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Revision: 1.67
Committed: Thu Feb 8 03:09:32 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +1 -1 lines
Log Message:
Object => object

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 root 1.66
71 root 1.22 /* If the director has race set, only affect objects with a arch,
72     * name or race that matches.
73     */
74     if ((op->race) &&
75 root 1.66 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76     ((!(victim->name && name_flag) || op->race != victim->name)) &&
77     ((!(victim->race && race_flag) || op->race != victim->race)))
78     return 1;
79    
80 root 1.22 /* If the director has slaying set, only affect objects where none
81     * of arch, name, or race match.
82     */
83 root 1.66 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84     ((victim->name && name_flag && op->slaying == victim->name)) ||
85     ((victim->race && race_flag && op->slaying == victim->race)))
86     return 1;
87    
88 root 1.22 return 0;
89 elmex 1.1 }
90    
91     /**
92     * This handles a player dropping money on an altar to identify stuff.
93     * It'll identify marked item, if none all items up to dropped money.
94     * Return value: 1 if money was destroyed, 0 if not.
95     */
96 root 1.22 static int
97     apply_id_altar (object *money, object *altar, object *pl)
98 elmex 1.1 {
99 root 1.22 object *id, *marked;
100     int success = 0;
101    
102     if (pl == NULL || pl->type != PLAYER)
103     return 0;
104 elmex 1.1
105 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106     * identifying' from being printed out more than it needs to be.
107     */
108     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109     return 0;
110 elmex 1.1
111 root 1.22 marked = find_marked_object (pl);
112     /* if the player has a marked item, identify that if it needs to be
113     * identified. IF it doesn't, then go through the player inventory.
114     */
115     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116     {
117     if (operate_altar (altar, &money))
118     {
119     identify (marked);
120     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121     if (marked->msg)
122     {
123     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125     }
126     return money == NULL;
127     }
128     }
129 elmex 1.1
130 root 1.22 for (id = pl->inv; id; id = id->below)
131     {
132     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133     {
134     if (operate_altar (altar, &money))
135     {
136     identify (id);
137     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138     if (id->msg)
139     {
140     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 root 1.14 }
143 root 1.22 success = 1;
144     /* If no more money, might as well quit now */
145     if (money == NULL || !check_altar_sacrifice (altar, money))
146     break;
147     }
148     else
149     {
150     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151     break;
152     }
153 root 1.14 }
154 elmex 1.1 }
155 root 1.22 if (!success)
156     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157     return money == NULL;
158 elmex 1.1 }
159    
160     /**
161     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162     * matching item.
163     **/
164 root 1.22 static void
165     handle_apply_yield (object *tmp)
166 elmex 1.1 {
167 root 1.22 const char *yield;
168 elmex 1.1
169 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
170     if (yield != NULL)
171 elmex 1.1 {
172 root 1.22 object *drop = get_archetype (yield);
173    
174     if (tmp->env)
175 elmex 1.1 {
176 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
177     if (tmp->env->type == PLAYER)
178     esrv_send_item (tmp->env, drop);
179 elmex 1.1 }
180 root 1.22 else
181 elmex 1.1 {
182 root 1.22 drop->x = tmp->x;
183     drop->y = tmp->y;
184     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 elmex 1.1 }
186     }
187     }
188    
189     /**
190     * Handles applying a potion.
191     */
192 root 1.22 int
193     apply_potion (object *op, object *tmp)
194 elmex 1.1 {
195 elmex 1.3 int got_one = 0, i;
196     object *force = 0, *floor = 0;
197    
198 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
199 elmex 1.3
200 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 elmex 1.3 {
202     if (op->type == PLAYER)
203 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
204 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
205     return 0;
206     }
207 elmex 1.3
208 elmex 1.4 if (op->type == PLAYER)
209 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210     identify (tmp);
211 elmex 1.3
212 elmex 1.4 handle_apply_yield (tmp);
213 elmex 1.1
214 elmex 1.4 /* Potion of restoration - only for players */
215     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216     {
217     object *depl;
218     archetype *at;
219 elmex 1.1
220 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221     {
222 root 1.51 op->drain_stat ();
223     op->update_stats ();
224 elmex 1.3 decrease_ob (tmp);
225     return 1;
226     }
227 root 1.37
228 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
229 elmex 1.4 {
230     LOG (llevError, "Could not find archetype depletion\n");
231     return 0;
232     }
233     depl = present_arch_in_ob (at, op);
234 root 1.37
235 root 1.51 if (depl)
236 elmex 1.4 {
237     for (i = 0; i < NUM_STATS; i++)
238     if (get_attr_value (&depl->stats, i))
239 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240    
241     depl->destroy ();
242 root 1.51 op->update_stats ();
243 elmex 1.4 }
244     else
245     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
246 elmex 1.1
247 elmex 1.4 decrease_ob (tmp);
248     return 1;
249     }
250    
251     /* improvement potion - only for players */
252     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253     {
254     for (i = 1; i < MIN (11, op->level); i++)
255 elmex 1.3 {
256 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 elmex 1.3 {
258 elmex 1.4 if (op->contr->levhp[i] != 1)
259 elmex 1.3 {
260 elmex 1.4 op->contr->levhp[i] = 1;
261     break;
262 elmex 1.3 }
263 elmex 1.4 if (op->contr->levsp[i] != 1)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levsp[i] = 1;
266     break;
267     }
268     if (op->contr->levgrace[i] != 1)
269     {
270     op->contr->levgrace[i] = 1;
271     break;
272 elmex 1.3 }
273     }
274 elmex 1.4 else
275 elmex 1.3 {
276 elmex 1.4 if (op->contr->levhp[i] < 9)
277     {
278     op->contr->levhp[i] = 9;
279     break;
280     }
281     if (op->contr->levsp[i] < 6)
282 elmex 1.3 {
283 elmex 1.4 op->contr->levsp[i] = 6;
284     break;
285 elmex 1.3 }
286 elmex 1.4 if (op->contr->levgrace[i] < 3)
287 elmex 1.3 {
288 elmex 1.4 op->contr->levgrace[i] = 3;
289     break;
290 elmex 1.3 }
291     }
292     }
293 root 1.37
294 elmex 1.4 /* Just makes checking easier */
295     if (i < MIN (11, op->level))
296     got_one = 1;
297 root 1.37
298 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 elmex 1.3 {
300 elmex 1.4 if (got_one)
301 elmex 1.3 {
302 root 1.51 op->update_stats ();
303 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 elmex 1.3 }
307     else
308 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 elmex 1.3 }
310 elmex 1.4 else
311     { /* cursed potion */
312     if (got_one)
313 elmex 1.3 {
314 root 1.51 op->update_stats ();
315 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 elmex 1.3 }
317 elmex 1.4 else
318 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 elmex 1.3 }
320 root 1.37
321 elmex 1.4 decrease_ob (tmp);
322     return 1;
323     }
324    
325    
326     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327     * and heroism all fit into this category. Given the spell object code,
328     * there is no limit to the number of spells that potions can be cast,
329     * but direction is problematic to try and imbue fireball potions for example.
330     */
331     if (tmp->inv)
332     {
333     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 elmex 1.3 {
335 elmex 1.4 object *fball;
336    
337     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338     /* Explodes a fireball centered at player */
339     fball = get_archetype (EXPLODING_FIREBALL);
340 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 elmex 1.4 fball->x = op->x;
343     fball->y = op->y;
344     insert_ob_in_map (fball, op->map, NULL, 0);
345 elmex 1.3 }
346 elmex 1.4 else
347     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 elmex 1.1
349 elmex 1.4 decrease_ob (tmp);
350     /* if youre dead, no point in doing this... */
351     if (!QUERY_FLAG (op, FLAG_REMOVED))
352 root 1.51 op->update_stats ();
353 elmex 1.4 return 1;
354     }
355    
356     /* Deal with protection potions */
357     force = NULL;
358     for (i = 0; i < NROFATTACKS; i++)
359     {
360     if (tmp->resist[i])
361     {
362     if (!force)
363     force = get_archetype (FORCE_NAME);
364     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365     force->type = POTION_EFFECT;
366     break; /* Only need to find one protection since we copy entire batch */
367 elmex 1.3 }
368 elmex 1.1 }
369 elmex 1.4 /* This is a protection potion */
370     if (force)
371 elmex 1.3 {
372 elmex 1.4 /* cursed items last longer */
373     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374     {
375     force->stats.food *= 10;
376     for (i = 0; i < NROFATTACKS; i++)
377     if (force->resist[i] > 0)
378     force->resist[i] = -force->resist[i]; /* prot => vuln */
379     }
380     force->speed_left = -1;
381     force = insert_ob_in_ob (force, op);
382     CLEAR_FLAG (tmp, FLAG_APPLIED);
383     SET_FLAG (force, FLAG_APPLIED);
384     change_abil (op, force);
385     decrease_ob (tmp);
386     return 1;
387     }
388    
389     /* Only thing left are the stat potions */
390     if (op->type == PLAYER)
391     { /* only for players */
392 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
394     else
395     SET_FLAG (tmp, FLAG_APPLIED);
396     if (!change_abil (op, tmp))
397     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 elmex 1.1 }
399    
400 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
401     * that were grouped with the one consumed, his
402     * stat will not be raised by them. fix_player just clears
403     * up all the stats.
404     */
405     CLEAR_FLAG (tmp, FLAG_APPLIED);
406 root 1.51 op->update_stats ();
407 elmex 1.3 decrease_ob (tmp);
408     return 1;
409 elmex 1.1 }
410    
411     /****************************************************************************
412     * Weapon improvement code follows
413     ****************************************************************************/
414    
415     /**
416     * This returns the sum of nrof of item (arch name).
417     */
418 root 1.22 static int
419     check_item (object *op, const char *item)
420 elmex 1.1 {
421 root 1.22 int count = 0;
422 elmex 1.1
423    
424 root 1.22 if (item == NULL)
425     return 0;
426 root 1.66
427 root 1.22 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 root 1.66
442 root 1.22 op = op->below;
443 elmex 1.1 }
444 root 1.66
445 elmex 1.1 return count;
446     }
447    
448     /**
449     * This removes 'nrof' of what item->slaying says to remove.
450     * op is typically the player, which is only
451     * really used to determine what space to look at.
452     * Modified to only eat 'nrof' of objects.
453     */
454 root 1.22 static void
455     eat_item (object *op, const char *item, uint32 nrof)
456 elmex 1.1 {
457 root 1.22 object *prev;
458 elmex 1.1
459 root 1.22 prev = op;
460     op = op->below;
461 elmex 1.1
462 root 1.22 while (op != NULL)
463     {
464     if (strcmp (op->arch->name, item) == 0)
465     {
466     if (op->nrof >= nrof)
467     {
468     decrease_ob_nr (op, nrof);
469     return;
470     }
471     else
472     {
473     decrease_ob_nr (op, op->nrof);
474     nrof -= op->nrof;
475 root 1.14 }
476 root 1.22 op = prev;
477 root 1.14 }
478 root 1.22 prev = op;
479     op = op->below;
480 elmex 1.1 }
481     }
482    
483     /**
484     * This checks to see of the player (who) is sufficient level to use a weapon
485     * with improvs improvements (typically last_eat). We take an int here
486     * instead of the object so that the improvement code can pass along the
487     * increased value to see if the object is usuable.
488     * we return 1 (true) if the player can use the weapon.
489     */
490 root 1.22 static int
491     check_weapon_power (const object *who, int improvs)
492 elmex 1.1 {
493 root 1.22
494 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
495     * object players really have any control to improve, it's a bit harsh to
496     * require high level in some combat skill, so we just use overall level.
497     */
498     #if 1
499 root 1.22 if (((who->level / 5) + 5) >= improvs)
500     return 1;
501     else
502     return 0;
503 elmex 1.1
504     #else
505 root 1.22 int level = 0;
506    
507     /* The skill system hands out wc and dam bonuses to fighters
508     * more generously than the old system (see fix_player). Thus
509     * we need to curtail the power of player enchanted weapons.
510     * I changed this to 1 improvement per "fighter" level/5 -b.t.
511     * Note: Nothing should break by allowing this ratio to be different or
512     * using normal level - it is just a matter of play balance.
513     */
514     if (who->type == PLAYER)
515     {
516     object *wc_obj = NULL;
517 elmex 1.1
518 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520     level = wc_obj->level;
521    
522     if (!level)
523     {
524     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525     level = who->level;
526 root 1.14 }
527 elmex 1.1 }
528 root 1.22 else
529     level = who->level;
530 elmex 1.1
531 root 1.22 return (improvs <= ((level / 5) + 5));
532 elmex 1.1 #endif
533     }
534    
535     /**
536     * Returns how many items of type improver->slaying there are under op.
537     * Will display a message if none found, and 1 if improver->slaying is NULL.
538     */
539 root 1.22 static int
540     check_sacrifice (object *op, const object *improver)
541 elmex 1.1 {
542 root 1.22 int count = 0;
543    
544     if (improver->slaying != NULL)
545     {
546     count = check_item (op, improver->slaying);
547     if (count < 1)
548     {
549     char buf[200];
550 elmex 1.1
551 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
552     new_draw_info (NDI_UNIQUE, 0, op, buf);
553     return 0;
554 root 1.14 }
555 elmex 1.1 }
556 root 1.22 else
557     count = 1;
558 elmex 1.1
559 root 1.22 return count;
560 elmex 1.1 }
561    
562     /**
563     * Actually improves the weapon, and tells user.
564     */
565 root 1.22 int
566     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
567 elmex 1.1 {
568    
569 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 elmex 1.1 *stat += sacrifice_count;
571     weapon->last_eat++;
572 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573     decrease_ob (improver);
574 elmex 1.1
575     /* So it updates the players stats and the window */
576 root 1.51 op->update_stats ();
577 elmex 1.1 return 1;
578     }
579    
580     /* Types of improvements, hidden in the sp field. */
581     #define IMPROVE_PREPARE 1
582     #define IMPROVE_DAMAGE 2
583     #define IMPROVE_WEIGHT 3
584     #define IMPROVE_ENCHANT 4
585     #define IMPROVE_STR 5
586     #define IMPROVE_DEX 6
587     #define IMPROVE_CON 7
588     #define IMPROVE_WIS 8
589     #define IMPROVE_CHA 9
590     #define IMPROVE_INT 10
591     #define IMPROVE_POW 11
592    
593    
594     /**
595     * This does the prepare weapon scroll.
596     * Checks for sacrifice, and so on.
597     */
598    
599 root 1.22 int
600     prepare_weapon (object *op, object *improver, object *weapon)
601 elmex 1.1 {
602 root 1.22 int sacrifice_count, i;
603     char buf[MAX_BUF];
604 elmex 1.1
605 root 1.22 if (weapon->level != 0)
606     {
607     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 elmex 1.1 return 0;
609     }
610 root 1.22 for (i = 0; i < NROFATTACKS; i++)
611     if (weapon->resist[i])
612     break;
613 elmex 1.1
614 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
615     * improvement of items that already have protections.
616     */
617     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619     weapon->stats.exp || /* speed */
620     weapon->stats.ac) /* AC - only taifu's I think */
621 elmex 1.1 {
622 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 elmex 1.1 return 0;
624     }
625 root 1.22 sacrifice_count = check_sacrifice (op, improver);
626     if (sacrifice_count <= 0)
627     return 0;
628     weapon->level = isqrt (sacrifice_count);
629     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630     eat_item (op, improver->slaying, sacrifice_count);
631    
632     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633    
634     sprintf (buf, "%s's %s", &op->name, &weapon->name);
635     weapon->name = weapon->name_pl = buf;
636     weapon->nrof = 0; /* prevents preparing n weapons in the same
637     slot at once! */
638     decrease_ob (improver);
639     weapon->last_eat = 0;
640     return 1;
641 elmex 1.1 }
642    
643    
644     /**
645     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646     * This is the new improve weapon code.
647     * Returns 0 if it was not able to work for some reason.
648     *
649     * Checks if weapon was prepared, if enough potions on the floor, ...
650     *
651     * We are hiding extra information about the weapon in the level and
652     * last_eat numbers for an object. Hopefully this won't break anything ??
653     * level == max improve last_eat == current improve
654     */
655 root 1.22 int
656     improve_weapon (object *op, object *improver, object *weapon)
657 elmex 1.1 {
658 root 1.22 int sacrifice_count, sacrifice_needed = 0;
659 elmex 1.1
660 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
661     {
662     return prepare_weapon (op, improver, weapon);
663     }
664     if (weapon->level == 0)
665     {
666     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667     return 0;
668     }
669     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670     {
671     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672     return 0;
673     }
674     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675     {
676     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679     return 0;
680     }
681 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
682     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683     * don't put any maximum value on damage - the limit is how much the
684     * weapon can be improved.
685     */
686 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
687     {
688     weapon->stats.dam += 5;
689     weapon->weight += 5000; /* 5 KG's */
690     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691     weapon->last_eat++;
692    
693     weapon->item_power++;
694     decrease_ob (improver);
695     return 1;
696     }
697     if (improver->stats.sp == IMPROVE_WEIGHT)
698     {
699     /* Reduce weight by 20% */
700     weapon->weight = (weapon->weight * 8) / 10;
701     if (weapon->weight < 1)
702     weapon->weight = 1;
703     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704     weapon->last_eat++;
705     weapon->item_power++;
706     decrease_ob (improver);
707     return 1;
708     }
709     if (improver->stats.sp == IMPROVE_ENCHANT)
710     {
711     weapon->magic++;
712     weapon->last_eat++;
713     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714     decrease_ob (improver);
715     weapon->item_power++;
716     return 1;
717     }
718 root 1.14
719 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721    
722     if (sacrifice_needed < 1)
723     sacrifice_needed = 1;
724     sacrifice_needed *= 2;
725 elmex 1.1
726 root 1.22 sacrifice_count = check_sacrifice (op, improver);
727     if (sacrifice_count < sacrifice_needed)
728     {
729     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730     return 0;
731     }
732     eat_item (op, improver->slaying, sacrifice_needed);
733 elmex 1.1 weapon->item_power++;
734    
735 root 1.22 switch (improver->stats.sp)
736     {
737 root 1.24 case IMPROVE_STR:
738     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739     case IMPROVE_DEX:
740     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741     case IMPROVE_CON:
742     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743     case IMPROVE_WIS:
744     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745     case IMPROVE_CHA:
746     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747     case IMPROVE_INT:
748     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749     case IMPROVE_POW:
750     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751     default:
752     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 root 1.22 }
754     LOG (llevError, "improve_weapon: Got to end of function\n");
755 elmex 1.1 return 0;
756     }
757    
758     /**
759     * Handles the applying of improve/prepare/enchant weapon scroll.
760     * Checks a few things (not on a non-magic square, marked weapon, ...),
761     * then calls improve_weapon to do the dirty work.
762     */
763 root 1.22 int
764     check_improve_weapon (object *op, object *tmp)
765 elmex 1.1 {
766 root 1.22 object *otmp;
767 elmex 1.1
768 root 1.22 if (op->type != PLAYER)
769     return 0;
770     if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771     {
772     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 elmex 1.1 return 0;
774     }
775 root 1.22 otmp = find_marked_object (op);
776     if (!otmp)
777     {
778     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 elmex 1.1 return 0;
780     }
781 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
782     {
783     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 elmex 1.1 return 0;
785     }
786 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787     improve_weapon (op, tmp, otmp);
788     esrv_send_item (op, otmp);
789     return 1;
790 elmex 1.1 }
791    
792     /**
793     * This code deals with the armour improvment scrolls.
794     * Change limits on improvement - let players go up to
795     * +5 no matter what level, but they are limited by item
796     * power.
797     * Try to use same improvement code as in the common/treasure.c
798     * file, so that if you make a +2 full helm, it will be just
799     * the same as one you find in a shop.
800     *
801     * deprecated comment:
802     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
803     * only 'enchantment' of armour is possible - improving
804     * the stats of a player w/ armour as well as a weapon
805     * will probably horribly unbalance the game. Magic enchanting
806     * depends on the level of the character - ie the plus
807     * value (magic) of the armour can never be increased beyond
808     * the level of the character / 10 -- rounding upish, nor may
809     * the armour value of the piece of equipment exceed either
810     * the users level or 90)
811     * Modified by MSW for partial resistance. Only support
812     * changing of physical area right now.
813     */
814 root 1.22 int
815     improve_armour (object *op, object *improver, object *armour)
816 elmex 1.1 {
817 root 1.22 object *tmp;
818 elmex 1.1
819 root 1.22 if (armour->magic >= settings.armor_max_enchant)
820     {
821     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
822     return 0;
823 elmex 1.1 }
824 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825     * etc), so take the easy way out and don't worry about it.
826     * Note - maybe add scrolls which make the random artifact versions (eg, armour
827     * of gnarg and what not?)
828     */
829     if (armour->title)
830     {
831     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
832     return 0;
833 elmex 1.1 }
834    
835 root 1.22 /* Split objects if needed. Can't insert tmp until the
836     * end of this function - otherwise it will just re-merge.
837     */
838     if (armour->nrof > 1)
839     tmp = get_split_ob (armour, armour->nrof - 1);
840     else
841     tmp = NULL;
842    
843     armour->magic++;
844    
845     if (!settings.armor_speed_linear)
846     {
847     int base = 100;
848     int pow = 0;
849 elmex 1.1
850 root 1.22 while (pow < armour->magic)
851 elmex 1.1 {
852 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
853     pow++;
854 elmex 1.1 }
855    
856 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
857     }
858     else
859     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 elmex 1.1
861 root 1.22 if (!settings.armor_weight_linear)
862     {
863     int base = 100;
864     int pow = 0;
865 elmex 1.1
866 root 1.22 while (pow < armour->magic)
867 elmex 1.1 {
868 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
869     pow++;
870 elmex 1.1 }
871    
872 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
873     }
874     else
875     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876    
877     if (armour->weight <= 0)
878     {
879     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880     armour->weight = 1;
881     }
882    
883     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
884 elmex 1.1
885 root 1.22 if (op->type == PLAYER)
886     {
887     esrv_send_item (op, armour);
888     if (QUERY_FLAG (armour, FLAG_APPLIED))
889 root 1.51 op->update_stats ();
890 elmex 1.1 }
891 root 1.22 decrease_ob (improver);
892     if (tmp)
893     {
894     insert_ob_in_ob (tmp, op);
895     esrv_send_item (op, tmp);
896 elmex 1.1 }
897 root 1.22 return 1;
898 elmex 1.1 }
899    
900    
901     /*
902     * convert_item() returns 1 if anything was converted, 0 if the item was not
903     * what the converter wants, -1 if the converter is broken.
904     */
905     #define CONV_FROM(xyz) xyz->slaying
906     #define CONV_TO(xyz) xyz->other_arch
907     #define CONV_NR(xyz) xyz->stats.sp
908     #define CONV_NEED(xyz) xyz->stats.food
909    
910     /* Takes one items and makes another.
911     * converter is the object that is doing the conversion.
912     * item is the object that triggered the converter - if it is not
913     * what the converter wants, this will not do anything.
914     */
915 root 1.22 int
916     convert_item (object *item, object *converter)
917     {
918     int nr = 0;
919     uint32 price_in;
920    
921     /* We make some assumptions - we assume if it takes money as it type,
922     * it wants some amount. We don't make change (ie, if something costs
923     * 3 gp and player drops a platinum, tough luck)
924     */
925     if (!strcmp (CONV_FROM (converter), "money"))
926     {
927     int cost;
928    
929     if (item->type != MONEY)
930     return 0;
931    
932     nr = (item->nrof * item->value) / CONV_NEED (converter);
933     if (!nr)
934     return 0;
935     cost = nr * CONV_NEED (converter) / item->value;
936     /* take into account rounding errors */
937     if (nr * CONV_NEED (converter) % item->value)
938     cost++;
939     decrease_ob_nr (item, cost);
940 elmex 1.1
941 root 1.22 price_in = cost * item->value;
942     }
943     else
944     {
945     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
946     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947     return 0;
948 elmex 1.1
949 root 1.22 if (CONV_NEED (converter))
950     {
951     nr = item->nrof / CONV_NEED (converter);
952     decrease_ob_nr (item, nr * CONV_NEED (converter));
953     price_in = nr * CONV_NEED (converter) * item->value;
954     }
955     else
956     {
957     price_in = item->value;
958 root 1.37 item->destroy ();
959 root 1.22 }
960     }
961 root 1.14
962 root 1.22 if (converter->inv != NULL)
963     {
964     object *ob;
965     int i;
966     object *ob_to_copy;
967    
968     /* select random object from inventory to copy */
969     ob_to_copy = converter->inv;
970     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971     {
972     if (rndm (0, i) == 0)
973     {
974     ob_to_copy = ob;
975     }
976 root 1.14 }
977 root 1.22 item = object_create_clone (ob_to_copy);
978     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979     unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 elmex 1.1 }
981 root 1.22 else
982     {
983     if (converter->other_arch == NULL)
984     {
985     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
987 root 1.22 return -1;
988     }
989    
990     item = object_create_arch (converter->other_arch);
991     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992     }
993    
994     if (CONV_NR (converter))
995     item->nrof = CONV_NR (converter);
996     if (nr)
997     item->nrof *= nr;
998     if (is_in_shop (converter))
999     SET_FLAG (item, FLAG_UNPAID);
1000     else if (price_in < item->nrof * item->value)
1001     {
1002     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 elmex 1.1
1005     /**
1006     * elmex: we are going to let the game continue, as the mapcreator
1007     * propably had something in mind when doing this
1008     */
1009     }
1010 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011     return 1;
1012 elmex 1.1 }
1013 root 1.22
1014 elmex 1.1 /**
1015     * Handle apply on containers.
1016     * By Eneq(@csd.uu.se).
1017     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018     * added the alchemical cauldron to the code -b.t.
1019     */
1020    
1021 root 1.22 int
1022     apply_container (object *op, object *sack)
1023 elmex 1.1 {
1024 root 1.22 char buf[MAX_BUF];
1025     object *tmp;
1026 elmex 1.1
1027 root 1.22 if (op->type != PLAYER)
1028     return 0; /* This might change */
1029 elmex 1.1
1030 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1031     {
1032 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 root 1.22 return 0;
1034 elmex 1.1 }
1035 root 1.40
1036     op->contr->last_used = 0;
1037 elmex 1.1
1038 root 1.22 if (sack->env != op)
1039     {
1040     if (sack->other_arch == NULL || sack->env != NULL)
1041     {
1042     new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1043     return 1;
1044     }
1045 root 1.40
1046 root 1.22 /* It's on the ground, the problems begin */
1047     if (op->container != sack)
1048     {
1049     /* it's closed OR some player has opened it */
1050     if (QUERY_FLAG (sack, FLAG_APPLIED))
1051     {
1052 root 1.48 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1053 root 1.22 if (tmp)
1054     {
1055     /* some other player have opened it */
1056     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057     return 1;
1058     }
1059     }
1060 root 1.14 }
1061 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1062     {
1063     if (op->container == NULL)
1064     {
1065     tmp = arch_to_object (sack->other_arch);
1066     /* not good, but insert_ob_in_ob() is too smart */
1067     CLEAR_FLAG (tmp, FLAG_REMOVED);
1068     tmp->x = tmp->y = 0;
1069     tmp->map = NULL;
1070     tmp->env = sack;
1071     if (sack->inv)
1072     sack->inv->above = tmp;
1073     tmp->below = sack->inv;
1074     tmp->above = NULL;
1075     sack->inv = tmp;
1076     sack->move_off = MOVE_ALL; /* trying force closing it */
1077     }
1078     else
1079     {
1080     sack->move_off = 0;
1081     tmp = sack->inv;
1082 root 1.37
1083 root 1.22 if (tmp && tmp->type == CLOSE_CON)
1084 root 1.37 tmp->destroy ();
1085 root 1.14 }
1086     }
1087 elmex 1.1 }
1088    
1089 root 1.22 if (QUERY_FLAG (sack, FLAG_APPLIED))
1090     {
1091     if (op->container)
1092     {
1093     if (op->container != sack)
1094     {
1095     tmp = op->container;
1096     apply_container (op, tmp);
1097     sprintf (buf, "You close %s and open ", query_name (tmp));
1098     op->container = sack;
1099     strcat (buf, query_name (sack));
1100     strcat (buf, ".");
1101     }
1102     else
1103     {
1104     CLEAR_FLAG (sack, FLAG_APPLIED);
1105     op->container = NULL;
1106     sprintf (buf, "You close %s.", query_name (sack));
1107     }
1108     }
1109     else
1110     {
1111     CLEAR_FLAG (sack, FLAG_APPLIED);
1112     sprintf (buf, "You open %s.", query_name (sack));
1113     SET_FLAG (sack, FLAG_APPLIED);
1114     op->container = sack;
1115     }
1116     }
1117     else
1118     { /* not applied */
1119     if (sack->slaying)
1120     { /* it's locked */
1121     tmp = find_key (op, op, sack);
1122     if (tmp)
1123     {
1124     sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1125     SET_FLAG (sack, FLAG_APPLIED);
1126 root 1.48
1127 root 1.22 if (sack->env == NULL)
1128     { /* if it's on ground,open it also */
1129     new_draw_info (NDI_UNIQUE, 0, op, buf);
1130     apply_container (op, sack);
1131     return 1;
1132     }
1133     }
1134     else
1135 root 1.48 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1136 root 1.22 }
1137     else
1138     {
1139     sprintf (buf, "You readied %s.", query_name (sack));
1140     SET_FLAG (sack, FLAG_APPLIED);
1141 root 1.48
1142 root 1.22 if (sack->env == NULL)
1143     { /* if it's on ground,open it also */
1144     new_draw_info (NDI_UNIQUE, 0, op, buf);
1145 root 1.14 apply_container (op, sack);
1146     return 1;
1147     }
1148     }
1149 elmex 1.1 }
1150 root 1.41
1151 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 root 1.41
1153 root 1.22 if (op->contr)
1154 root 1.50 op->contr->ns->floorbox_update ();
1155 root 1.41
1156 root 1.22 return 1;
1157 elmex 1.1 }
1158    
1159     /**
1160     * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1161     * the player has in their inventory, eg, sacks, luggages, etc.
1162     *
1163     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1164     * This version is for client/server mode.
1165     * op is the player, sack is the container the player is opening or closing.
1166     * return 1 if an object is apllied somehow or another, 0 if error/no apply
1167     *
1168     * Reminder - there are three states for any container - closed (non applied),
1169     * applied (not open, but objects that match get tossed into it), and open
1170     * (applied flag set, and op->container points to the open container)
1171     */
1172    
1173 root 1.22 int
1174     esrv_apply_container (object *op, object *sack)
1175 elmex 1.1 {
1176 root 1.22 object *tmp = op->container;
1177    
1178     if (op->type != PLAYER)
1179     return 0; /* This might change */
1180 elmex 1.1
1181 root 1.22 if (sack == NULL || sack->type != CONTAINER)
1182     {
1183 root 1.35 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1184 root 1.22 return 0;
1185 elmex 1.1 }
1186    
1187 root 1.22 /* If we have a currently open container, then it needs to be closed in all cases
1188     * if we are opening this one up. We then fall through if appropriate for
1189     * openening the new container.
1190     */
1191 elmex 1.1
1192 root 1.22 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1193     {
1194     if (op->container->env != op)
1195     { /* if container is on the ground */
1196     op->container->move_off = 0;
1197 root 1.14 }
1198 root 1.11
1199 root 1.22 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1200     return 1;
1201 elmex 1.1
1202 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1203     CLEAR_FLAG (op->container, FLAG_APPLIED);
1204     op->container = NULL;
1205     esrv_update_item (UPD_FLAGS, op, tmp);
1206     if (tmp == sack)
1207     return 1;
1208 elmex 1.1 }
1209    
1210    
1211 root 1.22 /* If the player is trying to open it (which he must be doing if we got here),
1212     * and it is locked, check to see if player has the equipment to open it.
1213     */
1214 elmex 1.1
1215 root 1.22 if (sack->slaying)
1216     { /* it's locked */
1217     tmp = find_key (op, op, sack);
1218     if (tmp)
1219     {
1220     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1221     }
1222     else
1223     {
1224     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1225     return 0;
1226     }
1227 elmex 1.1 }
1228    
1229 root 1.22 /* By the time we get here, we have made sure any other container has been closed and
1230     * if this is a locked container, the player they key to open it.
1231     */
1232 elmex 1.1
1233 root 1.22 /* There are really two cases - the sack is either on the ground, or the sack is
1234     * part of the players inventory. If on the ground, we assume that the player is
1235     * opening it, since if it was being closed, that would have been taken care of above.
1236     */
1237 elmex 1.1
1238    
1239 root 1.22 if (sack->env != op)
1240     {
1241     /* Hypothetical case - the player is trying to open a sack that belong to someone
1242     * else. This normally should not happen, but a misbehaving client/player could
1243     * try to do it, so lets handle it gracefully.
1244     */
1245     if (sack->env)
1246     {
1247     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1248     return 0;
1249 root 1.14 }
1250 root 1.22 /* set these so when the player walks off, we can unapply the sack */
1251     sack->move_off = MOVE_ALL; /* trying force closing it */
1252    
1253     CLEAR_FLAG (sack, FLAG_APPLIED);
1254     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1255     SET_FLAG (sack, FLAG_APPLIED);
1256     op->container = sack;
1257     esrv_update_item (UPD_FLAGS, op, sack);
1258     esrv_send_inventory (op, sack);
1259 root 1.14
1260 root 1.22 }
1261     else
1262     { /* sack is in players inventory */
1263     if (QUERY_FLAG (sack, FLAG_APPLIED))
1264     { /* readied sack becoming open */
1265     CLEAR_FLAG (sack, FLAG_APPLIED);
1266     new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1267     SET_FLAG (sack, FLAG_APPLIED);
1268     op->container = sack;
1269     esrv_update_item (UPD_FLAGS, op, sack);
1270     esrv_send_inventory (op, sack);
1271     }
1272     else
1273     {
1274     CLEAR_FLAG (sack, FLAG_APPLIED);
1275     new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1276     SET_FLAG (sack, FLAG_APPLIED);
1277     esrv_update_item (UPD_FLAGS, op, sack);
1278 root 1.14 }
1279 elmex 1.1 }
1280 root 1.22 return 1;
1281 elmex 1.1 }
1282    
1283    
1284     /**
1285     * Handles dropping things on altar.
1286     * Returns true if sacrifice was accepted.
1287     */
1288 root 1.22 static int
1289     apply_altar (object *altar, object *sacrifice, object *originator)
1290 elmex 1.1 {
1291 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1292     if (altar->inv && (!originator || originator->type != PLAYER))
1293     return 0;
1294    
1295     if (operate_altar (altar, &sacrifice))
1296     {
1297     /* Simple check. Unfortunately, it means you can't cast magic bullet
1298     * with an altar. We call it a Potion - altars are stationary - it
1299     * is up to map designers to use them properly.
1300     */
1301     if (altar->inv && altar->inv->type == SPELL)
1302     {
1303     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1304     cast_spell (originator, altar, 0, altar->inv, NULL);
1305     /* If it is connected, push the button. Fixes some problems with
1306     * old maps.
1307     */
1308 elmex 1.1
1309     /* push_button (altar);*/
1310 root 1.14 }
1311 root 1.22 else
1312     {
1313     altar->value = 1; /* works only once */
1314     push_button (altar);
1315     }
1316 root 1.26
1317     return !sacrifice;
1318 root 1.22 }
1319     else
1320 root 1.26 return 0;
1321 elmex 1.1 }
1322    
1323     /**
1324     * Handles 'movement' of shop mats.
1325     * Returns 1 if 'op' was destroyed, 0 if not.
1326     * Largely re-written to not use nearly as many gotos, plus
1327     * some of this code just looked plain out of date.
1328     * MSW 2001-08-29
1329     */
1330 root 1.22 int
1331     apply_shop_mat (object *shop_mat, object *op)
1332 elmex 1.1 {
1333 elmex 1.15 int rv = 0;
1334     double opinion;
1335     object *tmp, *next;
1336 elmex 1.1
1337 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1338 elmex 1.1
1339 elmex 1.15 if (op->type != PLAYER)
1340     {
1341     /* Remove all the unpaid objects that may be carried here.
1342     * This could be pets or monsters that are somehow in
1343     * the shop.
1344     */
1345     for (tmp = op->inv; tmp; tmp = next)
1346     {
1347     next = tmp->below;
1348 root 1.25
1349 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1350     {
1351     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1352 root 1.14
1353 root 1.36 tmp->remove ();
1354 root 1.24
1355 elmex 1.15 if (i == -1)
1356     i = 0;
1357 root 1.24
1358 elmex 1.15 tmp->map = op->map;
1359     tmp->x = op->x + freearr_x[i];
1360     tmp->y = op->y + freearr_y[i];
1361     insert_ob_in_map (tmp, op->map, op, 0);
1362 root 1.14 }
1363     }
1364    
1365 elmex 1.15 /* Don't teleport things like spell effects */
1366     if (QUERY_FLAG (op, FLAG_NO_PICK))
1367     return 0;
1368 root 1.14
1369 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1370     * shop mats. Instead, put it on a nearby space.
1371     */
1372     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1373     {
1374 root 1.14
1375 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1376     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1377 root 1.22
1378 elmex 1.15 if (i != -1)
1379 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1380    
1381 elmex 1.15 return 0;
1382 root 1.14 }
1383 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1384     * the teleport function should be able to handle this just fine.
1385     */
1386     rv = teleport (shop_mat, SHOP_MAT, op);
1387 elmex 1.1 }
1388 root 1.25 else if (can_pay (op) && get_payment (op))
1389 elmex 1.15 {
1390 root 1.24 /* this is only used for players */
1391 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1392    
1393     if (shop_mat->msg)
1394 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1395 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1396     * but there is never a guarantee that the bottom space on the map is
1397     * actually the shop floor.
1398     */
1399     else if (!rv && !is_in_shop (op))
1400     {
1401     opinion = shopkeeper_approval (op->map, op);
1402 root 1.24
1403 elmex 1.15 if (opinion > 0.9)
1404 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1405 elmex 1.15 else if (opinion > 0.75)
1406     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1407     else if (opinion > 0.5)
1408     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1409     else
1410 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1411 root 1.14 }
1412 elmex 1.1 }
1413 elmex 1.15 else
1414     {
1415     /* if we get here, a player tried to leave a shop but was not able
1416     * to afford the items he has. We try to move the player so that
1417     * they are not on the mat anymore
1418     */
1419     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1420 root 1.22
1421 elmex 1.15 if (i == -1)
1422     {
1423     LOG (llevError, "Internal shop-mat problem.\n");
1424     }
1425     else
1426     {
1427 root 1.36 op->remove ();
1428 elmex 1.15 op->x += freearr_x[i];
1429     op->y += freearr_y[i];
1430     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1431 root 1.14 }
1432 elmex 1.1 }
1433 root 1.24
1434 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1435     return rv;
1436 elmex 1.1 }
1437    
1438     /**
1439     * Handles applying a sign.
1440     */
1441 root 1.22 static void
1442     apply_sign (object *op, object *sign, int autoapply)
1443 elmex 1.1 {
1444 root 1.22 readable_message_type *msgType;
1445     char newbuf[HUGE_BUF];
1446    
1447     if (sign->msg == NULL)
1448     {
1449     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1450     return;
1451 elmex 1.1 }
1452    
1453 root 1.22 if (sign->stats.food)
1454     {
1455     if (sign->last_eat >= sign->stats.food)
1456     {
1457     if (!sign->move_on)
1458     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1459     return;
1460 root 1.14 }
1461 elmex 1.1
1462 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1463     sign->last_eat++;
1464 elmex 1.1 }
1465    
1466 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1467     * No way to know for sure. The presumption is basically that if
1468     * move_on is zero, it needs to be manually applied (doesn't talk
1469     * to us).
1470     */
1471     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1472     {
1473     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1474     return;
1475     }
1476     msgType = get_readable_message_type (sign);
1477     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1478     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1479 elmex 1.1 }
1480    
1481     /**
1482     * 'victim' moves onto 'trap'
1483     * 'victim' leaves 'trap'
1484     * effect is determined by move_on/move_off of trap and move_type of victime.
1485     *
1486     * originator: Player, monster or other object that caused 'victim' to move
1487     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1488     * However, some types of traps require an originator to function.
1489     */
1490 root 1.22 void
1491 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1492 elmex 1.1 {
1493     static int recursion_depth = 0;
1494    
1495     /* Only exits affect DMs. */
1496 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1497 elmex 1.1 return;
1498    
1499     /* move_apply() is the most likely candidate for causing unwanted and
1500     * possibly unlimited recursion.
1501     */
1502     /* The following was changed because it was causing perfeclty correct
1503     * maps to fail. 1) it's not an error to recurse:
1504     * rune detonates, summoning monster. monster lands on nearby rune.
1505     * nearby rune detonates. This sort of recursion is expected and
1506     * proper. This code was causing needless crashes.
1507     */
1508 root 1.22 if (recursion_depth >= 500)
1509     {
1510     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1511     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1512     return;
1513 elmex 1.1 }
1514 root 1.22 recursion_depth++;
1515     if (trap->head)
1516     trap = trap->head;
1517 elmex 1.1
1518 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1519     goto leave;
1520 elmex 1.1
1521 root 1.22 switch (trap->type)
1522     {
1523 root 1.23 case PLAYERMOVER:
1524     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1525     {
1526     if (!trap->stats.maxsp)
1527     trap->stats.maxsp = 2;
1528 root 1.14
1529 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1530     * should be divided by trap->speed
1531     */
1532     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1533 root 1.14
1534 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1535     * above with some objects have zero speed, and thus the player
1536     * getting permanently paralyzed.
1537     */
1538     if (victim->speed_left < -50.0)
1539     victim->speed_left = -50.0;
1540     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1541     }
1542     goto leave;
1543 root 1.14
1544 root 1.23 case SPINNER:
1545     if (victim->direction)
1546     {
1547     victim->direction = absdir (victim->direction - trap->stats.sp);
1548     update_turn_face (victim);
1549     }
1550     goto leave;
1551 root 1.14
1552 root 1.23 case DIRECTOR:
1553     if (victim->direction && !should_director_abort (trap, victim))
1554     {
1555     victim->direction = trap->stats.sp;
1556     update_turn_face (victim);
1557     }
1558     goto leave;
1559 root 1.14
1560 root 1.23 case BUTTON:
1561     case PEDESTAL:
1562     update_button (trap);
1563     goto leave;
1564    
1565     case ALTAR:
1566     /* sacrifice victim on trap */
1567     apply_altar (trap, victim, originator);
1568     goto leave;
1569 root 1.14
1570 root 1.23 case THROWN_OBJ:
1571     if (trap->inv == NULL)
1572 root 1.22 goto leave;
1573 root 1.23 /* fallthrough */
1574 root 1.14
1575 root 1.23 case ARROW:
1576     /* bad bug: monster throw a object, make a step forwards, step on object ,
1577     * trigger this here and get hit by own missile - and will be own enemy.
1578     * Victim then is his own enemy and will start to kill herself (this is
1579     * removed) but we have not synced victim and his missile. To avoid senseless
1580     * action, we avoid hits here
1581     */
1582     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1583     hit_with_arrow (trap, victim);
1584     goto leave;
1585 root 1.14
1586 root 1.23 case SPELL_EFFECT:
1587     apply_spell_effect (trap, victim);
1588     goto leave;
1589 root 1.14
1590 root 1.23 case TRAPDOOR:
1591     {
1592     int max, sound_was_played;
1593     object *ab, *ab_next;
1594 root 1.22
1595 root 1.23 if (!trap->value)
1596     {
1597     int tot;
1598 root 1.14
1599 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1600     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1601     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1602 root 1.14
1603 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1604     goto leave;
1605 root 1.22
1606 root 1.23 SET_ANIMATION (trap, trap->value);
1607     update_object (trap, UP_OBJ_FACE);
1608     }
1609 root 1.14
1610 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1611 root 1.22 {
1612 root 1.23 /* need to set this up, since if we do transfer the object,
1613     * ab->above would be bogus
1614     */
1615     ab_next = ab->above;
1616 root 1.14
1617 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1618 root 1.22 {
1619 root 1.23 if (!sound_was_played)
1620     {
1621     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1622     sound_was_played = 1;
1623     }
1624     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1625     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1626 root 1.14 }
1627     }
1628 root 1.22 goto leave;
1629 root 1.23 }
1630 root 1.14
1631    
1632 root 1.23 case CONVERTER:
1633     if (convert_item (victim, trap) < 0)
1634     {
1635     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1637     }
1638 root 1.14
1639 root 1.23 goto leave;
1640 root 1.14
1641 root 1.23 case TRIGGER_BUTTON:
1642     case TRIGGER_PEDESTAL:
1643     case TRIGGER_ALTAR:
1644     check_trigger (trap, victim);
1645     goto leave;
1646    
1647     case DEEP_SWAMP:
1648     walk_on_deep_swamp (trap, victim);
1649     goto leave;
1650    
1651     case CHECK_INV:
1652 elmex 1.46 check_inv (victim, trap);
1653 root 1.23 goto leave;
1654    
1655     case HOLE:
1656     /* Hole not open? */
1657     if (trap->stats.wc > 0)
1658 root 1.22 goto leave;
1659 root 1.14
1660 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1661     * Processing will happen if the head runs into the pit
1662     */
1663     if (victim->head)
1664 root 1.22 goto leave;
1665 root 1.14
1666 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1667     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1668     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1669     goto leave;
1670 root 1.14
1671 root 1.23 case EXIT:
1672     if (victim->type == PLAYER && EXIT_PATH (trap))
1673     {
1674     /* Basically, don't show exits leading to random maps the
1675     * players output.
1676     */
1677 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1678 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1679 root 1.55
1680     victim->enter_exit (trap);
1681 root 1.23 }
1682     goto leave;
1683 root 1.14
1684 root 1.23 case ENCOUNTER:
1685     /* may be some leftovers on this */
1686     goto leave;
1687    
1688     case SHOP_MAT:
1689     apply_shop_mat (trap, victim);
1690     goto leave;
1691    
1692     /* Drop a certain amount of gold, and have one item identified */
1693     case IDENTIFY_ALTAR:
1694     apply_id_altar (victim, trap, originator);
1695     goto leave;
1696    
1697     case SIGN:
1698     if (victim->type != PLAYER && trap->stats.food > 0)
1699 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1700 root 1.23
1701     apply_sign (victim, trap, 1);
1702     goto leave;
1703    
1704     case CONTAINER:
1705     if (victim->type == PLAYER)
1706     (void) esrv_apply_container (victim, trap);
1707     else
1708     (void) apply_container (victim, trap);
1709     goto leave;
1710    
1711     case RUNE:
1712     case TRAP:
1713     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1714     {
1715     spring_trap (trap, victim);
1716     }
1717     goto leave;
1718 root 1.14
1719 root 1.23 default:
1720     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1721     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1722     goto leave;
1723 elmex 1.1 }
1724    
1725 root 1.22 leave:
1726     recursion_depth--;
1727 elmex 1.1 }
1728    
1729     /**
1730     * Handles reading a regular (ie not containing a spell) book.
1731     */
1732 root 1.22 static void
1733     apply_book (object *op, object *tmp)
1734 elmex 1.1 {
1735 root 1.22 int lev_diff;
1736     object *skill_ob;
1737    
1738     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1739     {
1740     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1741     return;
1742     }
1743     if (tmp->msg == NULL)
1744     {
1745     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1746     return;
1747     }
1748 elmex 1.1
1749 root 1.22 /* need a literacy skill to read stuff! */
1750     skill_ob = find_skill_by_name (op, tmp->skill);
1751     if (!skill_ob)
1752     {
1753     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1754 elmex 1.1 return;
1755     }
1756 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1757     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1758     {
1759     if (lev_diff < 2)
1760     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1761     else if (lev_diff < 3)
1762     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1763     else if (lev_diff < 5)
1764     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1765     else if (lev_diff < 8)
1766     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1767     else if (lev_diff < 15)
1768     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1769     else
1770     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1771 elmex 1.1 return;
1772     }
1773    
1774 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1775    
1776     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1777     msgType->message_type, msgType->message_subtype,
1778     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1779    
1780     /* gain xp from reading */
1781     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1782     { /* only if not read before */
1783     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1784    
1785     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1786     {
1787     /*exp_gain *= 2; because they just identified it too */
1788     SET_FLAG (tmp, FLAG_IDENTIFIED);
1789 root 1.41
1790 root 1.22 /* If in a container, update how it looks */
1791     if (tmp->env)
1792     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1793     else
1794 root 1.50 op->contr->ns->floorbox_update ();
1795 root 1.22 }
1796 root 1.41
1797 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1798     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 elmex 1.1 }
1800     }
1801    
1802     /**
1803     * Handles the applying of a skill scroll, calling learn_skill straight.
1804     * op is the person learning the skill, tmp is the skill scroll object
1805     */
1806 root 1.22 static void
1807     apply_skillscroll (object *op, object *tmp)
1808 elmex 1.1 {
1809 root 1.22 switch ((int) learn_skill (op, tmp))
1810     {
1811 root 1.24 case 0:
1812     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1813     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1814     return;
1815    
1816     case 1:
1817     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818     decrease_ob (tmp);
1819     return;
1820 root 1.14
1821 root 1.24 default:
1822     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1823     decrease_ob (tmp);
1824     return;
1825 elmex 1.1 }
1826     }
1827    
1828     /**
1829     * Actually makes op learn spell.
1830     * Informs player of what happens.
1831     */
1832 root 1.22 void
1833     do_learn_spell (object *op, object *spell, int special_prayer)
1834 elmex 1.1 {
1835 root 1.22 object *tmp;
1836 elmex 1.1
1837 root 1.22 if (op->type != PLAYER)
1838     {
1839     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1840     return;
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Upgrade special prayers to normal prayers */
1844     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1845     {
1846     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1847     {
1848     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1849     return;
1850 elmex 1.1 }
1851 root 1.22 return;
1852 elmex 1.1 }
1853    
1854 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1855 root 1.39 tmp = spell->clone ();
1856 root 1.22 insert_ob_in_ob (tmp, op);
1857    
1858     if (special_prayer)
1859 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1860 elmex 1.1
1861 root 1.22 esrv_add_spells (op->contr, tmp);
1862 elmex 1.1 }
1863    
1864     /**
1865     * Erases spell from player's inventory.
1866     */
1867 root 1.22 void
1868     do_forget_spell (object *op, const char *spell)
1869 elmex 1.1 {
1870 root 1.22 object *spob;
1871    
1872     if (op->type != PLAYER)
1873     {
1874     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1875     return;
1876     }
1877     if ((spob = check_spell_known (op, spell)) == NULL)
1878     {
1879     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880     return;
1881     }
1882 elmex 1.1
1883 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1884     player_unready_range_ob (op->contr, spob);
1885     esrv_remove_spell (op->contr, spob);
1886 root 1.37 spob->destroy ();
1887 elmex 1.1 }
1888    
1889     /**
1890     * Handles player applying a spellbook.
1891     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1892     * stuff like that. Random learning failure too.
1893     */
1894 root 1.22 static void
1895     apply_spellbook (object *op, object *tmp)
1896 elmex 1.1 {
1897 root 1.22 object *skop, *spell, *spell_skill;
1898    
1899     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900     {
1901     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902     return;
1903     }
1904    
1905     /* artifact_spellbooks have 'slaying' field point to a spell name,
1906     * instead of having their spell stored in stats.sp. These are
1907     * legacy spellbooks
1908     */
1909 elmex 1.1
1910 root 1.22 if (tmp->slaying != NULL)
1911     {
1912     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1913     if (!spell)
1914     {
1915     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1916     return;
1917 root 1.14 }
1918 root 1.22 else
1919     insert_ob_in_ob (spell, tmp);
1920     tmp->slaying = NULL;
1921     }
1922    
1923     skop = find_skill_by_name (op, tmp->skill);
1924    
1925     /* need a literacy skill to learn spells. Also, having a literacy level
1926     * lower than the spell will make learning the spell more difficult */
1927     if (!skop)
1928     {
1929     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1930     return;
1931     }
1932    
1933     spell = tmp->inv;
1934 root 1.32
1935 root 1.22 if (!spell)
1936     {
1937     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1938     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1939     return;
1940     }
1941 root 1.31
1942 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 root 1.22 {
1944 root 1.32 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1945 root 1.22 return;
1946     }
1947    
1948     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949    
1950     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951     {
1952     identify (tmp);
1953 root 1.41
1954 root 1.22 if (tmp->env)
1955     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1956     else
1957 root 1.50 op->contr->ns->floorbox_update ();
1958 root 1.22 }
1959    
1960     /* I removed the check for special_prayer_mark here - it didn't make
1961     * a lot of sense - special prayers are not found in spellbooks, and
1962     * if the player doesn't know the spell, doesn't make a lot of sense that
1963     * they would have a special prayer mark.
1964     */
1965     if (check_spell_known (op, spell->name))
1966     {
1967     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1968     return;
1969 elmex 1.1 }
1970 root 1.22
1971     if (spell->skill)
1972     {
1973     spell_skill = find_skill_by_name (op, spell->skill);
1974 root 1.25
1975 root 1.22 if (!spell_skill)
1976     {
1977     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1978     return;
1979 root 1.14 }
1980 root 1.25
1981 root 1.22 if (spell_skill->level < spell->level)
1982     {
1983     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1984     return;
1985 root 1.14 }
1986 elmex 1.1 }
1987    
1988 root 1.22 /* Logic as follows
1989     *
1990     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1991     *
1992     * 2- The learner's skill level in literacy adjusts the chance to learn
1993     * a spell.
1994     *
1995     * 3 -Automatically fail to learn if you read while confused
1996     *
1997     * Overall, chances are the same but a player will find having a high
1998     * literacy rate very useful! -b.t.
1999     */
2000     if (QUERY_FLAG (op, FLAG_CONFUSED))
2001     {
2002     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2003     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2004     }
2005     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2006     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2007     {
2008    
2009     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2010     do_learn_spell (op, spell, 0);
2011    
2012     /* xp gain to literacy for spell learning */
2013     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2014     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2015 elmex 1.1 }
2016 root 1.22 else
2017     {
2018     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2019     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2020     }
2021     decrease_ob (tmp);
2022 elmex 1.1 }
2023    
2024     /**
2025     * Handles applying a spell scroll.
2026     */
2027 root 1.22 void
2028     apply_scroll (object *op, object *tmp, int dir)
2029 elmex 1.1 {
2030 root 1.22 object *skop;
2031 elmex 1.1
2032 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2033     {
2034     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2035     return;
2036 elmex 1.1 }
2037    
2038 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
2039     {
2040     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2041     return;
2042 elmex 1.1 }
2043    
2044 root 1.22 if (op->type == PLAYER)
2045     {
2046     /* players need a literacy skill to read stuff! */
2047     int exp_gain = 0;
2048 elmex 1.1
2049 root 1.22 /* hard code literacy - tmp->skill points to where the exp
2050     * should go for anything killed by the spell.
2051     */
2052     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2053 elmex 1.1
2054 root 1.22 if (!skop)
2055     {
2056     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2057     return;
2058     }
2059 elmex 1.1
2060 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2061     change_exp (op, exp_gain, skop->skill, 0);
2062 elmex 1.1 }
2063    
2064 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2065     identify (tmp);
2066 elmex 1.1
2067 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2068 elmex 1.1
2069    
2070 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
2071     decrease_ob (tmp);
2072 elmex 1.1 }
2073    
2074     /**
2075     * Applies a treasure object - by default, chest. op
2076     * is the person doing the applying, tmp is the treasure
2077     * chest.
2078     */
2079 root 1.22 static void
2080     apply_treasure (object *op, object *tmp)
2081 elmex 1.1 {
2082 root 1.22 object *treas;
2083    
2084    
2085     /* Nice side effect of new treasure creation method is that the treasure
2086     * for the chest is done when the chest is created, and put into the chest
2087     * inventory. So that when the chest burns up, the items still exist. Also
2088     * prevents people fromt moving chests to more difficult maps to get better
2089     * treasure
2090     */
2091    
2092     treas = tmp->inv;
2093     if (treas == NULL)
2094     {
2095     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2096     decrease_ob (tmp);
2097     return;
2098     }
2099     while (tmp->inv)
2100     {
2101     treas = tmp->inv;
2102 elmex 1.1
2103 root 1.36 treas->remove ();
2104 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2105 elmex 1.1
2106 root 1.22 treas->x = op->x;
2107     treas->y = op->y;
2108     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2109    
2110     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2111     spring_trap (treas, op);
2112 root 1.37
2113 root 1.22 /* If either player or container was destroyed, no need to do
2114     * further processing. I think this should be enclused with
2115     * spring trap above, as I don't think there is otherwise
2116     * any way for the treasure chest or player to get killed
2117     */
2118 root 1.29 if (op->destroyed () || tmp->destroyed ())
2119 root 1.22 break;
2120 elmex 1.1 }
2121    
2122 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
2123 root 1.22 decrease_ob (tmp);
2124 elmex 1.1
2125     }
2126    
2127     /**
2128     * op eats food.
2129     * If player, takes care of messages and dragon special food.
2130     */
2131 root 1.22 static void
2132     apply_food (object *op, object *tmp)
2133 elmex 1.1 {
2134 root 1.22 int capacity_remaining;
2135 elmex 1.1
2136 root 1.22 if (op->type != PLAYER)
2137     op->stats.hp = op->stats.maxhp;
2138     else
2139     {
2140 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2141 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2142 root 1.14 ;
2143 root 1.22 else
2144     {
2145     /* usual case - no dragon meal: */
2146     if (op->stats.food + tmp->stats.food > 999)
2147     {
2148     if (tmp->type == FOOD || tmp->type == FLESH)
2149     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2150     else
2151     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2152     }
2153    
2154     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2155     {
2156     char buf[MAX_BUF];
2157    
2158     if (!is_dragon_pl (op))
2159     {
2160     /* eating message for normal players */
2161     if (tmp->type == DRINK)
2162     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2163     else
2164     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2165     }
2166     else
2167     {
2168     /* eating message for dragon players */
2169     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2170     }
2171    
2172     new_draw_info (NDI_UNIQUE, 0, op, buf);
2173     capacity_remaining = 999 - op->stats.food;
2174     op->stats.food += tmp->stats.food;
2175     if (capacity_remaining < tmp->stats.food)
2176     op->stats.hp += capacity_remaining / 50;
2177     else
2178     op->stats.hp += tmp->stats.food / 50;
2179     if (op->stats.hp > op->stats.maxhp)
2180     op->stats.hp = op->stats.maxhp;
2181     if (op->stats.food > 999)
2182     op->stats.food = 999;
2183     }
2184 root 1.14
2185 root 1.22 /* special food hack -b.t. */
2186     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2187     eat_special_food (op, tmp);
2188     }
2189 elmex 1.1 }
2190 root 1.22 handle_apply_yield (tmp);
2191     decrease_ob (tmp);
2192 elmex 1.1 }
2193    
2194     /**
2195     * A dragon is eating some flesh. If the flesh contains resistances,
2196     * there is a chance for the dragon's skin to get improved.
2197     *
2198     * attributes:
2199     * object *op the object (dragon player) eating the flesh
2200     * object *meal the flesh item, getting chewed in dragon's mouth
2201     * return:
2202     * int 1 if eating successful, 0 if it doesn't work
2203     */
2204 root 1.22 int
2205     dragon_eat_flesh (object *op, object *meal)
2206     {
2207     object *skin = NULL; /* pointer to dragon skin force */
2208     object *abil = NULL; /* pointer to dragon ability force */
2209     object *tmp = NULL; /* tmp. object */
2210    
2211 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2212     double chance; /* improvement-chance of one resistance type */
2213 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2214     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2215     double mbonus = 0; /* monster bonus */
2216 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2217 root 1.22 int winners = 0; /* number of winners */
2218 elmex 1.1 int i; /* index */
2219 root 1.22
2220 elmex 1.1 /* let's make sure and doublecheck the parameters */
2221 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2222 elmex 1.1 return 0;
2223 root 1.22
2224 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2225     from the player's inventory */
2226 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2227     shstr_cmp dragon_skin_force ("dragon_skin_force");
2228    
2229     for (tmp = op->inv; tmp; tmp = tmp->below)
2230     if (tmp->type == FORCE)
2231     if (tmp->arch->name == dragon_skin_force)
2232     skin = tmp;
2233     else if (tmp->arch->name == dragon_ability_force)
2234     abil = tmp;
2235 root 1.22
2236 elmex 1.1 /* if either skin or ability are missing, this is an old player
2237     which is not to be considered a dragon -> bail out */
2238 root 1.22 if (skin == NULL || abil == NULL)
2239     return 0;
2240    
2241 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2242 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2243 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2244     else
2245 root 1.22 op->stats.hp += meal->stats.food / 50;
2246     if (op->stats.hp > op->stats.maxhp)
2247     op->stats.hp = op->stats.maxhp;
2248    
2249     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2250    
2251     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2252    
2253 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2254 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2255     {
2256     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2257     {
2258     /* got positive resistance, now calculate improvement chance (0-100) */
2259    
2260     /* this bonus makes resistance increase easier at lower levels */
2261     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2262     if (i == abil->stats.exp)
2263     bonus += 5; /* additional bonus for resistance of ability-focus */
2264    
2265     /* monster bonus increases with level, because high-level
2266     flesh is too rare */
2267     mbonus = op->level * 20. / ((double) settings.max_level);
2268    
2269     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2270     ((double) settings.max_level)) - skin->resist[i];
2271    
2272     if (chance >= 0.)
2273     chance += 1.;
2274     else
2275     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2276    
2277     /* chance is proportional to amount of resistance (max. 50) */
2278     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2279    
2280     /* doubled chance for resistance of ability-focus */
2281     if (i == abil->stats.exp)
2282     chance = MIN (100., chance * 2.);
2283    
2284     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 root 1.62 if (rndm (10000) < (int) (chance * 100))
2286 root 1.22 {
2287     atnr_winner[winners] = i;
2288     winners++;
2289     }
2290    
2291     if (chance >= 0.01)
2292     totalchance *= 1 - chance / 100;
2293    
2294     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2295     }
2296 elmex 1.1 }
2297 root 1.22
2298 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2299 root 1.22 totalchance = 100 - totalchance * 100;
2300 elmex 1.1 /* print message according to totalchance */
2301     if (totalchance > 50.)
2302 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2303 elmex 1.1 else if (totalchance > 10.)
2304 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2305 elmex 1.1 else if (totalchance > 1.)
2306 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2307 elmex 1.1 else if (totalchance > 0.1)
2308 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2309 elmex 1.1 else if (totalchance >= 0.01)
2310 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2311     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2312     sprintf (buf, "The %s tasted strange.", &meal->name);
2313     else
2314     sprintf (buf, "The %s had no taste.", &meal->name);
2315     new_draw_info (NDI_UNIQUE, 0, op, buf);
2316    
2317 elmex 1.1 /* now choose a winner if we have any */
2318     i = -1;
2319 root 1.22 if (winners > 0)
2320     i = atnr_winner[RANDOM () % winners];
2321    
2322     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323     {
2324     /* resistance increased! */
2325     skin->resist[i]++;
2326 root 1.51 op->update_stats ();
2327 root 1.22
2328     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330     }
2331    
2332 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2333     into the ability_force and it will take effect on next level */
2334 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2335     {
2336     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2337    
2338     if (meal->last_eat != abil->stats.exp)
2339     {
2340     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341     new_draw_info (NDI_UNIQUE, 0, op, buf);
2342     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343     new_draw_info (NDI_UNIQUE, 0, op, buf);
2344     }
2345     else
2346     {
2347     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2348     new_draw_info (NDI_UNIQUE, 0, op, buf);
2349     abil->last_eat = 0;
2350     }
2351 elmex 1.1 }
2352     return 1;
2353     }
2354    
2355     /**
2356     * Handles applying an improve armor scroll.
2357     * Does some sanity checks, then calls improve_armour.
2358     */
2359 root 1.22 static void
2360     apply_armour_improver (object *op, object *tmp)
2361 elmex 1.1 {
2362 root 1.22 object *armor;
2363 elmex 1.1
2364 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2365     {
2366     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2367     return;
2368 elmex 1.1 }
2369 root 1.51
2370 root 1.22 armor = find_marked_object (op);
2371 root 1.51
2372 root 1.22 if (!armor)
2373     {
2374     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2375 elmex 1.1 return;
2376     }
2377 root 1.51
2378 root 1.22 if (armor->type != ARMOUR
2379     && armor->type != CLOAK
2380     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2381 elmex 1.1 {
2382 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2383     return;
2384 elmex 1.1 }
2385    
2386 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2387     improve_armour (op, tmp, armor);
2388 elmex 1.1 }
2389    
2390 root 1.22 extern void
2391     apply_poison (object *op, object *tmp)
2392 elmex 1.1 {
2393 root 1.22 if (op->type == PLAYER)
2394     {
2395     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2396     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2397     strcpy (op->contr->killer, "poisonous booze");
2398 elmex 1.1 }
2399 root 1.22 if (tmp->stats.hp > 0)
2400     {
2401     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2402     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2403 elmex 1.1 }
2404 root 1.22 op->stats.food -= op->stats.food / 4;
2405     handle_apply_yield (tmp);
2406     decrease_ob (tmp);
2407 elmex 1.1 }
2408    
2409     /**
2410 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2411 elmex 1.1 * A valid 2 way exit means:
2412     * -You can come back (there is another exit at the other side)
2413     * -You are
2414 root 1.44 * ° the owner of the exit
2415     * ° or in the same party as the owner
2416 elmex 1.1 *
2417     * Note: a owner in a 2 way exit is saved as the owner's name
2418     * in the field exit->name cause the field exit->owner doesn't
2419     * survive in the swapping (in fact the whole exit doesn't survive).
2420     */
2421 root 1.22 int
2422     is_legal_2ways_exit (object *op, object *exit)
2423     {
2424     if (exit->stats.exp != 1)
2425     return 1; /*This is not a 2 way, so it is legal */
2426 root 1.52
2427 root 1.55 #if 0 //TODO
2428 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2429     return 0; /* This is a reset town portal */
2430 root 1.55 #endif
2431    
2432 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2433 root 1.52
2434 root 1.22 if (exitmap)
2435     {
2436 root 1.58 exitmap->load_sync ();
2437    
2438     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2439 root 1.52
2440 root 1.22 if (!tmp)
2441     return 0;
2442 root 1.52
2443 root 1.58 for (; tmp; tmp = tmp->above)
2444 root 1.22 {
2445     if (tmp->type != EXIT)
2446     continue; /*Not an exit */
2447 root 1.52
2448 root 1.22 if (!EXIT_PATH (tmp))
2449     continue; /*Not a valid exit */
2450 root 1.52
2451 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2452     continue; /*Not in the same place */
2453 root 1.52
2454 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2455 root 1.22 continue; /*Not in the same map */
2456    
2457     /* From here we have found the exit is valid. However we do
2458     * here the check of the exit owner. It is important for the
2459     * town portals to prevent strangers from visiting your appartments
2460     */
2461     if (!exit->race)
2462     return 1; /*No owner, free for all! */
2463 root 1.52
2464 root 1.58 object *exit_owner = 0;
2465 root 1.52
2466     for_all_players (pp)
2467 root 1.22 {
2468     if (!pp->ob)
2469     continue;
2470 root 1.52
2471 root 1.22 if (pp->ob->name != exit->race)
2472     continue;
2473 root 1.52
2474 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475     break;
2476     }
2477 root 1.52
2478 root 1.22 if (!exit_owner)
2479     return 0; /* No more owner */
2480 root 1.52
2481 root 1.22 if (exit_owner->contr == op->contr)
2482     return 1; /*It is your exit */
2483 root 1.52
2484 root 1.22 if (exit_owner && /*There is a owner */
2485     (op->contr) && /*A player tries to pass */
2486     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2487     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2488     return 0;
2489 root 1.52
2490 root 1.22 return 1;
2491     }
2492     }
2493 root 1.52
2494 root 1.22 return 0;
2495     }
2496 elmex 1.1
2497    
2498     /**
2499     * Main apply handler.
2500     *
2501     * Checks for unpaid items before applying.
2502     *
2503     * Return value:
2504     * 0: player or monster can't apply objects of that type
2505     * 1: has been applied, or there was an error applying the object
2506     * 2: objects of that type can't be applied if not in inventory
2507     *
2508     * op is the object that is causing object to be applied, tmp is the object
2509     * being applied.
2510     *
2511     * aflag is special (always apply/unapply) flags. Nothing is done with
2512     * them in this function - they are passed to apply_special
2513     */
2514    
2515 root 1.22 int
2516     manual_apply (object *op, object *tmp, int aflag)
2517 elmex 1.1 {
2518 root 1.22 if (tmp->head)
2519     tmp = tmp->head;
2520 elmex 1.1
2521 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2522     {
2523     if (op->type == PLAYER)
2524     {
2525     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2526     return 1;
2527     }
2528     else
2529 root 1.51 return 0; /* monsters just skip unpaid items */
2530 elmex 1.1 }
2531    
2532 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2533     return RESULT_INT (0);
2534 root 1.8
2535 root 1.22 switch (tmp->type)
2536     {
2537 root 1.24 case CF_HANDLE:
2538     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2539     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2540     tmp->value = tmp->value ? 0 : 1;
2541     SET_ANIMATION (tmp, tmp->value);
2542     update_object (tmp, UP_OBJ_FACE);
2543     push_button (tmp);
2544     return 1;
2545 root 1.14
2546 root 1.24 case TRIGGER:
2547     if (check_trigger (tmp, op))
2548     {
2549     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551     }
2552     else
2553 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2554    
2555 root 1.24 return 1;
2556 root 1.14
2557 root 1.24 case EXIT:
2558     if (op->type != PLAYER)
2559     return 0;
2560 root 1.57
2561 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2562     {
2563     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2564     }
2565     else
2566     {
2567     /* Don't display messages for random maps. */
2568 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2569 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2570 root 1.57
2571 root 1.55 op->enter_exit (tmp);
2572 root 1.24 }
2573     return 1;
2574 root 1.14
2575 root 1.24 case SIGN:
2576     apply_sign (op, tmp, 0);
2577     return 1;
2578 root 1.14
2579 root 1.24 case BOOK:
2580     if (op->type == PLAYER)
2581     {
2582     apply_book (op, tmp);
2583     return 1;
2584     }
2585     else
2586     {
2587     return 0;
2588     }
2589 root 1.14
2590 root 1.24 case SKILLSCROLL:
2591     if (op->type == PLAYER)
2592     {
2593     apply_skillscroll (op, tmp);
2594     return 1;
2595     }
2596     return 0;
2597 root 1.14
2598 root 1.24 case SPELLBOOK:
2599     if (op->type == PLAYER)
2600     {
2601     apply_spellbook (op, tmp);
2602     return 1;
2603     }
2604     return 0;
2605 root 1.14
2606 root 1.24 case SCROLL:
2607     apply_scroll (op, tmp, 0);
2608     return 1;
2609 root 1.14
2610 root 1.24 case POTION:
2611     (void) apply_potion (op, tmp);
2612     return 1;
2613 root 1.14
2614 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2615     case CLOSE_CON:
2616     if (op->type == PLAYER)
2617     (void) esrv_apply_container (op, tmp->env);
2618     else
2619     (void) apply_container (op, tmp->env);
2620     return 1;
2621 root 1.14
2622 root 1.24 case CONTAINER:
2623     if (op->type == PLAYER)
2624     (void) esrv_apply_container (op, tmp);
2625     else
2626     (void) apply_container (op, tmp);
2627     return 1;
2628 root 1.14
2629 root 1.24 case TREASURE:
2630     if (op->type == PLAYER)
2631     {
2632     apply_treasure (op, tmp);
2633     return 1;
2634     }
2635     else
2636     {
2637     return 0;
2638     }
2639 root 1.14
2640 root 1.24 case WEAPON:
2641     case ARMOUR:
2642     case BOOTS:
2643     case GLOVES:
2644     case AMULET:
2645     case GIRDLE:
2646     case BRACERS:
2647     case SHIELD:
2648     case HELMET:
2649     case RING:
2650     case CLOAK:
2651     case WAND:
2652     case ROD:
2653     case HORN:
2654     case SKILL:
2655     case BOW:
2656     case LAMP:
2657     case BUILDER:
2658     case SKILL_TOOL:
2659     if (tmp->env != op)
2660     return 2; /* not in inventory */
2661     (void) apply_special (op, tmp, aflag);
2662     return 1;
2663 root 1.14
2664 root 1.24 case DRINK:
2665     case FOOD:
2666     case FLESH:
2667     apply_food (op, tmp);
2668     return 1;
2669 root 1.14
2670 root 1.24 case POISON:
2671     apply_poison (op, tmp);
2672     return 1;
2673 root 1.14
2674 root 1.24 case SAVEBED:
2675 root 1.51 return 1;
2676 root 1.14
2677 root 1.24 case ARMOUR_IMPROVER:
2678     if (op->type == PLAYER)
2679     {
2680     apply_armour_improver (op, tmp);
2681     return 1;
2682     }
2683     else
2684 root 1.51 return 0;
2685 root 1.14
2686 root 1.24 case WEAPON_IMPROVER:
2687     (void) check_improve_weapon (op, tmp);
2688     return 1;
2689 root 1.14
2690 root 1.24 case CLOCK:
2691     if (op->type == PLAYER)
2692     {
2693     char buf[MAX_BUF];
2694     timeofday_t tod;
2695 root 1.22
2696 root 1.24 get_tod (&tod);
2697     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2698     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2699     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2700     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2701     new_draw_info (NDI_UNIQUE, 0, op, buf);
2702     return 1;
2703     }
2704     else
2705     {
2706     return 0;
2707     }
2708 root 1.14
2709 root 1.24 case MENU:
2710     if (op->type == PLAYER)
2711     {
2712     shop_listing (op);
2713     return 1;
2714     }
2715     else
2716     {
2717     return 0;
2718     }
2719 elmex 1.1
2720 root 1.24 case POWER_CRYSTAL:
2721     apply_power_crystal (op, tmp); /* see egoitem.c */
2722     return 1;
2723 root 1.14
2724 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2725     if (op->type == PLAYER)
2726     {
2727     apply_lighter (op, tmp);
2728     return 1;
2729     }
2730     else
2731     {
2732     return 0;
2733     }
2734 root 1.14
2735 root 1.24 case ITEM_TRANSFORMER:
2736     apply_item_transformer (op, tmp);
2737     return 1;
2738 root 1.14
2739 root 1.24 default:
2740     return 0;
2741 elmex 1.1 }
2742     }
2743    
2744    
2745     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2746     * messages as needed by player_apply_below(). But there can still be
2747     * "but you are floating high above the ground" messages.
2748     *
2749     * Same return value as apply() function.
2750     */
2751 root 1.22 int
2752     player_apply (object *pl, object *op, int aflag, int quiet)
2753 elmex 1.1 {
2754 root 1.22 int tmp;
2755 elmex 1.1
2756 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2757     {
2758     /* player is flying and applying object not in inventory */
2759     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2760     {
2761     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2762     return 0;
2763 root 1.14 }
2764 elmex 1.1 }
2765    
2766 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2767     * applied.
2768     */
2769     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2770     {
2771     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2772     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2773     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2774 root 1.37 op->destroy ();
2775 root 1.22 return 1;
2776 elmex 1.1 }
2777    
2778 root 1.22 pl->contr->last_used = op;
2779 elmex 1.1
2780 root 1.22 tmp = manual_apply (pl, op, aflag);
2781     if (!quiet)
2782     {
2783     if (tmp == 0)
2784     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2785     else if (tmp == 2)
2786     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2787 elmex 1.1 }
2788 root 1.22 return tmp;
2789 elmex 1.1 }
2790    
2791     /**
2792     * player_apply_below attempts to apply the object 'below' the player.
2793     * If the player has an open container, we use that for below, otherwise
2794     * we use the ground.
2795     */
2796    
2797 root 1.22 void
2798     player_apply_below (object *pl)
2799 elmex 1.1 {
2800 root 1.22 object *tmp, *next;
2801     int floors;
2802    
2803     /* If using a container, set the starting item to be the top
2804     * item in the container. Otherwise, use the map.
2805     */
2806     tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2807 elmex 1.1
2808 root 1.22 /* This is perhaps more complicated. However, I want to make sure that
2809     * we don't use a corrupt pointer for the next object, so we get the
2810     * next object in the stack before applying. This is can only be a
2811     * problem if player_apply() has a bug in that it uses the object but does
2812     * not return a proper value.
2813     */
2814     for (floors = 0; tmp != NULL; tmp = next)
2815     {
2816     next = tmp->below;
2817     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2818     floors++;
2819     else if (floors > 0)
2820     return; /* process only floor objects after first floor object */
2821    
2822     /* If it is visible, player can apply it. If it is applied by
2823     * person moving on it, also activate. Added code to make it
2824     * so that at least one of players movement types be that which
2825     * the item needs.
2826     */
2827     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2828     {
2829     if (player_apply (pl, tmp, 0, 1) == 1)
2830     return;
2831 elmex 1.1 }
2832 root 1.22 if (floors >= 2)
2833     return; /* process at most two floor objects */
2834 elmex 1.1 }
2835     }
2836    
2837     /**
2838     * Unapplies specified item.
2839     * No check done on cursed/damned.
2840     * Break this out of apply_special - this is just done
2841     * to keep the size of apply_special to a more managable size.
2842     */
2843 root 1.22 static int
2844     unapply_special (object *who, object *op, int aflags)
2845 elmex 1.1 {
2846 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)))
2847     return RESULT_INT (0);
2848 root 1.12
2849 root 1.22 object *tmp2;
2850 elmex 1.1
2851 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2852     switch (op->type)
2853     {
2854 root 1.24 case WEAPON:
2855     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2856 elmex 1.1
2857 root 1.24 (void) change_abil (who, op);
2858     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2859     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2860     clear_skill (who);
2861     break;
2862 root 1.14
2863 root 1.24 case SKILL: /* allows objects to impart skills */
2864     case SKILL_TOOL:
2865     if (op != who->chosen_skill)
2866     {
2867     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2868     }
2869     if (who->type == PLAYER)
2870     {
2871     if (who->contr->shoottype == range_skill)
2872     who->contr->shoottype = range_none;
2873     if (!op->invisible)
2874     {
2875     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2876     }
2877     else
2878     {
2879     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2880     }
2881     }
2882     (void) change_abil (who, op);
2883     who->chosen_skill = NULL;
2884     CLEAR_FLAG (who, FLAG_READY_SKILL);
2885     break;
2886 root 1.14
2887 root 1.24 case ARMOUR:
2888     case HELMET:
2889     case SHIELD:
2890     case RING:
2891     case BOOTS:
2892     case GLOVES:
2893     case AMULET:
2894     case GIRDLE:
2895     case BRACERS:
2896     case CLOAK:
2897     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2898     (void) change_abil (who, op);
2899     break;
2900     case LAMP:
2901     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2902     tmp2 = arch_to_object (op->other_arch);
2903     tmp2->x = op->x;
2904     tmp2->y = op->y;
2905     tmp2->map = op->map;
2906     tmp2->below = op->below;
2907     tmp2->above = op->above;
2908     tmp2->stats.food = op->stats.food;
2909     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2910 root 1.29
2911 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2912     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2913 root 1.29
2914 root 1.24 if (who->type == PLAYER)
2915 root 1.29 esrv_del_item (who->contr, op->count);
2916    
2917 root 1.37 op->destroy ();
2918 root 1.24 insert_ob_in_ob (tmp2, who);
2919 root 1.51 who->update_stats ();
2920 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2921     {
2922     if (who->type == PLAYER)
2923     {
2924     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2925     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2926     }
2927     }
2928     if (who->type == PLAYER)
2929     esrv_send_item (who, tmp2);
2930     return 1; /* otherwise, an attempt to drop causes problems */
2931     break;
2932     case BOW:
2933     case WAND:
2934     case ROD:
2935     case HORN:
2936     clear_skill (who);
2937     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2938     if (who->type == PLAYER)
2939     {
2940     who->contr->shoottype = range_none;
2941     }
2942     else
2943     {
2944     if (op->type == BOW)
2945     CLEAR_FLAG (who, FLAG_READY_BOW);
2946     else
2947     CLEAR_FLAG (who, FLAG_READY_RANGE);
2948     }
2949     break;
2950 elmex 1.1
2951 root 1.24 case BUILDER:
2952     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2953     who->contr->shoottype = range_none;
2954     who->contr->ranges[range_builder] = NULL;
2955     break;
2956 elmex 1.1
2957 root 1.24 default:
2958     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2959     break;
2960 elmex 1.1 }
2961    
2962 root 1.51 who->update_stats ();
2963 elmex 1.1
2964 root 1.22 if (!(aflags & AP_NO_MERGE))
2965     {
2966     object *tmp;
2967    
2968     tmp = merge_ob (op, NULL);
2969     if (who->type == PLAYER)
2970     {
2971     if (tmp)
2972     { /* it was merged */
2973 root 1.29 esrv_del_item (who->contr, op->count);
2974 root 1.22 op = tmp;
2975 elmex 1.1 }
2976 root 1.29
2977 root 1.22 esrv_send_item (who, op);
2978 root 1.14 }
2979 elmex 1.1 }
2980 root 1.22 return 0;
2981 elmex 1.1 }
2982    
2983     /**
2984     * Returns the object that is using location 'loc'.
2985     * Note that 'start' is the first object to start examing - we
2986     * then go through the below of this. In this way, you can do
2987     * something like:
2988     * tmp = get_item_from_body_location(who->inv, 1);
2989     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2990     * to find the second object that may use this location, etc.
2991     * Returns NULL if no match is found.
2992     * loc is the index into the array we are looking for a match.
2993     * don't return invisible objects unless they are skill objects
2994     * invisible other objects that use
2995     * up body locations can be used as restrictions.
2996     */
2997 root 1.22 object *
2998     get_item_from_body_location (object *start, int loc)
2999 elmex 1.1 {
3000 root 1.22 object *tmp;
3001 elmex 1.1
3002 root 1.22 if (!start)
3003     return NULL;
3004 elmex 1.1
3005 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
3006     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3007     return tmp;
3008 elmex 1.1
3009 root 1.22 return NULL;
3010 elmex 1.1 }
3011    
3012    
3013    
3014     /**
3015     * 'op' wants to apply an object, but can't because of other equipment.
3016     * This should only be called when it is known
3017     * that there are objects to unapply. This makes pretty heavy
3018     * use of get_item_from_body_location. It makes no intelligent choice
3019     * on objects - rather, the first that is matched is used.
3020     * Returns 0 on success, returns 1 if there is some problem.
3021     * if aflags is AP_PRINT, we instead print out waht to unapply
3022     * instead of doing it. This is a lot less code than having
3023     * another function that does just that.
3024     */
3025 root 1.22 int
3026     unapply_for_ob (object *who, object *op, int aflags)
3027 elmex 1.1 {
3028 root 1.22 int i;
3029     object *tmp = NULL, *last;
3030 elmex 1.1
3031 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
3032     * or weapons first - only allowed to use one weapon/shield at a time.
3033     */
3034     if (op->type == WEAPON || op->type == SHIELD)
3035     {
3036     for (tmp = who->inv; tmp; tmp = tmp->below)
3037     {
3038     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3039     {
3040     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3041     {
3042     if (aflags & AP_PRINT)
3043     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3044     else
3045     unapply_special (who, tmp, aflags);
3046     }
3047     else
3048     {
3049     /* In this case, we want to try and remove a cursed item.
3050     * While we know it won't work, we want unapply_special to
3051     * at least generate the message.
3052     */
3053     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3054     return 1;
3055 root 1.14 }
3056 elmex 1.1
3057 root 1.14 }
3058     }
3059 elmex 1.1 }
3060    
3061 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3062     {
3063     /* this used up a slot that we need to free */
3064     if (op->body_info[i])
3065     {
3066     last = who->inv;
3067 root 1.14
3068 root 1.22 /* We do a while loop - may need to remove several items in order
3069     * to free up enough slots.
3070     */
3071     while ((who->body_used[i] + op->body_info[i]) < 0)
3072     {
3073     tmp = get_item_from_body_location (last, i);
3074     if (!tmp)
3075     {
3076 elmex 1.1 #if 0
3077 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3078     * equipped.
3079     */
3080     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3081 elmex 1.1 #endif
3082 root 1.22 return 1;
3083     }
3084     /* If we are just printing, we don't care about cursed status */
3085     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3086     {
3087     if (aflags & AP_PRINT)
3088     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3089     else
3090     unapply_special (who, tmp, aflags);
3091 root 1.14 }
3092 root 1.22 else
3093     {
3094     /* Cursed item that we can't unequip - tell the player.
3095     * Note this could be annoying if this is just one of a few,
3096     * so it may not be critical (eg, putting on a ring and you have
3097     * one cursed ring.)
3098     */
3099     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3100 root 1.14 }
3101 root 1.22 last = tmp->below;
3102 root 1.14 }
3103 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3104     * return in the !tmp would have kicked in.
3105     */
3106     } /* if op is using this body location */
3107     } /* for body lcoations */
3108     return 0;
3109 elmex 1.1 }
3110    
3111     /**
3112     * Checks to see if 'who' can apply object 'op'.
3113     * Returns 0 if apply can be done without anything special.
3114     * Otherwise returns a bitmask - potentially several of these may be
3115     * set, but largely depends on circumstance - in the future, processing
3116     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3117     * is set, do we really are what the other flags may be?)
3118     *
3119     * See include/define.h for detailed description of the meaning of
3120     * these return values.
3121     */
3122 root 1.22 int
3123     can_apply_object (object *who, object *op)
3124 elmex 1.1 {
3125 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3126     return RESULT_INT (0);
3127    
3128     int i, retval = 0;
3129     object *tmp = NULL, *ws = NULL;
3130    
3131     /* Players have 2 'arm's, so they could in theory equip 2 shields or
3132     * 2 weapons, but we don't want to let them do that. So if they are
3133     * trying to equip a weapon or shield, see if they already have one
3134     * in place and store that way.
3135     */
3136     if (op->type == WEAPON || op->type == SHIELD)
3137     {
3138     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3139     {
3140     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3141     {
3142     retval = CAN_APPLY_UNAPPLY;
3143     ws = tmp;
3144 root 1.14 }
3145     }
3146 elmex 1.1 }
3147 root 1.14
3148    
3149 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3150     {
3151     if (op->body_info[i])
3152     {
3153     /* Item uses more slots than we have */
3154     if (FABS (op->body_info[i]) > who->body_info[i])
3155     {
3156     /* Could return now for efficiently - rest of info below isn'
3157     * really needed.
3158     */
3159     retval |= CAN_APPLY_NEVER;
3160     }
3161     else if ((who->body_used[i] + op->body_info[i]) < 0)
3162     {
3163     /* in this case, equipping this would use more free spots than
3164     * we have.
3165     */
3166     object *tmp1;
3167    
3168 elmex 1.1
3169 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3170     * enough slots to equip the new item, then just set this can
3171     * continue. We don't care about the logic below - if you have
3172     * shield equipped and try to equip another shield, there is only
3173     * one choice. However, the check for the number of body locations
3174     * does take into the account cases where what is being applied
3175     * may be two handed for example.
3176     */
3177     if (ws)
3178     {
3179     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3180     {
3181     retval |= CAN_APPLY_UNAPPLY;
3182     continue;
3183     }
3184     }
3185    
3186     tmp1 = get_item_from_body_location (who->inv, i);
3187     if (!tmp1)
3188     {
3189 elmex 1.1 #if 0
3190 root 1.22 /* This is sort of an error, but happens a lot when old players
3191     * join in with more stuff equipped than they are now allowed.
3192     */
3193     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3194 elmex 1.1 #endif
3195 root 1.22 retval |= CAN_APPLY_NEVER;
3196     }
3197     else
3198     {
3199     /* need to unapply something. However, if this something
3200     * is different than we had found before, it means they need
3201     * to apply multiple objects
3202     */
3203     retval |= CAN_APPLY_UNAPPLY;
3204     if (!tmp)
3205     tmp = tmp1;
3206     else if (tmp != tmp1)
3207     {
3208     retval |= CAN_APPLY_UNAPPLY_MULT;
3209 root 1.14 }
3210 root 1.22 /* This object isn't using up all the slots, so there must
3211     * be another. If so, and it the new item doesn't need all
3212     * the slots, the player then has a choice.
3213     */
3214     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3215     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3216    
3217     /* Does unequippint 'tmp1' free up enough slots for this to be
3218     * equipped? If not, there must be something else to unapply.
3219     */
3220     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3221     retval |= CAN_APPLY_UNAPPLY_MULT;
3222    
3223     }
3224     } /* if not enough free slots */
3225     } /* if this object uses location i */
3226     } /* for i -> num_body_locations loop */
3227    
3228     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3229     * really be controlled by use of body locations. We do have
3230     * the weapon/shield checks, and the range checks for monsters,
3231     * because you can't control those just by body location - bows, shields,
3232     * and weapons all use the same slot. Similar for horn/rod/wand - they
3233     * all use the same location.
3234     */
3235     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3236     retval |= CAN_APPLY_RESTRICTION;
3237     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3238     retval |= CAN_APPLY_RESTRICTION;
3239    
3240    
3241     if (who->type != PLAYER)
3242     {
3243     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3244 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3245 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3246     retval |= CAN_APPLY_RESTRICTION;
3247     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3248     retval |= CAN_APPLY_RESTRICTION;
3249     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3250 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3251 elmex 1.1 }
3252 root 1.22 return retval;
3253 elmex 1.1 }
3254    
3255 root 1.22
3256 elmex 1.1
3257     /**
3258     * who is the object using the object. It can be a monster.
3259     * op is the object they are using. op is an equipment type item,
3260     * eg, one which you put on and keep on for a while, and not something
3261     * like a potion or scroll.
3262     *
3263     * function returns 1 if the action could not be completed, 0 on
3264     * success. However, success is a matter of meaning - if the
3265     * user passes the 'apply' flag to an object already applied,
3266     * nothing is done, and 0 is returned.
3267     *
3268     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3269     * AP_UNAPPLY=always unapply).
3270     *
3271     * Optional flags:
3272     * AP_NO_MERGE: don't merge an unapplied object with other objects
3273     * AP_IGNORE_CURSE: unapply cursed items
3274     *
3275     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3276     *
3277     * apply_special() doesn't check for unpaid items.
3278     */
3279 root 1.22 int
3280     apply_special (object *who, object *op, int aflags)
3281 elmex 1.1 {
3282 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3283     object *tmp, *tmp2, *skop = NULL;
3284     int i;
3285 elmex 1.1
3286 root 1.22 if (who == NULL)
3287     {
3288     LOG (llevError, "apply_special() from object without environment.\n");
3289     return 1;
3290 elmex 1.1 }
3291    
3292 root 1.22 if (op->env != who)
3293     return 1; /* op is not in inventory */
3294 elmex 1.1
3295 root 1.22 /* trying to unequip op */
3296     if (QUERY_FLAG (op, FLAG_APPLIED))
3297     {
3298     /* always apply, so no reason to unapply */
3299     if (basic_flag == AP_APPLY)
3300     return 0;
3301    
3302     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3303     {
3304     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3305     return 1;
3306 root 1.14 }
3307 root 1.22 return unapply_special (who, op, aflags);
3308 elmex 1.1 }
3309    
3310 root 1.22 if (basic_flag == AP_UNAPPLY)
3311     return 0;
3312 elmex 1.1
3313 root 1.22 i = can_apply_object (who, op);
3314 elmex 1.1
3315 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3316     if (i)
3317     {
3318     if (i & CAN_APPLY_NEVER)
3319     {
3320     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3321     return 1;
3322     }
3323     else if (i & CAN_APPLY_RESTRICTION)
3324     {
3325     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3326     return 1;
3327     }
3328     if (who->type != PLAYER)
3329     {
3330     /* Some error, so don't try to equip something more */
3331     if (unapply_for_ob (who, op, aflags))
3332 root 1.14 return 1;
3333     }
3334 root 1.22 else
3335     {
3336     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3337     {
3338 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3339 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3340     return 1;
3341     }
3342     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3343     {
3344     i = unapply_for_ob (who, op, aflags);
3345     if (i)
3346 root 1.14 return 1;
3347     }
3348     }
3349 elmex 1.1 }
3350 root 1.55
3351 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352     {
3353     skop = find_skill_by_name (who, op->skill);
3354     if (!skop)
3355     {
3356     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3357     return 1;
3358     }
3359     else
3360     {
3361     /* While experience will be credited properly, we want to change the
3362     * skill so that the dam and wc get updated
3363     */
3364     change_skill (who, skop, 0);
3365 root 1.14 }
3366 elmex 1.1 }
3367 root 1.22
3368     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3369     {
3370     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3371     return 1;
3372 elmex 1.1 }
3373    
3374 root 1.12
3375 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3376     * Note that we don't have the checks for can_use_...
3377     * below - that is already taken care of by can_apply_object.
3378     */
3379    
3380    
3381     if (op->nrof > 1)
3382     tmp = get_split_ob (op, op->nrof - 1);
3383     else
3384     tmp = NULL;
3385    
3386     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3387     return RESULT_INT (0);
3388    
3389     switch (op->type)
3390     {
3391 root 1.24 case WEAPON:
3392     if (!check_weapon_power (who, op->last_eat))
3393     {
3394     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3395     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3396     if (tmp != NULL)
3397     (void) insert_ob_in_ob (tmp, who);
3398     return 1;
3399     }
3400 root 1.65
3401     //TODO: this obviously fails for players using a shiorter prefix
3402     // i.e. "R" can use Ragnarok's swors.
3403 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3404     {
3405     /* if the weapon does not have the name as the character, can't use it. */
3406     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3407     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3408 root 1.65
3409     if (tmp)
3410     insert_ob_in_ob (tmp, who);
3411    
3412 root 1.24 return 1;
3413     }
3414 root 1.65
3415 root 1.24 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 1.67 while (op->stats.hp-- > 0)
3656 root 1.24 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 root 1.64 assign (who->contr->killer, food->name);
3834 root 1.22 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     }