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Revision: 1.123
Committed: Thu Aug 16 06:36:56 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.122: +107 -88 lines
Log Message:
first, untested, try at spicing up the message system

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 1.123 dynbuf_text buf;
98    
99 root 1.22 object *id, *marked;
100    
101     if (pl == NULL || pl->type != PLAYER)
102     return 0;
103 elmex 1.1
104 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105     * identifying' from being printed out more than it needs to be.
106     */
107     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108     return 0;
109 elmex 1.1
110 root 1.22 marked = find_marked_object (pl);
111     /* if the player has a marked item, identify that if it needs to be
112 root 1.123 * identified. If it doesn't, then go through the player inventory.
113 root 1.22 */
114     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115     {
116     if (operate_altar (altar, &money))
117     {
118     identify (marked);
119 root 1.123
120     buf.printf ("You have %s.", long_desc (marked, pl));
121 root 1.22 if (marked->msg)
122 root 1.123 buf << "The item has a story:\n" << marked->msg;
123    
124 root 1.22 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 root 1.123
136     buf.printf ("You have %s.", long_desc (id, pl));
137     if (marked->msg)
138     buf << "The item has a story:\n" << marked->msg;
139    
140 root 1.22 /* If no more money, might as well quit now */
141     if (money == NULL || !check_altar_sacrifice (altar, money))
142     break;
143     }
144     else
145     {
146     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
147     break;
148     }
149 root 1.14 }
150 elmex 1.1 }
151 root 1.123
152     if (buf.empty ())
153     buf << ("You have nothing that needs identifying");
154    
155     pl->contr->infobox (buf);
156    
157     return !money;
158 elmex 1.1 }
159    
160     /**
161     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162     * matching item.
163     **/
164 elmex 1.117 void
165 root 1.22 handle_apply_yield (object *tmp)
166 elmex 1.1 {
167 root 1.22 const char *yield;
168 elmex 1.1
169 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
170     if (yield != NULL)
171 elmex 1.1 {
172 root 1.22 object *drop = get_archetype (yield);
173    
174     if (tmp->env)
175 elmex 1.1 {
176 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
177     if (tmp->env->type == PLAYER)
178     esrv_send_item (tmp->env, drop);
179 elmex 1.1 }
180 root 1.22 else
181 elmex 1.1 {
182 root 1.22 drop->x = tmp->x;
183     drop->y = tmp->y;
184     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 elmex 1.1 }
186     }
187     }
188    
189     /**
190     * Handles applying a potion.
191     */
192 root 1.22 int
193     apply_potion (object *op, object *tmp)
194 elmex 1.1 {
195 elmex 1.3 int got_one = 0, i;
196     object *force = 0, *floor = 0;
197    
198 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
199 elmex 1.3
200 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 elmex 1.3 {
202 root 1.123 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203    
204 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
205     return 0;
206     }
207 elmex 1.3
208 elmex 1.4 if (op->type == PLAYER)
209 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210     identify (tmp);
211 elmex 1.3
212 elmex 1.4 handle_apply_yield (tmp);
213 elmex 1.1
214 elmex 1.4 /* Potion of restoration - only for players */
215     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216     {
217     object *depl;
218     archetype *at;
219 elmex 1.1
220 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221     {
222 root 1.51 op->drain_stat ();
223     op->update_stats ();
224 elmex 1.3 decrease_ob (tmp);
225     return 1;
226     }
227 root 1.37
228 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
229 elmex 1.4 {
230     LOG (llevError, "Could not find archetype depletion\n");
231     return 0;
232     }
233     depl = present_arch_in_ob (at, op);
234 root 1.37
235 root 1.51 if (depl)
236 elmex 1.4 {
237     for (i = 0; i < NUM_STATS; i++)
238 root 1.91 if (depl->stats.stat (i))
239 root 1.123 op->statusmsg (restore_msg[i]);
240 root 1.37
241     depl->destroy ();
242 root 1.51 op->update_stats ();
243 elmex 1.4 }
244     else
245 root 1.123 op->statusmsg ("Your potion had no effect.");
246 elmex 1.1
247 elmex 1.4 decrease_ob (tmp);
248     return 1;
249     }
250    
251     /* improvement potion - only for players */
252 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 elmex 1.4 {
254     for (i = 1; i < MIN (11, op->level); i++)
255 elmex 1.3 {
256 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 elmex 1.3 {
258 elmex 1.4 if (op->contr->levhp[i] != 1)
259 elmex 1.3 {
260 elmex 1.4 op->contr->levhp[i] = 1;
261     break;
262 elmex 1.3 }
263 root 1.123
264 elmex 1.4 if (op->contr->levsp[i] != 1)
265 elmex 1.3 {
266 elmex 1.4 op->contr->levsp[i] = 1;
267     break;
268     }
269 root 1.123
270 elmex 1.4 if (op->contr->levgrace[i] != 1)
271     {
272     op->contr->levgrace[i] = 1;
273     break;
274 elmex 1.3 }
275     }
276 elmex 1.4 else
277 elmex 1.3 {
278 elmex 1.4 if (op->contr->levhp[i] < 9)
279     {
280     op->contr->levhp[i] = 9;
281     break;
282     }
283 root 1.123
284 elmex 1.4 if (op->contr->levsp[i] < 6)
285 elmex 1.3 {
286 elmex 1.4 op->contr->levsp[i] = 6;
287     break;
288 elmex 1.3 }
289 root 1.123
290 elmex 1.4 if (op->contr->levgrace[i] < 3)
291 elmex 1.3 {
292 elmex 1.4 op->contr->levgrace[i] = 3;
293     break;
294 elmex 1.3 }
295     }
296     }
297 root 1.37
298 elmex 1.4 /* Just makes checking easier */
299     if (i < MIN (11, op->level))
300     got_one = 1;
301 root 1.37
302 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
303 elmex 1.3 {
304 elmex 1.4 if (got_one)
305 elmex 1.3 {
306 root 1.51 op->update_stats ();
307 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
308     "a little more in their image. "
309     "You feel a little more perfect.", NDI_GREEN);
310 elmex 1.3 }
311     else
312 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
313 elmex 1.3 }
314 elmex 1.4 else
315     { /* cursed potion */
316     if (got_one)
317 elmex 1.3 {
318 root 1.51 op->update_stats ();
319 root 1.123 op->errormsg ("The Gods are angry and punish you.");
320 elmex 1.3 }
321 elmex 1.4 else
322 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 elmex 1.3 }
324 root 1.37
325 elmex 1.4 decrease_ob (tmp);
326     return 1;
327     }
328    
329    
330     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331     * and heroism all fit into this category. Given the spell object code,
332     * there is no limit to the number of spells that potions can be cast,
333     * but direction is problematic to try and imbue fireball potions for example.
334     */
335     if (tmp->inv)
336     {
337     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 elmex 1.3 {
339 elmex 1.4 object *fball;
340    
341 root 1.123 op->errormsg ("Yech! Your lungs are on fire!");
342    
343 elmex 1.4 /* Explodes a fireball centered at player */
344     fball = get_archetype (EXPLODING_FIREBALL);
345 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
346     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
347 elmex 1.4 fball->x = op->x;
348     fball->y = op->y;
349     insert_ob_in_map (fball, op->map, NULL, 0);
350 elmex 1.3 }
351 elmex 1.4 else
352     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353 elmex 1.1
354 elmex 1.4 decrease_ob (tmp);
355 root 1.123
356 elmex 1.4 /* if youre dead, no point in doing this... */
357     if (!QUERY_FLAG (op, FLAG_REMOVED))
358 root 1.51 op->update_stats ();
359 root 1.123
360 elmex 1.4 return 1;
361     }
362    
363     /* Deal with protection potions */
364     force = NULL;
365     for (i = 0; i < NROFATTACKS; i++)
366     {
367     if (tmp->resist[i])
368     {
369     if (!force)
370     force = get_archetype (FORCE_NAME);
371 root 1.123
372 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373     force->type = POTION_EFFECT;
374     break; /* Only need to find one protection since we copy entire batch */
375 elmex 1.3 }
376 elmex 1.1 }
377 root 1.123
378 elmex 1.4 /* This is a protection potion */
379     if (force)
380 elmex 1.3 {
381 elmex 1.4 /* cursed items last longer */
382     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383     {
384     force->stats.food *= 10;
385     for (i = 0; i < NROFATTACKS; i++)
386     if (force->resist[i] > 0)
387     force->resist[i] = -force->resist[i]; /* prot => vuln */
388     }
389 root 1.92
390 elmex 1.4 force->speed_left = -1;
391     force = insert_ob_in_ob (force, op);
392     CLEAR_FLAG (tmp, FLAG_APPLIED);
393     SET_FLAG (force, FLAG_APPLIED);
394     change_abil (op, force);
395     decrease_ob (tmp);
396     return 1;
397     }
398    
399     /* Only thing left are the stat potions */
400     if (op->type == PLAYER)
401     { /* only for players */
402 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
403 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
404     else
405     SET_FLAG (tmp, FLAG_APPLIED);
406 root 1.123
407 elmex 1.4 if (!change_abil (op, tmp))
408 root 1.123 op->statusmsg ("Nothing happened.");
409 elmex 1.1 }
410    
411 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
412     * that were grouped with the one consumed, his
413     * stat will not be raised by them. fix_player just clears
414     * up all the stats.
415     */
416     CLEAR_FLAG (tmp, FLAG_APPLIED);
417 root 1.51 op->update_stats ();
418 elmex 1.3 decrease_ob (tmp);
419     return 1;
420 elmex 1.1 }
421    
422     /****************************************************************************
423     * Weapon improvement code follows
424     ****************************************************************************/
425    
426     /**
427     * This returns the sum of nrof of item (arch name).
428     */
429 root 1.22 static int
430     check_item (object *op, const char *item)
431 elmex 1.1 {
432 root 1.22 int count = 0;
433 elmex 1.1
434 root 1.123 if (!item)
435 root 1.22 return 0;
436 root 1.66
437 root 1.123 for (op = op->below; op; op = op->below)
438 root 1.22 {
439 root 1.108 if (strcmp (op->arch->archname, item) == 0)
440 root 1.22 {
441 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
442 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
443 root 1.14 {
444 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
445 root 1.14 count++;
446     else
447     count += op->nrof;
448     }
449 root 1.22 }
450 elmex 1.1 }
451 root 1.66
452 elmex 1.1 return count;
453     }
454    
455     /**
456     * This removes 'nrof' of what item->slaying says to remove.
457     * op is typically the player, which is only
458     * really used to determine what space to look at.
459     * Modified to only eat 'nrof' of objects.
460     */
461 root 1.22 static void
462     eat_item (object *op, const char *item, uint32 nrof)
463 elmex 1.1 {
464 root 1.22 object *prev;
465 elmex 1.1
466 root 1.22 prev = op;
467     op = op->below;
468 elmex 1.1
469 root 1.123 while (op)
470 root 1.22 {
471 root 1.108 if (strcmp (op->arch->archname, item) == 0)
472 root 1.22 {
473     if (op->nrof >= nrof)
474     {
475     decrease_ob_nr (op, nrof);
476     return;
477     }
478     else
479     {
480     decrease_ob_nr (op, op->nrof);
481     nrof -= op->nrof;
482 root 1.14 }
483 root 1.123
484 root 1.22 op = prev;
485 root 1.14 }
486 root 1.123
487 root 1.22 prev = op;
488     op = op->below;
489 elmex 1.1 }
490     }
491    
492     /**
493     * This checks to see of the player (who) is sufficient level to use a weapon
494     * with improvs improvements (typically last_eat). We take an int here
495     * instead of the object so that the improvement code can pass along the
496     * increased value to see if the object is usuable.
497     * we return 1 (true) if the player can use the weapon.
498     */
499 root 1.22 static int
500     check_weapon_power (const object *who, int improvs)
501 elmex 1.1 {
502     /* Old code is below (commented out). Basically, since weapons are the only
503     * object players really have any control to improve, it's a bit harsh to
504     * require high level in some combat skill, so we just use overall level.
505     */
506     #if 1
507 root 1.22 if (((who->level / 5) + 5) >= improvs)
508     return 1;
509     else
510     return 0;
511 elmex 1.1
512     #else
513 root 1.22 int level = 0;
514    
515     /* The skill system hands out wc and dam bonuses to fighters
516     * more generously than the old system (see fix_player). Thus
517     * we need to curtail the power of player enchanted weapons.
518     * I changed this to 1 improvement per "fighter" level/5 -b.t.
519     * Note: Nothing should break by allowing this ratio to be different or
520     * using normal level - it is just a matter of play balance.
521     */
522     if (who->type == PLAYER)
523     {
524     object *wc_obj = NULL;
525 elmex 1.1
526 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
527     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
528     level = wc_obj->level;
529    
530     if (!level)
531     {
532     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
533     level = who->level;
534 root 1.14 }
535 elmex 1.1 }
536 root 1.22 else
537     level = who->level;
538 elmex 1.1
539 root 1.22 return (improvs <= ((level / 5) + 5));
540 elmex 1.1 #endif
541     }
542    
543     /**
544     * Returns how many items of type improver->slaying there are under op.
545     * Will display a message if none found, and 1 if improver->slaying is NULL.
546     */
547 root 1.22 static int
548     check_sacrifice (object *op, const object *improver)
549 elmex 1.1 {
550 root 1.22 int count = 0;
551    
552 root 1.123 if (improver->slaying)
553 root 1.22 {
554     count = check_item (op, improver->slaying);
555     if (count < 1)
556     {
557 root 1.123 op->errormsg (format ("The gods want more %ss", &improver->slaying));
558 root 1.22 return 0;
559 root 1.14 }
560 elmex 1.1 }
561 root 1.22 else
562     count = 1;
563 elmex 1.1
564 root 1.22 return count;
565 elmex 1.1 }
566    
567     /**
568     * Actually improves the weapon, and tells user.
569     */
570 root 1.123 static int
571     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572 elmex 1.1 {
573 root 1.123 stat += sacrifice_count;
574 elmex 1.1 weapon->last_eat++;
575 root 1.22 decrease_ob (improver);
576 elmex 1.1
577     /* So it updates the players stats and the window */
578 root 1.51 op->update_stats ();
579 root 1.123
580     op->statusmsg (format (
581     "Your sacrifice was accepted.\n"
582     "Weapon's bonus to %s improved by %d.",
583     statname, sacrifice_count
584     ));
585    
586 elmex 1.1 return 1;
587     }
588    
589     /* Types of improvements, hidden in the sp field. */
590 root 1.114 #define IMPROVE_PREPARE 1
591     #define IMPROVE_DAMAGE 2
592     #define IMPROVE_WEIGHT 3
593     #define IMPROVE_ENCHANT 4
594     #define IMPROVE_STR 5
595     #define IMPROVE_DEX 6
596     #define IMPROVE_CON 7
597     #define IMPROVE_WIS 8
598     #define IMPROVE_CHA 9
599     #define IMPROVE_INT 10
600     #define IMPROVE_POW 11
601 elmex 1.1
602     /**
603     * This does the prepare weapon scroll.
604     * Checks for sacrifice, and so on.
605     */
606 root 1.22 int
607     prepare_weapon (object *op, object *improver, object *weapon)
608 elmex 1.1 {
609 root 1.22 int sacrifice_count, i;
610     char buf[MAX_BUF];
611 elmex 1.1
612 root 1.22 if (weapon->level != 0)
613     {
614 root 1.123 op->errormsg ("Weapon is already prepared!");
615 elmex 1.1 return 0;
616     }
617 root 1.115
618 root 1.22 for (i = 0; i < NROFATTACKS; i++)
619     if (weapon->resist[i])
620     break;
621 elmex 1.1
622 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
623     * improvement of items that already have protections.
624     */
625     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627     weapon->stats.exp || /* speed */
628     weapon->stats.ac) /* AC - only taifu's I think */
629 elmex 1.1 {
630 root 1.123 op->errormsg ("You cannot prepare magic weapons.");
631 elmex 1.1 return 0;
632     }
633 root 1.115
634 root 1.22 sacrifice_count = check_sacrifice (op, improver);
635     if (sacrifice_count <= 0)
636     return 0;
637 root 1.115
638 root 1.22 weapon->level = isqrt (sacrifice_count);
639     eat_item (op, improver->slaying, sacrifice_count);
640    
641 root 1.123 op->statusmsg (format (
642     "Your sacrifice was accepted."
643     "Your *%s may be improved %d times.",
644     &weapon->name, weapon->level
645     ));
646 root 1.22
647     sprintf (buf, "%s's %s", &op->name, &weapon->name);
648     weapon->name = weapon->name_pl = buf;
649     weapon->nrof = 0; /* prevents preparing n weapons in the same
650     slot at once! */
651     decrease_ob (improver);
652     weapon->last_eat = 0;
653     return 1;
654 elmex 1.1 }
655    
656    
657     /**
658     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659     * This is the new improve weapon code.
660     * Returns 0 if it was not able to work for some reason.
661     *
662     * Checks if weapon was prepared, if enough potions on the floor, ...
663     *
664     * We are hiding extra information about the weapon in the level and
665     * last_eat numbers for an object. Hopefully this won't break anything ??
666     * level == max improve last_eat == current improve
667     */
668 root 1.22 int
669     improve_weapon (object *op, object *improver, object *weapon)
670 elmex 1.1 {
671 root 1.22 int sacrifice_count, sacrifice_needed = 0;
672 elmex 1.1
673 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
674 root 1.123 return prepare_weapon (op, improver, weapon);
675    
676 root 1.22 if (weapon->level == 0)
677     {
678 root 1.123 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 root 1.22 return 0;
680     }
681 root 1.123
682 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683     {
684 root 1.123 op->errormsg ("This weapon cannot be improved any more.");
685 root 1.22 return 0;
686     }
687 root 1.123
688 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689     {
690 root 1.123 op->errormsg ("Improving the weapon will make it too "
691     "powerful for you to use. Unready it if you "
692     "really want to improve it.");
693 root 1.22 return 0;
694     }
695 root 1.123
696 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
697     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698     * don't put any maximum value on damage - the limit is how much the
699     * weapon can be improved.
700     */
701 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
702     {
703     weapon->stats.dam += 5;
704     weapon->weight += 5000; /* 5 KG's */
705 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 root 1.22 weapon->last_eat++;
707    
708     weapon->item_power++;
709     decrease_ob (improver);
710     return 1;
711     }
712 root 1.123
713 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
714     {
715     /* Reduce weight by 20% */
716     weapon->weight = (weapon->weight * 8) / 10;
717     if (weapon->weight < 1)
718     weapon->weight = 1;
719 root 1.123
720     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 root 1.22 weapon->last_eat++;
722     weapon->item_power++;
723     decrease_ob (improver);
724     return 1;
725     }
726     if (improver->stats.sp == IMPROVE_ENCHANT)
727     {
728     weapon->magic++;
729     weapon->last_eat++;
730 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 root 1.22 decrease_ob (improver);
732     weapon->item_power++;
733     return 1;
734     }
735 root 1.14
736 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738    
739     if (sacrifice_needed < 1)
740     sacrifice_needed = 1;
741     sacrifice_needed *= 2;
742 elmex 1.1
743 root 1.22 sacrifice_count = check_sacrifice (op, improver);
744     if (sacrifice_count < sacrifice_needed)
745     {
746 root 1.123 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 root 1.22 return 0;
748     }
749 root 1.123
750 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
751 elmex 1.1 weapon->item_power++;
752    
753 root 1.22 switch (improver->stats.sp)
754     {
755 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 root 1.24 default:
763 root 1.123 op->errormsg ("Unknown improvement type.");
764 root 1.22 }
765 root 1.123
766 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
767 elmex 1.1 return 0;
768     }
769    
770     /**
771     * Handles the applying of improve/prepare/enchant weapon scroll.
772     * Checks a few things (not on a non-magic square, marked weapon, ...),
773     * then calls improve_weapon to do the dirty work.
774     */
775 root 1.22 int
776     check_improve_weapon (object *op, object *tmp)
777 elmex 1.1 {
778 root 1.22 object *otmp;
779 elmex 1.1
780 root 1.22 if (op->type != PLAYER)
781     return 0;
782 root 1.77
783 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784     {
785 root 1.123 op->errormsg ("Something blocks the magic of the scroll!");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 otmp = find_marked_object (op);
790     if (!otmp)
791     {
792 root 1.123 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 elmex 1.1 return 0;
794     }
795 root 1.77
796 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
797     {
798 root 1.123 op->errormsg ("Marked item is not a weapon or bow!");
799 elmex 1.1 return 0;
800     }
801 root 1.77
802 root 1.123 op->statusmsg ("Applied weapon builder.");
803    
804 root 1.22 improve_weapon (op, tmp, otmp);
805     esrv_send_item (op, otmp);
806     return 1;
807 elmex 1.1 }
808    
809     /**
810     * This code deals with the armour improvment scrolls.
811     * Change limits on improvement - let players go up to
812     * +5 no matter what level, but they are limited by item
813     * power.
814     * Try to use same improvement code as in the common/treasure.c
815     * file, so that if you make a +2 full helm, it will be just
816     * the same as one you find in a shop.
817     *
818     * deprecated comment:
819     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820     * only 'enchantment' of armour is possible - improving
821     * the stats of a player w/ armour as well as a weapon
822     * will probably horribly unbalance the game. Magic enchanting
823     * depends on the level of the character - ie the plus
824     * value (magic) of the armour can never be increased beyond
825     * the level of the character / 10 -- rounding upish, nor may
826     * the armour value of the piece of equipment exceed either
827     * the users level or 90)
828     * Modified by MSW for partial resistance. Only support
829     * changing of physical area right now.
830     */
831 root 1.22 int
832     improve_armour (object *op, object *improver, object *armour)
833 elmex 1.1 {
834 root 1.22 object *tmp;
835 elmex 1.1
836 root 1.22 if (armour->magic >= settings.armor_max_enchant)
837     {
838 root 1.123 op->errormsg ("This armour can not be enchanted any further!");
839 root 1.22 return 0;
840 elmex 1.1 }
841 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842     * etc), so take the easy way out and don't worry about it.
843     * Note - maybe add scrolls which make the random artifact versions (eg, armour
844     * of gnarg and what not?)
845     */
846     if (armour->title)
847     {
848 root 1.123 op->errormsg ("This armour will not accept further enchantment.");
849 root 1.22 return 0;
850 elmex 1.1 }
851    
852 root 1.22 /* Split objects if needed. Can't insert tmp until the
853     * end of this function - otherwise it will just re-merge.
854     */
855     if (armour->nrof > 1)
856     tmp = get_split_ob (armour, armour->nrof - 1);
857     else
858     tmp = NULL;
859    
860     armour->magic++;
861    
862     if (!settings.armor_speed_linear)
863     {
864     int base = 100;
865     int pow = 0;
866 elmex 1.1
867 root 1.22 while (pow < armour->magic)
868 elmex 1.1 {
869 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
870     pow++;
871 elmex 1.1 }
872    
873 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
874 root 1.22 }
875     else
876 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
877 elmex 1.1
878 root 1.22 if (!settings.armor_weight_linear)
879     {
880     int base = 100;
881     int pow = 0;
882 elmex 1.1
883 root 1.22 while (pow < armour->magic)
884 elmex 1.1 {
885 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
886     pow++;
887 elmex 1.1 }
888    
889 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
890 root 1.22 }
891     else
892 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
893 root 1.22
894     if (armour->weight <= 0)
895     {
896     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
897     armour->weight = 1;
898     }
899    
900 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 elmex 1.1
902 root 1.22 if (op->type == PLAYER)
903     {
904     esrv_send_item (op, armour);
905     if (QUERY_FLAG (armour, FLAG_APPLIED))
906 root 1.51 op->update_stats ();
907 elmex 1.1 }
908 root 1.123
909 root 1.22 decrease_ob (improver);
910 root 1.123
911 root 1.22 if (tmp)
912     {
913     insert_ob_in_ob (tmp, op);
914     esrv_send_item (op, tmp);
915 elmex 1.1 }
916 root 1.123
917 root 1.22 return 1;
918 elmex 1.1 }
919    
920     /*
921     * convert_item() returns 1 if anything was converted, 0 if the item was not
922     * what the converter wants, -1 if the converter is broken.
923     */
924     #define CONV_FROM(xyz) xyz->slaying
925     #define CONV_TO(xyz) xyz->other_arch
926     #define CONV_NR(xyz) xyz->stats.sp
927     #define CONV_NEED(xyz) xyz->stats.food
928    
929     /* Takes one items and makes another.
930     * converter is the object that is doing the conversion.
931     * item is the object that triggered the converter - if it is not
932     * what the converter wants, this will not do anything.
933     */
934 root 1.22 int
935     convert_item (object *item, object *converter)
936     {
937     int nr = 0;
938     uint32 price_in;
939    
940     /* We make some assumptions - we assume if it takes money as it type,
941     * it wants some amount. We don't make change (ie, if something costs
942     * 3 gp and player drops a platinum, tough luck)
943     */
944 root 1.121 if (CONV_FROM (converter) == shstr_money)
945 root 1.22 {
946     if (item->type != MONEY)
947     return 0;
948    
949     nr = (item->nrof * item->value) / CONV_NEED (converter);
950     if (!nr)
951     return 0;
952 root 1.121
953     converter->play_sound (sound_find ("shop_buy"));
954    
955     int cost = nr * CONV_NEED (converter) / item->value;
956 root 1.22 /* take into account rounding errors */
957     if (nr * CONV_NEED (converter) % item->value)
958     cost++;
959 root 1.121
960 root 1.22 decrease_ob_nr (item, cost);
961 elmex 1.1
962 root 1.22 price_in = cost * item->value;
963     }
964     else
965     {
966 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
967 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
968     return 0;
969 elmex 1.1
970 root 1.121 converter->play_sound (sound_find ("convert_item"));
971    
972 root 1.22 if (CONV_NEED (converter))
973     {
974     nr = item->nrof / CONV_NEED (converter);
975     decrease_ob_nr (item, nr * CONV_NEED (converter));
976     price_in = nr * CONV_NEED (converter) * item->value;
977     }
978     else
979     {
980     price_in = item->value;
981 root 1.37 item->destroy ();
982 root 1.22 }
983     }
984 root 1.14
985 root 1.121 if (converter->inv)
986 root 1.22 {
987     object *ob;
988     int i;
989     object *ob_to_copy;
990    
991     /* select random object from inventory to copy */
992     ob_to_copy = converter->inv;
993 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994     if (rndm (0, i) == 0)
995     ob_to_copy = ob;
996    
997 root 1.22 item = object_create_clone (ob_to_copy);
998     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999     unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 elmex 1.1 }
1001 root 1.22 else
1002     {
1003     if (converter->other_arch == NULL)
1004     {
1005     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1007 root 1.22 return -1;
1008     }
1009    
1010     item = object_create_arch (converter->other_arch);
1011     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012     }
1013    
1014     if (CONV_NR (converter))
1015     item->nrof = CONV_NR (converter);
1016 root 1.121
1017 root 1.22 if (nr)
1018     item->nrof *= nr;
1019 root 1.121
1020 root 1.22 if (is_in_shop (converter))
1021     SET_FLAG (item, FLAG_UNPAID);
1022     else if (price_in < item->nrof * item->value)
1023     {
1024     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 root 1.121 /**
1027     * elmex: we are going to let the game continue, as the mapcreator
1028     * hopefully had something in mind when doing this.
1029     */
1030     }
1031 elmex 1.1
1032 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1033 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034     return 1;
1035 elmex 1.1 }
1036 root 1.22
1037 elmex 1.1 /**
1038     * Handle apply on containers.
1039     * By Eneq(@csd.uu.se).
1040     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041     * added the alchemical cauldron to the code -b.t.
1042     */
1043 root 1.22 int
1044     apply_container (object *op, object *sack)
1045 elmex 1.1 {
1046 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1047 root 1.22 return 0; /* This might change */
1048 elmex 1.1
1049 root 1.68 if (!sack || sack->type != CONTAINER)
1050 root 1.22 {
1051 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1052 root 1.22 return 0;
1053 elmex 1.1 }
1054 root 1.40
1055     op->contr->last_used = 0;
1056 elmex 1.1
1057 root 1.68 if (sack->env && sack->env != op)
1058 root 1.22 {
1059 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1060     return 1;
1061 elmex 1.1 }
1062    
1063 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1064     if (sack->flag [FLAG_APPLIED])
1065 root 1.22 {
1066 root 1.68 if (op->container == sack)
1067 root 1.22 {
1068 root 1.68 // open on ground or inv, so close
1069     op->close_container ();
1070     return 1;
1071 root 1.22 }
1072 root 1.68 else if (!sack->env)
1073 root 1.22 {
1074 root 1.68 // active, but not ours: some other player has opened it
1075     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1076     return 1;
1077 root 1.14 }
1078 root 1.22
1079 root 1.68 // fall through to opening it (active in inv)
1080 elmex 1.1 }
1081 root 1.68 else if (sack->env)
1082 root 1.22 {
1083 root 1.68 // it is in our env, so activate it, do not open yet
1084     op->close_container ();
1085     sack->flag [FLAG_APPLIED] = 1;
1086     esrv_update_item (UPD_FLAGS, op, sack);
1087 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1088 root 1.68 return 1;
1089 elmex 1.1 }
1090    
1091 root 1.68 // it's locked?
1092 root 1.22 if (sack->slaying)
1093 root 1.68 {
1094     if (object *tmp = find_key (op, op, sack))
1095     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1096 root 1.22 else
1097     {
1098     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1099 root 1.68 return 1;
1100 root 1.22 }
1101 elmex 1.1 }
1102    
1103 root 1.68 op->open_container (sack);
1104 elmex 1.1
1105 root 1.22 return 1;
1106 elmex 1.1 }
1107    
1108     /**
1109     * Handles dropping things on altar.
1110     * Returns true if sacrifice was accepted.
1111     */
1112 root 1.22 static int
1113     apply_altar (object *altar, object *sacrifice, object *originator)
1114 elmex 1.1 {
1115 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1116     if (altar->inv && (!originator || originator->type != PLAYER))
1117     return 0;
1118    
1119     if (operate_altar (altar, &sacrifice))
1120     {
1121     /* Simple check. Unfortunately, it means you can't cast magic bullet
1122     * with an altar. We call it a Potion - altars are stationary - it
1123     * is up to map designers to use them properly.
1124     */
1125     if (altar->inv && altar->inv->type == SPELL)
1126     {
1127     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1128     cast_spell (originator, altar, 0, altar->inv, NULL);
1129     /* If it is connected, push the button. Fixes some problems with
1130     * old maps.
1131     */
1132 elmex 1.1
1133     /* push_button (altar);*/
1134 root 1.14 }
1135 root 1.22 else
1136     {
1137     altar->value = 1; /* works only once */
1138     push_button (altar);
1139     }
1140 root 1.26
1141     return !sacrifice;
1142 root 1.22 }
1143     else
1144 root 1.26 return 0;
1145 elmex 1.1 }
1146    
1147     /**
1148     * Handles 'movement' of shop mats.
1149     * Returns 1 if 'op' was destroyed, 0 if not.
1150     * Largely re-written to not use nearly as many gotos, plus
1151     * some of this code just looked plain out of date.
1152     * MSW 2001-08-29
1153     */
1154 root 1.22 int
1155     apply_shop_mat (object *shop_mat, object *op)
1156 elmex 1.1 {
1157 elmex 1.15 int rv = 0;
1158     double opinion;
1159     object *tmp, *next;
1160 elmex 1.1
1161 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 elmex 1.1
1163 root 1.121 bool has_unpaid = false;
1164    
1165     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166     // a quick and small change :(
1167     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168     if (item->flag [FLAG_UNPAID])
1169     {
1170     has_unpaid = true;
1171     break;
1172     }
1173    
1174 elmex 1.15 if (op->type != PLAYER)
1175     {
1176     /* Remove all the unpaid objects that may be carried here.
1177     * This could be pets or monsters that are somehow in
1178     * the shop.
1179     */
1180     for (tmp = op->inv; tmp; tmp = next)
1181     {
1182     next = tmp->below;
1183 root 1.25
1184 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185     {
1186     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 root 1.14
1188 root 1.36 tmp->remove ();
1189 root 1.24
1190 elmex 1.15 if (i == -1)
1191     i = 0;
1192 root 1.24
1193 elmex 1.15 tmp->map = op->map;
1194     tmp->x = op->x + freearr_x[i];
1195     tmp->y = op->y + freearr_y[i];
1196     insert_ob_in_map (tmp, op->map, op, 0);
1197 root 1.14 }
1198     }
1199    
1200 elmex 1.15 /* Don't teleport things like spell effects */
1201     if (QUERY_FLAG (op, FLAG_NO_PICK))
1202     return 0;
1203 root 1.14
1204 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1205     * shop mats. Instead, put it on a nearby space.
1206     */
1207     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1208     {
1209     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211 root 1.22
1212 elmex 1.15 if (i != -1)
1213 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214    
1215 elmex 1.15 return 0;
1216 root 1.14 }
1217 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1218     * the teleport function should be able to handle this just fine.
1219     */
1220     rv = teleport (shop_mat, SHOP_MAT, op);
1221 elmex 1.1 }
1222 root 1.25 else if (can_pay (op) && get_payment (op))
1223 elmex 1.15 {
1224 root 1.24 /* this is only used for players */
1225 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1226    
1227 root 1.121 if (has_unpaid)
1228     op->contr->play_sound (sound_find ("shop_buy"));
1229     else if (is_in_shop (op))
1230     op->contr->play_sound (sound_find ("shop_enter"));
1231     else
1232     op->contr->play_sound (sound_find ("shop_leave"));
1233    
1234 elmex 1.15 if (shop_mat->msg)
1235 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1236 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1237     * but there is never a guarantee that the bottom space on the map is
1238     * actually the shop floor.
1239     */
1240     else if (!rv && !is_in_shop (op))
1241     {
1242     opinion = shopkeeper_approval (op->map, op);
1243 root 1.24
1244 elmex 1.15 if (opinion > 0.9)
1245 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1246 elmex 1.15 else if (opinion > 0.75)
1247     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1248     else if (opinion > 0.5)
1249     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1250     else
1251 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1252 root 1.14 }
1253 elmex 1.1 }
1254 elmex 1.15 else
1255     {
1256     /* if we get here, a player tried to leave a shop but was not able
1257 root 1.121 * to afford the items he has. We try to move the player so that
1258 elmex 1.15 * they are not on the mat anymore
1259     */
1260     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1261 root 1.22
1262 elmex 1.15 if (i == -1)
1263 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1264 elmex 1.15 else
1265     {
1266 root 1.36 op->remove ();
1267 elmex 1.15 op->x += freearr_x[i];
1268     op->y += freearr_y[i];
1269     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1270 root 1.14 }
1271 elmex 1.1 }
1272 root 1.24
1273 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1274     return rv;
1275 elmex 1.1 }
1276    
1277     /**
1278     * Handles applying a sign.
1279     */
1280 root 1.22 static void
1281     apply_sign (object *op, object *sign, int autoapply)
1282 elmex 1.1 {
1283 root 1.22 readable_message_type *msgType;
1284    
1285     if (sign->msg == NULL)
1286     {
1287     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1288     return;
1289 elmex 1.1 }
1290    
1291 root 1.22 if (sign->stats.food)
1292     {
1293     if (sign->last_eat >= sign->stats.food)
1294     {
1295     if (!sign->move_on)
1296     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1297 root 1.120
1298 root 1.22 return;
1299 root 1.14 }
1300 elmex 1.1
1301 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1302     sign->last_eat++;
1303 elmex 1.1 }
1304    
1305 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1306     * No way to know for sure. The presumption is basically that if
1307     * move_on is zero, it needs to be manually applied (doesn't talk
1308     * to us).
1309     */
1310     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1311     {
1312     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1313     return;
1314     }
1315 root 1.110
1316     if (op->contr)
1317     if (client *ns = op->contr->ns)
1318     {
1319 root 1.120 ns->play_sound (sign->sound);
1320 root 1.110 msgType = get_readable_message_type (sign);
1321    
1322     if (ns->can_msg)
1323     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324     else
1325     {
1326     char newbuf[HUGE_BUF];
1327     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1328     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329     }
1330     }
1331 elmex 1.1 }
1332    
1333     /**
1334     * 'victim' moves onto 'trap'
1335     * 'victim' leaves 'trap'
1336     * effect is determined by move_on/move_off of trap and move_type of victime.
1337     *
1338     * originator: Player, monster or other object that caused 'victim' to move
1339     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1340     * However, some types of traps require an originator to function.
1341     */
1342 root 1.22 void
1343 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1344 elmex 1.1 {
1345     static int recursion_depth = 0;
1346    
1347     /* Only exits affect DMs. */
1348 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1349 elmex 1.1 return;
1350    
1351     /* move_apply() is the most likely candidate for causing unwanted and
1352     * possibly unlimited recursion.
1353     */
1354     /* The following was changed because it was causing perfeclty correct
1355     * maps to fail. 1) it's not an error to recurse:
1356     * rune detonates, summoning monster. monster lands on nearby rune.
1357     * nearby rune detonates. This sort of recursion is expected and
1358     * proper. This code was causing needless crashes.
1359     */
1360 root 1.22 if (recursion_depth >= 500)
1361     {
1362     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1363 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1364 root 1.22 return;
1365 elmex 1.1 }
1366 root 1.110
1367 root 1.22 recursion_depth++;
1368     if (trap->head)
1369     trap = trap->head;
1370 elmex 1.1
1371 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1372     goto leave;
1373 elmex 1.1
1374 root 1.22 switch (trap->type)
1375     {
1376 root 1.23 case PLAYERMOVER:
1377     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1378     {
1379     if (!trap->stats.maxsp)
1380     trap->stats.maxsp = 2;
1381 root 1.14
1382 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1383     * should be divided by trap->speed
1384     */
1385     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1386 root 1.14
1387 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1388     * above with some objects have zero speed, and thus the player
1389     * getting permanently paralyzed.
1390     */
1391 root 1.93 if (victim->speed_left < -50.f)
1392     victim->speed_left = -50.f;
1393 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394     }
1395     goto leave;
1396 root 1.14
1397 root 1.23 case SPINNER:
1398     if (victim->direction)
1399     {
1400     victim->direction = absdir (victim->direction - trap->stats.sp);
1401     update_turn_face (victim);
1402     }
1403     goto leave;
1404 root 1.14
1405 root 1.23 case DIRECTOR:
1406     if (victim->direction && !should_director_abort (trap, victim))
1407     {
1408     victim->direction = trap->stats.sp;
1409     update_turn_face (victim);
1410     }
1411     goto leave;
1412 root 1.14
1413 root 1.23 case BUTTON:
1414     case PEDESTAL:
1415     update_button (trap);
1416     goto leave;
1417    
1418     case ALTAR:
1419     /* sacrifice victim on trap */
1420     apply_altar (trap, victim, originator);
1421     goto leave;
1422 root 1.14
1423 root 1.23 case THROWN_OBJ:
1424     if (trap->inv == NULL)
1425 root 1.22 goto leave;
1426 root 1.23 /* fallthrough */
1427 root 1.14
1428 root 1.23 case ARROW:
1429     /* bad bug: monster throw a object, make a step forwards, step on object ,
1430     * trigger this here and get hit by own missile - and will be own enemy.
1431     * Victim then is his own enemy and will start to kill herself (this is
1432     * removed) but we have not synced victim and his missile. To avoid senseless
1433     * action, we avoid hits here
1434     */
1435     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436     hit_with_arrow (trap, victim);
1437     goto leave;
1438 root 1.14
1439 root 1.23 case SPELL_EFFECT:
1440     apply_spell_effect (trap, victim);
1441     goto leave;
1442 root 1.14
1443 root 1.23 case TRAPDOOR:
1444     {
1445     int max, sound_was_played;
1446     object *ab, *ab_next;
1447 root 1.22
1448 root 1.23 if (!trap->value)
1449     {
1450     int tot;
1451 root 1.14
1452 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455 root 1.14
1456 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457     goto leave;
1458 root 1.22
1459 root 1.23 SET_ANIMATION (trap, trap->value);
1460     update_object (trap, UP_OBJ_FACE);
1461     }
1462 root 1.14
1463 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1464 root 1.22 {
1465 root 1.23 /* need to set this up, since if we do transfer the object,
1466     * ab->above would be bogus
1467     */
1468     ab_next = ab->above;
1469 root 1.14
1470 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1471 root 1.22 {
1472 root 1.23 if (!sound_was_played)
1473     {
1474 root 1.118 trap->play_sound (sound_find ("fall_hole"));
1475 root 1.23 sound_was_played = 1;
1476     }
1477 root 1.118
1478 root 1.23 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1479     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1480 root 1.14 }
1481     }
1482 root 1.22 goto leave;
1483 root 1.23 }
1484 root 1.14
1485 root 1.23 case CONVERTER:
1486     if (convert_item (victim, trap) < 0)
1487     {
1488     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1489 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1490     }
1491 root 1.14
1492 root 1.23 goto leave;
1493 root 1.14
1494 root 1.23 case TRIGGER_BUTTON:
1495     case TRIGGER_PEDESTAL:
1496     case TRIGGER_ALTAR:
1497     check_trigger (trap, victim);
1498     goto leave;
1499    
1500     case DEEP_SWAMP:
1501     walk_on_deep_swamp (trap, victim);
1502     goto leave;
1503    
1504     case CHECK_INV:
1505 elmex 1.46 check_inv (victim, trap);
1506 root 1.23 goto leave;
1507    
1508     case HOLE:
1509     /* Hole not open? */
1510     if (trap->stats.wc > 0)
1511 root 1.22 goto leave;
1512 root 1.14
1513 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1514     * Processing will happen if the head runs into the pit
1515     */
1516     if (victim->head)
1517 root 1.22 goto leave;
1518 root 1.14
1519 root 1.118 victim->play_sound (sound_find ("fall_hole"));
1520 root 1.23 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1521     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522     goto leave;
1523 root 1.14
1524 root 1.23 case EXIT:
1525     if (victim->type == PLAYER && EXIT_PATH (trap))
1526     {
1527     /* Basically, don't show exits leading to random maps the
1528     * players output.
1529     */
1530 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532 root 1.55
1533     victim->enter_exit (trap);
1534 root 1.23 }
1535     goto leave;
1536 root 1.14
1537 root 1.23 case ENCOUNTER:
1538     /* may be some leftovers on this */
1539     goto leave;
1540    
1541     case SHOP_MAT:
1542     apply_shop_mat (trap, victim);
1543     goto leave;
1544    
1545     /* Drop a certain amount of gold, and have one item identified */
1546     case IDENTIFY_ALTAR:
1547     apply_id_altar (victim, trap, originator);
1548     goto leave;
1549    
1550     case SIGN:
1551     if (victim->type != PLAYER && trap->stats.food > 0)
1552 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1553 root 1.23
1554     apply_sign (victim, trap, 1);
1555     goto leave;
1556    
1557     case CONTAINER:
1558 root 1.68 apply_container (victim, trap);
1559 root 1.23 goto leave;
1560    
1561     case RUNE:
1562     case TRAP:
1563     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564     {
1565     spring_trap (trap, victim);
1566     }
1567     goto leave;
1568 root 1.14
1569 root 1.23 default:
1570     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 root 1.23 goto leave;
1573 elmex 1.1 }
1574    
1575 root 1.22 leave:
1576     recursion_depth--;
1577 elmex 1.1 }
1578    
1579     /**
1580     * Handles reading a regular (ie not containing a spell) book.
1581     */
1582 root 1.22 static void
1583     apply_book (object *op, object *tmp)
1584 elmex 1.1 {
1585 root 1.22 int lev_diff;
1586     object *skill_ob;
1587    
1588     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589     {
1590     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1591     return;
1592     }
1593 root 1.112
1594     if (!tmp->msg)
1595 root 1.22 {
1596     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1597     return;
1598     }
1599 elmex 1.1
1600 root 1.22 /* need a literacy skill to read stuff! */
1601     skill_ob = find_skill_by_name (op, tmp->skill);
1602     if (!skill_ob)
1603     {
1604 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>");
1605 elmex 1.1 return;
1606     }
1607 root 1.112
1608 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1609     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610     {
1611     if (lev_diff < 2)
1612     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1613     else if (lev_diff < 3)
1614     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1615     else if (lev_diff < 5)
1616     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1617     else if (lev_diff < 8)
1618     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1619     else if (lev_diff < 15)
1620     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1621     else
1622     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1623 elmex 1.1 return;
1624     }
1625    
1626 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1627    
1628 root 1.112 if (player *pl = op->contr)
1629     if (client *ns = pl->ns)
1630     if (ns->can_msg)
1631     {
1632     dynbuf_text buf;
1633     buf << long_desc (tmp, op)
1634     << "\n\n"
1635     << tmp->msg
1636     << '\0';
1637     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638     }
1639     else
1640     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1641     msgType->message_type, msgType->message_subtype,
1642     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643     long_desc (tmp, op), &tmp->msg);
1644 root 1.22
1645     /* gain xp from reading */
1646     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1647     { /* only if not read before */
1648     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1649    
1650     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1651     {
1652     /*exp_gain *= 2; because they just identified it too */
1653     SET_FLAG (tmp, FLAG_IDENTIFIED);
1654 root 1.41
1655 root 1.22 /* If in a container, update how it looks */
1656     if (tmp->env)
1657     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1658     else
1659 root 1.50 op->contr->ns->floorbox_update ();
1660 root 1.22 }
1661 root 1.41
1662 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1663     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1664 elmex 1.1 }
1665     }
1666    
1667     /**
1668     * Handles the applying of a skill scroll, calling learn_skill straight.
1669     * op is the person learning the skill, tmp is the skill scroll object
1670     */
1671 root 1.22 static void
1672     apply_skillscroll (object *op, object *tmp)
1673 elmex 1.1 {
1674 root 1.22 switch ((int) learn_skill (op, tmp))
1675     {
1676 root 1.24 case 0:
1677     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1678     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1679     return;
1680    
1681     case 1:
1682     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1683     decrease_ob (tmp);
1684     return;
1685 root 1.14
1686 root 1.24 default:
1687     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1688     decrease_ob (tmp);
1689     return;
1690 elmex 1.1 }
1691     }
1692    
1693     /**
1694     * Actually makes op learn spell.
1695     * Informs player of what happens.
1696     */
1697 root 1.22 void
1698     do_learn_spell (object *op, object *spell, int special_prayer)
1699 elmex 1.1 {
1700 root 1.22 object *tmp;
1701 elmex 1.1
1702 root 1.22 if (op->type != PLAYER)
1703     {
1704     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1705     return;
1706 elmex 1.1 }
1707    
1708 root 1.22 /* Upgrade special prayers to normal prayers */
1709     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1710     {
1711     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1712     {
1713     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1714     return;
1715 elmex 1.1 }
1716 root 1.22 return;
1717 elmex 1.1 }
1718    
1719 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1720    
1721 root 1.39 tmp = spell->clone ();
1722 root 1.22 insert_ob_in_ob (tmp, op);
1723    
1724     if (special_prayer)
1725 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1726 elmex 1.1
1727 root 1.22 esrv_add_spells (op->contr, tmp);
1728 elmex 1.1 }
1729    
1730     /**
1731     * Erases spell from player's inventory.
1732     */
1733 root 1.22 void
1734     do_forget_spell (object *op, const char *spell)
1735 elmex 1.1 {
1736 root 1.22 object *spob;
1737    
1738     if (op->type != PLAYER)
1739     {
1740     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1741     return;
1742     }
1743     if ((spob = check_spell_known (op, spell)) == NULL)
1744     {
1745     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1746     return;
1747     }
1748 elmex 1.1
1749 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1750     player_unready_range_ob (op->contr, spob);
1751     esrv_remove_spell (op->contr, spob);
1752 root 1.37 spob->destroy ();
1753 elmex 1.1 }
1754    
1755     /**
1756     * Handles player applying a spellbook.
1757     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1758     * stuff like that. Random learning failure too.
1759     */
1760 root 1.22 static void
1761     apply_spellbook (object *op, object *tmp)
1762 elmex 1.1 {
1763 root 1.22 object *skop, *spell, *spell_skill;
1764    
1765     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1766     {
1767     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1768     return;
1769     }
1770    
1771     /* artifact_spellbooks have 'slaying' field point to a spell name,
1772     * instead of having their spell stored in stats.sp. These are
1773     * legacy spellbooks
1774     */
1775 root 1.114 if (tmp->slaying)
1776 root 1.22 {
1777     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1778     if (!spell)
1779     {
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1781     return;
1782 root 1.14 }
1783 root 1.22 else
1784     insert_ob_in_ob (spell, tmp);
1785 root 1.114
1786     tmp->slaying = 0;
1787 root 1.22 }
1788    
1789     skop = find_skill_by_name (op, tmp->skill);
1790    
1791     /* need a literacy skill to learn spells. Also, having a literacy level
1792     * lower than the spell will make learning the spell more difficult */
1793     if (!skop)
1794     {
1795 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1796 root 1.22 return;
1797     }
1798    
1799     spell = tmp->inv;
1800 root 1.32
1801 root 1.22 if (!spell)
1802     {
1803     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1804 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1805 root 1.22 return;
1806     }
1807 root 1.31
1808 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1809 root 1.22 {
1810 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.>");
1811 root 1.22 return;
1812     }
1813    
1814     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1815    
1816     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817     {
1818     identify (tmp);
1819 root 1.41
1820 root 1.22 if (tmp->env)
1821     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1822     else
1823 root 1.50 op->contr->ns->floorbox_update ();
1824 root 1.22 }
1825    
1826     /* I removed the check for special_prayer_mark here - it didn't make
1827     * a lot of sense - special prayers are not found in spellbooks, and
1828     * if the player doesn't know the spell, doesn't make a lot of sense that
1829     * they would have a special prayer mark.
1830     */
1831     if (check_spell_known (op, spell->name))
1832     {
1833 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");
1834 root 1.22 return;
1835 elmex 1.1 }
1836 root 1.22
1837     if (spell->skill)
1838     {
1839     spell_skill = find_skill_by_name (op, spell->skill);
1840 root 1.25
1841 root 1.22 if (!spell_skill)
1842     {
1843 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1844 root 1.22 return;
1845 root 1.14 }
1846 root 1.25
1847 root 1.22 if (spell_skill->level < spell->level)
1848     {
1849     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1850     return;
1851 root 1.14 }
1852 elmex 1.1 }
1853    
1854 root 1.22 /* Logic as follows
1855     *
1856     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1857     *
1858     * 2- The learner's skill level in literacy adjusts the chance to learn
1859     * a spell.
1860     *
1861     * 3 -Automatically fail to learn if you read while confused
1862     *
1863     * Overall, chances are the same but a player will find having a high
1864     * literacy rate very useful! -b.t.
1865     */
1866     if (QUERY_FLAG (op, FLAG_CONFUSED))
1867     {
1868     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1869     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1870     }
1871     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1872     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1873     {
1874    
1875     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1876     do_learn_spell (op, spell, 0);
1877    
1878     /* xp gain to literacy for spell learning */
1879     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1880     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1881 elmex 1.1 }
1882 root 1.22 else
1883     {
1884 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1885 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");
1886 root 1.22 }
1887 root 1.73
1888 root 1.22 decrease_ob (tmp);
1889 elmex 1.1 }
1890    
1891     /**
1892     * Handles applying a spell scroll.
1893     */
1894 root 1.22 void
1895     apply_scroll (object *op, object *tmp, int dir)
1896 elmex 1.1 {
1897 root 1.22 object *skop;
1898 elmex 1.1
1899 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900     {
1901     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1902     return;
1903 elmex 1.1 }
1904    
1905 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1906     {
1907 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1908 root 1.22 return;
1909 elmex 1.1 }
1910    
1911 root 1.22 if (op->type == PLAYER)
1912     {
1913     /* players need a literacy skill to read stuff! */
1914     int exp_gain = 0;
1915 elmex 1.1
1916 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1917     * should go for anything killed by the spell.
1918     */
1919     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1920 elmex 1.1
1921 root 1.22 if (!skop)
1922     {
1923 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1924 root 1.22 return;
1925     }
1926 elmex 1.1
1927 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1928     change_exp (op, exp_gain, skop->skill, 0);
1929 elmex 1.1 }
1930    
1931 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1932     identify (tmp);
1933 elmex 1.1
1934 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1935 elmex 1.1
1936 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1937     decrease_ob (tmp);
1938 elmex 1.1 }
1939    
1940     /**
1941     * Applies a treasure object - by default, chest. op
1942     * is the person doing the applying, tmp is the treasure
1943     * chest.
1944     */
1945 root 1.22 static void
1946     apply_treasure (object *op, object *tmp)
1947 elmex 1.1 {
1948 root 1.22 /* Nice side effect of new treasure creation method is that the treasure
1949     * for the chest is done when the chest is created, and put into the chest
1950     * inventory. So that when the chest burns up, the items still exist. Also
1951     * prevents people fromt moving chests to more difficult maps to get better
1952     * treasure
1953     */
1954 root 1.99 object *treas = tmp->inv;
1955 root 1.22
1956 root 1.99 if (!treas)
1957 root 1.22 {
1958     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1959     decrease_ob (tmp);
1960     return;
1961     }
1962 root 1.99
1963 root 1.22 while (tmp->inv)
1964     {
1965     treas = tmp->inv;
1966 elmex 1.1
1967 root 1.36 treas->remove ();
1968 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1969 elmex 1.1
1970 root 1.22 treas->x = op->x;
1971     treas->y = op->y;
1972     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1973    
1974     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1975     spring_trap (treas, op);
1976 root 1.37
1977 root 1.22 /* If either player or container was destroyed, no need to do
1978     * further processing. I think this should be enclused with
1979     * spring trap above, as I don't think there is otherwise
1980     * any way for the treasure chest or player to get killed
1981     */
1982 root 1.29 if (op->destroyed () || tmp->destroyed ())
1983 root 1.22 break;
1984 elmex 1.1 }
1985    
1986 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1987 root 1.22 decrease_ob (tmp);
1988 elmex 1.1
1989     }
1990    
1991     /**
1992     * op eats food.
1993     * If player, takes care of messages and dragon special food.
1994     */
1995 root 1.22 static void
1996     apply_food (object *op, object *tmp)
1997 elmex 1.1 {
1998 root 1.22 int capacity_remaining;
1999 elmex 1.1
2000 root 1.22 if (op->type != PLAYER)
2001     op->stats.hp = op->stats.maxhp;
2002     else
2003     {
2004 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
2005 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2006 root 1.14 ;
2007 root 1.22 else
2008     {
2009     /* usual case - no dragon meal: */
2010     if (op->stats.food + tmp->stats.food > 999)
2011     {
2012     if (tmp->type == FOOD || tmp->type == FLESH)
2013     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2014     else
2015     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2016     }
2017    
2018     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2019     {
2020     char buf[MAX_BUF];
2021    
2022     if (!is_dragon_pl (op))
2023     {
2024     /* eating message for normal players */
2025     if (tmp->type == DRINK)
2026     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2027     else
2028     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2029     }
2030     else
2031     {
2032     /* eating message for dragon players */
2033     sprintf (buf, "The %s tasted terrible!", &tmp->name);
2034     }
2035    
2036     new_draw_info (NDI_UNIQUE, 0, op, buf);
2037     capacity_remaining = 999 - op->stats.food;
2038     op->stats.food += tmp->stats.food;
2039     if (capacity_remaining < tmp->stats.food)
2040     op->stats.hp += capacity_remaining / 50;
2041     else
2042     op->stats.hp += tmp->stats.food / 50;
2043     if (op->stats.hp > op->stats.maxhp)
2044     op->stats.hp = op->stats.maxhp;
2045     if (op->stats.food > 999)
2046     op->stats.food = 999;
2047     }
2048 root 1.14
2049 root 1.22 /* special food hack -b.t. */
2050     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2051     eat_special_food (op, tmp);
2052     }
2053 elmex 1.1 }
2054 root 1.114
2055 root 1.22 handle_apply_yield (tmp);
2056     decrease_ob (tmp);
2057 elmex 1.1 }
2058    
2059     /**
2060     * A dragon is eating some flesh. If the flesh contains resistances,
2061     * there is a chance for the dragon's skin to get improved.
2062     *
2063     * attributes:
2064     * object *op the object (dragon player) eating the flesh
2065     * object *meal the flesh item, getting chewed in dragon's mouth
2066     * return:
2067     * int 1 if eating successful, 0 if it doesn't work
2068     */
2069 root 1.22 int
2070     dragon_eat_flesh (object *op, object *meal)
2071     {
2072     object *skin = NULL; /* pointer to dragon skin force */
2073     object *abil = NULL; /* pointer to dragon ability force */
2074     object *tmp = NULL; /* tmp. object */
2075    
2076 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2077     double chance; /* improvement-chance of one resistance type */
2078 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2079     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2080     double mbonus = 0; /* monster bonus */
2081 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2082 root 1.22 int winners = 0; /* number of winners */
2083 elmex 1.1 int i; /* index */
2084 root 1.22
2085 elmex 1.1 /* let's make sure and doublecheck the parameters */
2086 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2087 elmex 1.1 return 0;
2088 root 1.22
2089 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2090     from the player's inventory */
2091 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2092     if (tmp->type == FORCE)
2093 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2094 root 1.60 skin = tmp;
2095 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2096 root 1.60 abil = tmp;
2097 root 1.22
2098 elmex 1.1 /* if either skin or ability are missing, this is an old player
2099     which is not to be considered a dragon -> bail out */
2100 root 1.22 if (skin == NULL || abil == NULL)
2101     return 0;
2102    
2103 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2104 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2105 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2106     else
2107 root 1.22 op->stats.hp += meal->stats.food / 50;
2108     if (op->stats.hp > op->stats.maxhp)
2109     op->stats.hp = op->stats.maxhp;
2110    
2111     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2112    
2113     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2114    
2115 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2116 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2117     {
2118     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2119     {
2120     /* got positive resistance, now calculate improvement chance (0-100) */
2121    
2122     /* this bonus makes resistance increase easier at lower levels */
2123     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2124     if (i == abil->stats.exp)
2125     bonus += 5; /* additional bonus for resistance of ability-focus */
2126    
2127     /* monster bonus increases with level, because high-level
2128     flesh is too rare */
2129     mbonus = op->level * 20. / ((double) settings.max_level);
2130    
2131     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2132     ((double) settings.max_level)) - skin->resist[i];
2133    
2134     if (chance >= 0.)
2135     chance += 1.;
2136     else
2137     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2138    
2139     /* chance is proportional to amount of resistance (max. 50) */
2140     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2141    
2142     /* doubled chance for resistance of ability-focus */
2143     if (i == abil->stats.exp)
2144     chance = MIN (100., chance * 2.);
2145    
2146     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2147 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2148 root 1.22 {
2149     atnr_winner[winners] = i;
2150     winners++;
2151     }
2152    
2153     if (chance >= 0.01)
2154     totalchance *= 1 - chance / 100;
2155    
2156     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2157     }
2158 elmex 1.1 }
2159 root 1.22
2160 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2161 root 1.22 totalchance = 100 - totalchance * 100;
2162 elmex 1.1 /* print message according to totalchance */
2163     if (totalchance > 50.)
2164 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 elmex 1.1 else if (totalchance > 10.)
2166 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2167 elmex 1.1 else if (totalchance > 1.)
2168 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2169 elmex 1.1 else if (totalchance > 0.1)
2170 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2171 elmex 1.1 else if (totalchance >= 0.01)
2172 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2173     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2174     sprintf (buf, "The %s tasted strange.", &meal->name);
2175     else
2176     sprintf (buf, "The %s had no taste.", &meal->name);
2177     new_draw_info (NDI_UNIQUE, 0, op, buf);
2178    
2179 elmex 1.1 /* now choose a winner if we have any */
2180     i = -1;
2181 root 1.22 if (winners > 0)
2182     i = atnr_winner[RANDOM () % winners];
2183    
2184     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2185     {
2186     /* resistance increased! */
2187     skin->resist[i]++;
2188 root 1.51 op->update_stats ();
2189 root 1.22
2190     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2191     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2192     }
2193    
2194 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2195     into the ability_force and it will take effect on next level */
2196 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2197     {
2198     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2199    
2200     if (meal->last_eat != abil->stats.exp)
2201     {
2202     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2203     new_draw_info (NDI_UNIQUE, 0, op, buf);
2204     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2205     new_draw_info (NDI_UNIQUE, 0, op, buf);
2206     }
2207     else
2208     {
2209     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2210     new_draw_info (NDI_UNIQUE, 0, op, buf);
2211     abil->last_eat = 0;
2212     }
2213 elmex 1.1 }
2214     return 1;
2215     }
2216    
2217     /**
2218     * Handles applying an improve armor scroll.
2219     * Does some sanity checks, then calls improve_armour.
2220     */
2221 root 1.22 static void
2222     apply_armour_improver (object *op, object *tmp)
2223 elmex 1.1 {
2224 root 1.22 object *armor;
2225 elmex 1.1
2226 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2227 root 1.22 {
2228 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2229 root 1.22 return;
2230 elmex 1.1 }
2231 root 1.51
2232 root 1.22 armor = find_marked_object (op);
2233 root 1.51
2234 root 1.22 if (!armor)
2235     {
2236 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.");
2237 elmex 1.1 return;
2238     }
2239 root 1.51
2240 root 1.22 if (armor->type != ARMOUR
2241     && armor->type != CLOAK
2242     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2243 elmex 1.1 {
2244 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2245     return;
2246 elmex 1.1 }
2247    
2248 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2249     improve_armour (op, tmp, armor);
2250 elmex 1.1 }
2251    
2252 root 1.22 extern void
2253     apply_poison (object *op, object *tmp)
2254 elmex 1.1 {
2255 root 1.22 if (op->type == PLAYER)
2256     {
2257 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2258 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2259     strcpy (op->contr->killer, "poisonous booze");
2260 elmex 1.1 }
2261 root 1.114
2262 root 1.22 if (tmp->stats.hp > 0)
2263     {
2264     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2265     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2266 elmex 1.1 }
2267 root 1.114
2268 root 1.22 op->stats.food -= op->stats.food / 4;
2269     handle_apply_yield (tmp);
2270     decrease_ob (tmp);
2271 elmex 1.1 }
2272    
2273     /**
2274 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2275 elmex 1.1 * A valid 2 way exit means:
2276     * -You can come back (there is another exit at the other side)
2277     * -You are
2278 root 1.44 * ° the owner of the exit
2279     * ° or in the same party as the owner
2280 elmex 1.1 *
2281     * Note: a owner in a 2 way exit is saved as the owner's name
2282     * in the field exit->name cause the field exit->owner doesn't
2283     * survive in the swapping (in fact the whole exit doesn't survive).
2284     */
2285 root 1.22 int
2286     is_legal_2ways_exit (object *op, object *exit)
2287     {
2288     if (exit->stats.exp != 1)
2289     return 1; /*This is not a 2 way, so it is legal */
2290 root 1.52
2291 root 1.55 #if 0 //TODO
2292 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293     return 0; /* This is a reset town portal */
2294 root 1.55 #endif
2295    
2296 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297 root 1.52
2298 root 1.22 if (exitmap)
2299     {
2300 root 1.58 exitmap->load_sync ();
2301    
2302     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303 root 1.52
2304 root 1.22 if (!tmp)
2305     return 0;
2306 root 1.52
2307 root 1.58 for (; tmp; tmp = tmp->above)
2308 root 1.22 {
2309     if (tmp->type != EXIT)
2310     continue; /*Not an exit */
2311 root 1.52
2312 root 1.22 if (!EXIT_PATH (tmp))
2313     continue; /*Not a valid exit */
2314 root 1.52
2315 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316     continue; /*Not in the same place */
2317 root 1.52
2318 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2319 root 1.22 continue; /*Not in the same map */
2320    
2321     /* From here we have found the exit is valid. However we do
2322     * here the check of the exit owner. It is important for the
2323     * town portals to prevent strangers from visiting your appartments
2324     */
2325     if (!exit->race)
2326     return 1; /*No owner, free for all! */
2327 root 1.52
2328 root 1.58 object *exit_owner = 0;
2329 root 1.52
2330     for_all_players (pp)
2331 root 1.22 {
2332     if (!pp->ob)
2333     continue;
2334 root 1.52
2335 root 1.22 if (pp->ob->name != exit->race)
2336     continue;
2337 root 1.52
2338 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339     break;
2340     }
2341 root 1.52
2342 root 1.22 if (!exit_owner)
2343     return 0; /* No more owner */
2344 root 1.52
2345 root 1.22 if (exit_owner->contr == op->contr)
2346     return 1; /*It is your exit */
2347 root 1.52
2348 root 1.22 if (exit_owner && /*There is a owner */
2349     (op->contr) && /*A player tries to pass */
2350     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352     return 0;
2353 root 1.52
2354 root 1.22 return 1;
2355     }
2356     }
2357 root 1.52
2358 root 1.22 return 0;
2359     }
2360 elmex 1.1
2361     /**
2362     * Main apply handler.
2363     *
2364     * Checks for unpaid items before applying.
2365     *
2366     * Return value:
2367     * 0: player or monster can't apply objects of that type
2368     * 1: has been applied, or there was an error applying the object
2369     * 2: objects of that type can't be applied if not in inventory
2370     *
2371     * op is the object that is causing object to be applied, tmp is the object
2372     * being applied.
2373     *
2374     * aflag is special (always apply/unapply) flags. Nothing is done with
2375     * them in this function - they are passed to apply_special
2376     */
2377 root 1.22 int
2378     manual_apply (object *op, object *tmp, int aflag)
2379 elmex 1.1 {
2380 root 1.22 if (tmp->head)
2381     tmp = tmp->head;
2382 elmex 1.1
2383 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2384     {
2385     if (op->type == PLAYER)
2386     {
2387 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2388 root 1.22 return 1;
2389     }
2390     else
2391 root 1.51 return 0; /* monsters just skip unpaid items */
2392 elmex 1.1 }
2393    
2394 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395     return RESULT_INT (0);
2396 root 1.8
2397 root 1.22 switch (tmp->type)
2398     {
2399 root 1.24 case CF_HANDLE:
2400     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 root 1.118 op->play_sound (sound_find ("turn_handle"));
2402 root 1.24 tmp->value = tmp->value ? 0 : 1;
2403     SET_ANIMATION (tmp, tmp->value);
2404     update_object (tmp, UP_OBJ_FACE);
2405     push_button (tmp);
2406     return 1;
2407 root 1.14
2408 root 1.24 case TRIGGER:
2409     if (check_trigger (tmp, op))
2410     {
2411     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2412 root 1.118 op->play_sound (sound_find ("turn_handle"));
2413 root 1.24 }
2414     else
2415 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2416    
2417 root 1.24 return 1;
2418 root 1.14
2419 root 1.24 case EXIT:
2420     if (op->type != PLAYER)
2421     return 0;
2422 root 1.57
2423 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2424 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2425 root 1.24 else
2426     {
2427     /* Don't display messages for random maps. */
2428 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2429 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2430 root 1.57
2431 root 1.55 op->enter_exit (tmp);
2432 root 1.24 }
2433 root 1.85
2434 root 1.24 return 1;
2435 root 1.14
2436 root 1.122 case INSCRIBABLE:
2437     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2438     // maybe show a spell menu to chose from or something like that
2439     return 1;
2440    
2441 root 1.24 case SIGN:
2442     apply_sign (op, tmp, 0);
2443     return 1;
2444 root 1.14
2445 root 1.24 case BOOK:
2446     if (op->type == PLAYER)
2447     {
2448     apply_book (op, tmp);
2449     return 1;
2450     }
2451     else
2452 root 1.85 return 0;
2453 root 1.14
2454 root 1.24 case SKILLSCROLL:
2455     if (op->type == PLAYER)
2456     {
2457     apply_skillscroll (op, tmp);
2458     return 1;
2459     }
2460 root 1.85 else
2461     return 0;
2462 root 1.14
2463 root 1.24 case SPELLBOOK:
2464     if (op->type == PLAYER)
2465     {
2466     apply_spellbook (op, tmp);
2467     return 1;
2468     }
2469 root 1.85 else
2470     return 0;
2471 root 1.14
2472 root 1.24 case SCROLL:
2473     apply_scroll (op, tmp, 0);
2474     return 1;
2475 root 1.14
2476 root 1.24 case POTION:
2477 root 1.85 apply_potion (op, tmp);
2478 root 1.24 return 1;
2479 root 1.14
2480 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 root 1.68 //TODO: remove, as it is unsed?
2482 root 1.24 case CLOSE_CON:
2483 root 1.68 apply_container (op, tmp->env);
2484 root 1.24 return 1;
2485 root 1.14
2486 root 1.24 case CONTAINER:
2487 root 1.68 apply_container (op, tmp);
2488 root 1.24 return 1;
2489 root 1.14
2490 root 1.24 case TREASURE:
2491     if (op->type == PLAYER)
2492     {
2493     apply_treasure (op, tmp);
2494     return 1;
2495     }
2496     else
2497 root 1.68 return 0;
2498 root 1.14
2499 root 1.24 case WEAPON:
2500     case ARMOUR:
2501     case BOOTS:
2502     case GLOVES:
2503     case AMULET:
2504     case GIRDLE:
2505     case BRACERS:
2506     case SHIELD:
2507     case HELMET:
2508     case RING:
2509     case CLOAK:
2510     case WAND:
2511     case ROD:
2512     case HORN:
2513     case SKILL:
2514     case BOW:
2515     case LAMP:
2516     case BUILDER:
2517     case SKILL_TOOL:
2518     if (tmp->env != op)
2519     return 2; /* not in inventory */
2520 root 1.79
2521     apply_special (op, tmp, aflag);
2522 root 1.24 return 1;
2523 root 1.14
2524 root 1.24 case DRINK:
2525     case FOOD:
2526     case FLESH:
2527     apply_food (op, tmp);
2528     return 1;
2529 root 1.14
2530 root 1.24 case POISON:
2531     apply_poison (op, tmp);
2532     return 1;
2533 root 1.14
2534 root 1.24 case SAVEBED:
2535 root 1.51 return 1;
2536 root 1.14
2537 root 1.24 case ARMOUR_IMPROVER:
2538     if (op->type == PLAYER)
2539     {
2540     apply_armour_improver (op, tmp);
2541     return 1;
2542     }
2543     else
2544 root 1.51 return 0;
2545 root 1.14
2546 root 1.24 case WEAPON_IMPROVER:
2547 root 1.85 check_improve_weapon (op, tmp);
2548 root 1.24 return 1;
2549 root 1.14
2550 root 1.24 case CLOCK:
2551     if (op->type == PLAYER)
2552     {
2553     char buf[MAX_BUF];
2554     timeofday_t tod;
2555 root 1.22
2556 root 1.24 get_tod (&tod);
2557     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2558     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2560 root 1.118 op->play_sound (sound_find ("sound_clock"));
2561 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, buf);
2562     return 1;
2563     }
2564     else
2565 root 1.85 return 0;
2566 root 1.14
2567 root 1.24 case MENU:
2568     if (op->type == PLAYER)
2569     {
2570 elmex 1.75 shop_listing (tmp, op);
2571 root 1.24 return 1;
2572     }
2573     else
2574 root 1.85 return 0;
2575 elmex 1.1
2576 root 1.24 case POWER_CRYSTAL:
2577     apply_power_crystal (op, tmp); /* see egoitem.c */
2578     return 1;
2579 root 1.14
2580 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2581     if (op->type == PLAYER)
2582     {
2583     apply_lighter (op, tmp);
2584     return 1;
2585     }
2586     else
2587 root 1.85 return 0;
2588 root 1.14
2589 root 1.24 case ITEM_TRANSFORMER:
2590     apply_item_transformer (op, tmp);
2591     return 1;
2592 root 1.14
2593 root 1.24 default:
2594     return 0;
2595 elmex 1.1 }
2596     }
2597    
2598    
2599     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2600     * messages as needed by player_apply_below(). But there can still be
2601     * "but you are floating high above the ground" messages.
2602     *
2603     * Same return value as apply() function.
2604     */
2605 root 1.22 int
2606     player_apply (object *pl, object *op, int aflag, int quiet)
2607 elmex 1.1 {
2608 root 1.22 int tmp;
2609 elmex 1.1
2610 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2611 root 1.22 {
2612     /* player is flying and applying object not in inventory */
2613     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2614     {
2615 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.>");
2616 root 1.22 return 0;
2617 root 1.14 }
2618 elmex 1.1 }
2619    
2620 root 1.22 pl->contr->last_used = op;
2621 elmex 1.1
2622 root 1.22 tmp = manual_apply (pl, op, aflag);
2623     if (!quiet)
2624     {
2625     if (tmp == 0)
2626     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2627     else if (tmp == 2)
2628     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2629 elmex 1.1 }
2630 root 1.114
2631 root 1.22 return tmp;
2632 elmex 1.1 }
2633    
2634     /**
2635     * player_apply_below attempts to apply the object 'below' the player.
2636     * If the player has an open container, we use that for below, otherwise
2637     * we use the ground.
2638     */
2639 root 1.22 void
2640     player_apply_below (object *pl)
2641 elmex 1.1 {
2642 root 1.68 int floors = 0;
2643 root 1.22
2644     /* If using a container, set the starting item to be the top
2645     * item in the container. Otherwise, use the map.
2646 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2647 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2648     * next object in the stack before applying. This is can only be a
2649     * problem if player_apply() has a bug in that it uses the object but does
2650     * not return a proper value.
2651     */
2652 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2653 root 1.22 {
2654     next = tmp->below;
2655 root 1.68
2656 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2657     floors++;
2658     else if (floors > 0)
2659     return; /* process only floor objects after first floor object */
2660    
2661     /* If it is visible, player can apply it. If it is applied by
2662     * person moving on it, also activate. Added code to make it
2663     * so that at least one of players movement types be that which
2664     * the item needs.
2665     */
2666     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2667     {
2668     if (player_apply (pl, tmp, 0, 1) == 1)
2669     return;
2670 elmex 1.1 }
2671 root 1.22 if (floors >= 2)
2672     return; /* process at most two floor objects */
2673 elmex 1.1 }
2674     }
2675    
2676     /**
2677     * Unapplies specified item.
2678     * No check done on cursed/damned.
2679     * Break this out of apply_special - this is just done
2680     * to keep the size of apply_special to a more managable size.
2681     */
2682 root 1.22 static int
2683     unapply_special (object *who, object *op, int aflags)
2684 elmex 1.1 {
2685 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2686     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2687 root 1.22 return RESULT_INT (0);
2688 root 1.12
2689 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2690 root 1.76
2691 root 1.22 switch (op->type)
2692     {
2693 root 1.96 case SKILL_TOOL:
2694     // unapplying a skill tool should also unapply the skill it governs
2695     // but this is hard, as it shouldn't do so when the skill can
2696     // be used for other reasons
2697     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2698     if (tmp->skill == op->skill
2699     && tmp->type == SKILL
2700     && tmp->flag [FLAG_APPLIED]
2701     && !tmp->flag [FLAG_CAN_USE_SKILL])
2702     unapply_special (who, tmp, 0);
2703    
2704     change_abil (who, op);
2705     break;
2706    
2707 root 1.24 case WEAPON:
2708 root 1.105 if (player *pl = who->contr)
2709     if (op == pl->combat_ob)
2710     {
2711     pl->combat_ob = 0;
2712     who->change_weapon (pl->ranged_ob);
2713     }
2714    
2715 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2716 elmex 1.1
2717 root 1.79 change_abil (who, op);
2718     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2719 root 1.24 break;
2720 root 1.14
2721 root 1.96 case SKILL:
2722 root 1.79 if (who->contr)
2723 root 1.24 {
2724 root 1.76 if (!op->invisible)
2725     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2726 root 1.24 else
2727 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2728 root 1.24 }
2729 root 1.76
2730     change_abil (who, op);
2731 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2732     break;
2733 root 1.14
2734 root 1.24 case ARMOUR:
2735     case HELMET:
2736     case SHIELD:
2737     case RING:
2738     case BOOTS:
2739     case GLOVES:
2740     case AMULET:
2741     case GIRDLE:
2742     case BRACERS:
2743     case CLOAK:
2744     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2745 root 1.79 change_abil (who, op);
2746 root 1.24 break;
2747 root 1.79
2748 root 1.24 case LAMP:
2749 root 1.103 {
2750     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751 root 1.29
2752 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2753     tmp2->x = op->x;
2754     tmp2->y = op->y;
2755     tmp2->map = op->map;
2756     tmp2->below = op->below;
2757     tmp2->above = op->above;
2758     tmp2->stats.food = op->stats.food;
2759     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2760    
2761     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2762     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2763    
2764     if (who->contr)
2765     esrv_del_item (who->contr, op->count);
2766    
2767     op->destroy ();
2768     insert_ob_in_ob (tmp2, who);
2769     who->update_stats ();
2770 root 1.29
2771 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2772     {
2773     if (who->contr)
2774     {
2775     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2776     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777     }
2778     }
2779 root 1.29
2780 root 1.103 if (who->contr)
2781     esrv_send_item (who, tmp2);
2782     }
2783 root 1.79
2784 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2785 root 1.76
2786 root 1.24 case BOW:
2787     case WAND:
2788     case ROD:
2789     case HORN:
2790 root 1.105 if (player *pl = who->contr)
2791     {
2792     if (op == pl->ranged_ob)
2793     {
2794     pl->ranged_ob = 0;
2795     who->change_weapon (pl->combat_ob);
2796     }
2797    
2798     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2799     }
2800 root 1.103 else
2801 root 1.24 {
2802 root 1.103 who->change_skill (0);
2803 root 1.79
2804 root 1.24 if (op->type == BOW)
2805     CLEAR_FLAG (who, FLAG_READY_BOW);
2806     else
2807     CLEAR_FLAG (who, FLAG_READY_RANGE);
2808     }
2809 root 1.76
2810 root 1.24 break;
2811 elmex 1.1
2812 root 1.24 case BUILDER:
2813 root 1.79 if (who->contr)
2814 root 1.103 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2815 root 1.24 break;
2816 elmex 1.1
2817 root 1.24 default:
2818     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2819     break;
2820 elmex 1.1 }
2821    
2822 root 1.51 who->update_stats ();
2823 elmex 1.1
2824 root 1.22 if (!(aflags & AP_NO_MERGE))
2825     {
2826 root 1.85 object *tmp = merge_ob (op, 0);
2827 root 1.79
2828     if (who->contr)
2829 root 1.22 {
2830     if (tmp)
2831     { /* it was merged */
2832 root 1.29 esrv_del_item (who->contr, op->count);
2833 root 1.22 op = tmp;
2834 elmex 1.1 }
2835 root 1.29
2836 root 1.22 esrv_send_item (who, op);
2837 root 1.14 }
2838 elmex 1.1 }
2839 root 1.79
2840 root 1.22 return 0;
2841 elmex 1.1 }
2842    
2843     /**
2844     * Returns the object that is using location 'loc'.
2845     * Note that 'start' is the first object to start examing - we
2846     * then go through the below of this. In this way, you can do
2847     * something like:
2848 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2849     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2850 elmex 1.1 * to find the second object that may use this location, etc.
2851     * Returns NULL if no match is found.
2852     * loc is the index into the array we are looking for a match.
2853     * don't return invisible objects unless they are skill objects
2854     * invisible other objects that use
2855     * up body locations can be used as restrictions.
2856     */
2857 root 1.84 static object *
2858 root 1.96 get_next_item_from_body_location (int loc, object *start)
2859 elmex 1.1 {
2860 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2861     if (tmp->flag [FLAG_APPLIED]
2862     && tmp->slot[loc].info
2863     && (!tmp->invisible || tmp->type == SKILL))
2864     return tmp;
2865 elmex 1.1
2866 root 1.84 return 0;
2867 elmex 1.1 }
2868    
2869     /**
2870     * 'op' wants to apply an object, but can't because of other equipment.
2871     * This should only be called when it is known
2872     * that there are objects to unapply. This makes pretty heavy
2873     * use of get_item_from_body_location. It makes no intelligent choice
2874     * on objects - rather, the first that is matched is used.
2875     * Returns 0 on success, returns 1 if there is some problem.
2876     * if aflags is AP_PRINT, we instead print out waht to unapply
2877     * instead of doing it. This is a lot less code than having
2878     * another function that does just that.
2879     */
2880 root 1.114
2881     #define CANNOT_REMOVE_CURSED \
2882     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883     "Praying over an altar, scrolls of remove curse/damnation, " \
2884     "priests or even other players might help.>"
2885    
2886 root 1.22 int
2887     unapply_for_ob (object *who, object *op, int aflags)
2888 elmex 1.1 {
2889 root 1.81 if (op->is_range ())
2890     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2891     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2892     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2893     {
2894     if (aflags & AP_PRINT)
2895     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2896     else
2897     unapply_special (who, tmp, aflags);
2898     }
2899     else
2900     {
2901     /* In this case, we want to try and remove a cursed item.
2902     * While we know it won't work, we want unapply_special to
2903     * at least generate the message.
2904     */
2905 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
2906     "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907     query_name (tmp));
2908 root 1.81 return 1;
2909     }
2910 elmex 1.1
2911 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2912 root 1.22 {
2913     /* this used up a slot that we need to free */
2914 root 1.82 if (op->slot[i].info)
2915 root 1.22 {
2916 root 1.81 object *last = who->inv;
2917 root 1.14
2918 root 1.22 /* We do a while loop - may need to remove several items in order
2919     * to free up enough slots.
2920     */
2921 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2922 root 1.22 {
2923 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2924 root 1.81
2925 root 1.22 if (!tmp)
2926     {
2927 elmex 1.1 #if 0
2928 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2929     * equipped.
2930     */
2931     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2932 elmex 1.1 #endif
2933 root 1.22 return 1;
2934     }
2935 root 1.81
2936 root 1.22 /* If we are just printing, we don't care about cursed status */
2937     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2938     {
2939     if (aflags & AP_PRINT)
2940     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2941     else
2942     unapply_special (who, tmp, aflags);
2943 root 1.14 }
2944 root 1.22 else
2945     {
2946     /* Cursed item that we can't unequip - tell the player.
2947     * Note this could be annoying if this is just one of a few,
2948     * so it may not be critical (eg, putting on a ring and you have
2949     * one cursed ring.)
2950     */
2951 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2952 root 1.14 }
2953 root 1.81
2954 root 1.22 last = tmp->below;
2955 root 1.14 }
2956 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2957     * return in the !tmp would have kicked in.
2958     */
2959     } /* if op is using this body location */
2960     } /* for body lcoations */
2961 root 1.81
2962 root 1.22 return 0;
2963 elmex 1.1 }
2964    
2965     /**
2966     * Checks to see if 'who' can apply object 'op'.
2967     * Returns 0 if apply can be done without anything special.
2968     * Otherwise returns a bitmask - potentially several of these may be
2969     * set, but largely depends on circumstance - in the future, processing
2970 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2971 root 1.96 * is set, do we really care what the other flags may be?)
2972 elmex 1.1 *
2973     * See include/define.h for detailed description of the meaning of
2974     * these return values.
2975     */
2976 root 1.22 int
2977     can_apply_object (object *who, object *op)
2978 elmex 1.1 {
2979 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2980     return RESULT_INT (0);
2981    
2982 root 1.78 int retval = 0;
2983     object *tmp = 0, *ws = 0;
2984 root 1.22
2985 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2986 root 1.22 {
2987 root 1.82 if (op->slot[i].info)
2988 root 1.22 {
2989     /* Item uses more slots than we have */
2990 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2991 root 1.22 {
2992 root 1.78 /* Could return now for efficiency - rest of info below isn't
2993 root 1.22 * really needed.
2994     */
2995     retval |= CAN_APPLY_NEVER;
2996     }
2997 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2998 root 1.22 {
2999     /* in this case, equipping this would use more free spots than
3000     * we have.
3001     */
3002 elmex 1.1
3003 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3004 root 1.84 * enough slots to equip the new item, then just set "can
3005     * apply unapply". We don't care about the logic below - if you have a
3006 root 1.22 * shield equipped and try to equip another shield, there is only
3007     * one choice. However, the check for the number of body locations
3008     * does take into the account cases where what is being applied
3009     * may be two handed for example.
3010     */
3011     if (ws)
3012 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3013     {
3014     retval |= CAN_APPLY_UNAPPLY;
3015     continue;
3016     }
3017 root 1.22
3018 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3019 root 1.22 if (!tmp1)
3020     {
3021 elmex 1.1 #if 0
3022 root 1.22 /* This is sort of an error, but happens a lot when old players
3023     * join in with more stuff equipped than they are now allowed.
3024     */
3025     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3026 elmex 1.1 #endif
3027 root 1.22 retval |= CAN_APPLY_NEVER;
3028     }
3029     else
3030     {
3031     /* need to unapply something. However, if this something
3032     * is different than we had found before, it means they need
3033     * to apply multiple objects
3034     */
3035     retval |= CAN_APPLY_UNAPPLY;
3036 root 1.96
3037 root 1.22 if (!tmp)
3038     tmp = tmp1;
3039     else if (tmp != tmp1)
3040 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3041    
3042 root 1.22 /* This object isn't using up all the slots, so there must
3043 root 1.78 * be another. If so, and it the new item doesn't need all
3044 root 1.22 * the slots, the player then has a choice.
3045     */
3046 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3047     && abs (op->slot[i].info) < who->slot[i].info)
3048 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3049    
3050     /* Does unequippint 'tmp1' free up enough slots for this to be
3051     * equipped? If not, there must be something else to unapply.
3052     */
3053 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3054 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3055     }
3056     } /* if not enough free slots */
3057     } /* if this object uses location i */
3058     } /* for i -> num_body_locations loop */
3059    
3060     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3061     * really be controlled by use of body locations. We do have
3062     * the weapon/shield checks, and the range checks for monsters,
3063     * because you can't control those just by body location - bows, shields,
3064     * and weapons all use the same slot. Similar for horn/rod/wand - they
3065     * all use the same location.
3066     */
3067     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3068     retval |= CAN_APPLY_RESTRICTION;
3069 root 1.76
3070 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3071     retval |= CAN_APPLY_RESTRICTION;
3072    
3073     if (who->type != PLAYER)
3074     {
3075     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3076 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3077 root 1.78
3078 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3079     retval |= CAN_APPLY_RESTRICTION;
3080 root 1.78
3081 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3082     retval |= CAN_APPLY_RESTRICTION;
3083 root 1.78
3084 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3085 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3086 elmex 1.1 }
3087 root 1.76
3088 root 1.22 return retval;
3089 elmex 1.1 }
3090    
3091     /**
3092     * who is the object using the object. It can be a monster.
3093     * op is the object they are using. op is an equipment type item,
3094     * eg, one which you put on and keep on for a while, and not something
3095     * like a potion or scroll.
3096     *
3097     * function returns 1 if the action could not be completed, 0 on
3098     * success. However, success is a matter of meaning - if the
3099     * user passes the 'apply' flag to an object already applied,
3100     * nothing is done, and 0 is returned.
3101     *
3102     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3103     * AP_UNAPPLY=always unapply).
3104     *
3105     * Optional flags:
3106     * AP_NO_MERGE: don't merge an unapplied object with other objects
3107     * AP_IGNORE_CURSE: unapply cursed items
3108 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3109 elmex 1.1 *
3110     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3111     *
3112     * apply_special() doesn't check for unpaid items.
3113     */
3114 root 1.114
3115     #define LACK_ITEM_POWER \
3116     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117    
3118 root 1.22 int
3119     apply_special (object *who, object *op, int aflags)
3120 elmex 1.1 {
3121 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3122     object *tmp, *tmp2, *skop = NULL;
3123 elmex 1.1
3124 root 1.22 if (who == NULL)
3125     {
3126     LOG (llevError, "apply_special() from object without environment.\n");
3127     return 1;
3128 elmex 1.1 }
3129    
3130 root 1.22 if (op->env != who)
3131     return 1; /* op is not in inventory */
3132 elmex 1.1
3133 root 1.22 /* trying to unequip op */
3134     if (QUERY_FLAG (op, FLAG_APPLIED))
3135     {
3136     /* always apply, so no reason to unapply */
3137     if (basic_flag == AP_APPLY)
3138     return 0;
3139    
3140     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3141     {
3142 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3143     "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144     query_name (op));
3145 root 1.22 return 1;
3146 root 1.14 }
3147 root 1.78
3148 root 1.22 return unapply_special (who, op, aflags);
3149 elmex 1.1 }
3150    
3151 root 1.22 if (basic_flag == AP_UNAPPLY)
3152     return 0;
3153 elmex 1.1
3154 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3155     // to resolve conflicts.
3156     if (player *pl = who->contr)
3157 root 1.95 switch (op->slottype ())
3158 root 1.90 {
3159 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3160     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3161 root 1.90 }
3162    
3163 root 1.104 splay (op);
3164    
3165 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3166 root 1.78 if (int i = can_apply_object (who, op))
3167 root 1.22 {
3168     if (i & CAN_APPLY_NEVER)
3169     {
3170 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3171     "You don't have the body to use a %s. H<You can never apply this item.>",
3172     query_name (op));
3173 root 1.22 return 1;
3174     }
3175     else if (i & CAN_APPLY_RESTRICTION)
3176     {
3177 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3178     "You have a prohibition against using a %s. "
3179     "H<Your belief, profession or class prevents you from applying this item.>",
3180     query_name (op));
3181 root 1.22 return 1;
3182     }
3183 root 1.78
3184 root 1.22 if (who->type != PLAYER)
3185     {
3186     /* Some error, so don't try to equip something more */
3187     if (unapply_for_ob (who, op, aflags))
3188 root 1.14 return 1;
3189     }
3190 root 1.22 else
3191     {
3192     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3193     {
3194 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3195 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3196     return 1;
3197     }
3198     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3199 root 1.81 if (unapply_for_ob (who, op, aflags))
3200     return 1;
3201 root 1.14 }
3202 elmex 1.1 }
3203 root 1.55
3204 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3205     {
3206     skop = find_skill_by_name (who, op->skill);
3207 root 1.78
3208 root 1.22 if (!skop)
3209     {
3210     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3211     return 1;
3212     }
3213     else
3214 root 1.76 /* While experience will be credited properly, we want to change the
3215     * skill so that the dam and wc get updated
3216     */
3217 root 1.101 who->change_skill (skop);
3218 elmex 1.1 }
3219 root 1.22
3220 root 1.78 if (who->type == PLAYER
3221     && op->item_power
3222     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 root 1.22 {
3224 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3225 root 1.114 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3226 root 1.22 return 1;
3227 elmex 1.1 }
3228    
3229 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3230     * Note that we don't have the checks for can_use_...
3231     * below - that is already taken care of by can_apply_object.
3232     */
3233     if (op->nrof > 1)
3234     tmp = get_split_ob (op, op->nrof - 1);
3235     else
3236 root 1.78 tmp = 0;
3237 root 1.22
3238     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3239     return RESULT_INT (0);
3240    
3241     switch (op->type)
3242     {
3243 root 1.24 case WEAPON:
3244     if (!check_weapon_power (who, op->last_eat))
3245     {
3246 root 1.105 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3247 root 1.114 "It would consume your soul!." LACK_ITEM_POWER);
3248 root 1.79
3249 root 1.78 if (tmp)
3250     insert_ob_in_ob (tmp, who);
3251 root 1.79
3252 root 1.24 return 1;
3253     }
3254 root 1.65
3255 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3256 root 1.78 // i.e. "R" can use Ragnarok's sword.
3257 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3258     {
3259     /* if the weapon does not have the name as the character, can't use it. */
3260     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3261 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3262     "The weapon does not recognize you as its owner. "
3263     "H<Its name indicates that it belongs to somebody else.>");
3264 root 1.65
3265     if (tmp)
3266     insert_ob_in_ob (tmp, who);
3267    
3268 root 1.24 return 1;
3269     }
3270 root 1.65
3271 root 1.80 if (!skop)
3272     {
3273     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3274     return 1;
3275     }
3276    
3277 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3278 root 1.101 who->change_skill (skop);
3279 root 1.76
3280 root 1.79 if (who->contr)
3281 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3282 root 1.78
3283 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3284 root 1.14
3285 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3286 root 1.76 change_abil (who, op);
3287 root 1.24 break;
3288 root 1.14
3289 root 1.24 case ARMOUR:
3290     case HELMET:
3291     case SHIELD:
3292     case BOOTS:
3293     case GLOVES:
3294     case GIRDLE:
3295     case BRACERS:
3296     case CLOAK:
3297     case RING:
3298     case AMULET:
3299     SET_FLAG (op, FLAG_APPLIED);
3300     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3301 root 1.76 change_abil (who, op);
3302 root 1.24 break;
3303 root 1.76
3304 root 1.24 case LAMP:
3305     if (op->stats.food < 1)
3306     {
3307 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3308     "Your %s is out of fuel! "
3309     "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3310 root 1.24 return 1;
3311     }
3312 root 1.76
3313 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3314     tmp2 = arch_to_object (op->other_arch);
3315     tmp2->stats.food = op->stats.food;
3316     SET_FLAG (tmp2, FLAG_APPLIED);
3317 root 1.76
3318 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3319     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320 root 1.76
3321 root 1.24 insert_ob_in_ob (tmp2, who);
3322    
3323     /* Remove the old lantern */
3324     if (who->type == PLAYER)
3325 root 1.29 esrv_del_item (who->contr, op->count);
3326    
3327 root 1.37 op->destroy ();
3328 root 1.22
3329 root 1.24 /* insert the portion that was split off */
3330 root 1.76 if (tmp)
3331 root 1.24 {
3332 root 1.76 insert_ob_in_ob (tmp, who);
3333 root 1.24 if (who->type == PLAYER)
3334     esrv_send_item (who, tmp);
3335     }
3336 root 1.76
3337 root 1.51 who->update_stats ();
3338 root 1.76
3339 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3340 root 1.81 if (who->type == PLAYER)
3341     {
3342 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3343     "Oops, it feels deadly cold! "
3344     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3345 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3346     }
3347 root 1.76
3348 root 1.24 if (who->type == PLAYER)
3349     esrv_send_item (who, tmp2);
3350 root 1.76
3351 root 1.24 return 0;
3352 root 1.14
3353 root 1.96 case SKILL_TOOL:
3354     // applying a skill tool also readies the skill
3355     SET_FLAG (op, FLAG_APPLIED);
3356    
3357 root 1.101 if (!(aflags & AP_NO_READY))
3358 root 1.24 {
3359 root 1.101 skop = find_skill_by_name (who, op->skill);
3360     if (!skop->flag [FLAG_APPLIED])
3361     apply_special (who, skop, AP_APPLY);
3362 root 1.24 }
3363 root 1.101 break;
3364 root 1.76
3365 root 1.101 case SKILL:
3366 root 1.79 if (player *pl = who->contr)
3367 root 1.24 {
3368 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3369     {
3370 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3371 root 1.79 {
3372     for (object *item = who->inv; item; item = item->below)
3373     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3374     {
3375 root 1.101 if (item->skill == op->skill)
3376     {
3377     who->change_weapon (pl->combat_ob = item);
3378     goto found_weapon;
3379     }
3380 root 1.79 }
3381    
3382 root 1.114 new_draw_info_format (NDI_UNIQUE, 0, who,
3383     "You need to apply a '%s' melee weapon before readying this skill. "
3384     "H<Some skills need an item, in this case a melee weapon, to function.>",
3385     &op->skill);
3386 root 1.79 return 1;
3387    
3388     found_weapon:;
3389     }
3390     else
3391 root 1.90 who->change_weapon (pl->combat_ob = op);
3392 root 1.79 }
3393     else if (IS_RANGED_SKILL (op->subtype))
3394     {
3395 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3396 root 1.79 {
3397     for (object *item = who->inv; item; item = item->below)
3398     if (item->type == BOW && item->flag [FLAG_APPLIED])
3399     {
3400 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3401 root 1.90 who->change_weapon (pl->ranged_ob = item);
3402 root 1.79 goto found_bow;
3403     }
3404    
3405 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3406     "You need to apply a missile weapon before readying this skill. "
3407     "H<Some skills need an item, in this case a missile weapon, to function.>");
3408 root 1.79 return 1;
3409    
3410     found_bow:;
3411     }
3412     else
3413 root 1.90 who->change_weapon (pl->ranged_ob = op);
3414 root 1.79 }
3415 root 1.76
3416 root 1.24 if (!op->invisible)
3417     {
3418     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3419     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3420     }
3421     else
3422 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3423 root 1.24 }
3424 root 1.101 else
3425     {
3426     SET_FLAG (op, FLAG_APPLIED);
3427     change_abil (who, op);
3428     who->chosen_skill = op;
3429     SET_FLAG (who, FLAG_READY_SKILL);
3430     }
3431 root 1.76
3432 root 1.24 break;
3433 root 1.22
3434 root 1.24 case BOW:
3435     if (!check_weapon_power (who, op->last_eat))
3436     {
3437 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3438     "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439 root 1.76
3440     if (tmp)
3441     insert_ob_in_ob (tmp, who);
3442    
3443 root 1.24 return 1;
3444     }
3445 root 1.76
3446 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447     {
3448 root 1.114 new_draw_info (NDI_UNIQUE, 0, who,
3449     "The weapon does not recognize you as its owner. "
3450     "H<Its name indicates that it belongs to somebody else.>");
3451 root 1.81 if (tmp)
3452 root 1.76 insert_ob_in_ob (tmp, who);
3453    
3454 root 1.24 return 1;
3455     }
3456 root 1.76
3457     /*FALLTHROUGH*/
3458     case WAND:
3459 root 1.24 case ROD:
3460     case HORN:
3461     /* check for skill, alter player status */
3462 root 1.78
3463     if (!skop)
3464 root 1.80 {
3465     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3466     return 1;
3467     }
3468    
3469     SET_FLAG (op, FLAG_APPLIED);
3470 root 1.101 who->change_skill (skop);
3471 root 1.22
3472 root 1.79 if (who->contr)
3473 root 1.24 {
3474 root 1.79 who->contr->ranged_ob = op;
3475 root 1.78
3476 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3477    
3478 root 1.24 if (op->type == BOW)
3479     {
3480 root 1.79 who->current_weapon = op;
3481 root 1.76 change_abil (who, op);
3482 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3483     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3484     }
3485     }
3486     else
3487     {
3488     if (op->type == BOW)
3489     SET_FLAG (who, FLAG_READY_BOW);
3490     else
3491     SET_FLAG (who, FLAG_READY_RANGE);
3492     }
3493 root 1.76
3494 root 1.24 break;
3495 elmex 1.1
3496 root 1.24 case BUILDER:
3497 root 1.76 if (who->type == PLAYER)
3498     {
3499 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3500 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3501     unapply_special (who, who->contr->ranged_ob, 0);
3502    
3503     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3504    
3505 root 1.79 who->contr->ranged_ob = op;
3506 root 1.76 }
3507 root 1.24 break;
3508 elmex 1.1
3509 root 1.24 default:
3510     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3511 root 1.22 } /* end of switch op->type */
3512    
3513     SET_FLAG (op, FLAG_APPLIED);
3514 elmex 1.1
3515 root 1.79 if (tmp)
3516 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3517 elmex 1.1
3518 root 1.51 who->update_stats ();
3519 elmex 1.1
3520 root 1.22 /* We exclude spell casting objects. The fire code will set the
3521     * been applied flag when they are used - until that point,
3522     * you don't know anything about them.
3523     */
3524     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3525     SET_FLAG (op, FLAG_BEEN_APPLIED);
3526    
3527     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3528 root 1.114 if (who->type == PLAYER)
3529     {
3530     new_draw_info (NDI_UNIQUE, 0, who,
3531     "Oops, it feels deadly cold! "
3532     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3533     SET_FLAG (op, FLAG_KNOWN_CURSED);
3534     }
3535 root 1.76
3536 root 1.22 if (who->type == PLAYER)
3537     {
3538     /* if multiple objects were applied, update both slots */
3539     if (tmp)
3540     esrv_send_item (who, tmp);
3541 root 1.76
3542 root 1.22 esrv_send_item (who, op);
3543 elmex 1.1 }
3544 root 1.76
3545 root 1.22 return 0;
3546 elmex 1.1 }
3547    
3548 root 1.22 int
3549     monster_apply_special (object *who, object *op, int aflags)
3550 elmex 1.1 {
3551 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3552 elmex 1.1 return 1;
3553 root 1.114
3554 elmex 1.1 return apply_special (who, op, aflags);
3555     }
3556    
3557     /**
3558     * Map was just loaded, handle op's initialisation.
3559     *
3560     * Generates shop floor's item, and treasures.
3561     */
3562 root 1.22 int
3563     auto_apply (object *op)
3564     {
3565     object *tmp = NULL, *tmp2;
3566     int i;
3567 elmex 1.1
3568 root 1.22 switch (op->type)
3569     {
3570 root 1.24 case SHOP_FLOOR:
3571 root 1.42 if (!op->has_random_items ())
3572 root 1.24 return 0;
3573 root 1.38
3574 root 1.24 do
3575     {
3576     i = 10; /* let's give it 10 tries */
3577     while ((tmp = generate_treasure (op->randomitems,
3578     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3579     if (tmp == NULL)
3580     return 0;
3581     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3582     {
3583 root 1.37 tmp->destroy ();
3584 root 1.24 tmp = NULL;
3585     }
3586     }
3587     while (!tmp);
3588 root 1.38
3589 root 1.24 tmp->x = op->x;
3590     tmp->y = op->y;
3591     SET_FLAG (tmp, FLAG_UNPAID);
3592     insert_ob_in_map (tmp, op->map, NULL, 0);
3593     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3594     identify (tmp);
3595     break;
3596 root 1.14
3597 root 1.24 case TREASURE:
3598     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599     return 0;
3600 root 1.37
3601 root 1.67 while (op->stats.hp-- > 0)
3602 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3603     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3604    
3605     /* If we generated an object and put it in this object inventory,
3606     * move it to the parent object as the current object is about
3607     * to disappear. An example of this item is the random_* stuff
3608     * that is put inside other objects.
3609     */
3610     for (tmp = op->inv; tmp; tmp = tmp2)
3611     {
3612     tmp2 = tmp->below;
3613 root 1.36 tmp->remove ();
3614 root 1.37
3615 root 1.24 if (op->env)
3616     insert_ob_in_ob (tmp, op->env);
3617     else
3618 root 1.37 tmp->destroy ();
3619 root 1.24 }
3620 root 1.37
3621     op->destroy ();
3622 root 1.24 break;
3623 elmex 1.1 }
3624 root 1.22 return tmp ? 1 : 0;
3625 elmex 1.1 }
3626    
3627     /**
3628 root 1.68 * fix_auto_apply goes through the entire map every time a map
3629     * is loaded or swapped in and performs special actions for
3630 elmex 1.1 * certain objects (most initialization of chests and creation of
3631     * treasures and stuff). Calls auto_apply if appropriate.
3632     */
3633 root 1.20 void
3634 root 1.55 maptile::fix_auto_apply ()
3635 root 1.20 {
3636 root 1.55 if (!spaces)
3637 root 1.20 return;
3638    
3639 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3640     for (object *tmp = ms->bot; tmp; )
3641     {
3642     object *above = tmp->above;
3643 root 1.20
3644 root 1.55 if (tmp->inv)
3645     {
3646     object *invtmp, *invnext;
3647 elmex 1.1
3648 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3649     {
3650     invnext = invtmp->below;
3651 root 1.14
3652 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3653     auto_apply (invtmp);
3654     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3655     {
3656     while ((invtmp->stats.hp--) > 0)
3657     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658    
3659     invtmp->randomitems = NULL;
3660     }
3661     else if (invtmp && invtmp->arch
3662     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3663     {
3664     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3665     /* Need to clear this so that we never try to create
3666     * treasure again for this object
3667     */
3668     invtmp->randomitems = NULL;
3669     }
3670     }
3671     /* This is really temporary - the code at the bottom will
3672     * also set randomitems to null. The problem is there are bunches
3673     * of maps/players already out there with items that have spells
3674     * which haven't had the randomitems set to null yet.
3675     * MSW 2004-05-13
3676     *
3677     * And if it's a spellbook, it's better to set randomitems to NULL too,
3678     * else you get two spells in the book ^_-
3679     * Ryo 2004-08-16
3680     */
3681     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3682     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3683     tmp->randomitems = NULL;
3684 root 1.14
3685 root 1.55 }
3686 root 1.20
3687 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3688     auto_apply (tmp);
3689     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3690     {
3691     while ((tmp->stats.hp--) > 0)
3692     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3693     tmp->randomitems = NULL;
3694     }
3695     else if (tmp->type == TIMED_GATE)
3696     {
3697     object *head = tmp->head != NULL ? tmp->head : tmp;
3698    
3699     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3700     tmp->set_speed (0);
3701     }
3702     /* This function can be called everytime a map is loaded, even when
3703     * swapping back in. As such, we don't want to create the treasure
3704     * over and ove again, so after we generate the treasure, blank out
3705     * randomitems so if it is swapped in again, it won't make anything.
3706     * This is a problem for the above objects, because they have counters
3707     * which say how many times to make the treasure.
3708     */
3709     else if (tmp && tmp->arch && tmp->type != PLAYER
3710     && tmp->type != TREASURE && tmp->type != SPELL
3711     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3712     {
3713     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3714     tmp->randomitems = NULL;
3715     }
3716 root 1.78
3717 root 1.68 // close all containers
3718     else if (tmp->type == CONTAINER)
3719     tmp->flag [FLAG_APPLIED] = 0;
3720 root 1.22
3721 root 1.55 tmp = above;
3722     }
3723 elmex 1.1
3724 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3726     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3727     check_trigger (tmp, tmp->above);
3728 elmex 1.1 }
3729    
3730     /**
3731     * Handles player eating food that temporarily changes status (resistances, stats).
3732     * This used to call cast_change_attr(), but
3733     * that doesn't work with the new spell code. Since we know what
3734     * the food changes, just grab a force and use that instead.
3735     */
3736 root 1.22 void
3737     eat_special_food (object *who, object *food)
3738     {
3739     object *force;
3740     int i, did_one = 0;
3741    
3742     force = get_archetype (FORCE_NAME);
3743    
3744     for (i = 0; i < NUM_STATS; i++)
3745 root 1.91 if (sint8 k = food->stats.stat (i))
3746     {
3747     force->stats.stat (i) = k;
3748     did_one = 1;
3749     }
3750 elmex 1.1
3751 root 1.22 /* check if we can protect the eater */
3752     for (i = 0; i < NROFATTACKS; i++)
3753     {
3754     if (food->resist[i] > 0)
3755     {
3756     force->resist[i] = food->resist[i] / 2;
3757     did_one = 1;
3758     }
3759     }
3760 elmex 1.47
3761 root 1.22 if (did_one)
3762     {
3763 root 1.54 force->set_speed (0.1);
3764 root 1.22 /* bigger morsel of food = longer effect time */
3765 elmex 1.47 force->duration = food->stats.food / 5;
3766 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3767     change_abil (who, force);
3768     insert_ob_in_ob (force, who);
3769     }
3770     else
3771 root 1.37 force->destroy ();
3772 root 1.22
3773     /* check for hp, sp change */
3774     if (food->stats.hp != 0)
3775     {
3776     if (QUERY_FLAG (food, FLAG_CURSED))
3777     {
3778 root 1.64 assign (who->contr->killer, food->name);
3779 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3780     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3781     }
3782     else
3783     {
3784     if (food->stats.hp > 0)
3785     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3786     else
3787     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3788     who->stats.hp += food->stats.hp;
3789     }
3790     }
3791     if (food->stats.sp != 0)
3792     {
3793     if (QUERY_FLAG (food, FLAG_CURSED))
3794     {
3795     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3796     who->stats.sp -= food->stats.sp;
3797     if (who->stats.sp < 0)
3798     who->stats.sp = 0;
3799     }
3800     else
3801     {
3802     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3803     who->stats.sp += food->stats.sp;
3804     /* place limit on max sp from food? */
3805     }
3806 elmex 1.1 }
3807 root 1.51 who->update_stats ();
3808 elmex 1.1 }
3809    
3810     /**
3811     * Designed primarily to light torches/lanterns/etc.
3812     * Also burns up burnable material too. First object in the inventory is
3813     * the selected object to "burn". -b.t.
3814     */
3815 root 1.22 void
3816     apply_lighter (object *who, object *lighter)
3817     {
3818     object *item;
3819     int is_player_env = 0;
3820    
3821     item = find_marked_object (who);
3822     if (item)
3823     {
3824     if (lighter->last_eat && lighter->stats.food)
3825     { /* lighter gets used up */
3826     /* Split multiple lighters if they're being used up. Otherwise *
3827     * one charge from each would be used up. --DAMN */
3828     if (lighter->nrof > 1)
3829     {
3830 root 1.39 object *oneLighter = lighter->clone ();
3831 root 1.14
3832 root 1.22 lighter->nrof -= 1;
3833     oneLighter->nrof = 1;
3834     oneLighter->stats.food--;
3835     esrv_send_item (who, lighter);
3836     oneLighter = insert_ob_in_ob (oneLighter, who);
3837     esrv_send_item (who, oneLighter);
3838     }
3839     else
3840 root 1.29 lighter->stats.food--;
3841 root 1.22 }
3842     else if (lighter->last_eat)
3843     { /* no charges left in lighter */
3844     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3845     return;
3846     }
3847 root 1.48
3848 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3849     * I can't see many times when you would want to light multiple
3850     * objects at once.
3851     */
3852 root 1.48
3853     if (who == item->in_player ())
3854 root 1.22 is_player_env = 1;
3855    
3856     save_throw_object (item, AT_FIRE, who);
3857 root 1.48
3858 root 1.49 if (item->destroyed ())
3859 root 1.22 {
3860 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3861 root 1.22 /* Need to update the player so that the players glow radius
3862     * gets changed.
3863     */
3864     if (is_player_env)
3865 root 1.51 who->update_stats ();
3866 root 1.22 }
3867     else
3868 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);
3869 root 1.22 }
3870     else /* nothing to light */
3871     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3872 elmex 1.1
3873     }
3874    
3875     /**
3876     * op made some mistake with a scroll, this takes care of punishment.
3877     * scroll_failure()- hacked directly from spell_failure
3878     */
3879 root 1.22 void
3880     scroll_failure (object *op, int failure, int power)
3881 elmex 1.1 {
3882 root 1.22 if (abs (failure / 4) > power)
3883     power = abs (failure / 4); /* set minimum effect */
3884 elmex 1.1
3885 root 1.22 if (failure <= -1 && failure > -15)
3886     { /* wonder */
3887     object *tmp;
3888    
3889 root 1.114 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3890 root 1.22 tmp = get_archetype (SPELL_WONDER);
3891     cast_wonder (op, op, 0, tmp);
3892 root 1.37 tmp->destroy ();
3893 root 1.22 }
3894     else if (failure <= -15 && failure > -35)
3895     { /* drain mana */
3896     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3897     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3898     if (op->stats.sp < 0)
3899     op->stats.sp = 0;
3900     }
3901     else if (settings.spell_failure_effects == TRUE)
3902     {
3903     if (failure <= -35 && failure > -60)
3904     { /* confusion */
3905     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3906     confuse_player (op, op, power);
3907     }
3908     else if (failure <= -60 && failure > -70)
3909     { /* paralysis */
3910     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3911     paralyze_player (op, op, power);
3912     }
3913     else if (failure <= -70 && failure > -80)
3914     { /* blind */
3915     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3916     blind_player (op, op, power);
3917     }
3918     else if (failure <= -80)
3919     { /* blast the immediate area */
3920 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3921 root 1.22 cast_magic_storm (op, tmp, power);
3922 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3923 root 1.37 tmp->destroy ();
3924 root 1.14 }
3925 elmex 1.1 }
3926     }
3927    
3928 root 1.22 void
3929     apply_changes_to_player (object *pl, object *change)
3930     {
3931     int excess_stat = 0; /* if the stat goes over the maximum
3932     for the race, put the excess stat some
3933     where else. */
3934 elmex 1.1
3935 root 1.22 switch (change->type)
3936     {
3937 root 1.24 case CLASS:
3938     {
3939     living *stats = &(pl->contr->orig_stats);
3940     living *ns = &(change->stats);
3941     object *walk;
3942     int flag_change_face = 1;
3943    
3944     /* the following code assigns stats up to the stat max
3945     * for the race, and if the stat max is exceeded,
3946     * tries to randomly reassign the excess stat
3947     */
3948     int i, j;
3949 root 1.22
3950 root 1.24 for (i = 0; i < NUM_STATS; i++)
3951     {
3952 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3953 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3954 root 1.22
3955 root 1.24 if (stat > 20 + race_bonus)
3956     {
3957     excess_stat++;
3958     stat = 20 + race_bonus;
3959     }
3960 root 1.91
3961     stats->stat (i) = stat;
3962 root 1.24 }
3963 elmex 1.1
3964 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3965     { /* try 100 times to assign excess stats */
3966     int i = rndm (0, 6);
3967    
3968     if (i == CHA)
3969     continue; /* exclude cha from this */
3970 root 1.91
3971     int stat = stats->stat (i);
3972 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3973 root 1.24 if (stat < 20 + race_bonus)
3974     {
3975     change_attr_value (stats, i, 1);
3976     excess_stat--;
3977     }
3978     }
3979 root 1.14
3980 root 1.24 /* insert the randomitems from the change's treasurelist into
3981     * the player ref: player.c
3982     */
3983     if (change->randomitems != NULL)
3984     give_initial_items (pl, change->randomitems);
3985 root 1.14
3986 root 1.24 /* set up the face, for some races. */
3987 root 1.14
3988 root 1.24 /* first, look for the force object banning
3989     * changing the face. Certain races never change face with class.
3990     */
3991     for (walk = pl->inv; walk != NULL; walk = walk->below)
3992     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3993     flag_change_face = 0;
3994 root 1.14
3995 root 1.24 if (flag_change_face)
3996     {
3997     pl->animation_id = GET_ANIM_ID (change);
3998     pl->face = change->face;
3999 root 1.14
4000 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
4001     SET_FLAG (pl, FLAG_ANIMATE);
4002     else
4003     CLEAR_FLAG (pl, FLAG_ANIMATE);
4004     }
4005 root 1.14
4006 root 1.24 /* check the special case of can't use weapons */
4007     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4008     if (!strcmp (change->name, "monk"))
4009     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4010 root 1.14
4011 root 1.24 break;
4012     }
4013 elmex 1.1 }
4014     }
4015    
4016     /**
4017     * This handles items of type 'transformer'.
4018     * Basically those items, used with a marked item, transform both items into something
4019     * else.
4020     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4021     * Change information is contained in the 'slaying' field of the marked item.
4022     * The format is as follow: transformer:[number ]yield[;transformer:...].
4023     * This way an item can be transformed in many things, and/or many objects.
4024     * The 'slaying' field for transformer is used as verb for the action.
4025     */
4026 root 1.22 void
4027     apply_item_transformer (object *pl, object *transformer)
4028     {
4029     object *marked;
4030     object *new_item;
4031     char *find;
4032     char *separator;
4033     int yield;
4034     char got[MAX_BUF];
4035     int len;
4036    
4037     if (!pl || !transformer)
4038     return;
4039 root 1.114
4040 root 1.22 marked = find_marked_object (pl);
4041 root 1.114
4042 root 1.22 if (!marked)
4043 elmex 1.1 {
4044 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4045     return;
4046     }
4047 root 1.114
4048 root 1.22 if (!marked->slaying)
4049     {
4050     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4051     return;
4052     }
4053 root 1.114
4054 root 1.22 /* check whether they are compatible or not */
4055 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4056     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4057 root 1.22 {
4058     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4059     return;
4060     }
4061 root 1.114
4062 root 1.108 find += strlen (transformer->arch->archname) + 1;
4063 root 1.22 /* Item can be used, now find how many and what it yields */
4064     if (isdigit (*(find)))
4065     {
4066     yield = atoi (find);
4067     if (yield < 1)
4068 elmex 1.1 {
4069 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4070     yield = 1;
4071 elmex 1.1 }
4072 root 1.22 }
4073     else
4074     yield = 1;
4075 elmex 1.1
4076 root 1.22 while (isdigit (*find))
4077     find++;
4078     while (*find == ' ')
4079     find++;
4080 root 1.114
4081 root 1.22 memset (got, 0, MAX_BUF);
4082 root 1.114
4083 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4084 root 1.114 len = separator - find;
4085 root 1.22 else
4086 root 1.114 len = strlen (find);
4087    
4088 root 1.22 if (len > MAX_BUF - 1)
4089     len = MAX_BUF - 1;
4090 root 1.114
4091 root 1.22 strcpy (got, find);
4092     got[len] = '\0';
4093    
4094     /* Now create new item, remove used ones when required. */
4095     new_item = get_archetype (got);
4096     if (!new_item)
4097     {
4098 root 1.123 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 root 1.22 return;
4100 elmex 1.1 }
4101 root 1.29
4102 root 1.22 new_item->nrof = yield;
4103 root 1.123
4104     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105    
4106 root 1.22 insert_ob_in_ob (new_item, pl);
4107     esrv_send_inventory (pl, pl);
4108     /* Eat up one item */
4109     decrease_ob_nr (marked, 1);
4110 root 1.114
4111 root 1.22 /* Eat one transformer if needed */
4112     if (transformer->stats.food)
4113     if (--transformer->stats.food == 0)
4114     decrease_ob_nr (transformer, 1);
4115     }
4116 root 1.123