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/cvs/deliantra/server/server/apply.C
Revision: 1.69
Committed: Sat Feb 10 15:20:23 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.68: +1 -0 lines
Log Message:
- add you readied xxx message.
- actually send the inventory ion container open.

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 root 1.69 new_draw_info_format (NDI_UNIQUE, 0, this, "You ready %s.", query_name (sack));
1065 root 1.68 return 1;
1066 elmex 1.1 }
1067    
1068 root 1.68 // it's locked?
1069 root 1.22 if (sack->slaying)
1070 root 1.68 {
1071     if (object *tmp = find_key (op, op, sack))
1072     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1073 root 1.22 else
1074     {
1075     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1076 root 1.68 return 1;
1077 root 1.22 }
1078 elmex 1.1 }
1079    
1080 root 1.68 op->open_container (sack);
1081 elmex 1.1
1082 root 1.22 return 1;
1083 elmex 1.1 }
1084    
1085     /**
1086     * Handles dropping things on altar.
1087     * Returns true if sacrifice was accepted.
1088     */
1089 root 1.22 static int
1090     apply_altar (object *altar, object *sacrifice, object *originator)
1091 elmex 1.1 {
1092 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1093     if (altar->inv && (!originator || originator->type != PLAYER))
1094     return 0;
1095    
1096     if (operate_altar (altar, &sacrifice))
1097     {
1098     /* Simple check. Unfortunately, it means you can't cast magic bullet
1099     * with an altar. We call it a Potion - altars are stationary - it
1100     * is up to map designers to use them properly.
1101     */
1102     if (altar->inv && altar->inv->type == SPELL)
1103     {
1104     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1105     cast_spell (originator, altar, 0, altar->inv, NULL);
1106     /* If it is connected, push the button. Fixes some problems with
1107     * old maps.
1108     */
1109 elmex 1.1
1110     /* push_button (altar);*/
1111 root 1.14 }
1112 root 1.22 else
1113     {
1114     altar->value = 1; /* works only once */
1115     push_button (altar);
1116     }
1117 root 1.26
1118     return !sacrifice;
1119 root 1.22 }
1120     else
1121 root 1.26 return 0;
1122 elmex 1.1 }
1123    
1124     /**
1125     * Handles 'movement' of shop mats.
1126     * Returns 1 if 'op' was destroyed, 0 if not.
1127     * Largely re-written to not use nearly as many gotos, plus
1128     * some of this code just looked plain out of date.
1129     * MSW 2001-08-29
1130     */
1131 root 1.22 int
1132     apply_shop_mat (object *shop_mat, object *op)
1133 elmex 1.1 {
1134 elmex 1.15 int rv = 0;
1135     double opinion;
1136     object *tmp, *next;
1137 elmex 1.1
1138 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 elmex 1.1
1140 elmex 1.15 if (op->type != PLAYER)
1141     {
1142     /* Remove all the unpaid objects that may be carried here.
1143     * This could be pets or monsters that are somehow in
1144     * the shop.
1145     */
1146     for (tmp = op->inv; tmp; tmp = next)
1147     {
1148     next = tmp->below;
1149 root 1.25
1150 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151     {
1152     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 root 1.14
1154 root 1.36 tmp->remove ();
1155 root 1.24
1156 elmex 1.15 if (i == -1)
1157     i = 0;
1158 root 1.24
1159 elmex 1.15 tmp->map = op->map;
1160     tmp->x = op->x + freearr_x[i];
1161     tmp->y = op->y + freearr_y[i];
1162     insert_ob_in_map (tmp, op->map, op, 0);
1163 root 1.14 }
1164     }
1165    
1166 elmex 1.15 /* Don't teleport things like spell effects */
1167     if (QUERY_FLAG (op, FLAG_NO_PICK))
1168     return 0;
1169 root 1.14
1170 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1171     * shop mats. Instead, put it on a nearby space.
1172     */
1173     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174     {
1175 root 1.14
1176 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 root 1.22
1179 elmex 1.15 if (i != -1)
1180 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181    
1182 elmex 1.15 return 0;
1183 root 1.14 }
1184 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1185     * the teleport function should be able to handle this just fine.
1186     */
1187     rv = teleport (shop_mat, SHOP_MAT, op);
1188 elmex 1.1 }
1189 root 1.25 else if (can_pay (op) && get_payment (op))
1190 elmex 1.15 {
1191 root 1.24 /* this is only used for players */
1192 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1193    
1194     if (shop_mat->msg)
1195 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1196 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1197     * but there is never a guarantee that the bottom space on the map is
1198     * actually the shop floor.
1199     */
1200     else if (!rv && !is_in_shop (op))
1201     {
1202     opinion = shopkeeper_approval (op->map, op);
1203 root 1.24
1204 elmex 1.15 if (opinion > 0.9)
1205 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1206 elmex 1.15 else if (opinion > 0.75)
1207     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1208     else if (opinion > 0.5)
1209     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210     else
1211 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 root 1.14 }
1213 elmex 1.1 }
1214 elmex 1.15 else
1215     {
1216     /* if we get here, a player tried to leave a shop but was not able
1217     * to afford the items he has. We try to move the player so that
1218     * they are not on the mat anymore
1219     */
1220     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 root 1.22
1222 elmex 1.15 if (i == -1)
1223     {
1224     LOG (llevError, "Internal shop-mat problem.\n");
1225     }
1226     else
1227     {
1228 root 1.36 op->remove ();
1229 elmex 1.15 op->x += freearr_x[i];
1230     op->y += freearr_y[i];
1231     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1232 root 1.14 }
1233 elmex 1.1 }
1234 root 1.24
1235 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1236     return rv;
1237 elmex 1.1 }
1238    
1239     /**
1240     * Handles applying a sign.
1241     */
1242 root 1.22 static void
1243     apply_sign (object *op, object *sign, int autoapply)
1244 elmex 1.1 {
1245 root 1.22 readable_message_type *msgType;
1246     char newbuf[HUGE_BUF];
1247    
1248     if (sign->msg == NULL)
1249     {
1250     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251     return;
1252 elmex 1.1 }
1253    
1254 root 1.22 if (sign->stats.food)
1255     {
1256     if (sign->last_eat >= sign->stats.food)
1257     {
1258     if (!sign->move_on)
1259     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1260     return;
1261 root 1.14 }
1262 elmex 1.1
1263 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264     sign->last_eat++;
1265 elmex 1.1 }
1266    
1267 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1268     * No way to know for sure. The presumption is basically that if
1269     * move_on is zero, it needs to be manually applied (doesn't talk
1270     * to us).
1271     */
1272     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273     {
1274     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1275     return;
1276     }
1277     msgType = get_readable_message_type (sign);
1278     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1279     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1280 elmex 1.1 }
1281    
1282     /**
1283     * 'victim' moves onto 'trap'
1284     * 'victim' leaves 'trap'
1285     * effect is determined by move_on/move_off of trap and move_type of victime.
1286     *
1287     * originator: Player, monster or other object that caused 'victim' to move
1288     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1289     * However, some types of traps require an originator to function.
1290     */
1291 root 1.22 void
1292 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1293 elmex 1.1 {
1294     static int recursion_depth = 0;
1295    
1296     /* Only exits affect DMs. */
1297 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1298 elmex 1.1 return;
1299    
1300     /* move_apply() is the most likely candidate for causing unwanted and
1301     * possibly unlimited recursion.
1302     */
1303     /* The following was changed because it was causing perfeclty correct
1304     * maps to fail. 1) it's not an error to recurse:
1305     * rune detonates, summoning monster. monster lands on nearby rune.
1306     * nearby rune detonates. This sort of recursion is expected and
1307     * proper. This code was causing needless crashes.
1308     */
1309 root 1.22 if (recursion_depth >= 500)
1310     {
1311     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1313     return;
1314 elmex 1.1 }
1315 root 1.22 recursion_depth++;
1316     if (trap->head)
1317     trap = trap->head;
1318 elmex 1.1
1319 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1320     goto leave;
1321 elmex 1.1
1322 root 1.22 switch (trap->type)
1323     {
1324 root 1.23 case PLAYERMOVER:
1325     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1326     {
1327     if (!trap->stats.maxsp)
1328     trap->stats.maxsp = 2;
1329 root 1.14
1330 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1331     * should be divided by trap->speed
1332     */
1333     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1334 root 1.14
1335 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1336     * above with some objects have zero speed, and thus the player
1337     * getting permanently paralyzed.
1338     */
1339     if (victim->speed_left < -50.0)
1340     victim->speed_left = -50.0;
1341     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342     }
1343     goto leave;
1344 root 1.14
1345 root 1.23 case SPINNER:
1346     if (victim->direction)
1347     {
1348     victim->direction = absdir (victim->direction - trap->stats.sp);
1349     update_turn_face (victim);
1350     }
1351     goto leave;
1352 root 1.14
1353 root 1.23 case DIRECTOR:
1354     if (victim->direction && !should_director_abort (trap, victim))
1355     {
1356     victim->direction = trap->stats.sp;
1357     update_turn_face (victim);
1358     }
1359     goto leave;
1360 root 1.14
1361 root 1.23 case BUTTON:
1362     case PEDESTAL:
1363     update_button (trap);
1364     goto leave;
1365    
1366     case ALTAR:
1367     /* sacrifice victim on trap */
1368     apply_altar (trap, victim, originator);
1369     goto leave;
1370 root 1.14
1371 root 1.23 case THROWN_OBJ:
1372     if (trap->inv == NULL)
1373 root 1.22 goto leave;
1374 root 1.23 /* fallthrough */
1375 root 1.14
1376 root 1.23 case ARROW:
1377     /* bad bug: monster throw a object, make a step forwards, step on object ,
1378     * trigger this here and get hit by own missile - and will be own enemy.
1379     * Victim then is his own enemy and will start to kill herself (this is
1380     * removed) but we have not synced victim and his missile. To avoid senseless
1381     * action, we avoid hits here
1382     */
1383     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384     hit_with_arrow (trap, victim);
1385     goto leave;
1386 root 1.14
1387 root 1.23 case SPELL_EFFECT:
1388     apply_spell_effect (trap, victim);
1389     goto leave;
1390 root 1.14
1391 root 1.23 case TRAPDOOR:
1392     {
1393     int max, sound_was_played;
1394     object *ab, *ab_next;
1395 root 1.22
1396 root 1.23 if (!trap->value)
1397     {
1398     int tot;
1399 root 1.14
1400 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403 root 1.14
1404 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405     goto leave;
1406 root 1.22
1407 root 1.23 SET_ANIMATION (trap, trap->value);
1408     update_object (trap, UP_OBJ_FACE);
1409     }
1410 root 1.14
1411 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1412 root 1.22 {
1413 root 1.23 /* need to set this up, since if we do transfer the object,
1414     * ab->above would be bogus
1415     */
1416     ab_next = ab->above;
1417 root 1.14
1418 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 root 1.22 {
1420 root 1.23 if (!sound_was_played)
1421     {
1422     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423     sound_was_played = 1;
1424     }
1425     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 root 1.14 }
1428     }
1429 root 1.22 goto leave;
1430 root 1.23 }
1431 root 1.14
1432    
1433 root 1.23 case CONVERTER:
1434     if (convert_item (victim, trap) < 0)
1435     {
1436     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1438     }
1439 root 1.14
1440 root 1.23 goto leave;
1441 root 1.14
1442 root 1.23 case TRIGGER_BUTTON:
1443     case TRIGGER_PEDESTAL:
1444     case TRIGGER_ALTAR:
1445     check_trigger (trap, victim);
1446     goto leave;
1447    
1448     case DEEP_SWAMP:
1449     walk_on_deep_swamp (trap, victim);
1450     goto leave;
1451    
1452     case CHECK_INV:
1453 elmex 1.46 check_inv (victim, trap);
1454 root 1.23 goto leave;
1455    
1456     case HOLE:
1457     /* Hole not open? */
1458     if (trap->stats.wc > 0)
1459 root 1.22 goto leave;
1460 root 1.14
1461 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1462     * Processing will happen if the head runs into the pit
1463     */
1464     if (victim->head)
1465 root 1.22 goto leave;
1466 root 1.14
1467 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470     goto leave;
1471 root 1.14
1472 root 1.23 case EXIT:
1473     if (victim->type == PLAYER && EXIT_PATH (trap))
1474     {
1475     /* Basically, don't show exits leading to random maps the
1476     * players output.
1477     */
1478 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480 root 1.55
1481     victim->enter_exit (trap);
1482 root 1.23 }
1483     goto leave;
1484 root 1.14
1485 root 1.23 case ENCOUNTER:
1486     /* may be some leftovers on this */
1487     goto leave;
1488    
1489     case SHOP_MAT:
1490     apply_shop_mat (trap, victim);
1491     goto leave;
1492    
1493     /* Drop a certain amount of gold, and have one item identified */
1494     case IDENTIFY_ALTAR:
1495     apply_id_altar (victim, trap, originator);
1496     goto leave;
1497    
1498     case SIGN:
1499     if (victim->type != PLAYER && trap->stats.food > 0)
1500 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1501 root 1.23
1502     apply_sign (victim, trap, 1);
1503     goto leave;
1504    
1505     case CONTAINER:
1506 root 1.68 apply_container (victim, trap);
1507 root 1.23 goto leave;
1508    
1509     case RUNE:
1510     case TRAP:
1511     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512     {
1513     spring_trap (trap, victim);
1514     }
1515     goto leave;
1516 root 1.14
1517 root 1.23 default:
1518     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1520     goto leave;
1521 elmex 1.1 }
1522    
1523 root 1.22 leave:
1524     recursion_depth--;
1525 elmex 1.1 }
1526    
1527     /**
1528     * Handles reading a regular (ie not containing a spell) book.
1529     */
1530 root 1.22 static void
1531     apply_book (object *op, object *tmp)
1532 elmex 1.1 {
1533 root 1.22 int lev_diff;
1534     object *skill_ob;
1535    
1536     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537     {
1538     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539     return;
1540     }
1541     if (tmp->msg == NULL)
1542     {
1543     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544     return;
1545     }
1546 elmex 1.1
1547 root 1.22 /* need a literacy skill to read stuff! */
1548     skill_ob = find_skill_by_name (op, tmp->skill);
1549     if (!skill_ob)
1550     {
1551     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 elmex 1.1 return;
1553     }
1554 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1555     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556     {
1557     if (lev_diff < 2)
1558     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1559     else if (lev_diff < 3)
1560     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1561     else if (lev_diff < 5)
1562     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1563     else if (lev_diff < 8)
1564     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565     else if (lev_diff < 15)
1566     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567     else
1568     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 elmex 1.1 return;
1570     }
1571    
1572 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1573    
1574     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575     msgType->message_type, msgType->message_subtype,
1576     "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1577    
1578     /* gain xp from reading */
1579     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580     { /* only if not read before */
1581     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1582    
1583     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1584     {
1585     /*exp_gain *= 2; because they just identified it too */
1586     SET_FLAG (tmp, FLAG_IDENTIFIED);
1587 root 1.41
1588 root 1.22 /* If in a container, update how it looks */
1589     if (tmp->env)
1590     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1591     else
1592 root 1.50 op->contr->ns->floorbox_update ();
1593 root 1.22 }
1594 root 1.41
1595 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1596     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1597 elmex 1.1 }
1598     }
1599    
1600     /**
1601     * Handles the applying of a skill scroll, calling learn_skill straight.
1602     * op is the person learning the skill, tmp is the skill scroll object
1603     */
1604 root 1.22 static void
1605     apply_skillscroll (object *op, object *tmp)
1606 elmex 1.1 {
1607 root 1.22 switch ((int) learn_skill (op, tmp))
1608     {
1609 root 1.24 case 0:
1610     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1611     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1612     return;
1613    
1614     case 1:
1615     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1616     decrease_ob (tmp);
1617     return;
1618 root 1.14
1619 root 1.24 default:
1620     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1621     decrease_ob (tmp);
1622     return;
1623 elmex 1.1 }
1624     }
1625    
1626     /**
1627     * Actually makes op learn spell.
1628     * Informs player of what happens.
1629     */
1630 root 1.22 void
1631     do_learn_spell (object *op, object *spell, int special_prayer)
1632 elmex 1.1 {
1633 root 1.22 object *tmp;
1634 elmex 1.1
1635 root 1.22 if (op->type != PLAYER)
1636     {
1637     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1638     return;
1639 elmex 1.1 }
1640    
1641 root 1.22 /* Upgrade special prayers to normal prayers */
1642     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1643     {
1644     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1645     {
1646     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1647     return;
1648 elmex 1.1 }
1649 root 1.22 return;
1650 elmex 1.1 }
1651    
1652 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1653 root 1.39 tmp = spell->clone ();
1654 root 1.22 insert_ob_in_ob (tmp, op);
1655    
1656     if (special_prayer)
1657 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1658 elmex 1.1
1659 root 1.22 esrv_add_spells (op->contr, tmp);
1660 elmex 1.1 }
1661    
1662     /**
1663     * Erases spell from player's inventory.
1664     */
1665 root 1.22 void
1666     do_forget_spell (object *op, const char *spell)
1667 elmex 1.1 {
1668 root 1.22 object *spob;
1669    
1670     if (op->type != PLAYER)
1671     {
1672     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1673     return;
1674     }
1675     if ((spob = check_spell_known (op, spell)) == NULL)
1676     {
1677     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1678     return;
1679     }
1680 elmex 1.1
1681 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1682     player_unready_range_ob (op->contr, spob);
1683     esrv_remove_spell (op->contr, spob);
1684 root 1.37 spob->destroy ();
1685 elmex 1.1 }
1686    
1687     /**
1688     * Handles player applying a spellbook.
1689     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1690     * stuff like that. Random learning failure too.
1691     */
1692 root 1.22 static void
1693     apply_spellbook (object *op, object *tmp)
1694 elmex 1.1 {
1695 root 1.22 object *skop, *spell, *spell_skill;
1696    
1697     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1698     {
1699     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1700     return;
1701     }
1702    
1703     /* artifact_spellbooks have 'slaying' field point to a spell name,
1704     * instead of having their spell stored in stats.sp. These are
1705     * legacy spellbooks
1706     */
1707 elmex 1.1
1708 root 1.22 if (tmp->slaying != NULL)
1709     {
1710     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1711     if (!spell)
1712     {
1713     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1714     return;
1715 root 1.14 }
1716 root 1.22 else
1717     insert_ob_in_ob (spell, tmp);
1718     tmp->slaying = NULL;
1719     }
1720    
1721     skop = find_skill_by_name (op, tmp->skill);
1722    
1723     /* need a literacy skill to learn spells. Also, having a literacy level
1724     * lower than the spell will make learning the spell more difficult */
1725     if (!skop)
1726     {
1727     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1728     return;
1729     }
1730    
1731     spell = tmp->inv;
1732 root 1.32
1733 root 1.22 if (!spell)
1734     {
1735     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1736     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1737     return;
1738     }
1739 root 1.31
1740 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 root 1.22 {
1742 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.");
1743 root 1.22 return;
1744     }
1745    
1746     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747    
1748     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1749     {
1750     identify (tmp);
1751 root 1.41
1752 root 1.22 if (tmp->env)
1753     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1754     else
1755 root 1.50 op->contr->ns->floorbox_update ();
1756 root 1.22 }
1757    
1758     /* I removed the check for special_prayer_mark here - it didn't make
1759     * a lot of sense - special prayers are not found in spellbooks, and
1760     * if the player doesn't know the spell, doesn't make a lot of sense that
1761     * they would have a special prayer mark.
1762     */
1763     if (check_spell_known (op, spell->name))
1764     {
1765     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1766     return;
1767 elmex 1.1 }
1768 root 1.22
1769     if (spell->skill)
1770     {
1771     spell_skill = find_skill_by_name (op, spell->skill);
1772 root 1.25
1773 root 1.22 if (!spell_skill)
1774     {
1775     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1776     return;
1777 root 1.14 }
1778 root 1.25
1779 root 1.22 if (spell_skill->level < spell->level)
1780     {
1781     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1782     return;
1783 root 1.14 }
1784 elmex 1.1 }
1785    
1786 root 1.22 /* Logic as follows
1787     *
1788     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1789     *
1790     * 2- The learner's skill level in literacy adjusts the chance to learn
1791     * a spell.
1792     *
1793     * 3 -Automatically fail to learn if you read while confused
1794     *
1795     * Overall, chances are the same but a player will find having a high
1796     * literacy rate very useful! -b.t.
1797     */
1798     if (QUERY_FLAG (op, FLAG_CONFUSED))
1799     {
1800     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1801     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1802     }
1803     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1804     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1805     {
1806    
1807     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1808     do_learn_spell (op, spell, 0);
1809    
1810     /* xp gain to literacy for spell learning */
1811     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1812     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1813 elmex 1.1 }
1814 root 1.22 else
1815     {
1816     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818     }
1819     decrease_ob (tmp);
1820 elmex 1.1 }
1821    
1822     /**
1823     * Handles applying a spell scroll.
1824     */
1825 root 1.22 void
1826     apply_scroll (object *op, object *tmp, int dir)
1827 elmex 1.1 {
1828 root 1.22 object *skop;
1829 elmex 1.1
1830 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1831     {
1832     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1833     return;
1834 elmex 1.1 }
1835    
1836 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1837     {
1838     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1839     return;
1840 elmex 1.1 }
1841    
1842 root 1.22 if (op->type == PLAYER)
1843     {
1844     /* players need a literacy skill to read stuff! */
1845     int exp_gain = 0;
1846 elmex 1.1
1847 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1848     * should go for anything killed by the spell.
1849     */
1850     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1851 elmex 1.1
1852 root 1.22 if (!skop)
1853     {
1854     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1855     return;
1856     }
1857 elmex 1.1
1858 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1859     change_exp (op, exp_gain, skop->skill, 0);
1860 elmex 1.1 }
1861    
1862 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863     identify (tmp);
1864 elmex 1.1
1865 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1866 elmex 1.1
1867    
1868 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869     decrease_ob (tmp);
1870 elmex 1.1 }
1871    
1872     /**
1873     * Applies a treasure object - by default, chest. op
1874     * is the person doing the applying, tmp is the treasure
1875     * chest.
1876     */
1877 root 1.22 static void
1878     apply_treasure (object *op, object *tmp)
1879 elmex 1.1 {
1880 root 1.22 object *treas;
1881    
1882    
1883     /* Nice side effect of new treasure creation method is that the treasure
1884     * for the chest is done when the chest is created, and put into the chest
1885     * inventory. So that when the chest burns up, the items still exist. Also
1886     * prevents people fromt moving chests to more difficult maps to get better
1887     * treasure
1888     */
1889    
1890     treas = tmp->inv;
1891     if (treas == NULL)
1892     {
1893     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1894     decrease_ob (tmp);
1895     return;
1896     }
1897     while (tmp->inv)
1898     {
1899     treas = tmp->inv;
1900 elmex 1.1
1901 root 1.36 treas->remove ();
1902 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1903 elmex 1.1
1904 root 1.22 treas->x = op->x;
1905     treas->y = op->y;
1906     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1907    
1908     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1909     spring_trap (treas, op);
1910 root 1.37
1911 root 1.22 /* If either player or container was destroyed, no need to do
1912     * further processing. I think this should be enclused with
1913     * spring trap above, as I don't think there is otherwise
1914     * any way for the treasure chest or player to get killed
1915     */
1916 root 1.29 if (op->destroyed () || tmp->destroyed ())
1917 root 1.22 break;
1918 elmex 1.1 }
1919    
1920 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1921 root 1.22 decrease_ob (tmp);
1922 elmex 1.1
1923     }
1924    
1925     /**
1926     * op eats food.
1927     * If player, takes care of messages and dragon special food.
1928     */
1929 root 1.22 static void
1930     apply_food (object *op, object *tmp)
1931 elmex 1.1 {
1932 root 1.22 int capacity_remaining;
1933 elmex 1.1
1934 root 1.22 if (op->type != PLAYER)
1935     op->stats.hp = op->stats.maxhp;
1936     else
1937     {
1938 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1939 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1940 root 1.14 ;
1941 root 1.22 else
1942     {
1943     /* usual case - no dragon meal: */
1944     if (op->stats.food + tmp->stats.food > 999)
1945     {
1946     if (tmp->type == FOOD || tmp->type == FLESH)
1947     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1948     else
1949     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1950     }
1951    
1952     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1953     {
1954     char buf[MAX_BUF];
1955    
1956     if (!is_dragon_pl (op))
1957     {
1958     /* eating message for normal players */
1959     if (tmp->type == DRINK)
1960     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1961     else
1962     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1963     }
1964     else
1965     {
1966     /* eating message for dragon players */
1967     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1968     }
1969    
1970     new_draw_info (NDI_UNIQUE, 0, op, buf);
1971     capacity_remaining = 999 - op->stats.food;
1972     op->stats.food += tmp->stats.food;
1973     if (capacity_remaining < tmp->stats.food)
1974     op->stats.hp += capacity_remaining / 50;
1975     else
1976     op->stats.hp += tmp->stats.food / 50;
1977     if (op->stats.hp > op->stats.maxhp)
1978     op->stats.hp = op->stats.maxhp;
1979     if (op->stats.food > 999)
1980     op->stats.food = 999;
1981     }
1982 root 1.14
1983 root 1.22 /* special food hack -b.t. */
1984     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1985     eat_special_food (op, tmp);
1986     }
1987 elmex 1.1 }
1988 root 1.22 handle_apply_yield (tmp);
1989     decrease_ob (tmp);
1990 elmex 1.1 }
1991    
1992     /**
1993     * A dragon is eating some flesh. If the flesh contains resistances,
1994     * there is a chance for the dragon's skin to get improved.
1995     *
1996     * attributes:
1997     * object *op the object (dragon player) eating the flesh
1998     * object *meal the flesh item, getting chewed in dragon's mouth
1999     * return:
2000     * int 1 if eating successful, 0 if it doesn't work
2001     */
2002 root 1.22 int
2003     dragon_eat_flesh (object *op, object *meal)
2004     {
2005     object *skin = NULL; /* pointer to dragon skin force */
2006     object *abil = NULL; /* pointer to dragon ability force */
2007     object *tmp = NULL; /* tmp. object */
2008    
2009 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2010     double chance; /* improvement-chance of one resistance type */
2011 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2012     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2013     double mbonus = 0; /* monster bonus */
2014 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2015 root 1.22 int winners = 0; /* number of winners */
2016 elmex 1.1 int i; /* index */
2017 root 1.22
2018 elmex 1.1 /* let's make sure and doublecheck the parameters */
2019 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2020 elmex 1.1 return 0;
2021 root 1.22
2022 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2023     from the player's inventory */
2024 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025     shstr_cmp dragon_skin_force ("dragon_skin_force");
2026    
2027     for (tmp = op->inv; tmp; tmp = tmp->below)
2028     if (tmp->type == FORCE)
2029     if (tmp->arch->name == dragon_skin_force)
2030     skin = tmp;
2031     else if (tmp->arch->name == dragon_ability_force)
2032     abil = tmp;
2033 root 1.22
2034 elmex 1.1 /* if either skin or ability are missing, this is an old player
2035     which is not to be considered a dragon -> bail out */
2036 root 1.22 if (skin == NULL || abil == NULL)
2037     return 0;
2038    
2039 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2040 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2041 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2042     else
2043 root 1.22 op->stats.hp += meal->stats.food / 50;
2044     if (op->stats.hp > op->stats.maxhp)
2045     op->stats.hp = op->stats.maxhp;
2046    
2047     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2048    
2049     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2050    
2051 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2052 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2053     {
2054     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2055     {
2056     /* got positive resistance, now calculate improvement chance (0-100) */
2057    
2058     /* this bonus makes resistance increase easier at lower levels */
2059     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2060     if (i == abil->stats.exp)
2061     bonus += 5; /* additional bonus for resistance of ability-focus */
2062    
2063     /* monster bonus increases with level, because high-level
2064     flesh is too rare */
2065     mbonus = op->level * 20. / ((double) settings.max_level);
2066    
2067     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2068     ((double) settings.max_level)) - skin->resist[i];
2069    
2070     if (chance >= 0.)
2071     chance += 1.;
2072     else
2073     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2074    
2075     /* chance is proportional to amount of resistance (max. 50) */
2076     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2077    
2078     /* doubled chance for resistance of ability-focus */
2079     if (i == abil->stats.exp)
2080     chance = MIN (100., chance * 2.);
2081    
2082     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2083 root 1.62 if (rndm (10000) < (int) (chance * 100))
2084 root 1.22 {
2085     atnr_winner[winners] = i;
2086     winners++;
2087     }
2088    
2089     if (chance >= 0.01)
2090     totalchance *= 1 - chance / 100;
2091    
2092     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2093     }
2094 elmex 1.1 }
2095 root 1.22
2096 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2097 root 1.22 totalchance = 100 - totalchance * 100;
2098 elmex 1.1 /* print message according to totalchance */
2099     if (totalchance > 50.)
2100 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2101 elmex 1.1 else if (totalchance > 10.)
2102 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2103 elmex 1.1 else if (totalchance > 1.)
2104 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2105 elmex 1.1 else if (totalchance > 0.1)
2106 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2107 elmex 1.1 else if (totalchance >= 0.01)
2108 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2109     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2110     sprintf (buf, "The %s tasted strange.", &meal->name);
2111     else
2112     sprintf (buf, "The %s had no taste.", &meal->name);
2113     new_draw_info (NDI_UNIQUE, 0, op, buf);
2114    
2115 elmex 1.1 /* now choose a winner if we have any */
2116     i = -1;
2117 root 1.22 if (winners > 0)
2118     i = atnr_winner[RANDOM () % winners];
2119    
2120     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2121     {
2122     /* resistance increased! */
2123     skin->resist[i]++;
2124 root 1.51 op->update_stats ();
2125 root 1.22
2126     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2127     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2128     }
2129    
2130 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2131     into the ability_force and it will take effect on next level */
2132 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2133     {
2134     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2135    
2136     if (meal->last_eat != abil->stats.exp)
2137     {
2138     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2139     new_draw_info (NDI_UNIQUE, 0, op, buf);
2140     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2141     new_draw_info (NDI_UNIQUE, 0, op, buf);
2142     }
2143     else
2144     {
2145     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2146     new_draw_info (NDI_UNIQUE, 0, op, buf);
2147     abil->last_eat = 0;
2148     }
2149 elmex 1.1 }
2150     return 1;
2151     }
2152    
2153     /**
2154     * Handles applying an improve armor scroll.
2155     * Does some sanity checks, then calls improve_armour.
2156     */
2157 root 1.22 static void
2158     apply_armour_improver (object *op, object *tmp)
2159 elmex 1.1 {
2160 root 1.22 object *armor;
2161 elmex 1.1
2162 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2163     {
2164     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2165     return;
2166 elmex 1.1 }
2167 root 1.51
2168 root 1.22 armor = find_marked_object (op);
2169 root 1.51
2170 root 1.22 if (!armor)
2171     {
2172     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2173 elmex 1.1 return;
2174     }
2175 root 1.51
2176 root 1.22 if (armor->type != ARMOUR
2177     && armor->type != CLOAK
2178     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2179 elmex 1.1 {
2180 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2181     return;
2182 elmex 1.1 }
2183    
2184 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2185     improve_armour (op, tmp, armor);
2186 elmex 1.1 }
2187    
2188 root 1.22 extern void
2189     apply_poison (object *op, object *tmp)
2190 elmex 1.1 {
2191 root 1.22 if (op->type == PLAYER)
2192     {
2193     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2194     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2195     strcpy (op->contr->killer, "poisonous booze");
2196 elmex 1.1 }
2197 root 1.22 if (tmp->stats.hp > 0)
2198     {
2199     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2200     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2201 elmex 1.1 }
2202 root 1.22 op->stats.food -= op->stats.food / 4;
2203     handle_apply_yield (tmp);
2204     decrease_ob (tmp);
2205 elmex 1.1 }
2206    
2207     /**
2208 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2209 elmex 1.1 * A valid 2 way exit means:
2210     * -You can come back (there is another exit at the other side)
2211     * -You are
2212 root 1.44 * ° the owner of the exit
2213     * ° or in the same party as the owner
2214 elmex 1.1 *
2215     * Note: a owner in a 2 way exit is saved as the owner's name
2216     * in the field exit->name cause the field exit->owner doesn't
2217     * survive in the swapping (in fact the whole exit doesn't survive).
2218     */
2219 root 1.22 int
2220     is_legal_2ways_exit (object *op, object *exit)
2221     {
2222     if (exit->stats.exp != 1)
2223     return 1; /*This is not a 2 way, so it is legal */
2224 root 1.52
2225 root 1.55 #if 0 //TODO
2226 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2227     return 0; /* This is a reset town portal */
2228 root 1.55 #endif
2229    
2230 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2231 root 1.52
2232 root 1.22 if (exitmap)
2233     {
2234 root 1.58 exitmap->load_sync ();
2235    
2236     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2237 root 1.52
2238 root 1.22 if (!tmp)
2239     return 0;
2240 root 1.52
2241 root 1.58 for (; tmp; tmp = tmp->above)
2242 root 1.22 {
2243     if (tmp->type != EXIT)
2244     continue; /*Not an exit */
2245 root 1.52
2246 root 1.22 if (!EXIT_PATH (tmp))
2247     continue; /*Not a valid exit */
2248 root 1.52
2249 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2250     continue; /*Not in the same place */
2251 root 1.52
2252 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2253 root 1.22 continue; /*Not in the same map */
2254    
2255     /* From here we have found the exit is valid. However we do
2256     * here the check of the exit owner. It is important for the
2257     * town portals to prevent strangers from visiting your appartments
2258     */
2259     if (!exit->race)
2260     return 1; /*No owner, free for all! */
2261 root 1.52
2262 root 1.58 object *exit_owner = 0;
2263 root 1.52
2264     for_all_players (pp)
2265 root 1.22 {
2266     if (!pp->ob)
2267     continue;
2268 root 1.52
2269 root 1.22 if (pp->ob->name != exit->race)
2270     continue;
2271 root 1.52
2272 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2273     break;
2274     }
2275 root 1.52
2276 root 1.22 if (!exit_owner)
2277     return 0; /* No more owner */
2278 root 1.52
2279 root 1.22 if (exit_owner->contr == op->contr)
2280     return 1; /*It is your exit */
2281 root 1.52
2282 root 1.22 if (exit_owner && /*There is a owner */
2283     (op->contr) && /*A player tries to pass */
2284     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2285     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2286     return 0;
2287 root 1.52
2288 root 1.22 return 1;
2289     }
2290     }
2291 root 1.52
2292 root 1.22 return 0;
2293     }
2294 elmex 1.1
2295    
2296     /**
2297     * Main apply handler.
2298     *
2299     * Checks for unpaid items before applying.
2300     *
2301     * Return value:
2302     * 0: player or monster can't apply objects of that type
2303     * 1: has been applied, or there was an error applying the object
2304     * 2: objects of that type can't be applied if not in inventory
2305     *
2306     * op is the object that is causing object to be applied, tmp is the object
2307     * being applied.
2308     *
2309     * aflag is special (always apply/unapply) flags. Nothing is done with
2310     * them in this function - they are passed to apply_special
2311     */
2312    
2313 root 1.22 int
2314     manual_apply (object *op, object *tmp, int aflag)
2315 elmex 1.1 {
2316 root 1.22 if (tmp->head)
2317     tmp = tmp->head;
2318 elmex 1.1
2319 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2320     {
2321     if (op->type == PLAYER)
2322     {
2323     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2324     return 1;
2325     }
2326     else
2327 root 1.51 return 0; /* monsters just skip unpaid items */
2328 elmex 1.1 }
2329    
2330 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2331     return RESULT_INT (0);
2332 root 1.8
2333 root 1.22 switch (tmp->type)
2334     {
2335 root 1.24 case CF_HANDLE:
2336     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2337     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2338     tmp->value = tmp->value ? 0 : 1;
2339     SET_ANIMATION (tmp, tmp->value);
2340     update_object (tmp, UP_OBJ_FACE);
2341     push_button (tmp);
2342     return 1;
2343 root 1.14
2344 root 1.24 case TRIGGER:
2345     if (check_trigger (tmp, op))
2346     {
2347     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2348     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2349     }
2350     else
2351 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2352    
2353 root 1.24 return 1;
2354 root 1.14
2355 root 1.24 case EXIT:
2356     if (op->type != PLAYER)
2357     return 0;
2358 root 1.57
2359 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360     {
2361     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362     }
2363     else
2364     {
2365     /* Don't display messages for random maps. */
2366 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368 root 1.57
2369 root 1.55 op->enter_exit (tmp);
2370 root 1.24 }
2371     return 1;
2372 root 1.14
2373 root 1.24 case SIGN:
2374     apply_sign (op, tmp, 0);
2375     return 1;
2376 root 1.14
2377 root 1.24 case BOOK:
2378     if (op->type == PLAYER)
2379     {
2380     apply_book (op, tmp);
2381     return 1;
2382     }
2383     else
2384     {
2385     return 0;
2386     }
2387 root 1.14
2388 root 1.24 case SKILLSCROLL:
2389     if (op->type == PLAYER)
2390     {
2391     apply_skillscroll (op, tmp);
2392     return 1;
2393     }
2394     return 0;
2395 root 1.14
2396 root 1.24 case SPELLBOOK:
2397     if (op->type == PLAYER)
2398     {
2399     apply_spellbook (op, tmp);
2400     return 1;
2401     }
2402     return 0;
2403 root 1.14
2404 root 1.24 case SCROLL:
2405     apply_scroll (op, tmp, 0);
2406     return 1;
2407 root 1.14
2408 root 1.24 case POTION:
2409     (void) apply_potion (op, tmp);
2410     return 1;
2411 root 1.14
2412 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 root 1.68 //TODO: remove, as it is unsed?
2414 root 1.24 case CLOSE_CON:
2415 root 1.68 apply_container (op, tmp->env);
2416 root 1.24 return 1;
2417 root 1.14
2418 root 1.24 case CONTAINER:
2419 root 1.68 apply_container (op, tmp);
2420 root 1.24 return 1;
2421 root 1.14
2422 root 1.24 case TREASURE:
2423     if (op->type == PLAYER)
2424     {
2425     apply_treasure (op, tmp);
2426     return 1;
2427     }
2428     else
2429 root 1.68 return 0;
2430 root 1.14
2431 root 1.24 case WEAPON:
2432     case ARMOUR:
2433     case BOOTS:
2434     case GLOVES:
2435     case AMULET:
2436     case GIRDLE:
2437     case BRACERS:
2438     case SHIELD:
2439     case HELMET:
2440     case RING:
2441     case CLOAK:
2442     case WAND:
2443     case ROD:
2444     case HORN:
2445     case SKILL:
2446     case BOW:
2447     case LAMP:
2448     case BUILDER:
2449     case SKILL_TOOL:
2450     if (tmp->env != op)
2451     return 2; /* not in inventory */
2452     (void) apply_special (op, tmp, aflag);
2453     return 1;
2454 root 1.14
2455 root 1.24 case DRINK:
2456     case FOOD:
2457     case FLESH:
2458     apply_food (op, tmp);
2459     return 1;
2460 root 1.14
2461 root 1.24 case POISON:
2462     apply_poison (op, tmp);
2463     return 1;
2464 root 1.14
2465 root 1.24 case SAVEBED:
2466 root 1.51 return 1;
2467 root 1.14
2468 root 1.24 case ARMOUR_IMPROVER:
2469     if (op->type == PLAYER)
2470     {
2471     apply_armour_improver (op, tmp);
2472     return 1;
2473     }
2474     else
2475 root 1.51 return 0;
2476 root 1.14
2477 root 1.24 case WEAPON_IMPROVER:
2478     (void) check_improve_weapon (op, tmp);
2479     return 1;
2480 root 1.14
2481 root 1.24 case CLOCK:
2482     if (op->type == PLAYER)
2483     {
2484     char buf[MAX_BUF];
2485     timeofday_t tod;
2486 root 1.22
2487 root 1.24 get_tod (&tod);
2488     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2489     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2490     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2491     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492     new_draw_info (NDI_UNIQUE, 0, op, buf);
2493     return 1;
2494     }
2495     else
2496     {
2497     return 0;
2498     }
2499 root 1.14
2500 root 1.24 case MENU:
2501     if (op->type == PLAYER)
2502     {
2503     shop_listing (op);
2504     return 1;
2505     }
2506     else
2507     {
2508     return 0;
2509     }
2510 elmex 1.1
2511 root 1.24 case POWER_CRYSTAL:
2512     apply_power_crystal (op, tmp); /* see egoitem.c */
2513     return 1;
2514 root 1.14
2515 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2516     if (op->type == PLAYER)
2517     {
2518     apply_lighter (op, tmp);
2519     return 1;
2520     }
2521     else
2522     {
2523     return 0;
2524     }
2525 root 1.14
2526 root 1.24 case ITEM_TRANSFORMER:
2527     apply_item_transformer (op, tmp);
2528     return 1;
2529 root 1.14
2530 root 1.24 default:
2531     return 0;
2532 elmex 1.1 }
2533     }
2534    
2535    
2536     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2537     * messages as needed by player_apply_below(). But there can still be
2538     * "but you are floating high above the ground" messages.
2539     *
2540     * Same return value as apply() function.
2541     */
2542 root 1.22 int
2543     player_apply (object *pl, object *op, int aflag, int quiet)
2544 elmex 1.1 {
2545 root 1.22 int tmp;
2546 elmex 1.1
2547 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2548     {
2549     /* player is flying and applying object not in inventory */
2550     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2551     {
2552     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2553     return 0;
2554 root 1.14 }
2555 elmex 1.1 }
2556    
2557 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558     * applied.
2559     */
2560     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561     {
2562     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 root 1.37 op->destroy ();
2566 root 1.22 return 1;
2567 elmex 1.1 }
2568    
2569 root 1.22 pl->contr->last_used = op;
2570 elmex 1.1
2571 root 1.22 tmp = manual_apply (pl, op, aflag);
2572     if (!quiet)
2573     {
2574     if (tmp == 0)
2575     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2576     else if (tmp == 2)
2577     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2578 elmex 1.1 }
2579 root 1.22 return tmp;
2580 elmex 1.1 }
2581    
2582     /**
2583     * player_apply_below attempts to apply the object 'below' the player.
2584     * If the player has an open container, we use that for below, otherwise
2585     * we use the ground.
2586     */
2587    
2588 root 1.22 void
2589     player_apply_below (object *pl)
2590 elmex 1.1 {
2591 root 1.68 int floors = 0;
2592 root 1.22
2593     /* If using a container, set the starting item to be the top
2594     * item in the container. Otherwise, use the map.
2595 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2596 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2597     * next object in the stack before applying. This is can only be a
2598     * problem if player_apply() has a bug in that it uses the object but does
2599     * not return a proper value.
2600     */
2601 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2602 root 1.22 {
2603     next = tmp->below;
2604 root 1.68
2605 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2606     floors++;
2607     else if (floors > 0)
2608     return; /* process only floor objects after first floor object */
2609    
2610     /* If it is visible, player can apply it. If it is applied by
2611     * person moving on it, also activate. Added code to make it
2612     * so that at least one of players movement types be that which
2613     * the item needs.
2614     */
2615     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2616     {
2617     if (player_apply (pl, tmp, 0, 1) == 1)
2618     return;
2619 elmex 1.1 }
2620 root 1.22 if (floors >= 2)
2621     return; /* process at most two floor objects */
2622 elmex 1.1 }
2623     }
2624    
2625     /**
2626     * Unapplies specified item.
2627     * No check done on cursed/damned.
2628     * Break this out of apply_special - this is just done
2629     * to keep the size of apply_special to a more managable size.
2630     */
2631 root 1.22 static int
2632     unapply_special (object *who, object *op, int aflags)
2633 elmex 1.1 {
2634 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)))
2635     return RESULT_INT (0);
2636 root 1.12
2637 root 1.22 object *tmp2;
2638 elmex 1.1
2639 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2640     switch (op->type)
2641     {
2642 root 1.24 case WEAPON:
2643     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2644 elmex 1.1
2645 root 1.24 (void) change_abil (who, op);
2646     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648     clear_skill (who);
2649     break;
2650 root 1.14
2651 root 1.24 case SKILL: /* allows objects to impart skills */
2652     case SKILL_TOOL:
2653     if (op != who->chosen_skill)
2654     {
2655     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2656     }
2657     if (who->type == PLAYER)
2658     {
2659     if (who->contr->shoottype == range_skill)
2660     who->contr->shoottype = range_none;
2661     if (!op->invisible)
2662     {
2663     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664     }
2665     else
2666     {
2667     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668     }
2669     }
2670     (void) change_abil (who, op);
2671     who->chosen_skill = NULL;
2672     CLEAR_FLAG (who, FLAG_READY_SKILL);
2673     break;
2674 root 1.14
2675 root 1.24 case ARMOUR:
2676     case HELMET:
2677     case SHIELD:
2678     case RING:
2679     case BOOTS:
2680     case GLOVES:
2681     case AMULET:
2682     case GIRDLE:
2683     case BRACERS:
2684     case CLOAK:
2685     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2686     (void) change_abil (who, op);
2687     break;
2688     case LAMP:
2689     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2690     tmp2 = arch_to_object (op->other_arch);
2691     tmp2->x = op->x;
2692     tmp2->y = op->y;
2693     tmp2->map = op->map;
2694     tmp2->below = op->below;
2695     tmp2->above = op->above;
2696     tmp2->stats.food = op->stats.food;
2697     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 root 1.29
2699 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 root 1.29
2702 root 1.24 if (who->type == PLAYER)
2703 root 1.29 esrv_del_item (who->contr, op->count);
2704    
2705 root 1.37 op->destroy ();
2706 root 1.24 insert_ob_in_ob (tmp2, who);
2707 root 1.51 who->update_stats ();
2708 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709     {
2710     if (who->type == PLAYER)
2711     {
2712     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714     }
2715     }
2716     if (who->type == PLAYER)
2717     esrv_send_item (who, tmp2);
2718     return 1; /* otherwise, an attempt to drop causes problems */
2719     break;
2720     case BOW:
2721     case WAND:
2722     case ROD:
2723     case HORN:
2724     clear_skill (who);
2725     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726     if (who->type == PLAYER)
2727     {
2728     who->contr->shoottype = range_none;
2729     }
2730     else
2731     {
2732     if (op->type == BOW)
2733     CLEAR_FLAG (who, FLAG_READY_BOW);
2734     else
2735     CLEAR_FLAG (who, FLAG_READY_RANGE);
2736     }
2737     break;
2738 elmex 1.1
2739 root 1.24 case BUILDER:
2740     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741     who->contr->shoottype = range_none;
2742     who->contr->ranges[range_builder] = NULL;
2743     break;
2744 elmex 1.1
2745 root 1.24 default:
2746     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2747     break;
2748 elmex 1.1 }
2749    
2750 root 1.51 who->update_stats ();
2751 elmex 1.1
2752 root 1.22 if (!(aflags & AP_NO_MERGE))
2753     {
2754     object *tmp;
2755    
2756     tmp = merge_ob (op, NULL);
2757     if (who->type == PLAYER)
2758     {
2759     if (tmp)
2760     { /* it was merged */
2761 root 1.29 esrv_del_item (who->contr, op->count);
2762 root 1.22 op = tmp;
2763 elmex 1.1 }
2764 root 1.29
2765 root 1.22 esrv_send_item (who, op);
2766 root 1.14 }
2767 elmex 1.1 }
2768 root 1.22 return 0;
2769 elmex 1.1 }
2770    
2771     /**
2772     * Returns the object that is using location 'loc'.
2773     * Note that 'start' is the first object to start examing - we
2774     * then go through the below of this. In this way, you can do
2775     * something like:
2776     * tmp = get_item_from_body_location(who->inv, 1);
2777     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2778     * to find the second object that may use this location, etc.
2779     * Returns NULL if no match is found.
2780     * loc is the index into the array we are looking for a match.
2781     * don't return invisible objects unless they are skill objects
2782     * invisible other objects that use
2783     * up body locations can be used as restrictions.
2784     */
2785 root 1.22 object *
2786     get_item_from_body_location (object *start, int loc)
2787 elmex 1.1 {
2788 root 1.22 object *tmp;
2789 elmex 1.1
2790 root 1.22 if (!start)
2791     return NULL;
2792 elmex 1.1
2793 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
2794     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2795     return tmp;
2796 elmex 1.1
2797 root 1.22 return NULL;
2798 elmex 1.1 }
2799    
2800    
2801    
2802     /**
2803     * 'op' wants to apply an object, but can't because of other equipment.
2804     * This should only be called when it is known
2805     * that there are objects to unapply. This makes pretty heavy
2806     * use of get_item_from_body_location. It makes no intelligent choice
2807     * on objects - rather, the first that is matched is used.
2808     * Returns 0 on success, returns 1 if there is some problem.
2809     * if aflags is AP_PRINT, we instead print out waht to unapply
2810     * instead of doing it. This is a lot less code than having
2811     * another function that does just that.
2812     */
2813 root 1.22 int
2814     unapply_for_ob (object *who, object *op, int aflags)
2815 elmex 1.1 {
2816 root 1.22 int i;
2817     object *tmp = NULL, *last;
2818 elmex 1.1
2819 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
2820     * or weapons first - only allowed to use one weapon/shield at a time.
2821     */
2822     if (op->type == WEAPON || op->type == SHIELD)
2823     {
2824     for (tmp = who->inv; tmp; tmp = tmp->below)
2825     {
2826     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2827     {
2828     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829     {
2830     if (aflags & AP_PRINT)
2831     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2832     else
2833     unapply_special (who, tmp, aflags);
2834     }
2835     else
2836     {
2837     /* In this case, we want to try and remove a cursed item.
2838     * While we know it won't work, we want unapply_special to
2839     * at least generate the message.
2840     */
2841     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2842     return 1;
2843 root 1.14 }
2844 elmex 1.1
2845 root 1.14 }
2846     }
2847 elmex 1.1 }
2848    
2849 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2850     {
2851     /* this used up a slot that we need to free */
2852     if (op->body_info[i])
2853     {
2854     last = who->inv;
2855 root 1.14
2856 root 1.22 /* We do a while loop - may need to remove several items in order
2857     * to free up enough slots.
2858     */
2859     while ((who->body_used[i] + op->body_info[i]) < 0)
2860     {
2861     tmp = get_item_from_body_location (last, i);
2862     if (!tmp)
2863     {
2864 elmex 1.1 #if 0
2865 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2866     * equipped.
2867     */
2868     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2869 elmex 1.1 #endif
2870 root 1.22 return 1;
2871     }
2872     /* If we are just printing, we don't care about cursed status */
2873     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874     {
2875     if (aflags & AP_PRINT)
2876     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2877     else
2878     unapply_special (who, tmp, aflags);
2879 root 1.14 }
2880 root 1.22 else
2881     {
2882     /* Cursed item that we can't unequip - tell the player.
2883     * Note this could be annoying if this is just one of a few,
2884     * so it may not be critical (eg, putting on a ring and you have
2885     * one cursed ring.)
2886     */
2887     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2888 root 1.14 }
2889 root 1.22 last = tmp->below;
2890 root 1.14 }
2891 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892     * return in the !tmp would have kicked in.
2893     */
2894     } /* if op is using this body location */
2895     } /* for body lcoations */
2896     return 0;
2897 elmex 1.1 }
2898    
2899     /**
2900     * Checks to see if 'who' can apply object 'op'.
2901     * Returns 0 if apply can be done without anything special.
2902     * Otherwise returns a bitmask - potentially several of these may be
2903     * set, but largely depends on circumstance - in the future, processing
2904     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2905     * is set, do we really are what the other flags may be?)
2906     *
2907     * See include/define.h for detailed description of the meaning of
2908     * these return values.
2909     */
2910 root 1.22 int
2911     can_apply_object (object *who, object *op)
2912 elmex 1.1 {
2913 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914     return RESULT_INT (0);
2915    
2916     int i, retval = 0;
2917     object *tmp = NULL, *ws = NULL;
2918    
2919     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2920     * 2 weapons, but we don't want to let them do that. So if they are
2921     * trying to equip a weapon or shield, see if they already have one
2922     * in place and store that way.
2923     */
2924     if (op->type == WEAPON || op->type == SHIELD)
2925     {
2926     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2927     {
2928     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2929     {
2930     retval = CAN_APPLY_UNAPPLY;
2931     ws = tmp;
2932 root 1.14 }
2933     }
2934 elmex 1.1 }
2935 root 1.14
2936    
2937 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938     {
2939     if (op->body_info[i])
2940     {
2941     /* Item uses more slots than we have */
2942     if (FABS (op->body_info[i]) > who->body_info[i])
2943     {
2944     /* Could return now for efficiently - rest of info below isn'
2945     * really needed.
2946     */
2947     retval |= CAN_APPLY_NEVER;
2948     }
2949     else if ((who->body_used[i] + op->body_info[i]) < 0)
2950     {
2951     /* in this case, equipping this would use more free spots than
2952     * we have.
2953     */
2954     object *tmp1;
2955    
2956 elmex 1.1
2957 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2958     * enough slots to equip the new item, then just set this can
2959     * continue. We don't care about the logic below - if you have
2960     * shield equipped and try to equip another shield, there is only
2961     * one choice. However, the check for the number of body locations
2962     * does take into the account cases where what is being applied
2963     * may be two handed for example.
2964     */
2965     if (ws)
2966     {
2967     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968     {
2969     retval |= CAN_APPLY_UNAPPLY;
2970     continue;
2971     }
2972     }
2973    
2974     tmp1 = get_item_from_body_location (who->inv, i);
2975     if (!tmp1)
2976     {
2977 elmex 1.1 #if 0
2978 root 1.22 /* This is sort of an error, but happens a lot when old players
2979     * join in with more stuff equipped than they are now allowed.
2980     */
2981     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2982 elmex 1.1 #endif
2983 root 1.22 retval |= CAN_APPLY_NEVER;
2984     }
2985     else
2986     {
2987     /* need to unapply something. However, if this something
2988     * is different than we had found before, it means they need
2989     * to apply multiple objects
2990     */
2991     retval |= CAN_APPLY_UNAPPLY;
2992     if (!tmp)
2993     tmp = tmp1;
2994     else if (tmp != tmp1)
2995     {
2996     retval |= CAN_APPLY_UNAPPLY_MULT;
2997 root 1.14 }
2998 root 1.22 /* This object isn't using up all the slots, so there must
2999     * be another. If so, and it the new item doesn't need all
3000     * the slots, the player then has a choice.
3001     */
3002     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3003     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004    
3005     /* Does unequippint 'tmp1' free up enough slots for this to be
3006     * equipped? If not, there must be something else to unapply.
3007     */
3008     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3009     retval |= CAN_APPLY_UNAPPLY_MULT;
3010    
3011     }
3012     } /* if not enough free slots */
3013     } /* if this object uses location i */
3014     } /* for i -> num_body_locations loop */
3015    
3016     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3017     * really be controlled by use of body locations. We do have
3018     * the weapon/shield checks, and the range checks for monsters,
3019     * because you can't control those just by body location - bows, shields,
3020     * and weapons all use the same slot. Similar for horn/rod/wand - they
3021     * all use the same location.
3022     */
3023     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024     retval |= CAN_APPLY_RESTRICTION;
3025     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026     retval |= CAN_APPLY_RESTRICTION;
3027    
3028    
3029     if (who->type != PLAYER)
3030     {
3031     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3033 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034     retval |= CAN_APPLY_RESTRICTION;
3035     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036     retval |= CAN_APPLY_RESTRICTION;
3037     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3039 elmex 1.1 }
3040 root 1.22 return retval;
3041 elmex 1.1 }
3042    
3043 root 1.22
3044 elmex 1.1
3045     /**
3046     * who is the object using the object. It can be a monster.
3047     * op is the object they are using. op is an equipment type item,
3048     * eg, one which you put on and keep on for a while, and not something
3049     * like a potion or scroll.
3050     *
3051     * function returns 1 if the action could not be completed, 0 on
3052     * success. However, success is a matter of meaning - if the
3053     * user passes the 'apply' flag to an object already applied,
3054     * nothing is done, and 0 is returned.
3055     *
3056     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3057     * AP_UNAPPLY=always unapply).
3058     *
3059     * Optional flags:
3060     * AP_NO_MERGE: don't merge an unapplied object with other objects
3061     * AP_IGNORE_CURSE: unapply cursed items
3062     *
3063     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064     *
3065     * apply_special() doesn't check for unpaid items.
3066     */
3067 root 1.22 int
3068     apply_special (object *who, object *op, int aflags)
3069 elmex 1.1 {
3070 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3071     object *tmp, *tmp2, *skop = NULL;
3072     int i;
3073 elmex 1.1
3074 root 1.22 if (who == NULL)
3075     {
3076     LOG (llevError, "apply_special() from object without environment.\n");
3077     return 1;
3078 elmex 1.1 }
3079    
3080 root 1.22 if (op->env != who)
3081     return 1; /* op is not in inventory */
3082 elmex 1.1
3083 root 1.22 /* trying to unequip op */
3084     if (QUERY_FLAG (op, FLAG_APPLIED))
3085     {
3086     /* always apply, so no reason to unapply */
3087     if (basic_flag == AP_APPLY)
3088     return 0;
3089    
3090     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3091     {
3092     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3093     return 1;
3094 root 1.14 }
3095 root 1.22 return unapply_special (who, op, aflags);
3096 elmex 1.1 }
3097    
3098 root 1.22 if (basic_flag == AP_UNAPPLY)
3099     return 0;
3100 elmex 1.1
3101 root 1.22 i = can_apply_object (who, op);
3102 elmex 1.1
3103 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3104     if (i)
3105     {
3106     if (i & CAN_APPLY_NEVER)
3107     {
3108     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3109     return 1;
3110     }
3111     else if (i & CAN_APPLY_RESTRICTION)
3112     {
3113     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3114     return 1;
3115     }
3116     if (who->type != PLAYER)
3117     {
3118     /* Some error, so don't try to equip something more */
3119     if (unapply_for_ob (who, op, aflags))
3120 root 1.14 return 1;
3121     }
3122 root 1.22 else
3123     {
3124     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3125     {
3126 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3127 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3128     return 1;
3129     }
3130     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131     {
3132     i = unapply_for_ob (who, op, aflags);
3133     if (i)
3134 root 1.14 return 1;
3135     }
3136     }
3137 elmex 1.1 }
3138 root 1.55
3139 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140     {
3141     skop = find_skill_by_name (who, op->skill);
3142     if (!skop)
3143     {
3144     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145     return 1;
3146     }
3147     else
3148     {
3149     /* While experience will be credited properly, we want to change the
3150     * skill so that the dam and wc get updated
3151     */
3152     change_skill (who, skop, 0);
3153 root 1.14 }
3154 elmex 1.1 }
3155 root 1.22
3156     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3157     {
3158     new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3159     return 1;
3160 elmex 1.1 }
3161    
3162 root 1.12
3163 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3164     * Note that we don't have the checks for can_use_...
3165     * below - that is already taken care of by can_apply_object.
3166     */
3167    
3168    
3169     if (op->nrof > 1)
3170     tmp = get_split_ob (op, op->nrof - 1);
3171     else
3172     tmp = NULL;
3173    
3174     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3175     return RESULT_INT (0);
3176    
3177     switch (op->type)
3178     {
3179 root 1.24 case WEAPON:
3180     if (!check_weapon_power (who, op->last_eat))
3181     {
3182     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3183     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3184     if (tmp != NULL)
3185     (void) insert_ob_in_ob (tmp, who);
3186     return 1;
3187     }
3188 root 1.65
3189     //TODO: this obviously fails for players using a shiorter prefix
3190     // i.e. "R" can use Ragnarok's swors.
3191 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3192     {
3193     /* if the weapon does not have the name as the character, can't use it. */
3194     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3195     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3196 root 1.65
3197     if (tmp)
3198     insert_ob_in_ob (tmp, who);
3199    
3200 root 1.24 return 1;
3201     }
3202 root 1.65
3203 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3204 root 1.14
3205 root 1.24 if (skop)
3206     change_skill (who, skop, 1);
3207     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3208     SET_FLAG (who, FLAG_READY_WEAPON);
3209 root 1.14
3210 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3211 root 1.14
3212 root 1.24 (void) change_abil (who, op);
3213     break;
3214 root 1.14
3215 root 1.24 case ARMOUR:
3216     case HELMET:
3217     case SHIELD:
3218     case BOOTS:
3219     case GLOVES:
3220     case GIRDLE:
3221     case BRACERS:
3222     case CLOAK:
3223     case RING:
3224     case AMULET:
3225     SET_FLAG (op, FLAG_APPLIED);
3226     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3227     (void) change_abil (who, op);
3228     break;
3229     case LAMP:
3230     if (op->stats.food < 1)
3231     {
3232     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3233     return 1;
3234     }
3235     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3236     tmp2 = arch_to_object (op->other_arch);
3237     tmp2->stats.food = op->stats.food;
3238     SET_FLAG (tmp2, FLAG_APPLIED);
3239     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241     insert_ob_in_ob (tmp2, who);
3242    
3243     /* Remove the old lantern */
3244     if (who->type == PLAYER)
3245 root 1.29 esrv_del_item (who->contr, op->count);
3246    
3247 root 1.37 op->destroy ();
3248 root 1.22
3249 root 1.24 /* insert the portion that was split off */
3250     if (tmp != NULL)
3251     {
3252     (void) insert_ob_in_ob (tmp, who);
3253     if (who->type == PLAYER)
3254     esrv_send_item (who, tmp);
3255     }
3256 root 1.51 who->update_stats ();
3257 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258     {
3259     if (who->type == PLAYER)
3260     {
3261     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3262     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3263     }
3264     }
3265     if (who->type == PLAYER)
3266     esrv_send_item (who, tmp2);
3267     return 0;
3268     break;
3269 root 1.14
3270 root 1.24 /* this part is needed for skill-tools */
3271     case SKILL:
3272     case SKILL_TOOL:
3273     if (who->chosen_skill)
3274     {
3275     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3276     return 1;
3277     }
3278     if (who->type == PLAYER)
3279     {
3280     who->contr->shoottype = range_skill;
3281     who->contr->ranges[range_skill] = op;
3282     if (!op->invisible)
3283     {
3284     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3285     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3286     }
3287     else
3288     {
3289     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3290     }
3291     }
3292     SET_FLAG (op, FLAG_APPLIED);
3293     (void) change_abil (who, op);
3294     who->chosen_skill = op;
3295     SET_FLAG (who, FLAG_READY_SKILL);
3296     break;
3297 root 1.22
3298 root 1.24 case BOW:
3299     if (!check_weapon_power (who, op->last_eat))
3300     {
3301     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3302     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3303     if (tmp != NULL)
3304     (void) insert_ob_in_ob (tmp, who);
3305     return 1;
3306     }
3307     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3308     {
3309     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3310     if (tmp != NULL)
3311     (void) insert_ob_in_ob (tmp, who);
3312     return 1;
3313     }
3314     /*FALLTHROUGH*/ case WAND:
3315     case ROD:
3316     case HORN:
3317     /* check for skill, alter player status */
3318     SET_FLAG (op, FLAG_APPLIED);
3319     if (skop)
3320     change_skill (who, skop, 0);
3321     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3322 root 1.22
3323 root 1.24 if (who->type == PLAYER)
3324     {
3325     if (op->type == BOW)
3326     {
3327     (void) change_abil (who, op);
3328     new_draw_info_format (NDI_UNIQUE, 0, who,
3329     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3330     who->contr->shoottype = range_bow;
3331     }
3332     else
3333     {
3334     who->contr->shoottype = range_misc;
3335     }
3336     }
3337     else
3338     {
3339     if (op->type == BOW)
3340     SET_FLAG (who, FLAG_READY_BOW);
3341     else
3342     SET_FLAG (who, FLAG_READY_RANGE);
3343     }
3344     break;
3345 elmex 1.1
3346 root 1.24 case BUILDER:
3347     if (who->contr->ranges[range_builder])
3348     unapply_special (who, who->contr->ranges[range_builder], 0);
3349     who->contr->shoottype = range_builder;
3350     who->contr->ranges[range_builder] = op;
3351     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3352     break;
3353 elmex 1.1
3354 root 1.24 default:
3355     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3356 root 1.22 } /* end of switch op->type */
3357    
3358     SET_FLAG (op, FLAG_APPLIED);
3359 elmex 1.1
3360 root 1.22 if (tmp != NULL)
3361     tmp = insert_ob_in_ob (tmp, who);
3362 elmex 1.1
3363 root 1.51 who->update_stats ();
3364 elmex 1.1
3365 root 1.22 /* We exclude spell casting objects. The fire code will set the
3366     * been applied flag when they are used - until that point,
3367     * you don't know anything about them.
3368     */
3369     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3370     SET_FLAG (op, FLAG_BEEN_APPLIED);
3371    
3372     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3373     {
3374     if (who->type == PLAYER)
3375     {
3376     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3377     SET_FLAG (op, FLAG_KNOWN_CURSED);
3378     }
3379     }
3380     if (who->type == PLAYER)
3381     {
3382     /* if multiple objects were applied, update both slots */
3383     if (tmp)
3384     esrv_send_item (who, tmp);
3385     esrv_send_item (who, op);
3386 elmex 1.1 }
3387 root 1.22 return 0;
3388 elmex 1.1 }
3389    
3390    
3391 root 1.22 int
3392     monster_apply_special (object *who, object *op, int aflags)
3393 elmex 1.1 {
3394 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3395 elmex 1.1 return 1;
3396     return apply_special (who, op, aflags);
3397     }
3398    
3399     /**
3400     * Map was just loaded, handle op's initialisation.
3401     *
3402     * Generates shop floor's item, and treasures.
3403     */
3404 root 1.22 int
3405     auto_apply (object *op)
3406     {
3407     object *tmp = NULL, *tmp2;
3408     int i;
3409 elmex 1.1
3410 root 1.22 switch (op->type)
3411     {
3412 root 1.24 case SHOP_FLOOR:
3413 root 1.42 if (!op->has_random_items ())
3414 root 1.24 return 0;
3415 root 1.38
3416 root 1.24 do
3417     {
3418     i = 10; /* let's give it 10 tries */
3419     while ((tmp = generate_treasure (op->randomitems,
3420     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3421     if (tmp == NULL)
3422     return 0;
3423     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3424     {
3425 root 1.37 tmp->destroy ();
3426 root 1.24 tmp = NULL;
3427     }
3428     }
3429     while (!tmp);
3430 root 1.38
3431 root 1.24 tmp->x = op->x;
3432     tmp->y = op->y;
3433     SET_FLAG (tmp, FLAG_UNPAID);
3434     insert_ob_in_map (tmp, op->map, NULL, 0);
3435     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3436     identify (tmp);
3437     break;
3438 root 1.14
3439 root 1.24 case TREASURE:
3440     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3441     return 0;
3442 root 1.37
3443 root 1.67 while (op->stats.hp-- > 0)
3444 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3445     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3446    
3447     /* If we generated an object and put it in this object inventory,
3448     * move it to the parent object as the current object is about
3449     * to disappear. An example of this item is the random_* stuff
3450     * that is put inside other objects.
3451     */
3452     for (tmp = op->inv; tmp; tmp = tmp2)
3453     {
3454     tmp2 = tmp->below;
3455 root 1.36 tmp->remove ();
3456 root 1.37
3457 root 1.24 if (op->env)
3458     insert_ob_in_ob (tmp, op->env);
3459     else
3460 root 1.37 tmp->destroy ();
3461 root 1.24 }
3462 root 1.37
3463     op->destroy ();
3464 root 1.24 break;
3465 elmex 1.1 }
3466 root 1.22 return tmp ? 1 : 0;
3467 elmex 1.1 }
3468    
3469     /**
3470 root 1.68 * fix_auto_apply goes through the entire map every time a map
3471     * is loaded or swapped in and performs special actions for
3472 elmex 1.1 * certain objects (most initialization of chests and creation of
3473     * treasures and stuff). Calls auto_apply if appropriate.
3474     */
3475 root 1.20 void
3476 root 1.55 maptile::fix_auto_apply ()
3477 root 1.20 {
3478 root 1.55 if (!spaces)
3479 root 1.20 return;
3480    
3481 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3482     for (object *tmp = ms->bot; tmp; )
3483     {
3484     object *above = tmp->above;
3485 root 1.20
3486 root 1.55 if (tmp->inv)
3487     {
3488     object *invtmp, *invnext;
3489 elmex 1.1
3490 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3491     {
3492     invnext = invtmp->below;
3493 root 1.14
3494 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3495     auto_apply (invtmp);
3496     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3497     {
3498     while ((invtmp->stats.hp--) > 0)
3499     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3500    
3501     invtmp->randomitems = NULL;
3502     }
3503     else if (invtmp && invtmp->arch
3504     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3505     {
3506     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3507     /* Need to clear this so that we never try to create
3508     * treasure again for this object
3509     */
3510     invtmp->randomitems = NULL;
3511     }
3512     }
3513     /* This is really temporary - the code at the bottom will
3514     * also set randomitems to null. The problem is there are bunches
3515     * of maps/players already out there with items that have spells
3516     * which haven't had the randomitems set to null yet.
3517     * MSW 2004-05-13
3518     *
3519     * And if it's a spellbook, it's better to set randomitems to NULL too,
3520     * else you get two spells in the book ^_-
3521     * Ryo 2004-08-16
3522     */
3523     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3524     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3525     tmp->randomitems = NULL;
3526 root 1.14
3527 root 1.55 }
3528 root 1.20
3529 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3530     auto_apply (tmp);
3531     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3532     {
3533     while ((tmp->stats.hp--) > 0)
3534     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3535     tmp->randomitems = NULL;
3536     }
3537     else if (tmp->type == TIMED_GATE)
3538     {
3539     object *head = tmp->head != NULL ? tmp->head : tmp;
3540    
3541     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3542     tmp->set_speed (0);
3543     }
3544     /* This function can be called everytime a map is loaded, even when
3545     * swapping back in. As such, we don't want to create the treasure
3546     * over and ove again, so after we generate the treasure, blank out
3547     * randomitems so if it is swapped in again, it won't make anything.
3548     * This is a problem for the above objects, because they have counters
3549     * which say how many times to make the treasure.
3550     */
3551     else if (tmp && tmp->arch && tmp->type != PLAYER
3552     && tmp->type != TREASURE && tmp->type != SPELL
3553     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3554     {
3555     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3556     tmp->randomitems = NULL;
3557     }
3558 root 1.68 // close all containers
3559     else if (tmp->type == CONTAINER)
3560     tmp->flag [FLAG_APPLIED] = 0;
3561 root 1.22
3562 root 1.55 tmp = above;
3563     }
3564 elmex 1.1
3565 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3566     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3567     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3568     check_trigger (tmp, tmp->above);
3569 elmex 1.1 }
3570    
3571     /**
3572     * Handles player eating food that temporarily changes status (resistances, stats).
3573     * This used to call cast_change_attr(), but
3574     * that doesn't work with the new spell code. Since we know what
3575     * the food changes, just grab a force and use that instead.
3576     */
3577    
3578 root 1.22 void
3579     eat_special_food (object *who, object *food)
3580     {
3581     object *force;
3582     int i, did_one = 0;
3583     sint8 k;
3584    
3585     force = get_archetype (FORCE_NAME);
3586    
3587     for (i = 0; i < NUM_STATS; i++)
3588     {
3589     k = get_attr_value (&food->stats, i);
3590     if (k)
3591     {
3592     set_attr_value (&force->stats, i, k);
3593     did_one = 1;
3594 root 1.14 }
3595 elmex 1.1 }
3596    
3597 root 1.22 /* check if we can protect the eater */
3598     for (i = 0; i < NROFATTACKS; i++)
3599     {
3600     if (food->resist[i] > 0)
3601     {
3602     force->resist[i] = food->resist[i] / 2;
3603     did_one = 1;
3604     }
3605     }
3606 elmex 1.47
3607 root 1.22 if (did_one)
3608     {
3609 root 1.54 force->set_speed (0.1);
3610 root 1.22 /* bigger morsel of food = longer effect time */
3611 elmex 1.47 force->duration = food->stats.food / 5;
3612 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3613     change_abil (who, force);
3614     insert_ob_in_ob (force, who);
3615     }
3616     else
3617 root 1.37 force->destroy ();
3618 root 1.22
3619     /* check for hp, sp change */
3620     if (food->stats.hp != 0)
3621     {
3622     if (QUERY_FLAG (food, FLAG_CURSED))
3623     {
3624 root 1.64 assign (who->contr->killer, food->name);
3625 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3626     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3627     }
3628     else
3629     {
3630     if (food->stats.hp > 0)
3631     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3632     else
3633     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3634     who->stats.hp += food->stats.hp;
3635     }
3636     }
3637     if (food->stats.sp != 0)
3638     {
3639     if (QUERY_FLAG (food, FLAG_CURSED))
3640     {
3641     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3642     who->stats.sp -= food->stats.sp;
3643     if (who->stats.sp < 0)
3644     who->stats.sp = 0;
3645     }
3646     else
3647     {
3648     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3649     who->stats.sp += food->stats.sp;
3650     /* place limit on max sp from food? */
3651     }
3652 elmex 1.1 }
3653 root 1.51 who->update_stats ();
3654 elmex 1.1 }
3655    
3656     /**
3657     * Designed primarily to light torches/lanterns/etc.
3658     * Also burns up burnable material too. First object in the inventory is
3659     * the selected object to "burn". -b.t.
3660     */
3661 root 1.22 void
3662     apply_lighter (object *who, object *lighter)
3663     {
3664     object *item;
3665     int is_player_env = 0;
3666    
3667     item = find_marked_object (who);
3668     if (item)
3669     {
3670     if (lighter->last_eat && lighter->stats.food)
3671     { /* lighter gets used up */
3672     /* Split multiple lighters if they're being used up. Otherwise *
3673     * one charge from each would be used up. --DAMN */
3674     if (lighter->nrof > 1)
3675     {
3676 root 1.39 object *oneLighter = lighter->clone ();
3677 root 1.14
3678 root 1.22 lighter->nrof -= 1;
3679     oneLighter->nrof = 1;
3680     oneLighter->stats.food--;
3681     esrv_send_item (who, lighter);
3682     oneLighter = insert_ob_in_ob (oneLighter, who);
3683     esrv_send_item (who, oneLighter);
3684     }
3685     else
3686 root 1.29 lighter->stats.food--;
3687 root 1.22 }
3688     else if (lighter->last_eat)
3689     { /* no charges left in lighter */
3690     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3691     return;
3692     }
3693 root 1.48
3694 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3695     * I can't see many times when you would want to light multiple
3696     * objects at once.
3697     */
3698 root 1.48
3699     if (who == item->in_player ())
3700 root 1.22 is_player_env = 1;
3701    
3702     save_throw_object (item, AT_FIRE, who);
3703 root 1.48
3704 root 1.49 if (item->destroyed ())
3705 root 1.22 {
3706 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3707 root 1.22 /* Need to update the player so that the players glow radius
3708     * gets changed.
3709     */
3710     if (is_player_env)
3711 root 1.51 who->update_stats ();
3712 root 1.22 }
3713     else
3714 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);
3715 root 1.22 }
3716     else /* nothing to light */
3717     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3718 elmex 1.1
3719     }
3720    
3721     /**
3722     * op made some mistake with a scroll, this takes care of punishment.
3723     * scroll_failure()- hacked directly from spell_failure
3724     */
3725 root 1.22 void
3726     scroll_failure (object *op, int failure, int power)
3727 elmex 1.1 {
3728 root 1.22 if (abs (failure / 4) > power)
3729     power = abs (failure / 4); /* set minimum effect */
3730 elmex 1.1
3731 root 1.22 if (failure <= -1 && failure > -15)
3732     { /* wonder */
3733     object *tmp;
3734    
3735     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3736     tmp = get_archetype (SPELL_WONDER);
3737     cast_wonder (op, op, 0, tmp);
3738 root 1.37 tmp->destroy ();
3739 root 1.22 }
3740     else if (failure <= -15 && failure > -35)
3741     { /* drain mana */
3742     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3743     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3744     if (op->stats.sp < 0)
3745     op->stats.sp = 0;
3746     }
3747     else if (settings.spell_failure_effects == TRUE)
3748     {
3749     if (failure <= -35 && failure > -60)
3750     { /* confusion */
3751     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3752     confuse_player (op, op, power);
3753     }
3754     else if (failure <= -60 && failure > -70)
3755     { /* paralysis */
3756     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3757     paralyze_player (op, op, power);
3758     }
3759     else if (failure <= -70 && failure > -80)
3760     { /* blind */
3761     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3762     blind_player (op, op, power);
3763     }
3764     else if (failure <= -80)
3765     { /* blast the immediate area */
3766     object *tmp;
3767    
3768     tmp = get_archetype (LOOSE_MANA);
3769     cast_magic_storm (op, tmp, power);
3770     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3771 root 1.37 tmp->destroy ();
3772 root 1.14 }
3773 elmex 1.1 }
3774     }
3775    
3776 root 1.22 void
3777     apply_changes_to_player (object *pl, object *change)
3778     {
3779     int excess_stat = 0; /* if the stat goes over the maximum
3780     for the race, put the excess stat some
3781     where else. */
3782 elmex 1.1
3783 root 1.22 switch (change->type)
3784     {
3785 root 1.24 case CLASS:
3786     {
3787     living *stats = &(pl->contr->orig_stats);
3788     living *ns = &(change->stats);
3789     object *walk;
3790     int flag_change_face = 1;
3791    
3792     /* the following code assigns stats up to the stat max
3793     * for the race, and if the stat max is exceeded,
3794     * tries to randomly reassign the excess stat
3795     */
3796     int i, j;
3797 root 1.22
3798 root 1.24 for (i = 0; i < NUM_STATS; i++)
3799     {
3800     sint8 stat = get_attr_value (stats, i);
3801     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3802 root 1.22
3803 root 1.24 stat += get_attr_value (ns, i);
3804     if (stat > 20 + race_bonus)
3805     {
3806     excess_stat++;
3807     stat = 20 + race_bonus;
3808     }
3809     set_attr_value (stats, i, stat);
3810     }
3811 elmex 1.1
3812 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3813     { /* try 100 times to assign excess stats */
3814     int i = rndm (0, 6);
3815     int stat = get_attr_value (stats, i);
3816     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3817    
3818     if (i == CHA)
3819     continue; /* exclude cha from this */
3820     if (stat < 20 + race_bonus)
3821     {
3822     change_attr_value (stats, i, 1);
3823     excess_stat--;
3824     }
3825     }
3826 root 1.14
3827 root 1.24 /* insert the randomitems from the change's treasurelist into
3828     * the player ref: player.c
3829     */
3830     if (change->randomitems != NULL)
3831     give_initial_items (pl, change->randomitems);
3832 root 1.14
3833    
3834 root 1.24 /* set up the face, for some races. */
3835 root 1.14
3836 root 1.24 /* first, look for the force object banning
3837     * changing the face. Certain races never change face with class.
3838     */
3839     for (walk = pl->inv; walk != NULL; walk = walk->below)
3840     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3841     flag_change_face = 0;
3842 root 1.14
3843 root 1.24 if (flag_change_face)
3844     {
3845     pl->animation_id = GET_ANIM_ID (change);
3846     pl->face = change->face;
3847 root 1.14
3848 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3849     SET_FLAG (pl, FLAG_ANIMATE);
3850     else
3851     CLEAR_FLAG (pl, FLAG_ANIMATE);
3852     }
3853 root 1.14
3854 root 1.24 /* check the special case of can't use weapons */
3855     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3856     if (!strcmp (change->name, "monk"))
3857     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3858 root 1.14
3859 root 1.24 break;
3860     }
3861 elmex 1.1 }
3862     }
3863    
3864     /**
3865     * This handles items of type 'transformer'.
3866     * Basically those items, used with a marked item, transform both items into something
3867     * else.
3868     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3869     * Change information is contained in the 'slaying' field of the marked item.
3870     * The format is as follow: transformer:[number ]yield[;transformer:...].
3871     * This way an item can be transformed in many things, and/or many objects.
3872     * The 'slaying' field for transformer is used as verb for the action.
3873     */
3874 root 1.22 void
3875     apply_item_transformer (object *pl, object *transformer)
3876     {
3877     object *marked;
3878     object *new_item;
3879     char *find;
3880     char *separator;
3881     int yield;
3882     char got[MAX_BUF];
3883     int len;
3884    
3885     if (!pl || !transformer)
3886     return;
3887     marked = find_marked_object (pl);
3888     if (!marked)
3889 elmex 1.1 {
3890 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3891     return;
3892     }
3893     if (!marked->slaying)
3894     {
3895     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3896     return;
3897     }
3898     /* check whether they are compatible or not */
3899     find = strstr (marked->slaying, transformer->arch->name);
3900     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3901     {
3902     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3903     return;
3904     }
3905     find += strlen (transformer->arch->name) + 1;
3906     /* Item can be used, now find how many and what it yields */
3907     if (isdigit (*(find)))
3908     {
3909     yield = atoi (find);
3910     if (yield < 1)
3911 elmex 1.1 {
3912 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3913     yield = 1;
3914 elmex 1.1 }
3915 root 1.22 }
3916     else
3917     yield = 1;
3918 elmex 1.1
3919 root 1.22 while (isdigit (*find))
3920     find++;
3921     while (*find == ' ')
3922     find++;
3923     memset (got, 0, MAX_BUF);
3924     if ((separator = strchr (find, ';')) != NULL)
3925     {
3926     len = separator - find;
3927     }
3928     else
3929     {
3930     len = strlen (find);
3931     }
3932     if (len > MAX_BUF - 1)
3933     len = MAX_BUF - 1;
3934     strcpy (got, find);
3935     got[len] = '\0';
3936    
3937     /* Now create new item, remove used ones when required. */
3938     new_item = get_archetype (got);
3939     if (!new_item)
3940     {
3941     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3942     return;
3943 elmex 1.1 }
3944 root 1.29
3945 root 1.22 new_item->nrof = yield;
3946     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3947     insert_ob_in_ob (new_item, pl);
3948     esrv_send_inventory (pl, pl);
3949     /* Eat up one item */
3950     decrease_ob_nr (marked, 1);
3951     /* Eat one transformer if needed */
3952     if (transformer->stats.food)
3953     if (--transformer->stats.food == 0)
3954     decrease_ob_nr (transformer, 1);
3955     }