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/cvs/deliantra/server/server/apply.C
Revision: 1.119
Committed: Tue Jul 31 09:59:19 2007 UTC (16 years, 10 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.118: +1 -0 lines
Log Message:
plugged hole with generation of unidentified objects where you
could gain exp from it.

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 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1015 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016     return 1;
1017 elmex 1.1 }
1018 root 1.22
1019 elmex 1.1 /**
1020     * Handle apply on containers.
1021     * By Eneq(@csd.uu.se).
1022     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1023     * added the alchemical cauldron to the code -b.t.
1024     */
1025 root 1.22 int
1026     apply_container (object *op, object *sack)
1027 elmex 1.1 {
1028 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1029 root 1.22 return 0; /* This might change */
1030 elmex 1.1
1031 root 1.68 if (!sack || sack->type != CONTAINER)
1032 root 1.22 {
1033 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1034 root 1.22 return 0;
1035 elmex 1.1 }
1036 root 1.40
1037     op->contr->last_used = 0;
1038 elmex 1.1
1039 root 1.68 if (sack->env && sack->env != op)
1040 root 1.22 {
1041 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1042     return 1;
1043 elmex 1.1 }
1044    
1045 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1046     if (sack->flag [FLAG_APPLIED])
1047 root 1.22 {
1048 root 1.68 if (op->container == sack)
1049 root 1.22 {
1050 root 1.68 // open on ground or inv, so close
1051     op->close_container ();
1052     return 1;
1053 root 1.22 }
1054 root 1.68 else if (!sack->env)
1055 root 1.22 {
1056 root 1.68 // active, but not ours: some other player has opened it
1057     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1058     return 1;
1059 root 1.14 }
1060 root 1.22
1061 root 1.68 // fall through to opening it (active in inv)
1062 elmex 1.1 }
1063 root 1.68 else if (sack->env)
1064 root 1.22 {
1065 root 1.68 // it is in our env, so activate it, do not open yet
1066     op->close_container ();
1067     sack->flag [FLAG_APPLIED] = 1;
1068     esrv_update_item (UPD_FLAGS, op, sack);
1069 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1070 root 1.68 return 1;
1071 elmex 1.1 }
1072    
1073 root 1.68 // it's locked?
1074 root 1.22 if (sack->slaying)
1075 root 1.68 {
1076     if (object *tmp = find_key (op, op, sack))
1077     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1078 root 1.22 else
1079     {
1080     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1081 root 1.68 return 1;
1082 root 1.22 }
1083 elmex 1.1 }
1084    
1085 root 1.68 op->open_container (sack);
1086 elmex 1.1
1087 root 1.22 return 1;
1088 elmex 1.1 }
1089    
1090     /**
1091     * Handles dropping things on altar.
1092     * Returns true if sacrifice was accepted.
1093     */
1094 root 1.22 static int
1095     apply_altar (object *altar, object *sacrifice, object *originator)
1096 elmex 1.1 {
1097 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1098     if (altar->inv && (!originator || originator->type != PLAYER))
1099     return 0;
1100    
1101     if (operate_altar (altar, &sacrifice))
1102     {
1103     /* Simple check. Unfortunately, it means you can't cast magic bullet
1104     * with an altar. We call it a Potion - altars are stationary - it
1105     * is up to map designers to use them properly.
1106     */
1107     if (altar->inv && altar->inv->type == SPELL)
1108     {
1109     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1110     cast_spell (originator, altar, 0, altar->inv, NULL);
1111     /* If it is connected, push the button. Fixes some problems with
1112     * old maps.
1113     */
1114 elmex 1.1
1115     /* push_button (altar);*/
1116 root 1.14 }
1117 root 1.22 else
1118     {
1119     altar->value = 1; /* works only once */
1120     push_button (altar);
1121     }
1122 root 1.26
1123     return !sacrifice;
1124 root 1.22 }
1125     else
1126 root 1.26 return 0;
1127 elmex 1.1 }
1128    
1129     /**
1130     * Handles 'movement' of shop mats.
1131     * Returns 1 if 'op' was destroyed, 0 if not.
1132     * Largely re-written to not use nearly as many gotos, plus
1133     * some of this code just looked plain out of date.
1134     * MSW 2001-08-29
1135     */
1136 root 1.22 int
1137     apply_shop_mat (object *shop_mat, object *op)
1138 elmex 1.1 {
1139 elmex 1.15 int rv = 0;
1140     double opinion;
1141     object *tmp, *next;
1142 elmex 1.1
1143 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 elmex 1.1
1145 elmex 1.15 if (op->type != PLAYER)
1146     {
1147     /* Remove all the unpaid objects that may be carried here.
1148     * This could be pets or monsters that are somehow in
1149     * the shop.
1150     */
1151     for (tmp = op->inv; tmp; tmp = next)
1152     {
1153     next = tmp->below;
1154 root 1.25
1155 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156     {
1157     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1158 root 1.14
1159 root 1.36 tmp->remove ();
1160 root 1.24
1161 elmex 1.15 if (i == -1)
1162     i = 0;
1163 root 1.24
1164 elmex 1.15 tmp->map = op->map;
1165     tmp->x = op->x + freearr_x[i];
1166     tmp->y = op->y + freearr_y[i];
1167     insert_ob_in_map (tmp, op->map, op, 0);
1168 root 1.14 }
1169     }
1170    
1171 elmex 1.15 /* Don't teleport things like spell effects */
1172     if (QUERY_FLAG (op, FLAG_NO_PICK))
1173     return 0;
1174 root 1.14
1175 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1176     * shop mats. Instead, put it on a nearby space.
1177     */
1178     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179     {
1180 root 1.14
1181 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1183 root 1.22
1184 elmex 1.15 if (i != -1)
1185 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1186    
1187 elmex 1.15 return 0;
1188 root 1.14 }
1189 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1190     * the teleport function should be able to handle this just fine.
1191     */
1192     rv = teleport (shop_mat, SHOP_MAT, op);
1193 elmex 1.1 }
1194 root 1.25 else if (can_pay (op) && get_payment (op))
1195 elmex 1.15 {
1196 root 1.24 /* this is only used for players */
1197 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1198    
1199     if (shop_mat->msg)
1200 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1201 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1202     * but there is never a guarantee that the bottom space on the map is
1203     * actually the shop floor.
1204     */
1205     else if (!rv && !is_in_shop (op))
1206     {
1207     opinion = shopkeeper_approval (op->map, op);
1208 root 1.24
1209 elmex 1.15 if (opinion > 0.9)
1210 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1211 elmex 1.15 else if (opinion > 0.75)
1212     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1213     else if (opinion > 0.5)
1214     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215     else
1216 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 root 1.14 }
1218 elmex 1.1 }
1219 elmex 1.15 else
1220     {
1221     /* if we get here, a player tried to leave a shop but was not able
1222     * to afford the items he has. We try to move the player so that
1223     * they are not on the mat anymore
1224     */
1225     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1226 root 1.22
1227 elmex 1.15 if (i == -1)
1228     {
1229     LOG (llevError, "Internal shop-mat problem.\n");
1230     }
1231     else
1232     {
1233 root 1.36 op->remove ();
1234 elmex 1.15 op->x += freearr_x[i];
1235     op->y += freearr_y[i];
1236     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1237 root 1.14 }
1238 elmex 1.1 }
1239 root 1.24
1240 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1241     return rv;
1242 elmex 1.1 }
1243    
1244     /**
1245     * Handles applying a sign.
1246     */
1247 root 1.22 static void
1248     apply_sign (object *op, object *sign, int autoapply)
1249 elmex 1.1 {
1250 root 1.22 readable_message_type *msgType;
1251    
1252     if (sign->msg == NULL)
1253     {
1254     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255     return;
1256 elmex 1.1 }
1257    
1258 root 1.22 if (sign->stats.food)
1259     {
1260     if (sign->last_eat >= sign->stats.food)
1261     {
1262     if (!sign->move_on)
1263     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264     return;
1265 root 1.14 }
1266 elmex 1.1
1267 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268     sign->last_eat++;
1269 elmex 1.1 }
1270    
1271 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1272     * No way to know for sure. The presumption is basically that if
1273     * move_on is zero, it needs to be manually applied (doesn't talk
1274     * to us).
1275     */
1276     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277     {
1278     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279     return;
1280     }
1281 root 1.110
1282     if (op->contr)
1283     if (client *ns = op->contr->ns)
1284     {
1285     msgType = get_readable_message_type (sign);
1286    
1287     if (ns->can_msg)
1288     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1289     else
1290     {
1291     char newbuf[HUGE_BUF];
1292     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1293     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1294     }
1295     }
1296 elmex 1.1 }
1297    
1298     /**
1299     * 'victim' moves onto 'trap'
1300     * 'victim' leaves 'trap'
1301     * effect is determined by move_on/move_off of trap and move_type of victime.
1302     *
1303     * originator: Player, monster or other object that caused 'victim' to move
1304     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1305     * However, some types of traps require an originator to function.
1306     */
1307 root 1.22 void
1308 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1309 elmex 1.1 {
1310     static int recursion_depth = 0;
1311    
1312     /* Only exits affect DMs. */
1313 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1314 elmex 1.1 return;
1315    
1316     /* move_apply() is the most likely candidate for causing unwanted and
1317     * possibly unlimited recursion.
1318     */
1319     /* The following was changed because it was causing perfeclty correct
1320     * maps to fail. 1) it's not an error to recurse:
1321     * rune detonates, summoning monster. monster lands on nearby rune.
1322     * nearby rune detonates. This sort of recursion is expected and
1323     * proper. This code was causing needless crashes.
1324     */
1325 root 1.22 if (recursion_depth >= 500)
1326     {
1327     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1328 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1329 root 1.22 return;
1330 elmex 1.1 }
1331 root 1.110
1332 root 1.22 recursion_depth++;
1333     if (trap->head)
1334     trap = trap->head;
1335 elmex 1.1
1336 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1337     goto leave;
1338 elmex 1.1
1339 root 1.22 switch (trap->type)
1340     {
1341 root 1.23 case PLAYERMOVER:
1342     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1343     {
1344     if (!trap->stats.maxsp)
1345     trap->stats.maxsp = 2;
1346 root 1.14
1347 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1348     * should be divided by trap->speed
1349     */
1350     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1351 root 1.14
1352 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1353     * above with some objects have zero speed, and thus the player
1354     * getting permanently paralyzed.
1355     */
1356 root 1.93 if (victim->speed_left < -50.f)
1357     victim->speed_left = -50.f;
1358 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1359     }
1360     goto leave;
1361 root 1.14
1362 root 1.23 case SPINNER:
1363     if (victim->direction)
1364     {
1365     victim->direction = absdir (victim->direction - trap->stats.sp);
1366     update_turn_face (victim);
1367     }
1368     goto leave;
1369 root 1.14
1370 root 1.23 case DIRECTOR:
1371     if (victim->direction && !should_director_abort (trap, victim))
1372     {
1373     victim->direction = trap->stats.sp;
1374     update_turn_face (victim);
1375     }
1376     goto leave;
1377 root 1.14
1378 root 1.23 case BUTTON:
1379     case PEDESTAL:
1380     update_button (trap);
1381     goto leave;
1382    
1383     case ALTAR:
1384     /* sacrifice victim on trap */
1385     apply_altar (trap, victim, originator);
1386     goto leave;
1387 root 1.14
1388 root 1.23 case THROWN_OBJ:
1389     if (trap->inv == NULL)
1390 root 1.22 goto leave;
1391 root 1.23 /* fallthrough */
1392 root 1.14
1393 root 1.23 case ARROW:
1394     /* bad bug: monster throw a object, make a step forwards, step on object ,
1395     * trigger this here and get hit by own missile - and will be own enemy.
1396     * Victim then is his own enemy and will start to kill herself (this is
1397     * removed) but we have not synced victim and his missile. To avoid senseless
1398     * action, we avoid hits here
1399     */
1400     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1401     hit_with_arrow (trap, victim);
1402     goto leave;
1403 root 1.14
1404 root 1.23 case SPELL_EFFECT:
1405     apply_spell_effect (trap, victim);
1406     goto leave;
1407 root 1.14
1408 root 1.23 case TRAPDOOR:
1409     {
1410     int max, sound_was_played;
1411     object *ab, *ab_next;
1412 root 1.22
1413 root 1.23 if (!trap->value)
1414     {
1415     int tot;
1416 root 1.14
1417 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1418     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1420 root 1.14
1421 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1422     goto leave;
1423 root 1.22
1424 root 1.23 SET_ANIMATION (trap, trap->value);
1425     update_object (trap, UP_OBJ_FACE);
1426     }
1427 root 1.14
1428 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1429 root 1.22 {
1430 root 1.23 /* need to set this up, since if we do transfer the object,
1431     * ab->above would be bogus
1432     */
1433     ab_next = ab->above;
1434 root 1.14
1435 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 root 1.22 {
1437 root 1.23 if (!sound_was_played)
1438     {
1439 root 1.118 trap->play_sound (sound_find ("fall_hole"));
1440 root 1.23 sound_was_played = 1;
1441     }
1442 root 1.118
1443 root 1.23 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1444     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1445 root 1.14 }
1446     }
1447 root 1.22 goto leave;
1448 root 1.23 }
1449 root 1.14
1450    
1451 root 1.23 case CONVERTER:
1452     if (convert_item (victim, trap) < 0)
1453     {
1454     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1455 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1456     }
1457 root 1.14
1458 root 1.23 goto leave;
1459 root 1.14
1460 root 1.23 case TRIGGER_BUTTON:
1461     case TRIGGER_PEDESTAL:
1462     case TRIGGER_ALTAR:
1463     check_trigger (trap, victim);
1464     goto leave;
1465    
1466     case DEEP_SWAMP:
1467     walk_on_deep_swamp (trap, victim);
1468     goto leave;
1469    
1470     case CHECK_INV:
1471 elmex 1.46 check_inv (victim, trap);
1472 root 1.23 goto leave;
1473    
1474     case HOLE:
1475     /* Hole not open? */
1476     if (trap->stats.wc > 0)
1477 root 1.22 goto leave;
1478 root 1.14
1479 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1480     * Processing will happen if the head runs into the pit
1481     */
1482     if (victim->head)
1483 root 1.22 goto leave;
1484 root 1.14
1485 root 1.118 victim->play_sound (sound_find ("fall_hole"));
1486 root 1.23 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1487     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1488     goto leave;
1489 root 1.14
1490 root 1.23 case EXIT:
1491     if (victim->type == PLAYER && EXIT_PATH (trap))
1492     {
1493     /* Basically, don't show exits leading to random maps the
1494     * players output.
1495     */
1496 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1497 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1498 root 1.55
1499     victim->enter_exit (trap);
1500 root 1.23 }
1501     goto leave;
1502 root 1.14
1503 root 1.23 case ENCOUNTER:
1504     /* may be some leftovers on this */
1505     goto leave;
1506    
1507     case SHOP_MAT:
1508     apply_shop_mat (trap, victim);
1509     goto leave;
1510    
1511     /* Drop a certain amount of gold, and have one item identified */
1512     case IDENTIFY_ALTAR:
1513     apply_id_altar (victim, trap, originator);
1514     goto leave;
1515    
1516     case SIGN:
1517     if (victim->type != PLAYER && trap->stats.food > 0)
1518 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1519 root 1.23
1520     apply_sign (victim, trap, 1);
1521     goto leave;
1522    
1523     case CONTAINER:
1524 root 1.68 apply_container (victim, trap);
1525 root 1.23 goto leave;
1526    
1527     case RUNE:
1528     case TRAP:
1529     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1530     {
1531     spring_trap (trap, victim);
1532     }
1533     goto leave;
1534 root 1.14
1535 root 1.23 default:
1536     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1537 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1538 root 1.23 goto leave;
1539 elmex 1.1 }
1540    
1541 root 1.22 leave:
1542     recursion_depth--;
1543 elmex 1.1 }
1544    
1545     /**
1546     * Handles reading a regular (ie not containing a spell) book.
1547     */
1548 root 1.22 static void
1549     apply_book (object *op, object *tmp)
1550 elmex 1.1 {
1551 root 1.22 int lev_diff;
1552     object *skill_ob;
1553    
1554     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1555     {
1556     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1557     return;
1558     }
1559 root 1.112
1560     if (!tmp->msg)
1561 root 1.22 {
1562     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1563     return;
1564     }
1565 elmex 1.1
1566 root 1.22 /* need a literacy skill to read stuff! */
1567     skill_ob = find_skill_by_name (op, tmp->skill);
1568     if (!skill_ob)
1569     {
1570 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>");
1571 elmex 1.1 return;
1572     }
1573 root 1.112
1574 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1575     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1576     {
1577     if (lev_diff < 2)
1578     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1579     else if (lev_diff < 3)
1580     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1581     else if (lev_diff < 5)
1582     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1583     else if (lev_diff < 8)
1584     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1585     else if (lev_diff < 15)
1586     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1587     else
1588     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1589 elmex 1.1 return;
1590     }
1591    
1592 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1593    
1594 root 1.112 if (player *pl = op->contr)
1595     if (client *ns = pl->ns)
1596     if (ns->can_msg)
1597     {
1598     dynbuf_text buf;
1599     buf << long_desc (tmp, op)
1600     << "\n\n"
1601     << tmp->msg
1602     << '\0';
1603     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1604     }
1605     else
1606     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1607     msgType->message_type, msgType->message_subtype,
1608     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1609     long_desc (tmp, op), &tmp->msg);
1610 root 1.22
1611     /* gain xp from reading */
1612     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1613     { /* only if not read before */
1614     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1615    
1616     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1617     {
1618     /*exp_gain *= 2; because they just identified it too */
1619     SET_FLAG (tmp, FLAG_IDENTIFIED);
1620 root 1.41
1621 root 1.22 /* If in a container, update how it looks */
1622     if (tmp->env)
1623     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1624     else
1625 root 1.50 op->contr->ns->floorbox_update ();
1626 root 1.22 }
1627 root 1.41
1628 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1629     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1630 elmex 1.1 }
1631     }
1632    
1633     /**
1634     * Handles the applying of a skill scroll, calling learn_skill straight.
1635     * op is the person learning the skill, tmp is the skill scroll object
1636     */
1637 root 1.22 static void
1638     apply_skillscroll (object *op, object *tmp)
1639 elmex 1.1 {
1640 root 1.22 switch ((int) learn_skill (op, tmp))
1641     {
1642 root 1.24 case 0:
1643     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1644     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1645     return;
1646    
1647     case 1:
1648     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1649     decrease_ob (tmp);
1650     return;
1651 root 1.14
1652 root 1.24 default:
1653     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1654     decrease_ob (tmp);
1655     return;
1656 elmex 1.1 }
1657     }
1658    
1659     /**
1660     * Actually makes op learn spell.
1661     * Informs player of what happens.
1662     */
1663 root 1.22 void
1664     do_learn_spell (object *op, object *spell, int special_prayer)
1665 elmex 1.1 {
1666 root 1.22 object *tmp;
1667 elmex 1.1
1668 root 1.22 if (op->type != PLAYER)
1669     {
1670     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1671     return;
1672 elmex 1.1 }
1673    
1674 root 1.22 /* Upgrade special prayers to normal prayers */
1675     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1676     {
1677     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1678     {
1679     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1680     return;
1681 elmex 1.1 }
1682 root 1.22 return;
1683 elmex 1.1 }
1684    
1685 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1686    
1687 root 1.39 tmp = spell->clone ();
1688 root 1.22 insert_ob_in_ob (tmp, op);
1689    
1690     if (special_prayer)
1691 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1692 elmex 1.1
1693 root 1.22 esrv_add_spells (op->contr, tmp);
1694 elmex 1.1 }
1695    
1696     /**
1697     * Erases spell from player's inventory.
1698     */
1699 root 1.22 void
1700     do_forget_spell (object *op, const char *spell)
1701 elmex 1.1 {
1702 root 1.22 object *spob;
1703    
1704     if (op->type != PLAYER)
1705     {
1706     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1707     return;
1708     }
1709     if ((spob = check_spell_known (op, spell)) == NULL)
1710     {
1711     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1712     return;
1713     }
1714 elmex 1.1
1715 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1716     player_unready_range_ob (op->contr, spob);
1717     esrv_remove_spell (op->contr, spob);
1718 root 1.37 spob->destroy ();
1719 elmex 1.1 }
1720    
1721     /**
1722     * Handles player applying a spellbook.
1723     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1724     * stuff like that. Random learning failure too.
1725     */
1726 root 1.22 static void
1727     apply_spellbook (object *op, object *tmp)
1728 elmex 1.1 {
1729 root 1.22 object *skop, *spell, *spell_skill;
1730    
1731     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1732     {
1733     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1734     return;
1735     }
1736    
1737     /* artifact_spellbooks have 'slaying' field point to a spell name,
1738     * instead of having their spell stored in stats.sp. These are
1739     * legacy spellbooks
1740     */
1741 root 1.114 if (tmp->slaying)
1742 root 1.22 {
1743     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1744     if (!spell)
1745     {
1746     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1747     return;
1748 root 1.14 }
1749 root 1.22 else
1750     insert_ob_in_ob (spell, tmp);
1751 root 1.114
1752     tmp->slaying = 0;
1753 root 1.22 }
1754    
1755     skop = find_skill_by_name (op, tmp->skill);
1756    
1757     /* need a literacy skill to learn spells. Also, having a literacy level
1758     * lower than the spell will make learning the spell more difficult */
1759     if (!skop)
1760     {
1761 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1762 root 1.22 return;
1763     }
1764    
1765     spell = tmp->inv;
1766 root 1.32
1767 root 1.22 if (!spell)
1768     {
1769     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1770 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1771 root 1.22 return;
1772     }
1773 root 1.31
1774 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1775 root 1.22 {
1776 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.>");
1777 root 1.22 return;
1778     }
1779    
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1781    
1782     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1783     {
1784     identify (tmp);
1785 root 1.41
1786 root 1.22 if (tmp->env)
1787     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1788     else
1789 root 1.50 op->contr->ns->floorbox_update ();
1790 root 1.22 }
1791    
1792     /* I removed the check for special_prayer_mark here - it didn't make
1793     * a lot of sense - special prayers are not found in spellbooks, and
1794     * if the player doesn't know the spell, doesn't make a lot of sense that
1795     * they would have a special prayer mark.
1796     */
1797     if (check_spell_known (op, spell->name))
1798     {
1799 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");
1800 root 1.22 return;
1801 elmex 1.1 }
1802 root 1.22
1803     if (spell->skill)
1804     {
1805     spell_skill = find_skill_by_name (op, spell->skill);
1806 root 1.25
1807 root 1.22 if (!spell_skill)
1808     {
1809 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1810 root 1.22 return;
1811 root 1.14 }
1812 root 1.25
1813 root 1.22 if (spell_skill->level < spell->level)
1814     {
1815     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1816     return;
1817 root 1.14 }
1818 elmex 1.1 }
1819    
1820 root 1.22 /* Logic as follows
1821     *
1822     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1823     *
1824     * 2- The learner's skill level in literacy adjusts the chance to learn
1825     * a spell.
1826     *
1827     * 3 -Automatically fail to learn if you read while confused
1828     *
1829     * Overall, chances are the same but a player will find having a high
1830     * literacy rate very useful! -b.t.
1831     */
1832     if (QUERY_FLAG (op, FLAG_CONFUSED))
1833     {
1834     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1835     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836     }
1837     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839     {
1840    
1841     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1842     do_learn_spell (op, spell, 0);
1843    
1844     /* xp gain to literacy for spell learning */
1845     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1846     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1847 elmex 1.1 }
1848 root 1.22 else
1849     {
1850 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1851 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");
1852 root 1.22 }
1853 root 1.73
1854 root 1.22 decrease_ob (tmp);
1855 elmex 1.1 }
1856    
1857     /**
1858     * Handles applying a spell scroll.
1859     */
1860 root 1.22 void
1861     apply_scroll (object *op, object *tmp, int dir)
1862 elmex 1.1 {
1863 root 1.22 object *skop;
1864 elmex 1.1
1865 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1866     {
1867     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1868     return;
1869 elmex 1.1 }
1870    
1871 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1872     {
1873 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1874 root 1.22 return;
1875 elmex 1.1 }
1876    
1877 root 1.22 if (op->type == PLAYER)
1878     {
1879     /* players need a literacy skill to read stuff! */
1880     int exp_gain = 0;
1881 elmex 1.1
1882 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1883     * should go for anything killed by the spell.
1884     */
1885     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1886 elmex 1.1
1887 root 1.22 if (!skop)
1888     {
1889 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1890 root 1.22 return;
1891     }
1892 elmex 1.1
1893 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1894     change_exp (op, exp_gain, skop->skill, 0);
1895 elmex 1.1 }
1896    
1897 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1898     identify (tmp);
1899 elmex 1.1
1900 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1901 elmex 1.1
1902 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1903     decrease_ob (tmp);
1904 elmex 1.1 }
1905    
1906     /**
1907     * Applies a treasure object - by default, chest. op
1908     * is the person doing the applying, tmp is the treasure
1909     * chest.
1910     */
1911 root 1.22 static void
1912     apply_treasure (object *op, object *tmp)
1913 elmex 1.1 {
1914 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1915     * for the chest is done when the chest is created, and put into the chest
1916     * inventory. So that when the chest burns up, the items still exist. Also
1917     * prevents people fromt moving chests to more difficult maps to get better
1918     * treasure
1919     */
1920 root 1.99 object *treas = tmp->inv;
1921 root 1.22
1922 root 1.99 if (!treas)
1923 root 1.22 {
1924     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1925     decrease_ob (tmp);
1926     return;
1927     }
1928 root 1.99
1929 root 1.22 while (tmp->inv)
1930     {
1931     treas = tmp->inv;
1932 elmex 1.1
1933 root 1.36 treas->remove ();
1934 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1935 elmex 1.1
1936 root 1.22 treas->x = op->x;
1937     treas->y = op->y;
1938     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1939    
1940     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1941     spring_trap (treas, op);
1942 root 1.37
1943 root 1.22 /* If either player or container was destroyed, no need to do
1944     * further processing. I think this should be enclused with
1945     * spring trap above, as I don't think there is otherwise
1946     * any way for the treasure chest or player to get killed
1947     */
1948 root 1.29 if (op->destroyed () || tmp->destroyed ())
1949 root 1.22 break;
1950 elmex 1.1 }
1951    
1952 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1953 root 1.22 decrease_ob (tmp);
1954 elmex 1.1
1955     }
1956    
1957     /**
1958     * op eats food.
1959     * If player, takes care of messages and dragon special food.
1960     */
1961 root 1.22 static void
1962     apply_food (object *op, object *tmp)
1963 elmex 1.1 {
1964 root 1.22 int capacity_remaining;
1965 elmex 1.1
1966 root 1.22 if (op->type != PLAYER)
1967     op->stats.hp = op->stats.maxhp;
1968     else
1969     {
1970 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1971 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1972 root 1.14 ;
1973 root 1.22 else
1974     {
1975     /* usual case - no dragon meal: */
1976     if (op->stats.food + tmp->stats.food > 999)
1977     {
1978     if (tmp->type == FOOD || tmp->type == FLESH)
1979     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1980     else
1981     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1982     }
1983    
1984     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985     {
1986     char buf[MAX_BUF];
1987    
1988     if (!is_dragon_pl (op))
1989     {
1990     /* eating message for normal players */
1991     if (tmp->type == DRINK)
1992     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1993     else
1994     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995     }
1996     else
1997     {
1998     /* eating message for dragon players */
1999     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2000     }
2001    
2002     new_draw_info (NDI_UNIQUE, 0, op, buf);
2003     capacity_remaining = 999 - op->stats.food;
2004     op->stats.food += tmp->stats.food;
2005     if (capacity_remaining < tmp->stats.food)
2006     op->stats.hp += capacity_remaining / 50;
2007     else
2008     op->stats.hp += tmp->stats.food / 50;
2009     if (op->stats.hp > op->stats.maxhp)
2010     op->stats.hp = op->stats.maxhp;
2011     if (op->stats.food > 999)
2012     op->stats.food = 999;
2013     }
2014 root 1.14
2015 root 1.22 /* special food hack -b.t. */
2016     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017     eat_special_food (op, tmp);
2018     }
2019 elmex 1.1 }
2020 root 1.114
2021 root 1.22 handle_apply_yield (tmp);
2022     decrease_ob (tmp);
2023 elmex 1.1 }
2024    
2025     /**
2026     * A dragon is eating some flesh. If the flesh contains resistances,
2027     * there is a chance for the dragon's skin to get improved.
2028     *
2029     * attributes:
2030     * object *op the object (dragon player) eating the flesh
2031     * object *meal the flesh item, getting chewed in dragon's mouth
2032     * return:
2033     * int 1 if eating successful, 0 if it doesn't work
2034     */
2035 root 1.22 int
2036     dragon_eat_flesh (object *op, object *meal)
2037     {
2038     object *skin = NULL; /* pointer to dragon skin force */
2039     object *abil = NULL; /* pointer to dragon ability force */
2040     object *tmp = NULL; /* tmp. object */
2041    
2042 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2043     double chance; /* improvement-chance of one resistance type */
2044 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2045     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2046     double mbonus = 0; /* monster bonus */
2047 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2048 root 1.22 int winners = 0; /* number of winners */
2049 elmex 1.1 int i; /* index */
2050 root 1.22
2051 elmex 1.1 /* let's make sure and doublecheck the parameters */
2052 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2053 elmex 1.1 return 0;
2054 root 1.22
2055 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2056     from the player's inventory */
2057 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2058     if (tmp->type == FORCE)
2059 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2060 root 1.60 skin = tmp;
2061 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2062 root 1.60 abil = tmp;
2063 root 1.22
2064 elmex 1.1 /* if either skin or ability are missing, this is an old player
2065     which is not to be considered a dragon -> bail out */
2066 root 1.22 if (skin == NULL || abil == NULL)
2067     return 0;
2068    
2069 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2070 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2071 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2072     else
2073 root 1.22 op->stats.hp += meal->stats.food / 50;
2074     if (op->stats.hp > op->stats.maxhp)
2075     op->stats.hp = op->stats.maxhp;
2076    
2077     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2078    
2079     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080    
2081 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2082 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2083     {
2084     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2085     {
2086     /* got positive resistance, now calculate improvement chance (0-100) */
2087    
2088     /* this bonus makes resistance increase easier at lower levels */
2089     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2090     if (i == abil->stats.exp)
2091     bonus += 5; /* additional bonus for resistance of ability-focus */
2092    
2093     /* monster bonus increases with level, because high-level
2094     flesh is too rare */
2095     mbonus = op->level * 20. / ((double) settings.max_level);
2096    
2097     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098     ((double) settings.max_level)) - skin->resist[i];
2099    
2100     if (chance >= 0.)
2101     chance += 1.;
2102     else
2103     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104    
2105     /* chance is proportional to amount of resistance (max. 50) */
2106     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2107    
2108     /* doubled chance for resistance of ability-focus */
2109     if (i == abil->stats.exp)
2110     chance = MIN (100., chance * 2.);
2111    
2112     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2113 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2114 root 1.22 {
2115     atnr_winner[winners] = i;
2116     winners++;
2117     }
2118    
2119     if (chance >= 0.01)
2120     totalchance *= 1 - chance / 100;
2121    
2122     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2123     }
2124 elmex 1.1 }
2125 root 1.22
2126 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2127 root 1.22 totalchance = 100 - totalchance * 100;
2128 elmex 1.1 /* print message according to totalchance */
2129     if (totalchance > 50.)
2130 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2131 elmex 1.1 else if (totalchance > 10.)
2132 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2133 elmex 1.1 else if (totalchance > 1.)
2134 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2135 elmex 1.1 else if (totalchance > 0.1)
2136 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2137 elmex 1.1 else if (totalchance >= 0.01)
2138 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2139     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2140     sprintf (buf, "The %s tasted strange.", &meal->name);
2141     else
2142     sprintf (buf, "The %s had no taste.", &meal->name);
2143     new_draw_info (NDI_UNIQUE, 0, op, buf);
2144    
2145 elmex 1.1 /* now choose a winner if we have any */
2146     i = -1;
2147 root 1.22 if (winners > 0)
2148     i = atnr_winner[RANDOM () % winners];
2149    
2150     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2151     {
2152     /* resistance increased! */
2153     skin->resist[i]++;
2154 root 1.51 op->update_stats ();
2155 root 1.22
2156     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2157     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2158     }
2159    
2160 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2161     into the ability_force and it will take effect on next level */
2162 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2163     {
2164     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2165    
2166     if (meal->last_eat != abil->stats.exp)
2167     {
2168     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2169     new_draw_info (NDI_UNIQUE, 0, op, buf);
2170     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2171     new_draw_info (NDI_UNIQUE, 0, op, buf);
2172     }
2173     else
2174     {
2175     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2176     new_draw_info (NDI_UNIQUE, 0, op, buf);
2177     abil->last_eat = 0;
2178     }
2179 elmex 1.1 }
2180     return 1;
2181     }
2182    
2183     /**
2184     * Handles applying an improve armor scroll.
2185     * Does some sanity checks, then calls improve_armour.
2186     */
2187 root 1.22 static void
2188     apply_armour_improver (object *op, object *tmp)
2189 elmex 1.1 {
2190 root 1.22 object *armor;
2191 elmex 1.1
2192 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2193 root 1.22 {
2194 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2195 root 1.22 return;
2196 elmex 1.1 }
2197 root 1.51
2198 root 1.22 armor = find_marked_object (op);
2199 root 1.51
2200 root 1.22 if (!armor)
2201     {
2202 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.");
2203 elmex 1.1 return;
2204     }
2205 root 1.51
2206 root 1.22 if (armor->type != ARMOUR
2207     && armor->type != CLOAK
2208     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2209 elmex 1.1 {
2210 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2211     return;
2212 elmex 1.1 }
2213    
2214 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2215     improve_armour (op, tmp, armor);
2216 elmex 1.1 }
2217    
2218 root 1.22 extern void
2219     apply_poison (object *op, object *tmp)
2220 elmex 1.1 {
2221 root 1.22 if (op->type == PLAYER)
2222     {
2223 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2224 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2225     strcpy (op->contr->killer, "poisonous booze");
2226 elmex 1.1 }
2227 root 1.114
2228 root 1.22 if (tmp->stats.hp > 0)
2229     {
2230     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2231     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2232 elmex 1.1 }
2233 root 1.114
2234 root 1.22 op->stats.food -= op->stats.food / 4;
2235     handle_apply_yield (tmp);
2236     decrease_ob (tmp);
2237 elmex 1.1 }
2238    
2239     /**
2240 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 elmex 1.1 * A valid 2 way exit means:
2242     * -You can come back (there is another exit at the other side)
2243     * -You are
2244 root 1.44 * ° the owner of the exit
2245     * ° or in the same party as the owner
2246 elmex 1.1 *
2247     * Note: a owner in a 2 way exit is saved as the owner's name
2248     * in the field exit->name cause the field exit->owner doesn't
2249     * survive in the swapping (in fact the whole exit doesn't survive).
2250     */
2251 root 1.22 int
2252     is_legal_2ways_exit (object *op, object *exit)
2253     {
2254     if (exit->stats.exp != 1)
2255     return 1; /*This is not a 2 way, so it is legal */
2256 root 1.52
2257 root 1.55 #if 0 //TODO
2258 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259     return 0; /* This is a reset town portal */
2260 root 1.55 #endif
2261    
2262 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263 root 1.52
2264 root 1.22 if (exitmap)
2265     {
2266 root 1.58 exitmap->load_sync ();
2267    
2268     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269 root 1.52
2270 root 1.22 if (!tmp)
2271     return 0;
2272 root 1.52
2273 root 1.58 for (; tmp; tmp = tmp->above)
2274 root 1.22 {
2275     if (tmp->type != EXIT)
2276     continue; /*Not an exit */
2277 root 1.52
2278 root 1.22 if (!EXIT_PATH (tmp))
2279     continue; /*Not a valid exit */
2280 root 1.52
2281 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2282     continue; /*Not in the same place */
2283 root 1.52
2284 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2285 root 1.22 continue; /*Not in the same map */
2286    
2287     /* From here we have found the exit is valid. However we do
2288     * here the check of the exit owner. It is important for the
2289     * town portals to prevent strangers from visiting your appartments
2290     */
2291     if (!exit->race)
2292     return 1; /*No owner, free for all! */
2293 root 1.52
2294 root 1.58 object *exit_owner = 0;
2295 root 1.52
2296     for_all_players (pp)
2297 root 1.22 {
2298     if (!pp->ob)
2299     continue;
2300 root 1.52
2301 root 1.22 if (pp->ob->name != exit->race)
2302     continue;
2303 root 1.52
2304 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2305     break;
2306     }
2307 root 1.52
2308 root 1.22 if (!exit_owner)
2309     return 0; /* No more owner */
2310 root 1.52
2311 root 1.22 if (exit_owner->contr == op->contr)
2312     return 1; /*It is your exit */
2313 root 1.52
2314 root 1.22 if (exit_owner && /*There is a owner */
2315     (op->contr) && /*A player tries to pass */
2316     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2317     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2318     return 0;
2319 root 1.52
2320 root 1.22 return 1;
2321     }
2322     }
2323 root 1.52
2324 root 1.22 return 0;
2325     }
2326 elmex 1.1
2327     /**
2328     * Main apply handler.
2329     *
2330     * Checks for unpaid items before applying.
2331     *
2332     * Return value:
2333     * 0: player or monster can't apply objects of that type
2334     * 1: has been applied, or there was an error applying the object
2335     * 2: objects of that type can't be applied if not in inventory
2336     *
2337     * op is the object that is causing object to be applied, tmp is the object
2338     * being applied.
2339     *
2340     * aflag is special (always apply/unapply) flags. Nothing is done with
2341     * them in this function - they are passed to apply_special
2342     */
2343 root 1.22 int
2344     manual_apply (object *op, object *tmp, int aflag)
2345 elmex 1.1 {
2346 root 1.22 if (tmp->head)
2347     tmp = tmp->head;
2348 elmex 1.1
2349 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2350     {
2351     if (op->type == PLAYER)
2352     {
2353 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2354 root 1.22 return 1;
2355     }
2356     else
2357 root 1.51 return 0; /* monsters just skip unpaid items */
2358 elmex 1.1 }
2359    
2360 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2361     return RESULT_INT (0);
2362 root 1.8
2363 root 1.22 switch (tmp->type)
2364     {
2365 root 1.24 case CF_HANDLE:
2366     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2367 root 1.118 op->play_sound (sound_find ("turn_handle"));
2368 root 1.24 tmp->value = tmp->value ? 0 : 1;
2369     SET_ANIMATION (tmp, tmp->value);
2370     update_object (tmp, UP_OBJ_FACE);
2371     push_button (tmp);
2372     return 1;
2373 root 1.14
2374 root 1.24 case TRIGGER:
2375     if (check_trigger (tmp, op))
2376     {
2377     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2378 root 1.118 op->play_sound (sound_find ("turn_handle"));
2379 root 1.24 }
2380     else
2381 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2382    
2383 root 1.24 return 1;
2384 root 1.14
2385 root 1.24 case EXIT:
2386     if (op->type != PLAYER)
2387     return 0;
2388 root 1.57
2389 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2390 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2391 root 1.24 else
2392     {
2393     /* Don't display messages for random maps. */
2394 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2395 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2396 root 1.57
2397 root 1.55 op->enter_exit (tmp);
2398 root 1.24 }
2399 root 1.85
2400 root 1.24 return 1;
2401 root 1.14
2402 root 1.24 case SIGN:
2403     apply_sign (op, tmp, 0);
2404     return 1;
2405 root 1.14
2406 root 1.24 case BOOK:
2407     if (op->type == PLAYER)
2408     {
2409     apply_book (op, tmp);
2410     return 1;
2411     }
2412     else
2413 root 1.85 return 0;
2414 root 1.14
2415 root 1.24 case SKILLSCROLL:
2416     if (op->type == PLAYER)
2417     {
2418     apply_skillscroll (op, tmp);
2419     return 1;
2420     }
2421 root 1.85 else
2422     return 0;
2423 root 1.14
2424 root 1.24 case SPELLBOOK:
2425     if (op->type == PLAYER)
2426     {
2427     apply_spellbook (op, tmp);
2428     return 1;
2429     }
2430 root 1.85 else
2431     return 0;
2432 root 1.14
2433 root 1.24 case SCROLL:
2434     apply_scroll (op, tmp, 0);
2435     return 1;
2436 root 1.14
2437 root 1.24 case POTION:
2438 root 1.85 apply_potion (op, tmp);
2439 root 1.24 return 1;
2440 root 1.14
2441 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2442 root 1.68 //TODO: remove, as it is unsed?
2443 root 1.24 case CLOSE_CON:
2444 root 1.68 apply_container (op, tmp->env);
2445 root 1.24 return 1;
2446 root 1.14
2447 root 1.24 case CONTAINER:
2448 root 1.68 apply_container (op, tmp);
2449 root 1.24 return 1;
2450 root 1.14
2451 root 1.24 case TREASURE:
2452     if (op->type == PLAYER)
2453     {
2454     apply_treasure (op, tmp);
2455     return 1;
2456     }
2457     else
2458 root 1.68 return 0;
2459 root 1.14
2460 root 1.24 case WEAPON:
2461     case ARMOUR:
2462     case BOOTS:
2463     case GLOVES:
2464     case AMULET:
2465     case GIRDLE:
2466     case BRACERS:
2467     case SHIELD:
2468     case HELMET:
2469     case RING:
2470     case CLOAK:
2471     case WAND:
2472     case ROD:
2473     case HORN:
2474     case SKILL:
2475     case BOW:
2476     case LAMP:
2477     case BUILDER:
2478     case SKILL_TOOL:
2479     if (tmp->env != op)
2480     return 2; /* not in inventory */
2481 root 1.79
2482     apply_special (op, tmp, aflag);
2483 root 1.24 return 1;
2484 root 1.14
2485 root 1.24 case DRINK:
2486     case FOOD:
2487     case FLESH:
2488     apply_food (op, tmp);
2489     return 1;
2490 root 1.14
2491 root 1.24 case POISON:
2492     apply_poison (op, tmp);
2493     return 1;
2494 root 1.14
2495 root 1.24 case SAVEBED:
2496 root 1.51 return 1;
2497 root 1.14
2498 root 1.24 case ARMOUR_IMPROVER:
2499     if (op->type == PLAYER)
2500     {
2501     apply_armour_improver (op, tmp);
2502     return 1;
2503     }
2504     else
2505 root 1.51 return 0;
2506 root 1.14
2507 root 1.24 case WEAPON_IMPROVER:
2508 root 1.85 check_improve_weapon (op, tmp);
2509 root 1.24 return 1;
2510 root 1.14
2511 root 1.24 case CLOCK:
2512     if (op->type == PLAYER)
2513     {
2514     char buf[MAX_BUF];
2515     timeofday_t tod;
2516 root 1.22
2517 root 1.24 get_tod (&tod);
2518     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2519     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2520     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2521 root 1.118 op->play_sound (sound_find ("sound_clock"));
2522 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, buf);
2523     return 1;
2524     }
2525     else
2526 root 1.85 return 0;
2527 root 1.14
2528 root 1.24 case MENU:
2529     if (op->type == PLAYER)
2530     {
2531 elmex 1.75 shop_listing (tmp, op);
2532 root 1.24 return 1;
2533     }
2534     else
2535 root 1.85 return 0;
2536 elmex 1.1
2537 root 1.24 case POWER_CRYSTAL:
2538     apply_power_crystal (op, tmp); /* see egoitem.c */
2539     return 1;
2540 root 1.14
2541 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2542     if (op->type == PLAYER)
2543     {
2544     apply_lighter (op, tmp);
2545     return 1;
2546     }
2547     else
2548 root 1.85 return 0;
2549 root 1.14
2550 root 1.24 case ITEM_TRANSFORMER:
2551     apply_item_transformer (op, tmp);
2552     return 1;
2553 root 1.14
2554 root 1.24 default:
2555     return 0;
2556 elmex 1.1 }
2557     }
2558    
2559    
2560     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2561     * messages as needed by player_apply_below(). But there can still be
2562     * "but you are floating high above the ground" messages.
2563     *
2564     * Same return value as apply() function.
2565     */
2566 root 1.22 int
2567     player_apply (object *pl, object *op, int aflag, int quiet)
2568 elmex 1.1 {
2569 root 1.22 int tmp;
2570 elmex 1.1
2571 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2572 root 1.22 {
2573     /* player is flying and applying object not in inventory */
2574     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2575     {
2576 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.>");
2577 root 1.22 return 0;
2578 root 1.14 }
2579 elmex 1.1 }
2580    
2581 root 1.22 pl->contr->last_used = op;
2582 elmex 1.1
2583 root 1.22 tmp = manual_apply (pl, op, aflag);
2584     if (!quiet)
2585     {
2586     if (tmp == 0)
2587     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2588     else if (tmp == 2)
2589     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2590 elmex 1.1 }
2591 root 1.114
2592 root 1.22 return tmp;
2593 elmex 1.1 }
2594    
2595     /**
2596     * player_apply_below attempts to apply the object 'below' the player.
2597     * If the player has an open container, we use that for below, otherwise
2598     * we use the ground.
2599     */
2600 root 1.22 void
2601     player_apply_below (object *pl)
2602 elmex 1.1 {
2603 root 1.68 int floors = 0;
2604 root 1.22
2605     /* If using a container, set the starting item to be the top
2606     * item in the container. Otherwise, use the map.
2607 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2608 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2609     * next object in the stack before applying. This is can only be a
2610     * problem if player_apply() has a bug in that it uses the object but does
2611     * not return a proper value.
2612     */
2613 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2614 root 1.22 {
2615     next = tmp->below;
2616 root 1.68
2617 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2618     floors++;
2619     else if (floors > 0)
2620     return; /* process only floor objects after first floor object */
2621    
2622     /* If it is visible, player can apply it. If it is applied by
2623     * person moving on it, also activate. Added code to make it
2624     * so that at least one of players movement types be that which
2625     * the item needs.
2626     */
2627     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2628     {
2629     if (player_apply (pl, tmp, 0, 1) == 1)
2630     return;
2631 elmex 1.1 }
2632 root 1.22 if (floors >= 2)
2633     return; /* process at most two floor objects */
2634 elmex 1.1 }
2635     }
2636    
2637     /**
2638     * Unapplies specified item.
2639     * No check done on cursed/damned.
2640     * Break this out of apply_special - this is just done
2641     * to keep the size of apply_special to a more managable size.
2642     */
2643 root 1.22 static int
2644     unapply_special (object *who, object *op, int aflags)
2645 elmex 1.1 {
2646 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2647     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2648 root 1.22 return RESULT_INT (0);
2649 root 1.12
2650 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2651 root 1.76
2652 root 1.22 switch (op->type)
2653     {
2654 root 1.96 case SKILL_TOOL:
2655     // unapplying a skill tool should also unapply the skill it governs
2656     // but this is hard, as it shouldn't do so when the skill can
2657     // be used for other reasons
2658     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659     if (tmp->skill == op->skill
2660     && tmp->type == SKILL
2661     && tmp->flag [FLAG_APPLIED]
2662     && !tmp->flag [FLAG_CAN_USE_SKILL])
2663     unapply_special (who, tmp, 0);
2664    
2665     change_abil (who, op);
2666     break;
2667    
2668 root 1.24 case WEAPON:
2669 root 1.105 if (player *pl = who->contr)
2670     if (op == pl->combat_ob)
2671     {
2672     pl->combat_ob = 0;
2673     who->change_weapon (pl->ranged_ob);
2674     }
2675    
2676 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2677 elmex 1.1
2678 root 1.79 change_abil (who, op);
2679     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2680 root 1.24 break;
2681 root 1.14
2682 root 1.96 case SKILL:
2683 root 1.79 if (who->contr)
2684 root 1.24 {
2685 root 1.76 if (!op->invisible)
2686     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2687 root 1.24 else
2688 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2689 root 1.24 }
2690 root 1.76
2691     change_abil (who, op);
2692 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2693     break;
2694 root 1.14
2695 root 1.24 case ARMOUR:
2696     case HELMET:
2697     case SHIELD:
2698     case RING:
2699     case BOOTS:
2700     case GLOVES:
2701     case AMULET:
2702     case GIRDLE:
2703     case BRACERS:
2704     case CLOAK:
2705     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2706 root 1.79 change_abil (who, op);
2707 root 1.24 break;
2708 root 1.79
2709 root 1.24 case LAMP:
2710 root 1.103 {
2711     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2712 root 1.29
2713 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2714     tmp2->x = op->x;
2715     tmp2->y = op->y;
2716     tmp2->map = op->map;
2717     tmp2->below = op->below;
2718     tmp2->above = op->above;
2719     tmp2->stats.food = op->stats.food;
2720     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2721    
2722     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2723     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2724    
2725     if (who->contr)
2726     esrv_del_item (who->contr, op->count);
2727    
2728     op->destroy ();
2729     insert_ob_in_ob (tmp2, who);
2730     who->update_stats ();
2731 root 1.29
2732 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2733     {
2734     if (who->contr)
2735     {
2736     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2737     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2738     }
2739     }
2740 root 1.29
2741 root 1.103 if (who->contr)
2742     esrv_send_item (who, tmp2);
2743     }
2744 root 1.79
2745 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2746 root 1.76
2747 root 1.24 case BOW:
2748     case WAND:
2749     case ROD:
2750     case HORN:
2751 root 1.105 if (player *pl = who->contr)
2752     {
2753     if (op == pl->ranged_ob)
2754     {
2755     pl->ranged_ob = 0;
2756     who->change_weapon (pl->combat_ob);
2757     }
2758    
2759     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2760     }
2761 root 1.103 else
2762 root 1.24 {
2763 root 1.103 who->change_skill (0);
2764 root 1.79
2765 root 1.24 if (op->type == BOW)
2766     CLEAR_FLAG (who, FLAG_READY_BOW);
2767     else
2768     CLEAR_FLAG (who, FLAG_READY_RANGE);
2769     }
2770 root 1.76
2771 root 1.24 break;
2772 elmex 1.1
2773 root 1.24 case BUILDER:
2774 root 1.79 if (who->contr)
2775 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2776 root 1.24 break;
2777 elmex 1.1
2778 root 1.24 default:
2779     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2780     break;
2781 elmex 1.1 }
2782    
2783 root 1.51 who->update_stats ();
2784 elmex 1.1
2785 root 1.22 if (!(aflags & AP_NO_MERGE))
2786     {
2787 root 1.85 object *tmp = merge_ob (op, 0);
2788 root 1.79
2789     if (who->contr)
2790 root 1.22 {
2791     if (tmp)
2792     { /* it was merged */
2793 root 1.29 esrv_del_item (who->contr, op->count);
2794 root 1.22 op = tmp;
2795 elmex 1.1 }
2796 root 1.29
2797 root 1.22 esrv_send_item (who, op);
2798 root 1.14 }
2799 elmex 1.1 }
2800 root 1.79
2801 root 1.22 return 0;
2802 elmex 1.1 }
2803    
2804     /**
2805     * Returns the object that is using location 'loc'.
2806     * Note that 'start' is the first object to start examing - we
2807     * then go through the below of this. In this way, you can do
2808     * something like:
2809 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2810     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2811 elmex 1.1 * to find the second object that may use this location, etc.
2812     * Returns NULL if no match is found.
2813     * loc is the index into the array we are looking for a match.
2814     * don't return invisible objects unless they are skill objects
2815     * invisible other objects that use
2816     * up body locations can be used as restrictions.
2817     */
2818 root 1.84 static object *
2819 root 1.96 get_next_item_from_body_location (int loc, object *start)
2820 elmex 1.1 {
2821 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2822     if (tmp->flag [FLAG_APPLIED]
2823     && tmp->slot[loc].info
2824     && (!tmp->invisible || tmp->type == SKILL))
2825     return tmp;
2826 elmex 1.1
2827 root 1.84 return 0;
2828 elmex 1.1 }
2829    
2830     /**
2831     * 'op' wants to apply an object, but can't because of other equipment.
2832     * This should only be called when it is known
2833     * that there are objects to unapply. This makes pretty heavy
2834     * use of get_item_from_body_location. It makes no intelligent choice
2835     * on objects - rather, the first that is matched is used.
2836     * Returns 0 on success, returns 1 if there is some problem.
2837     * if aflags is AP_PRINT, we instead print out waht to unapply
2838     * instead of doing it. This is a lot less code than having
2839     * another function that does just that.
2840     */
2841 root 1.114
2842     #define CANNOT_REMOVE_CURSED \
2843     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2844     "Praying over an altar, scrolls of remove curse/damnation, " \
2845     "priests or even other players might help.>"
2846    
2847 root 1.22 int
2848     unapply_for_ob (object *who, object *op, int aflags)
2849 elmex 1.1 {
2850 root 1.81 if (op->is_range ())
2851     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2853     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2854     {
2855     if (aflags & AP_PRINT)
2856     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2857     else
2858     unapply_special (who, tmp, aflags);
2859     }
2860     else
2861     {
2862     /* In this case, we want to try and remove a cursed item.
2863     * While we know it won't work, we want unapply_special to
2864     * at least generate the message.
2865     */
2866 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2867     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2868     query_name (tmp));
2869 root 1.81 return 1;
2870     }
2871 elmex 1.1
2872 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2873 root 1.22 {
2874     /* this used up a slot that we need to free */
2875 root 1.82 if (op->slot[i].info)
2876 root 1.22 {
2877 root 1.81 object *last = who->inv;
2878 root 1.14
2879 root 1.22 /* We do a while loop - may need to remove several items in order
2880     * to free up enough slots.
2881     */
2882 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2883 root 1.22 {
2884 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2885 root 1.81
2886 root 1.22 if (!tmp)
2887     {
2888 elmex 1.1 #if 0
2889 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2890     * equipped.
2891     */
2892     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2893 elmex 1.1 #endif
2894 root 1.22 return 1;
2895     }
2896 root 1.81
2897 root 1.22 /* If we are just printing, we don't care about cursed status */
2898     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2899     {
2900     if (aflags & AP_PRINT)
2901     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2902     else
2903     unapply_special (who, tmp, aflags);
2904 root 1.14 }
2905 root 1.22 else
2906     {
2907     /* Cursed item that we can't unequip - tell the player.
2908     * Note this could be annoying if this is just one of a few,
2909     * so it may not be critical (eg, putting on a ring and you have
2910     * one cursed ring.)
2911     */
2912 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2913 root 1.14 }
2914 root 1.81
2915 root 1.22 last = tmp->below;
2916 root 1.14 }
2917 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2918     * return in the !tmp would have kicked in.
2919     */
2920     } /* if op is using this body location */
2921     } /* for body lcoations */
2922 root 1.81
2923 root 1.22 return 0;
2924 elmex 1.1 }
2925    
2926     /**
2927     * Checks to see if 'who' can apply object 'op'.
2928     * Returns 0 if apply can be done without anything special.
2929     * Otherwise returns a bitmask - potentially several of these may be
2930     * set, but largely depends on circumstance - in the future, processing
2931 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2932 root 1.96 * is set, do we really care what the other flags may be?)
2933 elmex 1.1 *
2934     * See include/define.h for detailed description of the meaning of
2935     * these return values.
2936     */
2937 root 1.22 int
2938     can_apply_object (object *who, object *op)
2939 elmex 1.1 {
2940 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2941     return RESULT_INT (0);
2942    
2943 root 1.78 int retval = 0;
2944     object *tmp = 0, *ws = 0;
2945 root 1.22
2946 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2947 root 1.22 {
2948 root 1.82 if (op->slot[i].info)
2949 root 1.22 {
2950     /* Item uses more slots than we have */
2951 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2952 root 1.22 {
2953 root 1.78 /* Could return now for efficiency - rest of info below isn't
2954 root 1.22 * really needed.
2955     */
2956     retval |= CAN_APPLY_NEVER;
2957     }
2958 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2959 root 1.22 {
2960     /* in this case, equipping this would use more free spots than
2961     * we have.
2962     */
2963 elmex 1.1
2964 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2965 root 1.84 * enough slots to equip the new item, then just set "can
2966     * apply unapply". We don't care about the logic below - if you have a
2967 root 1.22 * shield equipped and try to equip another shield, there is only
2968     * one choice. However, the check for the number of body locations
2969     * does take into the account cases where what is being applied
2970     * may be two handed for example.
2971     */
2972     if (ws)
2973 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2974     {
2975     retval |= CAN_APPLY_UNAPPLY;
2976     continue;
2977     }
2978 root 1.22
2979 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2980 root 1.22 if (!tmp1)
2981     {
2982 elmex 1.1 #if 0
2983 root 1.22 /* This is sort of an error, but happens a lot when old players
2984     * join in with more stuff equipped than they are now allowed.
2985     */
2986     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2987 elmex 1.1 #endif
2988 root 1.22 retval |= CAN_APPLY_NEVER;
2989     }
2990     else
2991     {
2992     /* need to unapply something. However, if this something
2993     * is different than we had found before, it means they need
2994     * to apply multiple objects
2995     */
2996     retval |= CAN_APPLY_UNAPPLY;
2997 root 1.96
2998 root 1.22 if (!tmp)
2999     tmp = tmp1;
3000     else if (tmp != tmp1)
3001 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3002    
3003 root 1.22 /* This object isn't using up all the slots, so there must
3004 root 1.78 * be another. If so, and it the new item doesn't need all
3005 root 1.22 * the slots, the player then has a choice.
3006     */
3007 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3008     && abs (op->slot[i].info) < who->slot[i].info)
3009 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3010    
3011     /* Does unequippint 'tmp1' free up enough slots for this to be
3012     * equipped? If not, there must be something else to unapply.
3013     */
3014 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3015 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3016     }
3017     } /* if not enough free slots */
3018     } /* if this object uses location i */
3019     } /* for i -> num_body_locations loop */
3020    
3021     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3022     * really be controlled by use of body locations. We do have
3023     * the weapon/shield checks, and the range checks for monsters,
3024     * because you can't control those just by body location - bows, shields,
3025     * and weapons all use the same slot. Similar for horn/rod/wand - they
3026     * all use the same location.
3027     */
3028     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3029     retval |= CAN_APPLY_RESTRICTION;
3030 root 1.76
3031 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3032     retval |= CAN_APPLY_RESTRICTION;
3033    
3034     if (who->type != PLAYER)
3035     {
3036     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3037 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3038 root 1.78
3039 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3040     retval |= CAN_APPLY_RESTRICTION;
3041 root 1.78
3042 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3043     retval |= CAN_APPLY_RESTRICTION;
3044 root 1.78
3045 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3047 elmex 1.1 }
3048 root 1.76
3049 root 1.22 return retval;
3050 elmex 1.1 }
3051    
3052     /**
3053     * who is the object using the object. It can be a monster.
3054     * op is the object they are using. op is an equipment type item,
3055     * eg, one which you put on and keep on for a while, and not something
3056     * like a potion or scroll.
3057     *
3058     * function returns 1 if the action could not be completed, 0 on
3059     * success. However, success is a matter of meaning - if the
3060     * user passes the 'apply' flag to an object already applied,
3061     * nothing is done, and 0 is returned.
3062     *
3063     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3064     * AP_UNAPPLY=always unapply).
3065     *
3066     * Optional flags:
3067     * AP_NO_MERGE: don't merge an unapplied object with other objects
3068     * AP_IGNORE_CURSE: unapply cursed items
3069 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3070 elmex 1.1 *
3071     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3072     *
3073     * apply_special() doesn't check for unpaid items.
3074     */
3075 root 1.114
3076     #define LACK_ITEM_POWER \
3077     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3078    
3079 root 1.22 int
3080     apply_special (object *who, object *op, int aflags)
3081 elmex 1.1 {
3082 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3083     object *tmp, *tmp2, *skop = NULL;
3084 elmex 1.1
3085 root 1.22 if (who == NULL)
3086     {
3087     LOG (llevError, "apply_special() from object without environment.\n");
3088     return 1;
3089 elmex 1.1 }
3090    
3091 root 1.22 if (op->env != who)
3092     return 1; /* op is not in inventory */
3093 elmex 1.1
3094 root 1.22 /* trying to unequip op */
3095     if (QUERY_FLAG (op, FLAG_APPLIED))
3096     {
3097     /* always apply, so no reason to unapply */
3098     if (basic_flag == AP_APPLY)
3099     return 0;
3100    
3101     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3102     {
3103 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3104     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3105     query_name (op));
3106 root 1.22 return 1;
3107 root 1.14 }
3108 root 1.78
3109 root 1.22 return unapply_special (who, op, aflags);
3110 elmex 1.1 }
3111    
3112 root 1.22 if (basic_flag == AP_UNAPPLY)
3113     return 0;
3114 elmex 1.1
3115 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3116     // to resolve conflicts.
3117     if (player *pl = who->contr)
3118 root 1.95 switch (op->slottype ())
3119 root 1.90 {
3120 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3121     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3122 root 1.90 }
3123    
3124 root 1.104 splay (op);
3125    
3126 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3127 root 1.78 if (int i = can_apply_object (who, op))
3128 root 1.22 {
3129     if (i & CAN_APPLY_NEVER)
3130     {
3131 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3132     "You don't have the body to use a %s. H<You can never apply this item.>",
3133     query_name (op));
3134 root 1.22 return 1;
3135     }
3136     else if (i & CAN_APPLY_RESTRICTION)
3137     {
3138 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3139     "You have a prohibition against using a %s. "
3140     "H<Your belief, profession or class prevents you from applying this item.>",
3141     query_name (op));
3142 root 1.22 return 1;
3143     }
3144 root 1.78
3145 root 1.22 if (who->type != PLAYER)
3146     {
3147     /* Some error, so don't try to equip something more */
3148     if (unapply_for_ob (who, op, aflags))
3149 root 1.14 return 1;
3150     }
3151 root 1.22 else
3152     {
3153     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3154     {
3155 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3156 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3157     return 1;
3158     }
3159     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3160 root 1.81 if (unapply_for_ob (who, op, aflags))
3161     return 1;
3162 root 1.14 }
3163 elmex 1.1 }
3164 root 1.55
3165 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3166     {
3167     skop = find_skill_by_name (who, op->skill);
3168 root 1.78
3169 root 1.22 if (!skop)
3170     {
3171     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3172     return 1;
3173     }
3174     else
3175 root 1.76 /* While experience will be credited properly, we want to change the
3176     * skill so that the dam and wc get updated
3177     */
3178 root 1.101 who->change_skill (skop);
3179 elmex 1.1 }
3180 root 1.22
3181 root 1.78 if (who->type == PLAYER
3182     && op->item_power
3183     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3184 root 1.22 {
3185 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3186 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3187 root 1.22 return 1;
3188 elmex 1.1 }
3189    
3190 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3191     * Note that we don't have the checks for can_use_...
3192     * below - that is already taken care of by can_apply_object.
3193     */
3194     if (op->nrof > 1)
3195     tmp = get_split_ob (op, op->nrof - 1);
3196     else
3197 root 1.78 tmp = 0;
3198 root 1.22
3199     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3200     return RESULT_INT (0);
3201    
3202     switch (op->type)
3203     {
3204 root 1.24 case WEAPON:
3205     if (!check_weapon_power (who, op->last_eat))
3206     {
3207 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3208 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3209 root 1.79
3210 root 1.78 if (tmp)
3211     insert_ob_in_ob (tmp, who);
3212 root 1.79
3213 root 1.24 return 1;
3214     }
3215 root 1.65
3216 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3217 root 1.78 // i.e. "R" can use Ragnarok's sword.
3218 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3219     {
3220     /* if the weapon does not have the name as the character, can't use it. */
3221     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3222 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3223     "The weapon does not recognize you as its owner. "
3224     "H<Its name indicates that it belongs to somebody else.>");
3225 root 1.65
3226     if (tmp)
3227     insert_ob_in_ob (tmp, who);
3228    
3229 root 1.24 return 1;
3230     }
3231 root 1.65
3232 root 1.80 if (!skop)
3233     {
3234     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3235     return 1;
3236     }
3237    
3238 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3239 root 1.101 who->change_skill (skop);
3240 root 1.76
3241 root 1.79 if (who->contr)
3242 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3243 root 1.78
3244 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3245 root 1.14
3246 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3247 root 1.76 change_abil (who, op);
3248 root 1.24 break;
3249 root 1.14
3250 root 1.24 case ARMOUR:
3251     case HELMET:
3252     case SHIELD:
3253     case BOOTS:
3254     case GLOVES:
3255     case GIRDLE:
3256     case BRACERS:
3257     case CLOAK:
3258     case RING:
3259     case AMULET:
3260     SET_FLAG (op, FLAG_APPLIED);
3261     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3262 root 1.76 change_abil (who, op);
3263 root 1.24 break;
3264 root 1.76
3265 root 1.24 case LAMP:
3266     if (op->stats.food < 1)
3267     {
3268 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3269     "Your %s is out of fuel! "
3270     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3271 root 1.24 return 1;
3272     }
3273 root 1.76
3274 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3275     tmp2 = arch_to_object (op->other_arch);
3276     tmp2->stats.food = op->stats.food;
3277     SET_FLAG (tmp2, FLAG_APPLIED);
3278 root 1.76
3279 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3280     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3281 root 1.76
3282 root 1.24 insert_ob_in_ob (tmp2, who);
3283    
3284     /* Remove the old lantern */
3285     if (who->type == PLAYER)
3286 root 1.29 esrv_del_item (who->contr, op->count);
3287    
3288 root 1.37 op->destroy ();
3289 root 1.22
3290 root 1.24 /* insert the portion that was split off */
3291 root 1.76 if (tmp)
3292 root 1.24 {
3293 root 1.76 insert_ob_in_ob (tmp, who);
3294 root 1.24 if (who->type == PLAYER)
3295     esrv_send_item (who, tmp);
3296     }
3297 root 1.76
3298 root 1.51 who->update_stats ();
3299 root 1.76
3300 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 root 1.81 if (who->type == PLAYER)
3302     {
3303 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3304     "Oops, it feels deadly cold! "
3305     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3306 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3307     }
3308 root 1.76
3309 root 1.24 if (who->type == PLAYER)
3310     esrv_send_item (who, tmp2);
3311 root 1.76
3312 root 1.24 return 0;
3313 root 1.14
3314 root 1.96 case SKILL_TOOL:
3315     // applying a skill tool also readies the skill
3316     SET_FLAG (op, FLAG_APPLIED);
3317    
3318 root 1.101 if (!(aflags & AP_NO_READY))
3319 root 1.24 {
3320 root 1.101 skop = find_skill_by_name (who, op->skill);
3321     if (!skop->flag [FLAG_APPLIED])
3322     apply_special (who, skop, AP_APPLY);
3323 root 1.24 }
3324 root 1.101 break;
3325 root 1.76
3326 root 1.101 case SKILL:
3327 root 1.79 if (player *pl = who->contr)
3328 root 1.24 {
3329 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3330     {
3331 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3332 root 1.79 {
3333     for (object *item = who->inv; item; item = item->below)
3334     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3335     {
3336 root 1.101 if (item->skill == op->skill)
3337     {
3338     who->change_weapon (pl->combat_ob = item);
3339     goto found_weapon;
3340     }
3341 root 1.79 }
3342    
3343 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3344     "You need to apply a '%s' melee weapon before readying this skill. "
3345     "H<Some skills need an item, in this case a melee weapon, to function.>",
3346     &op->skill);
3347 root 1.79 return 1;
3348    
3349     found_weapon:;
3350     }
3351     else
3352 root 1.90 who->change_weapon (pl->combat_ob = op);
3353 root 1.79 }
3354     else if (IS_RANGED_SKILL (op->subtype))
3355     {
3356 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3357 root 1.79 {
3358     for (object *item = who->inv; item; item = item->below)
3359     if (item->type == BOW && item->flag [FLAG_APPLIED])
3360     {
3361 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3362 root 1.90 who->change_weapon (pl->ranged_ob = item);
3363 root 1.79 goto found_bow;
3364     }
3365    
3366 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3367     "You need to apply a missile weapon before readying this skill. "
3368     "H<Some skills need an item, in this case a missile weapon, to function.>");
3369 root 1.79 return 1;
3370    
3371     found_bow:;
3372     }
3373     else
3374 root 1.90 who->change_weapon (pl->ranged_ob = op);
3375 root 1.79 }
3376 root 1.76
3377 root 1.24 if (!op->invisible)
3378     {
3379     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3380     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3381     }
3382     else
3383 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3384 root 1.24 }
3385 root 1.101 else
3386     {
3387     SET_FLAG (op, FLAG_APPLIED);
3388     change_abil (who, op);
3389     who->chosen_skill = op;
3390     SET_FLAG (who, FLAG_READY_SKILL);
3391     }
3392 root 1.76
3393 root 1.24 break;
3394 root 1.22
3395 root 1.24 case BOW:
3396     if (!check_weapon_power (who, op->last_eat))
3397     {
3398 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3399     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400 root 1.76
3401     if (tmp)
3402     insert_ob_in_ob (tmp, who);
3403    
3404 root 1.24 return 1;
3405     }
3406 root 1.76
3407 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408     {
3409 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3410     "The weapon does not recognize you as its owner. "
3411     "H<Its name indicates that it belongs to somebody else.>");
3412 root 1.81 if (tmp)
3413 root 1.76 insert_ob_in_ob (tmp, who);
3414    
3415 root 1.24 return 1;
3416     }
3417 root 1.76
3418     /*FALLTHROUGH*/
3419     case WAND:
3420 root 1.24 case ROD:
3421     case HORN:
3422     /* check for skill, alter player status */
3423 root 1.78
3424     if (!skop)
3425 root 1.80 {
3426     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3427     return 1;
3428     }
3429    
3430     SET_FLAG (op, FLAG_APPLIED);
3431 root 1.101 who->change_skill (skop);
3432 root 1.22
3433 root 1.79 if (who->contr)
3434 root 1.24 {
3435 root 1.79 who->contr->ranged_ob = op;
3436 root 1.78
3437 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3438    
3439 root 1.24 if (op->type == BOW)
3440     {
3441 root 1.79 who->current_weapon = op;
3442 root 1.76 change_abil (who, op);
3443 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3444     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3445     }
3446     }
3447     else
3448     {
3449     if (op->type == BOW)
3450     SET_FLAG (who, FLAG_READY_BOW);
3451     else
3452     SET_FLAG (who, FLAG_READY_RANGE);
3453     }
3454 root 1.76
3455 root 1.24 break;
3456 elmex 1.1
3457 root 1.24 case BUILDER:
3458 root 1.76 if (who->type == PLAYER)
3459     {
3460 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3461 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3462     unapply_special (who, who->contr->ranged_ob, 0);
3463    
3464     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3465    
3466 root 1.79 who->contr->ranged_ob = op;
3467 root 1.76 }
3468 root 1.24 break;
3469 elmex 1.1
3470 root 1.24 default:
3471     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3472 root 1.22 } /* end of switch op->type */
3473    
3474     SET_FLAG (op, FLAG_APPLIED);
3475 elmex 1.1
3476 root 1.79 if (tmp)
3477 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3478 elmex 1.1
3479 root 1.51 who->update_stats ();
3480 elmex 1.1
3481 root 1.22 /* We exclude spell casting objects. The fire code will set the
3482     * been applied flag when they are used - until that point,
3483     * you don't know anything about them.
3484     */
3485     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3486     SET_FLAG (op, FLAG_BEEN_APPLIED);
3487    
3488     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3489 root 1.114 if (who->type == PLAYER)
3490     {
3491     new_draw_info (NDI_UNIQUE, 0, who,
3492     "Oops, it feels deadly cold! "
3493     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3494     SET_FLAG (op, FLAG_KNOWN_CURSED);
3495     }
3496 root 1.76
3497 root 1.22 if (who->type == PLAYER)
3498     {
3499     /* if multiple objects were applied, update both slots */
3500     if (tmp)
3501     esrv_send_item (who, tmp);
3502 root 1.76
3503 root 1.22 esrv_send_item (who, op);
3504 elmex 1.1 }
3505 root 1.76
3506 root 1.22 return 0;
3507 elmex 1.1 }
3508    
3509 root 1.22 int
3510     monster_apply_special (object *who, object *op, int aflags)
3511 elmex 1.1 {
3512 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 elmex 1.1 return 1;
3514 root 1.114
3515 elmex 1.1 return apply_special (who, op, aflags);
3516     }
3517    
3518     /**
3519     * Map was just loaded, handle op's initialisation.
3520     *
3521     * Generates shop floor's item, and treasures.
3522     */
3523 root 1.22 int
3524     auto_apply (object *op)
3525     {
3526     object *tmp = NULL, *tmp2;
3527     int i;
3528 elmex 1.1
3529 root 1.22 switch (op->type)
3530     {
3531 root 1.24 case SHOP_FLOOR:
3532 root 1.42 if (!op->has_random_items ())
3533 root 1.24 return 0;
3534 root 1.38
3535 root 1.24 do
3536     {
3537     i = 10; /* let's give it 10 tries */
3538     while ((tmp = generate_treasure (op->randomitems,
3539     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3540     if (tmp == NULL)
3541     return 0;
3542     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543     {
3544 root 1.37 tmp->destroy ();
3545 root 1.24 tmp = NULL;
3546     }
3547     }
3548     while (!tmp);
3549 root 1.38
3550 root 1.24 tmp->x = op->x;
3551     tmp->y = op->y;
3552     SET_FLAG (tmp, FLAG_UNPAID);
3553     insert_ob_in_map (tmp, op->map, NULL, 0);
3554     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555     identify (tmp);
3556     break;
3557 root 1.14
3558 root 1.24 case TREASURE:
3559     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560     return 0;
3561 root 1.37
3562 root 1.67 while (op->stats.hp-- > 0)
3563 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3564     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3565    
3566     /* If we generated an object and put it in this object inventory,
3567     * move it to the parent object as the current object is about
3568     * to disappear. An example of this item is the random_* stuff
3569     * that is put inside other objects.
3570     */
3571     for (tmp = op->inv; tmp; tmp = tmp2)
3572     {
3573     tmp2 = tmp->below;
3574 root 1.36 tmp->remove ();
3575 root 1.37
3576 root 1.24 if (op->env)
3577     insert_ob_in_ob (tmp, op->env);
3578     else
3579 root 1.37 tmp->destroy ();
3580 root 1.24 }
3581 root 1.37
3582     op->destroy ();
3583 root 1.24 break;
3584 elmex 1.1 }
3585 root 1.22 return tmp ? 1 : 0;
3586 elmex 1.1 }
3587    
3588     /**
3589 root 1.68 * fix_auto_apply goes through the entire map every time a map
3590     * is loaded or swapped in and performs special actions for
3591 elmex 1.1 * certain objects (most initialization of chests and creation of
3592     * treasures and stuff). Calls auto_apply if appropriate.
3593     */
3594 root 1.20 void
3595 root 1.55 maptile::fix_auto_apply ()
3596 root 1.20 {
3597 root 1.55 if (!spaces)
3598 root 1.20 return;
3599    
3600 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3601     for (object *tmp = ms->bot; tmp; )
3602     {
3603     object *above = tmp->above;
3604 root 1.20
3605 root 1.55 if (tmp->inv)
3606     {
3607     object *invtmp, *invnext;
3608 elmex 1.1
3609 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3610     {
3611     invnext = invtmp->below;
3612 root 1.14
3613 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3614     auto_apply (invtmp);
3615     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3616     {
3617     while ((invtmp->stats.hp--) > 0)
3618     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619    
3620     invtmp->randomitems = NULL;
3621     }
3622     else if (invtmp && invtmp->arch
3623     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3624     {
3625     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3626     /* Need to clear this so that we never try to create
3627     * treasure again for this object
3628     */
3629     invtmp->randomitems = NULL;
3630     }
3631     }
3632     /* This is really temporary - the code at the bottom will
3633     * also set randomitems to null. The problem is there are bunches
3634     * of maps/players already out there with items that have spells
3635     * which haven't had the randomitems set to null yet.
3636     * MSW 2004-05-13
3637     *
3638     * And if it's a spellbook, it's better to set randomitems to NULL too,
3639     * else you get two spells in the book ^_-
3640     * Ryo 2004-08-16
3641     */
3642     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3644     tmp->randomitems = NULL;
3645 root 1.14
3646 root 1.55 }
3647 root 1.20
3648 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649     auto_apply (tmp);
3650     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3651     {
3652     while ((tmp->stats.hp--) > 0)
3653     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3654     tmp->randomitems = NULL;
3655     }
3656     else if (tmp->type == TIMED_GATE)
3657     {
3658     object *head = tmp->head != NULL ? tmp->head : tmp;
3659    
3660     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3661     tmp->set_speed (0);
3662     }
3663     /* This function can be called everytime a map is loaded, even when
3664     * swapping back in. As such, we don't want to create the treasure
3665     * over and ove again, so after we generate the treasure, blank out
3666     * randomitems so if it is swapped in again, it won't make anything.
3667     * This is a problem for the above objects, because they have counters
3668     * which say how many times to make the treasure.
3669     */
3670     else if (tmp && tmp->arch && tmp->type != PLAYER
3671     && tmp->type != TREASURE && tmp->type != SPELL
3672     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3673     {
3674     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3675     tmp->randomitems = NULL;
3676     }
3677 root 1.78
3678 root 1.68 // close all containers
3679     else if (tmp->type == CONTAINER)
3680     tmp->flag [FLAG_APPLIED] = 0;
3681 root 1.22
3682 root 1.55 tmp = above;
3683     }
3684 elmex 1.1
3685 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688     check_trigger (tmp, tmp->above);
3689 elmex 1.1 }
3690    
3691     /**
3692     * Handles player eating food that temporarily changes status (resistances, stats).
3693     * This used to call cast_change_attr(), but
3694     * that doesn't work with the new spell code. Since we know what
3695     * the food changes, just grab a force and use that instead.
3696     */
3697 root 1.22 void
3698     eat_special_food (object *who, object *food)
3699     {
3700     object *force;
3701     int i, did_one = 0;
3702    
3703     force = get_archetype (FORCE_NAME);
3704    
3705     for (i = 0; i < NUM_STATS; i++)
3706 root 1.91 if (sint8 k = food->stats.stat (i))
3707     {
3708     force->stats.stat (i) = k;
3709     did_one = 1;
3710     }
3711 elmex 1.1
3712 root 1.22 /* check if we can protect the eater */
3713     for (i = 0; i < NROFATTACKS; i++)
3714     {
3715     if (food->resist[i] > 0)
3716     {
3717     force->resist[i] = food->resist[i] / 2;
3718     did_one = 1;
3719     }
3720     }
3721 elmex 1.47
3722 root 1.22 if (did_one)
3723     {
3724 root 1.54 force->set_speed (0.1);
3725 root 1.22 /* bigger morsel of food = longer effect time */
3726 elmex 1.47 force->duration = food->stats.food / 5;
3727 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3728     change_abil (who, force);
3729     insert_ob_in_ob (force, who);
3730     }
3731     else
3732 root 1.37 force->destroy ();
3733 root 1.22
3734     /* check for hp, sp change */
3735     if (food->stats.hp != 0)
3736     {
3737     if (QUERY_FLAG (food, FLAG_CURSED))
3738     {
3739 root 1.64 assign (who->contr->killer, food->name);
3740 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3741     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3742     }
3743     else
3744     {
3745     if (food->stats.hp > 0)
3746     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3747     else
3748     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3749     who->stats.hp += food->stats.hp;
3750     }
3751     }
3752     if (food->stats.sp != 0)
3753     {
3754     if (QUERY_FLAG (food, FLAG_CURSED))
3755     {
3756     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3757     who->stats.sp -= food->stats.sp;
3758     if (who->stats.sp < 0)
3759     who->stats.sp = 0;
3760     }
3761     else
3762     {
3763     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3764     who->stats.sp += food->stats.sp;
3765     /* place limit on max sp from food? */
3766     }
3767 elmex 1.1 }
3768 root 1.51 who->update_stats ();
3769 elmex 1.1 }
3770    
3771     /**
3772     * Designed primarily to light torches/lanterns/etc.
3773     * Also burns up burnable material too. First object in the inventory is
3774     * the selected object to "burn". -b.t.
3775     */
3776 root 1.22 void
3777     apply_lighter (object *who, object *lighter)
3778     {
3779     object *item;
3780     int is_player_env = 0;
3781    
3782     item = find_marked_object (who);
3783     if (item)
3784     {
3785     if (lighter->last_eat && lighter->stats.food)
3786     { /* lighter gets used up */
3787     /* Split multiple lighters if they're being used up. Otherwise *
3788     * one charge from each would be used up. --DAMN */
3789     if (lighter->nrof > 1)
3790     {
3791 root 1.39 object *oneLighter = lighter->clone ();
3792 root 1.14
3793 root 1.22 lighter->nrof -= 1;
3794     oneLighter->nrof = 1;
3795     oneLighter->stats.food--;
3796     esrv_send_item (who, lighter);
3797     oneLighter = insert_ob_in_ob (oneLighter, who);
3798     esrv_send_item (who, oneLighter);
3799     }
3800     else
3801 root 1.29 lighter->stats.food--;
3802 root 1.22 }
3803     else if (lighter->last_eat)
3804     { /* no charges left in lighter */
3805     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3806     return;
3807     }
3808 root 1.48
3809 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3810     * I can't see many times when you would want to light multiple
3811     * objects at once.
3812     */
3813 root 1.48
3814     if (who == item->in_player ())
3815 root 1.22 is_player_env = 1;
3816    
3817     save_throw_object (item, AT_FIRE, who);
3818 root 1.48
3819 root 1.49 if (item->destroyed ())
3820 root 1.22 {
3821 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3822 root 1.22 /* Need to update the player so that the players glow radius
3823     * gets changed.
3824     */
3825     if (is_player_env)
3826 root 1.51 who->update_stats ();
3827 root 1.22 }
3828     else
3829 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);
3830 root 1.22 }
3831     else /* nothing to light */
3832     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3833 elmex 1.1
3834     }
3835    
3836     /**
3837     * op made some mistake with a scroll, this takes care of punishment.
3838     * scroll_failure()- hacked directly from spell_failure
3839     */
3840 root 1.22 void
3841     scroll_failure (object *op, int failure, int power)
3842 elmex 1.1 {
3843 root 1.22 if (abs (failure / 4) > power)
3844     power = abs (failure / 4); /* set minimum effect */
3845 elmex 1.1
3846 root 1.22 if (failure <= -1 && failure > -15)
3847     { /* wonder */
3848     object *tmp;
3849    
3850 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3851 root 1.22 tmp = get_archetype (SPELL_WONDER);
3852     cast_wonder (op, op, 0, tmp);
3853 root 1.37 tmp->destroy ();
3854 root 1.22 }
3855     else if (failure <= -15 && failure > -35)
3856     { /* drain mana */
3857     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3858     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859     if (op->stats.sp < 0)
3860     op->stats.sp = 0;
3861     }
3862     else if (settings.spell_failure_effects == TRUE)
3863     {
3864     if (failure <= -35 && failure > -60)
3865     { /* confusion */
3866     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3867     confuse_player (op, op, power);
3868     }
3869     else if (failure <= -60 && failure > -70)
3870     { /* paralysis */
3871     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3872     paralyze_player (op, op, power);
3873     }
3874     else if (failure <= -70 && failure > -80)
3875     { /* blind */
3876     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3877     blind_player (op, op, power);
3878     }
3879     else if (failure <= -80)
3880     { /* blast the immediate area */
3881 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3882 root 1.22 cast_magic_storm (op, tmp, power);
3883 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3884 root 1.37 tmp->destroy ();
3885 root 1.14 }
3886 elmex 1.1 }
3887     }
3888    
3889 root 1.22 void
3890     apply_changes_to_player (object *pl, object *change)
3891     {
3892     int excess_stat = 0; /* if the stat goes over the maximum
3893     for the race, put the excess stat some
3894     where else. */
3895 elmex 1.1
3896 root 1.22 switch (change->type)
3897     {
3898 root 1.24 case CLASS:
3899     {
3900     living *stats = &(pl->contr->orig_stats);
3901     living *ns = &(change->stats);
3902     object *walk;
3903     int flag_change_face = 1;
3904    
3905     /* the following code assigns stats up to the stat max
3906     * for the race, and if the stat max is exceeded,
3907     * tries to randomly reassign the excess stat
3908     */
3909     int i, j;
3910 root 1.22
3911 root 1.24 for (i = 0; i < NUM_STATS; i++)
3912     {
3913 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3914 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3915 root 1.22
3916 root 1.24 if (stat > 20 + race_bonus)
3917     {
3918     excess_stat++;
3919     stat = 20 + race_bonus;
3920     }
3921 root 1.91
3922     stats->stat (i) = stat;
3923 root 1.24 }
3924 elmex 1.1
3925 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3926     { /* try 100 times to assign excess stats */
3927     int i = rndm (0, 6);
3928    
3929     if (i == CHA)
3930     continue; /* exclude cha from this */
3931 root 1.91
3932     int stat = stats->stat (i);
3933 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3934 root 1.24 if (stat < 20 + race_bonus)
3935     {
3936     change_attr_value (stats, i, 1);
3937     excess_stat--;
3938     }
3939     }
3940 root 1.14
3941 root 1.24 /* insert the randomitems from the change's treasurelist into
3942     * the player ref: player.c
3943     */
3944     if (change->randomitems != NULL)
3945     give_initial_items (pl, change->randomitems);
3946 root 1.14
3947 root 1.24 /* set up the face, for some races. */
3948 root 1.14
3949 root 1.24 /* first, look for the force object banning
3950     * changing the face. Certain races never change face with class.
3951     */
3952     for (walk = pl->inv; walk != NULL; walk = walk->below)
3953     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3954     flag_change_face = 0;
3955 root 1.14
3956 root 1.24 if (flag_change_face)
3957     {
3958     pl->animation_id = GET_ANIM_ID (change);
3959     pl->face = change->face;
3960 root 1.14
3961 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3962     SET_FLAG (pl, FLAG_ANIMATE);
3963     else
3964     CLEAR_FLAG (pl, FLAG_ANIMATE);
3965     }
3966 root 1.14
3967 root 1.24 /* check the special case of can't use weapons */
3968     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3969     if (!strcmp (change->name, "monk"))
3970     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3971 root 1.14
3972 root 1.24 break;
3973     }
3974 elmex 1.1 }
3975     }
3976    
3977     /**
3978     * This handles items of type 'transformer'.
3979     * Basically those items, used with a marked item, transform both items into something
3980     * else.
3981     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3982     * Change information is contained in the 'slaying' field of the marked item.
3983     * The format is as follow: transformer:[number ]yield[;transformer:...].
3984     * This way an item can be transformed in many things, and/or many objects.
3985     * The 'slaying' field for transformer is used as verb for the action.
3986     */
3987 root 1.22 void
3988     apply_item_transformer (object *pl, object *transformer)
3989     {
3990     object *marked;
3991     object *new_item;
3992     char *find;
3993     char *separator;
3994     int yield;
3995     char got[MAX_BUF];
3996     int len;
3997    
3998     if (!pl || !transformer)
3999     return;
4000 root 1.114
4001 root 1.22 marked = find_marked_object (pl);
4002 root 1.114
4003 root 1.22 if (!marked)
4004 elmex 1.1 {
4005 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4006     return;
4007     }
4008 root 1.114
4009 root 1.22 if (!marked->slaying)
4010     {
4011     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4012     return;
4013     }
4014 root 1.114
4015 root 1.22 /* check whether they are compatible or not */
4016 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4017     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4018 root 1.22 {
4019     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4020     return;
4021     }
4022 root 1.114
4023 root 1.108 find += strlen (transformer->arch->archname) + 1;
4024 root 1.22 /* Item can be used, now find how many and what it yields */
4025     if (isdigit (*(find)))
4026     {
4027     yield = atoi (find);
4028     if (yield < 1)
4029 elmex 1.1 {
4030 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4031     yield = 1;
4032 elmex 1.1 }
4033 root 1.22 }
4034     else
4035     yield = 1;
4036 elmex 1.1
4037 root 1.22 while (isdigit (*find))
4038     find++;
4039     while (*find == ' ')
4040     find++;
4041 root 1.114
4042 root 1.22 memset (got, 0, MAX_BUF);
4043 root 1.114
4044 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4045 root 1.114 len = separator - find;
4046 root 1.22 else
4047 root 1.114 len = strlen (find);
4048    
4049 root 1.22 if (len > MAX_BUF - 1)
4050     len = MAX_BUF - 1;
4051 root 1.114
4052 root 1.22 strcpy (got, find);
4053     got[len] = '\0';
4054    
4055     /* Now create new item, remove used ones when required. */
4056     new_item = get_archetype (got);
4057     if (!new_item)
4058     {
4059     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4060     return;
4061 elmex 1.1 }
4062 root 1.29
4063 root 1.22 new_item->nrof = yield;
4064     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4065     insert_ob_in_ob (new_item, pl);
4066     esrv_send_inventory (pl, pl);
4067     /* Eat up one item */
4068     decrease_ob_nr (marked, 1);
4069 root 1.114
4070 root 1.22 /* Eat one transformer if needed */
4071     if (transformer->stats.food)
4072     if (--transformer->stats.food == 0)
4073     decrease_ob_nr (transformer, 1);
4074     }