3373 elmex 1.1 }
3374 root 1.22
3375     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376     {
3377     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3378     return 1;
3379 elmex 1.1 }
3380    
3381 root 1.12
3382 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3383     * Note that we don't have the checks for can_use_...
3384     * below - that is already taken care of by can_apply_object.
3385     */
3386    
3387    
3388     if (op->nrof > 1)
3389     tmp = get_split_ob (op, op->nrof - 1);
3390     else
3391     tmp = NULL;
3392    
3393     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394     return RESULT_INT (0);
3395    
3396     switch (op->type)
3397     {
3398 root 1.24 case WEAPON:
3399     if (!check_weapon_power (who, op->last_eat))
3400     {
3401     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3402     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403     if (tmp != NULL)
3404     (void) insert_ob_in_ob (tmp, who);
3405     return 1;
3406     }
3407     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408     {
3409     /* if the weapon does not have the name as the character, can't use it. */
3410     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3412     if (tmp != NULL)
3413     (void) insert_ob_in_ob (tmp, who);
3414     return 1;
3415     }
3416     SET_FLAG (op, FLAG_APPLIED);
3417 root 1.14
3418 root 1.24 if (skop)
3419     change_skill (who, skop, 1);
3420     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3421     SET_FLAG (who, FLAG_READY_WEAPON);
3422 root 1.14
3423 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3424 root 1.14
3425 root 1.24 (void) change_abil (who, op);
3426     break;
3427 root 1.14
3428 root 1.24 case ARMOUR:
3429     case HELMET:
3430     case SHIELD:
3431     case BOOTS:
3432     case GLOVES:
3433     case GIRDLE:
3434     case BRACERS:
3435     case CLOAK:
3436     case RING:
3437     case AMULET:
3438     SET_FLAG (op, FLAG_APPLIED);
3439     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3440     (void) change_abil (who, op);
3441     break;
3442     case LAMP:
3443     if (op->stats.food < 1)
3444     {
3445     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3446     return 1;
3447     }
3448     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449     tmp2 = arch_to_object (op->other_arch);
3450     tmp2->stats.food = op->stats.food;
3451     SET_FLAG (tmp2, FLAG_APPLIED);
3452     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3454     insert_ob_in_ob (tmp2, who);
3455    
3456     /* Remove the old lantern */
3457     if (who->type == PLAYER)
3458 root 1.29 esrv_del_item (who->contr, op->count);
3459    
3460 root 1.37 op->destroy ();
3461 root 1.22
3462 root 1.24 /* insert the portion that was split off */
3463     if (tmp != NULL)
3464     {
3465     (void) insert_ob_in_ob (tmp, who);
3466     if (who->type == PLAYER)
3467     esrv_send_item (who, tmp);
3468     }
3469 root 1.51 who->update_stats ();
3470 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471     {
3472     if (who->type == PLAYER)
3473     {
3474     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3475     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476     }
3477     }
3478     if (who->type == PLAYER)
3479     esrv_send_item (who, tmp2);
3480     return 0;
3481     break;
3482 root 1.14
3483 root 1.24 /* this part is needed for skill-tools */
3484     case SKILL:
3485     case SKILL_TOOL:
3486     if (who->chosen_skill)
3487     {
3488     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489     return 1;
3490     }
3491     if (who->type == PLAYER)
3492     {
3493     who->contr->shoottype = range_skill;
3494     who->contr->ranges[range_skill] = op;
3495     if (!op->invisible)
3496     {
3497     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3498     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499     }
3500     else
3501     {
3502     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503     }
3504     }
3505     SET_FLAG (op, FLAG_APPLIED);
3506     (void) change_abil (who, op);
3507     who->chosen_skill = op;
3508     SET_FLAG (who, FLAG_READY_SKILL);
3509     break;
3510 root 1.22
3511 root 1.24 case BOW:
3512     if (!check_weapon_power (who, op->last_eat))
3513     {
3514     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3515     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3516     if (tmp != NULL)
3517     (void) insert_ob_in_ob (tmp, who);
3518     return 1;
3519     }
3520     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521     {
3522     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3523     if (tmp != NULL)
3524     (void) insert_ob_in_ob (tmp, who);
3525     return 1;
3526     }
3527     /*FALLTHROUGH*/ case WAND:
3528     case ROD:
3529     case HORN:
3530     /* check for skill, alter player status */
3531     SET_FLAG (op, FLAG_APPLIED);
3532     if (skop)
3533     change_skill (who, skop, 0);
3534     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 root 1.22
3536 root 1.24 if (who->type == PLAYER)
3537     {
3538     if (op->type == BOW)
3539     {
3540     (void) change_abil (who, op);
3541     new_draw_info_format (NDI_UNIQUE, 0, who,
3542     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3543     who->contr->shoottype = range_bow;
3544     }
3545     else
3546     {
3547     who->contr->shoottype = range_misc;
3548     }
3549     }
3550     else
3551     {
3552     if (op->type == BOW)
3553     SET_FLAG (who, FLAG_READY_BOW);
3554     else
3555     SET_FLAG (who, FLAG_READY_RANGE);
3556     }
3557     break;
3558 elmex 1.1
3559 root 1.24 case BUILDER:
3560     if (who->contr->ranges[range_builder])
3561     unapply_special (who, who->contr->ranges[range_builder], 0);
3562     who->contr->shoottype = range_builder;
3563     who->contr->ranges[range_builder] = op;
3564     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3565     break;
3566 elmex 1.1
3567 root 1.24 default:
3568     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3569 root 1.22 } /* end of switch op->type */
3570    
3571     SET_FLAG (op, FLAG_APPLIED);
3572 elmex 1.1
3573 root 1.22 if (tmp != NULL)
3574     tmp = insert_ob_in_ob (tmp, who);
3575 elmex 1.1
3576 root 1.51 who->update_stats ();
3577 elmex 1.1
3578 root 1.22 /* We exclude spell casting objects. The fire code will set the
3579     * been applied flag when they are used - until that point,
3580     * you don't know anything about them.
3581     */
3582     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3583     SET_FLAG (op, FLAG_BEEN_APPLIED);
3584    
3585     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586     {
3587     if (who->type == PLAYER)
3588     {
3589     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3590     SET_FLAG (op, FLAG_KNOWN_CURSED);
3591     }
3592     }
3593     if (who->type == PLAYER)
3594     {
3595     /* if multiple objects were applied, update both slots */
3596     if (tmp)
3597     esrv_send_item (who, tmp);
3598     esrv_send_item (who, op);
3599 elmex 1.1 }
3600 root 1.22 return 0;
3601 elmex 1.1 }
3602    
3603    
3604 root 1.22 int
3605     monster_apply_special (object *who, object *op, int aflags)
3606 elmex 1.1 {
3607 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3608 elmex 1.1 return 1;
3609     return apply_special (who, op, aflags);
3610     }
3611    
3612     /**
3613     * Map was just loaded, handle op's initialisation.
3614     *
3615     * Generates shop floor's item, and treasures.
3616     */
3617 root 1.22 int
3618     auto_apply (object *op)
3619     {
3620     object *tmp = NULL, *tmp2;
3621     int i;
3622 elmex 1.1
3623 root 1.22 switch (op->type)
3624     {
3625 root 1.24 case SHOP_FLOOR:
3626 root 1.42 if (!op->has_random_items ())
3627 root 1.24 return 0;
3628 root 1.38
3629 root 1.24 do
3630     {
3631     i = 10; /* let's give it 10 tries */
3632     while ((tmp = generate_treasure (op->randomitems,
3633     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3634     if (tmp == NULL)
3635     return 0;
3636     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3637     {
3638 root 1.37 tmp->destroy ();
3639 root 1.24 tmp = NULL;
3640     }
3641     }
3642     while (!tmp);
3643 root 1.38
3644 root 1.24 tmp->x = op->x;
3645     tmp->y = op->y;
3646     SET_FLAG (tmp, FLAG_UNPAID);
3647     insert_ob_in_map (tmp, op->map, NULL, 0);
3648     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3649     identify (tmp);
3650     break;
3651 root 1.14
3652 root 1.24 case TREASURE:
3653     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654     return 0;
3655 root 1.37
3656 root 1.24 while ((op->stats.hp--) > 0)
3657     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659    
3660     /* If we generated an object and put it in this object inventory,
3661     * move it to the parent object as the current object is about
3662     * to disappear. An example of this item is the random_* stuff
3663     * that is put inside other objects.
3664     */
3665     for (tmp = op->inv; tmp; tmp = tmp2)
3666     {
3667     tmp2 = tmp->below;
3668 root 1.36 tmp->remove ();
3669 root 1.37
3670 root 1.24 if (op->env)
3671     insert_ob_in_ob (tmp, op->env);
3672     else
3673 root 1.37 tmp->destroy ();
3674 root 1.24 }
3675 root 1.37
3676     op->destroy ();
3677 root 1.24 break;
3678 elmex 1.1 }
3679 root 1.22 return tmp ? 1 : 0;
3680 elmex 1.1 }
3681    
3682     /**
3683     * fix_auto_apply goes through the entire map (only the first time
3684     * when an original map is loaded) and performs special actions for
3685     * certain objects (most initialization of chests and creation of
3686     * treasures and stuff). Calls auto_apply if appropriate.
3687     */
3688 root 1.20 void
3689 root 1.55 maptile::fix_auto_apply ()
3690 root 1.20 {
3691 root 1.55 if (!spaces)
3692 root 1.20 return;
3693    
3694 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3695     for (object *tmp = ms->bot; tmp; )
3696     {
3697     object *above = tmp->above;
3698 root 1.20
3699 root 1.55 if (tmp->inv)
3700     {
3701     object *invtmp, *invnext;
3702 elmex 1.1
3703 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3704     {
3705     invnext = invtmp->below;
3706 root 1.14
3707 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3708     auto_apply (invtmp);
3709     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3710     {
3711     while ((invtmp->stats.hp--) > 0)
3712     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3713    
3714     invtmp->randomitems = NULL;
3715     }
3716     else if (invtmp && invtmp->arch
3717     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3718     {
3719     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3720     /* Need to clear this so that we never try to create
3721     * treasure again for this object
3722     */
3723     invtmp->randomitems = NULL;
3724     }
3725     }
3726     /* This is really temporary - the code at the bottom will
3727     * also set randomitems to null. The problem is there are bunches
3728     * of maps/players already out there with items that have spells
3729     * which haven't had the randomitems set to null yet.
3730     * MSW 2004-05-13
3731     *
3732     * And if it's a spellbook, it's better to set randomitems to NULL too,
3733     * else you get two spells in the book ^_-
3734     * Ryo 2004-08-16
3735     */
3736     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3737     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3738     tmp->randomitems = NULL;
3739 root 1.14
3740 root 1.55 }
3741 root 1.20
3742 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3743     auto_apply (tmp);
3744     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3745     {
3746     while ((tmp->stats.hp--) > 0)
3747     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3748     tmp->randomitems = NULL;
3749     }
3750     else if (tmp->type == TIMED_GATE)
3751     {
3752     object *head = tmp->head != NULL ? tmp->head : tmp;
3753    
3754     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3755     tmp->set_speed (0);
3756     }
3757     /* This function can be called everytime a map is loaded, even when
3758     * swapping back in. As such, we don't want to create the treasure
3759     * over and ove again, so after we generate the treasure, blank out
3760     * randomitems so if it is swapped in again, it won't make anything.
3761     * This is a problem for the above objects, because they have counters
3762     * which say how many times to make the treasure.
3763     */
3764     else if (tmp && tmp->arch && tmp->type != PLAYER
3765     && tmp->type != TREASURE && tmp->type != SPELL
3766     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3767     {
3768     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769     tmp->randomitems = NULL;
3770     }
3771 root 1.22
3772 root 1.55 tmp = above;
3773     }
3774 elmex 1.1
3775 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3777     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3778     check_trigger (tmp, tmp->above);
3779 elmex 1.1 }
3780    
3781     /**
3782     * Handles player eating food that temporarily changes status (resistances, stats).
3783     * This used to call cast_change_attr(), but
3784     * that doesn't work with the new spell code. Since we know what
3785     * the food changes, just grab a force and use that instead.
3786     */
3787    
3788 root 1.22 void
3789     eat_special_food (object *who, object *food)
3790     {
3791     object *force;
3792     int i, did_one = 0;
3793     sint8 k;
3794    
3795     force = get_archetype (FORCE_NAME);
3796    
3797     for (i = 0; i < NUM_STATS; i++)
3798     {
3799     k = get_attr_value (&food->stats, i);
3800     if (k)
3801     {
3802     set_attr_value (&force->stats, i, k);
3803     did_one = 1;
3804 root 1.14 }
3805 elmex 1.1 }
3806    
3807 root 1.22 /* check if we can protect the eater */
3808     for (i = 0; i < NROFATTACKS; i++)
3809     {
3810     if (food->resist[i] > 0)
3811     {
3812     force->resist[i] = food->resist[i] / 2;
3813     did_one = 1;
3814     }
3815     }
3816 elmex 1.47
3817 root 1.22 if (did_one)
3818     {
3819 root 1.54 force->set_speed (0.1);
3820 root 1.22 /* bigger morsel of food = longer effect time */
3821 elmex 1.47 force->duration = food->stats.food / 5;
3822 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3823     change_abil (who, force);
3824     insert_ob_in_ob (force, who);
3825     }
3826     else
3827 root 1.37 force->destroy ();
3828 root 1.22
3829     /* check for hp, sp change */
3830     if (food->stats.hp != 0)
3831     {
3832     if (QUERY_FLAG (food, FLAG_CURSED))
3833     {
3834     strcpy (who->contr->killer, food->name);
3835     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837     }
3838     else
3839     {
3840     if (food->stats.hp > 0)
3841     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3842     else
3843     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3844     who->stats.hp += food->stats.hp;
3845     }
3846     }
3847     if (food->stats.sp != 0)
3848     {
3849     if (QUERY_FLAG (food, FLAG_CURSED))
3850     {
3851     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3852     who->stats.sp -= food->stats.sp;
3853     if (who->stats.sp < 0)
3854     who->stats.sp = 0;
3855     }
3856     else
3857     {
3858     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3859     who->stats.sp += food->stats.sp;
3860     /* place limit on max sp from food? */
3861     }
3862 elmex 1.1 }
3863 root 1.51 who->update_stats ();
3864 elmex 1.1 }
3865    
3866     /**
3867     * Designed primarily to light torches/lanterns/etc.
3868     * Also burns up burnable material too. First object in the inventory is
3869     * the selected object to "burn". -b.t.
3870     */
3871 root 1.22 void
3872     apply_lighter (object *who, object *lighter)
3873     {
3874     object *item;
3875     int is_player_env = 0;
3876    
3877     item = find_marked_object (who);
3878     if (item)
3879     {
3880     if (lighter->last_eat && lighter->stats.food)
3881     { /* lighter gets used up */
3882     /* Split multiple lighters if they're being used up. Otherwise *
3883     * one charge from each would be used up. --DAMN */
3884     if (lighter->nrof > 1)
3885     {
3886 root 1.39 object *oneLighter = lighter->clone ();
3887 root 1.14
3888 root 1.22 lighter->nrof -= 1;
3889     oneLighter->nrof = 1;
3890     oneLighter->stats.food--;
3891     esrv_send_item (who, lighter);
3892     oneLighter = insert_ob_in_ob (oneLighter, who);
3893     esrv_send_item (who, oneLighter);
3894     }
3895     else
3896 root 1.29 lighter->stats.food--;
3897 root 1.22 }
3898     else if (lighter->last_eat)
3899     { /* no charges left in lighter */
3900     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3901     return;
3902     }
3903 root 1.48
3904 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3905     * I can't see many times when you would want to light multiple
3906     * objects at once.
3907     */
3908 root 1.48
3909     if (who == item->in_player ())
3910 root 1.22 is_player_env = 1;
3911    
3912     save_throw_object (item, AT_FIRE, who);
3913 root 1.48
3914 root 1.49 if (item->destroyed ())
3915 root 1.22 {
3916 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3917 root 1.22 /* Need to update the player so that the players glow radius
3918     * gets changed.
3919     */
3920     if (is_player_env)
3921 root 1.51 who->update_stats ();
3922 root 1.22 }
3923     else
3924 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);
3925 root 1.22 }
3926     else /* nothing to light */
3927     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3928 elmex 1.1
3929     }
3930    
3931     /**
3932     * op made some mistake with a scroll, this takes care of punishment.
3933     * scroll_failure()- hacked directly from spell_failure
3934     */
3935 root 1.22 void
3936     scroll_failure (object *op, int failure, int power)
3937 elmex 1.1 {
3938 root 1.22 if (abs (failure / 4) > power)
3939     power = abs (failure / 4); /* set minimum effect */
3940 elmex 1.1
3941 root 1.22 if (failure <= -1 && failure > -15)
3942     { /* wonder */
3943     object *tmp;
3944    
3945     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3946     tmp = get_archetype (SPELL_WONDER);
3947     cast_wonder (op, op, 0, tmp);
3948 root 1.37 tmp->destroy ();
3949 root 1.22 }
3950     else if (failure <= -15 && failure > -35)
3951     { /* drain mana */
3952     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3953     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954     if (op->stats.sp < 0)
3955     op->stats.sp = 0;
3956     }
3957     else if (settings.spell_failure_effects == TRUE)
3958     {
3959     if (failure <= -35 && failure > -60)
3960     { /* confusion */
3961     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3962     confuse_player (op, op, power);
3963     }
3964     else if (failure <= -60 && failure > -70)
3965     { /* paralysis */
3966     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3967     paralyze_player (op, op, power);
3968     }
3969     else if (failure <= -70 && failure > -80)
3970     { /* blind */
3971     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3972     blind_player (op, op, power);
3973     }
3974     else if (failure <= -80)
3975     { /* blast the immediate area */
3976     object *tmp;
3977    
3978     tmp = get_archetype (LOOSE_MANA);
3979     cast_magic_storm (op, tmp, power);
3980     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3981 root 1.37 tmp->destroy ();
3982 root 1.14 }
3983 elmex 1.1 }
3984     }
3985    
3986 root 1.22 void
3987     apply_changes_to_player (object *pl, object *change)
3988     {
3989     int excess_stat = 0; /* if the stat goes over the maximum
3990     for the race, put the excess stat some
3991     where else. */
3992 elmex 1.1
3993 root 1.22 switch (change->type)
3994     {
3995 root 1.24 case CLASS:
3996     {
3997     living *stats = &(pl->contr->orig_stats);
3998     living *ns = &(change->stats);
3999     object *walk;
4000     int flag_change_face = 1;
4001    
4002     /* the following code assigns stats up to the stat max
4003     * for the race, and if the stat max is exceeded,
4004     * tries to randomly reassign the excess stat
4005     */
4006     int i, j;
4007 root 1.22
4008 root 1.24 for (i = 0; i < NUM_STATS; i++)
4009     {
4010     sint8 stat = get_attr_value (stats, i);
4011     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4012 root 1.22
4013 root 1.24 stat += get_attr_value (ns, i);
4014     if (stat > 20 + race_bonus)
4015     {
4016     excess_stat++;
4017     stat = 20 + race_bonus;
4018     }
4019     set_attr_value (stats, i, stat);
4020     }
4021 elmex 1.1
4022 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4023     { /* try 100 times to assign excess stats */
4024     int i = rndm (0, 6);
4025     int stat = get_attr_value (stats, i);
4026     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027    
4028     if (i == CHA)
4029     continue; /* exclude cha from this */
4030     if (stat < 20 + race_bonus)
4031     {
4032     change_attr_value (stats, i, 1);
4033     excess_stat--;
4034     }
4035     }
4036 root 1.14
4037 root 1.24 /* insert the randomitems from the change's treasurelist into
4038     * the player ref: player.c
4039     */
4040     if (change->randomitems != NULL)
4041     give_initial_items (pl, change->randomitems);
4042 root 1.14
4043    
4044 root 1.24 /* set up the face, for some races. */
4045 root 1.14
4046 root 1.24 /* first, look for the force object banning
4047     * changing the face. Certain races never change face with class.
4048     */
4049     for (walk = pl->inv; walk != NULL; walk = walk->below)
4050     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4051     flag_change_face = 0;
4052 root 1.14
4053 root 1.24 if (flag_change_face)
4054     {
4055     pl->animation_id = GET_ANIM_ID (change);
4056     pl->face = change->face;
4057 root 1.14
4058 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4059     SET_FLAG (pl, FLAG_ANIMATE);
4060     else
4061     CLEAR_FLAG (pl, FLAG_ANIMATE);
4062     }
4063 root 1.14
4064 root 1.24 /* check the special case of can't use weapons */
4065     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4066     if (!strcmp (change->name, "monk"))
4067     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4068 root 1.14
4069 root 1.24 break;
4070     }
4071 elmex 1.1 }
4072     }
4073    
4074     /**
4075     * This handles items of type 'transformer'.
4076     * Basically those items, used with a marked item, transform both items into something
4077     * else.
4078     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4079     * Change information is contained in the 'slaying' field of the marked item.
4080     * The format is as follow: transformer:[number ]yield[;transformer:...].
4081     * This way an item can be transformed in many things, and/or many objects.
4082     * The 'slaying' field for transformer is used as verb for the action.
4083     */
4084 root 1.22 void
4085     apply_item_transformer (object *pl, object *transformer)
4086     {
4087     object *marked;
4088     object *new_item;
4089     char *find;
4090     char *separator;
4091     int yield;
4092     char got[MAX_BUF];
4093     int len;
4094    
4095     if (!pl || !transformer)
4096     return;
4097     marked = find_marked_object (pl);
4098     if (!marked)
4099 elmex 1.1 {
4100 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4101     return;
4102     }
4103     if (!marked->slaying)
4104     {
4105     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106     return;
4107     }
4108     /* check whether they are compatible or not */
4109     find = strstr (marked->slaying, transformer->arch->name);
4110     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4111     {
4112     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4113     return;
4114     }
4115     find += strlen (transformer->arch->name) + 1;
4116     /* Item can be used, now find how many and what it yields */
4117     if (isdigit (*(find)))
4118     {
4119     yield = atoi (find);
4120     if (yield < 1)
4121 elmex 1.1 {
4122 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4123     yield = 1;
4124 elmex 1.1 }
4125 root 1.22 }
4126     else
4127     yield = 1;
4128 elmex 1.1
4129 root 1.22 while (isdigit (*find))
4130     find++;
4131     while (*find == ' ')
4132     find++;
4133     memset (got, 0, MAX_BUF);
4134     if ((separator = strchr (find, ';')) != NULL)
4135     {
4136     len = separator - find;
4137     }
4138     else
4139     {
4140     len = strlen (find);
4141     }
4142     if (len > MAX_BUF - 1)
4143     len = MAX_BUF - 1;
4144     strcpy (got, find);
4145     got[len] = '\0';
4146    
4147     /* Now create new item, remove used ones when required. */
4148     new_item = get_archetype (got);
4149     if (!new_item)
4150     {
4151     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4152     return;
4153 elmex 1.1 }
4154 root 1.29
4155 root 1.22 new_item->nrof = yield;
4156     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4157     insert_ob_in_ob (new_item, pl);
4158     esrv_send_inventory (pl, pl);
4159     /* Eat up one item */
4160     decrease_ob_nr (marked, 1);
4161     /* Eat one transformer if needed */
4162     if (transformer->stats.food)
4163     if (--transformer->stats.food == 0)
4164     decrease_ob_nr (transformer, 1);
4165     }