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Revision: 1.116
Committed: Tue Jul 10 07:35:49 2007 UTC (16 years, 10 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.115: +1 -1 lines
Log Message:
fixed typo

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 root 1.22 int
597     prepare_weapon (object *op, object *improver, object *weapon)
598 elmex 1.1 {
599 root 1.22 int sacrifice_count, i;
600     char buf[MAX_BUF];
601 elmex 1.1
602 root 1.22 if (weapon->level != 0)
603     {
604     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 elmex 1.1 return 0;
606     }
607 root 1.115
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 1.115
624 root 1.22 sacrifice_count = check_sacrifice (op, improver);
625     if (sacrifice_count <= 0)
626     return 0;
627 root 1.115
628 root 1.22 weapon->level = isqrt (sacrifice_count);
629     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630     eat_item (op, improver->slaying, sacrifice_count);
631    
632     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633    
634     sprintf (buf, "%s's %s", &op->name, &weapon->name);
635     weapon->name = weapon->name_pl = buf;
636     weapon->nrof = 0; /* prevents preparing n weapons in the same
637     slot at once! */
638     decrease_ob (improver);
639     weapon->last_eat = 0;
640     return 1;
641 elmex 1.1 }
642    
643    
644     /**
645     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646     * This is the new improve weapon code.
647     * Returns 0 if it was not able to work for some reason.
648     *
649     * Checks if weapon was prepared, if enough potions on the floor, ...
650     *
651     * We are hiding extra information about the weapon in the level and
652     * last_eat numbers for an object. Hopefully this won't break anything ??
653     * level == max improve last_eat == current improve
654     */
655 root 1.22 int
656     improve_weapon (object *op, object *improver, object *weapon)
657 elmex 1.1 {
658 root 1.22 int sacrifice_count, sacrifice_needed = 0;
659 elmex 1.1
660 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
661     {
662     return prepare_weapon (op, improver, weapon);
663     }
664     if (weapon->level == 0)
665     {
666     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667     return 0;
668     }
669     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670     {
671     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672     return 0;
673     }
674     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675     {
676     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679     return 0;
680     }
681 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
682     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683     * don't put any maximum value on damage - the limit is how much the
684     * weapon can be improved.
685     */
686 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
687     {
688     weapon->stats.dam += 5;
689     weapon->weight += 5000; /* 5 KG's */
690     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691     weapon->last_eat++;
692    
693     weapon->item_power++;
694     decrease_ob (improver);
695     return 1;
696     }
697     if (improver->stats.sp == IMPROVE_WEIGHT)
698     {
699     /* Reduce weight by 20% */
700     weapon->weight = (weapon->weight * 8) / 10;
701     if (weapon->weight < 1)
702     weapon->weight = 1;
703     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704     weapon->last_eat++;
705     weapon->item_power++;
706     decrease_ob (improver);
707     return 1;
708     }
709     if (improver->stats.sp == IMPROVE_ENCHANT)
710     {
711     weapon->magic++;
712     weapon->last_eat++;
713     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714     decrease_ob (improver);
715     weapon->item_power++;
716     return 1;
717     }
718 root 1.14
719 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721    
722     if (sacrifice_needed < 1)
723     sacrifice_needed = 1;
724     sacrifice_needed *= 2;
725 elmex 1.1
726 root 1.22 sacrifice_count = check_sacrifice (op, improver);
727     if (sacrifice_count < sacrifice_needed)
728     {
729     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730     return 0;
731     }
732     eat_item (op, improver->slaying, sacrifice_needed);
733 elmex 1.1 weapon->item_power++;
734    
735 root 1.22 switch (improver->stats.sp)
736     {
737 root 1.24 case IMPROVE_STR:
738     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739     case IMPROVE_DEX:
740     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741     case IMPROVE_CON:
742     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743     case IMPROVE_WIS:
744     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745     case IMPROVE_CHA:
746     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747     case IMPROVE_INT:
748     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749     case IMPROVE_POW:
750     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751     default:
752     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 root 1.22 }
754     LOG (llevError, "improve_weapon: Got to end of function\n");
755 elmex 1.1 return 0;
756     }
757    
758     /**
759     * Handles the applying of improve/prepare/enchant weapon scroll.
760     * Checks a few things (not on a non-magic square, marked weapon, ...),
761     * then calls improve_weapon to do the dirty work.
762     */
763 root 1.22 int
764     check_improve_weapon (object *op, object *tmp)
765 elmex 1.1 {
766 root 1.22 object *otmp;
767 elmex 1.1
768 root 1.22 if (op->type != PLAYER)
769     return 0;
770 root 1.77
771 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772     {
773     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
774 elmex 1.1 return 0;
775     }
776 root 1.77
777 root 1.22 otmp = find_marked_object (op);
778     if (!otmp)
779     {
780     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
781 elmex 1.1 return 0;
782     }
783 root 1.77
784 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
785     {
786     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
787 elmex 1.1 return 0;
788     }
789 root 1.77
790 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
791     improve_weapon (op, tmp, otmp);
792     esrv_send_item (op, otmp);
793     return 1;
794 elmex 1.1 }
795    
796     /**
797     * This code deals with the armour improvment scrolls.
798     * Change limits on improvement - let players go up to
799     * +5 no matter what level, but they are limited by item
800     * power.
801     * Try to use same improvement code as in the common/treasure.c
802     * file, so that if you make a +2 full helm, it will be just
803     * the same as one you find in a shop.
804     *
805     * deprecated comment:
806     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
807     * only 'enchantment' of armour is possible - improving
808     * the stats of a player w/ armour as well as a weapon
809     * will probably horribly unbalance the game. Magic enchanting
810     * depends on the level of the character - ie the plus
811     * value (magic) of the armour can never be increased beyond
812     * the level of the character / 10 -- rounding upish, nor may
813     * the armour value of the piece of equipment exceed either
814     * the users level or 90)
815     * Modified by MSW for partial resistance. Only support
816     * changing of physical area right now.
817     */
818 root 1.22 int
819     improve_armour (object *op, object *improver, object *armour)
820 elmex 1.1 {
821 root 1.22 object *tmp;
822 elmex 1.1
823 root 1.22 if (armour->magic >= settings.armor_max_enchant)
824     {
825     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
826     return 0;
827 elmex 1.1 }
828 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829     * etc), so take the easy way out and don't worry about it.
830     * Note - maybe add scrolls which make the random artifact versions (eg, armour
831     * of gnarg and what not?)
832     */
833     if (armour->title)
834     {
835     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
836     return 0;
837 elmex 1.1 }
838    
839 root 1.22 /* Split objects if needed. Can't insert tmp until the
840     * end of this function - otherwise it will just re-merge.
841     */
842     if (armour->nrof > 1)
843     tmp = get_split_ob (armour, armour->nrof - 1);
844     else
845     tmp = NULL;
846    
847     armour->magic++;
848    
849     if (!settings.armor_speed_linear)
850     {
851     int base = 100;
852     int pow = 0;
853 elmex 1.1
854 root 1.22 while (pow < armour->magic)
855 elmex 1.1 {
856 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
857     pow++;
858 elmex 1.1 }
859    
860 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 root 1.22 }
862     else
863 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 elmex 1.1
865 root 1.22 if (!settings.armor_weight_linear)
866     {
867     int base = 100;
868     int pow = 0;
869 elmex 1.1
870 root 1.22 while (pow < armour->magic)
871 elmex 1.1 {
872 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
873     pow++;
874 elmex 1.1 }
875    
876 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
877 root 1.22 }
878     else
879 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 root 1.22
881     if (armour->weight <= 0)
882     {
883     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884     armour->weight = 1;
885     }
886    
887 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 elmex 1.1
889 root 1.22 if (op->type == PLAYER)
890     {
891     esrv_send_item (op, armour);
892     if (QUERY_FLAG (armour, FLAG_APPLIED))
893 root 1.51 op->update_stats ();
894 elmex 1.1 }
895 root 1.22 decrease_ob (improver);
896     if (tmp)
897     {
898     insert_ob_in_ob (tmp, op);
899     esrv_send_item (op, tmp);
900 elmex 1.1 }
901 root 1.22 return 1;
902 elmex 1.1 }
903    
904    
905     /*
906     * convert_item() returns 1 if anything was converted, 0 if the item was not
907     * what the converter wants, -1 if the converter is broken.
908     */
909     #define CONV_FROM(xyz) xyz->slaying
910     #define CONV_TO(xyz) xyz->other_arch
911     #define CONV_NR(xyz) xyz->stats.sp
912     #define CONV_NEED(xyz) xyz->stats.food
913    
914     /* Takes one items and makes another.
915     * converter is the object that is doing the conversion.
916     * item is the object that triggered the converter - if it is not
917     * what the converter wants, this will not do anything.
918     */
919 root 1.22 int
920     convert_item (object *item, object *converter)
921     {
922     int nr = 0;
923     uint32 price_in;
924    
925     /* We make some assumptions - we assume if it takes money as it type,
926     * it wants some amount. We don't make change (ie, if something costs
927     * 3 gp and player drops a platinum, tough luck)
928     */
929     if (!strcmp (CONV_FROM (converter), "money"))
930     {
931     int cost;
932    
933     if (item->type != MONEY)
934     return 0;
935    
936     nr = (item->nrof * item->value) / CONV_NEED (converter);
937     if (!nr)
938     return 0;
939     cost = nr * CONV_NEED (converter) / item->value;
940     /* take into account rounding errors */
941     if (nr * CONV_NEED (converter) % item->value)
942     cost++;
943     decrease_ob_nr (item, cost);
944 elmex 1.1
945 root 1.22 price_in = cost * item->value;
946     }
947     else
948     {
949 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951     return 0;
952 elmex 1.1
953 root 1.22 if (CONV_NEED (converter))
954     {
955     nr = item->nrof / CONV_NEED (converter);
956     decrease_ob_nr (item, nr * CONV_NEED (converter));
957     price_in = nr * CONV_NEED (converter) * item->value;
958     }
959     else
960     {
961     price_in = item->value;
962 root 1.37 item->destroy ();
963 root 1.22 }
964     }
965 root 1.14
966 root 1.22 if (converter->inv != NULL)
967     {
968     object *ob;
969     int i;
970     object *ob_to_copy;
971    
972     /* select random object from inventory to copy */
973     ob_to_copy = converter->inv;
974     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975     {
976     if (rndm (0, i) == 0)
977     {
978     ob_to_copy = ob;
979     }
980 root 1.14 }
981 root 1.22 item = object_create_clone (ob_to_copy);
982     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983     unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 elmex 1.1 }
985 root 1.22 else
986     {
987     if (converter->other_arch == NULL)
988     {
989     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
991 root 1.22 return -1;
992     }
993    
994     item = object_create_arch (converter->other_arch);
995     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996     }
997    
998     if (CONV_NR (converter))
999     item->nrof = CONV_NR (converter);
1000     if (nr)
1001     item->nrof *= nr;
1002     if (is_in_shop (converter))
1003     SET_FLAG (item, FLAG_UNPAID);
1004     else if (price_in < item->nrof * item->value)
1005     {
1006     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 elmex 1.1
1009     /**
1010     * elmex: we are going to let the game continue, as the mapcreator
1011 root 1.106 * probably had something in mind when doing this
1012 elmex 1.1 */
1013     }
1014 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015     return 1;
1016 elmex 1.1 }
1017 root 1.22
1018 elmex 1.1 /**
1019     * Handle apply on containers.
1020     * By Eneq(@csd.uu.se).
1021     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1022     * added the alchemical cauldron to the code -b.t.
1023     */
1024 root 1.22 int
1025     apply_container (object *op, object *sack)
1026 elmex 1.1 {
1027 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1028 root 1.22 return 0; /* This might change */
1029 elmex 1.1
1030 root 1.68 if (!sack || sack->type != CONTAINER)
1031 root 1.22 {
1032 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 root 1.22 return 0;
1034 elmex 1.1 }
1035 root 1.40
1036     op->contr->last_used = 0;
1037 elmex 1.1
1038 root 1.68 if (sack->env && sack->env != op)
1039 root 1.22 {
1040 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041     return 1;
1042 elmex 1.1 }
1043    
1044 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1045     if (sack->flag [FLAG_APPLIED])
1046 root 1.22 {
1047 root 1.68 if (op->container == sack)
1048 root 1.22 {
1049 root 1.68 // open on ground or inv, so close
1050     op->close_container ();
1051     return 1;
1052 root 1.22 }
1053 root 1.68 else if (!sack->env)
1054 root 1.22 {
1055 root 1.68 // active, but not ours: some other player has opened it
1056     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057     return 1;
1058 root 1.14 }
1059 root 1.22
1060 root 1.68 // fall through to opening it (active in inv)
1061 elmex 1.1 }
1062 root 1.68 else if (sack->env)
1063 root 1.22 {
1064 root 1.68 // it is in our env, so activate it, do not open yet
1065     op->close_container ();
1066     sack->flag [FLAG_APPLIED] = 1;
1067     esrv_update_item (UPD_FLAGS, op, sack);
1068 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 root 1.68 return 1;
1070 elmex 1.1 }
1071    
1072 root 1.68 // it's locked?
1073 root 1.22 if (sack->slaying)
1074 root 1.68 {
1075     if (object *tmp = find_key (op, op, sack))
1076     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 root 1.22 else
1078     {
1079     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 root 1.68 return 1;
1081 root 1.22 }
1082 elmex 1.1 }
1083    
1084 root 1.68 op->open_container (sack);
1085 elmex 1.1
1086 root 1.22 return 1;
1087 elmex 1.1 }
1088    
1089     /**
1090     * Handles dropping things on altar.
1091     * Returns true if sacrifice was accepted.
1092     */
1093 root 1.22 static int
1094     apply_altar (object *altar, object *sacrifice, object *originator)
1095 elmex 1.1 {
1096 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1097     if (altar->inv && (!originator || originator->type != PLAYER))
1098     return 0;
1099    
1100     if (operate_altar (altar, &sacrifice))
1101     {
1102     /* Simple check. Unfortunately, it means you can't cast magic bullet
1103     * with an altar. We call it a Potion - altars are stationary - it
1104     * is up to map designers to use them properly.
1105     */
1106     if (altar->inv && altar->inv->type == SPELL)
1107     {
1108     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1109     cast_spell (originator, altar, 0, altar->inv, NULL);
1110     /* If it is connected, push the button. Fixes some problems with
1111     * old maps.
1112     */
1113 elmex 1.1
1114     /* push_button (altar);*/
1115 root 1.14 }
1116 root 1.22 else
1117     {
1118     altar->value = 1; /* works only once */
1119     push_button (altar);
1120     }
1121 root 1.26
1122     return !sacrifice;
1123 root 1.22 }
1124     else
1125 root 1.26 return 0;
1126 elmex 1.1 }
1127    
1128     /**
1129     * Handles 'movement' of shop mats.
1130     * Returns 1 if 'op' was destroyed, 0 if not.
1131     * Largely re-written to not use nearly as many gotos, plus
1132     * some of this code just looked plain out of date.
1133     * MSW 2001-08-29
1134     */
1135 root 1.22 int
1136     apply_shop_mat (object *shop_mat, object *op)
1137 elmex 1.1 {
1138 elmex 1.15 int rv = 0;
1139     double opinion;
1140     object *tmp, *next;
1141 elmex 1.1
1142 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 elmex 1.1
1144 elmex 1.15 if (op->type != PLAYER)
1145     {
1146     /* Remove all the unpaid objects that may be carried here.
1147     * This could be pets or monsters that are somehow in
1148     * the shop.
1149     */
1150     for (tmp = op->inv; tmp; tmp = next)
1151     {
1152     next = tmp->below;
1153 root 1.25
1154 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155     {
1156     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 root 1.14
1158 root 1.36 tmp->remove ();
1159 root 1.24
1160 elmex 1.15 if (i == -1)
1161     i = 0;
1162 root 1.24
1163 elmex 1.15 tmp->map = op->map;
1164     tmp->x = op->x + freearr_x[i];
1165     tmp->y = op->y + freearr_y[i];
1166     insert_ob_in_map (tmp, op->map, op, 0);
1167 root 1.14 }
1168     }
1169    
1170 elmex 1.15 /* Don't teleport things like spell effects */
1171     if (QUERY_FLAG (op, FLAG_NO_PICK))
1172     return 0;
1173 root 1.14
1174 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1175     * shop mats. Instead, put it on a nearby space.
1176     */
1177     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178     {
1179 root 1.14
1180 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 root 1.22
1183 elmex 1.15 if (i != -1)
1184 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185    
1186 elmex 1.15 return 0;
1187 root 1.14 }
1188 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1189     * the teleport function should be able to handle this just fine.
1190     */
1191     rv = teleport (shop_mat, SHOP_MAT, op);
1192 elmex 1.1 }
1193 root 1.25 else if (can_pay (op) && get_payment (op))
1194 elmex 1.15 {
1195 root 1.24 /* this is only used for players */
1196 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1197    
1198     if (shop_mat->msg)
1199 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1201     * but there is never a guarantee that the bottom space on the map is
1202     * actually the shop floor.
1203     */
1204     else if (!rv && !is_in_shop (op))
1205     {
1206     opinion = shopkeeper_approval (op->map, op);
1207 root 1.24
1208 elmex 1.15 if (opinion > 0.9)
1209 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 elmex 1.15 else if (opinion > 0.75)
1211     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212     else if (opinion > 0.5)
1213     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214     else
1215 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 root 1.14 }
1217 elmex 1.1 }
1218 elmex 1.15 else
1219     {
1220     /* if we get here, a player tried to leave a shop but was not able
1221     * to afford the items he has. We try to move the player so that
1222     * they are not on the mat anymore
1223     */
1224     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 root 1.22
1226 elmex 1.15 if (i == -1)
1227     {
1228     LOG (llevError, "Internal shop-mat problem.\n");
1229     }
1230     else
1231     {
1232 root 1.36 op->remove ();
1233 elmex 1.15 op->x += freearr_x[i];
1234     op->y += freearr_y[i];
1235     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1236 root 1.14 }
1237 elmex 1.1 }
1238 root 1.24
1239 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1240     return rv;
1241 elmex 1.1 }
1242    
1243     /**
1244     * Handles applying a sign.
1245     */
1246 root 1.22 static void
1247     apply_sign (object *op, object *sign, int autoapply)
1248 elmex 1.1 {
1249 root 1.22 readable_message_type *msgType;
1250    
1251     if (sign->msg == NULL)
1252     {
1253     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254     return;
1255 elmex 1.1 }
1256    
1257 root 1.22 if (sign->stats.food)
1258     {
1259     if (sign->last_eat >= sign->stats.food)
1260     {
1261     if (!sign->move_on)
1262     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263     return;
1264 root 1.14 }
1265 elmex 1.1
1266 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267     sign->last_eat++;
1268 elmex 1.1 }
1269    
1270 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271     * No way to know for sure. The presumption is basically that if
1272     * move_on is zero, it needs to be manually applied (doesn't talk
1273     * to us).
1274     */
1275     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276     {
1277     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278     return;
1279     }
1280 root 1.110
1281     if (op->contr)
1282     if (client *ns = op->contr->ns)
1283     {
1284     msgType = get_readable_message_type (sign);
1285    
1286     if (ns->can_msg)
1287     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288     else
1289     {
1290     char newbuf[HUGE_BUF];
1291     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1292     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293     }
1294     }
1295 elmex 1.1 }
1296    
1297     /**
1298     * 'victim' moves onto 'trap'
1299     * 'victim' leaves 'trap'
1300     * effect is determined by move_on/move_off of trap and move_type of victime.
1301     *
1302     * originator: Player, monster or other object that caused 'victim' to move
1303     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1304     * However, some types of traps require an originator to function.
1305     */
1306 root 1.22 void
1307 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1308 elmex 1.1 {
1309     static int recursion_depth = 0;
1310    
1311     /* Only exits affect DMs. */
1312 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1313 elmex 1.1 return;
1314    
1315     /* move_apply() is the most likely candidate for causing unwanted and
1316     * possibly unlimited recursion.
1317     */
1318     /* The following was changed because it was causing perfeclty correct
1319     * maps to fail. 1) it's not an error to recurse:
1320     * rune detonates, summoning monster. monster lands on nearby rune.
1321     * nearby rune detonates. This sort of recursion is expected and
1322     * proper. This code was causing needless crashes.
1323     */
1324 root 1.22 if (recursion_depth >= 500)
1325     {
1326     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1327 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1328 root 1.22 return;
1329 elmex 1.1 }
1330 root 1.110
1331 root 1.22 recursion_depth++;
1332     if (trap->head)
1333     trap = trap->head;
1334 elmex 1.1
1335 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1336     goto leave;
1337 elmex 1.1
1338 root 1.22 switch (trap->type)
1339     {
1340 root 1.23 case PLAYERMOVER:
1341     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1342     {
1343     if (!trap->stats.maxsp)
1344     trap->stats.maxsp = 2;
1345 root 1.14
1346 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1347     * should be divided by trap->speed
1348     */
1349     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1350 root 1.14
1351 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1352     * above with some objects have zero speed, and thus the player
1353     * getting permanently paralyzed.
1354     */
1355 root 1.93 if (victim->speed_left < -50.f)
1356     victim->speed_left = -50.f;
1357 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1358     }
1359     goto leave;
1360 root 1.14
1361 root 1.23 case SPINNER:
1362     if (victim->direction)
1363     {
1364     victim->direction = absdir (victim->direction - trap->stats.sp);
1365     update_turn_face (victim);
1366     }
1367     goto leave;
1368 root 1.14
1369 root 1.23 case DIRECTOR:
1370     if (victim->direction && !should_director_abort (trap, victim))
1371     {
1372     victim->direction = trap->stats.sp;
1373     update_turn_face (victim);
1374     }
1375     goto leave;
1376 root 1.14
1377 root 1.23 case BUTTON:
1378     case PEDESTAL:
1379     update_button (trap);
1380     goto leave;
1381    
1382     case ALTAR:
1383     /* sacrifice victim on trap */
1384     apply_altar (trap, victim, originator);
1385     goto leave;
1386 root 1.14
1387 root 1.23 case THROWN_OBJ:
1388     if (trap->inv == NULL)
1389 root 1.22 goto leave;
1390 root 1.23 /* fallthrough */
1391 root 1.14
1392 root 1.23 case ARROW:
1393     /* bad bug: monster throw a object, make a step forwards, step on object ,
1394     * trigger this here and get hit by own missile - and will be own enemy.
1395     * Victim then is his own enemy and will start to kill herself (this is
1396     * removed) but we have not synced victim and his missile. To avoid senseless
1397     * action, we avoid hits here
1398     */
1399     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1400     hit_with_arrow (trap, victim);
1401     goto leave;
1402 root 1.14
1403 root 1.23 case SPELL_EFFECT:
1404     apply_spell_effect (trap, victim);
1405     goto leave;
1406 root 1.14
1407 root 1.23 case TRAPDOOR:
1408     {
1409     int max, sound_was_played;
1410     object *ab, *ab_next;
1411 root 1.22
1412 root 1.23 if (!trap->value)
1413     {
1414     int tot;
1415 root 1.14
1416 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1417     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1419 root 1.14
1420 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1421     goto leave;
1422 root 1.22
1423 root 1.23 SET_ANIMATION (trap, trap->value);
1424     update_object (trap, UP_OBJ_FACE);
1425     }
1426 root 1.14
1427 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1428 root 1.22 {
1429 root 1.23 /* need to set this up, since if we do transfer the object,
1430     * ab->above would be bogus
1431     */
1432     ab_next = ab->above;
1433 root 1.14
1434 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1435 root 1.22 {
1436 root 1.23 if (!sound_was_played)
1437     {
1438     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1439     sound_was_played = 1;
1440     }
1441     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1442     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1443 root 1.14 }
1444     }
1445 root 1.22 goto leave;
1446 root 1.23 }
1447 root 1.14
1448    
1449 root 1.23 case CONVERTER:
1450     if (convert_item (victim, trap) < 0)
1451     {
1452     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1453 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1454     }
1455 root 1.14
1456 root 1.23 goto leave;
1457 root 1.14
1458 root 1.23 case TRIGGER_BUTTON:
1459     case TRIGGER_PEDESTAL:
1460     case TRIGGER_ALTAR:
1461     check_trigger (trap, victim);
1462     goto leave;
1463    
1464     case DEEP_SWAMP:
1465     walk_on_deep_swamp (trap, victim);
1466     goto leave;
1467    
1468     case CHECK_INV:
1469 elmex 1.46 check_inv (victim, trap);
1470 root 1.23 goto leave;
1471    
1472     case HOLE:
1473     /* Hole not open? */
1474     if (trap->stats.wc > 0)
1475 root 1.22 goto leave;
1476 root 1.14
1477 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1478     * Processing will happen if the head runs into the pit
1479     */
1480     if (victim->head)
1481 root 1.22 goto leave;
1482 root 1.14
1483 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1484     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1485     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1486     goto leave;
1487 root 1.14
1488 root 1.23 case EXIT:
1489     if (victim->type == PLAYER && EXIT_PATH (trap))
1490     {
1491     /* Basically, don't show exits leading to random maps the
1492     * players output.
1493     */
1494 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1495 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496 root 1.55
1497     victim->enter_exit (trap);
1498 root 1.23 }
1499     goto leave;
1500 root 1.14
1501 root 1.23 case ENCOUNTER:
1502     /* may be some leftovers on this */
1503     goto leave;
1504    
1505     case SHOP_MAT:
1506     apply_shop_mat (trap, victim);
1507     goto leave;
1508    
1509     /* Drop a certain amount of gold, and have one item identified */
1510     case IDENTIFY_ALTAR:
1511     apply_id_altar (victim, trap, originator);
1512     goto leave;
1513    
1514     case SIGN:
1515     if (victim->type != PLAYER && trap->stats.food > 0)
1516 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1517 root 1.23
1518     apply_sign (victim, trap, 1);
1519     goto leave;
1520    
1521     case CONTAINER:
1522 root 1.68 apply_container (victim, trap);
1523 root 1.23 goto leave;
1524    
1525     case RUNE:
1526     case TRAP:
1527     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528     {
1529     spring_trap (trap, victim);
1530     }
1531     goto leave;
1532 root 1.14
1533 root 1.23 default:
1534     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1535 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1536 root 1.23 goto leave;
1537 elmex 1.1 }
1538    
1539 root 1.22 leave:
1540     recursion_depth--;
1541 elmex 1.1 }
1542    
1543     /**
1544     * Handles reading a regular (ie not containing a spell) book.
1545     */
1546 root 1.22 static void
1547     apply_book (object *op, object *tmp)
1548 elmex 1.1 {
1549 root 1.22 int lev_diff;
1550     object *skill_ob;
1551    
1552     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1553     {
1554     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1555     return;
1556     }
1557 root 1.112
1558     if (!tmp->msg)
1559 root 1.22 {
1560     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1561     return;
1562     }
1563 elmex 1.1
1564 root 1.22 /* need a literacy skill to read stuff! */
1565     skill_ob = find_skill_by_name (op, tmp->skill);
1566     if (!skill_ob)
1567     {
1568 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>");
1569 elmex 1.1 return;
1570     }
1571 root 1.112
1572 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1573     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1574     {
1575     if (lev_diff < 2)
1576     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1577     else if (lev_diff < 3)
1578     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1579     else if (lev_diff < 5)
1580     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1581     else if (lev_diff < 8)
1582     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1583     else if (lev_diff < 15)
1584     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1585     else
1586     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1587 elmex 1.1 return;
1588     }
1589    
1590 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1591    
1592 root 1.112 if (player *pl = op->contr)
1593     if (client *ns = pl->ns)
1594     if (ns->can_msg)
1595     {
1596     dynbuf_text buf;
1597     buf << long_desc (tmp, op)
1598     << "\n\n"
1599     << tmp->msg
1600     << '\0';
1601     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602     }
1603     else
1604     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605     msgType->message_type, msgType->message_subtype,
1606     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607     long_desc (tmp, op), &tmp->msg);
1608 root 1.22
1609     /* gain xp from reading */
1610     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611     { /* only if not read before */
1612     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613    
1614     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615     {
1616     /*exp_gain *= 2; because they just identified it too */
1617     SET_FLAG (tmp, FLAG_IDENTIFIED);
1618 root 1.41
1619 root 1.22 /* If in a container, update how it looks */
1620     if (tmp->env)
1621     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1622     else
1623 root 1.50 op->contr->ns->floorbox_update ();
1624 root 1.22 }
1625 root 1.41
1626 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1627     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1628 elmex 1.1 }
1629     }
1630    
1631     /**
1632     * Handles the applying of a skill scroll, calling learn_skill straight.
1633     * op is the person learning the skill, tmp is the skill scroll object
1634     */
1635 root 1.22 static void
1636     apply_skillscroll (object *op, object *tmp)
1637 elmex 1.1 {
1638 root 1.22 switch ((int) learn_skill (op, tmp))
1639     {
1640 root 1.24 case 0:
1641     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1642     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1643     return;
1644    
1645     case 1:
1646     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1647     decrease_ob (tmp);
1648     return;
1649 root 1.14
1650 root 1.24 default:
1651     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1652     decrease_ob (tmp);
1653     return;
1654 elmex 1.1 }
1655     }
1656    
1657     /**
1658     * Actually makes op learn spell.
1659     * Informs player of what happens.
1660     */
1661 root 1.22 void
1662     do_learn_spell (object *op, object *spell, int special_prayer)
1663 elmex 1.1 {
1664 root 1.22 object *tmp;
1665 elmex 1.1
1666 root 1.22 if (op->type != PLAYER)
1667     {
1668     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1669     return;
1670 elmex 1.1 }
1671    
1672 root 1.22 /* Upgrade special prayers to normal prayers */
1673     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1674     {
1675     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1676     {
1677     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1678     return;
1679 elmex 1.1 }
1680 root 1.22 return;
1681 elmex 1.1 }
1682    
1683 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1684 root 1.39 tmp = spell->clone ();
1685 root 1.22 insert_ob_in_ob (tmp, op);
1686    
1687     if (special_prayer)
1688 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1689 elmex 1.1
1690 root 1.22 esrv_add_spells (op->contr, tmp);
1691 elmex 1.1 }
1692    
1693     /**
1694     * Erases spell from player's inventory.
1695     */
1696 root 1.22 void
1697     do_forget_spell (object *op, const char *spell)
1698 elmex 1.1 {
1699 root 1.22 object *spob;
1700    
1701     if (op->type != PLAYER)
1702     {
1703     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1704     return;
1705     }
1706     if ((spob = check_spell_known (op, spell)) == NULL)
1707     {
1708     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709     return;
1710     }
1711 elmex 1.1
1712 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1713     player_unready_range_ob (op->contr, spob);
1714     esrv_remove_spell (op->contr, spob);
1715 root 1.37 spob->destroy ();
1716 elmex 1.1 }
1717    
1718     /**
1719     * Handles player applying a spellbook.
1720     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1721     * stuff like that. Random learning failure too.
1722     */
1723 root 1.22 static void
1724     apply_spellbook (object *op, object *tmp)
1725 elmex 1.1 {
1726 root 1.22 object *skop, *spell, *spell_skill;
1727    
1728     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729     {
1730     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1731     return;
1732     }
1733    
1734     /* artifact_spellbooks have 'slaying' field point to a spell name,
1735     * instead of having their spell stored in stats.sp. These are
1736     * legacy spellbooks
1737     */
1738 root 1.114 if (tmp->slaying)
1739 root 1.22 {
1740     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741     if (!spell)
1742     {
1743     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1744     return;
1745 root 1.14 }
1746 root 1.22 else
1747     insert_ob_in_ob (spell, tmp);
1748 root 1.114
1749     tmp->slaying = 0;
1750 root 1.22 }
1751    
1752     skop = find_skill_by_name (op, tmp->skill);
1753    
1754     /* need a literacy skill to learn spells. Also, having a literacy level
1755     * lower than the spell will make learning the spell more difficult */
1756     if (!skop)
1757     {
1758 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1759 root 1.22 return;
1760     }
1761    
1762     spell = tmp->inv;
1763 root 1.32
1764 root 1.22 if (!spell)
1765     {
1766     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1767 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1768 root 1.22 return;
1769     }
1770 root 1.31
1771 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 root 1.22 {
1773 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.>");
1774 root 1.22 return;
1775     }
1776    
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1778    
1779     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780     {
1781     identify (tmp);
1782 root 1.41
1783 root 1.22 if (tmp->env)
1784     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1785     else
1786 root 1.50 op->contr->ns->floorbox_update ();
1787 root 1.22 }
1788    
1789     /* I removed the check for special_prayer_mark here - it didn't make
1790     * a lot of sense - special prayers are not found in spellbooks, and
1791     * if the player doesn't know the spell, doesn't make a lot of sense that
1792     * they would have a special prayer mark.
1793     */
1794     if (check_spell_known (op, spell->name))
1795     {
1796 pippijn 1.116 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1797 root 1.22 return;
1798 elmex 1.1 }
1799 root 1.22
1800     if (spell->skill)
1801     {
1802     spell_skill = find_skill_by_name (op, spell->skill);
1803 root 1.25
1804 root 1.22 if (!spell_skill)
1805     {
1806 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1807 root 1.22 return;
1808 root 1.14 }
1809 root 1.25
1810 root 1.22 if (spell_skill->level < spell->level)
1811     {
1812     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1813     return;
1814 root 1.14 }
1815 elmex 1.1 }
1816    
1817 root 1.22 /* Logic as follows
1818     *
1819     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1820     *
1821     * 2- The learner's skill level in literacy adjusts the chance to learn
1822     * a spell.
1823     *
1824     * 3 -Automatically fail to learn if you read while confused
1825     *
1826     * Overall, chances are the same but a player will find having a high
1827     * literacy rate very useful! -b.t.
1828     */
1829     if (QUERY_FLAG (op, FLAG_CONFUSED))
1830     {
1831     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1832     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1833     }
1834     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1835     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1836     {
1837    
1838     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1839     do_learn_spell (op, spell, 0);
1840    
1841     /* xp gain to literacy for spell learning */
1842     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1843     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1844 elmex 1.1 }
1845 root 1.22 else
1846     {
1847     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1848 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");
1849 root 1.22 }
1850 root 1.73
1851 root 1.22 decrease_ob (tmp);
1852 elmex 1.1 }
1853    
1854     /**
1855     * Handles applying a spell scroll.
1856     */
1857 root 1.22 void
1858     apply_scroll (object *op, object *tmp, int dir)
1859 elmex 1.1 {
1860 root 1.22 object *skop;
1861 elmex 1.1
1862 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1863     {
1864     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1865     return;
1866 elmex 1.1 }
1867    
1868 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1869     {
1870 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1871 root 1.22 return;
1872 elmex 1.1 }
1873    
1874 root 1.22 if (op->type == PLAYER)
1875     {
1876     /* players need a literacy skill to read stuff! */
1877     int exp_gain = 0;
1878 elmex 1.1
1879 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1880     * should go for anything killed by the spell.
1881     */
1882     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1883 elmex 1.1
1884 root 1.22 if (!skop)
1885     {
1886 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1887 root 1.22 return;
1888     }
1889 elmex 1.1
1890 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1891     change_exp (op, exp_gain, skop->skill, 0);
1892 elmex 1.1 }
1893    
1894 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1895     identify (tmp);
1896 elmex 1.1
1897 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1898 elmex 1.1
1899 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1900     decrease_ob (tmp);
1901 elmex 1.1 }
1902    
1903     /**
1904     * Applies a treasure object - by default, chest. op
1905     * is the person doing the applying, tmp is the treasure
1906     * chest.
1907     */
1908 root 1.22 static void
1909     apply_treasure (object *op, object *tmp)
1910 elmex 1.1 {
1911 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1912     * for the chest is done when the chest is created, and put into the chest
1913     * inventory. So that when the chest burns up, the items still exist. Also
1914     * prevents people fromt moving chests to more difficult maps to get better
1915     * treasure
1916     */
1917 root 1.99 object *treas = tmp->inv;
1918 root 1.22
1919 root 1.99 if (!treas)
1920 root 1.22 {
1921     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1922     decrease_ob (tmp);
1923     return;
1924     }
1925 root 1.99
1926 root 1.22 while (tmp->inv)
1927     {
1928     treas = tmp->inv;
1929 elmex 1.1
1930 root 1.36 treas->remove ();
1931 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1932 elmex 1.1
1933 root 1.22 treas->x = op->x;
1934     treas->y = op->y;
1935     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1936    
1937     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1938     spring_trap (treas, op);
1939 root 1.37
1940 root 1.22 /* If either player or container was destroyed, no need to do
1941     * further processing. I think this should be enclused with
1942     * spring trap above, as I don't think there is otherwise
1943     * any way for the treasure chest or player to get killed
1944     */
1945 root 1.29 if (op->destroyed () || tmp->destroyed ())
1946 root 1.22 break;
1947 elmex 1.1 }
1948    
1949 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1950 root 1.22 decrease_ob (tmp);
1951 elmex 1.1
1952     }
1953    
1954     /**
1955     * op eats food.
1956     * If player, takes care of messages and dragon special food.
1957     */
1958 root 1.22 static void
1959     apply_food (object *op, object *tmp)
1960 elmex 1.1 {
1961 root 1.22 int capacity_remaining;
1962 elmex 1.1
1963 root 1.22 if (op->type != PLAYER)
1964     op->stats.hp = op->stats.maxhp;
1965     else
1966     {
1967 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1968 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1969 root 1.14 ;
1970 root 1.22 else
1971     {
1972     /* usual case - no dragon meal: */
1973     if (op->stats.food + tmp->stats.food > 999)
1974     {
1975     if (tmp->type == FOOD || tmp->type == FLESH)
1976     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1977     else
1978     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1979     }
1980    
1981     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1982     {
1983     char buf[MAX_BUF];
1984    
1985     if (!is_dragon_pl (op))
1986     {
1987     /* eating message for normal players */
1988     if (tmp->type == DRINK)
1989     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1990     else
1991     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1992     }
1993     else
1994     {
1995     /* eating message for dragon players */
1996     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1997     }
1998    
1999     new_draw_info (NDI_UNIQUE, 0, op, buf);
2000     capacity_remaining = 999 - op->stats.food;
2001     op->stats.food += tmp->stats.food;
2002     if (capacity_remaining < tmp->stats.food)
2003     op->stats.hp += capacity_remaining / 50;
2004     else
2005     op->stats.hp += tmp->stats.food / 50;
2006     if (op->stats.hp > op->stats.maxhp)
2007     op->stats.hp = op->stats.maxhp;
2008     if (op->stats.food > 999)
2009     op->stats.food = 999;
2010     }
2011 root 1.14
2012 root 1.22 /* special food hack -b.t. */
2013     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2014     eat_special_food (op, tmp);
2015     }
2016 elmex 1.1 }
2017 root 1.114
2018 root 1.22 handle_apply_yield (tmp);
2019     decrease_ob (tmp);
2020 elmex 1.1 }
2021    
2022     /**
2023     * A dragon is eating some flesh. If the flesh contains resistances,
2024     * there is a chance for the dragon's skin to get improved.
2025     *
2026     * attributes:
2027     * object *op the object (dragon player) eating the flesh
2028     * object *meal the flesh item, getting chewed in dragon's mouth
2029     * return:
2030     * int 1 if eating successful, 0 if it doesn't work
2031     */
2032 root 1.22 int
2033     dragon_eat_flesh (object *op, object *meal)
2034     {
2035     object *skin = NULL; /* pointer to dragon skin force */
2036     object *abil = NULL; /* pointer to dragon ability force */
2037     object *tmp = NULL; /* tmp. object */
2038    
2039 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2040     double chance; /* improvement-chance of one resistance type */
2041 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2042     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2043     double mbonus = 0; /* monster bonus */
2044 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2045 root 1.22 int winners = 0; /* number of winners */
2046 elmex 1.1 int i; /* index */
2047 root 1.22
2048 elmex 1.1 /* let's make sure and doublecheck the parameters */
2049 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2050 elmex 1.1 return 0;
2051 root 1.22
2052 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2053     from the player's inventory */
2054 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2055     if (tmp->type == FORCE)
2056 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2057 root 1.60 skin = tmp;
2058 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2059 root 1.60 abil = tmp;
2060 root 1.22
2061 elmex 1.1 /* if either skin or ability are missing, this is an old player
2062     which is not to be considered a dragon -> bail out */
2063 root 1.22 if (skin == NULL || abil == NULL)
2064     return 0;
2065    
2066 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2067 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2068 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2069     else
2070 root 1.22 op->stats.hp += meal->stats.food / 50;
2071     if (op->stats.hp > op->stats.maxhp)
2072     op->stats.hp = op->stats.maxhp;
2073    
2074     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2075    
2076     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2077    
2078 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2079 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2080     {
2081     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2082     {
2083     /* got positive resistance, now calculate improvement chance (0-100) */
2084    
2085     /* this bonus makes resistance increase easier at lower levels */
2086     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2087     if (i == abil->stats.exp)
2088     bonus += 5; /* additional bonus for resistance of ability-focus */
2089    
2090     /* monster bonus increases with level, because high-level
2091     flesh is too rare */
2092     mbonus = op->level * 20. / ((double) settings.max_level);
2093    
2094     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2095     ((double) settings.max_level)) - skin->resist[i];
2096    
2097     if (chance >= 0.)
2098     chance += 1.;
2099     else
2100     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2101    
2102     /* chance is proportional to amount of resistance (max. 50) */
2103     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2104    
2105     /* doubled chance for resistance of ability-focus */
2106     if (i == abil->stats.exp)
2107     chance = MIN (100., chance * 2.);
2108    
2109     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2110 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2111 root 1.22 {
2112     atnr_winner[winners] = i;
2113     winners++;
2114     }
2115    
2116     if (chance >= 0.01)
2117     totalchance *= 1 - chance / 100;
2118    
2119     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2120     }
2121 elmex 1.1 }
2122 root 1.22
2123 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2124 root 1.22 totalchance = 100 - totalchance * 100;
2125 elmex 1.1 /* print message according to totalchance */
2126     if (totalchance > 50.)
2127 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2128 elmex 1.1 else if (totalchance > 10.)
2129 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2130 elmex 1.1 else if (totalchance > 1.)
2131 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2132 elmex 1.1 else if (totalchance > 0.1)
2133 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2134 elmex 1.1 else if (totalchance >= 0.01)
2135 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2136     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2137     sprintf (buf, "The %s tasted strange.", &meal->name);
2138     else
2139     sprintf (buf, "The %s had no taste.", &meal->name);
2140     new_draw_info (NDI_UNIQUE, 0, op, buf);
2141    
2142 elmex 1.1 /* now choose a winner if we have any */
2143     i = -1;
2144 root 1.22 if (winners > 0)
2145     i = atnr_winner[RANDOM () % winners];
2146    
2147     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148     {
2149     /* resistance increased! */
2150     skin->resist[i]++;
2151 root 1.51 op->update_stats ();
2152 root 1.22
2153     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2154     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2155     }
2156    
2157 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2158     into the ability_force and it will take effect on next level */
2159 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2160     {
2161     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2162    
2163     if (meal->last_eat != abil->stats.exp)
2164     {
2165     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2166     new_draw_info (NDI_UNIQUE, 0, op, buf);
2167     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2168     new_draw_info (NDI_UNIQUE, 0, op, buf);
2169     }
2170     else
2171     {
2172     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2173     new_draw_info (NDI_UNIQUE, 0, op, buf);
2174     abil->last_eat = 0;
2175     }
2176 elmex 1.1 }
2177     return 1;
2178     }
2179    
2180     /**
2181     * Handles applying an improve armor scroll.
2182     * Does some sanity checks, then calls improve_armour.
2183     */
2184 root 1.22 static void
2185     apply_armour_improver (object *op, object *tmp)
2186 elmex 1.1 {
2187 root 1.22 object *armor;
2188 elmex 1.1
2189 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2190 root 1.22 {
2191 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2192 root 1.22 return;
2193 elmex 1.1 }
2194 root 1.51
2195 root 1.22 armor = find_marked_object (op);
2196 root 1.51
2197 root 1.22 if (!armor)
2198     {
2199 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.");
2200 elmex 1.1 return;
2201     }
2202 root 1.51
2203 root 1.22 if (armor->type != ARMOUR
2204     && armor->type != CLOAK
2205     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2206 elmex 1.1 {
2207 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2208     return;
2209 elmex 1.1 }
2210    
2211 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2212     improve_armour (op, tmp, armor);
2213 elmex 1.1 }
2214    
2215 root 1.22 extern void
2216     apply_poison (object *op, object *tmp)
2217 elmex 1.1 {
2218 root 1.22 if (op->type == PLAYER)
2219     {
2220     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2221     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2222     strcpy (op->contr->killer, "poisonous booze");
2223 elmex 1.1 }
2224 root 1.114
2225 root 1.22 if (tmp->stats.hp > 0)
2226     {
2227     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2228     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2229 elmex 1.1 }
2230 root 1.114
2231 root 1.22 op->stats.food -= op->stats.food / 4;
2232     handle_apply_yield (tmp);
2233     decrease_ob (tmp);
2234 elmex 1.1 }
2235    
2236     /**
2237 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2238 elmex 1.1 * A valid 2 way exit means:
2239     * -You can come back (there is another exit at the other side)
2240     * -You are
2241 root 1.44 * ° the owner of the exit
2242     * ° or in the same party as the owner
2243 elmex 1.1 *
2244     * Note: a owner in a 2 way exit is saved as the owner's name
2245     * in the field exit->name cause the field exit->owner doesn't
2246     * survive in the swapping (in fact the whole exit doesn't survive).
2247     */
2248 root 1.22 int
2249     is_legal_2ways_exit (object *op, object *exit)
2250     {
2251     if (exit->stats.exp != 1)
2252     return 1; /*This is not a 2 way, so it is legal */
2253 root 1.52
2254 root 1.55 #if 0 //TODO
2255 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2256     return 0; /* This is a reset town portal */
2257 root 1.55 #endif
2258    
2259 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2260 root 1.52
2261 root 1.22 if (exitmap)
2262     {
2263 root 1.58 exitmap->load_sync ();
2264    
2265     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2266 root 1.52
2267 root 1.22 if (!tmp)
2268     return 0;
2269 root 1.52
2270 root 1.58 for (; tmp; tmp = tmp->above)
2271 root 1.22 {
2272     if (tmp->type != EXIT)
2273     continue; /*Not an exit */
2274 root 1.52
2275 root 1.22 if (!EXIT_PATH (tmp))
2276     continue; /*Not a valid exit */
2277 root 1.52
2278 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2279     continue; /*Not in the same place */
2280 root 1.52
2281 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2282 root 1.22 continue; /*Not in the same map */
2283    
2284     /* From here we have found the exit is valid. However we do
2285     * here the check of the exit owner. It is important for the
2286     * town portals to prevent strangers from visiting your appartments
2287     */
2288     if (!exit->race)
2289     return 1; /*No owner, free for all! */
2290 root 1.52
2291 root 1.58 object *exit_owner = 0;
2292 root 1.52
2293     for_all_players (pp)
2294 root 1.22 {
2295     if (!pp->ob)
2296     continue;
2297 root 1.52
2298 root 1.22 if (pp->ob->name != exit->race)
2299     continue;
2300 root 1.52
2301 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2302     break;
2303     }
2304 root 1.52
2305 root 1.22 if (!exit_owner)
2306     return 0; /* No more owner */
2307 root 1.52
2308 root 1.22 if (exit_owner->contr == op->contr)
2309     return 1; /*It is your exit */
2310 root 1.52
2311 root 1.22 if (exit_owner && /*There is a owner */
2312     (op->contr) && /*A player tries to pass */
2313     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2314     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2315     return 0;
2316 root 1.52
2317 root 1.22 return 1;
2318     }
2319     }
2320 root 1.52
2321 root 1.22 return 0;
2322     }
2323 elmex 1.1
2324     /**
2325     * Main apply handler.
2326     *
2327     * Checks for unpaid items before applying.
2328     *
2329     * Return value:
2330     * 0: player or monster can't apply objects of that type
2331     * 1: has been applied, or there was an error applying the object
2332     * 2: objects of that type can't be applied if not in inventory
2333     *
2334     * op is the object that is causing object to be applied, tmp is the object
2335     * being applied.
2336     *
2337     * aflag is special (always apply/unapply) flags. Nothing is done with
2338     * them in this function - they are passed to apply_special
2339     */
2340 root 1.22 int
2341     manual_apply (object *op, object *tmp, int aflag)
2342 elmex 1.1 {
2343 root 1.22 if (tmp->head)
2344     tmp = tmp->head;
2345 elmex 1.1
2346 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2347     {
2348     if (op->type == PLAYER)
2349     {
2350 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2351 root 1.22 return 1;
2352     }
2353     else
2354 root 1.51 return 0; /* monsters just skip unpaid items */
2355 elmex 1.1 }
2356    
2357 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2358     return RESULT_INT (0);
2359 root 1.8
2360 root 1.22 switch (tmp->type)
2361     {
2362 root 1.24 case CF_HANDLE:
2363     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2364     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2365     tmp->value = tmp->value ? 0 : 1;
2366     SET_ANIMATION (tmp, tmp->value);
2367     update_object (tmp, UP_OBJ_FACE);
2368     push_button (tmp);
2369     return 1;
2370 root 1.14
2371 root 1.24 case TRIGGER:
2372     if (check_trigger (tmp, op))
2373     {
2374     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2375     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2376     }
2377     else
2378 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2379    
2380 root 1.24 return 1;
2381 root 1.14
2382 root 1.24 case EXIT:
2383     if (op->type != PLAYER)
2384     return 0;
2385 root 1.57
2386 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2387 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2388 root 1.24 else
2389     {
2390     /* Don't display messages for random maps. */
2391 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2392 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2393 root 1.57
2394 root 1.55 op->enter_exit (tmp);
2395 root 1.24 }
2396 root 1.85
2397 root 1.24 return 1;
2398 root 1.14
2399 root 1.24 case SIGN:
2400     apply_sign (op, tmp, 0);
2401     return 1;
2402 root 1.14
2403 root 1.24 case BOOK:
2404     if (op->type == PLAYER)
2405     {
2406     apply_book (op, tmp);
2407     return 1;
2408     }
2409     else
2410 root 1.85 return 0;
2411 root 1.14
2412 root 1.24 case SKILLSCROLL:
2413     if (op->type == PLAYER)
2414     {
2415     apply_skillscroll (op, tmp);
2416     return 1;
2417     }
2418 root 1.85 else
2419     return 0;
2420 root 1.14
2421 root 1.24 case SPELLBOOK:
2422     if (op->type == PLAYER)
2423     {
2424     apply_spellbook (op, tmp);
2425     return 1;
2426     }
2427 root 1.85 else
2428     return 0;
2429 root 1.14
2430 root 1.24 case SCROLL:
2431     apply_scroll (op, tmp, 0);
2432     return 1;
2433 root 1.14
2434 root 1.24 case POTION:
2435 root 1.85 apply_potion (op, tmp);
2436 root 1.24 return 1;
2437 root 1.14
2438 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2439 root 1.68 //TODO: remove, as it is unsed?
2440 root 1.24 case CLOSE_CON:
2441 root 1.68 apply_container (op, tmp->env);
2442 root 1.24 return 1;
2443 root 1.14
2444 root 1.24 case CONTAINER:
2445 root 1.68 apply_container (op, tmp);
2446 root 1.24 return 1;
2447 root 1.14
2448 root 1.24 case TREASURE:
2449     if (op->type == PLAYER)
2450     {
2451     apply_treasure (op, tmp);
2452     return 1;
2453     }
2454     else
2455 root 1.68 return 0;
2456 root 1.14
2457 root 1.24 case WEAPON:
2458     case ARMOUR:
2459     case BOOTS:
2460     case GLOVES:
2461     case AMULET:
2462     case GIRDLE:
2463     case BRACERS:
2464     case SHIELD:
2465     case HELMET:
2466     case RING:
2467     case CLOAK:
2468     case WAND:
2469     case ROD:
2470     case HORN:
2471     case SKILL:
2472     case BOW:
2473     case LAMP:
2474     case BUILDER:
2475     case SKILL_TOOL:
2476     if (tmp->env != op)
2477     return 2; /* not in inventory */
2478 root 1.79
2479     apply_special (op, tmp, aflag);
2480 root 1.24 return 1;
2481 root 1.14
2482 root 1.24 case DRINK:
2483     case FOOD:
2484     case FLESH:
2485     apply_food (op, tmp);
2486     return 1;
2487 root 1.14
2488 root 1.24 case POISON:
2489     apply_poison (op, tmp);
2490     return 1;
2491 root 1.14
2492 root 1.24 case SAVEBED:
2493 root 1.51 return 1;
2494 root 1.14
2495 root 1.24 case ARMOUR_IMPROVER:
2496     if (op->type == PLAYER)
2497     {
2498     apply_armour_improver (op, tmp);
2499     return 1;
2500     }
2501     else
2502 root 1.51 return 0;
2503 root 1.14
2504 root 1.24 case WEAPON_IMPROVER:
2505 root 1.85 check_improve_weapon (op, tmp);
2506 root 1.24 return 1;
2507 root 1.14
2508 root 1.24 case CLOCK:
2509     if (op->type == PLAYER)
2510     {
2511     char buf[MAX_BUF];
2512     timeofday_t tod;
2513 root 1.22
2514 root 1.24 get_tod (&tod);
2515     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2516     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2517     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2518     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2519     new_draw_info (NDI_UNIQUE, 0, op, buf);
2520     return 1;
2521     }
2522     else
2523 root 1.85 return 0;
2524 root 1.14
2525 root 1.24 case MENU:
2526     if (op->type == PLAYER)
2527     {
2528 elmex 1.75 shop_listing (tmp, op);
2529 root 1.24 return 1;
2530     }
2531     else
2532 root 1.85 return 0;
2533 elmex 1.1
2534 root 1.24 case POWER_CRYSTAL:
2535     apply_power_crystal (op, tmp); /* see egoitem.c */
2536     return 1;
2537 root 1.14
2538 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2539     if (op->type == PLAYER)
2540     {
2541     apply_lighter (op, tmp);
2542     return 1;
2543     }
2544     else
2545 root 1.85 return 0;
2546 root 1.14
2547 root 1.24 case ITEM_TRANSFORMER:
2548     apply_item_transformer (op, tmp);
2549     return 1;
2550 root 1.14
2551 root 1.24 default:
2552     return 0;
2553 elmex 1.1 }
2554     }
2555    
2556    
2557     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2558     * messages as needed by player_apply_below(). But there can still be
2559     * "but you are floating high above the ground" messages.
2560     *
2561     * Same return value as apply() function.
2562     */
2563 root 1.22 int
2564     player_apply (object *pl, object *op, int aflag, int quiet)
2565 elmex 1.1 {
2566 root 1.22 int tmp;
2567 elmex 1.1
2568 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2569 root 1.22 {
2570     /* player is flying and applying object not in inventory */
2571     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2572     {
2573 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.>");
2574 root 1.22 return 0;
2575 root 1.14 }
2576 elmex 1.1 }
2577    
2578 root 1.22 pl->contr->last_used = op;
2579 elmex 1.1
2580 root 1.22 tmp = manual_apply (pl, op, aflag);
2581     if (!quiet)
2582     {
2583     if (tmp == 0)
2584     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2585     else if (tmp == 2)
2586     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2587 elmex 1.1 }
2588 root 1.114
2589 root 1.22 return tmp;
2590 elmex 1.1 }
2591    
2592     /**
2593     * player_apply_below attempts to apply the object 'below' the player.
2594     * If the player has an open container, we use that for below, otherwise
2595     * we use the ground.
2596     */
2597 root 1.22 void
2598     player_apply_below (object *pl)
2599 elmex 1.1 {
2600 root 1.68 int floors = 0;
2601 root 1.22
2602     /* If using a container, set the starting item to be the top
2603     * item in the container. Otherwise, use the map.
2604 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2605 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2606     * next object in the stack before applying. This is can only be a
2607     * problem if player_apply() has a bug in that it uses the object but does
2608     * not return a proper value.
2609     */
2610 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2611 root 1.22 {
2612     next = tmp->below;
2613 root 1.68
2614 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2615     floors++;
2616     else if (floors > 0)
2617     return; /* process only floor objects after first floor object */
2618    
2619     /* If it is visible, player can apply it. If it is applied by
2620     * person moving on it, also activate. Added code to make it
2621     * so that at least one of players movement types be that which
2622     * the item needs.
2623     */
2624     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2625     {
2626     if (player_apply (pl, tmp, 0, 1) == 1)
2627     return;
2628 elmex 1.1 }
2629 root 1.22 if (floors >= 2)
2630     return; /* process at most two floor objects */
2631 elmex 1.1 }
2632     }
2633    
2634     /**
2635     * Unapplies specified item.
2636     * No check done on cursed/damned.
2637     * Break this out of apply_special - this is just done
2638     * to keep the size of apply_special to a more managable size.
2639     */
2640 root 1.22 static int
2641     unapply_special (object *who, object *op, int aflags)
2642 elmex 1.1 {
2643 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2644     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2645 root 1.22 return RESULT_INT (0);
2646 root 1.12
2647 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2648 root 1.76
2649 root 1.22 switch (op->type)
2650     {
2651 root 1.96 case SKILL_TOOL:
2652     // unapplying a skill tool should also unapply the skill it governs
2653     // but this is hard, as it shouldn't do so when the skill can
2654     // be used for other reasons
2655     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656     if (tmp->skill == op->skill
2657     && tmp->type == SKILL
2658     && tmp->flag [FLAG_APPLIED]
2659     && !tmp->flag [FLAG_CAN_USE_SKILL])
2660     unapply_special (who, tmp, 0);
2661    
2662     change_abil (who, op);
2663     break;
2664    
2665 root 1.24 case WEAPON:
2666 root 1.105 if (player *pl = who->contr)
2667     if (op == pl->combat_ob)
2668     {
2669     pl->combat_ob = 0;
2670     who->change_weapon (pl->ranged_ob);
2671     }
2672    
2673 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2674 elmex 1.1
2675 root 1.79 change_abil (who, op);
2676     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2677 root 1.24 break;
2678 root 1.14
2679 root 1.96 case SKILL:
2680 root 1.79 if (who->contr)
2681 root 1.24 {
2682 root 1.76 if (!op->invisible)
2683     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2684 root 1.24 else
2685 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2686 root 1.24 }
2687 root 1.76
2688     change_abil (who, op);
2689 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2690     break;
2691 root 1.14
2692 root 1.24 case ARMOUR:
2693     case HELMET:
2694     case SHIELD:
2695     case RING:
2696     case BOOTS:
2697     case GLOVES:
2698     case AMULET:
2699     case GIRDLE:
2700     case BRACERS:
2701     case CLOAK:
2702     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2703 root 1.79 change_abil (who, op);
2704 root 1.24 break;
2705 root 1.79
2706 root 1.24 case LAMP:
2707 root 1.103 {
2708     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709 root 1.29
2710 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2711     tmp2->x = op->x;
2712     tmp2->y = op->y;
2713     tmp2->map = op->map;
2714     tmp2->below = op->below;
2715     tmp2->above = op->above;
2716     tmp2->stats.food = op->stats.food;
2717     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2718    
2719     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2720     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2721    
2722     if (who->contr)
2723     esrv_del_item (who->contr, op->count);
2724    
2725     op->destroy ();
2726     insert_ob_in_ob (tmp2, who);
2727     who->update_stats ();
2728 root 1.29
2729 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2730     {
2731     if (who->contr)
2732     {
2733     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2734     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2735     }
2736     }
2737 root 1.29
2738 root 1.103 if (who->contr)
2739     esrv_send_item (who, tmp2);
2740     }
2741 root 1.79
2742 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2743 root 1.76
2744 root 1.24 case BOW:
2745     case WAND:
2746     case ROD:
2747     case HORN:
2748 root 1.105 if (player *pl = who->contr)
2749     {
2750     if (op == pl->ranged_ob)
2751     {
2752     pl->ranged_ob = 0;
2753     who->change_weapon (pl->combat_ob);
2754     }
2755    
2756     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2757     }
2758 root 1.103 else
2759 root 1.24 {
2760 root 1.103 who->change_skill (0);
2761 root 1.79
2762 root 1.24 if (op->type == BOW)
2763     CLEAR_FLAG (who, FLAG_READY_BOW);
2764     else
2765     CLEAR_FLAG (who, FLAG_READY_RANGE);
2766     }
2767 root 1.76
2768 root 1.24 break;
2769 elmex 1.1
2770 root 1.24 case BUILDER:
2771 root 1.79 if (who->contr)
2772 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2773 root 1.24 break;
2774 elmex 1.1
2775 root 1.24 default:
2776     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2777     break;
2778 elmex 1.1 }
2779    
2780 root 1.51 who->update_stats ();
2781 elmex 1.1
2782 root 1.22 if (!(aflags & AP_NO_MERGE))
2783     {
2784 root 1.85 object *tmp = merge_ob (op, 0);
2785 root 1.79
2786     if (who->contr)
2787 root 1.22 {
2788     if (tmp)
2789     { /* it was merged */
2790 root 1.29 esrv_del_item (who->contr, op->count);
2791 root 1.22 op = tmp;
2792 elmex 1.1 }
2793 root 1.29
2794 root 1.22 esrv_send_item (who, op);
2795 root 1.14 }
2796 elmex 1.1 }
2797 root 1.79
2798 root 1.22 return 0;
2799 elmex 1.1 }
2800    
2801     /**
2802     * Returns the object that is using location 'loc'.
2803     * Note that 'start' is the first object to start examing - we
2804     * then go through the below of this. In this way, you can do
2805     * something like:
2806 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2807     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2808 elmex 1.1 * to find the second object that may use this location, etc.
2809     * Returns NULL if no match is found.
2810     * loc is the index into the array we are looking for a match.
2811     * don't return invisible objects unless they are skill objects
2812     * invisible other objects that use
2813     * up body locations can be used as restrictions.
2814     */
2815 root 1.84 static object *
2816 root 1.96 get_next_item_from_body_location (int loc, object *start)
2817 elmex 1.1 {
2818 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2819     if (tmp->flag [FLAG_APPLIED]
2820     && tmp->slot[loc].info
2821     && (!tmp->invisible || tmp->type == SKILL))
2822     return tmp;
2823 elmex 1.1
2824 root 1.84 return 0;
2825 elmex 1.1 }
2826    
2827     /**
2828     * 'op' wants to apply an object, but can't because of other equipment.
2829     * This should only be called when it is known
2830     * that there are objects to unapply. This makes pretty heavy
2831     * use of get_item_from_body_location. It makes no intelligent choice
2832     * on objects - rather, the first that is matched is used.
2833     * Returns 0 on success, returns 1 if there is some problem.
2834     * if aflags is AP_PRINT, we instead print out waht to unapply
2835     * instead of doing it. This is a lot less code than having
2836     * another function that does just that.
2837     */
2838 root 1.114
2839     #define CANNOT_REMOVE_CURSED \
2840     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841     "Praying over an altar, scrolls of remove curse/damnation, " \
2842     "priests or even other players might help.>"
2843    
2844 root 1.22 int
2845     unapply_for_ob (object *who, object *op, int aflags)
2846 elmex 1.1 {
2847 root 1.81 if (op->is_range ())
2848     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2849     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2850     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2851     {
2852     if (aflags & AP_PRINT)
2853     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2854     else
2855     unapply_special (who, tmp, aflags);
2856     }
2857     else
2858     {
2859     /* In this case, we want to try and remove a cursed item.
2860     * While we know it won't work, we want unapply_special to
2861     * at least generate the message.
2862     */
2863 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2864     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865     query_name (tmp));
2866 root 1.81 return 1;
2867     }
2868 elmex 1.1
2869 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2870 root 1.22 {
2871     /* this used up a slot that we need to free */
2872 root 1.82 if (op->slot[i].info)
2873 root 1.22 {
2874 root 1.81 object *last = who->inv;
2875 root 1.14
2876 root 1.22 /* We do a while loop - may need to remove several items in order
2877     * to free up enough slots.
2878     */
2879 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2880 root 1.22 {
2881 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2882 root 1.81
2883 root 1.22 if (!tmp)
2884     {
2885 elmex 1.1 #if 0
2886 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2887     * equipped.
2888     */
2889     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2890 elmex 1.1 #endif
2891 root 1.22 return 1;
2892     }
2893 root 1.81
2894 root 1.22 /* If we are just printing, we don't care about cursed status */
2895     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2896     {
2897     if (aflags & AP_PRINT)
2898     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899     else
2900     unapply_special (who, tmp, aflags);
2901 root 1.14 }
2902 root 1.22 else
2903     {
2904     /* Cursed item that we can't unequip - tell the player.
2905     * Note this could be annoying if this is just one of a few,
2906     * so it may not be critical (eg, putting on a ring and you have
2907     * one cursed ring.)
2908     */
2909 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2910 root 1.14 }
2911 root 1.81
2912 root 1.22 last = tmp->below;
2913 root 1.14 }
2914 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2915     * return in the !tmp would have kicked in.
2916     */
2917     } /* if op is using this body location */
2918     } /* for body lcoations */
2919 root 1.81
2920 root 1.22 return 0;
2921 elmex 1.1 }
2922    
2923     /**
2924     * Checks to see if 'who' can apply object 'op'.
2925     * Returns 0 if apply can be done without anything special.
2926     * Otherwise returns a bitmask - potentially several of these may be
2927     * set, but largely depends on circumstance - in the future, processing
2928 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2929 root 1.96 * is set, do we really care what the other flags may be?)
2930 elmex 1.1 *
2931     * See include/define.h for detailed description of the meaning of
2932     * these return values.
2933     */
2934 root 1.22 int
2935     can_apply_object (object *who, object *op)
2936 elmex 1.1 {
2937 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2938     return RESULT_INT (0);
2939    
2940 root 1.78 int retval = 0;
2941     object *tmp = 0, *ws = 0;
2942 root 1.22
2943 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2944 root 1.22 {
2945 root 1.82 if (op->slot[i].info)
2946 root 1.22 {
2947     /* Item uses more slots than we have */
2948 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2949 root 1.22 {
2950 root 1.78 /* Could return now for efficiency - rest of info below isn't
2951 root 1.22 * really needed.
2952     */
2953     retval |= CAN_APPLY_NEVER;
2954     }
2955 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2956 root 1.22 {
2957     /* in this case, equipping this would use more free spots than
2958     * we have.
2959     */
2960 elmex 1.1
2961 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2962 root 1.84 * enough slots to equip the new item, then just set "can
2963     * apply unapply". We don't care about the logic below - if you have a
2964 root 1.22 * shield equipped and try to equip another shield, there is only
2965     * one choice. However, the check for the number of body locations
2966     * does take into the account cases where what is being applied
2967     * may be two handed for example.
2968     */
2969     if (ws)
2970 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2971     {
2972     retval |= CAN_APPLY_UNAPPLY;
2973     continue;
2974     }
2975 root 1.22
2976 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2977 root 1.22 if (!tmp1)
2978     {
2979 elmex 1.1 #if 0
2980 root 1.22 /* This is sort of an error, but happens a lot when old players
2981     * join in with more stuff equipped than they are now allowed.
2982     */
2983     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2984 elmex 1.1 #endif
2985 root 1.22 retval |= CAN_APPLY_NEVER;
2986     }
2987     else
2988     {
2989     /* need to unapply something. However, if this something
2990     * is different than we had found before, it means they need
2991     * to apply multiple objects
2992     */
2993     retval |= CAN_APPLY_UNAPPLY;
2994 root 1.96
2995 root 1.22 if (!tmp)
2996     tmp = tmp1;
2997     else if (tmp != tmp1)
2998 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2999    
3000 root 1.22 /* This object isn't using up all the slots, so there must
3001 root 1.78 * be another. If so, and it the new item doesn't need all
3002 root 1.22 * the slots, the player then has a choice.
3003     */
3004 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3005     && abs (op->slot[i].info) < who->slot[i].info)
3006 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3007    
3008     /* Does unequippint 'tmp1' free up enough slots for this to be
3009     * equipped? If not, there must be something else to unapply.
3010     */
3011 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3012 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3013     }
3014     } /* if not enough free slots */
3015     } /* if this object uses location i */
3016     } /* for i -> num_body_locations loop */
3017    
3018     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3019     * really be controlled by use of body locations. We do have
3020     * the weapon/shield checks, and the range checks for monsters,
3021     * because you can't control those just by body location - bows, shields,
3022     * and weapons all use the same slot. Similar for horn/rod/wand - they
3023     * all use the same location.
3024     */
3025     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3026     retval |= CAN_APPLY_RESTRICTION;
3027 root 1.76
3028 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3029     retval |= CAN_APPLY_RESTRICTION;
3030    
3031     if (who->type != PLAYER)
3032     {
3033     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3034 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3035 root 1.78
3036 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3037     retval |= CAN_APPLY_RESTRICTION;
3038 root 1.78
3039 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3040     retval |= CAN_APPLY_RESTRICTION;
3041 root 1.78
3042 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3043 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3044 elmex 1.1 }
3045 root 1.76
3046 root 1.22 return retval;
3047 elmex 1.1 }
3048    
3049     /**
3050     * who is the object using the object. It can be a monster.
3051     * op is the object they are using. op is an equipment type item,
3052     * eg, one which you put on and keep on for a while, and not something
3053     * like a potion or scroll.
3054     *
3055     * function returns 1 if the action could not be completed, 0 on
3056     * success. However, success is a matter of meaning - if the
3057     * user passes the 'apply' flag to an object already applied,
3058     * nothing is done, and 0 is returned.
3059     *
3060     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3061     * AP_UNAPPLY=always unapply).
3062     *
3063     * Optional flags:
3064     * AP_NO_MERGE: don't merge an unapplied object with other objects
3065     * AP_IGNORE_CURSE: unapply cursed items
3066 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3067 elmex 1.1 *
3068     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3069     *
3070     * apply_special() doesn't check for unpaid items.
3071     */
3072 root 1.114
3073     #define LACK_ITEM_POWER \
3074     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075    
3076 root 1.22 int
3077     apply_special (object *who, object *op, int aflags)
3078 elmex 1.1 {
3079 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3080     object *tmp, *tmp2, *skop = NULL;
3081 elmex 1.1
3082 root 1.22 if (who == NULL)
3083     {
3084     LOG (llevError, "apply_special() from object without environment.\n");
3085     return 1;
3086 elmex 1.1 }
3087    
3088 root 1.22 if (op->env != who)
3089     return 1; /* op is not in inventory */
3090 elmex 1.1
3091 root 1.22 /* trying to unequip op */
3092     if (QUERY_FLAG (op, FLAG_APPLIED))
3093     {
3094     /* always apply, so no reason to unapply */
3095     if (basic_flag == AP_APPLY)
3096     return 0;
3097    
3098     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3099     {
3100 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3101     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102     query_name (op));
3103 root 1.22 return 1;
3104 root 1.14 }
3105 root 1.78
3106 root 1.22 return unapply_special (who, op, aflags);
3107 elmex 1.1 }
3108    
3109 root 1.22 if (basic_flag == AP_UNAPPLY)
3110     return 0;
3111 elmex 1.1
3112 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3113     // to resolve conflicts.
3114     if (player *pl = who->contr)
3115 root 1.95 switch (op->slottype ())
3116 root 1.90 {
3117 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3118     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3119 root 1.90 }
3120    
3121 root 1.104 splay (op);
3122    
3123 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3124 root 1.78 if (int i = can_apply_object (who, op))
3125 root 1.22 {
3126     if (i & CAN_APPLY_NEVER)
3127     {
3128 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3129     "You don't have the body to use a %s. H<You can never apply this item.>",
3130     query_name (op));
3131 root 1.22 return 1;
3132     }
3133     else if (i & CAN_APPLY_RESTRICTION)
3134     {
3135 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3136     "You have a prohibition against using a %s. "
3137     "H<Your belief, profession or class prevents you from applying this item.>",
3138     query_name (op));
3139 root 1.22 return 1;
3140     }
3141 root 1.78
3142 root 1.22 if (who->type != PLAYER)
3143     {
3144     /* Some error, so don't try to equip something more */
3145     if (unapply_for_ob (who, op, aflags))
3146 root 1.14 return 1;
3147     }
3148 root 1.22 else
3149     {
3150     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3151     {
3152 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3153 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3154     return 1;
3155     }
3156     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3157 root 1.81 if (unapply_for_ob (who, op, aflags))
3158     return 1;
3159 root 1.14 }
3160 elmex 1.1 }
3161 root 1.55
3162 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3163     {
3164     skop = find_skill_by_name (who, op->skill);
3165 root 1.78
3166 root 1.22 if (!skop)
3167     {
3168     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3169     return 1;
3170     }
3171     else
3172 root 1.76 /* While experience will be credited properly, we want to change the
3173     * skill so that the dam and wc get updated
3174     */
3175 root 1.101 who->change_skill (skop);
3176 elmex 1.1 }
3177 root 1.22
3178 root 1.78 if (who->type == PLAYER
3179     && op->item_power
3180     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3181 root 1.22 {
3182 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3183 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3184 root 1.22 return 1;
3185 elmex 1.1 }
3186    
3187 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3188     * Note that we don't have the checks for can_use_...
3189     * below - that is already taken care of by can_apply_object.
3190     */
3191     if (op->nrof > 1)
3192     tmp = get_split_ob (op, op->nrof - 1);
3193     else
3194 root 1.78 tmp = 0;
3195 root 1.22
3196     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3197     return RESULT_INT (0);
3198    
3199     switch (op->type)
3200     {
3201 root 1.24 case WEAPON:
3202     if (!check_weapon_power (who, op->last_eat))
3203     {
3204 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3205 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3206 root 1.79
3207 root 1.78 if (tmp)
3208     insert_ob_in_ob (tmp, who);
3209 root 1.79
3210 root 1.24 return 1;
3211     }
3212 root 1.65
3213 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3214 root 1.78 // i.e. "R" can use Ragnarok's sword.
3215 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3216     {
3217     /* if the weapon does not have the name as the character, can't use it. */
3218     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3219 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3220     "The weapon does not recognize you as its owner. "
3221     "H<Its name indicates that it belongs to somebody else.>");
3222 root 1.65
3223     if (tmp)
3224     insert_ob_in_ob (tmp, who);
3225    
3226 root 1.24 return 1;
3227     }
3228 root 1.65
3229 root 1.80 if (!skop)
3230     {
3231     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3232     return 1;
3233     }
3234    
3235 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3236 root 1.101 who->change_skill (skop);
3237 root 1.76
3238 root 1.79 if (who->contr)
3239 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3240 root 1.78
3241 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3242 root 1.14
3243 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3244 root 1.76 change_abil (who, op);
3245 root 1.24 break;
3246 root 1.14
3247 root 1.24 case ARMOUR:
3248     case HELMET:
3249     case SHIELD:
3250     case BOOTS:
3251     case GLOVES:
3252     case GIRDLE:
3253     case BRACERS:
3254     case CLOAK:
3255     case RING:
3256     case AMULET:
3257     SET_FLAG (op, FLAG_APPLIED);
3258     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3259 root 1.76 change_abil (who, op);
3260 root 1.24 break;
3261 root 1.76
3262 root 1.24 case LAMP:
3263     if (op->stats.food < 1)
3264     {
3265 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3266     "Your %s is out of fuel! "
3267     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3268 root 1.24 return 1;
3269     }
3270 root 1.76
3271 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3272     tmp2 = arch_to_object (op->other_arch);
3273     tmp2->stats.food = op->stats.food;
3274     SET_FLAG (tmp2, FLAG_APPLIED);
3275 root 1.76
3276 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3277     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278 root 1.76
3279 root 1.24 insert_ob_in_ob (tmp2, who);
3280    
3281     /* Remove the old lantern */
3282     if (who->type == PLAYER)
3283 root 1.29 esrv_del_item (who->contr, op->count);
3284    
3285 root 1.37 op->destroy ();
3286 root 1.22
3287 root 1.24 /* insert the portion that was split off */
3288 root 1.76 if (tmp)
3289 root 1.24 {
3290 root 1.76 insert_ob_in_ob (tmp, who);
3291 root 1.24 if (who->type == PLAYER)
3292     esrv_send_item (who, tmp);
3293     }
3294 root 1.76
3295 root 1.51 who->update_stats ();
3296 root 1.76
3297 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 root 1.81 if (who->type == PLAYER)
3299     {
3300 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3301     "Oops, it feels deadly cold! "
3302     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3303 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3304     }
3305 root 1.76
3306 root 1.24 if (who->type == PLAYER)
3307     esrv_send_item (who, tmp2);
3308 root 1.76
3309 root 1.24 return 0;
3310 root 1.14
3311 root 1.96 case SKILL_TOOL:
3312     // applying a skill tool also readies the skill
3313     SET_FLAG (op, FLAG_APPLIED);
3314    
3315 root 1.101 if (!(aflags & AP_NO_READY))
3316 root 1.24 {
3317 root 1.101 skop = find_skill_by_name (who, op->skill);
3318     if (!skop->flag [FLAG_APPLIED])
3319     apply_special (who, skop, AP_APPLY);
3320 root 1.24 }
3321 root 1.101 break;
3322 root 1.76
3323 root 1.101 case SKILL:
3324 root 1.79 if (player *pl = who->contr)
3325 root 1.24 {
3326 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3327     {
3328 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3329 root 1.79 {
3330     for (object *item = who->inv; item; item = item->below)
3331     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3332     {
3333 root 1.101 if (item->skill == op->skill)
3334     {
3335     who->change_weapon (pl->combat_ob = item);
3336     goto found_weapon;
3337     }
3338 root 1.79 }
3339    
3340 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3341     "You need to apply a '%s' melee weapon before readying this skill. "
3342     "H<Some skills need an item, in this case a melee weapon, to function.>",
3343     &op->skill);
3344 root 1.79 return 1;
3345    
3346     found_weapon:;
3347     }
3348     else
3349 root 1.90 who->change_weapon (pl->combat_ob = op);
3350 root 1.79 }
3351     else if (IS_RANGED_SKILL (op->subtype))
3352     {
3353 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3354 root 1.79 {
3355     for (object *item = who->inv; item; item = item->below)
3356     if (item->type == BOW && item->flag [FLAG_APPLIED])
3357     {
3358 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3359 root 1.90 who->change_weapon (pl->ranged_ob = item);
3360 root 1.79 goto found_bow;
3361     }
3362    
3363 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3364     "You need to apply a missile weapon before readying this skill. "
3365     "H<Some skills need an item, in this case a missile weapon, to function.>");
3366 root 1.79 return 1;
3367    
3368     found_bow:;
3369     }
3370     else
3371 root 1.90 who->change_weapon (pl->ranged_ob = op);
3372 root 1.79 }
3373 root 1.76
3374 root 1.24 if (!op->invisible)
3375     {
3376     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3378     }
3379     else
3380 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3381 root 1.24 }
3382 root 1.101 else
3383     {
3384     SET_FLAG (op, FLAG_APPLIED);
3385     change_abil (who, op);
3386     who->chosen_skill = op;
3387     SET_FLAG (who, FLAG_READY_SKILL);
3388     }
3389 root 1.76
3390 root 1.24 break;
3391 root 1.22
3392 root 1.24 case BOW:
3393     if (!check_weapon_power (who, op->last_eat))
3394     {
3395 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3396     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397 root 1.76
3398     if (tmp)
3399     insert_ob_in_ob (tmp, who);
3400    
3401 root 1.24 return 1;
3402     }
3403 root 1.76
3404 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405     {
3406 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3407     "The weapon does not recognize you as its owner. "
3408     "H<Its name indicates that it belongs to somebody else.>");
3409 root 1.81 if (tmp)
3410 root 1.76 insert_ob_in_ob (tmp, who);
3411    
3412 root 1.24 return 1;
3413     }
3414 root 1.76
3415     /*FALLTHROUGH*/
3416     case WAND:
3417 root 1.24 case ROD:
3418     case HORN:
3419     /* check for skill, alter player status */
3420 root 1.78
3421     if (!skop)
3422 root 1.80 {
3423     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3424     return 1;
3425     }
3426    
3427     SET_FLAG (op, FLAG_APPLIED);
3428 root 1.101 who->change_skill (skop);
3429 root 1.22
3430 root 1.79 if (who->contr)
3431 root 1.24 {
3432 root 1.79 who->contr->ranged_ob = op;
3433 root 1.78
3434 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3435    
3436 root 1.24 if (op->type == BOW)
3437     {
3438 root 1.79 who->current_weapon = op;
3439 root 1.76 change_abil (who, op);
3440 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3441     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3442     }
3443     }
3444     else
3445     {
3446     if (op->type == BOW)
3447     SET_FLAG (who, FLAG_READY_BOW);
3448     else
3449     SET_FLAG (who, FLAG_READY_RANGE);
3450     }
3451 root 1.76
3452 root 1.24 break;
3453 elmex 1.1
3454 root 1.24 case BUILDER:
3455 root 1.76 if (who->type == PLAYER)
3456     {
3457 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3458 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3459     unapply_special (who, who->contr->ranged_ob, 0);
3460    
3461     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3462    
3463 root 1.79 who->contr->ranged_ob = op;
3464 root 1.76 }
3465 root 1.24 break;
3466 elmex 1.1
3467 root 1.24 default:
3468     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3469 root 1.22 } /* end of switch op->type */
3470    
3471     SET_FLAG (op, FLAG_APPLIED);
3472 elmex 1.1
3473 root 1.79 if (tmp)
3474 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3475 elmex 1.1
3476 root 1.51 who->update_stats ();
3477 elmex 1.1
3478 root 1.22 /* We exclude spell casting objects. The fire code will set the
3479     * been applied flag when they are used - until that point,
3480     * you don't know anything about them.
3481     */
3482     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3483     SET_FLAG (op, FLAG_BEEN_APPLIED);
3484    
3485     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3486 root 1.114 if (who->type == PLAYER)
3487     {
3488     new_draw_info (NDI_UNIQUE, 0, who,
3489     "Oops, it feels deadly cold! "
3490     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3491     SET_FLAG (op, FLAG_KNOWN_CURSED);
3492     }
3493 root 1.76
3494 root 1.22 if (who->type == PLAYER)
3495     {
3496     /* if multiple objects were applied, update both slots */
3497     if (tmp)
3498     esrv_send_item (who, tmp);
3499 root 1.76
3500 root 1.22 esrv_send_item (who, op);
3501 elmex 1.1 }
3502 root 1.76
3503 root 1.22 return 0;
3504 elmex 1.1 }
3505    
3506 root 1.22 int
3507     monster_apply_special (object *who, object *op, int aflags)
3508 elmex 1.1 {
3509 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3510 elmex 1.1 return 1;
3511 root 1.114
3512 elmex 1.1 return apply_special (who, op, aflags);
3513     }
3514    
3515     /**
3516     * Map was just loaded, handle op's initialisation.
3517     *
3518     * Generates shop floor's item, and treasures.
3519     */
3520 root 1.22 int
3521     auto_apply (object *op)
3522     {
3523     object *tmp = NULL, *tmp2;
3524     int i;
3525 elmex 1.1
3526 root 1.22 switch (op->type)
3527     {
3528 root 1.24 case SHOP_FLOOR:
3529 root 1.42 if (!op->has_random_items ())
3530 root 1.24 return 0;
3531 root 1.38
3532 root 1.24 do
3533     {
3534     i = 10; /* let's give it 10 tries */
3535     while ((tmp = generate_treasure (op->randomitems,
3536     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3537     if (tmp == NULL)
3538     return 0;
3539     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3540     {
3541 root 1.37 tmp->destroy ();
3542 root 1.24 tmp = NULL;
3543     }
3544     }
3545     while (!tmp);
3546 root 1.38
3547 root 1.24 tmp->x = op->x;
3548     tmp->y = op->y;
3549     SET_FLAG (tmp, FLAG_UNPAID);
3550     insert_ob_in_map (tmp, op->map, NULL, 0);
3551     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552     identify (tmp);
3553     break;
3554 root 1.14
3555 root 1.24 case TREASURE:
3556     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3557     return 0;
3558 root 1.37
3559 root 1.67 while (op->stats.hp-- > 0)
3560 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3561     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3562    
3563     /* If we generated an object and put it in this object inventory,
3564     * move it to the parent object as the current object is about
3565     * to disappear. An example of this item is the random_* stuff
3566     * that is put inside other objects.
3567     */
3568     for (tmp = op->inv; tmp; tmp = tmp2)
3569     {
3570     tmp2 = tmp->below;
3571 root 1.36 tmp->remove ();
3572 root 1.37
3573 root 1.24 if (op->env)
3574     insert_ob_in_ob (tmp, op->env);
3575     else
3576 root 1.37 tmp->destroy ();
3577 root 1.24 }
3578 root 1.37
3579     op->destroy ();
3580 root 1.24 break;
3581 elmex 1.1 }
3582 root 1.22 return tmp ? 1 : 0;
3583 elmex 1.1 }
3584    
3585     /**
3586 root 1.68 * fix_auto_apply goes through the entire map every time a map
3587     * is loaded or swapped in and performs special actions for
3588 elmex 1.1 * certain objects (most initialization of chests and creation of
3589     * treasures and stuff). Calls auto_apply if appropriate.
3590     */
3591 root 1.20 void
3592 root 1.55 maptile::fix_auto_apply ()
3593 root 1.20 {
3594 root 1.55 if (!spaces)
3595 root 1.20 return;
3596    
3597 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3598     for (object *tmp = ms->bot; tmp; )
3599     {
3600     object *above = tmp->above;
3601 root 1.20
3602 root 1.55 if (tmp->inv)
3603     {
3604     object *invtmp, *invnext;
3605 elmex 1.1
3606 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3607     {
3608     invnext = invtmp->below;
3609 root 1.14
3610 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3611     auto_apply (invtmp);
3612     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3613     {
3614     while ((invtmp->stats.hp--) > 0)
3615     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3616    
3617     invtmp->randomitems = NULL;
3618     }
3619     else if (invtmp && invtmp->arch
3620     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3621     {
3622     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3623     /* Need to clear this so that we never try to create
3624     * treasure again for this object
3625     */
3626     invtmp->randomitems = NULL;
3627     }
3628     }
3629     /* This is really temporary - the code at the bottom will
3630     * also set randomitems to null. The problem is there are bunches
3631     * of maps/players already out there with items that have spells
3632     * which haven't had the randomitems set to null yet.
3633     * MSW 2004-05-13
3634     *
3635     * And if it's a spellbook, it's better to set randomitems to NULL too,
3636     * else you get two spells in the book ^_-
3637     * Ryo 2004-08-16
3638     */
3639     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641     tmp->randomitems = NULL;
3642 root 1.14
3643 root 1.55 }
3644 root 1.20
3645 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3646     auto_apply (tmp);
3647     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3648     {
3649     while ((tmp->stats.hp--) > 0)
3650     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651     tmp->randomitems = NULL;
3652     }
3653     else if (tmp->type == TIMED_GATE)
3654     {
3655     object *head = tmp->head != NULL ? tmp->head : tmp;
3656    
3657     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3658     tmp->set_speed (0);
3659     }
3660     /* This function can be called everytime a map is loaded, even when
3661     * swapping back in. As such, we don't want to create the treasure
3662     * over and ove again, so after we generate the treasure, blank out
3663     * randomitems so if it is swapped in again, it won't make anything.
3664     * This is a problem for the above objects, because they have counters
3665     * which say how many times to make the treasure.
3666     */
3667     else if (tmp && tmp->arch && tmp->type != PLAYER
3668     && tmp->type != TREASURE && tmp->type != SPELL
3669     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3670     {
3671     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672     tmp->randomitems = NULL;
3673     }
3674 root 1.78
3675 root 1.68 // close all containers
3676     else if (tmp->type == CONTAINER)
3677     tmp->flag [FLAG_APPLIED] = 0;
3678 root 1.22
3679 root 1.55 tmp = above;
3680     }
3681 elmex 1.1
3682 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3683     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3684     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3685     check_trigger (tmp, tmp->above);
3686 elmex 1.1 }
3687    
3688     /**
3689     * Handles player eating food that temporarily changes status (resistances, stats).
3690     * This used to call cast_change_attr(), but
3691     * that doesn't work with the new spell code. Since we know what
3692     * the food changes, just grab a force and use that instead.
3693     */
3694 root 1.22 void
3695     eat_special_food (object *who, object *food)
3696     {
3697     object *force;
3698     int i, did_one = 0;
3699    
3700     force = get_archetype (FORCE_NAME);
3701    
3702     for (i = 0; i < NUM_STATS; i++)
3703 root 1.91 if (sint8 k = food->stats.stat (i))
3704     {
3705     force->stats.stat (i) = k;
3706     did_one = 1;
3707     }
3708 elmex 1.1
3709 root 1.22 /* check if we can protect the eater */
3710     for (i = 0; i < NROFATTACKS; i++)
3711     {
3712     if (food->resist[i] > 0)
3713     {
3714     force->resist[i] = food->resist[i] / 2;
3715     did_one = 1;
3716     }
3717     }
3718 elmex 1.47
3719 root 1.22 if (did_one)
3720     {
3721 root 1.54 force->set_speed (0.1);
3722 root 1.22 /* bigger morsel of food = longer effect time */
3723 elmex 1.47 force->duration = food->stats.food / 5;
3724 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3725     change_abil (who, force);
3726     insert_ob_in_ob (force, who);
3727     }
3728     else
3729 root 1.37 force->destroy ();
3730 root 1.22
3731     /* check for hp, sp change */
3732     if (food->stats.hp != 0)
3733     {
3734     if (QUERY_FLAG (food, FLAG_CURSED))
3735     {
3736 root 1.64 assign (who->contr->killer, food->name);
3737 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3738     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3739     }
3740     else
3741     {
3742     if (food->stats.hp > 0)
3743     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3744     else
3745     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3746     who->stats.hp += food->stats.hp;
3747     }
3748     }
3749     if (food->stats.sp != 0)
3750     {
3751     if (QUERY_FLAG (food, FLAG_CURSED))
3752     {
3753     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3754     who->stats.sp -= food->stats.sp;
3755     if (who->stats.sp < 0)
3756     who->stats.sp = 0;
3757     }
3758     else
3759     {
3760     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3761     who->stats.sp += food->stats.sp;
3762     /* place limit on max sp from food? */
3763     }
3764 elmex 1.1 }
3765 root 1.51 who->update_stats ();
3766 elmex 1.1 }
3767    
3768     /**
3769     * Designed primarily to light torches/lanterns/etc.
3770     * Also burns up burnable material too. First object in the inventory is
3771     * the selected object to "burn". -b.t.
3772     */
3773 root 1.22 void
3774     apply_lighter (object *who, object *lighter)
3775     {
3776     object *item;
3777     int is_player_env = 0;
3778    
3779     item = find_marked_object (who);
3780     if (item)
3781     {
3782     if (lighter->last_eat && lighter->stats.food)
3783     { /* lighter gets used up */
3784     /* Split multiple lighters if they're being used up. Otherwise *
3785     * one charge from each would be used up. --DAMN */
3786     if (lighter->nrof > 1)
3787     {
3788 root 1.39 object *oneLighter = lighter->clone ();
3789 root 1.14
3790 root 1.22 lighter->nrof -= 1;
3791     oneLighter->nrof = 1;
3792     oneLighter->stats.food--;
3793     esrv_send_item (who, lighter);
3794     oneLighter = insert_ob_in_ob (oneLighter, who);
3795     esrv_send_item (who, oneLighter);
3796     }
3797     else
3798 root 1.29 lighter->stats.food--;
3799 root 1.22 }
3800     else if (lighter->last_eat)
3801     { /* no charges left in lighter */
3802     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3803     return;
3804     }
3805 root 1.48
3806 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3807     * I can't see many times when you would want to light multiple
3808     * objects at once.
3809     */
3810 root 1.48
3811     if (who == item->in_player ())
3812 root 1.22 is_player_env = 1;
3813    
3814     save_throw_object (item, AT_FIRE, who);
3815 root 1.48
3816 root 1.49 if (item->destroyed ())
3817 root 1.22 {
3818 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3819 root 1.22 /* Need to update the player so that the players glow radius
3820     * gets changed.
3821     */
3822     if (is_player_env)
3823 root 1.51 who->update_stats ();
3824 root 1.22 }
3825     else
3826 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);
3827 root 1.22 }
3828     else /* nothing to light */
3829     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3830 elmex 1.1
3831     }
3832    
3833     /**
3834     * op made some mistake with a scroll, this takes care of punishment.
3835     * scroll_failure()- hacked directly from spell_failure
3836     */
3837 root 1.22 void
3838     scroll_failure (object *op, int failure, int power)
3839 elmex 1.1 {
3840 root 1.22 if (abs (failure / 4) > power)
3841     power = abs (failure / 4); /* set minimum effect */
3842 elmex 1.1
3843 root 1.22 if (failure <= -1 && failure > -15)
3844     { /* wonder */
3845     object *tmp;
3846    
3847 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3848 root 1.22 tmp = get_archetype (SPELL_WONDER);
3849     cast_wonder (op, op, 0, tmp);
3850 root 1.37 tmp->destroy ();
3851 root 1.22 }
3852     else if (failure <= -15 && failure > -35)
3853     { /* drain mana */
3854     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3855     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3856     if (op->stats.sp < 0)
3857     op->stats.sp = 0;
3858     }
3859     else if (settings.spell_failure_effects == TRUE)
3860     {
3861     if (failure <= -35 && failure > -60)
3862     { /* confusion */
3863     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3864     confuse_player (op, op, power);
3865     }
3866     else if (failure <= -60 && failure > -70)
3867     { /* paralysis */
3868     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3869     paralyze_player (op, op, power);
3870     }
3871     else if (failure <= -70 && failure > -80)
3872     { /* blind */
3873     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3874     blind_player (op, op, power);
3875     }
3876     else if (failure <= -80)
3877     { /* blast the immediate area */
3878 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3879 root 1.22 cast_magic_storm (op, tmp, power);
3880 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3881 root 1.37 tmp->destroy ();
3882 root 1.14 }
3883 elmex 1.1 }
3884     }
3885    
3886 root 1.22 void
3887     apply_changes_to_player (object *pl, object *change)
3888     {
3889     int excess_stat = 0; /* if the stat goes over the maximum
3890     for the race, put the excess stat some
3891     where else. */
3892 elmex 1.1
3893 root 1.22 switch (change->type)
3894     {
3895 root 1.24 case CLASS:
3896     {
3897     living *stats = &(pl->contr->orig_stats);
3898     living *ns = &(change->stats);
3899     object *walk;
3900     int flag_change_face = 1;
3901    
3902     /* the following code assigns stats up to the stat max
3903     * for the race, and if the stat max is exceeded,
3904     * tries to randomly reassign the excess stat
3905     */
3906     int i, j;
3907 root 1.22
3908 root 1.24 for (i = 0; i < NUM_STATS; i++)
3909     {
3910 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3911 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3912 root 1.22
3913 root 1.24 if (stat > 20 + race_bonus)
3914     {
3915     excess_stat++;
3916     stat = 20 + race_bonus;
3917     }
3918 root 1.91
3919     stats->stat (i) = stat;
3920 root 1.24 }
3921 elmex 1.1
3922 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3923     { /* try 100 times to assign excess stats */
3924     int i = rndm (0, 6);
3925    
3926     if (i == CHA)
3927     continue; /* exclude cha from this */
3928 root 1.91
3929     int stat = stats->stat (i);
3930 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3931 root 1.24 if (stat < 20 + race_bonus)
3932     {
3933     change_attr_value (stats, i, 1);
3934     excess_stat--;
3935     }
3936     }
3937 root 1.14
3938 root 1.24 /* insert the randomitems from the change's treasurelist into
3939     * the player ref: player.c
3940     */
3941     if (change->randomitems != NULL)
3942     give_initial_items (pl, change->randomitems);
3943 root 1.14
3944 root 1.24 /* set up the face, for some races. */
3945 root 1.14
3946 root 1.24 /* first, look for the force object banning
3947     * changing the face. Certain races never change face with class.
3948     */
3949     for (walk = pl->inv; walk != NULL; walk = walk->below)
3950     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3951     flag_change_face = 0;
3952 root 1.14
3953 root 1.24 if (flag_change_face)
3954     {
3955     pl->animation_id = GET_ANIM_ID (change);
3956     pl->face = change->face;
3957 root 1.14
3958 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3959     SET_FLAG (pl, FLAG_ANIMATE);
3960     else
3961     CLEAR_FLAG (pl, FLAG_ANIMATE);
3962     }
3963 root 1.14
3964 root 1.24 /* check the special case of can't use weapons */
3965     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3966     if (!strcmp (change->name, "monk"))
3967     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3968 root 1.14
3969 root 1.24 break;
3970     }
3971 elmex 1.1 }
3972     }
3973    
3974     /**
3975     * This handles items of type 'transformer'.
3976     * Basically those items, used with a marked item, transform both items into something
3977     * else.
3978     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3979     * Change information is contained in the 'slaying' field of the marked item.
3980     * The format is as follow: transformer:[number ]yield[;transformer:...].
3981     * This way an item can be transformed in many things, and/or many objects.
3982     * The 'slaying' field for transformer is used as verb for the action.
3983     */
3984 root 1.22 void
3985     apply_item_transformer (object *pl, object *transformer)
3986     {
3987     object *marked;
3988     object *new_item;
3989     char *find;
3990     char *separator;
3991     int yield;
3992     char got[MAX_BUF];
3993     int len;
3994    
3995     if (!pl || !transformer)
3996     return;
3997 root 1.114
3998 root 1.22 marked = find_marked_object (pl);
3999 root 1.114
4000 root 1.22 if (!marked)
4001 elmex 1.1 {
4002 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4003     return;
4004     }
4005 root 1.114
4006 root 1.22 if (!marked->slaying)
4007     {
4008     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4009     return;
4010     }
4011 root 1.114
4012 root 1.22 /* check whether they are compatible or not */
4013 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4014     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4015 root 1.22 {
4016     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4017     return;
4018     }
4019 root 1.114
4020 root 1.108 find += strlen (transformer->arch->archname) + 1;
4021 root 1.22 /* Item can be used, now find how many and what it yields */
4022     if (isdigit (*(find)))
4023     {
4024     yield = atoi (find);
4025     if (yield < 1)
4026 elmex 1.1 {
4027 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4028     yield = 1;
4029 elmex 1.1 }
4030 root 1.22 }
4031     else
4032     yield = 1;
4033 elmex 1.1
4034 root 1.22 while (isdigit (*find))
4035     find++;
4036     while (*find == ' ')
4037     find++;
4038 root 1.114
4039 root 1.22 memset (got, 0, MAX_BUF);
4040 root 1.114
4041 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4042 root 1.114 len = separator - find;
4043 root 1.22 else
4044 root 1.114 len = strlen (find);
4045    
4046 root 1.22 if (len > MAX_BUF - 1)
4047     len = MAX_BUF - 1;
4048 root 1.114
4049 root 1.22 strcpy (got, find);
4050     got[len] = '\0';
4051    
4052     /* Now create new item, remove used ones when required. */
4053     new_item = get_archetype (got);
4054     if (!new_item)
4055     {
4056     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4057     return;
4058 elmex 1.1 }
4059 root 1.29
4060 root 1.22 new_item->nrof = yield;
4061     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4062     insert_ob_in_ob (new_item, pl);
4063     esrv_send_inventory (pl, pl);
4064     /* Eat up one item */
4065     decrease_ob_nr (marked, 1);
4066 root 1.114
4067 root 1.22 /* Eat one transformer if needed */
4068     if (transformer->stats.food)
4069     if (--transformer->stats.food == 0)
4070     decrease_ob_nr (transformer, 1);
4071     }