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Revision: 1.110
Committed: Sun Jun 24 04:09:29 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.109: +16 -4 lines
Log Message:
first rough cut of msg rewriting, introducing cfpod, a haxored pod variant for crossfire messgaes. where will it end?

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 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 root 1.66 ((!(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 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 root 1.66 ((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 root 1.108 if (strcmp (op->arch->archname, item) == 0)
431 root 1.22 {
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 root 1.108 if (strcmp (op->arch->archname, item) == 0)
465 root 1.22 {
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 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 root 1.22 }
862     else
863 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (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 1.109 armour->weight = (armour->arch->weight * base) / 100;
877 root 1.22 }
878     else
879 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 root 1.22
881     if (armour->weight <= 0)
882     {
883     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884     armour->weight = 1;
885     }
886    
887 root 1.109 armour->item_power = get_power_from_ench (armour->arch->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 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 root 1.22 (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    
1251     if (sign->msg == NULL)
1252     {
1253     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254     return;
1255 elmex 1.1 }
1256    
1257 root 1.22 if (sign->stats.food)
1258     {
1259     if (sign->last_eat >= sign->stats.food)
1260     {
1261     if (!sign->move_on)
1262     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263     return;
1264 root 1.14 }
1265 elmex 1.1
1266 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267     sign->last_eat++;
1268 elmex 1.1 }
1269    
1270 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271     * No way to know for sure. The presumption is basically that if
1272     * move_on is zero, it needs to be manually applied (doesn't talk
1273     * to us).
1274     */
1275     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276     {
1277     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278     return;
1279     }
1280 root 1.110
1281     if (op->contr)
1282     if (client *ns = op->contr->ns)
1283     {
1284     msgType = get_readable_message_type (sign);
1285    
1286     if (ns->can_msg)
1287     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288     else
1289     {
1290     char newbuf[HUGE_BUF];
1291     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1292     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293     }
1294     }
1295 elmex 1.1 }
1296    
1297     /**
1298     * 'victim' moves onto 'trap'
1299     * 'victim' leaves 'trap'
1300     * effect is determined by move_on/move_off of trap and move_type of victime.
1301     *
1302     * originator: Player, monster or other object that caused 'victim' to move
1303     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1304     * However, some types of traps require an originator to function.
1305     */
1306 root 1.22 void
1307 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1308 elmex 1.1 {
1309     static int recursion_depth = 0;
1310    
1311     /* Only exits affect DMs. */
1312 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1313 elmex 1.1 return;
1314    
1315     /* move_apply() is the most likely candidate for causing unwanted and
1316     * possibly unlimited recursion.
1317     */
1318     /* The following was changed because it was causing perfeclty correct
1319     * maps to fail. 1) it's not an error to recurse:
1320     * rune detonates, summoning monster. monster lands on nearby rune.
1321     * nearby rune detonates. This sort of recursion is expected and
1322     * proper. This code was causing needless crashes.
1323     */
1324 root 1.22 if (recursion_depth >= 500)
1325     {
1326     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1327 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1328 root 1.22 return;
1329 elmex 1.1 }
1330 root 1.110
1331 root 1.22 recursion_depth++;
1332     if (trap->head)
1333     trap = trap->head;
1334 elmex 1.1
1335 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1336     goto leave;
1337 elmex 1.1
1338 root 1.22 switch (trap->type)
1339     {
1340 root 1.23 case PLAYERMOVER:
1341     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1342     {
1343     if (!trap->stats.maxsp)
1344     trap->stats.maxsp = 2;
1345 root 1.14
1346 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1347     * should be divided by trap->speed
1348     */
1349     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1350 root 1.14
1351 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1352     * above with some objects have zero speed, and thus the player
1353     * getting permanently paralyzed.
1354     */
1355 root 1.93 if (victim->speed_left < -50.f)
1356     victim->speed_left = -50.f;
1357 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1358     }
1359     goto leave;
1360 root 1.14
1361 root 1.23 case SPINNER:
1362     if (victim->direction)
1363     {
1364     victim->direction = absdir (victim->direction - trap->stats.sp);
1365     update_turn_face (victim);
1366     }
1367     goto leave;
1368 root 1.14
1369 root 1.23 case DIRECTOR:
1370     if (victim->direction && !should_director_abort (trap, victim))
1371     {
1372     victim->direction = trap->stats.sp;
1373     update_turn_face (victim);
1374     }
1375     goto leave;
1376 root 1.14
1377 root 1.23 case BUTTON:
1378     case PEDESTAL:
1379     update_button (trap);
1380     goto leave;
1381    
1382     case ALTAR:
1383     /* sacrifice victim on trap */
1384     apply_altar (trap, victim, originator);
1385     goto leave;
1386 root 1.14
1387 root 1.23 case THROWN_OBJ:
1388     if (trap->inv == NULL)
1389 root 1.22 goto leave;
1390 root 1.23 /* fallthrough */
1391 root 1.14
1392 root 1.23 case ARROW:
1393     /* bad bug: monster throw a object, make a step forwards, step on object ,
1394     * trigger this here and get hit by own missile - and will be own enemy.
1395     * Victim then is his own enemy and will start to kill herself (this is
1396     * removed) but we have not synced victim and his missile. To avoid senseless
1397     * action, we avoid hits here
1398     */
1399     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1400     hit_with_arrow (trap, victim);
1401     goto leave;
1402 root 1.14
1403 root 1.23 case SPELL_EFFECT:
1404     apply_spell_effect (trap, victim);
1405     goto leave;
1406 root 1.14
1407 root 1.23 case TRAPDOOR:
1408     {
1409     int max, sound_was_played;
1410     object *ab, *ab_next;
1411 root 1.22
1412 root 1.23 if (!trap->value)
1413     {
1414     int tot;
1415 root 1.14
1416 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1417     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1419 root 1.14
1420 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421     goto leave;
1422 root 1.22
1423 root 1.23 SET_ANIMATION (trap, trap->value);
1424     update_object (trap, UP_OBJ_FACE);
1425     }
1426 root 1.14
1427 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1428 root 1.22 {
1429 root 1.23 /* need to set this up, since if we do transfer the object,
1430     * ab->above would be bogus
1431     */
1432     ab_next = ab->above;
1433 root 1.14
1434 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 root 1.22 {
1436 root 1.23 if (!sound_was_played)
1437     {
1438     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1439     sound_was_played = 1;
1440     }
1441     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1442     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1443 root 1.14 }
1444     }
1445 root 1.22 goto leave;
1446 root 1.23 }
1447 root 1.14
1448    
1449 root 1.23 case CONVERTER:
1450     if (convert_item (victim, trap) < 0)
1451     {
1452     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1453 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1454     }
1455 root 1.14
1456 root 1.23 goto leave;
1457 root 1.14
1458 root 1.23 case TRIGGER_BUTTON:
1459     case TRIGGER_PEDESTAL:
1460     case TRIGGER_ALTAR:
1461     check_trigger (trap, victim);
1462     goto leave;
1463    
1464     case DEEP_SWAMP:
1465     walk_on_deep_swamp (trap, victim);
1466     goto leave;
1467    
1468     case CHECK_INV:
1469 elmex 1.46 check_inv (victim, trap);
1470 root 1.23 goto leave;
1471    
1472     case HOLE:
1473     /* Hole not open? */
1474     if (trap->stats.wc > 0)
1475 root 1.22 goto leave;
1476 root 1.14
1477 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1478     * Processing will happen if the head runs into the pit
1479     */
1480     if (victim->head)
1481 root 1.22 goto leave;
1482 root 1.14
1483 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486     goto leave;
1487 root 1.14
1488 root 1.23 case EXIT:
1489     if (victim->type == PLAYER && EXIT_PATH (trap))
1490     {
1491     /* Basically, don't show exits leading to random maps the
1492     * players output.
1493     */
1494 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1495 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496 root 1.55
1497     victim->enter_exit (trap);
1498 root 1.23 }
1499     goto leave;
1500 root 1.14
1501 root 1.23 case ENCOUNTER:
1502     /* may be some leftovers on this */
1503     goto leave;
1504    
1505     case SHOP_MAT:
1506     apply_shop_mat (trap, victim);
1507     goto leave;
1508    
1509     /* Drop a certain amount of gold, and have one item identified */
1510     case IDENTIFY_ALTAR:
1511     apply_id_altar (victim, trap, originator);
1512     goto leave;
1513    
1514     case SIGN:
1515     if (victim->type != PLAYER && trap->stats.food > 0)
1516 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1517 root 1.23
1518     apply_sign (victim, trap, 1);
1519     goto leave;
1520    
1521     case CONTAINER:
1522 root 1.68 apply_container (victim, trap);
1523 root 1.23 goto leave;
1524    
1525     case RUNE:
1526     case TRAP:
1527     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528     {
1529     spring_trap (trap, victim);
1530     }
1531     goto leave;
1532 root 1.14
1533 root 1.23 default:
1534     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1535 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1536 root 1.23 goto leave;
1537 elmex 1.1 }
1538    
1539 root 1.22 leave:
1540     recursion_depth--;
1541 elmex 1.1 }
1542    
1543     /**
1544     * Handles reading a regular (ie not containing a spell) book.
1545     */
1546 root 1.22 static void
1547     apply_book (object *op, object *tmp)
1548 elmex 1.1 {
1549 root 1.22 int lev_diff;
1550     object *skill_ob;
1551    
1552     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553     {
1554     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1555     return;
1556     }
1557     if (tmp->msg == NULL)
1558     {
1559     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1560     return;
1561     }
1562 elmex 1.1
1563 root 1.22 /* need a literacy skill to read stuff! */
1564     skill_ob = find_skill_by_name (op, tmp->skill);
1565     if (!skill_ob)
1566     {
1567     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1568 elmex 1.1 return;
1569     }
1570 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1571     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572     {
1573     if (lev_diff < 2)
1574     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1575     else if (lev_diff < 3)
1576     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1577     else if (lev_diff < 5)
1578     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1579     else if (lev_diff < 8)
1580     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1581     else if (lev_diff < 15)
1582     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1583     else
1584     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1585 elmex 1.1 return;
1586     }
1587    
1588 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1589    
1590     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1591     msgType->message_type, msgType->message_subtype,
1592 root 1.74 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1593     long_desc (tmp, op), &tmp->msg);
1594 root 1.22
1595     /* gain xp from reading */
1596     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1597     { /* only if not read before */
1598     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1599    
1600     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1601     {
1602     /*exp_gain *= 2; because they just identified it too */
1603     SET_FLAG (tmp, FLAG_IDENTIFIED);
1604 root 1.41
1605 root 1.22 /* If in a container, update how it looks */
1606     if (tmp->env)
1607     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1608     else
1609 root 1.50 op->contr->ns->floorbox_update ();
1610 root 1.22 }
1611 root 1.41
1612 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1613     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1614 elmex 1.1 }
1615     }
1616    
1617     /**
1618     * Handles the applying of a skill scroll, calling learn_skill straight.
1619     * op is the person learning the skill, tmp is the skill scroll object
1620     */
1621 root 1.22 static void
1622     apply_skillscroll (object *op, object *tmp)
1623 elmex 1.1 {
1624 root 1.22 switch ((int) learn_skill (op, tmp))
1625     {
1626 root 1.24 case 0:
1627     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1628     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1629     return;
1630    
1631     case 1:
1632     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1633     decrease_ob (tmp);
1634     return;
1635 root 1.14
1636 root 1.24 default:
1637     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1638     decrease_ob (tmp);
1639     return;
1640 elmex 1.1 }
1641     }
1642    
1643     /**
1644     * Actually makes op learn spell.
1645     * Informs player of what happens.
1646     */
1647 root 1.22 void
1648     do_learn_spell (object *op, object *spell, int special_prayer)
1649 elmex 1.1 {
1650 root 1.22 object *tmp;
1651 elmex 1.1
1652 root 1.22 if (op->type != PLAYER)
1653     {
1654     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1655     return;
1656 elmex 1.1 }
1657    
1658 root 1.22 /* Upgrade special prayers to normal prayers */
1659     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1660     {
1661     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1662     {
1663     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1664     return;
1665 elmex 1.1 }
1666 root 1.22 return;
1667 elmex 1.1 }
1668    
1669 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1670 root 1.39 tmp = spell->clone ();
1671 root 1.22 insert_ob_in_ob (tmp, op);
1672    
1673     if (special_prayer)
1674 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1675 elmex 1.1
1676 root 1.22 esrv_add_spells (op->contr, tmp);
1677 elmex 1.1 }
1678    
1679     /**
1680     * Erases spell from player's inventory.
1681     */
1682 root 1.22 void
1683     do_forget_spell (object *op, const char *spell)
1684 elmex 1.1 {
1685 root 1.22 object *spob;
1686    
1687     if (op->type != PLAYER)
1688     {
1689     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1690     return;
1691     }
1692     if ((spob = check_spell_known (op, spell)) == NULL)
1693     {
1694     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1695     return;
1696     }
1697 elmex 1.1
1698 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1699     player_unready_range_ob (op->contr, spob);
1700     esrv_remove_spell (op->contr, spob);
1701 root 1.37 spob->destroy ();
1702 elmex 1.1 }
1703    
1704     /**
1705     * Handles player applying a spellbook.
1706     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1707     * stuff like that. Random learning failure too.
1708     */
1709 root 1.22 static void
1710     apply_spellbook (object *op, object *tmp)
1711 elmex 1.1 {
1712 root 1.22 object *skop, *spell, *spell_skill;
1713    
1714     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1715     {
1716     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1717     return;
1718     }
1719    
1720     /* artifact_spellbooks have 'slaying' field point to a spell name,
1721     * instead of having their spell stored in stats.sp. These are
1722     * legacy spellbooks
1723     */
1724 elmex 1.1
1725 root 1.22 if (tmp->slaying != NULL)
1726     {
1727     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1728     if (!spell)
1729     {
1730     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1731     return;
1732 root 1.14 }
1733 root 1.22 else
1734     insert_ob_in_ob (spell, tmp);
1735     tmp->slaying = NULL;
1736     }
1737    
1738     skop = find_skill_by_name (op, tmp->skill);
1739    
1740     /* need a literacy skill to learn spells. Also, having a literacy level
1741     * lower than the spell will make learning the spell more difficult */
1742     if (!skop)
1743     {
1744     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1745     return;
1746     }
1747    
1748     spell = tmp->inv;
1749 root 1.32
1750 root 1.22 if (!spell)
1751     {
1752     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1753     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1754     return;
1755     }
1756 root 1.31
1757 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1758 root 1.22 {
1759 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1760 root 1.22 return;
1761     }
1762    
1763     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1764    
1765     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1766     {
1767     identify (tmp);
1768 root 1.41
1769 root 1.22 if (tmp->env)
1770     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1771     else
1772 root 1.50 op->contr->ns->floorbox_update ();
1773 root 1.22 }
1774    
1775     /* I removed the check for special_prayer_mark here - it didn't make
1776     * a lot of sense - special prayers are not found in spellbooks, and
1777     * if the player doesn't know the spell, doesn't make a lot of sense that
1778     * they would have a special prayer mark.
1779     */
1780     if (check_spell_known (op, spell->name))
1781     {
1782     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1783     return;
1784 elmex 1.1 }
1785 root 1.22
1786     if (spell->skill)
1787     {
1788     spell_skill = find_skill_by_name (op, spell->skill);
1789 root 1.25
1790 root 1.22 if (!spell_skill)
1791     {
1792 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1793 root 1.22 return;
1794 root 1.14 }
1795 root 1.25
1796 root 1.22 if (spell_skill->level < spell->level)
1797     {
1798     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1799     return;
1800 root 1.14 }
1801 elmex 1.1 }
1802    
1803 root 1.22 /* Logic as follows
1804     *
1805     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1806     *
1807     * 2- The learner's skill level in literacy adjusts the chance to learn
1808     * a spell.
1809     *
1810     * 3 -Automatically fail to learn if you read while confused
1811     *
1812     * Overall, chances are the same but a player will find having a high
1813     * literacy rate very useful! -b.t.
1814     */
1815     if (QUERY_FLAG (op, FLAG_CONFUSED))
1816     {
1817     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1818     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1819     }
1820     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1821     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1822     {
1823    
1824     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1825     do_learn_spell (op, spell, 0);
1826    
1827     /* xp gain to literacy for spell learning */
1828     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1829     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1830 elmex 1.1 }
1831 root 1.22 else
1832     {
1833     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1834     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1835     }
1836 root 1.73
1837 root 1.22 decrease_ob (tmp);
1838 elmex 1.1 }
1839    
1840     /**
1841     * Handles applying a spell scroll.
1842     */
1843 root 1.22 void
1844     apply_scroll (object *op, object *tmp, int dir)
1845 elmex 1.1 {
1846 root 1.22 object *skop;
1847 elmex 1.1
1848 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1849     {
1850     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1851     return;
1852 elmex 1.1 }
1853    
1854 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1855     {
1856     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1857     return;
1858 elmex 1.1 }
1859    
1860 root 1.22 if (op->type == PLAYER)
1861     {
1862     /* players need a literacy skill to read stuff! */
1863     int exp_gain = 0;
1864 elmex 1.1
1865 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1866     * should go for anything killed by the spell.
1867     */
1868     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1869 elmex 1.1
1870 root 1.22 if (!skop)
1871     {
1872     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1873     return;
1874     }
1875 elmex 1.1
1876 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1877     change_exp (op, exp_gain, skop->skill, 0);
1878 elmex 1.1 }
1879    
1880 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1881     identify (tmp);
1882 elmex 1.1
1883 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1884 elmex 1.1
1885 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1886     decrease_ob (tmp);
1887 elmex 1.1 }
1888    
1889     /**
1890     * Applies a treasure object - by default, chest. op
1891     * is the person doing the applying, tmp is the treasure
1892     * chest.
1893     */
1894 root 1.22 static void
1895     apply_treasure (object *op, object *tmp)
1896 elmex 1.1 {
1897 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1898     * for the chest is done when the chest is created, and put into the chest
1899     * inventory. So that when the chest burns up, the items still exist. Also
1900     * prevents people fromt moving chests to more difficult maps to get better
1901     * treasure
1902     */
1903 root 1.99 object *treas = tmp->inv;
1904 root 1.22
1905 root 1.99 if (!treas)
1906 root 1.22 {
1907     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1908     decrease_ob (tmp);
1909     return;
1910     }
1911 root 1.99
1912 root 1.22 while (tmp->inv)
1913     {
1914     treas = tmp->inv;
1915 elmex 1.1
1916 root 1.36 treas->remove ();
1917 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1918 elmex 1.1
1919 root 1.22 treas->x = op->x;
1920     treas->y = op->y;
1921     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1922    
1923     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1924     spring_trap (treas, op);
1925 root 1.37
1926 root 1.22 /* If either player or container was destroyed, no need to do
1927     * further processing. I think this should be enclused with
1928     * spring trap above, as I don't think there is otherwise
1929     * any way for the treasure chest or player to get killed
1930     */
1931 root 1.29 if (op->destroyed () || tmp->destroyed ())
1932 root 1.22 break;
1933 elmex 1.1 }
1934    
1935 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1936 root 1.22 decrease_ob (tmp);
1937 elmex 1.1
1938     }
1939    
1940     /**
1941     * op eats food.
1942     * If player, takes care of messages and dragon special food.
1943     */
1944 root 1.22 static void
1945     apply_food (object *op, object *tmp)
1946 elmex 1.1 {
1947 root 1.22 int capacity_remaining;
1948 elmex 1.1
1949 root 1.22 if (op->type != PLAYER)
1950     op->stats.hp = op->stats.maxhp;
1951     else
1952     {
1953 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1954 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1955 root 1.14 ;
1956 root 1.22 else
1957     {
1958     /* usual case - no dragon meal: */
1959     if (op->stats.food + tmp->stats.food > 999)
1960     {
1961     if (tmp->type == FOOD || tmp->type == FLESH)
1962     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1963     else
1964     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1965     }
1966    
1967     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1968     {
1969     char buf[MAX_BUF];
1970    
1971     if (!is_dragon_pl (op))
1972     {
1973     /* eating message for normal players */
1974     if (tmp->type == DRINK)
1975     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1976     else
1977     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1978     }
1979     else
1980     {
1981     /* eating message for dragon players */
1982     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1983     }
1984    
1985     new_draw_info (NDI_UNIQUE, 0, op, buf);
1986     capacity_remaining = 999 - op->stats.food;
1987     op->stats.food += tmp->stats.food;
1988     if (capacity_remaining < tmp->stats.food)
1989     op->stats.hp += capacity_remaining / 50;
1990     else
1991     op->stats.hp += tmp->stats.food / 50;
1992     if (op->stats.hp > op->stats.maxhp)
1993     op->stats.hp = op->stats.maxhp;
1994     if (op->stats.food > 999)
1995     op->stats.food = 999;
1996     }
1997 root 1.14
1998 root 1.22 /* special food hack -b.t. */
1999     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2000     eat_special_food (op, tmp);
2001     }
2002 elmex 1.1 }
2003 root 1.22 handle_apply_yield (tmp);
2004     decrease_ob (tmp);
2005 elmex 1.1 }
2006    
2007     /**
2008     * A dragon is eating some flesh. If the flesh contains resistances,
2009     * there is a chance for the dragon's skin to get improved.
2010     *
2011     * attributes:
2012     * object *op the object (dragon player) eating the flesh
2013     * object *meal the flesh item, getting chewed in dragon's mouth
2014     * return:
2015     * int 1 if eating successful, 0 if it doesn't work
2016     */
2017 root 1.22 int
2018     dragon_eat_flesh (object *op, object *meal)
2019     {
2020     object *skin = NULL; /* pointer to dragon skin force */
2021     object *abil = NULL; /* pointer to dragon ability force */
2022     object *tmp = NULL; /* tmp. object */
2023    
2024 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2025     double chance; /* improvement-chance of one resistance type */
2026 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2027     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2028     double mbonus = 0; /* monster bonus */
2029 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2030 root 1.22 int winners = 0; /* number of winners */
2031 elmex 1.1 int i; /* index */
2032 root 1.22
2033 elmex 1.1 /* let's make sure and doublecheck the parameters */
2034 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2035 elmex 1.1 return 0;
2036 root 1.22
2037 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2038     from the player's inventory */
2039 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2040     shstr_cmp dragon_skin_force ("dragon_skin_force");
2041    
2042     for (tmp = op->inv; tmp; tmp = tmp->below)
2043     if (tmp->type == FORCE)
2044 root 1.108 if (tmp->arch->archname == dragon_skin_force)
2045 root 1.60 skin = tmp;
2046 root 1.108 else if (tmp->arch->archname == dragon_ability_force)
2047 root 1.60 abil = tmp;
2048 root 1.22
2049 elmex 1.1 /* if either skin or ability are missing, this is an old player
2050     which is not to be considered a dragon -> bail out */
2051 root 1.22 if (skin == NULL || abil == NULL)
2052     return 0;
2053    
2054 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2055 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2056 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2057     else
2058 root 1.22 op->stats.hp += meal->stats.food / 50;
2059     if (op->stats.hp > op->stats.maxhp)
2060     op->stats.hp = op->stats.maxhp;
2061    
2062     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2063    
2064     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2065    
2066 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2067 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2068     {
2069     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2070     {
2071     /* got positive resistance, now calculate improvement chance (0-100) */
2072    
2073     /* this bonus makes resistance increase easier at lower levels */
2074     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2075     if (i == abil->stats.exp)
2076     bonus += 5; /* additional bonus for resistance of ability-focus */
2077    
2078     /* monster bonus increases with level, because high-level
2079     flesh is too rare */
2080     mbonus = op->level * 20. / ((double) settings.max_level);
2081    
2082     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2083     ((double) settings.max_level)) - skin->resist[i];
2084    
2085     if (chance >= 0.)
2086     chance += 1.;
2087     else
2088     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2089    
2090     /* chance is proportional to amount of resistance (max. 50) */
2091     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2092    
2093     /* doubled chance for resistance of ability-focus */
2094     if (i == abil->stats.exp)
2095     chance = MIN (100., chance * 2.);
2096    
2097     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2098 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2099 root 1.22 {
2100     atnr_winner[winners] = i;
2101     winners++;
2102     }
2103    
2104     if (chance >= 0.01)
2105     totalchance *= 1 - chance / 100;
2106    
2107     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2108     }
2109 elmex 1.1 }
2110 root 1.22
2111 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2112 root 1.22 totalchance = 100 - totalchance * 100;
2113 elmex 1.1 /* print message according to totalchance */
2114     if (totalchance > 50.)
2115 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2116 elmex 1.1 else if (totalchance > 10.)
2117 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2118 elmex 1.1 else if (totalchance > 1.)
2119 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2120 elmex 1.1 else if (totalchance > 0.1)
2121 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2122 elmex 1.1 else if (totalchance >= 0.01)
2123 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2124     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2125     sprintf (buf, "The %s tasted strange.", &meal->name);
2126     else
2127     sprintf (buf, "The %s had no taste.", &meal->name);
2128     new_draw_info (NDI_UNIQUE, 0, op, buf);
2129    
2130 elmex 1.1 /* now choose a winner if we have any */
2131     i = -1;
2132 root 1.22 if (winners > 0)
2133     i = atnr_winner[RANDOM () % winners];
2134    
2135     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2136     {
2137     /* resistance increased! */
2138     skin->resist[i]++;
2139 root 1.51 op->update_stats ();
2140 root 1.22
2141     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2142     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2143     }
2144    
2145 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2146     into the ability_force and it will take effect on next level */
2147 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2148     {
2149     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2150    
2151     if (meal->last_eat != abil->stats.exp)
2152     {
2153     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2154     new_draw_info (NDI_UNIQUE, 0, op, buf);
2155     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2156     new_draw_info (NDI_UNIQUE, 0, op, buf);
2157     }
2158     else
2159     {
2160     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2161     new_draw_info (NDI_UNIQUE, 0, op, buf);
2162     abil->last_eat = 0;
2163     }
2164 elmex 1.1 }
2165     return 1;
2166     }
2167    
2168     /**
2169     * Handles applying an improve armor scroll.
2170     * Does some sanity checks, then calls improve_armour.
2171     */
2172 root 1.22 static void
2173     apply_armour_improver (object *op, object *tmp)
2174 elmex 1.1 {
2175 root 1.22 object *armor;
2176 elmex 1.1
2177 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2178     {
2179     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2180     return;
2181 elmex 1.1 }
2182 root 1.51
2183 root 1.22 armor = find_marked_object (op);
2184 root 1.51
2185 root 1.22 if (!armor)
2186     {
2187     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2188 elmex 1.1 return;
2189     }
2190 root 1.51
2191 root 1.22 if (armor->type != ARMOUR
2192     && armor->type != CLOAK
2193     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2194 elmex 1.1 {
2195 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2196     return;
2197 elmex 1.1 }
2198    
2199 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2200     improve_armour (op, tmp, armor);
2201 elmex 1.1 }
2202    
2203 root 1.22 extern void
2204     apply_poison (object *op, object *tmp)
2205 elmex 1.1 {
2206 root 1.22 if (op->type == PLAYER)
2207     {
2208     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2209     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2210     strcpy (op->contr->killer, "poisonous booze");
2211 elmex 1.1 }
2212 root 1.22 if (tmp->stats.hp > 0)
2213     {
2214     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2215     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2216 elmex 1.1 }
2217 root 1.22 op->stats.food -= op->stats.food / 4;
2218     handle_apply_yield (tmp);
2219     decrease_ob (tmp);
2220 elmex 1.1 }
2221    
2222     /**
2223 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2224 elmex 1.1 * A valid 2 way exit means:
2225     * -You can come back (there is another exit at the other side)
2226     * -You are
2227 root 1.44 * ° the owner of the exit
2228     * ° or in the same party as the owner
2229 elmex 1.1 *
2230     * Note: a owner in a 2 way exit is saved as the owner's name
2231     * in the field exit->name cause the field exit->owner doesn't
2232     * survive in the swapping (in fact the whole exit doesn't survive).
2233     */
2234 root 1.22 int
2235     is_legal_2ways_exit (object *op, object *exit)
2236     {
2237     if (exit->stats.exp != 1)
2238     return 1; /*This is not a 2 way, so it is legal */
2239 root 1.52
2240 root 1.55 #if 0 //TODO
2241 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2242     return 0; /* This is a reset town portal */
2243 root 1.55 #endif
2244    
2245 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246 root 1.52
2247 root 1.22 if (exitmap)
2248     {
2249 root 1.58 exitmap->load_sync ();
2250    
2251     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252 root 1.52
2253 root 1.22 if (!tmp)
2254     return 0;
2255 root 1.52
2256 root 1.58 for (; tmp; tmp = tmp->above)
2257 root 1.22 {
2258     if (tmp->type != EXIT)
2259     continue; /*Not an exit */
2260 root 1.52
2261 root 1.22 if (!EXIT_PATH (tmp))
2262     continue; /*Not a valid exit */
2263 root 1.52
2264 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2265     continue; /*Not in the same place */
2266 root 1.52
2267 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2268 root 1.22 continue; /*Not in the same map */
2269    
2270     /* From here we have found the exit is valid. However we do
2271     * here the check of the exit owner. It is important for the
2272     * town portals to prevent strangers from visiting your appartments
2273     */
2274     if (!exit->race)
2275     return 1; /*No owner, free for all! */
2276 root 1.52
2277 root 1.58 object *exit_owner = 0;
2278 root 1.52
2279     for_all_players (pp)
2280 root 1.22 {
2281     if (!pp->ob)
2282     continue;
2283 root 1.52
2284 root 1.22 if (pp->ob->name != exit->race)
2285     continue;
2286 root 1.52
2287 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2288     break;
2289     }
2290 root 1.52
2291 root 1.22 if (!exit_owner)
2292     return 0; /* No more owner */
2293 root 1.52
2294 root 1.22 if (exit_owner->contr == op->contr)
2295     return 1; /*It is your exit */
2296 root 1.52
2297 root 1.22 if (exit_owner && /*There is a owner */
2298     (op->contr) && /*A player tries to pass */
2299     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2300     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2301     return 0;
2302 root 1.52
2303 root 1.22 return 1;
2304     }
2305     }
2306 root 1.52
2307 root 1.22 return 0;
2308     }
2309 elmex 1.1
2310     /**
2311     * Main apply handler.
2312     *
2313     * Checks for unpaid items before applying.
2314     *
2315     * Return value:
2316     * 0: player or monster can't apply objects of that type
2317     * 1: has been applied, or there was an error applying the object
2318     * 2: objects of that type can't be applied if not in inventory
2319     *
2320     * op is the object that is causing object to be applied, tmp is the object
2321     * being applied.
2322     *
2323     * aflag is special (always apply/unapply) flags. Nothing is done with
2324     * them in this function - they are passed to apply_special
2325     */
2326 root 1.22 int
2327     manual_apply (object *op, object *tmp, int aflag)
2328 elmex 1.1 {
2329 root 1.22 if (tmp->head)
2330     tmp = tmp->head;
2331 elmex 1.1
2332 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2333     {
2334     if (op->type == PLAYER)
2335     {
2336     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2337     return 1;
2338     }
2339     else
2340 root 1.51 return 0; /* monsters just skip unpaid items */
2341 elmex 1.1 }
2342    
2343 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2344     return RESULT_INT (0);
2345 root 1.8
2346 root 1.22 switch (tmp->type)
2347     {
2348 root 1.24 case CF_HANDLE:
2349     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2350     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2351     tmp->value = tmp->value ? 0 : 1;
2352     SET_ANIMATION (tmp, tmp->value);
2353     update_object (tmp, UP_OBJ_FACE);
2354     push_button (tmp);
2355     return 1;
2356 root 1.14
2357 root 1.24 case TRIGGER:
2358     if (check_trigger (tmp, op))
2359     {
2360     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2361     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2362     }
2363     else
2364 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2365    
2366 root 1.24 return 1;
2367 root 1.14
2368 root 1.24 case EXIT:
2369     if (op->type != PLAYER)
2370     return 0;
2371 root 1.57
2372 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2373 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2374 root 1.24 else
2375     {
2376     /* Don't display messages for random maps. */
2377 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2378 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2379 root 1.57
2380 root 1.55 op->enter_exit (tmp);
2381 root 1.24 }
2382 root 1.85
2383 root 1.24 return 1;
2384 root 1.14
2385 root 1.24 case SIGN:
2386     apply_sign (op, tmp, 0);
2387     return 1;
2388 root 1.14
2389 root 1.24 case BOOK:
2390     if (op->type == PLAYER)
2391     {
2392     apply_book (op, tmp);
2393     return 1;
2394     }
2395     else
2396 root 1.85 return 0;
2397 root 1.14
2398 root 1.24 case SKILLSCROLL:
2399     if (op->type == PLAYER)
2400     {
2401     apply_skillscroll (op, tmp);
2402     return 1;
2403     }
2404 root 1.85 else
2405     return 0;
2406 root 1.14
2407 root 1.24 case SPELLBOOK:
2408     if (op->type == PLAYER)
2409     {
2410     apply_spellbook (op, tmp);
2411     return 1;
2412     }
2413 root 1.85 else
2414     return 0;
2415 root 1.14
2416 root 1.24 case SCROLL:
2417     apply_scroll (op, tmp, 0);
2418     return 1;
2419 root 1.14
2420 root 1.24 case POTION:
2421 root 1.85 apply_potion (op, tmp);
2422 root 1.24 return 1;
2423 root 1.14
2424 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2425 root 1.68 //TODO: remove, as it is unsed?
2426 root 1.24 case CLOSE_CON:
2427 root 1.68 apply_container (op, tmp->env);
2428 root 1.24 return 1;
2429 root 1.14
2430 root 1.24 case CONTAINER:
2431 root 1.68 apply_container (op, tmp);
2432 root 1.24 return 1;
2433 root 1.14
2434 root 1.24 case TREASURE:
2435     if (op->type == PLAYER)
2436     {
2437     apply_treasure (op, tmp);
2438     return 1;
2439     }
2440     else
2441 root 1.68 return 0;
2442 root 1.14
2443 root 1.24 case WEAPON:
2444     case ARMOUR:
2445     case BOOTS:
2446     case GLOVES:
2447     case AMULET:
2448     case GIRDLE:
2449     case BRACERS:
2450     case SHIELD:
2451     case HELMET:
2452     case RING:
2453     case CLOAK:
2454     case WAND:
2455     case ROD:
2456     case HORN:
2457     case SKILL:
2458     case BOW:
2459     case LAMP:
2460     case BUILDER:
2461     case SKILL_TOOL:
2462     if (tmp->env != op)
2463     return 2; /* not in inventory */
2464 root 1.79
2465     apply_special (op, tmp, aflag);
2466 root 1.24 return 1;
2467 root 1.14
2468 root 1.24 case DRINK:
2469     case FOOD:
2470     case FLESH:
2471     apply_food (op, tmp);
2472     return 1;
2473 root 1.14
2474 root 1.24 case POISON:
2475     apply_poison (op, tmp);
2476     return 1;
2477 root 1.14
2478 root 1.24 case SAVEBED:
2479 root 1.51 return 1;
2480 root 1.14
2481 root 1.24 case ARMOUR_IMPROVER:
2482     if (op->type == PLAYER)
2483     {
2484     apply_armour_improver (op, tmp);
2485     return 1;
2486     }
2487     else
2488 root 1.51 return 0;
2489 root 1.14
2490 root 1.24 case WEAPON_IMPROVER:
2491 root 1.85 check_improve_weapon (op, tmp);
2492 root 1.24 return 1;
2493 root 1.14
2494 root 1.24 case CLOCK:
2495     if (op->type == PLAYER)
2496     {
2497     char buf[MAX_BUF];
2498     timeofday_t tod;
2499 root 1.22
2500 root 1.24 get_tod (&tod);
2501     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2502     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2503     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2504     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2505     new_draw_info (NDI_UNIQUE, 0, op, buf);
2506     return 1;
2507     }
2508     else
2509 root 1.85 return 0;
2510 root 1.14
2511 root 1.24 case MENU:
2512     if (op->type == PLAYER)
2513     {
2514 elmex 1.75 shop_listing (tmp, op);
2515 root 1.24 return 1;
2516     }
2517     else
2518 root 1.85 return 0;
2519 elmex 1.1
2520 root 1.24 case POWER_CRYSTAL:
2521     apply_power_crystal (op, tmp); /* see egoitem.c */
2522     return 1;
2523 root 1.14
2524 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2525     if (op->type == PLAYER)
2526     {
2527     apply_lighter (op, tmp);
2528     return 1;
2529     }
2530     else
2531 root 1.85 return 0;
2532 root 1.14
2533 root 1.24 case ITEM_TRANSFORMER:
2534     apply_item_transformer (op, tmp);
2535     return 1;
2536 root 1.14
2537 root 1.24 default:
2538     return 0;
2539 elmex 1.1 }
2540     }
2541    
2542    
2543     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2544     * messages as needed by player_apply_below(). But there can still be
2545     * "but you are floating high above the ground" messages.
2546     *
2547     * Same return value as apply() function.
2548     */
2549 root 1.22 int
2550     player_apply (object *pl, object *op, int aflag, int quiet)
2551 elmex 1.1 {
2552 root 1.22 int tmp;
2553 elmex 1.1
2554 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2555     {
2556     /* player is flying and applying object not in inventory */
2557     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2558     {
2559     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2560     return 0;
2561 root 1.14 }
2562 elmex 1.1 }
2563    
2564 root 1.22 pl->contr->last_used = op;
2565 elmex 1.1
2566 root 1.22 tmp = manual_apply (pl, op, aflag);
2567     if (!quiet)
2568     {
2569     if (tmp == 0)
2570     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2571     else if (tmp == 2)
2572     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2573 elmex 1.1 }
2574 root 1.22 return tmp;
2575 elmex 1.1 }
2576    
2577     /**
2578     * player_apply_below attempts to apply the object 'below' the player.
2579     * If the player has an open container, we use that for below, otherwise
2580     * we use the ground.
2581     */
2582 root 1.22 void
2583     player_apply_below (object *pl)
2584 elmex 1.1 {
2585 root 1.68 int floors = 0;
2586 root 1.22
2587     /* If using a container, set the starting item to be the top
2588     * item in the container. Otherwise, use the map.
2589 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2590 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2591     * next object in the stack before applying. This is can only be a
2592     * problem if player_apply() has a bug in that it uses the object but does
2593     * not return a proper value.
2594     */
2595 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2596 root 1.22 {
2597     next = tmp->below;
2598 root 1.68
2599 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2600     floors++;
2601     else if (floors > 0)
2602     return; /* process only floor objects after first floor object */
2603    
2604     /* If it is visible, player can apply it. If it is applied by
2605     * person moving on it, also activate. Added code to make it
2606     * so that at least one of players movement types be that which
2607     * the item needs.
2608     */
2609     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2610     {
2611     if (player_apply (pl, tmp, 0, 1) == 1)
2612     return;
2613 elmex 1.1 }
2614 root 1.22 if (floors >= 2)
2615     return; /* process at most two floor objects */
2616 elmex 1.1 }
2617     }
2618    
2619     /**
2620     * Unapplies specified item.
2621     * No check done on cursed/damned.
2622     * Break this out of apply_special - this is just done
2623     * to keep the size of apply_special to a more managable size.
2624     */
2625 root 1.22 static int
2626     unapply_special (object *who, object *op, int aflags)
2627 elmex 1.1 {
2628 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2629     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2630 root 1.22 return RESULT_INT (0);
2631 root 1.12
2632 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2633 root 1.76
2634 root 1.22 switch (op->type)
2635     {
2636 root 1.96 case SKILL_TOOL:
2637     // unapplying a skill tool should also unapply the skill it governs
2638     // but this is hard, as it shouldn't do so when the skill can
2639     // be used for other reasons
2640     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2641     if (tmp->skill == op->skill
2642     && tmp->type == SKILL
2643     && tmp->flag [FLAG_APPLIED]
2644     && !tmp->flag [FLAG_CAN_USE_SKILL])
2645     unapply_special (who, tmp, 0);
2646    
2647     change_abil (who, op);
2648     break;
2649    
2650 root 1.24 case WEAPON:
2651 root 1.105 if (player *pl = who->contr)
2652     if (op == pl->combat_ob)
2653     {
2654     pl->combat_ob = 0;
2655     who->change_weapon (pl->ranged_ob);
2656     }
2657    
2658 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2659 elmex 1.1
2660 root 1.79 change_abil (who, op);
2661     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2662 root 1.24 break;
2663 root 1.14
2664 root 1.96 case SKILL:
2665 root 1.79 if (who->contr)
2666 root 1.24 {
2667 root 1.76 if (!op->invisible)
2668     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 root 1.24 else
2670 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 root 1.24 }
2672 root 1.76
2673     change_abil (who, op);
2674 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675     break;
2676 root 1.14
2677 root 1.24 case ARMOUR:
2678     case HELMET:
2679     case SHIELD:
2680     case RING:
2681     case BOOTS:
2682     case GLOVES:
2683     case AMULET:
2684     case GIRDLE:
2685     case BRACERS:
2686     case CLOAK:
2687     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 root 1.79 change_abil (who, op);
2689 root 1.24 break;
2690 root 1.79
2691 root 1.24 case LAMP:
2692 root 1.103 {
2693     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2694 root 1.29
2695 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2696     tmp2->x = op->x;
2697     tmp2->y = op->y;
2698     tmp2->map = op->map;
2699     tmp2->below = op->below;
2700     tmp2->above = op->above;
2701     tmp2->stats.food = op->stats.food;
2702     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2703    
2704     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2705     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2706    
2707     if (who->contr)
2708     esrv_del_item (who->contr, op->count);
2709    
2710     op->destroy ();
2711     insert_ob_in_ob (tmp2, who);
2712     who->update_stats ();
2713 root 1.29
2714 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2715     {
2716     if (who->contr)
2717     {
2718     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2719     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2720     }
2721     }
2722 root 1.29
2723 root 1.103 if (who->contr)
2724     esrv_send_item (who, tmp2);
2725     }
2726 root 1.79
2727 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2728 root 1.76
2729 root 1.24 case BOW:
2730     case WAND:
2731     case ROD:
2732     case HORN:
2733 root 1.105 if (player *pl = who->contr)
2734     {
2735     if (op == pl->ranged_ob)
2736     {
2737     pl->ranged_ob = 0;
2738     who->change_weapon (pl->combat_ob);
2739     }
2740    
2741     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2742     }
2743 root 1.103 else
2744 root 1.24 {
2745 root 1.103 who->change_skill (0);
2746 root 1.79
2747 root 1.24 if (op->type == BOW)
2748     CLEAR_FLAG (who, FLAG_READY_BOW);
2749     else
2750     CLEAR_FLAG (who, FLAG_READY_RANGE);
2751     }
2752 root 1.76
2753 root 1.24 break;
2754 elmex 1.1
2755 root 1.24 case BUILDER:
2756 root 1.79 if (who->contr)
2757 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2758 root 1.24 break;
2759 elmex 1.1
2760 root 1.24 default:
2761     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2762     break;
2763 elmex 1.1 }
2764    
2765 root 1.51 who->update_stats ();
2766 elmex 1.1
2767 root 1.22 if (!(aflags & AP_NO_MERGE))
2768     {
2769 root 1.85 object *tmp = merge_ob (op, 0);
2770 root 1.79
2771     if (who->contr)
2772 root 1.22 {
2773     if (tmp)
2774     { /* it was merged */
2775 root 1.29 esrv_del_item (who->contr, op->count);
2776 root 1.22 op = tmp;
2777 elmex 1.1 }
2778 root 1.29
2779 root 1.22 esrv_send_item (who, op);
2780 root 1.14 }
2781 elmex 1.1 }
2782 root 1.79
2783 root 1.22 return 0;
2784 elmex 1.1 }
2785    
2786     /**
2787     * Returns the object that is using location 'loc'.
2788     * Note that 'start' is the first object to start examing - we
2789     * then go through the below of this. In this way, you can do
2790     * something like:
2791 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2792     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2793 elmex 1.1 * to find the second object that may use this location, etc.
2794     * Returns NULL if no match is found.
2795     * loc is the index into the array we are looking for a match.
2796     * don't return invisible objects unless they are skill objects
2797     * invisible other objects that use
2798     * up body locations can be used as restrictions.
2799     */
2800 root 1.84 static object *
2801 root 1.96 get_next_item_from_body_location (int loc, object *start)
2802 elmex 1.1 {
2803 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2804     if (tmp->flag [FLAG_APPLIED]
2805     && tmp->slot[loc].info
2806     && (!tmp->invisible || tmp->type == SKILL))
2807     return tmp;
2808 elmex 1.1
2809 root 1.84 return 0;
2810 elmex 1.1 }
2811    
2812     /**
2813     * 'op' wants to apply an object, but can't because of other equipment.
2814     * This should only be called when it is known
2815     * that there are objects to unapply. This makes pretty heavy
2816     * use of get_item_from_body_location. It makes no intelligent choice
2817     * on objects - rather, the first that is matched is used.
2818     * Returns 0 on success, returns 1 if there is some problem.
2819     * if aflags is AP_PRINT, we instead print out waht to unapply
2820     * instead of doing it. This is a lot less code than having
2821     * another function that does just that.
2822     */
2823 root 1.22 int
2824     unapply_for_ob (object *who, object *op, int aflags)
2825 elmex 1.1 {
2826 root 1.81 if (op->is_range ())
2827     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2828     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2830     {
2831     if (aflags & AP_PRINT)
2832     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2833     else
2834     unapply_special (who, tmp, aflags);
2835     }
2836     else
2837     {
2838     /* In this case, we want to try and remove a cursed item.
2839     * While we know it won't work, we want unapply_special to
2840     * at least generate the message.
2841     */
2842     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2843     return 1;
2844     }
2845 elmex 1.1
2846 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 root 1.22 {
2848     /* this used up a slot that we need to free */
2849 root 1.82 if (op->slot[i].info)
2850 root 1.22 {
2851 root 1.81 object *last = who->inv;
2852 root 1.14
2853 root 1.22 /* We do a while loop - may need to remove several items in order
2854     * to free up enough slots.
2855     */
2856 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2857 root 1.22 {
2858 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2859 root 1.81
2860 root 1.22 if (!tmp)
2861     {
2862 elmex 1.1 #if 0
2863 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2864     * equipped.
2865     */
2866     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2867 elmex 1.1 #endif
2868 root 1.22 return 1;
2869     }
2870 root 1.81
2871 root 1.22 /* If we are just printing, we don't care about cursed status */
2872     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873     {
2874     if (aflags & AP_PRINT)
2875     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2876     else
2877     unapply_special (who, tmp, aflags);
2878 root 1.14 }
2879 root 1.22 else
2880     {
2881     /* Cursed item that we can't unequip - tell the player.
2882     * Note this could be annoying if this is just one of a few,
2883     * so it may not be critical (eg, putting on a ring and you have
2884     * one cursed ring.)
2885     */
2886     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2887 root 1.14 }
2888 root 1.81
2889 root 1.22 last = tmp->below;
2890 root 1.14 }
2891 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892     * return in the !tmp would have kicked in.
2893     */
2894     } /* if op is using this body location */
2895     } /* for body lcoations */
2896 root 1.81
2897 root 1.22 return 0;
2898 elmex 1.1 }
2899    
2900     /**
2901     * Checks to see if 'who' can apply object 'op'.
2902     * Returns 0 if apply can be done without anything special.
2903     * Otherwise returns a bitmask - potentially several of these may be
2904     * set, but largely depends on circumstance - in the future, processing
2905 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2906 root 1.96 * is set, do we really care what the other flags may be?)
2907 elmex 1.1 *
2908     * See include/define.h for detailed description of the meaning of
2909     * these return values.
2910     */
2911 root 1.22 int
2912     can_apply_object (object *who, object *op)
2913 elmex 1.1 {
2914 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2915     return RESULT_INT (0);
2916    
2917 root 1.78 int retval = 0;
2918     object *tmp = 0, *ws = 0;
2919 root 1.22
2920 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 root 1.22 {
2922 root 1.82 if (op->slot[i].info)
2923 root 1.22 {
2924     /* Item uses more slots than we have */
2925 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2926 root 1.22 {
2927 root 1.78 /* Could return now for efficiency - rest of info below isn't
2928 root 1.22 * really needed.
2929     */
2930     retval |= CAN_APPLY_NEVER;
2931     }
2932 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2933 root 1.22 {
2934     /* in this case, equipping this would use more free spots than
2935     * we have.
2936     */
2937 elmex 1.1
2938 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2939 root 1.84 * enough slots to equip the new item, then just set "can
2940     * apply unapply". We don't care about the logic below - if you have a
2941 root 1.22 * shield equipped and try to equip another shield, there is only
2942     * one choice. However, the check for the number of body locations
2943     * does take into the account cases where what is being applied
2944     * may be two handed for example.
2945     */
2946     if (ws)
2947 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2948     {
2949     retval |= CAN_APPLY_UNAPPLY;
2950     continue;
2951     }
2952 root 1.22
2953 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2954 root 1.22 if (!tmp1)
2955     {
2956 elmex 1.1 #if 0
2957 root 1.22 /* This is sort of an error, but happens a lot when old players
2958     * join in with more stuff equipped than they are now allowed.
2959     */
2960     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2961 elmex 1.1 #endif
2962 root 1.22 retval |= CAN_APPLY_NEVER;
2963     }
2964     else
2965     {
2966     /* need to unapply something. However, if this something
2967     * is different than we had found before, it means they need
2968     * to apply multiple objects
2969     */
2970     retval |= CAN_APPLY_UNAPPLY;
2971 root 1.96
2972 root 1.22 if (!tmp)
2973     tmp = tmp1;
2974     else if (tmp != tmp1)
2975 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2976    
2977 root 1.22 /* This object isn't using up all the slots, so there must
2978 root 1.78 * be another. If so, and it the new item doesn't need all
2979 root 1.22 * the slots, the player then has a choice.
2980     */
2981 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982     && abs (op->slot[i].info) < who->slot[i].info)
2983 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2984    
2985     /* Does unequippint 'tmp1' free up enough slots for this to be
2986     * equipped? If not, there must be something else to unapply.
2987     */
2988 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2989 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
2990     }
2991     } /* if not enough free slots */
2992     } /* if this object uses location i */
2993     } /* for i -> num_body_locations loop */
2994    
2995     /* Note that we don't check for FLAG_USE_ARMOUR - that should
2996     * really be controlled by use of body locations. We do have
2997     * the weapon/shield checks, and the range checks for monsters,
2998     * because you can't control those just by body location - bows, shields,
2999     * and weapons all use the same slot. Similar for horn/rod/wand - they
3000     * all use the same location.
3001     */
3002     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3003     retval |= CAN_APPLY_RESTRICTION;
3004 root 1.76
3005 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3006     retval |= CAN_APPLY_RESTRICTION;
3007    
3008     if (who->type != PLAYER)
3009     {
3010     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3011 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3012 root 1.78
3013 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3014     retval |= CAN_APPLY_RESTRICTION;
3015 root 1.78
3016 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3017     retval |= CAN_APPLY_RESTRICTION;
3018 root 1.78
3019 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3020 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3021 elmex 1.1 }
3022 root 1.76
3023 root 1.22 return retval;
3024 elmex 1.1 }
3025    
3026     /**
3027     * who is the object using the object. It can be a monster.
3028     * op is the object they are using. op is an equipment type item,
3029     * eg, one which you put on and keep on for a while, and not something
3030     * like a potion or scroll.
3031     *
3032     * function returns 1 if the action could not be completed, 0 on
3033     * success. However, success is a matter of meaning - if the
3034     * user passes the 'apply' flag to an object already applied,
3035     * nothing is done, and 0 is returned.
3036     *
3037     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3038     * AP_UNAPPLY=always unapply).
3039     *
3040     * Optional flags:
3041     * AP_NO_MERGE: don't merge an unapplied object with other objects
3042     * AP_IGNORE_CURSE: unapply cursed items
3043 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3044 elmex 1.1 *
3045     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3046     *
3047     * apply_special() doesn't check for unpaid items.
3048     */
3049 root 1.22 int
3050     apply_special (object *who, object *op, int aflags)
3051 elmex 1.1 {
3052 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3053     object *tmp, *tmp2, *skop = NULL;
3054 elmex 1.1
3055 root 1.22 if (who == NULL)
3056     {
3057     LOG (llevError, "apply_special() from object without environment.\n");
3058     return 1;
3059 elmex 1.1 }
3060    
3061 root 1.22 if (op->env != who)
3062     return 1; /* op is not in inventory */
3063 elmex 1.1
3064 root 1.22 /* trying to unequip op */
3065     if (QUERY_FLAG (op, FLAG_APPLIED))
3066     {
3067     /* always apply, so no reason to unapply */
3068     if (basic_flag == AP_APPLY)
3069     return 0;
3070    
3071     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3072     {
3073 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));
3074 root 1.22 return 1;
3075 root 1.14 }
3076 root 1.78
3077 root 1.22 return unapply_special (who, op, aflags);
3078 elmex 1.1 }
3079    
3080 root 1.22 if (basic_flag == AP_UNAPPLY)
3081     return 0;
3082 elmex 1.1
3083 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3084     // to resolve conflicts.
3085     if (player *pl = who->contr)
3086 root 1.95 switch (op->slottype ())
3087 root 1.90 {
3088 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3090 root 1.90 }
3091    
3092 root 1.104 splay (op);
3093    
3094 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3095 root 1.78 if (int i = can_apply_object (who, op))
3096 root 1.22 {
3097     if (i & CAN_APPLY_NEVER)
3098     {
3099     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3100     return 1;
3101     }
3102     else if (i & CAN_APPLY_RESTRICTION)
3103     {
3104     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3105     return 1;
3106     }
3107 root 1.78
3108 root 1.22 if (who->type != PLAYER)
3109     {
3110     /* Some error, so don't try to equip something more */
3111     if (unapply_for_ob (who, op, aflags))
3112 root 1.14 return 1;
3113     }
3114 root 1.22 else
3115     {
3116     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3117     {
3118 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3119 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3120     return 1;
3121     }
3122     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3123 root 1.81 if (unapply_for_ob (who, op, aflags))
3124     return 1;
3125 root 1.14 }
3126 elmex 1.1 }
3127 root 1.55
3128 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3129     {
3130     skop = find_skill_by_name (who, op->skill);
3131 root 1.78
3132 root 1.22 if (!skop)
3133     {
3134     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3135     return 1;
3136     }
3137     else
3138 root 1.76 /* While experience will be credited properly, we want to change the
3139     * skill so that the dam and wc get updated
3140     */
3141 root 1.101 who->change_skill (skop);
3142 elmex 1.1 }
3143 root 1.22
3144 root 1.78 if (who->type == PLAYER
3145     && op->item_power
3146     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3147 root 1.22 {
3148 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3149     "Equipping that combined with other items would consume your soul! "
3150     "[use the skills command to check your available item power]");
3151 root 1.22 return 1;
3152 elmex 1.1 }
3153    
3154 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3155     * Note that we don't have the checks for can_use_...
3156     * below - that is already taken care of by can_apply_object.
3157     */
3158     if (op->nrof > 1)
3159     tmp = get_split_ob (op, op->nrof - 1);
3160     else
3161 root 1.78 tmp = 0;
3162 root 1.22
3163     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3164     return RESULT_INT (0);
3165    
3166     switch (op->type)
3167     {
3168 root 1.24 case WEAPON:
3169     if (!check_weapon_power (who, op->last_eat))
3170     {
3171 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3172 root 1.87 "It would consume your soul!.");
3173 root 1.79
3174 root 1.78 if (tmp)
3175     insert_ob_in_ob (tmp, who);
3176 root 1.79
3177 root 1.24 return 1;
3178     }
3179 root 1.65
3180 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3181 root 1.78 // i.e. "R" can use Ragnarok's sword.
3182 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3183     {
3184     /* if the weapon does not have the name as the character, can't use it. */
3185     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3186     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3187 root 1.65
3188     if (tmp)
3189     insert_ob_in_ob (tmp, who);
3190    
3191 root 1.24 return 1;
3192     }
3193 root 1.65
3194 root 1.80 if (!skop)
3195     {
3196     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3197     return 1;
3198     }
3199    
3200 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3201 root 1.101 who->change_skill (skop);
3202 root 1.76
3203 root 1.79 if (who->contr)
3204 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3205 root 1.78
3206 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3207 root 1.14
3208 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3209 root 1.76 change_abil (who, op);
3210 root 1.24 break;
3211 root 1.14
3212 root 1.24 case ARMOUR:
3213     case HELMET:
3214     case SHIELD:
3215     case BOOTS:
3216     case GLOVES:
3217     case GIRDLE:
3218     case BRACERS:
3219     case CLOAK:
3220     case RING:
3221     case AMULET:
3222     SET_FLAG (op, FLAG_APPLIED);
3223     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3224 root 1.76 change_abil (who, op);
3225 root 1.24 break;
3226 root 1.76
3227 root 1.24 case LAMP:
3228     if (op->stats.food < 1)
3229     {
3230 root 1.78 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3231 root 1.24 return 1;
3232     }
3233 root 1.76
3234 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3235     tmp2 = arch_to_object (op->other_arch);
3236     tmp2->stats.food = op->stats.food;
3237     SET_FLAG (tmp2, FLAG_APPLIED);
3238 root 1.76
3239 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241 root 1.76
3242 root 1.24 insert_ob_in_ob (tmp2, who);
3243    
3244     /* Remove the old lantern */
3245     if (who->type == PLAYER)
3246 root 1.29 esrv_del_item (who->contr, op->count);
3247    
3248 root 1.37 op->destroy ();
3249 root 1.22
3250 root 1.24 /* insert the portion that was split off */
3251 root 1.76 if (tmp)
3252 root 1.24 {
3253 root 1.76 insert_ob_in_ob (tmp, who);
3254 root 1.24 if (who->type == PLAYER)
3255     esrv_send_item (who, tmp);
3256     }
3257 root 1.76
3258 root 1.51 who->update_stats ();
3259 root 1.76
3260 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3261 root 1.81 if (who->type == PLAYER)
3262     {
3263     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3264     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3265     }
3266 root 1.76
3267 root 1.24 if (who->type == PLAYER)
3268     esrv_send_item (who, tmp2);
3269 root 1.76
3270 root 1.24 return 0;
3271 root 1.14
3272 root 1.96 case SKILL_TOOL:
3273     // applying a skill tool also readies the skill
3274     SET_FLAG (op, FLAG_APPLIED);
3275    
3276 root 1.101 if (!(aflags & AP_NO_READY))
3277 root 1.24 {
3278 root 1.101 skop = find_skill_by_name (who, op->skill);
3279     if (!skop->flag [FLAG_APPLIED])
3280     apply_special (who, skop, AP_APPLY);
3281 root 1.24 }
3282 root 1.101 break;
3283 root 1.76
3284 root 1.101 case SKILL:
3285 root 1.79 if (player *pl = who->contr)
3286 root 1.24 {
3287 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3288     {
3289 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3290 root 1.79 {
3291     for (object *item = who->inv; item; item = item->below)
3292     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3293     {
3294 root 1.101 if (item->skill == op->skill)
3295     {
3296     who->change_weapon (pl->combat_ob = item);
3297     goto found_weapon;
3298     }
3299 root 1.79 }
3300    
3301 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);
3302 root 1.79 return 1;
3303    
3304     found_weapon:;
3305     }
3306     else
3307 root 1.90 who->change_weapon (pl->combat_ob = op);
3308 root 1.79 }
3309     else if (IS_RANGED_SKILL (op->subtype))
3310     {
3311 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3312 root 1.79 {
3313     for (object *item = who->inv; item; item = item->below)
3314     if (item->type == BOW && item->flag [FLAG_APPLIED])
3315     {
3316 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3317 root 1.90 who->change_weapon (pl->ranged_ob = item);
3318 root 1.79 goto found_bow;
3319     }
3320    
3321     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3322     return 1;
3323    
3324     found_bow:;
3325     }
3326     else
3327 root 1.90 who->change_weapon (pl->ranged_ob = op);
3328 root 1.79 }
3329 root 1.76
3330 root 1.24 if (!op->invisible)
3331     {
3332     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3333     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3334     }
3335     else
3336 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3337 root 1.24 }
3338 root 1.101 else
3339     {
3340     SET_FLAG (op, FLAG_APPLIED);
3341     change_abil (who, op);
3342     who->chosen_skill = op;
3343     SET_FLAG (who, FLAG_READY_SKILL);
3344     }
3345 root 1.76
3346 root 1.24 break;
3347 root 1.22
3348 root 1.24 case BOW:
3349     if (!check_weapon_power (who, op->last_eat))
3350     {
3351 root 1.81 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3352 root 1.24 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3353 root 1.76
3354     if (tmp)
3355     insert_ob_in_ob (tmp, who);
3356    
3357 root 1.24 return 1;
3358     }
3359 root 1.76
3360 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3361     {
3362     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3363 root 1.81 if (tmp)
3364 root 1.76 insert_ob_in_ob (tmp, who);
3365    
3366 root 1.24 return 1;
3367     }
3368 root 1.76
3369     /*FALLTHROUGH*/
3370     case WAND:
3371 root 1.24 case ROD:
3372     case HORN:
3373     /* check for skill, alter player status */
3374 root 1.78
3375     if (!skop)
3376 root 1.80 {
3377     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3378     return 1;
3379     }
3380    
3381     SET_FLAG (op, FLAG_APPLIED);
3382 root 1.101 who->change_skill (skop);
3383 root 1.22
3384 root 1.79 if (who->contr)
3385 root 1.24 {
3386 root 1.79 who->contr->ranged_ob = op;
3387 root 1.78
3388 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3389    
3390 root 1.24 if (op->type == BOW)
3391     {
3392 root 1.79 who->current_weapon = op;
3393 root 1.76 change_abil (who, op);
3394 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3395     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3396     }
3397     }
3398     else
3399     {
3400     if (op->type == BOW)
3401     SET_FLAG (who, FLAG_READY_BOW);
3402     else
3403     SET_FLAG (who, FLAG_READY_RANGE);
3404     }
3405 root 1.76
3406 root 1.24 break;
3407 elmex 1.1
3408 root 1.24 case BUILDER:
3409 root 1.76 if (who->type == PLAYER)
3410     {
3411 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3412 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3413     unapply_special (who, who->contr->ranged_ob, 0);
3414    
3415     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3416    
3417 root 1.79 who->contr->ranged_ob = op;
3418 root 1.76 }
3419 root 1.24 break;
3420 elmex 1.1
3421 root 1.24 default:
3422     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3423 root 1.22 } /* end of switch op->type */
3424    
3425     SET_FLAG (op, FLAG_APPLIED);
3426 elmex 1.1
3427 root 1.79 if (tmp)
3428 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3429 elmex 1.1
3430 root 1.51 who->update_stats ();
3431 elmex 1.1
3432 root 1.22 /* We exclude spell casting objects. The fire code will set the
3433     * been applied flag when they are used - until that point,
3434     * you don't know anything about them.
3435     */
3436     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3437     SET_FLAG (op, FLAG_BEEN_APPLIED);
3438    
3439     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3440     {
3441     if (who->type == PLAYER)
3442     {
3443     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3444     SET_FLAG (op, FLAG_KNOWN_CURSED);
3445     }
3446     }
3447 root 1.76
3448 root 1.22 if (who->type == PLAYER)
3449     {
3450     /* if multiple objects were applied, update both slots */
3451     if (tmp)
3452     esrv_send_item (who, tmp);
3453 root 1.76
3454 root 1.22 esrv_send_item (who, op);
3455 elmex 1.1 }
3456 root 1.76
3457 root 1.22 return 0;
3458 elmex 1.1 }
3459    
3460 root 1.22 int
3461     monster_apply_special (object *who, object *op, int aflags)
3462 elmex 1.1 {
3463 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3464 elmex 1.1 return 1;
3465     return apply_special (who, op, aflags);
3466     }
3467    
3468     /**
3469     * Map was just loaded, handle op's initialisation.
3470     *
3471     * Generates shop floor's item, and treasures.
3472     */
3473 root 1.22 int
3474     auto_apply (object *op)
3475     {
3476     object *tmp = NULL, *tmp2;
3477     int i;
3478 elmex 1.1
3479 root 1.22 switch (op->type)
3480     {
3481 root 1.24 case SHOP_FLOOR:
3482 root 1.42 if (!op->has_random_items ())
3483 root 1.24 return 0;
3484 root 1.38
3485 root 1.24 do
3486     {
3487     i = 10; /* let's give it 10 tries */
3488     while ((tmp = generate_treasure (op->randomitems,
3489     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3490     if (tmp == NULL)
3491     return 0;
3492     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3493     {
3494 root 1.37 tmp->destroy ();
3495 root 1.24 tmp = NULL;
3496     }
3497     }
3498     while (!tmp);
3499 root 1.38
3500 root 1.24 tmp->x = op->x;
3501     tmp->y = op->y;
3502     SET_FLAG (tmp, FLAG_UNPAID);
3503     insert_ob_in_map (tmp, op->map, NULL, 0);
3504     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3505     identify (tmp);
3506     break;
3507 root 1.14
3508 root 1.24 case TREASURE:
3509     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3510     return 0;
3511 root 1.37
3512 root 1.67 while (op->stats.hp-- > 0)
3513 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3514     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3515    
3516     /* If we generated an object and put it in this object inventory,
3517     * move it to the parent object as the current object is about
3518     * to disappear. An example of this item is the random_* stuff
3519     * that is put inside other objects.
3520     */
3521     for (tmp = op->inv; tmp; tmp = tmp2)
3522     {
3523     tmp2 = tmp->below;
3524 root 1.36 tmp->remove ();
3525 root 1.37
3526 root 1.24 if (op->env)
3527     insert_ob_in_ob (tmp, op->env);
3528     else
3529 root 1.37 tmp->destroy ();
3530 root 1.24 }
3531 root 1.37
3532     op->destroy ();
3533 root 1.24 break;
3534 elmex 1.1 }
3535 root 1.22 return tmp ? 1 : 0;
3536 elmex 1.1 }
3537    
3538     /**
3539 root 1.68 * fix_auto_apply goes through the entire map every time a map
3540     * is loaded or swapped in and performs special actions for
3541 elmex 1.1 * certain objects (most initialization of chests and creation of
3542     * treasures and stuff). Calls auto_apply if appropriate.
3543     */
3544 root 1.20 void
3545 root 1.55 maptile::fix_auto_apply ()
3546 root 1.20 {
3547 root 1.55 if (!spaces)
3548 root 1.20 return;
3549    
3550 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3551     for (object *tmp = ms->bot; tmp; )
3552     {
3553     object *above = tmp->above;
3554 root 1.20
3555 root 1.55 if (tmp->inv)
3556     {
3557     object *invtmp, *invnext;
3558 elmex 1.1
3559 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3560     {
3561     invnext = invtmp->below;
3562 root 1.14
3563 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3564     auto_apply (invtmp);
3565     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3566     {
3567     while ((invtmp->stats.hp--) > 0)
3568     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3569    
3570     invtmp->randomitems = NULL;
3571     }
3572     else if (invtmp && invtmp->arch
3573     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3574     {
3575     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3576     /* Need to clear this so that we never try to create
3577     * treasure again for this object
3578     */
3579     invtmp->randomitems = NULL;
3580     }
3581     }
3582     /* This is really temporary - the code at the bottom will
3583     * also set randomitems to null. The problem is there are bunches
3584     * of maps/players already out there with items that have spells
3585     * which haven't had the randomitems set to null yet.
3586     * MSW 2004-05-13
3587     *
3588     * And if it's a spellbook, it's better to set randomitems to NULL too,
3589     * else you get two spells in the book ^_-
3590     * Ryo 2004-08-16
3591     */
3592     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3593     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3594     tmp->randomitems = NULL;
3595 root 1.14
3596 root 1.55 }
3597 root 1.20
3598 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3599     auto_apply (tmp);
3600     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3601     {
3602     while ((tmp->stats.hp--) > 0)
3603     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3604     tmp->randomitems = NULL;
3605     }
3606     else if (tmp->type == TIMED_GATE)
3607     {
3608     object *head = tmp->head != NULL ? tmp->head : tmp;
3609    
3610     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3611     tmp->set_speed (0);
3612     }
3613     /* This function can be called everytime a map is loaded, even when
3614     * swapping back in. As such, we don't want to create the treasure
3615     * over and ove again, so after we generate the treasure, blank out
3616     * randomitems so if it is swapped in again, it won't make anything.
3617     * This is a problem for the above objects, because they have counters
3618     * which say how many times to make the treasure.
3619     */
3620     else if (tmp && tmp->arch && tmp->type != PLAYER
3621     && tmp->type != TREASURE && tmp->type != SPELL
3622     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3623     {
3624     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3625     tmp->randomitems = NULL;
3626     }
3627 root 1.78
3628 root 1.68 // close all containers
3629     else if (tmp->type == CONTAINER)
3630     tmp->flag [FLAG_APPLIED] = 0;
3631 root 1.22
3632 root 1.55 tmp = above;
3633     }
3634 elmex 1.1
3635 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3636     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3637     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3638     check_trigger (tmp, tmp->above);
3639 elmex 1.1 }
3640    
3641     /**
3642     * Handles player eating food that temporarily changes status (resistances, stats).
3643     * This used to call cast_change_attr(), but
3644     * that doesn't work with the new spell code. Since we know what
3645     * the food changes, just grab a force and use that instead.
3646     */
3647 root 1.22 void
3648     eat_special_food (object *who, object *food)
3649     {
3650     object *force;
3651     int i, did_one = 0;
3652    
3653     force = get_archetype (FORCE_NAME);
3654    
3655     for (i = 0; i < NUM_STATS; i++)
3656 root 1.91 if (sint8 k = food->stats.stat (i))
3657     {
3658     force->stats.stat (i) = k;
3659     did_one = 1;
3660     }
3661 elmex 1.1
3662 root 1.22 /* check if we can protect the eater */
3663     for (i = 0; i < NROFATTACKS; i++)
3664     {
3665     if (food->resist[i] > 0)
3666     {
3667     force->resist[i] = food->resist[i] / 2;
3668     did_one = 1;
3669     }
3670     }
3671 elmex 1.47
3672 root 1.22 if (did_one)
3673     {
3674 root 1.54 force->set_speed (0.1);
3675 root 1.22 /* bigger morsel of food = longer effect time */
3676 elmex 1.47 force->duration = food->stats.food / 5;
3677 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3678     change_abil (who, force);
3679     insert_ob_in_ob (force, who);
3680     }
3681     else
3682 root 1.37 force->destroy ();
3683 root 1.22
3684     /* check for hp, sp change */
3685     if (food->stats.hp != 0)
3686     {
3687     if (QUERY_FLAG (food, FLAG_CURSED))
3688     {
3689 root 1.64 assign (who->contr->killer, food->name);
3690 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3691     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3692     }
3693     else
3694     {
3695     if (food->stats.hp > 0)
3696     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3697     else
3698     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3699     who->stats.hp += food->stats.hp;
3700     }
3701     }
3702     if (food->stats.sp != 0)
3703     {
3704     if (QUERY_FLAG (food, FLAG_CURSED))
3705     {
3706     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3707     who->stats.sp -= food->stats.sp;
3708     if (who->stats.sp < 0)
3709     who->stats.sp = 0;
3710     }
3711     else
3712     {
3713     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3714     who->stats.sp += food->stats.sp;
3715     /* place limit on max sp from food? */
3716     }
3717 elmex 1.1 }
3718 root 1.51 who->update_stats ();
3719 elmex 1.1 }
3720    
3721     /**
3722     * Designed primarily to light torches/lanterns/etc.
3723     * Also burns up burnable material too. First object in the inventory is
3724     * the selected object to "burn". -b.t.
3725     */
3726 root 1.22 void
3727     apply_lighter (object *who, object *lighter)
3728     {
3729     object *item;
3730     int is_player_env = 0;
3731    
3732     item = find_marked_object (who);
3733     if (item)
3734     {
3735     if (lighter->last_eat && lighter->stats.food)
3736     { /* lighter gets used up */
3737     /* Split multiple lighters if they're being used up. Otherwise *
3738     * one charge from each would be used up. --DAMN */
3739     if (lighter->nrof > 1)
3740     {
3741 root 1.39 object *oneLighter = lighter->clone ();
3742 root 1.14
3743 root 1.22 lighter->nrof -= 1;
3744     oneLighter->nrof = 1;
3745     oneLighter->stats.food--;
3746     esrv_send_item (who, lighter);
3747     oneLighter = insert_ob_in_ob (oneLighter, who);
3748     esrv_send_item (who, oneLighter);
3749     }
3750     else
3751 root 1.29 lighter->stats.food--;
3752 root 1.22 }
3753     else if (lighter->last_eat)
3754     { /* no charges left in lighter */
3755     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3756     return;
3757     }
3758 root 1.48
3759 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3760     * I can't see many times when you would want to light multiple
3761     * objects at once.
3762     */
3763 root 1.48
3764     if (who == item->in_player ())
3765 root 1.22 is_player_env = 1;
3766    
3767     save_throw_object (item, AT_FIRE, who);
3768 root 1.48
3769 root 1.49 if (item->destroyed ())
3770 root 1.22 {
3771 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3772 root 1.22 /* Need to update the player so that the players glow radius
3773     * gets changed.
3774     */
3775     if (is_player_env)
3776 root 1.51 who->update_stats ();
3777 root 1.22 }
3778     else
3779 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);
3780 root 1.22 }
3781     else /* nothing to light */
3782     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3783 elmex 1.1
3784     }
3785    
3786     /**
3787     * op made some mistake with a scroll, this takes care of punishment.
3788     * scroll_failure()- hacked directly from spell_failure
3789     */
3790 root 1.22 void
3791     scroll_failure (object *op, int failure, int power)
3792 elmex 1.1 {
3793 root 1.22 if (abs (failure / 4) > power)
3794     power = abs (failure / 4); /* set minimum effect */
3795 elmex 1.1
3796 root 1.22 if (failure <= -1 && failure > -15)
3797     { /* wonder */
3798     object *tmp;
3799    
3800     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3801     tmp = get_archetype (SPELL_WONDER);
3802     cast_wonder (op, op, 0, tmp);
3803 root 1.37 tmp->destroy ();
3804 root 1.22 }
3805     else if (failure <= -15 && failure > -35)
3806     { /* drain mana */
3807     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3808     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3809     if (op->stats.sp < 0)
3810     op->stats.sp = 0;
3811     }
3812     else if (settings.spell_failure_effects == TRUE)
3813     {
3814     if (failure <= -35 && failure > -60)
3815     { /* confusion */
3816     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3817     confuse_player (op, op, power);
3818     }
3819     else if (failure <= -60 && failure > -70)
3820     { /* paralysis */
3821     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3822     paralyze_player (op, op, power);
3823     }
3824     else if (failure <= -70 && failure > -80)
3825     { /* blind */
3826     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3827     blind_player (op, op, power);
3828     }
3829     else if (failure <= -80)
3830     { /* blast the immediate area */
3831 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3832 root 1.22 cast_magic_storm (op, tmp, power);
3833 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3834 root 1.37 tmp->destroy ();
3835 root 1.14 }
3836 elmex 1.1 }
3837     }
3838    
3839 root 1.22 void
3840     apply_changes_to_player (object *pl, object *change)
3841     {
3842     int excess_stat = 0; /* if the stat goes over the maximum
3843     for the race, put the excess stat some
3844     where else. */
3845 elmex 1.1
3846 root 1.22 switch (change->type)
3847     {
3848 root 1.24 case CLASS:
3849     {
3850     living *stats = &(pl->contr->orig_stats);
3851     living *ns = &(change->stats);
3852     object *walk;
3853     int flag_change_face = 1;
3854    
3855     /* the following code assigns stats up to the stat max
3856     * for the race, and if the stat max is exceeded,
3857     * tries to randomly reassign the excess stat
3858     */
3859     int i, j;
3860 root 1.22
3861 root 1.24 for (i = 0; i < NUM_STATS; i++)
3862     {
3863 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3864 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3865 root 1.22
3866 root 1.24 if (stat > 20 + race_bonus)
3867     {
3868     excess_stat++;
3869     stat = 20 + race_bonus;
3870     }
3871 root 1.91
3872     stats->stat (i) = stat;
3873 root 1.24 }
3874 elmex 1.1
3875 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3876     { /* try 100 times to assign excess stats */
3877     int i = rndm (0, 6);
3878    
3879     if (i == CHA)
3880     continue; /* exclude cha from this */
3881 root 1.91
3882     int stat = stats->stat (i);
3883 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3884 root 1.24 if (stat < 20 + race_bonus)
3885     {
3886     change_attr_value (stats, i, 1);
3887     excess_stat--;
3888     }
3889     }
3890 root 1.14
3891 root 1.24 /* insert the randomitems from the change's treasurelist into
3892     * the player ref: player.c
3893     */
3894     if (change->randomitems != NULL)
3895     give_initial_items (pl, change->randomitems);
3896 root 1.14
3897 root 1.24 /* set up the face, for some races. */
3898 root 1.14
3899 root 1.24 /* first, look for the force object banning
3900     * changing the face. Certain races never change face with class.
3901     */
3902     for (walk = pl->inv; walk != NULL; walk = walk->below)
3903     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3904     flag_change_face = 0;
3905 root 1.14
3906 root 1.24 if (flag_change_face)
3907     {
3908     pl->animation_id = GET_ANIM_ID (change);
3909     pl->face = change->face;
3910 root 1.14
3911 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3912     SET_FLAG (pl, FLAG_ANIMATE);
3913     else
3914     CLEAR_FLAG (pl, FLAG_ANIMATE);
3915     }
3916 root 1.14
3917 root 1.24 /* check the special case of can't use weapons */
3918     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3919     if (!strcmp (change->name, "monk"))
3920     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3921 root 1.14
3922 root 1.24 break;
3923     }
3924 elmex 1.1 }
3925     }
3926    
3927     /**
3928     * This handles items of type 'transformer'.
3929     * Basically those items, used with a marked item, transform both items into something
3930     * else.
3931     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3932     * Change information is contained in the 'slaying' field of the marked item.
3933     * The format is as follow: transformer:[number ]yield[;transformer:...].
3934     * This way an item can be transformed in many things, and/or many objects.
3935     * The 'slaying' field for transformer is used as verb for the action.
3936     */
3937 root 1.22 void
3938     apply_item_transformer (object *pl, object *transformer)
3939     {
3940     object *marked;
3941     object *new_item;
3942     char *find;
3943     char *separator;
3944     int yield;
3945     char got[MAX_BUF];
3946     int len;
3947    
3948     if (!pl || !transformer)
3949     return;
3950     marked = find_marked_object (pl);
3951     if (!marked)
3952 elmex 1.1 {
3953 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3954     return;
3955     }
3956     if (!marked->slaying)
3957     {
3958     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3959     return;
3960     }
3961     /* check whether they are compatible or not */
3962 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
3963     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3964 root 1.22 {
3965     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3966     return;
3967     }
3968 root 1.108 find += strlen (transformer->arch->archname) + 1;
3969 root 1.22 /* Item can be used, now find how many and what it yields */
3970     if (isdigit (*(find)))
3971     {
3972     yield = atoi (find);
3973     if (yield < 1)
3974 elmex 1.1 {
3975 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3976     yield = 1;
3977 elmex 1.1 }
3978 root 1.22 }
3979     else
3980     yield = 1;
3981 elmex 1.1
3982 root 1.22 while (isdigit (*find))
3983     find++;
3984     while (*find == ' ')
3985     find++;
3986     memset (got, 0, MAX_BUF);
3987     if ((separator = strchr (find, ';')) != NULL)
3988     {
3989     len = separator - find;
3990     }
3991     else
3992     {
3993     len = strlen (find);
3994     }
3995     if (len > MAX_BUF - 1)
3996     len = MAX_BUF - 1;
3997     strcpy (got, find);
3998     got[len] = '\0';
3999    
4000     /* Now create new item, remove used ones when required. */
4001     new_item = get_archetype (got);
4002     if (!new_item)
4003     {
4004     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4005     return;
4006 elmex 1.1 }
4007 root 1.29
4008 root 1.22 new_item->nrof = yield;
4009     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4010     insert_ob_in_ob (new_item, pl);
4011     esrv_send_inventory (pl, pl);
4012     /* Eat up one item */
4013     decrease_ob_nr (marked, 1);
4014     /* Eat one transformer if needed */
4015     if (transformer->stats.food)
4016     if (--transformer->stats.food == 0)
4017     decrease_ob_nr (transformer, 1);
4018     }