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Revision: 1.68
Committed: Sat Feb 10 01:52:29 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +42 -252 lines
Log Message:
hell on earth, rewrote the container code
- it really was a mess before
- open/close events should now be very reliable.
- make container an object_ptr, just to be on the safe side
  (the old code is known to crash, the new code should be reliable, but...).
- its also smaller, much smaller/clearer in sourcecode size and a bit
  smaller in text segment size.

also disable big worldmap again: is this still causing memleaks?

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.61 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program 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 2 of the License, or
11     * (at your option) any later version.
12     *
13     * 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     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <living.h>
27     #include <spells.h>
28     #include <skills.h>
29     #include <tod.h>
30    
31 root 1.51 #include <sproto.h>
32 elmex 1.1
33     /* Want this regardless of rplay. */
34     #include <sounds.h>
35    
36     /* need math lib for double-precision and pow() in dragon_eat_flesh() */
37     #include <math.h>
38    
39     /**
40     * Check if op should abort moving victim because of it's race or slaying.
41     * Returns 1 if it should abort, returns 0 if it should continue.
42     */
43 root 1.22 int
44     should_director_abort (object *op, object *victim)
45 elmex 1.1 {
46 root 1.22 int arch_flag, name_flag, race_flag;
47    
48     /* Get flags to determine what of arch, name, and race should be checked.
49     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50     * the next is the name flag, and the last is the race flag. Also note,
51     * if subtype is set to zero, that also goes to defaults of all affecting
52     * it. Examples:
53     * subtype 1: only arch
54     * subtype 3: arch or name
55     * subtype 5: arch or race
56     * subtype 7: all three
57     */
58     if (op->subtype)
59     {
60     arch_flag = (op->subtype & 1);
61     name_flag = (op->subtype & 2);
62     race_flag = (op->subtype & 4);
63     }
64     else
65     {
66     arch_flag = 1;
67     name_flag = 1;
68     race_flag = 1;
69     }
70 root 1.66
71 root 1.22 /* If the director has race set, only affect objects with a arch,
72     * name or race that matches.
73     */
74     if ((op->race) &&
75 root 1.66 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76     ((!(victim->name && name_flag) || op->race != victim->name)) &&
77     ((!(victim->race && race_flag) || op->race != victim->race)))
78     return 1;
79    
80 root 1.22 /* If the director has slaying set, only affect objects where none
81     * of arch, name, or race match.
82     */
83 root 1.66 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84     ((victim->name && name_flag && op->slaying == victim->name)) ||
85     ((victim->race && race_flag && op->slaying == victim->race)))
86     return 1;
87    
88 root 1.22 return 0;
89 elmex 1.1 }
90    
91     /**
92     * This handles a player dropping money on an altar to identify stuff.
93     * It'll identify marked item, if none all items up to dropped money.
94     * Return value: 1 if money was destroyed, 0 if not.
95     */
96 root 1.22 static int
97     apply_id_altar (object *money, object *altar, object *pl)
98 elmex 1.1 {
99 root 1.22 object *id, *marked;
100     int success = 0;
101    
102     if (pl == NULL || pl->type != PLAYER)
103     return 0;
104 elmex 1.1
105 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106     * identifying' from being printed out more than it needs to be.
107     */
108     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109     return 0;
110 elmex 1.1
111 root 1.22 marked = find_marked_object (pl);
112     /* if the player has a marked item, identify that if it needs to be
113     * identified. IF it doesn't, then go through the player inventory.
114     */
115     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116     {
117     if (operate_altar (altar, &money))
118     {
119     identify (marked);
120     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121     if (marked->msg)
122     {
123     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125     }
126     return money == NULL;
127     }
128     }
129 elmex 1.1
130 root 1.22 for (id = pl->inv; id; id = id->below)
131     {
132     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133     {
134     if (operate_altar (altar, &money))
135     {
136     identify (id);
137     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
138     if (id->msg)
139     {
140     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
141     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 root 1.14 }
143 root 1.22 success = 1;
144     /* If no more money, might as well quit now */
145     if (money == NULL || !check_altar_sacrifice (altar, money))
146     break;
147     }
148     else
149     {
150     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151     break;
152     }
153 root 1.14 }
154 elmex 1.1 }
155 root 1.22 if (!success)
156     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
157     return money == NULL;
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 root 1.22 static void
165     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     if (op->type == PLAYER)
203 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
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     if (get_attr_value (&depl->stats, i))
239 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240    
241     depl->destroy ();
242 root 1.51 op->update_stats ();
243 elmex 1.4 }
244     else
245     new_draw_info (NDI_UNIQUE, 0, op, "You 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     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
253     {
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 elmex 1.4 if (op->contr->levsp[i] != 1)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levsp[i] = 1;
266     break;
267     }
268     if (op->contr->levgrace[i] != 1)
269     {
270     op->contr->levgrace[i] = 1;
271     break;
272 elmex 1.3 }
273     }
274 elmex 1.4 else
275 elmex 1.3 {
276 elmex 1.4 if (op->contr->levhp[i] < 9)
277     {
278     op->contr->levhp[i] = 9;
279     break;
280     }
281     if (op->contr->levsp[i] < 6)
282 elmex 1.3 {
283 elmex 1.4 op->contr->levsp[i] = 6;
284     break;
285 elmex 1.3 }
286 elmex 1.4 if (op->contr->levgrace[i] < 3)
287 elmex 1.3 {
288 elmex 1.4 op->contr->levgrace[i] = 3;
289     break;
290 elmex 1.3 }
291     }
292     }
293 root 1.37
294 elmex 1.4 /* Just makes checking easier */
295     if (i < MIN (11, op->level))
296     got_one = 1;
297 root 1.37
298 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 elmex 1.3 {
300 elmex 1.4 if (got_one)
301 elmex 1.3 {
302 root 1.51 op->update_stats ();
303 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
304     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
305     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
306 elmex 1.3 }
307     else
308 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
309 elmex 1.3 }
310 elmex 1.4 else
311     { /* cursed potion */
312     if (got_one)
313 elmex 1.3 {
314 root 1.51 op->update_stats ();
315 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 elmex 1.3 }
317 elmex 1.4 else
318 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
319 elmex 1.3 }
320 root 1.37
321 elmex 1.4 decrease_ob (tmp);
322     return 1;
323     }
324    
325    
326     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
327     * and heroism all fit into this category. Given the spell object code,
328     * there is no limit to the number of spells that potions can be cast,
329     * but direction is problematic to try and imbue fireball potions for example.
330     */
331     if (tmp->inv)
332     {
333     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 elmex 1.3 {
335 elmex 1.4 object *fball;
336    
337     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338     /* Explodes a fireball centered at player */
339     fball = get_archetype (EXPLODING_FIREBALL);
340 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 elmex 1.4 fball->x = op->x;
343     fball->y = op->y;
344     insert_ob_in_map (fball, op->map, NULL, 0);
345 elmex 1.3 }
346 elmex 1.4 else
347     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 elmex 1.1
349 elmex 1.4 decrease_ob (tmp);
350     /* if youre dead, no point in doing this... */
351     if (!QUERY_FLAG (op, FLAG_REMOVED))
352 root 1.51 op->update_stats ();
353 elmex 1.4 return 1;
354     }
355    
356     /* Deal with protection potions */
357     force = NULL;
358     for (i = 0; i < NROFATTACKS; i++)
359     {
360     if (tmp->resist[i])
361     {
362     if (!force)
363     force = get_archetype (FORCE_NAME);
364     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365     force->type = POTION_EFFECT;
366     break; /* Only need to find one protection since we copy entire batch */
367 elmex 1.3 }
368 elmex 1.1 }
369 elmex 1.4 /* This is a protection potion */
370     if (force)
371 elmex 1.3 {
372 elmex 1.4 /* cursed items last longer */
373     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374     {
375     force->stats.food *= 10;
376     for (i = 0; i < NROFATTACKS; i++)
377     if (force->resist[i] > 0)
378     force->resist[i] = -force->resist[i]; /* prot => vuln */
379     }
380     force->speed_left = -1;
381     force = insert_ob_in_ob (force, op);
382     CLEAR_FLAG (tmp, FLAG_APPLIED);
383     SET_FLAG (force, FLAG_APPLIED);
384     change_abil (op, force);
385     decrease_ob (tmp);
386     return 1;
387     }
388    
389     /* Only thing left are the stat potions */
390     if (op->type == PLAYER)
391     { /* only for players */
392 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
393 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
394     else
395     SET_FLAG (tmp, FLAG_APPLIED);
396     if (!change_abil (op, tmp))
397     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
398 elmex 1.1 }
399    
400 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
401     * that were grouped with the one consumed, his
402     * stat will not be raised by them. fix_player just clears
403     * up all the stats.
404     */
405     CLEAR_FLAG (tmp, FLAG_APPLIED);
406 root 1.51 op->update_stats ();
407 elmex 1.3 decrease_ob (tmp);
408     return 1;
409 elmex 1.1 }
410    
411     /****************************************************************************
412     * Weapon improvement code follows
413     ****************************************************************************/
414    
415     /**
416     * This returns the sum of nrof of item (arch name).
417     */
418 root 1.22 static int
419     check_item (object *op, const char *item)
420 elmex 1.1 {
421 root 1.22 int count = 0;
422 elmex 1.1
423    
424 root 1.22 if (item == NULL)
425     return 0;
426 root 1.66
427 root 1.22 op = op->below;
428     while (op != NULL)
429     {
430     if (strcmp (op->arch->name, item) == 0)
431     {
432 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 root 1.14 {
435 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 root 1.14 count++;
437     else
438     count += op->nrof;
439     }
440 root 1.22 }
441 root 1.66
442 root 1.22 op = op->below;
443 elmex 1.1 }
444 root 1.66
445 elmex 1.1 return count;
446     }
447    
448     /**
449     * This removes 'nrof' of what item->slaying says to remove.
450     * op is typically the player, which is only
451     * really used to determine what space to look at.
452     * Modified to only eat 'nrof' of objects.
453     */
454 root 1.22 static void
455     eat_item (object *op, const char *item, uint32 nrof)
456 elmex 1.1 {
457 root 1.22 object *prev;
458 elmex 1.1
459 root 1.22 prev = op;
460     op = op->below;
461 elmex 1.1
462 root 1.22 while (op != NULL)
463     {
464     if (strcmp (op->arch->name, item) == 0)
465     {
466     if (op->nrof >= nrof)
467     {
468     decrease_ob_nr (op, nrof);
469     return;
470     }
471     else
472     {
473     decrease_ob_nr (op, op->nrof);
474     nrof -= op->nrof;
475 root 1.14 }
476 root 1.22 op = prev;
477 root 1.14 }
478 root 1.22 prev = op;
479     op = op->below;
480 elmex 1.1 }
481     }
482    
483     /**
484     * This checks to see of the player (who) is sufficient level to use a weapon
485     * with improvs improvements (typically last_eat). We take an int here
486     * instead of the object so that the improvement code can pass along the
487     * increased value to see if the object is usuable.
488     * we return 1 (true) if the player can use the weapon.
489     */
490 root 1.22 static int
491     check_weapon_power (const object *who, int improvs)
492 elmex 1.1 {
493 root 1.22
494 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
495     * object players really have any control to improve, it's a bit harsh to
496     * require high level in some combat skill, so we just use overall level.
497     */
498     #if 1
499 root 1.22 if (((who->level / 5) + 5) >= improvs)
500     return 1;
501     else
502     return 0;
503 elmex 1.1
504     #else
505 root 1.22 int level = 0;
506    
507     /* The skill system hands out wc and dam bonuses to fighters
508     * more generously than the old system (see fix_player). Thus
509     * we need to curtail the power of player enchanted weapons.
510     * I changed this to 1 improvement per "fighter" level/5 -b.t.
511     * Note: Nothing should break by allowing this ratio to be different or
512     * using normal level - it is just a matter of play balance.
513     */
514     if (who->type == PLAYER)
515     {
516     object *wc_obj = NULL;
517 elmex 1.1
518 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520     level = wc_obj->level;
521    
522     if (!level)
523     {
524     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525     level = who->level;
526 root 1.14 }
527 elmex 1.1 }
528 root 1.22 else
529     level = who->level;
530 elmex 1.1
531 root 1.22 return (improvs <= ((level / 5) + 5));
532 elmex 1.1 #endif
533     }
534    
535     /**
536     * Returns how many items of type improver->slaying there are under op.
537     * Will display a message if none found, and 1 if improver->slaying is NULL.
538     */
539 root 1.22 static int
540     check_sacrifice (object *op, const object *improver)
541 elmex 1.1 {
542 root 1.22 int count = 0;
543    
544     if (improver->slaying != NULL)
545     {
546     count = check_item (op, improver->slaying);
547     if (count < 1)
548     {
549     char buf[200];
550 elmex 1.1
551 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
552     new_draw_info (NDI_UNIQUE, 0, op, buf);
553     return 0;
554 root 1.14 }
555 elmex 1.1 }
556 root 1.22 else
557     count = 1;
558 elmex 1.1
559 root 1.22 return count;
560 elmex 1.1 }
561    
562     /**
563     * Actually improves the weapon, and tells user.
564     */
565 root 1.22 int
566     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
567 elmex 1.1 {
568    
569 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 elmex 1.1 *stat += sacrifice_count;
571     weapon->last_eat++;
572 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
573     decrease_ob (improver);
574 elmex 1.1
575     /* So it updates the players stats and the window */
576 root 1.51 op->update_stats ();
577 elmex 1.1 return 1;
578     }
579    
580     /* Types of improvements, hidden in the sp field. */
581     #define IMPROVE_PREPARE 1
582     #define IMPROVE_DAMAGE 2
583     #define IMPROVE_WEIGHT 3
584     #define IMPROVE_ENCHANT 4
585     #define IMPROVE_STR 5
586     #define IMPROVE_DEX 6
587     #define IMPROVE_CON 7
588     #define IMPROVE_WIS 8
589     #define IMPROVE_CHA 9
590     #define IMPROVE_INT 10
591     #define IMPROVE_POW 11
592    
593    
594     /**
595     * This does the prepare weapon scroll.
596     * Checks for sacrifice, and so on.
597     */
598    
599 root 1.22 int
600     prepare_weapon (object *op, object *improver, object *weapon)
601 elmex 1.1 {
602 root 1.22 int sacrifice_count, i;
603     char buf[MAX_BUF];
604 elmex 1.1
605 root 1.22 if (weapon->level != 0)
606     {
607     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 elmex 1.1 return 0;
609     }
610 root 1.22 for (i = 0; i < NROFATTACKS; i++)
611     if (weapon->resist[i])
612     break;
613 elmex 1.1
614 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
615     * improvement of items that already have protections.
616     */
617     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619     weapon->stats.exp || /* speed */
620     weapon->stats.ac) /* AC - only taifu's I think */
621 elmex 1.1 {
622 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 elmex 1.1 return 0;
624     }
625 root 1.22 sacrifice_count = check_sacrifice (op, improver);
626     if (sacrifice_count <= 0)
627     return 0;
628     weapon->level = isqrt (sacrifice_count);
629     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630     eat_item (op, improver->slaying, sacrifice_count);
631    
632     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
633    
634     sprintf (buf, "%s's %s", &op->name, &weapon->name);
635     weapon->name = weapon->name_pl = buf;
636     weapon->nrof = 0; /* prevents preparing n weapons in the same
637     slot at once! */
638     decrease_ob (improver);
639     weapon->last_eat = 0;
640     return 1;
641 elmex 1.1 }
642    
643    
644     /**
645     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646     * This is the new improve weapon code.
647     * Returns 0 if it was not able to work for some reason.
648     *
649     * Checks if weapon was prepared, if enough potions on the floor, ...
650     *
651     * We are hiding extra information about the weapon in the level and
652     * last_eat numbers for an object. Hopefully this won't break anything ??
653     * level == max improve last_eat == current improve
654     */
655 root 1.22 int
656     improve_weapon (object *op, object *improver, object *weapon)
657 elmex 1.1 {
658 root 1.22 int sacrifice_count, sacrifice_needed = 0;
659 elmex 1.1
660 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
661     {
662     return prepare_weapon (op, improver, weapon);
663     }
664     if (weapon->level == 0)
665     {
666     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
667     return 0;
668     }
669     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670     {
671     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
672     return 0;
673     }
674     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
675     {
676     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
677     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
678     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
679     return 0;
680     }
681 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
682     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683     * don't put any maximum value on damage - the limit is how much the
684     * weapon can be improved.
685     */
686 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
687     {
688     weapon->stats.dam += 5;
689     weapon->weight += 5000; /* 5 KG's */
690     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
691     weapon->last_eat++;
692    
693     weapon->item_power++;
694     decrease_ob (improver);
695     return 1;
696     }
697     if (improver->stats.sp == IMPROVE_WEIGHT)
698     {
699     /* Reduce weight by 20% */
700     weapon->weight = (weapon->weight * 8) / 10;
701     if (weapon->weight < 1)
702     weapon->weight = 1;
703     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
704     weapon->last_eat++;
705     weapon->item_power++;
706     decrease_ob (improver);
707     return 1;
708     }
709     if (improver->stats.sp == IMPROVE_ENCHANT)
710     {
711     weapon->magic++;
712     weapon->last_eat++;
713     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
714     decrease_ob (improver);
715     weapon->item_power++;
716     return 1;
717     }
718 root 1.14
719 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721    
722     if (sacrifice_needed < 1)
723     sacrifice_needed = 1;
724     sacrifice_needed *= 2;
725 elmex 1.1
726 root 1.22 sacrifice_count = check_sacrifice (op, improver);
727     if (sacrifice_count < sacrifice_needed)
728     {
729     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
730     return 0;
731     }
732     eat_item (op, improver->slaying, sacrifice_needed);
733 elmex 1.1 weapon->item_power++;
734    
735 root 1.22 switch (improver->stats.sp)
736     {
737 root 1.24 case IMPROVE_STR:
738     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
739     case IMPROVE_DEX:
740     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
741     case IMPROVE_CON:
742     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
743     case IMPROVE_WIS:
744     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
745     case IMPROVE_CHA:
746     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
747     case IMPROVE_INT:
748     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
749     case IMPROVE_POW:
750     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
751     default:
752     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
753 root 1.22 }
754     LOG (llevError, "improve_weapon: Got to end of function\n");
755 elmex 1.1 return 0;
756     }
757    
758     /**
759     * Handles the applying of improve/prepare/enchant weapon scroll.
760     * Checks a few things (not on a non-magic square, marked weapon, ...),
761     * then calls improve_weapon to do the dirty work.
762     */
763 root 1.22 int
764     check_improve_weapon (object *op, object *tmp)
765 elmex 1.1 {
766 root 1.22 object *otmp;
767 elmex 1.1
768 root 1.22 if (op->type != PLAYER)
769     return 0;
770     if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771     {
772     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 elmex 1.1 return 0;
774     }
775 root 1.22 otmp = find_marked_object (op);
776     if (!otmp)
777     {
778     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 elmex 1.1 return 0;
780     }
781 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
782     {
783     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 elmex 1.1 return 0;
785     }
786 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787     improve_weapon (op, tmp, otmp);
788     esrv_send_item (op, otmp);
789     return 1;
790 elmex 1.1 }
791    
792     /**
793     * This code deals with the armour improvment scrolls.
794     * Change limits on improvement - let players go up to
795     * +5 no matter what level, but they are limited by item
796     * power.
797     * Try to use same improvement code as in the common/treasure.c
798     * file, so that if you make a +2 full helm, it will be just
799     * the same as one you find in a shop.
800     *
801     * deprecated comment:
802     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
803     * only 'enchantment' of armour is possible - improving
804     * the stats of a player w/ armour as well as a weapon
805     * will probably horribly unbalance the game. Magic enchanting
806     * depends on the level of the character - ie the plus
807     * value (magic) of the armour can never be increased beyond
808     * the level of the character / 10 -- rounding upish, nor may
809     * the armour value of the piece of equipment exceed either
810     * the users level or 90)
811     * Modified by MSW for partial resistance. Only support
812     * changing of physical area right now.
813     */
814 root 1.22 int
815     improve_armour (object *op, object *improver, object *armour)
816 elmex 1.1 {
817 root 1.22 object *tmp;
818 elmex 1.1
819 root 1.22 if (armour->magic >= settings.armor_max_enchant)
820     {
821     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
822     return 0;
823 elmex 1.1 }
824 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825     * etc), so take the easy way out and don't worry about it.
826     * Note - maybe add scrolls which make the random artifact versions (eg, armour
827     * of gnarg and what not?)
828     */
829     if (armour->title)
830     {
831     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
832     return 0;
833 elmex 1.1 }
834    
835 root 1.22 /* Split objects if needed. Can't insert tmp until the
836     * end of this function - otherwise it will just re-merge.
837     */
838     if (armour->nrof > 1)
839     tmp = get_split_ob (armour, armour->nrof - 1);
840     else
841     tmp = NULL;
842    
843     armour->magic++;
844    
845     if (!settings.armor_speed_linear)
846     {
847     int base = 100;
848     int pow = 0;
849 elmex 1.1
850 root 1.22 while (pow < armour->magic)
851 elmex 1.1 {
852 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
853     pow++;
854 elmex 1.1 }
855    
856 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
857     }
858     else
859     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 elmex 1.1
861 root 1.22 if (!settings.armor_weight_linear)
862     {
863     int base = 100;
864     int pow = 0;
865 elmex 1.1
866 root 1.22 while (pow < armour->magic)
867 elmex 1.1 {
868 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
869     pow++;
870 elmex 1.1 }
871    
872 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
873     }
874     else
875     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876    
877     if (armour->weight <= 0)
878     {
879     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880     armour->weight = 1;
881     }
882    
883     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
884 elmex 1.1
885 root 1.22 if (op->type == PLAYER)
886     {
887     esrv_send_item (op, armour);
888     if (QUERY_FLAG (armour, FLAG_APPLIED))
889 root 1.51 op->update_stats ();
890 elmex 1.1 }
891 root 1.22 decrease_ob (improver);
892     if (tmp)
893     {
894     insert_ob_in_ob (tmp, op);
895     esrv_send_item (op, tmp);
896 elmex 1.1 }
897 root 1.22 return 1;
898 elmex 1.1 }
899    
900    
901     /*
902     * convert_item() returns 1 if anything was converted, 0 if the item was not
903     * what the converter wants, -1 if the converter is broken.
904     */
905     #define CONV_FROM(xyz) xyz->slaying
906     #define CONV_TO(xyz) xyz->other_arch
907     #define CONV_NR(xyz) xyz->stats.sp
908     #define CONV_NEED(xyz) xyz->stats.food
909    
910     /* Takes one items and makes another.
911     * converter is the object that is doing the conversion.
912     * item is the object that triggered the converter - if it is not
913     * what the converter wants, this will not do anything.
914     */
915 root 1.22 int
916     convert_item (object *item, object *converter)
917     {
918     int nr = 0;
919     uint32 price_in;
920    
921     /* We make some assumptions - we assume if it takes money as it type,
922     * it wants some amount. We don't make change (ie, if something costs
923     * 3 gp and player drops a platinum, tough luck)
924     */
925     if (!strcmp (CONV_FROM (converter), "money"))
926     {
927     int cost;
928    
929     if (item->type != MONEY)
930     return 0;
931    
932     nr = (item->nrof * item->value) / CONV_NEED (converter);
933     if (!nr)
934     return 0;
935     cost = nr * CONV_NEED (converter) / item->value;
936     /* take into account rounding errors */
937     if (nr * CONV_NEED (converter) % item->value)
938     cost++;
939     decrease_ob_nr (item, cost);
940 elmex 1.1
941 root 1.22 price_in = cost * item->value;
942     }
943     else
944     {
945     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
946     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947     return 0;
948 elmex 1.1
949 root 1.22 if (CONV_NEED (converter))
950     {
951     nr = item->nrof / CONV_NEED (converter);
952     decrease_ob_nr (item, nr * CONV_NEED (converter));
953     price_in = nr * CONV_NEED (converter) * item->value;
954     }
955     else
956     {
957     price_in = item->value;
958 root 1.37 item->destroy ();
959 root 1.22 }
960     }
961 root 1.14
962 root 1.22 if (converter->inv != NULL)
963     {
964     object *ob;
965     int i;
966     object *ob_to_copy;
967    
968     /* select random object from inventory to copy */
969     ob_to_copy = converter->inv;
970     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971     {
972     if (rndm (0, i) == 0)
973     {
974     ob_to_copy = ob;
975     }
976 root 1.14 }
977 root 1.22 item = object_create_clone (ob_to_copy);
978     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979     unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 elmex 1.1 }
981 root 1.22 else
982     {
983     if (converter->other_arch == NULL)
984     {
985     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
987 root 1.22 return -1;
988     }
989    
990     item = object_create_arch (converter->other_arch);
991     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992     }
993    
994     if (CONV_NR (converter))
995     item->nrof = CONV_NR (converter);
996     if (nr)
997     item->nrof *= nr;
998     if (is_in_shop (converter))
999     SET_FLAG (item, FLAG_UNPAID);
1000     else if (price_in < item->nrof * item->value)
1001     {
1002     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 elmex 1.1
1005     /**
1006     * elmex: we are going to let the game continue, as the mapcreator
1007     * propably had something in mind when doing this
1008     */
1009     }
1010 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011     return 1;
1012 elmex 1.1 }
1013 root 1.22
1014 elmex 1.1 /**
1015     * Handle apply on containers.
1016     * By Eneq(@csd.uu.se).
1017     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018     * added the alchemical cauldron to the code -b.t.
1019     */
1020 root 1.22 int
1021     apply_container (object *op, object *sack)
1022 elmex 1.1 {
1023 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1024 root 1.22 return 0; /* This might change */
1025 elmex 1.1
1026 root 1.68 if (!sack || sack->type != CONTAINER)
1027 root 1.22 {
1028 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1029 root 1.22 return 0;
1030 elmex 1.1 }
1031 root 1.40
1032     op->contr->last_used = 0;
1033 elmex 1.1
1034 root 1.68 if (sack->env && sack->env != op)
1035 root 1.22 {
1036 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037     return 1;
1038 elmex 1.1 }
1039    
1040 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1041     if (sack->flag [FLAG_APPLIED])
1042 root 1.22 {
1043 root 1.68 if (op->container == sack)
1044 root 1.22 {
1045 root 1.68 // open on ground or inv, so close
1046     op->close_container ();
1047     return 1;
1048 root 1.22 }
1049 root 1.68 else if (!sack->env)
1050 root 1.22 {
1051 root 1.68 // active, but not ours: some other player has opened it
1052     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1053     return 1;
1054 root 1.14 }
1055 root 1.22
1056 root 1.68 // fall through to opening it (active in inv)
1057 elmex 1.1 }
1058 root 1.68 else if (sack->env)
1059 root 1.22 {
1060 root 1.68 // it is in our env, so activate it, do not open yet
1061     op->close_container ();
1062     sack->flag [FLAG_APPLIED] = 1;
1063     esrv_update_item (UPD_FLAGS, op, sack);
1064     return 1;
1065 elmex 1.1 }
1066    
1067 root 1.68 // it's locked?
1068 root 1.22 if (sack->slaying)
1069 root 1.68 {
1070     if (object *tmp = find_key (op, op, sack))
1071     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1072 root 1.22 else
1073     {
1074     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1075 root 1.68 return 1;
1076 root 1.22 }
1077 elmex 1.1 }
1078    
1079 root 1.68 op->open_container (sack);
1080 elmex 1.1
1081 root 1.22 return 1;
1082 elmex 1.1 }
1083    
1084     /**
1085     * Handles dropping things on altar.
1086     * Returns true if sacrifice was accepted.
1087     */
1088 root 1.22 static int
1089     apply_altar (object *altar, object *sacrifice, object *originator)
1090 elmex 1.1 {
1091 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1092     if (altar->inv && (!originator || originator->type != PLAYER))
1093     return 0;
1094    
1095     if (operate_altar (altar, &sacrifice))
1096     {
1097     /* Simple check. Unfortunately, it means you can't cast magic bullet
1098     * with an altar. We call it a Potion - altars are stationary - it
1099     * is up to map designers to use them properly.
1100     */
1101     if (altar->inv && altar->inv->type == SPELL)
1102     {
1103     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1104     cast_spell (originator, altar, 0, altar->inv, NULL);
1105     /* If it is connected, push the button. Fixes some problems with
1106     * old maps.
1107     */
1108 elmex 1.1
1109     /* push_button (altar);*/
1110 root 1.14 }
1111 root 1.22 else
1112     {
1113     altar->value = 1; /* works only once */
1114     push_button (altar);
1115     }
1116 root 1.26
1117     return !sacrifice;
1118 root 1.22 }
1119     else
1120 root 1.26 return 0;
1121 elmex 1.1 }
1122    
1123     /**
1124     * Handles 'movement' of shop mats.
1125     * Returns 1 if 'op' was destroyed, 0 if not.
1126     * Largely re-written to not use nearly as many gotos, plus
1127     * some of this code just looked plain out of date.
1128     * MSW 2001-08-29
1129     */
1130 root 1.22 int
1131     apply_shop_mat (object *shop_mat, object *op)
1132 elmex 1.1 {
1133 elmex 1.15 int rv = 0;
1134     double opinion;
1135     object *tmp, *next;
1136 elmex 1.1
1137 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1138 elmex 1.1
1139 elmex 1.15 if (op->type != PLAYER)
1140     {
1141     /* Remove all the unpaid objects that may be carried here.
1142     * This could be pets or monsters that are somehow in
1143     * the shop.
1144     */
1145     for (tmp = op->inv; tmp; tmp = next)
1146     {
1147     next = tmp->below;
1148 root 1.25
1149 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150     {
1151     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1152 root 1.14
1153 root 1.36 tmp->remove ();
1154 root 1.24
1155 elmex 1.15 if (i == -1)
1156     i = 0;
1157 root 1.24
1158 elmex 1.15 tmp->map = op->map;
1159     tmp->x = op->x + freearr_x[i];
1160     tmp->y = op->y + freearr_y[i];
1161     insert_ob_in_map (tmp, op->map, op, 0);
1162 root 1.14 }
1163     }
1164    
1165 elmex 1.15 /* Don't teleport things like spell effects */
1166     if (QUERY_FLAG (op, FLAG_NO_PICK))
1167     return 0;
1168 root 1.14
1169 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1170     * shop mats. Instead, put it on a nearby space.
1171     */
1172     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1173     {
1174 root 1.14
1175 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1176     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1177 root 1.22
1178 elmex 1.15 if (i != -1)
1179 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1180    
1181 elmex 1.15 return 0;
1182 root 1.14 }
1183 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1184     * the teleport function should be able to handle this just fine.
1185     */
1186     rv = teleport (shop_mat, SHOP_MAT, op);
1187 elmex 1.1 }
1188 root 1.25 else if (can_pay (op) && get_payment (op))
1189 elmex 1.15 {
1190 root 1.24 /* this is only used for players */
1191 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1192    
1193     if (shop_mat->msg)
1194 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1195 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1196     * but there is never a guarantee that the bottom space on the map is
1197     * actually the shop floor.
1198     */
1199     else if (!rv && !is_in_shop (op))
1200     {
1201     opinion = shopkeeper_approval (op->map, op);
1202 root 1.24
1203 elmex 1.15 if (opinion > 0.9)
1204 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1205 elmex 1.15 else if (opinion > 0.75)
1206     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1207     else if (opinion > 0.5)
1208     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1209     else
1210 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1211 root 1.14 }
1212 elmex 1.1 }
1213 elmex 1.15 else
1214     {
1215     /* if we get here, a player tried to leave a shop but was not able
1216     * to afford the items he has. We try to move the player so that
1217     * they are not on the mat anymore
1218     */
1219     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1220 root 1.22
1221 elmex 1.15 if (i == -1)
1222     {
1223     LOG (llevError, "Internal shop-mat problem.\n");
1224     }
1225     else
1226     {
1227 root 1.36 op->remove ();
1228 elmex 1.15 op->x += freearr_x[i];
1229     op->y += freearr_y[i];
1230     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1231 root 1.14 }
1232 elmex 1.1 }
1233 root 1.24
1234 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1235     return rv;
1236 elmex 1.1 }
1237    
1238     /**
1239     * Handles applying a sign.
1240     */
1241 root 1.22 static void
1242     apply_sign (object *op, object *sign, int autoapply)
1243 elmex 1.1 {
1244 root 1.22 readable_message_type *msgType;
1245     char newbuf[HUGE_BUF];
1246    
1247     if (sign->msg == NULL)
1248     {
1249     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1250     return;
1251 elmex 1.1 }
1252    
1253 root 1.22 if (sign->stats.food)
1254     {
1255     if (sign->last_eat >= sign->stats.food)
1256     {
1257     if (!sign->move_on)
1258     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1259     return;
1260 root 1.14 }
1261 elmex 1.1
1262 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1263     sign->last_eat++;
1264 elmex 1.1 }
1265    
1266 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1267     * No way to know for sure. The presumption is basically that if
1268     * move_on is zero, it needs to be manually applied (doesn't talk
1269     * to us).
1270     */
1271     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1272     {
1273     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1274     return;
1275     }
1276     msgType = get_readable_message_type (sign);
1277     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1278     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1279 elmex 1.1 }
1280    
1281     /**
1282     * 'victim' moves onto 'trap'
1283     * 'victim' leaves 'trap'
1284     * effect is determined by move_on/move_off of trap and move_type of victime.
1285     *
1286     * originator: Player, monster or other object that caused 'victim' to move
1287     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1288     * However, some types of traps require an originator to function.
1289     */
1290 root 1.22 void
1291 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1292 elmex 1.1 {
1293     static int recursion_depth = 0;
1294    
1295     /* Only exits affect DMs. */
1296 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1297 elmex 1.1 return;
1298    
1299     /* move_apply() is the most likely candidate for causing unwanted and
1300     * possibly unlimited recursion.
1301     */
1302     /* The following was changed because it was causing perfeclty correct
1303     * maps to fail. 1) it's not an error to recurse:
1304     * rune detonates, summoning monster. monster lands on nearby rune.
1305     * nearby rune detonates. This sort of recursion is expected and
1306     * proper. This code was causing needless crashes.
1307     */
1308 root 1.22 if (recursion_depth >= 500)
1309     {
1310     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1311     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1312     return;
1313 elmex 1.1 }
1314 root 1.22 recursion_depth++;
1315     if (trap->head)
1316     trap = trap->head;
1317 elmex 1.1
1318 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1319     goto leave;
1320 elmex 1.1
1321 root 1.22 switch (trap->type)
1322     {
1323 root 1.23 case PLAYERMOVER:
1324     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1325     {
1326     if (!trap->stats.maxsp)
1327     trap->stats.maxsp = 2;
1328 root 1.14
1329 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1330     * should be divided by trap->speed
1331     */
1332     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1333 root 1.14
1334 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1335     * above with some objects have zero speed, and thus the player
1336     * getting permanently paralyzed.
1337     */
1338     if (victim->speed_left < -50.0)
1339     victim->speed_left = -50.0;
1340     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1341     }
1342     goto leave;
1343 root 1.14
1344 root 1.23 case SPINNER:
1345     if (victim->direction)
1346     {
1347     victim->direction = absdir (victim->direction - trap->stats.sp);
1348     update_turn_face (victim);
1349     }
1350     goto leave;
1351 root 1.14
1352 root 1.23 case DIRECTOR:
1353     if (victim->direction && !should_director_abort (trap, victim))
1354     {
1355     victim->direction = trap->stats.sp;
1356     update_turn_face (victim);
1357     }
1358     goto leave;
1359 root 1.14
1360 root 1.23 case BUTTON:
1361     case PEDESTAL:
1362     update_button (trap);
1363     goto leave;
1364    
1365     case ALTAR:
1366     /* sacrifice victim on trap */
1367     apply_altar (trap, victim, originator);
1368     goto leave;
1369 root 1.14
1370 root 1.23 case THROWN_OBJ:
1371     if (trap->inv == NULL)
1372 root 1.22 goto leave;
1373 root 1.23 /* fallthrough */
1374 root 1.14
1375 root 1.23 case ARROW:
1376     /* bad bug: monster throw a object, make a step forwards, step on object ,
1377     * trigger this here and get hit by own missile - and will be own enemy.
1378     * Victim then is his own enemy and will start to kill herself (this is
1379     * removed) but we have not synced victim and his missile. To avoid senseless
1380     * action, we avoid hits here
1381     */
1382     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1383     hit_with_arrow (trap, victim);
1384     goto leave;
1385 root 1.14
1386 root 1.23 case SPELL_EFFECT:
1387     apply_spell_effect (trap, victim);
1388     goto leave;
1389 root 1.14
1390 root 1.23 case TRAPDOOR:
1391     {
1392     int max, sound_was_played;
1393     object *ab, *ab_next;
1394 root 1.22
1395 root 1.23 if (!trap->value)
1396     {
1397     int tot;
1398 root 1.14
1399 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1400     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1401     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1402 root 1.14
1403 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1404     goto leave;
1405 root 1.22
1406 root 1.23 SET_ANIMATION (trap, trap->value);
1407     update_object (trap, UP_OBJ_FACE);
1408     }
1409 root 1.14
1410 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1411 root 1.22 {
1412 root 1.23 /* need to set this up, since if we do transfer the object,
1413     * ab->above would be bogus
1414     */
1415     ab_next = ab->above;
1416 root 1.14
1417 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1418 root 1.22 {
1419 root 1.23 if (!sound_was_played)
1420     {
1421     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1422     sound_was_played = 1;
1423     }
1424     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1425     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1426 root 1.14 }
1427     }
1428 root 1.22 goto leave;
1429 root 1.23 }
1430 root 1.14
1431    
1432 root 1.23 case CONVERTER:
1433     if (convert_item (victim, trap) < 0)
1434     {
1435     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1436 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1437     }
1438 root 1.14
1439 root 1.23 goto leave;
1440 root 1.14
1441 root 1.23 case TRIGGER_BUTTON:
1442     case TRIGGER_PEDESTAL:
1443     case TRIGGER_ALTAR:
1444     check_trigger (trap, victim);
1445     goto leave;
1446    
1447     case DEEP_SWAMP:
1448     walk_on_deep_swamp (trap, victim);
1449     goto leave;
1450    
1451     case CHECK_INV:
1452 elmex 1.46 check_inv (victim, trap);
1453 root 1.23 goto leave;
1454    
1455     case HOLE:
1456     /* Hole not open? */
1457     if (trap->stats.wc > 0)
1458 root 1.22 goto leave;
1459 root 1.14
1460 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1461     * Processing will happen if the head runs into the pit
1462     */
1463     if (victim->head)
1464 root 1.22 goto leave;
1465 root 1.14
1466 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1467     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1468     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1469     goto leave;
1470 root 1.14
1471 root 1.23 case EXIT:
1472     if (victim->type == PLAYER && EXIT_PATH (trap))
1473     {
1474     /* Basically, don't show exits leading to random maps the
1475     * players output.
1476     */
1477 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1478 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1479 root 1.55
1480     victim->enter_exit (trap);
1481 root 1.23 }
1482     goto leave;
1483 root 1.14
1484 root 1.23 case ENCOUNTER:
1485     /* may be some leftovers on this */
1486     goto leave;
1487    
1488     case SHOP_MAT:
1489     apply_shop_mat (trap, victim);
1490     goto leave;
1491    
1492     /* Drop a certain amount of gold, and have one item identified */
1493     case IDENTIFY_ALTAR:
1494     apply_id_altar (victim, trap, originator);
1495     goto leave;
1496    
1497     case SIGN:
1498     if (victim->type != PLAYER && trap->stats.food > 0)
1499 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1500 root 1.23
1501     apply_sign (victim, trap, 1);
1502     goto leave;
1503    
1504     case CONTAINER:
1505 root 1.68 apply_container (victim, trap);
1506 root 1.23 goto leave;
1507    
1508     case RUNE:
1509     case TRAP:
1510     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1511     {
1512     spring_trap (trap, victim);
1513     }
1514     goto leave;
1515 root 1.14
1516 root 1.23 default:
1517     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1518     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1519     goto leave;
1520 elmex 1.1 }
1521    
1522 root 1.22 leave:
1523     recursion_depth--;
1524 elmex 1.1 }
1525    
1526     /**
1527     * Handles reading a regular (ie not containing a spell) book.
1528     */
1529 root 1.22 static void
1530     apply_book (object *op, object *tmp)
1531 elmex 1.1 {
1532 root 1.22 int lev_diff;
1533     object *skill_ob;
1534    
1535     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1536     {
1537     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1538     return;
1539     }
1540     if (tmp->msg == NULL)
1541     {
1542     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1543     return;
1544     }
1545 elmex 1.1
1546 root 1.22 /* need a literacy skill to read stuff! */
1547     skill_ob = find_skill_by_name (op, tmp->skill);
1548     if (!skill_ob)
1549     {
1550     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1551 elmex 1.1 return;
1552     }
1553 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1554     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1555     {
1556     if (lev_diff < 2)
1557     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1558     else if (lev_diff < 3)
1559     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1560     else if (lev_diff < 5)
1561     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1562     else if (lev_diff < 8)
1563     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1564     else if (lev_diff < 15)
1565     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1566     else
1567     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1568 elmex 1.1 return;
1569     }
1570    
1571 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1572    
1573     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1574     msgType->message_type, msgType->message_subtype,
1575     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1576    
1577     /* gain xp from reading */
1578     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1579     { /* only if not read before */
1580     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1581    
1582     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1583     {
1584     /*exp_gain *= 2; because they just identified it too */
1585     SET_FLAG (tmp, FLAG_IDENTIFIED);
1586 root 1.41
1587 root 1.22 /* If in a container, update how it looks */
1588     if (tmp->env)
1589     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1590     else
1591 root 1.50 op->contr->ns->floorbox_update ();
1592 root 1.22 }
1593 root 1.41
1594 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1595     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1596 elmex 1.1 }
1597     }
1598    
1599     /**
1600     * Handles the applying of a skill scroll, calling learn_skill straight.
1601     * op is the person learning the skill, tmp is the skill scroll object
1602     */
1603 root 1.22 static void
1604     apply_skillscroll (object *op, object *tmp)
1605 elmex 1.1 {
1606 root 1.22 switch ((int) learn_skill (op, tmp))
1607     {
1608 root 1.24 case 0:
1609     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1610     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1611     return;
1612    
1613     case 1:
1614     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1615     decrease_ob (tmp);
1616     return;
1617 root 1.14
1618 root 1.24 default:
1619     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1620     decrease_ob (tmp);
1621     return;
1622 elmex 1.1 }
1623     }
1624    
1625     /**
1626     * Actually makes op learn spell.
1627     * Informs player of what happens.
1628     */
1629 root 1.22 void
1630     do_learn_spell (object *op, object *spell, int special_prayer)
1631 elmex 1.1 {
1632 root 1.22 object *tmp;
1633 elmex 1.1
1634 root 1.22 if (op->type != PLAYER)
1635     {
1636     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1637     return;
1638 elmex 1.1 }
1639    
1640 root 1.22 /* Upgrade special prayers to normal prayers */
1641     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1642     {
1643     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1644     {
1645     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1646     return;
1647 elmex 1.1 }
1648 root 1.22 return;
1649 elmex 1.1 }
1650    
1651 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1652 root 1.39 tmp = spell->clone ();
1653 root 1.22 insert_ob_in_ob (tmp, op);
1654    
1655     if (special_prayer)
1656 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1657 elmex 1.1
1658 root 1.22 esrv_add_spells (op->contr, tmp);
1659 elmex 1.1 }
1660    
1661     /**
1662     * Erases spell from player's inventory.
1663     */
1664 root 1.22 void
1665     do_forget_spell (object *op, const char *spell)
1666 elmex 1.1 {
1667 root 1.22 object *spob;
1668    
1669     if (op->type != PLAYER)
1670     {
1671     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1672     return;
1673     }
1674     if ((spob = check_spell_known (op, spell)) == NULL)
1675     {
1676     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1677     return;
1678     }
1679 elmex 1.1
1680 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1681     player_unready_range_ob (op->contr, spob);
1682     esrv_remove_spell (op->contr, spob);
1683 root 1.37 spob->destroy ();
1684 elmex 1.1 }
1685    
1686     /**
1687     * Handles player applying a spellbook.
1688     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1689     * stuff like that. Random learning failure too.
1690     */
1691 root 1.22 static void
1692     apply_spellbook (object *op, object *tmp)
1693 elmex 1.1 {
1694 root 1.22 object *skop, *spell, *spell_skill;
1695    
1696     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1697     {
1698     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1699     return;
1700     }
1701    
1702     /* artifact_spellbooks have 'slaying' field point to a spell name,
1703     * instead of having their spell stored in stats.sp. These are
1704     * legacy spellbooks
1705     */
1706 elmex 1.1
1707 root 1.22 if (tmp->slaying != NULL)
1708     {
1709     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1710     if (!spell)
1711     {
1712     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1713     return;
1714 root 1.14 }
1715 root 1.22 else
1716     insert_ob_in_ob (spell, tmp);
1717     tmp->slaying = NULL;
1718     }
1719    
1720     skop = find_skill_by_name (op, tmp->skill);
1721    
1722     /* need a literacy skill to learn spells. Also, having a literacy level
1723     * lower than the spell will make learning the spell more difficult */
1724     if (!skop)
1725     {
1726     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1727     return;
1728     }
1729    
1730     spell = tmp->inv;
1731 root 1.32
1732 root 1.22 if (!spell)
1733     {
1734     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1735     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1736     return;
1737     }
1738 root 1.31
1739 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1740 root 1.22 {
1741 root 1.32 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1742 root 1.22 return;
1743     }
1744    
1745     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1746    
1747     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1748     {
1749     identify (tmp);
1750 root 1.41
1751 root 1.22 if (tmp->env)
1752     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1753     else
1754 root 1.50 op->contr->ns->floorbox_update ();
1755 root 1.22 }
1756    
1757     /* I removed the check for special_prayer_mark here - it didn't make
1758     * a lot of sense - special prayers are not found in spellbooks, and
1759     * if the player doesn't know the spell, doesn't make a lot of sense that
1760     * they would have a special prayer mark.
1761     */
1762     if (check_spell_known (op, spell->name))
1763     {
1764     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1765     return;
1766 elmex 1.1 }
1767 root 1.22
1768     if (spell->skill)
1769     {
1770     spell_skill = find_skill_by_name (op, spell->skill);
1771 root 1.25
1772 root 1.22 if (!spell_skill)
1773     {
1774     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1775     return;
1776 root 1.14 }
1777 root 1.25
1778 root 1.22 if (spell_skill->level < spell->level)
1779     {
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1781     return;
1782 root 1.14 }
1783 elmex 1.1 }
1784    
1785 root 1.22 /* Logic as follows
1786     *
1787     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1788     *
1789     * 2- The learner's skill level in literacy adjusts the chance to learn
1790     * a spell.
1791     *
1792     * 3 -Automatically fail to learn if you read while confused
1793     *
1794     * Overall, chances are the same but a player will find having a high
1795     * literacy rate very useful! -b.t.
1796     */
1797     if (QUERY_FLAG (op, FLAG_CONFUSED))
1798     {
1799     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1800     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1801     }
1802     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1803     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1804     {
1805    
1806     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1807     do_learn_spell (op, spell, 0);
1808    
1809     /* xp gain to literacy for spell learning */
1810     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1811     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1812 elmex 1.1 }
1813 root 1.22 else
1814     {
1815     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1816     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1817     }
1818     decrease_ob (tmp);
1819 elmex 1.1 }
1820    
1821     /**
1822     * Handles applying a spell scroll.
1823     */
1824 root 1.22 void
1825     apply_scroll (object *op, object *tmp, int dir)
1826 elmex 1.1 {
1827 root 1.22 object *skop;
1828 elmex 1.1
1829 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1830     {
1831     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1832     return;
1833 elmex 1.1 }
1834    
1835 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1836     {
1837     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1838     return;
1839 elmex 1.1 }
1840    
1841 root 1.22 if (op->type == PLAYER)
1842     {
1843     /* players need a literacy skill to read stuff! */
1844     int exp_gain = 0;
1845 elmex 1.1
1846 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1847     * should go for anything killed by the spell.
1848     */
1849     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1850 elmex 1.1
1851 root 1.22 if (!skop)
1852     {
1853     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1854     return;
1855     }
1856 elmex 1.1
1857 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1858     change_exp (op, exp_gain, skop->skill, 0);
1859 elmex 1.1 }
1860    
1861 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1862     identify (tmp);
1863 elmex 1.1
1864 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1865 elmex 1.1
1866    
1867 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1868     decrease_ob (tmp);
1869 elmex 1.1 }
1870    
1871     /**
1872     * Applies a treasure object - by default, chest. op
1873     * is the person doing the applying, tmp is the treasure
1874     * chest.
1875     */
1876 root 1.22 static void
1877     apply_treasure (object *op, object *tmp)
1878 elmex 1.1 {
1879 root 1.22 object *treas;
1880    
1881    
1882     /* Nice side effect of new treasure creation method is that the treasure
1883     * for the chest is done when the chest is created, and put into the chest
1884     * inventory. So that when the chest burns up, the items still exist. Also
1885     * prevents people fromt moving chests to more difficult maps to get better
1886     * treasure
1887     */
1888    
1889     treas = tmp->inv;
1890     if (treas == NULL)
1891     {
1892     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1893     decrease_ob (tmp);
1894     return;
1895     }
1896     while (tmp->inv)
1897     {
1898     treas = tmp->inv;
1899 elmex 1.1
1900 root 1.36 treas->remove ();
1901 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1902 elmex 1.1
1903 root 1.22 treas->x = op->x;
1904     treas->y = op->y;
1905     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1906    
1907     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1908     spring_trap (treas, op);
1909 root 1.37
1910 root 1.22 /* If either player or container was destroyed, no need to do
1911     * further processing. I think this should be enclused with
1912     * spring trap above, as I don't think there is otherwise
1913     * any way for the treasure chest or player to get killed
1914     */
1915 root 1.29 if (op->destroyed () || tmp->destroyed ())
1916 root 1.22 break;
1917 elmex 1.1 }
1918    
1919 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1920 root 1.22 decrease_ob (tmp);
1921 elmex 1.1
1922     }
1923    
1924     /**
1925     * op eats food.
1926     * If player, takes care of messages and dragon special food.
1927     */
1928 root 1.22 static void
1929     apply_food (object *op, object *tmp)
1930 elmex 1.1 {
1931 root 1.22 int capacity_remaining;
1932 elmex 1.1
1933 root 1.22 if (op->type != PLAYER)
1934     op->stats.hp = op->stats.maxhp;
1935     else
1936     {
1937 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1938 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 root 1.14 ;
1940 root 1.22 else
1941     {
1942     /* usual case - no dragon meal: */
1943     if (op->stats.food + tmp->stats.food > 999)
1944     {
1945     if (tmp->type == FOOD || tmp->type == FLESH)
1946     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1947     else
1948     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1949     }
1950    
1951     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1952     {
1953     char buf[MAX_BUF];
1954    
1955     if (!is_dragon_pl (op))
1956     {
1957     /* eating message for normal players */
1958     if (tmp->type == DRINK)
1959     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1960     else
1961     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1962     }
1963     else
1964     {
1965     /* eating message for dragon players */
1966     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1967     }
1968    
1969     new_draw_info (NDI_UNIQUE, 0, op, buf);
1970     capacity_remaining = 999 - op->stats.food;
1971     op->stats.food += tmp->stats.food;
1972     if (capacity_remaining < tmp->stats.food)
1973     op->stats.hp += capacity_remaining / 50;
1974     else
1975     op->stats.hp += tmp->stats.food / 50;
1976     if (op->stats.hp > op->stats.maxhp)
1977     op->stats.hp = op->stats.maxhp;
1978     if (op->stats.food > 999)
1979     op->stats.food = 999;
1980     }
1981 root 1.14
1982 root 1.22 /* special food hack -b.t. */
1983     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1984     eat_special_food (op, tmp);
1985     }
1986 elmex 1.1 }
1987 root 1.22 handle_apply_yield (tmp);
1988     decrease_ob (tmp);
1989 elmex 1.1 }
1990    
1991     /**
1992     * A dragon is eating some flesh. If the flesh contains resistances,
1993     * there is a chance for the dragon's skin to get improved.
1994     *
1995     * attributes:
1996     * object *op the object (dragon player) eating the flesh
1997     * object *meal the flesh item, getting chewed in dragon's mouth
1998     * return:
1999     * int 1 if eating successful, 0 if it doesn't work
2000     */
2001 root 1.22 int
2002     dragon_eat_flesh (object *op, object *meal)
2003     {
2004     object *skin = NULL; /* pointer to dragon skin force */
2005     object *abil = NULL; /* pointer to dragon ability force */
2006     object *tmp = NULL; /* tmp. object */
2007    
2008 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2009     double chance; /* improvement-chance of one resistance type */
2010 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2011     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2012     double mbonus = 0; /* monster bonus */
2013 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2014 root 1.22 int winners = 0; /* number of winners */
2015 elmex 1.1 int i; /* index */
2016 root 1.22
2017 elmex 1.1 /* let's make sure and doublecheck the parameters */
2018 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2019 elmex 1.1 return 0;
2020 root 1.22
2021 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2022     from the player's inventory */
2023 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2024     shstr_cmp dragon_skin_force ("dragon_skin_force");
2025    
2026     for (tmp = op->inv; tmp; tmp = tmp->below)
2027     if (tmp->type == FORCE)
2028     if (tmp->arch->name == dragon_skin_force)
2029     skin = tmp;
2030     else if (tmp->arch->name == dragon_ability_force)
2031     abil = tmp;
2032 root 1.22
2033 elmex 1.1 /* if either skin or ability are missing, this is an old player
2034     which is not to be considered a dragon -> bail out */
2035 root 1.22 if (skin == NULL || abil == NULL)
2036     return 0;
2037    
2038 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2039 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2040 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2041     else
2042 root 1.22 op->stats.hp += meal->stats.food / 50;
2043     if (op->stats.hp > op->stats.maxhp)
2044     op->stats.hp = op->stats.maxhp;
2045    
2046     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2047    
2048     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2049    
2050 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2051 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2052     {
2053     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2054     {
2055     /* got positive resistance, now calculate improvement chance (0-100) */
2056    
2057     /* this bonus makes resistance increase easier at lower levels */
2058     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2059     if (i == abil->stats.exp)
2060     bonus += 5; /* additional bonus for resistance of ability-focus */
2061    
2062     /* monster bonus increases with level, because high-level
2063     flesh is too rare */
2064     mbonus = op->level * 20. / ((double) settings.max_level);
2065    
2066     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2067     ((double) settings.max_level)) - skin->resist[i];
2068    
2069     if (chance >= 0.)
2070     chance += 1.;
2071     else
2072     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2073    
2074     /* chance is proportional to amount of resistance (max. 50) */
2075     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2076    
2077     /* doubled chance for resistance of ability-focus */
2078     if (i == abil->stats.exp)
2079     chance = MIN (100., chance * 2.);
2080    
2081     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2082 root 1.62 if (rndm (10000) < (int) (chance * 100))
2083 root 1.22 {
2084     atnr_winner[winners] = i;
2085     winners++;
2086     }
2087    
2088     if (chance >= 0.01)
2089     totalchance *= 1 - chance / 100;
2090    
2091     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2092     }
2093 elmex 1.1 }
2094 root 1.22
2095 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2096 root 1.22 totalchance = 100 - totalchance * 100;
2097 elmex 1.1 /* print message according to totalchance */
2098     if (totalchance > 50.)
2099 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2100 elmex 1.1 else if (totalchance > 10.)
2101 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2102 elmex 1.1 else if (totalchance > 1.)
2103 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2104 elmex 1.1 else if (totalchance > 0.1)
2105 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2106 elmex 1.1 else if (totalchance >= 0.01)
2107 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2108     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2109     sprintf (buf, "The %s tasted strange.", &meal->name);
2110     else
2111     sprintf (buf, "The %s had no taste.", &meal->name);
2112     new_draw_info (NDI_UNIQUE, 0, op, buf);
2113    
2114 elmex 1.1 /* now choose a winner if we have any */
2115     i = -1;
2116 root 1.22 if (winners > 0)
2117     i = atnr_winner[RANDOM () % winners];
2118    
2119     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2120     {
2121     /* resistance increased! */
2122     skin->resist[i]++;
2123 root 1.51 op->update_stats ();
2124 root 1.22
2125     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2126     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2127     }
2128    
2129 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2130     into the ability_force and it will take effect on next level */
2131 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2132     {
2133     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2134    
2135     if (meal->last_eat != abil->stats.exp)
2136     {
2137     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2138     new_draw_info (NDI_UNIQUE, 0, op, buf);
2139     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2140     new_draw_info (NDI_UNIQUE, 0, op, buf);
2141     }
2142     else
2143     {
2144     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2145     new_draw_info (NDI_UNIQUE, 0, op, buf);
2146     abil->last_eat = 0;
2147     }
2148 elmex 1.1 }
2149     return 1;
2150     }
2151    
2152     /**
2153     * Handles applying an improve armor scroll.
2154     * Does some sanity checks, then calls improve_armour.
2155     */
2156 root 1.22 static void
2157     apply_armour_improver (object *op, object *tmp)
2158 elmex 1.1 {
2159 root 1.22 object *armor;
2160 elmex 1.1
2161 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2162     {
2163     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2164     return;
2165 elmex 1.1 }
2166 root 1.51
2167 root 1.22 armor = find_marked_object (op);
2168 root 1.51
2169 root 1.22 if (!armor)
2170     {
2171     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2172 elmex 1.1 return;
2173     }
2174 root 1.51
2175 root 1.22 if (armor->type != ARMOUR
2176     && armor->type != CLOAK
2177     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2178 elmex 1.1 {
2179 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2180     return;
2181 elmex 1.1 }
2182    
2183 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2184     improve_armour (op, tmp, armor);
2185 elmex 1.1 }
2186    
2187 root 1.22 extern void
2188     apply_poison (object *op, object *tmp)
2189 elmex 1.1 {
2190 root 1.22 if (op->type == PLAYER)
2191     {
2192     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2193     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2194     strcpy (op->contr->killer, "poisonous booze");
2195 elmex 1.1 }
2196 root 1.22 if (tmp->stats.hp > 0)
2197     {
2198     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2199     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2200 elmex 1.1 }
2201 root 1.22 op->stats.food -= op->stats.food / 4;
2202     handle_apply_yield (tmp);
2203     decrease_ob (tmp);
2204 elmex 1.1 }
2205    
2206     /**
2207 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2208 elmex 1.1 * A valid 2 way exit means:
2209     * -You can come back (there is another exit at the other side)
2210     * -You are
2211 root 1.44 * ° the owner of the exit
2212     * ° or in the same party as the owner
2213 elmex 1.1 *
2214     * Note: a owner in a 2 way exit is saved as the owner's name
2215     * in the field exit->name cause the field exit->owner doesn't
2216     * survive in the swapping (in fact the whole exit doesn't survive).
2217     */
2218 root 1.22 int
2219     is_legal_2ways_exit (object *op, object *exit)
2220     {
2221     if (exit->stats.exp != 1)
2222     return 1; /*This is not a 2 way, so it is legal */
2223 root 1.52
2224 root 1.55 #if 0 //TODO
2225 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2226     return 0; /* This is a reset town portal */
2227 root 1.55 #endif
2228    
2229 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2230 root 1.52
2231 root 1.22 if (exitmap)
2232     {
2233 root 1.58 exitmap->load_sync ();
2234    
2235     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2236 root 1.52
2237 root 1.22 if (!tmp)
2238     return 0;
2239 root 1.52
2240 root 1.58 for (; tmp; tmp = tmp->above)
2241 root 1.22 {
2242     if (tmp->type != EXIT)
2243     continue; /*Not an exit */
2244 root 1.52
2245 root 1.22 if (!EXIT_PATH (tmp))
2246     continue; /*Not a valid exit */
2247 root 1.52
2248 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2249     continue; /*Not in the same place */
2250 root 1.52
2251 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2252 root 1.22 continue; /*Not in the same map */
2253    
2254     /* From here we have found the exit is valid. However we do
2255     * here the check of the exit owner. It is important for the
2256     * town portals to prevent strangers from visiting your appartments
2257     */
2258     if (!exit->race)
2259     return 1; /*No owner, free for all! */
2260 root 1.52
2261 root 1.58 object *exit_owner = 0;
2262 root 1.52
2263     for_all_players (pp)
2264 root 1.22 {
2265     if (!pp->ob)
2266     continue;
2267 root 1.52
2268 root 1.22 if (pp->ob->name != exit->race)
2269     continue;
2270 root 1.52
2271 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2272     break;
2273     }
2274 root 1.52
2275 root 1.22 if (!exit_owner)
2276     return 0; /* No more owner */
2277 root 1.52
2278 root 1.22 if (exit_owner->contr == op->contr)
2279     return 1; /*It is your exit */
2280 root 1.52
2281 root 1.22 if (exit_owner && /*There is a owner */
2282     (op->contr) && /*A player tries to pass */
2283     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2284     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2285     return 0;
2286 root 1.52
2287 root 1.22 return 1;
2288     }
2289     }
2290 root 1.52
2291 root 1.22 return 0;
2292     }
2293 elmex 1.1
2294    
2295     /**
2296     * Main apply handler.
2297     *
2298     * Checks for unpaid items before applying.
2299     *
2300     * Return value:
2301     * 0: player or monster can't apply objects of that type
2302     * 1: has been applied, or there was an error applying the object
2303     * 2: objects of that type can't be applied if not in inventory
2304     *
2305     * op is the object that is causing object to be applied, tmp is the object
2306     * being applied.
2307     *
2308     * aflag is special (always apply/unapply) flags. Nothing is done with
2309     * them in this function - they are passed to apply_special
2310     */
2311    
2312 root 1.22 int
2313     manual_apply (object *op, object *tmp, int aflag)
2314 elmex 1.1 {
2315 root 1.22 if (tmp->head)
2316     tmp = tmp->head;
2317 elmex 1.1
2318 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2319     {
2320     if (op->type == PLAYER)
2321     {
2322     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2323     return 1;
2324     }
2325     else
2326 root 1.51 return 0; /* monsters just skip unpaid items */
2327 elmex 1.1 }
2328    
2329 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2330     return RESULT_INT (0);
2331 root 1.8
2332 root 1.22 switch (tmp->type)
2333     {
2334 root 1.24 case CF_HANDLE:
2335     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2336     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2337     tmp->value = tmp->value ? 0 : 1;
2338     SET_ANIMATION (tmp, tmp->value);
2339     update_object (tmp, UP_OBJ_FACE);
2340     push_button (tmp);
2341     return 1;
2342 root 1.14
2343 root 1.24 case TRIGGER:
2344     if (check_trigger (tmp, op))
2345     {
2346     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2347     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2348     }
2349     else
2350 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2351    
2352 root 1.24 return 1;
2353 root 1.14
2354 root 1.24 case EXIT:
2355     if (op->type != PLAYER)
2356     return 0;
2357 root 1.57
2358 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2359     {
2360     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2361     }
2362     else
2363     {
2364     /* Don't display messages for random maps. */
2365 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367 root 1.57
2368 root 1.55 op->enter_exit (tmp);
2369 root 1.24 }
2370     return 1;
2371 root 1.14
2372 root 1.24 case SIGN:
2373     apply_sign (op, tmp, 0);
2374     return 1;
2375 root 1.14
2376 root 1.24 case BOOK:
2377     if (op->type == PLAYER)
2378     {
2379     apply_book (op, tmp);
2380     return 1;
2381     }
2382     else
2383     {
2384     return 0;
2385     }
2386 root 1.14
2387 root 1.24 case SKILLSCROLL:
2388     if (op->type == PLAYER)
2389     {
2390     apply_skillscroll (op, tmp);
2391     return 1;
2392     }
2393     return 0;
2394 root 1.14
2395 root 1.24 case SPELLBOOK:
2396     if (op->type == PLAYER)
2397     {
2398     apply_spellbook (op, tmp);
2399     return 1;
2400     }
2401     return 0;
2402 root 1.14
2403 root 1.24 case SCROLL:
2404     apply_scroll (op, tmp, 0);
2405     return 1;
2406 root 1.14
2407 root 1.24 case POTION:
2408     (void) apply_potion (op, tmp);
2409     return 1;
2410 root 1.14
2411 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2412 root 1.68 //TODO: remove, as it is unsed?
2413 root 1.24 case CLOSE_CON:
2414 root 1.68 apply_container (op, tmp->env);
2415 root 1.24 return 1;
2416 root 1.14
2417 root 1.24 case CONTAINER:
2418 root 1.68 apply_container (op, tmp);
2419 root 1.24 return 1;
2420 root 1.14
2421 root 1.24 case TREASURE:
2422     if (op->type == PLAYER)
2423     {
2424     apply_treasure (op, tmp);
2425     return 1;
2426     }
2427     else
2428 root 1.68 return 0;
2429 root 1.14
2430 root 1.24 case WEAPON:
2431     case ARMOUR:
2432     case BOOTS:
2433     case GLOVES:
2434     case AMULET:
2435     case GIRDLE:
2436     case BRACERS:
2437     case SHIELD:
2438     case HELMET:
2439     case RING:
2440     case CLOAK:
2441     case WAND:
2442     case ROD:
2443     case HORN:
2444     case SKILL:
2445     case BOW:
2446     case LAMP:
2447     case BUILDER:
2448     case SKILL_TOOL:
2449     if (tmp->env != op)
2450     return 2; /* not in inventory */
2451     (void) apply_special (op, tmp, aflag);
2452     return 1;
2453 root 1.14
2454 root 1.24 case DRINK:
2455     case FOOD:
2456     case FLESH:
2457     apply_food (op, tmp);
2458     return 1;
2459 root 1.14
2460 root 1.24 case POISON:
2461     apply_poison (op, tmp);
2462     return 1;
2463 root 1.14
2464 root 1.24 case SAVEBED:
2465 root 1.51 return 1;
2466 root 1.14
2467 root 1.24 case ARMOUR_IMPROVER:
2468     if (op->type == PLAYER)
2469     {
2470     apply_armour_improver (op, tmp);
2471     return 1;
2472     }
2473     else
2474 root 1.51 return 0;
2475 root 1.14
2476 root 1.24 case WEAPON_IMPROVER:
2477     (void) check_improve_weapon (op, tmp);
2478     return 1;
2479 root 1.14
2480 root 1.24 case CLOCK:
2481     if (op->type == PLAYER)
2482     {
2483     char buf[MAX_BUF];
2484     timeofday_t tod;
2485 root 1.22
2486 root 1.24 get_tod (&tod);
2487     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2488     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2489     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2490     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2491     new_draw_info (NDI_UNIQUE, 0, op, buf);
2492     return 1;
2493     }
2494     else
2495     {
2496     return 0;
2497     }
2498 root 1.14
2499 root 1.24 case MENU:
2500     if (op->type == PLAYER)
2501     {
2502     shop_listing (op);
2503     return 1;
2504     }
2505     else
2506     {
2507     return 0;
2508     }
2509 elmex 1.1
2510 root 1.24 case POWER_CRYSTAL:
2511     apply_power_crystal (op, tmp); /* see egoitem.c */
2512     return 1;
2513 root 1.14
2514 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2515     if (op->type == PLAYER)
2516     {
2517     apply_lighter (op, tmp);
2518     return 1;
2519     }
2520     else
2521     {
2522     return 0;
2523     }
2524 root 1.14
2525 root 1.24 case ITEM_TRANSFORMER:
2526     apply_item_transformer (op, tmp);
2527     return 1;
2528 root 1.14
2529 root 1.24 default:
2530     return 0;
2531 elmex 1.1 }
2532     }
2533    
2534    
2535     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2536     * messages as needed by player_apply_below(). But there can still be
2537     * "but you are floating high above the ground" messages.
2538     *
2539     * Same return value as apply() function.
2540     */
2541 root 1.22 int
2542     player_apply (object *pl, object *op, int aflag, int quiet)
2543 elmex 1.1 {
2544 root 1.22 int tmp;
2545 elmex 1.1
2546 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2547     {
2548     /* player is flying and applying object not in inventory */
2549     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2550     {
2551     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2552     return 0;
2553 root 1.14 }
2554 elmex 1.1 }
2555    
2556 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2557     * applied.
2558     */
2559     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2560     {
2561     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2562     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2563     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2564 root 1.37 op->destroy ();
2565 root 1.22 return 1;
2566 elmex 1.1 }
2567    
2568 root 1.22 pl->contr->last_used = op;
2569 elmex 1.1
2570 root 1.22 tmp = manual_apply (pl, op, aflag);
2571     if (!quiet)
2572     {
2573     if (tmp == 0)
2574     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2575     else if (tmp == 2)
2576     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2577 elmex 1.1 }
2578 root 1.22 return tmp;
2579 elmex 1.1 }
2580    
2581     /**
2582     * player_apply_below attempts to apply the object 'below' the player.
2583     * If the player has an open container, we use that for below, otherwise
2584     * we use the ground.
2585     */
2586    
2587 root 1.22 void
2588     player_apply_below (object *pl)
2589 elmex 1.1 {
2590 root 1.68 int floors = 0;
2591 root 1.22
2592     /* If using a container, set the starting item to be the top
2593     * item in the container. Otherwise, use the map.
2594 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2595 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2596     * next object in the stack before applying. This is can only be a
2597     * problem if player_apply() has a bug in that it uses the object but does
2598     * not return a proper value.
2599     */
2600 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2601 root 1.22 {
2602     next = tmp->below;
2603 root 1.68
2604 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2605     floors++;
2606     else if (floors > 0)
2607     return; /* process only floor objects after first floor object */
2608    
2609     /* If it is visible, player can apply it. If it is applied by
2610     * person moving on it, also activate. Added code to make it
2611     * so that at least one of players movement types be that which
2612     * the item needs.
2613     */
2614     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2615     {
2616     if (player_apply (pl, tmp, 0, 1) == 1)
2617     return;
2618 elmex 1.1 }
2619 root 1.22 if (floors >= 2)
2620     return; /* process at most two floor objects */
2621 elmex 1.1 }
2622     }
2623    
2624     /**
2625     * Unapplies specified item.
2626     * No check done on cursed/damned.
2627     * Break this out of apply_special - this is just done
2628     * to keep the size of apply_special to a more managable size.
2629     */
2630 root 1.22 static int
2631     unapply_special (object *who, object *op, int aflags)
2632 elmex 1.1 {
2633 root 1.22 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2634     return RESULT_INT (0);
2635 root 1.12
2636 root 1.22 object *tmp2;
2637 elmex 1.1
2638 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2639     switch (op->type)
2640     {
2641 root 1.24 case WEAPON:
2642     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 elmex 1.1
2644 root 1.24 (void) change_abil (who, op);
2645     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2646     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2647     clear_skill (who);
2648     break;
2649 root 1.14
2650 root 1.24 case SKILL: /* allows objects to impart skills */
2651     case SKILL_TOOL:
2652     if (op != who->chosen_skill)
2653     {
2654     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2655     }
2656     if (who->type == PLAYER)
2657     {
2658     if (who->contr->shoottype == range_skill)
2659     who->contr->shoottype = range_none;
2660     if (!op->invisible)
2661     {
2662     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2663     }
2664     else
2665     {
2666     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2667     }
2668     }
2669     (void) change_abil (who, op);
2670     who->chosen_skill = NULL;
2671     CLEAR_FLAG (who, FLAG_READY_SKILL);
2672     break;
2673 root 1.14
2674 root 1.24 case ARMOUR:
2675     case HELMET:
2676     case SHIELD:
2677     case RING:
2678     case BOOTS:
2679     case GLOVES:
2680     case AMULET:
2681     case GIRDLE:
2682     case BRACERS:
2683     case CLOAK:
2684     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2685     (void) change_abil (who, op);
2686     break;
2687     case LAMP:
2688     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2689     tmp2 = arch_to_object (op->other_arch);
2690     tmp2->x = op->x;
2691     tmp2->y = op->y;
2692     tmp2->map = op->map;
2693     tmp2->below = op->below;
2694     tmp2->above = op->above;
2695     tmp2->stats.food = op->stats.food;
2696     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2697 root 1.29
2698 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2699     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2700 root 1.29
2701 root 1.24 if (who->type == PLAYER)
2702 root 1.29 esrv_del_item (who->contr, op->count);
2703    
2704 root 1.37 op->destroy ();
2705 root 1.24 insert_ob_in_ob (tmp2, who);
2706 root 1.51 who->update_stats ();
2707 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2708     {
2709     if (who->type == PLAYER)
2710     {
2711     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2712     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2713     }
2714     }
2715     if (who->type == PLAYER)
2716     esrv_send_item (who, tmp2);
2717     return 1; /* otherwise, an attempt to drop causes problems */
2718     break;
2719     case BOW:
2720     case WAND:
2721     case ROD:
2722     case HORN:
2723     clear_skill (who);
2724     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2725     if (who->type == PLAYER)
2726     {
2727     who->contr->shoottype = range_none;
2728     }
2729     else
2730     {
2731     if (op->type == BOW)
2732     CLEAR_FLAG (who, FLAG_READY_BOW);
2733     else
2734     CLEAR_FLAG (who, FLAG_READY_RANGE);
2735     }
2736     break;
2737 elmex 1.1
2738 root 1.24 case BUILDER:
2739     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2740     who->contr->shoottype = range_none;
2741     who->contr->ranges[range_builder] = NULL;
2742     break;
2743 elmex 1.1
2744 root 1.24 default:
2745     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2746     break;
2747 elmex 1.1 }
2748    
2749 root 1.51 who->update_stats ();
2750 elmex 1.1
2751 root 1.22 if (!(aflags & AP_NO_MERGE))
2752     {
2753     object *tmp;
2754    
2755     tmp = merge_ob (op, NULL);
2756     if (who->type == PLAYER)
2757     {
2758     if (tmp)
2759     { /* it was merged */
2760 root 1.29 esrv_del_item (who->contr, op->count);
2761 root 1.22 op = tmp;
2762 elmex 1.1 }
2763 root 1.29
2764 root 1.22 esrv_send_item (who, op);
2765 root 1.14 }
2766 elmex 1.1 }
2767 root 1.22 return 0;
2768 elmex 1.1 }
2769    
2770     /**
2771     * Returns the object that is using location 'loc'.
2772     * Note that 'start' is the first object to start examing - we
2773     * then go through the below of this. In this way, you can do
2774     * something like:
2775     * tmp = get_item_from_body_location(who->inv, 1);
2776     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2777     * to find the second object that may use this location, etc.
2778     * Returns NULL if no match is found.
2779     * loc is the index into the array we are looking for a match.
2780     * don't return invisible objects unless they are skill objects
2781     * invisible other objects that use
2782     * up body locations can be used as restrictions.
2783     */
2784 root 1.22 object *
2785     get_item_from_body_location (object *start, int loc)
2786 elmex 1.1 {
2787 root 1.22 object *tmp;
2788 elmex 1.1
2789 root 1.22 if (!start)
2790     return NULL;
2791 elmex 1.1
2792 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
2793     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2794     return tmp;
2795 elmex 1.1
2796 root 1.22 return NULL;
2797 elmex 1.1 }
2798    
2799    
2800    
2801     /**
2802     * 'op' wants to apply an object, but can't because of other equipment.
2803     * This should only be called when it is known
2804     * that there are objects to unapply. This makes pretty heavy
2805     * use of get_item_from_body_location. It makes no intelligent choice
2806     * on objects - rather, the first that is matched is used.
2807     * Returns 0 on success, returns 1 if there is some problem.
2808     * if aflags is AP_PRINT, we instead print out waht to unapply
2809     * instead of doing it. This is a lot less code than having
2810     * another function that does just that.
2811     */
2812 root 1.22 int
2813     unapply_for_ob (object *who, object *op, int aflags)
2814 elmex 1.1 {
2815 root 1.22 int i;
2816     object *tmp = NULL, *last;
2817 elmex 1.1
2818 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
2819     * or weapons first - only allowed to use one weapon/shield at a time.
2820     */
2821     if (op->type == WEAPON || op->type == SHIELD)
2822     {
2823     for (tmp = who->inv; tmp; tmp = tmp->below)
2824     {
2825     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2826     {
2827     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2828     {
2829     if (aflags & AP_PRINT)
2830     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2831     else
2832     unapply_special (who, tmp, aflags);
2833     }
2834     else
2835     {
2836     /* In this case, we want to try and remove a cursed item.
2837     * While we know it won't work, we want unapply_special to
2838     * at least generate the message.
2839     */
2840     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2841     return 1;
2842 root 1.14 }
2843 elmex 1.1
2844 root 1.14 }
2845     }
2846 elmex 1.1 }
2847    
2848 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2849     {
2850     /* this used up a slot that we need to free */
2851     if (op->body_info[i])
2852     {
2853     last = who->inv;
2854 root 1.14
2855 root 1.22 /* We do a while loop - may need to remove several items in order
2856     * to free up enough slots.
2857     */
2858     while ((who->body_used[i] + op->body_info[i]) < 0)
2859     {
2860     tmp = get_item_from_body_location (last, i);
2861     if (!tmp)
2862     {
2863 elmex 1.1 #if 0
2864 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2865     * equipped.
2866     */
2867     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2868 elmex 1.1 #endif
2869 root 1.22 return 1;
2870     }
2871     /* If we are just printing, we don't care about cursed status */
2872     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873     {
2874     if (aflags & AP_PRINT)
2875     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2876     else
2877     unapply_special (who, tmp, aflags);
2878 root 1.14 }
2879 root 1.22 else
2880     {
2881     /* Cursed item that we can't unequip - tell the player.
2882     * Note this could be annoying if this is just one of a few,
2883     * so it may not be critical (eg, putting on a ring and you have
2884     * one cursed ring.)
2885     */
2886     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2887 root 1.14 }
2888 root 1.22 last = tmp->below;
2889 root 1.14 }
2890 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2891     * return in the !tmp would have kicked in.
2892     */
2893     } /* if op is using this body location */
2894     } /* for body lcoations */
2895     return 0;
2896 elmex 1.1 }
2897    
2898     /**
2899     * Checks to see if 'who' can apply object 'op'.
2900     * Returns 0 if apply can be done without anything special.
2901     * Otherwise returns a bitmask - potentially several of these may be
2902     * set, but largely depends on circumstance - in the future, processing
2903     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2904     * is set, do we really are what the other flags may be?)
2905     *
2906     * See include/define.h for detailed description of the meaning of
2907     * these return values.
2908     */
2909 root 1.22 int
2910     can_apply_object (object *who, object *op)
2911 elmex 1.1 {
2912 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2913     return RESULT_INT (0);
2914    
2915     int i, retval = 0;
2916     object *tmp = NULL, *ws = NULL;
2917    
2918     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2919     * 2 weapons, but we don't want to let them do that. So if they are
2920     * trying to equip a weapon or shield, see if they already have one
2921     * in place and store that way.
2922     */
2923     if (op->type == WEAPON || op->type == SHIELD)
2924     {
2925     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2926     {
2927     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2928     {
2929     retval = CAN_APPLY_UNAPPLY;
2930     ws = tmp;
2931 root 1.14 }
2932     }
2933 elmex 1.1 }
2934 root 1.14
2935    
2936 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2937     {
2938     if (op->body_info[i])
2939     {
2940     /* Item uses more slots than we have */
2941     if (FABS (op->body_info[i]) > who->body_info[i])
2942     {
2943     /* Could return now for efficiently - rest of info below isn'
2944     * really needed.
2945     */
2946     retval |= CAN_APPLY_NEVER;
2947     }
2948     else if ((who->body_used[i] + op->body_info[i]) < 0)
2949     {
2950     /* in this case, equipping this would use more free spots than
2951     * we have.
2952     */
2953     object *tmp1;
2954    
2955 elmex 1.1
2956 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2957     * enough slots to equip the new item, then just set this can
2958     * continue. We don't care about the logic below - if you have
2959     * shield equipped and try to equip another shield, there is only
2960     * one choice. However, the check for the number of body locations
2961     * does take into the account cases where what is being applied
2962     * may be two handed for example.
2963     */
2964     if (ws)
2965     {
2966     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2967     {
2968     retval |= CAN_APPLY_UNAPPLY;
2969     continue;
2970     }
2971     }
2972    
2973     tmp1 = get_item_from_body_location (who->inv, i);
2974     if (!tmp1)
2975     {
2976 elmex 1.1 #if 0
2977 root 1.22 /* This is sort of an error, but happens a lot when old players
2978     * join in with more stuff equipped than they are now allowed.
2979     */
2980     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2981 elmex 1.1 #endif
2982 root 1.22 retval |= CAN_APPLY_NEVER;
2983     }
2984     else
2985     {
2986     /* need to unapply something. However, if this something
2987     * is different than we had found before, it means they need
2988     * to apply multiple objects
2989     */
2990     retval |= CAN_APPLY_UNAPPLY;
2991     if (!tmp)
2992     tmp = tmp1;
2993     else if (tmp != tmp1)
2994     {
2995     retval |= CAN_APPLY_UNAPPLY_MULT;
2996 root 1.14 }
2997 root 1.22 /* This object isn't using up all the slots, so there must
2998     * be another. If so, and it the new item doesn't need all
2999     * the slots, the player then has a choice.
3000     */
3001     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3002     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3003    
3004     /* Does unequippint 'tmp1' free up enough slots for this to be
3005     * equipped? If not, there must be something else to unapply.
3006     */
3007     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3008     retval |= CAN_APPLY_UNAPPLY_MULT;
3009    
3010     }
3011     } /* if not enough free slots */
3012     } /* if this object uses location i */
3013     } /* for i -> num_body_locations loop */
3014    
3015     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3016     * really be controlled by use of body locations. We do have
3017     * the weapon/shield checks, and the range checks for monsters,
3018     * because you can't control those just by body location - bows, shields,
3019     * and weapons all use the same slot. Similar for horn/rod/wand - they
3020     * all use the same location.
3021     */
3022     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3023     retval |= CAN_APPLY_RESTRICTION;
3024     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3025     retval |= CAN_APPLY_RESTRICTION;
3026    
3027    
3028     if (who->type != PLAYER)
3029     {
3030     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3031 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3032 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3033     retval |= CAN_APPLY_RESTRICTION;
3034     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3035     retval |= CAN_APPLY_RESTRICTION;
3036     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3037 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3038 elmex 1.1 }
3039 root 1.22 return retval;
3040 elmex 1.1 }
3041    
3042 root 1.22
3043 elmex 1.1
3044     /**
3045     * who is the object using the object. It can be a monster.
3046     * op is the object they are using. op is an equipment type item,
3047     * eg, one which you put on and keep on for a while, and not something
3048     * like a potion or scroll.
3049     *
3050     * function returns 1 if the action could not be completed, 0 on
3051     * success. However, success is a matter of meaning - if the
3052     * user passes the 'apply' flag to an object already applied,
3053     * nothing is done, and 0 is returned.
3054     *
3055     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3056     * AP_UNAPPLY=always unapply).
3057     *
3058     * Optional flags:
3059     * AP_NO_MERGE: don't merge an unapplied object with other objects
3060     * AP_IGNORE_CURSE: unapply cursed items
3061     *
3062     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3063     *
3064     * apply_special() doesn't check for unpaid items.
3065     */
3066 root 1.22 int
3067     apply_special (object *who, object *op, int aflags)
3068 elmex 1.1 {
3069 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3070     object *tmp, *tmp2, *skop = NULL;
3071     int i;
3072 elmex 1.1
3073 root 1.22 if (who == NULL)
3074     {
3075     LOG (llevError, "apply_special() from object without environment.\n");
3076     return 1;
3077 elmex 1.1 }
3078    
3079 root 1.22 if (op->env != who)
3080     return 1; /* op is not in inventory */
3081 elmex 1.1
3082 root 1.22 /* trying to unequip op */
3083     if (QUERY_FLAG (op, FLAG_APPLIED))
3084     {
3085     /* always apply, so no reason to unapply */
3086     if (basic_flag == AP_APPLY)
3087     return 0;
3088    
3089     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3090     {
3091     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3092     return 1;
3093 root 1.14 }
3094 root 1.22 return unapply_special (who, op, aflags);
3095 elmex 1.1 }
3096    
3097 root 1.22 if (basic_flag == AP_UNAPPLY)
3098     return 0;
3099 elmex 1.1
3100 root 1.22 i = can_apply_object (who, op);
3101 elmex 1.1
3102 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3103     if (i)
3104     {
3105     if (i & CAN_APPLY_NEVER)
3106     {
3107     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3108     return 1;
3109     }
3110     else if (i & CAN_APPLY_RESTRICTION)
3111     {
3112     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3113     return 1;
3114     }
3115     if (who->type != PLAYER)
3116     {
3117     /* Some error, so don't try to equip something more */
3118     if (unapply_for_ob (who, op, aflags))
3119 root 1.14 return 1;
3120     }
3121 root 1.22 else
3122     {
3123     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3124     {
3125 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3126 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3127     return 1;
3128     }
3129     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3130     {
3131     i = unapply_for_ob (who, op, aflags);
3132     if (i)
3133 root 1.14 return 1;
3134     }
3135     }
3136 elmex 1.1 }
3137 root 1.55
3138 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139     {
3140     skop = find_skill_by_name (who, op->skill);
3141     if (!skop)
3142     {
3143     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3144     return 1;
3145     }
3146     else
3147     {
3148     /* While experience will be credited properly, we want to change the
3149     * skill so that the dam and wc get updated
3150     */
3151     change_skill (who, skop, 0);
3152 root 1.14 }
3153 elmex 1.1 }
3154 root 1.22
3155     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3156     {
3157     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3158     return 1;
3159 elmex 1.1 }
3160    
3161 root 1.12
3162 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3163     * Note that we don't have the checks for can_use_...
3164     * below - that is already taken care of by can_apply_object.
3165     */
3166    
3167    
3168     if (op->nrof > 1)
3169     tmp = get_split_ob (op, op->nrof - 1);
3170     else
3171     tmp = NULL;
3172    
3173     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174     return RESULT_INT (0);
3175    
3176     switch (op->type)
3177     {
3178 root 1.24 case WEAPON:
3179     if (!check_weapon_power (who, op->last_eat))
3180     {
3181     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3182     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3183     if (tmp != NULL)
3184     (void) insert_ob_in_ob (tmp, who);
3185     return 1;
3186     }
3187 root 1.65
3188     //TODO: this obviously fails for players using a shiorter prefix
3189     // i.e. "R" can use Ragnarok's swors.
3190 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3191     {
3192     /* if the weapon does not have the name as the character, can't use it. */
3193     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3195 root 1.65
3196     if (tmp)
3197     insert_ob_in_ob (tmp, who);
3198    
3199 root 1.24 return 1;
3200     }
3201 root 1.65
3202 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3203 root 1.14
3204 root 1.24 if (skop)
3205     change_skill (who, skop, 1);
3206     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3207     SET_FLAG (who, FLAG_READY_WEAPON);
3208 root 1.14
3209 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3210 root 1.14
3211 root 1.24 (void) change_abil (who, op);
3212     break;
3213 root 1.14
3214 root 1.24 case ARMOUR:
3215     case HELMET:
3216     case SHIELD:
3217     case BOOTS:
3218     case GLOVES:
3219     case GIRDLE:
3220     case BRACERS:
3221     case CLOAK:
3222     case RING:
3223     case AMULET:
3224     SET_FLAG (op, FLAG_APPLIED);
3225     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3226     (void) change_abil (who, op);
3227     break;
3228     case LAMP:
3229     if (op->stats.food < 1)
3230     {
3231     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3232     return 1;
3233     }
3234     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3235     tmp2 = arch_to_object (op->other_arch);
3236     tmp2->stats.food = op->stats.food;
3237     SET_FLAG (tmp2, FLAG_APPLIED);
3238     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3239     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3240     insert_ob_in_ob (tmp2, who);
3241    
3242     /* Remove the old lantern */
3243     if (who->type == PLAYER)
3244 root 1.29 esrv_del_item (who->contr, op->count);
3245    
3246 root 1.37 op->destroy ();
3247 root 1.22
3248 root 1.24 /* insert the portion that was split off */
3249     if (tmp != NULL)
3250     {
3251     (void) insert_ob_in_ob (tmp, who);
3252     if (who->type == PLAYER)
3253     esrv_send_item (who, tmp);
3254     }
3255 root 1.51 who->update_stats ();
3256 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3257     {
3258     if (who->type == PLAYER)
3259     {
3260     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3261     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3262     }
3263     }
3264     if (who->type == PLAYER)
3265     esrv_send_item (who, tmp2);
3266     return 0;
3267     break;
3268 root 1.14
3269 root 1.24 /* this part is needed for skill-tools */
3270     case SKILL:
3271     case SKILL_TOOL:
3272     if (who->chosen_skill)
3273     {
3274     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3275     return 1;
3276     }
3277     if (who->type == PLAYER)
3278     {
3279     who->contr->shoottype = range_skill;
3280     who->contr->ranges[range_skill] = op;
3281     if (!op->invisible)
3282     {
3283     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3284     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3285     }
3286     else
3287     {
3288     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3289     }
3290     }
3291     SET_FLAG (op, FLAG_APPLIED);
3292     (void) change_abil (who, op);
3293     who->chosen_skill = op;
3294     SET_FLAG (who, FLAG_READY_SKILL);
3295     break;
3296 root 1.22
3297 root 1.24 case BOW:
3298     if (!check_weapon_power (who, op->last_eat))
3299     {
3300     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3301     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3302     if (tmp != NULL)
3303     (void) insert_ob_in_ob (tmp, who);
3304     return 1;
3305     }
3306     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3307     {
3308     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3309     if (tmp != NULL)
3310     (void) insert_ob_in_ob (tmp, who);
3311     return 1;
3312     }
3313     /*FALLTHROUGH*/ case WAND:
3314     case ROD:
3315     case HORN:
3316     /* check for skill, alter player status */
3317     SET_FLAG (op, FLAG_APPLIED);
3318     if (skop)
3319     change_skill (who, skop, 0);
3320     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321 root 1.22
3322 root 1.24 if (who->type == PLAYER)
3323     {
3324     if (op->type == BOW)
3325     {
3326     (void) change_abil (who, op);
3327     new_draw_info_format (NDI_UNIQUE, 0, who,
3328     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3329     who->contr->shoottype = range_bow;
3330     }
3331     else
3332     {
3333     who->contr->shoottype = range_misc;
3334     }
3335     }
3336     else
3337     {
3338     if (op->type == BOW)
3339     SET_FLAG (who, FLAG_READY_BOW);
3340     else
3341     SET_FLAG (who, FLAG_READY_RANGE);
3342     }
3343     break;
3344 elmex 1.1
3345 root 1.24 case BUILDER:
3346     if (who->contr->ranges[range_builder])
3347     unapply_special (who, who->contr->ranges[range_builder], 0);
3348     who->contr->shoottype = range_builder;
3349     who->contr->ranges[range_builder] = op;
3350     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3351     break;
3352 elmex 1.1
3353 root 1.24 default:
3354     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3355 root 1.22 } /* end of switch op->type */
3356    
3357     SET_FLAG (op, FLAG_APPLIED);
3358 elmex 1.1
3359 root 1.22 if (tmp != NULL)
3360     tmp = insert_ob_in_ob (tmp, who);
3361 elmex 1.1
3362 root 1.51 who->update_stats ();
3363 elmex 1.1
3364 root 1.22 /* We exclude spell casting objects. The fire code will set the
3365     * been applied flag when they are used - until that point,
3366     * you don't know anything about them.
3367     */
3368     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3369     SET_FLAG (op, FLAG_BEEN_APPLIED);
3370    
3371     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3372     {
3373     if (who->type == PLAYER)
3374     {
3375     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3376     SET_FLAG (op, FLAG_KNOWN_CURSED);
3377     }
3378     }
3379     if (who->type == PLAYER)
3380     {
3381     /* if multiple objects were applied, update both slots */
3382     if (tmp)
3383     esrv_send_item (who, tmp);
3384     esrv_send_item (who, op);
3385 elmex 1.1 }
3386 root 1.22 return 0;
3387 elmex 1.1 }
3388    
3389    
3390 root 1.22 int
3391     monster_apply_special (object *who, object *op, int aflags)
3392 elmex 1.1 {
3393 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3394 elmex 1.1 return 1;
3395     return apply_special (who, op, aflags);
3396     }
3397    
3398     /**
3399     * Map was just loaded, handle op's initialisation.
3400     *
3401     * Generates shop floor's item, and treasures.
3402     */
3403 root 1.22 int
3404     auto_apply (object *op)
3405     {
3406     object *tmp = NULL, *tmp2;
3407     int i;
3408 elmex 1.1
3409 root 1.22 switch (op->type)
3410     {
3411 root 1.24 case SHOP_FLOOR:
3412 root 1.42 if (!op->has_random_items ())
3413 root 1.24 return 0;
3414 root 1.38
3415 root 1.24 do
3416     {
3417     i = 10; /* let's give it 10 tries */
3418     while ((tmp = generate_treasure (op->randomitems,
3419     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3420     if (tmp == NULL)
3421     return 0;
3422     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3423     {
3424 root 1.37 tmp->destroy ();
3425 root 1.24 tmp = NULL;
3426     }
3427     }
3428     while (!tmp);
3429 root 1.38
3430 root 1.24 tmp->x = op->x;
3431     tmp->y = op->y;
3432     SET_FLAG (tmp, FLAG_UNPAID);
3433     insert_ob_in_map (tmp, op->map, NULL, 0);
3434     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3435     identify (tmp);
3436     break;
3437 root 1.14
3438 root 1.24 case TREASURE:
3439     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3440     return 0;
3441 root 1.37
3442 root 1.67 while (op->stats.hp-- > 0)
3443 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3444     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3445    
3446     /* If we generated an object and put it in this object inventory,
3447     * move it to the parent object as the current object is about
3448     * to disappear. An example of this item is the random_* stuff
3449     * that is put inside other objects.
3450     */
3451     for (tmp = op->inv; tmp; tmp = tmp2)
3452     {
3453     tmp2 = tmp->below;
3454 root 1.36 tmp->remove ();
3455 root 1.37
3456 root 1.24 if (op->env)
3457     insert_ob_in_ob (tmp, op->env);
3458     else
3459 root 1.37 tmp->destroy ();
3460 root 1.24 }
3461 root 1.37
3462     op->destroy ();
3463 root 1.24 break;
3464 elmex 1.1 }
3465 root 1.22 return tmp ? 1 : 0;
3466 elmex 1.1 }
3467    
3468     /**
3469 root 1.68 * fix_auto_apply goes through the entire map every time a map
3470     * is loaded or swapped in and performs special actions for
3471 elmex 1.1 * certain objects (most initialization of chests and creation of
3472     * treasures and stuff). Calls auto_apply if appropriate.
3473     */
3474 root 1.20 void
3475 root 1.55 maptile::fix_auto_apply ()
3476 root 1.20 {
3477 root 1.55 if (!spaces)
3478 root 1.20 return;
3479    
3480 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3481     for (object *tmp = ms->bot; tmp; )
3482     {
3483     object *above = tmp->above;
3484 root 1.20
3485 root 1.55 if (tmp->inv)
3486     {
3487     object *invtmp, *invnext;
3488 elmex 1.1
3489 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3490     {
3491     invnext = invtmp->below;
3492 root 1.14
3493 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3494     auto_apply (invtmp);
3495     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3496     {
3497     while ((invtmp->stats.hp--) > 0)
3498     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3499    
3500     invtmp->randomitems = NULL;
3501     }
3502     else if (invtmp && invtmp->arch
3503     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3504     {
3505     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3506     /* Need to clear this so that we never try to create
3507     * treasure again for this object
3508     */
3509     invtmp->randomitems = NULL;
3510     }
3511     }
3512     /* This is really temporary - the code at the bottom will
3513     * also set randomitems to null. The problem is there are bunches
3514     * of maps/players already out there with items that have spells
3515     * which haven't had the randomitems set to null yet.
3516     * MSW 2004-05-13
3517     *
3518     * And if it's a spellbook, it's better to set randomitems to NULL too,
3519     * else you get two spells in the book ^_-
3520     * Ryo 2004-08-16
3521     */
3522     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3523     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3524     tmp->randomitems = NULL;
3525 root 1.14
3526 root 1.55 }
3527 root 1.20
3528 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3529     auto_apply (tmp);
3530     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3531     {
3532     while ((tmp->stats.hp--) > 0)
3533     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3534     tmp->randomitems = NULL;
3535     }
3536     else if (tmp->type == TIMED_GATE)
3537     {
3538     object *head = tmp->head != NULL ? tmp->head : tmp;
3539    
3540     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3541     tmp->set_speed (0);
3542     }
3543     /* This function can be called everytime a map is loaded, even when
3544     * swapping back in. As such, we don't want to create the treasure
3545     * over and ove again, so after we generate the treasure, blank out
3546     * randomitems so if it is swapped in again, it won't make anything.
3547     * This is a problem for the above objects, because they have counters
3548     * which say how many times to make the treasure.
3549     */
3550     else if (tmp && tmp->arch && tmp->type != PLAYER
3551     && tmp->type != TREASURE && tmp->type != SPELL
3552     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3553     {
3554     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3555     tmp->randomitems = NULL;
3556     }
3557 root 1.68 // close all containers
3558     else if (tmp->type == CONTAINER)
3559     tmp->flag [FLAG_APPLIED] = 0;
3560 root 1.22
3561 root 1.55 tmp = above;
3562     }
3563 elmex 1.1
3564 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3565     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3566     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3567     check_trigger (tmp, tmp->above);
3568 elmex 1.1 }
3569    
3570     /**
3571     * Handles player eating food that temporarily changes status (resistances, stats).
3572     * This used to call cast_change_attr(), but
3573     * that doesn't work with the new spell code. Since we know what
3574     * the food changes, just grab a force and use that instead.
3575     */
3576    
3577 root 1.22 void
3578     eat_special_food (object *who, object *food)
3579     {
3580     object *force;
3581     int i, did_one = 0;
3582     sint8 k;
3583    
3584     force = get_archetype (FORCE_NAME);
3585    
3586     for (i = 0; i < NUM_STATS; i++)
3587     {
3588     k = get_attr_value (&food->stats, i);
3589     if (k)
3590     {
3591     set_attr_value (&force->stats, i, k);
3592     did_one = 1;
3593 root 1.14 }
3594 elmex 1.1 }
3595    
3596 root 1.22 /* check if we can protect the eater */
3597     for (i = 0; i < NROFATTACKS; i++)
3598     {
3599     if (food->resist[i] > 0)
3600     {
3601     force->resist[i] = food->resist[i] / 2;
3602     did_one = 1;
3603     }
3604     }
3605 elmex 1.47
3606 root 1.22 if (did_one)
3607     {
3608 root 1.54 force->set_speed (0.1);
3609 root 1.22 /* bigger morsel of food = longer effect time */
3610 elmex 1.47 force->duration = food->stats.food / 5;
3611 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3612     change_abil (who, force);
3613     insert_ob_in_ob (force, who);
3614     }
3615     else
3616 root 1.37 force->destroy ();
3617 root 1.22
3618     /* check for hp, sp change */
3619     if (food->stats.hp != 0)
3620     {
3621     if (QUERY_FLAG (food, FLAG_CURSED))
3622     {
3623 root 1.64 assign (who->contr->killer, food->name);
3624 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3625     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3626     }
3627     else
3628     {
3629     if (food->stats.hp > 0)
3630     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3631     else
3632     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3633     who->stats.hp += food->stats.hp;
3634     }
3635     }
3636     if (food->stats.sp != 0)
3637     {
3638     if (QUERY_FLAG (food, FLAG_CURSED))
3639     {
3640     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3641     who->stats.sp -= food->stats.sp;
3642     if (who->stats.sp < 0)
3643     who->stats.sp = 0;
3644     }
3645     else
3646     {
3647     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3648     who->stats.sp += food->stats.sp;
3649     /* place limit on max sp from food? */
3650     }
3651 elmex 1.1 }
3652 root 1.51 who->update_stats ();
3653 elmex 1.1 }
3654    
3655     /**
3656     * Designed primarily to light torches/lanterns/etc.
3657     * Also burns up burnable material too. First object in the inventory is
3658     * the selected object to "burn". -b.t.
3659     */
3660 root 1.22 void
3661     apply_lighter (object *who, object *lighter)
3662     {
3663     object *item;
3664     int is_player_env = 0;
3665    
3666     item = find_marked_object (who);
3667     if (item)
3668     {
3669     if (lighter->last_eat && lighter->stats.food)
3670     { /* lighter gets used up */
3671     /* Split multiple lighters if they're being used up. Otherwise *
3672     * one charge from each would be used up. --DAMN */
3673     if (lighter->nrof > 1)
3674     {
3675 root 1.39 object *oneLighter = lighter->clone ();
3676 root 1.14
3677 root 1.22 lighter->nrof -= 1;
3678     oneLighter->nrof = 1;
3679     oneLighter->stats.food--;
3680     esrv_send_item (who, lighter);
3681     oneLighter = insert_ob_in_ob (oneLighter, who);
3682     esrv_send_item (who, oneLighter);
3683     }
3684     else
3685 root 1.29 lighter->stats.food--;
3686 root 1.22 }
3687     else if (lighter->last_eat)
3688     { /* no charges left in lighter */
3689     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3690     return;
3691     }
3692 root 1.48
3693 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3694     * I can't see many times when you would want to light multiple
3695     * objects at once.
3696     */
3697 root 1.48
3698     if (who == item->in_player ())
3699 root 1.22 is_player_env = 1;
3700    
3701     save_throw_object (item, AT_FIRE, who);
3702 root 1.48
3703 root 1.49 if (item->destroyed ())
3704 root 1.22 {
3705 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3706 root 1.22 /* Need to update the player so that the players glow radius
3707     * gets changed.
3708     */
3709     if (is_player_env)
3710 root 1.51 who->update_stats ();
3711 root 1.22 }
3712     else
3713 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);
3714 root 1.22 }
3715     else /* nothing to light */
3716     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3717 elmex 1.1
3718     }
3719    
3720     /**
3721     * op made some mistake with a scroll, this takes care of punishment.
3722     * scroll_failure()- hacked directly from spell_failure
3723     */
3724 root 1.22 void
3725     scroll_failure (object *op, int failure, int power)
3726 elmex 1.1 {
3727 root 1.22 if (abs (failure / 4) > power)
3728     power = abs (failure / 4); /* set minimum effect */
3729 elmex 1.1
3730 root 1.22 if (failure <= -1 && failure > -15)
3731     { /* wonder */
3732     object *tmp;
3733    
3734     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3735     tmp = get_archetype (SPELL_WONDER);
3736     cast_wonder (op, op, 0, tmp);
3737 root 1.37 tmp->destroy ();
3738 root 1.22 }
3739     else if (failure <= -15 && failure > -35)
3740     { /* drain mana */
3741     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3742     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3743     if (op->stats.sp < 0)
3744     op->stats.sp = 0;
3745     }
3746     else if (settings.spell_failure_effects == TRUE)
3747     {
3748     if (failure <= -35 && failure > -60)
3749     { /* confusion */
3750     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3751     confuse_player (op, op, power);
3752     }
3753     else if (failure <= -60 && failure > -70)
3754     { /* paralysis */
3755     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3756     paralyze_player (op, op, power);
3757     }
3758     else if (failure <= -70 && failure > -80)
3759     { /* blind */
3760     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3761     blind_player (op, op, power);
3762     }
3763     else if (failure <= -80)
3764     { /* blast the immediate area */
3765     object *tmp;
3766    
3767     tmp = get_archetype (LOOSE_MANA);
3768     cast_magic_storm (op, tmp, power);
3769     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3770 root 1.37 tmp->destroy ();
3771 root 1.14 }
3772 elmex 1.1 }
3773     }
3774    
3775 root 1.22 void
3776     apply_changes_to_player (object *pl, object *change)
3777     {
3778     int excess_stat = 0; /* if the stat goes over the maximum
3779     for the race, put the excess stat some
3780     where else. */
3781 elmex 1.1
3782 root 1.22 switch (change->type)
3783     {
3784 root 1.24 case CLASS:
3785     {
3786     living *stats = &(pl->contr->orig_stats);
3787     living *ns = &(change->stats);
3788     object *walk;
3789     int flag_change_face = 1;
3790    
3791     /* the following code assigns stats up to the stat max
3792     * for the race, and if the stat max is exceeded,
3793     * tries to randomly reassign the excess stat
3794     */
3795     int i, j;
3796 root 1.22
3797 root 1.24 for (i = 0; i < NUM_STATS; i++)
3798     {
3799     sint8 stat = get_attr_value (stats, i);
3800     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3801 root 1.22
3802 root 1.24 stat += get_attr_value (ns, i);
3803     if (stat > 20 + race_bonus)
3804     {
3805     excess_stat++;
3806     stat = 20 + race_bonus;
3807     }
3808     set_attr_value (stats, i, stat);
3809     }
3810 elmex 1.1
3811 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3812     { /* try 100 times to assign excess stats */
3813     int i = rndm (0, 6);
3814     int stat = get_attr_value (stats, i);
3815     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3816    
3817     if (i == CHA)
3818     continue; /* exclude cha from this */
3819     if (stat < 20 + race_bonus)
3820     {
3821     change_attr_value (stats, i, 1);
3822     excess_stat--;
3823     }
3824     }
3825 root 1.14
3826 root 1.24 /* insert the randomitems from the change's treasurelist into
3827     * the player ref: player.c
3828     */
3829     if (change->randomitems != NULL)
3830     give_initial_items (pl, change->randomitems);
3831 root 1.14
3832    
3833 root 1.24 /* set up the face, for some races. */
3834 root 1.14
3835 root 1.24 /* first, look for the force object banning
3836     * changing the face. Certain races never change face with class.
3837     */
3838     for (walk = pl->inv; walk != NULL; walk = walk->below)
3839     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3840     flag_change_face = 0;
3841 root 1.14
3842 root 1.24 if (flag_change_face)
3843     {
3844     pl->animation_id = GET_ANIM_ID (change);
3845     pl->face = change->face;
3846 root 1.14
3847 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3848     SET_FLAG (pl, FLAG_ANIMATE);
3849     else
3850     CLEAR_FLAG (pl, FLAG_ANIMATE);
3851     }
3852 root 1.14
3853 root 1.24 /* check the special case of can't use weapons */
3854     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3855     if (!strcmp (change->name, "monk"))
3856     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3857 root 1.14
3858 root 1.24 break;
3859     }
3860 elmex 1.1 }
3861     }
3862    
3863     /**
3864     * This handles items of type 'transformer'.
3865     * Basically those items, used with a marked item, transform both items into something
3866     * else.
3867     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3868     * Change information is contained in the 'slaying' field of the marked item.
3869     * The format is as follow: transformer:[number ]yield[;transformer:...].
3870     * This way an item can be transformed in many things, and/or many objects.
3871     * The 'slaying' field for transformer is used as verb for the action.
3872     */
3873 root 1.22 void
3874     apply_item_transformer (object *pl, object *transformer)
3875     {
3876     object *marked;
3877     object *new_item;
3878     char *find;
3879     char *separator;
3880     int yield;
3881     char got[MAX_BUF];
3882     int len;
3883    
3884     if (!pl || !transformer)
3885     return;
3886     marked = find_marked_object (pl);
3887     if (!marked)
3888 elmex 1.1 {
3889 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3890     return;
3891     }
3892     if (!marked->slaying)
3893     {
3894     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3895     return;
3896     }
3897     /* check whether they are compatible or not */
3898     find = strstr (marked->slaying, transformer->arch->name);
3899     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3900     {
3901     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3902     return;
3903     }
3904     find += strlen (transformer->arch->name) + 1;
3905     /* Item can be used, now find how many and what it yields */
3906     if (isdigit (*(find)))
3907     {
3908     yield = atoi (find);
3909     if (yield < 1)
3910 elmex 1.1 {
3911 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3912     yield = 1;
3913 elmex 1.1 }
3914 root 1.22 }
3915     else
3916     yield = 1;
3917 elmex 1.1
3918 root 1.22 while (isdigit (*find))
3919     find++;
3920     while (*find == ' ')
3921     find++;
3922     memset (got, 0, MAX_BUF);
3923     if ((separator = strchr (find, ';')) != NULL)
3924     {
3925     len = separator - find;
3926     }
3927     else
3928     {
3929     len = strlen (find);
3930     }
3931     if (len > MAX_BUF - 1)
3932     len = MAX_BUF - 1;
3933     strcpy (got, find);
3934     got[len] = '\0';
3935    
3936     /* Now create new item, remove used ones when required. */
3937     new_item = get_archetype (got);
3938     if (!new_item)
3939     {
3940     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3941     return;
3942 elmex 1.1 }
3943 root 1.29
3944 root 1.22 new_item->nrof = yield;
3945     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3946     insert_ob_in_ob (new_item, pl);
3947     esrv_send_inventory (pl, pl);
3948     /* Eat up one item */
3949     decrease_ob_nr (marked, 1);
3950     /* Eat one transformer if needed */
3951     if (transformer->stats.food)
3952     if (--transformer->stats.food == 0)
3953     decrease_ob_nr (transformer, 1);
3954     }