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Revision: 1.74
Committed: Sun Mar 18 03:05:40 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +2 -1 lines
Log Message:
- reduce default output-sync to less than a second
- output-sync command now uses seconds as unit, not
  something users cannot even know.
- lots of useless const adjustments.

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 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "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 root 1.74 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577     long_desc (tmp, op), &tmp->msg);
1578 root 1.22
1579     /* gain xp from reading */
1580     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581     { /* only if not read before */
1582     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1583    
1584     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585     {
1586     /*exp_gain *= 2; because they just identified it too */
1587     SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 root 1.41
1589 root 1.22 /* If in a container, update how it looks */
1590     if (tmp->env)
1591     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1592     else
1593 root 1.50 op->contr->ns->floorbox_update ();
1594 root 1.22 }
1595 root 1.41
1596 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1597     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1598 elmex 1.1 }
1599     }
1600    
1601     /**
1602     * Handles the applying of a skill scroll, calling learn_skill straight.
1603     * op is the person learning the skill, tmp is the skill scroll object
1604     */
1605 root 1.22 static void
1606     apply_skillscroll (object *op, object *tmp)
1607 elmex 1.1 {
1608 root 1.22 switch ((int) learn_skill (op, tmp))
1609     {
1610 root 1.24 case 0:
1611     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1612     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1613     return;
1614    
1615     case 1:
1616     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617     decrease_ob (tmp);
1618     return;
1619 root 1.14
1620 root 1.24 default:
1621     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1622     decrease_ob (tmp);
1623     return;
1624 elmex 1.1 }
1625     }
1626    
1627     /**
1628     * Actually makes op learn spell.
1629     * Informs player of what happens.
1630     */
1631 root 1.22 void
1632     do_learn_spell (object *op, object *spell, int special_prayer)
1633 elmex 1.1 {
1634 root 1.22 object *tmp;
1635 elmex 1.1
1636 root 1.22 if (op->type != PLAYER)
1637     {
1638     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1639     return;
1640 elmex 1.1 }
1641    
1642 root 1.22 /* Upgrade special prayers to normal prayers */
1643     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1644     {
1645     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1646     {
1647     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1648     return;
1649 elmex 1.1 }
1650 root 1.22 return;
1651 elmex 1.1 }
1652    
1653 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1654 root 1.39 tmp = spell->clone ();
1655 root 1.22 insert_ob_in_ob (tmp, op);
1656    
1657     if (special_prayer)
1658 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1659 elmex 1.1
1660 root 1.22 esrv_add_spells (op->contr, tmp);
1661 elmex 1.1 }
1662    
1663     /**
1664     * Erases spell from player's inventory.
1665     */
1666 root 1.22 void
1667     do_forget_spell (object *op, const char *spell)
1668 elmex 1.1 {
1669 root 1.22 object *spob;
1670    
1671     if (op->type != PLAYER)
1672     {
1673     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1674     return;
1675     }
1676     if ((spob = check_spell_known (op, spell)) == NULL)
1677     {
1678     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679     return;
1680     }
1681 elmex 1.1
1682 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1683     player_unready_range_ob (op->contr, spob);
1684     esrv_remove_spell (op->contr, spob);
1685 root 1.37 spob->destroy ();
1686 elmex 1.1 }
1687    
1688     /**
1689     * Handles player applying a spellbook.
1690     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1691     * stuff like that. Random learning failure too.
1692     */
1693 root 1.22 static void
1694     apply_spellbook (object *op, object *tmp)
1695 elmex 1.1 {
1696 root 1.22 object *skop, *spell, *spell_skill;
1697    
1698     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699     {
1700     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1701     return;
1702     }
1703    
1704     /* artifact_spellbooks have 'slaying' field point to a spell name,
1705     * instead of having their spell stored in stats.sp. These are
1706     * legacy spellbooks
1707     */
1708 elmex 1.1
1709 root 1.22 if (tmp->slaying != NULL)
1710     {
1711     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712     if (!spell)
1713     {
1714     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1715     return;
1716 root 1.14 }
1717 root 1.22 else
1718     insert_ob_in_ob (spell, tmp);
1719     tmp->slaying = NULL;
1720     }
1721    
1722     skop = find_skill_by_name (op, tmp->skill);
1723    
1724     /* need a literacy skill to learn spells. Also, having a literacy level
1725     * lower than the spell will make learning the spell more difficult */
1726     if (!skop)
1727     {
1728     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1729     return;
1730     }
1731    
1732     spell = tmp->inv;
1733 root 1.32
1734 root 1.22 if (!spell)
1735     {
1736     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1737     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1738     return;
1739     }
1740 root 1.31
1741 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 root 1.22 {
1743 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1744 root 1.22 return;
1745     }
1746    
1747     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1748    
1749     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750     {
1751     identify (tmp);
1752 root 1.41
1753 root 1.22 if (tmp->env)
1754     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1755     else
1756 root 1.50 op->contr->ns->floorbox_update ();
1757 root 1.22 }
1758    
1759     /* I removed the check for special_prayer_mark here - it didn't make
1760     * a lot of sense - special prayers are not found in spellbooks, and
1761     * if the player doesn't know the spell, doesn't make a lot of sense that
1762     * they would have a special prayer mark.
1763     */
1764     if (check_spell_known (op, spell->name))
1765     {
1766     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1767     return;
1768 elmex 1.1 }
1769 root 1.22
1770     if (spell->skill)
1771     {
1772     spell_skill = find_skill_by_name (op, spell->skill);
1773 root 1.25
1774 root 1.22 if (!spell_skill)
1775     {
1776 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1777 root 1.22 return;
1778 root 1.14 }
1779 root 1.25
1780 root 1.22 if (spell_skill->level < spell->level)
1781     {
1782     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1783     return;
1784 root 1.14 }
1785 elmex 1.1 }
1786    
1787 root 1.22 /* Logic as follows
1788     *
1789     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1790     *
1791     * 2- The learner's skill level in literacy adjusts the chance to learn
1792     * a spell.
1793     *
1794     * 3 -Automatically fail to learn if you read while confused
1795     *
1796     * Overall, chances are the same but a player will find having a high
1797     * literacy rate very useful! -b.t.
1798     */
1799     if (QUERY_FLAG (op, FLAG_CONFUSED))
1800     {
1801     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1802     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1803     }
1804     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1805     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806     {
1807    
1808     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1809     do_learn_spell (op, spell, 0);
1810    
1811     /* xp gain to literacy for spell learning */
1812     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 elmex 1.1 }
1815 root 1.22 else
1816     {
1817     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1818     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1819     }
1820 root 1.73
1821 root 1.22 decrease_ob (tmp);
1822 elmex 1.1 }
1823    
1824     /**
1825     * Handles applying a spell scroll.
1826     */
1827 root 1.22 void
1828     apply_scroll (object *op, object *tmp, int dir)
1829 elmex 1.1 {
1830 root 1.22 object *skop;
1831 elmex 1.1
1832 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833     {
1834     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1835     return;
1836 elmex 1.1 }
1837    
1838 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1839     {
1840     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1841     return;
1842 elmex 1.1 }
1843    
1844 root 1.22 if (op->type == PLAYER)
1845     {
1846     /* players need a literacy skill to read stuff! */
1847     int exp_gain = 0;
1848 elmex 1.1
1849 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1850     * should go for anything killed by the spell.
1851     */
1852     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 elmex 1.1
1854 root 1.22 if (!skop)
1855     {
1856     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1857     return;
1858     }
1859 elmex 1.1
1860 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861     change_exp (op, exp_gain, skop->skill, 0);
1862 elmex 1.1 }
1863    
1864 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865     identify (tmp);
1866 elmex 1.1
1867 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1868 elmex 1.1
1869    
1870 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871     decrease_ob (tmp);
1872 elmex 1.1 }
1873    
1874     /**
1875     * Applies a treasure object - by default, chest. op
1876     * is the person doing the applying, tmp is the treasure
1877     * chest.
1878     */
1879 root 1.22 static void
1880     apply_treasure (object *op, object *tmp)
1881 elmex 1.1 {
1882 root 1.22 object *treas;
1883    
1884    
1885     /* Nice side effect of new treasure creation method is that the treasure
1886     * for the chest is done when the chest is created, and put into the chest
1887     * inventory. So that when the chest burns up, the items still exist. Also
1888     * prevents people fromt moving chests to more difficult maps to get better
1889     * treasure
1890     */
1891    
1892     treas = tmp->inv;
1893     if (treas == NULL)
1894     {
1895     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896     decrease_ob (tmp);
1897     return;
1898     }
1899     while (tmp->inv)
1900     {
1901     treas = tmp->inv;
1902 elmex 1.1
1903 root 1.36 treas->remove ();
1904 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 elmex 1.1
1906 root 1.22 treas->x = op->x;
1907     treas->y = op->y;
1908     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909    
1910     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911     spring_trap (treas, op);
1912 root 1.37
1913 root 1.22 /* If either player or container was destroyed, no need to do
1914     * further processing. I think this should be enclused with
1915     * spring trap above, as I don't think there is otherwise
1916     * any way for the treasure chest or player to get killed
1917     */
1918 root 1.29 if (op->destroyed () || tmp->destroyed ())
1919 root 1.22 break;
1920 elmex 1.1 }
1921    
1922 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1923 root 1.22 decrease_ob (tmp);
1924 elmex 1.1
1925     }
1926    
1927     /**
1928     * op eats food.
1929     * If player, takes care of messages and dragon special food.
1930     */
1931 root 1.22 static void
1932     apply_food (object *op, object *tmp)
1933 elmex 1.1 {
1934 root 1.22 int capacity_remaining;
1935 elmex 1.1
1936 root 1.22 if (op->type != PLAYER)
1937     op->stats.hp = op->stats.maxhp;
1938     else
1939     {
1940 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1941 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1942 root 1.14 ;
1943 root 1.22 else
1944     {
1945     /* usual case - no dragon meal: */
1946     if (op->stats.food + tmp->stats.food > 999)
1947     {
1948     if (tmp->type == FOOD || tmp->type == FLESH)
1949     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1950     else
1951     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1952     }
1953    
1954     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955     {
1956     char buf[MAX_BUF];
1957    
1958     if (!is_dragon_pl (op))
1959     {
1960     /* eating message for normal players */
1961     if (tmp->type == DRINK)
1962     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1963     else
1964     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965     }
1966     else
1967     {
1968     /* eating message for dragon players */
1969     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1970     }
1971    
1972     new_draw_info (NDI_UNIQUE, 0, op, buf);
1973     capacity_remaining = 999 - op->stats.food;
1974     op->stats.food += tmp->stats.food;
1975     if (capacity_remaining < tmp->stats.food)
1976     op->stats.hp += capacity_remaining / 50;
1977     else
1978     op->stats.hp += tmp->stats.food / 50;
1979     if (op->stats.hp > op->stats.maxhp)
1980     op->stats.hp = op->stats.maxhp;
1981     if (op->stats.food > 999)
1982     op->stats.food = 999;
1983     }
1984 root 1.14
1985 root 1.22 /* special food hack -b.t. */
1986     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987     eat_special_food (op, tmp);
1988     }
1989 elmex 1.1 }
1990 root 1.22 handle_apply_yield (tmp);
1991     decrease_ob (tmp);
1992 elmex 1.1 }
1993    
1994     /**
1995     * A dragon is eating some flesh. If the flesh contains resistances,
1996     * there is a chance for the dragon's skin to get improved.
1997     *
1998     * attributes:
1999     * object *op the object (dragon player) eating the flesh
2000     * object *meal the flesh item, getting chewed in dragon's mouth
2001     * return:
2002     * int 1 if eating successful, 0 if it doesn't work
2003     */
2004 root 1.22 int
2005     dragon_eat_flesh (object *op, object *meal)
2006     {
2007     object *skin = NULL; /* pointer to dragon skin force */
2008     object *abil = NULL; /* pointer to dragon ability force */
2009     object *tmp = NULL; /* tmp. object */
2010    
2011 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2012     double chance; /* improvement-chance of one resistance type */
2013 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2014     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015     double mbonus = 0; /* monster bonus */
2016 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2017 root 1.22 int winners = 0; /* number of winners */
2018 elmex 1.1 int i; /* index */
2019 root 1.22
2020 elmex 1.1 /* let's make sure and doublecheck the parameters */
2021 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2022 elmex 1.1 return 0;
2023 root 1.22
2024 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025     from the player's inventory */
2026 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027     shstr_cmp dragon_skin_force ("dragon_skin_force");
2028    
2029     for (tmp = op->inv; tmp; tmp = tmp->below)
2030     if (tmp->type == FORCE)
2031     if (tmp->arch->name == dragon_skin_force)
2032     skin = tmp;
2033     else if (tmp->arch->name == dragon_ability_force)
2034     abil = tmp;
2035 root 1.22
2036 elmex 1.1 /* if either skin or ability are missing, this is an old player
2037     which is not to be considered a dragon -> bail out */
2038 root 1.22 if (skin == NULL || abil == NULL)
2039     return 0;
2040    
2041 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2042 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2043 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2044     else
2045 root 1.22 op->stats.hp += meal->stats.food / 50;
2046     if (op->stats.hp > op->stats.maxhp)
2047     op->stats.hp = op->stats.maxhp;
2048    
2049     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050    
2051     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2052    
2053 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2054 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2055     {
2056     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2057     {
2058     /* got positive resistance, now calculate improvement chance (0-100) */
2059    
2060     /* this bonus makes resistance increase easier at lower levels */
2061     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2062     if (i == abil->stats.exp)
2063     bonus += 5; /* additional bonus for resistance of ability-focus */
2064    
2065     /* monster bonus increases with level, because high-level
2066     flesh is too rare */
2067     mbonus = op->level * 20. / ((double) settings.max_level);
2068    
2069     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2070     ((double) settings.max_level)) - skin->resist[i];
2071    
2072     if (chance >= 0.)
2073     chance += 1.;
2074     else
2075     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2076    
2077     /* chance is proportional to amount of resistance (max. 50) */
2078     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2079    
2080     /* doubled chance for resistance of ability-focus */
2081     if (i == abil->stats.exp)
2082     chance = MIN (100., chance * 2.);
2083    
2084     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2085 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2086 root 1.22 {
2087     atnr_winner[winners] = i;
2088     winners++;
2089     }
2090    
2091     if (chance >= 0.01)
2092     totalchance *= 1 - chance / 100;
2093    
2094     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2095     }
2096 elmex 1.1 }
2097 root 1.22
2098 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2099 root 1.22 totalchance = 100 - totalchance * 100;
2100 elmex 1.1 /* print message according to totalchance */
2101     if (totalchance > 50.)
2102 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2103 elmex 1.1 else if (totalchance > 10.)
2104 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2105 elmex 1.1 else if (totalchance > 1.)
2106 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2107 elmex 1.1 else if (totalchance > 0.1)
2108 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2109 elmex 1.1 else if (totalchance >= 0.01)
2110 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2111     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112     sprintf (buf, "The %s tasted strange.", &meal->name);
2113     else
2114     sprintf (buf, "The %s had no taste.", &meal->name);
2115     new_draw_info (NDI_UNIQUE, 0, op, buf);
2116    
2117 elmex 1.1 /* now choose a winner if we have any */
2118     i = -1;
2119 root 1.22 if (winners > 0)
2120     i = atnr_winner[RANDOM () % winners];
2121    
2122     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123     {
2124     /* resistance increased! */
2125     skin->resist[i]++;
2126 root 1.51 op->update_stats ();
2127 root 1.22
2128     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2129     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2130     }
2131    
2132 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2133     into the ability_force and it will take effect on next level */
2134 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135     {
2136     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137    
2138     if (meal->last_eat != abil->stats.exp)
2139     {
2140     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2141     new_draw_info (NDI_UNIQUE, 0, op, buf);
2142     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2143     new_draw_info (NDI_UNIQUE, 0, op, buf);
2144     }
2145     else
2146     {
2147     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2148     new_draw_info (NDI_UNIQUE, 0, op, buf);
2149     abil->last_eat = 0;
2150     }
2151 elmex 1.1 }
2152     return 1;
2153     }
2154    
2155     /**
2156     * Handles applying an improve armor scroll.
2157     * Does some sanity checks, then calls improve_armour.
2158     */
2159 root 1.22 static void
2160     apply_armour_improver (object *op, object *tmp)
2161 elmex 1.1 {
2162 root 1.22 object *armor;
2163 elmex 1.1
2164 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2165     {
2166     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2167     return;
2168 elmex 1.1 }
2169 root 1.51
2170 root 1.22 armor = find_marked_object (op);
2171 root 1.51
2172 root 1.22 if (!armor)
2173     {
2174     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2175 elmex 1.1 return;
2176     }
2177 root 1.51
2178 root 1.22 if (armor->type != ARMOUR
2179     && armor->type != CLOAK
2180     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 elmex 1.1 {
2182 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2183     return;
2184 elmex 1.1 }
2185    
2186 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2187     improve_armour (op, tmp, armor);
2188 elmex 1.1 }
2189    
2190 root 1.22 extern void
2191     apply_poison (object *op, object *tmp)
2192 elmex 1.1 {
2193 root 1.22 if (op->type == PLAYER)
2194     {
2195     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2196     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2197     strcpy (op->contr->killer, "poisonous booze");
2198 elmex 1.1 }
2199 root 1.22 if (tmp->stats.hp > 0)
2200     {
2201     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2202     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2203 elmex 1.1 }
2204 root 1.22 op->stats.food -= op->stats.food / 4;
2205     handle_apply_yield (tmp);
2206     decrease_ob (tmp);
2207 elmex 1.1 }
2208    
2209     /**
2210 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2211 elmex 1.1 * A valid 2 way exit means:
2212     * -You can come back (there is another exit at the other side)
2213     * -You are
2214 root 1.44 * ° the owner of the exit
2215     * ° or in the same party as the owner
2216 elmex 1.1 *
2217     * Note: a owner in a 2 way exit is saved as the owner's name
2218     * in the field exit->name cause the field exit->owner doesn't
2219     * survive in the swapping (in fact the whole exit doesn't survive).
2220     */
2221 root 1.22 int
2222     is_legal_2ways_exit (object *op, object *exit)
2223     {
2224     if (exit->stats.exp != 1)
2225     return 1; /*This is not a 2 way, so it is legal */
2226 root 1.52
2227 root 1.55 #if 0 //TODO
2228 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229     return 0; /* This is a reset town portal */
2230 root 1.55 #endif
2231    
2232 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 root 1.52
2234 root 1.22 if (exitmap)
2235     {
2236 root 1.58 exitmap->load_sync ();
2237    
2238     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2239 root 1.52
2240 root 1.22 if (!tmp)
2241     return 0;
2242 root 1.52
2243 root 1.58 for (; tmp; tmp = tmp->above)
2244 root 1.22 {
2245     if (tmp->type != EXIT)
2246     continue; /*Not an exit */
2247 root 1.52
2248 root 1.22 if (!EXIT_PATH (tmp))
2249     continue; /*Not a valid exit */
2250 root 1.52
2251 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2252     continue; /*Not in the same place */
2253 root 1.52
2254 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2255 root 1.22 continue; /*Not in the same map */
2256    
2257     /* From here we have found the exit is valid. However we do
2258     * here the check of the exit owner. It is important for the
2259     * town portals to prevent strangers from visiting your appartments
2260     */
2261     if (!exit->race)
2262     return 1; /*No owner, free for all! */
2263 root 1.52
2264 root 1.58 object *exit_owner = 0;
2265 root 1.52
2266     for_all_players (pp)
2267 root 1.22 {
2268     if (!pp->ob)
2269     continue;
2270 root 1.52
2271 root 1.22 if (pp->ob->name != exit->race)
2272     continue;
2273 root 1.52
2274 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2275     break;
2276     }
2277 root 1.52
2278 root 1.22 if (!exit_owner)
2279     return 0; /* No more owner */
2280 root 1.52
2281 root 1.22 if (exit_owner->contr == op->contr)
2282     return 1; /*It is your exit */
2283 root 1.52
2284 root 1.22 if (exit_owner && /*There is a owner */
2285     (op->contr) && /*A player tries to pass */
2286     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2287     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2288     return 0;
2289 root 1.52
2290 root 1.22 return 1;
2291     }
2292     }
2293 root 1.52
2294 root 1.22 return 0;
2295     }
2296 elmex 1.1
2297    
2298     /**
2299     * Main apply handler.
2300     *
2301     * Checks for unpaid items before applying.
2302     *
2303     * Return value:
2304     * 0: player or monster can't apply objects of that type
2305     * 1: has been applied, or there was an error applying the object
2306     * 2: objects of that type can't be applied if not in inventory
2307     *
2308     * op is the object that is causing object to be applied, tmp is the object
2309     * being applied.
2310     *
2311     * aflag is special (always apply/unapply) flags. Nothing is done with
2312     * them in this function - they are passed to apply_special
2313     */
2314    
2315 root 1.22 int
2316     manual_apply (object *op, object *tmp, int aflag)
2317 elmex 1.1 {
2318 root 1.22 if (tmp->head)
2319     tmp = tmp->head;
2320 elmex 1.1
2321 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322     {
2323     if (op->type == PLAYER)
2324     {
2325     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2326     return 1;
2327     }
2328     else
2329 root 1.51 return 0; /* monsters just skip unpaid items */
2330 elmex 1.1 }
2331    
2332 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2333     return RESULT_INT (0);
2334 root 1.8
2335 root 1.22 switch (tmp->type)
2336     {
2337 root 1.24 case CF_HANDLE:
2338     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2339     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2340     tmp->value = tmp->value ? 0 : 1;
2341     SET_ANIMATION (tmp, tmp->value);
2342     update_object (tmp, UP_OBJ_FACE);
2343     push_button (tmp);
2344     return 1;
2345 root 1.14
2346 root 1.24 case TRIGGER:
2347     if (check_trigger (tmp, op))
2348     {
2349     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2350     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2351     }
2352     else
2353 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2354    
2355 root 1.24 return 1;
2356 root 1.14
2357 root 1.24 case EXIT:
2358     if (op->type != PLAYER)
2359     return 0;
2360 root 1.57
2361 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362     {
2363     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364     }
2365     else
2366     {
2367     /* Don't display messages for random maps. */
2368 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 root 1.57
2371 root 1.55 op->enter_exit (tmp);
2372 root 1.24 }
2373     return 1;
2374 root 1.14
2375 root 1.24 case SIGN:
2376     apply_sign (op, tmp, 0);
2377     return 1;
2378 root 1.14
2379 root 1.24 case BOOK:
2380     if (op->type == PLAYER)
2381     {
2382     apply_book (op, tmp);
2383     return 1;
2384     }
2385     else
2386     {
2387     return 0;
2388     }
2389 root 1.14
2390 root 1.24 case SKILLSCROLL:
2391     if (op->type == PLAYER)
2392     {
2393     apply_skillscroll (op, tmp);
2394     return 1;
2395     }
2396     return 0;
2397 root 1.14
2398 root 1.24 case SPELLBOOK:
2399     if (op->type == PLAYER)
2400     {
2401     apply_spellbook (op, tmp);
2402     return 1;
2403     }
2404     return 0;
2405 root 1.14
2406 root 1.24 case SCROLL:
2407     apply_scroll (op, tmp, 0);
2408     return 1;
2409 root 1.14
2410 root 1.24 case POTION:
2411     (void) apply_potion (op, tmp);
2412     return 1;
2413 root 1.14
2414 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 root 1.68 //TODO: remove, as it is unsed?
2416 root 1.24 case CLOSE_CON:
2417 root 1.68 apply_container (op, tmp->env);
2418 root 1.24 return 1;
2419 root 1.14
2420 root 1.24 case CONTAINER:
2421 root 1.68 apply_container (op, tmp);
2422 root 1.24 return 1;
2423 root 1.14
2424 root 1.24 case TREASURE:
2425     if (op->type == PLAYER)
2426     {
2427     apply_treasure (op, tmp);
2428     return 1;
2429     }
2430     else
2431 root 1.68 return 0;
2432 root 1.14
2433 root 1.24 case WEAPON:
2434     case ARMOUR:
2435     case BOOTS:
2436     case GLOVES:
2437     case AMULET:
2438     case GIRDLE:
2439     case BRACERS:
2440     case SHIELD:
2441     case HELMET:
2442     case RING:
2443     case CLOAK:
2444     case WAND:
2445     case ROD:
2446     case HORN:
2447     case SKILL:
2448     case BOW:
2449     case LAMP:
2450     case BUILDER:
2451     case SKILL_TOOL:
2452     if (tmp->env != op)
2453     return 2; /* not in inventory */
2454     (void) apply_special (op, tmp, aflag);
2455     return 1;
2456 root 1.14
2457 root 1.24 case DRINK:
2458     case FOOD:
2459     case FLESH:
2460     apply_food (op, tmp);
2461     return 1;
2462 root 1.14
2463 root 1.24 case POISON:
2464     apply_poison (op, tmp);
2465     return 1;
2466 root 1.14
2467 root 1.24 case SAVEBED:
2468 root 1.51 return 1;
2469 root 1.14
2470 root 1.24 case ARMOUR_IMPROVER:
2471     if (op->type == PLAYER)
2472     {
2473     apply_armour_improver (op, tmp);
2474     return 1;
2475     }
2476     else
2477 root 1.51 return 0;
2478 root 1.14
2479 root 1.24 case WEAPON_IMPROVER:
2480     (void) check_improve_weapon (op, tmp);
2481     return 1;
2482 root 1.14
2483 root 1.24 case CLOCK:
2484     if (op->type == PLAYER)
2485     {
2486     char buf[MAX_BUF];
2487     timeofday_t tod;
2488 root 1.22
2489 root 1.24 get_tod (&tod);
2490     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2491     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2493     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494     new_draw_info (NDI_UNIQUE, 0, op, buf);
2495     return 1;
2496     }
2497     else
2498     {
2499     return 0;
2500     }
2501 root 1.14
2502 root 1.24 case MENU:
2503     if (op->type == PLAYER)
2504     {
2505     shop_listing (op);
2506     return 1;
2507     }
2508     else
2509     {
2510     return 0;
2511     }
2512 elmex 1.1
2513 root 1.24 case POWER_CRYSTAL:
2514     apply_power_crystal (op, tmp); /* see egoitem.c */
2515     return 1;
2516 root 1.14
2517 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2518     if (op->type == PLAYER)
2519     {
2520     apply_lighter (op, tmp);
2521     return 1;
2522     }
2523     else
2524     {
2525     return 0;
2526     }
2527 root 1.14
2528 root 1.24 case ITEM_TRANSFORMER:
2529     apply_item_transformer (op, tmp);
2530     return 1;
2531 root 1.14
2532 root 1.24 default:
2533     return 0;
2534 elmex 1.1 }
2535     }
2536    
2537    
2538     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2539     * messages as needed by player_apply_below(). But there can still be
2540     * "but you are floating high above the ground" messages.
2541     *
2542     * Same return value as apply() function.
2543     */
2544 root 1.22 int
2545     player_apply (object *pl, object *op, int aflag, int quiet)
2546 elmex 1.1 {
2547 root 1.22 int tmp;
2548 elmex 1.1
2549 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2550     {
2551     /* player is flying and applying object not in inventory */
2552     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553     {
2554     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2555     return 0;
2556 root 1.14 }
2557 elmex 1.1 }
2558    
2559 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560     * applied.
2561     */
2562     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563     {
2564     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 root 1.37 op->destroy ();
2568 root 1.22 return 1;
2569 elmex 1.1 }
2570    
2571 root 1.22 pl->contr->last_used = op;
2572 elmex 1.1
2573 root 1.22 tmp = manual_apply (pl, op, aflag);
2574     if (!quiet)
2575     {
2576     if (tmp == 0)
2577     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2578     else if (tmp == 2)
2579     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2580 elmex 1.1 }
2581 root 1.22 return tmp;
2582 elmex 1.1 }
2583    
2584     /**
2585     * player_apply_below attempts to apply the object 'below' the player.
2586     * If the player has an open container, we use that for below, otherwise
2587     * we use the ground.
2588     */
2589    
2590 root 1.22 void
2591     player_apply_below (object *pl)
2592 elmex 1.1 {
2593 root 1.68 int floors = 0;
2594 root 1.22
2595     /* If using a container, set the starting item to be the top
2596     * item in the container. Otherwise, use the map.
2597 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2598 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2599     * next object in the stack before applying. This is can only be a
2600     * problem if player_apply() has a bug in that it uses the object but does
2601     * not return a proper value.
2602     */
2603 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2604 root 1.22 {
2605     next = tmp->below;
2606 root 1.68
2607 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2608     floors++;
2609     else if (floors > 0)
2610     return; /* process only floor objects after first floor object */
2611    
2612     /* If it is visible, player can apply it. If it is applied by
2613     * person moving on it, also activate. Added code to make it
2614     * so that at least one of players movement types be that which
2615     * the item needs.
2616     */
2617     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618     {
2619     if (player_apply (pl, tmp, 0, 1) == 1)
2620     return;
2621 elmex 1.1 }
2622 root 1.22 if (floors >= 2)
2623     return; /* process at most two floor objects */
2624 elmex 1.1 }
2625     }
2626    
2627     /**
2628     * Unapplies specified item.
2629     * No check done on cursed/damned.
2630     * Break this out of apply_special - this is just done
2631     * to keep the size of apply_special to a more managable size.
2632     */
2633 root 1.22 static int
2634     unapply_special (object *who, object *op, int aflags)
2635 elmex 1.1 {
2636 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)))
2637     return RESULT_INT (0);
2638 root 1.12
2639 root 1.22 object *tmp2;
2640 elmex 1.1
2641 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2642     switch (op->type)
2643     {
2644 root 1.24 case WEAPON:
2645     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2646 elmex 1.1
2647 root 1.24 (void) change_abil (who, op);
2648     if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2649     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650     clear_skill (who);
2651     break;
2652 root 1.14
2653 root 1.24 case SKILL: /* allows objects to impart skills */
2654     case SKILL_TOOL:
2655     if (op != who->chosen_skill)
2656     {
2657     LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658     }
2659     if (who->type == PLAYER)
2660     {
2661     if (who->contr->shoottype == range_skill)
2662     who->contr->shoottype = range_none;
2663     if (!op->invisible)
2664     {
2665     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2666     }
2667     else
2668     {
2669     new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670     }
2671     }
2672     (void) change_abil (who, op);
2673     who->chosen_skill = NULL;
2674     CLEAR_FLAG (who, FLAG_READY_SKILL);
2675     break;
2676 root 1.14
2677 root 1.24 case ARMOUR:
2678     case HELMET:
2679     case SHIELD:
2680     case RING:
2681     case BOOTS:
2682     case GLOVES:
2683     case AMULET:
2684     case GIRDLE:
2685     case BRACERS:
2686     case CLOAK:
2687     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688     (void) change_abil (who, op);
2689     break;
2690     case LAMP:
2691     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2692     tmp2 = arch_to_object (op->other_arch);
2693     tmp2->x = op->x;
2694     tmp2->y = op->y;
2695     tmp2->map = op->map;
2696     tmp2->below = op->below;
2697     tmp2->above = op->above;
2698     tmp2->stats.food = op->stats.food;
2699     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2700 root 1.29
2701 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2702     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2703 root 1.29
2704 root 1.24 if (who->type == PLAYER)
2705 root 1.29 esrv_del_item (who->contr, op->count);
2706    
2707 root 1.37 op->destroy ();
2708 root 1.24 insert_ob_in_ob (tmp2, who);
2709 root 1.51 who->update_stats ();
2710 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2711     {
2712     if (who->type == PLAYER)
2713     {
2714     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2715     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2716     }
2717     }
2718     if (who->type == PLAYER)
2719     esrv_send_item (who, tmp2);
2720     return 1; /* otherwise, an attempt to drop causes problems */
2721     break;
2722     case BOW:
2723     case WAND:
2724     case ROD:
2725     case HORN:
2726     clear_skill (who);
2727     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2728     if (who->type == PLAYER)
2729     {
2730     who->contr->shoottype = range_none;
2731     }
2732     else
2733     {
2734     if (op->type == BOW)
2735     CLEAR_FLAG (who, FLAG_READY_BOW);
2736     else
2737     CLEAR_FLAG (who, FLAG_READY_RANGE);
2738     }
2739     break;
2740 elmex 1.1
2741 root 1.24 case BUILDER:
2742     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2743     who->contr->shoottype = range_none;
2744     who->contr->ranges[range_builder] = NULL;
2745     break;
2746 elmex 1.1
2747 root 1.24 default:
2748     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2749     break;
2750 elmex 1.1 }
2751    
2752 root 1.51 who->update_stats ();
2753 elmex 1.1
2754 root 1.22 if (!(aflags & AP_NO_MERGE))
2755     {
2756     object *tmp;
2757    
2758     tmp = merge_ob (op, NULL);
2759     if (who->type == PLAYER)
2760     {
2761     if (tmp)
2762     { /* it was merged */
2763 root 1.29 esrv_del_item (who->contr, op->count);
2764 root 1.22 op = tmp;
2765 elmex 1.1 }
2766 root 1.29
2767 root 1.22 esrv_send_item (who, op);
2768 root 1.14 }
2769 elmex 1.1 }
2770 root 1.22 return 0;
2771 elmex 1.1 }
2772    
2773     /**
2774     * Returns the object that is using location 'loc'.
2775     * Note that 'start' is the first object to start examing - we
2776     * then go through the below of this. In this way, you can do
2777     * something like:
2778     * tmp = get_item_from_body_location(who->inv, 1);
2779     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2780     * to find the second object that may use this location, etc.
2781     * Returns NULL if no match is found.
2782     * loc is the index into the array we are looking for a match.
2783     * don't return invisible objects unless they are skill objects
2784     * invisible other objects that use
2785     * up body locations can be used as restrictions.
2786     */
2787 root 1.22 object *
2788     get_item_from_body_location (object *start, int loc)
2789 elmex 1.1 {
2790 root 1.22 object *tmp;
2791 elmex 1.1
2792 root 1.22 if (!start)
2793     return NULL;
2794 elmex 1.1
2795 root 1.22 for (tmp = start; tmp; tmp = tmp->below)
2796     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
2797     return tmp;
2798 elmex 1.1
2799 root 1.22 return NULL;
2800 elmex 1.1 }
2801    
2802    
2803    
2804     /**
2805     * 'op' wants to apply an object, but can't because of other equipment.
2806     * This should only be called when it is known
2807     * that there are objects to unapply. This makes pretty heavy
2808     * use of get_item_from_body_location. It makes no intelligent choice
2809     * on objects - rather, the first that is matched is used.
2810     * Returns 0 on success, returns 1 if there is some problem.
2811     * if aflags is AP_PRINT, we instead print out waht to unapply
2812     * instead of doing it. This is a lot less code than having
2813     * another function that does just that.
2814     */
2815 root 1.22 int
2816     unapply_for_ob (object *who, object *op, int aflags)
2817 elmex 1.1 {
2818 root 1.22 int i;
2819     object *tmp = NULL, *last;
2820 elmex 1.1
2821 root 1.22 /* If we are applying a shield or weapon, unapply any equipped shield
2822     * or weapons first - only allowed to use one weapon/shield at a time.
2823     */
2824     if (op->type == WEAPON || op->type == SHIELD)
2825     {
2826     for (tmp = who->inv; tmp; tmp = tmp->below)
2827     {
2828     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2829     {
2830     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2831     {
2832     if (aflags & AP_PRINT)
2833     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2834     else
2835     unapply_special (who, tmp, aflags);
2836     }
2837     else
2838     {
2839     /* In this case, we want to try and remove a cursed item.
2840     * While we know it won't work, we want unapply_special to
2841     * at least generate the message.
2842     */
2843     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2844     return 1;
2845 root 1.14 }
2846 elmex 1.1
2847 root 1.14 }
2848     }
2849 elmex 1.1 }
2850    
2851 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2852     {
2853     /* this used up a slot that we need to free */
2854     if (op->body_info[i])
2855     {
2856     last = who->inv;
2857 root 1.14
2858 root 1.22 /* We do a while loop - may need to remove several items in order
2859     * to free up enough slots.
2860     */
2861     while ((who->body_used[i] + op->body_info[i]) < 0)
2862     {
2863     tmp = get_item_from_body_location (last, i);
2864     if (!tmp)
2865     {
2866 elmex 1.1 #if 0
2867 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2868     * equipped.
2869     */
2870     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2871 elmex 1.1 #endif
2872 root 1.22 return 1;
2873     }
2874     /* If we are just printing, we don't care about cursed status */
2875     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2876     {
2877     if (aflags & AP_PRINT)
2878     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2879     else
2880     unapply_special (who, tmp, aflags);
2881 root 1.14 }
2882 root 1.22 else
2883     {
2884     /* Cursed item that we can't unequip - tell the player.
2885     * Note this could be annoying if this is just one of a few,
2886     * so it may not be critical (eg, putting on a ring and you have
2887     * one cursed ring.)
2888     */
2889     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2890 root 1.14 }
2891 root 1.22 last = tmp->below;
2892 root 1.14 }
2893 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2894     * return in the !tmp would have kicked in.
2895     */
2896     } /* if op is using this body location */
2897     } /* for body lcoations */
2898     return 0;
2899 elmex 1.1 }
2900    
2901     /**
2902     * Checks to see if 'who' can apply object 'op'.
2903     * Returns 0 if apply can be done without anything special.
2904     * Otherwise returns a bitmask - potentially several of these may be
2905     * set, but largely depends on circumstance - in the future, processing
2906     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907     * is set, do we really are what the other flags may be?)
2908     *
2909     * See include/define.h for detailed description of the meaning of
2910     * these return values.
2911     */
2912 root 1.22 int
2913     can_apply_object (object *who, object *op)
2914 elmex 1.1 {
2915 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2916     return RESULT_INT (0);
2917    
2918     int i, retval = 0;
2919     object *tmp = NULL, *ws = NULL;
2920    
2921     /* Players have 2 'arm's, so they could in theory equip 2 shields or
2922     * 2 weapons, but we don't want to let them do that. So if they are
2923     * trying to equip a weapon or shield, see if they already have one
2924     * in place and store that way.
2925     */
2926     if (op->type == WEAPON || op->type == SHIELD)
2927     {
2928     for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2929     {
2930     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2931     {
2932     retval = CAN_APPLY_UNAPPLY;
2933     ws = tmp;
2934 root 1.14 }
2935     }
2936 elmex 1.1 }
2937 root 1.14
2938    
2939 root 1.22 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2940     {
2941     if (op->body_info[i])
2942     {
2943     /* Item uses more slots than we have */
2944     if (FABS (op->body_info[i]) > who->body_info[i])
2945     {
2946     /* Could return now for efficiently - rest of info below isn'
2947     * really needed.
2948     */
2949     retval |= CAN_APPLY_NEVER;
2950     }
2951     else if ((who->body_used[i] + op->body_info[i]) < 0)
2952     {
2953     /* in this case, equipping this would use more free spots than
2954     * we have.
2955     */
2956     object *tmp1;
2957    
2958 elmex 1.1
2959 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2960     * enough slots to equip the new item, then just set this can
2961     * continue. We don't care about the logic below - if you have
2962     * shield equipped and try to equip another shield, there is only
2963     * one choice. However, the check for the number of body locations
2964     * does take into the account cases where what is being applied
2965     * may be two handed for example.
2966     */
2967     if (ws)
2968     {
2969     if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2970     {
2971     retval |= CAN_APPLY_UNAPPLY;
2972     continue;
2973     }
2974     }
2975    
2976     tmp1 = get_item_from_body_location (who->inv, i);
2977     if (!tmp1)
2978     {
2979 elmex 1.1 #if 0
2980 root 1.22 /* This is sort of an error, but happens a lot when old players
2981     * join in with more stuff equipped than they are now allowed.
2982     */
2983     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2984 elmex 1.1 #endif
2985 root 1.22 retval |= CAN_APPLY_NEVER;
2986     }
2987     else
2988     {
2989     /* need to unapply something. However, if this something
2990     * is different than we had found before, it means they need
2991     * to apply multiple objects
2992     */
2993     retval |= CAN_APPLY_UNAPPLY;
2994     if (!tmp)
2995     tmp = tmp1;
2996     else if (tmp != tmp1)
2997     {
2998     retval |= CAN_APPLY_UNAPPLY_MULT;
2999 root 1.14 }
3000 root 1.22 /* This object isn't using up all the slots, so there must
3001     * be another. If so, and it the new item doesn't need all
3002     * the slots, the player then has a choice.
3003     */
3004     if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3005     retval |= CAN_APPLY_UNAPPLY_CHOICE;
3006    
3007     /* Does unequippint 'tmp1' free up enough slots for this to be
3008     * equipped? If not, there must be something else to unapply.
3009     */
3010     if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3011     retval |= CAN_APPLY_UNAPPLY_MULT;
3012    
3013     }
3014     } /* if not enough free slots */
3015     } /* if this object uses location i */
3016     } /* for i -> num_body_locations loop */
3017    
3018     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3019     * really be controlled by use of body locations. We do have
3020     * the weapon/shield checks, and the range checks for monsters,
3021     * because you can't control those just by body location - bows, shields,
3022     * and weapons all use the same slot. Similar for horn/rod/wand - they
3023     * all use the same location.
3024     */
3025     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3026     retval |= CAN_APPLY_RESTRICTION;
3027     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3028     retval |= CAN_APPLY_RESTRICTION;
3029    
3030    
3031     if (who->type != PLAYER)
3032     {
3033     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3034 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3035 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3036     retval |= CAN_APPLY_RESTRICTION;
3037     if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3038     retval |= CAN_APPLY_RESTRICTION;
3039     if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3040 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3041 elmex 1.1 }
3042 root 1.22 return retval;
3043 elmex 1.1 }
3044    
3045 root 1.22
3046 elmex 1.1
3047     /**
3048     * who is the object using the object. It can be a monster.
3049     * op is the object they are using. op is an equipment type item,
3050     * eg, one which you put on and keep on for a while, and not something
3051     * like a potion or scroll.
3052     *
3053     * function returns 1 if the action could not be completed, 0 on
3054     * success. However, success is a matter of meaning - if the
3055     * user passes the 'apply' flag to an object already applied,
3056     * nothing is done, and 0 is returned.
3057     *
3058     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3059     * AP_UNAPPLY=always unapply).
3060     *
3061     * Optional flags:
3062     * AP_NO_MERGE: don't merge an unapplied object with other objects
3063     * AP_IGNORE_CURSE: unapply cursed items
3064     *
3065     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3066     *
3067     * apply_special() doesn't check for unpaid items.
3068     */
3069 root 1.22 int
3070     apply_special (object *who, object *op, int aflags)
3071 elmex 1.1 {
3072 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3073     object *tmp, *tmp2, *skop = NULL;
3074     int i;
3075 elmex 1.1
3076 root 1.22 if (who == NULL)
3077     {
3078     LOG (llevError, "apply_special() from object without environment.\n");
3079     return 1;
3080 elmex 1.1 }
3081    
3082 root 1.22 if (op->env != who)
3083     return 1; /* op is not in inventory */
3084 elmex 1.1
3085 root 1.22 /* trying to unequip op */
3086     if (QUERY_FLAG (op, FLAG_APPLIED))
3087     {
3088     /* always apply, so no reason to unapply */
3089     if (basic_flag == AP_APPLY)
3090     return 0;
3091    
3092     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3093     {
3094     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3095     return 1;
3096 root 1.14 }
3097 root 1.22 return unapply_special (who, op, aflags);
3098 elmex 1.1 }
3099    
3100 root 1.22 if (basic_flag == AP_UNAPPLY)
3101     return 0;
3102 elmex 1.1
3103 root 1.22 i = can_apply_object (who, op);
3104 elmex 1.1
3105 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3106     if (i)
3107     {
3108     if (i & CAN_APPLY_NEVER)
3109     {
3110     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3111     return 1;
3112     }
3113     else if (i & CAN_APPLY_RESTRICTION)
3114     {
3115     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3116     return 1;
3117     }
3118     if (who->type != PLAYER)
3119     {
3120     /* Some error, so don't try to equip something more */
3121     if (unapply_for_ob (who, op, aflags))
3122 root 1.14 return 1;
3123     }
3124 root 1.22 else
3125     {
3126     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127     {
3128 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3129 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3130     return 1;
3131     }
3132     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133     {
3134     i = unapply_for_ob (who, op, aflags);
3135     if (i)
3136 root 1.14 return 1;
3137     }
3138     }
3139 elmex 1.1 }
3140 root 1.55
3141 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3142     {
3143     skop = find_skill_by_name (who, op->skill);
3144     if (!skop)
3145     {
3146     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3147     return 1;
3148     }
3149     else
3150     {
3151     /* While experience will be credited properly, we want to change the
3152     * skill so that the dam and wc get updated
3153     */
3154     change_skill (who, skop, 0);
3155 root 1.14 }
3156 elmex 1.1 }
3157 root 1.22
3158     if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3159     {
3160 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3161     "Equipping that combined with other items would consume your soul! "
3162     "[use the skills command to check your available item power]");
3163 root 1.22 return 1;
3164 elmex 1.1 }
3165    
3166 root 1.12
3167 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3168     * Note that we don't have the checks for can_use_...
3169     * below - that is already taken care of by can_apply_object.
3170     */
3171    
3172     if (op->nrof > 1)
3173     tmp = get_split_ob (op, op->nrof - 1);
3174     else
3175     tmp = NULL;
3176    
3177     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178     return RESULT_INT (0);
3179    
3180     switch (op->type)
3181     {
3182 root 1.24 case WEAPON:
3183     if (!check_weapon_power (who, op->last_eat))
3184     {
3185     new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3186     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187     if (tmp != NULL)
3188     (void) insert_ob_in_ob (tmp, who);
3189     return 1;
3190     }
3191 root 1.65
3192     //TODO: this obviously fails for players using a shiorter prefix
3193     // i.e. "R" can use Ragnarok's swors.
3194 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3195     {
3196     /* if the weapon does not have the name as the character, can't use it. */
3197     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3198     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3199 root 1.65
3200     if (tmp)
3201     insert_ob_in_ob (tmp, who);
3202    
3203 root 1.24 return 1;
3204     }
3205 root 1.65
3206 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3207 root 1.14
3208 root 1.24 if (skop)
3209     change_skill (who, skop, 1);
3210     if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3211     SET_FLAG (who, FLAG_READY_WEAPON);
3212 root 1.14
3213 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3214 root 1.14
3215 root 1.24 (void) change_abil (who, op);
3216     break;
3217 root 1.14
3218 root 1.24 case ARMOUR:
3219     case HELMET:
3220     case SHIELD:
3221     case BOOTS:
3222     case GLOVES:
3223     case GIRDLE:
3224     case BRACERS:
3225     case CLOAK:
3226     case RING:
3227     case AMULET:
3228     SET_FLAG (op, FLAG_APPLIED);
3229     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3230     (void) change_abil (who, op);
3231     break;
3232     case LAMP:
3233     if (op->stats.food < 1)
3234     {
3235     new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3236     return 1;
3237     }
3238     new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3239     tmp2 = arch_to_object (op->other_arch);
3240     tmp2->stats.food = op->stats.food;
3241     SET_FLAG (tmp2, FLAG_APPLIED);
3242     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3243     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3244     insert_ob_in_ob (tmp2, who);
3245    
3246     /* Remove the old lantern */
3247     if (who->type == PLAYER)
3248 root 1.29 esrv_del_item (who->contr, op->count);
3249    
3250 root 1.37 op->destroy ();
3251 root 1.22
3252 root 1.24 /* insert the portion that was split off */
3253     if (tmp != NULL)
3254     {
3255     (void) insert_ob_in_ob (tmp, who);
3256     if (who->type == PLAYER)
3257     esrv_send_item (who, tmp);
3258     }
3259 root 1.51 who->update_stats ();
3260 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3261     {
3262     if (who->type == PLAYER)
3263     {
3264     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3265     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3266     }
3267     }
3268     if (who->type == PLAYER)
3269     esrv_send_item (who, tmp2);
3270     return 0;
3271     break;
3272 root 1.14
3273 root 1.24 /* this part is needed for skill-tools */
3274     case SKILL:
3275     case SKILL_TOOL:
3276     if (who->chosen_skill)
3277     {
3278     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279     return 1;
3280     }
3281     if (who->type == PLAYER)
3282     {
3283     who->contr->shoottype = range_skill;
3284     who->contr->ranges[range_skill] = op;
3285     if (!op->invisible)
3286     {
3287     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3288     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3289     }
3290     else
3291     {
3292     new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3293     }
3294     }
3295     SET_FLAG (op, FLAG_APPLIED);
3296     (void) change_abil (who, op);
3297     who->chosen_skill = op;
3298     SET_FLAG (who, FLAG_READY_SKILL);
3299     break;
3300 root 1.22
3301 root 1.24 case BOW:
3302     if (!check_weapon_power (who, op->last_eat))
3303     {
3304     new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3305     new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306     if (tmp != NULL)
3307     (void) insert_ob_in_ob (tmp, who);
3308     return 1;
3309     }
3310     if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3311     {
3312     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3313     if (tmp != NULL)
3314     (void) insert_ob_in_ob (tmp, who);
3315     return 1;
3316     }
3317     /*FALLTHROUGH*/ case WAND:
3318     case ROD:
3319     case HORN:
3320     /* check for skill, alter player status */
3321     SET_FLAG (op, FLAG_APPLIED);
3322     if (skop)
3323     change_skill (who, skop, 0);
3324     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3325 root 1.22
3326 root 1.24 if (who->type == PLAYER)
3327     {
3328     if (op->type == BOW)
3329     {
3330     (void) change_abil (who, op);
3331     new_draw_info_format (NDI_UNIQUE, 0, who,
3332     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3333     who->contr->shoottype = range_bow;
3334     }
3335     else
3336     {
3337     who->contr->shoottype = range_misc;
3338     }
3339     }
3340     else
3341     {
3342     if (op->type == BOW)
3343     SET_FLAG (who, FLAG_READY_BOW);
3344     else
3345     SET_FLAG (who, FLAG_READY_RANGE);
3346     }
3347     break;
3348 elmex 1.1
3349 root 1.24 case BUILDER:
3350     if (who->contr->ranges[range_builder])
3351     unapply_special (who, who->contr->ranges[range_builder], 0);
3352     who->contr->shoottype = range_builder;
3353     who->contr->ranges[range_builder] = op;
3354     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3355     break;
3356 elmex 1.1
3357 root 1.24 default:
3358     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3359 root 1.22 } /* end of switch op->type */
3360    
3361     SET_FLAG (op, FLAG_APPLIED);
3362 elmex 1.1
3363 root 1.22 if (tmp != NULL)
3364     tmp = insert_ob_in_ob (tmp, who);
3365 elmex 1.1
3366 root 1.51 who->update_stats ();
3367 elmex 1.1
3368 root 1.22 /* We exclude spell casting objects. The fire code will set the
3369     * been applied flag when they are used - until that point,
3370     * you don't know anything about them.
3371     */
3372     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3373     SET_FLAG (op, FLAG_BEEN_APPLIED);
3374    
3375     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3376     {
3377     if (who->type == PLAYER)
3378     {
3379     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3380     SET_FLAG (op, FLAG_KNOWN_CURSED);
3381     }
3382     }
3383     if (who->type == PLAYER)
3384     {
3385     /* if multiple objects were applied, update both slots */
3386     if (tmp)
3387     esrv_send_item (who, tmp);
3388     esrv_send_item (who, op);
3389 elmex 1.1 }
3390 root 1.22 return 0;
3391 elmex 1.1 }
3392    
3393    
3394 root 1.22 int
3395     monster_apply_special (object *who, object *op, int aflags)
3396 elmex 1.1 {
3397 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3398 elmex 1.1 return 1;
3399     return apply_special (who, op, aflags);
3400     }
3401    
3402     /**
3403     * Map was just loaded, handle op's initialisation.
3404     *
3405     * Generates shop floor's item, and treasures.
3406     */
3407 root 1.22 int
3408     auto_apply (object *op)
3409     {
3410     object *tmp = NULL, *tmp2;
3411     int i;
3412 elmex 1.1
3413 root 1.22 switch (op->type)
3414     {
3415 root 1.24 case SHOP_FLOOR:
3416 root 1.42 if (!op->has_random_items ())
3417 root 1.24 return 0;
3418 root 1.38
3419 root 1.24 do
3420     {
3421     i = 10; /* let's give it 10 tries */
3422     while ((tmp = generate_treasure (op->randomitems,
3423     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3424     if (tmp == NULL)
3425     return 0;
3426     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3427     {
3428 root 1.37 tmp->destroy ();
3429 root 1.24 tmp = NULL;
3430     }
3431     }
3432     while (!tmp);
3433 root 1.38
3434 root 1.24 tmp->x = op->x;
3435     tmp->y = op->y;
3436     SET_FLAG (tmp, FLAG_UNPAID);
3437     insert_ob_in_map (tmp, op->map, NULL, 0);
3438     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3439     identify (tmp);
3440     break;
3441 root 1.14
3442 root 1.24 case TREASURE:
3443     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3444     return 0;
3445 root 1.37
3446 root 1.67 while (op->stats.hp-- > 0)
3447 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3448     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3449    
3450     /* If we generated an object and put it in this object inventory,
3451     * move it to the parent object as the current object is about
3452     * to disappear. An example of this item is the random_* stuff
3453     * that is put inside other objects.
3454     */
3455     for (tmp = op->inv; tmp; tmp = tmp2)
3456     {
3457     tmp2 = tmp->below;
3458 root 1.36 tmp->remove ();
3459 root 1.37
3460 root 1.24 if (op->env)
3461     insert_ob_in_ob (tmp, op->env);
3462     else
3463 root 1.37 tmp->destroy ();
3464 root 1.24 }
3465 root 1.37
3466     op->destroy ();
3467 root 1.24 break;
3468 elmex 1.1 }
3469 root 1.22 return tmp ? 1 : 0;
3470 elmex 1.1 }
3471    
3472     /**
3473 root 1.68 * fix_auto_apply goes through the entire map every time a map
3474     * is loaded or swapped in and performs special actions for
3475 elmex 1.1 * certain objects (most initialization of chests and creation of
3476     * treasures and stuff). Calls auto_apply if appropriate.
3477     */
3478 root 1.20 void
3479 root 1.55 maptile::fix_auto_apply ()
3480 root 1.20 {
3481 root 1.55 if (!spaces)
3482 root 1.20 return;
3483    
3484 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3485     for (object *tmp = ms->bot; tmp; )
3486     {
3487     object *above = tmp->above;
3488 root 1.20
3489 root 1.55 if (tmp->inv)
3490     {
3491     object *invtmp, *invnext;
3492 elmex 1.1
3493 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3494     {
3495     invnext = invtmp->below;
3496 root 1.14
3497 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3498     auto_apply (invtmp);
3499     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3500     {
3501     while ((invtmp->stats.hp--) > 0)
3502     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3503    
3504     invtmp->randomitems = NULL;
3505     }
3506     else if (invtmp && invtmp->arch
3507     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3508     {
3509     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3510     /* Need to clear this so that we never try to create
3511     * treasure again for this object
3512     */
3513     invtmp->randomitems = NULL;
3514     }
3515     }
3516     /* This is really temporary - the code at the bottom will
3517     * also set randomitems to null. The problem is there are bunches
3518     * of maps/players already out there with items that have spells
3519     * which haven't had the randomitems set to null yet.
3520     * MSW 2004-05-13
3521     *
3522     * And if it's a spellbook, it's better to set randomitems to NULL too,
3523     * else you get two spells in the book ^_-
3524     * Ryo 2004-08-16
3525     */
3526     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3527     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3528     tmp->randomitems = NULL;
3529 root 1.14
3530 root 1.55 }
3531 root 1.20
3532 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3533     auto_apply (tmp);
3534     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3535     {
3536     while ((tmp->stats.hp--) > 0)
3537     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3538     tmp->randomitems = NULL;
3539     }
3540     else if (tmp->type == TIMED_GATE)
3541     {
3542     object *head = tmp->head != NULL ? tmp->head : tmp;
3543    
3544     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3545     tmp->set_speed (0);
3546     }
3547     /* This function can be called everytime a map is loaded, even when
3548     * swapping back in. As such, we don't want to create the treasure
3549     * over and ove again, so after we generate the treasure, blank out
3550     * randomitems so if it is swapped in again, it won't make anything.
3551     * This is a problem for the above objects, because they have counters
3552     * which say how many times to make the treasure.
3553     */
3554     else if (tmp && tmp->arch && tmp->type != PLAYER
3555     && tmp->type != TREASURE && tmp->type != SPELL
3556     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3557     {
3558     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3559     tmp->randomitems = NULL;
3560     }
3561 root 1.68 // close all containers
3562     else if (tmp->type == CONTAINER)
3563     tmp->flag [FLAG_APPLIED] = 0;
3564 root 1.22
3565 root 1.55 tmp = above;
3566     }
3567 elmex 1.1
3568 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3569     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3570     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3571     check_trigger (tmp, tmp->above);
3572 elmex 1.1 }
3573    
3574     /**
3575     * Handles player eating food that temporarily changes status (resistances, stats).
3576     * This used to call cast_change_attr(), but
3577     * that doesn't work with the new spell code. Since we know what
3578     * the food changes, just grab a force and use that instead.
3579     */
3580    
3581 root 1.22 void
3582     eat_special_food (object *who, object *food)
3583     {
3584     object *force;
3585     int i, did_one = 0;
3586     sint8 k;
3587    
3588     force = get_archetype (FORCE_NAME);
3589    
3590     for (i = 0; i < NUM_STATS; i++)
3591     {
3592     k = get_attr_value (&food->stats, i);
3593     if (k)
3594     {
3595     set_attr_value (&force->stats, i, k);
3596     did_one = 1;
3597 root 1.14 }
3598 elmex 1.1 }
3599    
3600 root 1.22 /* check if we can protect the eater */
3601     for (i = 0; i < NROFATTACKS; i++)
3602     {
3603     if (food->resist[i] > 0)
3604     {
3605     force->resist[i] = food->resist[i] / 2;
3606     did_one = 1;
3607     }
3608     }
3609 elmex 1.47
3610 root 1.22 if (did_one)
3611     {
3612 root 1.54 force->set_speed (0.1);
3613 root 1.22 /* bigger morsel of food = longer effect time */
3614 elmex 1.47 force->duration = food->stats.food / 5;
3615 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3616     change_abil (who, force);
3617     insert_ob_in_ob (force, who);
3618     }
3619     else
3620 root 1.37 force->destroy ();
3621 root 1.22
3622     /* check for hp, sp change */
3623     if (food->stats.hp != 0)
3624     {
3625     if (QUERY_FLAG (food, FLAG_CURSED))
3626     {
3627 root 1.64 assign (who->contr->killer, food->name);
3628 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3629     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3630     }
3631     else
3632     {
3633     if (food->stats.hp > 0)
3634     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3635     else
3636     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3637     who->stats.hp += food->stats.hp;
3638     }
3639     }
3640     if (food->stats.sp != 0)
3641     {
3642     if (QUERY_FLAG (food, FLAG_CURSED))
3643     {
3644     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3645     who->stats.sp -= food->stats.sp;
3646     if (who->stats.sp < 0)
3647     who->stats.sp = 0;
3648     }
3649     else
3650     {
3651     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3652     who->stats.sp += food->stats.sp;
3653     /* place limit on max sp from food? */
3654     }
3655 elmex 1.1 }
3656 root 1.51 who->update_stats ();
3657 elmex 1.1 }
3658    
3659     /**
3660     * Designed primarily to light torches/lanterns/etc.
3661     * Also burns up burnable material too. First object in the inventory is
3662     * the selected object to "burn". -b.t.
3663     */
3664 root 1.22 void
3665     apply_lighter (object *who, object *lighter)
3666     {
3667     object *item;
3668     int is_player_env = 0;
3669    
3670     item = find_marked_object (who);
3671     if (item)
3672     {
3673     if (lighter->last_eat && lighter->stats.food)
3674     { /* lighter gets used up */
3675     /* Split multiple lighters if they're being used up. Otherwise *
3676     * one charge from each would be used up. --DAMN */
3677     if (lighter->nrof > 1)
3678     {
3679 root 1.39 object *oneLighter = lighter->clone ();
3680 root 1.14
3681 root 1.22 lighter->nrof -= 1;
3682     oneLighter->nrof = 1;
3683     oneLighter->stats.food--;
3684     esrv_send_item (who, lighter);
3685     oneLighter = insert_ob_in_ob (oneLighter, who);
3686     esrv_send_item (who, oneLighter);
3687     }
3688     else
3689 root 1.29 lighter->stats.food--;
3690 root 1.22 }
3691     else if (lighter->last_eat)
3692     { /* no charges left in lighter */
3693     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3694     return;
3695     }
3696 root 1.48
3697 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3698     * I can't see many times when you would want to light multiple
3699     * objects at once.
3700     */
3701 root 1.48
3702     if (who == item->in_player ())
3703 root 1.22 is_player_env = 1;
3704    
3705     save_throw_object (item, AT_FIRE, who);
3706 root 1.48
3707 root 1.49 if (item->destroyed ())
3708 root 1.22 {
3709 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3710 root 1.22 /* Need to update the player so that the players glow radius
3711     * gets changed.
3712     */
3713     if (is_player_env)
3714 root 1.51 who->update_stats ();
3715 root 1.22 }
3716     else
3717 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);
3718 root 1.22 }
3719     else /* nothing to light */
3720     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3721 elmex 1.1
3722     }
3723    
3724     /**
3725     * op made some mistake with a scroll, this takes care of punishment.
3726     * scroll_failure()- hacked directly from spell_failure
3727     */
3728 root 1.22 void
3729     scroll_failure (object *op, int failure, int power)
3730 elmex 1.1 {
3731 root 1.22 if (abs (failure / 4) > power)
3732     power = abs (failure / 4); /* set minimum effect */
3733 elmex 1.1
3734 root 1.22 if (failure <= -1 && failure > -15)
3735     { /* wonder */
3736     object *tmp;
3737    
3738     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3739     tmp = get_archetype (SPELL_WONDER);
3740     cast_wonder (op, op, 0, tmp);
3741 root 1.37 tmp->destroy ();
3742 root 1.22 }
3743     else if (failure <= -15 && failure > -35)
3744     { /* drain mana */
3745     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3746     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3747     if (op->stats.sp < 0)
3748     op->stats.sp = 0;
3749     }
3750     else if (settings.spell_failure_effects == TRUE)
3751     {
3752     if (failure <= -35 && failure > -60)
3753     { /* confusion */
3754     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3755     confuse_player (op, op, power);
3756     }
3757     else if (failure <= -60 && failure > -70)
3758     { /* paralysis */
3759     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3760     paralyze_player (op, op, power);
3761     }
3762     else if (failure <= -70 && failure > -80)
3763     { /* blind */
3764     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3765     blind_player (op, op, power);
3766     }
3767     else if (failure <= -80)
3768     { /* blast the immediate area */
3769     object *tmp;
3770    
3771     tmp = get_archetype (LOOSE_MANA);
3772     cast_magic_storm (op, tmp, power);
3773     new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3774 root 1.37 tmp->destroy ();
3775 root 1.14 }
3776 elmex 1.1 }
3777     }
3778    
3779 root 1.22 void
3780     apply_changes_to_player (object *pl, object *change)
3781     {
3782     int excess_stat = 0; /* if the stat goes over the maximum
3783     for the race, put the excess stat some
3784     where else. */
3785 elmex 1.1
3786 root 1.22 switch (change->type)
3787     {
3788 root 1.24 case CLASS:
3789     {
3790     living *stats = &(pl->contr->orig_stats);
3791     living *ns = &(change->stats);
3792     object *walk;
3793     int flag_change_face = 1;
3794    
3795     /* the following code assigns stats up to the stat max
3796     * for the race, and if the stat max is exceeded,
3797     * tries to randomly reassign the excess stat
3798     */
3799     int i, j;
3800 root 1.22
3801 root 1.24 for (i = 0; i < NUM_STATS; i++)
3802     {
3803     sint8 stat = get_attr_value (stats, i);
3804     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3805 root 1.22
3806 root 1.24 stat += get_attr_value (ns, i);
3807     if (stat > 20 + race_bonus)
3808     {
3809     excess_stat++;
3810     stat = 20 + race_bonus;
3811     }
3812     set_attr_value (stats, i, stat);
3813     }
3814 elmex 1.1
3815 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3816     { /* try 100 times to assign excess stats */
3817     int i = rndm (0, 6);
3818     int stat = get_attr_value (stats, i);
3819     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3820    
3821     if (i == CHA)
3822     continue; /* exclude cha from this */
3823     if (stat < 20 + race_bonus)
3824     {
3825     change_attr_value (stats, i, 1);
3826     excess_stat--;
3827     }
3828     }
3829 root 1.14
3830 root 1.24 /* insert the randomitems from the change's treasurelist into
3831     * the player ref: player.c
3832     */
3833     if (change->randomitems != NULL)
3834     give_initial_items (pl, change->randomitems);
3835 root 1.14
3836    
3837 root 1.24 /* set up the face, for some races. */
3838 root 1.14
3839 root 1.24 /* first, look for the force object banning
3840     * changing the face. Certain races never change face with class.
3841     */
3842     for (walk = pl->inv; walk != NULL; walk = walk->below)
3843     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3844     flag_change_face = 0;
3845 root 1.14
3846 root 1.24 if (flag_change_face)
3847     {
3848     pl->animation_id = GET_ANIM_ID (change);
3849     pl->face = change->face;
3850 root 1.14
3851 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3852     SET_FLAG (pl, FLAG_ANIMATE);
3853     else
3854     CLEAR_FLAG (pl, FLAG_ANIMATE);
3855     }
3856 root 1.14
3857 root 1.24 /* check the special case of can't use weapons */
3858     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3859     if (!strcmp (change->name, "monk"))
3860     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3861 root 1.14
3862 root 1.24 break;
3863     }
3864 elmex 1.1 }
3865     }
3866    
3867     /**
3868     * This handles items of type 'transformer'.
3869     * Basically those items, used with a marked item, transform both items into something
3870     * else.
3871     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3872     * Change information is contained in the 'slaying' field of the marked item.
3873     * The format is as follow: transformer:[number ]yield[;transformer:...].
3874     * This way an item can be transformed in many things, and/or many objects.
3875     * The 'slaying' field for transformer is used as verb for the action.
3876     */
3877 root 1.22 void
3878     apply_item_transformer (object *pl, object *transformer)
3879     {
3880     object *marked;
3881     object *new_item;
3882     char *find;
3883     char *separator;
3884     int yield;
3885     char got[MAX_BUF];
3886     int len;
3887    
3888     if (!pl || !transformer)
3889     return;
3890     marked = find_marked_object (pl);
3891     if (!marked)
3892 elmex 1.1 {
3893 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3894     return;
3895     }
3896     if (!marked->slaying)
3897     {
3898     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3899     return;
3900     }
3901     /* check whether they are compatible or not */
3902     find = strstr (marked->slaying, transformer->arch->name);
3903     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3904     {
3905     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3906     return;
3907     }
3908     find += strlen (transformer->arch->name) + 1;
3909     /* Item can be used, now find how many and what it yields */
3910     if (isdigit (*(find)))
3911     {
3912     yield = atoi (find);
3913     if (yield < 1)
3914 elmex 1.1 {
3915 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3916     yield = 1;
3917 elmex 1.1 }
3918 root 1.22 }
3919     else
3920     yield = 1;
3921 elmex 1.1
3922 root 1.22 while (isdigit (*find))
3923     find++;
3924     while (*find == ' ')
3925     find++;
3926     memset (got, 0, MAX_BUF);
3927     if ((separator = strchr (find, ';')) != NULL)
3928     {
3929     len = separator - find;
3930     }
3931     else
3932     {
3933     len = strlen (find);
3934     }
3935     if (len > MAX_BUF - 1)
3936     len = MAX_BUF - 1;
3937     strcpy (got, find);
3938     got[len] = '\0';
3939    
3940     /* Now create new item, remove used ones when required. */
3941     new_item = get_archetype (got);
3942     if (!new_item)
3943     {
3944     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3945     return;
3946 elmex 1.1 }
3947 root 1.29
3948 root 1.22 new_item->nrof = yield;
3949     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3950     insert_ob_in_ob (new_item, pl);
3951     esrv_send_inventory (pl, pl);
3952     /* Eat up one item */
3953     decrease_ob_nr (marked, 1);
3954     /* Eat one transformer if needed */
3955     if (transformer->stats.food)
3956     if (--transformer->stats.food == 0)
3957     decrease_ob_nr (transformer, 1);
3958     }