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Revision: 1.107
Committed: Mon May 28 21:28:35 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.106: +16 -16 lines
Log Message:
update copyrights in server/*.C

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.107 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.61 *
4 root 1.107 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.107 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.61 *
13 root 1.107 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17     *
18     * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 pippijn 1.61 *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35     /* Want this regardless of rplay. */
36     #include <sounds.h>
37    
38     /**
39     * Check if op should abort moving victim because of it's race or slaying.
40     * Returns 1 if it should abort, returns 0 if it should continue.
41     */
42 root 1.22 int
43     should_director_abort (object *op, object *victim)
44 elmex 1.1 {
45 root 1.22 int arch_flag, name_flag, race_flag;
46    
47     /* Get flags to determine what of arch, name, and race should be checked.
48     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49     * the next is the name flag, and the last is the race flag. Also note,
50     * if subtype is set to zero, that also goes to defaults of all affecting
51     * it. Examples:
52     * subtype 1: only arch
53     * subtype 3: arch or name
54     * subtype 5: arch or race
55     * subtype 7: all three
56     */
57     if (op->subtype)
58     {
59     arch_flag = (op->subtype & 1);
60     name_flag = (op->subtype & 2);
61     race_flag = (op->subtype & 4);
62     }
63     else
64     {
65     arch_flag = 1;
66     name_flag = 1;
67     race_flag = 1;
68     }
69 root 1.66
70 root 1.22 /* If the director has race set, only affect objects with a arch,
71     * name or race that matches.
72     */
73     if ((op->race) &&
74 root 1.66 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75     ((!(victim->name && name_flag) || op->race != victim->name)) &&
76     ((!(victim->race && race_flag) || op->race != victim->race)))
77     return 1;
78    
79 root 1.22 /* If the director has slaying set, only affect objects where none
80     * of arch, name, or race match.
81     */
82 root 1.66 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83     ((victim->name && name_flag && op->slaying == victim->name)) ||
84     ((victim->race && race_flag && op->slaying == victim->race)))
85     return 1;
86    
87 root 1.22 return 0;
88 elmex 1.1 }
89    
90     /**
91     * This handles a player dropping money on an altar to identify stuff.
92     * It'll identify marked item, if none all items up to dropped money.
93     * Return value: 1 if money was destroyed, 0 if not.
94     */
95 root 1.22 static int
96     apply_id_altar (object *money, object *altar, object *pl)
97 elmex 1.1 {
98 root 1.22 object *id, *marked;
99     int success = 0;
100    
101     if (pl == NULL || pl->type != PLAYER)
102     return 0;
103 elmex 1.1
104 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105     * identifying' from being printed out more than it needs to be.
106     */
107     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108     return 0;
109 elmex 1.1
110 root 1.22 marked = find_marked_object (pl);
111     /* if the player has a marked item, identify that if it needs to be
112     * identified. IF it doesn't, then go through the player inventory.
113     */
114     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115     {
116     if (operate_altar (altar, &money))
117     {
118     identify (marked);
119     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
120     if (marked->msg)
121     {
122     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
123     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124     }
125     return money == NULL;
126     }
127     }
128 elmex 1.1
129 root 1.22 for (id = pl->inv; id; id = id->below)
130     {
131     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132     {
133     if (operate_altar (altar, &money))
134     {
135     identify (id);
136     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137     if (id->msg)
138     {
139     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 root 1.14 }
142 root 1.22 success = 1;
143     /* If no more money, might as well quit now */
144     if (money == NULL || !check_altar_sacrifice (altar, money))
145     break;
146     }
147     else
148     {
149     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150     break;
151     }
152 root 1.14 }
153 elmex 1.1 }
154 root 1.22 if (!success)
155     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156     return money == NULL;
157 elmex 1.1 }
158    
159     /**
160     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161     * matching item.
162     **/
163 root 1.22 static void
164     handle_apply_yield (object *tmp)
165 elmex 1.1 {
166 root 1.22 const char *yield;
167 elmex 1.1
168 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
169     if (yield != NULL)
170 elmex 1.1 {
171 root 1.22 object *drop = get_archetype (yield);
172    
173     if (tmp->env)
174 elmex 1.1 {
175 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
176     if (tmp->env->type == PLAYER)
177     esrv_send_item (tmp->env, drop);
178 elmex 1.1 }
179 root 1.22 else
180 elmex 1.1 {
181 root 1.22 drop->x = tmp->x;
182     drop->y = tmp->y;
183     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 elmex 1.1 }
185     }
186     }
187    
188     /**
189     * Handles applying a potion.
190     */
191 root 1.22 int
192     apply_potion (object *op, object *tmp)
193 elmex 1.1 {
194 elmex 1.3 int got_one = 0, i;
195     object *force = 0, *floor = 0;
196    
197 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
198 elmex 1.3
199 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 elmex 1.3 {
201     if (op->type == PLAYER)
202 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
204     return 0;
205     }
206 elmex 1.3
207 elmex 1.4 if (op->type == PLAYER)
208 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209     identify (tmp);
210 elmex 1.3
211 elmex 1.4 handle_apply_yield (tmp);
212 elmex 1.1
213 elmex 1.4 /* Potion of restoration - only for players */
214     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215     {
216     object *depl;
217     archetype *at;
218 elmex 1.1
219 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220     {
221 root 1.51 op->drain_stat ();
222     op->update_stats ();
223 elmex 1.3 decrease_ob (tmp);
224     return 1;
225     }
226 root 1.37
227 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
228 elmex 1.4 {
229     LOG (llevError, "Could not find archetype depletion\n");
230     return 0;
231     }
232     depl = present_arch_in_ob (at, op);
233 root 1.37
234 root 1.51 if (depl)
235 elmex 1.4 {
236     for (i = 0; i < NUM_STATS; i++)
237 root 1.91 if (depl->stats.stat (i))
238 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239    
240     depl->destroy ();
241 root 1.51 op->update_stats ();
242 elmex 1.4 }
243     else
244     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245 elmex 1.1
246 elmex 1.4 decrease_ob (tmp);
247     return 1;
248     }
249    
250     /* improvement potion - only for players */
251     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252     {
253     for (i = 1; i < MIN (11, op->level); i++)
254 elmex 1.3 {
255 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 elmex 1.3 {
257 elmex 1.4 if (op->contr->levhp[i] != 1)
258 elmex 1.3 {
259 elmex 1.4 op->contr->levhp[i] = 1;
260     break;
261 elmex 1.3 }
262 elmex 1.4 if (op->contr->levsp[i] != 1)
263 elmex 1.3 {
264 elmex 1.4 op->contr->levsp[i] = 1;
265     break;
266     }
267     if (op->contr->levgrace[i] != 1)
268     {
269     op->contr->levgrace[i] = 1;
270     break;
271 elmex 1.3 }
272     }
273 elmex 1.4 else
274 elmex 1.3 {
275 elmex 1.4 if (op->contr->levhp[i] < 9)
276     {
277     op->contr->levhp[i] = 9;
278     break;
279     }
280     if (op->contr->levsp[i] < 6)
281 elmex 1.3 {
282 elmex 1.4 op->contr->levsp[i] = 6;
283     break;
284 elmex 1.3 }
285 elmex 1.4 if (op->contr->levgrace[i] < 3)
286 elmex 1.3 {
287 elmex 1.4 op->contr->levgrace[i] = 3;
288     break;
289 elmex 1.3 }
290     }
291     }
292 root 1.37
293 elmex 1.4 /* Just makes checking easier */
294     if (i < MIN (11, op->level))
295     got_one = 1;
296 root 1.37
297 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 elmex 1.3 {
299 elmex 1.4 if (got_one)
300 elmex 1.3 {
301 root 1.51 op->update_stats ();
302 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 elmex 1.3 }
306     else
307 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 elmex 1.3 }
309 elmex 1.4 else
310     { /* cursed potion */
311     if (got_one)
312 elmex 1.3 {
313 root 1.51 op->update_stats ();
314 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 elmex 1.3 }
316 elmex 1.4 else
317 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 elmex 1.3 }
319 root 1.37
320 elmex 1.4 decrease_ob (tmp);
321     return 1;
322     }
323    
324    
325     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326     * and heroism all fit into this category. Given the spell object code,
327     * there is no limit to the number of spells that potions can be cast,
328     * but direction is problematic to try and imbue fireball potions for example.
329     */
330     if (tmp->inv)
331     {
332     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 elmex 1.3 {
334 elmex 1.4 object *fball;
335    
336     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337     /* Explodes a fireball centered at player */
338     fball = get_archetype (EXPLODING_FIREBALL);
339 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 elmex 1.4 fball->x = op->x;
342     fball->y = op->y;
343     insert_ob_in_map (fball, op->map, NULL, 0);
344 elmex 1.3 }
345 elmex 1.4 else
346     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 elmex 1.1
348 elmex 1.4 decrease_ob (tmp);
349     /* if youre dead, no point in doing this... */
350     if (!QUERY_FLAG (op, FLAG_REMOVED))
351 root 1.51 op->update_stats ();
352 elmex 1.4 return 1;
353     }
354    
355     /* Deal with protection potions */
356     force = NULL;
357     for (i = 0; i < NROFATTACKS; i++)
358     {
359     if (tmp->resist[i])
360     {
361     if (!force)
362     force = get_archetype (FORCE_NAME);
363     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364     force->type = POTION_EFFECT;
365     break; /* Only need to find one protection since we copy entire batch */
366 elmex 1.3 }
367 elmex 1.1 }
368 elmex 1.4 /* This is a protection potion */
369     if (force)
370 elmex 1.3 {
371 elmex 1.4 /* cursed items last longer */
372     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373     {
374     force->stats.food *= 10;
375     for (i = 0; i < NROFATTACKS; i++)
376     if (force->resist[i] > 0)
377     force->resist[i] = -force->resist[i]; /* prot => vuln */
378     }
379 root 1.92
380 elmex 1.4 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 root 1.77
771 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772     {
773     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 elmex 1.1 return 0;
775     }
776 root 1.77
777 root 1.22 otmp = find_marked_object (op);
778     if (!otmp)
779     {
780     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 elmex 1.1 return 0;
782     }
783 root 1.77
784 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
785     {
786     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 elmex 1.1 return 0;
788     }
789 root 1.77
790 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791     improve_weapon (op, tmp, otmp);
792     esrv_send_item (op, otmp);
793     return 1;
794 elmex 1.1 }
795    
796     /**
797     * This code deals with the armour improvment scrolls.
798     * Change limits on improvement - let players go up to
799     * +5 no matter what level, but they are limited by item
800     * power.
801     * Try to use same improvement code as in the common/treasure.c
802     * file, so that if you make a +2 full helm, it will be just
803     * the same as one you find in a shop.
804     *
805     * deprecated comment:
806     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807     * only 'enchantment' of armour is possible - improving
808     * the stats of a player w/ armour as well as a weapon
809     * will probably horribly unbalance the game. Magic enchanting
810     * depends on the level of the character - ie the plus
811     * value (magic) of the armour can never be increased beyond
812     * the level of the character / 10 -- rounding upish, nor may
813     * the armour value of the piece of equipment exceed either
814     * the users level or 90)
815     * Modified by MSW for partial resistance. Only support
816     * changing of physical area right now.
817     */
818 root 1.22 int
819     improve_armour (object *op, object *improver, object *armour)
820 elmex 1.1 {
821 root 1.22 object *tmp;
822 elmex 1.1
823 root 1.22 if (armour->magic >= settings.armor_max_enchant)
824     {
825     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826     return 0;
827 elmex 1.1 }
828 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829     * etc), so take the easy way out and don't worry about it.
830     * Note - maybe add scrolls which make the random artifact versions (eg, armour
831     * of gnarg and what not?)
832     */
833     if (armour->title)
834     {
835     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836     return 0;
837 elmex 1.1 }
838    
839 root 1.22 /* Split objects if needed. Can't insert tmp until the
840     * end of this function - otherwise it will just re-merge.
841     */
842     if (armour->nrof > 1)
843     tmp = get_split_ob (armour, armour->nrof - 1);
844     else
845     tmp = NULL;
846    
847     armour->magic++;
848    
849     if (!settings.armor_speed_linear)
850     {
851     int base = 100;
852     int pow = 0;
853 elmex 1.1
854 root 1.22 while (pow < armour->magic)
855 elmex 1.1 {
856 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
857     pow++;
858 elmex 1.1 }
859    
860 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
861     }
862     else
863     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 elmex 1.1
865 root 1.22 if (!settings.armor_weight_linear)
866     {
867     int base = 100;
868     int pow = 0;
869 elmex 1.1
870 root 1.22 while (pow < armour->magic)
871 elmex 1.1 {
872 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
873     pow++;
874 elmex 1.1 }
875    
876 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
877     }
878     else
879     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880    
881     if (armour->weight <= 0)
882     {
883     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884     armour->weight = 1;
885     }
886    
887     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
888 elmex 1.1
889 root 1.22 if (op->type == PLAYER)
890     {
891     esrv_send_item (op, armour);
892     if (QUERY_FLAG (armour, FLAG_APPLIED))
893 root 1.51 op->update_stats ();
894 elmex 1.1 }
895 root 1.22 decrease_ob (improver);
896     if (tmp)
897     {
898     insert_ob_in_ob (tmp, op);
899     esrv_send_item (op, tmp);
900 elmex 1.1 }
901 root 1.22 return 1;
902 elmex 1.1 }
903    
904    
905     /*
906     * convert_item() returns 1 if anything was converted, 0 if the item was not
907     * what the converter wants, -1 if the converter is broken.
908     */
909     #define CONV_FROM(xyz) xyz->slaying
910     #define CONV_TO(xyz) xyz->other_arch
911     #define CONV_NR(xyz) xyz->stats.sp
912     #define CONV_NEED(xyz) xyz->stats.food
913    
914     /* Takes one items and makes another.
915     * converter is the object that is doing the conversion.
916     * item is the object that triggered the converter - if it is not
917     * what the converter wants, this will not do anything.
918     */
919 root 1.22 int
920     convert_item (object *item, object *converter)
921     {
922     int nr = 0;
923     uint32 price_in;
924    
925     /* We make some assumptions - we assume if it takes money as it type,
926     * it wants some amount. We don't make change (ie, if something costs
927     * 3 gp and player drops a platinum, tough luck)
928     */
929     if (!strcmp (CONV_FROM (converter), "money"))
930     {
931     int cost;
932    
933     if (item->type != MONEY)
934     return 0;
935    
936     nr = (item->nrof * item->value) / CONV_NEED (converter);
937     if (!nr)
938     return 0;
939     cost = nr * CONV_NEED (converter) / item->value;
940     /* take into account rounding errors */
941     if (nr * CONV_NEED (converter) % item->value)
942     cost++;
943     decrease_ob_nr (item, cost);
944 elmex 1.1
945 root 1.22 price_in = cost * item->value;
946     }
947     else
948     {
949     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
950     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951     return 0;
952 elmex 1.1
953 root 1.22 if (CONV_NEED (converter))
954     {
955     nr = item->nrof / CONV_NEED (converter);
956     decrease_ob_nr (item, nr * CONV_NEED (converter));
957     price_in = nr * CONV_NEED (converter) * item->value;
958     }
959     else
960     {
961     price_in = item->value;
962 root 1.37 item->destroy ();
963 root 1.22 }
964     }
965 root 1.14
966 root 1.22 if (converter->inv != NULL)
967     {
968     object *ob;
969     int i;
970     object *ob_to_copy;
971    
972     /* select random object from inventory to copy */
973     ob_to_copy = converter->inv;
974     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975     {
976     if (rndm (0, i) == 0)
977     {
978     ob_to_copy = ob;
979     }
980 root 1.14 }
981 root 1.22 item = object_create_clone (ob_to_copy);
982     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983     unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 elmex 1.1 }
985 root 1.22 else
986     {
987     if (converter->other_arch == NULL)
988     {
989     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
991 root 1.22 return -1;
992     }
993    
994     item = object_create_arch (converter->other_arch);
995     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996     }
997    
998     if (CONV_NR (converter))
999     item->nrof = CONV_NR (converter);
1000     if (nr)
1001     item->nrof *= nr;
1002     if (is_in_shop (converter))
1003     SET_FLAG (item, FLAG_UNPAID);
1004     else if (price_in < item->nrof * item->value)
1005     {
1006     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 elmex 1.1
1009     /**
1010     * elmex: we are going to let the game continue, as the mapcreator
1011 root 1.106 * probably had something in mind when doing this
1012 elmex 1.1 */
1013     }
1014 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015     return 1;
1016 elmex 1.1 }
1017 root 1.22
1018 elmex 1.1 /**
1019     * Handle apply on containers.
1020     * By Eneq(@csd.uu.se).
1021     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022     * added the alchemical cauldron to the code -b.t.
1023     */
1024 root 1.22 int
1025     apply_container (object *op, object *sack)
1026 elmex 1.1 {
1027 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1028 root 1.22 return 0; /* This might change */
1029 elmex 1.1
1030 root 1.68 if (!sack || sack->type != CONTAINER)
1031 root 1.22 {
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 1.68 if (sack->env && sack->env != op)
1039 root 1.22 {
1040 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041     return 1;
1042 elmex 1.1 }
1043    
1044 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1045     if (sack->flag [FLAG_APPLIED])
1046 root 1.22 {
1047 root 1.68 if (op->container == sack)
1048 root 1.22 {
1049 root 1.68 // open on ground or inv, so close
1050     op->close_container ();
1051     return 1;
1052 root 1.22 }
1053 root 1.68 else if (!sack->env)
1054 root 1.22 {
1055 root 1.68 // active, but not ours: some other player has opened it
1056     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057     return 1;
1058 root 1.14 }
1059 root 1.22
1060 root 1.68 // fall through to opening it (active in inv)
1061 elmex 1.1 }
1062 root 1.68 else if (sack->env)
1063 root 1.22 {
1064 root 1.68 // it is in our env, so activate it, do not open yet
1065     op->close_container ();
1066     sack->flag [FLAG_APPLIED] = 1;
1067     esrv_update_item (UPD_FLAGS, op, sack);
1068 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 root 1.68 return 1;
1070 elmex 1.1 }
1071    
1072 root 1.68 // it's locked?
1073 root 1.22 if (sack->slaying)
1074 root 1.68 {
1075     if (object *tmp = find_key (op, op, sack))
1076     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 root 1.22 else
1078     {
1079     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 root 1.68 return 1;
1081 root 1.22 }
1082 elmex 1.1 }
1083    
1084 root 1.68 op->open_container (sack);
1085 elmex 1.1
1086 root 1.22 return 1;
1087 elmex 1.1 }
1088    
1089     /**
1090     * Handles dropping things on altar.
1091     * Returns true if sacrifice was accepted.
1092     */
1093 root 1.22 static int
1094     apply_altar (object *altar, object *sacrifice, object *originator)
1095 elmex 1.1 {
1096 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1097     if (altar->inv && (!originator || originator->type != PLAYER))
1098     return 0;
1099    
1100     if (operate_altar (altar, &sacrifice))
1101     {
1102     /* Simple check. Unfortunately, it means you can't cast magic bullet
1103     * with an altar. We call it a Potion - altars are stationary - it
1104     * is up to map designers to use them properly.
1105     */
1106     if (altar->inv && altar->inv->type == SPELL)
1107     {
1108     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1109     cast_spell (originator, altar, 0, altar->inv, NULL);
1110     /* If it is connected, push the button. Fixes some problems with
1111     * old maps.
1112     */
1113 elmex 1.1
1114     /* push_button (altar);*/
1115 root 1.14 }
1116 root 1.22 else
1117     {
1118     altar->value = 1; /* works only once */
1119     push_button (altar);
1120     }
1121 root 1.26
1122     return !sacrifice;
1123 root 1.22 }
1124     else
1125 root 1.26 return 0;
1126 elmex 1.1 }
1127    
1128     /**
1129     * Handles 'movement' of shop mats.
1130     * Returns 1 if 'op' was destroyed, 0 if not.
1131     * Largely re-written to not use nearly as many gotos, plus
1132     * some of this code just looked plain out of date.
1133     * MSW 2001-08-29
1134     */
1135 root 1.22 int
1136     apply_shop_mat (object *shop_mat, object *op)
1137 elmex 1.1 {
1138 elmex 1.15 int rv = 0;
1139     double opinion;
1140     object *tmp, *next;
1141 elmex 1.1
1142 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 elmex 1.1
1144 elmex 1.15 if (op->type != PLAYER)
1145     {
1146     /* Remove all the unpaid objects that may be carried here.
1147     * This could be pets or monsters that are somehow in
1148     * the shop.
1149     */
1150     for (tmp = op->inv; tmp; tmp = next)
1151     {
1152     next = tmp->below;
1153 root 1.25
1154 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155     {
1156     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 root 1.14
1158 root 1.36 tmp->remove ();
1159 root 1.24
1160 elmex 1.15 if (i == -1)
1161     i = 0;
1162 root 1.24
1163 elmex 1.15 tmp->map = op->map;
1164     tmp->x = op->x + freearr_x[i];
1165     tmp->y = op->y + freearr_y[i];
1166     insert_ob_in_map (tmp, op->map, op, 0);
1167 root 1.14 }
1168     }
1169    
1170 elmex 1.15 /* Don't teleport things like spell effects */
1171     if (QUERY_FLAG (op, FLAG_NO_PICK))
1172     return 0;
1173 root 1.14
1174 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1175     * shop mats. Instead, put it on a nearby space.
1176     */
1177     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178     {
1179 root 1.14
1180 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 root 1.22
1183 elmex 1.15 if (i != -1)
1184 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185    
1186 elmex 1.15 return 0;
1187 root 1.14 }
1188 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1189     * the teleport function should be able to handle this just fine.
1190     */
1191     rv = teleport (shop_mat, SHOP_MAT, op);
1192 elmex 1.1 }
1193 root 1.25 else if (can_pay (op) && get_payment (op))
1194 elmex 1.15 {
1195 root 1.24 /* this is only used for players */
1196 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1197    
1198     if (shop_mat->msg)
1199 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1201     * but there is never a guarantee that the bottom space on the map is
1202     * actually the shop floor.
1203     */
1204     else if (!rv && !is_in_shop (op))
1205     {
1206     opinion = shopkeeper_approval (op->map, op);
1207 root 1.24
1208 elmex 1.15 if (opinion > 0.9)
1209 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 elmex 1.15 else if (opinion > 0.75)
1211     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212     else if (opinion > 0.5)
1213     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214     else
1215 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 root 1.14 }
1217 elmex 1.1 }
1218 elmex 1.15 else
1219     {
1220     /* if we get here, a player tried to leave a shop but was not able
1221     * to afford the items he has. We try to move the player so that
1222     * they are not on the mat anymore
1223     */
1224     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 root 1.22
1226 elmex 1.15 if (i == -1)
1227     {
1228     LOG (llevError, "Internal shop-mat problem.\n");
1229     }
1230     else
1231     {
1232 root 1.36 op->remove ();
1233 elmex 1.15 op->x += freearr_x[i];
1234     op->y += freearr_y[i];
1235     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 root 1.14 }
1237 elmex 1.1 }
1238 root 1.24
1239 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1240     return rv;
1241 elmex 1.1 }
1242    
1243     /**
1244     * Handles applying a sign.
1245     */
1246 root 1.22 static void
1247     apply_sign (object *op, object *sign, int autoapply)
1248 elmex 1.1 {
1249 root 1.22 readable_message_type *msgType;
1250     char newbuf[HUGE_BUF];
1251    
1252     if (sign->msg == NULL)
1253     {
1254     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255     return;
1256 elmex 1.1 }
1257    
1258 root 1.22 if (sign->stats.food)
1259     {
1260     if (sign->last_eat >= sign->stats.food)
1261     {
1262     if (!sign->move_on)
1263     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264     return;
1265 root 1.14 }
1266 elmex 1.1
1267 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268     sign->last_eat++;
1269 elmex 1.1 }
1270    
1271 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1272     * No way to know for sure. The presumption is basically that if
1273     * move_on is zero, it needs to be manually applied (doesn't talk
1274     * to us).
1275     */
1276     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277     {
1278     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279     return;
1280     }
1281     msgType = get_readable_message_type (sign);
1282     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1283     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1284 elmex 1.1 }
1285    
1286     /**
1287     * 'victim' moves onto 'trap'
1288     * 'victim' leaves 'trap'
1289     * effect is determined by move_on/move_off of trap and move_type of victime.
1290     *
1291     * originator: Player, monster or other object that caused 'victim' to move
1292     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1293     * However, some types of traps require an originator to function.
1294     */
1295 root 1.22 void
1296 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1297 elmex 1.1 {
1298     static int recursion_depth = 0;
1299    
1300     /* Only exits affect DMs. */
1301 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1302 elmex 1.1 return;
1303    
1304     /* move_apply() is the most likely candidate for causing unwanted and
1305     * possibly unlimited recursion.
1306     */
1307     /* The following was changed because it was causing perfeclty correct
1308     * maps to fail. 1) it's not an error to recurse:
1309     * rune detonates, summoning monster. monster lands on nearby rune.
1310     * nearby rune detonates. This sort of recursion is expected and
1311     * proper. This code was causing needless crashes.
1312     */
1313 root 1.22 if (recursion_depth >= 500)
1314     {
1315     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1317     return;
1318 elmex 1.1 }
1319 root 1.22 recursion_depth++;
1320     if (trap->head)
1321     trap = trap->head;
1322 elmex 1.1
1323 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1324     goto leave;
1325 elmex 1.1
1326 root 1.22 switch (trap->type)
1327     {
1328 root 1.23 case PLAYERMOVER:
1329     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330     {
1331     if (!trap->stats.maxsp)
1332     trap->stats.maxsp = 2;
1333 root 1.14
1334 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1335     * should be divided by trap->speed
1336     */
1337     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338 root 1.14
1339 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1340     * above with some objects have zero speed, and thus the player
1341     * getting permanently paralyzed.
1342     */
1343 root 1.93 if (victim->speed_left < -50.f)
1344     victim->speed_left = -50.f;
1345 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346     }
1347     goto leave;
1348 root 1.14
1349 root 1.23 case SPINNER:
1350     if (victim->direction)
1351     {
1352     victim->direction = absdir (victim->direction - trap->stats.sp);
1353     update_turn_face (victim);
1354     }
1355     goto leave;
1356 root 1.14
1357 root 1.23 case DIRECTOR:
1358     if (victim->direction && !should_director_abort (trap, victim))
1359     {
1360     victim->direction = trap->stats.sp;
1361     update_turn_face (victim);
1362     }
1363     goto leave;
1364 root 1.14
1365 root 1.23 case BUTTON:
1366     case PEDESTAL:
1367     update_button (trap);
1368     goto leave;
1369    
1370     case ALTAR:
1371     /* sacrifice victim on trap */
1372     apply_altar (trap, victim, originator);
1373     goto leave;
1374 root 1.14
1375 root 1.23 case THROWN_OBJ:
1376     if (trap->inv == NULL)
1377 root 1.22 goto leave;
1378 root 1.23 /* fallthrough */
1379 root 1.14
1380 root 1.23 case ARROW:
1381     /* bad bug: monster throw a object, make a step forwards, step on object ,
1382     * trigger this here and get hit by own missile - and will be own enemy.
1383     * Victim then is his own enemy and will start to kill herself (this is
1384     * removed) but we have not synced victim and his missile. To avoid senseless
1385     * action, we avoid hits here
1386     */
1387     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388     hit_with_arrow (trap, victim);
1389     goto leave;
1390 root 1.14
1391 root 1.23 case SPELL_EFFECT:
1392     apply_spell_effect (trap, victim);
1393     goto leave;
1394 root 1.14
1395 root 1.23 case TRAPDOOR:
1396     {
1397     int max, sound_was_played;
1398     object *ab, *ab_next;
1399 root 1.22
1400 root 1.23 if (!trap->value)
1401     {
1402     int tot;
1403 root 1.14
1404 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407 root 1.14
1408 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409     goto leave;
1410 root 1.22
1411 root 1.23 SET_ANIMATION (trap, trap->value);
1412     update_object (trap, UP_OBJ_FACE);
1413     }
1414 root 1.14
1415 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 root 1.22 {
1417 root 1.23 /* need to set this up, since if we do transfer the object,
1418     * ab->above would be bogus
1419     */
1420     ab_next = ab->above;
1421 root 1.14
1422 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 root 1.22 {
1424 root 1.23 if (!sound_was_played)
1425     {
1426     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427     sound_was_played = 1;
1428     }
1429     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 root 1.14 }
1432     }
1433 root 1.22 goto leave;
1434 root 1.23 }
1435 root 1.14
1436    
1437 root 1.23 case CONVERTER:
1438     if (convert_item (victim, trap) < 0)
1439     {
1440     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1442     }
1443 root 1.14
1444 root 1.23 goto leave;
1445 root 1.14
1446 root 1.23 case TRIGGER_BUTTON:
1447     case TRIGGER_PEDESTAL:
1448     case TRIGGER_ALTAR:
1449     check_trigger (trap, victim);
1450     goto leave;
1451    
1452     case DEEP_SWAMP:
1453     walk_on_deep_swamp (trap, victim);
1454     goto leave;
1455    
1456     case CHECK_INV:
1457 elmex 1.46 check_inv (victim, trap);
1458 root 1.23 goto leave;
1459    
1460     case HOLE:
1461     /* Hole not open? */
1462     if (trap->stats.wc > 0)
1463 root 1.22 goto leave;
1464 root 1.14
1465 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1466     * Processing will happen if the head runs into the pit
1467     */
1468     if (victim->head)
1469 root 1.22 goto leave;
1470 root 1.14
1471 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474     goto leave;
1475 root 1.14
1476 root 1.23 case EXIT:
1477     if (victim->type == PLAYER && EXIT_PATH (trap))
1478     {
1479     /* Basically, don't show exits leading to random maps the
1480     * players output.
1481     */
1482 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484 root 1.55
1485     victim->enter_exit (trap);
1486 root 1.23 }
1487     goto leave;
1488 root 1.14
1489 root 1.23 case ENCOUNTER:
1490     /* may be some leftovers on this */
1491     goto leave;
1492    
1493     case SHOP_MAT:
1494     apply_shop_mat (trap, victim);
1495     goto leave;
1496    
1497     /* Drop a certain amount of gold, and have one item identified */
1498     case IDENTIFY_ALTAR:
1499     apply_id_altar (victim, trap, originator);
1500     goto leave;
1501    
1502     case SIGN:
1503     if (victim->type != PLAYER && trap->stats.food > 0)
1504 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1505 root 1.23
1506     apply_sign (victim, trap, 1);
1507     goto leave;
1508    
1509     case CONTAINER:
1510 root 1.68 apply_container (victim, trap);
1511 root 1.23 goto leave;
1512    
1513     case RUNE:
1514     case TRAP:
1515     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516     {
1517     spring_trap (trap, victim);
1518     }
1519     goto leave;
1520 root 1.14
1521 root 1.23 default:
1522     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1524     goto leave;
1525 elmex 1.1 }
1526    
1527 root 1.22 leave:
1528     recursion_depth--;
1529 elmex 1.1 }
1530    
1531     /**
1532     * Handles reading a regular (ie not containing a spell) book.
1533     */
1534 root 1.22 static void
1535     apply_book (object *op, object *tmp)
1536 elmex 1.1 {
1537 root 1.22 int lev_diff;
1538     object *skill_ob;
1539    
1540     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541     {
1542     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543     return;
1544     }
1545     if (tmp->msg == NULL)
1546     {
1547     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548     return;
1549     }
1550 elmex 1.1
1551 root 1.22 /* need a literacy skill to read stuff! */
1552     skill_ob = find_skill_by_name (op, tmp->skill);
1553     if (!skill_ob)
1554     {
1555     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 elmex 1.1 return;
1557     }
1558 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1559     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560     {
1561     if (lev_diff < 2)
1562     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1563     else if (lev_diff < 3)
1564     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1565     else if (lev_diff < 5)
1566     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1567     else if (lev_diff < 8)
1568     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569     else if (lev_diff < 15)
1570     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571     else
1572     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 elmex 1.1 return;
1574     }
1575    
1576 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1577    
1578     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579     msgType->message_type, msgType->message_subtype,
1580 root 1.74 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581     long_desc (tmp, op), &tmp->msg);
1582 root 1.22
1583     /* gain xp from reading */
1584     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585     { /* only if not read before */
1586     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587    
1588     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589     {
1590     /*exp_gain *= 2; because they just identified it too */
1591     SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 root 1.41
1593 root 1.22 /* If in a container, update how it looks */
1594     if (tmp->env)
1595     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1596     else
1597 root 1.50 op->contr->ns->floorbox_update ();
1598 root 1.22 }
1599 root 1.41
1600 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1601     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 elmex 1.1 }
1603     }
1604    
1605     /**
1606     * Handles the applying of a skill scroll, calling learn_skill straight.
1607     * op is the person learning the skill, tmp is the skill scroll object
1608     */
1609 root 1.22 static void
1610     apply_skillscroll (object *op, object *tmp)
1611 elmex 1.1 {
1612 root 1.22 switch ((int) learn_skill (op, tmp))
1613     {
1614 root 1.24 case 0:
1615     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1616     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1617     return;
1618    
1619     case 1:
1620     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621     decrease_ob (tmp);
1622     return;
1623 root 1.14
1624 root 1.24 default:
1625     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1626     decrease_ob (tmp);
1627     return;
1628 elmex 1.1 }
1629     }
1630    
1631     /**
1632     * Actually makes op learn spell.
1633     * Informs player of what happens.
1634     */
1635 root 1.22 void
1636     do_learn_spell (object *op, object *spell, int special_prayer)
1637 elmex 1.1 {
1638 root 1.22 object *tmp;
1639 elmex 1.1
1640 root 1.22 if (op->type != PLAYER)
1641     {
1642     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1643     return;
1644 elmex 1.1 }
1645    
1646 root 1.22 /* Upgrade special prayers to normal prayers */
1647     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648     {
1649     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650     {
1651     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1652     return;
1653 elmex 1.1 }
1654 root 1.22 return;
1655 elmex 1.1 }
1656    
1657 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1658 root 1.39 tmp = spell->clone ();
1659 root 1.22 insert_ob_in_ob (tmp, op);
1660    
1661     if (special_prayer)
1662 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1663 elmex 1.1
1664 root 1.22 esrv_add_spells (op->contr, tmp);
1665 elmex 1.1 }
1666    
1667     /**
1668     * Erases spell from player's inventory.
1669     */
1670 root 1.22 void
1671     do_forget_spell (object *op, const char *spell)
1672 elmex 1.1 {
1673 root 1.22 object *spob;
1674    
1675     if (op->type != PLAYER)
1676     {
1677     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1678     return;
1679     }
1680     if ((spob = check_spell_known (op, spell)) == NULL)
1681     {
1682     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683     return;
1684     }
1685 elmex 1.1
1686 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1687     player_unready_range_ob (op->contr, spob);
1688     esrv_remove_spell (op->contr, spob);
1689 root 1.37 spob->destroy ();
1690 elmex 1.1 }
1691    
1692     /**
1693     * Handles player applying a spellbook.
1694     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1695     * stuff like that. Random learning failure too.
1696     */
1697 root 1.22 static void
1698     apply_spellbook (object *op, object *tmp)
1699 elmex 1.1 {
1700 root 1.22 object *skop, *spell, *spell_skill;
1701    
1702     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703     {
1704     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1705     return;
1706     }
1707    
1708     /* artifact_spellbooks have 'slaying' field point to a spell name,
1709     * instead of having their spell stored in stats.sp. These are
1710     * legacy spellbooks
1711     */
1712 elmex 1.1
1713 root 1.22 if (tmp->slaying != NULL)
1714     {
1715     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716     if (!spell)
1717     {
1718     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719     return;
1720 root 1.14 }
1721 root 1.22 else
1722     insert_ob_in_ob (spell, tmp);
1723     tmp->slaying = NULL;
1724     }
1725    
1726     skop = find_skill_by_name (op, tmp->skill);
1727    
1728     /* need a literacy skill to learn spells. Also, having a literacy level
1729     * lower than the spell will make learning the spell more difficult */
1730     if (!skop)
1731     {
1732     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1733     return;
1734     }
1735    
1736     spell = tmp->inv;
1737 root 1.32
1738 root 1.22 if (!spell)
1739     {
1740     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1742     return;
1743     }
1744 root 1.31
1745 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 root 1.22 {
1747 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 root 1.22 return;
1749     }
1750    
1751     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752    
1753     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754     {
1755     identify (tmp);
1756 root 1.41
1757 root 1.22 if (tmp->env)
1758     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759     else
1760 root 1.50 op->contr->ns->floorbox_update ();
1761 root 1.22 }
1762    
1763     /* I removed the check for special_prayer_mark here - it didn't make
1764     * a lot of sense - special prayers are not found in spellbooks, and
1765     * if the player doesn't know the spell, doesn't make a lot of sense that
1766     * they would have a special prayer mark.
1767     */
1768     if (check_spell_known (op, spell->name))
1769     {
1770     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1771     return;
1772 elmex 1.1 }
1773 root 1.22
1774     if (spell->skill)
1775     {
1776     spell_skill = find_skill_by_name (op, spell->skill);
1777 root 1.25
1778 root 1.22 if (!spell_skill)
1779     {
1780 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1781 root 1.22 return;
1782 root 1.14 }
1783 root 1.25
1784 root 1.22 if (spell_skill->level < spell->level)
1785     {
1786     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1787     return;
1788 root 1.14 }
1789 elmex 1.1 }
1790    
1791 root 1.22 /* Logic as follows
1792     *
1793     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1794     *
1795     * 2- The learner's skill level in literacy adjusts the chance to learn
1796     * a spell.
1797     *
1798     * 3 -Automatically fail to learn if you read while confused
1799     *
1800     * Overall, chances are the same but a player will find having a high
1801     * literacy rate very useful! -b.t.
1802     */
1803     if (QUERY_FLAG (op, FLAG_CONFUSED))
1804     {
1805     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1806     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807     }
1808     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810     {
1811    
1812     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813     do_learn_spell (op, spell, 0);
1814    
1815     /* xp gain to literacy for spell learning */
1816     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 elmex 1.1 }
1819 root 1.22 else
1820     {
1821     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1823     }
1824 root 1.73
1825 root 1.22 decrease_ob (tmp);
1826 elmex 1.1 }
1827    
1828     /**
1829     * Handles applying a spell scroll.
1830     */
1831 root 1.22 void
1832     apply_scroll (object *op, object *tmp, int dir)
1833 elmex 1.1 {
1834 root 1.22 object *skop;
1835 elmex 1.1
1836 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837     {
1838     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1839     return;
1840 elmex 1.1 }
1841    
1842 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1843     {
1844     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1845     return;
1846 elmex 1.1 }
1847    
1848 root 1.22 if (op->type == PLAYER)
1849     {
1850     /* players need a literacy skill to read stuff! */
1851     int exp_gain = 0;
1852 elmex 1.1
1853 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1854     * should go for anything killed by the spell.
1855     */
1856     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 elmex 1.1
1858 root 1.22 if (!skop)
1859     {
1860     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1861     return;
1862     }
1863 elmex 1.1
1864 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865     change_exp (op, exp_gain, skop->skill, 0);
1866 elmex 1.1 }
1867    
1868 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869     identify (tmp);
1870 elmex 1.1
1871 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 elmex 1.1
1873 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874     decrease_ob (tmp);
1875 elmex 1.1 }
1876    
1877     /**
1878     * Applies a treasure object - by default, chest. op
1879     * is the person doing the applying, tmp is the treasure
1880     * chest.
1881     */
1882 root 1.22 static void
1883     apply_treasure (object *op, object *tmp)
1884 elmex 1.1 {
1885 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1886     * for the chest is done when the chest is created, and put into the chest
1887     * inventory. So that when the chest burns up, the items still exist. Also
1888     * prevents people fromt moving chests to more difficult maps to get better
1889     * treasure
1890     */
1891 root 1.99 object *treas = tmp->inv;
1892 root 1.22
1893 root 1.99 if (!treas)
1894 root 1.22 {
1895     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896     decrease_ob (tmp);
1897     return;
1898     }
1899 root 1.99
1900 root 1.22 while (tmp->inv)
1901     {
1902     treas = tmp->inv;
1903 elmex 1.1
1904 root 1.36 treas->remove ();
1905 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 elmex 1.1
1907 root 1.22 treas->x = op->x;
1908     treas->y = op->y;
1909     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910    
1911     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912     spring_trap (treas, op);
1913 root 1.37
1914 root 1.22 /* If either player or container was destroyed, no need to do
1915     * further processing. I think this should be enclused with
1916     * spring trap above, as I don't think there is otherwise
1917     * any way for the treasure chest or player to get killed
1918     */
1919 root 1.29 if (op->destroyed () || tmp->destroyed ())
1920 root 1.22 break;
1921 elmex 1.1 }
1922    
1923 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1924 root 1.22 decrease_ob (tmp);
1925 elmex 1.1
1926     }
1927    
1928     /**
1929     * op eats food.
1930     * If player, takes care of messages and dragon special food.
1931     */
1932 root 1.22 static void
1933     apply_food (object *op, object *tmp)
1934 elmex 1.1 {
1935 root 1.22 int capacity_remaining;
1936 elmex 1.1
1937 root 1.22 if (op->type != PLAYER)
1938     op->stats.hp = op->stats.maxhp;
1939     else
1940     {
1941 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1942 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1943 root 1.14 ;
1944 root 1.22 else
1945     {
1946     /* usual case - no dragon meal: */
1947     if (op->stats.food + tmp->stats.food > 999)
1948     {
1949     if (tmp->type == FOOD || tmp->type == FLESH)
1950     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1951     else
1952     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1953     }
1954    
1955     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956     {
1957     char buf[MAX_BUF];
1958    
1959     if (!is_dragon_pl (op))
1960     {
1961     /* eating message for normal players */
1962     if (tmp->type == DRINK)
1963     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964     else
1965     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966     }
1967     else
1968     {
1969     /* eating message for dragon players */
1970     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1971     }
1972    
1973     new_draw_info (NDI_UNIQUE, 0, op, buf);
1974     capacity_remaining = 999 - op->stats.food;
1975     op->stats.food += tmp->stats.food;
1976     if (capacity_remaining < tmp->stats.food)
1977     op->stats.hp += capacity_remaining / 50;
1978     else
1979     op->stats.hp += tmp->stats.food / 50;
1980     if (op->stats.hp > op->stats.maxhp)
1981     op->stats.hp = op->stats.maxhp;
1982     if (op->stats.food > 999)
1983     op->stats.food = 999;
1984     }
1985 root 1.14
1986 root 1.22 /* special food hack -b.t. */
1987     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988     eat_special_food (op, tmp);
1989     }
1990 elmex 1.1 }
1991 root 1.22 handle_apply_yield (tmp);
1992     decrease_ob (tmp);
1993 elmex 1.1 }
1994    
1995     /**
1996     * A dragon is eating some flesh. If the flesh contains resistances,
1997     * there is a chance for the dragon's skin to get improved.
1998     *
1999     * attributes:
2000     * object *op the object (dragon player) eating the flesh
2001     * object *meal the flesh item, getting chewed in dragon's mouth
2002     * return:
2003     * int 1 if eating successful, 0 if it doesn't work
2004     */
2005 root 1.22 int
2006     dragon_eat_flesh (object *op, object *meal)
2007     {
2008     object *skin = NULL; /* pointer to dragon skin force */
2009     object *abil = NULL; /* pointer to dragon ability force */
2010     object *tmp = NULL; /* tmp. object */
2011    
2012 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2013     double chance; /* improvement-chance of one resistance type */
2014 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2015     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016     double mbonus = 0; /* monster bonus */
2017 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2018 root 1.22 int winners = 0; /* number of winners */
2019 elmex 1.1 int i; /* index */
2020 root 1.22
2021 elmex 1.1 /* let's make sure and doublecheck the parameters */
2022 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2023 elmex 1.1 return 0;
2024 root 1.22
2025 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026     from the player's inventory */
2027 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028     shstr_cmp dragon_skin_force ("dragon_skin_force");
2029    
2030     for (tmp = op->inv; tmp; tmp = tmp->below)
2031     if (tmp->type == FORCE)
2032     if (tmp->arch->name == dragon_skin_force)
2033     skin = tmp;
2034     else if (tmp->arch->name == dragon_ability_force)
2035     abil = tmp;
2036 root 1.22
2037 elmex 1.1 /* if either skin or ability are missing, this is an old player
2038     which is not to be considered a dragon -> bail out */
2039 root 1.22 if (skin == NULL || abil == NULL)
2040     return 0;
2041    
2042 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2043 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2044 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2045     else
2046 root 1.22 op->stats.hp += meal->stats.food / 50;
2047     if (op->stats.hp > op->stats.maxhp)
2048     op->stats.hp = op->stats.maxhp;
2049    
2050     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051    
2052     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053    
2054 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2055 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2056     {
2057     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058     {
2059     /* got positive resistance, now calculate improvement chance (0-100) */
2060    
2061     /* this bonus makes resistance increase easier at lower levels */
2062     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063     if (i == abil->stats.exp)
2064     bonus += 5; /* additional bonus for resistance of ability-focus */
2065    
2066     /* monster bonus increases with level, because high-level
2067     flesh is too rare */
2068     mbonus = op->level * 20. / ((double) settings.max_level);
2069    
2070     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071     ((double) settings.max_level)) - skin->resist[i];
2072    
2073     if (chance >= 0.)
2074     chance += 1.;
2075     else
2076     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077    
2078     /* chance is proportional to amount of resistance (max. 50) */
2079     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080    
2081     /* doubled chance for resistance of ability-focus */
2082     if (i == abil->stats.exp)
2083     chance = MIN (100., chance * 2.);
2084    
2085     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2087 root 1.22 {
2088     atnr_winner[winners] = i;
2089     winners++;
2090     }
2091    
2092     if (chance >= 0.01)
2093     totalchance *= 1 - chance / 100;
2094    
2095     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096     }
2097 elmex 1.1 }
2098 root 1.22
2099 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2100 root 1.22 totalchance = 100 - totalchance * 100;
2101 elmex 1.1 /* print message according to totalchance */
2102     if (totalchance > 50.)
2103 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2104 elmex 1.1 else if (totalchance > 10.)
2105 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2106 elmex 1.1 else if (totalchance > 1.)
2107 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2108 elmex 1.1 else if (totalchance > 0.1)
2109 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2110 elmex 1.1 else if (totalchance >= 0.01)
2111 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2112     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113     sprintf (buf, "The %s tasted strange.", &meal->name);
2114     else
2115     sprintf (buf, "The %s had no taste.", &meal->name);
2116     new_draw_info (NDI_UNIQUE, 0, op, buf);
2117    
2118 elmex 1.1 /* now choose a winner if we have any */
2119     i = -1;
2120 root 1.22 if (winners > 0)
2121     i = atnr_winner[RANDOM () % winners];
2122    
2123     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124     {
2125     /* resistance increased! */
2126     skin->resist[i]++;
2127 root 1.51 op->update_stats ();
2128 root 1.22
2129     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2130     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131     }
2132    
2133 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2134     into the ability_force and it will take effect on next level */
2135 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136     {
2137     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138    
2139     if (meal->last_eat != abil->stats.exp)
2140     {
2141     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142     new_draw_info (NDI_UNIQUE, 0, op, buf);
2143     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144     new_draw_info (NDI_UNIQUE, 0, op, buf);
2145     }
2146     else
2147     {
2148     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2149     new_draw_info (NDI_UNIQUE, 0, op, buf);
2150     abil->last_eat = 0;
2151     }
2152 elmex 1.1 }
2153     return 1;
2154     }
2155    
2156     /**
2157     * Handles applying an improve armor scroll.
2158     * Does some sanity checks, then calls improve_armour.
2159     */
2160 root 1.22 static void
2161     apply_armour_improver (object *op, object *tmp)
2162 elmex 1.1 {
2163 root 1.22 object *armor;
2164 elmex 1.1
2165 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2166     {
2167     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2168     return;
2169 elmex 1.1 }
2170 root 1.51
2171 root 1.22 armor = find_marked_object (op);
2172 root 1.51
2173 root 1.22 if (!armor)
2174     {
2175     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2176 elmex 1.1 return;
2177     }
2178 root 1.51
2179 root 1.22 if (armor->type != ARMOUR
2180     && armor->type != CLOAK
2181     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 elmex 1.1 {
2183 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2184     return;
2185 elmex 1.1 }
2186    
2187 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2188     improve_armour (op, tmp, armor);
2189 elmex 1.1 }
2190    
2191 root 1.22 extern void
2192     apply_poison (object *op, object *tmp)
2193 elmex 1.1 {
2194 root 1.22 if (op->type == PLAYER)
2195     {
2196     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2197     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2198     strcpy (op->contr->killer, "poisonous booze");
2199 elmex 1.1 }
2200 root 1.22 if (tmp->stats.hp > 0)
2201     {
2202     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2203     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2204 elmex 1.1 }
2205 root 1.22 op->stats.food -= op->stats.food / 4;
2206     handle_apply_yield (tmp);
2207     decrease_ob (tmp);
2208 elmex 1.1 }
2209    
2210     /**
2211 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 elmex 1.1 * A valid 2 way exit means:
2213     * -You can come back (there is another exit at the other side)
2214     * -You are
2215 root 1.44 * ° the owner of the exit
2216     * ° or in the same party as the owner
2217 elmex 1.1 *
2218     * Note: a owner in a 2 way exit is saved as the owner's name
2219     * in the field exit->name cause the field exit->owner doesn't
2220     * survive in the swapping (in fact the whole exit doesn't survive).
2221     */
2222 root 1.22 int
2223     is_legal_2ways_exit (object *op, object *exit)
2224     {
2225     if (exit->stats.exp != 1)
2226     return 1; /*This is not a 2 way, so it is legal */
2227 root 1.52
2228 root 1.55 #if 0 //TODO
2229 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230     return 0; /* This is a reset town portal */
2231 root 1.55 #endif
2232    
2233 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234 root 1.52
2235 root 1.22 if (exitmap)
2236     {
2237 root 1.58 exitmap->load_sync ();
2238    
2239     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240 root 1.52
2241 root 1.22 if (!tmp)
2242     return 0;
2243 root 1.52
2244 root 1.58 for (; tmp; tmp = tmp->above)
2245 root 1.22 {
2246     if (tmp->type != EXIT)
2247     continue; /*Not an exit */
2248 root 1.52
2249 root 1.22 if (!EXIT_PATH (tmp))
2250     continue; /*Not a valid exit */
2251 root 1.52
2252 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2253     continue; /*Not in the same place */
2254 root 1.52
2255 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2256 root 1.22 continue; /*Not in the same map */
2257    
2258     /* From here we have found the exit is valid. However we do
2259     * here the check of the exit owner. It is important for the
2260     * town portals to prevent strangers from visiting your appartments
2261     */
2262     if (!exit->race)
2263     return 1; /*No owner, free for all! */
2264 root 1.52
2265 root 1.58 object *exit_owner = 0;
2266 root 1.52
2267     for_all_players (pp)
2268 root 1.22 {
2269     if (!pp->ob)
2270     continue;
2271 root 1.52
2272 root 1.22 if (pp->ob->name != exit->race)
2273     continue;
2274 root 1.52
2275 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2276     break;
2277     }
2278 root 1.52
2279 root 1.22 if (!exit_owner)
2280     return 0; /* No more owner */
2281 root 1.52
2282 root 1.22 if (exit_owner->contr == op->contr)
2283     return 1; /*It is your exit */
2284 root 1.52
2285 root 1.22 if (exit_owner && /*There is a owner */
2286     (op->contr) && /*A player tries to pass */
2287     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2288     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2289     return 0;
2290 root 1.52
2291 root 1.22 return 1;
2292     }
2293     }
2294 root 1.52
2295 root 1.22 return 0;
2296     }
2297 elmex 1.1
2298     /**
2299     * Main apply handler.
2300     *
2301     * Checks for unpaid items before applying.
2302     *
2303     * Return value:
2304     * 0: player or monster can't apply objects of that type
2305     * 1: has been applied, or there was an error applying the object
2306     * 2: objects of that type can't be applied if not in inventory
2307     *
2308     * op is the object that is causing object to be applied, tmp is the object
2309     * being applied.
2310     *
2311     * aflag is special (always apply/unapply) flags. Nothing is done with
2312     * them in this function - they are passed to apply_special
2313     */
2314 root 1.22 int
2315     manual_apply (object *op, object *tmp, int aflag)
2316 elmex 1.1 {
2317 root 1.22 if (tmp->head)
2318     tmp = tmp->head;
2319 elmex 1.1
2320 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321     {
2322     if (op->type == PLAYER)
2323     {
2324     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2325     return 1;
2326     }
2327     else
2328 root 1.51 return 0; /* monsters just skip unpaid items */
2329 elmex 1.1 }
2330    
2331 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332     return RESULT_INT (0);
2333 root 1.8
2334 root 1.22 switch (tmp->type)
2335     {
2336 root 1.24 case CF_HANDLE:
2337     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2338     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2339     tmp->value = tmp->value ? 0 : 1;
2340     SET_ANIMATION (tmp, tmp->value);
2341     update_object (tmp, UP_OBJ_FACE);
2342     push_button (tmp);
2343     return 1;
2344 root 1.14
2345 root 1.24 case TRIGGER:
2346     if (check_trigger (tmp, op))
2347     {
2348     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2349     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2350     }
2351     else
2352 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2353    
2354 root 1.24 return 1;
2355 root 1.14
2356 root 1.24 case EXIT:
2357     if (op->type != PLAYER)
2358     return 0;
2359 root 1.57
2360 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 root 1.24 else
2363     {
2364     /* Don't display messages for random maps. */
2365 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367 root 1.57
2368 root 1.55 op->enter_exit (tmp);
2369 root 1.24 }
2370 root 1.85
2371 root 1.24 return 1;
2372 root 1.14
2373 root 1.24 case SIGN:
2374     apply_sign (op, tmp, 0);
2375     return 1;
2376 root 1.14
2377 root 1.24 case BOOK:
2378     if (op->type == PLAYER)
2379     {
2380     apply_book (op, tmp);
2381     return 1;
2382     }
2383     else
2384 root 1.85 return 0;
2385 root 1.14
2386 root 1.24 case SKILLSCROLL:
2387     if (op->type == PLAYER)
2388     {
2389     apply_skillscroll (op, tmp);
2390     return 1;
2391     }
2392 root 1.85 else
2393     return 0;
2394 root 1.14
2395 root 1.24 case SPELLBOOK:
2396     if (op->type == PLAYER)
2397     {
2398     apply_spellbook (op, tmp);
2399     return 1;
2400     }
2401 root 1.85 else
2402     return 0;
2403 root 1.14
2404 root 1.24 case SCROLL:
2405     apply_scroll (op, tmp, 0);
2406     return 1;
2407 root 1.14
2408 root 1.24 case POTION:
2409 root 1.85 apply_potion (op, tmp);
2410 root 1.24 return 1;
2411 root 1.14
2412 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 root 1.68 //TODO: remove, as it is unsed?
2414 root 1.24 case CLOSE_CON:
2415 root 1.68 apply_container (op, tmp->env);
2416 root 1.24 return 1;
2417 root 1.14
2418 root 1.24 case CONTAINER:
2419 root 1.68 apply_container (op, tmp);
2420 root 1.24 return 1;
2421 root 1.14
2422 root 1.24 case TREASURE:
2423     if (op->type == PLAYER)
2424     {
2425     apply_treasure (op, tmp);
2426     return 1;
2427     }
2428     else
2429 root 1.68 return 0;
2430 root 1.14
2431 root 1.24 case WEAPON:
2432     case ARMOUR:
2433     case BOOTS:
2434     case GLOVES:
2435     case AMULET:
2436     case GIRDLE:
2437     case BRACERS:
2438     case SHIELD:
2439     case HELMET:
2440     case RING:
2441     case CLOAK:
2442     case WAND:
2443     case ROD:
2444     case HORN:
2445     case SKILL:
2446     case BOW:
2447     case LAMP:
2448     case BUILDER:
2449     case SKILL_TOOL:
2450     if (tmp->env != op)
2451     return 2; /* not in inventory */
2452 root 1.79
2453     apply_special (op, tmp, aflag);
2454 root 1.24 return 1;
2455 root 1.14
2456 root 1.24 case DRINK:
2457     case FOOD:
2458     case FLESH:
2459     apply_food (op, tmp);
2460     return 1;
2461 root 1.14
2462 root 1.24 case POISON:
2463     apply_poison (op, tmp);
2464     return 1;
2465 root 1.14
2466 root 1.24 case SAVEBED:
2467 root 1.51 return 1;
2468 root 1.14
2469 root 1.24 case ARMOUR_IMPROVER:
2470     if (op->type == PLAYER)
2471     {
2472     apply_armour_improver (op, tmp);
2473     return 1;
2474     }
2475     else
2476 root 1.51 return 0;
2477 root 1.14
2478 root 1.24 case WEAPON_IMPROVER:
2479 root 1.85 check_improve_weapon (op, tmp);
2480 root 1.24 return 1;
2481 root 1.14
2482 root 1.24 case CLOCK:
2483     if (op->type == PLAYER)
2484     {
2485     char buf[MAX_BUF];
2486     timeofday_t tod;
2487 root 1.22
2488 root 1.24 get_tod (&tod);
2489     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2490     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493     new_draw_info (NDI_UNIQUE, 0, op, buf);
2494     return 1;
2495     }
2496     else
2497 root 1.85 return 0;
2498 root 1.14
2499 root 1.24 case MENU:
2500     if (op->type == PLAYER)
2501     {
2502 elmex 1.75 shop_listing (tmp, op);
2503 root 1.24 return 1;
2504     }
2505     else
2506 root 1.85 return 0;
2507 elmex 1.1
2508 root 1.24 case POWER_CRYSTAL:
2509     apply_power_crystal (op, tmp); /* see egoitem.c */
2510     return 1;
2511 root 1.14
2512 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2513     if (op->type == PLAYER)
2514     {
2515     apply_lighter (op, tmp);
2516     return 1;
2517     }
2518     else
2519 root 1.85 return 0;
2520 root 1.14
2521 root 1.24 case ITEM_TRANSFORMER:
2522     apply_item_transformer (op, tmp);
2523     return 1;
2524 root 1.14
2525 root 1.24 default:
2526     return 0;
2527 elmex 1.1 }
2528     }
2529    
2530    
2531     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2532     * messages as needed by player_apply_below(). But there can still be
2533     * "but you are floating high above the ground" messages.
2534     *
2535     * Same return value as apply() function.
2536     */
2537 root 1.22 int
2538     player_apply (object *pl, object *op, int aflag, int quiet)
2539 elmex 1.1 {
2540 root 1.22 int tmp;
2541 elmex 1.1
2542 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2543     {
2544     /* player is flying and applying object not in inventory */
2545     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546     {
2547     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2548     return 0;
2549 root 1.14 }
2550 elmex 1.1 }
2551    
2552 root 1.22 pl->contr->last_used = op;
2553 elmex 1.1
2554 root 1.22 tmp = manual_apply (pl, op, aflag);
2555     if (!quiet)
2556     {
2557     if (tmp == 0)
2558     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2559     else if (tmp == 2)
2560     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2561 elmex 1.1 }
2562 root 1.22 return tmp;
2563 elmex 1.1 }
2564    
2565     /**
2566     * player_apply_below attempts to apply the object 'below' the player.
2567     * If the player has an open container, we use that for below, otherwise
2568     * we use the ground.
2569     */
2570 root 1.22 void
2571     player_apply_below (object *pl)
2572 elmex 1.1 {
2573 root 1.68 int floors = 0;
2574 root 1.22
2575     /* If using a container, set the starting item to be the top
2576     * item in the container. Otherwise, use the map.
2577 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2578 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2579     * next object in the stack before applying. This is can only be a
2580     * problem if player_apply() has a bug in that it uses the object but does
2581     * not return a proper value.
2582     */
2583 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2584 root 1.22 {
2585     next = tmp->below;
2586 root 1.68
2587 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2588     floors++;
2589     else if (floors > 0)
2590     return; /* process only floor objects after first floor object */
2591    
2592     /* If it is visible, player can apply it. If it is applied by
2593     * person moving on it, also activate. Added code to make it
2594     * so that at least one of players movement types be that which
2595     * the item needs.
2596     */
2597     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598     {
2599     if (player_apply (pl, tmp, 0, 1) == 1)
2600     return;
2601 elmex 1.1 }
2602 root 1.22 if (floors >= 2)
2603     return; /* process at most two floor objects */
2604 elmex 1.1 }
2605     }
2606    
2607     /**
2608     * Unapplies specified item.
2609     * No check done on cursed/damned.
2610     * Break this out of apply_special - this is just done
2611     * to keep the size of apply_special to a more managable size.
2612     */
2613 root 1.22 static int
2614     unapply_special (object *who, object *op, int aflags)
2615 elmex 1.1 {
2616 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 root 1.22 return RESULT_INT (0);
2619 root 1.12
2620 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2621 root 1.76
2622 root 1.22 switch (op->type)
2623     {
2624 root 1.96 case SKILL_TOOL:
2625     // unapplying a skill tool should also unapply the skill it governs
2626     // but this is hard, as it shouldn't do so when the skill can
2627     // be used for other reasons
2628     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629     if (tmp->skill == op->skill
2630     && tmp->type == SKILL
2631     && tmp->flag [FLAG_APPLIED]
2632     && !tmp->flag [FLAG_CAN_USE_SKILL])
2633     unapply_special (who, tmp, 0);
2634    
2635     change_abil (who, op);
2636     break;
2637    
2638 root 1.24 case WEAPON:
2639 root 1.105 if (player *pl = who->contr)
2640     if (op == pl->combat_ob)
2641     {
2642     pl->combat_ob = 0;
2643     who->change_weapon (pl->ranged_ob);
2644     }
2645    
2646 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 elmex 1.1
2648 root 1.79 change_abil (who, op);
2649     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 root 1.24 break;
2651 root 1.14
2652 root 1.96 case SKILL:
2653 root 1.79 if (who->contr)
2654 root 1.24 {
2655 root 1.76 if (!op->invisible)
2656     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2657 root 1.24 else
2658 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2659 root 1.24 }
2660 root 1.76
2661     change_abil (who, op);
2662 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663     break;
2664 root 1.14
2665 root 1.24 case ARMOUR:
2666     case HELMET:
2667     case SHIELD:
2668     case RING:
2669     case BOOTS:
2670     case GLOVES:
2671     case AMULET:
2672     case GIRDLE:
2673     case BRACERS:
2674     case CLOAK:
2675     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2676 root 1.79 change_abil (who, op);
2677 root 1.24 break;
2678 root 1.79
2679 root 1.24 case LAMP:
2680 root 1.103 {
2681     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682 root 1.29
2683 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2684     tmp2->x = op->x;
2685     tmp2->y = op->y;
2686     tmp2->map = op->map;
2687     tmp2->below = op->below;
2688     tmp2->above = op->above;
2689     tmp2->stats.food = op->stats.food;
2690     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691    
2692     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2693     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2694    
2695     if (who->contr)
2696     esrv_del_item (who->contr, op->count);
2697    
2698     op->destroy ();
2699     insert_ob_in_ob (tmp2, who);
2700     who->update_stats ();
2701 root 1.29
2702 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703     {
2704     if (who->contr)
2705     {
2706     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2707     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708     }
2709     }
2710 root 1.29
2711 root 1.103 if (who->contr)
2712     esrv_send_item (who, tmp2);
2713     }
2714 root 1.79
2715 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2716 root 1.76
2717 root 1.24 case BOW:
2718     case WAND:
2719     case ROD:
2720     case HORN:
2721 root 1.105 if (player *pl = who->contr)
2722     {
2723     if (op == pl->ranged_ob)
2724     {
2725     pl->ranged_ob = 0;
2726     who->change_weapon (pl->combat_ob);
2727     }
2728    
2729     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2730     }
2731 root 1.103 else
2732 root 1.24 {
2733 root 1.103 who->change_skill (0);
2734 root 1.79
2735 root 1.24 if (op->type == BOW)
2736     CLEAR_FLAG (who, FLAG_READY_BOW);
2737     else
2738     CLEAR_FLAG (who, FLAG_READY_RANGE);
2739     }
2740 root 1.76
2741 root 1.24 break;
2742 elmex 1.1
2743 root 1.24 case BUILDER:
2744 root 1.79 if (who->contr)
2745 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2746 root 1.24 break;
2747 elmex 1.1
2748 root 1.24 default:
2749     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2750     break;
2751 elmex 1.1 }
2752    
2753 root 1.51 who->update_stats ();
2754 elmex 1.1
2755 root 1.22 if (!(aflags & AP_NO_MERGE))
2756     {
2757 root 1.85 object *tmp = merge_ob (op, 0);
2758 root 1.79
2759     if (who->contr)
2760 root 1.22 {
2761     if (tmp)
2762     { /* it was merged */
2763 root 1.29 esrv_del_item (who->contr, op->count);
2764 root 1.22 op = tmp;
2765 elmex 1.1 }
2766 root 1.29
2767 root 1.22 esrv_send_item (who, op);
2768 root 1.14 }
2769 elmex 1.1 }
2770 root 1.79
2771 root 1.22 return 0;
2772 elmex 1.1 }
2773    
2774     /**
2775     * Returns the object that is using location 'loc'.
2776     * Note that 'start' is the first object to start examing - we
2777     * then go through the below of this. In this way, you can do
2778     * something like:
2779 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2780     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2781 elmex 1.1 * to find the second object that may use this location, etc.
2782     * Returns NULL if no match is found.
2783     * loc is the index into the array we are looking for a match.
2784     * don't return invisible objects unless they are skill objects
2785     * invisible other objects that use
2786     * up body locations can be used as restrictions.
2787     */
2788 root 1.84 static object *
2789 root 1.96 get_next_item_from_body_location (int loc, object *start)
2790 elmex 1.1 {
2791 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2792     if (tmp->flag [FLAG_APPLIED]
2793     && tmp->slot[loc].info
2794     && (!tmp->invisible || tmp->type == SKILL))
2795     return tmp;
2796 elmex 1.1
2797 root 1.84 return 0;
2798 elmex 1.1 }
2799    
2800     /**
2801     * 'op' wants to apply an object, but can't because of other equipment.
2802     * This should only be called when it is known
2803     * that there are objects to unapply. This makes pretty heavy
2804     * use of get_item_from_body_location. It makes no intelligent choice
2805     * on objects - rather, the first that is matched is used.
2806     * Returns 0 on success, returns 1 if there is some problem.
2807     * if aflags is AP_PRINT, we instead print out waht to unapply
2808     * instead of doing it. This is a lot less code than having
2809     * another function that does just that.
2810     */
2811 root 1.22 int
2812     unapply_for_ob (object *who, object *op, int aflags)
2813 elmex 1.1 {
2814 root 1.81 if (op->is_range ())
2815     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2817     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2818     {
2819     if (aflags & AP_PRINT)
2820     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2821     else
2822     unapply_special (who, tmp, aflags);
2823     }
2824     else
2825     {
2826     /* In this case, we want to try and remove a cursed item.
2827     * While we know it won't work, we want unapply_special to
2828     * at least generate the message.
2829     */
2830     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2831     return 1;
2832     }
2833 elmex 1.1
2834 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 root 1.22 {
2836     /* this used up a slot that we need to free */
2837 root 1.82 if (op->slot[i].info)
2838 root 1.22 {
2839 root 1.81 object *last = who->inv;
2840 root 1.14
2841 root 1.22 /* We do a while loop - may need to remove several items in order
2842     * to free up enough slots.
2843     */
2844 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2845 root 1.22 {
2846 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2847 root 1.81
2848 root 1.22 if (!tmp)
2849     {
2850 elmex 1.1 #if 0
2851 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2852     * equipped.
2853     */
2854     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2855 elmex 1.1 #endif
2856 root 1.22 return 1;
2857     }
2858 root 1.81
2859 root 1.22 /* If we are just printing, we don't care about cursed status */
2860     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861     {
2862     if (aflags & AP_PRINT)
2863     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2864     else
2865     unapply_special (who, tmp, aflags);
2866 root 1.14 }
2867 root 1.22 else
2868     {
2869     /* Cursed item that we can't unequip - tell the player.
2870     * Note this could be annoying if this is just one of a few,
2871     * so it may not be critical (eg, putting on a ring and you have
2872     * one cursed ring.)
2873     */
2874     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2875 root 1.14 }
2876 root 1.81
2877 root 1.22 last = tmp->below;
2878 root 1.14 }
2879 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2880     * return in the !tmp would have kicked in.
2881     */
2882     } /* if op is using this body location */
2883     } /* for body lcoations */
2884 root 1.81
2885 root 1.22 return 0;
2886 elmex 1.1 }
2887    
2888     /**
2889     * Checks to see if 'who' can apply object 'op'.
2890     * Returns 0 if apply can be done without anything special.
2891     * Otherwise returns a bitmask - potentially several of these may be
2892     * set, but largely depends on circumstance - in the future, processing
2893 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2894 root 1.96 * is set, do we really care what the other flags may be?)
2895 elmex 1.1 *
2896     * See include/define.h for detailed description of the meaning of
2897     * these return values.
2898     */
2899 root 1.22 int
2900     can_apply_object (object *who, object *op)
2901 elmex 1.1 {
2902 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2903     return RESULT_INT (0);
2904    
2905 root 1.78 int retval = 0;
2906     object *tmp = 0, *ws = 0;
2907 root 1.22
2908 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2909 root 1.22 {
2910 root 1.82 if (op->slot[i].info)
2911 root 1.22 {
2912     /* Item uses more slots than we have */
2913 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2914 root 1.22 {
2915 root 1.78 /* Could return now for efficiency - rest of info below isn't
2916 root 1.22 * really needed.
2917     */
2918     retval |= CAN_APPLY_NEVER;
2919     }
2920 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2921 root 1.22 {
2922     /* in this case, equipping this would use more free spots than
2923     * we have.
2924     */
2925 elmex 1.1
2926 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2927 root 1.84 * enough slots to equip the new item, then just set "can
2928     * apply unapply". We don't care about the logic below - if you have a
2929 root 1.22 * shield equipped and try to equip another shield, there is only
2930     * one choice. However, the check for the number of body locations
2931     * does take into the account cases where what is being applied
2932     * may be two handed for example.
2933     */
2934     if (ws)
2935 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2936     {
2937     retval |= CAN_APPLY_UNAPPLY;
2938     continue;
2939     }
2940 root 1.22
2941 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2942 root 1.22 if (!tmp1)
2943     {
2944 elmex 1.1 #if 0
2945 root 1.22 /* This is sort of an error, but happens a lot when old players
2946     * join in with more stuff equipped than they are now allowed.
2947     */
2948     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2949 elmex 1.1 #endif
2950 root 1.22 retval |= CAN_APPLY_NEVER;
2951     }
2952     else
2953     {
2954     /* need to unapply something. However, if this something
2955     * is different than we had found before, it means they need
2956     * to apply multiple objects
2957     */
2958     retval |= CAN_APPLY_UNAPPLY;
2959 root 1.96
2960 root 1.22 if (!tmp)
2961     tmp = tmp1;
2962     else if (tmp != tmp1)
2963 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2964    
2965 root 1.22 /* This object isn't using up all the slots, so there must
2966 root 1.78 * be another. If so, and it the new item doesn't need all
2967 root 1.22 * the slots, the player then has a choice.
2968     */
2969 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2970     && abs (op->slot[i].info) < who->slot[i].info)
2971 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2972    
2973     /* Does unequippint 'tmp1' free up enough slots for this to be
2974     * equipped? If not, there must be something else to unapply.
2975     */
2976 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2977 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
2978     }
2979     } /* if not enough free slots */
2980     } /* if this object uses location i */
2981     } /* for i -> num_body_locations loop */
2982    
2983     /* Note that we don't check for FLAG_USE_ARMOUR - that should
2984     * really be controlled by use of body locations. We do have
2985     * the weapon/shield checks, and the range checks for monsters,
2986     * because you can't control those just by body location - bows, shields,
2987     * and weapons all use the same slot. Similar for horn/rod/wand - they
2988     * all use the same location.
2989     */
2990     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
2991     retval |= CAN_APPLY_RESTRICTION;
2992 root 1.76
2993 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
2994     retval |= CAN_APPLY_RESTRICTION;
2995    
2996     if (who->type != PLAYER)
2997     {
2998     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
2999 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3000 root 1.78
3001 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3002     retval |= CAN_APPLY_RESTRICTION;
3003 root 1.78
3004 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3005     retval |= CAN_APPLY_RESTRICTION;
3006 root 1.78
3007 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3008 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3009 elmex 1.1 }
3010 root 1.76
3011 root 1.22 return retval;
3012 elmex 1.1 }
3013    
3014     /**
3015     * who is the object using the object. It can be a monster.
3016     * op is the object they are using. op is an equipment type item,
3017     * eg, one which you put on and keep on for a while, and not something
3018     * like a potion or scroll.
3019     *
3020     * function returns 1 if the action could not be completed, 0 on
3021     * success. However, success is a matter of meaning - if the
3022     * user passes the 'apply' flag to an object already applied,
3023     * nothing is done, and 0 is returned.
3024     *
3025     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3026     * AP_UNAPPLY=always unapply).
3027     *
3028     * Optional flags:
3029     * AP_NO_MERGE: don't merge an unapplied object with other objects
3030     * AP_IGNORE_CURSE: unapply cursed items
3031 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3032 elmex 1.1 *
3033     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034     *
3035     * apply_special() doesn't check for unpaid items.
3036     */
3037 root 1.22 int
3038     apply_special (object *who, object *op, int aflags)
3039 elmex 1.1 {
3040 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3041     object *tmp, *tmp2, *skop = NULL;
3042 elmex 1.1
3043 root 1.22 if (who == NULL)
3044     {
3045     LOG (llevError, "apply_special() from object without environment.\n");
3046     return 1;
3047 elmex 1.1 }
3048    
3049 root 1.22 if (op->env != who)
3050     return 1; /* op is not in inventory */
3051 elmex 1.1
3052 root 1.22 /* trying to unequip op */
3053     if (QUERY_FLAG (op, FLAG_APPLIED))
3054     {
3055     /* always apply, so no reason to unapply */
3056     if (basic_flag == AP_APPLY)
3057     return 0;
3058    
3059     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3060     {
3061 root 1.88 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3062 root 1.22 return 1;
3063 root 1.14 }
3064 root 1.78
3065 root 1.22 return unapply_special (who, op, aflags);
3066 elmex 1.1 }
3067    
3068 root 1.22 if (basic_flag == AP_UNAPPLY)
3069     return 0;
3070 elmex 1.1
3071 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3072     // to resolve conflicts.
3073     if (player *pl = who->contr)
3074 root 1.95 switch (op->slottype ())
3075 root 1.90 {
3076 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3077     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3078 root 1.90 }
3079    
3080 root 1.104 splay (op);
3081    
3082 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3083 root 1.78 if (int i = can_apply_object (who, op))
3084 root 1.22 {
3085     if (i & CAN_APPLY_NEVER)
3086     {
3087     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3088     return 1;
3089     }
3090     else if (i & CAN_APPLY_RESTRICTION)
3091     {
3092     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3093     return 1;
3094     }
3095 root 1.78
3096 root 1.22 if (who->type != PLAYER)
3097     {
3098     /* Some error, so don't try to equip something more */
3099     if (unapply_for_ob (who, op, aflags))
3100 root 1.14 return 1;
3101     }
3102 root 1.22 else
3103     {
3104     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105     {
3106 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3107 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3108     return 1;
3109     }
3110     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 root 1.81 if (unapply_for_ob (who, op, aflags))
3112     return 1;
3113 root 1.14 }
3114 elmex 1.1 }
3115 root 1.55
3116 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117     {
3118     skop = find_skill_by_name (who, op->skill);
3119 root 1.78
3120 root 1.22 if (!skop)
3121     {
3122     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3123     return 1;
3124     }
3125     else
3126 root 1.76 /* While experience will be credited properly, we want to change the
3127     * skill so that the dam and wc get updated
3128     */
3129 root 1.101 who->change_skill (skop);
3130 elmex 1.1 }
3131 root 1.22
3132 root 1.78 if (who->type == PLAYER
3133     && op->item_power
3134     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 root 1.22 {
3136 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3137     "Equipping that combined with other items would consume your soul! "
3138     "[use the skills command to check your available item power]");
3139 root 1.22 return 1;
3140 elmex 1.1 }
3141    
3142 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3143     * Note that we don't have the checks for can_use_...
3144     * below - that is already taken care of by can_apply_object.
3145     */
3146     if (op->nrof > 1)
3147     tmp = get_split_ob (op, op->nrof - 1);
3148     else
3149 root 1.78 tmp = 0;
3150 root 1.22
3151     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152     return RESULT_INT (0);
3153    
3154     switch (op->type)
3155     {
3156 root 1.24 case WEAPON:
3157     if (!check_weapon_power (who, op->last_eat))
3158     {
3159 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3160 root 1.87 "It would consume your soul!.");
3161 root 1.79
3162 root 1.78 if (tmp)
3163     insert_ob_in_ob (tmp, who);
3164 root 1.79
3165 root 1.24 return 1;
3166     }
3167 root 1.65
3168 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3169 root 1.78 // i.e. "R" can use Ragnarok's sword.
3170 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3171     {
3172     /* if the weapon does not have the name as the character, can't use it. */
3173     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3175 root 1.65
3176     if (tmp)
3177     insert_ob_in_ob (tmp, who);
3178    
3179 root 1.24 return 1;
3180     }
3181 root 1.65
3182 root 1.80 if (!skop)
3183     {
3184     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3185     return 1;
3186     }
3187    
3188 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3189 root 1.101 who->change_skill (skop);
3190 root 1.76
3191 root 1.79 if (who->contr)
3192 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3193 root 1.78
3194 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3195 root 1.14
3196 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3197 root 1.76 change_abil (who, op);
3198 root 1.24 break;
3199 root 1.14
3200 root 1.24 case ARMOUR:
3201     case HELMET:
3202     case SHIELD:
3203     case BOOTS:
3204     case GLOVES:
3205     case GIRDLE:
3206     case BRACERS:
3207     case CLOAK:
3208     case RING:
3209     case AMULET:
3210     SET_FLAG (op, FLAG_APPLIED);
3211     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3212 root 1.76 change_abil (who, op);
3213 root 1.24 break;
3214 root 1.76
3215 root 1.24 case LAMP:
3216     if (op->stats.food < 1)
3217     {
3218 root 1.78 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3219 root 1.24 return 1;
3220     }
3221 root 1.76
3222 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3223     tmp2 = arch_to_object (op->other_arch);
3224     tmp2->stats.food = op->stats.food;
3225     SET_FLAG (tmp2, FLAG_APPLIED);
3226 root 1.76
3227 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3228     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229 root 1.76
3230 root 1.24 insert_ob_in_ob (tmp2, who);
3231    
3232     /* Remove the old lantern */
3233     if (who->type == PLAYER)
3234 root 1.29 esrv_del_item (who->contr, op->count);
3235    
3236 root 1.37 op->destroy ();
3237 root 1.22
3238 root 1.24 /* insert the portion that was split off */
3239 root 1.76 if (tmp)
3240 root 1.24 {
3241 root 1.76 insert_ob_in_ob (tmp, who);
3242 root 1.24 if (who->type == PLAYER)
3243     esrv_send_item (who, tmp);
3244     }
3245 root 1.76
3246 root 1.51 who->update_stats ();
3247 root 1.76
3248 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 root 1.81 if (who->type == PLAYER)
3250     {
3251     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3252     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253     }
3254 root 1.76
3255 root 1.24 if (who->type == PLAYER)
3256     esrv_send_item (who, tmp2);
3257 root 1.76
3258 root 1.24 return 0;
3259 root 1.14
3260 root 1.96 case SKILL_TOOL:
3261     // applying a skill tool also readies the skill
3262     SET_FLAG (op, FLAG_APPLIED);
3263    
3264 root 1.101 if (!(aflags & AP_NO_READY))
3265 root 1.24 {
3266 root 1.101 skop = find_skill_by_name (who, op->skill);
3267     if (!skop->flag [FLAG_APPLIED])
3268     apply_special (who, skop, AP_APPLY);
3269 root 1.24 }
3270 root 1.101 break;
3271 root 1.76
3272 root 1.101 case SKILL:
3273 root 1.79 if (player *pl = who->contr)
3274 root 1.24 {
3275 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3276     {
3277 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3278 root 1.79 {
3279     for (object *item = who->inv; item; item = item->below)
3280     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281     {
3282 root 1.101 if (item->skill == op->skill)
3283     {
3284     who->change_weapon (pl->combat_ob = item);
3285     goto found_weapon;
3286     }
3287 root 1.79 }
3288    
3289 root 1.101 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 root 1.79 return 1;
3291    
3292     found_weapon:;
3293     }
3294     else
3295 root 1.90 who->change_weapon (pl->combat_ob = op);
3296 root 1.79 }
3297     else if (IS_RANGED_SKILL (op->subtype))
3298     {
3299 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 root 1.79 {
3301     for (object *item = who->inv; item; item = item->below)
3302     if (item->type == BOW && item->flag [FLAG_APPLIED])
3303     {
3304 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3305 root 1.90 who->change_weapon (pl->ranged_ob = item);
3306 root 1.79 goto found_bow;
3307     }
3308    
3309     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310     return 1;
3311    
3312     found_bow:;
3313     }
3314     else
3315 root 1.90 who->change_weapon (pl->ranged_ob = op);
3316 root 1.79 }
3317 root 1.76
3318 root 1.24 if (!op->invisible)
3319     {
3320     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3322     }
3323     else
3324 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3325 root 1.24 }
3326 root 1.101 else
3327     {
3328     SET_FLAG (op, FLAG_APPLIED);
3329     change_abil (who, op);
3330     who->chosen_skill = op;
3331     SET_FLAG (who, FLAG_READY_SKILL);
3332     }
3333 root 1.76
3334 root 1.24 break;
3335 root 1.22
3336 root 1.24 case BOW:
3337     if (!check_weapon_power (who, op->last_eat))
3338     {
3339 root 1.81 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3340 root 1.24 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3341 root 1.76
3342     if (tmp)
3343     insert_ob_in_ob (tmp, who);
3344    
3345 root 1.24 return 1;
3346     }
3347 root 1.76
3348 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349     {
3350     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3351 root 1.81 if (tmp)
3352 root 1.76 insert_ob_in_ob (tmp, who);
3353    
3354 root 1.24 return 1;
3355     }
3356 root 1.76
3357     /*FALLTHROUGH*/
3358     case WAND:
3359 root 1.24 case ROD:
3360     case HORN:
3361     /* check for skill, alter player status */
3362 root 1.78
3363     if (!skop)
3364 root 1.80 {
3365     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3366     return 1;
3367     }
3368    
3369     SET_FLAG (op, FLAG_APPLIED);
3370 root 1.101 who->change_skill (skop);
3371 root 1.22
3372 root 1.79 if (who->contr)
3373 root 1.24 {
3374 root 1.79 who->contr->ranged_ob = op;
3375 root 1.78
3376 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377    
3378 root 1.24 if (op->type == BOW)
3379     {
3380 root 1.79 who->current_weapon = op;
3381 root 1.76 change_abil (who, op);
3382 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3383     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3384     }
3385     }
3386     else
3387     {
3388     if (op->type == BOW)
3389     SET_FLAG (who, FLAG_READY_BOW);
3390     else
3391     SET_FLAG (who, FLAG_READY_RANGE);
3392     }
3393 root 1.76
3394 root 1.24 break;
3395 elmex 1.1
3396 root 1.24 case BUILDER:
3397 root 1.76 if (who->type == PLAYER)
3398     {
3399 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3401     unapply_special (who, who->contr->ranged_ob, 0);
3402    
3403     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3404    
3405 root 1.79 who->contr->ranged_ob = op;
3406 root 1.76 }
3407 root 1.24 break;
3408 elmex 1.1
3409 root 1.24 default:
3410     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3411 root 1.22 } /* end of switch op->type */
3412    
3413     SET_FLAG (op, FLAG_APPLIED);
3414 elmex 1.1
3415 root 1.79 if (tmp)
3416 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3417 elmex 1.1
3418 root 1.51 who->update_stats ();
3419 elmex 1.1
3420 root 1.22 /* We exclude spell casting objects. The fire code will set the
3421     * been applied flag when they are used - until that point,
3422     * you don't know anything about them.
3423     */
3424     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425     SET_FLAG (op, FLAG_BEEN_APPLIED);
3426    
3427     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428     {
3429     if (who->type == PLAYER)
3430     {
3431     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3432     SET_FLAG (op, FLAG_KNOWN_CURSED);
3433     }
3434     }
3435 root 1.76
3436 root 1.22 if (who->type == PLAYER)
3437     {
3438     /* if multiple objects were applied, update both slots */
3439     if (tmp)
3440     esrv_send_item (who, tmp);
3441 root 1.76
3442 root 1.22 esrv_send_item (who, op);
3443 elmex 1.1 }
3444 root 1.76
3445 root 1.22 return 0;
3446 elmex 1.1 }
3447    
3448 root 1.22 int
3449     monster_apply_special (object *who, object *op, int aflags)
3450 elmex 1.1 {
3451 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3452 elmex 1.1 return 1;
3453     return apply_special (who, op, aflags);
3454     }
3455    
3456     /**
3457     * Map was just loaded, handle op's initialisation.
3458     *
3459     * Generates shop floor's item, and treasures.
3460     */
3461 root 1.22 int
3462     auto_apply (object *op)
3463     {
3464     object *tmp = NULL, *tmp2;
3465     int i;
3466 elmex 1.1
3467 root 1.22 switch (op->type)
3468     {
3469 root 1.24 case SHOP_FLOOR:
3470 root 1.42 if (!op->has_random_items ())
3471 root 1.24 return 0;
3472 root 1.38
3473 root 1.24 do
3474     {
3475     i = 10; /* let's give it 10 tries */
3476     while ((tmp = generate_treasure (op->randomitems,
3477     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3478     if (tmp == NULL)
3479     return 0;
3480     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3481     {
3482 root 1.37 tmp->destroy ();
3483 root 1.24 tmp = NULL;
3484     }
3485     }
3486     while (!tmp);
3487 root 1.38
3488 root 1.24 tmp->x = op->x;
3489     tmp->y = op->y;
3490     SET_FLAG (tmp, FLAG_UNPAID);
3491     insert_ob_in_map (tmp, op->map, NULL, 0);
3492     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493     identify (tmp);
3494     break;
3495 root 1.14
3496 root 1.24 case TREASURE:
3497     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3498     return 0;
3499 root 1.37
3500 root 1.67 while (op->stats.hp-- > 0)
3501 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3502     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3503    
3504     /* If we generated an object and put it in this object inventory,
3505     * move it to the parent object as the current object is about
3506     * to disappear. An example of this item is the random_* stuff
3507     * that is put inside other objects.
3508     */
3509     for (tmp = op->inv; tmp; tmp = tmp2)
3510     {
3511     tmp2 = tmp->below;
3512 root 1.36 tmp->remove ();
3513 root 1.37
3514 root 1.24 if (op->env)
3515     insert_ob_in_ob (tmp, op->env);
3516     else
3517 root 1.37 tmp->destroy ();
3518 root 1.24 }
3519 root 1.37
3520     op->destroy ();
3521 root 1.24 break;
3522 elmex 1.1 }
3523 root 1.22 return tmp ? 1 : 0;
3524 elmex 1.1 }
3525    
3526     /**
3527 root 1.68 * fix_auto_apply goes through the entire map every time a map
3528     * is loaded or swapped in and performs special actions for
3529 elmex 1.1 * certain objects (most initialization of chests and creation of
3530     * treasures and stuff). Calls auto_apply if appropriate.
3531     */
3532 root 1.20 void
3533 root 1.55 maptile::fix_auto_apply ()
3534 root 1.20 {
3535 root 1.55 if (!spaces)
3536 root 1.20 return;
3537    
3538 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3539     for (object *tmp = ms->bot; tmp; )
3540     {
3541     object *above = tmp->above;
3542 root 1.20
3543 root 1.55 if (tmp->inv)
3544     {
3545     object *invtmp, *invnext;
3546 elmex 1.1
3547 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3548     {
3549     invnext = invtmp->below;
3550 root 1.14
3551 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3552     auto_apply (invtmp);
3553     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554     {
3555     while ((invtmp->stats.hp--) > 0)
3556     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557    
3558     invtmp->randomitems = NULL;
3559     }
3560     else if (invtmp && invtmp->arch
3561     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3562     {
3563     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3564     /* Need to clear this so that we never try to create
3565     * treasure again for this object
3566     */
3567     invtmp->randomitems = NULL;
3568     }
3569     }
3570     /* This is really temporary - the code at the bottom will
3571     * also set randomitems to null. The problem is there are bunches
3572     * of maps/players already out there with items that have spells
3573     * which haven't had the randomitems set to null yet.
3574     * MSW 2004-05-13
3575     *
3576     * And if it's a spellbook, it's better to set randomitems to NULL too,
3577     * else you get two spells in the book ^_-
3578     * Ryo 2004-08-16
3579     */
3580     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3581     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3582     tmp->randomitems = NULL;
3583 root 1.14
3584 root 1.55 }
3585 root 1.20
3586 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3587     auto_apply (tmp);
3588     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589     {
3590     while ((tmp->stats.hp--) > 0)
3591     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3592     tmp->randomitems = NULL;
3593     }
3594     else if (tmp->type == TIMED_GATE)
3595     {
3596     object *head = tmp->head != NULL ? tmp->head : tmp;
3597    
3598     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3599     tmp->set_speed (0);
3600     }
3601     /* This function can be called everytime a map is loaded, even when
3602     * swapping back in. As such, we don't want to create the treasure
3603     * over and ove again, so after we generate the treasure, blank out
3604     * randomitems so if it is swapped in again, it won't make anything.
3605     * This is a problem for the above objects, because they have counters
3606     * which say how many times to make the treasure.
3607     */
3608     else if (tmp && tmp->arch && tmp->type != PLAYER
3609     && tmp->type != TREASURE && tmp->type != SPELL
3610     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3611     {
3612     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3613     tmp->randomitems = NULL;
3614     }
3615 root 1.78
3616 root 1.68 // close all containers
3617     else if (tmp->type == CONTAINER)
3618     tmp->flag [FLAG_APPLIED] = 0;
3619 root 1.22
3620 root 1.55 tmp = above;
3621     }
3622 elmex 1.1
3623 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3625     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3626     check_trigger (tmp, tmp->above);
3627 elmex 1.1 }
3628    
3629     /**
3630     * Handles player eating food that temporarily changes status (resistances, stats).
3631     * This used to call cast_change_attr(), but
3632     * that doesn't work with the new spell code. Since we know what
3633     * the food changes, just grab a force and use that instead.
3634     */
3635 root 1.22 void
3636     eat_special_food (object *who, object *food)
3637     {
3638     object *force;
3639     int i, did_one = 0;
3640    
3641     force = get_archetype (FORCE_NAME);
3642    
3643     for (i = 0; i < NUM_STATS; i++)
3644 root 1.91 if (sint8 k = food->stats.stat (i))
3645     {
3646     force->stats.stat (i) = k;
3647     did_one = 1;
3648     }
3649 elmex 1.1
3650 root 1.22 /* check if we can protect the eater */
3651     for (i = 0; i < NROFATTACKS; i++)
3652     {
3653     if (food->resist[i] > 0)
3654     {
3655     force->resist[i] = food->resist[i] / 2;
3656     did_one = 1;
3657     }
3658     }
3659 elmex 1.47
3660 root 1.22 if (did_one)
3661     {
3662 root 1.54 force->set_speed (0.1);
3663 root 1.22 /* bigger morsel of food = longer effect time */
3664 elmex 1.47 force->duration = food->stats.food / 5;
3665 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3666     change_abil (who, force);
3667     insert_ob_in_ob (force, who);
3668     }
3669     else
3670 root 1.37 force->destroy ();
3671 root 1.22
3672     /* check for hp, sp change */
3673     if (food->stats.hp != 0)
3674     {
3675     if (QUERY_FLAG (food, FLAG_CURSED))
3676     {
3677 root 1.64 assign (who->contr->killer, food->name);
3678 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3680     }
3681     else
3682     {
3683     if (food->stats.hp > 0)
3684     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3685     else
3686     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3687     who->stats.hp += food->stats.hp;
3688     }
3689     }
3690     if (food->stats.sp != 0)
3691     {
3692     if (QUERY_FLAG (food, FLAG_CURSED))
3693     {
3694     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3695     who->stats.sp -= food->stats.sp;
3696     if (who->stats.sp < 0)
3697     who->stats.sp = 0;
3698     }
3699     else
3700     {
3701     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3702     who->stats.sp += food->stats.sp;
3703     /* place limit on max sp from food? */
3704     }
3705 elmex 1.1 }
3706 root 1.51 who->update_stats ();
3707 elmex 1.1 }
3708    
3709     /**
3710     * Designed primarily to light torches/lanterns/etc.
3711     * Also burns up burnable material too. First object in the inventory is
3712     * the selected object to "burn". -b.t.
3713     */
3714 root 1.22 void
3715     apply_lighter (object *who, object *lighter)
3716     {
3717     object *item;
3718     int is_player_env = 0;
3719    
3720     item = find_marked_object (who);
3721     if (item)
3722     {
3723     if (lighter->last_eat && lighter->stats.food)
3724     { /* lighter gets used up */
3725     /* Split multiple lighters if they're being used up. Otherwise *
3726     * one charge from each would be used up. --DAMN */
3727     if (lighter->nrof > 1)
3728     {
3729 root 1.39 object *oneLighter = lighter->clone ();
3730 root 1.14
3731 root 1.22 lighter->nrof -= 1;
3732     oneLighter->nrof = 1;
3733     oneLighter->stats.food--;
3734     esrv_send_item (who, lighter);
3735     oneLighter = insert_ob_in_ob (oneLighter, who);
3736     esrv_send_item (who, oneLighter);
3737     }
3738     else
3739 root 1.29 lighter->stats.food--;
3740 root 1.22 }
3741     else if (lighter->last_eat)
3742     { /* no charges left in lighter */
3743     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3744     return;
3745     }
3746 root 1.48
3747 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3748     * I can't see many times when you would want to light multiple
3749     * objects at once.
3750     */
3751 root 1.48
3752     if (who == item->in_player ())
3753 root 1.22 is_player_env = 1;
3754    
3755     save_throw_object (item, AT_FIRE, who);
3756 root 1.48
3757 root 1.49 if (item->destroyed ())
3758 root 1.22 {
3759 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3760 root 1.22 /* Need to update the player so that the players glow radius
3761     * gets changed.
3762     */
3763     if (is_player_env)
3764 root 1.51 who->update_stats ();
3765 root 1.22 }
3766     else
3767 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);
3768 root 1.22 }
3769     else /* nothing to light */
3770     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3771 elmex 1.1
3772     }
3773    
3774     /**
3775     * op made some mistake with a scroll, this takes care of punishment.
3776     * scroll_failure()- hacked directly from spell_failure
3777     */
3778 root 1.22 void
3779     scroll_failure (object *op, int failure, int power)
3780 elmex 1.1 {
3781 root 1.22 if (abs (failure / 4) > power)
3782     power = abs (failure / 4); /* set minimum effect */
3783 elmex 1.1
3784 root 1.22 if (failure <= -1 && failure > -15)
3785     { /* wonder */
3786     object *tmp;
3787    
3788     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3789     tmp = get_archetype (SPELL_WONDER);
3790     cast_wonder (op, op, 0, tmp);
3791 root 1.37 tmp->destroy ();
3792 root 1.22 }
3793     else if (failure <= -15 && failure > -35)
3794     { /* drain mana */
3795     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3796     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3797     if (op->stats.sp < 0)
3798     op->stats.sp = 0;
3799     }
3800     else if (settings.spell_failure_effects == TRUE)
3801     {
3802     if (failure <= -35 && failure > -60)
3803     { /* confusion */
3804     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3805     confuse_player (op, op, power);
3806     }
3807     else if (failure <= -60 && failure > -70)
3808     { /* paralysis */
3809     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3810     paralyze_player (op, op, power);
3811     }
3812     else if (failure <= -70 && failure > -80)
3813     { /* blind */
3814     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3815     blind_player (op, op, power);
3816     }
3817     else if (failure <= -80)
3818     { /* blast the immediate area */
3819 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3820 root 1.22 cast_magic_storm (op, tmp, power);
3821 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3822 root 1.37 tmp->destroy ();
3823 root 1.14 }
3824 elmex 1.1 }
3825     }
3826    
3827 root 1.22 void
3828     apply_changes_to_player (object *pl, object *change)
3829     {
3830     int excess_stat = 0; /* if the stat goes over the maximum
3831     for the race, put the excess stat some
3832     where else. */
3833 elmex 1.1
3834 root 1.22 switch (change->type)
3835     {
3836 root 1.24 case CLASS:
3837     {
3838     living *stats = &(pl->contr->orig_stats);
3839     living *ns = &(change->stats);
3840     object *walk;
3841     int flag_change_face = 1;
3842    
3843     /* the following code assigns stats up to the stat max
3844     * for the race, and if the stat max is exceeded,
3845     * tries to randomly reassign the excess stat
3846     */
3847     int i, j;
3848 root 1.22
3849 root 1.24 for (i = 0; i < NUM_STATS; i++)
3850     {
3851 root 1.91 int race_bonus = pl->arch->clone.stats.stat (i);
3852     sint8 stat = stats->stat (i) + ns->stat (i);
3853 root 1.22
3854 root 1.24 if (stat > 20 + race_bonus)
3855     {
3856     excess_stat++;
3857     stat = 20 + race_bonus;
3858     }
3859 root 1.91
3860     stats->stat (i) = stat;
3861 root 1.24 }
3862 elmex 1.1
3863 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3864     { /* try 100 times to assign excess stats */
3865     int i = rndm (0, 6);
3866    
3867     if (i == CHA)
3868     continue; /* exclude cha from this */
3869 root 1.91
3870     int stat = stats->stat (i);
3871     int race_bonus = pl->arch->clone.stats.stat (i);
3872 root 1.24 if (stat < 20 + race_bonus)
3873     {
3874     change_attr_value (stats, i, 1);
3875     excess_stat--;
3876     }
3877     }
3878 root 1.14
3879 root 1.24 /* insert the randomitems from the change's treasurelist into
3880     * the player ref: player.c
3881     */
3882     if (change->randomitems != NULL)
3883     give_initial_items (pl, change->randomitems);
3884 root 1.14
3885 root 1.24 /* set up the face, for some races. */
3886 root 1.14
3887 root 1.24 /* first, look for the force object banning
3888     * changing the face. Certain races never change face with class.
3889     */
3890     for (walk = pl->inv; walk != NULL; walk = walk->below)
3891     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3892     flag_change_face = 0;
3893 root 1.14
3894 root 1.24 if (flag_change_face)
3895     {
3896     pl->animation_id = GET_ANIM_ID (change);
3897     pl->face = change->face;
3898 root 1.14
3899 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3900     SET_FLAG (pl, FLAG_ANIMATE);
3901     else
3902     CLEAR_FLAG (pl, FLAG_ANIMATE);
3903     }
3904 root 1.14
3905 root 1.24 /* check the special case of can't use weapons */
3906     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3907     if (!strcmp (change->name, "monk"))
3908     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3909 root 1.14
3910 root 1.24 break;
3911     }
3912 elmex 1.1 }
3913     }
3914    
3915     /**
3916     * This handles items of type 'transformer'.
3917     * Basically those items, used with a marked item, transform both items into something
3918     * else.
3919     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3920     * Change information is contained in the 'slaying' field of the marked item.
3921     * The format is as follow: transformer:[number ]yield[;transformer:...].
3922     * This way an item can be transformed in many things, and/or many objects.
3923     * The 'slaying' field for transformer is used as verb for the action.
3924     */
3925 root 1.22 void
3926     apply_item_transformer (object *pl, object *transformer)
3927     {
3928     object *marked;
3929     object *new_item;
3930     char *find;
3931     char *separator;
3932     int yield;
3933     char got[MAX_BUF];
3934     int len;
3935    
3936     if (!pl || !transformer)
3937     return;
3938     marked = find_marked_object (pl);
3939     if (!marked)
3940 elmex 1.1 {
3941 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3942     return;
3943     }
3944     if (!marked->slaying)
3945     {
3946     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3947     return;
3948     }
3949     /* check whether they are compatible or not */
3950     find = strstr (marked->slaying, transformer->arch->name);
3951     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3952     {
3953     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3954     return;
3955     }
3956     find += strlen (transformer->arch->name) + 1;
3957     /* Item can be used, now find how many and what it yields */
3958     if (isdigit (*(find)))
3959     {
3960     yield = atoi (find);
3961     if (yield < 1)
3962 elmex 1.1 {
3963 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3964     yield = 1;
3965 elmex 1.1 }
3966 root 1.22 }
3967     else
3968     yield = 1;
3969 elmex 1.1
3970 root 1.22 while (isdigit (*find))
3971     find++;
3972     while (*find == ' ')
3973     find++;
3974     memset (got, 0, MAX_BUF);
3975     if ((separator = strchr (find, ';')) != NULL)
3976     {
3977     len = separator - find;
3978     }
3979     else
3980     {
3981     len = strlen (find);
3982     }
3983     if (len > MAX_BUF - 1)
3984     len = MAX_BUF - 1;
3985     strcpy (got, find);
3986     got[len] = '\0';
3987    
3988     /* Now create new item, remove used ones when required. */
3989     new_item = get_archetype (got);
3990     if (!new_item)
3991     {
3992     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3993     return;
3994 elmex 1.1 }
3995 root 1.29
3996 root 1.22 new_item->nrof = yield;
3997     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3998     insert_ob_in_ob (new_item, pl);
3999     esrv_send_inventory (pl, pl);
4000     /* Eat up one item */
4001     decrease_ob_nr (marked, 1);
4002     /* Eat one transformer if needed */
4003     if (transformer->stats.food)
4004     if (--transformer->stats.food == 0)
4005     decrease_ob_nr (transformer, 1);
4006     }