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Revision: 1.114
Committed: Tue Jul 10 06:44:31 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.113: +100 -59 lines
Log Message:
aggressively add hints to apply.C

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.107 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.61 *
4 root 1.107 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.111 * 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 root 1.114 #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 elmex 1.1
592     /**
593     * This does the prepare weapon scroll.
594     * Checks for sacrifice, and so on.
595     */
596    
597 root 1.22 int
598     prepare_weapon (object *op, object *improver, object *weapon)
599 elmex 1.1 {
600 root 1.22 int sacrifice_count, i;
601     char buf[MAX_BUF];
602 elmex 1.1
603 root 1.22 if (weapon->level != 0)
604     {
605     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
606 elmex 1.1 return 0;
607     }
608 root 1.22 for (i = 0; i < NROFATTACKS; i++)
609     if (weapon->resist[i])
610     break;
611 elmex 1.1
612 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
613     * improvement of items that already have protections.
614     */
615     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617     weapon->stats.exp || /* speed */
618     weapon->stats.ac) /* AC - only taifu's I think */
619 elmex 1.1 {
620 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 elmex 1.1 return 0;
622     }
623 root 1.22 sacrifice_count = check_sacrifice (op, improver);
624     if (sacrifice_count <= 0)
625     return 0;
626     weapon->level = isqrt (sacrifice_count);
627     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628     eat_item (op, improver->slaying, sacrifice_count);
629    
630     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
631    
632     sprintf (buf, "%s's %s", &op->name, &weapon->name);
633     weapon->name = weapon->name_pl = buf;
634     weapon->nrof = 0; /* prevents preparing n weapons in the same
635     slot at once! */
636     decrease_ob (improver);
637     weapon->last_eat = 0;
638     return 1;
639 elmex 1.1 }
640    
641    
642     /**
643     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644     * This is the new improve weapon code.
645     * Returns 0 if it was not able to work for some reason.
646     *
647     * Checks if weapon was prepared, if enough potions on the floor, ...
648     *
649     * We are hiding extra information about the weapon in the level and
650     * last_eat numbers for an object. Hopefully this won't break anything ??
651     * level == max improve last_eat == current improve
652     */
653 root 1.22 int
654     improve_weapon (object *op, object *improver, object *weapon)
655 elmex 1.1 {
656 root 1.22 int sacrifice_count, sacrifice_needed = 0;
657 elmex 1.1
658 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
659     {
660     return prepare_weapon (op, improver, weapon);
661     }
662     if (weapon->level == 0)
663     {
664     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
665     return 0;
666     }
667     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
668     {
669     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
670     return 0;
671     }
672     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
673     {
674     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
675     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
676     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
677     return 0;
678     }
679 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
680     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681     * don't put any maximum value on damage - the limit is how much the
682     * weapon can be improved.
683     */
684 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
685     {
686     weapon->stats.dam += 5;
687     weapon->weight += 5000; /* 5 KG's */
688     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
689     weapon->last_eat++;
690    
691     weapon->item_power++;
692     decrease_ob (improver);
693     return 1;
694     }
695     if (improver->stats.sp == IMPROVE_WEIGHT)
696     {
697     /* Reduce weight by 20% */
698     weapon->weight = (weapon->weight * 8) / 10;
699     if (weapon->weight < 1)
700     weapon->weight = 1;
701     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
702     weapon->last_eat++;
703     weapon->item_power++;
704     decrease_ob (improver);
705     return 1;
706     }
707     if (improver->stats.sp == IMPROVE_ENCHANT)
708     {
709     weapon->magic++;
710     weapon->last_eat++;
711     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
712     decrease_ob (improver);
713     weapon->item_power++;
714     return 1;
715     }
716 root 1.14
717 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
718     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
719    
720     if (sacrifice_needed < 1)
721     sacrifice_needed = 1;
722     sacrifice_needed *= 2;
723 elmex 1.1
724 root 1.22 sacrifice_count = check_sacrifice (op, improver);
725     if (sacrifice_count < sacrifice_needed)
726     {
727     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
728     return 0;
729     }
730     eat_item (op, improver->slaying, sacrifice_needed);
731 elmex 1.1 weapon->item_power++;
732    
733 root 1.22 switch (improver->stats.sp)
734     {
735 root 1.24 case IMPROVE_STR:
736     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
737     case IMPROVE_DEX:
738     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
739     case IMPROVE_CON:
740     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
741     case IMPROVE_WIS:
742     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
743     case IMPROVE_CHA:
744     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
745     case IMPROVE_INT:
746     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
747     case IMPROVE_POW:
748     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
749     default:
750     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
751 root 1.22 }
752     LOG (llevError, "improve_weapon: Got to end of function\n");
753 elmex 1.1 return 0;
754     }
755    
756     /**
757     * Handles the applying of improve/prepare/enchant weapon scroll.
758     * Checks a few things (not on a non-magic square, marked weapon, ...),
759     * then calls improve_weapon to do the dirty work.
760     */
761 root 1.22 int
762     check_improve_weapon (object *op, object *tmp)
763 elmex 1.1 {
764 root 1.22 object *otmp;
765 elmex 1.1
766 root 1.22 if (op->type != PLAYER)
767     return 0;
768 root 1.77
769 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770     {
771     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 elmex 1.1 return 0;
773     }
774 root 1.77
775 root 1.22 otmp = find_marked_object (op);
776     if (!otmp)
777     {
778     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 elmex 1.1 return 0;
780     }
781 root 1.77
782 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
783     {
784     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
785 elmex 1.1 return 0;
786     }
787 root 1.77
788 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
789     improve_weapon (op, tmp, otmp);
790     esrv_send_item (op, otmp);
791     return 1;
792 elmex 1.1 }
793    
794     /**
795     * This code deals with the armour improvment scrolls.
796     * Change limits on improvement - let players go up to
797     * +5 no matter what level, but they are limited by item
798     * power.
799     * Try to use same improvement code as in the common/treasure.c
800     * file, so that if you make a +2 full helm, it will be just
801     * the same as one you find in a shop.
802     *
803     * deprecated comment:
804     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
805     * only 'enchantment' of armour is possible - improving
806     * the stats of a player w/ armour as well as a weapon
807     * will probably horribly unbalance the game. Magic enchanting
808     * depends on the level of the character - ie the plus
809     * value (magic) of the armour can never be increased beyond
810     * the level of the character / 10 -- rounding upish, nor may
811     * the armour value of the piece of equipment exceed either
812     * the users level or 90)
813     * Modified by MSW for partial resistance. Only support
814     * changing of physical area right now.
815     */
816 root 1.22 int
817     improve_armour (object *op, object *improver, object *armour)
818 elmex 1.1 {
819 root 1.22 object *tmp;
820 elmex 1.1
821 root 1.22 if (armour->magic >= settings.armor_max_enchant)
822     {
823     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
824     return 0;
825 elmex 1.1 }
826 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
827     * etc), so take the easy way out and don't worry about it.
828     * Note - maybe add scrolls which make the random artifact versions (eg, armour
829     * of gnarg and what not?)
830     */
831     if (armour->title)
832     {
833     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
834     return 0;
835 elmex 1.1 }
836    
837 root 1.22 /* Split objects if needed. Can't insert tmp until the
838     * end of this function - otherwise it will just re-merge.
839     */
840     if (armour->nrof > 1)
841     tmp = get_split_ob (armour, armour->nrof - 1);
842     else
843     tmp = NULL;
844    
845     armour->magic++;
846    
847     if (!settings.armor_speed_linear)
848     {
849     int base = 100;
850     int pow = 0;
851 elmex 1.1
852 root 1.22 while (pow < armour->magic)
853 elmex 1.1 {
854 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
855     pow++;
856 elmex 1.1 }
857    
858 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
859 root 1.22 }
860     else
861 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
862 elmex 1.1
863 root 1.22 if (!settings.armor_weight_linear)
864     {
865     int base = 100;
866     int pow = 0;
867 elmex 1.1
868 root 1.22 while (pow < armour->magic)
869 elmex 1.1 {
870 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
871     pow++;
872 elmex 1.1 }
873    
874 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
875 root 1.22 }
876     else
877 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
878 root 1.22
879     if (armour->weight <= 0)
880     {
881     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
882     armour->weight = 1;
883     }
884    
885 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
886 elmex 1.1
887 root 1.22 if (op->type == PLAYER)
888     {
889     esrv_send_item (op, armour);
890     if (QUERY_FLAG (armour, FLAG_APPLIED))
891 root 1.51 op->update_stats ();
892 elmex 1.1 }
893 root 1.22 decrease_ob (improver);
894     if (tmp)
895     {
896     insert_ob_in_ob (tmp, op);
897     esrv_send_item (op, tmp);
898 elmex 1.1 }
899 root 1.22 return 1;
900 elmex 1.1 }
901    
902    
903     /*
904     * convert_item() returns 1 if anything was converted, 0 if the item was not
905     * what the converter wants, -1 if the converter is broken.
906     */
907     #define CONV_FROM(xyz) xyz->slaying
908     #define CONV_TO(xyz) xyz->other_arch
909     #define CONV_NR(xyz) xyz->stats.sp
910     #define CONV_NEED(xyz) xyz->stats.food
911    
912     /* Takes one items and makes another.
913     * converter is the object that is doing the conversion.
914     * item is the object that triggered the converter - if it is not
915     * what the converter wants, this will not do anything.
916     */
917 root 1.22 int
918     convert_item (object *item, object *converter)
919     {
920     int nr = 0;
921     uint32 price_in;
922    
923     /* We make some assumptions - we assume if it takes money as it type,
924     * it wants some amount. We don't make change (ie, if something costs
925     * 3 gp and player drops a platinum, tough luck)
926     */
927     if (!strcmp (CONV_FROM (converter), "money"))
928     {
929     int cost;
930    
931     if (item->type != MONEY)
932     return 0;
933    
934     nr = (item->nrof * item->value) / CONV_NEED (converter);
935     if (!nr)
936     return 0;
937     cost = nr * CONV_NEED (converter) / item->value;
938     /* take into account rounding errors */
939     if (nr * CONV_NEED (converter) % item->value)
940     cost++;
941     decrease_ob_nr (item, cost);
942 elmex 1.1
943 root 1.22 price_in = cost * item->value;
944     }
945     else
946     {
947 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
948 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
949     return 0;
950 elmex 1.1
951 root 1.22 if (CONV_NEED (converter))
952     {
953     nr = item->nrof / CONV_NEED (converter);
954     decrease_ob_nr (item, nr * CONV_NEED (converter));
955     price_in = nr * CONV_NEED (converter) * item->value;
956     }
957     else
958     {
959     price_in = item->value;
960 root 1.37 item->destroy ();
961 root 1.22 }
962     }
963 root 1.14
964 root 1.22 if (converter->inv != NULL)
965     {
966     object *ob;
967     int i;
968     object *ob_to_copy;
969    
970     /* select random object from inventory to copy */
971     ob_to_copy = converter->inv;
972     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
973     {
974     if (rndm (0, i) == 0)
975     {
976     ob_to_copy = ob;
977     }
978 root 1.14 }
979 root 1.22 item = object_create_clone (ob_to_copy);
980     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
981     unflag_inv (item, FLAG_IS_A_TEMPLATE);
982 elmex 1.1 }
983 root 1.22 else
984     {
985     if (converter->other_arch == NULL)
986     {
987     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
988 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
989 root 1.22 return -1;
990     }
991    
992     item = object_create_arch (converter->other_arch);
993     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
994     }
995    
996     if (CONV_NR (converter))
997     item->nrof = CONV_NR (converter);
998     if (nr)
999     item->nrof *= nr;
1000     if (is_in_shop (converter))
1001     SET_FLAG (item, FLAG_UNPAID);
1002     else if (price_in < item->nrof * item->value)
1003     {
1004     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 elmex 1.1
1007     /**
1008     * elmex: we are going to let the game continue, as the mapcreator
1009 root 1.106 * probably had something in mind when doing this
1010 elmex 1.1 */
1011     }
1012 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1013     return 1;
1014 elmex 1.1 }
1015 root 1.22
1016 elmex 1.1 /**
1017     * Handle apply on containers.
1018     * By Eneq(@csd.uu.se).
1019     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1020     * added the alchemical cauldron to the code -b.t.
1021     */
1022 root 1.22 int
1023     apply_container (object *op, object *sack)
1024 elmex 1.1 {
1025 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1026 root 1.22 return 0; /* This might change */
1027 elmex 1.1
1028 root 1.68 if (!sack || sack->type != CONTAINER)
1029 root 1.22 {
1030 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 root 1.22 return 0;
1032 elmex 1.1 }
1033 root 1.40
1034     op->contr->last_used = 0;
1035 elmex 1.1
1036 root 1.68 if (sack->env && sack->env != op)
1037 root 1.22 {
1038 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1039     return 1;
1040 elmex 1.1 }
1041    
1042 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1043     if (sack->flag [FLAG_APPLIED])
1044 root 1.22 {
1045 root 1.68 if (op->container == sack)
1046 root 1.22 {
1047 root 1.68 // open on ground or inv, so close
1048     op->close_container ();
1049     return 1;
1050 root 1.22 }
1051 root 1.68 else if (!sack->env)
1052 root 1.22 {
1053 root 1.68 // active, but not ours: some other player has opened it
1054     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055     return 1;
1056 root 1.14 }
1057 root 1.22
1058 root 1.68 // fall through to opening it (active in inv)
1059 elmex 1.1 }
1060 root 1.68 else if (sack->env)
1061 root 1.22 {
1062 root 1.68 // it is in our env, so activate it, do not open yet
1063     op->close_container ();
1064     sack->flag [FLAG_APPLIED] = 1;
1065     esrv_update_item (UPD_FLAGS, op, sack);
1066 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1067 root 1.68 return 1;
1068 elmex 1.1 }
1069    
1070 root 1.68 // it's locked?
1071 root 1.22 if (sack->slaying)
1072 root 1.68 {
1073     if (object *tmp = find_key (op, op, sack))
1074     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1075 root 1.22 else
1076     {
1077     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1078 root 1.68 return 1;
1079 root 1.22 }
1080 elmex 1.1 }
1081    
1082 root 1.68 op->open_container (sack);
1083 elmex 1.1
1084 root 1.22 return 1;
1085 elmex 1.1 }
1086    
1087     /**
1088     * Handles dropping things on altar.
1089     * Returns true if sacrifice was accepted.
1090     */
1091 root 1.22 static int
1092     apply_altar (object *altar, object *sacrifice, object *originator)
1093 elmex 1.1 {
1094 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1095     if (altar->inv && (!originator || originator->type != PLAYER))
1096     return 0;
1097    
1098     if (operate_altar (altar, &sacrifice))
1099     {
1100     /* Simple check. Unfortunately, it means you can't cast magic bullet
1101     * with an altar. We call it a Potion - altars are stationary - it
1102     * is up to map designers to use them properly.
1103     */
1104     if (altar->inv && altar->inv->type == SPELL)
1105     {
1106     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1107     cast_spell (originator, altar, 0, altar->inv, NULL);
1108     /* If it is connected, push the button. Fixes some problems with
1109     * old maps.
1110     */
1111 elmex 1.1
1112     /* push_button (altar);*/
1113 root 1.14 }
1114 root 1.22 else
1115     {
1116     altar->value = 1; /* works only once */
1117     push_button (altar);
1118     }
1119 root 1.26
1120     return !sacrifice;
1121 root 1.22 }
1122     else
1123 root 1.26 return 0;
1124 elmex 1.1 }
1125    
1126     /**
1127     * Handles 'movement' of shop mats.
1128     * Returns 1 if 'op' was destroyed, 0 if not.
1129     * Largely re-written to not use nearly as many gotos, plus
1130     * some of this code just looked plain out of date.
1131     * MSW 2001-08-29
1132     */
1133 root 1.22 int
1134     apply_shop_mat (object *shop_mat, object *op)
1135 elmex 1.1 {
1136 elmex 1.15 int rv = 0;
1137     double opinion;
1138     object *tmp, *next;
1139 elmex 1.1
1140 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1141 elmex 1.1
1142 elmex 1.15 if (op->type != PLAYER)
1143     {
1144     /* Remove all the unpaid objects that may be carried here.
1145     * This could be pets or monsters that are somehow in
1146     * the shop.
1147     */
1148     for (tmp = op->inv; tmp; tmp = next)
1149     {
1150     next = tmp->below;
1151 root 1.25
1152 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1153     {
1154     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1155 root 1.14
1156 root 1.36 tmp->remove ();
1157 root 1.24
1158 elmex 1.15 if (i == -1)
1159     i = 0;
1160 root 1.24
1161 elmex 1.15 tmp->map = op->map;
1162     tmp->x = op->x + freearr_x[i];
1163     tmp->y = op->y + freearr_y[i];
1164     insert_ob_in_map (tmp, op->map, op, 0);
1165 root 1.14 }
1166     }
1167    
1168 elmex 1.15 /* Don't teleport things like spell effects */
1169     if (QUERY_FLAG (op, FLAG_NO_PICK))
1170     return 0;
1171 root 1.14
1172 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1173     * shop mats. Instead, put it on a nearby space.
1174     */
1175     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1176     {
1177 root 1.14
1178 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1179     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1180 root 1.22
1181 elmex 1.15 if (i != -1)
1182 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1183    
1184 elmex 1.15 return 0;
1185 root 1.14 }
1186 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1187     * the teleport function should be able to handle this just fine.
1188     */
1189     rv = teleport (shop_mat, SHOP_MAT, op);
1190 elmex 1.1 }
1191 root 1.25 else if (can_pay (op) && get_payment (op))
1192 elmex 1.15 {
1193 root 1.24 /* this is only used for players */
1194 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1195    
1196     if (shop_mat->msg)
1197 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1198 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1199     * but there is never a guarantee that the bottom space on the map is
1200     * actually the shop floor.
1201     */
1202     else if (!rv && !is_in_shop (op))
1203     {
1204     opinion = shopkeeper_approval (op->map, op);
1205 root 1.24
1206 elmex 1.15 if (opinion > 0.9)
1207 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1208 elmex 1.15 else if (opinion > 0.75)
1209     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1210     else if (opinion > 0.5)
1211     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1212     else
1213 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1214 root 1.14 }
1215 elmex 1.1 }
1216 elmex 1.15 else
1217     {
1218     /* if we get here, a player tried to leave a shop but was not able
1219     * to afford the items he has. We try to move the player so that
1220     * they are not on the mat anymore
1221     */
1222     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1223 root 1.22
1224 elmex 1.15 if (i == -1)
1225     {
1226     LOG (llevError, "Internal shop-mat problem.\n");
1227     }
1228     else
1229     {
1230 root 1.36 op->remove ();
1231 elmex 1.15 op->x += freearr_x[i];
1232     op->y += freearr_y[i];
1233     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1234 root 1.14 }
1235 elmex 1.1 }
1236 root 1.24
1237 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1238     return rv;
1239 elmex 1.1 }
1240    
1241     /**
1242     * Handles applying a sign.
1243     */
1244 root 1.22 static void
1245     apply_sign (object *op, object *sign, int autoapply)
1246 elmex 1.1 {
1247 root 1.22 readable_message_type *msgType;
1248    
1249     if (sign->msg == NULL)
1250     {
1251     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1252     return;
1253 elmex 1.1 }
1254    
1255 root 1.22 if (sign->stats.food)
1256     {
1257     if (sign->last_eat >= sign->stats.food)
1258     {
1259     if (!sign->move_on)
1260     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1261     return;
1262 root 1.14 }
1263 elmex 1.1
1264 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1265     sign->last_eat++;
1266 elmex 1.1 }
1267    
1268 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1269     * No way to know for sure. The presumption is basically that if
1270     * move_on is zero, it needs to be manually applied (doesn't talk
1271     * to us).
1272     */
1273     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1274     {
1275     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1276     return;
1277     }
1278 root 1.110
1279     if (op->contr)
1280     if (client *ns = op->contr->ns)
1281     {
1282     msgType = get_readable_message_type (sign);
1283    
1284     if (ns->can_msg)
1285     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1286     else
1287     {
1288     char newbuf[HUGE_BUF];
1289     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1290     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1291     }
1292     }
1293 elmex 1.1 }
1294    
1295     /**
1296     * 'victim' moves onto 'trap'
1297     * 'victim' leaves 'trap'
1298     * effect is determined by move_on/move_off of trap and move_type of victime.
1299     *
1300     * originator: Player, monster or other object that caused 'victim' to move
1301     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1302     * However, some types of traps require an originator to function.
1303     */
1304 root 1.22 void
1305 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1306 elmex 1.1 {
1307     static int recursion_depth = 0;
1308    
1309     /* Only exits affect DMs. */
1310 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1311 elmex 1.1 return;
1312    
1313     /* move_apply() is the most likely candidate for causing unwanted and
1314     * possibly unlimited recursion.
1315     */
1316     /* The following was changed because it was causing perfeclty correct
1317     * maps to fail. 1) it's not an error to recurse:
1318     * rune detonates, summoning monster. monster lands on nearby rune.
1319     * nearby rune detonates. This sort of recursion is expected and
1320     * proper. This code was causing needless crashes.
1321     */
1322 root 1.22 if (recursion_depth >= 500)
1323     {
1324     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1325 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1326 root 1.22 return;
1327 elmex 1.1 }
1328 root 1.110
1329 root 1.22 recursion_depth++;
1330     if (trap->head)
1331     trap = trap->head;
1332 elmex 1.1
1333 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334     goto leave;
1335 elmex 1.1
1336 root 1.22 switch (trap->type)
1337     {
1338 root 1.23 case PLAYERMOVER:
1339     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1340     {
1341     if (!trap->stats.maxsp)
1342     trap->stats.maxsp = 2;
1343 root 1.14
1344 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1345     * should be divided by trap->speed
1346     */
1347     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1348 root 1.14
1349 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1350     * above with some objects have zero speed, and thus the player
1351     * getting permanently paralyzed.
1352     */
1353 root 1.93 if (victim->speed_left < -50.f)
1354     victim->speed_left = -50.f;
1355 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1356     }
1357     goto leave;
1358 root 1.14
1359 root 1.23 case SPINNER:
1360     if (victim->direction)
1361     {
1362     victim->direction = absdir (victim->direction - trap->stats.sp);
1363     update_turn_face (victim);
1364     }
1365     goto leave;
1366 root 1.14
1367 root 1.23 case DIRECTOR:
1368     if (victim->direction && !should_director_abort (trap, victim))
1369     {
1370     victim->direction = trap->stats.sp;
1371     update_turn_face (victim);
1372     }
1373     goto leave;
1374 root 1.14
1375 root 1.23 case BUTTON:
1376     case PEDESTAL:
1377     update_button (trap);
1378     goto leave;
1379    
1380     case ALTAR:
1381     /* sacrifice victim on trap */
1382     apply_altar (trap, victim, originator);
1383     goto leave;
1384 root 1.14
1385 root 1.23 case THROWN_OBJ:
1386     if (trap->inv == NULL)
1387 root 1.22 goto leave;
1388 root 1.23 /* fallthrough */
1389 root 1.14
1390 root 1.23 case ARROW:
1391     /* bad bug: monster throw a object, make a step forwards, step on object ,
1392     * trigger this here and get hit by own missile - and will be own enemy.
1393     * Victim then is his own enemy and will start to kill herself (this is
1394     * removed) but we have not synced victim and his missile. To avoid senseless
1395     * action, we avoid hits here
1396     */
1397     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1398     hit_with_arrow (trap, victim);
1399     goto leave;
1400 root 1.14
1401 root 1.23 case SPELL_EFFECT:
1402     apply_spell_effect (trap, victim);
1403     goto leave;
1404 root 1.14
1405 root 1.23 case TRAPDOOR:
1406     {
1407     int max, sound_was_played;
1408     object *ab, *ab_next;
1409 root 1.22
1410 root 1.23 if (!trap->value)
1411     {
1412     int tot;
1413 root 1.14
1414 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1415     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1416     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1417 root 1.14
1418 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1419     goto leave;
1420 root 1.22
1421 root 1.23 SET_ANIMATION (trap, trap->value);
1422     update_object (trap, UP_OBJ_FACE);
1423     }
1424 root 1.14
1425 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1426 root 1.22 {
1427 root 1.23 /* need to set this up, since if we do transfer the object,
1428     * ab->above would be bogus
1429     */
1430     ab_next = ab->above;
1431 root 1.14
1432 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1433 root 1.22 {
1434 root 1.23 if (!sound_was_played)
1435     {
1436     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1437     sound_was_played = 1;
1438     }
1439     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1440     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1441 root 1.14 }
1442     }
1443 root 1.22 goto leave;
1444 root 1.23 }
1445 root 1.14
1446    
1447 root 1.23 case CONVERTER:
1448     if (convert_item (victim, trap) < 0)
1449     {
1450     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1451 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1452     }
1453 root 1.14
1454 root 1.23 goto leave;
1455 root 1.14
1456 root 1.23 case TRIGGER_BUTTON:
1457     case TRIGGER_PEDESTAL:
1458     case TRIGGER_ALTAR:
1459     check_trigger (trap, victim);
1460     goto leave;
1461    
1462     case DEEP_SWAMP:
1463     walk_on_deep_swamp (trap, victim);
1464     goto leave;
1465    
1466     case CHECK_INV:
1467 elmex 1.46 check_inv (victim, trap);
1468 root 1.23 goto leave;
1469    
1470     case HOLE:
1471     /* Hole not open? */
1472     if (trap->stats.wc > 0)
1473 root 1.22 goto leave;
1474 root 1.14
1475 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1476     * Processing will happen if the head runs into the pit
1477     */
1478     if (victim->head)
1479 root 1.22 goto leave;
1480 root 1.14
1481 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1482     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1483     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1484     goto leave;
1485 root 1.14
1486 root 1.23 case EXIT:
1487     if (victim->type == PLAYER && EXIT_PATH (trap))
1488     {
1489     /* Basically, don't show exits leading to random maps the
1490     * players output.
1491     */
1492 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1493 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1494 root 1.55
1495     victim->enter_exit (trap);
1496 root 1.23 }
1497     goto leave;
1498 root 1.14
1499 root 1.23 case ENCOUNTER:
1500     /* may be some leftovers on this */
1501     goto leave;
1502    
1503     case SHOP_MAT:
1504     apply_shop_mat (trap, victim);
1505     goto leave;
1506    
1507     /* Drop a certain amount of gold, and have one item identified */
1508     case IDENTIFY_ALTAR:
1509     apply_id_altar (victim, trap, originator);
1510     goto leave;
1511    
1512     case SIGN:
1513     if (victim->type != PLAYER && trap->stats.food > 0)
1514 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1515 root 1.23
1516     apply_sign (victim, trap, 1);
1517     goto leave;
1518    
1519     case CONTAINER:
1520 root 1.68 apply_container (victim, trap);
1521 root 1.23 goto leave;
1522    
1523     case RUNE:
1524     case TRAP:
1525     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1526     {
1527     spring_trap (trap, victim);
1528     }
1529     goto leave;
1530 root 1.14
1531 root 1.23 default:
1532     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 root 1.23 goto leave;
1535 elmex 1.1 }
1536    
1537 root 1.22 leave:
1538     recursion_depth--;
1539 elmex 1.1 }
1540    
1541     /**
1542     * Handles reading a regular (ie not containing a spell) book.
1543     */
1544 root 1.22 static void
1545     apply_book (object *op, object *tmp)
1546 elmex 1.1 {
1547 root 1.22 int lev_diff;
1548     object *skill_ob;
1549    
1550     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1551     {
1552     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1553     return;
1554     }
1555 root 1.112
1556     if (!tmp->msg)
1557 root 1.22 {
1558     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1559     return;
1560     }
1561 elmex 1.1
1562 root 1.22 /* need a literacy skill to read stuff! */
1563     skill_ob = find_skill_by_name (op, tmp->skill);
1564     if (!skill_ob)
1565     {
1566 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1567 elmex 1.1 return;
1568     }
1569 root 1.112
1570 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1571     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572     {
1573     if (lev_diff < 2)
1574     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1575     else if (lev_diff < 3)
1576     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1577     else if (lev_diff < 5)
1578     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1579     else if (lev_diff < 8)
1580     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1581     else if (lev_diff < 15)
1582     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1583     else
1584     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1585 elmex 1.1 return;
1586     }
1587    
1588 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1589    
1590 root 1.112 if (player *pl = op->contr)
1591     if (client *ns = pl->ns)
1592     if (ns->can_msg)
1593     {
1594     dynbuf_text buf;
1595     buf << long_desc (tmp, op)
1596     << "\n\n"
1597     << tmp->msg
1598     << '\0';
1599     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1600     }
1601     else
1602     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1603     msgType->message_type, msgType->message_subtype,
1604     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1605     long_desc (tmp, op), &tmp->msg);
1606 root 1.22
1607     /* gain xp from reading */
1608     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1609     { /* only if not read before */
1610     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1611    
1612     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1613     {
1614     /*exp_gain *= 2; because they just identified it too */
1615     SET_FLAG (tmp, FLAG_IDENTIFIED);
1616 root 1.41
1617 root 1.22 /* If in a container, update how it looks */
1618     if (tmp->env)
1619     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1620     else
1621 root 1.50 op->contr->ns->floorbox_update ();
1622 root 1.22 }
1623 root 1.41
1624 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1625     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1626 elmex 1.1 }
1627     }
1628    
1629     /**
1630     * Handles the applying of a skill scroll, calling learn_skill straight.
1631     * op is the person learning the skill, tmp is the skill scroll object
1632     */
1633 root 1.22 static void
1634     apply_skillscroll (object *op, object *tmp)
1635 elmex 1.1 {
1636 root 1.22 switch ((int) learn_skill (op, tmp))
1637     {
1638 root 1.24 case 0:
1639     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1640     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1641     return;
1642    
1643     case 1:
1644     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1645     decrease_ob (tmp);
1646     return;
1647 root 1.14
1648 root 1.24 default:
1649     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1650     decrease_ob (tmp);
1651     return;
1652 elmex 1.1 }
1653     }
1654    
1655     /**
1656     * Actually makes op learn spell.
1657     * Informs player of what happens.
1658     */
1659 root 1.22 void
1660     do_learn_spell (object *op, object *spell, int special_prayer)
1661 elmex 1.1 {
1662 root 1.22 object *tmp;
1663 elmex 1.1
1664 root 1.22 if (op->type != PLAYER)
1665     {
1666     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1667     return;
1668 elmex 1.1 }
1669    
1670 root 1.22 /* Upgrade special prayers to normal prayers */
1671     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1672     {
1673     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1674     {
1675     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1676     return;
1677 elmex 1.1 }
1678 root 1.22 return;
1679 elmex 1.1 }
1680    
1681 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1682 root 1.39 tmp = spell->clone ();
1683 root 1.22 insert_ob_in_ob (tmp, op);
1684    
1685     if (special_prayer)
1686 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1687 elmex 1.1
1688 root 1.22 esrv_add_spells (op->contr, tmp);
1689 elmex 1.1 }
1690    
1691     /**
1692     * Erases spell from player's inventory.
1693     */
1694 root 1.22 void
1695     do_forget_spell (object *op, const char *spell)
1696 elmex 1.1 {
1697 root 1.22 object *spob;
1698    
1699     if (op->type != PLAYER)
1700     {
1701     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1702     return;
1703     }
1704     if ((spob = check_spell_known (op, spell)) == NULL)
1705     {
1706     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1707     return;
1708     }
1709 elmex 1.1
1710 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1711     player_unready_range_ob (op->contr, spob);
1712     esrv_remove_spell (op->contr, spob);
1713 root 1.37 spob->destroy ();
1714 elmex 1.1 }
1715    
1716     /**
1717     * Handles player applying a spellbook.
1718     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1719     * stuff like that. Random learning failure too.
1720     */
1721 root 1.22 static void
1722     apply_spellbook (object *op, object *tmp)
1723 elmex 1.1 {
1724 root 1.22 object *skop, *spell, *spell_skill;
1725    
1726     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1727     {
1728     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1729     return;
1730     }
1731    
1732     /* artifact_spellbooks have 'slaying' field point to a spell name,
1733     * instead of having their spell stored in stats.sp. These are
1734     * legacy spellbooks
1735     */
1736 root 1.114 if (tmp->slaying)
1737 root 1.22 {
1738     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1739     if (!spell)
1740     {
1741     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1742     return;
1743 root 1.14 }
1744 root 1.22 else
1745     insert_ob_in_ob (spell, tmp);
1746 root 1.114
1747     tmp->slaying = 0;
1748 root 1.22 }
1749    
1750     skop = find_skill_by_name (op, tmp->skill);
1751    
1752     /* need a literacy skill to learn spells. Also, having a literacy level
1753     * lower than the spell will make learning the spell more difficult */
1754     if (!skop)
1755     {
1756 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1757 root 1.22 return;
1758     }
1759    
1760     spell = tmp->inv;
1761 root 1.32
1762 root 1.22 if (!spell)
1763     {
1764     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1765 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1766 root 1.22 return;
1767     }
1768 root 1.31
1769 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1770 root 1.22 {
1771 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1772 root 1.22 return;
1773     }
1774    
1775     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1776    
1777     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1778     {
1779     identify (tmp);
1780 root 1.41
1781 root 1.22 if (tmp->env)
1782     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1783     else
1784 root 1.50 op->contr->ns->floorbox_update ();
1785 root 1.22 }
1786    
1787     /* I removed the check for special_prayer_mark here - it didn't make
1788     * a lot of sense - special prayers are not found in spellbooks, and
1789     * if the player doesn't know the spell, doesn't make a lot of sense that
1790     * they would have a special prayer mark.
1791     */
1792     if (check_spell_known (op, spell->name))
1793     {
1794 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n");
1795 root 1.22 return;
1796 elmex 1.1 }
1797 root 1.22
1798     if (spell->skill)
1799     {
1800     spell_skill = find_skill_by_name (op, spell->skill);
1801 root 1.25
1802 root 1.22 if (!spell_skill)
1803     {
1804 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1805 root 1.22 return;
1806 root 1.14 }
1807 root 1.25
1808 root 1.22 if (spell_skill->level < spell->level)
1809     {
1810     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1811     return;
1812 root 1.14 }
1813 elmex 1.1 }
1814    
1815 root 1.22 /* Logic as follows
1816     *
1817     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1818     *
1819     * 2- The learner's skill level in literacy adjusts the chance to learn
1820     * a spell.
1821     *
1822     * 3 -Automatically fail to learn if you read while confused
1823     *
1824     * Overall, chances are the same but a player will find having a high
1825     * literacy rate very useful! -b.t.
1826     */
1827     if (QUERY_FLAG (op, FLAG_CONFUSED))
1828     {
1829     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1830     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1831     }
1832     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1833     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1834     {
1835    
1836     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1837     do_learn_spell (op, spell, 0);
1838    
1839     /* xp gain to literacy for spell learning */
1840     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1841     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1842 elmex 1.1 }
1843 root 1.22 else
1844     {
1845     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1846 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1847 root 1.22 }
1848 root 1.73
1849 root 1.22 decrease_ob (tmp);
1850 elmex 1.1 }
1851    
1852     /**
1853     * Handles applying a spell scroll.
1854     */
1855 root 1.22 void
1856     apply_scroll (object *op, object *tmp, int dir)
1857 elmex 1.1 {
1858 root 1.22 object *skop;
1859 elmex 1.1
1860 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1861     {
1862     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1863     return;
1864 elmex 1.1 }
1865    
1866 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1867     {
1868 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1869 root 1.22 return;
1870 elmex 1.1 }
1871    
1872 root 1.22 if (op->type == PLAYER)
1873     {
1874     /* players need a literacy skill to read stuff! */
1875     int exp_gain = 0;
1876 elmex 1.1
1877 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1878     * should go for anything killed by the spell.
1879     */
1880     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1881 elmex 1.1
1882 root 1.22 if (!skop)
1883     {
1884 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1885 root 1.22 return;
1886     }
1887 elmex 1.1
1888 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1889     change_exp (op, exp_gain, skop->skill, 0);
1890 elmex 1.1 }
1891    
1892 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1893     identify (tmp);
1894 elmex 1.1
1895 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1896 elmex 1.1
1897 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1898     decrease_ob (tmp);
1899 elmex 1.1 }
1900    
1901     /**
1902     * Applies a treasure object - by default, chest. op
1903     * is the person doing the applying, tmp is the treasure
1904     * chest.
1905     */
1906 root 1.22 static void
1907     apply_treasure (object *op, object *tmp)
1908 elmex 1.1 {
1909 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1910     * for the chest is done when the chest is created, and put into the chest
1911     * inventory. So that when the chest burns up, the items still exist. Also
1912     * prevents people fromt moving chests to more difficult maps to get better
1913     * treasure
1914     */
1915 root 1.99 object *treas = tmp->inv;
1916 root 1.22
1917 root 1.99 if (!treas)
1918 root 1.22 {
1919     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1920     decrease_ob (tmp);
1921     return;
1922     }
1923 root 1.99
1924 root 1.22 while (tmp->inv)
1925     {
1926     treas = tmp->inv;
1927 elmex 1.1
1928 root 1.36 treas->remove ();
1929 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1930 elmex 1.1
1931 root 1.22 treas->x = op->x;
1932     treas->y = op->y;
1933     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1934    
1935     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1936     spring_trap (treas, op);
1937 root 1.37
1938 root 1.22 /* If either player or container was destroyed, no need to do
1939     * further processing. I think this should be enclused with
1940     * spring trap above, as I don't think there is otherwise
1941     * any way for the treasure chest or player to get killed
1942     */
1943 root 1.29 if (op->destroyed () || tmp->destroyed ())
1944 root 1.22 break;
1945 elmex 1.1 }
1946    
1947 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1948 root 1.22 decrease_ob (tmp);
1949 elmex 1.1
1950     }
1951    
1952     /**
1953     * op eats food.
1954     * If player, takes care of messages and dragon special food.
1955     */
1956 root 1.22 static void
1957     apply_food (object *op, object *tmp)
1958 elmex 1.1 {
1959 root 1.22 int capacity_remaining;
1960 elmex 1.1
1961 root 1.22 if (op->type != PLAYER)
1962     op->stats.hp = op->stats.maxhp;
1963     else
1964     {
1965 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1966 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1967 root 1.14 ;
1968 root 1.22 else
1969     {
1970     /* usual case - no dragon meal: */
1971     if (op->stats.food + tmp->stats.food > 999)
1972     {
1973     if (tmp->type == FOOD || tmp->type == FLESH)
1974     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1975     else
1976     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1977     }
1978    
1979     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1980     {
1981     char buf[MAX_BUF];
1982    
1983     if (!is_dragon_pl (op))
1984     {
1985     /* eating message for normal players */
1986     if (tmp->type == DRINK)
1987     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1988     else
1989     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1990     }
1991     else
1992     {
1993     /* eating message for dragon players */
1994     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1995     }
1996    
1997     new_draw_info (NDI_UNIQUE, 0, op, buf);
1998     capacity_remaining = 999 - op->stats.food;
1999     op->stats.food += tmp->stats.food;
2000     if (capacity_remaining < tmp->stats.food)
2001     op->stats.hp += capacity_remaining / 50;
2002     else
2003     op->stats.hp += tmp->stats.food / 50;
2004     if (op->stats.hp > op->stats.maxhp)
2005     op->stats.hp = op->stats.maxhp;
2006     if (op->stats.food > 999)
2007     op->stats.food = 999;
2008     }
2009 root 1.14
2010 root 1.22 /* special food hack -b.t. */
2011     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2012     eat_special_food (op, tmp);
2013     }
2014 elmex 1.1 }
2015 root 1.114
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 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 root 1.22 {
2189 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2190 root 1.22 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 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
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 1.114
2223 root 1.22 if (tmp->stats.hp > 0)
2224     {
2225     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2226     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2227 elmex 1.1 }
2228 root 1.114
2229 root 1.22 op->stats.food -= op->stats.food / 4;
2230     handle_apply_yield (tmp);
2231     decrease_ob (tmp);
2232 elmex 1.1 }
2233    
2234     /**
2235 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2236 elmex 1.1 * A valid 2 way exit means:
2237     * -You can come back (there is another exit at the other side)
2238     * -You are
2239 root 1.44 * ° the owner of the exit
2240     * ° or in the same party as the owner
2241 elmex 1.1 *
2242     * Note: a owner in a 2 way exit is saved as the owner's name
2243     * in the field exit->name cause the field exit->owner doesn't
2244     * survive in the swapping (in fact the whole exit doesn't survive).
2245     */
2246 root 1.22 int
2247     is_legal_2ways_exit (object *op, object *exit)
2248     {
2249     if (exit->stats.exp != 1)
2250     return 1; /*This is not a 2 way, so it is legal */
2251 root 1.52
2252 root 1.55 #if 0 //TODO
2253 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2254     return 0; /* This is a reset town portal */
2255 root 1.55 #endif
2256    
2257 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2258 root 1.52
2259 root 1.22 if (exitmap)
2260     {
2261 root 1.58 exitmap->load_sync ();
2262    
2263     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2264 root 1.52
2265 root 1.22 if (!tmp)
2266     return 0;
2267 root 1.52
2268 root 1.58 for (; tmp; tmp = tmp->above)
2269 root 1.22 {
2270     if (tmp->type != EXIT)
2271     continue; /*Not an exit */
2272 root 1.52
2273 root 1.22 if (!EXIT_PATH (tmp))
2274     continue; /*Not a valid exit */
2275 root 1.52
2276 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2277     continue; /*Not in the same place */
2278 root 1.52
2279 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2280 root 1.22 continue; /*Not in the same map */
2281    
2282     /* From here we have found the exit is valid. However we do
2283     * here the check of the exit owner. It is important for the
2284     * town portals to prevent strangers from visiting your appartments
2285     */
2286     if (!exit->race)
2287     return 1; /*No owner, free for all! */
2288 root 1.52
2289 root 1.58 object *exit_owner = 0;
2290 root 1.52
2291     for_all_players (pp)
2292 root 1.22 {
2293     if (!pp->ob)
2294     continue;
2295 root 1.52
2296 root 1.22 if (pp->ob->name != exit->race)
2297     continue;
2298 root 1.52
2299 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2300     break;
2301     }
2302 root 1.52
2303 root 1.22 if (!exit_owner)
2304     return 0; /* No more owner */
2305 root 1.52
2306 root 1.22 if (exit_owner->contr == op->contr)
2307     return 1; /*It is your exit */
2308 root 1.52
2309 root 1.22 if (exit_owner && /*There is a owner */
2310     (op->contr) && /*A player tries to pass */
2311     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2312     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2313     return 0;
2314 root 1.52
2315 root 1.22 return 1;
2316     }
2317     }
2318 root 1.52
2319 root 1.22 return 0;
2320     }
2321 elmex 1.1
2322     /**
2323     * Main apply handler.
2324     *
2325     * Checks for unpaid items before applying.
2326     *
2327     * Return value:
2328     * 0: player or monster can't apply objects of that type
2329     * 1: has been applied, or there was an error applying the object
2330     * 2: objects of that type can't be applied if not in inventory
2331     *
2332     * op is the object that is causing object to be applied, tmp is the object
2333     * being applied.
2334     *
2335     * aflag is special (always apply/unapply) flags. Nothing is done with
2336     * them in this function - they are passed to apply_special
2337     */
2338 root 1.22 int
2339     manual_apply (object *op, object *tmp, int aflag)
2340 elmex 1.1 {
2341 root 1.22 if (tmp->head)
2342     tmp = tmp->head;
2343 elmex 1.1
2344 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2345     {
2346     if (op->type == PLAYER)
2347     {
2348 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2349 root 1.22 return 1;
2350     }
2351     else
2352 root 1.51 return 0; /* monsters just skip unpaid items */
2353 elmex 1.1 }
2354    
2355 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2356     return RESULT_INT (0);
2357 root 1.8
2358 root 1.22 switch (tmp->type)
2359     {
2360 root 1.24 case CF_HANDLE:
2361     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2362     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2363     tmp->value = tmp->value ? 0 : 1;
2364     SET_ANIMATION (tmp, tmp->value);
2365     update_object (tmp, UP_OBJ_FACE);
2366     push_button (tmp);
2367     return 1;
2368 root 1.14
2369 root 1.24 case TRIGGER:
2370     if (check_trigger (tmp, op))
2371     {
2372     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2373     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2374     }
2375     else
2376 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2377    
2378 root 1.24 return 1;
2379 root 1.14
2380 root 1.24 case EXIT:
2381     if (op->type != PLAYER)
2382     return 0;
2383 root 1.57
2384 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2385 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2386 root 1.24 else
2387     {
2388     /* Don't display messages for random maps. */
2389 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2390 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2391 root 1.57
2392 root 1.55 op->enter_exit (tmp);
2393 root 1.24 }
2394 root 1.85
2395 root 1.24 return 1;
2396 root 1.14
2397 root 1.24 case SIGN:
2398     apply_sign (op, tmp, 0);
2399     return 1;
2400 root 1.14
2401 root 1.24 case BOOK:
2402     if (op->type == PLAYER)
2403     {
2404     apply_book (op, tmp);
2405     return 1;
2406     }
2407     else
2408 root 1.85 return 0;
2409 root 1.14
2410 root 1.24 case SKILLSCROLL:
2411     if (op->type == PLAYER)
2412     {
2413     apply_skillscroll (op, tmp);
2414     return 1;
2415     }
2416 root 1.85 else
2417     return 0;
2418 root 1.14
2419 root 1.24 case SPELLBOOK:
2420     if (op->type == PLAYER)
2421     {
2422     apply_spellbook (op, tmp);
2423     return 1;
2424     }
2425 root 1.85 else
2426     return 0;
2427 root 1.14
2428 root 1.24 case SCROLL:
2429     apply_scroll (op, tmp, 0);
2430     return 1;
2431 root 1.14
2432 root 1.24 case POTION:
2433 root 1.85 apply_potion (op, tmp);
2434 root 1.24 return 1;
2435 root 1.14
2436 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2437 root 1.68 //TODO: remove, as it is unsed?
2438 root 1.24 case CLOSE_CON:
2439 root 1.68 apply_container (op, tmp->env);
2440 root 1.24 return 1;
2441 root 1.14
2442 root 1.24 case CONTAINER:
2443 root 1.68 apply_container (op, tmp);
2444 root 1.24 return 1;
2445 root 1.14
2446 root 1.24 case TREASURE:
2447     if (op->type == PLAYER)
2448     {
2449     apply_treasure (op, tmp);
2450     return 1;
2451     }
2452     else
2453 root 1.68 return 0;
2454 root 1.14
2455 root 1.24 case WEAPON:
2456     case ARMOUR:
2457     case BOOTS:
2458     case GLOVES:
2459     case AMULET:
2460     case GIRDLE:
2461     case BRACERS:
2462     case SHIELD:
2463     case HELMET:
2464     case RING:
2465     case CLOAK:
2466     case WAND:
2467     case ROD:
2468     case HORN:
2469     case SKILL:
2470     case BOW:
2471     case LAMP:
2472     case BUILDER:
2473     case SKILL_TOOL:
2474     if (tmp->env != op)
2475     return 2; /* not in inventory */
2476 root 1.79
2477     apply_special (op, tmp, aflag);
2478 root 1.24 return 1;
2479 root 1.14
2480 root 1.24 case DRINK:
2481     case FOOD:
2482     case FLESH:
2483     apply_food (op, tmp);
2484     return 1;
2485 root 1.14
2486 root 1.24 case POISON:
2487     apply_poison (op, tmp);
2488     return 1;
2489 root 1.14
2490 root 1.24 case SAVEBED:
2491 root 1.51 return 1;
2492 root 1.14
2493 root 1.24 case ARMOUR_IMPROVER:
2494     if (op->type == PLAYER)
2495     {
2496     apply_armour_improver (op, tmp);
2497     return 1;
2498     }
2499     else
2500 root 1.51 return 0;
2501 root 1.14
2502 root 1.24 case WEAPON_IMPROVER:
2503 root 1.85 check_improve_weapon (op, tmp);
2504 root 1.24 return 1;
2505 root 1.14
2506 root 1.24 case CLOCK:
2507     if (op->type == PLAYER)
2508     {
2509     char buf[MAX_BUF];
2510     timeofday_t tod;
2511 root 1.22
2512 root 1.24 get_tod (&tod);
2513     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2514     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2515     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2516     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2517     new_draw_info (NDI_UNIQUE, 0, op, buf);
2518     return 1;
2519     }
2520     else
2521 root 1.85 return 0;
2522 root 1.14
2523 root 1.24 case MENU:
2524     if (op->type == PLAYER)
2525     {
2526 elmex 1.75 shop_listing (tmp, op);
2527 root 1.24 return 1;
2528     }
2529     else
2530 root 1.85 return 0;
2531 elmex 1.1
2532 root 1.24 case POWER_CRYSTAL:
2533     apply_power_crystal (op, tmp); /* see egoitem.c */
2534     return 1;
2535 root 1.14
2536 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2537     if (op->type == PLAYER)
2538     {
2539     apply_lighter (op, tmp);
2540     return 1;
2541     }
2542     else
2543 root 1.85 return 0;
2544 root 1.14
2545 root 1.24 case ITEM_TRANSFORMER:
2546     apply_item_transformer (op, tmp);
2547     return 1;
2548 root 1.14
2549 root 1.24 default:
2550     return 0;
2551 elmex 1.1 }
2552     }
2553    
2554    
2555     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2556     * messages as needed by player_apply_below(). But there can still be
2557     * "but you are floating high above the ground" messages.
2558     *
2559     * Same return value as apply() function.
2560     */
2561 root 1.22 int
2562     player_apply (object *pl, object *op, int aflag, int quiet)
2563 elmex 1.1 {
2564 root 1.22 int tmp;
2565 elmex 1.1
2566 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2567 root 1.22 {
2568     /* player is flying and applying object not in inventory */
2569     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2570     {
2571 root 1.114 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2572 root 1.22 return 0;
2573 root 1.14 }
2574 elmex 1.1 }
2575    
2576 root 1.22 pl->contr->last_used = op;
2577 elmex 1.1
2578 root 1.22 tmp = manual_apply (pl, op, aflag);
2579     if (!quiet)
2580     {
2581     if (tmp == 0)
2582     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2583     else if (tmp == 2)
2584     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2585 elmex 1.1 }
2586 root 1.114
2587 root 1.22 return tmp;
2588 elmex 1.1 }
2589    
2590     /**
2591     * player_apply_below attempts to apply the object 'below' the player.
2592     * If the player has an open container, we use that for below, otherwise
2593     * we use the ground.
2594     */
2595 root 1.22 void
2596     player_apply_below (object *pl)
2597 elmex 1.1 {
2598 root 1.68 int floors = 0;
2599 root 1.22
2600     /* If using a container, set the starting item to be the top
2601     * item in the container. Otherwise, use the map.
2602 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2603 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2604     * next object in the stack before applying. This is can only be a
2605     * problem if player_apply() has a bug in that it uses the object but does
2606     * not return a proper value.
2607     */
2608 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2609 root 1.22 {
2610     next = tmp->below;
2611 root 1.68
2612 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2613     floors++;
2614     else if (floors > 0)
2615     return; /* process only floor objects after first floor object */
2616    
2617     /* If it is visible, player can apply it. If it is applied by
2618     * person moving on it, also activate. Added code to make it
2619     * so that at least one of players movement types be that which
2620     * the item needs.
2621     */
2622     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2623     {
2624     if (player_apply (pl, tmp, 0, 1) == 1)
2625     return;
2626 elmex 1.1 }
2627 root 1.22 if (floors >= 2)
2628     return; /* process at most two floor objects */
2629 elmex 1.1 }
2630     }
2631    
2632     /**
2633     * Unapplies specified item.
2634     * No check done on cursed/damned.
2635     * Break this out of apply_special - this is just done
2636     * to keep the size of apply_special to a more managable size.
2637     */
2638 root 1.22 static int
2639     unapply_special (object *who, object *op, int aflags)
2640 elmex 1.1 {
2641 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2642     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2643 root 1.22 return RESULT_INT (0);
2644 root 1.12
2645 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2646 root 1.76
2647 root 1.22 switch (op->type)
2648     {
2649 root 1.96 case SKILL_TOOL:
2650     // unapplying a skill tool should also unapply the skill it governs
2651     // but this is hard, as it shouldn't do so when the skill can
2652     // be used for other reasons
2653     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2654     if (tmp->skill == op->skill
2655     && tmp->type == SKILL
2656     && tmp->flag [FLAG_APPLIED]
2657     && !tmp->flag [FLAG_CAN_USE_SKILL])
2658     unapply_special (who, tmp, 0);
2659    
2660     change_abil (who, op);
2661     break;
2662    
2663 root 1.24 case WEAPON:
2664 root 1.105 if (player *pl = who->contr)
2665     if (op == pl->combat_ob)
2666     {
2667     pl->combat_ob = 0;
2668     who->change_weapon (pl->ranged_ob);
2669     }
2670    
2671 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2672 elmex 1.1
2673 root 1.79 change_abil (who, op);
2674     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2675 root 1.24 break;
2676 root 1.14
2677 root 1.96 case SKILL:
2678 root 1.79 if (who->contr)
2679 root 1.24 {
2680 root 1.76 if (!op->invisible)
2681     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2682 root 1.24 else
2683 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2684 root 1.24 }
2685 root 1.76
2686     change_abil (who, op);
2687 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2688     break;
2689 root 1.14
2690 root 1.24 case ARMOUR:
2691     case HELMET:
2692     case SHIELD:
2693     case RING:
2694     case BOOTS:
2695     case GLOVES:
2696     case AMULET:
2697     case GIRDLE:
2698     case BRACERS:
2699     case CLOAK:
2700     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2701 root 1.79 change_abil (who, op);
2702 root 1.24 break;
2703 root 1.79
2704 root 1.24 case LAMP:
2705 root 1.103 {
2706     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707 root 1.29
2708 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2709     tmp2->x = op->x;
2710     tmp2->y = op->y;
2711     tmp2->map = op->map;
2712     tmp2->below = op->below;
2713     tmp2->above = op->above;
2714     tmp2->stats.food = op->stats.food;
2715     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2716    
2717     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2718     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2719    
2720     if (who->contr)
2721     esrv_del_item (who->contr, op->count);
2722    
2723     op->destroy ();
2724     insert_ob_in_ob (tmp2, who);
2725     who->update_stats ();
2726 root 1.29
2727 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2728     {
2729     if (who->contr)
2730     {
2731     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2732     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2733     }
2734     }
2735 root 1.29
2736 root 1.103 if (who->contr)
2737     esrv_send_item (who, tmp2);
2738     }
2739 root 1.79
2740 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2741 root 1.76
2742 root 1.24 case BOW:
2743     case WAND:
2744     case ROD:
2745     case HORN:
2746 root 1.105 if (player *pl = who->contr)
2747     {
2748     if (op == pl->ranged_ob)
2749     {
2750     pl->ranged_ob = 0;
2751     who->change_weapon (pl->combat_ob);
2752     }
2753    
2754     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2755     }
2756 root 1.103 else
2757 root 1.24 {
2758 root 1.103 who->change_skill (0);
2759 root 1.79
2760 root 1.24 if (op->type == BOW)
2761     CLEAR_FLAG (who, FLAG_READY_BOW);
2762     else
2763     CLEAR_FLAG (who, FLAG_READY_RANGE);
2764     }
2765 root 1.76
2766 root 1.24 break;
2767 elmex 1.1
2768 root 1.24 case BUILDER:
2769 root 1.79 if (who->contr)
2770 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2771 root 1.24 break;
2772 elmex 1.1
2773 root 1.24 default:
2774     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2775     break;
2776 elmex 1.1 }
2777    
2778 root 1.51 who->update_stats ();
2779 elmex 1.1
2780 root 1.22 if (!(aflags & AP_NO_MERGE))
2781     {
2782 root 1.85 object *tmp = merge_ob (op, 0);
2783 root 1.79
2784     if (who->contr)
2785 root 1.22 {
2786     if (tmp)
2787     { /* it was merged */
2788 root 1.29 esrv_del_item (who->contr, op->count);
2789 root 1.22 op = tmp;
2790 elmex 1.1 }
2791 root 1.29
2792 root 1.22 esrv_send_item (who, op);
2793 root 1.14 }
2794 elmex 1.1 }
2795 root 1.79
2796 root 1.22 return 0;
2797 elmex 1.1 }
2798    
2799     /**
2800     * Returns the object that is using location 'loc'.
2801     * Note that 'start' is the first object to start examing - we
2802     * then go through the below of this. In this way, you can do
2803     * something like:
2804 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2805     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2806 elmex 1.1 * to find the second object that may use this location, etc.
2807     * Returns NULL if no match is found.
2808     * loc is the index into the array we are looking for a match.
2809     * don't return invisible objects unless they are skill objects
2810     * invisible other objects that use
2811     * up body locations can be used as restrictions.
2812     */
2813 root 1.84 static object *
2814 root 1.96 get_next_item_from_body_location (int loc, object *start)
2815 elmex 1.1 {
2816 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2817     if (tmp->flag [FLAG_APPLIED]
2818     && tmp->slot[loc].info
2819     && (!tmp->invisible || tmp->type == SKILL))
2820     return tmp;
2821 elmex 1.1
2822 root 1.84 return 0;
2823 elmex 1.1 }
2824    
2825     /**
2826     * 'op' wants to apply an object, but can't because of other equipment.
2827     * This should only be called when it is known
2828     * that there are objects to unapply. This makes pretty heavy
2829     * use of get_item_from_body_location. It makes no intelligent choice
2830     * on objects - rather, the first that is matched is used.
2831     * Returns 0 on success, returns 1 if there is some problem.
2832     * if aflags is AP_PRINT, we instead print out waht to unapply
2833     * instead of doing it. This is a lot less code than having
2834     * another function that does just that.
2835     */
2836 root 1.114
2837     #define CANNOT_REMOVE_CURSED \
2838     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2839     "Praying over an altar, scrolls of remove curse/damnation, " \
2840     "priests or even other players might help.>"
2841    
2842 root 1.22 int
2843     unapply_for_ob (object *who, object *op, int aflags)
2844 elmex 1.1 {
2845 root 1.81 if (op->is_range ())
2846     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2847     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2848     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2849     {
2850     if (aflags & AP_PRINT)
2851     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2852     else
2853     unapply_special (who, tmp, aflags);
2854     }
2855     else
2856     {
2857     /* In this case, we want to try and remove a cursed item.
2858     * While we know it won't work, we want unapply_special to
2859     * at least generate the message.
2860     */
2861 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2862     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2863     query_name (tmp));
2864 root 1.81 return 1;
2865     }
2866 elmex 1.1
2867 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2868 root 1.22 {
2869     /* this used up a slot that we need to free */
2870 root 1.82 if (op->slot[i].info)
2871 root 1.22 {
2872 root 1.81 object *last = who->inv;
2873 root 1.14
2874 root 1.22 /* We do a while loop - may need to remove several items in order
2875     * to free up enough slots.
2876     */
2877 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2878 root 1.22 {
2879 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2880 root 1.81
2881 root 1.22 if (!tmp)
2882     {
2883 elmex 1.1 #if 0
2884 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2885     * equipped.
2886     */
2887     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2888 elmex 1.1 #endif
2889 root 1.22 return 1;
2890     }
2891 root 1.81
2892 root 1.22 /* If we are just printing, we don't care about cursed status */
2893     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2894     {
2895     if (aflags & AP_PRINT)
2896     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2897     else
2898     unapply_special (who, tmp, aflags);
2899 root 1.14 }
2900 root 1.22 else
2901     {
2902     /* Cursed item that we can't unequip - tell the player.
2903     * Note this could be annoying if this is just one of a few,
2904     * so it may not be critical (eg, putting on a ring and you have
2905     * one cursed ring.)
2906     */
2907 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2908 root 1.14 }
2909 root 1.81
2910 root 1.22 last = tmp->below;
2911 root 1.14 }
2912 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2913     * return in the !tmp would have kicked in.
2914     */
2915     } /* if op is using this body location */
2916     } /* for body lcoations */
2917 root 1.81
2918 root 1.22 return 0;
2919 elmex 1.1 }
2920    
2921     /**
2922     * Checks to see if 'who' can apply object 'op'.
2923     * Returns 0 if apply can be done without anything special.
2924     * Otherwise returns a bitmask - potentially several of these may be
2925     * set, but largely depends on circumstance - in the future, processing
2926 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2927 root 1.96 * is set, do we really care what the other flags may be?)
2928 elmex 1.1 *
2929     * See include/define.h for detailed description of the meaning of
2930     * these return values.
2931     */
2932 root 1.22 int
2933     can_apply_object (object *who, object *op)
2934 elmex 1.1 {
2935 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2936     return RESULT_INT (0);
2937    
2938 root 1.78 int retval = 0;
2939     object *tmp = 0, *ws = 0;
2940 root 1.22
2941 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2942 root 1.22 {
2943 root 1.82 if (op->slot[i].info)
2944 root 1.22 {
2945     /* Item uses more slots than we have */
2946 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2947 root 1.22 {
2948 root 1.78 /* Could return now for efficiency - rest of info below isn't
2949 root 1.22 * really needed.
2950     */
2951     retval |= CAN_APPLY_NEVER;
2952     }
2953 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2954 root 1.22 {
2955     /* in this case, equipping this would use more free spots than
2956     * we have.
2957     */
2958 elmex 1.1
2959 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2960 root 1.84 * enough slots to equip the new item, then just set "can
2961     * apply unapply". We don't care about the logic below - if you have a
2962 root 1.22 * shield equipped and try to equip another shield, there is only
2963     * one choice. However, the check for the number of body locations
2964     * does take into the account cases where what is being applied
2965     * may be two handed for example.
2966     */
2967     if (ws)
2968 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2969     {
2970     retval |= CAN_APPLY_UNAPPLY;
2971     continue;
2972     }
2973 root 1.22
2974 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 root 1.22 if (!tmp1)
2976     {
2977 elmex 1.1 #if 0
2978 root 1.22 /* This is sort of an error, but happens a lot when old players
2979     * join in with more stuff equipped than they are now allowed.
2980     */
2981     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2982 elmex 1.1 #endif
2983 root 1.22 retval |= CAN_APPLY_NEVER;
2984     }
2985     else
2986     {
2987     /* need to unapply something. However, if this something
2988     * is different than we had found before, it means they need
2989     * to apply multiple objects
2990     */
2991     retval |= CAN_APPLY_UNAPPLY;
2992 root 1.96
2993 root 1.22 if (!tmp)
2994     tmp = tmp1;
2995     else if (tmp != tmp1)
2996 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2997    
2998 root 1.22 /* This object isn't using up all the slots, so there must
2999 root 1.78 * be another. If so, and it the new item doesn't need all
3000 root 1.22 * the slots, the player then has a choice.
3001     */
3002 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3003     && abs (op->slot[i].info) < who->slot[i].info)
3004 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3005    
3006     /* Does unequippint 'tmp1' free up enough slots for this to be
3007     * equipped? If not, there must be something else to unapply.
3008     */
3009 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3010 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3011     }
3012     } /* if not enough free slots */
3013     } /* if this object uses location i */
3014     } /* for i -> num_body_locations loop */
3015    
3016     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3017     * really be controlled by use of body locations. We do have
3018     * the weapon/shield checks, and the range checks for monsters,
3019     * because you can't control those just by body location - bows, shields,
3020     * and weapons all use the same slot. Similar for horn/rod/wand - they
3021     * all use the same location.
3022     */
3023     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024     retval |= CAN_APPLY_RESTRICTION;
3025 root 1.76
3026 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3027     retval |= CAN_APPLY_RESTRICTION;
3028    
3029     if (who->type != PLAYER)
3030     {
3031     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3033 root 1.78
3034 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3035     retval |= CAN_APPLY_RESTRICTION;
3036 root 1.78
3037 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3038     retval |= CAN_APPLY_RESTRICTION;
3039 root 1.78
3040 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3041 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3042 elmex 1.1 }
3043 root 1.76
3044 root 1.22 return retval;
3045 elmex 1.1 }
3046    
3047     /**
3048     * who is the object using the object. It can be a monster.
3049     * op is the object they are using. op is an equipment type item,
3050     * eg, one which you put on and keep on for a while, and not something
3051     * like a potion or scroll.
3052     *
3053     * function returns 1 if the action could not be completed, 0 on
3054     * success. However, success is a matter of meaning - if the
3055     * user passes the 'apply' flag to an object already applied,
3056     * nothing is done, and 0 is returned.
3057     *
3058     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3059     * AP_UNAPPLY=always unapply).
3060     *
3061     * Optional flags:
3062     * AP_NO_MERGE: don't merge an unapplied object with other objects
3063     * AP_IGNORE_CURSE: unapply cursed items
3064 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3065 elmex 1.1 *
3066     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3067     *
3068     * apply_special() doesn't check for unpaid items.
3069     */
3070 root 1.114
3071     #define LACK_ITEM_POWER \
3072     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3073    
3074 root 1.22 int
3075     apply_special (object *who, object *op, int aflags)
3076 elmex 1.1 {
3077 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3078     object *tmp, *tmp2, *skop = NULL;
3079 elmex 1.1
3080 root 1.22 if (who == NULL)
3081     {
3082     LOG (llevError, "apply_special() from object without environment.\n");
3083     return 1;
3084 elmex 1.1 }
3085    
3086 root 1.22 if (op->env != who)
3087     return 1; /* op is not in inventory */
3088 elmex 1.1
3089 root 1.22 /* trying to unequip op */
3090     if (QUERY_FLAG (op, FLAG_APPLIED))
3091     {
3092     /* always apply, so no reason to unapply */
3093     if (basic_flag == AP_APPLY)
3094     return 0;
3095    
3096     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3097     {
3098 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3099     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3100     query_name (op));
3101 root 1.22 return 1;
3102 root 1.14 }
3103 root 1.78
3104 root 1.22 return unapply_special (who, op, aflags);
3105 elmex 1.1 }
3106    
3107 root 1.22 if (basic_flag == AP_UNAPPLY)
3108     return 0;
3109 elmex 1.1
3110 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3111     // to resolve conflicts.
3112     if (player *pl = who->contr)
3113 root 1.95 switch (op->slottype ())
3114 root 1.90 {
3115 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3116     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 root 1.90 }
3118    
3119 root 1.104 splay (op);
3120    
3121 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3122 root 1.78 if (int i = can_apply_object (who, op))
3123 root 1.22 {
3124     if (i & CAN_APPLY_NEVER)
3125     {
3126 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3127     "You don't have the body to use a %s. H<You can never apply this item.>",
3128     query_name (op));
3129 root 1.22 return 1;
3130     }
3131     else if (i & CAN_APPLY_RESTRICTION)
3132     {
3133 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3134     "You have a prohibition against using a %s. "
3135     "H<Your belief, profession or class prevents you from applying this item.>",
3136     query_name (op));
3137 root 1.22 return 1;
3138     }
3139 root 1.78
3140 root 1.22 if (who->type != PLAYER)
3141     {
3142     /* Some error, so don't try to equip something more */
3143     if (unapply_for_ob (who, op, aflags))
3144 root 1.14 return 1;
3145     }
3146 root 1.22 else
3147     {
3148     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3149     {
3150 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3151 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3152     return 1;
3153     }
3154     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3155 root 1.81 if (unapply_for_ob (who, op, aflags))
3156     return 1;
3157 root 1.14 }
3158 elmex 1.1 }
3159 root 1.55
3160 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3161     {
3162     skop = find_skill_by_name (who, op->skill);
3163 root 1.78
3164 root 1.22 if (!skop)
3165     {
3166     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3167     return 1;
3168     }
3169     else
3170 root 1.76 /* While experience will be credited properly, we want to change the
3171     * skill so that the dam and wc get updated
3172     */
3173 root 1.101 who->change_skill (skop);
3174 elmex 1.1 }
3175 root 1.22
3176 root 1.78 if (who->type == PLAYER
3177     && op->item_power
3178     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 root 1.22 {
3180 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3181 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3182 root 1.22 return 1;
3183 elmex 1.1 }
3184    
3185 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3186     * Note that we don't have the checks for can_use_...
3187     * below - that is already taken care of by can_apply_object.
3188     */
3189     if (op->nrof > 1)
3190     tmp = get_split_ob (op, op->nrof - 1);
3191     else
3192 root 1.78 tmp = 0;
3193 root 1.22
3194     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3195     return RESULT_INT (0);
3196    
3197     switch (op->type)
3198     {
3199 root 1.24 case WEAPON:
3200     if (!check_weapon_power (who, op->last_eat))
3201     {
3202 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3203 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3204 root 1.79
3205 root 1.78 if (tmp)
3206     insert_ob_in_ob (tmp, who);
3207 root 1.79
3208 root 1.24 return 1;
3209     }
3210 root 1.65
3211 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3212 root 1.78 // i.e. "R" can use Ragnarok's sword.
3213 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3214     {
3215     /* if the weapon does not have the name as the character, can't use it. */
3216     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3217 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3218     "The weapon does not recognize you as its owner. "
3219     "H<Its name indicates that it belongs to somebody else.>");
3220 root 1.65
3221     if (tmp)
3222     insert_ob_in_ob (tmp, who);
3223    
3224 root 1.24 return 1;
3225     }
3226 root 1.65
3227 root 1.80 if (!skop)
3228     {
3229     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3230     return 1;
3231     }
3232    
3233 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3234 root 1.101 who->change_skill (skop);
3235 root 1.76
3236 root 1.79 if (who->contr)
3237 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3238 root 1.78
3239 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3240 root 1.14
3241 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3242 root 1.76 change_abil (who, op);
3243 root 1.24 break;
3244 root 1.14
3245 root 1.24 case ARMOUR:
3246     case HELMET:
3247     case SHIELD:
3248     case BOOTS:
3249     case GLOVES:
3250     case GIRDLE:
3251     case BRACERS:
3252     case CLOAK:
3253     case RING:
3254     case AMULET:
3255     SET_FLAG (op, FLAG_APPLIED);
3256     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3257 root 1.76 change_abil (who, op);
3258 root 1.24 break;
3259 root 1.76
3260 root 1.24 case LAMP:
3261     if (op->stats.food < 1)
3262     {
3263 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3264     "Your %s is out of fuel! "
3265     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3266 root 1.24 return 1;
3267     }
3268 root 1.76
3269 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3270     tmp2 = arch_to_object (op->other_arch);
3271     tmp2->stats.food = op->stats.food;
3272     SET_FLAG (tmp2, FLAG_APPLIED);
3273 root 1.76
3274 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3275     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3276 root 1.76
3277 root 1.24 insert_ob_in_ob (tmp2, who);
3278    
3279     /* Remove the old lantern */
3280     if (who->type == PLAYER)
3281 root 1.29 esrv_del_item (who->contr, op->count);
3282    
3283 root 1.37 op->destroy ();
3284 root 1.22
3285 root 1.24 /* insert the portion that was split off */
3286 root 1.76 if (tmp)
3287 root 1.24 {
3288 root 1.76 insert_ob_in_ob (tmp, who);
3289 root 1.24 if (who->type == PLAYER)
3290     esrv_send_item (who, tmp);
3291     }
3292 root 1.76
3293 root 1.51 who->update_stats ();
3294 root 1.76
3295 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3296 root 1.81 if (who->type == PLAYER)
3297     {
3298 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3299     "Oops, it feels deadly cold! "
3300     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3301 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3302     }
3303 root 1.76
3304 root 1.24 if (who->type == PLAYER)
3305     esrv_send_item (who, tmp2);
3306 root 1.76
3307 root 1.24 return 0;
3308 root 1.14
3309 root 1.96 case SKILL_TOOL:
3310     // applying a skill tool also readies the skill
3311     SET_FLAG (op, FLAG_APPLIED);
3312    
3313 root 1.101 if (!(aflags & AP_NO_READY))
3314 root 1.24 {
3315 root 1.101 skop = find_skill_by_name (who, op->skill);
3316     if (!skop->flag [FLAG_APPLIED])
3317     apply_special (who, skop, AP_APPLY);
3318 root 1.24 }
3319 root 1.101 break;
3320 root 1.76
3321 root 1.101 case SKILL:
3322 root 1.79 if (player *pl = who->contr)
3323 root 1.24 {
3324 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3325     {
3326 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3327 root 1.79 {
3328     for (object *item = who->inv; item; item = item->below)
3329     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3330     {
3331 root 1.101 if (item->skill == op->skill)
3332     {
3333     who->change_weapon (pl->combat_ob = item);
3334     goto found_weapon;
3335     }
3336 root 1.79 }
3337    
3338 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3339     "You need to apply a '%s' melee weapon before readying this skill. "
3340     "H<Some skills need an item, in this case a melee weapon, to function.>",
3341     &op->skill);
3342 root 1.79 return 1;
3343    
3344     found_weapon:;
3345     }
3346     else
3347 root 1.90 who->change_weapon (pl->combat_ob = op);
3348 root 1.79 }
3349     else if (IS_RANGED_SKILL (op->subtype))
3350     {
3351 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3352 root 1.79 {
3353     for (object *item = who->inv; item; item = item->below)
3354     if (item->type == BOW && item->flag [FLAG_APPLIED])
3355     {
3356 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3357 root 1.90 who->change_weapon (pl->ranged_ob = item);
3358 root 1.79 goto found_bow;
3359     }
3360    
3361 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3362     "You need to apply a missile weapon before readying this skill. "
3363     "H<Some skills need an item, in this case a missile weapon, to function.>");
3364 root 1.79 return 1;
3365    
3366     found_bow:;
3367     }
3368     else
3369 root 1.90 who->change_weapon (pl->ranged_ob = op);
3370 root 1.79 }
3371 root 1.76
3372 root 1.24 if (!op->invisible)
3373     {
3374     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3375     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3376     }
3377     else
3378 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3379 root 1.24 }
3380 root 1.101 else
3381     {
3382     SET_FLAG (op, FLAG_APPLIED);
3383     change_abil (who, op);
3384     who->chosen_skill = op;
3385     SET_FLAG (who, FLAG_READY_SKILL);
3386     }
3387 root 1.76
3388 root 1.24 break;
3389 root 1.22
3390 root 1.24 case BOW:
3391     if (!check_weapon_power (who, op->last_eat))
3392     {
3393 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3394     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3395 root 1.76
3396     if (tmp)
3397     insert_ob_in_ob (tmp, who);
3398    
3399 root 1.24 return 1;
3400     }
3401 root 1.76
3402 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3403     {
3404 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3405     "The weapon does not recognize you as its owner. "
3406     "H<Its name indicates that it belongs to somebody else.>");
3407 root 1.81 if (tmp)
3408 root 1.76 insert_ob_in_ob (tmp, who);
3409    
3410 root 1.24 return 1;
3411     }
3412 root 1.76
3413     /*FALLTHROUGH*/
3414     case WAND:
3415 root 1.24 case ROD:
3416     case HORN:
3417     /* check for skill, alter player status */
3418 root 1.78
3419     if (!skop)
3420 root 1.80 {
3421     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3422     return 1;
3423     }
3424    
3425     SET_FLAG (op, FLAG_APPLIED);
3426 root 1.101 who->change_skill (skop);
3427 root 1.22
3428 root 1.79 if (who->contr)
3429 root 1.24 {
3430 root 1.79 who->contr->ranged_ob = op;
3431 root 1.78
3432 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3433    
3434 root 1.24 if (op->type == BOW)
3435     {
3436 root 1.79 who->current_weapon = op;
3437 root 1.76 change_abil (who, op);
3438 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3439     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3440     }
3441     }
3442     else
3443     {
3444     if (op->type == BOW)
3445     SET_FLAG (who, FLAG_READY_BOW);
3446     else
3447     SET_FLAG (who, FLAG_READY_RANGE);
3448     }
3449 root 1.76
3450 root 1.24 break;
3451 elmex 1.1
3452 root 1.24 case BUILDER:
3453 root 1.76 if (who->type == PLAYER)
3454     {
3455 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3456 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3457     unapply_special (who, who->contr->ranged_ob, 0);
3458    
3459     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3460    
3461 root 1.79 who->contr->ranged_ob = op;
3462 root 1.76 }
3463 root 1.24 break;
3464 elmex 1.1
3465 root 1.24 default:
3466     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3467 root 1.22 } /* end of switch op->type */
3468    
3469     SET_FLAG (op, FLAG_APPLIED);
3470 elmex 1.1
3471 root 1.79 if (tmp)
3472 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3473 elmex 1.1
3474 root 1.51 who->update_stats ();
3475 elmex 1.1
3476 root 1.22 /* We exclude spell casting objects. The fire code will set the
3477     * been applied flag when they are used - until that point,
3478     * you don't know anything about them.
3479     */
3480     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3481     SET_FLAG (op, FLAG_BEEN_APPLIED);
3482    
3483     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3484 root 1.114 if (who->type == PLAYER)
3485     {
3486     new_draw_info (NDI_UNIQUE, 0, who,
3487     "Oops, it feels deadly cold! "
3488     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3489     SET_FLAG (op, FLAG_KNOWN_CURSED);
3490     }
3491 root 1.76
3492 root 1.22 if (who->type == PLAYER)
3493     {
3494     /* if multiple objects were applied, update both slots */
3495     if (tmp)
3496     esrv_send_item (who, tmp);
3497 root 1.76
3498 root 1.22 esrv_send_item (who, op);
3499 elmex 1.1 }
3500 root 1.76
3501 root 1.22 return 0;
3502 elmex 1.1 }
3503    
3504 root 1.22 int
3505     monster_apply_special (object *who, object *op, int aflags)
3506 elmex 1.1 {
3507 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3508 elmex 1.1 return 1;
3509 root 1.114
3510 elmex 1.1 return apply_special (who, op, aflags);
3511     }
3512    
3513     /**
3514     * Map was just loaded, handle op's initialisation.
3515     *
3516     * Generates shop floor's item, and treasures.
3517     */
3518 root 1.22 int
3519     auto_apply (object *op)
3520     {
3521     object *tmp = NULL, *tmp2;
3522     int i;
3523 elmex 1.1
3524 root 1.22 switch (op->type)
3525     {
3526 root 1.24 case SHOP_FLOOR:
3527 root 1.42 if (!op->has_random_items ())
3528 root 1.24 return 0;
3529 root 1.38
3530 root 1.24 do
3531     {
3532     i = 10; /* let's give it 10 tries */
3533     while ((tmp = generate_treasure (op->randomitems,
3534     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3535     if (tmp == NULL)
3536     return 0;
3537     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3538     {
3539 root 1.37 tmp->destroy ();
3540 root 1.24 tmp = NULL;
3541     }
3542     }
3543     while (!tmp);
3544 root 1.38
3545 root 1.24 tmp->x = op->x;
3546     tmp->y = op->y;
3547     SET_FLAG (tmp, FLAG_UNPAID);
3548     insert_ob_in_map (tmp, op->map, NULL, 0);
3549     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3550     identify (tmp);
3551     break;
3552 root 1.14
3553 root 1.24 case TREASURE:
3554     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3555     return 0;
3556 root 1.37
3557 root 1.67 while (op->stats.hp-- > 0)
3558 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3559     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3560    
3561     /* If we generated an object and put it in this object inventory,
3562     * move it to the parent object as the current object is about
3563     * to disappear. An example of this item is the random_* stuff
3564     * that is put inside other objects.
3565     */
3566     for (tmp = op->inv; tmp; tmp = tmp2)
3567     {
3568     tmp2 = tmp->below;
3569 root 1.36 tmp->remove ();
3570 root 1.37
3571 root 1.24 if (op->env)
3572     insert_ob_in_ob (tmp, op->env);
3573     else
3574 root 1.37 tmp->destroy ();
3575 root 1.24 }
3576 root 1.37
3577     op->destroy ();
3578 root 1.24 break;
3579 elmex 1.1 }
3580 root 1.22 return tmp ? 1 : 0;
3581 elmex 1.1 }
3582    
3583     /**
3584 root 1.68 * fix_auto_apply goes through the entire map every time a map
3585     * is loaded or swapped in and performs special actions for
3586 elmex 1.1 * certain objects (most initialization of chests and creation of
3587     * treasures and stuff). Calls auto_apply if appropriate.
3588     */
3589 root 1.20 void
3590 root 1.55 maptile::fix_auto_apply ()
3591 root 1.20 {
3592 root 1.55 if (!spaces)
3593 root 1.20 return;
3594    
3595 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3596     for (object *tmp = ms->bot; tmp; )
3597     {
3598     object *above = tmp->above;
3599 root 1.20
3600 root 1.55 if (tmp->inv)
3601     {
3602     object *invtmp, *invnext;
3603 elmex 1.1
3604 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3605     {
3606     invnext = invtmp->below;
3607 root 1.14
3608 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609     auto_apply (invtmp);
3610     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3611     {
3612     while ((invtmp->stats.hp--) > 0)
3613     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3614    
3615     invtmp->randomitems = NULL;
3616     }
3617     else if (invtmp && invtmp->arch
3618     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3619     {
3620     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3621     /* Need to clear this so that we never try to create
3622     * treasure again for this object
3623     */
3624     invtmp->randomitems = NULL;
3625     }
3626     }
3627     /* This is really temporary - the code at the bottom will
3628     * also set randomitems to null. The problem is there are bunches
3629     * of maps/players already out there with items that have spells
3630     * which haven't had the randomitems set to null yet.
3631     * MSW 2004-05-13
3632     *
3633     * And if it's a spellbook, it's better to set randomitems to NULL too,
3634     * else you get two spells in the book ^_-
3635     * Ryo 2004-08-16
3636     */
3637     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3638     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3639     tmp->randomitems = NULL;
3640 root 1.14
3641 root 1.55 }
3642 root 1.20
3643 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3644     auto_apply (tmp);
3645     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3646     {
3647     while ((tmp->stats.hp--) > 0)
3648     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3649     tmp->randomitems = NULL;
3650     }
3651     else if (tmp->type == TIMED_GATE)
3652     {
3653     object *head = tmp->head != NULL ? tmp->head : tmp;
3654    
3655     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3656     tmp->set_speed (0);
3657     }
3658     /* This function can be called everytime a map is loaded, even when
3659     * swapping back in. As such, we don't want to create the treasure
3660     * over and ove again, so after we generate the treasure, blank out
3661     * randomitems so if it is swapped in again, it won't make anything.
3662     * This is a problem for the above objects, because they have counters
3663     * which say how many times to make the treasure.
3664     */
3665     else if (tmp && tmp->arch && tmp->type != PLAYER
3666     && tmp->type != TREASURE && tmp->type != SPELL
3667     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3668     {
3669     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3670     tmp->randomitems = NULL;
3671     }
3672 root 1.78
3673 root 1.68 // close all containers
3674     else if (tmp->type == CONTAINER)
3675     tmp->flag [FLAG_APPLIED] = 0;
3676 root 1.22
3677 root 1.55 tmp = above;
3678     }
3679 elmex 1.1
3680 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3681     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3682     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3683     check_trigger (tmp, tmp->above);
3684 elmex 1.1 }
3685    
3686     /**
3687     * Handles player eating food that temporarily changes status (resistances, stats).
3688     * This used to call cast_change_attr(), but
3689     * that doesn't work with the new spell code. Since we know what
3690     * the food changes, just grab a force and use that instead.
3691     */
3692 root 1.22 void
3693     eat_special_food (object *who, object *food)
3694     {
3695     object *force;
3696     int i, did_one = 0;
3697    
3698     force = get_archetype (FORCE_NAME);
3699    
3700     for (i = 0; i < NUM_STATS; i++)
3701 root 1.91 if (sint8 k = food->stats.stat (i))
3702     {
3703     force->stats.stat (i) = k;
3704     did_one = 1;
3705     }
3706 elmex 1.1
3707 root 1.22 /* check if we can protect the eater */
3708     for (i = 0; i < NROFATTACKS; i++)
3709     {
3710     if (food->resist[i] > 0)
3711     {
3712     force->resist[i] = food->resist[i] / 2;
3713     did_one = 1;
3714     }
3715     }
3716 elmex 1.47
3717 root 1.22 if (did_one)
3718     {
3719 root 1.54 force->set_speed (0.1);
3720 root 1.22 /* bigger morsel of food = longer effect time */
3721 elmex 1.47 force->duration = food->stats.food / 5;
3722 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3723     change_abil (who, force);
3724     insert_ob_in_ob (force, who);
3725     }
3726     else
3727 root 1.37 force->destroy ();
3728 root 1.22
3729     /* check for hp, sp change */
3730     if (food->stats.hp != 0)
3731     {
3732     if (QUERY_FLAG (food, FLAG_CURSED))
3733     {
3734 root 1.64 assign (who->contr->killer, food->name);
3735 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3736     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3737     }
3738     else
3739     {
3740     if (food->stats.hp > 0)
3741     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3742     else
3743     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3744     who->stats.hp += food->stats.hp;
3745     }
3746     }
3747     if (food->stats.sp != 0)
3748     {
3749     if (QUERY_FLAG (food, FLAG_CURSED))
3750     {
3751     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3752     who->stats.sp -= food->stats.sp;
3753     if (who->stats.sp < 0)
3754     who->stats.sp = 0;
3755     }
3756     else
3757     {
3758     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3759     who->stats.sp += food->stats.sp;
3760     /* place limit on max sp from food? */
3761     }
3762 elmex 1.1 }
3763 root 1.51 who->update_stats ();
3764 elmex 1.1 }
3765    
3766     /**
3767     * Designed primarily to light torches/lanterns/etc.
3768     * Also burns up burnable material too. First object in the inventory is
3769     * the selected object to "burn". -b.t.
3770     */
3771 root 1.22 void
3772     apply_lighter (object *who, object *lighter)
3773     {
3774     object *item;
3775     int is_player_env = 0;
3776    
3777     item = find_marked_object (who);
3778     if (item)
3779     {
3780     if (lighter->last_eat && lighter->stats.food)
3781     { /* lighter gets used up */
3782     /* Split multiple lighters if they're being used up. Otherwise *
3783     * one charge from each would be used up. --DAMN */
3784     if (lighter->nrof > 1)
3785     {
3786 root 1.39 object *oneLighter = lighter->clone ();
3787 root 1.14
3788 root 1.22 lighter->nrof -= 1;
3789     oneLighter->nrof = 1;
3790     oneLighter->stats.food--;
3791     esrv_send_item (who, lighter);
3792     oneLighter = insert_ob_in_ob (oneLighter, who);
3793     esrv_send_item (who, oneLighter);
3794     }
3795     else
3796 root 1.29 lighter->stats.food--;
3797 root 1.22 }
3798     else if (lighter->last_eat)
3799     { /* no charges left in lighter */
3800     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3801     return;
3802     }
3803 root 1.48
3804 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3805     * I can't see many times when you would want to light multiple
3806     * objects at once.
3807     */
3808 root 1.48
3809     if (who == item->in_player ())
3810 root 1.22 is_player_env = 1;
3811    
3812     save_throw_object (item, AT_FIRE, who);
3813 root 1.48
3814 root 1.49 if (item->destroyed ())
3815 root 1.22 {
3816 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3817 root 1.22 /* Need to update the player so that the players glow radius
3818     * gets changed.
3819     */
3820     if (is_player_env)
3821 root 1.51 who->update_stats ();
3822 root 1.22 }
3823     else
3824 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);
3825 root 1.22 }
3826     else /* nothing to light */
3827     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3828 elmex 1.1
3829     }
3830    
3831     /**
3832     * op made some mistake with a scroll, this takes care of punishment.
3833     * scroll_failure()- hacked directly from spell_failure
3834     */
3835 root 1.22 void
3836     scroll_failure (object *op, int failure, int power)
3837 elmex 1.1 {
3838 root 1.22 if (abs (failure / 4) > power)
3839     power = abs (failure / 4); /* set minimum effect */
3840 elmex 1.1
3841 root 1.22 if (failure <= -1 && failure > -15)
3842     { /* wonder */
3843     object *tmp;
3844    
3845 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3846 root 1.22 tmp = get_archetype (SPELL_WONDER);
3847     cast_wonder (op, op, 0, tmp);
3848 root 1.37 tmp->destroy ();
3849 root 1.22 }
3850     else if (failure <= -15 && failure > -35)
3851     { /* drain mana */
3852     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3853     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3854     if (op->stats.sp < 0)
3855     op->stats.sp = 0;
3856     }
3857     else if (settings.spell_failure_effects == TRUE)
3858     {
3859     if (failure <= -35 && failure > -60)
3860     { /* confusion */
3861     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3862     confuse_player (op, op, power);
3863     }
3864     else if (failure <= -60 && failure > -70)
3865     { /* paralysis */
3866     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3867     paralyze_player (op, op, power);
3868     }
3869     else if (failure <= -70 && failure > -80)
3870     { /* blind */
3871     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3872     blind_player (op, op, power);
3873     }
3874     else if (failure <= -80)
3875     { /* blast the immediate area */
3876 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3877 root 1.22 cast_magic_storm (op, tmp, power);
3878 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3879 root 1.37 tmp->destroy ();
3880 root 1.14 }
3881 elmex 1.1 }
3882     }
3883    
3884 root 1.22 void
3885     apply_changes_to_player (object *pl, object *change)
3886     {
3887     int excess_stat = 0; /* if the stat goes over the maximum
3888     for the race, put the excess stat some
3889     where else. */
3890 elmex 1.1
3891 root 1.22 switch (change->type)
3892     {
3893 root 1.24 case CLASS:
3894     {
3895     living *stats = &(pl->contr->orig_stats);
3896     living *ns = &(change->stats);
3897     object *walk;
3898     int flag_change_face = 1;
3899    
3900     /* the following code assigns stats up to the stat max
3901     * for the race, and if the stat max is exceeded,
3902     * tries to randomly reassign the excess stat
3903     */
3904     int i, j;
3905 root 1.22
3906 root 1.24 for (i = 0; i < NUM_STATS; i++)
3907     {
3908 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3909 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3910 root 1.22
3911 root 1.24 if (stat > 20 + race_bonus)
3912     {
3913     excess_stat++;
3914     stat = 20 + race_bonus;
3915     }
3916 root 1.91
3917     stats->stat (i) = stat;
3918 root 1.24 }
3919 elmex 1.1
3920 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3921     { /* try 100 times to assign excess stats */
3922     int i = rndm (0, 6);
3923    
3924     if (i == CHA)
3925     continue; /* exclude cha from this */
3926 root 1.91
3927     int stat = stats->stat (i);
3928 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3929 root 1.24 if (stat < 20 + race_bonus)
3930     {
3931     change_attr_value (stats, i, 1);
3932     excess_stat--;
3933     }
3934     }
3935 root 1.14
3936 root 1.24 /* insert the randomitems from the change's treasurelist into
3937     * the player ref: player.c
3938     */
3939     if (change->randomitems != NULL)
3940     give_initial_items (pl, change->randomitems);
3941 root 1.14
3942 root 1.24 /* set up the face, for some races. */
3943 root 1.14
3944 root 1.24 /* first, look for the force object banning
3945     * changing the face. Certain races never change face with class.
3946     */
3947     for (walk = pl->inv; walk != NULL; walk = walk->below)
3948     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3949     flag_change_face = 0;
3950 root 1.14
3951 root 1.24 if (flag_change_face)
3952     {
3953     pl->animation_id = GET_ANIM_ID (change);
3954     pl->face = change->face;
3955 root 1.14
3956 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3957     SET_FLAG (pl, FLAG_ANIMATE);
3958     else
3959     CLEAR_FLAG (pl, FLAG_ANIMATE);
3960     }
3961 root 1.14
3962 root 1.24 /* check the special case of can't use weapons */
3963     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3964     if (!strcmp (change->name, "monk"))
3965     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3966 root 1.14
3967 root 1.24 break;
3968     }
3969 elmex 1.1 }
3970     }
3971    
3972     /**
3973     * This handles items of type 'transformer'.
3974     * Basically those items, used with a marked item, transform both items into something
3975     * else.
3976     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3977     * Change information is contained in the 'slaying' field of the marked item.
3978     * The format is as follow: transformer:[number ]yield[;transformer:...].
3979     * This way an item can be transformed in many things, and/or many objects.
3980     * The 'slaying' field for transformer is used as verb for the action.
3981     */
3982 root 1.22 void
3983     apply_item_transformer (object *pl, object *transformer)
3984     {
3985     object *marked;
3986     object *new_item;
3987     char *find;
3988     char *separator;
3989     int yield;
3990     char got[MAX_BUF];
3991     int len;
3992    
3993     if (!pl || !transformer)
3994     return;
3995 root 1.114
3996 root 1.22 marked = find_marked_object (pl);
3997 root 1.114
3998 root 1.22 if (!marked)
3999 elmex 1.1 {
4000 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4001     return;
4002     }
4003 root 1.114
4004 root 1.22 if (!marked->slaying)
4005     {
4006     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4007     return;
4008     }
4009 root 1.114
4010 root 1.22 /* check whether they are compatible or not */
4011 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4012     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4013 root 1.22 {
4014     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4015     return;
4016     }
4017 root 1.114
4018 root 1.108 find += strlen (transformer->arch->archname) + 1;
4019 root 1.22 /* Item can be used, now find how many and what it yields */
4020     if (isdigit (*(find)))
4021     {
4022     yield = atoi (find);
4023     if (yield < 1)
4024 elmex 1.1 {
4025 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4026     yield = 1;
4027 elmex 1.1 }
4028 root 1.22 }
4029     else
4030     yield = 1;
4031 elmex 1.1
4032 root 1.22 while (isdigit (*find))
4033     find++;
4034     while (*find == ' ')
4035     find++;
4036 root 1.114
4037 root 1.22 memset (got, 0, MAX_BUF);
4038 root 1.114
4039 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4040 root 1.114 len = separator - find;
4041 root 1.22 else
4042 root 1.114 len = strlen (find);
4043    
4044 root 1.22 if (len > MAX_BUF - 1)
4045     len = MAX_BUF - 1;
4046 root 1.114
4047 root 1.22 strcpy (got, find);
4048     got[len] = '\0';
4049    
4050     /* Now create new item, remove used ones when required. */
4051     new_item = get_archetype (got);
4052     if (!new_item)
4053     {
4054     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4055     return;
4056 elmex 1.1 }
4057 root 1.29
4058 root 1.22 new_item->nrof = yield;
4059     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4060     insert_ob_in_ob (new_item, pl);
4061     esrv_send_inventory (pl, pl);
4062     /* Eat up one item */
4063     decrease_ob_nr (marked, 1);
4064 root 1.114
4065 root 1.22 /* Eat one transformer if needed */
4066     if (transformer->stats.food)
4067     if (--transformer->stats.food == 0)
4068     decrease_ob_nr (transformer, 1);
4069     }