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Revision: 1.113
Committed: Tue Jul 10 05:51:38 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.112: +2 -5 lines
Log Message:
- improve dynbuf implementation further
- save now saves shstrs longer than HUGE_BUF, lets fix any brokenness remaining
  in the server...
- converted most describe_*-functions to dynbuf_text, making them likely
  faster (or maybe slower), while removing any hardcoded length limit.
- memory allocated for static dynbuf's is not being returned ever (at least
  not the initial chunk, maybe fix this?)
- implement framework for predeclared const shstrs for comparison purposes
  (shstrinc.h).
- enabled and enforced new material code.
- implement hack to clean up book titles.
- increases HUGE_BUF to 10240, to be similar to mac network packet size.

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 1.111 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.111 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.61 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22     */
23 elmex 1.1
24 root 1.79 #include <cmath>
25    
26 elmex 1.1 #include <global.h>
27     #include <living.h>
28     #include <spells.h>
29     #include <skills.h>
30     #include <tod.h>
31    
32 root 1.51 #include <sproto.h>
33 elmex 1.1
34     /* Want this regardless of rplay. */
35     #include <sounds.h>
36    
37     /**
38     * Check if op should abort moving victim because of it's race or slaying.
39     * Returns 1 if it should abort, returns 0 if it should continue.
40     */
41 root 1.22 int
42     should_director_abort (object *op, object *victim)
43 elmex 1.1 {
44 root 1.22 int arch_flag, name_flag, race_flag;
45    
46     /* Get flags to determine what of arch, name, and race should be checked.
47     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48     * the next is the name flag, and the last is the race flag. Also note,
49     * if subtype is set to zero, that also goes to defaults of all affecting
50     * it. Examples:
51     * subtype 1: only arch
52     * subtype 3: arch or name
53     * subtype 5: arch or race
54     * subtype 7: all three
55     */
56     if (op->subtype)
57     {
58     arch_flag = (op->subtype & 1);
59     name_flag = (op->subtype & 2);
60     race_flag = (op->subtype & 4);
61     }
62     else
63     {
64     arch_flag = 1;
65     name_flag = 1;
66     race_flag = 1;
67     }
68 root 1.66
69 root 1.22 /* If the director has race set, only affect objects with a arch,
70     * name or race that matches.
71     */
72     if ((op->race) &&
73 root 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 root 1.66 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75     ((!(victim->race && race_flag) || op->race != victim->race)))
76     return 1;
77    
78 root 1.22 /* If the director has slaying set, only affect objects where none
79     * of arch, name, or race match.
80     */
81 root 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 root 1.66 ((victim->name && name_flag && op->slaying == victim->name)) ||
83     ((victim->race && race_flag && op->slaying == victim->race)))
84     return 1;
85    
86 root 1.22 return 0;
87 elmex 1.1 }
88    
89     /**
90     * This handles a player dropping money on an altar to identify stuff.
91     * It'll identify marked item, if none all items up to dropped money.
92     * Return value: 1 if money was destroyed, 0 if not.
93     */
94 root 1.22 static int
95     apply_id_altar (object *money, object *altar, object *pl)
96 elmex 1.1 {
97 root 1.22 object *id, *marked;
98     int success = 0;
99    
100     if (pl == NULL || pl->type != PLAYER)
101     return 0;
102 elmex 1.1
103 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104     * identifying' from being printed out more than it needs to be.
105     */
106     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
107     return 0;
108 elmex 1.1
109 root 1.22 marked = find_marked_object (pl);
110     /* if the player has a marked item, identify that if it needs to be
111     * identified. IF it doesn't, then go through the player inventory.
112     */
113     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114     {
115     if (operate_altar (altar, &money))
116     {
117     identify (marked);
118     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
119     if (marked->msg)
120     {
121     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
122     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
123     }
124     return money == NULL;
125     }
126     }
127 elmex 1.1
128 root 1.22 for (id = pl->inv; id; id = id->below)
129     {
130     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131     {
132     if (operate_altar (altar, &money))
133     {
134     identify (id);
135     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136     if (id->msg)
137     {
138     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 root 1.14 }
141 root 1.22 success = 1;
142     /* If no more money, might as well quit now */
143     if (money == NULL || !check_altar_sacrifice (altar, money))
144     break;
145     }
146     else
147     {
148     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149     break;
150     }
151 root 1.14 }
152 elmex 1.1 }
153 root 1.22 if (!success)
154     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
155     return money == NULL;
156 elmex 1.1 }
157    
158     /**
159     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160     * matching item.
161     **/
162 root 1.22 static void
163     handle_apply_yield (object *tmp)
164 elmex 1.1 {
165 root 1.22 const char *yield;
166 elmex 1.1
167 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
168     if (yield != NULL)
169 elmex 1.1 {
170 root 1.22 object *drop = get_archetype (yield);
171    
172     if (tmp->env)
173 elmex 1.1 {
174 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
175     if (tmp->env->type == PLAYER)
176     esrv_send_item (tmp->env, drop);
177 elmex 1.1 }
178 root 1.22 else
179 elmex 1.1 {
180 root 1.22 drop->x = tmp->x;
181     drop->y = tmp->y;
182     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 elmex 1.1 }
184     }
185     }
186    
187     /**
188     * Handles applying a potion.
189     */
190 root 1.22 int
191     apply_potion (object *op, object *tmp)
192 elmex 1.1 {
193 elmex 1.3 int got_one = 0, i;
194     object *force = 0, *floor = 0;
195    
196 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
197 elmex 1.3
198 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 elmex 1.3 {
200     if (op->type == PLAYER)
201 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
202 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
203     return 0;
204     }
205 elmex 1.3
206 elmex 1.4 if (op->type == PLAYER)
207 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208     identify (tmp);
209 elmex 1.3
210 elmex 1.4 handle_apply_yield (tmp);
211 elmex 1.1
212 elmex 1.4 /* Potion of restoration - only for players */
213     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214     {
215     object *depl;
216     archetype *at;
217 elmex 1.1
218 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219     {
220 root 1.51 op->drain_stat ();
221     op->update_stats ();
222 elmex 1.3 decrease_ob (tmp);
223     return 1;
224     }
225 root 1.37
226 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
227 elmex 1.4 {
228     LOG (llevError, "Could not find archetype depletion\n");
229     return 0;
230     }
231     depl = present_arch_in_ob (at, op);
232 root 1.37
233 root 1.51 if (depl)
234 elmex 1.4 {
235     for (i = 0; i < NUM_STATS; i++)
236 root 1.91 if (depl->stats.stat (i))
237 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
238    
239     depl->destroy ();
240 root 1.51 op->update_stats ();
241 elmex 1.4 }
242     else
243     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
244 elmex 1.1
245 elmex 1.4 decrease_ob (tmp);
246     return 1;
247     }
248    
249     /* improvement potion - only for players */
250     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
251     {
252     for (i = 1; i < MIN (11, op->level); i++)
253 elmex 1.3 {
254 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 elmex 1.3 {
256 elmex 1.4 if (op->contr->levhp[i] != 1)
257 elmex 1.3 {
258 elmex 1.4 op->contr->levhp[i] = 1;
259     break;
260 elmex 1.3 }
261 elmex 1.4 if (op->contr->levsp[i] != 1)
262 elmex 1.3 {
263 elmex 1.4 op->contr->levsp[i] = 1;
264     break;
265     }
266     if (op->contr->levgrace[i] != 1)
267     {
268     op->contr->levgrace[i] = 1;
269     break;
270 elmex 1.3 }
271     }
272 elmex 1.4 else
273 elmex 1.3 {
274 elmex 1.4 if (op->contr->levhp[i] < 9)
275     {
276     op->contr->levhp[i] = 9;
277     break;
278     }
279     if (op->contr->levsp[i] < 6)
280 elmex 1.3 {
281 elmex 1.4 op->contr->levsp[i] = 6;
282     break;
283 elmex 1.3 }
284 elmex 1.4 if (op->contr->levgrace[i] < 3)
285 elmex 1.3 {
286 elmex 1.4 op->contr->levgrace[i] = 3;
287     break;
288 elmex 1.3 }
289     }
290     }
291 root 1.37
292 elmex 1.4 /* Just makes checking easier */
293     if (i < MIN (11, op->level))
294     got_one = 1;
295 root 1.37
296 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 elmex 1.3 {
298 elmex 1.4 if (got_one)
299 elmex 1.3 {
300 root 1.51 op->update_stats ();
301 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
302     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
303     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
304 elmex 1.3 }
305     else
306 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
307 elmex 1.3 }
308 elmex 1.4 else
309     { /* cursed potion */
310     if (got_one)
311 elmex 1.3 {
312 root 1.51 op->update_stats ();
313 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
314 elmex 1.3 }
315 elmex 1.4 else
316 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
317 elmex 1.3 }
318 root 1.37
319 elmex 1.4 decrease_ob (tmp);
320     return 1;
321     }
322    
323    
324     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
325     * and heroism all fit into this category. Given the spell object code,
326     * there is no limit to the number of spells that potions can be cast,
327     * but direction is problematic to try and imbue fireball potions for example.
328     */
329     if (tmp->inv)
330     {
331     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 elmex 1.3 {
333 elmex 1.4 object *fball;
334    
335     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336     /* Explodes a fireball centered at player */
337     fball = get_archetype (EXPLODING_FIREBALL);
338 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 elmex 1.4 fball->x = op->x;
341     fball->y = op->y;
342     insert_ob_in_map (fball, op->map, NULL, 0);
343 elmex 1.3 }
344 elmex 1.4 else
345     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 elmex 1.1
347 elmex 1.4 decrease_ob (tmp);
348     /* if youre dead, no point in doing this... */
349     if (!QUERY_FLAG (op, FLAG_REMOVED))
350 root 1.51 op->update_stats ();
351 elmex 1.4 return 1;
352     }
353    
354     /* Deal with protection potions */
355     force = NULL;
356     for (i = 0; i < NROFATTACKS; i++)
357     {
358     if (tmp->resist[i])
359     {
360     if (!force)
361     force = get_archetype (FORCE_NAME);
362     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363     force->type = POTION_EFFECT;
364     break; /* Only need to find one protection since we copy entire batch */
365 elmex 1.3 }
366 elmex 1.1 }
367 elmex 1.4 /* This is a protection potion */
368     if (force)
369 elmex 1.3 {
370 elmex 1.4 /* cursed items last longer */
371     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
372     {
373     force->stats.food *= 10;
374     for (i = 0; i < NROFATTACKS; i++)
375     if (force->resist[i] > 0)
376     force->resist[i] = -force->resist[i]; /* prot => vuln */
377     }
378 root 1.92
379 elmex 1.4 force->speed_left = -1;
380     force = insert_ob_in_ob (force, op);
381     CLEAR_FLAG (tmp, FLAG_APPLIED);
382     SET_FLAG (force, FLAG_APPLIED);
383     change_abil (op, force);
384     decrease_ob (tmp);
385     return 1;
386     }
387    
388     /* Only thing left are the stat potions */
389     if (op->type == PLAYER)
390     { /* only for players */
391 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
393     else
394     SET_FLAG (tmp, FLAG_APPLIED);
395     if (!change_abil (op, tmp))
396     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 elmex 1.1 }
398    
399 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
400     * that were grouped with the one consumed, his
401     * stat will not be raised by them. fix_player just clears
402     * up all the stats.
403     */
404     CLEAR_FLAG (tmp, FLAG_APPLIED);
405 root 1.51 op->update_stats ();
406 elmex 1.3 decrease_ob (tmp);
407     return 1;
408 elmex 1.1 }
409    
410     /****************************************************************************
411     * Weapon improvement code follows
412     ****************************************************************************/
413    
414     /**
415     * This returns the sum of nrof of item (arch name).
416     */
417 root 1.22 static int
418     check_item (object *op, const char *item)
419 elmex 1.1 {
420 root 1.22 int count = 0;
421 elmex 1.1
422    
423 root 1.22 if (item == NULL)
424     return 0;
425 root 1.66
426 root 1.22 op = op->below;
427     while (op != NULL)
428     {
429 root 1.108 if (strcmp (op->arch->archname, item) == 0)
430 root 1.22 {
431 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 root 1.14 {
434 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 root 1.14 count++;
436     else
437     count += op->nrof;
438     }
439 root 1.22 }
440 root 1.66
441 root 1.22 op = op->below;
442 elmex 1.1 }
443 root 1.66
444 elmex 1.1 return count;
445     }
446    
447     /**
448     * This removes 'nrof' of what item->slaying says to remove.
449     * op is typically the player, which is only
450     * really used to determine what space to look at.
451     * Modified to only eat 'nrof' of objects.
452     */
453 root 1.22 static void
454     eat_item (object *op, const char *item, uint32 nrof)
455 elmex 1.1 {
456 root 1.22 object *prev;
457 elmex 1.1
458 root 1.22 prev = op;
459     op = op->below;
460 elmex 1.1
461 root 1.22 while (op != NULL)
462     {
463 root 1.108 if (strcmp (op->arch->archname, item) == 0)
464 root 1.22 {
465     if (op->nrof >= nrof)
466     {
467     decrease_ob_nr (op, nrof);
468     return;
469     }
470     else
471     {
472     decrease_ob_nr (op, op->nrof);
473     nrof -= op->nrof;
474 root 1.14 }
475 root 1.22 op = prev;
476 root 1.14 }
477 root 1.22 prev = op;
478     op = op->below;
479 elmex 1.1 }
480     }
481    
482     /**
483     * This checks to see of the player (who) is sufficient level to use a weapon
484     * with improvs improvements (typically last_eat). We take an int here
485     * instead of the object so that the improvement code can pass along the
486     * increased value to see if the object is usuable.
487     * we return 1 (true) if the player can use the weapon.
488     */
489 root 1.22 static int
490     check_weapon_power (const object *who, int improvs)
491 elmex 1.1 {
492 root 1.22
493 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
494     * object players really have any control to improve, it's a bit harsh to
495     * require high level in some combat skill, so we just use overall level.
496     */
497     #if 1
498 root 1.22 if (((who->level / 5) + 5) >= improvs)
499     return 1;
500     else
501     return 0;
502 elmex 1.1
503     #else
504 root 1.22 int level = 0;
505    
506     /* The skill system hands out wc and dam bonuses to fighters
507     * more generously than the old system (see fix_player). Thus
508     * we need to curtail the power of player enchanted weapons.
509     * I changed this to 1 improvement per "fighter" level/5 -b.t.
510     * Note: Nothing should break by allowing this ratio to be different or
511     * using normal level - it is just a matter of play balance.
512     */
513     if (who->type == PLAYER)
514     {
515     object *wc_obj = NULL;
516 elmex 1.1
517 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519     level = wc_obj->level;
520    
521     if (!level)
522     {
523     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524     level = who->level;
525 root 1.14 }
526 elmex 1.1 }
527 root 1.22 else
528     level = who->level;
529 elmex 1.1
530 root 1.22 return (improvs <= ((level / 5) + 5));
531 elmex 1.1 #endif
532     }
533    
534     /**
535     * Returns how many items of type improver->slaying there are under op.
536     * Will display a message if none found, and 1 if improver->slaying is NULL.
537     */
538 root 1.22 static int
539     check_sacrifice (object *op, const object *improver)
540 elmex 1.1 {
541 root 1.22 int count = 0;
542    
543     if (improver->slaying != NULL)
544     {
545     count = check_item (op, improver->slaying);
546     if (count < 1)
547     {
548     char buf[200];
549 elmex 1.1
550 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
551     new_draw_info (NDI_UNIQUE, 0, op, buf);
552     return 0;
553 root 1.14 }
554 elmex 1.1 }
555 root 1.22 else
556     count = 1;
557 elmex 1.1
558 root 1.22 return count;
559 elmex 1.1 }
560    
561     /**
562     * Actually improves the weapon, and tells user.
563     */
564 root 1.22 int
565     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 elmex 1.1 {
567    
568 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 elmex 1.1 *stat += sacrifice_count;
570     weapon->last_eat++;
571 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572     decrease_ob (improver);
573 elmex 1.1
574     /* So it updates the players stats and the window */
575 root 1.51 op->update_stats ();
576 elmex 1.1 return 1;
577     }
578    
579     /* Types of improvements, hidden in the sp field. */
580     #define IMPROVE_PREPARE 1
581     #define IMPROVE_DAMAGE 2
582     #define IMPROVE_WEIGHT 3
583     #define IMPROVE_ENCHANT 4
584     #define IMPROVE_STR 5
585     #define IMPROVE_DEX 6
586     #define IMPROVE_CON 7
587     #define IMPROVE_WIS 8
588     #define IMPROVE_CHA 9
589     #define IMPROVE_INT 10
590     #define IMPROVE_POW 11
591    
592    
593     /**
594     * This does the prepare weapon scroll.
595     * Checks for sacrifice, and so on.
596     */
597    
598 root 1.22 int
599     prepare_weapon (object *op, object *improver, object *weapon)
600 elmex 1.1 {
601 root 1.22 int sacrifice_count, i;
602     char buf[MAX_BUF];
603 elmex 1.1
604 root 1.22 if (weapon->level != 0)
605     {
606     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 elmex 1.1 return 0;
608     }
609 root 1.22 for (i = 0; i < NROFATTACKS; i++)
610     if (weapon->resist[i])
611     break;
612 elmex 1.1
613 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
614     * improvement of items that already have protections.
615     */
616     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618     weapon->stats.exp || /* speed */
619     weapon->stats.ac) /* AC - only taifu's I think */
620 elmex 1.1 {
621 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 elmex 1.1 return 0;
623     }
624 root 1.22 sacrifice_count = check_sacrifice (op, improver);
625     if (sacrifice_count <= 0)
626     return 0;
627     weapon->level = isqrt (sacrifice_count);
628     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629     eat_item (op, improver->slaying, sacrifice_count);
630    
631     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632    
633     sprintf (buf, "%s's %s", &op->name, &weapon->name);
634     weapon->name = weapon->name_pl = buf;
635     weapon->nrof = 0; /* prevents preparing n weapons in the same
636     slot at once! */
637     decrease_ob (improver);
638     weapon->last_eat = 0;
639     return 1;
640 elmex 1.1 }
641    
642    
643     /**
644     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645     * This is the new improve weapon code.
646     * Returns 0 if it was not able to work for some reason.
647     *
648     * Checks if weapon was prepared, if enough potions on the floor, ...
649     *
650     * We are hiding extra information about the weapon in the level and
651     * last_eat numbers for an object. Hopefully this won't break anything ??
652     * level == max improve last_eat == current improve
653     */
654 root 1.22 int
655     improve_weapon (object *op, object *improver, object *weapon)
656 elmex 1.1 {
657 root 1.22 int sacrifice_count, sacrifice_needed = 0;
658 elmex 1.1
659 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
660     {
661     return prepare_weapon (op, improver, weapon);
662     }
663     if (weapon->level == 0)
664     {
665     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666     return 0;
667     }
668     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669     {
670     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671     return 0;
672     }
673     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674     {
675     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678     return 0;
679     }
680 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
681     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682     * don't put any maximum value on damage - the limit is how much the
683     * weapon can be improved.
684     */
685 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
686     {
687     weapon->stats.dam += 5;
688     weapon->weight += 5000; /* 5 KG's */
689     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690     weapon->last_eat++;
691    
692     weapon->item_power++;
693     decrease_ob (improver);
694     return 1;
695     }
696     if (improver->stats.sp == IMPROVE_WEIGHT)
697     {
698     /* Reduce weight by 20% */
699     weapon->weight = (weapon->weight * 8) / 10;
700     if (weapon->weight < 1)
701     weapon->weight = 1;
702     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703     weapon->last_eat++;
704     weapon->item_power++;
705     decrease_ob (improver);
706     return 1;
707     }
708     if (improver->stats.sp == IMPROVE_ENCHANT)
709     {
710     weapon->magic++;
711     weapon->last_eat++;
712     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713     decrease_ob (improver);
714     weapon->item_power++;
715     return 1;
716     }
717 root 1.14
718 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720    
721     if (sacrifice_needed < 1)
722     sacrifice_needed = 1;
723     sacrifice_needed *= 2;
724 elmex 1.1
725 root 1.22 sacrifice_count = check_sacrifice (op, improver);
726     if (sacrifice_count < sacrifice_needed)
727     {
728     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729     return 0;
730     }
731     eat_item (op, improver->slaying, sacrifice_needed);
732 elmex 1.1 weapon->item_power++;
733    
734 root 1.22 switch (improver->stats.sp)
735     {
736 root 1.24 case IMPROVE_STR:
737     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738     case IMPROVE_DEX:
739     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740     case IMPROVE_CON:
741     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742     case IMPROVE_WIS:
743     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744     case IMPROVE_CHA:
745     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746     case IMPROVE_INT:
747     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748     case IMPROVE_POW:
749     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750     default:
751     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 root 1.22 }
753     LOG (llevError, "improve_weapon: Got to end of function\n");
754 elmex 1.1 return 0;
755     }
756    
757     /**
758     * Handles the applying of improve/prepare/enchant weapon scroll.
759     * Checks a few things (not on a non-magic square, marked weapon, ...),
760     * then calls improve_weapon to do the dirty work.
761     */
762 root 1.22 int
763     check_improve_weapon (object *op, object *tmp)
764 elmex 1.1 {
765 root 1.22 object *otmp;
766 elmex 1.1
767 root 1.22 if (op->type != PLAYER)
768     return 0;
769 root 1.77
770 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771     {
772     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 elmex 1.1 return 0;
774     }
775 root 1.77
776 root 1.22 otmp = find_marked_object (op);
777     if (!otmp)
778     {
779     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
780 elmex 1.1 return 0;
781     }
782 root 1.77
783 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
784     {
785     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
790     improve_weapon (op, tmp, otmp);
791     esrv_send_item (op, otmp);
792     return 1;
793 elmex 1.1 }
794    
795     /**
796     * This code deals with the armour improvment scrolls.
797     * Change limits on improvement - let players go up to
798     * +5 no matter what level, but they are limited by item
799     * power.
800     * Try to use same improvement code as in the common/treasure.c
801     * file, so that if you make a +2 full helm, it will be just
802     * the same as one you find in a shop.
803     *
804     * deprecated comment:
805     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
806     * only 'enchantment' of armour is possible - improving
807     * the stats of a player w/ armour as well as a weapon
808     * will probably horribly unbalance the game. Magic enchanting
809     * depends on the level of the character - ie the plus
810     * value (magic) of the armour can never be increased beyond
811     * the level of the character / 10 -- rounding upish, nor may
812     * the armour value of the piece of equipment exceed either
813     * the users level or 90)
814     * Modified by MSW for partial resistance. Only support
815     * changing of physical area right now.
816     */
817 root 1.22 int
818     improve_armour (object *op, object *improver, object *armour)
819 elmex 1.1 {
820 root 1.22 object *tmp;
821 elmex 1.1
822 root 1.22 if (armour->magic >= settings.armor_max_enchant)
823     {
824     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
825     return 0;
826 elmex 1.1 }
827 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828     * etc), so take the easy way out and don't worry about it.
829     * Note - maybe add scrolls which make the random artifact versions (eg, armour
830     * of gnarg and what not?)
831     */
832     if (armour->title)
833     {
834     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
835     return 0;
836 elmex 1.1 }
837    
838 root 1.22 /* Split objects if needed. Can't insert tmp until the
839     * end of this function - otherwise it will just re-merge.
840     */
841     if (armour->nrof > 1)
842     tmp = get_split_ob (armour, armour->nrof - 1);
843     else
844     tmp = NULL;
845    
846     armour->magic++;
847    
848     if (!settings.armor_speed_linear)
849     {
850     int base = 100;
851     int pow = 0;
852 elmex 1.1
853 root 1.22 while (pow < armour->magic)
854 elmex 1.1 {
855 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
856     pow++;
857 elmex 1.1 }
858    
859 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 root 1.22 }
861     else
862 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863 elmex 1.1
864 root 1.22 if (!settings.armor_weight_linear)
865     {
866     int base = 100;
867     int pow = 0;
868 elmex 1.1
869 root 1.22 while (pow < armour->magic)
870 elmex 1.1 {
871 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
872     pow++;
873 elmex 1.1 }
874    
875 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
876 root 1.22 }
877     else
878 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879 root 1.22
880     if (armour->weight <= 0)
881     {
882     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883     armour->weight = 1;
884     }
885    
886 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 elmex 1.1
888 root 1.22 if (op->type == PLAYER)
889     {
890     esrv_send_item (op, armour);
891     if (QUERY_FLAG (armour, FLAG_APPLIED))
892 root 1.51 op->update_stats ();
893 elmex 1.1 }
894 root 1.22 decrease_ob (improver);
895     if (tmp)
896     {
897     insert_ob_in_ob (tmp, op);
898     esrv_send_item (op, tmp);
899 elmex 1.1 }
900 root 1.22 return 1;
901 elmex 1.1 }
902    
903    
904     /*
905     * convert_item() returns 1 if anything was converted, 0 if the item was not
906     * what the converter wants, -1 if the converter is broken.
907     */
908     #define CONV_FROM(xyz) xyz->slaying
909     #define CONV_TO(xyz) xyz->other_arch
910     #define CONV_NR(xyz) xyz->stats.sp
911     #define CONV_NEED(xyz) xyz->stats.food
912    
913     /* Takes one items and makes another.
914     * converter is the object that is doing the conversion.
915     * item is the object that triggered the converter - if it is not
916     * what the converter wants, this will not do anything.
917     */
918 root 1.22 int
919     convert_item (object *item, object *converter)
920     {
921     int nr = 0;
922     uint32 price_in;
923    
924     /* We make some assumptions - we assume if it takes money as it type,
925     * it wants some amount. We don't make change (ie, if something costs
926     * 3 gp and player drops a platinum, tough luck)
927     */
928     if (!strcmp (CONV_FROM (converter), "money"))
929     {
930     int cost;
931    
932     if (item->type != MONEY)
933     return 0;
934    
935     nr = (item->nrof * item->value) / CONV_NEED (converter);
936     if (!nr)
937     return 0;
938     cost = nr * CONV_NEED (converter) / item->value;
939     /* take into account rounding errors */
940     if (nr * CONV_NEED (converter) % item->value)
941     cost++;
942     decrease_ob_nr (item, cost);
943 elmex 1.1
944 root 1.22 price_in = cost * item->value;
945     }
946     else
947     {
948 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
949 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950     return 0;
951 elmex 1.1
952 root 1.22 if (CONV_NEED (converter))
953     {
954     nr = item->nrof / CONV_NEED (converter);
955     decrease_ob_nr (item, nr * CONV_NEED (converter));
956     price_in = nr * CONV_NEED (converter) * item->value;
957     }
958     else
959     {
960     price_in = item->value;
961 root 1.37 item->destroy ();
962 root 1.22 }
963     }
964 root 1.14
965 root 1.22 if (converter->inv != NULL)
966     {
967     object *ob;
968     int i;
969     object *ob_to_copy;
970    
971     /* select random object from inventory to copy */
972     ob_to_copy = converter->inv;
973     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974     {
975     if (rndm (0, i) == 0)
976     {
977     ob_to_copy = ob;
978     }
979 root 1.14 }
980 root 1.22 item = object_create_clone (ob_to_copy);
981     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982     unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 elmex 1.1 }
984 root 1.22 else
985     {
986     if (converter->other_arch == NULL)
987     {
988     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
990 root 1.22 return -1;
991     }
992    
993     item = object_create_arch (converter->other_arch);
994     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995     }
996    
997     if (CONV_NR (converter))
998     item->nrof = CONV_NR (converter);
999     if (nr)
1000     item->nrof *= nr;
1001     if (is_in_shop (converter))
1002     SET_FLAG (item, FLAG_UNPAID);
1003     else if (price_in < item->nrof * item->value)
1004     {
1005     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007 elmex 1.1
1008     /**
1009     * elmex: we are going to let the game continue, as the mapcreator
1010 root 1.106 * probably had something in mind when doing this
1011 elmex 1.1 */
1012     }
1013 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014     return 1;
1015 elmex 1.1 }
1016 root 1.22
1017 elmex 1.1 /**
1018     * Handle apply on containers.
1019     * By Eneq(@csd.uu.se).
1020     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021     * added the alchemical cauldron to the code -b.t.
1022     */
1023 root 1.22 int
1024     apply_container (object *op, object *sack)
1025 elmex 1.1 {
1026 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1027 root 1.22 return 0; /* This might change */
1028 elmex 1.1
1029 root 1.68 if (!sack || sack->type != CONTAINER)
1030 root 1.22 {
1031 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 root 1.22 return 0;
1033 elmex 1.1 }
1034 root 1.40
1035     op->contr->last_used = 0;
1036 elmex 1.1
1037 root 1.68 if (sack->env && sack->env != op)
1038 root 1.22 {
1039 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040     return 1;
1041 elmex 1.1 }
1042    
1043 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1044     if (sack->flag [FLAG_APPLIED])
1045 root 1.22 {
1046 root 1.68 if (op->container == sack)
1047 root 1.22 {
1048 root 1.68 // open on ground or inv, so close
1049     op->close_container ();
1050     return 1;
1051 root 1.22 }
1052 root 1.68 else if (!sack->env)
1053 root 1.22 {
1054 root 1.68 // active, but not ours: some other player has opened it
1055     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056     return 1;
1057 root 1.14 }
1058 root 1.22
1059 root 1.68 // fall through to opening it (active in inv)
1060 elmex 1.1 }
1061 root 1.68 else if (sack->env)
1062 root 1.22 {
1063 root 1.68 // it is in our env, so activate it, do not open yet
1064     op->close_container ();
1065     sack->flag [FLAG_APPLIED] = 1;
1066     esrv_update_item (UPD_FLAGS, op, sack);
1067 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1068 root 1.68 return 1;
1069 elmex 1.1 }
1070    
1071 root 1.68 // it's locked?
1072 root 1.22 if (sack->slaying)
1073 root 1.68 {
1074     if (object *tmp = find_key (op, op, sack))
1075     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 root 1.22 else
1077     {
1078     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 root 1.68 return 1;
1080 root 1.22 }
1081 elmex 1.1 }
1082    
1083 root 1.68 op->open_container (sack);
1084 elmex 1.1
1085 root 1.22 return 1;
1086 elmex 1.1 }
1087    
1088     /**
1089     * Handles dropping things on altar.
1090     * Returns true if sacrifice was accepted.
1091     */
1092 root 1.22 static int
1093     apply_altar (object *altar, object *sacrifice, object *originator)
1094 elmex 1.1 {
1095 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1096     if (altar->inv && (!originator || originator->type != PLAYER))
1097     return 0;
1098    
1099     if (operate_altar (altar, &sacrifice))
1100     {
1101     /* Simple check. Unfortunately, it means you can't cast magic bullet
1102     * with an altar. We call it a Potion - altars are stationary - it
1103     * is up to map designers to use them properly.
1104     */
1105     if (altar->inv && altar->inv->type == SPELL)
1106     {
1107     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1108     cast_spell (originator, altar, 0, altar->inv, NULL);
1109     /* If it is connected, push the button. Fixes some problems with
1110     * old maps.
1111     */
1112 elmex 1.1
1113     /* push_button (altar);*/
1114 root 1.14 }
1115 root 1.22 else
1116     {
1117     altar->value = 1; /* works only once */
1118     push_button (altar);
1119     }
1120 root 1.26
1121     return !sacrifice;
1122 root 1.22 }
1123     else
1124 root 1.26 return 0;
1125 elmex 1.1 }
1126    
1127     /**
1128     * Handles 'movement' of shop mats.
1129     * Returns 1 if 'op' was destroyed, 0 if not.
1130     * Largely re-written to not use nearly as many gotos, plus
1131     * some of this code just looked plain out of date.
1132     * MSW 2001-08-29
1133     */
1134 root 1.22 int
1135     apply_shop_mat (object *shop_mat, object *op)
1136 elmex 1.1 {
1137 elmex 1.15 int rv = 0;
1138     double opinion;
1139     object *tmp, *next;
1140 elmex 1.1
1141 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 elmex 1.1
1143 elmex 1.15 if (op->type != PLAYER)
1144     {
1145     /* Remove all the unpaid objects that may be carried here.
1146     * This could be pets or monsters that are somehow in
1147     * the shop.
1148     */
1149     for (tmp = op->inv; tmp; tmp = next)
1150     {
1151     next = tmp->below;
1152 root 1.25
1153 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154     {
1155     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 root 1.14
1157 root 1.36 tmp->remove ();
1158 root 1.24
1159 elmex 1.15 if (i == -1)
1160     i = 0;
1161 root 1.24
1162 elmex 1.15 tmp->map = op->map;
1163     tmp->x = op->x + freearr_x[i];
1164     tmp->y = op->y + freearr_y[i];
1165     insert_ob_in_map (tmp, op->map, op, 0);
1166 root 1.14 }
1167     }
1168    
1169 elmex 1.15 /* Don't teleport things like spell effects */
1170     if (QUERY_FLAG (op, FLAG_NO_PICK))
1171     return 0;
1172 root 1.14
1173 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1174     * shop mats. Instead, put it on a nearby space.
1175     */
1176     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177     {
1178 root 1.14
1179 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 root 1.22
1182 elmex 1.15 if (i != -1)
1183 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184    
1185 elmex 1.15 return 0;
1186 root 1.14 }
1187 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1188     * the teleport function should be able to handle this just fine.
1189     */
1190     rv = teleport (shop_mat, SHOP_MAT, op);
1191 elmex 1.1 }
1192 root 1.25 else if (can_pay (op) && get_payment (op))
1193 elmex 1.15 {
1194 root 1.24 /* this is only used for players */
1195 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1196    
1197     if (shop_mat->msg)
1198 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1199 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1200     * but there is never a guarantee that the bottom space on the map is
1201     * actually the shop floor.
1202     */
1203     else if (!rv && !is_in_shop (op))
1204     {
1205     opinion = shopkeeper_approval (op->map, op);
1206 root 1.24
1207 elmex 1.15 if (opinion > 0.9)
1208 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1209 elmex 1.15 else if (opinion > 0.75)
1210     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1211     else if (opinion > 0.5)
1212     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213     else
1214 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 root 1.14 }
1216 elmex 1.1 }
1217 elmex 1.15 else
1218     {
1219     /* if we get here, a player tried to leave a shop but was not able
1220     * to afford the items he has. We try to move the player so that
1221     * they are not on the mat anymore
1222     */
1223     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 root 1.22
1225 elmex 1.15 if (i == -1)
1226     {
1227     LOG (llevError, "Internal shop-mat problem.\n");
1228     }
1229     else
1230     {
1231 root 1.36 op->remove ();
1232 elmex 1.15 op->x += freearr_x[i];
1233     op->y += freearr_y[i];
1234     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 root 1.14 }
1236 elmex 1.1 }
1237 root 1.24
1238 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1239     return rv;
1240 elmex 1.1 }
1241    
1242     /**
1243     * Handles applying a sign.
1244     */
1245 root 1.22 static void
1246     apply_sign (object *op, object *sign, int autoapply)
1247 elmex 1.1 {
1248 root 1.22 readable_message_type *msgType;
1249    
1250     if (sign->msg == NULL)
1251     {
1252     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1253     return;
1254 elmex 1.1 }
1255    
1256 root 1.22 if (sign->stats.food)
1257     {
1258     if (sign->last_eat >= sign->stats.food)
1259     {
1260     if (!sign->move_on)
1261     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1262     return;
1263 root 1.14 }
1264 elmex 1.1
1265 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266     sign->last_eat++;
1267 elmex 1.1 }
1268    
1269 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1270     * No way to know for sure. The presumption is basically that if
1271     * move_on is zero, it needs to be manually applied (doesn't talk
1272     * to us).
1273     */
1274     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275     {
1276     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1277     return;
1278     }
1279 root 1.110
1280     if (op->contr)
1281     if (client *ns = op->contr->ns)
1282     {
1283     msgType = get_readable_message_type (sign);
1284    
1285     if (ns->can_msg)
1286     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287     else
1288     {
1289     char newbuf[HUGE_BUF];
1290     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292     }
1293     }
1294 elmex 1.1 }
1295    
1296     /**
1297     * 'victim' moves onto 'trap'
1298     * 'victim' leaves 'trap'
1299     * effect is determined by move_on/move_off of trap and move_type of victime.
1300     *
1301     * originator: Player, monster or other object that caused 'victim' to move
1302     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1303     * However, some types of traps require an originator to function.
1304     */
1305 root 1.22 void
1306 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1307 elmex 1.1 {
1308     static int recursion_depth = 0;
1309    
1310     /* Only exits affect DMs. */
1311 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1312 elmex 1.1 return;
1313    
1314     /* move_apply() is the most likely candidate for causing unwanted and
1315     * possibly unlimited recursion.
1316     */
1317     /* The following was changed because it was causing perfeclty correct
1318     * maps to fail. 1) it's not an error to recurse:
1319     * rune detonates, summoning monster. monster lands on nearby rune.
1320     * nearby rune detonates. This sort of recursion is expected and
1321     * proper. This code was causing needless crashes.
1322     */
1323 root 1.22 if (recursion_depth >= 500)
1324     {
1325     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1326 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1327 root 1.22 return;
1328 elmex 1.1 }
1329 root 1.110
1330 root 1.22 recursion_depth++;
1331     if (trap->head)
1332     trap = trap->head;
1333 elmex 1.1
1334 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335     goto leave;
1336 elmex 1.1
1337 root 1.22 switch (trap->type)
1338     {
1339 root 1.23 case PLAYERMOVER:
1340     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1341     {
1342     if (!trap->stats.maxsp)
1343     trap->stats.maxsp = 2;
1344 root 1.14
1345 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1346     * should be divided by trap->speed
1347     */
1348     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1349 root 1.14
1350 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1351     * above with some objects have zero speed, and thus the player
1352     * getting permanently paralyzed.
1353     */
1354 root 1.93 if (victim->speed_left < -50.f)
1355     victim->speed_left = -50.f;
1356 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357     }
1358     goto leave;
1359 root 1.14
1360 root 1.23 case SPINNER:
1361     if (victim->direction)
1362     {
1363     victim->direction = absdir (victim->direction - trap->stats.sp);
1364     update_turn_face (victim);
1365     }
1366     goto leave;
1367 root 1.14
1368 root 1.23 case DIRECTOR:
1369     if (victim->direction && !should_director_abort (trap, victim))
1370     {
1371     victim->direction = trap->stats.sp;
1372     update_turn_face (victim);
1373     }
1374     goto leave;
1375 root 1.14
1376 root 1.23 case BUTTON:
1377     case PEDESTAL:
1378     update_button (trap);
1379     goto leave;
1380    
1381     case ALTAR:
1382     /* sacrifice victim on trap */
1383     apply_altar (trap, victim, originator);
1384     goto leave;
1385 root 1.14
1386 root 1.23 case THROWN_OBJ:
1387     if (trap->inv == NULL)
1388 root 1.22 goto leave;
1389 root 1.23 /* fallthrough */
1390 root 1.14
1391 root 1.23 case ARROW:
1392     /* bad bug: monster throw a object, make a step forwards, step on object ,
1393     * trigger this here and get hit by own missile - and will be own enemy.
1394     * Victim then is his own enemy and will start to kill herself (this is
1395     * removed) but we have not synced victim and his missile. To avoid senseless
1396     * action, we avoid hits here
1397     */
1398     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399     hit_with_arrow (trap, victim);
1400     goto leave;
1401 root 1.14
1402 root 1.23 case SPELL_EFFECT:
1403     apply_spell_effect (trap, victim);
1404     goto leave;
1405 root 1.14
1406 root 1.23 case TRAPDOOR:
1407     {
1408     int max, sound_was_played;
1409     object *ab, *ab_next;
1410 root 1.22
1411 root 1.23 if (!trap->value)
1412     {
1413     int tot;
1414 root 1.14
1415 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1416     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1418 root 1.14
1419 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420     goto leave;
1421 root 1.22
1422 root 1.23 SET_ANIMATION (trap, trap->value);
1423     update_object (trap, UP_OBJ_FACE);
1424     }
1425 root 1.14
1426 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1427 root 1.22 {
1428 root 1.23 /* need to set this up, since if we do transfer the object,
1429     * ab->above would be bogus
1430     */
1431     ab_next = ab->above;
1432 root 1.14
1433 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 root 1.22 {
1435 root 1.23 if (!sound_was_played)
1436     {
1437     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1438     sound_was_played = 1;
1439     }
1440     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1441     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1442 root 1.14 }
1443     }
1444 root 1.22 goto leave;
1445 root 1.23 }
1446 root 1.14
1447    
1448 root 1.23 case CONVERTER:
1449     if (convert_item (victim, trap) < 0)
1450     {
1451     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1452 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1453     }
1454 root 1.14
1455 root 1.23 goto leave;
1456 root 1.14
1457 root 1.23 case TRIGGER_BUTTON:
1458     case TRIGGER_PEDESTAL:
1459     case TRIGGER_ALTAR:
1460     check_trigger (trap, victim);
1461     goto leave;
1462    
1463     case DEEP_SWAMP:
1464     walk_on_deep_swamp (trap, victim);
1465     goto leave;
1466    
1467     case CHECK_INV:
1468 elmex 1.46 check_inv (victim, trap);
1469 root 1.23 goto leave;
1470    
1471     case HOLE:
1472     /* Hole not open? */
1473     if (trap->stats.wc > 0)
1474 root 1.22 goto leave;
1475 root 1.14
1476 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1477     * Processing will happen if the head runs into the pit
1478     */
1479     if (victim->head)
1480 root 1.22 goto leave;
1481 root 1.14
1482 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485     goto leave;
1486 root 1.14
1487 root 1.23 case EXIT:
1488     if (victim->type == PLAYER && EXIT_PATH (trap))
1489     {
1490     /* Basically, don't show exits leading to random maps the
1491     * players output.
1492     */
1493 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495 root 1.55
1496     victim->enter_exit (trap);
1497 root 1.23 }
1498     goto leave;
1499 root 1.14
1500 root 1.23 case ENCOUNTER:
1501     /* may be some leftovers on this */
1502     goto leave;
1503    
1504     case SHOP_MAT:
1505     apply_shop_mat (trap, victim);
1506     goto leave;
1507    
1508     /* Drop a certain amount of gold, and have one item identified */
1509     case IDENTIFY_ALTAR:
1510     apply_id_altar (victim, trap, originator);
1511     goto leave;
1512    
1513     case SIGN:
1514     if (victim->type != PLAYER && trap->stats.food > 0)
1515 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1516 root 1.23
1517     apply_sign (victim, trap, 1);
1518     goto leave;
1519    
1520     case CONTAINER:
1521 root 1.68 apply_container (victim, trap);
1522 root 1.23 goto leave;
1523    
1524     case RUNE:
1525     case TRAP:
1526     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527     {
1528     spring_trap (trap, victim);
1529     }
1530     goto leave;
1531 root 1.14
1532 root 1.23 default:
1533     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 root 1.23 goto leave;
1536 elmex 1.1 }
1537    
1538 root 1.22 leave:
1539     recursion_depth--;
1540 elmex 1.1 }
1541    
1542     /**
1543     * Handles reading a regular (ie not containing a spell) book.
1544     */
1545 root 1.22 static void
1546     apply_book (object *op, object *tmp)
1547 elmex 1.1 {
1548 root 1.22 int lev_diff;
1549     object *skill_ob;
1550    
1551     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552     {
1553     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1554     return;
1555     }
1556 root 1.112
1557     if (!tmp->msg)
1558 root 1.22 {
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 1.112
1571 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1572     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573     {
1574     if (lev_diff < 2)
1575     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1576     else if (lev_diff < 3)
1577     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1578     else if (lev_diff < 5)
1579     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1580     else if (lev_diff < 8)
1581     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582     else if (lev_diff < 15)
1583     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584     else
1585     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 elmex 1.1 return;
1587     }
1588    
1589 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1590    
1591 root 1.112 if (player *pl = op->contr)
1592     if (client *ns = pl->ns)
1593     if (ns->can_msg)
1594     {
1595     dynbuf_text buf;
1596     buf << long_desc (tmp, op)
1597     << "\n\n"
1598     << tmp->msg
1599     << '\0';
1600     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601     }
1602     else
1603     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604     msgType->message_type, msgType->message_subtype,
1605     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606     long_desc (tmp, op), &tmp->msg);
1607 root 1.22
1608     /* gain xp from reading */
1609     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610     { /* only if not read before */
1611     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1612    
1613     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614     {
1615     /*exp_gain *= 2; because they just identified it too */
1616     SET_FLAG (tmp, FLAG_IDENTIFIED);
1617 root 1.41
1618 root 1.22 /* If in a container, update how it looks */
1619     if (tmp->env)
1620     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1621     else
1622 root 1.50 op->contr->ns->floorbox_update ();
1623 root 1.22 }
1624 root 1.41
1625 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1626     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 elmex 1.1 }
1628     }
1629    
1630     /**
1631     * Handles the applying of a skill scroll, calling learn_skill straight.
1632     * op is the person learning the skill, tmp is the skill scroll object
1633     */
1634 root 1.22 static void
1635     apply_skillscroll (object *op, object *tmp)
1636 elmex 1.1 {
1637 root 1.22 switch ((int) learn_skill (op, tmp))
1638     {
1639 root 1.24 case 0:
1640     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1641     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1642     return;
1643    
1644     case 1:
1645     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646     decrease_ob (tmp);
1647     return;
1648 root 1.14
1649 root 1.24 default:
1650     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1651     decrease_ob (tmp);
1652     return;
1653 elmex 1.1 }
1654     }
1655    
1656     /**
1657     * Actually makes op learn spell.
1658     * Informs player of what happens.
1659     */
1660 root 1.22 void
1661     do_learn_spell (object *op, object *spell, int special_prayer)
1662 elmex 1.1 {
1663 root 1.22 object *tmp;
1664 elmex 1.1
1665 root 1.22 if (op->type != PLAYER)
1666     {
1667     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668     return;
1669 elmex 1.1 }
1670    
1671 root 1.22 /* Upgrade special prayers to normal prayers */
1672     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673     {
1674     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675     {
1676     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677     return;
1678 elmex 1.1 }
1679 root 1.22 return;
1680 elmex 1.1 }
1681    
1682 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1683 root 1.39 tmp = spell->clone ();
1684 root 1.22 insert_ob_in_ob (tmp, op);
1685    
1686     if (special_prayer)
1687 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1688 elmex 1.1
1689 root 1.22 esrv_add_spells (op->contr, tmp);
1690 elmex 1.1 }
1691    
1692     /**
1693     * Erases spell from player's inventory.
1694     */
1695 root 1.22 void
1696     do_forget_spell (object *op, const char *spell)
1697 elmex 1.1 {
1698 root 1.22 object *spob;
1699    
1700     if (op->type != PLAYER)
1701     {
1702     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1703     return;
1704     }
1705     if ((spob = check_spell_known (op, spell)) == NULL)
1706     {
1707     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708     return;
1709     }
1710 elmex 1.1
1711 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1712     player_unready_range_ob (op->contr, spob);
1713     esrv_remove_spell (op->contr, spob);
1714 root 1.37 spob->destroy ();
1715 elmex 1.1 }
1716    
1717     /**
1718     * Handles player applying a spellbook.
1719     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1720     * stuff like that. Random learning failure too.
1721     */
1722 root 1.22 static void
1723     apply_spellbook (object *op, object *tmp)
1724 elmex 1.1 {
1725 root 1.22 object *skop, *spell, *spell_skill;
1726    
1727     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728     {
1729     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1730     return;
1731     }
1732    
1733     /* artifact_spellbooks have 'slaying' field point to a spell name,
1734     * instead of having their spell stored in stats.sp. These are
1735     * legacy spellbooks
1736     */
1737 elmex 1.1
1738 root 1.22 if (tmp->slaying != NULL)
1739     {
1740     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741     if (!spell)
1742     {
1743     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1744     return;
1745 root 1.14 }
1746 root 1.22 else
1747     insert_ob_in_ob (spell, tmp);
1748     tmp->slaying = NULL;
1749     }
1750    
1751     skop = find_skill_by_name (op, tmp->skill);
1752    
1753     /* need a literacy skill to learn spells. Also, having a literacy level
1754     * lower than the spell will make learning the spell more difficult */
1755     if (!skop)
1756     {
1757     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1758     return;
1759     }
1760    
1761     spell = tmp->inv;
1762 root 1.32
1763 root 1.22 if (!spell)
1764     {
1765     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1767     return;
1768     }
1769 root 1.31
1770 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1771 root 1.22 {
1772 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1773 root 1.22 return;
1774     }
1775    
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1777    
1778     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779     {
1780     identify (tmp);
1781 root 1.41
1782 root 1.22 if (tmp->env)
1783     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784     else
1785 root 1.50 op->contr->ns->floorbox_update ();
1786 root 1.22 }
1787    
1788     /* I removed the check for special_prayer_mark here - it didn't make
1789     * a lot of sense - special prayers are not found in spellbooks, and
1790     * if the player doesn't know the spell, doesn't make a lot of sense that
1791     * they would have a special prayer mark.
1792     */
1793     if (check_spell_known (op, spell->name))
1794     {
1795     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1796     return;
1797 elmex 1.1 }
1798 root 1.22
1799     if (spell->skill)
1800     {
1801     spell_skill = find_skill_by_name (op, spell->skill);
1802 root 1.25
1803 root 1.22 if (!spell_skill)
1804     {
1805 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1806 root 1.22 return;
1807 root 1.14 }
1808 root 1.25
1809 root 1.22 if (spell_skill->level < spell->level)
1810     {
1811     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1812     return;
1813 root 1.14 }
1814 elmex 1.1 }
1815    
1816 root 1.22 /* Logic as follows
1817     *
1818     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1819     *
1820     * 2- The learner's skill level in literacy adjusts the chance to learn
1821     * a spell.
1822     *
1823     * 3 -Automatically fail to learn if you read while confused
1824     *
1825     * Overall, chances are the same but a player will find having a high
1826     * literacy rate very useful! -b.t.
1827     */
1828     if (QUERY_FLAG (op, FLAG_CONFUSED))
1829     {
1830     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1831     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832     }
1833     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835     {
1836    
1837     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838     do_learn_spell (op, spell, 0);
1839    
1840     /* xp gain to literacy for spell learning */
1841     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 elmex 1.1 }
1844 root 1.22 else
1845     {
1846     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1847     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1848     }
1849 root 1.73
1850 root 1.22 decrease_ob (tmp);
1851 elmex 1.1 }
1852    
1853     /**
1854     * Handles applying a spell scroll.
1855     */
1856 root 1.22 void
1857     apply_scroll (object *op, object *tmp, int dir)
1858 elmex 1.1 {
1859 root 1.22 object *skop;
1860 elmex 1.1
1861 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862     {
1863     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1864     return;
1865 elmex 1.1 }
1866    
1867 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1868     {
1869     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1870     return;
1871 elmex 1.1 }
1872    
1873 root 1.22 if (op->type == PLAYER)
1874     {
1875     /* players need a literacy skill to read stuff! */
1876     int exp_gain = 0;
1877 elmex 1.1
1878 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1879     * should go for anything killed by the spell.
1880     */
1881     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 elmex 1.1
1883 root 1.22 if (!skop)
1884     {
1885     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1886     return;
1887     }
1888 elmex 1.1
1889 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890     change_exp (op, exp_gain, skop->skill, 0);
1891 elmex 1.1 }
1892    
1893 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894     identify (tmp);
1895 elmex 1.1
1896 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1897 elmex 1.1
1898 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899     decrease_ob (tmp);
1900 elmex 1.1 }
1901    
1902     /**
1903     * Applies a treasure object - by default, chest. op
1904     * is the person doing the applying, tmp is the treasure
1905     * chest.
1906     */
1907 root 1.22 static void
1908     apply_treasure (object *op, object *tmp)
1909 elmex 1.1 {
1910 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1911     * for the chest is done when the chest is created, and put into the chest
1912     * inventory. So that when the chest burns up, the items still exist. Also
1913     * prevents people fromt moving chests to more difficult maps to get better
1914     * treasure
1915     */
1916 root 1.99 object *treas = tmp->inv;
1917 root 1.22
1918 root 1.99 if (!treas)
1919 root 1.22 {
1920     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1921     decrease_ob (tmp);
1922     return;
1923     }
1924 root 1.99
1925 root 1.22 while (tmp->inv)
1926     {
1927     treas = tmp->inv;
1928 elmex 1.1
1929 root 1.36 treas->remove ();
1930 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 elmex 1.1
1932 root 1.22 treas->x = op->x;
1933     treas->y = op->y;
1934     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935    
1936     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937     spring_trap (treas, op);
1938 root 1.37
1939 root 1.22 /* If either player or container was destroyed, no need to do
1940     * further processing. I think this should be enclused with
1941     * spring trap above, as I don't think there is otherwise
1942     * any way for the treasure chest or player to get killed
1943     */
1944 root 1.29 if (op->destroyed () || tmp->destroyed ())
1945 root 1.22 break;
1946 elmex 1.1 }
1947    
1948 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1949 root 1.22 decrease_ob (tmp);
1950 elmex 1.1
1951     }
1952    
1953     /**
1954     * op eats food.
1955     * If player, takes care of messages and dragon special food.
1956     */
1957 root 1.22 static void
1958     apply_food (object *op, object *tmp)
1959 elmex 1.1 {
1960 root 1.22 int capacity_remaining;
1961 elmex 1.1
1962 root 1.22 if (op->type != PLAYER)
1963     op->stats.hp = op->stats.maxhp;
1964     else
1965     {
1966 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1967 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 root 1.14 ;
1969 root 1.22 else
1970     {
1971     /* usual case - no dragon meal: */
1972     if (op->stats.food + tmp->stats.food > 999)
1973     {
1974     if (tmp->type == FOOD || tmp->type == FLESH)
1975     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1976     else
1977     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1978     }
1979    
1980     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981     {
1982     char buf[MAX_BUF];
1983    
1984     if (!is_dragon_pl (op))
1985     {
1986     /* eating message for normal players */
1987     if (tmp->type == DRINK)
1988     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1989     else
1990     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991     }
1992     else
1993     {
1994     /* eating message for dragon players */
1995     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1996     }
1997    
1998     new_draw_info (NDI_UNIQUE, 0, op, buf);
1999     capacity_remaining = 999 - op->stats.food;
2000     op->stats.food += tmp->stats.food;
2001     if (capacity_remaining < tmp->stats.food)
2002     op->stats.hp += capacity_remaining / 50;
2003     else
2004     op->stats.hp += tmp->stats.food / 50;
2005     if (op->stats.hp > op->stats.maxhp)
2006     op->stats.hp = op->stats.maxhp;
2007     if (op->stats.food > 999)
2008     op->stats.food = 999;
2009     }
2010 root 1.14
2011 root 1.22 /* special food hack -b.t. */
2012     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013     eat_special_food (op, tmp);
2014     }
2015 elmex 1.1 }
2016 root 1.22 handle_apply_yield (tmp);
2017     decrease_ob (tmp);
2018 elmex 1.1 }
2019    
2020     /**
2021     * A dragon is eating some flesh. If the flesh contains resistances,
2022     * there is a chance for the dragon's skin to get improved.
2023     *
2024     * attributes:
2025     * object *op the object (dragon player) eating the flesh
2026     * object *meal the flesh item, getting chewed in dragon's mouth
2027     * return:
2028     * int 1 if eating successful, 0 if it doesn't work
2029     */
2030 root 1.22 int
2031     dragon_eat_flesh (object *op, object *meal)
2032     {
2033     object *skin = NULL; /* pointer to dragon skin force */
2034     object *abil = NULL; /* pointer to dragon ability force */
2035     object *tmp = NULL; /* tmp. object */
2036    
2037 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2038     double chance; /* improvement-chance of one resistance type */
2039 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2040     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041     double mbonus = 0; /* monster bonus */
2042 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2043 root 1.22 int winners = 0; /* number of winners */
2044 elmex 1.1 int i; /* index */
2045 root 1.22
2046 elmex 1.1 /* let's make sure and doublecheck the parameters */
2047 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2048 elmex 1.1 return 0;
2049 root 1.22
2050 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2051     from the player's inventory */
2052 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2053     if (tmp->type == FORCE)
2054 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2055 root 1.60 skin = tmp;
2056 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2057 root 1.60 abil = tmp;
2058 root 1.22
2059 elmex 1.1 /* if either skin or ability are missing, this is an old player
2060     which is not to be considered a dragon -> bail out */
2061 root 1.22 if (skin == NULL || abil == NULL)
2062     return 0;
2063    
2064 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2065 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2066 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2067     else
2068 root 1.22 op->stats.hp += meal->stats.food / 50;
2069     if (op->stats.hp > op->stats.maxhp)
2070     op->stats.hp = op->stats.maxhp;
2071    
2072     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073    
2074     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2075    
2076 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2077 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2078     {
2079     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2080     {
2081     /* got positive resistance, now calculate improvement chance (0-100) */
2082    
2083     /* this bonus makes resistance increase easier at lower levels */
2084     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2085     if (i == abil->stats.exp)
2086     bonus += 5; /* additional bonus for resistance of ability-focus */
2087    
2088     /* monster bonus increases with level, because high-level
2089     flesh is too rare */
2090     mbonus = op->level * 20. / ((double) settings.max_level);
2091    
2092     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2093     ((double) settings.max_level)) - skin->resist[i];
2094    
2095     if (chance >= 0.)
2096     chance += 1.;
2097     else
2098     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2099    
2100     /* chance is proportional to amount of resistance (max. 50) */
2101     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2102    
2103     /* doubled chance for resistance of ability-focus */
2104     if (i == abil->stats.exp)
2105     chance = MIN (100., chance * 2.);
2106    
2107     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2108 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2109 root 1.22 {
2110     atnr_winner[winners] = i;
2111     winners++;
2112     }
2113    
2114     if (chance >= 0.01)
2115     totalchance *= 1 - chance / 100;
2116    
2117     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2118     }
2119 elmex 1.1 }
2120 root 1.22
2121 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2122 root 1.22 totalchance = 100 - totalchance * 100;
2123 elmex 1.1 /* print message according to totalchance */
2124     if (totalchance > 50.)
2125 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2126 elmex 1.1 else if (totalchance > 10.)
2127 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2128 elmex 1.1 else if (totalchance > 1.)
2129 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2130 elmex 1.1 else if (totalchance > 0.1)
2131 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2132 elmex 1.1 else if (totalchance >= 0.01)
2133 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2134     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135     sprintf (buf, "The %s tasted strange.", &meal->name);
2136     else
2137     sprintf (buf, "The %s had no taste.", &meal->name);
2138     new_draw_info (NDI_UNIQUE, 0, op, buf);
2139    
2140 elmex 1.1 /* now choose a winner if we have any */
2141     i = -1;
2142 root 1.22 if (winners > 0)
2143     i = atnr_winner[RANDOM () % winners];
2144    
2145     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146     {
2147     /* resistance increased! */
2148     skin->resist[i]++;
2149 root 1.51 op->update_stats ();
2150 root 1.22
2151     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2152     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153     }
2154    
2155 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2156     into the ability_force and it will take effect on next level */
2157 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158     {
2159     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160    
2161     if (meal->last_eat != abil->stats.exp)
2162     {
2163     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164     new_draw_info (NDI_UNIQUE, 0, op, buf);
2165     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166     new_draw_info (NDI_UNIQUE, 0, op, buf);
2167     }
2168     else
2169     {
2170     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2171     new_draw_info (NDI_UNIQUE, 0, op, buf);
2172     abil->last_eat = 0;
2173     }
2174 elmex 1.1 }
2175     return 1;
2176     }
2177    
2178     /**
2179     * Handles applying an improve armor scroll.
2180     * Does some sanity checks, then calls improve_armour.
2181     */
2182 root 1.22 static void
2183     apply_armour_improver (object *op, object *tmp)
2184 elmex 1.1 {
2185 root 1.22 object *armor;
2186 elmex 1.1
2187 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2188     {
2189     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2190     return;
2191 elmex 1.1 }
2192 root 1.51
2193 root 1.22 armor = find_marked_object (op);
2194 root 1.51
2195 root 1.22 if (!armor)
2196     {
2197     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2198 elmex 1.1 return;
2199     }
2200 root 1.51
2201 root 1.22 if (armor->type != ARMOUR
2202     && armor->type != CLOAK
2203     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 elmex 1.1 {
2205 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2206     return;
2207 elmex 1.1 }
2208    
2209 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2210     improve_armour (op, tmp, armor);
2211 elmex 1.1 }
2212    
2213 root 1.22 extern void
2214     apply_poison (object *op, object *tmp)
2215 elmex 1.1 {
2216 root 1.22 if (op->type == PLAYER)
2217     {
2218     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2219     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2220     strcpy (op->contr->killer, "poisonous booze");
2221 elmex 1.1 }
2222 root 1.22 if (tmp->stats.hp > 0)
2223     {
2224     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2225     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2226 elmex 1.1 }
2227 root 1.22 op->stats.food -= op->stats.food / 4;
2228     handle_apply_yield (tmp);
2229     decrease_ob (tmp);
2230 elmex 1.1 }
2231    
2232     /**
2233 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 elmex 1.1 * A valid 2 way exit means:
2235     * -You can come back (there is another exit at the other side)
2236     * -You are
2237 root 1.44 * ° the owner of the exit
2238     * ° or in the same party as the owner
2239 elmex 1.1 *
2240     * Note: a owner in a 2 way exit is saved as the owner's name
2241     * in the field exit->name cause the field exit->owner doesn't
2242     * survive in the swapping (in fact the whole exit doesn't survive).
2243     */
2244 root 1.22 int
2245     is_legal_2ways_exit (object *op, object *exit)
2246     {
2247     if (exit->stats.exp != 1)
2248     return 1; /*This is not a 2 way, so it is legal */
2249 root 1.52
2250 root 1.55 #if 0 //TODO
2251 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252     return 0; /* This is a reset town portal */
2253 root 1.55 #endif
2254    
2255 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 root 1.52
2257 root 1.22 if (exitmap)
2258     {
2259 root 1.58 exitmap->load_sync ();
2260    
2261     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262 root 1.52
2263 root 1.22 if (!tmp)
2264     return 0;
2265 root 1.52
2266 root 1.58 for (; tmp; tmp = tmp->above)
2267 root 1.22 {
2268     if (tmp->type != EXIT)
2269     continue; /*Not an exit */
2270 root 1.52
2271 root 1.22 if (!EXIT_PATH (tmp))
2272     continue; /*Not a valid exit */
2273 root 1.52
2274 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2275     continue; /*Not in the same place */
2276 root 1.52
2277 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2278 root 1.22 continue; /*Not in the same map */
2279    
2280     /* From here we have found the exit is valid. However we do
2281     * here the check of the exit owner. It is important for the
2282     * town portals to prevent strangers from visiting your appartments
2283     */
2284     if (!exit->race)
2285     return 1; /*No owner, free for all! */
2286 root 1.52
2287 root 1.58 object *exit_owner = 0;
2288 root 1.52
2289     for_all_players (pp)
2290 root 1.22 {
2291     if (!pp->ob)
2292     continue;
2293 root 1.52
2294 root 1.22 if (pp->ob->name != exit->race)
2295     continue;
2296 root 1.52
2297 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2298     break;
2299     }
2300 root 1.52
2301 root 1.22 if (!exit_owner)
2302     return 0; /* No more owner */
2303 root 1.52
2304 root 1.22 if (exit_owner->contr == op->contr)
2305     return 1; /*It is your exit */
2306 root 1.52
2307 root 1.22 if (exit_owner && /*There is a owner */
2308     (op->contr) && /*A player tries to pass */
2309     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2310     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2311     return 0;
2312 root 1.52
2313 root 1.22 return 1;
2314     }
2315     }
2316 root 1.52
2317 root 1.22 return 0;
2318     }
2319 elmex 1.1
2320     /**
2321     * Main apply handler.
2322     *
2323     * Checks for unpaid items before applying.
2324     *
2325     * Return value:
2326     * 0: player or monster can't apply objects of that type
2327     * 1: has been applied, or there was an error applying the object
2328     * 2: objects of that type can't be applied if not in inventory
2329     *
2330     * op is the object that is causing object to be applied, tmp is the object
2331     * being applied.
2332     *
2333     * aflag is special (always apply/unapply) flags. Nothing is done with
2334     * them in this function - they are passed to apply_special
2335     */
2336 root 1.22 int
2337     manual_apply (object *op, object *tmp, int aflag)
2338 elmex 1.1 {
2339 root 1.22 if (tmp->head)
2340     tmp = tmp->head;
2341 elmex 1.1
2342 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343     {
2344     if (op->type == PLAYER)
2345     {
2346     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2347     return 1;
2348     }
2349     else
2350 root 1.51 return 0; /* monsters just skip unpaid items */
2351 elmex 1.1 }
2352    
2353 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2354     return RESULT_INT (0);
2355 root 1.8
2356 root 1.22 switch (tmp->type)
2357     {
2358 root 1.24 case CF_HANDLE:
2359     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2360     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2361     tmp->value = tmp->value ? 0 : 1;
2362     SET_ANIMATION (tmp, tmp->value);
2363     update_object (tmp, UP_OBJ_FACE);
2364     push_button (tmp);
2365     return 1;
2366 root 1.14
2367 root 1.24 case TRIGGER:
2368     if (check_trigger (tmp, op))
2369     {
2370     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2371     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2372     }
2373     else
2374 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2375    
2376 root 1.24 return 1;
2377 root 1.14
2378 root 1.24 case EXIT:
2379     if (op->type != PLAYER)
2380     return 0;
2381 root 1.57
2382 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2384 root 1.24 else
2385     {
2386     /* Don't display messages for random maps. */
2387 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389 root 1.57
2390 root 1.55 op->enter_exit (tmp);
2391 root 1.24 }
2392 root 1.85
2393 root 1.24 return 1;
2394 root 1.14
2395 root 1.24 case SIGN:
2396     apply_sign (op, tmp, 0);
2397     return 1;
2398 root 1.14
2399 root 1.24 case BOOK:
2400     if (op->type == PLAYER)
2401     {
2402     apply_book (op, tmp);
2403     return 1;
2404     }
2405     else
2406 root 1.85 return 0;
2407 root 1.14
2408 root 1.24 case SKILLSCROLL:
2409     if (op->type == PLAYER)
2410     {
2411     apply_skillscroll (op, tmp);
2412     return 1;
2413     }
2414 root 1.85 else
2415     return 0;
2416 root 1.14
2417 root 1.24 case SPELLBOOK:
2418     if (op->type == PLAYER)
2419     {
2420     apply_spellbook (op, tmp);
2421     return 1;
2422     }
2423 root 1.85 else
2424     return 0;
2425 root 1.14
2426 root 1.24 case SCROLL:
2427     apply_scroll (op, tmp, 0);
2428     return 1;
2429 root 1.14
2430 root 1.24 case POTION:
2431 root 1.85 apply_potion (op, tmp);
2432 root 1.24 return 1;
2433 root 1.14
2434 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 root 1.68 //TODO: remove, as it is unsed?
2436 root 1.24 case CLOSE_CON:
2437 root 1.68 apply_container (op, tmp->env);
2438 root 1.24 return 1;
2439 root 1.14
2440 root 1.24 case CONTAINER:
2441 root 1.68 apply_container (op, tmp);
2442 root 1.24 return 1;
2443 root 1.14
2444 root 1.24 case TREASURE:
2445     if (op->type == PLAYER)
2446     {
2447     apply_treasure (op, tmp);
2448     return 1;
2449     }
2450     else
2451 root 1.68 return 0;
2452 root 1.14
2453 root 1.24 case WEAPON:
2454     case ARMOUR:
2455     case BOOTS:
2456     case GLOVES:
2457     case AMULET:
2458     case GIRDLE:
2459     case BRACERS:
2460     case SHIELD:
2461     case HELMET:
2462     case RING:
2463     case CLOAK:
2464     case WAND:
2465     case ROD:
2466     case HORN:
2467     case SKILL:
2468     case BOW:
2469     case LAMP:
2470     case BUILDER:
2471     case SKILL_TOOL:
2472     if (tmp->env != op)
2473     return 2; /* not in inventory */
2474 root 1.79
2475     apply_special (op, tmp, aflag);
2476 root 1.24 return 1;
2477 root 1.14
2478 root 1.24 case DRINK:
2479     case FOOD:
2480     case FLESH:
2481     apply_food (op, tmp);
2482     return 1;
2483 root 1.14
2484 root 1.24 case POISON:
2485     apply_poison (op, tmp);
2486     return 1;
2487 root 1.14
2488 root 1.24 case SAVEBED:
2489 root 1.51 return 1;
2490 root 1.14
2491 root 1.24 case ARMOUR_IMPROVER:
2492     if (op->type == PLAYER)
2493     {
2494     apply_armour_improver (op, tmp);
2495     return 1;
2496     }
2497     else
2498 root 1.51 return 0;
2499 root 1.14
2500 root 1.24 case WEAPON_IMPROVER:
2501 root 1.85 check_improve_weapon (op, tmp);
2502 root 1.24 return 1;
2503 root 1.14
2504 root 1.24 case CLOCK:
2505     if (op->type == PLAYER)
2506     {
2507     char buf[MAX_BUF];
2508     timeofday_t tod;
2509 root 1.22
2510 root 1.24 get_tod (&tod);
2511     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2512     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2514     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2515     new_draw_info (NDI_UNIQUE, 0, op, buf);
2516     return 1;
2517     }
2518     else
2519 root 1.85 return 0;
2520 root 1.14
2521 root 1.24 case MENU:
2522     if (op->type == PLAYER)
2523     {
2524 elmex 1.75 shop_listing (tmp, op);
2525 root 1.24 return 1;
2526     }
2527     else
2528 root 1.85 return 0;
2529 elmex 1.1
2530 root 1.24 case POWER_CRYSTAL:
2531     apply_power_crystal (op, tmp); /* see egoitem.c */
2532     return 1;
2533 root 1.14
2534 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2535     if (op->type == PLAYER)
2536     {
2537     apply_lighter (op, tmp);
2538     return 1;
2539     }
2540     else
2541 root 1.85 return 0;
2542 root 1.14
2543 root 1.24 case ITEM_TRANSFORMER:
2544     apply_item_transformer (op, tmp);
2545     return 1;
2546 root 1.14
2547 root 1.24 default:
2548     return 0;
2549 elmex 1.1 }
2550     }
2551    
2552    
2553     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2554     * messages as needed by player_apply_below(). But there can still be
2555     * "but you are floating high above the ground" messages.
2556     *
2557     * Same return value as apply() function.
2558     */
2559 root 1.22 int
2560     player_apply (object *pl, object *op, int aflag, int quiet)
2561 elmex 1.1 {
2562 root 1.22 int tmp;
2563 elmex 1.1
2564 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2565     {
2566     /* player is flying and applying object not in inventory */
2567     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568     {
2569     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2570     return 0;
2571 root 1.14 }
2572 elmex 1.1 }
2573    
2574 root 1.22 pl->contr->last_used = op;
2575 elmex 1.1
2576 root 1.22 tmp = manual_apply (pl, op, aflag);
2577     if (!quiet)
2578     {
2579     if (tmp == 0)
2580     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2581     else if (tmp == 2)
2582     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2583 elmex 1.1 }
2584 root 1.22 return tmp;
2585 elmex 1.1 }
2586    
2587     /**
2588     * player_apply_below attempts to apply the object 'below' the player.
2589     * If the player has an open container, we use that for below, otherwise
2590     * we use the ground.
2591     */
2592 root 1.22 void
2593     player_apply_below (object *pl)
2594 elmex 1.1 {
2595 root 1.68 int floors = 0;
2596 root 1.22
2597     /* If using a container, set the starting item to be the top
2598     * item in the container. Otherwise, use the map.
2599 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2600 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2601     * next object in the stack before applying. This is can only be a
2602     * problem if player_apply() has a bug in that it uses the object but does
2603     * not return a proper value.
2604     */
2605 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2606 root 1.22 {
2607     next = tmp->below;
2608 root 1.68
2609 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2610     floors++;
2611     else if (floors > 0)
2612     return; /* process only floor objects after first floor object */
2613    
2614     /* If it is visible, player can apply it. If it is applied by
2615     * person moving on it, also activate. Added code to make it
2616     * so that at least one of players movement types be that which
2617     * the item needs.
2618     */
2619     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620     {
2621     if (player_apply (pl, tmp, 0, 1) == 1)
2622     return;
2623 elmex 1.1 }
2624 root 1.22 if (floors >= 2)
2625     return; /* process at most two floor objects */
2626 elmex 1.1 }
2627     }
2628    
2629     /**
2630     * Unapplies specified item.
2631     * No check done on cursed/damned.
2632     * Break this out of apply_special - this is just done
2633     * to keep the size of apply_special to a more managable size.
2634     */
2635 root 1.22 static int
2636     unapply_special (object *who, object *op, int aflags)
2637 elmex 1.1 {
2638 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2640 root 1.22 return RESULT_INT (0);
2641 root 1.12
2642 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2643 root 1.76
2644 root 1.22 switch (op->type)
2645     {
2646 root 1.96 case SKILL_TOOL:
2647     // unapplying a skill tool should also unapply the skill it governs
2648     // but this is hard, as it shouldn't do so when the skill can
2649     // be used for other reasons
2650     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2651     if (tmp->skill == op->skill
2652     && tmp->type == SKILL
2653     && tmp->flag [FLAG_APPLIED]
2654     && !tmp->flag [FLAG_CAN_USE_SKILL])
2655     unapply_special (who, tmp, 0);
2656    
2657     change_abil (who, op);
2658     break;
2659    
2660 root 1.24 case WEAPON:
2661 root 1.105 if (player *pl = who->contr)
2662     if (op == pl->combat_ob)
2663     {
2664     pl->combat_ob = 0;
2665     who->change_weapon (pl->ranged_ob);
2666     }
2667    
2668 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2669 elmex 1.1
2670 root 1.79 change_abil (who, op);
2671     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 root 1.24 break;
2673 root 1.14
2674 root 1.96 case SKILL:
2675 root 1.79 if (who->contr)
2676 root 1.24 {
2677 root 1.76 if (!op->invisible)
2678     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2679 root 1.24 else
2680 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2681 root 1.24 }
2682 root 1.76
2683     change_abil (who, op);
2684 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685     break;
2686 root 1.14
2687 root 1.24 case ARMOUR:
2688     case HELMET:
2689     case SHIELD:
2690     case RING:
2691     case BOOTS:
2692     case GLOVES:
2693     case AMULET:
2694     case GIRDLE:
2695     case BRACERS:
2696     case CLOAK:
2697     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2698 root 1.79 change_abil (who, op);
2699 root 1.24 break;
2700 root 1.79
2701 root 1.24 case LAMP:
2702 root 1.103 {
2703     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704 root 1.29
2705 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2706     tmp2->x = op->x;
2707     tmp2->y = op->y;
2708     tmp2->map = op->map;
2709     tmp2->below = op->below;
2710     tmp2->above = op->above;
2711     tmp2->stats.food = op->stats.food;
2712     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713    
2714     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716    
2717     if (who->contr)
2718     esrv_del_item (who->contr, op->count);
2719    
2720     op->destroy ();
2721     insert_ob_in_ob (tmp2, who);
2722     who->update_stats ();
2723 root 1.29
2724 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725     {
2726     if (who->contr)
2727     {
2728     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2729     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730     }
2731     }
2732 root 1.29
2733 root 1.103 if (who->contr)
2734     esrv_send_item (who, tmp2);
2735     }
2736 root 1.79
2737 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2738 root 1.76
2739 root 1.24 case BOW:
2740     case WAND:
2741     case ROD:
2742     case HORN:
2743 root 1.105 if (player *pl = who->contr)
2744     {
2745     if (op == pl->ranged_ob)
2746     {
2747     pl->ranged_ob = 0;
2748     who->change_weapon (pl->combat_ob);
2749     }
2750    
2751     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2752     }
2753 root 1.103 else
2754 root 1.24 {
2755 root 1.103 who->change_skill (0);
2756 root 1.79
2757 root 1.24 if (op->type == BOW)
2758     CLEAR_FLAG (who, FLAG_READY_BOW);
2759     else
2760     CLEAR_FLAG (who, FLAG_READY_RANGE);
2761     }
2762 root 1.76
2763 root 1.24 break;
2764 elmex 1.1
2765 root 1.24 case BUILDER:
2766 root 1.79 if (who->contr)
2767 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2768 root 1.24 break;
2769 elmex 1.1
2770 root 1.24 default:
2771     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2772     break;
2773 elmex 1.1 }
2774    
2775 root 1.51 who->update_stats ();
2776 elmex 1.1
2777 root 1.22 if (!(aflags & AP_NO_MERGE))
2778     {
2779 root 1.85 object *tmp = merge_ob (op, 0);
2780 root 1.79
2781     if (who->contr)
2782 root 1.22 {
2783     if (tmp)
2784     { /* it was merged */
2785 root 1.29 esrv_del_item (who->contr, op->count);
2786 root 1.22 op = tmp;
2787 elmex 1.1 }
2788 root 1.29
2789 root 1.22 esrv_send_item (who, op);
2790 root 1.14 }
2791 elmex 1.1 }
2792 root 1.79
2793 root 1.22 return 0;
2794 elmex 1.1 }
2795    
2796     /**
2797     * Returns the object that is using location 'loc'.
2798     * Note that 'start' is the first object to start examing - we
2799     * then go through the below of this. In this way, you can do
2800     * something like:
2801 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2802     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 elmex 1.1 * to find the second object that may use this location, etc.
2804     * Returns NULL if no match is found.
2805     * loc is the index into the array we are looking for a match.
2806     * don't return invisible objects unless they are skill objects
2807     * invisible other objects that use
2808     * up body locations can be used as restrictions.
2809     */
2810 root 1.84 static object *
2811 root 1.96 get_next_item_from_body_location (int loc, object *start)
2812 elmex 1.1 {
2813 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2814     if (tmp->flag [FLAG_APPLIED]
2815     && tmp->slot[loc].info
2816     && (!tmp->invisible || tmp->type == SKILL))
2817     return tmp;
2818 elmex 1.1
2819 root 1.84 return 0;
2820 elmex 1.1 }
2821    
2822     /**
2823     * 'op' wants to apply an object, but can't because of other equipment.
2824     * This should only be called when it is known
2825     * that there are objects to unapply. This makes pretty heavy
2826     * use of get_item_from_body_location. It makes no intelligent choice
2827     * on objects - rather, the first that is matched is used.
2828     * Returns 0 on success, returns 1 if there is some problem.
2829     * if aflags is AP_PRINT, we instead print out waht to unapply
2830     * instead of doing it. This is a lot less code than having
2831     * another function that does just that.
2832     */
2833 root 1.22 int
2834     unapply_for_ob (object *who, object *op, int aflags)
2835 elmex 1.1 {
2836 root 1.81 if (op->is_range ())
2837     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2839     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840     {
2841     if (aflags & AP_PRINT)
2842     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843     else
2844     unapply_special (who, tmp, aflags);
2845     }
2846     else
2847     {
2848     /* In this case, we want to try and remove a cursed item.
2849     * While we know it won't work, we want unapply_special to
2850     * at least generate the message.
2851     */
2852     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2853     return 1;
2854     }
2855 elmex 1.1
2856 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 root 1.22 {
2858     /* this used up a slot that we need to free */
2859 root 1.82 if (op->slot[i].info)
2860 root 1.22 {
2861 root 1.81 object *last = who->inv;
2862 root 1.14
2863 root 1.22 /* We do a while loop - may need to remove several items in order
2864     * to free up enough slots.
2865     */
2866 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2867 root 1.22 {
2868 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2869 root 1.81
2870 root 1.22 if (!tmp)
2871     {
2872 elmex 1.1 #if 0
2873 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2874     * equipped.
2875     */
2876     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2877 elmex 1.1 #endif
2878 root 1.22 return 1;
2879     }
2880 root 1.81
2881 root 1.22 /* If we are just printing, we don't care about cursed status */
2882     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883     {
2884     if (aflags & AP_PRINT)
2885     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2886     else
2887     unapply_special (who, tmp, aflags);
2888 root 1.14 }
2889 root 1.22 else
2890     {
2891     /* Cursed item that we can't unequip - tell the player.
2892     * Note this could be annoying if this is just one of a few,
2893     * so it may not be critical (eg, putting on a ring and you have
2894     * one cursed ring.)
2895     */
2896     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2897 root 1.14 }
2898 root 1.81
2899 root 1.22 last = tmp->below;
2900 root 1.14 }
2901 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902     * return in the !tmp would have kicked in.
2903     */
2904     } /* if op is using this body location */
2905     } /* for body lcoations */
2906 root 1.81
2907 root 1.22 return 0;
2908 elmex 1.1 }
2909    
2910     /**
2911     * Checks to see if 'who' can apply object 'op'.
2912     * Returns 0 if apply can be done without anything special.
2913     * Otherwise returns a bitmask - potentially several of these may be
2914     * set, but largely depends on circumstance - in the future, processing
2915 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 root 1.96 * is set, do we really care what the other flags may be?)
2917 elmex 1.1 *
2918     * See include/define.h for detailed description of the meaning of
2919     * these return values.
2920     */
2921 root 1.22 int
2922     can_apply_object (object *who, object *op)
2923 elmex 1.1 {
2924 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925     return RESULT_INT (0);
2926    
2927 root 1.78 int retval = 0;
2928     object *tmp = 0, *ws = 0;
2929 root 1.22
2930 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 root 1.22 {
2932 root 1.82 if (op->slot[i].info)
2933 root 1.22 {
2934     /* Item uses more slots than we have */
2935 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2936 root 1.22 {
2937 root 1.78 /* Could return now for efficiency - rest of info below isn't
2938 root 1.22 * really needed.
2939     */
2940     retval |= CAN_APPLY_NEVER;
2941     }
2942 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2943 root 1.22 {
2944     /* in this case, equipping this would use more free spots than
2945     * we have.
2946     */
2947 elmex 1.1
2948 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2949 root 1.84 * enough slots to equip the new item, then just set "can
2950     * apply unapply". We don't care about the logic below - if you have a
2951 root 1.22 * shield equipped and try to equip another shield, there is only
2952     * one choice. However, the check for the number of body locations
2953     * does take into the account cases where what is being applied
2954     * may be two handed for example.
2955     */
2956     if (ws)
2957 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2958     {
2959     retval |= CAN_APPLY_UNAPPLY;
2960     continue;
2961     }
2962 root 1.22
2963 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2964 root 1.22 if (!tmp1)
2965     {
2966 elmex 1.1 #if 0
2967 root 1.22 /* This is sort of an error, but happens a lot when old players
2968     * join in with more stuff equipped than they are now allowed.
2969     */
2970     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2971 elmex 1.1 #endif
2972 root 1.22 retval |= CAN_APPLY_NEVER;
2973     }
2974     else
2975     {
2976     /* need to unapply something. However, if this something
2977     * is different than we had found before, it means they need
2978     * to apply multiple objects
2979     */
2980     retval |= CAN_APPLY_UNAPPLY;
2981 root 1.96
2982 root 1.22 if (!tmp)
2983     tmp = tmp1;
2984     else if (tmp != tmp1)
2985 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2986    
2987 root 1.22 /* This object isn't using up all the slots, so there must
2988 root 1.78 * be another. If so, and it the new item doesn't need all
2989 root 1.22 * the slots, the player then has a choice.
2990     */
2991 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2992     && abs (op->slot[i].info) < who->slot[i].info)
2993 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2994    
2995     /* Does unequippint 'tmp1' free up enough slots for this to be
2996     * equipped? If not, there must be something else to unapply.
2997     */
2998 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2999 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3000     }
3001     } /* if not enough free slots */
3002     } /* if this object uses location i */
3003     } /* for i -> num_body_locations loop */
3004    
3005     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3006     * really be controlled by use of body locations. We do have
3007     * the weapon/shield checks, and the range checks for monsters,
3008     * because you can't control those just by body location - bows, shields,
3009     * and weapons all use the same slot. Similar for horn/rod/wand - they
3010     * all use the same location.
3011     */
3012     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3013     retval |= CAN_APPLY_RESTRICTION;
3014 root 1.76
3015 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3016     retval |= CAN_APPLY_RESTRICTION;
3017    
3018     if (who->type != PLAYER)
3019     {
3020     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3021 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3022 root 1.78
3023 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3024     retval |= CAN_APPLY_RESTRICTION;
3025 root 1.78
3026 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3027     retval |= CAN_APPLY_RESTRICTION;
3028 root 1.78
3029 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3030 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3031 elmex 1.1 }
3032 root 1.76
3033 root 1.22 return retval;
3034 elmex 1.1 }
3035    
3036     /**
3037     * who is the object using the object. It can be a monster.
3038     * op is the object they are using. op is an equipment type item,
3039     * eg, one which you put on and keep on for a while, and not something
3040     * like a potion or scroll.
3041     *
3042     * function returns 1 if the action could not be completed, 0 on
3043     * success. However, success is a matter of meaning - if the
3044     * user passes the 'apply' flag to an object already applied,
3045     * nothing is done, and 0 is returned.
3046     *
3047     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3048     * AP_UNAPPLY=always unapply).
3049     *
3050     * Optional flags:
3051     * AP_NO_MERGE: don't merge an unapplied object with other objects
3052     * AP_IGNORE_CURSE: unapply cursed items
3053 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3054 elmex 1.1 *
3055     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056     *
3057     * apply_special() doesn't check for unpaid items.
3058     */
3059 root 1.22 int
3060     apply_special (object *who, object *op, int aflags)
3061 elmex 1.1 {
3062 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3063     object *tmp, *tmp2, *skop = NULL;
3064 elmex 1.1
3065 root 1.22 if (who == NULL)
3066     {
3067     LOG (llevError, "apply_special() from object without environment.\n");
3068     return 1;
3069 elmex 1.1 }
3070    
3071 root 1.22 if (op->env != who)
3072     return 1; /* op is not in inventory */
3073 elmex 1.1
3074 root 1.22 /* trying to unequip op */
3075     if (QUERY_FLAG (op, FLAG_APPLIED))
3076     {
3077     /* always apply, so no reason to unapply */
3078     if (basic_flag == AP_APPLY)
3079     return 0;
3080    
3081     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082     {
3083 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));
3084 root 1.22 return 1;
3085 root 1.14 }
3086 root 1.78
3087 root 1.22 return unapply_special (who, op, aflags);
3088 elmex 1.1 }
3089    
3090 root 1.22 if (basic_flag == AP_UNAPPLY)
3091     return 0;
3092 elmex 1.1
3093 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3094     // to resolve conflicts.
3095     if (player *pl = who->contr)
3096 root 1.95 switch (op->slottype ())
3097 root 1.90 {
3098 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 root 1.90 }
3101    
3102 root 1.104 splay (op);
3103    
3104 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3105 root 1.78 if (int i = can_apply_object (who, op))
3106 root 1.22 {
3107     if (i & CAN_APPLY_NEVER)
3108     {
3109     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3110     return 1;
3111     }
3112     else if (i & CAN_APPLY_RESTRICTION)
3113     {
3114     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3115     return 1;
3116     }
3117 root 1.78
3118 root 1.22 if (who->type != PLAYER)
3119     {
3120     /* Some error, so don't try to equip something more */
3121     if (unapply_for_ob (who, op, aflags))
3122 root 1.14 return 1;
3123     }
3124 root 1.22 else
3125     {
3126     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127     {
3128 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3129 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3130     return 1;
3131     }
3132     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 root 1.81 if (unapply_for_ob (who, op, aflags))
3134     return 1;
3135 root 1.14 }
3136 elmex 1.1 }
3137 root 1.55
3138 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139     {
3140     skop = find_skill_by_name (who, op->skill);
3141 root 1.78
3142 root 1.22 if (!skop)
3143     {
3144     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145     return 1;
3146     }
3147     else
3148 root 1.76 /* While experience will be credited properly, we want to change the
3149     * skill so that the dam and wc get updated
3150     */
3151 root 1.101 who->change_skill (skop);
3152 elmex 1.1 }
3153 root 1.22
3154 root 1.78 if (who->type == PLAYER
3155     && op->item_power
3156     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 root 1.22 {
3158 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3159     "Equipping that combined with other items would consume your soul! "
3160     "[use the skills command to check your available item power]");
3161 root 1.22 return 1;
3162 elmex 1.1 }
3163    
3164 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3165     * Note that we don't have the checks for can_use_...
3166     * below - that is already taken care of by can_apply_object.
3167     */
3168     if (op->nrof > 1)
3169     tmp = get_split_ob (op, op->nrof - 1);
3170     else
3171 root 1.78 tmp = 0;
3172 root 1.22
3173     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174     return RESULT_INT (0);
3175    
3176     switch (op->type)
3177     {
3178 root 1.24 case WEAPON:
3179     if (!check_weapon_power (who, op->last_eat))
3180     {
3181 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 root 1.87 "It would consume your soul!.");
3183 root 1.79
3184 root 1.78 if (tmp)
3185     insert_ob_in_ob (tmp, who);
3186 root 1.79
3187 root 1.24 return 1;
3188     }
3189 root 1.65
3190 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3191 root 1.78 // i.e. "R" can use Ragnarok's sword.
3192 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193     {
3194     /* if the weapon does not have the name as the character, can't use it. */
3195     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197 root 1.65
3198     if (tmp)
3199     insert_ob_in_ob (tmp, who);
3200    
3201 root 1.24 return 1;
3202     }
3203 root 1.65
3204 root 1.80 if (!skop)
3205     {
3206     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207     return 1;
3208     }
3209    
3210 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3211 root 1.101 who->change_skill (skop);
3212 root 1.76
3213 root 1.79 if (who->contr)
3214 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3215 root 1.78
3216 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217 root 1.14
3218 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3219 root 1.76 change_abil (who, op);
3220 root 1.24 break;
3221 root 1.14
3222 root 1.24 case ARMOUR:
3223     case HELMET:
3224     case SHIELD:
3225     case BOOTS:
3226     case GLOVES:
3227     case GIRDLE:
3228     case BRACERS:
3229     case CLOAK:
3230     case RING:
3231     case AMULET:
3232     SET_FLAG (op, FLAG_APPLIED);
3233     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3234 root 1.76 change_abil (who, op);
3235 root 1.24 break;
3236 root 1.76
3237 root 1.24 case LAMP:
3238     if (op->stats.food < 1)
3239     {
3240 root 1.78 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3241 root 1.24 return 1;
3242     }
3243 root 1.76
3244 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245     tmp2 = arch_to_object (op->other_arch);
3246     tmp2->stats.food = op->stats.food;
3247     SET_FLAG (tmp2, FLAG_APPLIED);
3248 root 1.76
3249 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251 root 1.76
3252 root 1.24 insert_ob_in_ob (tmp2, who);
3253    
3254     /* Remove the old lantern */
3255     if (who->type == PLAYER)
3256 root 1.29 esrv_del_item (who->contr, op->count);
3257    
3258 root 1.37 op->destroy ();
3259 root 1.22
3260 root 1.24 /* insert the portion that was split off */
3261 root 1.76 if (tmp)
3262 root 1.24 {
3263 root 1.76 insert_ob_in_ob (tmp, who);
3264 root 1.24 if (who->type == PLAYER)
3265     esrv_send_item (who, tmp);
3266     }
3267 root 1.76
3268 root 1.51 who->update_stats ();
3269 root 1.76
3270 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 root 1.81 if (who->type == PLAYER)
3272     {
3273     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275     }
3276 root 1.76
3277 root 1.24 if (who->type == PLAYER)
3278     esrv_send_item (who, tmp2);
3279 root 1.76
3280 root 1.24 return 0;
3281 root 1.14
3282 root 1.96 case SKILL_TOOL:
3283     // applying a skill tool also readies the skill
3284     SET_FLAG (op, FLAG_APPLIED);
3285    
3286 root 1.101 if (!(aflags & AP_NO_READY))
3287 root 1.24 {
3288 root 1.101 skop = find_skill_by_name (who, op->skill);
3289     if (!skop->flag [FLAG_APPLIED])
3290     apply_special (who, skop, AP_APPLY);
3291 root 1.24 }
3292 root 1.101 break;
3293 root 1.76
3294 root 1.101 case SKILL:
3295 root 1.79 if (player *pl = who->contr)
3296 root 1.24 {
3297 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3298     {
3299 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 root 1.79 {
3301     for (object *item = who->inv; item; item = item->below)
3302     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303     {
3304 root 1.101 if (item->skill == op->skill)
3305     {
3306     who->change_weapon (pl->combat_ob = item);
3307     goto found_weapon;
3308     }
3309 root 1.79 }
3310    
3311 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);
3312 root 1.79 return 1;
3313    
3314     found_weapon:;
3315     }
3316     else
3317 root 1.90 who->change_weapon (pl->combat_ob = op);
3318 root 1.79 }
3319     else if (IS_RANGED_SKILL (op->subtype))
3320     {
3321 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 root 1.79 {
3323     for (object *item = who->inv; item; item = item->below)
3324     if (item->type == BOW && item->flag [FLAG_APPLIED])
3325     {
3326 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3327 root 1.90 who->change_weapon (pl->ranged_ob = item);
3328 root 1.79 goto found_bow;
3329     }
3330    
3331     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332     return 1;
3333    
3334     found_bow:;
3335     }
3336     else
3337 root 1.90 who->change_weapon (pl->ranged_ob = op);
3338 root 1.79 }
3339 root 1.76
3340 root 1.24 if (!op->invisible)
3341     {
3342     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3343     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3344     }
3345     else
3346 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3347 root 1.24 }
3348 root 1.101 else
3349     {
3350     SET_FLAG (op, FLAG_APPLIED);
3351     change_abil (who, op);
3352     who->chosen_skill = op;
3353     SET_FLAG (who, FLAG_READY_SKILL);
3354     }
3355 root 1.76
3356 root 1.24 break;
3357 root 1.22
3358 root 1.24 case BOW:
3359     if (!check_weapon_power (who, op->last_eat))
3360     {
3361 root 1.81 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3362 root 1.24 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363 root 1.76
3364     if (tmp)
3365     insert_ob_in_ob (tmp, who);
3366    
3367 root 1.24 return 1;
3368     }
3369 root 1.76
3370 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371     {
3372     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3373 root 1.81 if (tmp)
3374 root 1.76 insert_ob_in_ob (tmp, who);
3375    
3376 root 1.24 return 1;
3377     }
3378 root 1.76
3379     /*FALLTHROUGH*/
3380     case WAND:
3381 root 1.24 case ROD:
3382     case HORN:
3383     /* check for skill, alter player status */
3384 root 1.78
3385     if (!skop)
3386 root 1.80 {
3387     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3388     return 1;
3389     }
3390    
3391     SET_FLAG (op, FLAG_APPLIED);
3392 root 1.101 who->change_skill (skop);
3393 root 1.22
3394 root 1.79 if (who->contr)
3395 root 1.24 {
3396 root 1.79 who->contr->ranged_ob = op;
3397 root 1.78
3398 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3399    
3400 root 1.24 if (op->type == BOW)
3401     {
3402 root 1.79 who->current_weapon = op;
3403 root 1.76 change_abil (who, op);
3404 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3405     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3406     }
3407     }
3408     else
3409     {
3410     if (op->type == BOW)
3411     SET_FLAG (who, FLAG_READY_BOW);
3412     else
3413     SET_FLAG (who, FLAG_READY_RANGE);
3414     }
3415 root 1.76
3416 root 1.24 break;
3417 elmex 1.1
3418 root 1.24 case BUILDER:
3419 root 1.76 if (who->type == PLAYER)
3420     {
3421 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423     unapply_special (who, who->contr->ranged_ob, 0);
3424    
3425     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426    
3427 root 1.79 who->contr->ranged_ob = op;
3428 root 1.76 }
3429 root 1.24 break;
3430 elmex 1.1
3431 root 1.24 default:
3432     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3433 root 1.22 } /* end of switch op->type */
3434    
3435     SET_FLAG (op, FLAG_APPLIED);
3436 elmex 1.1
3437 root 1.79 if (tmp)
3438 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3439 elmex 1.1
3440 root 1.51 who->update_stats ();
3441 elmex 1.1
3442 root 1.22 /* We exclude spell casting objects. The fire code will set the
3443     * been applied flag when they are used - until that point,
3444     * you don't know anything about them.
3445     */
3446     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447     SET_FLAG (op, FLAG_BEEN_APPLIED);
3448    
3449     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450     {
3451     if (who->type == PLAYER)
3452     {
3453     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3454     SET_FLAG (op, FLAG_KNOWN_CURSED);
3455     }
3456     }
3457 root 1.76
3458 root 1.22 if (who->type == PLAYER)
3459     {
3460     /* if multiple objects were applied, update both slots */
3461     if (tmp)
3462     esrv_send_item (who, tmp);
3463 root 1.76
3464 root 1.22 esrv_send_item (who, op);
3465 elmex 1.1 }
3466 root 1.76
3467 root 1.22 return 0;
3468 elmex 1.1 }
3469    
3470 root 1.22 int
3471     monster_apply_special (object *who, object *op, int aflags)
3472 elmex 1.1 {
3473 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 elmex 1.1 return 1;
3475     return apply_special (who, op, aflags);
3476     }
3477    
3478     /**
3479     * Map was just loaded, handle op's initialisation.
3480     *
3481     * Generates shop floor's item, and treasures.
3482     */
3483 root 1.22 int
3484     auto_apply (object *op)
3485     {
3486     object *tmp = NULL, *tmp2;
3487     int i;
3488 elmex 1.1
3489 root 1.22 switch (op->type)
3490     {
3491 root 1.24 case SHOP_FLOOR:
3492 root 1.42 if (!op->has_random_items ())
3493 root 1.24 return 0;
3494 root 1.38
3495 root 1.24 do
3496     {
3497     i = 10; /* let's give it 10 tries */
3498     while ((tmp = generate_treasure (op->randomitems,
3499     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3500     if (tmp == NULL)
3501     return 0;
3502     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3503     {
3504 root 1.37 tmp->destroy ();
3505 root 1.24 tmp = NULL;
3506     }
3507     }
3508     while (!tmp);
3509 root 1.38
3510 root 1.24 tmp->x = op->x;
3511     tmp->y = op->y;
3512     SET_FLAG (tmp, FLAG_UNPAID);
3513     insert_ob_in_map (tmp, op->map, NULL, 0);
3514     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515     identify (tmp);
3516     break;
3517 root 1.14
3518 root 1.24 case TREASURE:
3519     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3520     return 0;
3521 root 1.37
3522 root 1.67 while (op->stats.hp-- > 0)
3523 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3524     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3525    
3526     /* If we generated an object and put it in this object inventory,
3527     * move it to the parent object as the current object is about
3528     * to disappear. An example of this item is the random_* stuff
3529     * that is put inside other objects.
3530     */
3531     for (tmp = op->inv; tmp; tmp = tmp2)
3532     {
3533     tmp2 = tmp->below;
3534 root 1.36 tmp->remove ();
3535 root 1.37
3536 root 1.24 if (op->env)
3537     insert_ob_in_ob (tmp, op->env);
3538     else
3539 root 1.37 tmp->destroy ();
3540 root 1.24 }
3541 root 1.37
3542     op->destroy ();
3543 root 1.24 break;
3544 elmex 1.1 }
3545 root 1.22 return tmp ? 1 : 0;
3546 elmex 1.1 }
3547    
3548     /**
3549 root 1.68 * fix_auto_apply goes through the entire map every time a map
3550     * is loaded or swapped in and performs special actions for
3551 elmex 1.1 * certain objects (most initialization of chests and creation of
3552     * treasures and stuff). Calls auto_apply if appropriate.
3553     */
3554 root 1.20 void
3555 root 1.55 maptile::fix_auto_apply ()
3556 root 1.20 {
3557 root 1.55 if (!spaces)
3558 root 1.20 return;
3559    
3560 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3561     for (object *tmp = ms->bot; tmp; )
3562     {
3563     object *above = tmp->above;
3564 root 1.20
3565 root 1.55 if (tmp->inv)
3566     {
3567     object *invtmp, *invnext;
3568 elmex 1.1
3569 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3570     {
3571     invnext = invtmp->below;
3572 root 1.14
3573 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3574     auto_apply (invtmp);
3575     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576     {
3577     while ((invtmp->stats.hp--) > 0)
3578     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579    
3580     invtmp->randomitems = NULL;
3581     }
3582     else if (invtmp && invtmp->arch
3583     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3584     {
3585     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3586     /* Need to clear this so that we never try to create
3587     * treasure again for this object
3588     */
3589     invtmp->randomitems = NULL;
3590     }
3591     }
3592     /* This is really temporary - the code at the bottom will
3593     * also set randomitems to null. The problem is there are bunches
3594     * of maps/players already out there with items that have spells
3595     * which haven't had the randomitems set to null yet.
3596     * MSW 2004-05-13
3597     *
3598     * And if it's a spellbook, it's better to set randomitems to NULL too,
3599     * else you get two spells in the book ^_-
3600     * Ryo 2004-08-16
3601     */
3602     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3603     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3604     tmp->randomitems = NULL;
3605 root 1.14
3606 root 1.55 }
3607 root 1.20
3608 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3609     auto_apply (tmp);
3610     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3611     {
3612     while ((tmp->stats.hp--) > 0)
3613     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3614     tmp->randomitems = NULL;
3615     }
3616     else if (tmp->type == TIMED_GATE)
3617     {
3618     object *head = tmp->head != NULL ? tmp->head : tmp;
3619    
3620     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3621     tmp->set_speed (0);
3622     }
3623     /* This function can be called everytime a map is loaded, even when
3624     * swapping back in. As such, we don't want to create the treasure
3625     * over and ove again, so after we generate the treasure, blank out
3626     * randomitems so if it is swapped in again, it won't make anything.
3627     * This is a problem for the above objects, because they have counters
3628     * which say how many times to make the treasure.
3629     */
3630     else if (tmp && tmp->arch && tmp->type != PLAYER
3631     && tmp->type != TREASURE && tmp->type != SPELL
3632     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3633     {
3634     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3635     tmp->randomitems = NULL;
3636     }
3637 root 1.78
3638 root 1.68 // close all containers
3639     else if (tmp->type == CONTAINER)
3640     tmp->flag [FLAG_APPLIED] = 0;
3641 root 1.22
3642 root 1.55 tmp = above;
3643     }
3644 elmex 1.1
3645 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3647     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3648     check_trigger (tmp, tmp->above);
3649 elmex 1.1 }
3650    
3651     /**
3652     * Handles player eating food that temporarily changes status (resistances, stats).
3653     * This used to call cast_change_attr(), but
3654     * that doesn't work with the new spell code. Since we know what
3655     * the food changes, just grab a force and use that instead.
3656     */
3657 root 1.22 void
3658     eat_special_food (object *who, object *food)
3659     {
3660     object *force;
3661     int i, did_one = 0;
3662    
3663     force = get_archetype (FORCE_NAME);
3664    
3665     for (i = 0; i < NUM_STATS; i++)
3666 root 1.91 if (sint8 k = food->stats.stat (i))
3667     {
3668     force->stats.stat (i) = k;
3669     did_one = 1;
3670     }
3671 elmex 1.1
3672 root 1.22 /* check if we can protect the eater */
3673     for (i = 0; i < NROFATTACKS; i++)
3674     {
3675     if (food->resist[i] > 0)
3676     {
3677     force->resist[i] = food->resist[i] / 2;
3678     did_one = 1;
3679     }
3680     }
3681 elmex 1.47
3682 root 1.22 if (did_one)
3683     {
3684 root 1.54 force->set_speed (0.1);
3685 root 1.22 /* bigger morsel of food = longer effect time */
3686 elmex 1.47 force->duration = food->stats.food / 5;
3687 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3688     change_abil (who, force);
3689     insert_ob_in_ob (force, who);
3690     }
3691     else
3692 root 1.37 force->destroy ();
3693 root 1.22
3694     /* check for hp, sp change */
3695     if (food->stats.hp != 0)
3696     {
3697     if (QUERY_FLAG (food, FLAG_CURSED))
3698     {
3699 root 1.64 assign (who->contr->killer, food->name);
3700 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3702     }
3703     else
3704     {
3705     if (food->stats.hp > 0)
3706     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3707     else
3708     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3709     who->stats.hp += food->stats.hp;
3710     }
3711     }
3712     if (food->stats.sp != 0)
3713     {
3714     if (QUERY_FLAG (food, FLAG_CURSED))
3715     {
3716     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3717     who->stats.sp -= food->stats.sp;
3718     if (who->stats.sp < 0)
3719     who->stats.sp = 0;
3720     }
3721     else
3722     {
3723     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3724     who->stats.sp += food->stats.sp;
3725     /* place limit on max sp from food? */
3726     }
3727 elmex 1.1 }
3728 root 1.51 who->update_stats ();
3729 elmex 1.1 }
3730    
3731     /**
3732     * Designed primarily to light torches/lanterns/etc.
3733     * Also burns up burnable material too. First object in the inventory is
3734     * the selected object to "burn". -b.t.
3735     */
3736 root 1.22 void
3737     apply_lighter (object *who, object *lighter)
3738     {
3739     object *item;
3740     int is_player_env = 0;
3741    
3742     item = find_marked_object (who);
3743     if (item)
3744     {
3745     if (lighter->last_eat && lighter->stats.food)
3746     { /* lighter gets used up */
3747     /* Split multiple lighters if they're being used up. Otherwise *
3748     * one charge from each would be used up. --DAMN */
3749     if (lighter->nrof > 1)
3750     {
3751 root 1.39 object *oneLighter = lighter->clone ();
3752 root 1.14
3753 root 1.22 lighter->nrof -= 1;
3754     oneLighter->nrof = 1;
3755     oneLighter->stats.food--;
3756     esrv_send_item (who, lighter);
3757     oneLighter = insert_ob_in_ob (oneLighter, who);
3758     esrv_send_item (who, oneLighter);
3759     }
3760     else
3761 root 1.29 lighter->stats.food--;
3762 root 1.22 }
3763     else if (lighter->last_eat)
3764     { /* no charges left in lighter */
3765     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3766     return;
3767     }
3768 root 1.48
3769 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3770     * I can't see many times when you would want to light multiple
3771     * objects at once.
3772     */
3773 root 1.48
3774     if (who == item->in_player ())
3775 root 1.22 is_player_env = 1;
3776    
3777     save_throw_object (item, AT_FIRE, who);
3778 root 1.48
3779 root 1.49 if (item->destroyed ())
3780 root 1.22 {
3781 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3782 root 1.22 /* Need to update the player so that the players glow radius
3783     * gets changed.
3784     */
3785     if (is_player_env)
3786 root 1.51 who->update_stats ();
3787 root 1.22 }
3788     else
3789 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);
3790 root 1.22 }
3791     else /* nothing to light */
3792     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3793 elmex 1.1
3794     }
3795    
3796     /**
3797     * op made some mistake with a scroll, this takes care of punishment.
3798     * scroll_failure()- hacked directly from spell_failure
3799     */
3800 root 1.22 void
3801     scroll_failure (object *op, int failure, int power)
3802 elmex 1.1 {
3803 root 1.22 if (abs (failure / 4) > power)
3804     power = abs (failure / 4); /* set minimum effect */
3805 elmex 1.1
3806 root 1.22 if (failure <= -1 && failure > -15)
3807     { /* wonder */
3808     object *tmp;
3809    
3810     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3811     tmp = get_archetype (SPELL_WONDER);
3812     cast_wonder (op, op, 0, tmp);
3813 root 1.37 tmp->destroy ();
3814 root 1.22 }
3815     else if (failure <= -15 && failure > -35)
3816     { /* drain mana */
3817     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3818     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819     if (op->stats.sp < 0)
3820     op->stats.sp = 0;
3821     }
3822     else if (settings.spell_failure_effects == TRUE)
3823     {
3824     if (failure <= -35 && failure > -60)
3825     { /* confusion */
3826     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3827     confuse_player (op, op, power);
3828     }
3829     else if (failure <= -60 && failure > -70)
3830     { /* paralysis */
3831     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3832     paralyze_player (op, op, power);
3833     }
3834     else if (failure <= -70 && failure > -80)
3835     { /* blind */
3836     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3837     blind_player (op, op, power);
3838     }
3839     else if (failure <= -80)
3840     { /* blast the immediate area */
3841 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3842 root 1.22 cast_magic_storm (op, tmp, power);
3843 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3844 root 1.37 tmp->destroy ();
3845 root 1.14 }
3846 elmex 1.1 }
3847     }
3848    
3849 root 1.22 void
3850     apply_changes_to_player (object *pl, object *change)
3851     {
3852     int excess_stat = 0; /* if the stat goes over the maximum
3853     for the race, put the excess stat some
3854     where else. */
3855 elmex 1.1
3856 root 1.22 switch (change->type)
3857     {
3858 root 1.24 case CLASS:
3859     {
3860     living *stats = &(pl->contr->orig_stats);
3861     living *ns = &(change->stats);
3862     object *walk;
3863     int flag_change_face = 1;
3864    
3865     /* the following code assigns stats up to the stat max
3866     * for the race, and if the stat max is exceeded,
3867     * tries to randomly reassign the excess stat
3868     */
3869     int i, j;
3870 root 1.22
3871 root 1.24 for (i = 0; i < NUM_STATS; i++)
3872     {
3873 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3874 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3875 root 1.22
3876 root 1.24 if (stat > 20 + race_bonus)
3877     {
3878     excess_stat++;
3879     stat = 20 + race_bonus;
3880     }
3881 root 1.91
3882     stats->stat (i) = stat;
3883 root 1.24 }
3884 elmex 1.1
3885 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3886     { /* try 100 times to assign excess stats */
3887     int i = rndm (0, 6);
3888    
3889     if (i == CHA)
3890     continue; /* exclude cha from this */
3891 root 1.91
3892     int stat = stats->stat (i);
3893 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3894 root 1.24 if (stat < 20 + race_bonus)
3895     {
3896     change_attr_value (stats, i, 1);
3897     excess_stat--;
3898     }
3899     }
3900 root 1.14
3901 root 1.24 /* insert the randomitems from the change's treasurelist into
3902     * the player ref: player.c
3903     */
3904     if (change->randomitems != NULL)
3905     give_initial_items (pl, change->randomitems);
3906 root 1.14
3907 root 1.24 /* set up the face, for some races. */
3908 root 1.14
3909 root 1.24 /* first, look for the force object banning
3910     * changing the face. Certain races never change face with class.
3911     */
3912     for (walk = pl->inv; walk != NULL; walk = walk->below)
3913     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3914     flag_change_face = 0;
3915 root 1.14
3916 root 1.24 if (flag_change_face)
3917     {
3918     pl->animation_id = GET_ANIM_ID (change);
3919     pl->face = change->face;
3920 root 1.14
3921 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3922     SET_FLAG (pl, FLAG_ANIMATE);
3923     else
3924     CLEAR_FLAG (pl, FLAG_ANIMATE);
3925     }
3926 root 1.14
3927 root 1.24 /* check the special case of can't use weapons */
3928     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3929     if (!strcmp (change->name, "monk"))
3930     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3931 root 1.14
3932 root 1.24 break;
3933     }
3934 elmex 1.1 }
3935     }
3936    
3937     /**
3938     * This handles items of type 'transformer'.
3939     * Basically those items, used with a marked item, transform both items into something
3940     * else.
3941     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3942     * Change information is contained in the 'slaying' field of the marked item.
3943     * The format is as follow: transformer:[number ]yield[;transformer:...].
3944     * This way an item can be transformed in many things, and/or many objects.
3945     * The 'slaying' field for transformer is used as verb for the action.
3946     */
3947 root 1.22 void
3948     apply_item_transformer (object *pl, object *transformer)
3949     {
3950     object *marked;
3951     object *new_item;
3952     char *find;
3953     char *separator;
3954     int yield;
3955     char got[MAX_BUF];
3956     int len;
3957    
3958     if (!pl || !transformer)
3959     return;
3960     marked = find_marked_object (pl);
3961     if (!marked)
3962 elmex 1.1 {
3963 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3964     return;
3965     }
3966     if (!marked->slaying)
3967     {
3968     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3969     return;
3970     }
3971     /* check whether they are compatible or not */
3972 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
3973     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 root 1.22 {
3975     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3976     return;
3977     }
3978 root 1.108 find += strlen (transformer->arch->archname) + 1;
3979 root 1.22 /* Item can be used, now find how many and what it yields */
3980     if (isdigit (*(find)))
3981     {
3982     yield = atoi (find);
3983     if (yield < 1)
3984 elmex 1.1 {
3985 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3986     yield = 1;
3987 elmex 1.1 }
3988 root 1.22 }
3989     else
3990     yield = 1;
3991 elmex 1.1
3992 root 1.22 while (isdigit (*find))
3993     find++;
3994     while (*find == ' ')
3995     find++;
3996     memset (got, 0, MAX_BUF);
3997     if ((separator = strchr (find, ';')) != NULL)
3998     {
3999     len = separator - find;
4000     }
4001     else
4002     {
4003     len = strlen (find);
4004     }
4005     if (len > MAX_BUF - 1)
4006     len = MAX_BUF - 1;
4007     strcpy (got, find);
4008     got[len] = '\0';
4009    
4010     /* Now create new item, remove used ones when required. */
4011     new_item = get_archetype (got);
4012     if (!new_item)
4013     {
4014     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4015     return;
4016 elmex 1.1 }
4017 root 1.29
4018 root 1.22 new_item->nrof = yield;
4019     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4020     insert_ob_in_ob (new_item, pl);
4021     esrv_send_inventory (pl, pl);
4022     /* Eat up one item */
4023     decrease_ob_nr (marked, 1);
4024     /* Eat one transformer if needed */
4025     if (transformer->stats.food)
4026     if (--transformer->stats.food == 0)
4027     decrease_ob_nr (transformer, 1);
4028     }