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/cvs/deliantra/server/server/apply.C
Revision: 1.121
Committed: Tue Jul 31 19:23:31 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.120: +40 -24 lines
Log Message:
add shop buy/sell/enter/leave sounds and converter beep

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     * convert_item() returns 1 if anything was converted, 0 if the item was not
906     * what the converter wants, -1 if the converter is broken.
907     */
908     #define CONV_FROM(xyz) xyz->slaying
909     #define CONV_TO(xyz) xyz->other_arch
910     #define CONV_NR(xyz) xyz->stats.sp
911     #define CONV_NEED(xyz) xyz->stats.food
912    
913     /* Takes one items and makes another.
914     * converter is the object that is doing the conversion.
915     * item is the object that triggered the converter - if it is not
916     * what the converter wants, this will not do anything.
917     */
918 root 1.22 int
919     convert_item (object *item, object *converter)
920     {
921     int nr = 0;
922     uint32 price_in;
923    
924     /* We make some assumptions - we assume if it takes money as it type,
925     * it wants some amount. We don't make change (ie, if something costs
926     * 3 gp and player drops a platinum, tough luck)
927     */
928 root 1.121 if (CONV_FROM (converter) == shstr_money)
929 root 1.22 {
930     if (item->type != MONEY)
931     return 0;
932    
933     nr = (item->nrof * item->value) / CONV_NEED (converter);
934     if (!nr)
935     return 0;
936 root 1.121
937     converter->play_sound (sound_find ("shop_buy"));
938    
939     int cost = nr * CONV_NEED (converter) / item->value;
940 root 1.22 /* take into account rounding errors */
941     if (nr * CONV_NEED (converter) % item->value)
942     cost++;
943 root 1.121
944 root 1.22 decrease_ob_nr (item, cost);
945 elmex 1.1
946 root 1.22 price_in = cost * item->value;
947     }
948     else
949     {
950 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
951 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
952     return 0;
953 elmex 1.1
954 root 1.121 converter->play_sound (sound_find ("convert_item"));
955    
956 root 1.22 if (CONV_NEED (converter))
957     {
958     nr = item->nrof / CONV_NEED (converter);
959     decrease_ob_nr (item, nr * CONV_NEED (converter));
960     price_in = nr * CONV_NEED (converter) * item->value;
961     }
962     else
963     {
964     price_in = item->value;
965 root 1.37 item->destroy ();
966 root 1.22 }
967     }
968 root 1.14
969 root 1.121 if (converter->inv)
970 root 1.22 {
971     object *ob;
972     int i;
973     object *ob_to_copy;
974    
975     /* select random object from inventory to copy */
976     ob_to_copy = converter->inv;
977 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
978     if (rndm (0, i) == 0)
979     ob_to_copy = ob;
980    
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 root 1.121
1001 root 1.22 if (nr)
1002     item->nrof *= nr;
1003 root 1.121
1004 root 1.22 if (is_in_shop (converter))
1005     SET_FLAG (item, FLAG_UNPAID);
1006     else if (price_in < item->nrof * item->value)
1007     {
1008     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010 root 1.121 /**
1011     * elmex: we are going to let the game continue, as the mapcreator
1012     * hopefully had something in mind when doing this.
1013     */
1014     }
1015 elmex 1.1
1016 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1017 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018     return 1;
1019 elmex 1.1 }
1020 root 1.22
1021 elmex 1.1 /**
1022     * Handle apply on containers.
1023     * By Eneq(@csd.uu.se).
1024     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025     * added the alchemical cauldron to the code -b.t.
1026     */
1027 root 1.22 int
1028     apply_container (object *op, object *sack)
1029 elmex 1.1 {
1030 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1031 root 1.22 return 0; /* This might change */
1032 elmex 1.1
1033 root 1.68 if (!sack || sack->type != CONTAINER)
1034 root 1.22 {
1035 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1036 root 1.22 return 0;
1037 elmex 1.1 }
1038 root 1.40
1039     op->contr->last_used = 0;
1040 elmex 1.1
1041 root 1.68 if (sack->env && sack->env != op)
1042 root 1.22 {
1043 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1044     return 1;
1045 elmex 1.1 }
1046    
1047 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1048     if (sack->flag [FLAG_APPLIED])
1049 root 1.22 {
1050 root 1.68 if (op->container == sack)
1051 root 1.22 {
1052 root 1.68 // open on ground or inv, so close
1053     op->close_container ();
1054     return 1;
1055 root 1.22 }
1056 root 1.68 else if (!sack->env)
1057 root 1.22 {
1058 root 1.68 // active, but not ours: some other player has opened it
1059     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1060     return 1;
1061 root 1.14 }
1062 root 1.22
1063 root 1.68 // fall through to opening it (active in inv)
1064 elmex 1.1 }
1065 root 1.68 else if (sack->env)
1066 root 1.22 {
1067 root 1.68 // it is in our env, so activate it, do not open yet
1068     op->close_container ();
1069     sack->flag [FLAG_APPLIED] = 1;
1070     esrv_update_item (UPD_FLAGS, op, sack);
1071 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1072 root 1.68 return 1;
1073 elmex 1.1 }
1074    
1075 root 1.68 // it's locked?
1076 root 1.22 if (sack->slaying)
1077 root 1.68 {
1078     if (object *tmp = find_key (op, op, sack))
1079     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1080 root 1.22 else
1081     {
1082     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1083 root 1.68 return 1;
1084 root 1.22 }
1085 elmex 1.1 }
1086    
1087 root 1.68 op->open_container (sack);
1088 elmex 1.1
1089 root 1.22 return 1;
1090 elmex 1.1 }
1091    
1092     /**
1093     * Handles dropping things on altar.
1094     * Returns true if sacrifice was accepted.
1095     */
1096 root 1.22 static int
1097     apply_altar (object *altar, object *sacrifice, object *originator)
1098 elmex 1.1 {
1099 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1100     if (altar->inv && (!originator || originator->type != PLAYER))
1101     return 0;
1102    
1103     if (operate_altar (altar, &sacrifice))
1104     {
1105     /* Simple check. Unfortunately, it means you can't cast magic bullet
1106     * with an altar. We call it a Potion - altars are stationary - it
1107     * is up to map designers to use them properly.
1108     */
1109     if (altar->inv && altar->inv->type == SPELL)
1110     {
1111     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1112     cast_spell (originator, altar, 0, altar->inv, NULL);
1113     /* If it is connected, push the button. Fixes some problems with
1114     * old maps.
1115     */
1116 elmex 1.1
1117     /* push_button (altar);*/
1118 root 1.14 }
1119 root 1.22 else
1120     {
1121     altar->value = 1; /* works only once */
1122     push_button (altar);
1123     }
1124 root 1.26
1125     return !sacrifice;
1126 root 1.22 }
1127     else
1128 root 1.26 return 0;
1129 elmex 1.1 }
1130    
1131     /**
1132     * Handles 'movement' of shop mats.
1133     * Returns 1 if 'op' was destroyed, 0 if not.
1134     * Largely re-written to not use nearly as many gotos, plus
1135     * some of this code just looked plain out of date.
1136     * MSW 2001-08-29
1137     */
1138 root 1.22 int
1139     apply_shop_mat (object *shop_mat, object *op)
1140 elmex 1.1 {
1141 elmex 1.15 int rv = 0;
1142     double opinion;
1143     object *tmp, *next;
1144 elmex 1.1
1145 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 elmex 1.1
1147 root 1.121 bool has_unpaid = false;
1148    
1149     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150     // a quick and small change :(
1151     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152     if (item->flag [FLAG_UNPAID])
1153     {
1154     has_unpaid = true;
1155     break;
1156     }
1157    
1158 elmex 1.15 if (op->type != PLAYER)
1159     {
1160     /* Remove all the unpaid objects that may be carried here.
1161     * This could be pets or monsters that are somehow in
1162     * the shop.
1163     */
1164     for (tmp = op->inv; tmp; tmp = next)
1165     {
1166     next = tmp->below;
1167 root 1.25
1168 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169     {
1170     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 root 1.14
1172 root 1.36 tmp->remove ();
1173 root 1.24
1174 elmex 1.15 if (i == -1)
1175     i = 0;
1176 root 1.24
1177 elmex 1.15 tmp->map = op->map;
1178     tmp->x = op->x + freearr_x[i];
1179     tmp->y = op->y + freearr_y[i];
1180     insert_ob_in_map (tmp, op->map, op, 0);
1181 root 1.14 }
1182     }
1183    
1184 elmex 1.15 /* Don't teleport things like spell effects */
1185     if (QUERY_FLAG (op, FLAG_NO_PICK))
1186     return 0;
1187 root 1.14
1188 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1189     * shop mats. Instead, put it on a nearby space.
1190     */
1191     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1192     {
1193     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195 root 1.22
1196 elmex 1.15 if (i != -1)
1197 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198    
1199 elmex 1.15 return 0;
1200 root 1.14 }
1201 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1202     * the teleport function should be able to handle this just fine.
1203     */
1204     rv = teleport (shop_mat, SHOP_MAT, op);
1205 elmex 1.1 }
1206 root 1.25 else if (can_pay (op) && get_payment (op))
1207 elmex 1.15 {
1208 root 1.24 /* this is only used for players */
1209 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1210    
1211 root 1.121 if (has_unpaid)
1212     op->contr->play_sound (sound_find ("shop_buy"));
1213     else if (is_in_shop (op))
1214     op->contr->play_sound (sound_find ("shop_enter"));
1215     else
1216     op->contr->play_sound (sound_find ("shop_leave"));
1217    
1218 elmex 1.15 if (shop_mat->msg)
1219 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1220 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1221     * but there is never a guarantee that the bottom space on the map is
1222     * actually the shop floor.
1223     */
1224     else if (!rv && !is_in_shop (op))
1225     {
1226     opinion = shopkeeper_approval (op->map, op);
1227 root 1.24
1228 elmex 1.15 if (opinion > 0.9)
1229 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1230 elmex 1.15 else if (opinion > 0.75)
1231     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1232     else if (opinion > 0.5)
1233     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1234     else
1235 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1236 root 1.14 }
1237 elmex 1.1 }
1238 elmex 1.15 else
1239     {
1240     /* if we get here, a player tried to leave a shop but was not able
1241 root 1.121 * to afford the items he has. We try to move the player so that
1242 elmex 1.15 * they are not on the mat anymore
1243     */
1244     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1245 root 1.22
1246 elmex 1.15 if (i == -1)
1247 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1248 elmex 1.15 else
1249     {
1250 root 1.36 op->remove ();
1251 elmex 1.15 op->x += freearr_x[i];
1252     op->y += freearr_y[i];
1253     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1254 root 1.14 }
1255 elmex 1.1 }
1256 root 1.24
1257 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1258     return rv;
1259 elmex 1.1 }
1260    
1261     /**
1262     * Handles applying a sign.
1263     */
1264 root 1.22 static void
1265     apply_sign (object *op, object *sign, int autoapply)
1266 elmex 1.1 {
1267 root 1.22 readable_message_type *msgType;
1268    
1269     if (sign->msg == NULL)
1270     {
1271     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1272     return;
1273 elmex 1.1 }
1274    
1275 root 1.22 if (sign->stats.food)
1276     {
1277     if (sign->last_eat >= sign->stats.food)
1278     {
1279     if (!sign->move_on)
1280     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1281 root 1.120
1282 root 1.22 return;
1283 root 1.14 }
1284 elmex 1.1
1285 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1286     sign->last_eat++;
1287 elmex 1.1 }
1288    
1289 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1290     * No way to know for sure. The presumption is basically that if
1291     * move_on is zero, it needs to be manually applied (doesn't talk
1292     * to us).
1293     */
1294     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1295     {
1296     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1297     return;
1298     }
1299 root 1.110
1300     if (op->contr)
1301     if (client *ns = op->contr->ns)
1302     {
1303 root 1.120 ns->play_sound (sign->sound);
1304 root 1.110 msgType = get_readable_message_type (sign);
1305    
1306     if (ns->can_msg)
1307     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308     else
1309     {
1310     char newbuf[HUGE_BUF];
1311     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1312     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313     }
1314     }
1315 elmex 1.1 }
1316    
1317     /**
1318     * 'victim' moves onto 'trap'
1319     * 'victim' leaves 'trap'
1320     * effect is determined by move_on/move_off of trap and move_type of victime.
1321     *
1322     * originator: Player, monster or other object that caused 'victim' to move
1323     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1324     * However, some types of traps require an originator to function.
1325     */
1326 root 1.22 void
1327 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1328 elmex 1.1 {
1329     static int recursion_depth = 0;
1330    
1331     /* Only exits affect DMs. */
1332 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1333 elmex 1.1 return;
1334    
1335     /* move_apply() is the most likely candidate for causing unwanted and
1336     * possibly unlimited recursion.
1337     */
1338     /* The following was changed because it was causing perfeclty correct
1339     * maps to fail. 1) it's not an error to recurse:
1340     * rune detonates, summoning monster. monster lands on nearby rune.
1341     * nearby rune detonates. This sort of recursion is expected and
1342     * proper. This code was causing needless crashes.
1343     */
1344 root 1.22 if (recursion_depth >= 500)
1345     {
1346     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1347 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1348 root 1.22 return;
1349 elmex 1.1 }
1350 root 1.110
1351 root 1.22 recursion_depth++;
1352     if (trap->head)
1353     trap = trap->head;
1354 elmex 1.1
1355 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1356     goto leave;
1357 elmex 1.1
1358 root 1.22 switch (trap->type)
1359     {
1360 root 1.23 case PLAYERMOVER:
1361     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1362     {
1363     if (!trap->stats.maxsp)
1364     trap->stats.maxsp = 2;
1365 root 1.14
1366 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1367     * should be divided by trap->speed
1368     */
1369     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1370 root 1.14
1371 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1372     * above with some objects have zero speed, and thus the player
1373     * getting permanently paralyzed.
1374     */
1375 root 1.93 if (victim->speed_left < -50.f)
1376     victim->speed_left = -50.f;
1377 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378     }
1379     goto leave;
1380 root 1.14
1381 root 1.23 case SPINNER:
1382     if (victim->direction)
1383     {
1384     victim->direction = absdir (victim->direction - trap->stats.sp);
1385     update_turn_face (victim);
1386     }
1387     goto leave;
1388 root 1.14
1389 root 1.23 case DIRECTOR:
1390     if (victim->direction && !should_director_abort (trap, victim))
1391     {
1392     victim->direction = trap->stats.sp;
1393     update_turn_face (victim);
1394     }
1395     goto leave;
1396 root 1.14
1397 root 1.23 case BUTTON:
1398     case PEDESTAL:
1399     update_button (trap);
1400     goto leave;
1401    
1402     case ALTAR:
1403     /* sacrifice victim on trap */
1404     apply_altar (trap, victim, originator);
1405     goto leave;
1406 root 1.14
1407 root 1.23 case THROWN_OBJ:
1408     if (trap->inv == NULL)
1409 root 1.22 goto leave;
1410 root 1.23 /* fallthrough */
1411 root 1.14
1412 root 1.23 case ARROW:
1413     /* bad bug: monster throw a object, make a step forwards, step on object ,
1414     * trigger this here and get hit by own missile - and will be own enemy.
1415     * Victim then is his own enemy and will start to kill herself (this is
1416     * removed) but we have not synced victim and his missile. To avoid senseless
1417     * action, we avoid hits here
1418     */
1419     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420     hit_with_arrow (trap, victim);
1421     goto leave;
1422 root 1.14
1423 root 1.23 case SPELL_EFFECT:
1424     apply_spell_effect (trap, victim);
1425     goto leave;
1426 root 1.14
1427 root 1.23 case TRAPDOOR:
1428     {
1429     int max, sound_was_played;
1430     object *ab, *ab_next;
1431 root 1.22
1432 root 1.23 if (!trap->value)
1433     {
1434     int tot;
1435 root 1.14
1436 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1437     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1439 root 1.14
1440 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441     goto leave;
1442 root 1.22
1443 root 1.23 SET_ANIMATION (trap, trap->value);
1444     update_object (trap, UP_OBJ_FACE);
1445     }
1446 root 1.14
1447 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1448 root 1.22 {
1449 root 1.23 /* need to set this up, since if we do transfer the object,
1450     * ab->above would be bogus
1451     */
1452     ab_next = ab->above;
1453 root 1.14
1454 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 root 1.22 {
1456 root 1.23 if (!sound_was_played)
1457     {
1458 root 1.118 trap->play_sound (sound_find ("fall_hole"));
1459 root 1.23 sound_was_played = 1;
1460     }
1461 root 1.118
1462 root 1.23 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1463     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1464 root 1.14 }
1465     }
1466 root 1.22 goto leave;
1467 root 1.23 }
1468 root 1.14
1469 root 1.23 case CONVERTER:
1470     if (convert_item (victim, trap) < 0)
1471     {
1472     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1473 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1474     }
1475 root 1.14
1476 root 1.23 goto leave;
1477 root 1.14
1478 root 1.23 case TRIGGER_BUTTON:
1479     case TRIGGER_PEDESTAL:
1480     case TRIGGER_ALTAR:
1481     check_trigger (trap, victim);
1482     goto leave;
1483    
1484     case DEEP_SWAMP:
1485     walk_on_deep_swamp (trap, victim);
1486     goto leave;
1487    
1488     case CHECK_INV:
1489 elmex 1.46 check_inv (victim, trap);
1490 root 1.23 goto leave;
1491    
1492     case HOLE:
1493     /* Hole not open? */
1494     if (trap->stats.wc > 0)
1495 root 1.22 goto leave;
1496 root 1.14
1497 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1498     * Processing will happen if the head runs into the pit
1499     */
1500     if (victim->head)
1501 root 1.22 goto leave;
1502 root 1.14
1503 root 1.118 victim->play_sound (sound_find ("fall_hole"));
1504 root 1.23 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1505     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506     goto leave;
1507 root 1.14
1508 root 1.23 case EXIT:
1509     if (victim->type == PLAYER && EXIT_PATH (trap))
1510     {
1511     /* Basically, don't show exits leading to random maps the
1512     * players output.
1513     */
1514 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1516 root 1.55
1517     victim->enter_exit (trap);
1518 root 1.23 }
1519     goto leave;
1520 root 1.14
1521 root 1.23 case ENCOUNTER:
1522     /* may be some leftovers on this */
1523     goto leave;
1524    
1525     case SHOP_MAT:
1526     apply_shop_mat (trap, victim);
1527     goto leave;
1528    
1529     /* Drop a certain amount of gold, and have one item identified */
1530     case IDENTIFY_ALTAR:
1531     apply_id_altar (victim, trap, originator);
1532     goto leave;
1533    
1534     case SIGN:
1535     if (victim->type != PLAYER && trap->stats.food > 0)
1536 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1537 root 1.23
1538     apply_sign (victim, trap, 1);
1539     goto leave;
1540    
1541     case CONTAINER:
1542 root 1.68 apply_container (victim, trap);
1543 root 1.23 goto leave;
1544    
1545     case RUNE:
1546     case TRAP:
1547     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1548     {
1549     spring_trap (trap, victim);
1550     }
1551     goto leave;
1552 root 1.14
1553 root 1.23 default:
1554     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1555 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1556 root 1.23 goto leave;
1557 elmex 1.1 }
1558    
1559 root 1.22 leave:
1560     recursion_depth--;
1561 elmex 1.1 }
1562    
1563     /**
1564     * Handles reading a regular (ie not containing a spell) book.
1565     */
1566 root 1.22 static void
1567     apply_book (object *op, object *tmp)
1568 elmex 1.1 {
1569 root 1.22 int lev_diff;
1570     object *skill_ob;
1571    
1572     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1573     {
1574     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1575     return;
1576     }
1577 root 1.112
1578     if (!tmp->msg)
1579 root 1.22 {
1580     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1581     return;
1582     }
1583 elmex 1.1
1584 root 1.22 /* need a literacy skill to read stuff! */
1585     skill_ob = find_skill_by_name (op, tmp->skill);
1586     if (!skill_ob)
1587     {
1588 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>");
1589 elmex 1.1 return;
1590     }
1591 root 1.112
1592 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1593     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1594     {
1595     if (lev_diff < 2)
1596     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1597     else if (lev_diff < 3)
1598     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1599     else if (lev_diff < 5)
1600     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1601     else if (lev_diff < 8)
1602     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1603     else if (lev_diff < 15)
1604     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1605     else
1606     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1607 elmex 1.1 return;
1608     }
1609    
1610 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1611    
1612 root 1.112 if (player *pl = op->contr)
1613     if (client *ns = pl->ns)
1614     if (ns->can_msg)
1615     {
1616     dynbuf_text buf;
1617     buf << long_desc (tmp, op)
1618     << "\n\n"
1619     << tmp->msg
1620     << '\0';
1621     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622     }
1623     else
1624     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625     msgType->message_type, msgType->message_subtype,
1626     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627     long_desc (tmp, op), &tmp->msg);
1628 root 1.22
1629     /* gain xp from reading */
1630     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631     { /* only if not read before */
1632     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1633    
1634     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635     {
1636     /*exp_gain *= 2; because they just identified it too */
1637     SET_FLAG (tmp, FLAG_IDENTIFIED);
1638 root 1.41
1639 root 1.22 /* If in a container, update how it looks */
1640     if (tmp->env)
1641     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1642     else
1643 root 1.50 op->contr->ns->floorbox_update ();
1644 root 1.22 }
1645 root 1.41
1646 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1647     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1648 elmex 1.1 }
1649     }
1650    
1651     /**
1652     * Handles the applying of a skill scroll, calling learn_skill straight.
1653     * op is the person learning the skill, tmp is the skill scroll object
1654     */
1655 root 1.22 static void
1656     apply_skillscroll (object *op, object *tmp)
1657 elmex 1.1 {
1658 root 1.22 switch ((int) learn_skill (op, tmp))
1659     {
1660 root 1.24 case 0:
1661     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1662     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1663     return;
1664    
1665     case 1:
1666     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1667     decrease_ob (tmp);
1668     return;
1669 root 1.14
1670 root 1.24 default:
1671     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1672     decrease_ob (tmp);
1673     return;
1674 elmex 1.1 }
1675     }
1676    
1677     /**
1678     * Actually makes op learn spell.
1679     * Informs player of what happens.
1680     */
1681 root 1.22 void
1682     do_learn_spell (object *op, object *spell, int special_prayer)
1683 elmex 1.1 {
1684 root 1.22 object *tmp;
1685 elmex 1.1
1686 root 1.22 if (op->type != PLAYER)
1687     {
1688     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1689     return;
1690 elmex 1.1 }
1691    
1692 root 1.22 /* Upgrade special prayers to normal prayers */
1693     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1694     {
1695     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1696     {
1697     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1698     return;
1699 elmex 1.1 }
1700 root 1.22 return;
1701 elmex 1.1 }
1702    
1703 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1704    
1705 root 1.39 tmp = spell->clone ();
1706 root 1.22 insert_ob_in_ob (tmp, op);
1707    
1708     if (special_prayer)
1709 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1710 elmex 1.1
1711 root 1.22 esrv_add_spells (op->contr, tmp);
1712 elmex 1.1 }
1713    
1714     /**
1715     * Erases spell from player's inventory.
1716     */
1717 root 1.22 void
1718     do_forget_spell (object *op, const char *spell)
1719 elmex 1.1 {
1720 root 1.22 object *spob;
1721    
1722     if (op->type != PLAYER)
1723     {
1724     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1725     return;
1726     }
1727     if ((spob = check_spell_known (op, spell)) == NULL)
1728     {
1729     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1730     return;
1731     }
1732 elmex 1.1
1733 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1734     player_unready_range_ob (op->contr, spob);
1735     esrv_remove_spell (op->contr, spob);
1736 root 1.37 spob->destroy ();
1737 elmex 1.1 }
1738    
1739     /**
1740     * Handles player applying a spellbook.
1741     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1742     * stuff like that. Random learning failure too.
1743     */
1744 root 1.22 static void
1745     apply_spellbook (object *op, object *tmp)
1746 elmex 1.1 {
1747 root 1.22 object *skop, *spell, *spell_skill;
1748    
1749     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750     {
1751     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1752     return;
1753     }
1754    
1755     /* artifact_spellbooks have 'slaying' field point to a spell name,
1756     * instead of having their spell stored in stats.sp. These are
1757     * legacy spellbooks
1758     */
1759 root 1.114 if (tmp->slaying)
1760 root 1.22 {
1761     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1762     if (!spell)
1763     {
1764     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1765     return;
1766 root 1.14 }
1767 root 1.22 else
1768     insert_ob_in_ob (spell, tmp);
1769 root 1.114
1770     tmp->slaying = 0;
1771 root 1.22 }
1772    
1773     skop = find_skill_by_name (op, tmp->skill);
1774    
1775     /* need a literacy skill to learn spells. Also, having a literacy level
1776     * lower than the spell will make learning the spell more difficult */
1777     if (!skop)
1778     {
1779 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1780 root 1.22 return;
1781     }
1782    
1783     spell = tmp->inv;
1784 root 1.32
1785 root 1.22 if (!spell)
1786     {
1787     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1788 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1789 root 1.22 return;
1790     }
1791 root 1.31
1792 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1793 root 1.22 {
1794 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.>");
1795 root 1.22 return;
1796     }
1797    
1798     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1799    
1800     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1801     {
1802     identify (tmp);
1803 root 1.41
1804 root 1.22 if (tmp->env)
1805     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806     else
1807 root 1.50 op->contr->ns->floorbox_update ();
1808 root 1.22 }
1809    
1810     /* I removed the check for special_prayer_mark here - it didn't make
1811     * a lot of sense - special prayers are not found in spellbooks, and
1812     * if the player doesn't know the spell, doesn't make a lot of sense that
1813     * they would have a special prayer mark.
1814     */
1815     if (check_spell_known (op, spell->name))
1816     {
1817 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");
1818 root 1.22 return;
1819 elmex 1.1 }
1820 root 1.22
1821     if (spell->skill)
1822     {
1823     spell_skill = find_skill_by_name (op, spell->skill);
1824 root 1.25
1825 root 1.22 if (!spell_skill)
1826     {
1827 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1828 root 1.22 return;
1829 root 1.14 }
1830 root 1.25
1831 root 1.22 if (spell_skill->level < spell->level)
1832     {
1833     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1834     return;
1835 root 1.14 }
1836 elmex 1.1 }
1837    
1838 root 1.22 /* Logic as follows
1839     *
1840     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1841     *
1842     * 2- The learner's skill level in literacy adjusts the chance to learn
1843     * a spell.
1844     *
1845     * 3 -Automatically fail to learn if you read while confused
1846     *
1847     * Overall, chances are the same but a player will find having a high
1848     * literacy rate very useful! -b.t.
1849     */
1850     if (QUERY_FLAG (op, FLAG_CONFUSED))
1851     {
1852     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1853     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1854     }
1855     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1856     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1857     {
1858    
1859     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1860     do_learn_spell (op, spell, 0);
1861    
1862     /* xp gain to literacy for spell learning */
1863     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 elmex 1.1 }
1866 root 1.22 else
1867     {
1868 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1869 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");
1870 root 1.22 }
1871 root 1.73
1872 root 1.22 decrease_ob (tmp);
1873 elmex 1.1 }
1874    
1875     /**
1876     * Handles applying a spell scroll.
1877     */
1878 root 1.22 void
1879     apply_scroll (object *op, object *tmp, int dir)
1880 elmex 1.1 {
1881 root 1.22 object *skop;
1882 elmex 1.1
1883 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884     {
1885     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1886     return;
1887 elmex 1.1 }
1888    
1889 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1890     {
1891 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1892 root 1.22 return;
1893 elmex 1.1 }
1894    
1895 root 1.22 if (op->type == PLAYER)
1896     {
1897     /* players need a literacy skill to read stuff! */
1898     int exp_gain = 0;
1899 elmex 1.1
1900 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1901     * should go for anything killed by the spell.
1902     */
1903     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904 elmex 1.1
1905 root 1.22 if (!skop)
1906     {
1907 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1908 root 1.22 return;
1909     }
1910 elmex 1.1
1911 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912     change_exp (op, exp_gain, skop->skill, 0);
1913 elmex 1.1 }
1914    
1915 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916     identify (tmp);
1917 elmex 1.1
1918 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1919 elmex 1.1
1920 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921     decrease_ob (tmp);
1922 elmex 1.1 }
1923    
1924     /**
1925     * Applies a treasure object - by default, chest. op
1926     * is the person doing the applying, tmp is the treasure
1927     * chest.
1928     */
1929 root 1.22 static void
1930     apply_treasure (object *op, object *tmp)
1931 elmex 1.1 {
1932 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1933     * for the chest is done when the chest is created, and put into the chest
1934     * inventory. So that when the chest burns up, the items still exist. Also
1935     * prevents people fromt moving chests to more difficult maps to get better
1936     * treasure
1937     */
1938 root 1.99 object *treas = tmp->inv;
1939 root 1.22
1940 root 1.99 if (!treas)
1941 root 1.22 {
1942     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1943     decrease_ob (tmp);
1944     return;
1945     }
1946 root 1.99
1947 root 1.22 while (tmp->inv)
1948     {
1949     treas = tmp->inv;
1950 elmex 1.1
1951 root 1.36 treas->remove ();
1952 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1953 elmex 1.1
1954 root 1.22 treas->x = op->x;
1955     treas->y = op->y;
1956     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957    
1958     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959     spring_trap (treas, op);
1960 root 1.37
1961 root 1.22 /* If either player or container was destroyed, no need to do
1962     * further processing. I think this should be enclused with
1963     * spring trap above, as I don't think there is otherwise
1964     * any way for the treasure chest or player to get killed
1965     */
1966 root 1.29 if (op->destroyed () || tmp->destroyed ())
1967 root 1.22 break;
1968 elmex 1.1 }
1969    
1970 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1971 root 1.22 decrease_ob (tmp);
1972 elmex 1.1
1973     }
1974    
1975     /**
1976     * op eats food.
1977     * If player, takes care of messages and dragon special food.
1978     */
1979 root 1.22 static void
1980     apply_food (object *op, object *tmp)
1981 elmex 1.1 {
1982 root 1.22 int capacity_remaining;
1983 elmex 1.1
1984 root 1.22 if (op->type != PLAYER)
1985     op->stats.hp = op->stats.maxhp;
1986     else
1987     {
1988 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1989 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 root 1.14 ;
1991 root 1.22 else
1992     {
1993     /* usual case - no dragon meal: */
1994     if (op->stats.food + tmp->stats.food > 999)
1995     {
1996     if (tmp->type == FOOD || tmp->type == FLESH)
1997     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1998     else
1999     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2000     }
2001    
2002     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2003     {
2004     char buf[MAX_BUF];
2005    
2006     if (!is_dragon_pl (op))
2007     {
2008     /* eating message for normal players */
2009     if (tmp->type == DRINK)
2010     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2011     else
2012     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2013     }
2014     else
2015     {
2016     /* eating message for dragon players */
2017     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2018     }
2019    
2020     new_draw_info (NDI_UNIQUE, 0, op, buf);
2021     capacity_remaining = 999 - op->stats.food;
2022     op->stats.food += tmp->stats.food;
2023     if (capacity_remaining < tmp->stats.food)
2024     op->stats.hp += capacity_remaining / 50;
2025     else
2026     op->stats.hp += tmp->stats.food / 50;
2027     if (op->stats.hp > op->stats.maxhp)
2028     op->stats.hp = op->stats.maxhp;
2029     if (op->stats.food > 999)
2030     op->stats.food = 999;
2031     }
2032 root 1.14
2033 root 1.22 /* special food hack -b.t. */
2034     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2035     eat_special_food (op, tmp);
2036     }
2037 elmex 1.1 }
2038 root 1.114
2039 root 1.22 handle_apply_yield (tmp);
2040     decrease_ob (tmp);
2041 elmex 1.1 }
2042    
2043     /**
2044     * A dragon is eating some flesh. If the flesh contains resistances,
2045     * there is a chance for the dragon's skin to get improved.
2046     *
2047     * attributes:
2048     * object *op the object (dragon player) eating the flesh
2049     * object *meal the flesh item, getting chewed in dragon's mouth
2050     * return:
2051     * int 1 if eating successful, 0 if it doesn't work
2052     */
2053 root 1.22 int
2054     dragon_eat_flesh (object *op, object *meal)
2055     {
2056     object *skin = NULL; /* pointer to dragon skin force */
2057     object *abil = NULL; /* pointer to dragon ability force */
2058     object *tmp = NULL; /* tmp. object */
2059    
2060 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2061     double chance; /* improvement-chance of one resistance type */
2062 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2063     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064     double mbonus = 0; /* monster bonus */
2065 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 root 1.22 int winners = 0; /* number of winners */
2067 elmex 1.1 int i; /* index */
2068 root 1.22
2069 elmex 1.1 /* let's make sure and doublecheck the parameters */
2070 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2071 elmex 1.1 return 0;
2072 root 1.22
2073 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2074     from the player's inventory */
2075 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2076     if (tmp->type == FORCE)
2077 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2078 root 1.60 skin = tmp;
2079 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2080 root 1.60 abil = tmp;
2081 root 1.22
2082 elmex 1.1 /* if either skin or ability are missing, this is an old player
2083     which is not to be considered a dragon -> bail out */
2084 root 1.22 if (skin == NULL || abil == NULL)
2085     return 0;
2086    
2087 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2088 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2089 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2090     else
2091 root 1.22 op->stats.hp += meal->stats.food / 50;
2092     if (op->stats.hp > op->stats.maxhp)
2093     op->stats.hp = op->stats.maxhp;
2094    
2095     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2096    
2097     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2098    
2099 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2100 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2101     {
2102     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2103     {
2104     /* got positive resistance, now calculate improvement chance (0-100) */
2105    
2106     /* this bonus makes resistance increase easier at lower levels */
2107     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2108     if (i == abil->stats.exp)
2109     bonus += 5; /* additional bonus for resistance of ability-focus */
2110    
2111     /* monster bonus increases with level, because high-level
2112     flesh is too rare */
2113     mbonus = op->level * 20. / ((double) settings.max_level);
2114    
2115     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2116     ((double) settings.max_level)) - skin->resist[i];
2117    
2118     if (chance >= 0.)
2119     chance += 1.;
2120     else
2121     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2122    
2123     /* chance is proportional to amount of resistance (max. 50) */
2124     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2125    
2126     /* doubled chance for resistance of ability-focus */
2127     if (i == abil->stats.exp)
2128     chance = MIN (100., chance * 2.);
2129    
2130     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2131 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2132 root 1.22 {
2133     atnr_winner[winners] = i;
2134     winners++;
2135     }
2136    
2137     if (chance >= 0.01)
2138     totalchance *= 1 - chance / 100;
2139    
2140     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2141     }
2142 elmex 1.1 }
2143 root 1.22
2144 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2145 root 1.22 totalchance = 100 - totalchance * 100;
2146 elmex 1.1 /* print message according to totalchance */
2147     if (totalchance > 50.)
2148 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2149 elmex 1.1 else if (totalchance > 10.)
2150 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2151 elmex 1.1 else if (totalchance > 1.)
2152 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2153 elmex 1.1 else if (totalchance > 0.1)
2154 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2155 elmex 1.1 else if (totalchance >= 0.01)
2156 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2157     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2158     sprintf (buf, "The %s tasted strange.", &meal->name);
2159     else
2160     sprintf (buf, "The %s had no taste.", &meal->name);
2161     new_draw_info (NDI_UNIQUE, 0, op, buf);
2162    
2163 elmex 1.1 /* now choose a winner if we have any */
2164     i = -1;
2165 root 1.22 if (winners > 0)
2166     i = atnr_winner[RANDOM () % winners];
2167    
2168     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2169     {
2170     /* resistance increased! */
2171     skin->resist[i]++;
2172 root 1.51 op->update_stats ();
2173 root 1.22
2174     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2175     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2176     }
2177    
2178 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2179     into the ability_force and it will take effect on next level */
2180 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2181     {
2182     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2183    
2184     if (meal->last_eat != abil->stats.exp)
2185     {
2186     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2187     new_draw_info (NDI_UNIQUE, 0, op, buf);
2188     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2189     new_draw_info (NDI_UNIQUE, 0, op, buf);
2190     }
2191     else
2192     {
2193     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2194     new_draw_info (NDI_UNIQUE, 0, op, buf);
2195     abil->last_eat = 0;
2196     }
2197 elmex 1.1 }
2198     return 1;
2199     }
2200    
2201     /**
2202     * Handles applying an improve armor scroll.
2203     * Does some sanity checks, then calls improve_armour.
2204     */
2205 root 1.22 static void
2206     apply_armour_improver (object *op, object *tmp)
2207 elmex 1.1 {
2208 root 1.22 object *armor;
2209 elmex 1.1
2210 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2211 root 1.22 {
2212 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2213 root 1.22 return;
2214 elmex 1.1 }
2215 root 1.51
2216 root 1.22 armor = find_marked_object (op);
2217 root 1.51
2218 root 1.22 if (!armor)
2219     {
2220 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.");
2221 elmex 1.1 return;
2222     }
2223 root 1.51
2224 root 1.22 if (armor->type != ARMOUR
2225     && armor->type != CLOAK
2226     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2227 elmex 1.1 {
2228 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2229     return;
2230 elmex 1.1 }
2231    
2232 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2233     improve_armour (op, tmp, armor);
2234 elmex 1.1 }
2235    
2236 root 1.22 extern void
2237     apply_poison (object *op, object *tmp)
2238 elmex 1.1 {
2239 root 1.22 if (op->type == PLAYER)
2240     {
2241 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2242 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2243     strcpy (op->contr->killer, "poisonous booze");
2244 elmex 1.1 }
2245 root 1.114
2246 root 1.22 if (tmp->stats.hp > 0)
2247     {
2248     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2249     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2250 elmex 1.1 }
2251 root 1.114
2252 root 1.22 op->stats.food -= op->stats.food / 4;
2253     handle_apply_yield (tmp);
2254     decrease_ob (tmp);
2255 elmex 1.1 }
2256    
2257     /**
2258 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2259 elmex 1.1 * A valid 2 way exit means:
2260     * -You can come back (there is another exit at the other side)
2261     * -You are
2262 root 1.44 * ° the owner of the exit
2263     * ° or in the same party as the owner
2264 elmex 1.1 *
2265     * Note: a owner in a 2 way exit is saved as the owner's name
2266     * in the field exit->name cause the field exit->owner doesn't
2267     * survive in the swapping (in fact the whole exit doesn't survive).
2268     */
2269 root 1.22 int
2270     is_legal_2ways_exit (object *op, object *exit)
2271     {
2272     if (exit->stats.exp != 1)
2273     return 1; /*This is not a 2 way, so it is legal */
2274 root 1.52
2275 root 1.55 #if 0 //TODO
2276 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2277     return 0; /* This is a reset town portal */
2278 root 1.55 #endif
2279    
2280 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2281 root 1.52
2282 root 1.22 if (exitmap)
2283     {
2284 root 1.58 exitmap->load_sync ();
2285    
2286     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2287 root 1.52
2288 root 1.22 if (!tmp)
2289     return 0;
2290 root 1.52
2291 root 1.58 for (; tmp; tmp = tmp->above)
2292 root 1.22 {
2293     if (tmp->type != EXIT)
2294     continue; /*Not an exit */
2295 root 1.52
2296 root 1.22 if (!EXIT_PATH (tmp))
2297     continue; /*Not a valid exit */
2298 root 1.52
2299 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2300     continue; /*Not in the same place */
2301 root 1.52
2302 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2303 root 1.22 continue; /*Not in the same map */
2304    
2305     /* From here we have found the exit is valid. However we do
2306     * here the check of the exit owner. It is important for the
2307     * town portals to prevent strangers from visiting your appartments
2308     */
2309     if (!exit->race)
2310     return 1; /*No owner, free for all! */
2311 root 1.52
2312 root 1.58 object *exit_owner = 0;
2313 root 1.52
2314     for_all_players (pp)
2315 root 1.22 {
2316     if (!pp->ob)
2317     continue;
2318 root 1.52
2319 root 1.22 if (pp->ob->name != exit->race)
2320     continue;
2321 root 1.52
2322 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2323     break;
2324     }
2325 root 1.52
2326 root 1.22 if (!exit_owner)
2327     return 0; /* No more owner */
2328 root 1.52
2329 root 1.22 if (exit_owner->contr == op->contr)
2330     return 1; /*It is your exit */
2331 root 1.52
2332 root 1.22 if (exit_owner && /*There is a owner */
2333     (op->contr) && /*A player tries to pass */
2334     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2335     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2336     return 0;
2337 root 1.52
2338 root 1.22 return 1;
2339     }
2340     }
2341 root 1.52
2342 root 1.22 return 0;
2343     }
2344 elmex 1.1
2345     /**
2346     * Main apply handler.
2347     *
2348     * Checks for unpaid items before applying.
2349     *
2350     * Return value:
2351     * 0: player or monster can't apply objects of that type
2352     * 1: has been applied, or there was an error applying the object
2353     * 2: objects of that type can't be applied if not in inventory
2354     *
2355     * op is the object that is causing object to be applied, tmp is the object
2356     * being applied.
2357     *
2358     * aflag is special (always apply/unapply) flags. Nothing is done with
2359     * them in this function - they are passed to apply_special
2360     */
2361 root 1.22 int
2362     manual_apply (object *op, object *tmp, int aflag)
2363 elmex 1.1 {
2364 root 1.22 if (tmp->head)
2365     tmp = tmp->head;
2366 elmex 1.1
2367 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2368     {
2369     if (op->type == PLAYER)
2370     {
2371 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2372 root 1.22 return 1;
2373     }
2374     else
2375 root 1.51 return 0; /* monsters just skip unpaid items */
2376 elmex 1.1 }
2377    
2378 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2379     return RESULT_INT (0);
2380 root 1.8
2381 root 1.22 switch (tmp->type)
2382     {
2383 root 1.24 case CF_HANDLE:
2384     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2385 root 1.118 op->play_sound (sound_find ("turn_handle"));
2386 root 1.24 tmp->value = tmp->value ? 0 : 1;
2387     SET_ANIMATION (tmp, tmp->value);
2388     update_object (tmp, UP_OBJ_FACE);
2389     push_button (tmp);
2390     return 1;
2391 root 1.14
2392 root 1.24 case TRIGGER:
2393     if (check_trigger (tmp, op))
2394     {
2395     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2396 root 1.118 op->play_sound (sound_find ("turn_handle"));
2397 root 1.24 }
2398     else
2399 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2400    
2401 root 1.24 return 1;
2402 root 1.14
2403 root 1.24 case EXIT:
2404     if (op->type != PLAYER)
2405     return 0;
2406 root 1.57
2407 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2408 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2409 root 1.24 else
2410     {
2411     /* Don't display messages for random maps. */
2412 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2413 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2414 root 1.57
2415 root 1.55 op->enter_exit (tmp);
2416 root 1.24 }
2417 root 1.85
2418 root 1.24 return 1;
2419 root 1.14
2420 root 1.24 case SIGN:
2421     apply_sign (op, tmp, 0);
2422     return 1;
2423 root 1.14
2424 root 1.24 case BOOK:
2425     if (op->type == PLAYER)
2426     {
2427     apply_book (op, tmp);
2428     return 1;
2429     }
2430     else
2431 root 1.85 return 0;
2432 root 1.14
2433 root 1.24 case SKILLSCROLL:
2434     if (op->type == PLAYER)
2435     {
2436     apply_skillscroll (op, tmp);
2437     return 1;
2438     }
2439 root 1.85 else
2440     return 0;
2441 root 1.14
2442 root 1.24 case SPELLBOOK:
2443     if (op->type == PLAYER)
2444     {
2445     apply_spellbook (op, tmp);
2446     return 1;
2447     }
2448 root 1.85 else
2449     return 0;
2450 root 1.14
2451 root 1.24 case SCROLL:
2452     apply_scroll (op, tmp, 0);
2453     return 1;
2454 root 1.14
2455 root 1.24 case POTION:
2456 root 1.85 apply_potion (op, tmp);
2457 root 1.24 return 1;
2458 root 1.14
2459 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2460 root 1.68 //TODO: remove, as it is unsed?
2461 root 1.24 case CLOSE_CON:
2462 root 1.68 apply_container (op, tmp->env);
2463 root 1.24 return 1;
2464 root 1.14
2465 root 1.24 case CONTAINER:
2466 root 1.68 apply_container (op, tmp);
2467 root 1.24 return 1;
2468 root 1.14
2469 root 1.24 case TREASURE:
2470     if (op->type == PLAYER)
2471     {
2472     apply_treasure (op, tmp);
2473     return 1;
2474     }
2475     else
2476 root 1.68 return 0;
2477 root 1.14
2478 root 1.24 case WEAPON:
2479     case ARMOUR:
2480     case BOOTS:
2481     case GLOVES:
2482     case AMULET:
2483     case GIRDLE:
2484     case BRACERS:
2485     case SHIELD:
2486     case HELMET:
2487     case RING:
2488     case CLOAK:
2489     case WAND:
2490     case ROD:
2491     case HORN:
2492     case SKILL:
2493     case BOW:
2494     case LAMP:
2495     case BUILDER:
2496     case SKILL_TOOL:
2497     if (tmp->env != op)
2498     return 2; /* not in inventory */
2499 root 1.79
2500     apply_special (op, tmp, aflag);
2501 root 1.24 return 1;
2502 root 1.14
2503 root 1.24 case DRINK:
2504     case FOOD:
2505     case FLESH:
2506     apply_food (op, tmp);
2507     return 1;
2508 root 1.14
2509 root 1.24 case POISON:
2510     apply_poison (op, tmp);
2511     return 1;
2512 root 1.14
2513 root 1.24 case SAVEBED:
2514 root 1.51 return 1;
2515 root 1.14
2516 root 1.24 case ARMOUR_IMPROVER:
2517     if (op->type == PLAYER)
2518     {
2519     apply_armour_improver (op, tmp);
2520     return 1;
2521     }
2522     else
2523 root 1.51 return 0;
2524 root 1.14
2525 root 1.24 case WEAPON_IMPROVER:
2526 root 1.85 check_improve_weapon (op, tmp);
2527 root 1.24 return 1;
2528 root 1.14
2529 root 1.24 case CLOCK:
2530     if (op->type == PLAYER)
2531     {
2532     char buf[MAX_BUF];
2533     timeofday_t tod;
2534 root 1.22
2535 root 1.24 get_tod (&tod);
2536     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2537     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2538     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2539 root 1.118 op->play_sound (sound_find ("sound_clock"));
2540 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, buf);
2541     return 1;
2542     }
2543     else
2544 root 1.85 return 0;
2545 root 1.14
2546 root 1.24 case MENU:
2547     if (op->type == PLAYER)
2548     {
2549 elmex 1.75 shop_listing (tmp, op);
2550 root 1.24 return 1;
2551     }
2552     else
2553 root 1.85 return 0;
2554 elmex 1.1
2555 root 1.24 case POWER_CRYSTAL:
2556     apply_power_crystal (op, tmp); /* see egoitem.c */
2557     return 1;
2558 root 1.14
2559 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2560     if (op->type == PLAYER)
2561     {
2562     apply_lighter (op, tmp);
2563     return 1;
2564     }
2565     else
2566 root 1.85 return 0;
2567 root 1.14
2568 root 1.24 case ITEM_TRANSFORMER:
2569     apply_item_transformer (op, tmp);
2570     return 1;
2571 root 1.14
2572 root 1.24 default:
2573     return 0;
2574 elmex 1.1 }
2575     }
2576    
2577    
2578     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2579     * messages as needed by player_apply_below(). But there can still be
2580     * "but you are floating high above the ground" messages.
2581     *
2582     * Same return value as apply() function.
2583     */
2584 root 1.22 int
2585     player_apply (object *pl, object *op, int aflag, int quiet)
2586 elmex 1.1 {
2587 root 1.22 int tmp;
2588 elmex 1.1
2589 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2590 root 1.22 {
2591     /* player is flying and applying object not in inventory */
2592     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2593     {
2594 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.>");
2595 root 1.22 return 0;
2596 root 1.14 }
2597 elmex 1.1 }
2598    
2599 root 1.22 pl->contr->last_used = op;
2600 elmex 1.1
2601 root 1.22 tmp = manual_apply (pl, op, aflag);
2602     if (!quiet)
2603     {
2604     if (tmp == 0)
2605     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2606     else if (tmp == 2)
2607     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2608 elmex 1.1 }
2609 root 1.114
2610 root 1.22 return tmp;
2611 elmex 1.1 }
2612    
2613     /**
2614     * player_apply_below attempts to apply the object 'below' the player.
2615     * If the player has an open container, we use that for below, otherwise
2616     * we use the ground.
2617     */
2618 root 1.22 void
2619     player_apply_below (object *pl)
2620 elmex 1.1 {
2621 root 1.68 int floors = 0;
2622 root 1.22
2623     /* If using a container, set the starting item to be the top
2624     * item in the container. Otherwise, use the map.
2625 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2626 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2627     * next object in the stack before applying. This is can only be a
2628     * problem if player_apply() has a bug in that it uses the object but does
2629     * not return a proper value.
2630     */
2631 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2632 root 1.22 {
2633     next = tmp->below;
2634 root 1.68
2635 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2636     floors++;
2637     else if (floors > 0)
2638     return; /* process only floor objects after first floor object */
2639    
2640     /* If it is visible, player can apply it. If it is applied by
2641     * person moving on it, also activate. Added code to make it
2642     * so that at least one of players movement types be that which
2643     * the item needs.
2644     */
2645     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2646     {
2647     if (player_apply (pl, tmp, 0, 1) == 1)
2648     return;
2649 elmex 1.1 }
2650 root 1.22 if (floors >= 2)
2651     return; /* process at most two floor objects */
2652 elmex 1.1 }
2653     }
2654    
2655     /**
2656     * Unapplies specified item.
2657     * No check done on cursed/damned.
2658     * Break this out of apply_special - this is just done
2659     * to keep the size of apply_special to a more managable size.
2660     */
2661 root 1.22 static int
2662     unapply_special (object *who, object *op, int aflags)
2663 elmex 1.1 {
2664 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2665     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2666 root 1.22 return RESULT_INT (0);
2667 root 1.12
2668 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2669 root 1.76
2670 root 1.22 switch (op->type)
2671     {
2672 root 1.96 case SKILL_TOOL:
2673     // unapplying a skill tool should also unapply the skill it governs
2674     // but this is hard, as it shouldn't do so when the skill can
2675     // be used for other reasons
2676     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2677     if (tmp->skill == op->skill
2678     && tmp->type == SKILL
2679     && tmp->flag [FLAG_APPLIED]
2680     && !tmp->flag [FLAG_CAN_USE_SKILL])
2681     unapply_special (who, tmp, 0);
2682    
2683     change_abil (who, op);
2684     break;
2685    
2686 root 1.24 case WEAPON:
2687 root 1.105 if (player *pl = who->contr)
2688     if (op == pl->combat_ob)
2689     {
2690     pl->combat_ob = 0;
2691     who->change_weapon (pl->ranged_ob);
2692     }
2693    
2694 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2695 elmex 1.1
2696 root 1.79 change_abil (who, op);
2697     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2698 root 1.24 break;
2699 root 1.14
2700 root 1.96 case SKILL:
2701 root 1.79 if (who->contr)
2702 root 1.24 {
2703 root 1.76 if (!op->invisible)
2704     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2705 root 1.24 else
2706 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2707 root 1.24 }
2708 root 1.76
2709     change_abil (who, op);
2710 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711     break;
2712 root 1.14
2713 root 1.24 case ARMOUR:
2714     case HELMET:
2715     case SHIELD:
2716     case RING:
2717     case BOOTS:
2718     case GLOVES:
2719     case AMULET:
2720     case GIRDLE:
2721     case BRACERS:
2722     case CLOAK:
2723     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2724 root 1.79 change_abil (who, op);
2725 root 1.24 break;
2726 root 1.79
2727 root 1.24 case LAMP:
2728 root 1.103 {
2729     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2730 root 1.29
2731 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2732     tmp2->x = op->x;
2733     tmp2->y = op->y;
2734     tmp2->map = op->map;
2735     tmp2->below = op->below;
2736     tmp2->above = op->above;
2737     tmp2->stats.food = op->stats.food;
2738     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739    
2740     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742    
2743     if (who->contr)
2744     esrv_del_item (who->contr, op->count);
2745    
2746     op->destroy ();
2747     insert_ob_in_ob (tmp2, who);
2748     who->update_stats ();
2749 root 1.29
2750 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2751     {
2752     if (who->contr)
2753     {
2754     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2755     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2756     }
2757     }
2758 root 1.29
2759 root 1.103 if (who->contr)
2760     esrv_send_item (who, tmp2);
2761     }
2762 root 1.79
2763 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2764 root 1.76
2765 root 1.24 case BOW:
2766     case WAND:
2767     case ROD:
2768     case HORN:
2769 root 1.105 if (player *pl = who->contr)
2770     {
2771     if (op == pl->ranged_ob)
2772     {
2773     pl->ranged_ob = 0;
2774     who->change_weapon (pl->combat_ob);
2775     }
2776    
2777     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2778     }
2779 root 1.103 else
2780 root 1.24 {
2781 root 1.103 who->change_skill (0);
2782 root 1.79
2783 root 1.24 if (op->type == BOW)
2784     CLEAR_FLAG (who, FLAG_READY_BOW);
2785     else
2786     CLEAR_FLAG (who, FLAG_READY_RANGE);
2787     }
2788 root 1.76
2789 root 1.24 break;
2790 elmex 1.1
2791 root 1.24 case BUILDER:
2792 root 1.79 if (who->contr)
2793 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2794 root 1.24 break;
2795 elmex 1.1
2796 root 1.24 default:
2797     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2798     break;
2799 elmex 1.1 }
2800    
2801 root 1.51 who->update_stats ();
2802 elmex 1.1
2803 root 1.22 if (!(aflags & AP_NO_MERGE))
2804     {
2805 root 1.85 object *tmp = merge_ob (op, 0);
2806 root 1.79
2807     if (who->contr)
2808 root 1.22 {
2809     if (tmp)
2810     { /* it was merged */
2811 root 1.29 esrv_del_item (who->contr, op->count);
2812 root 1.22 op = tmp;
2813 elmex 1.1 }
2814 root 1.29
2815 root 1.22 esrv_send_item (who, op);
2816 root 1.14 }
2817 elmex 1.1 }
2818 root 1.79
2819 root 1.22 return 0;
2820 elmex 1.1 }
2821    
2822     /**
2823     * Returns the object that is using location 'loc'.
2824     * Note that 'start' is the first object to start examing - we
2825     * then go through the below of this. In this way, you can do
2826     * something like:
2827 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2828     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2829 elmex 1.1 * to find the second object that may use this location, etc.
2830     * Returns NULL if no match is found.
2831     * loc is the index into the array we are looking for a match.
2832     * don't return invisible objects unless they are skill objects
2833     * invisible other objects that use
2834     * up body locations can be used as restrictions.
2835     */
2836 root 1.84 static object *
2837 root 1.96 get_next_item_from_body_location (int loc, object *start)
2838 elmex 1.1 {
2839 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2840     if (tmp->flag [FLAG_APPLIED]
2841     && tmp->slot[loc].info
2842     && (!tmp->invisible || tmp->type == SKILL))
2843     return tmp;
2844 elmex 1.1
2845 root 1.84 return 0;
2846 elmex 1.1 }
2847    
2848     /**
2849     * 'op' wants to apply an object, but can't because of other equipment.
2850     * This should only be called when it is known
2851     * that there are objects to unapply. This makes pretty heavy
2852     * use of get_item_from_body_location. It makes no intelligent choice
2853     * on objects - rather, the first that is matched is used.
2854     * Returns 0 on success, returns 1 if there is some problem.
2855     * if aflags is AP_PRINT, we instead print out waht to unapply
2856     * instead of doing it. This is a lot less code than having
2857     * another function that does just that.
2858     */
2859 root 1.114
2860     #define CANNOT_REMOVE_CURSED \
2861     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2862     "Praying over an altar, scrolls of remove curse/damnation, " \
2863     "priests or even other players might help.>"
2864    
2865 root 1.22 int
2866     unapply_for_ob (object *who, object *op, int aflags)
2867 elmex 1.1 {
2868 root 1.81 if (op->is_range ())
2869     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2870     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2871     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2872     {
2873     if (aflags & AP_PRINT)
2874     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2875     else
2876     unapply_special (who, tmp, aflags);
2877     }
2878     else
2879     {
2880     /* In this case, we want to try and remove a cursed item.
2881     * While we know it won't work, we want unapply_special to
2882     * at least generate the message.
2883     */
2884 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2885     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2886     query_name (tmp));
2887 root 1.81 return 1;
2888     }
2889 elmex 1.1
2890 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2891 root 1.22 {
2892     /* this used up a slot that we need to free */
2893 root 1.82 if (op->slot[i].info)
2894 root 1.22 {
2895 root 1.81 object *last = who->inv;
2896 root 1.14
2897 root 1.22 /* We do a while loop - may need to remove several items in order
2898     * to free up enough slots.
2899     */
2900 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2901 root 1.22 {
2902 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2903 root 1.81
2904 root 1.22 if (!tmp)
2905     {
2906 elmex 1.1 #if 0
2907 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2908     * equipped.
2909     */
2910     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2911 elmex 1.1 #endif
2912 root 1.22 return 1;
2913     }
2914 root 1.81
2915 root 1.22 /* If we are just printing, we don't care about cursed status */
2916     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2917     {
2918     if (aflags & AP_PRINT)
2919     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2920     else
2921     unapply_special (who, tmp, aflags);
2922 root 1.14 }
2923 root 1.22 else
2924     {
2925     /* Cursed item that we can't unequip - tell the player.
2926     * Note this could be annoying if this is just one of a few,
2927     * so it may not be critical (eg, putting on a ring and you have
2928     * one cursed ring.)
2929     */
2930 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2931 root 1.14 }
2932 root 1.81
2933 root 1.22 last = tmp->below;
2934 root 1.14 }
2935 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2936     * return in the !tmp would have kicked in.
2937     */
2938     } /* if op is using this body location */
2939     } /* for body lcoations */
2940 root 1.81
2941 root 1.22 return 0;
2942 elmex 1.1 }
2943    
2944     /**
2945     * Checks to see if 'who' can apply object 'op'.
2946     * Returns 0 if apply can be done without anything special.
2947     * Otherwise returns a bitmask - potentially several of these may be
2948     * set, but largely depends on circumstance - in the future, processing
2949 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2950 root 1.96 * is set, do we really care what the other flags may be?)
2951 elmex 1.1 *
2952     * See include/define.h for detailed description of the meaning of
2953     * these return values.
2954     */
2955 root 1.22 int
2956     can_apply_object (object *who, object *op)
2957 elmex 1.1 {
2958 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959     return RESULT_INT (0);
2960    
2961 root 1.78 int retval = 0;
2962     object *tmp = 0, *ws = 0;
2963 root 1.22
2964 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2965 root 1.22 {
2966 root 1.82 if (op->slot[i].info)
2967 root 1.22 {
2968     /* Item uses more slots than we have */
2969 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2970 root 1.22 {
2971 root 1.78 /* Could return now for efficiency - rest of info below isn't
2972 root 1.22 * really needed.
2973     */
2974     retval |= CAN_APPLY_NEVER;
2975     }
2976 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2977 root 1.22 {
2978     /* in this case, equipping this would use more free spots than
2979     * we have.
2980     */
2981 elmex 1.1
2982 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2983 root 1.84 * enough slots to equip the new item, then just set "can
2984     * apply unapply". We don't care about the logic below - if you have a
2985 root 1.22 * shield equipped and try to equip another shield, there is only
2986     * one choice. However, the check for the number of body locations
2987     * does take into the account cases where what is being applied
2988     * may be two handed for example.
2989     */
2990     if (ws)
2991 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2992     {
2993     retval |= CAN_APPLY_UNAPPLY;
2994     continue;
2995     }
2996 root 1.22
2997 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2998 root 1.22 if (!tmp1)
2999     {
3000 elmex 1.1 #if 0
3001 root 1.22 /* This is sort of an error, but happens a lot when old players
3002     * join in with more stuff equipped than they are now allowed.
3003     */
3004     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3005 elmex 1.1 #endif
3006 root 1.22 retval |= CAN_APPLY_NEVER;
3007     }
3008     else
3009     {
3010     /* need to unapply something. However, if this something
3011     * is different than we had found before, it means they need
3012     * to apply multiple objects
3013     */
3014     retval |= CAN_APPLY_UNAPPLY;
3015 root 1.96
3016 root 1.22 if (!tmp)
3017     tmp = tmp1;
3018     else if (tmp != tmp1)
3019 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3020    
3021 root 1.22 /* This object isn't using up all the slots, so there must
3022 root 1.78 * be another. If so, and it the new item doesn't need all
3023 root 1.22 * the slots, the player then has a choice.
3024     */
3025 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3026     && abs (op->slot[i].info) < who->slot[i].info)
3027 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3028    
3029     /* Does unequippint 'tmp1' free up enough slots for this to be
3030     * equipped? If not, there must be something else to unapply.
3031     */
3032 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3033 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3034     }
3035     } /* if not enough free slots */
3036     } /* if this object uses location i */
3037     } /* for i -> num_body_locations loop */
3038    
3039     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040     * really be controlled by use of body locations. We do have
3041     * the weapon/shield checks, and the range checks for monsters,
3042     * because you can't control those just by body location - bows, shields,
3043     * and weapons all use the same slot. Similar for horn/rod/wand - they
3044     * all use the same location.
3045     */
3046     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3047     retval |= CAN_APPLY_RESTRICTION;
3048 root 1.76
3049 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3050     retval |= CAN_APPLY_RESTRICTION;
3051    
3052     if (who->type != PLAYER)
3053     {
3054     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3055 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3056 root 1.78
3057 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058     retval |= CAN_APPLY_RESTRICTION;
3059 root 1.78
3060 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3061     retval |= CAN_APPLY_RESTRICTION;
3062 root 1.78
3063 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3064 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3065 elmex 1.1 }
3066 root 1.76
3067 root 1.22 return retval;
3068 elmex 1.1 }
3069    
3070     /**
3071     * who is the object using the object. It can be a monster.
3072     * op is the object they are using. op is an equipment type item,
3073     * eg, one which you put on and keep on for a while, and not something
3074     * like a potion or scroll.
3075     *
3076     * function returns 1 if the action could not be completed, 0 on
3077     * success. However, success is a matter of meaning - if the
3078     * user passes the 'apply' flag to an object already applied,
3079     * nothing is done, and 0 is returned.
3080     *
3081     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3082     * AP_UNAPPLY=always unapply).
3083     *
3084     * Optional flags:
3085     * AP_NO_MERGE: don't merge an unapplied object with other objects
3086     * AP_IGNORE_CURSE: unapply cursed items
3087 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3088 elmex 1.1 *
3089     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3090     *
3091     * apply_special() doesn't check for unpaid items.
3092     */
3093 root 1.114
3094     #define LACK_ITEM_POWER \
3095     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3096    
3097 root 1.22 int
3098     apply_special (object *who, object *op, int aflags)
3099 elmex 1.1 {
3100 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3101     object *tmp, *tmp2, *skop = NULL;
3102 elmex 1.1
3103 root 1.22 if (who == NULL)
3104     {
3105     LOG (llevError, "apply_special() from object without environment.\n");
3106     return 1;
3107 elmex 1.1 }
3108    
3109 root 1.22 if (op->env != who)
3110     return 1; /* op is not in inventory */
3111 elmex 1.1
3112 root 1.22 /* trying to unequip op */
3113     if (QUERY_FLAG (op, FLAG_APPLIED))
3114     {
3115     /* always apply, so no reason to unapply */
3116     if (basic_flag == AP_APPLY)
3117     return 0;
3118    
3119     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120     {
3121 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3122     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3123     query_name (op));
3124 root 1.22 return 1;
3125 root 1.14 }
3126 root 1.78
3127 root 1.22 return unapply_special (who, op, aflags);
3128 elmex 1.1 }
3129    
3130 root 1.22 if (basic_flag == AP_UNAPPLY)
3131     return 0;
3132 elmex 1.1
3133 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3134     // to resolve conflicts.
3135     if (player *pl = who->contr)
3136 root 1.95 switch (op->slottype ())
3137 root 1.90 {
3138 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3139     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3140 root 1.90 }
3141    
3142 root 1.104 splay (op);
3143    
3144 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3145 root 1.78 if (int i = can_apply_object (who, op))
3146 root 1.22 {
3147     if (i & CAN_APPLY_NEVER)
3148     {
3149 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3150     "You don't have the body to use a %s. H<You can never apply this item.>",
3151     query_name (op));
3152 root 1.22 return 1;
3153     }
3154     else if (i & CAN_APPLY_RESTRICTION)
3155     {
3156 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3157     "You have a prohibition against using a %s. "
3158     "H<Your belief, profession or class prevents you from applying this item.>",
3159     query_name (op));
3160 root 1.22 return 1;
3161     }
3162 root 1.78
3163 root 1.22 if (who->type != PLAYER)
3164     {
3165     /* Some error, so don't try to equip something more */
3166     if (unapply_for_ob (who, op, aflags))
3167 root 1.14 return 1;
3168     }
3169 root 1.22 else
3170     {
3171     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3172     {
3173 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3174 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3175     return 1;
3176     }
3177     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3178 root 1.81 if (unapply_for_ob (who, op, aflags))
3179     return 1;
3180 root 1.14 }
3181 elmex 1.1 }
3182 root 1.55
3183 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184     {
3185     skop = find_skill_by_name (who, op->skill);
3186 root 1.78
3187 root 1.22 if (!skop)
3188     {
3189     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3190     return 1;
3191     }
3192     else
3193 root 1.76 /* While experience will be credited properly, we want to change the
3194     * skill so that the dam and wc get updated
3195     */
3196 root 1.101 who->change_skill (skop);
3197 elmex 1.1 }
3198 root 1.22
3199 root 1.78 if (who->type == PLAYER
3200     && op->item_power
3201     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 root 1.22 {
3203 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3204 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3205 root 1.22 return 1;
3206 elmex 1.1 }
3207    
3208 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3209     * Note that we don't have the checks for can_use_...
3210     * below - that is already taken care of by can_apply_object.
3211     */
3212     if (op->nrof > 1)
3213     tmp = get_split_ob (op, op->nrof - 1);
3214     else
3215 root 1.78 tmp = 0;
3216 root 1.22
3217     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3218     return RESULT_INT (0);
3219    
3220     switch (op->type)
3221     {
3222 root 1.24 case WEAPON:
3223     if (!check_weapon_power (who, op->last_eat))
3224     {
3225 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3226 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3227 root 1.79
3228 root 1.78 if (tmp)
3229     insert_ob_in_ob (tmp, who);
3230 root 1.79
3231 root 1.24 return 1;
3232     }
3233 root 1.65
3234 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3235 root 1.78 // i.e. "R" can use Ragnarok's sword.
3236 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3237     {
3238     /* if the weapon does not have the name as the character, can't use it. */
3239     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3240 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3241     "The weapon does not recognize you as its owner. "
3242     "H<Its name indicates that it belongs to somebody else.>");
3243 root 1.65
3244     if (tmp)
3245     insert_ob_in_ob (tmp, who);
3246    
3247 root 1.24 return 1;
3248     }
3249 root 1.65
3250 root 1.80 if (!skop)
3251     {
3252     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3253     return 1;
3254     }
3255    
3256 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3257 root 1.101 who->change_skill (skop);
3258 root 1.76
3259 root 1.79 if (who->contr)
3260 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3261 root 1.78
3262 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3263 root 1.14
3264 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3265 root 1.76 change_abil (who, op);
3266 root 1.24 break;
3267 root 1.14
3268 root 1.24 case ARMOUR:
3269     case HELMET:
3270     case SHIELD:
3271     case BOOTS:
3272     case GLOVES:
3273     case GIRDLE:
3274     case BRACERS:
3275     case CLOAK:
3276     case RING:
3277     case AMULET:
3278     SET_FLAG (op, FLAG_APPLIED);
3279     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3280 root 1.76 change_abil (who, op);
3281 root 1.24 break;
3282 root 1.76
3283 root 1.24 case LAMP:
3284     if (op->stats.food < 1)
3285     {
3286 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3287     "Your %s is out of fuel! "
3288     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3289 root 1.24 return 1;
3290     }
3291 root 1.76
3292 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3293     tmp2 = arch_to_object (op->other_arch);
3294     tmp2->stats.food = op->stats.food;
3295     SET_FLAG (tmp2, FLAG_APPLIED);
3296 root 1.76
3297 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3298     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3299 root 1.76
3300 root 1.24 insert_ob_in_ob (tmp2, who);
3301    
3302     /* Remove the old lantern */
3303     if (who->type == PLAYER)
3304 root 1.29 esrv_del_item (who->contr, op->count);
3305    
3306 root 1.37 op->destroy ();
3307 root 1.22
3308 root 1.24 /* insert the portion that was split off */
3309 root 1.76 if (tmp)
3310 root 1.24 {
3311 root 1.76 insert_ob_in_ob (tmp, who);
3312 root 1.24 if (who->type == PLAYER)
3313     esrv_send_item (who, tmp);
3314     }
3315 root 1.76
3316 root 1.51 who->update_stats ();
3317 root 1.76
3318 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3319 root 1.81 if (who->type == PLAYER)
3320     {
3321 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3322     "Oops, it feels deadly cold! "
3323     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325     }
3326 root 1.76
3327 root 1.24 if (who->type == PLAYER)
3328     esrv_send_item (who, tmp2);
3329 root 1.76
3330 root 1.24 return 0;
3331 root 1.14
3332 root 1.96 case SKILL_TOOL:
3333     // applying a skill tool also readies the skill
3334     SET_FLAG (op, FLAG_APPLIED);
3335    
3336 root 1.101 if (!(aflags & AP_NO_READY))
3337 root 1.24 {
3338 root 1.101 skop = find_skill_by_name (who, op->skill);
3339     if (!skop->flag [FLAG_APPLIED])
3340     apply_special (who, skop, AP_APPLY);
3341 root 1.24 }
3342 root 1.101 break;
3343 root 1.76
3344 root 1.101 case SKILL:
3345 root 1.79 if (player *pl = who->contr)
3346 root 1.24 {
3347 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3348     {
3349 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3350 root 1.79 {
3351     for (object *item = who->inv; item; item = item->below)
3352     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353     {
3354 root 1.101 if (item->skill == op->skill)
3355     {
3356     who->change_weapon (pl->combat_ob = item);
3357     goto found_weapon;
3358     }
3359 root 1.79 }
3360    
3361 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3362     "You need to apply a '%s' melee weapon before readying this skill. "
3363     "H<Some skills need an item, in this case a melee weapon, to function.>",
3364     &op->skill);
3365 root 1.79 return 1;
3366    
3367     found_weapon:;
3368     }
3369     else
3370 root 1.90 who->change_weapon (pl->combat_ob = op);
3371 root 1.79 }
3372     else if (IS_RANGED_SKILL (op->subtype))
3373     {
3374 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3375 root 1.79 {
3376     for (object *item = who->inv; item; item = item->below)
3377     if (item->type == BOW && item->flag [FLAG_APPLIED])
3378     {
3379 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3380 root 1.90 who->change_weapon (pl->ranged_ob = item);
3381 root 1.79 goto found_bow;
3382     }
3383    
3384 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3385     "You need to apply a missile weapon before readying this skill. "
3386     "H<Some skills need an item, in this case a missile weapon, to function.>");
3387 root 1.79 return 1;
3388    
3389     found_bow:;
3390     }
3391     else
3392 root 1.90 who->change_weapon (pl->ranged_ob = op);
3393 root 1.79 }
3394 root 1.76
3395 root 1.24 if (!op->invisible)
3396     {
3397     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3398     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3399     }
3400     else
3401 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3402 root 1.24 }
3403 root 1.101 else
3404     {
3405     SET_FLAG (op, FLAG_APPLIED);
3406     change_abil (who, op);
3407     who->chosen_skill = op;
3408     SET_FLAG (who, FLAG_READY_SKILL);
3409     }
3410 root 1.76
3411 root 1.24 break;
3412 root 1.22
3413 root 1.24 case BOW:
3414     if (!check_weapon_power (who, op->last_eat))
3415     {
3416 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3417     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418 root 1.76
3419     if (tmp)
3420     insert_ob_in_ob (tmp, who);
3421    
3422 root 1.24 return 1;
3423     }
3424 root 1.76
3425 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3426     {
3427 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3428     "The weapon does not recognize you as its owner. "
3429     "H<Its name indicates that it belongs to somebody else.>");
3430 root 1.81 if (tmp)
3431 root 1.76 insert_ob_in_ob (tmp, who);
3432    
3433 root 1.24 return 1;
3434     }
3435 root 1.76
3436     /*FALLTHROUGH*/
3437     case WAND:
3438 root 1.24 case ROD:
3439     case HORN:
3440     /* check for skill, alter player status */
3441 root 1.78
3442     if (!skop)
3443 root 1.80 {
3444     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3445     return 1;
3446     }
3447    
3448     SET_FLAG (op, FLAG_APPLIED);
3449 root 1.101 who->change_skill (skop);
3450 root 1.22
3451 root 1.79 if (who->contr)
3452 root 1.24 {
3453 root 1.79 who->contr->ranged_ob = op;
3454 root 1.78
3455 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3456    
3457 root 1.24 if (op->type == BOW)
3458     {
3459 root 1.79 who->current_weapon = op;
3460 root 1.76 change_abil (who, op);
3461 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3462     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3463     }
3464     }
3465     else
3466     {
3467     if (op->type == BOW)
3468     SET_FLAG (who, FLAG_READY_BOW);
3469     else
3470     SET_FLAG (who, FLAG_READY_RANGE);
3471     }
3472 root 1.76
3473 root 1.24 break;
3474 elmex 1.1
3475 root 1.24 case BUILDER:
3476 root 1.76 if (who->type == PLAYER)
3477     {
3478 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3479 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3480     unapply_special (who, who->contr->ranged_ob, 0);
3481    
3482     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3483    
3484 root 1.79 who->contr->ranged_ob = op;
3485 root 1.76 }
3486 root 1.24 break;
3487 elmex 1.1
3488 root 1.24 default:
3489     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3490 root 1.22 } /* end of switch op->type */
3491    
3492     SET_FLAG (op, FLAG_APPLIED);
3493 elmex 1.1
3494 root 1.79 if (tmp)
3495 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3496 elmex 1.1
3497 root 1.51 who->update_stats ();
3498 elmex 1.1
3499 root 1.22 /* We exclude spell casting objects. The fire code will set the
3500     * been applied flag when they are used - until that point,
3501     * you don't know anything about them.
3502     */
3503     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3504     SET_FLAG (op, FLAG_BEEN_APPLIED);
3505    
3506     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3507 root 1.114 if (who->type == PLAYER)
3508     {
3509     new_draw_info (NDI_UNIQUE, 0, who,
3510     "Oops, it feels deadly cold! "
3511     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3512     SET_FLAG (op, FLAG_KNOWN_CURSED);
3513     }
3514 root 1.76
3515 root 1.22 if (who->type == PLAYER)
3516     {
3517     /* if multiple objects were applied, update both slots */
3518     if (tmp)
3519     esrv_send_item (who, tmp);
3520 root 1.76
3521 root 1.22 esrv_send_item (who, op);
3522 elmex 1.1 }
3523 root 1.76
3524 root 1.22 return 0;
3525 elmex 1.1 }
3526    
3527 root 1.22 int
3528     monster_apply_special (object *who, object *op, int aflags)
3529 elmex 1.1 {
3530 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3531 elmex 1.1 return 1;
3532 root 1.114
3533 elmex 1.1 return apply_special (who, op, aflags);
3534     }
3535    
3536     /**
3537     * Map was just loaded, handle op's initialisation.
3538     *
3539     * Generates shop floor's item, and treasures.
3540     */
3541 root 1.22 int
3542     auto_apply (object *op)
3543     {
3544     object *tmp = NULL, *tmp2;
3545     int i;
3546 elmex 1.1
3547 root 1.22 switch (op->type)
3548     {
3549 root 1.24 case SHOP_FLOOR:
3550 root 1.42 if (!op->has_random_items ())
3551 root 1.24 return 0;
3552 root 1.38
3553 root 1.24 do
3554     {
3555     i = 10; /* let's give it 10 tries */
3556     while ((tmp = generate_treasure (op->randomitems,
3557     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3558     if (tmp == NULL)
3559     return 0;
3560     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3561     {
3562 root 1.37 tmp->destroy ();
3563 root 1.24 tmp = NULL;
3564     }
3565     }
3566     while (!tmp);
3567 root 1.38
3568 root 1.24 tmp->x = op->x;
3569     tmp->y = op->y;
3570     SET_FLAG (tmp, FLAG_UNPAID);
3571     insert_ob_in_map (tmp, op->map, NULL, 0);
3572     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3573     identify (tmp);
3574     break;
3575 root 1.14
3576 root 1.24 case TREASURE:
3577     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3578     return 0;
3579 root 1.37
3580 root 1.67 while (op->stats.hp-- > 0)
3581 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3582     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3583    
3584     /* If we generated an object and put it in this object inventory,
3585     * move it to the parent object as the current object is about
3586     * to disappear. An example of this item is the random_* stuff
3587     * that is put inside other objects.
3588     */
3589     for (tmp = op->inv; tmp; tmp = tmp2)
3590     {
3591     tmp2 = tmp->below;
3592 root 1.36 tmp->remove ();
3593 root 1.37
3594 root 1.24 if (op->env)
3595     insert_ob_in_ob (tmp, op->env);
3596     else
3597 root 1.37 tmp->destroy ();
3598 root 1.24 }
3599 root 1.37
3600     op->destroy ();
3601 root 1.24 break;
3602 elmex 1.1 }
3603 root 1.22 return tmp ? 1 : 0;
3604 elmex 1.1 }
3605    
3606     /**
3607 root 1.68 * fix_auto_apply goes through the entire map every time a map
3608     * is loaded or swapped in and performs special actions for
3609 elmex 1.1 * certain objects (most initialization of chests and creation of
3610     * treasures and stuff). Calls auto_apply if appropriate.
3611     */
3612 root 1.20 void
3613 root 1.55 maptile::fix_auto_apply ()
3614 root 1.20 {
3615 root 1.55 if (!spaces)
3616 root 1.20 return;
3617    
3618 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619     for (object *tmp = ms->bot; tmp; )
3620     {
3621     object *above = tmp->above;
3622 root 1.20
3623 root 1.55 if (tmp->inv)
3624     {
3625     object *invtmp, *invnext;
3626 elmex 1.1
3627 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3628     {
3629     invnext = invtmp->below;
3630 root 1.14
3631 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3632     auto_apply (invtmp);
3633     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3634     {
3635     while ((invtmp->stats.hp--) > 0)
3636     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3637    
3638     invtmp->randomitems = NULL;
3639     }
3640     else if (invtmp && invtmp->arch
3641     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3642     {
3643     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3644     /* Need to clear this so that we never try to create
3645     * treasure again for this object
3646     */
3647     invtmp->randomitems = NULL;
3648     }
3649     }
3650     /* This is really temporary - the code at the bottom will
3651     * also set randomitems to null. The problem is there are bunches
3652     * of maps/players already out there with items that have spells
3653     * which haven't had the randomitems set to null yet.
3654     * MSW 2004-05-13
3655     *
3656     * And if it's a spellbook, it's better to set randomitems to NULL too,
3657     * else you get two spells in the book ^_-
3658     * Ryo 2004-08-16
3659     */
3660     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3661     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3662     tmp->randomitems = NULL;
3663 root 1.14
3664 root 1.55 }
3665 root 1.20
3666 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3667     auto_apply (tmp);
3668     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3669     {
3670     while ((tmp->stats.hp--) > 0)
3671     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3672     tmp->randomitems = NULL;
3673     }
3674     else if (tmp->type == TIMED_GATE)
3675     {
3676     object *head = tmp->head != NULL ? tmp->head : tmp;
3677    
3678     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3679     tmp->set_speed (0);
3680     }
3681     /* This function can be called everytime a map is loaded, even when
3682     * swapping back in. As such, we don't want to create the treasure
3683     * over and ove again, so after we generate the treasure, blank out
3684     * randomitems so if it is swapped in again, it won't make anything.
3685     * This is a problem for the above objects, because they have counters
3686     * which say how many times to make the treasure.
3687     */
3688     else if (tmp && tmp->arch && tmp->type != PLAYER
3689     && tmp->type != TREASURE && tmp->type != SPELL
3690     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3691     {
3692     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3693     tmp->randomitems = NULL;
3694     }
3695 root 1.78
3696 root 1.68 // close all containers
3697     else if (tmp->type == CONTAINER)
3698     tmp->flag [FLAG_APPLIED] = 0;
3699 root 1.22
3700 root 1.55 tmp = above;
3701     }
3702 elmex 1.1
3703 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3704     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3705     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3706     check_trigger (tmp, tmp->above);
3707 elmex 1.1 }
3708    
3709     /**
3710     * Handles player eating food that temporarily changes status (resistances, stats).
3711     * This used to call cast_change_attr(), but
3712     * that doesn't work with the new spell code. Since we know what
3713     * the food changes, just grab a force and use that instead.
3714     */
3715 root 1.22 void
3716     eat_special_food (object *who, object *food)
3717     {
3718     object *force;
3719     int i, did_one = 0;
3720    
3721     force = get_archetype (FORCE_NAME);
3722    
3723     for (i = 0; i < NUM_STATS; i++)
3724 root 1.91 if (sint8 k = food->stats.stat (i))
3725     {
3726     force->stats.stat (i) = k;
3727     did_one = 1;
3728     }
3729 elmex 1.1
3730 root 1.22 /* check if we can protect the eater */
3731     for (i = 0; i < NROFATTACKS; i++)
3732     {
3733     if (food->resist[i] > 0)
3734     {
3735     force->resist[i] = food->resist[i] / 2;
3736     did_one = 1;
3737     }
3738     }
3739 elmex 1.47
3740 root 1.22 if (did_one)
3741     {
3742 root 1.54 force->set_speed (0.1);
3743 root 1.22 /* bigger morsel of food = longer effect time */
3744 elmex 1.47 force->duration = food->stats.food / 5;
3745 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3746     change_abil (who, force);
3747     insert_ob_in_ob (force, who);
3748     }
3749     else
3750 root 1.37 force->destroy ();
3751 root 1.22
3752     /* check for hp, sp change */
3753     if (food->stats.hp != 0)
3754     {
3755     if (QUERY_FLAG (food, FLAG_CURSED))
3756     {
3757 root 1.64 assign (who->contr->killer, food->name);
3758 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3760     }
3761     else
3762     {
3763     if (food->stats.hp > 0)
3764     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3765     else
3766     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3767     who->stats.hp += food->stats.hp;
3768     }
3769     }
3770     if (food->stats.sp != 0)
3771     {
3772     if (QUERY_FLAG (food, FLAG_CURSED))
3773     {
3774     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3775     who->stats.sp -= food->stats.sp;
3776     if (who->stats.sp < 0)
3777     who->stats.sp = 0;
3778     }
3779     else
3780     {
3781     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3782     who->stats.sp += food->stats.sp;
3783     /* place limit on max sp from food? */
3784     }
3785 elmex 1.1 }
3786 root 1.51 who->update_stats ();
3787 elmex 1.1 }
3788    
3789     /**
3790     * Designed primarily to light torches/lanterns/etc.
3791     * Also burns up burnable material too. First object in the inventory is
3792     * the selected object to "burn". -b.t.
3793     */
3794 root 1.22 void
3795     apply_lighter (object *who, object *lighter)
3796     {
3797     object *item;
3798     int is_player_env = 0;
3799    
3800     item = find_marked_object (who);
3801     if (item)
3802     {
3803     if (lighter->last_eat && lighter->stats.food)
3804     { /* lighter gets used up */
3805     /* Split multiple lighters if they're being used up. Otherwise *
3806     * one charge from each would be used up. --DAMN */
3807     if (lighter->nrof > 1)
3808     {
3809 root 1.39 object *oneLighter = lighter->clone ();
3810 root 1.14
3811 root 1.22 lighter->nrof -= 1;
3812     oneLighter->nrof = 1;
3813     oneLighter->stats.food--;
3814     esrv_send_item (who, lighter);
3815     oneLighter = insert_ob_in_ob (oneLighter, who);
3816     esrv_send_item (who, oneLighter);
3817     }
3818     else
3819 root 1.29 lighter->stats.food--;
3820 root 1.22 }
3821     else if (lighter->last_eat)
3822     { /* no charges left in lighter */
3823     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3824     return;
3825     }
3826 root 1.48
3827 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3828     * I can't see many times when you would want to light multiple
3829     * objects at once.
3830     */
3831 root 1.48
3832     if (who == item->in_player ())
3833 root 1.22 is_player_env = 1;
3834    
3835     save_throw_object (item, AT_FIRE, who);
3836 root 1.48
3837 root 1.49 if (item->destroyed ())
3838 root 1.22 {
3839 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3840 root 1.22 /* Need to update the player so that the players glow radius
3841     * gets changed.
3842     */
3843     if (is_player_env)
3844 root 1.51 who->update_stats ();
3845 root 1.22 }
3846     else
3847 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);
3848 root 1.22 }
3849     else /* nothing to light */
3850     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3851 elmex 1.1
3852     }
3853    
3854     /**
3855     * op made some mistake with a scroll, this takes care of punishment.
3856     * scroll_failure()- hacked directly from spell_failure
3857     */
3858 root 1.22 void
3859     scroll_failure (object *op, int failure, int power)
3860 elmex 1.1 {
3861 root 1.22 if (abs (failure / 4) > power)
3862     power = abs (failure / 4); /* set minimum effect */
3863 elmex 1.1
3864 root 1.22 if (failure <= -1 && failure > -15)
3865     { /* wonder */
3866     object *tmp;
3867    
3868 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3869 root 1.22 tmp = get_archetype (SPELL_WONDER);
3870     cast_wonder (op, op, 0, tmp);
3871 root 1.37 tmp->destroy ();
3872 root 1.22 }
3873     else if (failure <= -15 && failure > -35)
3874     { /* drain mana */
3875     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3876     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3877     if (op->stats.sp < 0)
3878     op->stats.sp = 0;
3879     }
3880     else if (settings.spell_failure_effects == TRUE)
3881     {
3882     if (failure <= -35 && failure > -60)
3883     { /* confusion */
3884     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3885     confuse_player (op, op, power);
3886     }
3887     else if (failure <= -60 && failure > -70)
3888     { /* paralysis */
3889     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3890     paralyze_player (op, op, power);
3891     }
3892     else if (failure <= -70 && failure > -80)
3893     { /* blind */
3894     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3895     blind_player (op, op, power);
3896     }
3897     else if (failure <= -80)
3898     { /* blast the immediate area */
3899 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3900 root 1.22 cast_magic_storm (op, tmp, power);
3901 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3902 root 1.37 tmp->destroy ();
3903 root 1.14 }
3904 elmex 1.1 }
3905     }
3906    
3907 root 1.22 void
3908     apply_changes_to_player (object *pl, object *change)
3909     {
3910     int excess_stat = 0; /* if the stat goes over the maximum
3911     for the race, put the excess stat some
3912     where else. */
3913 elmex 1.1
3914 root 1.22 switch (change->type)
3915     {
3916 root 1.24 case CLASS:
3917     {
3918     living *stats = &(pl->contr->orig_stats);
3919     living *ns = &(change->stats);
3920     object *walk;
3921     int flag_change_face = 1;
3922    
3923     /* the following code assigns stats up to the stat max
3924     * for the race, and if the stat max is exceeded,
3925     * tries to randomly reassign the excess stat
3926     */
3927     int i, j;
3928 root 1.22
3929 root 1.24 for (i = 0; i < NUM_STATS; i++)
3930     {
3931 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3932 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3933 root 1.22
3934 root 1.24 if (stat > 20 + race_bonus)
3935     {
3936     excess_stat++;
3937     stat = 20 + race_bonus;
3938     }
3939 root 1.91
3940     stats->stat (i) = stat;
3941 root 1.24 }
3942 elmex 1.1
3943 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3944     { /* try 100 times to assign excess stats */
3945     int i = rndm (0, 6);
3946    
3947     if (i == CHA)
3948     continue; /* exclude cha from this */
3949 root 1.91
3950     int stat = stats->stat (i);
3951 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3952 root 1.24 if (stat < 20 + race_bonus)
3953     {
3954     change_attr_value (stats, i, 1);
3955     excess_stat--;
3956     }
3957     }
3958 root 1.14
3959 root 1.24 /* insert the randomitems from the change's treasurelist into
3960     * the player ref: player.c
3961     */
3962     if (change->randomitems != NULL)
3963     give_initial_items (pl, change->randomitems);
3964 root 1.14
3965 root 1.24 /* set up the face, for some races. */
3966 root 1.14
3967 root 1.24 /* first, look for the force object banning
3968     * changing the face. Certain races never change face with class.
3969     */
3970     for (walk = pl->inv; walk != NULL; walk = walk->below)
3971     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3972     flag_change_face = 0;
3973 root 1.14
3974 root 1.24 if (flag_change_face)
3975     {
3976     pl->animation_id = GET_ANIM_ID (change);
3977     pl->face = change->face;
3978 root 1.14
3979 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3980     SET_FLAG (pl, FLAG_ANIMATE);
3981     else
3982     CLEAR_FLAG (pl, FLAG_ANIMATE);
3983     }
3984 root 1.14
3985 root 1.24 /* check the special case of can't use weapons */
3986     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3987     if (!strcmp (change->name, "monk"))
3988     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3989 root 1.14
3990 root 1.24 break;
3991     }
3992 elmex 1.1 }
3993     }
3994    
3995     /**
3996     * This handles items of type 'transformer'.
3997     * Basically those items, used with a marked item, transform both items into something
3998     * else.
3999     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4000     * Change information is contained in the 'slaying' field of the marked item.
4001     * The format is as follow: transformer:[number ]yield[;transformer:...].
4002     * This way an item can be transformed in many things, and/or many objects.
4003     * The 'slaying' field for transformer is used as verb for the action.
4004     */
4005 root 1.22 void
4006     apply_item_transformer (object *pl, object *transformer)
4007     {
4008     object *marked;
4009     object *new_item;
4010     char *find;
4011     char *separator;
4012     int yield;
4013     char got[MAX_BUF];
4014     int len;
4015    
4016     if (!pl || !transformer)
4017     return;
4018 root 1.114
4019 root 1.22 marked = find_marked_object (pl);
4020 root 1.114
4021 root 1.22 if (!marked)
4022 elmex 1.1 {
4023 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4024     return;
4025     }
4026 root 1.114
4027 root 1.22 if (!marked->slaying)
4028     {
4029     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4030     return;
4031     }
4032 root 1.114
4033 root 1.22 /* check whether they are compatible or not */
4034 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4035     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4036 root 1.22 {
4037     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4038     return;
4039     }
4040 root 1.114
4041 root 1.108 find += strlen (transformer->arch->archname) + 1;
4042 root 1.22 /* Item can be used, now find how many and what it yields */
4043     if (isdigit (*(find)))
4044     {
4045     yield = atoi (find);
4046     if (yield < 1)
4047 elmex 1.1 {
4048 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4049     yield = 1;
4050 elmex 1.1 }
4051 root 1.22 }
4052     else
4053     yield = 1;
4054 elmex 1.1
4055 root 1.22 while (isdigit (*find))
4056     find++;
4057     while (*find == ' ')
4058     find++;
4059 root 1.114
4060 root 1.22 memset (got, 0, MAX_BUF);
4061 root 1.114
4062 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4063 root 1.114 len = separator - find;
4064 root 1.22 else
4065 root 1.114 len = strlen (find);
4066    
4067 root 1.22 if (len > MAX_BUF - 1)
4068     len = MAX_BUF - 1;
4069 root 1.114
4070 root 1.22 strcpy (got, find);
4071     got[len] = '\0';
4072    
4073     /* Now create new item, remove used ones when required. */
4074     new_item = get_archetype (got);
4075     if (!new_item)
4076     {
4077     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4078     return;
4079 elmex 1.1 }
4080 root 1.29
4081 root 1.22 new_item->nrof = yield;
4082     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4083     insert_ob_in_ob (new_item, pl);
4084     esrv_send_inventory (pl, pl);
4085     /* Eat up one item */
4086     decrease_ob_nr (marked, 1);
4087 root 1.114
4088 root 1.22 /* Eat one transformer if needed */
4089     if (transformer->stats.food)
4090     if (--transformer->stats.food == 0)
4091     decrease_ob_nr (transformer, 1);
4092     }