ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.62
Committed: Thu Jan 18 19:42:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +1 -1 lines
Log Message:
just experimenting

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.61 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <living.h>
27     #include <spells.h>
28     #include <skills.h>
29     #include <tod.h>
30    
31 root 1.51 #include <sproto.h>
32 elmex 1.1
33     /* Want this regardless of rplay. */
34     #include <sounds.h>
35    
36     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
37     #include <math.h>
38    
39     /**
40     * Check if op should abort moving victim because of it's race or slaying.
41     * Returns 1 if it should abort, returns 0 if it should continue.
42     */
43 root 1.22 int
44     should_director_abort (object *op, object *victim)
45 elmex 1.1 {
46 root 1.22 int arch_flag, name_flag, race_flag;
47    
48     /* Get flags to determine what of arch, name, and race should be checked.
49     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50     * the next is the name flag, and the last is the race flag. Also note,
51     * if subtype is set to zero, that also goes to defaults of all affecting
52     * it. Examples:
53     * subtype 1: only arch
54     * subtype 3: arch or name
55     * subtype 5: arch or race
56     * subtype 7: all three
57     */
58     if (op->subtype)
59     {
60     arch_flag = (op->subtype & 1);
61     name_flag = (op->subtype & 2);
62     race_flag = (op->subtype & 4);
63     }
64     else
65     {
66     arch_flag = 1;
67     name_flag = 1;
68     race_flag = 1;
69     }
70     /* If the director has race set, only affect objects with a arch,
71     * name or race that matches.
72     */
73     if ((op->race) &&
74     ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
75     ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
76     ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
77     {
78     return 1;
79     }
80     /* If the director has slaying set, only affect objects where none
81     * of arch, name, or race match.
82     */
83     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
84     ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
85     ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86     {
87     return 1;
88     }
89     return 0;
90 elmex 1.1 }
91    
92     /**
93     * This handles a player dropping money on an altar to identify stuff.
94     * It'll identify marked item, if none all items up to dropped money.
95     * Return value: 1 if money was destroyed, 0 if not.
96     */
97 root 1.22 static int
98     apply_id_altar (object *money, object *altar, object *pl)
99 elmex 1.1 {
100 root 1.22 object *id, *marked;
101     int success = 0;
102    
103     if (pl == NULL || pl->type != PLAYER)
104     return 0;
105 elmex 1.1
106 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107     * identifying' from being printed out more than it needs to be.
108     */
109     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110     return 0;
111 elmex 1.1
112 root 1.22 marked = find_marked_object (pl);
113     /* if the player has a marked item, identify that if it needs to be
114     * identified. IF it doesn't, then go through the player inventory.
115     */
116     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117     {
118     if (operate_altar (altar, &money))
119     {
120     identify (marked);
121     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
122     if (marked->msg)
123     {
124     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
125     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
126     }
127     return money == NULL;
128     }
129     }
130 elmex 1.1
131 root 1.22 for (id = pl->inv; id; id = id->below)
132     {
133     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134     {
135     if (operate_altar (altar, &money))
136     {
137     identify (id);
138     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
139     if (id->msg)
140     {
141     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
142     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 root 1.14 }
144 root 1.22 success = 1;
145     /* If no more money, might as well quit now */
146     if (money == NULL || !check_altar_sacrifice (altar, money))
147     break;
148     }
149     else
150     {
151     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152     break;
153     }
154 root 1.14 }
155 elmex 1.1 }
156 root 1.22 if (!success)
157     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
158     return money == NULL;
159 elmex 1.1 }
160    
161     /**
162     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163     * matching item.
164     **/
165 root 1.22 static void
166     handle_apply_yield (object *tmp)
167 elmex 1.1 {
168 root 1.22 const char *yield;
169 elmex 1.1
170 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
171     if (yield != NULL)
172 elmex 1.1 {
173 root 1.22 object *drop = get_archetype (yield);
174    
175     if (tmp->env)
176 elmex 1.1 {
177 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
178     if (tmp->env->type == PLAYER)
179     esrv_send_item (tmp->env, drop);
180 elmex 1.1 }
181 root 1.22 else
182 elmex 1.1 {
183 root 1.22 drop->x = tmp->x;
184     drop->y = tmp->y;
185     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 elmex 1.1 }
187     }
188     }
189    
190     /**
191     * Handles applying a potion.
192     */
193 root 1.22 int
194     apply_potion (object *op, object *tmp)
195 elmex 1.1 {
196 elmex 1.3 int got_one = 0, i;
197     object *force = 0, *floor = 0;
198    
199 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
200 elmex 1.3
201 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
202 elmex 1.3 {
203     if (op->type == PLAYER)
204 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
205 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
206     return 0;
207     }
208 elmex 1.3
209 elmex 1.4 if (op->type == PLAYER)
210 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
211     identify (tmp);
212 elmex 1.3
213 elmex 1.4 handle_apply_yield (tmp);
214 elmex 1.1
215 elmex 1.4 /* Potion of restoration - only for players */
216     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
217     {
218     object *depl;
219     archetype *at;
220 elmex 1.1
221 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222     {
223 root 1.51 op->drain_stat ();
224     op->update_stats ();
225 elmex 1.3 decrease_ob (tmp);
226     return 1;
227     }
228 root 1.37
229 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
230 elmex 1.4 {
231     LOG (llevError, "Could not find archetype depletion\n");
232     return 0;
233     }
234     depl = present_arch_in_ob (at, op);
235 root 1.37
236 root 1.51 if (depl)
237 elmex 1.4 {
238     for (i = 0; i < NUM_STATS; i++)
239     if (get_attr_value (&depl->stats, i))
240 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241    
242     depl->destroy ();
243 root 1.51 op->update_stats ();
244 elmex 1.4 }
245     else
246     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
247 elmex 1.1
248 elmex 1.4 decrease_ob (tmp);
249     return 1;
250     }
251    
252     /* improvement potion - only for players */
253     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
254     {
255     for (i = 1; i < MIN (11, op->level); i++)
256 elmex 1.3 {
257 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 elmex 1.3 {
259 elmex 1.4 if (op->contr->levhp[i] != 1)
260 elmex 1.3 {
261 elmex 1.4 op->contr->levhp[i] = 1;
262     break;
263 elmex 1.3 }
264 elmex 1.4 if (op->contr->levsp[i] != 1)
265 elmex 1.3 {
266 elmex 1.4 op->contr->levsp[i] = 1;
267     break;
268     }
269     if (op->contr->levgrace[i] != 1)
270     {
271     op->contr->levgrace[i] = 1;
272     break;
273 elmex 1.3 }
274     }
275 elmex 1.4 else
276 elmex 1.3 {
277 elmex 1.4 if (op->contr->levhp[i] < 9)
278     {
279     op->contr->levhp[i] = 9;
280     break;
281     }
282     if (op->contr->levsp[i] < 6)
283 elmex 1.3 {
284 elmex 1.4 op->contr->levsp[i] = 6;
285     break;
286 elmex 1.3 }
287 elmex 1.4 if (op->contr->levgrace[i] < 3)
288 elmex 1.3 {
289 elmex 1.4 op->contr->levgrace[i] = 3;
290     break;
291 elmex 1.3 }
292     }
293     }
294 root 1.37
295 elmex 1.4 /* Just makes checking easier */
296     if (i < MIN (11, op->level))
297     got_one = 1;
298 root 1.37
299 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 elmex 1.3 {
301 elmex 1.4 if (got_one)
302 elmex 1.3 {
303 root 1.51 op->update_stats ();
304 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
305     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
306     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
307 elmex 1.3 }
308     else
309 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
310 elmex 1.3 }
311 elmex 1.4 else
312     { /* cursed potion */
313     if (got_one)
314 elmex 1.3 {
315 root 1.51 op->update_stats ();
316 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
317 elmex 1.3 }
318 elmex 1.4 else
319 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 elmex 1.3 }
321 root 1.37
322 elmex 1.4 decrease_ob (tmp);
323     return 1;
324     }
325    
326    
327     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328     * and heroism all fit into this category. Given the spell object code,
329     * there is no limit to the number of spells that potions can be cast,
330     * but direction is problematic to try and imbue fireball potions for example.
331     */
332     if (tmp->inv)
333     {
334     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 elmex 1.3 {
336 elmex 1.4 object *fball;
337    
338     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339     /* Explodes a fireball centered at player */
340     fball = get_archetype (EXPLODING_FIREBALL);
341 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 elmex 1.4 fball->x = op->x;
344     fball->y = op->y;
345     insert_ob_in_map (fball, op->map, NULL, 0);
346 elmex 1.3 }
347 elmex 1.4 else
348     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 elmex 1.1
350 elmex 1.4 decrease_ob (tmp);
351     /* if youre dead, no point in doing this... */
352     if (!QUERY_FLAG (op, FLAG_REMOVED))
353 root 1.51 op->update_stats ();
354 elmex 1.4 return 1;
355     }
356    
357     /* Deal with protection potions */
358     force = NULL;
359     for (i = 0; i < NROFATTACKS; i++)
360     {
361     if (tmp->resist[i])
362     {
363     if (!force)
364     force = get_archetype (FORCE_NAME);
365     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366     force->type = POTION_EFFECT;
367     break; /* Only need to find one protection since we copy entire batch */
368 elmex 1.3 }
369 elmex 1.1 }
370 elmex 1.4 /* This is a protection potion */
371     if (force)
372 elmex 1.3 {
373 elmex 1.4 /* cursed items last longer */
374     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375     {
376     force->stats.food *= 10;
377     for (i = 0; i < NROFATTACKS; i++)
378     if (force->resist[i] > 0)
379     force->resist[i] = -force->resist[i]; /* prot => vuln */
380     }
381     force->speed_left = -1;
382     force = insert_ob_in_ob (force, op);
383     CLEAR_FLAG (tmp, FLAG_APPLIED);
384     SET_FLAG (force, FLAG_APPLIED);
385     change_abil (op, force);
386     decrease_ob (tmp);
387     return 1;
388     }
389    
390     /* Only thing left are the stat potions */
391     if (op->type == PLAYER)
392     { /* only for players */
393 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
394 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
395     else
396     SET_FLAG (tmp, FLAG_APPLIED);
397     if (!change_abil (op, tmp))
398     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
399 elmex 1.1 }
400    
401 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
402     * that were grouped with the one consumed, his
403     * stat will not be raised by them. fix_player just clears
404     * up all the stats.
405     */
406     CLEAR_FLAG (tmp, FLAG_APPLIED);
407 root 1.51 op->update_stats ();
408 elmex 1.3 decrease_ob (tmp);
409     return 1;
410 elmex 1.1 }
411    
412     /****************************************************************************
413     * Weapon improvement code follows
414     ****************************************************************************/
415    
416     /**
417     * This returns the sum of nrof of item (arch name).
418     */
419 root 1.22 static int
420     check_item (object *op, const char *item)
421 elmex 1.1 {
422 root 1.22 int count = 0;
423 elmex 1.1
424    
425 root 1.22 if (item == NULL)
426     return 0;
427     op = op->below;
428     while (op != NULL)
429     {
430     if (strcmp (op->arch->name, item) == 0)
431     {
432 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 root 1.14 {
435 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 root 1.14 count++;
437     else
438     count += op->nrof;
439     }
440 root 1.22 }
441     op = op->below;
442 elmex 1.1 }
443     return count;
444     }
445    
446     /**
447     * This removes 'nrof' of what item->slaying says to remove.
448     * op is typically the player, which is only
449     * really used to determine what space to look at.
450     * Modified to only eat 'nrof' of objects.
451     */
452 root 1.22 static void
453     eat_item (object *op, const char *item, uint32 nrof)
454 elmex 1.1 {
455 root 1.22 object *prev;
456 elmex 1.1
457 root 1.22 prev = op;
458     op = op->below;
459 elmex 1.1
460 root 1.22 while (op != NULL)
461     {
462     if (strcmp (op->arch->name, item) == 0)
463     {
464     if (op->nrof >= nrof)
465     {
466     decrease_ob_nr (op, nrof);
467     return;
468     }
469     else
470     {
471     decrease_ob_nr (op, op->nrof);
472     nrof -= op->nrof;
473 root 1.14 }
474 root 1.22 op = prev;
475 root 1.14 }
476 root 1.22 prev = op;
477     op = op->below;
478 elmex 1.1 }
479     }
480    
481     /**
482     * This checks to see of the player (who) is sufficient level to use a weapon
483     * with improvs improvements (typically last_eat). We take an int here
484     * instead of the object so that the improvement code can pass along the
485     * increased value to see if the object is usuable.
486     * we return 1 (true) if the player can use the weapon.
487     */
488 root 1.22 static int
489     check_weapon_power (const object *who, int improvs)
490 elmex 1.1 {
491 root 1.22
492 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
493     * object players really have any control to improve, it's a bit harsh to
494     * require high level in some combat skill, so we just use overall level.
495     */
496     #if 1
497 root 1.22 if (((who->level / 5) + 5) >= improvs)
498     return 1;
499     else
500     return 0;
501 elmex 1.1
502     #else
503 root 1.22 int level = 0;
504    
505     /* The skill system hands out wc and dam bonuses to fighters
506     * more generously than the old system (see fix_player). Thus
507     * we need to curtail the power of player enchanted weapons.
508     * I changed this to 1 improvement per "fighter" level/5 -b.t.
509     * Note: Nothing should break by allowing this ratio to be different or
510     * using normal level - it is just a matter of play balance.
511     */
512     if (who->type == PLAYER)
513     {
514     object *wc_obj = NULL;
515 elmex 1.1
516 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518     level = wc_obj->level;
519    
520     if (!level)
521     {
522     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523     level = who->level;
524 root 1.14 }
525 elmex 1.1 }
526 root 1.22 else
527     level = who->level;
528 elmex 1.1
529 root 1.22 return (improvs <= ((level / 5) + 5));
530 elmex 1.1 #endif
531     }
532    
533     /**
534     * Returns how many items of type improver->slaying there are under op.
535     * Will display a message if none found, and 1 if improver->slaying is NULL.
536     */
537 root 1.22 static int
538     check_sacrifice (object *op, const object *improver)
539 elmex 1.1 {
540 root 1.22 int count = 0;
541    
542     if (improver->slaying != NULL)
543     {
544     count = check_item (op, improver->slaying);
545     if (count < 1)
546     {
547     char buf[200];
548 elmex 1.1
549 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
550     new_draw_info (NDI_UNIQUE, 0, op, buf);
551     return 0;
552 root 1.14 }
553 elmex 1.1 }
554 root 1.22 else
555     count = 1;
556 elmex 1.1
557 root 1.22 return count;
558 elmex 1.1 }
559    
560     /**
561     * Actually improves the weapon, and tells user.
562     */
563 root 1.22 int
564     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
565 elmex 1.1 {
566    
567 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 elmex 1.1 *stat += sacrifice_count;
569     weapon->last_eat++;
570 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
571     decrease_ob (improver);
572 elmex 1.1
573     /* So it updates the players stats and the window */
574 root 1.51 op->update_stats ();
575 elmex 1.1 return 1;
576     }
577    
578     /* Types of improvements, hidden in the sp field. */
579     #define IMPROVE_PREPARE 1
580     #define IMPROVE_DAMAGE 2
581     #define IMPROVE_WEIGHT 3
582     #define IMPROVE_ENCHANT 4
583     #define IMPROVE_STR 5
584     #define IMPROVE_DEX 6
585     #define IMPROVE_CON 7
586     #define IMPROVE_WIS 8
587     #define IMPROVE_CHA 9
588     #define IMPROVE_INT 10
589     #define IMPROVE_POW 11
590    
591    
592     /**
593     * This does the prepare weapon scroll.
594     * Checks for sacrifice, and so on.
595     */
596    
597 root 1.22 int
598     prepare_weapon (object *op, object *improver, object *weapon)
599 elmex 1.1 {
600 root 1.22 int sacrifice_count, i;
601     char buf[MAX_BUF];
602 elmex 1.1
603 root 1.22 if (weapon->level != 0)
604     {
605     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
606 elmex 1.1 return 0;
607     }
608 root 1.22 for (i = 0; i < NROFATTACKS; i++)
609     if (weapon->resist[i])
610     break;
611 elmex 1.1
612 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
613     * improvement of items that already have protections.
614     */
615     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617     weapon->stats.exp || /* speed */
618     weapon->stats.ac) /* AC - only taifu's I think */
619 elmex 1.1 {
620 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 elmex 1.1 return 0;
622     }
623 root 1.22 sacrifice_count = check_sacrifice (op, improver);
624     if (sacrifice_count <= 0)
625     return 0;
626     weapon->level = isqrt (sacrifice_count);
627     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628     eat_item (op, improver->slaying, sacrifice_count);
629    
630     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
631    
632     sprintf (buf, "%s's %s", &op->name, &weapon->name);
633     weapon->name = weapon->name_pl = buf;
634     weapon->nrof = 0; /* prevents preparing n weapons in the same
635     slot at once! */
636     decrease_ob (improver);
637     weapon->last_eat = 0;
638     return 1;
639 elmex 1.1 }
640    
641    
642     /**
643     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644     * This is the new improve weapon code.
645     * Returns 0 if it was not able to work for some reason.
646     *
647     * Checks if weapon was prepared, if enough potions on the floor, ...
648     *
649     * We are hiding extra information about the weapon in the level and
650     * last_eat numbers for an object. Hopefully this won't break anything ??
651     * level == max improve last_eat == current improve
652     */
653 root 1.22 int
654     improve_weapon (object *op, object *improver, object *weapon)
655 elmex 1.1 {
656 root 1.22 int sacrifice_count, sacrifice_needed = 0;
657 elmex 1.1
658 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
659     {
660     return prepare_weapon (op, improver, weapon);
661     }
662     if (weapon->level == 0)
663     {
664     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
665     return 0;
666     }
667     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668     {
669     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
670     return 0;
671     }
672     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
673     {
674     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
675     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
676     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
677     return 0;
678     }
679 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
680     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681     * don't put any maximum value on damage - the limit is how much the
682     * weapon can be improved.
683     */
684 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
685     {
686     weapon->stats.dam += 5;
687     weapon->weight += 5000; /* 5 KG's */
688     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
689     weapon->last_eat++;
690    
691     weapon->item_power++;
692     decrease_ob (improver);
693     return 1;
694     }
695     if (improver->stats.sp == IMPROVE_WEIGHT)
696     {
697     /* Reduce weight by 20% */
698     weapon->weight = (weapon->weight * 8) / 10;
699     if (weapon->weight < 1)
700     weapon->weight = 1;
701     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
702     weapon->last_eat++;
703     weapon->item_power++;
704     decrease_ob (improver);
705     return 1;
706     }
707     if (improver->stats.sp == IMPROVE_ENCHANT)
708     {
709     weapon->magic++;
710     weapon->last_eat++;
711     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
712     decrease_ob (improver);
713     weapon->item_power++;
714     return 1;
715     }
716 root 1.14
717 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
718     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
719    
720     if (sacrifice_needed < 1)
721     sacrifice_needed = 1;
722     sacrifice_needed *= 2;
723 elmex 1.1
724 root 1.22 sacrifice_count = check_sacrifice (op, improver);
725     if (sacrifice_count < sacrifice_needed)
726     {
727     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
728     return 0;
729     }
730     eat_item (op, improver->slaying, sacrifice_needed);
731 elmex 1.1 weapon->item_power++;
732    
733 root 1.22 switch (improver->stats.sp)
734     {
735 root 1.24 case IMPROVE_STR:
736     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
737     case IMPROVE_DEX:
738     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
739     case IMPROVE_CON:
740     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
741     case IMPROVE_WIS:
742     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
743     case IMPROVE_CHA:
744     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
745     case IMPROVE_INT:
746     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
747     case IMPROVE_POW:
748     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
749     default:
750     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
751 root 1.22 }
752     LOG (llevError, "improve_weapon: Got to end of function\n");
753 elmex 1.1 return 0;
754     }
755    
756     /**
757     * Handles the applying of improve/prepare/enchant weapon scroll.
758     * Checks a few things (not on a non-magic square, marked weapon, ...),
759     * then calls improve_weapon to do the dirty work.
760     */
761 root 1.22 int
762     check_improve_weapon (object *op, object *tmp)
763 elmex 1.1 {
764 root 1.22 object *otmp;
765 elmex 1.1
766 root 1.22 if (op->type != PLAYER)
767     return 0;
768     if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769     {
770     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
771 elmex 1.1 return 0;
772     }
773 root 1.22 otmp = find_marked_object (op);
774     if (!otmp)
775     {
776     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
777 elmex 1.1 return 0;
778     }
779 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
780     {
781     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
782 elmex 1.1 return 0;
783     }
784 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785     improve_weapon (op, tmp, otmp);
786     esrv_send_item (op, otmp);
787     return 1;
788 elmex 1.1 }
789    
790     /**
791     * This code deals with the armour improvment scrolls.
792     * Change limits on improvement - let players go up to
793     * +5 no matter what level, but they are limited by item
794     * power.
795     * Try to use same improvement code as in the common/treasure.c
796     * file, so that if you make a +2 full helm, it will be just
797     * the same as one you find in a shop.
798     *
799     * deprecated comment:
800     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
801     * only 'enchantment' of armour is possible - improving
802     * the stats of a player w/ armour as well as a weapon
803     * will probably horribly unbalance the game. Magic enchanting
804     * depends on the level of the character - ie the plus
805     * value (magic) of the armour can never be increased beyond
806     * the level of the character / 10 -- rounding upish, nor may
807     * the armour value of the piece of equipment exceed either
808     * the users level or 90)
809     * Modified by MSW for partial resistance. Only support
810     * changing of physical area right now.
811     */
812 root 1.22 int
813     improve_armour (object *op, object *improver, object *armour)
814 elmex 1.1 {
815 root 1.22 object *tmp;
816 elmex 1.1
817 root 1.22 if (armour->magic >= settings.armor_max_enchant)
818     {
819     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
820     return 0;
821 elmex 1.1 }
822 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823     * etc), so take the easy way out and don't worry about it.
824     * Note - maybe add scrolls which make the random artifact versions (eg, armour
825     * of gnarg and what not?)
826     */
827     if (armour->title)
828     {
829     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
830     return 0;
831 elmex 1.1 }
832    
833 root 1.22 /* Split objects if needed. Can't insert tmp until the
834     * end of this function - otherwise it will just re-merge.
835     */
836     if (armour->nrof > 1)
837     tmp = get_split_ob (armour, armour->nrof - 1);
838     else
839     tmp = NULL;
840    
841     armour->magic++;
842    
843     if (!settings.armor_speed_linear)
844     {
845     int base = 100;
846     int pow = 0;
847 elmex 1.1
848 root 1.22 while (pow < armour->magic)
849 elmex 1.1 {
850 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
851     pow++;
852 elmex 1.1 }
853    
854 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
855     }
856     else
857     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858 elmex 1.1
859 root 1.22 if (!settings.armor_weight_linear)
860     {
861     int base = 100;
862     int pow = 0;
863 elmex 1.1
864 root 1.22 while (pow < armour->magic)
865 elmex 1.1 {
866 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
867     pow++;
868 elmex 1.1 }
869    
870 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
871     }
872     else
873     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874    
875     if (armour->weight <= 0)
876     {
877     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878     armour->weight = 1;
879     }
880    
881     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
882 elmex 1.1
883 root 1.22 if (op->type == PLAYER)
884     {
885     esrv_send_item (op, armour);
886     if (QUERY_FLAG (armour, FLAG_APPLIED))
887 root 1.51 op->update_stats ();
888 elmex 1.1 }
889 root 1.22 decrease_ob (improver);
890     if (tmp)
891     {
892     insert_ob_in_ob (tmp, op);
893     esrv_send_item (op, tmp);
894 elmex 1.1 }
895 root 1.22 return 1;
896 elmex 1.1 }
897    
898    
899     /*
900     * convert_item() returns 1 if anything was converted, 0 if the item was not
901     * what the converter wants, -1 if the converter is broken.
902     */
903     #define CONV_FROM(xyz) xyz->slaying
904     #define CONV_TO(xyz) xyz->other_arch
905     #define CONV_NR(xyz) xyz->stats.sp
906     #define CONV_NEED(xyz) xyz->stats.food
907    
908     /* Takes one items and makes another.
909     * converter is the object that is doing the conversion.
910     * item is the object that triggered the converter - if it is not
911     * what the converter wants, this will not do anything.
912     */
913 root 1.22 int
914     convert_item (object *item, object *converter)
915     {
916     int nr = 0;
917     uint32 price_in;
918    
919     /* We make some assumptions - we assume if it takes money as it type,
920     * it wants some amount. We don't make change (ie, if something costs
921     * 3 gp and player drops a platinum, tough luck)
922     */
923     if (!strcmp (CONV_FROM (converter), "money"))
924     {
925     int cost;
926    
927     if (item->type != MONEY)
928     return 0;
929    
930     nr = (item->nrof * item->value) / CONV_NEED (converter);
931     if (!nr)
932     return 0;
933     cost = nr * CONV_NEED (converter) / item->value;
934     /* take into account rounding errors */
935     if (nr * CONV_NEED (converter) % item->value)
936     cost++;
937     decrease_ob_nr (item, cost);
938 elmex 1.1
939 root 1.22 price_in = cost * item->value;
940     }
941     else
942     {
943     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
944     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
945     return 0;
946 elmex 1.1
947 root 1.22 if (CONV_NEED (converter))
948     {
949     nr = item->nrof / CONV_NEED (converter);
950     decrease_ob_nr (item, nr * CONV_NEED (converter));
951     price_in = nr * CONV_NEED (converter) * item->value;
952     }
953     else
954     {
955     price_in = item->value;
956 root 1.37 item->destroy ();
957 root 1.22 }
958     }
959 root 1.14
960 root 1.22 if (converter->inv != NULL)
961     {
962     object *ob;
963     int i;
964     object *ob_to_copy;
965    
966     /* select random object from inventory to copy */
967     ob_to_copy = converter->inv;
968     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
969     {
970     if (rndm (0, i) == 0)
971     {
972     ob_to_copy = ob;
973     }
974 root 1.14 }
975 root 1.22 item = object_create_clone (ob_to_copy);
976     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977     unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 elmex 1.1 }
979 root 1.22 else
980     {
981     if (converter->other_arch == NULL)
982     {
983     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
985 root 1.22 return -1;
986     }
987    
988     item = object_create_arch (converter->other_arch);
989     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990     }
991    
992     if (CONV_NR (converter))
993     item->nrof = CONV_NR (converter);
994     if (nr)
995     item->nrof *= nr;
996     if (is_in_shop (converter))
997     SET_FLAG (item, FLAG_UNPAID);
998     else if (price_in < item->nrof * item->value)
999     {
1000     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002 elmex 1.1
1003     /**
1004     * elmex: we are going to let the game continue, as the mapcreator
1005     * propably had something in mind when doing this
1006     */
1007     }
1008 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009     return 1;
1010 elmex 1.1 }
1011 root 1.22
1012 elmex 1.1 /**
1013     * Handle apply on containers.
1014     * By Eneq(@csd.uu.se).
1015     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016     * added the alchemical cauldron to the code -b.t.
1017     */
1018    
1019 root 1.22 int
1020     apply_container (object *op, object *sack)
1021 elmex 1.1 {
1022 root 1.22 char buf[MAX_BUF];
1023     object *tmp;
1024 elmex 1.1
1025 root 1.22 if (op->type != PLAYER)
1026     return 0; /* This might change */
1027 elmex 1.1
1028 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1029     {
1030 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 root 1.22 return 0;
1032 elmex 1.1 }
1033 root 1.40
1034     op->contr->last_used = 0;
1035 elmex 1.1
1036 root 1.22 if (sack->env != op)
1037     {
1038     if (sack->other_arch == NULL || sack->env != NULL)
1039     {
1040     new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1041     return 1;
1042     }
1043 root 1.40
1044 root 1.22 /* It's on the ground, the problems begin */
1045     if (op->container != sack)
1046     {
1047     /* it's closed OR some player has opened it */
1048     if (QUERY_FLAG (sack, FLAG_APPLIED))
1049     {
1050 root 1.48 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 root 1.22 if (tmp)
1052     {
1053     /* some other player have opened it */
1054     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055     return 1;
1056     }
1057     }
1058 root 1.14 }
1059 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060     {
1061     if (op->container == NULL)
1062     {
1063     tmp = arch_to_object (sack->other_arch);
1064     /* not good, but insert_ob_in_ob() is too smart */
1065     CLEAR_FLAG (tmp, FLAG_REMOVED);
1066     tmp->x = tmp->y = 0;
1067     tmp->map = NULL;
1068     tmp->env = sack;
1069     if (sack->inv)
1070     sack->inv->above = tmp;
1071     tmp->below = sack->inv;
1072     tmp->above = NULL;
1073     sack->inv = tmp;
1074     sack->move_off = MOVE_ALL; /* trying force closing it */
1075     }
1076     else
1077     {
1078     sack->move_off = 0;
1079     tmp = sack->inv;
1080 root 1.37
1081 root 1.22 if (tmp && tmp->type == CLOSE_CON)
1082 root 1.37 tmp->destroy ();
1083 root 1.14 }
1084     }
1085 elmex 1.1 }
1086    
1087 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088     {
1089     if (op->container)
1090     {
1091     if (op->container != sack)
1092     {
1093     tmp = op->container;
1094     apply_container (op, tmp);
1095     sprintf (buf, "You close %s and open ", query_name (tmp));
1096     op->container = sack;
1097     strcat (buf, query_name (sack));
1098     strcat (buf, ".");
1099     }
1100     else
1101     {
1102     CLEAR_FLAG (sack, FLAG_APPLIED);
1103     op->container = NULL;
1104     sprintf (buf, "You close %s.", query_name (sack));
1105     }
1106     }
1107     else
1108     {
1109     CLEAR_FLAG (sack, FLAG_APPLIED);
1110     sprintf (buf, "You open %s.", query_name (sack));
1111     SET_FLAG (sack, FLAG_APPLIED);
1112     op->container = sack;
1113     }
1114     }
1115     else
1116     { /* not applied */
1117     if (sack->slaying)
1118     { /* it's locked */
1119     tmp = find_key (op, op, sack);
1120     if (tmp)
1121     {
1122     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123     SET_FLAG (sack, FLAG_APPLIED);
1124 root 1.48
1125 root 1.22 if (sack->env == NULL)
1126     { /* if it's on ground,open it also */
1127     new_draw_info (NDI_UNIQUE, 0, op, buf);
1128     apply_container (op, sack);
1129     return 1;
1130     }
1131     }
1132     else
1133 root 1.48 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 root 1.22 }
1135     else
1136     {
1137     sprintf (buf, "You readied %s.", query_name (sack));
1138     SET_FLAG (sack, FLAG_APPLIED);
1139 root 1.48
1140 root 1.22 if (sack->env == NULL)
1141     { /* if it's on ground,open it also */
1142     new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 root 1.14 apply_container (op, sack);
1144     return 1;
1145     }
1146     }
1147 elmex 1.1 }
1148 root 1.41
1149 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150 root 1.41
1151 root 1.22 if (op->contr)
1152 root 1.50 op->contr->ns->floorbox_update ();
1153 root 1.41
1154 root 1.22 return 1;
1155 elmex 1.1 }
1156    
1157     /**
1158     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159     * the player has in their inventory, eg, sacks, luggages, etc.
1160     *
1161     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162     * This version is for client/server mode.
1163     * op is the player, sack is the container the player is opening or closing.
1164     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165     *
1166     * Reminder - there are three states for any container - closed (non applied),
1167     * applied (not open, but objects that match get tossed into it), and open
1168     * (applied flag set, and op->container points to the open container)
1169     */
1170    
1171 root 1.22 int
1172     esrv_apply_container (object *op, object *sack)
1173 elmex 1.1 {
1174 root 1.22 object *tmp = op->container;
1175    
1176     if (op->type != PLAYER)
1177     return 0; /* This might change */
1178 elmex 1.1
1179 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1180     {
1181 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 root 1.22 return 0;
1183 elmex 1.1 }
1184    
1185 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1186     * if we are opening this one up. We then fall through if appropriate for
1187     * openening the new container.
1188     */
1189 elmex 1.1
1190 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191     {
1192     if (op->container->env != op)
1193     { /* if container is on the ground */
1194     op->container->move_off = 0;
1195 root 1.14 }
1196 root 1.11
1197 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198     return 1;
1199 elmex 1.1
1200 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201     CLEAR_FLAG (op->container, FLAG_APPLIED);
1202     op->container = NULL;
1203     esrv_update_item (UPD_FLAGS, op, tmp);
1204     if (tmp == sack)
1205     return 1;
1206 elmex 1.1 }
1207    
1208    
1209 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1210     * and it is locked, check to see if player has the equipment to open it.
1211     */
1212 elmex 1.1
1213 root 1.22 if (sack->slaying)
1214     { /* it's locked */
1215     tmp = find_key (op, op, sack);
1216     if (tmp)
1217     {
1218     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219     }
1220     else
1221     {
1222     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223     return 0;
1224     }
1225 elmex 1.1 }
1226    
1227 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1228     * if this is a locked container, the player they key to open it.
1229     */
1230 elmex 1.1
1231 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1232     * part of the players inventory. If on the ground, we assume that the player is
1233     * opening it, since if it was being closed, that would have been taken care of above.
1234     */
1235 elmex 1.1
1236    
1237 root 1.22 if (sack->env != op)
1238     {
1239     /* Hypothetical case - the player is trying to open a sack that belong to someone
1240     * else. This normally should not happen, but a misbehaving client/player could
1241     * try to do it, so lets handle it gracefully.
1242     */
1243     if (sack->env)
1244     {
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246     return 0;
1247 root 1.14 }
1248 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1249     sack->move_off = MOVE_ALL; /* trying force closing it */
1250    
1251     CLEAR_FLAG (sack, FLAG_APPLIED);
1252     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253     SET_FLAG (sack, FLAG_APPLIED);
1254     op->container = sack;
1255     esrv_update_item (UPD_FLAGS, op, sack);
1256     esrv_send_inventory (op, sack);
1257 root 1.14
1258 root 1.22 }
1259     else
1260     { /* sack is in players inventory */
1261     if (QUERY_FLAG (sack, FLAG_APPLIED))
1262     { /* readied sack becoming open */
1263     CLEAR_FLAG (sack, FLAG_APPLIED);
1264     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265     SET_FLAG (sack, FLAG_APPLIED);
1266     op->container = sack;
1267     esrv_update_item (UPD_FLAGS, op, sack);
1268     esrv_send_inventory (op, sack);
1269     }
1270     else
1271     {
1272     CLEAR_FLAG (sack, FLAG_APPLIED);
1273     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274     SET_FLAG (sack, FLAG_APPLIED);
1275     esrv_update_item (UPD_FLAGS, op, sack);
1276 root 1.14 }
1277 elmex 1.1 }
1278 root 1.22 return 1;
1279 elmex 1.1 }
1280    
1281    
1282     /**
1283     * Handles dropping things on altar.
1284     * Returns true if sacrifice was accepted.
1285     */
1286 root 1.22 static int
1287     apply_altar (object *altar, object *sacrifice, object *originator)
1288 elmex 1.1 {
1289 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1290     if (altar->inv && (!originator || originator->type != PLAYER))
1291     return 0;
1292    
1293     if (operate_altar (altar, &sacrifice))
1294     {
1295     /* Simple check. Unfortunately, it means you can't cast magic bullet
1296     * with an altar. We call it a Potion - altars are stationary - it
1297     * is up to map designers to use them properly.
1298     */
1299     if (altar->inv && altar->inv->type == SPELL)
1300     {
1301     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1302     cast_spell (originator, altar, 0, altar->inv, NULL);
1303     /* If it is connected, push the button. Fixes some problems with
1304     * old maps.
1305     */
1306 elmex 1.1
1307     /* push_button (altar);*/
1308 root 1.14 }
1309 root 1.22 else
1310     {
1311     altar->value = 1; /* works only once */
1312     push_button (altar);
1313     }
1314 root 1.26
1315     return !sacrifice;
1316 root 1.22 }
1317     else
1318 root 1.26 return 0;
1319 elmex 1.1 }
1320    
1321     /**
1322     * Handles 'movement' of shop mats.
1323     * Returns 1 if 'op' was destroyed, 0 if not.
1324     * Largely re-written to not use nearly as many gotos, plus
1325     * some of this code just looked plain out of date.
1326     * MSW 2001-08-29
1327     */
1328 root 1.22 int
1329     apply_shop_mat (object *shop_mat, object *op)
1330 elmex 1.1 {
1331 elmex 1.15 int rv = 0;
1332     double opinion;
1333     object *tmp, *next;
1334 elmex 1.1
1335 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 elmex 1.1
1337 elmex 1.15 if (op->type != PLAYER)
1338     {
1339     /* Remove all the unpaid objects that may be carried here.
1340     * This could be pets or monsters that are somehow in
1341     * the shop.
1342     */
1343     for (tmp = op->inv; tmp; tmp = next)
1344     {
1345     next = tmp->below;
1346 root 1.25
1347 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348     {
1349     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 root 1.14
1351 root 1.36 tmp->remove ();
1352 root 1.24
1353 elmex 1.15 if (i == -1)
1354     i = 0;
1355 root 1.24
1356 elmex 1.15 tmp->map = op->map;
1357     tmp->x = op->x + freearr_x[i];
1358     tmp->y = op->y + freearr_y[i];
1359     insert_ob_in_map (tmp, op->map, op, 0);
1360 root 1.14 }
1361     }
1362    
1363 elmex 1.15 /* Don't teleport things like spell effects */
1364     if (QUERY_FLAG (op, FLAG_NO_PICK))
1365     return 0;
1366 root 1.14
1367 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1368     * shop mats. Instead, put it on a nearby space.
1369     */
1370     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371     {
1372 root 1.14
1373 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 root 1.22
1376 elmex 1.15 if (i != -1)
1377 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378    
1379 elmex 1.15 return 0;
1380 root 1.14 }
1381 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1382     * the teleport function should be able to handle this just fine.
1383     */
1384     rv = teleport (shop_mat, SHOP_MAT, op);
1385 elmex 1.1 }
1386 root 1.25 else if (can_pay (op) && get_payment (op))
1387 elmex 1.15 {
1388 root 1.24 /* this is only used for players */
1389 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1390    
1391     if (shop_mat->msg)
1392 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1394     * but there is never a guarantee that the bottom space on the map is
1395     * actually the shop floor.
1396     */
1397     else if (!rv && !is_in_shop (op))
1398     {
1399     opinion = shopkeeper_approval (op->map, op);
1400 root 1.24
1401 elmex 1.15 if (opinion > 0.9)
1402 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 elmex 1.15 else if (opinion > 0.75)
1404     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405     else if (opinion > 0.5)
1406     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407     else
1408 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 root 1.14 }
1410 elmex 1.1 }
1411 elmex 1.15 else
1412     {
1413     /* if we get here, a player tried to leave a shop but was not able
1414     * to afford the items he has. We try to move the player so that
1415     * they are not on the mat anymore
1416     */
1417     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 root 1.22
1419 elmex 1.15 if (i == -1)
1420     {
1421     LOG (llevError, "Internal shop-mat problem.\n");
1422     }
1423     else
1424     {
1425 root 1.36 op->remove ();
1426 elmex 1.15 op->x += freearr_x[i];
1427     op->y += freearr_y[i];
1428     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 root 1.14 }
1430 elmex 1.1 }
1431 root 1.24
1432 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1433     return rv;
1434 elmex 1.1 }
1435    
1436     /**
1437     * Handles applying a sign.
1438     */
1439 root 1.22 static void
1440     apply_sign (object *op, object *sign, int autoapply)
1441 elmex 1.1 {
1442 root 1.22 readable_message_type *msgType;
1443     char newbuf[HUGE_BUF];
1444    
1445     if (sign->msg == NULL)
1446     {
1447     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448     return;
1449 elmex 1.1 }
1450    
1451 root 1.22 if (sign->stats.food)
1452     {
1453     if (sign->last_eat >= sign->stats.food)
1454     {
1455     if (!sign->move_on)
1456     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1457     return;
1458 root 1.14 }
1459 elmex 1.1
1460 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461     sign->last_eat++;
1462 elmex 1.1 }
1463    
1464 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465     * No way to know for sure. The presumption is basically that if
1466     * move_on is zero, it needs to be manually applied (doesn't talk
1467     * to us).
1468     */
1469     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470     {
1471     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472     return;
1473     }
1474     msgType = get_readable_message_type (sign);
1475     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477 elmex 1.1 }
1478    
1479     /**
1480     * 'victim' moves onto 'trap'
1481     * 'victim' leaves 'trap'
1482     * effect is determined by move_on/move_off of trap and move_type of victime.
1483     *
1484     * originator: Player, monster or other object that caused 'victim' to move
1485     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1486     * However, some types of traps require an originator to function.
1487     */
1488 root 1.22 void
1489 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1490 elmex 1.1 {
1491     static int recursion_depth = 0;
1492    
1493     /* Only exits affect DMs. */
1494 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 elmex 1.1 return;
1496    
1497     /* move_apply() is the most likely candidate for causing unwanted and
1498     * possibly unlimited recursion.
1499     */
1500     /* The following was changed because it was causing perfeclty correct
1501     * maps to fail. 1) it's not an error to recurse:
1502     * rune detonates, summoning monster. monster lands on nearby rune.
1503     * nearby rune detonates. This sort of recursion is expected and
1504     * proper. This code was causing needless crashes.
1505     */
1506 root 1.22 if (recursion_depth >= 500)
1507     {
1508     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510     return;
1511 elmex 1.1 }
1512 root 1.22 recursion_depth++;
1513     if (trap->head)
1514     trap = trap->head;
1515 elmex 1.1
1516 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517     goto leave;
1518 elmex 1.1
1519 root 1.22 switch (trap->type)
1520     {
1521 root 1.23 case PLAYERMOVER:
1522     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523     {
1524     if (!trap->stats.maxsp)
1525     trap->stats.maxsp = 2;
1526 root 1.14
1527 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1528     * should be divided by trap->speed
1529     */
1530     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531 root 1.14
1532 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1533     * above with some objects have zero speed, and thus the player
1534     * getting permanently paralyzed.
1535     */
1536     if (victim->speed_left < -50.0)
1537     victim->speed_left = -50.0;
1538     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539     }
1540     goto leave;
1541 root 1.14
1542 root 1.23 case SPINNER:
1543     if (victim->direction)
1544     {
1545     victim->direction = absdir (victim->direction - trap->stats.sp);
1546     update_turn_face (victim);
1547     }
1548     goto leave;
1549 root 1.14
1550 root 1.23 case DIRECTOR:
1551     if (victim->direction && !should_director_abort (trap, victim))
1552     {
1553     victim->direction = trap->stats.sp;
1554     update_turn_face (victim);
1555     }
1556     goto leave;
1557 root 1.14
1558 root 1.23 case BUTTON:
1559     case PEDESTAL:
1560     update_button (trap);
1561     goto leave;
1562    
1563     case ALTAR:
1564     /* sacrifice victim on trap */
1565     apply_altar (trap, victim, originator);
1566     goto leave;
1567 root 1.14
1568 root 1.23 case THROWN_OBJ:
1569     if (trap->inv == NULL)
1570 root 1.22 goto leave;
1571 root 1.23 /* fallthrough */
1572 root 1.14
1573 root 1.23 case ARROW:
1574     /* bad bug: monster throw a object, make a step forwards, step on object ,
1575     * trigger this here and get hit by own missile - and will be own enemy.
1576     * Victim then is his own enemy and will start to kill herself (this is
1577     * removed) but we have not synced victim and his missile. To avoid senseless
1578     * action, we avoid hits here
1579     */
1580     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581     hit_with_arrow (trap, victim);
1582     goto leave;
1583 root 1.14
1584 root 1.23 case SPELL_EFFECT:
1585     apply_spell_effect (trap, victim);
1586     goto leave;
1587 root 1.14
1588 root 1.23 case TRAPDOOR:
1589     {
1590     int max, sound_was_played;
1591     object *ab, *ab_next;
1592 root 1.22
1593 root 1.23 if (!trap->value)
1594     {
1595     int tot;
1596 root 1.14
1597 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600 root 1.14
1601 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602     goto leave;
1603 root 1.22
1604 root 1.23 SET_ANIMATION (trap, trap->value);
1605     update_object (trap, UP_OBJ_FACE);
1606     }
1607 root 1.14
1608 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 root 1.22 {
1610 root 1.23 /* need to set this up, since if we do transfer the object,
1611     * ab->above would be bogus
1612     */
1613     ab_next = ab->above;
1614 root 1.14
1615 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 root 1.22 {
1617 root 1.23 if (!sound_was_played)
1618     {
1619     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620     sound_was_played = 1;
1621     }
1622     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 root 1.14 }
1625     }
1626 root 1.22 goto leave;
1627 root 1.23 }
1628 root 1.14
1629    
1630 root 1.23 case CONVERTER:
1631     if (convert_item (victim, trap) < 0)
1632     {
1633     object *op;
1634 root 1.14
1635 root 1.23 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 root 1.14
1637 root 1.23 op = get_archetype ("burnout");
1638     if (op != NULL)
1639     {
1640     op->x = trap->x;
1641     op->y = trap->y;
1642     insert_ob_in_map (op, trap->map, trap, 0);
1643     }
1644     }
1645     goto leave;
1646 root 1.14
1647 root 1.23 case TRIGGER_BUTTON:
1648     case TRIGGER_PEDESTAL:
1649     case TRIGGER_ALTAR:
1650     check_trigger (trap, victim);
1651     goto leave;
1652    
1653     case DEEP_SWAMP:
1654     walk_on_deep_swamp (trap, victim);
1655     goto leave;
1656    
1657     case CHECK_INV:
1658 elmex 1.46 check_inv (victim, trap);
1659 root 1.23 goto leave;
1660    
1661     case HOLE:
1662     /* Hole not open? */
1663     if (trap->stats.wc > 0)
1664 root 1.22 goto leave;
1665 root 1.14
1666 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1667     * Processing will happen if the head runs into the pit
1668     */
1669     if (victim->head)
1670 root 1.22 goto leave;
1671 root 1.14
1672 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675     goto leave;
1676 root 1.14
1677 root 1.23 case EXIT:
1678     if (victim->type == PLAYER && EXIT_PATH (trap))
1679     {
1680     /* Basically, don't show exits leading to random maps the
1681     * players output.
1682     */
1683 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 root 1.55
1686     victim->enter_exit (trap);
1687 root 1.23 }
1688     goto leave;
1689 root 1.14
1690 root 1.23 case ENCOUNTER:
1691     /* may be some leftovers on this */
1692     goto leave;
1693    
1694     case SHOP_MAT:
1695     apply_shop_mat (trap, victim);
1696     goto leave;
1697    
1698     /* Drop a certain amount of gold, and have one item identified */
1699     case IDENTIFY_ALTAR:
1700     apply_id_altar (victim, trap, originator);
1701     goto leave;
1702    
1703     case SIGN:
1704     if (victim->type != PLAYER && trap->stats.food > 0)
1705 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1706 root 1.23
1707     apply_sign (victim, trap, 1);
1708     goto leave;
1709    
1710     case CONTAINER:
1711     if (victim->type == PLAYER)
1712     (void) esrv_apply_container (victim, trap);
1713     else
1714     (void) apply_container (victim, trap);
1715     goto leave;
1716    
1717     case RUNE:
1718     case TRAP:
1719     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720     {
1721     spring_trap (trap, victim);
1722     }
1723     goto leave;
1724 root 1.14
1725 root 1.23 default:
1726     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1728     goto leave;
1729 elmex 1.1 }
1730    
1731 root 1.22 leave:
1732     recursion_depth--;
1733 elmex 1.1 }
1734    
1735     /**
1736     * Handles reading a regular (ie not containing a spell) book.
1737     */
1738 root 1.22 static void
1739     apply_book (object *op, object *tmp)
1740 elmex 1.1 {
1741 root 1.22 int lev_diff;
1742     object *skill_ob;
1743    
1744     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745     {
1746     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747     return;
1748     }
1749     if (tmp->msg == NULL)
1750     {
1751     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752     return;
1753     }
1754 elmex 1.1
1755 root 1.22 /* need a literacy skill to read stuff! */
1756     skill_ob = find_skill_by_name (op, tmp->skill);
1757     if (!skill_ob)
1758     {
1759     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1760 elmex 1.1 return;
1761     }
1762 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1763     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764     {
1765     if (lev_diff < 2)
1766     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1767     else if (lev_diff < 3)
1768     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1769     else if (lev_diff < 5)
1770     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1771     else if (lev_diff < 8)
1772     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773     else if (lev_diff < 15)
1774     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775     else
1776     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 elmex 1.1 return;
1778     }
1779    
1780 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1781    
1782     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783     msgType->message_type, msgType->message_subtype,
1784     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1785    
1786     /* gain xp from reading */
1787     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788     { /* only if not read before */
1789     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1790    
1791     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792     {
1793     /*exp_gain *= 2; because they just identified it too */
1794     SET_FLAG (tmp, FLAG_IDENTIFIED);
1795 root 1.41
1796 root 1.22 /* If in a container, update how it looks */
1797     if (tmp->env)
1798     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799     else
1800 root 1.50 op->contr->ns->floorbox_update ();
1801 root 1.22 }
1802 root 1.41
1803 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1804     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 elmex 1.1 }
1806     }
1807    
1808     /**
1809     * Handles the applying of a skill scroll, calling learn_skill straight.
1810     * op is the person learning the skill, tmp is the skill scroll object
1811     */
1812 root 1.22 static void
1813     apply_skillscroll (object *op, object *tmp)
1814 elmex 1.1 {
1815 root 1.22 switch ((int) learn_skill (op, tmp))
1816     {
1817 root 1.24 case 0:
1818     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1819     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1820     return;
1821    
1822     case 1:
1823     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824     decrease_ob (tmp);
1825     return;
1826 root 1.14
1827 root 1.24 default:
1828     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1829     decrease_ob (tmp);
1830     return;
1831 elmex 1.1 }
1832     }
1833    
1834     /**
1835     * Actually makes op learn spell.
1836     * Informs player of what happens.
1837     */
1838 root 1.22 void
1839     do_learn_spell (object *op, object *spell, int special_prayer)
1840 elmex 1.1 {
1841 root 1.22 object *tmp;
1842 elmex 1.1
1843 root 1.22 if (op->type != PLAYER)
1844     {
1845     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1846     return;
1847 elmex 1.1 }
1848    
1849 root 1.22 /* Upgrade special prayers to normal prayers */
1850     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1851     {
1852     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1853     {
1854     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1855     return;
1856 elmex 1.1 }
1857 root 1.22 return;
1858 elmex 1.1 }
1859    
1860 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1861 root 1.39 tmp = spell->clone ();
1862 root 1.22 insert_ob_in_ob (tmp, op);
1863    
1864     if (special_prayer)
1865 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1866 elmex 1.1
1867 root 1.22 esrv_add_spells (op->contr, tmp);
1868 elmex 1.1 }
1869    
1870     /**
1871     * Erases spell from player's inventory.
1872     */
1873 root 1.22 void
1874     do_forget_spell (object *op, const char *spell)
1875 elmex 1.1 {
1876 root 1.22 object *spob;
1877    
1878     if (op->type != PLAYER)
1879     {
1880     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1881     return;
1882     }
1883     if ((spob = check_spell_known (op, spell)) == NULL)
1884     {
1885     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886     return;
1887     }
1888 elmex 1.1
1889 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1890     player_unready_range_ob (op->contr, spob);
1891     esrv_remove_spell (op->contr, spob);
1892 root 1.37 spob->destroy ();
1893 elmex 1.1 }
1894    
1895     /**
1896     * Handles player applying a spellbook.
1897     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1898     * stuff like that. Random learning failure too.
1899     */
1900 root 1.22 static void
1901     apply_spellbook (object *op, object *tmp)
1902 elmex 1.1 {
1903 root 1.22 object *skop, *spell, *spell_skill;
1904    
1905     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906     {
1907     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1908     return;
1909     }
1910    
1911     /* artifact_spellbooks have 'slaying' field point to a spell name,
1912     * instead of having their spell stored in stats.sp. These are
1913     * legacy spellbooks
1914     */
1915 elmex 1.1
1916 root 1.22 if (tmp->slaying != NULL)
1917     {
1918     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919     if (!spell)
1920     {
1921     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922     return;
1923 root 1.14 }
1924 root 1.22 else
1925     insert_ob_in_ob (spell, tmp);
1926     tmp->slaying = NULL;
1927     }
1928    
1929     skop = find_skill_by_name (op, tmp->skill);
1930    
1931     /* need a literacy skill to learn spells. Also, having a literacy level
1932     * lower than the spell will make learning the spell more difficult */
1933     if (!skop)
1934     {
1935     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1936     return;
1937     }
1938    
1939     spell = tmp->inv;
1940 root 1.32
1941 root 1.22 if (!spell)
1942     {
1943     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1945     return;
1946     }
1947 root 1.31
1948 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 root 1.22 {
1950 root 1.32 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1951 root 1.22 return;
1952     }
1953    
1954     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955    
1956     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957     {
1958     identify (tmp);
1959 root 1.41
1960 root 1.22 if (tmp->env)
1961     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962     else
1963 root 1.50 op->contr->ns->floorbox_update ();
1964 root 1.22 }
1965    
1966     /* I removed the check for special_prayer_mark here - it didn't make
1967     * a lot of sense - special prayers are not found in spellbooks, and
1968     * if the player doesn't know the spell, doesn't make a lot of sense that
1969     * they would have a special prayer mark.
1970     */
1971     if (check_spell_known (op, spell->name))
1972     {
1973     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1974     return;
1975 elmex 1.1 }
1976 root 1.22
1977     if (spell->skill)
1978     {
1979     spell_skill = find_skill_by_name (op, spell->skill);
1980 root 1.25
1981 root 1.22 if (!spell_skill)
1982     {
1983     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1984     return;
1985 root 1.14 }
1986 root 1.25
1987 root 1.22 if (spell_skill->level < spell->level)
1988     {
1989     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1990     return;
1991 root 1.14 }
1992 elmex 1.1 }
1993    
1994 root 1.22 /* Logic as follows
1995     *
1996     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1997     *
1998     * 2- The learner's skill level in literacy adjusts the chance to learn
1999     * a spell.
2000     *
2001     * 3 -Automatically fail to learn if you read while confused
2002     *
2003     * Overall, chances are the same but a player will find having a high
2004     * literacy rate very useful! -b.t.
2005     */
2006     if (QUERY_FLAG (op, FLAG_CONFUSED))
2007     {
2008     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2009     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2010     }
2011     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2013     {
2014    
2015     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016     do_learn_spell (op, spell, 0);
2017    
2018     /* xp gain to literacy for spell learning */
2019     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 elmex 1.1 }
2022 root 1.22 else
2023     {
2024     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026     }
2027     decrease_ob (tmp);
2028 elmex 1.1 }
2029    
2030     /**
2031     * Handles applying a spell scroll.
2032     */
2033 root 1.22 void
2034     apply_scroll (object *op, object *tmp, int dir)
2035 elmex 1.1 {
2036 root 1.22 object *skop;
2037 elmex 1.1
2038 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039     {
2040     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2041     return;
2042 elmex 1.1 }
2043    
2044 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2045     {
2046     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2047     return;
2048 elmex 1.1 }
2049    
2050 root 1.22 if (op->type == PLAYER)
2051     {
2052     /* players need a literacy skill to read stuff! */
2053     int exp_gain = 0;
2054 elmex 1.1
2055 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2056     * should go for anything killed by the spell.
2057     */
2058     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 elmex 1.1
2060 root 1.22 if (!skop)
2061     {
2062     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2063     return;
2064     }
2065 elmex 1.1
2066 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067     change_exp (op, exp_gain, skop->skill, 0);
2068 elmex 1.1 }
2069    
2070 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071     identify (tmp);
2072 elmex 1.1
2073 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074 elmex 1.1
2075    
2076 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077     decrease_ob (tmp);
2078 elmex 1.1 }
2079    
2080     /**
2081     * Applies a treasure object - by default, chest. op
2082     * is the person doing the applying, tmp is the treasure
2083     * chest.
2084     */
2085 root 1.22 static void
2086     apply_treasure (object *op, object *tmp)
2087 elmex 1.1 {
2088 root 1.22 object *treas;
2089    
2090    
2091     /* Nice side effect of new treasure creation method is that the treasure
2092     * for the chest is done when the chest is created, and put into the chest
2093     * inventory. So that when the chest burns up, the items still exist. Also
2094     * prevents people fromt moving chests to more difficult maps to get better
2095     * treasure
2096     */
2097    
2098     treas = tmp->inv;
2099     if (treas == NULL)
2100     {
2101     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102     decrease_ob (tmp);
2103     return;
2104     }
2105     while (tmp->inv)
2106     {
2107     treas = tmp->inv;
2108 elmex 1.1
2109 root 1.36 treas->remove ();
2110 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 elmex 1.1
2112 root 1.22 treas->x = op->x;
2113     treas->y = op->y;
2114     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2115    
2116     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2117     spring_trap (treas, op);
2118 root 1.37
2119 root 1.22 /* If either player or container was destroyed, no need to do
2120     * further processing. I think this should be enclused with
2121     * spring trap above, as I don't think there is otherwise
2122     * any way for the treasure chest or player to get killed
2123     */
2124 root 1.29 if (op->destroyed () || tmp->destroyed ())
2125 root 1.22 break;
2126 elmex 1.1 }
2127    
2128 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2129 root 1.22 decrease_ob (tmp);
2130 elmex 1.1
2131     }
2132    
2133     /**
2134     * op eats food.
2135     * If player, takes care of messages and dragon special food.
2136     */
2137 root 1.22 static void
2138     apply_food (object *op, object *tmp)
2139 elmex 1.1 {
2140 root 1.22 int capacity_remaining;
2141 elmex 1.1
2142 root 1.22 if (op->type != PLAYER)
2143     op->stats.hp = op->stats.maxhp;
2144     else
2145     {
2146 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2147 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 root 1.14 ;
2149 root 1.22 else
2150     {
2151     /* usual case - no dragon meal: */
2152     if (op->stats.food + tmp->stats.food > 999)
2153     {
2154     if (tmp->type == FOOD || tmp->type == FLESH)
2155     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156     else
2157     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158     }
2159    
2160     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161     {
2162     char buf[MAX_BUF];
2163    
2164     if (!is_dragon_pl (op))
2165     {
2166     /* eating message for normal players */
2167     if (tmp->type == DRINK)
2168     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169     else
2170     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171     }
2172     else
2173     {
2174     /* eating message for dragon players */
2175     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176     }
2177    
2178     new_draw_info (NDI_UNIQUE, 0, op, buf);
2179     capacity_remaining = 999 - op->stats.food;
2180     op->stats.food += tmp->stats.food;
2181     if (capacity_remaining < tmp->stats.food)
2182     op->stats.hp += capacity_remaining / 50;
2183     else
2184     op->stats.hp += tmp->stats.food / 50;
2185     if (op->stats.hp > op->stats.maxhp)
2186     op->stats.hp = op->stats.maxhp;
2187     if (op->stats.food > 999)
2188     op->stats.food = 999;
2189     }
2190 root 1.14
2191 root 1.22 /* special food hack -b.t. */
2192     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193     eat_special_food (op, tmp);
2194     }
2195 elmex 1.1 }
2196 root 1.22 handle_apply_yield (tmp);
2197     decrease_ob (tmp);
2198 elmex 1.1 }
2199    
2200     /**
2201     * A dragon is eating some flesh. If the flesh contains resistances,
2202     * there is a chance for the dragon's skin to get improved.
2203     *
2204     * attributes:
2205     * object *op the object (dragon player) eating the flesh
2206     * object *meal the flesh item, getting chewed in dragon's mouth
2207     * return:
2208     * int 1 if eating successful, 0 if it doesn't work
2209     */
2210 root 1.22 int
2211     dragon_eat_flesh (object *op, object *meal)
2212     {
2213     object *skin = NULL; /* pointer to dragon skin force */
2214     object *abil = NULL; /* pointer to dragon ability force */
2215     object *tmp = NULL; /* tmp. object */
2216    
2217 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2218     double chance; /* improvement-chance of one resistance type */
2219 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2220     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221     double mbonus = 0; /* monster bonus */
2222 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 root 1.22 int winners = 0; /* number of winners */
2224 elmex 1.1 int i; /* index */
2225 root 1.22
2226 elmex 1.1 /* let's make sure and doublecheck the parameters */
2227 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2228 elmex 1.1 return 0;
2229 root 1.22
2230 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231     from the player's inventory */
2232 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233     shstr_cmp dragon_skin_force ("dragon_skin_force");
2234    
2235     for (tmp = op->inv; tmp; tmp = tmp->below)
2236     if (tmp->type == FORCE)
2237     if (tmp->arch->name == dragon_skin_force)
2238     skin = tmp;
2239     else if (tmp->arch->name == dragon_ability_force)
2240     abil = tmp;
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 root 1.62 if (rndm (10000) < (int) (chance * 100))
2292 root 1.22 {
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 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2439 root 1.52
2440 root 1.22 if (exitmap)
2441     {
2442 root 1.58 exitmap->load_sync ();
2443    
2444     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2445 root 1.52
2446 root 1.22 if (!tmp)
2447     return 0;
2448 root 1.52
2449 root 1.58 for (; tmp; tmp = tmp->above)
2450 root 1.22 {
2451     if (tmp->type != EXIT)
2452     continue; /*Not an exit */
2453 root 1.52
2454 root 1.22 if (!EXIT_PATH (tmp))
2455     continue; /*Not a valid exit */
2456 root 1.52
2457 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2458     continue; /*Not in the same place */
2459 root 1.52
2460 root 1.22 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2461     continue; /*Not in the same map */
2462    
2463     /* From here we have found the exit is valid. However we do
2464     * here the check of the exit owner. It is important for the
2465     * town portals to prevent strangers from visiting your appartments
2466     */
2467     if (!exit->race)
2468     return 1; /*No owner, free for all! */
2469 root 1.52
2470 root 1.58 object *exit_owner = 0;
2471 root 1.52
2472     for_all_players (pp)
2473 root 1.22 {
2474     if (!pp->ob)
2475     continue;
2476 root 1.52
2477 root 1.22 if (pp->ob->name != exit->race)
2478     continue;
2479 root 1.52
2480 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2481     break;
2482     }
2483 root 1.52
2484 root 1.22 if (!exit_owner)
2485     return 0; /* No more owner */
2486 root 1.52
2487 root 1.22 if (exit_owner->contr == op->contr)
2488     return 1; /*It is your exit */
2489 root 1.52
2490 root 1.22 if (exit_owner && /*There is a owner */
2491     (op->contr) && /*A player tries to pass */
2492     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2493     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2494     return 0;
2495 root 1.52
2496 root 1.22 return 1;
2497     }
2498     }
2499 root 1.52
2500 root 1.22 return 0;
2501     }
2502 elmex 1.1
2503    
2504     /**
2505     * Main apply handler.
2506     *
2507     * Checks for unpaid items before applying.
2508     *
2509     * Return value:
2510     * 0: player or monster can't apply objects of that type
2511     * 1: has been applied, or there was an error applying the object
2512     * 2: objects of that type can't be applied if not in inventory
2513     *
2514     * op is the object that is causing object to be applied, tmp is the object
2515     * being applied.
2516     *
2517     * aflag is special (always apply/unapply) flags. Nothing is done with
2518     * them in this function - they are passed to apply_special
2519     */
2520    
2521 root 1.22 int
2522     manual_apply (object *op, object *tmp, int aflag)
2523 elmex 1.1 {
2524 root 1.22 if (tmp->head)
2525     tmp = tmp->head;
2526 elmex 1.1
2527 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2528     {
2529     if (op->type == PLAYER)
2530     {
2531     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2532     return 1;
2533     }
2534     else
2535 root 1.51 return 0; /* monsters just skip unpaid items */
2536 elmex 1.1 }
2537    
2538 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2539     return RESULT_INT (0);
2540 root 1.8
2541 root 1.22 switch (tmp->type)
2542     {
2543 root 1.24 case CF_HANDLE:
2544     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2546     tmp->value = tmp->value ? 0 : 1;
2547     SET_ANIMATION (tmp, tmp->value);
2548     update_object (tmp, UP_OBJ_FACE);
2549     push_button (tmp);
2550     return 1;
2551 root 1.14
2552 root 1.24 case TRIGGER:
2553     if (check_trigger (tmp, op))
2554     {
2555     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2556     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2557     }
2558     else
2559 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2560    
2561 root 1.24 return 1;
2562 root 1.14
2563 root 1.24 case EXIT:
2564     if (op->type != PLAYER)
2565     return 0;
2566 root 1.57
2567 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2568     {
2569     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2570     }
2571     else
2572     {
2573     /* Don't display messages for random maps. */
2574 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2575 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2576 root 1.57
2577 root 1.55 op->enter_exit (tmp);
2578 root 1.24 }
2579     return 1;
2580 root 1.14
2581 root 1.24 case SIGN:
2582     apply_sign (op, tmp, 0);
2583     return 1;
2584 root 1.14
2585 root 1.24 case BOOK:
2586     if (op->type == PLAYER)
2587     {
2588     apply_book (op, tmp);
2589     return 1;
2590     }
2591     else
2592     {
2593     return 0;
2594     }
2595 root 1.14
2596 root 1.24 case SKILLSCROLL:
2597     if (op->type == PLAYER)
2598     {
2599     apply_skillscroll (op, tmp);
2600     return 1;
2601     }
2602     return 0;
2603 root 1.14
2604 root 1.24 case SPELLBOOK:
2605     if (op->type == PLAYER)
2606     {
2607     apply_spellbook (op, tmp);
2608     return 1;
2609     }
2610     return 0;
2611 root 1.14
2612 root 1.24 case SCROLL:
2613     apply_scroll (op, tmp, 0);
2614     return 1;
2615 root 1.14
2616 root 1.24 case POTION:
2617     (void) apply_potion (op, tmp);
2618     return 1;
2619 root 1.14
2620 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2621     case CLOSE_CON:
2622     if (op->type == PLAYER)
2623     (void) esrv_apply_container (op, tmp->env);
2624     else
2625     (void) apply_container (op, tmp->env);
2626     return 1;
2627 root 1.14
2628 root 1.24 case CONTAINER:
2629     if (op->type == PLAYER)
2630     (void) esrv_apply_container (op, tmp);
2631     else
2632     (void) apply_container (op, tmp);
2633     return 1;
2634 root 1.14
2635 root 1.24 case TREASURE:
2636     if (op->type == PLAYER)
2637     {
2638     apply_treasure (op, tmp);
2639     return 1;
2640     }
2641     else
2642     {
2643     return 0;
2644     }
2645 root 1.14
2646 root 1.24 case WEAPON:
2647     case ARMOUR:
2648     case BOOTS:
2649     case GLOVES:
2650     case AMULET:
2651     case GIRDLE:
2652     case BRACERS:
2653     case SHIELD:
2654     case HELMET:
2655     case RING:
2656     case CLOAK:
2657     case WAND:
2658     case ROD:
2659     case HORN:
2660     case SKILL:
2661     case BOW:
2662     case LAMP:
2663     case BUILDER:
2664     case SKILL_TOOL:
2665     if (tmp->env != op)
2666     return 2; /* not in inventory */
2667     (void) apply_special (op, tmp, aflag);
2668     return 1;
2669 root 1.14
2670 root 1.24 case DRINK:
2671     case FOOD:
2672     case FLESH:
2673     apply_food (op, tmp);
2674     return 1;
2675 root 1.14
2676 root 1.24 case POISON:
2677     apply_poison (op, tmp);
2678     return 1;
2679 root 1.14
2680 root 1.24 case SAVEBED:
2681 root 1.51 return 1;
2682 root 1.14
2683 root 1.24 case ARMOUR_IMPROVER:
2684     if (op->type == PLAYER)
2685     {
2686     apply_armour_improver (op, tmp);
2687     return 1;
2688     }
2689     else
2690 root 1.51 return 0;
2691 root 1.14
2692 root 1.24 case WEAPON_IMPROVER:
2693     (void) check_improve_weapon (op, tmp);
2694     return 1;
2695 root 1.14
2696 root 1.24 case CLOCK:
2697     if (op->type == PLAYER)
2698     {
2699     char buf[MAX_BUF];
2700     timeofday_t tod;
2701 root 1.22
2702 root 1.24 get_tod (&tod);
2703     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2704     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2705     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2706     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2707     new_draw_info (NDI_UNIQUE, 0, op, buf);
2708     return 1;
2709     }
2710     else
2711     {
2712     return 0;
2713     }
2714 root 1.14
2715 root 1.24 case MENU:
2716     if (op->type == PLAYER)
2717     {
2718     shop_listing (op);
2719     return 1;
2720     }
2721     else
2722     {
2723     return 0;
2724     }
2725 elmex 1.1
2726 root 1.24 case POWER_CRYSTAL:
2727     apply_power_crystal (op, tmp); /* see egoitem.c */
2728     return 1;
2729 root 1.14
2730 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2731     if (op->type == PLAYER)
2732     {
2733     apply_lighter (op, tmp);
2734     return 1;
2735     }
2736     else
2737     {
2738     return 0;
2739     }
2740 root 1.14
2741 root 1.24 case ITEM_TRANSFORMER:
2742     apply_item_transformer (op, tmp);
2743     return 1;
2744 root 1.14
2745 root 1.24 default:
2746     return 0;
2747 elmex 1.1 }
2748     }
2749    
2750    
2751     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2752     * messages as needed by player_apply_below(). But there can still be
2753     * "but you are floating high above the ground" messages.
2754     *
2755     * Same return value as apply() function.
2756     */
2757 root 1.22 int
2758     player_apply (object *pl, object *op, int aflag, int quiet)
2759 elmex 1.1 {
2760 root 1.22 int tmp;
2761 elmex 1.1
2762 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2763     {
2764     /* player is flying and applying object not in inventory */
2765     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766     {
2767     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2768     return 0;
2769 root 1.14 }
2770 elmex 1.1 }
2771    
2772 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2773     * applied.
2774     */
2775     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2776     {
2777     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2778     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2779     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2780 root 1.37 op->destroy ();
2781 root 1.22 return 1;
2782 elmex 1.1 }
2783    
2784 root 1.22 pl->contr->last_used = op;
2785 elmex 1.1
2786 root 1.22 tmp = manual_apply (pl, op, aflag);
2787     if (!quiet)
2788     {
2789     if (tmp == 0)
2790     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2791     else if (tmp == 2)
2792     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2793 elmex 1.1 }
2794 root 1.22 return tmp;
2795 elmex 1.1 }
2796    
2797     /**
2798     * player_apply_below attempts to apply the object 'below' the player.
2799     * If the player has an open container, we use that for below, otherwise
2800     * we use the ground.
2801     */
2802    
2803 root 1.22 void
2804     player_apply_below (object *pl)
2805 elmex 1.1 {
2806 root 1.22 object *tmp, *next;
2807     int floors;
2808    
2809     /* If using a container, set the starting item to be the top
2810     * item in the container. Otherwise, use the map.
2811     */
2812     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2813 elmex 1.1
2814 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2815     * we don't use a corrupt pointer for the next object, so we get the
2816     * next object in the stack before applying. This is can only be a
2817     * problem if player_apply() has a bug in that it uses the object but does
2818     * not return a proper value.
2819     */
2820     for (floors = 0; tmp != NULL; tmp = next)
2821     {
2822     next = tmp->below;
2823     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2824     floors++;
2825     else if (floors > 0)
2826     return; /* process only floor objects after first floor object */
2827    
2828     /* If it is visible, player can apply it. If it is applied by
2829     * person moving on it, also activate. Added code to make it
2830     * so that at least one of players movement types be that which
2831     * the item needs.
2832     */
2833     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2834     {
2835     if (player_apply (pl, tmp, 0, 1) == 1)
2836     return;
2837 elmex 1.1 }
2838 root 1.22 if (floors >= 2)
2839     return; /* process at most two floor objects */
2840 elmex 1.1 }
2841     }
2842    
2843     /**
2844     * Unapplies specified item.
2845     * No check done on cursed/damned.
2846     * Break this out of apply_special - this is just done
2847     * to keep the size of apply_special to a more managable size.
2848     */
2849 root 1.22 static int
2850     unapply_special (object *who, object *op, int aflags)
2851 elmex 1.1 {
2852 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)))
2853     return RESULT_INT (0);
2854 root 1.12
2855 root 1.22 object *tmp2;
2856 elmex 1.1
2857 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2858     switch (op->type)
2859     {
2860 root 1.24 case WEAPON:
2861     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2862 elmex 1.1
2863 root 1.24 (void) change_abil (who, op);
2864     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2865     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2866     clear_skill (who);
2867     break;
2868 root 1.14
2869 root 1.24 case SKILL: /* allows objects to impart skills */
2870     case SKILL_TOOL:
2871     if (op != who->chosen_skill)
2872     {
2873     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2874     }
2875     if (who->type == PLAYER)
2876     {
2877     if (who->contr->shoottype == range_skill)
2878     who->contr->shoottype = range_none;
2879     if (!op->invisible)
2880     {
2881     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882     }
2883     else
2884     {
2885     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886     }
2887     }
2888     (void) change_abil (who, op);
2889     who->chosen_skill = NULL;
2890     CLEAR_FLAG (who, FLAG_READY_SKILL);
2891     break;
2892 root 1.14
2893 root 1.24 case ARMOUR:
2894     case HELMET:
2895     case SHIELD:
2896     case RING:
2897     case BOOTS:
2898     case GLOVES:
2899     case AMULET:
2900     case GIRDLE:
2901     case BRACERS:
2902     case CLOAK:
2903     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2904     (void) change_abil (who, op);
2905     break;
2906     case LAMP:
2907     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2908     tmp2 = arch_to_object (op->other_arch);
2909     tmp2->x = op->x;
2910     tmp2->y = op->y;
2911     tmp2->map = op->map;
2912     tmp2->below = op->below;
2913     tmp2->above = op->above;
2914     tmp2->stats.food = op->stats.food;
2915     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916 root 1.29
2917 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2918     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919 root 1.29
2920 root 1.24 if (who->type == PLAYER)
2921 root 1.29 esrv_del_item (who->contr, op->count);
2922    
2923 root 1.37 op->destroy ();
2924 root 1.24 insert_ob_in_ob (tmp2, who);
2925 root 1.51 who->update_stats ();
2926 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927     {
2928     if (who->type == PLAYER)
2929     {
2930     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2931     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2932     }
2933     }
2934     if (who->type == PLAYER)
2935     esrv_send_item (who, tmp2);
2936     return 1; /* otherwise, an attempt to drop causes problems */
2937     break;
2938     case BOW:
2939     case WAND:
2940     case ROD:
2941     case HORN:
2942     clear_skill (who);
2943     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2944     if (who->type == PLAYER)
2945     {
2946     who->contr->shoottype = range_none;
2947     }
2948     else
2949     {
2950     if (op->type == BOW)
2951     CLEAR_FLAG (who, FLAG_READY_BOW);
2952     else
2953     CLEAR_FLAG (who, FLAG_READY_RANGE);
2954     }
2955     break;
2956 elmex 1.1
2957 root 1.24 case BUILDER:
2958     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2959     who->contr->shoottype = range_none;
2960     who->contr->ranges[range_builder] = NULL;
2961     break;
2962 elmex 1.1
2963 root 1.24 default:
2964     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2965     break;
2966 elmex 1.1 }
2967    
2968 root 1.51 who->update_stats ();
2969 elmex 1.1
2970 root 1.22 if (!(aflags & AP_NO_MERGE))
2971     {
2972     object *tmp;
2973    
2974     tmp = merge_ob (op, NULL);
2975     if (who->type == PLAYER)
2976     {
2977     if (tmp)
2978     { /* it was merged */
2979 root 1.29 esrv_del_item (who->contr, op->count);
2980 root 1.22 op = tmp;
2981 elmex 1.1 }
2982 root 1.29
2983 root 1.22 esrv_send_item (who, op);
2984 root 1.14 }
2985 elmex 1.1 }
2986 root 1.22 return 0;
2987 elmex 1.1 }
2988    
2989     /**
2990     * Returns the object that is using location 'loc'.
2991     * Note that 'start' is the first object to start examing - we
2992     * then go through the below of this. In this way, you can do
2993     * something like:
2994     * tmp = get_item_from_body_location(who->inv, 1);
2995     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2996     * to find the second object that may use this location, etc.
2997     * Returns NULL if no match is found.
2998     * loc is the index into the array we are looking for a match.
2999     * don't return invisible objects unless they are skill objects
3000     * invisible other objects that use
3001     * up body locations can be used as restrictions.
3002     */
3003 root 1.22 object *
3004     get_item_from_body_location (object *start, int loc)
3005 elmex 1.1 {
3006 root 1.22 object *tmp;
3007 elmex 1.1
3008 root 1.22 if (!start)
3009     return NULL;
3010 elmex 1.1
3011 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3012     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3013     return tmp;
3014 elmex 1.1
3015 root 1.22 return NULL;
3016 elmex 1.1 }
3017    
3018    
3019    
3020     /**
3021     * 'op' wants to apply an object, but can't because of other equipment.
3022     * This should only be called when it is known
3023     * that there are objects to unapply. This makes pretty heavy
3024     * use of get_item_from_body_location. It makes no intelligent choice
3025     * on objects - rather, the first that is matched is used.
3026     * Returns 0 on success, returns 1 if there is some problem.
3027     * if aflags is AP_PRINT, we instead print out waht to unapply
3028     * instead of doing it. This is a lot less code than having
3029     * another function that does just that.
3030     */
3031 root 1.22 int
3032     unapply_for_ob (object *who, object *op, int aflags)
3033 elmex 1.1 {
3034 root 1.22 int i;
3035     object *tmp = NULL, *last;
3036 elmex 1.1
3037 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3038     * or weapons first - only allowed to use one weapon/shield at a time.
3039     */
3040     if (op->type == WEAPON || op->type == SHIELD)
3041     {
3042     for (tmp = who->inv; tmp; tmp = tmp->below)
3043     {
3044     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3045     {
3046     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3047     {
3048     if (aflags & AP_PRINT)
3049     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3050     else
3051     unapply_special (who, tmp, aflags);
3052     }
3053     else
3054     {
3055     /* In this case, we want to try and remove a cursed item.
3056     * While we know it won't work, we want unapply_special to
3057     * at least generate the message.
3058     */
3059     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3060     return 1;
3061 root 1.14 }
3062 elmex 1.1
3063 root 1.14 }
3064     }
3065 elmex 1.1 }
3066    
3067 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3068     {
3069     /* this used up a slot that we need to free */
3070     if (op->body_info[i])
3071     {
3072     last = who->inv;
3073 root 1.14
3074 root 1.22 /* We do a while loop - may need to remove several items in order
3075     * to free up enough slots.
3076     */
3077     while ((who->body_used[i] + op->body_info[i]) < 0)
3078     {
3079     tmp = get_item_from_body_location (last, i);
3080     if (!tmp)
3081     {
3082 elmex 1.1 #if 0
3083 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3084     * equipped.
3085     */
3086     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3087 elmex 1.1 #endif
3088 root 1.22 return 1;
3089     }
3090     /* If we are just printing, we don't care about cursed status */
3091     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3092     {
3093     if (aflags & AP_PRINT)
3094     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3095     else
3096     unapply_special (who, tmp, aflags);
3097 root 1.14 }
3098 root 1.22 else
3099     {
3100     /* Cursed item that we can't unequip - tell the player.
3101     * Note this could be annoying if this is just one of a few,
3102     * so it may not be critical (eg, putting on a ring and you have
3103     * one cursed ring.)
3104     */
3105     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3106 root 1.14 }
3107 root 1.22 last = tmp->below;
3108 root 1.14 }
3109 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3110     * return in the !tmp would have kicked in.
3111     */
3112     } /* if op is using this body location */
3113     } /* for body lcoations */
3114     return 0;
3115 elmex 1.1 }
3116    
3117     /**
3118     * Checks to see if 'who' can apply object 'op'.
3119     * Returns 0 if apply can be done without anything special.
3120     * Otherwise returns a bitmask - potentially several of these may be
3121     * set, but largely depends on circumstance - in the future, processing
3122     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3123     * is set, do we really are what the other flags may be?)
3124     *
3125     * See include/define.h for detailed description of the meaning of
3126     * these return values.
3127     */
3128 root 1.22 int
3129     can_apply_object (object *who, object *op)
3130 elmex 1.1 {
3131 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3132     return RESULT_INT (0);
3133    
3134     int i, retval = 0;
3135     object *tmp = NULL, *ws = NULL;
3136    
3137     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3138     * 2 weapons, but we don't want to let them do that. So if they are
3139     * trying to equip a weapon or shield, see if they already have one
3140     * in place and store that way.
3141     */
3142     if (op->type == WEAPON || op->type == SHIELD)
3143     {
3144     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3145     {
3146     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3147     {
3148     retval = CAN_APPLY_UNAPPLY;
3149     ws = tmp;
3150 root 1.14 }
3151     }
3152 elmex 1.1 }
3153 root 1.14
3154    
3155 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156     {
3157     if (op->body_info[i])
3158     {
3159     /* Item uses more slots than we have */
3160     if (FABS (op->body_info[i]) > who->body_info[i])
3161     {
3162     /* Could return now for efficiently - rest of info below isn'
3163     * really needed.
3164     */
3165     retval |= CAN_APPLY_NEVER;
3166     }
3167     else if ((who->body_used[i] + op->body_info[i]) < 0)
3168     {
3169     /* in this case, equipping this would use more free spots than
3170     * we have.
3171     */
3172     object *tmp1;
3173    
3174 elmex 1.1
3175 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3176     * enough slots to equip the new item, then just set this can
3177     * continue. We don't care about the logic below - if you have
3178     * shield equipped and try to equip another shield, there is only
3179     * one choice. However, the check for the number of body locations
3180     * does take into the account cases where what is being applied
3181     * may be two handed for example.
3182     */
3183     if (ws)
3184     {
3185     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3186     {
3187     retval |= CAN_APPLY_UNAPPLY;
3188     continue;
3189     }
3190     }
3191    
3192     tmp1 = get_item_from_body_location (who->inv, i);
3193     if (!tmp1)
3194     {
3195 elmex 1.1 #if 0
3196 root 1.22 /* This is sort of an error, but happens a lot when old players
3197     * join in with more stuff equipped than they are now allowed.
3198     */
3199     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3200 elmex 1.1 #endif
3201 root 1.22 retval |= CAN_APPLY_NEVER;
3202     }
3203     else
3204     {
3205     /* need to unapply something. However, if this something
3206     * is different than we had found before, it means they need
3207     * to apply multiple objects
3208     */
3209     retval |= CAN_APPLY_UNAPPLY;
3210     if (!tmp)
3211     tmp = tmp1;
3212     else if (tmp != tmp1)
3213     {
3214     retval |= CAN_APPLY_UNAPPLY_MULT;
3215 root 1.14 }
3216 root 1.22 /* This object isn't using up all the slots, so there must
3217     * be another. If so, and it the new item doesn't need all
3218     * the slots, the player then has a choice.
3219     */
3220     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3221     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3222    
3223     /* Does unequippint 'tmp1' free up enough slots for this to be
3224     * equipped? If not, there must be something else to unapply.
3225     */
3226     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3227     retval |= CAN_APPLY_UNAPPLY_MULT;
3228    
3229     }
3230     } /* if not enough free slots */
3231     } /* if this object uses location i */
3232     } /* for i -> num_body_locations loop */
3233    
3234     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3235     * really be controlled by use of body locations. We do have
3236     * the weapon/shield checks, and the range checks for monsters,
3237     * because you can't control those just by body location - bows, shields,
3238     * and weapons all use the same slot. Similar for horn/rod/wand - they
3239     * all use the same location.
3240     */
3241     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3242     retval |= CAN_APPLY_RESTRICTION;
3243     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3244     retval |= CAN_APPLY_RESTRICTION;
3245    
3246    
3247     if (who->type != PLAYER)
3248     {
3249     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3250 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3251 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3252     retval |= CAN_APPLY_RESTRICTION;
3253     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3254     retval |= CAN_APPLY_RESTRICTION;
3255     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3257 elmex 1.1 }
3258 root 1.22 return retval;
3259 elmex 1.1 }
3260    
3261 root 1.22
3262 elmex 1.1
3263     /**
3264     * who is the object using the object. It can be a monster.
3265     * op is the object they are using. op is an equipment type item,
3266     * eg, one which you put on and keep on for a while, and not something
3267     * like a potion or scroll.
3268     *
3269     * function returns 1 if the action could not be completed, 0 on
3270     * success. However, success is a matter of meaning - if the
3271     * user passes the 'apply' flag to an object already applied,
3272     * nothing is done, and 0 is returned.
3273     *
3274     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3275     * AP_UNAPPLY=always unapply).
3276     *
3277     * Optional flags:
3278     * AP_NO_MERGE: don't merge an unapplied object with other objects
3279     * AP_IGNORE_CURSE: unapply cursed items
3280     *
3281     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3282     *
3283     * apply_special() doesn't check for unpaid items.
3284     */
3285 root 1.22 int
3286     apply_special (object *who, object *op, int aflags)
3287 elmex 1.1 {
3288 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3289     object *tmp, *tmp2, *skop = NULL;
3290     int i;
3291 elmex 1.1
3292 root 1.22 if (who == NULL)
3293     {
3294     LOG (llevError, "apply_special() from object without environment.\n");
3295     return 1;
3296 elmex 1.1 }
3297    
3298 root 1.22 if (op->env != who)
3299     return 1; /* op is not in inventory */
3300 elmex 1.1
3301 root 1.22 /* trying to unequip op */
3302     if (QUERY_FLAG (op, FLAG_APPLIED))
3303     {
3304     /* always apply, so no reason to unapply */
3305     if (basic_flag == AP_APPLY)
3306     return 0;
3307    
3308     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3309     {
3310     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3311     return 1;
3312 root 1.14 }
3313 root 1.22 return unapply_special (who, op, aflags);
3314 elmex 1.1 }
3315    
3316 root 1.22 if (basic_flag == AP_UNAPPLY)
3317     return 0;
3318 elmex 1.1
3319 root 1.22 i = can_apply_object (who, op);
3320 elmex 1.1
3321 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3322     if (i)
3323     {
3324     if (i & CAN_APPLY_NEVER)
3325     {
3326     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3327     return 1;
3328     }
3329     else if (i & CAN_APPLY_RESTRICTION)
3330     {
3331     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3332     return 1;
3333     }
3334     if (who->type != PLAYER)
3335     {
3336     /* Some error, so don't try to equip something more */
3337     if (unapply_for_ob (who, op, aflags))
3338 root 1.14 return 1;
3339     }
3340 root 1.22 else
3341     {
3342     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3343     {
3344 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3345 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3346     return 1;
3347     }
3348     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3349     {
3350     i = unapply_for_ob (who, op, aflags);
3351     if (i)
3352 root 1.14 return 1;
3353     }
3354     }
3355 elmex 1.1 }
3356 root 1.55
3357 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358     {
3359     skop = find_skill_by_name (who, op->skill);
3360     if (!skop)
3361     {
3362     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3363     return 1;
3364     }
3365     else
3366     {
3367     /* While experience will be credited properly, we want to change the
3368     * skill so that the dam and wc get updated
3369     */
3370     change_skill (who, skop, 0);
3371 root 1.14 }
3372 elmex 1.1 }
3373 root 1.22
3374     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3375     {
3376     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3377     return 1;
3378 elmex 1.1 }
3379    
3380 root 1.12
3381 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3382     * Note that we don't have the checks for can_use_...
3383     * below - that is already taken care of by can_apply_object.
3384     */
3385    
3386    
3387     if (op->nrof > 1)
3388     tmp = get_split_ob (op, op->nrof - 1);
3389     else
3390     tmp = NULL;
3391    
3392     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3393     return RESULT_INT (0);
3394    
3395     switch (op->type)
3396     {
3397 root 1.24 case WEAPON:
3398     if (!check_weapon_power (who, op->last_eat))
3399     {
3400     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3401     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3402     if (tmp != NULL)
3403     (void) insert_ob_in_ob (tmp, who);
3404     return 1;
3405     }
3406     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407     {
3408     /* if the weapon does not have the name as the character, can't use it. */
3409     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3410     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3411     if (tmp != NULL)
3412     (void) insert_ob_in_ob (tmp, who);
3413     return 1;
3414     }
3415     SET_FLAG (op, FLAG_APPLIED);
3416 root 1.14
3417 root 1.24 if (skop)
3418     change_skill (who, skop, 1);
3419     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3420     SET_FLAG (who, FLAG_READY_WEAPON);
3421 root 1.14
3422 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423 root 1.14
3424 root 1.24 (void) change_abil (who, op);
3425     break;
3426 root 1.14
3427 root 1.24 case ARMOUR:
3428     case HELMET:
3429     case SHIELD:
3430     case BOOTS:
3431     case GLOVES:
3432     case GIRDLE:
3433     case BRACERS:
3434     case CLOAK:
3435     case RING:
3436     case AMULET:
3437     SET_FLAG (op, FLAG_APPLIED);
3438     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3439     (void) change_abil (who, op);
3440     break;
3441     case LAMP:
3442     if (op->stats.food < 1)
3443     {
3444     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3445     return 1;
3446     }
3447     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3448     tmp2 = arch_to_object (op->other_arch);
3449     tmp2->stats.food = op->stats.food;
3450     SET_FLAG (tmp2, FLAG_APPLIED);
3451     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3453     insert_ob_in_ob (tmp2, who);
3454    
3455     /* Remove the old lantern */
3456     if (who->type == PLAYER)
3457 root 1.29 esrv_del_item (who->contr, op->count);
3458    
3459 root 1.37 op->destroy ();
3460 root 1.22
3461 root 1.24 /* insert the portion that was split off */
3462     if (tmp != NULL)
3463     {
3464     (void) insert_ob_in_ob (tmp, who);
3465     if (who->type == PLAYER)
3466     esrv_send_item (who, tmp);
3467     }
3468 root 1.51 who->update_stats ();
3469 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470     {
3471     if (who->type == PLAYER)
3472     {
3473     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3474     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475     }
3476     }
3477     if (who->type == PLAYER)
3478     esrv_send_item (who, tmp2);
3479     return 0;
3480     break;
3481 root 1.14
3482 root 1.24 /* this part is needed for skill-tools */
3483     case SKILL:
3484     case SKILL_TOOL:
3485     if (who->chosen_skill)
3486     {
3487     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3488     return 1;
3489     }
3490     if (who->type == PLAYER)
3491     {
3492     who->contr->shoottype = range_skill;
3493     who->contr->ranges[range_skill] = op;
3494     if (!op->invisible)
3495     {
3496     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3497     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3498     }
3499     else
3500     {
3501     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3502     }
3503     }
3504     SET_FLAG (op, FLAG_APPLIED);
3505     (void) change_abil (who, op);
3506     who->chosen_skill = op;
3507     SET_FLAG (who, FLAG_READY_SKILL);
3508     break;
3509 root 1.22
3510 root 1.24 case BOW:
3511     if (!check_weapon_power (who, op->last_eat))
3512     {
3513     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3514     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3515     if (tmp != NULL)
3516     (void) insert_ob_in_ob (tmp, who);
3517     return 1;
3518     }
3519     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520     {
3521     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3522     if (tmp != NULL)
3523     (void) insert_ob_in_ob (tmp, who);
3524     return 1;
3525     }
3526     /*FALLTHROUGH*/ case WAND:
3527     case ROD:
3528     case HORN:
3529     /* check for skill, alter player status */
3530     SET_FLAG (op, FLAG_APPLIED);
3531     if (skop)
3532     change_skill (who, skop, 0);
3533     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 root 1.22
3535 root 1.24 if (who->type == PLAYER)
3536     {
3537     if (op->type == BOW)
3538     {
3539     (void) change_abil (who, op);
3540     new_draw_info_format (NDI_UNIQUE, 0, who,
3541     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3542     who->contr->shoottype = range_bow;
3543     }
3544     else
3545     {
3546     who->contr->shoottype = range_misc;
3547     }
3548     }
3549     else
3550     {
3551     if (op->type == BOW)
3552     SET_FLAG (who, FLAG_READY_BOW);
3553     else
3554     SET_FLAG (who, FLAG_READY_RANGE);
3555     }
3556     break;
3557 elmex 1.1
3558 root 1.24 case BUILDER:
3559     if (who->contr->ranges[range_builder])
3560     unapply_special (who, who->contr->ranges[range_builder], 0);
3561     who->contr->shoottype = range_builder;
3562     who->contr->ranges[range_builder] = op;
3563     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3564     break;
3565 elmex 1.1
3566 root 1.24 default:
3567     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3568 root 1.22 } /* end of switch op->type */
3569    
3570     SET_FLAG (op, FLAG_APPLIED);
3571 elmex 1.1
3572 root 1.22 if (tmp != NULL)
3573     tmp = insert_ob_in_ob (tmp, who);
3574 elmex 1.1
3575 root 1.51 who->update_stats ();
3576 elmex 1.1
3577 root 1.22 /* We exclude spell casting objects. The fire code will set the
3578     * been applied flag when they are used - until that point,
3579     * you don't know anything about them.
3580     */
3581     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3582     SET_FLAG (op, FLAG_BEEN_APPLIED);
3583    
3584     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585     {
3586     if (who->type == PLAYER)
3587     {
3588     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3589     SET_FLAG (op, FLAG_KNOWN_CURSED);
3590     }
3591     }
3592     if (who->type == PLAYER)
3593     {
3594     /* if multiple objects were applied, update both slots */
3595     if (tmp)
3596     esrv_send_item (who, tmp);
3597     esrv_send_item (who, op);
3598 elmex 1.1 }
3599 root 1.22 return 0;
3600 elmex 1.1 }
3601    
3602    
3603 root 1.22 int
3604     monster_apply_special (object *who, object *op, int aflags)
3605 elmex 1.1 {
3606 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3607 elmex 1.1 return 1;
3608     return apply_special (who, op, aflags);
3609     }
3610    
3611     /**
3612     * Map was just loaded, handle op's initialisation.
3613     *
3614     * Generates shop floor's item, and treasures.
3615     */
3616 root 1.22 int
3617     auto_apply (object *op)
3618     {
3619     object *tmp = NULL, *tmp2;
3620     int i;
3621 elmex 1.1
3622 root 1.22 switch (op->type)
3623     {
3624 root 1.24 case SHOP_FLOOR:
3625 root 1.42 if (!op->has_random_items ())
3626 root 1.24 return 0;
3627 root 1.38
3628 root 1.24 do
3629     {
3630     i = 10; /* let's give it 10 tries */
3631     while ((tmp = generate_treasure (op->randomitems,
3632     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3633     if (tmp == NULL)
3634     return 0;
3635     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3636     {
3637 root 1.37 tmp->destroy ();
3638 root 1.24 tmp = NULL;
3639     }
3640     }
3641     while (!tmp);
3642 root 1.38
3643 root 1.24 tmp->x = op->x;
3644     tmp->y = op->y;
3645     SET_FLAG (tmp, FLAG_UNPAID);
3646     insert_ob_in_map (tmp, op->map, NULL, 0);
3647     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3648     identify (tmp);
3649     break;
3650 root 1.14
3651 root 1.24 case TREASURE:
3652     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3653     return 0;
3654 root 1.37
3655 root 1.24 while ((op->stats.hp--) > 0)
3656     create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3658    
3659     /* If we generated an object and put it in this object inventory,
3660     * move it to the parent object as the current object is about
3661     * to disappear. An example of this item is the random_* stuff
3662     * that is put inside other objects.
3663     */
3664     for (tmp = op->inv; tmp; tmp = tmp2)
3665     {
3666     tmp2 = tmp->below;
3667 root 1.36 tmp->remove ();
3668 root 1.37
3669 root 1.24 if (op->env)
3670     insert_ob_in_ob (tmp, op->env);
3671     else
3672 root 1.37 tmp->destroy ();
3673 root 1.24 }
3674 root 1.37
3675     op->destroy ();
3676 root 1.24 break;
3677 elmex 1.1 }
3678 root 1.22 return tmp ? 1 : 0;
3679 elmex 1.1 }
3680    
3681     /**
3682     * fix_auto_apply goes through the entire map (only the first time
3683     * when an original map is loaded) and performs special actions for
3684     * certain objects (most initialization of chests and creation of
3685     * treasures and stuff). Calls auto_apply if appropriate.
3686     */
3687 root 1.20 void
3688 root 1.55 maptile::fix_auto_apply ()
3689 root 1.20 {
3690 root 1.55 if (!spaces)
3691 root 1.20 return;
3692    
3693 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3694     for (object *tmp = ms->bot; tmp; )
3695     {
3696     object *above = tmp->above;
3697 root 1.20
3698 root 1.55 if (tmp->inv)
3699     {
3700     object *invtmp, *invnext;
3701 elmex 1.1
3702 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3703     {
3704     invnext = invtmp->below;
3705 root 1.14
3706 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3707     auto_apply (invtmp);
3708     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3709     {
3710     while ((invtmp->stats.hp--) > 0)
3711     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3712    
3713     invtmp->randomitems = NULL;
3714     }
3715     else if (invtmp && invtmp->arch
3716     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3717     {
3718     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3719     /* Need to clear this so that we never try to create
3720     * treasure again for this object
3721     */
3722     invtmp->randomitems = NULL;
3723     }
3724     }
3725     /* This is really temporary - the code at the bottom will
3726     * also set randomitems to null. The problem is there are bunches
3727     * of maps/players already out there with items that have spells
3728     * which haven't had the randomitems set to null yet.
3729     * MSW 2004-05-13
3730     *
3731     * And if it's a spellbook, it's better to set randomitems to NULL too,
3732     * else you get two spells in the book ^_-
3733     * Ryo 2004-08-16
3734     */
3735     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3736     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3737     tmp->randomitems = NULL;
3738 root 1.14
3739 root 1.55 }
3740 root 1.20
3741 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3742     auto_apply (tmp);
3743     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3744     {
3745     while ((tmp->stats.hp--) > 0)
3746     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3747     tmp->randomitems = NULL;
3748     }
3749     else if (tmp->type == TIMED_GATE)
3750     {
3751     object *head = tmp->head != NULL ? tmp->head : tmp;
3752    
3753     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3754     tmp->set_speed (0);
3755     }
3756     /* This function can be called everytime a map is loaded, even when
3757     * swapping back in. As such, we don't want to create the treasure
3758     * over and ove again, so after we generate the treasure, blank out
3759     * randomitems so if it is swapped in again, it won't make anything.
3760     * This is a problem for the above objects, because they have counters
3761     * which say how many times to make the treasure.
3762     */
3763     else if (tmp && tmp->arch && tmp->type != PLAYER
3764     && tmp->type != TREASURE && tmp->type != SPELL
3765     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3766     {
3767     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768     tmp->randomitems = NULL;
3769     }
3770 root 1.22
3771 root 1.55 tmp = above;
3772     }
3773 elmex 1.1
3774 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3776     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3777     check_trigger (tmp, tmp->above);
3778 elmex 1.1 }
3779    
3780     /**
3781     * Handles player eating food that temporarily changes status (resistances, stats).
3782     * This used to call cast_change_attr(), but
3783     * that doesn't work with the new spell code. Since we know what
3784     * the food changes, just grab a force and use that instead.
3785     */
3786    
3787 root 1.22 void
3788     eat_special_food (object *who, object *food)
3789     {
3790     object *force;
3791     int i, did_one = 0;
3792     sint8 k;
3793    
3794     force = get_archetype (FORCE_NAME);
3795    
3796     for (i = 0; i < NUM_STATS; i++)
3797     {
3798     k = get_attr_value (&food->stats, i);
3799     if (k)
3800     {
3801     set_attr_value (&force->stats, i, k);
3802     did_one = 1;
3803 root 1.14 }
3804 elmex 1.1 }
3805    
3806 root 1.22 /* check if we can protect the eater */
3807     for (i = 0; i < NROFATTACKS; i++)
3808     {
3809     if (food->resist[i] > 0)
3810     {
3811     force->resist[i] = food->resist[i] / 2;
3812     did_one = 1;
3813     }
3814     }
3815 elmex 1.47
3816 root 1.22 if (did_one)
3817     {
3818 root 1.54 force->set_speed (0.1);
3819 root 1.22 /* bigger morsel of food = longer effect time */
3820 elmex 1.47 force->duration = food->stats.food / 5;
3821 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3822     change_abil (who, force);
3823     insert_ob_in_ob (force, who);
3824     }
3825     else
3826 root 1.37 force->destroy ();
3827 root 1.22
3828     /* check for hp, sp change */
3829     if (food->stats.hp != 0)
3830     {
3831     if (QUERY_FLAG (food, FLAG_CURSED))
3832     {
3833     strcpy (who->contr->killer, food->name);
3834     hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3836     }
3837     else
3838     {
3839     if (food->stats.hp > 0)
3840     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3841     else
3842     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3843     who->stats.hp += food->stats.hp;
3844     }
3845     }
3846     if (food->stats.sp != 0)
3847     {
3848     if (QUERY_FLAG (food, FLAG_CURSED))
3849     {
3850     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3851     who->stats.sp -= food->stats.sp;
3852     if (who->stats.sp < 0)
3853     who->stats.sp = 0;
3854     }
3855     else
3856     {
3857     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3858     who->stats.sp += food->stats.sp;
3859     /* place limit on max sp from food? */
3860     }
3861 elmex 1.1 }
3862 root 1.51 who->update_stats ();
3863 elmex 1.1 }
3864    
3865     /**
3866     * Designed primarily to light torches/lanterns/etc.
3867     * Also burns up burnable material too. First object in the inventory is
3868     * the selected object to "burn". -b.t.
3869     */
3870 root 1.22 void
3871     apply_lighter (object *who, object *lighter)
3872     {
3873     object *item;
3874     int is_player_env = 0;
3875    
3876     item = find_marked_object (who);
3877     if (item)
3878     {
3879     if (lighter->last_eat && lighter->stats.food)
3880     { /* lighter gets used up */
3881     /* Split multiple lighters if they're being used up. Otherwise *
3882     * one charge from each would be used up. --DAMN */
3883     if (lighter->nrof > 1)
3884     {
3885 root 1.39 object *oneLighter = lighter->clone ();
3886 root 1.14
3887 root 1.22 lighter->nrof -= 1;
3888     oneLighter->nrof = 1;
3889     oneLighter->stats.food--;
3890     esrv_send_item (who, lighter);
3891     oneLighter = insert_ob_in_ob (oneLighter, who);
3892     esrv_send_item (who, oneLighter);
3893     }
3894     else
3895 root 1.29 lighter->stats.food--;
3896 root 1.22 }
3897     else if (lighter->last_eat)
3898     { /* no charges left in lighter */
3899     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3900     return;
3901     }
3902 root 1.48
3903 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3904     * I can't see many times when you would want to light multiple
3905     * objects at once.
3906     */
3907 root 1.48
3908     if (who == item->in_player ())
3909 root 1.22 is_player_env = 1;
3910    
3911     save_throw_object (item, AT_FIRE, who);
3912 root 1.48
3913 root 1.49 if (item->destroyed ())
3914 root 1.22 {
3915 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3916 root 1.22 /* Need to update the player so that the players glow radius
3917     * gets changed.
3918     */
3919     if (is_player_env)
3920 root 1.51 who->update_stats ();
3921 root 1.22 }
3922     else
3923 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);
3924 root 1.22 }
3925     else /* nothing to light */
3926     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3927 elmex 1.1
3928     }
3929    
3930     /**
3931     * op made some mistake with a scroll, this takes care of punishment.
3932     * scroll_failure()- hacked directly from spell_failure
3933     */
3934 root 1.22 void
3935     scroll_failure (object *op, int failure, int power)
3936 elmex 1.1 {
3937 root 1.22 if (abs (failure / 4) > power)
3938     power = abs (failure / 4); /* set minimum effect */
3939 elmex 1.1
3940 root 1.22 if (failure <= -1 && failure > -15)
3941     { /* wonder */
3942     object *tmp;
3943    
3944     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3945     tmp = get_archetype (SPELL_WONDER);
3946     cast_wonder (op, op, 0, tmp);
3947 root 1.37 tmp->destroy ();
3948 root 1.22 }
3949     else if (failure <= -15 && failure > -35)
3950     { /* drain mana */
3951     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3952     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953     if (op->stats.sp < 0)
3954     op->stats.sp = 0;
3955     }
3956     else if (settings.spell_failure_effects == TRUE)
3957     {
3958     if (failure <= -35 && failure > -60)
3959     { /* confusion */
3960     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3961     confuse_player (op, op, power);
3962     }
3963     else if (failure <= -60 && failure > -70)
3964     { /* paralysis */
3965     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3966     paralyze_player (op, op, power);
3967     }
3968     else if (failure <= -70 && failure > -80)
3969     { /* blind */
3970     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3971     blind_player (op, op, power);
3972     }
3973     else if (failure <= -80)
3974     { /* blast the immediate area */
3975     object *tmp;
3976    
3977     tmp = get_archetype (LOOSE_MANA);
3978     cast_magic_storm (op, tmp, power);
3979     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3980 root 1.37 tmp->destroy ();
3981 root 1.14 }
3982 elmex 1.1 }
3983     }
3984    
3985 root 1.22 void
3986     apply_changes_to_player (object *pl, object *change)
3987     {
3988     int excess_stat = 0; /* if the stat goes over the maximum
3989     for the race, put the excess stat some
3990     where else. */
3991 elmex 1.1
3992 root 1.22 switch (change->type)
3993     {
3994 root 1.24 case CLASS:
3995     {
3996     living *stats = &(pl->contr->orig_stats);
3997     living *ns = &(change->stats);
3998     object *walk;
3999     int flag_change_face = 1;
4000    
4001     /* the following code assigns stats up to the stat max
4002     * for the race, and if the stat max is exceeded,
4003     * tries to randomly reassign the excess stat
4004     */
4005     int i, j;
4006 root 1.22
4007 root 1.24 for (i = 0; i < NUM_STATS; i++)
4008     {
4009     sint8 stat = get_attr_value (stats, i);
4010     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4011 root 1.22
4012 root 1.24 stat += get_attr_value (ns, i);
4013     if (stat > 20 + race_bonus)
4014     {
4015     excess_stat++;
4016     stat = 20 + race_bonus;
4017     }
4018     set_attr_value (stats, i, stat);
4019     }
4020 elmex 1.1
4021 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4022     { /* try 100 times to assign excess stats */
4023     int i = rndm (0, 6);
4024     int stat = get_attr_value (stats, i);
4025     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026    
4027     if (i == CHA)
4028     continue; /* exclude cha from this */
4029     if (stat < 20 + race_bonus)
4030     {
4031     change_attr_value (stats, i, 1);
4032     excess_stat--;
4033     }
4034     }
4035 root 1.14
4036 root 1.24 /* insert the randomitems from the change's treasurelist into
4037     * the player ref: player.c
4038     */
4039     if (change->randomitems != NULL)
4040     give_initial_items (pl, change->randomitems);
4041 root 1.14
4042    
4043 root 1.24 /* set up the face, for some races. */
4044 root 1.14
4045 root 1.24 /* first, look for the force object banning
4046     * changing the face. Certain races never change face with class.
4047     */
4048     for (walk = pl->inv; walk != NULL; walk = walk->below)
4049     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4050     flag_change_face = 0;
4051 root 1.14
4052 root 1.24 if (flag_change_face)
4053     {
4054     pl->animation_id = GET_ANIM_ID (change);
4055     pl->face = change->face;
4056 root 1.14
4057 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4058     SET_FLAG (pl, FLAG_ANIMATE);
4059     else
4060     CLEAR_FLAG (pl, FLAG_ANIMATE);
4061     }
4062 root 1.14
4063 root 1.24 /* check the special case of can't use weapons */
4064     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4065     if (!strcmp (change->name, "monk"))
4066     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4067 root 1.14
4068 root 1.24 break;
4069     }
4070 elmex 1.1 }
4071     }
4072    
4073     /**
4074     * This handles items of type 'transformer'.
4075     * Basically those items, used with a marked item, transform both items into something
4076     * else.
4077     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4078     * Change information is contained in the 'slaying' field of the marked item.
4079     * The format is as follow: transformer:[number ]yield[;transformer:...].
4080     * This way an item can be transformed in many things, and/or many objects.
4081     * The 'slaying' field for transformer is used as verb for the action.
4082     */
4083 root 1.22 void
4084     apply_item_transformer (object *pl, object *transformer)
4085     {
4086     object *marked;
4087     object *new_item;
4088     char *find;
4089     char *separator;
4090     int yield;
4091     char got[MAX_BUF];
4092     int len;
4093    
4094     if (!pl || !transformer)
4095     return;
4096     marked = find_marked_object (pl);
4097     if (!marked)
4098 elmex 1.1 {
4099 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4100     return;
4101     }
4102     if (!marked->slaying)
4103     {
4104     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4105     return;
4106     }
4107     /* check whether they are compatible or not */
4108     find = strstr (marked->slaying, transformer->arch->name);
4109     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4110     {
4111     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4112     return;
4113     }
4114     find += strlen (transformer->arch->name) + 1;
4115     /* Item can be used, now find how many and what it yields */
4116     if (isdigit (*(find)))
4117     {
4118     yield = atoi (find);
4119     if (yield < 1)
4120 elmex 1.1 {
4121 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122     yield = 1;
4123 elmex 1.1 }
4124 root 1.22 }
4125     else
4126     yield = 1;
4127 elmex 1.1
4128 root 1.22 while (isdigit (*find))
4129     find++;
4130     while (*find == ' ')
4131     find++;
4132     memset (got, 0, MAX_BUF);
4133     if ((separator = strchr (find, ';')) != NULL)
4134     {
4135     len = separator - find;
4136     }
4137     else
4138     {
4139     len = strlen (find);
4140     }
4141     if (len > MAX_BUF - 1)
4142     len = MAX_BUF - 1;
4143     strcpy (got, find);
4144     got[len] = '\0';
4145    
4146     /* Now create new item, remove used ones when required. */
4147     new_item = get_archetype (got);
4148     if (!new_item)
4149     {
4150     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4151     return;
4152 elmex 1.1 }
4153 root 1.29
4154 root 1.22 new_item->nrof = yield;
4155     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4156     insert_ob_in_ob (new_item, pl);
4157     esrv_send_inventory (pl, pl);
4158     /* Eat up one item */
4159     decrease_ob_nr (marked, 1);
4160     /* Eat one transformer if needed */
4161     if (transformer->stats.food)
4162     if (--transformer->stats.food == 0)
4163     decrease_ob_nr (transformer, 1);
4164     }