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Revision: 1.118
Committed: Thu Jul 26 00:27:08 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +10 -8 lines
Log Message:
very very preliminary, non-working sound framework

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 elmex 1.117 void
163 root 1.22 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 root 1.118 trap->play_sound (sound_find ("fall_hole"));
1439 root 1.23 sound_was_played = 1;
1440     }
1441 root 1.118
1442 root 1.23 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1443     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1444 root 1.14 }
1445     }
1446 root 1.22 goto leave;
1447 root 1.23 }
1448 root 1.14
1449    
1450 root 1.23 case CONVERTER:
1451     if (convert_item (victim, trap) < 0)
1452     {
1453     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1454 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1455     }
1456 root 1.14
1457 root 1.23 goto leave;
1458 root 1.14
1459 root 1.23 case TRIGGER_BUTTON:
1460     case TRIGGER_PEDESTAL:
1461     case TRIGGER_ALTAR:
1462     check_trigger (trap, victim);
1463     goto leave;
1464    
1465     case DEEP_SWAMP:
1466     walk_on_deep_swamp (trap, victim);
1467     goto leave;
1468    
1469     case CHECK_INV:
1470 elmex 1.46 check_inv (victim, trap);
1471 root 1.23 goto leave;
1472    
1473     case HOLE:
1474     /* Hole not open? */
1475     if (trap->stats.wc > 0)
1476 root 1.22 goto leave;
1477 root 1.14
1478 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1479     * Processing will happen if the head runs into the pit
1480     */
1481     if (victim->head)
1482 root 1.22 goto leave;
1483 root 1.14
1484 root 1.118 victim->play_sound (sound_find ("fall_hole"));
1485 root 1.23 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1486     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1487     goto leave;
1488 root 1.14
1489 root 1.23 case EXIT:
1490     if (victim->type == PLAYER && EXIT_PATH (trap))
1491     {
1492     /* Basically, don't show exits leading to random maps the
1493     * players output.
1494     */
1495 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1496 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1497 root 1.55
1498     victim->enter_exit (trap);
1499 root 1.23 }
1500     goto leave;
1501 root 1.14
1502 root 1.23 case ENCOUNTER:
1503     /* may be some leftovers on this */
1504     goto leave;
1505    
1506     case SHOP_MAT:
1507     apply_shop_mat (trap, victim);
1508     goto leave;
1509    
1510     /* Drop a certain amount of gold, and have one item identified */
1511     case IDENTIFY_ALTAR:
1512     apply_id_altar (victim, trap, originator);
1513     goto leave;
1514    
1515     case SIGN:
1516     if (victim->type != PLAYER && trap->stats.food > 0)
1517 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1518 root 1.23
1519     apply_sign (victim, trap, 1);
1520     goto leave;
1521    
1522     case CONTAINER:
1523 root 1.68 apply_container (victim, trap);
1524 root 1.23 goto leave;
1525    
1526     case RUNE:
1527     case TRAP:
1528     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1529     {
1530     spring_trap (trap, victim);
1531     }
1532     goto leave;
1533 root 1.14
1534 root 1.23 default:
1535     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1536 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1537 root 1.23 goto leave;
1538 elmex 1.1 }
1539    
1540 root 1.22 leave:
1541     recursion_depth--;
1542 elmex 1.1 }
1543    
1544     /**
1545     * Handles reading a regular (ie not containing a spell) book.
1546     */
1547 root 1.22 static void
1548     apply_book (object *op, object *tmp)
1549 elmex 1.1 {
1550 root 1.22 int lev_diff;
1551     object *skill_ob;
1552    
1553     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1554     {
1555     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1556     return;
1557     }
1558 root 1.112
1559     if (!tmp->msg)
1560 root 1.22 {
1561     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1562     return;
1563     }
1564 elmex 1.1
1565 root 1.22 /* need a literacy skill to read stuff! */
1566     skill_ob = find_skill_by_name (op, tmp->skill);
1567     if (!skill_ob)
1568     {
1569 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>");
1570 elmex 1.1 return;
1571     }
1572 root 1.112
1573 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1574     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1575     {
1576     if (lev_diff < 2)
1577     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1578     else if (lev_diff < 3)
1579     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1580     else if (lev_diff < 5)
1581     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1582     else if (lev_diff < 8)
1583     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1584     else if (lev_diff < 15)
1585     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1586     else
1587     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1588 elmex 1.1 return;
1589     }
1590    
1591 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1592    
1593 root 1.112 if (player *pl = op->contr)
1594     if (client *ns = pl->ns)
1595     if (ns->can_msg)
1596     {
1597     dynbuf_text buf;
1598     buf << long_desc (tmp, op)
1599     << "\n\n"
1600     << tmp->msg
1601     << '\0';
1602     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1603     }
1604     else
1605     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1606     msgType->message_type, msgType->message_subtype,
1607     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1608     long_desc (tmp, op), &tmp->msg);
1609 root 1.22
1610     /* gain xp from reading */
1611     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1612     { /* only if not read before */
1613     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1614    
1615     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1616     {
1617     /*exp_gain *= 2; because they just identified it too */
1618     SET_FLAG (tmp, FLAG_IDENTIFIED);
1619 root 1.41
1620 root 1.22 /* If in a container, update how it looks */
1621     if (tmp->env)
1622     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1623     else
1624 root 1.50 op->contr->ns->floorbox_update ();
1625 root 1.22 }
1626 root 1.41
1627 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1628     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1629 elmex 1.1 }
1630     }
1631    
1632     /**
1633     * Handles the applying of a skill scroll, calling learn_skill straight.
1634     * op is the person learning the skill, tmp is the skill scroll object
1635     */
1636 root 1.22 static void
1637     apply_skillscroll (object *op, object *tmp)
1638 elmex 1.1 {
1639 root 1.22 switch ((int) learn_skill (op, tmp))
1640     {
1641 root 1.24 case 0:
1642     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1643     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1644     return;
1645    
1646     case 1:
1647     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1648     decrease_ob (tmp);
1649     return;
1650 root 1.14
1651 root 1.24 default:
1652     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1653     decrease_ob (tmp);
1654     return;
1655 elmex 1.1 }
1656     }
1657    
1658     /**
1659     * Actually makes op learn spell.
1660     * Informs player of what happens.
1661     */
1662 root 1.22 void
1663     do_learn_spell (object *op, object *spell, int special_prayer)
1664 elmex 1.1 {
1665 root 1.22 object *tmp;
1666 elmex 1.1
1667 root 1.22 if (op->type != PLAYER)
1668     {
1669     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1670     return;
1671 elmex 1.1 }
1672    
1673 root 1.22 /* Upgrade special prayers to normal prayers */
1674     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1675     {
1676     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1677     {
1678     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1679     return;
1680 elmex 1.1 }
1681 root 1.22 return;
1682 elmex 1.1 }
1683    
1684 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1685    
1686 root 1.39 tmp = spell->clone ();
1687 root 1.22 insert_ob_in_ob (tmp, op);
1688    
1689     if (special_prayer)
1690 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1691 elmex 1.1
1692 root 1.22 esrv_add_spells (op->contr, tmp);
1693 elmex 1.1 }
1694    
1695     /**
1696     * Erases spell from player's inventory.
1697     */
1698 root 1.22 void
1699     do_forget_spell (object *op, const char *spell)
1700 elmex 1.1 {
1701 root 1.22 object *spob;
1702    
1703     if (op->type != PLAYER)
1704     {
1705     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1706     return;
1707     }
1708     if ((spob = check_spell_known (op, spell)) == NULL)
1709     {
1710     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1711     return;
1712     }
1713 elmex 1.1
1714 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1715     player_unready_range_ob (op->contr, spob);
1716     esrv_remove_spell (op->contr, spob);
1717 root 1.37 spob->destroy ();
1718 elmex 1.1 }
1719    
1720     /**
1721     * Handles player applying a spellbook.
1722     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1723     * stuff like that. Random learning failure too.
1724     */
1725 root 1.22 static void
1726     apply_spellbook (object *op, object *tmp)
1727 elmex 1.1 {
1728 root 1.22 object *skop, *spell, *spell_skill;
1729    
1730     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1731     {
1732     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1733     return;
1734     }
1735    
1736     /* artifact_spellbooks have 'slaying' field point to a spell name,
1737     * instead of having their spell stored in stats.sp. These are
1738     * legacy spellbooks
1739     */
1740 root 1.114 if (tmp->slaying)
1741 root 1.22 {
1742     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1743     if (!spell)
1744     {
1745     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1746     return;
1747 root 1.14 }
1748 root 1.22 else
1749     insert_ob_in_ob (spell, tmp);
1750 root 1.114
1751     tmp->slaying = 0;
1752 root 1.22 }
1753    
1754     skop = find_skill_by_name (op, tmp->skill);
1755    
1756     /* need a literacy skill to learn spells. Also, having a literacy level
1757     * lower than the spell will make learning the spell more difficult */
1758     if (!skop)
1759     {
1760 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1761 root 1.22 return;
1762     }
1763    
1764     spell = tmp->inv;
1765 root 1.32
1766 root 1.22 if (!spell)
1767     {
1768     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1769 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1770 root 1.22 return;
1771     }
1772 root 1.31
1773 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1774 root 1.22 {
1775 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.>");
1776 root 1.22 return;
1777     }
1778    
1779     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1780    
1781     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1782     {
1783     identify (tmp);
1784 root 1.41
1785 root 1.22 if (tmp->env)
1786     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1787     else
1788 root 1.50 op->contr->ns->floorbox_update ();
1789 root 1.22 }
1790    
1791     /* I removed the check for special_prayer_mark here - it didn't make
1792     * a lot of sense - special prayers are not found in spellbooks, and
1793     * if the player doesn't know the spell, doesn't make a lot of sense that
1794     * they would have a special prayer mark.
1795     */
1796     if (check_spell_known (op, spell->name))
1797     {
1798 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");
1799 root 1.22 return;
1800 elmex 1.1 }
1801 root 1.22
1802     if (spell->skill)
1803     {
1804     spell_skill = find_skill_by_name (op, spell->skill);
1805 root 1.25
1806 root 1.22 if (!spell_skill)
1807     {
1808 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1809 root 1.22 return;
1810 root 1.14 }
1811 root 1.25
1812 root 1.22 if (spell_skill->level < spell->level)
1813     {
1814     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1815     return;
1816 root 1.14 }
1817 elmex 1.1 }
1818    
1819 root 1.22 /* Logic as follows
1820     *
1821     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1822     *
1823     * 2- The learner's skill level in literacy adjusts the chance to learn
1824     * a spell.
1825     *
1826     * 3 -Automatically fail to learn if you read while confused
1827     *
1828     * Overall, chances are the same but a player will find having a high
1829     * literacy rate very useful! -b.t.
1830     */
1831     if (QUERY_FLAG (op, FLAG_CONFUSED))
1832     {
1833     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1834     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1835     }
1836     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1837     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1838     {
1839    
1840     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1841     do_learn_spell (op, spell, 0);
1842    
1843     /* xp gain to literacy for spell learning */
1844     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1846 elmex 1.1 }
1847 root 1.22 else
1848     {
1849 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1850 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");
1851 root 1.22 }
1852 root 1.73
1853 root 1.22 decrease_ob (tmp);
1854 elmex 1.1 }
1855    
1856     /**
1857     * Handles applying a spell scroll.
1858     */
1859 root 1.22 void
1860     apply_scroll (object *op, object *tmp, int dir)
1861 elmex 1.1 {
1862 root 1.22 object *skop;
1863 elmex 1.1
1864 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1865     {
1866     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1867     return;
1868 elmex 1.1 }
1869    
1870 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1871     {
1872 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1873 root 1.22 return;
1874 elmex 1.1 }
1875    
1876 root 1.22 if (op->type == PLAYER)
1877     {
1878     /* players need a literacy skill to read stuff! */
1879     int exp_gain = 0;
1880 elmex 1.1
1881 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1882     * should go for anything killed by the spell.
1883     */
1884     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1885 elmex 1.1
1886 root 1.22 if (!skop)
1887     {
1888 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1889 root 1.22 return;
1890     }
1891 elmex 1.1
1892 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1893     change_exp (op, exp_gain, skop->skill, 0);
1894 elmex 1.1 }
1895    
1896 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1897     identify (tmp);
1898 elmex 1.1
1899 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1900 elmex 1.1
1901 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1902     decrease_ob (tmp);
1903 elmex 1.1 }
1904    
1905     /**
1906     * Applies a treasure object - by default, chest. op
1907     * is the person doing the applying, tmp is the treasure
1908     * chest.
1909     */
1910 root 1.22 static void
1911     apply_treasure (object *op, object *tmp)
1912 elmex 1.1 {
1913 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1914     * for the chest is done when the chest is created, and put into the chest
1915     * inventory. So that when the chest burns up, the items still exist. Also
1916     * prevents people fromt moving chests to more difficult maps to get better
1917     * treasure
1918     */
1919 root 1.99 object *treas = tmp->inv;
1920 root 1.22
1921 root 1.99 if (!treas)
1922 root 1.22 {
1923     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1924     decrease_ob (tmp);
1925     return;
1926     }
1927 root 1.99
1928 root 1.22 while (tmp->inv)
1929     {
1930     treas = tmp->inv;
1931 elmex 1.1
1932 root 1.36 treas->remove ();
1933 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1934 elmex 1.1
1935 root 1.22 treas->x = op->x;
1936     treas->y = op->y;
1937     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1938    
1939     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1940     spring_trap (treas, op);
1941 root 1.37
1942 root 1.22 /* If either player or container was destroyed, no need to do
1943     * further processing. I think this should be enclused with
1944     * spring trap above, as I don't think there is otherwise
1945     * any way for the treasure chest or player to get killed
1946     */
1947 root 1.29 if (op->destroyed () || tmp->destroyed ())
1948 root 1.22 break;
1949 elmex 1.1 }
1950    
1951 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1952 root 1.22 decrease_ob (tmp);
1953 elmex 1.1
1954     }
1955    
1956     /**
1957     * op eats food.
1958     * If player, takes care of messages and dragon special food.
1959     */
1960 root 1.22 static void
1961     apply_food (object *op, object *tmp)
1962 elmex 1.1 {
1963 root 1.22 int capacity_remaining;
1964 elmex 1.1
1965 root 1.22 if (op->type != PLAYER)
1966     op->stats.hp = op->stats.maxhp;
1967     else
1968     {
1969 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1970 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1971 root 1.14 ;
1972 root 1.22 else
1973     {
1974     /* usual case - no dragon meal: */
1975     if (op->stats.food + tmp->stats.food > 999)
1976     {
1977     if (tmp->type == FOOD || tmp->type == FLESH)
1978     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1979     else
1980     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1981     }
1982    
1983     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1984     {
1985     char buf[MAX_BUF];
1986    
1987     if (!is_dragon_pl (op))
1988     {
1989     /* eating message for normal players */
1990     if (tmp->type == DRINK)
1991     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1992     else
1993     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1994     }
1995     else
1996     {
1997     /* eating message for dragon players */
1998     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1999     }
2000    
2001     new_draw_info (NDI_UNIQUE, 0, op, buf);
2002     capacity_remaining = 999 - op->stats.food;
2003     op->stats.food += tmp->stats.food;
2004     if (capacity_remaining < tmp->stats.food)
2005     op->stats.hp += capacity_remaining / 50;
2006     else
2007     op->stats.hp += tmp->stats.food / 50;
2008     if (op->stats.hp > op->stats.maxhp)
2009     op->stats.hp = op->stats.maxhp;
2010     if (op->stats.food > 999)
2011     op->stats.food = 999;
2012     }
2013 root 1.14
2014 root 1.22 /* special food hack -b.t. */
2015     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2016     eat_special_food (op, tmp);
2017     }
2018 elmex 1.1 }
2019 root 1.114
2020 root 1.22 handle_apply_yield (tmp);
2021     decrease_ob (tmp);
2022 elmex 1.1 }
2023    
2024     /**
2025     * A dragon is eating some flesh. If the flesh contains resistances,
2026     * there is a chance for the dragon's skin to get improved.
2027     *
2028     * attributes:
2029     * object *op the object (dragon player) eating the flesh
2030     * object *meal the flesh item, getting chewed in dragon's mouth
2031     * return:
2032     * int 1 if eating successful, 0 if it doesn't work
2033     */
2034 root 1.22 int
2035     dragon_eat_flesh (object *op, object *meal)
2036     {
2037     object *skin = NULL; /* pointer to dragon skin force */
2038     object *abil = NULL; /* pointer to dragon ability force */
2039     object *tmp = NULL; /* tmp. object */
2040    
2041 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2042     double chance; /* improvement-chance of one resistance type */
2043 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2044     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2045     double mbonus = 0; /* monster bonus */
2046 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 root 1.22 int winners = 0; /* number of winners */
2048 elmex 1.1 int i; /* index */
2049 root 1.22
2050 elmex 1.1 /* let's make sure and doublecheck the parameters */
2051 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2052 elmex 1.1 return 0;
2053 root 1.22
2054 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055     from the player's inventory */
2056 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2057     if (tmp->type == FORCE)
2058 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2059 root 1.60 skin = tmp;
2060 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2061 root 1.60 abil = tmp;
2062 root 1.22
2063 elmex 1.1 /* if either skin or ability are missing, this is an old player
2064     which is not to be considered a dragon -> bail out */
2065 root 1.22 if (skin == NULL || abil == NULL)
2066     return 0;
2067    
2068 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2069 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2070 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2071     else
2072 root 1.22 op->stats.hp += meal->stats.food / 50;
2073     if (op->stats.hp > op->stats.maxhp)
2074     op->stats.hp = op->stats.maxhp;
2075    
2076     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2077    
2078     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2079    
2080 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2081 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2082     {
2083     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2084     {
2085     /* got positive resistance, now calculate improvement chance (0-100) */
2086    
2087     /* this bonus makes resistance increase easier at lower levels */
2088     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2089     if (i == abil->stats.exp)
2090     bonus += 5; /* additional bonus for resistance of ability-focus */
2091    
2092     /* monster bonus increases with level, because high-level
2093     flesh is too rare */
2094     mbonus = op->level * 20. / ((double) settings.max_level);
2095    
2096     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2097     ((double) settings.max_level)) - skin->resist[i];
2098    
2099     if (chance >= 0.)
2100     chance += 1.;
2101     else
2102     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2103    
2104     /* chance is proportional to amount of resistance (max. 50) */
2105     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2106    
2107     /* doubled chance for resistance of ability-focus */
2108     if (i == abil->stats.exp)
2109     chance = MIN (100., chance * 2.);
2110    
2111     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2112 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2113 root 1.22 {
2114     atnr_winner[winners] = i;
2115     winners++;
2116     }
2117    
2118     if (chance >= 0.01)
2119     totalchance *= 1 - chance / 100;
2120    
2121     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2122     }
2123 elmex 1.1 }
2124 root 1.22
2125 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2126 root 1.22 totalchance = 100 - totalchance * 100;
2127 elmex 1.1 /* print message according to totalchance */
2128     if (totalchance > 50.)
2129 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2130 elmex 1.1 else if (totalchance > 10.)
2131 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2132 elmex 1.1 else if (totalchance > 1.)
2133 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2134 elmex 1.1 else if (totalchance > 0.1)
2135 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2136 elmex 1.1 else if (totalchance >= 0.01)
2137 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2138     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2139     sprintf (buf, "The %s tasted strange.", &meal->name);
2140     else
2141     sprintf (buf, "The %s had no taste.", &meal->name);
2142     new_draw_info (NDI_UNIQUE, 0, op, buf);
2143    
2144 elmex 1.1 /* now choose a winner if we have any */
2145     i = -1;
2146 root 1.22 if (winners > 0)
2147     i = atnr_winner[RANDOM () % winners];
2148    
2149     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2150     {
2151     /* resistance increased! */
2152     skin->resist[i]++;
2153 root 1.51 op->update_stats ();
2154 root 1.22
2155     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2156     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2157     }
2158    
2159 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2160     into the ability_force and it will take effect on next level */
2161 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2162     {
2163     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2164    
2165     if (meal->last_eat != abil->stats.exp)
2166     {
2167     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2168     new_draw_info (NDI_UNIQUE, 0, op, buf);
2169     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2170     new_draw_info (NDI_UNIQUE, 0, op, buf);
2171     }
2172     else
2173     {
2174     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2175     new_draw_info (NDI_UNIQUE, 0, op, buf);
2176     abil->last_eat = 0;
2177     }
2178 elmex 1.1 }
2179     return 1;
2180     }
2181    
2182     /**
2183     * Handles applying an improve armor scroll.
2184     * Does some sanity checks, then calls improve_armour.
2185     */
2186 root 1.22 static void
2187     apply_armour_improver (object *op, object *tmp)
2188 elmex 1.1 {
2189 root 1.22 object *armor;
2190 elmex 1.1
2191 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2192 root 1.22 {
2193 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2194 root 1.22 return;
2195 elmex 1.1 }
2196 root 1.51
2197 root 1.22 armor = find_marked_object (op);
2198 root 1.51
2199 root 1.22 if (!armor)
2200     {
2201 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.");
2202 elmex 1.1 return;
2203     }
2204 root 1.51
2205 root 1.22 if (armor->type != ARMOUR
2206     && armor->type != CLOAK
2207     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2208 elmex 1.1 {
2209 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2210     return;
2211 elmex 1.1 }
2212    
2213 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2214     improve_armour (op, tmp, armor);
2215 elmex 1.1 }
2216    
2217 root 1.22 extern void
2218     apply_poison (object *op, object *tmp)
2219 elmex 1.1 {
2220 root 1.22 if (op->type == PLAYER)
2221     {
2222 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2223 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2224     strcpy (op->contr->killer, "poisonous booze");
2225 elmex 1.1 }
2226 root 1.114
2227 root 1.22 if (tmp->stats.hp > 0)
2228     {
2229     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2230     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2231 elmex 1.1 }
2232 root 1.114
2233 root 1.22 op->stats.food -= op->stats.food / 4;
2234     handle_apply_yield (tmp);
2235     decrease_ob (tmp);
2236 elmex 1.1 }
2237    
2238     /**
2239 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2240 elmex 1.1 * A valid 2 way exit means:
2241     * -You can come back (there is another exit at the other side)
2242     * -You are
2243 root 1.44 * ° the owner of the exit
2244     * ° or in the same party as the owner
2245 elmex 1.1 *
2246     * Note: a owner in a 2 way exit is saved as the owner's name
2247     * in the field exit->name cause the field exit->owner doesn't
2248     * survive in the swapping (in fact the whole exit doesn't survive).
2249     */
2250 root 1.22 int
2251     is_legal_2ways_exit (object *op, object *exit)
2252     {
2253     if (exit->stats.exp != 1)
2254     return 1; /*This is not a 2 way, so it is legal */
2255 root 1.52
2256 root 1.55 #if 0 //TODO
2257 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2258     return 0; /* This is a reset town portal */
2259 root 1.55 #endif
2260    
2261 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2262 root 1.52
2263 root 1.22 if (exitmap)
2264     {
2265 root 1.58 exitmap->load_sync ();
2266    
2267     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2268 root 1.52
2269 root 1.22 if (!tmp)
2270     return 0;
2271 root 1.52
2272 root 1.58 for (; tmp; tmp = tmp->above)
2273 root 1.22 {
2274     if (tmp->type != EXIT)
2275     continue; /*Not an exit */
2276 root 1.52
2277 root 1.22 if (!EXIT_PATH (tmp))
2278     continue; /*Not a valid exit */
2279 root 1.52
2280 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2281     continue; /*Not in the same place */
2282 root 1.52
2283 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2284 root 1.22 continue; /*Not in the same map */
2285    
2286     /* From here we have found the exit is valid. However we do
2287     * here the check of the exit owner. It is important for the
2288     * town portals to prevent strangers from visiting your appartments
2289     */
2290     if (!exit->race)
2291     return 1; /*No owner, free for all! */
2292 root 1.52
2293 root 1.58 object *exit_owner = 0;
2294 root 1.52
2295     for_all_players (pp)
2296 root 1.22 {
2297     if (!pp->ob)
2298     continue;
2299 root 1.52
2300 root 1.22 if (pp->ob->name != exit->race)
2301     continue;
2302 root 1.52
2303 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2304     break;
2305     }
2306 root 1.52
2307 root 1.22 if (!exit_owner)
2308     return 0; /* No more owner */
2309 root 1.52
2310 root 1.22 if (exit_owner->contr == op->contr)
2311     return 1; /*It is your exit */
2312 root 1.52
2313 root 1.22 if (exit_owner && /*There is a owner */
2314     (op->contr) && /*A player tries to pass */
2315     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2316     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2317     return 0;
2318 root 1.52
2319 root 1.22 return 1;
2320     }
2321     }
2322 root 1.52
2323 root 1.22 return 0;
2324     }
2325 elmex 1.1
2326     /**
2327     * Main apply handler.
2328     *
2329     * Checks for unpaid items before applying.
2330     *
2331     * Return value:
2332     * 0: player or monster can't apply objects of that type
2333     * 1: has been applied, or there was an error applying the object
2334     * 2: objects of that type can't be applied if not in inventory
2335     *
2336     * op is the object that is causing object to be applied, tmp is the object
2337     * being applied.
2338     *
2339     * aflag is special (always apply/unapply) flags. Nothing is done with
2340     * them in this function - they are passed to apply_special
2341     */
2342 root 1.22 int
2343     manual_apply (object *op, object *tmp, int aflag)
2344 elmex 1.1 {
2345 root 1.22 if (tmp->head)
2346     tmp = tmp->head;
2347 elmex 1.1
2348 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2349     {
2350     if (op->type == PLAYER)
2351     {
2352 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2353 root 1.22 return 1;
2354     }
2355     else
2356 root 1.51 return 0; /* monsters just skip unpaid items */
2357 elmex 1.1 }
2358    
2359 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2360     return RESULT_INT (0);
2361 root 1.8
2362 root 1.22 switch (tmp->type)
2363     {
2364 root 1.24 case CF_HANDLE:
2365     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2366 root 1.118 op->play_sound (sound_find ("turn_handle"));
2367 root 1.24 tmp->value = tmp->value ? 0 : 1;
2368     SET_ANIMATION (tmp, tmp->value);
2369     update_object (tmp, UP_OBJ_FACE);
2370     push_button (tmp);
2371     return 1;
2372 root 1.14
2373 root 1.24 case TRIGGER:
2374     if (check_trigger (tmp, op))
2375     {
2376     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2377 root 1.118 op->play_sound (sound_find ("turn_handle"));
2378 root 1.24 }
2379     else
2380 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2381    
2382 root 1.24 return 1;
2383 root 1.14
2384 root 1.24 case EXIT:
2385     if (op->type != PLAYER)
2386     return 0;
2387 root 1.57
2388 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2389 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2390 root 1.24 else
2391     {
2392     /* Don't display messages for random maps. */
2393 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2394 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2395 root 1.57
2396 root 1.55 op->enter_exit (tmp);
2397 root 1.24 }
2398 root 1.85
2399 root 1.24 return 1;
2400 root 1.14
2401 root 1.24 case SIGN:
2402     apply_sign (op, tmp, 0);
2403     return 1;
2404 root 1.14
2405 root 1.24 case BOOK:
2406     if (op->type == PLAYER)
2407     {
2408     apply_book (op, tmp);
2409     return 1;
2410     }
2411     else
2412 root 1.85 return 0;
2413 root 1.14
2414 root 1.24 case SKILLSCROLL:
2415     if (op->type == PLAYER)
2416     {
2417     apply_skillscroll (op, tmp);
2418     return 1;
2419     }
2420 root 1.85 else
2421     return 0;
2422 root 1.14
2423 root 1.24 case SPELLBOOK:
2424     if (op->type == PLAYER)
2425     {
2426     apply_spellbook (op, tmp);
2427     return 1;
2428     }
2429 root 1.85 else
2430     return 0;
2431 root 1.14
2432 root 1.24 case SCROLL:
2433     apply_scroll (op, tmp, 0);
2434     return 1;
2435 root 1.14
2436 root 1.24 case POTION:
2437 root 1.85 apply_potion (op, tmp);
2438 root 1.24 return 1;
2439 root 1.14
2440 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2441 root 1.68 //TODO: remove, as it is unsed?
2442 root 1.24 case CLOSE_CON:
2443 root 1.68 apply_container (op, tmp->env);
2444 root 1.24 return 1;
2445 root 1.14
2446 root 1.24 case CONTAINER:
2447 root 1.68 apply_container (op, tmp);
2448 root 1.24 return 1;
2449 root 1.14
2450 root 1.24 case TREASURE:
2451     if (op->type == PLAYER)
2452     {
2453     apply_treasure (op, tmp);
2454     return 1;
2455     }
2456     else
2457 root 1.68 return 0;
2458 root 1.14
2459 root 1.24 case WEAPON:
2460     case ARMOUR:
2461     case BOOTS:
2462     case GLOVES:
2463     case AMULET:
2464     case GIRDLE:
2465     case BRACERS:
2466     case SHIELD:
2467     case HELMET:
2468     case RING:
2469     case CLOAK:
2470     case WAND:
2471     case ROD:
2472     case HORN:
2473     case SKILL:
2474     case BOW:
2475     case LAMP:
2476     case BUILDER:
2477     case SKILL_TOOL:
2478     if (tmp->env != op)
2479     return 2; /* not in inventory */
2480 root 1.79
2481     apply_special (op, tmp, aflag);
2482 root 1.24 return 1;
2483 root 1.14
2484 root 1.24 case DRINK:
2485     case FOOD:
2486     case FLESH:
2487     apply_food (op, tmp);
2488     return 1;
2489 root 1.14
2490 root 1.24 case POISON:
2491     apply_poison (op, tmp);
2492     return 1;
2493 root 1.14
2494 root 1.24 case SAVEBED:
2495 root 1.51 return 1;
2496 root 1.14
2497 root 1.24 case ARMOUR_IMPROVER:
2498     if (op->type == PLAYER)
2499     {
2500     apply_armour_improver (op, tmp);
2501     return 1;
2502     }
2503     else
2504 root 1.51 return 0;
2505 root 1.14
2506 root 1.24 case WEAPON_IMPROVER:
2507 root 1.85 check_improve_weapon (op, tmp);
2508 root 1.24 return 1;
2509 root 1.14
2510 root 1.24 case CLOCK:
2511     if (op->type == PLAYER)
2512     {
2513     char buf[MAX_BUF];
2514     timeofday_t tod;
2515 root 1.22
2516 root 1.24 get_tod (&tod);
2517     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2518     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2519     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2520 root 1.118 op->play_sound (sound_find ("sound_clock"));
2521 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, buf);
2522     return 1;
2523     }
2524     else
2525 root 1.85 return 0;
2526 root 1.14
2527 root 1.24 case MENU:
2528     if (op->type == PLAYER)
2529     {
2530 elmex 1.75 shop_listing (tmp, op);
2531 root 1.24 return 1;
2532     }
2533     else
2534 root 1.85 return 0;
2535 elmex 1.1
2536 root 1.24 case POWER_CRYSTAL:
2537     apply_power_crystal (op, tmp); /* see egoitem.c */
2538     return 1;
2539 root 1.14
2540 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2541     if (op->type == PLAYER)
2542     {
2543     apply_lighter (op, tmp);
2544     return 1;
2545     }
2546     else
2547 root 1.85 return 0;
2548 root 1.14
2549 root 1.24 case ITEM_TRANSFORMER:
2550     apply_item_transformer (op, tmp);
2551     return 1;
2552 root 1.14
2553 root 1.24 default:
2554     return 0;
2555 elmex 1.1 }
2556     }
2557    
2558    
2559     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2560     * messages as needed by player_apply_below(). But there can still be
2561     * "but you are floating high above the ground" messages.
2562     *
2563     * Same return value as apply() function.
2564     */
2565 root 1.22 int
2566     player_apply (object *pl, object *op, int aflag, int quiet)
2567 elmex 1.1 {
2568 root 1.22 int tmp;
2569 elmex 1.1
2570 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2571 root 1.22 {
2572     /* player is flying and applying object not in inventory */
2573     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2574     {
2575 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.>");
2576 root 1.22 return 0;
2577 root 1.14 }
2578 elmex 1.1 }
2579    
2580 root 1.22 pl->contr->last_used = op;
2581 elmex 1.1
2582 root 1.22 tmp = manual_apply (pl, op, aflag);
2583     if (!quiet)
2584     {
2585     if (tmp == 0)
2586     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2587     else if (tmp == 2)
2588     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2589 elmex 1.1 }
2590 root 1.114
2591 root 1.22 return tmp;
2592 elmex 1.1 }
2593    
2594     /**
2595     * player_apply_below attempts to apply the object 'below' the player.
2596     * If the player has an open container, we use that for below, otherwise
2597     * we use the ground.
2598     */
2599 root 1.22 void
2600     player_apply_below (object *pl)
2601 elmex 1.1 {
2602 root 1.68 int floors = 0;
2603 root 1.22
2604     /* If using a container, set the starting item to be the top
2605     * item in the container. Otherwise, use the map.
2606 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2607 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2608     * next object in the stack before applying. This is can only be a
2609     * problem if player_apply() has a bug in that it uses the object but does
2610     * not return a proper value.
2611     */
2612 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2613 root 1.22 {
2614     next = tmp->below;
2615 root 1.68
2616 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2617     floors++;
2618     else if (floors > 0)
2619     return; /* process only floor objects after first floor object */
2620    
2621     /* If it is visible, player can apply it. If it is applied by
2622     * person moving on it, also activate. Added code to make it
2623     * so that at least one of players movement types be that which
2624     * the item needs.
2625     */
2626     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2627     {
2628     if (player_apply (pl, tmp, 0, 1) == 1)
2629     return;
2630 elmex 1.1 }
2631 root 1.22 if (floors >= 2)
2632     return; /* process at most two floor objects */
2633 elmex 1.1 }
2634     }
2635    
2636     /**
2637     * Unapplies specified item.
2638     * No check done on cursed/damned.
2639     * Break this out of apply_special - this is just done
2640     * to keep the size of apply_special to a more managable size.
2641     */
2642 root 1.22 static int
2643     unapply_special (object *who, object *op, int aflags)
2644 elmex 1.1 {
2645 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2646     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2647 root 1.22 return RESULT_INT (0);
2648 root 1.12
2649 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2650 root 1.76
2651 root 1.22 switch (op->type)
2652     {
2653 root 1.96 case SKILL_TOOL:
2654     // unapplying a skill tool should also unapply the skill it governs
2655     // but this is hard, as it shouldn't do so when the skill can
2656     // be used for other reasons
2657     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2658     if (tmp->skill == op->skill
2659     && tmp->type == SKILL
2660     && tmp->flag [FLAG_APPLIED]
2661     && !tmp->flag [FLAG_CAN_USE_SKILL])
2662     unapply_special (who, tmp, 0);
2663    
2664     change_abil (who, op);
2665     break;
2666    
2667 root 1.24 case WEAPON:
2668 root 1.105 if (player *pl = who->contr)
2669     if (op == pl->combat_ob)
2670     {
2671     pl->combat_ob = 0;
2672     who->change_weapon (pl->ranged_ob);
2673     }
2674    
2675 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2676 elmex 1.1
2677 root 1.79 change_abil (who, op);
2678     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2679 root 1.24 break;
2680 root 1.14
2681 root 1.96 case SKILL:
2682 root 1.79 if (who->contr)
2683 root 1.24 {
2684 root 1.76 if (!op->invisible)
2685     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2686 root 1.24 else
2687 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2688 root 1.24 }
2689 root 1.76
2690     change_abil (who, op);
2691 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2692     break;
2693 root 1.14
2694 root 1.24 case ARMOUR:
2695     case HELMET:
2696     case SHIELD:
2697     case RING:
2698     case BOOTS:
2699     case GLOVES:
2700     case AMULET:
2701     case GIRDLE:
2702     case BRACERS:
2703     case CLOAK:
2704     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2705 root 1.79 change_abil (who, op);
2706 root 1.24 break;
2707 root 1.79
2708 root 1.24 case LAMP:
2709 root 1.103 {
2710     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2711 root 1.29
2712 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2713     tmp2->x = op->x;
2714     tmp2->y = op->y;
2715     tmp2->map = op->map;
2716     tmp2->below = op->below;
2717     tmp2->above = op->above;
2718     tmp2->stats.food = op->stats.food;
2719     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2720    
2721     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2722     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2723    
2724     if (who->contr)
2725     esrv_del_item (who->contr, op->count);
2726    
2727     op->destroy ();
2728     insert_ob_in_ob (tmp2, who);
2729     who->update_stats ();
2730 root 1.29
2731 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2732     {
2733     if (who->contr)
2734     {
2735     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2736     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2737     }
2738     }
2739 root 1.29
2740 root 1.103 if (who->contr)
2741     esrv_send_item (who, tmp2);
2742     }
2743 root 1.79
2744 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2745 root 1.76
2746 root 1.24 case BOW:
2747     case WAND:
2748     case ROD:
2749     case HORN:
2750 root 1.105 if (player *pl = who->contr)
2751     {
2752     if (op == pl->ranged_ob)
2753     {
2754     pl->ranged_ob = 0;
2755     who->change_weapon (pl->combat_ob);
2756     }
2757    
2758     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2759     }
2760 root 1.103 else
2761 root 1.24 {
2762 root 1.103 who->change_skill (0);
2763 root 1.79
2764 root 1.24 if (op->type == BOW)
2765     CLEAR_FLAG (who, FLAG_READY_BOW);
2766     else
2767     CLEAR_FLAG (who, FLAG_READY_RANGE);
2768     }
2769 root 1.76
2770 root 1.24 break;
2771 elmex 1.1
2772 root 1.24 case BUILDER:
2773 root 1.79 if (who->contr)
2774 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2775 root 1.24 break;
2776 elmex 1.1
2777 root 1.24 default:
2778     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2779     break;
2780 elmex 1.1 }
2781    
2782 root 1.51 who->update_stats ();
2783 elmex 1.1
2784 root 1.22 if (!(aflags & AP_NO_MERGE))
2785     {
2786 root 1.85 object *tmp = merge_ob (op, 0);
2787 root 1.79
2788     if (who->contr)
2789 root 1.22 {
2790     if (tmp)
2791     { /* it was merged */
2792 root 1.29 esrv_del_item (who->contr, op->count);
2793 root 1.22 op = tmp;
2794 elmex 1.1 }
2795 root 1.29
2796 root 1.22 esrv_send_item (who, op);
2797 root 1.14 }
2798 elmex 1.1 }
2799 root 1.79
2800 root 1.22 return 0;
2801 elmex 1.1 }
2802    
2803     /**
2804     * Returns the object that is using location 'loc'.
2805     * Note that 'start' is the first object to start examing - we
2806     * then go through the below of this. In this way, you can do
2807     * something like:
2808 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2809     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2810 elmex 1.1 * to find the second object that may use this location, etc.
2811     * Returns NULL if no match is found.
2812     * loc is the index into the array we are looking for a match.
2813     * don't return invisible objects unless they are skill objects
2814     * invisible other objects that use
2815     * up body locations can be used as restrictions.
2816     */
2817 root 1.84 static object *
2818 root 1.96 get_next_item_from_body_location (int loc, object *start)
2819 elmex 1.1 {
2820 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2821     if (tmp->flag [FLAG_APPLIED]
2822     && tmp->slot[loc].info
2823     && (!tmp->invisible || tmp->type == SKILL))
2824     return tmp;
2825 elmex 1.1
2826 root 1.84 return 0;
2827 elmex 1.1 }
2828    
2829     /**
2830     * 'op' wants to apply an object, but can't because of other equipment.
2831     * This should only be called when it is known
2832     * that there are objects to unapply. This makes pretty heavy
2833     * use of get_item_from_body_location. It makes no intelligent choice
2834     * on objects - rather, the first that is matched is used.
2835     * Returns 0 on success, returns 1 if there is some problem.
2836     * if aflags is AP_PRINT, we instead print out waht to unapply
2837     * instead of doing it. This is a lot less code than having
2838     * another function that does just that.
2839     */
2840 root 1.114
2841     #define CANNOT_REMOVE_CURSED \
2842     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2843     "Praying over an altar, scrolls of remove curse/damnation, " \
2844     "priests or even other players might help.>"
2845    
2846 root 1.22 int
2847     unapply_for_ob (object *who, object *op, int aflags)
2848 elmex 1.1 {
2849 root 1.81 if (op->is_range ())
2850     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2851     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2852     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2853     {
2854     if (aflags & AP_PRINT)
2855     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2856     else
2857     unapply_special (who, tmp, aflags);
2858     }
2859     else
2860     {
2861     /* In this case, we want to try and remove a cursed item.
2862     * While we know it won't work, we want unapply_special to
2863     * at least generate the message.
2864     */
2865 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2866     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2867     query_name (tmp));
2868 root 1.81 return 1;
2869     }
2870 elmex 1.1
2871 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2872 root 1.22 {
2873     /* this used up a slot that we need to free */
2874 root 1.82 if (op->slot[i].info)
2875 root 1.22 {
2876 root 1.81 object *last = who->inv;
2877 root 1.14
2878 root 1.22 /* We do a while loop - may need to remove several items in order
2879     * to free up enough slots.
2880     */
2881 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2882 root 1.22 {
2883 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2884 root 1.81
2885 root 1.22 if (!tmp)
2886     {
2887 elmex 1.1 #if 0
2888 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2889     * equipped.
2890     */
2891     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2892 elmex 1.1 #endif
2893 root 1.22 return 1;
2894     }
2895 root 1.81
2896 root 1.22 /* If we are just printing, we don't care about cursed status */
2897     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2898     {
2899     if (aflags & AP_PRINT)
2900     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2901     else
2902     unapply_special (who, tmp, aflags);
2903 root 1.14 }
2904 root 1.22 else
2905     {
2906     /* Cursed item that we can't unequip - tell the player.
2907     * Note this could be annoying if this is just one of a few,
2908     * so it may not be critical (eg, putting on a ring and you have
2909     * one cursed ring.)
2910     */
2911 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2912 root 1.14 }
2913 root 1.81
2914 root 1.22 last = tmp->below;
2915 root 1.14 }
2916 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2917     * return in the !tmp would have kicked in.
2918     */
2919     } /* if op is using this body location */
2920     } /* for body lcoations */
2921 root 1.81
2922 root 1.22 return 0;
2923 elmex 1.1 }
2924    
2925     /**
2926     * Checks to see if 'who' can apply object 'op'.
2927     * Returns 0 if apply can be done without anything special.
2928     * Otherwise returns a bitmask - potentially several of these may be
2929     * set, but largely depends on circumstance - in the future, processing
2930 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2931 root 1.96 * is set, do we really care what the other flags may be?)
2932 elmex 1.1 *
2933     * See include/define.h for detailed description of the meaning of
2934     * these return values.
2935     */
2936 root 1.22 int
2937     can_apply_object (object *who, object *op)
2938 elmex 1.1 {
2939 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2940     return RESULT_INT (0);
2941    
2942 root 1.78 int retval = 0;
2943     object *tmp = 0, *ws = 0;
2944 root 1.22
2945 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2946 root 1.22 {
2947 root 1.82 if (op->slot[i].info)
2948 root 1.22 {
2949     /* Item uses more slots than we have */
2950 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2951 root 1.22 {
2952 root 1.78 /* Could return now for efficiency - rest of info below isn't
2953 root 1.22 * really needed.
2954     */
2955     retval |= CAN_APPLY_NEVER;
2956     }
2957 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2958 root 1.22 {
2959     /* in this case, equipping this would use more free spots than
2960     * we have.
2961     */
2962 elmex 1.1
2963 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2964 root 1.84 * enough slots to equip the new item, then just set "can
2965     * apply unapply". We don't care about the logic below - if you have a
2966 root 1.22 * shield equipped and try to equip another shield, there is only
2967     * one choice. However, the check for the number of body locations
2968     * does take into the account cases where what is being applied
2969     * may be two handed for example.
2970     */
2971     if (ws)
2972 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2973     {
2974     retval |= CAN_APPLY_UNAPPLY;
2975     continue;
2976     }
2977 root 1.22
2978 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2979 root 1.22 if (!tmp1)
2980     {
2981 elmex 1.1 #if 0
2982 root 1.22 /* This is sort of an error, but happens a lot when old players
2983     * join in with more stuff equipped than they are now allowed.
2984     */
2985     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2986 elmex 1.1 #endif
2987 root 1.22 retval |= CAN_APPLY_NEVER;
2988     }
2989     else
2990     {
2991     /* need to unapply something. However, if this something
2992     * is different than we had found before, it means they need
2993     * to apply multiple objects
2994     */
2995     retval |= CAN_APPLY_UNAPPLY;
2996 root 1.96
2997 root 1.22 if (!tmp)
2998     tmp = tmp1;
2999     else if (tmp != tmp1)
3000 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3001    
3002 root 1.22 /* This object isn't using up all the slots, so there must
3003 root 1.78 * be another. If so, and it the new item doesn't need all
3004 root 1.22 * the slots, the player then has a choice.
3005     */
3006 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3007     && abs (op->slot[i].info) < who->slot[i].info)
3008 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3009    
3010     /* Does unequippint 'tmp1' free up enough slots for this to be
3011     * equipped? If not, there must be something else to unapply.
3012     */
3013 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3014 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3015     }
3016     } /* if not enough free slots */
3017     } /* if this object uses location i */
3018     } /* for i -> num_body_locations loop */
3019    
3020     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3021     * really be controlled by use of body locations. We do have
3022     * the weapon/shield checks, and the range checks for monsters,
3023     * because you can't control those just by body location - bows, shields,
3024     * and weapons all use the same slot. Similar for horn/rod/wand - they
3025     * all use the same location.
3026     */
3027     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3028     retval |= CAN_APPLY_RESTRICTION;
3029 root 1.76
3030 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3031     retval |= CAN_APPLY_RESTRICTION;
3032    
3033     if (who->type != PLAYER)
3034     {
3035     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3036 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3037 root 1.78
3038 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3039     retval |= CAN_APPLY_RESTRICTION;
3040 root 1.78
3041 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3042     retval |= CAN_APPLY_RESTRICTION;
3043 root 1.78
3044 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3045 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3046 elmex 1.1 }
3047 root 1.76
3048 root 1.22 return retval;
3049 elmex 1.1 }
3050    
3051     /**
3052     * who is the object using the object. It can be a monster.
3053     * op is the object they are using. op is an equipment type item,
3054     * eg, one which you put on and keep on for a while, and not something
3055     * like a potion or scroll.
3056     *
3057     * function returns 1 if the action could not be completed, 0 on
3058     * success. However, success is a matter of meaning - if the
3059     * user passes the 'apply' flag to an object already applied,
3060     * nothing is done, and 0 is returned.
3061     *
3062     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3063     * AP_UNAPPLY=always unapply).
3064     *
3065     * Optional flags:
3066     * AP_NO_MERGE: don't merge an unapplied object with other objects
3067     * AP_IGNORE_CURSE: unapply cursed items
3068 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3069 elmex 1.1 *
3070     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3071     *
3072     * apply_special() doesn't check for unpaid items.
3073     */
3074 root 1.114
3075     #define LACK_ITEM_POWER \
3076     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3077    
3078 root 1.22 int
3079     apply_special (object *who, object *op, int aflags)
3080 elmex 1.1 {
3081 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3082     object *tmp, *tmp2, *skop = NULL;
3083 elmex 1.1
3084 root 1.22 if (who == NULL)
3085     {
3086     LOG (llevError, "apply_special() from object without environment.\n");
3087     return 1;
3088 elmex 1.1 }
3089    
3090 root 1.22 if (op->env != who)
3091     return 1; /* op is not in inventory */
3092 elmex 1.1
3093 root 1.22 /* trying to unequip op */
3094     if (QUERY_FLAG (op, FLAG_APPLIED))
3095     {
3096     /* always apply, so no reason to unapply */
3097     if (basic_flag == AP_APPLY)
3098     return 0;
3099    
3100     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3101     {
3102 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3103     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3104     query_name (op));
3105 root 1.22 return 1;
3106 root 1.14 }
3107 root 1.78
3108 root 1.22 return unapply_special (who, op, aflags);
3109 elmex 1.1 }
3110    
3111 root 1.22 if (basic_flag == AP_UNAPPLY)
3112     return 0;
3113 elmex 1.1
3114 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3115     // to resolve conflicts.
3116     if (player *pl = who->contr)
3117 root 1.95 switch (op->slottype ())
3118 root 1.90 {
3119 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3120     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3121 root 1.90 }
3122    
3123 root 1.104 splay (op);
3124    
3125 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3126 root 1.78 if (int i = can_apply_object (who, op))
3127 root 1.22 {
3128     if (i & CAN_APPLY_NEVER)
3129     {
3130 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3131     "You don't have the body to use a %s. H<You can never apply this item.>",
3132     query_name (op));
3133 root 1.22 return 1;
3134     }
3135     else if (i & CAN_APPLY_RESTRICTION)
3136     {
3137 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3138     "You have a prohibition against using a %s. "
3139     "H<Your belief, profession or class prevents you from applying this item.>",
3140     query_name (op));
3141 root 1.22 return 1;
3142     }
3143 root 1.78
3144 root 1.22 if (who->type != PLAYER)
3145     {
3146     /* Some error, so don't try to equip something more */
3147     if (unapply_for_ob (who, op, aflags))
3148 root 1.14 return 1;
3149     }
3150 root 1.22 else
3151     {
3152     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3153     {
3154 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3155 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3156     return 1;
3157     }
3158     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3159 root 1.81 if (unapply_for_ob (who, op, aflags))
3160     return 1;
3161 root 1.14 }
3162 elmex 1.1 }
3163 root 1.55
3164 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3165     {
3166     skop = find_skill_by_name (who, op->skill);
3167 root 1.78
3168 root 1.22 if (!skop)
3169     {
3170     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3171     return 1;
3172     }
3173     else
3174 root 1.76 /* While experience will be credited properly, we want to change the
3175     * skill so that the dam and wc get updated
3176     */
3177 root 1.101 who->change_skill (skop);
3178 elmex 1.1 }
3179 root 1.22
3180 root 1.78 if (who->type == PLAYER
3181     && op->item_power
3182     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3183 root 1.22 {
3184 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3185 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3186 root 1.22 return 1;
3187 elmex 1.1 }
3188    
3189 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3190     * Note that we don't have the checks for can_use_...
3191     * below - that is already taken care of by can_apply_object.
3192     */
3193     if (op->nrof > 1)
3194     tmp = get_split_ob (op, op->nrof - 1);
3195     else
3196 root 1.78 tmp = 0;
3197 root 1.22
3198     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3199     return RESULT_INT (0);
3200    
3201     switch (op->type)
3202     {
3203 root 1.24 case WEAPON:
3204     if (!check_weapon_power (who, op->last_eat))
3205     {
3206 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3207 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3208 root 1.79
3209 root 1.78 if (tmp)
3210     insert_ob_in_ob (tmp, who);
3211 root 1.79
3212 root 1.24 return 1;
3213     }
3214 root 1.65
3215 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3216 root 1.78 // i.e. "R" can use Ragnarok's sword.
3217 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3218     {
3219     /* if the weapon does not have the name as the character, can't use it. */
3220     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3221 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3222     "The weapon does not recognize you as its owner. "
3223     "H<Its name indicates that it belongs to somebody else.>");
3224 root 1.65
3225     if (tmp)
3226     insert_ob_in_ob (tmp, who);
3227    
3228 root 1.24 return 1;
3229     }
3230 root 1.65
3231 root 1.80 if (!skop)
3232     {
3233     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3234     return 1;
3235     }
3236    
3237 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3238 root 1.101 who->change_skill (skop);
3239 root 1.76
3240 root 1.79 if (who->contr)
3241 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3242 root 1.78
3243 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3244 root 1.14
3245 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3246 root 1.76 change_abil (who, op);
3247 root 1.24 break;
3248 root 1.14
3249 root 1.24 case ARMOUR:
3250     case HELMET:
3251     case SHIELD:
3252     case BOOTS:
3253     case GLOVES:
3254     case GIRDLE:
3255     case BRACERS:
3256     case CLOAK:
3257     case RING:
3258     case AMULET:
3259     SET_FLAG (op, FLAG_APPLIED);
3260     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3261 root 1.76 change_abil (who, op);
3262 root 1.24 break;
3263 root 1.76
3264 root 1.24 case LAMP:
3265     if (op->stats.food < 1)
3266     {
3267 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3268     "Your %s is out of fuel! "
3269     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3270 root 1.24 return 1;
3271     }
3272 root 1.76
3273 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3274     tmp2 = arch_to_object (op->other_arch);
3275     tmp2->stats.food = op->stats.food;
3276     SET_FLAG (tmp2, FLAG_APPLIED);
3277 root 1.76
3278 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3279     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3280 root 1.76
3281 root 1.24 insert_ob_in_ob (tmp2, who);
3282    
3283     /* Remove the old lantern */
3284     if (who->type == PLAYER)
3285 root 1.29 esrv_del_item (who->contr, op->count);
3286    
3287 root 1.37 op->destroy ();
3288 root 1.22
3289 root 1.24 /* insert the portion that was split off */
3290 root 1.76 if (tmp)
3291 root 1.24 {
3292 root 1.76 insert_ob_in_ob (tmp, who);
3293 root 1.24 if (who->type == PLAYER)
3294     esrv_send_item (who, tmp);
3295     }
3296 root 1.76
3297 root 1.51 who->update_stats ();
3298 root 1.76
3299 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3300 root 1.81 if (who->type == PLAYER)
3301     {
3302 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3303     "Oops, it feels deadly cold! "
3304     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3305 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3306     }
3307 root 1.76
3308 root 1.24 if (who->type == PLAYER)
3309     esrv_send_item (who, tmp2);
3310 root 1.76
3311 root 1.24 return 0;
3312 root 1.14
3313 root 1.96 case SKILL_TOOL:
3314     // applying a skill tool also readies the skill
3315     SET_FLAG (op, FLAG_APPLIED);
3316    
3317 root 1.101 if (!(aflags & AP_NO_READY))
3318 root 1.24 {
3319 root 1.101 skop = find_skill_by_name (who, op->skill);
3320     if (!skop->flag [FLAG_APPLIED])
3321     apply_special (who, skop, AP_APPLY);
3322 root 1.24 }
3323 root 1.101 break;
3324 root 1.76
3325 root 1.101 case SKILL:
3326 root 1.79 if (player *pl = who->contr)
3327 root 1.24 {
3328 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3329     {
3330 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3331 root 1.79 {
3332     for (object *item = who->inv; item; item = item->below)
3333     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3334     {
3335 root 1.101 if (item->skill == op->skill)
3336     {
3337     who->change_weapon (pl->combat_ob = item);
3338     goto found_weapon;
3339     }
3340 root 1.79 }
3341    
3342 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3343     "You need to apply a '%s' melee weapon before readying this skill. "
3344     "H<Some skills need an item, in this case a melee weapon, to function.>",
3345     &op->skill);
3346 root 1.79 return 1;
3347    
3348     found_weapon:;
3349     }
3350     else
3351 root 1.90 who->change_weapon (pl->combat_ob = op);
3352 root 1.79 }
3353     else if (IS_RANGED_SKILL (op->subtype))
3354     {
3355 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3356 root 1.79 {
3357     for (object *item = who->inv; item; item = item->below)
3358     if (item->type == BOW && item->flag [FLAG_APPLIED])
3359     {
3360 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3361 root 1.90 who->change_weapon (pl->ranged_ob = item);
3362 root 1.79 goto found_bow;
3363     }
3364    
3365 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3366     "You need to apply a missile weapon before readying this skill. "
3367     "H<Some skills need an item, in this case a missile weapon, to function.>");
3368 root 1.79 return 1;
3369    
3370     found_bow:;
3371     }
3372     else
3373 root 1.90 who->change_weapon (pl->ranged_ob = op);
3374 root 1.79 }
3375 root 1.76
3376 root 1.24 if (!op->invisible)
3377     {
3378     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3379     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3380     }
3381     else
3382 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3383 root 1.24 }
3384 root 1.101 else
3385     {
3386     SET_FLAG (op, FLAG_APPLIED);
3387     change_abil (who, op);
3388     who->chosen_skill = op;
3389     SET_FLAG (who, FLAG_READY_SKILL);
3390     }
3391 root 1.76
3392 root 1.24 break;
3393 root 1.22
3394 root 1.24 case BOW:
3395     if (!check_weapon_power (who, op->last_eat))
3396     {
3397 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3398     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3399 root 1.76
3400     if (tmp)
3401     insert_ob_in_ob (tmp, who);
3402    
3403 root 1.24 return 1;
3404     }
3405 root 1.76
3406 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407     {
3408 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3409     "The weapon does not recognize you as its owner. "
3410     "H<Its name indicates that it belongs to somebody else.>");
3411 root 1.81 if (tmp)
3412 root 1.76 insert_ob_in_ob (tmp, who);
3413    
3414 root 1.24 return 1;
3415     }
3416 root 1.76
3417     /*FALLTHROUGH*/
3418     case WAND:
3419 root 1.24 case ROD:
3420     case HORN:
3421     /* check for skill, alter player status */
3422 root 1.78
3423     if (!skop)
3424 root 1.80 {
3425     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3426     return 1;
3427     }
3428    
3429     SET_FLAG (op, FLAG_APPLIED);
3430 root 1.101 who->change_skill (skop);
3431 root 1.22
3432 root 1.79 if (who->contr)
3433 root 1.24 {
3434 root 1.79 who->contr->ranged_ob = op;
3435 root 1.78
3436 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3437    
3438 root 1.24 if (op->type == BOW)
3439     {
3440 root 1.79 who->current_weapon = op;
3441 root 1.76 change_abil (who, op);
3442 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3443     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3444     }
3445     }
3446     else
3447     {
3448     if (op->type == BOW)
3449     SET_FLAG (who, FLAG_READY_BOW);
3450     else
3451     SET_FLAG (who, FLAG_READY_RANGE);
3452     }
3453 root 1.76
3454 root 1.24 break;
3455 elmex 1.1
3456 root 1.24 case BUILDER:
3457 root 1.76 if (who->type == PLAYER)
3458     {
3459 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3460 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3461     unapply_special (who, who->contr->ranged_ob, 0);
3462    
3463     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3464    
3465 root 1.79 who->contr->ranged_ob = op;
3466 root 1.76 }
3467 root 1.24 break;
3468 elmex 1.1
3469 root 1.24 default:
3470     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3471 root 1.22 } /* end of switch op->type */
3472    
3473     SET_FLAG (op, FLAG_APPLIED);
3474 elmex 1.1
3475 root 1.79 if (tmp)
3476 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3477 elmex 1.1
3478 root 1.51 who->update_stats ();
3479 elmex 1.1
3480 root 1.22 /* We exclude spell casting objects. The fire code will set the
3481     * been applied flag when they are used - until that point,
3482     * you don't know anything about them.
3483     */
3484     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3485     SET_FLAG (op, FLAG_BEEN_APPLIED);
3486    
3487     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3488 root 1.114 if (who->type == PLAYER)
3489     {
3490     new_draw_info (NDI_UNIQUE, 0, who,
3491     "Oops, it feels deadly cold! "
3492     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3493     SET_FLAG (op, FLAG_KNOWN_CURSED);
3494     }
3495 root 1.76
3496 root 1.22 if (who->type == PLAYER)
3497     {
3498     /* if multiple objects were applied, update both slots */
3499     if (tmp)
3500     esrv_send_item (who, tmp);
3501 root 1.76
3502 root 1.22 esrv_send_item (who, op);
3503 elmex 1.1 }
3504 root 1.76
3505 root 1.22 return 0;
3506 elmex 1.1 }
3507    
3508 root 1.22 int
3509     monster_apply_special (object *who, object *op, int aflags)
3510 elmex 1.1 {
3511 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3512 elmex 1.1 return 1;
3513 root 1.114
3514 elmex 1.1 return apply_special (who, op, aflags);
3515     }
3516    
3517     /**
3518     * Map was just loaded, handle op's initialisation.
3519     *
3520     * Generates shop floor's item, and treasures.
3521     */
3522 root 1.22 int
3523     auto_apply (object *op)
3524     {
3525     object *tmp = NULL, *tmp2;
3526     int i;
3527 elmex 1.1
3528 root 1.22 switch (op->type)
3529     {
3530 root 1.24 case SHOP_FLOOR:
3531 root 1.42 if (!op->has_random_items ())
3532 root 1.24 return 0;
3533 root 1.38
3534 root 1.24 do
3535     {
3536     i = 10; /* let's give it 10 tries */
3537     while ((tmp = generate_treasure (op->randomitems,
3538     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3539     if (tmp == NULL)
3540     return 0;
3541     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3542     {
3543 root 1.37 tmp->destroy ();
3544 root 1.24 tmp = NULL;
3545     }
3546     }
3547     while (!tmp);
3548 root 1.38
3549 root 1.24 tmp->x = op->x;
3550     tmp->y = op->y;
3551     SET_FLAG (tmp, FLAG_UNPAID);
3552     insert_ob_in_map (tmp, op->map, NULL, 0);
3553     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3554     identify (tmp);
3555     break;
3556 root 1.14
3557 root 1.24 case TREASURE:
3558     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3559     return 0;
3560 root 1.37
3561 root 1.67 while (op->stats.hp-- > 0)
3562 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564    
3565     /* If we generated an object and put it in this object inventory,
3566     * move it to the parent object as the current object is about
3567     * to disappear. An example of this item is the random_* stuff
3568     * that is put inside other objects.
3569     */
3570     for (tmp = op->inv; tmp; tmp = tmp2)
3571     {
3572     tmp2 = tmp->below;
3573 root 1.36 tmp->remove ();
3574 root 1.37
3575 root 1.24 if (op->env)
3576     insert_ob_in_ob (tmp, op->env);
3577     else
3578 root 1.37 tmp->destroy ();
3579 root 1.24 }
3580 root 1.37
3581     op->destroy ();
3582 root 1.24 break;
3583 elmex 1.1 }
3584 root 1.22 return tmp ? 1 : 0;
3585 elmex 1.1 }
3586    
3587     /**
3588 root 1.68 * fix_auto_apply goes through the entire map every time a map
3589     * is loaded or swapped in and performs special actions for
3590 elmex 1.1 * certain objects (most initialization of chests and creation of
3591     * treasures and stuff). Calls auto_apply if appropriate.
3592     */
3593 root 1.20 void
3594 root 1.55 maptile::fix_auto_apply ()
3595 root 1.20 {
3596 root 1.55 if (!spaces)
3597 root 1.20 return;
3598    
3599 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3600     for (object *tmp = ms->bot; tmp; )
3601     {
3602     object *above = tmp->above;
3603 root 1.20
3604 root 1.55 if (tmp->inv)
3605     {
3606     object *invtmp, *invnext;
3607 elmex 1.1
3608 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3609     {
3610     invnext = invtmp->below;
3611 root 1.14
3612 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3613     auto_apply (invtmp);
3614     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3615     {
3616     while ((invtmp->stats.hp--) > 0)
3617     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3618    
3619     invtmp->randomitems = NULL;
3620     }
3621     else if (invtmp && invtmp->arch
3622     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3623     {
3624     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3625     /* Need to clear this so that we never try to create
3626     * treasure again for this object
3627     */
3628     invtmp->randomitems = NULL;
3629     }
3630     }
3631     /* This is really temporary - the code at the bottom will
3632     * also set randomitems to null. The problem is there are bunches
3633     * of maps/players already out there with items that have spells
3634     * which haven't had the randomitems set to null yet.
3635     * MSW 2004-05-13
3636     *
3637     * And if it's a spellbook, it's better to set randomitems to NULL too,
3638     * else you get two spells in the book ^_-
3639     * Ryo 2004-08-16
3640     */
3641     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3642     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3643     tmp->randomitems = NULL;
3644 root 1.14
3645 root 1.55 }
3646 root 1.20
3647 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3648     auto_apply (tmp);
3649     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3650     {
3651     while ((tmp->stats.hp--) > 0)
3652     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3653     tmp->randomitems = NULL;
3654     }
3655     else if (tmp->type == TIMED_GATE)
3656     {
3657     object *head = tmp->head != NULL ? tmp->head : tmp;
3658    
3659     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3660     tmp->set_speed (0);
3661     }
3662     /* This function can be called everytime a map is loaded, even when
3663     * swapping back in. As such, we don't want to create the treasure
3664     * over and ove again, so after we generate the treasure, blank out
3665     * randomitems so if it is swapped in again, it won't make anything.
3666     * This is a problem for the above objects, because they have counters
3667     * which say how many times to make the treasure.
3668     */
3669     else if (tmp && tmp->arch && tmp->type != PLAYER
3670     && tmp->type != TREASURE && tmp->type != SPELL
3671     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3672     {
3673     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3674     tmp->randomitems = NULL;
3675     }
3676 root 1.78
3677 root 1.68 // close all containers
3678     else if (tmp->type == CONTAINER)
3679     tmp->flag [FLAG_APPLIED] = 0;
3680 root 1.22
3681 root 1.55 tmp = above;
3682     }
3683 elmex 1.1
3684 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3685     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3686     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3687     check_trigger (tmp, tmp->above);
3688 elmex 1.1 }
3689    
3690     /**
3691     * Handles player eating food that temporarily changes status (resistances, stats).
3692     * This used to call cast_change_attr(), but
3693     * that doesn't work with the new spell code. Since we know what
3694     * the food changes, just grab a force and use that instead.
3695     */
3696 root 1.22 void
3697     eat_special_food (object *who, object *food)
3698     {
3699     object *force;
3700     int i, did_one = 0;
3701    
3702     force = get_archetype (FORCE_NAME);
3703    
3704     for (i = 0; i < NUM_STATS; i++)
3705 root 1.91 if (sint8 k = food->stats.stat (i))
3706     {
3707     force->stats.stat (i) = k;
3708     did_one = 1;
3709     }
3710 elmex 1.1
3711 root 1.22 /* check if we can protect the eater */
3712     for (i = 0; i < NROFATTACKS; i++)
3713     {
3714     if (food->resist[i] > 0)
3715     {
3716     force->resist[i] = food->resist[i] / 2;
3717     did_one = 1;
3718     }
3719     }
3720 elmex 1.47
3721 root 1.22 if (did_one)
3722     {
3723 root 1.54 force->set_speed (0.1);
3724 root 1.22 /* bigger morsel of food = longer effect time */
3725 elmex 1.47 force->duration = food->stats.food / 5;
3726 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3727     change_abil (who, force);
3728     insert_ob_in_ob (force, who);
3729     }
3730     else
3731 root 1.37 force->destroy ();
3732 root 1.22
3733     /* check for hp, sp change */
3734     if (food->stats.hp != 0)
3735     {
3736     if (QUERY_FLAG (food, FLAG_CURSED))
3737     {
3738 root 1.64 assign (who->contr->killer, food->name);
3739 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3740     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3741     }
3742     else
3743     {
3744     if (food->stats.hp > 0)
3745     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3746     else
3747     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3748     who->stats.hp += food->stats.hp;
3749     }
3750     }
3751     if (food->stats.sp != 0)
3752     {
3753     if (QUERY_FLAG (food, FLAG_CURSED))
3754     {
3755     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3756     who->stats.sp -= food->stats.sp;
3757     if (who->stats.sp < 0)
3758     who->stats.sp = 0;
3759     }
3760     else
3761     {
3762     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3763     who->stats.sp += food->stats.sp;
3764     /* place limit on max sp from food? */
3765     }
3766 elmex 1.1 }
3767 root 1.51 who->update_stats ();
3768 elmex 1.1 }
3769    
3770     /**
3771     * Designed primarily to light torches/lanterns/etc.
3772     * Also burns up burnable material too. First object in the inventory is
3773     * the selected object to "burn". -b.t.
3774     */
3775 root 1.22 void
3776     apply_lighter (object *who, object *lighter)
3777     {
3778     object *item;
3779     int is_player_env = 0;
3780    
3781     item = find_marked_object (who);
3782     if (item)
3783     {
3784     if (lighter->last_eat && lighter->stats.food)
3785     { /* lighter gets used up */
3786     /* Split multiple lighters if they're being used up. Otherwise *
3787     * one charge from each would be used up. --DAMN */
3788     if (lighter->nrof > 1)
3789     {
3790 root 1.39 object *oneLighter = lighter->clone ();
3791 root 1.14
3792 root 1.22 lighter->nrof -= 1;
3793     oneLighter->nrof = 1;
3794     oneLighter->stats.food--;
3795     esrv_send_item (who, lighter);
3796     oneLighter = insert_ob_in_ob (oneLighter, who);
3797     esrv_send_item (who, oneLighter);
3798     }
3799     else
3800 root 1.29 lighter->stats.food--;
3801 root 1.22 }
3802     else if (lighter->last_eat)
3803     { /* no charges left in lighter */
3804     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3805     return;
3806     }
3807 root 1.48
3808 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3809     * I can't see many times when you would want to light multiple
3810     * objects at once.
3811     */
3812 root 1.48
3813     if (who == item->in_player ())
3814 root 1.22 is_player_env = 1;
3815    
3816     save_throw_object (item, AT_FIRE, who);
3817 root 1.48
3818 root 1.49 if (item->destroyed ())
3819 root 1.22 {
3820 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3821 root 1.22 /* Need to update the player so that the players glow radius
3822     * gets changed.
3823     */
3824     if (is_player_env)
3825 root 1.51 who->update_stats ();
3826 root 1.22 }
3827     else
3828 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);
3829 root 1.22 }
3830     else /* nothing to light */
3831     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3832 elmex 1.1
3833     }
3834    
3835     /**
3836     * op made some mistake with a scroll, this takes care of punishment.
3837     * scroll_failure()- hacked directly from spell_failure
3838     */
3839 root 1.22 void
3840     scroll_failure (object *op, int failure, int power)
3841 elmex 1.1 {
3842 root 1.22 if (abs (failure / 4) > power)
3843     power = abs (failure / 4); /* set minimum effect */
3844 elmex 1.1
3845 root 1.22 if (failure <= -1 && failure > -15)
3846     { /* wonder */
3847     object *tmp;
3848    
3849 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3850 root 1.22 tmp = get_archetype (SPELL_WONDER);
3851     cast_wonder (op, op, 0, tmp);
3852 root 1.37 tmp->destroy ();
3853 root 1.22 }
3854     else if (failure <= -15 && failure > -35)
3855     { /* drain mana */
3856     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3857     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3858     if (op->stats.sp < 0)
3859     op->stats.sp = 0;
3860     }
3861     else if (settings.spell_failure_effects == TRUE)
3862     {
3863     if (failure <= -35 && failure > -60)
3864     { /* confusion */
3865     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3866     confuse_player (op, op, power);
3867     }
3868     else if (failure <= -60 && failure > -70)
3869     { /* paralysis */
3870     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3871     paralyze_player (op, op, power);
3872     }
3873     else if (failure <= -70 && failure > -80)
3874     { /* blind */
3875     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3876     blind_player (op, op, power);
3877     }
3878     else if (failure <= -80)
3879     { /* blast the immediate area */
3880 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3881 root 1.22 cast_magic_storm (op, tmp, power);
3882 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3883 root 1.37 tmp->destroy ();
3884 root 1.14 }
3885 elmex 1.1 }
3886     }
3887    
3888 root 1.22 void
3889     apply_changes_to_player (object *pl, object *change)
3890     {
3891     int excess_stat = 0; /* if the stat goes over the maximum
3892     for the race, put the excess stat some
3893     where else. */
3894 elmex 1.1
3895 root 1.22 switch (change->type)
3896     {
3897 root 1.24 case CLASS:
3898     {
3899     living *stats = &(pl->contr->orig_stats);
3900     living *ns = &(change->stats);
3901     object *walk;
3902     int flag_change_face = 1;
3903    
3904     /* the following code assigns stats up to the stat max
3905     * for the race, and if the stat max is exceeded,
3906     * tries to randomly reassign the excess stat
3907     */
3908     int i, j;
3909 root 1.22
3910 root 1.24 for (i = 0; i < NUM_STATS; i++)
3911     {
3912 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3913 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3914 root 1.22
3915 root 1.24 if (stat > 20 + race_bonus)
3916     {
3917     excess_stat++;
3918     stat = 20 + race_bonus;
3919     }
3920 root 1.91
3921     stats->stat (i) = stat;
3922 root 1.24 }
3923 elmex 1.1
3924 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3925     { /* try 100 times to assign excess stats */
3926     int i = rndm (0, 6);
3927    
3928     if (i == CHA)
3929     continue; /* exclude cha from this */
3930 root 1.91
3931     int stat = stats->stat (i);
3932 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3933 root 1.24 if (stat < 20 + race_bonus)
3934     {
3935     change_attr_value (stats, i, 1);
3936     excess_stat--;
3937     }
3938     }
3939 root 1.14
3940 root 1.24 /* insert the randomitems from the change's treasurelist into
3941     * the player ref: player.c
3942     */
3943     if (change->randomitems != NULL)
3944     give_initial_items (pl, change->randomitems);
3945 root 1.14
3946 root 1.24 /* set up the face, for some races. */
3947 root 1.14
3948 root 1.24 /* first, look for the force object banning
3949     * changing the face. Certain races never change face with class.
3950     */
3951     for (walk = pl->inv; walk != NULL; walk = walk->below)
3952     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3953     flag_change_face = 0;
3954 root 1.14
3955 root 1.24 if (flag_change_face)
3956     {
3957     pl->animation_id = GET_ANIM_ID (change);
3958     pl->face = change->face;
3959 root 1.14
3960 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3961     SET_FLAG (pl, FLAG_ANIMATE);
3962     else
3963     CLEAR_FLAG (pl, FLAG_ANIMATE);
3964     }
3965 root 1.14
3966 root 1.24 /* check the special case of can't use weapons */
3967     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3968     if (!strcmp (change->name, "monk"))
3969     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3970 root 1.14
3971 root 1.24 break;
3972     }
3973 elmex 1.1 }
3974     }
3975    
3976     /**
3977     * This handles items of type 'transformer'.
3978     * Basically those items, used with a marked item, transform both items into something
3979     * else.
3980     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3981     * Change information is contained in the 'slaying' field of the marked item.
3982     * The format is as follow: transformer:[number ]yield[;transformer:...].
3983     * This way an item can be transformed in many things, and/or many objects.
3984     * The 'slaying' field for transformer is used as verb for the action.
3985     */
3986 root 1.22 void
3987     apply_item_transformer (object *pl, object *transformer)
3988     {
3989     object *marked;
3990     object *new_item;
3991     char *find;
3992     char *separator;
3993     int yield;
3994     char got[MAX_BUF];
3995     int len;
3996    
3997     if (!pl || !transformer)
3998     return;
3999 root 1.114
4000 root 1.22 marked = find_marked_object (pl);
4001 root 1.114
4002 root 1.22 if (!marked)
4003 elmex 1.1 {
4004 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4005     return;
4006     }
4007 root 1.114
4008 root 1.22 if (!marked->slaying)
4009     {
4010     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4011     return;
4012     }
4013 root 1.114
4014 root 1.22 /* check whether they are compatible or not */
4015 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4016     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4017 root 1.22 {
4018     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4019     return;
4020     }
4021 root 1.114
4022 root 1.108 find += strlen (transformer->arch->archname) + 1;
4023 root 1.22 /* Item can be used, now find how many and what it yields */
4024     if (isdigit (*(find)))
4025     {
4026     yield = atoi (find);
4027     if (yield < 1)
4028 elmex 1.1 {
4029 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4030     yield = 1;
4031 elmex 1.1 }
4032 root 1.22 }
4033     else
4034     yield = 1;
4035 elmex 1.1
4036 root 1.22 while (isdigit (*find))
4037     find++;
4038     while (*find == ' ')
4039     find++;
4040 root 1.114
4041 root 1.22 memset (got, 0, MAX_BUF);
4042 root 1.114
4043 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4044 root 1.114 len = separator - find;
4045 root 1.22 else
4046 root 1.114 len = strlen (find);
4047    
4048 root 1.22 if (len > MAX_BUF - 1)
4049     len = MAX_BUF - 1;
4050 root 1.114
4051 root 1.22 strcpy (got, find);
4052     got[len] = '\0';
4053    
4054     /* Now create new item, remove used ones when required. */
4055     new_item = get_archetype (got);
4056     if (!new_item)
4057     {
4058     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4059     return;
4060 elmex 1.1 }
4061 root 1.29
4062 root 1.22 new_item->nrof = yield;
4063     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4064     insert_ob_in_ob (new_item, pl);
4065     esrv_send_inventory (pl, pl);
4066     /* Eat up one item */
4067     decrease_ob_nr (marked, 1);
4068 root 1.114
4069 root 1.22 /* Eat one transformer if needed */
4070     if (transformer->stats.food)
4071     if (--transformer->stats.food == 0)
4072     decrease_ob_nr (transformer, 1);
4073     }