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Revision: 1.89
Committed: Sat May 12 13:27:38 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.88: +5 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.79 * CrossFire, A Multiplayer game
3 pippijn 1.61 *
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 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35     /* Want this regardless of rplay. */
36     #include <sounds.h>
37    
38     /**
39     * Check if op should abort moving victim because of it's race or slaying.
40     * Returns 1 if it should abort, returns 0 if it should continue.
41     */
42 root 1.22 int
43     should_director_abort (object *op, object *victim)
44 elmex 1.1 {
45 root 1.22 int arch_flag, name_flag, race_flag;
46    
47     /* Get flags to determine what of arch, name, and race should be checked.
48     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49     * the next is the name flag, and the last is the race flag. Also note,
50     * if subtype is set to zero, that also goes to defaults of all affecting
51     * it. Examples:
52     * subtype 1: only arch
53     * subtype 3: arch or name
54     * subtype 5: arch or race
55     * subtype 7: all three
56     */
57     if (op->subtype)
58     {
59     arch_flag = (op->subtype & 1);
60     name_flag = (op->subtype & 2);
61     race_flag = (op->subtype & 4);
62     }
63     else
64     {
65     arch_flag = 1;
66     name_flag = 1;
67     race_flag = 1;
68     }
69 root 1.66
70 root 1.22 /* If the director has race set, only affect objects with a arch,
71     * name or race that matches.
72     */
73     if ((op->race) &&
74 root 1.66 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75     ((!(victim->name && name_flag) || op->race != victim->name)) &&
76     ((!(victim->race && race_flag) || op->race != victim->race)))
77     return 1;
78    
79 root 1.22 /* If the director has slaying set, only affect objects where none
80     * of arch, name, or race match.
81     */
82 root 1.66 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83     ((victim->name && name_flag && op->slaying == victim->name)) ||
84     ((victim->race && race_flag && op->slaying == victim->race)))
85     return 1;
86    
87 root 1.22 return 0;
88 elmex 1.1 }
89    
90     /**
91     * This handles a player dropping money on an altar to identify stuff.
92     * It'll identify marked item, if none all items up to dropped money.
93     * Return value: 1 if money was destroyed, 0 if not.
94     */
95 root 1.22 static int
96     apply_id_altar (object *money, object *altar, object *pl)
97 elmex 1.1 {
98 root 1.22 object *id, *marked;
99     int success = 0;
100    
101     if (pl == NULL || pl->type != PLAYER)
102     return 0;
103 elmex 1.1
104 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105     * identifying' from being printed out more than it needs to be.
106     */
107     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108     return 0;
109 elmex 1.1
110 root 1.22 marked = find_marked_object (pl);
111     /* if the player has a marked item, identify that if it needs to be
112     * identified. IF it doesn't, then go through the player inventory.
113     */
114     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115     {
116     if (operate_altar (altar, &money))
117     {
118     identify (marked);
119     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
120     if (marked->msg)
121     {
122     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
123     new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124     }
125     return money == NULL;
126     }
127     }
128 elmex 1.1
129 root 1.22 for (id = pl->inv; id; id = id->below)
130     {
131     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132     {
133     if (operate_altar (altar, &money))
134     {
135     identify (id);
136     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
137     if (id->msg)
138     {
139     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
140     new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 root 1.14 }
142 root 1.22 success = 1;
143     /* If no more money, might as well quit now */
144     if (money == NULL || !check_altar_sacrifice (altar, money))
145     break;
146     }
147     else
148     {
149     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
150     break;
151     }
152 root 1.14 }
153 elmex 1.1 }
154 root 1.22 if (!success)
155     new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
156     return money == NULL;
157 elmex 1.1 }
158    
159     /**
160     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161     * matching item.
162     **/
163 root 1.22 static void
164     handle_apply_yield (object *tmp)
165 elmex 1.1 {
166 root 1.22 const char *yield;
167 elmex 1.1
168 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
169     if (yield != NULL)
170 elmex 1.1 {
171 root 1.22 object *drop = get_archetype (yield);
172    
173     if (tmp->env)
174 elmex 1.1 {
175 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
176     if (tmp->env->type == PLAYER)
177     esrv_send_item (tmp->env, drop);
178 elmex 1.1 }
179 root 1.22 else
180 elmex 1.1 {
181 root 1.22 drop->x = tmp->x;
182     drop->y = tmp->y;
183     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 elmex 1.1 }
185     }
186     }
187    
188     /**
189     * Handles applying a potion.
190     */
191 root 1.22 int
192     apply_potion (object *op, object *tmp)
193 elmex 1.1 {
194 elmex 1.3 int got_one = 0, i;
195     object *force = 0, *floor = 0;
196    
197 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
198 elmex 1.3
199 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 elmex 1.3 {
201     if (op->type == PLAYER)
202 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
204     return 0;
205     }
206 elmex 1.3
207 elmex 1.4 if (op->type == PLAYER)
208 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
209     identify (tmp);
210 elmex 1.3
211 elmex 1.4 handle_apply_yield (tmp);
212 elmex 1.1
213 elmex 1.4 /* Potion of restoration - only for players */
214     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215     {
216     object *depl;
217     archetype *at;
218 elmex 1.1
219 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220     {
221 root 1.51 op->drain_stat ();
222     op->update_stats ();
223 elmex 1.3 decrease_ob (tmp);
224     return 1;
225     }
226 root 1.37
227 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
228 elmex 1.4 {
229     LOG (llevError, "Could not find archetype depletion\n");
230     return 0;
231     }
232     depl = present_arch_in_ob (at, op);
233 root 1.37
234 root 1.51 if (depl)
235 elmex 1.4 {
236     for (i = 0; i < NUM_STATS; i++)
237     if (get_attr_value (&depl->stats, i))
238 root 1.37 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239    
240     depl->destroy ();
241 root 1.51 op->update_stats ();
242 elmex 1.4 }
243     else
244     new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
245 elmex 1.1
246 elmex 1.4 decrease_ob (tmp);
247     return 1;
248     }
249    
250     /* improvement potion - only for players */
251     if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
252     {
253     for (i = 1; i < MIN (11, op->level); i++)
254 elmex 1.3 {
255 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 elmex 1.3 {
257 elmex 1.4 if (op->contr->levhp[i] != 1)
258 elmex 1.3 {
259 elmex 1.4 op->contr->levhp[i] = 1;
260     break;
261 elmex 1.3 }
262 elmex 1.4 if (op->contr->levsp[i] != 1)
263 elmex 1.3 {
264 elmex 1.4 op->contr->levsp[i] = 1;
265     break;
266     }
267     if (op->contr->levgrace[i] != 1)
268     {
269     op->contr->levgrace[i] = 1;
270     break;
271 elmex 1.3 }
272     }
273 elmex 1.4 else
274 elmex 1.3 {
275 elmex 1.4 if (op->contr->levhp[i] < 9)
276     {
277     op->contr->levhp[i] = 9;
278     break;
279     }
280     if (op->contr->levsp[i] < 6)
281 elmex 1.3 {
282 elmex 1.4 op->contr->levsp[i] = 6;
283     break;
284 elmex 1.3 }
285 elmex 1.4 if (op->contr->levgrace[i] < 3)
286 elmex 1.3 {
287 elmex 1.4 op->contr->levgrace[i] = 3;
288     break;
289 elmex 1.3 }
290     }
291     }
292 root 1.37
293 elmex 1.4 /* Just makes checking easier */
294     if (i < MIN (11, op->level))
295     got_one = 1;
296 root 1.37
297 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 elmex 1.3 {
299 elmex 1.4 if (got_one)
300 elmex 1.3 {
301 root 1.51 op->update_stats ();
302 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
303     new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
304     new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 elmex 1.3 }
306     else
307 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 elmex 1.3 }
309 elmex 1.4 else
310     { /* cursed potion */
311     if (got_one)
312 elmex 1.3 {
313 root 1.51 op->update_stats ();
314 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 elmex 1.3 }
316 elmex 1.4 else
317 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 elmex 1.3 }
319 root 1.37
320 elmex 1.4 decrease_ob (tmp);
321     return 1;
322     }
323    
324    
325     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
326     * and heroism all fit into this category. Given the spell object code,
327     * there is no limit to the number of spells that potions can be cast,
328     * but direction is problematic to try and imbue fireball potions for example.
329     */
330     if (tmp->inv)
331     {
332     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 elmex 1.3 {
334 elmex 1.4 object *fball;
335    
336     new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337     /* Explodes a fireball centered at player */
338     fball = get_archetype (EXPLODING_FIREBALL);
339 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 elmex 1.4 fball->x = op->x;
342     fball->y = op->y;
343     insert_ob_in_map (fball, op->map, NULL, 0);
344 elmex 1.3 }
345 elmex 1.4 else
346     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 elmex 1.1
348 elmex 1.4 decrease_ob (tmp);
349     /* if youre dead, no point in doing this... */
350     if (!QUERY_FLAG (op, FLAG_REMOVED))
351 root 1.51 op->update_stats ();
352 elmex 1.4 return 1;
353     }
354    
355     /* Deal with protection potions */
356     force = NULL;
357     for (i = 0; i < NROFATTACKS; i++)
358     {
359     if (tmp->resist[i])
360     {
361     if (!force)
362     force = get_archetype (FORCE_NAME);
363     memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364     force->type = POTION_EFFECT;
365     break; /* Only need to find one protection since we copy entire batch */
366 elmex 1.3 }
367 elmex 1.1 }
368 elmex 1.4 /* This is a protection potion */
369     if (force)
370 elmex 1.3 {
371 elmex 1.4 /* cursed items last longer */
372     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373     {
374     force->stats.food *= 10;
375     for (i = 0; i < NROFATTACKS; i++)
376     if (force->resist[i] > 0)
377     force->resist[i] = -force->resist[i]; /* prot => vuln */
378     }
379     force->speed_left = -1;
380     force = insert_ob_in_ob (force, op);
381     CLEAR_FLAG (tmp, FLAG_APPLIED);
382     SET_FLAG (force, FLAG_APPLIED);
383     change_abil (op, force);
384     decrease_ob (tmp);
385     return 1;
386     }
387    
388     /* Only thing left are the stat potions */
389     if (op->type == PLAYER)
390     { /* only for players */
391 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
392 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
393     else
394     SET_FLAG (tmp, FLAG_APPLIED);
395     if (!change_abil (op, tmp))
396     new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
397 elmex 1.1 }
398    
399 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
400     * that were grouped with the one consumed, his
401     * stat will not be raised by them. fix_player just clears
402     * up all the stats.
403     */
404     CLEAR_FLAG (tmp, FLAG_APPLIED);
405 root 1.51 op->update_stats ();
406 elmex 1.3 decrease_ob (tmp);
407     return 1;
408 elmex 1.1 }
409    
410     /****************************************************************************
411     * Weapon improvement code follows
412     ****************************************************************************/
413    
414     /**
415     * This returns the sum of nrof of item (arch name).
416     */
417 root 1.22 static int
418     check_item (object *op, const char *item)
419 elmex 1.1 {
420 root 1.22 int count = 0;
421 elmex 1.1
422    
423 root 1.22 if (item == NULL)
424     return 0;
425 root 1.66
426 root 1.22 op = op->below;
427     while (op != NULL)
428     {
429     if (strcmp (op->arch->name, item) == 0)
430     {
431 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 root 1.14 {
434 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 root 1.14 count++;
436     else
437     count += op->nrof;
438     }
439 root 1.22 }
440 root 1.66
441 root 1.22 op = op->below;
442 elmex 1.1 }
443 root 1.66
444 elmex 1.1 return count;
445     }
446    
447     /**
448     * This removes 'nrof' of what item->slaying says to remove.
449     * op is typically the player, which is only
450     * really used to determine what space to look at.
451     * Modified to only eat 'nrof' of objects.
452     */
453 root 1.22 static void
454     eat_item (object *op, const char *item, uint32 nrof)
455 elmex 1.1 {
456 root 1.22 object *prev;
457 elmex 1.1
458 root 1.22 prev = op;
459     op = op->below;
460 elmex 1.1
461 root 1.22 while (op != NULL)
462     {
463     if (strcmp (op->arch->name, item) == 0)
464     {
465     if (op->nrof >= nrof)
466     {
467     decrease_ob_nr (op, nrof);
468     return;
469     }
470     else
471     {
472     decrease_ob_nr (op, op->nrof);
473     nrof -= op->nrof;
474 root 1.14 }
475 root 1.22 op = prev;
476 root 1.14 }
477 root 1.22 prev = op;
478     op = op->below;
479 elmex 1.1 }
480     }
481    
482     /**
483     * This checks to see of the player (who) is sufficient level to use a weapon
484     * with improvs improvements (typically last_eat). We take an int here
485     * instead of the object so that the improvement code can pass along the
486     * increased value to see if the object is usuable.
487     * we return 1 (true) if the player can use the weapon.
488     */
489 root 1.22 static int
490     check_weapon_power (const object *who, int improvs)
491 elmex 1.1 {
492 root 1.22
493 elmex 1.1 /* Old code is below (commented out). Basically, since weapons are the only
494     * object players really have any control to improve, it's a bit harsh to
495     * require high level in some combat skill, so we just use overall level.
496     */
497     #if 1
498 root 1.22 if (((who->level / 5) + 5) >= improvs)
499     return 1;
500     else
501     return 0;
502 elmex 1.1
503     #else
504 root 1.22 int level = 0;
505    
506     /* The skill system hands out wc and dam bonuses to fighters
507     * more generously than the old system (see fix_player). Thus
508     * we need to curtail the power of player enchanted weapons.
509     * I changed this to 1 improvement per "fighter" level/5 -b.t.
510     * Note: Nothing should break by allowing this ratio to be different or
511     * using normal level - it is just a matter of play balance.
512     */
513     if (who->type == PLAYER)
514     {
515     object *wc_obj = NULL;
516 elmex 1.1
517 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519     level = wc_obj->level;
520    
521     if (!level)
522     {
523     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524     level = who->level;
525 root 1.14 }
526 elmex 1.1 }
527 root 1.22 else
528     level = who->level;
529 elmex 1.1
530 root 1.22 return (improvs <= ((level / 5) + 5));
531 elmex 1.1 #endif
532     }
533    
534     /**
535     * Returns how many items of type improver->slaying there are under op.
536     * Will display a message if none found, and 1 if improver->slaying is NULL.
537     */
538 root 1.22 static int
539     check_sacrifice (object *op, const object *improver)
540 elmex 1.1 {
541 root 1.22 int count = 0;
542    
543     if (improver->slaying != NULL)
544     {
545     count = check_item (op, improver->slaying);
546     if (count < 1)
547     {
548     char buf[200];
549 elmex 1.1
550 root 1.22 sprintf (buf, "The gods want more %ss", &improver->slaying);
551     new_draw_info (NDI_UNIQUE, 0, op, buf);
552     return 0;
553 root 1.14 }
554 elmex 1.1 }
555 root 1.22 else
556     count = 1;
557 elmex 1.1
558 root 1.22 return count;
559 elmex 1.1 }
560    
561     /**
562     * Actually improves the weapon, and tells user.
563     */
564 root 1.22 int
565     improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
566 elmex 1.1 {
567    
568 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 elmex 1.1 *stat += sacrifice_count;
570     weapon->last_eat++;
571 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572     decrease_ob (improver);
573 elmex 1.1
574     /* So it updates the players stats and the window */
575 root 1.51 op->update_stats ();
576 elmex 1.1 return 1;
577     }
578    
579     /* Types of improvements, hidden in the sp field. */
580     #define IMPROVE_PREPARE 1
581     #define IMPROVE_DAMAGE 2
582     #define IMPROVE_WEIGHT 3
583     #define IMPROVE_ENCHANT 4
584     #define IMPROVE_STR 5
585     #define IMPROVE_DEX 6
586     #define IMPROVE_CON 7
587     #define IMPROVE_WIS 8
588     #define IMPROVE_CHA 9
589     #define IMPROVE_INT 10
590     #define IMPROVE_POW 11
591    
592    
593     /**
594     * This does the prepare weapon scroll.
595     * Checks for sacrifice, and so on.
596     */
597    
598 root 1.22 int
599     prepare_weapon (object *op, object *improver, object *weapon)
600 elmex 1.1 {
601 root 1.22 int sacrifice_count, i;
602     char buf[MAX_BUF];
603 elmex 1.1
604 root 1.22 if (weapon->level != 0)
605     {
606     new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 elmex 1.1 return 0;
608     }
609 root 1.22 for (i = 0; i < NROFATTACKS; i++)
610     if (weapon->resist[i])
611     break;
612 elmex 1.1
613 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
614     * improvement of items that already have protections.
615     */
616     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618     weapon->stats.exp || /* speed */
619     weapon->stats.ac) /* AC - only taifu's I think */
620 elmex 1.1 {
621 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 elmex 1.1 return 0;
623     }
624 root 1.22 sacrifice_count = check_sacrifice (op, improver);
625     if (sacrifice_count <= 0)
626     return 0;
627     weapon->level = isqrt (sacrifice_count);
628     new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629     eat_item (op, improver->slaying, sacrifice_count);
630    
631     new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
632    
633     sprintf (buf, "%s's %s", &op->name, &weapon->name);
634     weapon->name = weapon->name_pl = buf;
635     weapon->nrof = 0; /* prevents preparing n weapons in the same
636     slot at once! */
637     decrease_ob (improver);
638     weapon->last_eat = 0;
639     return 1;
640 elmex 1.1 }
641    
642    
643     /**
644     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645     * This is the new improve weapon code.
646     * Returns 0 if it was not able to work for some reason.
647     *
648     * Checks if weapon was prepared, if enough potions on the floor, ...
649     *
650     * We are hiding extra information about the weapon in the level and
651     * last_eat numbers for an object. Hopefully this won't break anything ??
652     * level == max improve last_eat == current improve
653     */
654 root 1.22 int
655     improve_weapon (object *op, object *improver, object *weapon)
656 elmex 1.1 {
657 root 1.22 int sacrifice_count, sacrifice_needed = 0;
658 elmex 1.1
659 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
660     {
661     return prepare_weapon (op, improver, weapon);
662     }
663     if (weapon->level == 0)
664     {
665     new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
666     return 0;
667     }
668     if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669     {
670     new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
671     return 0;
672     }
673     if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674     {
675     new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
676     new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
677     new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
678     return 0;
679     }
680 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
681     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682     * don't put any maximum value on damage - the limit is how much the
683     * weapon can be improved.
684     */
685 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
686     {
687     weapon->stats.dam += 5;
688     weapon->weight += 5000; /* 5 KG's */
689     new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
690     weapon->last_eat++;
691    
692     weapon->item_power++;
693     decrease_ob (improver);
694     return 1;
695     }
696     if (improver->stats.sp == IMPROVE_WEIGHT)
697     {
698     /* Reduce weight by 20% */
699     weapon->weight = (weapon->weight * 8) / 10;
700     if (weapon->weight < 1)
701     weapon->weight = 1;
702     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
703     weapon->last_eat++;
704     weapon->item_power++;
705     decrease_ob (improver);
706     return 1;
707     }
708     if (improver->stats.sp == IMPROVE_ENCHANT)
709     {
710     weapon->magic++;
711     weapon->last_eat++;
712     new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
713     decrease_ob (improver);
714     weapon->item_power++;
715     return 1;
716     }
717 root 1.14
718 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720    
721     if (sacrifice_needed < 1)
722     sacrifice_needed = 1;
723     sacrifice_needed *= 2;
724 elmex 1.1
725 root 1.22 sacrifice_count = check_sacrifice (op, improver);
726     if (sacrifice_count < sacrifice_needed)
727     {
728     new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
729     return 0;
730     }
731     eat_item (op, improver->slaying, sacrifice_needed);
732 elmex 1.1 weapon->item_power++;
733    
734 root 1.22 switch (improver->stats.sp)
735     {
736 root 1.24 case IMPROVE_STR:
737     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
738     case IMPROVE_DEX:
739     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
740     case IMPROVE_CON:
741     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
742     case IMPROVE_WIS:
743     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
744     case IMPROVE_CHA:
745     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
746     case IMPROVE_INT:
747     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
748     case IMPROVE_POW:
749     return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
750     default:
751     new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
752 root 1.22 }
753     LOG (llevError, "improve_weapon: Got to end of function\n");
754 elmex 1.1 return 0;
755     }
756    
757     /**
758     * Handles the applying of improve/prepare/enchant weapon scroll.
759     * Checks a few things (not on a non-magic square, marked weapon, ...),
760     * then calls improve_weapon to do the dirty work.
761     */
762 root 1.22 int
763     check_improve_weapon (object *op, object *tmp)
764 elmex 1.1 {
765 root 1.22 object *otmp;
766 elmex 1.1
767 root 1.22 if (op->type != PLAYER)
768     return 0;
769 root 1.77
770 root 1.22 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 1.77
776 root 1.22 otmp = find_marked_object (op);
777     if (!otmp)
778     {
779     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
780 elmex 1.1 return 0;
781     }
782 root 1.77
783 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
784     {
785     new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
790     improve_weapon (op, tmp, otmp);
791     esrv_send_item (op, otmp);
792     return 1;
793 elmex 1.1 }
794    
795     /**
796     * This code deals with the armour improvment scrolls.
797     * Change limits on improvement - let players go up to
798     * +5 no matter what level, but they are limited by item
799     * power.
800     * Try to use same improvement code as in the common/treasure.c
801     * file, so that if you make a +2 full helm, it will be just
802     * the same as one you find in a shop.
803     *
804     * deprecated comment:
805     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
806     * only 'enchantment' of armour is possible - improving
807     * the stats of a player w/ armour as well as a weapon
808     * will probably horribly unbalance the game. Magic enchanting
809     * depends on the level of the character - ie the plus
810     * value (magic) of the armour can never be increased beyond
811     * the level of the character / 10 -- rounding upish, nor may
812     * the armour value of the piece of equipment exceed either
813     * the users level or 90)
814     * Modified by MSW for partial resistance. Only support
815     * changing of physical area right now.
816     */
817 root 1.22 int
818     improve_armour (object *op, object *improver, object *armour)
819 elmex 1.1 {
820 root 1.22 object *tmp;
821 elmex 1.1
822 root 1.22 if (armour->magic >= settings.armor_max_enchant)
823     {
824     new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
825     return 0;
826 elmex 1.1 }
827 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828     * etc), so take the easy way out and don't worry about it.
829     * Note - maybe add scrolls which make the random artifact versions (eg, armour
830     * of gnarg and what not?)
831     */
832     if (armour->title)
833     {
834     new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
835     return 0;
836 elmex 1.1 }
837    
838 root 1.22 /* Split objects if needed. Can't insert tmp until the
839     * end of this function - otherwise it will just re-merge.
840     */
841     if (armour->nrof > 1)
842     tmp = get_split_ob (armour, armour->nrof - 1);
843     else
844     tmp = NULL;
845    
846     armour->magic++;
847    
848     if (!settings.armor_speed_linear)
849     {
850     int base = 100;
851     int pow = 0;
852 elmex 1.1
853 root 1.22 while (pow < armour->magic)
854 elmex 1.1 {
855 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
856     pow++;
857 elmex 1.1 }
858    
859 root 1.22 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
860     }
861     else
862     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
863 elmex 1.1
864 root 1.22 if (!settings.armor_weight_linear)
865     {
866     int base = 100;
867     int pow = 0;
868 elmex 1.1
869 root 1.22 while (pow < armour->magic)
870 elmex 1.1 {
871 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
872     pow++;
873 elmex 1.1 }
874    
875 root 1.22 armour->weight = (armour->arch->clone.weight * base) / 100;
876     }
877     else
878     armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
879    
880     if (armour->weight <= 0)
881     {
882     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883     armour->weight = 1;
884     }
885    
886     armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
887 elmex 1.1
888 root 1.22 if (op->type == PLAYER)
889     {
890     esrv_send_item (op, armour);
891     if (QUERY_FLAG (armour, FLAG_APPLIED))
892 root 1.51 op->update_stats ();
893 elmex 1.1 }
894 root 1.22 decrease_ob (improver);
895     if (tmp)
896     {
897     insert_ob_in_ob (tmp, op);
898     esrv_send_item (op, tmp);
899 elmex 1.1 }
900 root 1.22 return 1;
901 elmex 1.1 }
902    
903    
904     /*
905     * convert_item() returns 1 if anything was converted, 0 if the item was not
906     * what the converter wants, -1 if the converter is broken.
907     */
908     #define CONV_FROM(xyz) xyz->slaying
909     #define CONV_TO(xyz) xyz->other_arch
910     #define CONV_NR(xyz) xyz->stats.sp
911     #define CONV_NEED(xyz) xyz->stats.food
912    
913     /* Takes one items and makes another.
914     * converter is the object that is doing the conversion.
915     * item is the object that triggered the converter - if it is not
916     * what the converter wants, this will not do anything.
917     */
918 root 1.22 int
919     convert_item (object *item, object *converter)
920     {
921     int nr = 0;
922     uint32 price_in;
923    
924     /* We make some assumptions - we assume if it takes money as it type,
925     * it wants some amount. We don't make change (ie, if something costs
926     * 3 gp and player drops a platinum, tough luck)
927     */
928     if (!strcmp (CONV_FROM (converter), "money"))
929     {
930     int cost;
931    
932     if (item->type != MONEY)
933     return 0;
934    
935     nr = (item->nrof * item->value) / CONV_NEED (converter);
936     if (!nr)
937     return 0;
938     cost = nr * CONV_NEED (converter) / item->value;
939     /* take into account rounding errors */
940     if (nr * CONV_NEED (converter) % item->value)
941     cost++;
942     decrease_ob_nr (item, cost);
943 elmex 1.1
944 root 1.22 price_in = cost * item->value;
945     }
946     else
947     {
948     if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
949     (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950     return 0;
951 elmex 1.1
952 root 1.22 if (CONV_NEED (converter))
953     {
954     nr = item->nrof / CONV_NEED (converter);
955     decrease_ob_nr (item, nr * CONV_NEED (converter));
956     price_in = nr * CONV_NEED (converter) * item->value;
957     }
958     else
959     {
960     price_in = item->value;
961 root 1.37 item->destroy ();
962 root 1.22 }
963     }
964 root 1.14
965 root 1.22 if (converter->inv != NULL)
966     {
967     object *ob;
968     int i;
969     object *ob_to_copy;
970    
971     /* select random object from inventory to copy */
972     ob_to_copy = converter->inv;
973     for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974     {
975     if (rndm (0, i) == 0)
976     {
977     ob_to_copy = ob;
978     }
979 root 1.14 }
980 root 1.22 item = object_create_clone (ob_to_copy);
981     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982     unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 elmex 1.1 }
984 root 1.22 else
985     {
986     if (converter->other_arch == NULL)
987     {
988     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
990 root 1.22 return -1;
991     }
992    
993     item = object_create_arch (converter->other_arch);
994     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995     }
996    
997     if (CONV_NR (converter))
998     item->nrof = CONV_NR (converter);
999     if (nr)
1000     item->nrof *= nr;
1001     if (is_in_shop (converter))
1002     SET_FLAG (item, FLAG_UNPAID);
1003     else if (price_in < item->nrof * item->value)
1004     {
1005     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007 elmex 1.1
1008     /**
1009     * elmex: we are going to let the game continue, as the mapcreator
1010     * propably had something in mind when doing this
1011     */
1012     }
1013 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014     return 1;
1015 elmex 1.1 }
1016 root 1.22
1017 elmex 1.1 /**
1018     * Handle apply on containers.
1019     * By Eneq(@csd.uu.se).
1020     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021     * added the alchemical cauldron to the code -b.t.
1022     */
1023 root 1.22 int
1024     apply_container (object *op, object *sack)
1025 elmex 1.1 {
1026 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1027 root 1.22 return 0; /* This might change */
1028 elmex 1.1
1029 root 1.68 if (!sack || sack->type != CONTAINER)
1030 root 1.22 {
1031 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 root 1.22 return 0;
1033 elmex 1.1 }
1034 root 1.40
1035     op->contr->last_used = 0;
1036 elmex 1.1
1037 root 1.68 if (sack->env && sack->env != op)
1038 root 1.22 {
1039 root 1.68 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040     return 1;
1041 elmex 1.1 }
1042    
1043 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1044     if (sack->flag [FLAG_APPLIED])
1045 root 1.22 {
1046 root 1.68 if (op->container == sack)
1047 root 1.22 {
1048 root 1.68 // open on ground or inv, so close
1049     op->close_container ();
1050     return 1;
1051 root 1.22 }
1052 root 1.68 else if (!sack->env)
1053 root 1.22 {
1054 root 1.68 // active, but not ours: some other player has opened it
1055     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056     return 1;
1057 root 1.14 }
1058 root 1.22
1059 root 1.68 // fall through to opening it (active in inv)
1060 elmex 1.1 }
1061 root 1.68 else if (sack->env)
1062 root 1.22 {
1063 root 1.68 // it is in our env, so activate it, do not open yet
1064     op->close_container ();
1065     sack->flag [FLAG_APPLIED] = 1;
1066     esrv_update_item (UPD_FLAGS, op, sack);
1067 root 1.70 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1068 root 1.68 return 1;
1069 elmex 1.1 }
1070    
1071 root 1.68 // it's locked?
1072 root 1.22 if (sack->slaying)
1073 root 1.68 {
1074     if (object *tmp = find_key (op, op, sack))
1075     new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1076 root 1.22 else
1077     {
1078     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1079 root 1.68 return 1;
1080 root 1.22 }
1081 elmex 1.1 }
1082    
1083 root 1.68 op->open_container (sack);
1084 elmex 1.1
1085 root 1.22 return 1;
1086 elmex 1.1 }
1087    
1088     /**
1089     * Handles dropping things on altar.
1090     * Returns true if sacrifice was accepted.
1091     */
1092 root 1.22 static int
1093     apply_altar (object *altar, object *sacrifice, object *originator)
1094 elmex 1.1 {
1095 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1096     if (altar->inv && (!originator || originator->type != PLAYER))
1097     return 0;
1098    
1099     if (operate_altar (altar, &sacrifice))
1100     {
1101     /* Simple check. Unfortunately, it means you can't cast magic bullet
1102     * with an altar. We call it a Potion - altars are stationary - it
1103     * is up to map designers to use them properly.
1104     */
1105     if (altar->inv && altar->inv->type == SPELL)
1106     {
1107     new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1108     cast_spell (originator, altar, 0, altar->inv, NULL);
1109     /* If it is connected, push the button. Fixes some problems with
1110     * old maps.
1111     */
1112 elmex 1.1
1113     /* push_button (altar);*/
1114 root 1.14 }
1115 root 1.22 else
1116     {
1117     altar->value = 1; /* works only once */
1118     push_button (altar);
1119     }
1120 root 1.26
1121     return !sacrifice;
1122 root 1.22 }
1123     else
1124 root 1.26 return 0;
1125 elmex 1.1 }
1126    
1127     /**
1128     * Handles 'movement' of shop mats.
1129     * Returns 1 if 'op' was destroyed, 0 if not.
1130     * Largely re-written to not use nearly as many gotos, plus
1131     * some of this code just looked plain out of date.
1132     * MSW 2001-08-29
1133     */
1134 root 1.22 int
1135     apply_shop_mat (object *shop_mat, object *op)
1136 elmex 1.1 {
1137 elmex 1.15 int rv = 0;
1138     double opinion;
1139     object *tmp, *next;
1140 elmex 1.1
1141 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 elmex 1.1
1143 elmex 1.15 if (op->type != PLAYER)
1144     {
1145     /* Remove all the unpaid objects that may be carried here.
1146     * This could be pets or monsters that are somehow in
1147     * the shop.
1148     */
1149     for (tmp = op->inv; tmp; tmp = next)
1150     {
1151     next = tmp->below;
1152 root 1.25
1153 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154     {
1155     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 root 1.14
1157 root 1.36 tmp->remove ();
1158 root 1.24
1159 elmex 1.15 if (i == -1)
1160     i = 0;
1161 root 1.24
1162 elmex 1.15 tmp->map = op->map;
1163     tmp->x = op->x + freearr_x[i];
1164     tmp->y = op->y + freearr_y[i];
1165     insert_ob_in_map (tmp, op->map, op, 0);
1166 root 1.14 }
1167     }
1168    
1169 elmex 1.15 /* Don't teleport things like spell effects */
1170     if (QUERY_FLAG (op, FLAG_NO_PICK))
1171     return 0;
1172 root 1.14
1173 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1174     * shop mats. Instead, put it on a nearby space.
1175     */
1176     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177     {
1178 root 1.14
1179 elmex 1.15 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 root 1.22
1182 elmex 1.15 if (i != -1)
1183 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184    
1185 elmex 1.15 return 0;
1186 root 1.14 }
1187 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1188     * the teleport function should be able to handle this just fine.
1189     */
1190     rv = teleport (shop_mat, SHOP_MAT, op);
1191 elmex 1.1 }
1192 root 1.25 else if (can_pay (op) && get_payment (op))
1193 elmex 1.15 {
1194 root 1.24 /* this is only used for players */
1195 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1196    
1197     if (shop_mat->msg)
1198 root 1.24 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1199 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1200     * but there is never a guarantee that the bottom space on the map is
1201     * actually the shop floor.
1202     */
1203     else if (!rv && !is_in_shop (op))
1204     {
1205     opinion = shopkeeper_approval (op->map, op);
1206 root 1.24
1207 elmex 1.15 if (opinion > 0.9)
1208 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1209 elmex 1.15 else if (opinion > 0.75)
1210     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1211     else if (opinion > 0.5)
1212     new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213     else
1214 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 root 1.14 }
1216 elmex 1.1 }
1217 elmex 1.15 else
1218     {
1219     /* if we get here, a player tried to leave a shop but was not able
1220     * to afford the items he has. We try to move the player so that
1221     * they are not on the mat anymore
1222     */
1223     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 root 1.22
1225 elmex 1.15 if (i == -1)
1226     {
1227     LOG (llevError, "Internal shop-mat problem.\n");
1228     }
1229     else
1230     {
1231 root 1.36 op->remove ();
1232 elmex 1.15 op->x += freearr_x[i];
1233     op->y += freearr_y[i];
1234     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1235 root 1.14 }
1236 elmex 1.1 }
1237 root 1.24
1238 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1239     return rv;
1240 elmex 1.1 }
1241    
1242     /**
1243     * Handles applying a sign.
1244     */
1245 root 1.22 static void
1246     apply_sign (object *op, object *sign, int autoapply)
1247 elmex 1.1 {
1248 root 1.22 readable_message_type *msgType;
1249     char newbuf[HUGE_BUF];
1250    
1251     if (sign->msg == NULL)
1252     {
1253     new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1254     return;
1255 elmex 1.1 }
1256    
1257 root 1.22 if (sign->stats.food)
1258     {
1259     if (sign->last_eat >= sign->stats.food)
1260     {
1261     if (!sign->move_on)
1262     new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1263     return;
1264 root 1.14 }
1265 elmex 1.1
1266 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267     sign->last_eat++;
1268 elmex 1.1 }
1269    
1270 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1271     * No way to know for sure. The presumption is basically that if
1272     * move_on is zero, it needs to be manually applied (doesn't talk
1273     * to us).
1274     */
1275     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1276     {
1277     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1278     return;
1279     }
1280     msgType = get_readable_message_type (sign);
1281     snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1282     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1283 elmex 1.1 }
1284    
1285     /**
1286     * 'victim' moves onto 'trap'
1287     * 'victim' leaves 'trap'
1288     * effect is determined by move_on/move_off of trap and move_type of victime.
1289     *
1290     * originator: Player, monster or other object that caused 'victim' to move
1291     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1292     * However, some types of traps require an originator to function.
1293     */
1294 root 1.22 void
1295 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1296 elmex 1.1 {
1297     static int recursion_depth = 0;
1298    
1299     /* Only exits affect DMs. */
1300 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1301 elmex 1.1 return;
1302    
1303     /* move_apply() is the most likely candidate for causing unwanted and
1304     * possibly unlimited recursion.
1305     */
1306     /* The following was changed because it was causing perfeclty correct
1307     * maps to fail. 1) it's not an error to recurse:
1308     * rune detonates, summoning monster. monster lands on nearby rune.
1309     * nearby rune detonates. This sort of recursion is expected and
1310     * proper. This code was causing needless crashes.
1311     */
1312 root 1.22 if (recursion_depth >= 500)
1313     {
1314     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1316     return;
1317 elmex 1.1 }
1318 root 1.22 recursion_depth++;
1319     if (trap->head)
1320     trap = trap->head;
1321 elmex 1.1
1322 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1323     goto leave;
1324 elmex 1.1
1325 root 1.22 switch (trap->type)
1326     {
1327 root 1.23 case PLAYERMOVER:
1328     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1329     {
1330     if (!trap->stats.maxsp)
1331     trap->stats.maxsp = 2;
1332 root 1.14
1333 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1334     * should be divided by trap->speed
1335     */
1336     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1337 root 1.14
1338 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1339     * above with some objects have zero speed, and thus the player
1340     * getting permanently paralyzed.
1341     */
1342     if (victim->speed_left < -50.0)
1343     victim->speed_left = -50.0;
1344     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345     }
1346     goto leave;
1347 root 1.14
1348 root 1.23 case SPINNER:
1349     if (victim->direction)
1350     {
1351     victim->direction = absdir (victim->direction - trap->stats.sp);
1352     update_turn_face (victim);
1353     }
1354     goto leave;
1355 root 1.14
1356 root 1.23 case DIRECTOR:
1357     if (victim->direction && !should_director_abort (trap, victim))
1358     {
1359     victim->direction = trap->stats.sp;
1360     update_turn_face (victim);
1361     }
1362     goto leave;
1363 root 1.14
1364 root 1.23 case BUTTON:
1365     case PEDESTAL:
1366     update_button (trap);
1367     goto leave;
1368    
1369     case ALTAR:
1370     /* sacrifice victim on trap */
1371     apply_altar (trap, victim, originator);
1372     goto leave;
1373 root 1.14
1374 root 1.23 case THROWN_OBJ:
1375     if (trap->inv == NULL)
1376 root 1.22 goto leave;
1377 root 1.23 /* fallthrough */
1378 root 1.14
1379 root 1.23 case ARROW:
1380     /* bad bug: monster throw a object, make a step forwards, step on object ,
1381     * trigger this here and get hit by own missile - and will be own enemy.
1382     * Victim then is his own enemy and will start to kill herself (this is
1383     * removed) but we have not synced victim and his missile. To avoid senseless
1384     * action, we avoid hits here
1385     */
1386     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387     hit_with_arrow (trap, victim);
1388     goto leave;
1389 root 1.14
1390 root 1.23 case SPELL_EFFECT:
1391     apply_spell_effect (trap, victim);
1392     goto leave;
1393 root 1.14
1394 root 1.23 case TRAPDOOR:
1395     {
1396     int max, sound_was_played;
1397     object *ab, *ab_next;
1398 root 1.22
1399 root 1.23 if (!trap->value)
1400     {
1401     int tot;
1402 root 1.14
1403 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406 root 1.14
1407 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408     goto leave;
1409 root 1.22
1410 root 1.23 SET_ANIMATION (trap, trap->value);
1411     update_object (trap, UP_OBJ_FACE);
1412     }
1413 root 1.14
1414 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1415 root 1.22 {
1416 root 1.23 /* need to set this up, since if we do transfer the object,
1417     * ab->above would be bogus
1418     */
1419     ab_next = ab->above;
1420 root 1.14
1421 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1422 root 1.22 {
1423 root 1.23 if (!sound_was_played)
1424     {
1425     play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426     sound_was_played = 1;
1427     }
1428     new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429     transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 root 1.14 }
1431     }
1432 root 1.22 goto leave;
1433 root 1.23 }
1434 root 1.14
1435    
1436 root 1.23 case CONVERTER:
1437     if (convert_item (victim, trap) < 0)
1438     {
1439     new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1441     }
1442 root 1.14
1443 root 1.23 goto leave;
1444 root 1.14
1445 root 1.23 case TRIGGER_BUTTON:
1446     case TRIGGER_PEDESTAL:
1447     case TRIGGER_ALTAR:
1448     check_trigger (trap, victim);
1449     goto leave;
1450    
1451     case DEEP_SWAMP:
1452     walk_on_deep_swamp (trap, victim);
1453     goto leave;
1454    
1455     case CHECK_INV:
1456 elmex 1.46 check_inv (victim, trap);
1457 root 1.23 goto leave;
1458    
1459     case HOLE:
1460     /* Hole not open? */
1461     if (trap->stats.wc > 0)
1462 root 1.22 goto leave;
1463 root 1.14
1464 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1465     * Processing will happen if the head runs into the pit
1466     */
1467     if (victim->head)
1468 root 1.22 goto leave;
1469 root 1.14
1470 root 1.23 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471     new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472     transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473     goto leave;
1474 root 1.14
1475 root 1.23 case EXIT:
1476     if (victim->type == PLAYER && EXIT_PATH (trap))
1477     {
1478     /* Basically, don't show exits leading to random maps the
1479     * players output.
1480     */
1481 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 root 1.23 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483 root 1.55
1484     victim->enter_exit (trap);
1485 root 1.23 }
1486     goto leave;
1487 root 1.14
1488 root 1.23 case ENCOUNTER:
1489     /* may be some leftovers on this */
1490     goto leave;
1491    
1492     case SHOP_MAT:
1493     apply_shop_mat (trap, victim);
1494     goto leave;
1495    
1496     /* Drop a certain amount of gold, and have one item identified */
1497     case IDENTIFY_ALTAR:
1498     apply_id_altar (victim, trap, originator);
1499     goto leave;
1500    
1501     case SIGN:
1502     if (victim->type != PLAYER && trap->stats.food > 0)
1503 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1504 root 1.23
1505     apply_sign (victim, trap, 1);
1506     goto leave;
1507    
1508     case CONTAINER:
1509 root 1.68 apply_container (victim, trap);
1510 root 1.23 goto leave;
1511    
1512     case RUNE:
1513     case TRAP:
1514     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515     {
1516     spring_trap (trap, victim);
1517     }
1518     goto leave;
1519 root 1.14
1520 root 1.23 default:
1521     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1522     "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1523     goto leave;
1524 elmex 1.1 }
1525    
1526 root 1.22 leave:
1527     recursion_depth--;
1528 elmex 1.1 }
1529    
1530     /**
1531     * Handles reading a regular (ie not containing a spell) book.
1532     */
1533 root 1.22 static void
1534     apply_book (object *op, object *tmp)
1535 elmex 1.1 {
1536 root 1.22 int lev_diff;
1537     object *skill_ob;
1538    
1539     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540     {
1541     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1542     return;
1543     }
1544     if (tmp->msg == NULL)
1545     {
1546     new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1547     return;
1548     }
1549 elmex 1.1
1550 root 1.22 /* need a literacy skill to read stuff! */
1551     skill_ob = find_skill_by_name (op, tmp->skill);
1552     if (!skill_ob)
1553     {
1554     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1555 elmex 1.1 return;
1556     }
1557 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1558     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559     {
1560     if (lev_diff < 2)
1561     new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1562     else if (lev_diff < 3)
1563     new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1564     else if (lev_diff < 5)
1565     new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1566     else if (lev_diff < 8)
1567     new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568     else if (lev_diff < 15)
1569     new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570     else
1571     new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 elmex 1.1 return;
1573     }
1574    
1575 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1576    
1577     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1578     msgType->message_type, msgType->message_subtype,
1579 root 1.74 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580     long_desc (tmp, op), &tmp->msg);
1581 root 1.22
1582     /* gain xp from reading */
1583     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584     { /* only if not read before */
1585     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1586    
1587     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588     {
1589     /*exp_gain *= 2; because they just identified it too */
1590     SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 root 1.41
1592 root 1.22 /* If in a container, update how it looks */
1593     if (tmp->env)
1594     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1595     else
1596 root 1.50 op->contr->ns->floorbox_update ();
1597 root 1.22 }
1598 root 1.41
1599 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1600     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1601 elmex 1.1 }
1602     }
1603    
1604     /**
1605     * Handles the applying of a skill scroll, calling learn_skill straight.
1606     * op is the person learning the skill, tmp is the skill scroll object
1607     */
1608 root 1.22 static void
1609     apply_skillscroll (object *op, object *tmp)
1610 elmex 1.1 {
1611 root 1.22 switch ((int) learn_skill (op, tmp))
1612     {
1613 root 1.24 case 0:
1614     new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1615     new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1616     return;
1617    
1618     case 1:
1619     new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620     decrease_ob (tmp);
1621     return;
1622 root 1.14
1623 root 1.24 default:
1624     new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1625     decrease_ob (tmp);
1626     return;
1627 elmex 1.1 }
1628     }
1629    
1630     /**
1631     * Actually makes op learn spell.
1632     * Informs player of what happens.
1633     */
1634 root 1.22 void
1635     do_learn_spell (object *op, object *spell, int special_prayer)
1636 elmex 1.1 {
1637 root 1.22 object *tmp;
1638 elmex 1.1
1639 root 1.22 if (op->type != PLAYER)
1640     {
1641     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1642     return;
1643 elmex 1.1 }
1644    
1645 root 1.22 /* Upgrade special prayers to normal prayers */
1646     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1647     {
1648     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1649     {
1650     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1651     return;
1652 elmex 1.1 }
1653 root 1.22 return;
1654 elmex 1.1 }
1655    
1656 root 1.22 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1657 root 1.39 tmp = spell->clone ();
1658 root 1.22 insert_ob_in_ob (tmp, op);
1659    
1660     if (special_prayer)
1661 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1662 elmex 1.1
1663 root 1.22 esrv_add_spells (op->contr, tmp);
1664 elmex 1.1 }
1665    
1666     /**
1667     * Erases spell from player's inventory.
1668     */
1669 root 1.22 void
1670     do_forget_spell (object *op, const char *spell)
1671 elmex 1.1 {
1672 root 1.22 object *spob;
1673    
1674     if (op->type != PLAYER)
1675     {
1676     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1677     return;
1678     }
1679     if ((spob = check_spell_known (op, spell)) == NULL)
1680     {
1681     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682     return;
1683     }
1684 elmex 1.1
1685 root 1.22 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1686     player_unready_range_ob (op->contr, spob);
1687     esrv_remove_spell (op->contr, spob);
1688 root 1.37 spob->destroy ();
1689 elmex 1.1 }
1690    
1691     /**
1692     * Handles player applying a spellbook.
1693     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1694     * stuff like that. Random learning failure too.
1695     */
1696 root 1.22 static void
1697     apply_spellbook (object *op, object *tmp)
1698 elmex 1.1 {
1699 root 1.22 object *skop, *spell, *spell_skill;
1700    
1701     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702     {
1703     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1704     return;
1705     }
1706    
1707     /* artifact_spellbooks have 'slaying' field point to a spell name,
1708     * instead of having their spell stored in stats.sp. These are
1709     * legacy spellbooks
1710     */
1711 elmex 1.1
1712 root 1.22 if (tmp->slaying != NULL)
1713     {
1714     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715     if (!spell)
1716     {
1717     new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1718     return;
1719 root 1.14 }
1720 root 1.22 else
1721     insert_ob_in_ob (spell, tmp);
1722     tmp->slaying = NULL;
1723     }
1724    
1725     skop = find_skill_by_name (op, tmp->skill);
1726    
1727     /* need a literacy skill to learn spells. Also, having a literacy level
1728     * lower than the spell will make learning the spell more difficult */
1729     if (!skop)
1730     {
1731     new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1732     return;
1733     }
1734    
1735     spell = tmp->inv;
1736 root 1.32
1737 root 1.22 if (!spell)
1738     {
1739     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1740     new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1741     return;
1742     }
1743 root 1.31
1744 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1745 root 1.22 {
1746 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1747 root 1.22 return;
1748     }
1749    
1750     new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1751    
1752     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753     {
1754     identify (tmp);
1755 root 1.41
1756 root 1.22 if (tmp->env)
1757     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758     else
1759 root 1.50 op->contr->ns->floorbox_update ();
1760 root 1.22 }
1761    
1762     /* I removed the check for special_prayer_mark here - it didn't make
1763     * a lot of sense - special prayers are not found in spellbooks, and
1764     * if the player doesn't know the spell, doesn't make a lot of sense that
1765     * they would have a special prayer mark.
1766     */
1767     if (check_spell_known (op, spell->name))
1768     {
1769     new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1770     return;
1771 elmex 1.1 }
1772 root 1.22
1773     if (spell->skill)
1774     {
1775     spell_skill = find_skill_by_name (op, spell->skill);
1776 root 1.25
1777 root 1.22 if (!spell_skill)
1778     {
1779 root 1.73 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1780 root 1.22 return;
1781 root 1.14 }
1782 root 1.25
1783 root 1.22 if (spell_skill->level < spell->level)
1784     {
1785     new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1786     return;
1787 root 1.14 }
1788 elmex 1.1 }
1789    
1790 root 1.22 /* Logic as follows
1791     *
1792     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1793     *
1794     * 2- The learner's skill level in literacy adjusts the chance to learn
1795     * a spell.
1796     *
1797     * 3 -Automatically fail to learn if you read while confused
1798     *
1799     * Overall, chances are the same but a player will find having a high
1800     * literacy rate very useful! -b.t.
1801     */
1802     if (QUERY_FLAG (op, FLAG_CONFUSED))
1803     {
1804     new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1805     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1806     }
1807     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1809     {
1810    
1811     new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812     do_learn_spell (op, spell, 0);
1813    
1814     /* xp gain to literacy for spell learning */
1815     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1817 elmex 1.1 }
1818 root 1.22 else
1819     {
1820     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1821     new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1822     }
1823 root 1.73
1824 root 1.22 decrease_ob (tmp);
1825 elmex 1.1 }
1826    
1827     /**
1828     * Handles applying a spell scroll.
1829     */
1830 root 1.22 void
1831     apply_scroll (object *op, object *tmp, int dir)
1832 elmex 1.1 {
1833 root 1.22 object *skop;
1834 elmex 1.1
1835 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836     {
1837     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1838     return;
1839 elmex 1.1 }
1840    
1841 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1842     {
1843     new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1844     return;
1845 elmex 1.1 }
1846    
1847 root 1.22 if (op->type == PLAYER)
1848     {
1849     /* players need a literacy skill to read stuff! */
1850     int exp_gain = 0;
1851 elmex 1.1
1852 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1853     * should go for anything killed by the spell.
1854     */
1855     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 elmex 1.1
1857 root 1.22 if (!skop)
1858     {
1859     new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1860     return;
1861     }
1862 elmex 1.1
1863 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864     change_exp (op, exp_gain, skop->skill, 0);
1865 elmex 1.1 }
1866    
1867 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868     identify (tmp);
1869 elmex 1.1
1870 root 1.22 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1871 elmex 1.1
1872    
1873 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874     decrease_ob (tmp);
1875 elmex 1.1 }
1876    
1877     /**
1878     * Applies a treasure object - by default, chest. op
1879     * is the person doing the applying, tmp is the treasure
1880     * chest.
1881     */
1882 root 1.22 static void
1883     apply_treasure (object *op, object *tmp)
1884 elmex 1.1 {
1885 root 1.22 object *treas;
1886    
1887    
1888     /* Nice side effect of new treasure creation method is that the treasure
1889     * for the chest is done when the chest is created, and put into the chest
1890     * inventory. So that when the chest burns up, the items still exist. Also
1891     * prevents people fromt moving chests to more difficult maps to get better
1892     * treasure
1893     */
1894    
1895     treas = tmp->inv;
1896     if (treas == NULL)
1897     {
1898     new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1899     decrease_ob (tmp);
1900     return;
1901     }
1902     while (tmp->inv)
1903     {
1904     treas = tmp->inv;
1905 elmex 1.1
1906 root 1.36 treas->remove ();
1907 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 elmex 1.1
1909 root 1.22 treas->x = op->x;
1910     treas->y = op->y;
1911     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1912    
1913     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1914     spring_trap (treas, op);
1915 root 1.37
1916 root 1.22 /* If either player or container was destroyed, no need to do
1917     * further processing. I think this should be enclused with
1918     * spring trap above, as I don't think there is otherwise
1919     * any way for the treasure chest or player to get killed
1920     */
1921 root 1.29 if (op->destroyed () || tmp->destroyed ())
1922 root 1.22 break;
1923 elmex 1.1 }
1924    
1925 root 1.29 if (!tmp->destroyed () && tmp->inv == NULL)
1926 root 1.22 decrease_ob (tmp);
1927 elmex 1.1
1928     }
1929    
1930     /**
1931     * op eats food.
1932     * If player, takes care of messages and dragon special food.
1933     */
1934 root 1.22 static void
1935     apply_food (object *op, object *tmp)
1936 elmex 1.1 {
1937 root 1.22 int capacity_remaining;
1938 elmex 1.1
1939 root 1.22 if (op->type != PLAYER)
1940     op->stats.hp = op->stats.maxhp;
1941     else
1942     {
1943 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1944 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1945 root 1.14 ;
1946 root 1.22 else
1947     {
1948     /* usual case - no dragon meal: */
1949     if (op->stats.food + tmp->stats.food > 999)
1950     {
1951     if (tmp->type == FOOD || tmp->type == FLESH)
1952     new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1953     else
1954     new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1955     }
1956    
1957     if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958     {
1959     char buf[MAX_BUF];
1960    
1961     if (!is_dragon_pl (op))
1962     {
1963     /* eating message for normal players */
1964     if (tmp->type == DRINK)
1965     sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1966     else
1967     sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968     }
1969     else
1970     {
1971     /* eating message for dragon players */
1972     sprintf (buf, "The %s tasted terrible!", &tmp->name);
1973     }
1974    
1975     new_draw_info (NDI_UNIQUE, 0, op, buf);
1976     capacity_remaining = 999 - op->stats.food;
1977     op->stats.food += tmp->stats.food;
1978     if (capacity_remaining < tmp->stats.food)
1979     op->stats.hp += capacity_remaining / 50;
1980     else
1981     op->stats.hp += tmp->stats.food / 50;
1982     if (op->stats.hp > op->stats.maxhp)
1983     op->stats.hp = op->stats.maxhp;
1984     if (op->stats.food > 999)
1985     op->stats.food = 999;
1986     }
1987 root 1.14
1988 root 1.22 /* special food hack -b.t. */
1989     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990     eat_special_food (op, tmp);
1991     }
1992 elmex 1.1 }
1993 root 1.22 handle_apply_yield (tmp);
1994     decrease_ob (tmp);
1995 elmex 1.1 }
1996    
1997     /**
1998     * A dragon is eating some flesh. If the flesh contains resistances,
1999     * there is a chance for the dragon's skin to get improved.
2000     *
2001     * attributes:
2002     * object *op the object (dragon player) eating the flesh
2003     * object *meal the flesh item, getting chewed in dragon's mouth
2004     * return:
2005     * int 1 if eating successful, 0 if it doesn't work
2006     */
2007 root 1.22 int
2008     dragon_eat_flesh (object *op, object *meal)
2009     {
2010     object *skin = NULL; /* pointer to dragon skin force */
2011     object *abil = NULL; /* pointer to dragon ability force */
2012     object *tmp = NULL; /* tmp. object */
2013    
2014 elmex 1.1 char buf[MAX_BUF]; /* tmp. string buffer */
2015     double chance; /* improvement-chance of one resistance type */
2016 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2017     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018     double mbonus = 0; /* monster bonus */
2019 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 root 1.22 int winners = 0; /* number of winners */
2021 elmex 1.1 int i; /* index */
2022 root 1.22
2023 elmex 1.1 /* let's make sure and doublecheck the parameters */
2024 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2025 elmex 1.1 return 0;
2026 root 1.22
2027 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028     from the player's inventory */
2029 root 1.60 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030     shstr_cmp dragon_skin_force ("dragon_skin_force");
2031    
2032     for (tmp = op->inv; tmp; tmp = tmp->below)
2033     if (tmp->type == FORCE)
2034     if (tmp->arch->name == dragon_skin_force)
2035     skin = tmp;
2036     else if (tmp->arch->name == dragon_ability_force)
2037     abil = tmp;
2038 root 1.22
2039 elmex 1.1 /* if either skin or ability are missing, this is an old player
2040     which is not to be considered a dragon -> bail out */
2041 root 1.22 if (skin == NULL || abil == NULL)
2042     return 0;
2043    
2044 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2045 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2046 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2047     else
2048 root 1.22 op->stats.hp += meal->stats.food / 50;
2049     if (op->stats.hp > op->stats.maxhp)
2050     op->stats.hp = op->stats.maxhp;
2051    
2052     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2053    
2054     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055    
2056 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2057 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2058     {
2059     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2060     {
2061     /* got positive resistance, now calculate improvement chance (0-100) */
2062    
2063     /* this bonus makes resistance increase easier at lower levels */
2064     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2065     if (i == abil->stats.exp)
2066     bonus += 5; /* additional bonus for resistance of ability-focus */
2067    
2068     /* monster bonus increases with level, because high-level
2069     flesh is too rare */
2070     mbonus = op->level * 20. / ((double) settings.max_level);
2071    
2072     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073     ((double) settings.max_level)) - skin->resist[i];
2074    
2075     if (chance >= 0.)
2076     chance += 1.;
2077     else
2078     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079    
2080     /* chance is proportional to amount of resistance (max. 50) */
2081     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2082    
2083     /* doubled chance for resistance of ability-focus */
2084     if (i == abil->stats.exp)
2085     chance = MIN (100., chance * 2.);
2086    
2087     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2088 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2089 root 1.22 {
2090     atnr_winner[winners] = i;
2091     winners++;
2092     }
2093    
2094     if (chance >= 0.01)
2095     totalchance *= 1 - chance / 100;
2096    
2097     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2098     }
2099 elmex 1.1 }
2100 root 1.22
2101 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2102 root 1.22 totalchance = 100 - totalchance * 100;
2103 elmex 1.1 /* print message according to totalchance */
2104     if (totalchance > 50.)
2105 root 1.22 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2106 elmex 1.1 else if (totalchance > 10.)
2107 root 1.22 sprintf (buf, "The %s tasted very good.", &meal->name);
2108 elmex 1.1 else if (totalchance > 1.)
2109 root 1.22 sprintf (buf, "The %s tasted good.", &meal->name);
2110 elmex 1.1 else if (totalchance > 0.1)
2111 root 1.22 sprintf (buf, "The %s tasted bland.", &meal->name);
2112 elmex 1.1 else if (totalchance >= 0.01)
2113 root 1.22 sprintf (buf, "The %s had a boring taste.", &meal->name);
2114     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115     sprintf (buf, "The %s tasted strange.", &meal->name);
2116     else
2117     sprintf (buf, "The %s had no taste.", &meal->name);
2118     new_draw_info (NDI_UNIQUE, 0, op, buf);
2119    
2120 elmex 1.1 /* now choose a winner if we have any */
2121     i = -1;
2122 root 1.22 if (winners > 0)
2123     i = atnr_winner[RANDOM () % winners];
2124    
2125     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126     {
2127     /* resistance increased! */
2128     skin->resist[i]++;
2129 root 1.51 op->update_stats ();
2130 root 1.22
2131     sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2132     new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133     }
2134    
2135 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2136     into the ability_force and it will take effect on next level */
2137 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138     {
2139     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140    
2141     if (meal->last_eat != abil->stats.exp)
2142     {
2143     sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144     new_draw_info (NDI_UNIQUE, 0, op, buf);
2145     sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146     new_draw_info (NDI_UNIQUE, 0, op, buf);
2147     }
2148     else
2149     {
2150     sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2151     new_draw_info (NDI_UNIQUE, 0, op, buf);
2152     abil->last_eat = 0;
2153     }
2154 elmex 1.1 }
2155     return 1;
2156     }
2157    
2158     /**
2159     * Handles applying an improve armor scroll.
2160     * Does some sanity checks, then calls improve_armour.
2161     */
2162 root 1.22 static void
2163     apply_armour_improver (object *op, object *tmp)
2164 elmex 1.1 {
2165 root 1.22 object *armor;
2166 elmex 1.1
2167 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2168     {
2169     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2170     return;
2171 elmex 1.1 }
2172 root 1.51
2173 root 1.22 armor = find_marked_object (op);
2174 root 1.51
2175 root 1.22 if (!armor)
2176     {
2177     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2178 elmex 1.1 return;
2179     }
2180 root 1.51
2181 root 1.22 if (armor->type != ARMOUR
2182     && armor->type != CLOAK
2183     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 elmex 1.1 {
2185 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2186     return;
2187 elmex 1.1 }
2188    
2189 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2190     improve_armour (op, tmp, armor);
2191 elmex 1.1 }
2192    
2193 root 1.22 extern void
2194     apply_poison (object *op, object *tmp)
2195 elmex 1.1 {
2196 root 1.22 if (op->type == PLAYER)
2197     {
2198     play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2199     new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2200     strcpy (op->contr->killer, "poisonous booze");
2201 elmex 1.1 }
2202 root 1.22 if (tmp->stats.hp > 0)
2203     {
2204     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2205     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2206 elmex 1.1 }
2207 root 1.22 op->stats.food -= op->stats.food / 4;
2208     handle_apply_yield (tmp);
2209     decrease_ob (tmp);
2210 elmex 1.1 }
2211    
2212     /**
2213 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2214 elmex 1.1 * A valid 2 way exit means:
2215     * -You can come back (there is another exit at the other side)
2216     * -You are
2217 root 1.44 * ° the owner of the exit
2218     * ° or in the same party as the owner
2219 elmex 1.1 *
2220     * Note: a owner in a 2 way exit is saved as the owner's name
2221     * in the field exit->name cause the field exit->owner doesn't
2222     * survive in the swapping (in fact the whole exit doesn't survive).
2223     */
2224 root 1.22 int
2225     is_legal_2ways_exit (object *op, object *exit)
2226     {
2227     if (exit->stats.exp != 1)
2228     return 1; /*This is not a 2 way, so it is legal */
2229 root 1.52
2230 root 1.55 #if 0 //TODO
2231 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232     return 0; /* This is a reset town portal */
2233 root 1.55 #endif
2234    
2235 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236 root 1.52
2237 root 1.22 if (exitmap)
2238     {
2239 root 1.58 exitmap->load_sync ();
2240    
2241     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242 root 1.52
2243 root 1.22 if (!tmp)
2244     return 0;
2245 root 1.52
2246 root 1.58 for (; tmp; tmp = tmp->above)
2247 root 1.22 {
2248     if (tmp->type != EXIT)
2249     continue; /*Not an exit */
2250 root 1.52
2251 root 1.22 if (!EXIT_PATH (tmp))
2252     continue; /*Not a valid exit */
2253 root 1.52
2254 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2255     continue; /*Not in the same place */
2256 root 1.52
2257 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2258 root 1.22 continue; /*Not in the same map */
2259    
2260     /* From here we have found the exit is valid. However we do
2261     * here the check of the exit owner. It is important for the
2262     * town portals to prevent strangers from visiting your appartments
2263     */
2264     if (!exit->race)
2265     return 1; /*No owner, free for all! */
2266 root 1.52
2267 root 1.58 object *exit_owner = 0;
2268 root 1.52
2269     for_all_players (pp)
2270 root 1.22 {
2271     if (!pp->ob)
2272     continue;
2273 root 1.52
2274 root 1.22 if (pp->ob->name != exit->race)
2275     continue;
2276 root 1.52
2277 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2278     break;
2279     }
2280 root 1.52
2281 root 1.22 if (!exit_owner)
2282     return 0; /* No more owner */
2283 root 1.52
2284 root 1.22 if (exit_owner->contr == op->contr)
2285     return 1; /*It is your exit */
2286 root 1.52
2287 root 1.22 if (exit_owner && /*There is a owner */
2288     (op->contr) && /*A player tries to pass */
2289     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2290     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2291     return 0;
2292 root 1.52
2293 root 1.22 return 1;
2294     }
2295     }
2296 root 1.52
2297 root 1.22 return 0;
2298     }
2299 elmex 1.1
2300     /**
2301     * Main apply handler.
2302     *
2303     * Checks for unpaid items before applying.
2304     *
2305     * Return value:
2306     * 0: player or monster can't apply objects of that type
2307     * 1: has been applied, or there was an error applying the object
2308     * 2: objects of that type can't be applied if not in inventory
2309     *
2310     * op is the object that is causing object to be applied, tmp is the object
2311     * being applied.
2312     *
2313     * aflag is special (always apply/unapply) flags. Nothing is done with
2314     * them in this function - they are passed to apply_special
2315     */
2316 root 1.22 int
2317     manual_apply (object *op, object *tmp, int aflag)
2318 elmex 1.1 {
2319 root 1.22 if (tmp->head)
2320     tmp = tmp->head;
2321 elmex 1.1
2322 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2323     {
2324     if (op->type == PLAYER)
2325     {
2326     new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2327     return 1;
2328     }
2329     else
2330 root 1.51 return 0; /* monsters just skip unpaid items */
2331 elmex 1.1 }
2332    
2333 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2334     return RESULT_INT (0);
2335 root 1.8
2336 root 1.22 switch (tmp->type)
2337     {
2338 root 1.24 case CF_HANDLE:
2339     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2340     play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2341     tmp->value = tmp->value ? 0 : 1;
2342     SET_ANIMATION (tmp, tmp->value);
2343     update_object (tmp, UP_OBJ_FACE);
2344     push_button (tmp);
2345     return 1;
2346 root 1.14
2347 root 1.24 case TRIGGER:
2348     if (check_trigger (tmp, op))
2349     {
2350     new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2351     play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2352     }
2353     else
2354 root 1.57 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2355    
2356 root 1.24 return 1;
2357 root 1.14
2358 root 1.24 case EXIT:
2359     if (op->type != PLAYER)
2360     return 0;
2361 root 1.57
2362 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 root 1.85 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 root 1.24 else
2365     {
2366     /* Don't display messages for random maps. */
2367 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2368 root 1.24 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2369 root 1.57
2370 root 1.55 op->enter_exit (tmp);
2371 root 1.24 }
2372 root 1.85
2373 root 1.24 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 root 1.85 return 0;
2387 root 1.14
2388 root 1.24 case SKILLSCROLL:
2389     if (op->type == PLAYER)
2390     {
2391     apply_skillscroll (op, tmp);
2392     return 1;
2393     }
2394 root 1.85 else
2395     return 0;
2396 root 1.14
2397 root 1.24 case SPELLBOOK:
2398     if (op->type == PLAYER)
2399     {
2400     apply_spellbook (op, tmp);
2401     return 1;
2402     }
2403 root 1.85 else
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 root 1.85 apply_potion (op, tmp);
2412 root 1.24 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 root 1.79
2455     apply_special (op, tmp, aflag);
2456 root 1.24 return 1;
2457 root 1.14
2458 root 1.24 case DRINK:
2459     case FOOD:
2460     case FLESH:
2461     apply_food (op, tmp);
2462     return 1;
2463 root 1.14
2464 root 1.24 case POISON:
2465     apply_poison (op, tmp);
2466     return 1;
2467 root 1.14
2468 root 1.24 case SAVEBED:
2469 root 1.51 return 1;
2470 root 1.14
2471 root 1.24 case ARMOUR_IMPROVER:
2472     if (op->type == PLAYER)
2473     {
2474     apply_armour_improver (op, tmp);
2475     return 1;
2476     }
2477     else
2478 root 1.51 return 0;
2479 root 1.14
2480 root 1.24 case WEAPON_IMPROVER:
2481 root 1.85 check_improve_weapon (op, tmp);
2482 root 1.24 return 1;
2483 root 1.14
2484 root 1.24 case CLOCK:
2485     if (op->type == PLAYER)
2486     {
2487     char buf[MAX_BUF];
2488     timeofday_t tod;
2489 root 1.22
2490 root 1.24 get_tod (&tod);
2491     sprintf (buf, "It is %d minute%s past %d o'clock %s",
2492     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2494     play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2495     new_draw_info (NDI_UNIQUE, 0, op, buf);
2496     return 1;
2497     }
2498     else
2499 root 1.85 return 0;
2500 root 1.14
2501 root 1.24 case MENU:
2502     if (op->type == PLAYER)
2503     {
2504 elmex 1.75 shop_listing (tmp, op);
2505 root 1.24 return 1;
2506     }
2507     else
2508 root 1.85 return 0;
2509 elmex 1.1
2510 root 1.24 case POWER_CRYSTAL:
2511     apply_power_crystal (op, tmp); /* see egoitem.c */
2512     return 1;
2513 root 1.14
2514 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2515     if (op->type == PLAYER)
2516     {
2517     apply_lighter (op, tmp);
2518     return 1;
2519     }
2520     else
2521 root 1.85 return 0;
2522 root 1.14
2523 root 1.24 case ITEM_TRANSFORMER:
2524     apply_item_transformer (op, tmp);
2525     return 1;
2526 root 1.14
2527 root 1.24 default:
2528     return 0;
2529 elmex 1.1 }
2530     }
2531    
2532    
2533     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2534     * messages as needed by player_apply_below(). But there can still be
2535     * "but you are floating high above the ground" messages.
2536     *
2537     * Same return value as apply() function.
2538     */
2539 root 1.22 int
2540     player_apply (object *pl, object *op, int aflag, int quiet)
2541 elmex 1.1 {
2542 root 1.22 int tmp;
2543 elmex 1.1
2544 root 1.22 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2545     {
2546     /* player is flying and applying object not in inventory */
2547     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548     {
2549     new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2550     return 0;
2551 root 1.14 }
2552 elmex 1.1 }
2553    
2554 root 1.22 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2555     * applied.
2556     */
2557     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2558     {
2559     play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2560     new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2561     new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2562 root 1.37 op->destroy ();
2563 root 1.22 return 1;
2564 elmex 1.1 }
2565    
2566 root 1.22 pl->contr->last_used = op;
2567 elmex 1.1
2568 root 1.22 tmp = manual_apply (pl, op, aflag);
2569     if (!quiet)
2570     {
2571     if (tmp == 0)
2572     new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2573     else if (tmp == 2)
2574     new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2575 elmex 1.1 }
2576 root 1.22 return tmp;
2577 elmex 1.1 }
2578    
2579     /**
2580     * player_apply_below attempts to apply the object 'below' the player.
2581     * If the player has an open container, we use that for below, otherwise
2582     * we use the ground.
2583     */
2584 root 1.22 void
2585     player_apply_below (object *pl)
2586 elmex 1.1 {
2587 root 1.68 int floors = 0;
2588 root 1.22
2589     /* If using a container, set the starting item to be the top
2590     * item in the container. Otherwise, use the map.
2591 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2592 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2593     * next object in the stack before applying. This is can only be a
2594     * problem if player_apply() has a bug in that it uses the object but does
2595     * not return a proper value.
2596     */
2597 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2598 root 1.22 {
2599     next = tmp->below;
2600 root 1.68
2601 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2602     floors++;
2603     else if (floors > 0)
2604     return; /* process only floor objects after first floor object */
2605    
2606     /* If it is visible, player can apply it. If it is applied by
2607     * person moving on it, also activate. Added code to make it
2608     * so that at least one of players movement types be that which
2609     * the item needs.
2610     */
2611     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2612     {
2613     if (player_apply (pl, tmp, 0, 1) == 1)
2614     return;
2615 elmex 1.1 }
2616 root 1.22 if (floors >= 2)
2617     return; /* process at most two floor objects */
2618 elmex 1.1 }
2619     }
2620    
2621     /**
2622     * Unapplies specified item.
2623     * No check done on cursed/damned.
2624     * Break this out of apply_special - this is just done
2625     * to keep the size of apply_special to a more managable size.
2626     */
2627 root 1.22 static int
2628     unapply_special (object *who, object *op, int aflags)
2629 elmex 1.1 {
2630 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2631     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2632 root 1.22 return RESULT_INT (0);
2633 root 1.12
2634 root 1.22 object *tmp2;
2635 elmex 1.1
2636 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2637 root 1.76
2638 root 1.22 switch (op->type)
2639     {
2640 root 1.24 case WEAPON:
2641     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2642 elmex 1.1
2643 root 1.79 change_abil (who, op);
2644     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2645    
2646     if (who->contr)
2647     {
2648     if (who->contr->combat_ob == op)
2649     who->contr->combat_ob = 0;
2650    
2651     if (who->current_weapon == op)
2652     who->current_weapon = 0;
2653     }
2654    
2655 root 1.24 clear_skill (who);
2656     break;
2657 root 1.14
2658 root 1.24 case SKILL: /* allows objects to impart skills */
2659     case SKILL_TOOL:
2660     if (op != who->chosen_skill)
2661 root 1.76 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662    
2663 root 1.79 if (who->contr)
2664 root 1.24 {
2665 root 1.76 if (!op->invisible)
2666     new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2667 root 1.24 else
2668 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2669 root 1.24 }
2670 root 1.76
2671     change_abil (who, op);
2672     who->chosen_skill = 0;
2673 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674     break;
2675 root 1.14
2676 root 1.24 case ARMOUR:
2677     case HELMET:
2678     case SHIELD:
2679     case RING:
2680     case BOOTS:
2681     case GLOVES:
2682     case AMULET:
2683     case GIRDLE:
2684     case BRACERS:
2685     case CLOAK:
2686     new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2687 root 1.79 change_abil (who, op);
2688 root 1.24 break;
2689 root 1.79
2690 root 1.24 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 1.79 if (who->contr)
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 1.79
2711 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712     {
2713 root 1.79 if (who->contr)
2714 root 1.24 {
2715     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717     }
2718     }
2719 root 1.79
2720     if (who->contr)
2721 root 1.24 esrv_send_item (who, tmp2);
2722 root 1.79
2723 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2724 root 1.76
2725 root 1.24 case BOW:
2726     case WAND:
2727     case ROD:
2728     case HORN:
2729     clear_skill (who);
2730 root 1.79
2731     if (who->contr)
2732 root 1.24 {
2733 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2734    
2735 root 1.79 if (who->contr->ranged_ob == op)
2736     who->contr->ranged_ob = 0;
2737    
2738     if (who->current_weapon == op)
2739     who->current_weapon = 0;
2740 root 1.24 }
2741     else
2742     {
2743     if (op->type == BOW)
2744     CLEAR_FLAG (who, FLAG_READY_BOW);
2745     else
2746     CLEAR_FLAG (who, FLAG_READY_RANGE);
2747     }
2748 root 1.76
2749 root 1.24 break;
2750 elmex 1.1
2751 root 1.24 case BUILDER:
2752 root 1.79 if (who->contr)
2753 root 1.76 {
2754     new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2755    
2756 root 1.79 if (who->contr->ranged_ob == op)
2757     who->contr->ranged_ob = 0;
2758 root 1.76 }
2759 root 1.24 break;
2760 elmex 1.1
2761 root 1.24 default:
2762     new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2763     break;
2764 elmex 1.1 }
2765    
2766 root 1.51 who->update_stats ();
2767 elmex 1.1
2768 root 1.22 if (!(aflags & AP_NO_MERGE))
2769     {
2770 root 1.85 object *tmp = merge_ob (op, 0);
2771 root 1.79
2772     if (who->contr)
2773 root 1.22 {
2774     if (tmp)
2775     { /* it was merged */
2776 root 1.29 esrv_del_item (who->contr, op->count);
2777 root 1.22 op = tmp;
2778 elmex 1.1 }
2779 root 1.29
2780 root 1.22 esrv_send_item (who, op);
2781 root 1.14 }
2782 elmex 1.1 }
2783 root 1.79
2784 root 1.22 return 0;
2785 elmex 1.1 }
2786    
2787     /**
2788     * Returns the object that is using location 'loc'.
2789     * Note that 'start' is the first object to start examing - we
2790     * then go through the below of this. In this way, you can do
2791     * something like:
2792     * tmp = get_item_from_body_location(who->inv, 1);
2793     * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
2794     * to find the second object that may use this location, etc.
2795     * Returns NULL if no match is found.
2796     * loc is the index into the array we are looking for a match.
2797     * don't return invisible objects unless they are skill objects
2798     * invisible other objects that use
2799     * up body locations can be used as restrictions.
2800     */
2801 root 1.84 static object *
2802     get_item_from_body_location (int loc, object *start)
2803 elmex 1.1 {
2804 root 1.84 if (start)
2805     for (object *tmp = start; tmp; tmp = tmp->below)
2806     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
2807     return tmp;
2808 elmex 1.1
2809 root 1.84 return 0;
2810 elmex 1.1 }
2811    
2812     /**
2813     * 'op' wants to apply an object, but can't because of other equipment.
2814     * This should only be called when it is known
2815     * that there are objects to unapply. This makes pretty heavy
2816     * use of get_item_from_body_location. It makes no intelligent choice
2817     * on objects - rather, the first that is matched is used.
2818     * Returns 0 on success, returns 1 if there is some problem.
2819     * if aflags is AP_PRINT, we instead print out waht to unapply
2820     * instead of doing it. This is a lot less code than having
2821     * another function that does just that.
2822     */
2823 root 1.22 int
2824     unapply_for_ob (object *who, object *op, int aflags)
2825 elmex 1.1 {
2826 root 1.81 if (op->is_range ())
2827     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2828     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2830     {
2831     if (aflags & AP_PRINT)
2832     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2833     else
2834     unapply_special (who, tmp, aflags);
2835     }
2836     else
2837     {
2838     /* In this case, we want to try and remove a cursed item.
2839     * While we know it won't work, we want unapply_special to
2840     * at least generate the message.
2841     */
2842     new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2843     return 1;
2844     }
2845 elmex 1.1
2846 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 root 1.22 {
2848     /* this used up a slot that we need to free */
2849 root 1.82 if (op->slot[i].info)
2850 root 1.22 {
2851 root 1.81 object *last = who->inv;
2852 root 1.14
2853 root 1.22 /* We do a while loop - may need to remove several items in order
2854     * to free up enough slots.
2855     */
2856 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2857 root 1.22 {
2858 root 1.84 object *tmp = get_item_from_body_location (i, last);
2859 root 1.81
2860 root 1.22 if (!tmp)
2861     {
2862 elmex 1.1 #if 0
2863 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2864     * equipped.
2865     */
2866     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2867 elmex 1.1 #endif
2868 root 1.22 return 1;
2869     }
2870 root 1.81
2871 root 1.22 /* If we are just printing, we don't care about cursed status */
2872     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2873     {
2874     if (aflags & AP_PRINT)
2875     new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2876     else
2877     unapply_special (who, tmp, aflags);
2878 root 1.14 }
2879 root 1.22 else
2880     {
2881     /* Cursed item that we can't unequip - tell the player.
2882     * Note this could be annoying if this is just one of a few,
2883     * so it may not be critical (eg, putting on a ring and you have
2884     * one cursed ring.)
2885     */
2886     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2887 root 1.14 }
2888 root 1.81
2889 root 1.22 last = tmp->below;
2890 root 1.14 }
2891 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892     * return in the !tmp would have kicked in.
2893     */
2894     } /* if op is using this body location */
2895     } /* for body lcoations */
2896 root 1.81
2897 root 1.22 return 0;
2898 elmex 1.1 }
2899    
2900     /**
2901     * Checks to see if 'who' can apply object 'op'.
2902     * Returns 0 if apply can be done without anything special.
2903     * Otherwise returns a bitmask - potentially several of these may be
2904     * set, but largely depends on circumstance - in the future, processing
2905 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2906 elmex 1.1 * is set, do we really are what the other flags may be?)
2907     *
2908     * See include/define.h for detailed description of the meaning of
2909     * these return values.
2910     */
2911 root 1.22 int
2912     can_apply_object (object *who, object *op)
2913 elmex 1.1 {
2914 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2915     return RESULT_INT (0);
2916    
2917 root 1.78 int retval = 0;
2918     object *tmp = 0, *ws = 0;
2919 root 1.22
2920 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 root 1.22 {
2922 root 1.82 if (op->slot[i].info)
2923 root 1.22 {
2924     /* Item uses more slots than we have */
2925 root 1.82 if (abs (op->slot[i].info) > who->slot[i].info)
2926 root 1.22 {
2927 root 1.78 /* Could return now for efficiency - rest of info below isn't
2928 root 1.22 * really needed.
2929     */
2930     retval |= CAN_APPLY_NEVER;
2931     }
2932 root 1.82 else if ((who->slot[i].used + op->slot[i].info) < 0)
2933 root 1.22 {
2934     /* in this case, equipping this would use more free spots than
2935     * we have.
2936     */
2937 elmex 1.1
2938 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2939 root 1.84 * enough slots to equip the new item, then just set "can
2940     * apply unapply". We don't care about the logic below - if you have a
2941 root 1.22 * shield equipped and try to equip another shield, there is only
2942     * one choice. However, the check for the number of body locations
2943     * does take into the account cases where what is being applied
2944     * may be two handed for example.
2945     */
2946     if (ws)
2947 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2948     {
2949     retval |= CAN_APPLY_UNAPPLY;
2950     continue;
2951     }
2952 root 1.22
2953 root 1.84 object *tmp1 = get_item_from_body_location (i, who->inv);
2954 root 1.22 if (!tmp1)
2955     {
2956 elmex 1.1 #if 0
2957 root 1.22 /* This is sort of an error, but happens a lot when old players
2958     * join in with more stuff equipped than they are now allowed.
2959     */
2960     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2961 elmex 1.1 #endif
2962 root 1.22 retval |= CAN_APPLY_NEVER;
2963     }
2964     else
2965     {
2966     /* need to unapply something. However, if this something
2967     * is different than we had found before, it means they need
2968     * to apply multiple objects
2969     */
2970     retval |= CAN_APPLY_UNAPPLY;
2971     if (!tmp)
2972     tmp = tmp1;
2973     else if (tmp != tmp1)
2974 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2975    
2976 root 1.22 /* This object isn't using up all the slots, so there must
2977 root 1.78 * be another. If so, and it the new item doesn't need all
2978 root 1.22 * the slots, the player then has a choice.
2979     */
2980 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2981     && abs (op->slot[i].info) < who->slot[i].info)
2982 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
2983    
2984     /* Does unequippint 'tmp1' free up enough slots for this to be
2985     * equipped? If not, there must be something else to unapply.
2986     */
2987 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2988 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
2989     }
2990     } /* if not enough free slots */
2991     } /* if this object uses location i */
2992     } /* for i -> num_body_locations loop */
2993    
2994     /* Note that we don't check for FLAG_USE_ARMOUR - that should
2995     * really be controlled by use of body locations. We do have
2996     * the weapon/shield checks, and the range checks for monsters,
2997     * because you can't control those just by body location - bows, shields,
2998     * and weapons all use the same slot. Similar for horn/rod/wand - they
2999     * all use the same location.
3000     */
3001     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3002     retval |= CAN_APPLY_RESTRICTION;
3003 root 1.76
3004 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3005     retval |= CAN_APPLY_RESTRICTION;
3006    
3007     if (who->type != PLAYER)
3008     {
3009     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3010 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3011 root 1.78
3012 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3013     retval |= CAN_APPLY_RESTRICTION;
3014 root 1.78
3015 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3016     retval |= CAN_APPLY_RESTRICTION;
3017 root 1.78
3018 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3019 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3020 elmex 1.1 }
3021 root 1.76
3022 root 1.22 return retval;
3023 elmex 1.1 }
3024    
3025     /**
3026     * who is the object using the object. It can be a monster.
3027     * op is the object they are using. op is an equipment type item,
3028     * eg, one which you put on and keep on for a while, and not something
3029     * like a potion or scroll.
3030     *
3031     * function returns 1 if the action could not be completed, 0 on
3032     * success. However, success is a matter of meaning - if the
3033     * user passes the 'apply' flag to an object already applied,
3034     * nothing is done, and 0 is returned.
3035     *
3036     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3037     * AP_UNAPPLY=always unapply).
3038     *
3039     * Optional flags:
3040     * AP_NO_MERGE: don't merge an unapplied object with other objects
3041     * AP_IGNORE_CURSE: unapply cursed items
3042     *
3043     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3044     *
3045     * apply_special() doesn't check for unpaid items.
3046     */
3047 root 1.22 int
3048     apply_special (object *who, object *op, int aflags)
3049 elmex 1.1 {
3050 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3051     object *tmp, *tmp2, *skop = NULL;
3052 elmex 1.1
3053 root 1.22 if (who == NULL)
3054     {
3055     LOG (llevError, "apply_special() from object without environment.\n");
3056     return 1;
3057 elmex 1.1 }
3058    
3059 root 1.22 if (op->env != who)
3060     return 1; /* op is not in inventory */
3061 elmex 1.1
3062 root 1.22 /* trying to unequip op */
3063     if (QUERY_FLAG (op, FLAG_APPLIED))
3064     {
3065     /* always apply, so no reason to unapply */
3066     if (basic_flag == AP_APPLY)
3067     return 0;
3068    
3069     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3070     {
3071 root 1.88 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3072 root 1.22 return 1;
3073 root 1.14 }
3074 root 1.78
3075 root 1.22 return unapply_special (who, op, aflags);
3076 elmex 1.1 }
3077    
3078 root 1.22 if (basic_flag == AP_UNAPPLY)
3079     return 0;
3080 elmex 1.1
3081 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3082 root 1.78 if (int i = can_apply_object (who, op))
3083 root 1.22 {
3084     if (i & CAN_APPLY_NEVER)
3085     {
3086     new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3087     return 1;
3088     }
3089     else if (i & CAN_APPLY_RESTRICTION)
3090     {
3091     new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3092     return 1;
3093     }
3094 root 1.78
3095 root 1.22 if (who->type != PLAYER)
3096     {
3097     /* Some error, so don't try to equip something more */
3098     if (unapply_for_ob (who, op, aflags))
3099 root 1.14 return 1;
3100     }
3101 root 1.22 else
3102     {
3103     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3104     {
3105 root 1.55 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3106 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3107     return 1;
3108     }
3109     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3110 root 1.81 if (unapply_for_ob (who, op, aflags))
3111     return 1;
3112 root 1.14 }
3113 elmex 1.1 }
3114 root 1.55
3115 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3116     {
3117     skop = find_skill_by_name (who, op->skill);
3118 root 1.78
3119 root 1.22 if (!skop)
3120     {
3121     new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3122     return 1;
3123     }
3124     else
3125 root 1.76 /* While experience will be credited properly, we want to change the
3126     * skill so that the dam and wc get updated
3127     */
3128     change_skill (who, skop, 0);
3129 elmex 1.1 }
3130 root 1.22
3131 root 1.78 if (who->type == PLAYER
3132     && op->item_power
3133     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3134 root 1.22 {
3135 root 1.72 new_draw_info (NDI_UNIQUE, 0, who,
3136     "Equipping that combined with other items would consume your soul! "
3137     "[use the skills command to check your available item power]");
3138 root 1.22 return 1;
3139 elmex 1.1 }
3140    
3141 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3142     * Note that we don't have the checks for can_use_...
3143     * below - that is already taken care of by can_apply_object.
3144     */
3145     if (op->nrof > 1)
3146     tmp = get_split_ob (op, op->nrof - 1);
3147     else
3148 root 1.78 tmp = 0;
3149 root 1.22
3150     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3151     return RESULT_INT (0);
3152    
3153     switch (op->type)
3154     {
3155 root 1.24 case WEAPON:
3156     if (!check_weapon_power (who, op->last_eat))
3157     {
3158 root 1.87 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3159     "It would consume your soul!.");
3160 root 1.79
3161 root 1.78 if (tmp)
3162     insert_ob_in_ob (tmp, who);
3163 root 1.79
3164 root 1.24 return 1;
3165     }
3166 root 1.65
3167 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3168 root 1.78 // i.e. "R" can use Ragnarok's sword.
3169 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3170     {
3171     /* if the weapon does not have the name as the character, can't use it. */
3172     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3173     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3174 root 1.65
3175     if (tmp)
3176     insert_ob_in_ob (tmp, who);
3177    
3178 root 1.24 return 1;
3179     }
3180 root 1.65
3181 root 1.80 if (!skop)
3182     {
3183     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3184     return 1;
3185     }
3186    
3187 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3188 root 1.80 change_skill (who, skop, 1);
3189 root 1.76
3190 root 1.79 if (who->contr)
3191 root 1.87 who->set_weapon (who->contr->combat_ob = op);
3192 root 1.78
3193 root 1.24 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3194     SET_FLAG (who, FLAG_READY_WEAPON);
3195 root 1.14
3196 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3197 root 1.14
3198 root 1.76 change_abil (who, op);
3199 root 1.24 break;
3200 root 1.14
3201 root 1.24 case ARMOUR:
3202     case HELMET:
3203     case SHIELD:
3204     case BOOTS:
3205     case GLOVES:
3206     case GIRDLE:
3207     case BRACERS:
3208     case CLOAK:
3209     case RING:
3210     case AMULET:
3211     SET_FLAG (op, FLAG_APPLIED);
3212     new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3213 root 1.76 change_abil (who, op);
3214 root 1.24 break;
3215 root 1.76
3216 root 1.24 case LAMP:
3217     if (op->stats.food < 1)
3218     {
3219 root 1.78 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3220 root 1.24 return 1;
3221     }
3222 root 1.76
3223 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3224     tmp2 = arch_to_object (op->other_arch);
3225     tmp2->stats.food = op->stats.food;
3226     SET_FLAG (tmp2, FLAG_APPLIED);
3227 root 1.76
3228 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3229     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3230 root 1.76
3231 root 1.24 insert_ob_in_ob (tmp2, who);
3232    
3233     /* Remove the old lantern */
3234     if (who->type == PLAYER)
3235 root 1.29 esrv_del_item (who->contr, op->count);
3236    
3237 root 1.37 op->destroy ();
3238 root 1.22
3239 root 1.24 /* insert the portion that was split off */
3240 root 1.76 if (tmp)
3241 root 1.24 {
3242 root 1.76 insert_ob_in_ob (tmp, who);
3243 root 1.24 if (who->type == PLAYER)
3244     esrv_send_item (who, tmp);
3245     }
3246 root 1.76
3247 root 1.51 who->update_stats ();
3248 root 1.76
3249 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3250 root 1.81 if (who->type == PLAYER)
3251     {
3252     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3253     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3254     }
3255 root 1.76
3256 root 1.24 if (who->type == PLAYER)
3257     esrv_send_item (who, tmp2);
3258 root 1.76
3259 root 1.24 return 0;
3260 root 1.14
3261 root 1.24 /* this part is needed for skill-tools */
3262     case SKILL:
3263     case SKILL_TOOL:
3264     if (who->chosen_skill)
3265     {
3266     LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267     return 1;
3268     }
3269 root 1.76
3270 root 1.79 if (player *pl = who->contr)
3271 root 1.24 {
3272 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3273     {
3274 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3275 root 1.79 {
3276     for (object *item = who->inv; item; item = item->below)
3277     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3278     {
3279 root 1.87 who->set_weapon (pl->combat_ob = item);
3280 root 1.79 goto found_weapon;
3281     }
3282    
3283     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3284     return 1;
3285    
3286     found_weapon:;
3287     }
3288     else
3289 root 1.87 who->set_weapon (pl->combat_ob = op);
3290 root 1.79 }
3291     else if (IS_RANGED_SKILL (op->subtype))
3292     {
3293 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3294 root 1.79 {
3295     for (object *item = who->inv; item; item = item->below)
3296     if (item->type == BOW && item->flag [FLAG_APPLIED])
3297     {
3298 root 1.87 who->set_weapon (pl->ranged_ob = item);
3299 root 1.79 goto found_bow;
3300     }
3301    
3302     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3303     return 1;
3304    
3305     found_bow:;
3306     }
3307 root 1.80 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3308 root 1.79 {
3309     for (object *item = who->inv; item; item = item->below)
3310     if (item->flag [FLAG_APPLIED]
3311     && (item->type == WAND || item->type == ROD || item->type == HORN))
3312     {
3313 root 1.87 who->set_weapon (pl->ranged_ob = item);
3314 root 1.79 goto found_item;
3315     }
3316    
3317     new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3318     return 1;
3319    
3320     found_item:;
3321     }
3322     else
3323 root 1.87 who->set_weapon (pl->ranged_ob = op);
3324 root 1.79 }
3325 root 1.76
3326 root 1.24 if (!op->invisible)
3327     {
3328     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3329     new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3330     }
3331     else
3332 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3333 root 1.24 }
3334 root 1.76
3335 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3336 root 1.76 change_abil (who, op);
3337 root 1.24 who->chosen_skill = op;
3338     SET_FLAG (who, FLAG_READY_SKILL);
3339     break;
3340 root 1.22
3341 root 1.24 case BOW:
3342     if (!check_weapon_power (who, op->last_eat))
3343     {
3344 root 1.81 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3345 root 1.24 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3346 root 1.76
3347     if (tmp)
3348     insert_ob_in_ob (tmp, who);
3349    
3350 root 1.24 return 1;
3351     }
3352 root 1.76
3353 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3354     {
3355     new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3356 root 1.81 if (tmp)
3357 root 1.76 insert_ob_in_ob (tmp, who);
3358    
3359 root 1.24 return 1;
3360     }
3361 root 1.76
3362     /*FALLTHROUGH*/
3363     case WAND:
3364 root 1.24 case ROD:
3365     case HORN:
3366     /* check for skill, alter player status */
3367 root 1.78
3368     if (!skop)
3369 root 1.80 {
3370     new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3371     return 1;
3372     }
3373    
3374     SET_FLAG (op, FLAG_APPLIED);
3375     change_skill (who, skop, 0);
3376 root 1.22
3377 root 1.79 if (who->contr)
3378 root 1.24 {
3379 root 1.79 who->contr->ranged_ob = op;
3380 root 1.78
3381 root 1.76 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3382    
3383 root 1.24 if (op->type == BOW)
3384     {
3385 root 1.79 who->current_weapon = op;
3386 root 1.76 change_abil (who, op);
3387 root 1.24 new_draw_info_format (NDI_UNIQUE, 0, who,
3388     "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3389     }
3390     }
3391     else
3392     {
3393     if (op->type == BOW)
3394     SET_FLAG (who, FLAG_READY_BOW);
3395     else
3396     SET_FLAG (who, FLAG_READY_RANGE);
3397     }
3398 root 1.76
3399 root 1.24 break;
3400 elmex 1.1
3401 root 1.24 case BUILDER:
3402 root 1.76 if (who->type == PLAYER)
3403     {
3404     if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3405     unapply_special (who, who->contr->ranged_ob, 0);
3406    
3407     new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3408    
3409 root 1.79 who->contr->ranged_ob = op;
3410 root 1.76 }
3411 root 1.24 break;
3412 elmex 1.1
3413 root 1.24 default:
3414     new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3415 root 1.22 } /* end of switch op->type */
3416    
3417     SET_FLAG (op, FLAG_APPLIED);
3418 elmex 1.1
3419 root 1.79 if (tmp)
3420 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3421 elmex 1.1
3422 root 1.51 who->update_stats ();
3423 elmex 1.1
3424 root 1.22 /* We exclude spell casting objects. The fire code will set the
3425     * been applied flag when they are used - until that point,
3426     * you don't know anything about them.
3427     */
3428     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3429     SET_FLAG (op, FLAG_BEEN_APPLIED);
3430    
3431     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3432     {
3433     if (who->type == PLAYER)
3434     {
3435     new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3436     SET_FLAG (op, FLAG_KNOWN_CURSED);
3437     }
3438     }
3439 root 1.76
3440 root 1.22 if (who->type == PLAYER)
3441     {
3442     /* if multiple objects were applied, update both slots */
3443     if (tmp)
3444     esrv_send_item (who, tmp);
3445 root 1.76
3446 root 1.22 esrv_send_item (who, op);
3447 elmex 1.1 }
3448 root 1.76
3449 root 1.22 return 0;
3450 elmex 1.1 }
3451    
3452 root 1.22 int
3453     monster_apply_special (object *who, object *op, int aflags)
3454 elmex 1.1 {
3455 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3456 elmex 1.1 return 1;
3457     return apply_special (who, op, aflags);
3458     }
3459    
3460     /**
3461     * Map was just loaded, handle op's initialisation.
3462     *
3463     * Generates shop floor's item, and treasures.
3464     */
3465 root 1.22 int
3466     auto_apply (object *op)
3467     {
3468     object *tmp = NULL, *tmp2;
3469     int i;
3470 elmex 1.1
3471 root 1.22 switch (op->type)
3472     {
3473 root 1.24 case SHOP_FLOOR:
3474 root 1.42 if (!op->has_random_items ())
3475 root 1.24 return 0;
3476 root 1.38
3477 root 1.24 do
3478     {
3479     i = 10; /* let's give it 10 tries */
3480     while ((tmp = generate_treasure (op->randomitems,
3481     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3482     if (tmp == NULL)
3483     return 0;
3484     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3485     {
3486 root 1.37 tmp->destroy ();
3487 root 1.24 tmp = NULL;
3488     }
3489     }
3490     while (!tmp);
3491 root 1.38
3492 root 1.24 tmp->x = op->x;
3493     tmp->y = op->y;
3494     SET_FLAG (tmp, FLAG_UNPAID);
3495     insert_ob_in_map (tmp, op->map, NULL, 0);
3496     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3497     identify (tmp);
3498     break;
3499 root 1.14
3500 root 1.24 case TREASURE:
3501     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3502     return 0;
3503 root 1.37
3504 root 1.67 while (op->stats.hp-- > 0)
3505 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3506     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3507    
3508     /* If we generated an object and put it in this object inventory,
3509     * move it to the parent object as the current object is about
3510     * to disappear. An example of this item is the random_* stuff
3511     * that is put inside other objects.
3512     */
3513     for (tmp = op->inv; tmp; tmp = tmp2)
3514     {
3515     tmp2 = tmp->below;
3516 root 1.36 tmp->remove ();
3517 root 1.37
3518 root 1.24 if (op->env)
3519     insert_ob_in_ob (tmp, op->env);
3520     else
3521 root 1.37 tmp->destroy ();
3522 root 1.24 }
3523 root 1.37
3524     op->destroy ();
3525 root 1.24 break;
3526 elmex 1.1 }
3527 root 1.22 return tmp ? 1 : 0;
3528 elmex 1.1 }
3529    
3530     /**
3531 root 1.68 * fix_auto_apply goes through the entire map every time a map
3532     * is loaded or swapped in and performs special actions for
3533 elmex 1.1 * certain objects (most initialization of chests and creation of
3534     * treasures and stuff). Calls auto_apply if appropriate.
3535     */
3536 root 1.20 void
3537 root 1.55 maptile::fix_auto_apply ()
3538 root 1.20 {
3539 root 1.55 if (!spaces)
3540 root 1.20 return;
3541    
3542 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3543     for (object *tmp = ms->bot; tmp; )
3544     {
3545     object *above = tmp->above;
3546 root 1.20
3547 root 1.55 if (tmp->inv)
3548     {
3549     object *invtmp, *invnext;
3550 elmex 1.1
3551 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3552     {
3553     invnext = invtmp->below;
3554 root 1.14
3555 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3556     auto_apply (invtmp);
3557     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3558     {
3559     while ((invtmp->stats.hp--) > 0)
3560     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3561    
3562     invtmp->randomitems = NULL;
3563     }
3564     else if (invtmp && invtmp->arch
3565     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3566     {
3567     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3568     /* Need to clear this so that we never try to create
3569     * treasure again for this object
3570     */
3571     invtmp->randomitems = NULL;
3572     }
3573     }
3574     /* This is really temporary - the code at the bottom will
3575     * also set randomitems to null. The problem is there are bunches
3576     * of maps/players already out there with items that have spells
3577     * which haven't had the randomitems set to null yet.
3578     * MSW 2004-05-13
3579     *
3580     * And if it's a spellbook, it's better to set randomitems to NULL too,
3581     * else you get two spells in the book ^_-
3582     * Ryo 2004-08-16
3583     */
3584     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3585     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3586     tmp->randomitems = NULL;
3587 root 1.14
3588 root 1.55 }
3589 root 1.20
3590 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3591     auto_apply (tmp);
3592     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3593     {
3594     while ((tmp->stats.hp--) > 0)
3595     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3596     tmp->randomitems = NULL;
3597     }
3598     else if (tmp->type == TIMED_GATE)
3599     {
3600     object *head = tmp->head != NULL ? tmp->head : tmp;
3601    
3602     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3603     tmp->set_speed (0);
3604     }
3605     /* This function can be called everytime a map is loaded, even when
3606     * swapping back in. As such, we don't want to create the treasure
3607     * over and ove again, so after we generate the treasure, blank out
3608     * randomitems so if it is swapped in again, it won't make anything.
3609     * This is a problem for the above objects, because they have counters
3610     * which say how many times to make the treasure.
3611     */
3612     else if (tmp && tmp->arch && tmp->type != PLAYER
3613     && tmp->type != TREASURE && tmp->type != SPELL
3614     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3615     {
3616     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3617     tmp->randomitems = NULL;
3618     }
3619 root 1.78
3620 root 1.68 // close all containers
3621     else if (tmp->type == CONTAINER)
3622     tmp->flag [FLAG_APPLIED] = 0;
3623 root 1.22
3624 root 1.55 tmp = above;
3625     }
3626 elmex 1.1
3627 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3628     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3629     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3630     check_trigger (tmp, tmp->above);
3631 elmex 1.1 }
3632    
3633     /**
3634     * Handles player eating food that temporarily changes status (resistances, stats).
3635     * This used to call cast_change_attr(), but
3636     * that doesn't work with the new spell code. Since we know what
3637     * the food changes, just grab a force and use that instead.
3638     */
3639    
3640 root 1.22 void
3641     eat_special_food (object *who, object *food)
3642     {
3643     object *force;
3644     int i, did_one = 0;
3645     sint8 k;
3646    
3647     force = get_archetype (FORCE_NAME);
3648    
3649     for (i = 0; i < NUM_STATS; i++)
3650     {
3651     k = get_attr_value (&food->stats, i);
3652     if (k)
3653     {
3654     set_attr_value (&force->stats, i, k);
3655     did_one = 1;
3656 root 1.14 }
3657 elmex 1.1 }
3658    
3659 root 1.22 /* check if we can protect the eater */
3660     for (i = 0; i < NROFATTACKS; i++)
3661     {
3662     if (food->resist[i] > 0)
3663     {
3664     force->resist[i] = food->resist[i] / 2;
3665     did_one = 1;
3666     }
3667     }
3668 elmex 1.47
3669 root 1.22 if (did_one)
3670     {
3671 root 1.54 force->set_speed (0.1);
3672 root 1.22 /* bigger morsel of food = longer effect time */
3673 elmex 1.47 force->duration = food->stats.food / 5;
3674 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3675     change_abil (who, force);
3676     insert_ob_in_ob (force, who);
3677     }
3678     else
3679 root 1.37 force->destroy ();
3680 root 1.22
3681     /* check for hp, sp change */
3682     if (food->stats.hp != 0)
3683     {
3684     if (QUERY_FLAG (food, FLAG_CURSED))
3685     {
3686 root 1.64 assign (who->contr->killer, food->name);
3687 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3688     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3689     }
3690     else
3691     {
3692     if (food->stats.hp > 0)
3693     new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3694     else
3695     new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3696     who->stats.hp += food->stats.hp;
3697     }
3698     }
3699     if (food->stats.sp != 0)
3700     {
3701     if (QUERY_FLAG (food, FLAG_CURSED))
3702     {
3703     new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3704     who->stats.sp -= food->stats.sp;
3705     if (who->stats.sp < 0)
3706     who->stats.sp = 0;
3707     }
3708     else
3709     {
3710     new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3711     who->stats.sp += food->stats.sp;
3712     /* place limit on max sp from food? */
3713     }
3714 elmex 1.1 }
3715 root 1.51 who->update_stats ();
3716 elmex 1.1 }
3717    
3718     /**
3719     * Designed primarily to light torches/lanterns/etc.
3720     * Also burns up burnable material too. First object in the inventory is
3721     * the selected object to "burn". -b.t.
3722     */
3723 root 1.22 void
3724     apply_lighter (object *who, object *lighter)
3725     {
3726     object *item;
3727     int is_player_env = 0;
3728    
3729     item = find_marked_object (who);
3730     if (item)
3731     {
3732     if (lighter->last_eat && lighter->stats.food)
3733     { /* lighter gets used up */
3734     /* Split multiple lighters if they're being used up. Otherwise *
3735     * one charge from each would be used up. --DAMN */
3736     if (lighter->nrof > 1)
3737     {
3738 root 1.39 object *oneLighter = lighter->clone ();
3739 root 1.14
3740 root 1.22 lighter->nrof -= 1;
3741     oneLighter->nrof = 1;
3742     oneLighter->stats.food--;
3743     esrv_send_item (who, lighter);
3744     oneLighter = insert_ob_in_ob (oneLighter, who);
3745     esrv_send_item (who, oneLighter);
3746     }
3747     else
3748 root 1.29 lighter->stats.food--;
3749 root 1.22 }
3750     else if (lighter->last_eat)
3751     { /* no charges left in lighter */
3752     new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3753     return;
3754     }
3755 root 1.48
3756 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3757     * I can't see many times when you would want to light multiple
3758     * objects at once.
3759     */
3760 root 1.48
3761     if (who == item->in_player ())
3762 root 1.22 is_player_env = 1;
3763    
3764     save_throw_object (item, AT_FIRE, who);
3765 root 1.48
3766 root 1.49 if (item->destroyed ())
3767 root 1.22 {
3768 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3769 root 1.22 /* Need to update the player so that the players glow radius
3770     * gets changed.
3771     */
3772     if (is_player_env)
3773 root 1.51 who->update_stats ();
3774 root 1.22 }
3775     else
3776 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);
3777 root 1.22 }
3778     else /* nothing to light */
3779     new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3780 elmex 1.1
3781     }
3782    
3783     /**
3784     * op made some mistake with a scroll, this takes care of punishment.
3785     * scroll_failure()- hacked directly from spell_failure
3786     */
3787 root 1.22 void
3788     scroll_failure (object *op, int failure, int power)
3789 elmex 1.1 {
3790 root 1.22 if (abs (failure / 4) > power)
3791     power = abs (failure / 4); /* set minimum effect */
3792 elmex 1.1
3793 root 1.22 if (failure <= -1 && failure > -15)
3794     { /* wonder */
3795     object *tmp;
3796    
3797     new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3798     tmp = get_archetype (SPELL_WONDER);
3799     cast_wonder (op, op, 0, tmp);
3800 root 1.37 tmp->destroy ();
3801 root 1.22 }
3802     else if (failure <= -15 && failure > -35)
3803     { /* drain mana */
3804     new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3805     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3806     if (op->stats.sp < 0)
3807     op->stats.sp = 0;
3808     }
3809     else if (settings.spell_failure_effects == TRUE)
3810     {
3811     if (failure <= -35 && failure > -60)
3812     { /* confusion */
3813     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3814     confuse_player (op, op, power);
3815     }
3816     else if (failure <= -60 && failure > -70)
3817     { /* paralysis */
3818     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3819     paralyze_player (op, op, power);
3820     }
3821     else if (failure <= -70 && failure > -80)
3822     { /* blind */
3823     new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3824     blind_player (op, op, power);
3825     }
3826     else if (failure <= -80)
3827     { /* blast the immediate area */
3828 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3829 root 1.22 cast_magic_storm (op, tmp, power);
3830 root 1.86 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3831 root 1.37 tmp->destroy ();
3832 root 1.14 }
3833 elmex 1.1 }
3834     }
3835    
3836 root 1.22 void
3837     apply_changes_to_player (object *pl, object *change)
3838     {
3839     int excess_stat = 0; /* if the stat goes over the maximum
3840     for the race, put the excess stat some
3841     where else. */
3842 elmex 1.1
3843 root 1.22 switch (change->type)
3844     {
3845 root 1.24 case CLASS:
3846     {
3847     living *stats = &(pl->contr->orig_stats);
3848     living *ns = &(change->stats);
3849     object *walk;
3850     int flag_change_face = 1;
3851    
3852     /* the following code assigns stats up to the stat max
3853     * for the race, and if the stat max is exceeded,
3854     * tries to randomly reassign the excess stat
3855     */
3856     int i, j;
3857 root 1.22
3858 root 1.24 for (i = 0; i < NUM_STATS; i++)
3859     {
3860     sint8 stat = get_attr_value (stats, i);
3861     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3862 root 1.22
3863 root 1.24 stat += get_attr_value (ns, i);
3864     if (stat > 20 + race_bonus)
3865     {
3866     excess_stat++;
3867     stat = 20 + race_bonus;
3868     }
3869     set_attr_value (stats, i, stat);
3870     }
3871 elmex 1.1
3872 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3873     { /* try 100 times to assign excess stats */
3874     int i = rndm (0, 6);
3875     int stat = get_attr_value (stats, i);
3876     int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3877    
3878     if (i == CHA)
3879     continue; /* exclude cha from this */
3880     if (stat < 20 + race_bonus)
3881     {
3882     change_attr_value (stats, i, 1);
3883     excess_stat--;
3884     }
3885     }
3886 root 1.14
3887 root 1.24 /* insert the randomitems from the change's treasurelist into
3888     * the player ref: player.c
3889     */
3890     if (change->randomitems != NULL)
3891     give_initial_items (pl, change->randomitems);
3892 root 1.14
3893    
3894 root 1.24 /* set up the face, for some races. */
3895 root 1.14
3896 root 1.24 /* first, look for the force object banning
3897     * changing the face. Certain races never change face with class.
3898     */
3899     for (walk = pl->inv; walk != NULL; walk = walk->below)
3900     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3901     flag_change_face = 0;
3902 root 1.14
3903 root 1.24 if (flag_change_face)
3904     {
3905     pl->animation_id = GET_ANIM_ID (change);
3906     pl->face = change->face;
3907 root 1.14
3908 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3909     SET_FLAG (pl, FLAG_ANIMATE);
3910     else
3911     CLEAR_FLAG (pl, FLAG_ANIMATE);
3912     }
3913 root 1.14
3914 root 1.24 /* check the special case of can't use weapons */
3915     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3916     if (!strcmp (change->name, "monk"))
3917     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3918 root 1.14
3919 root 1.24 break;
3920     }
3921 elmex 1.1 }
3922     }
3923    
3924     /**
3925     * This handles items of type 'transformer'.
3926     * Basically those items, used with a marked item, transform both items into something
3927     * else.
3928     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3929     * Change information is contained in the 'slaying' field of the marked item.
3930     * The format is as follow: transformer:[number ]yield[;transformer:...].
3931     * This way an item can be transformed in many things, and/or many objects.
3932     * The 'slaying' field for transformer is used as verb for the action.
3933     */
3934 root 1.22 void
3935     apply_item_transformer (object *pl, object *transformer)
3936     {
3937     object *marked;
3938     object *new_item;
3939     char *find;
3940     char *separator;
3941     int yield;
3942     char got[MAX_BUF];
3943     int len;
3944    
3945     if (!pl || !transformer)
3946     return;
3947     marked = find_marked_object (pl);
3948     if (!marked)
3949 elmex 1.1 {
3950 root 1.22 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3951     return;
3952     }
3953     if (!marked->slaying)
3954     {
3955     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3956     return;
3957     }
3958     /* check whether they are compatible or not */
3959     find = strstr (marked->slaying, transformer->arch->name);
3960     if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3961     {
3962     new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3963     return;
3964     }
3965     find += strlen (transformer->arch->name) + 1;
3966     /* Item can be used, now find how many and what it yields */
3967     if (isdigit (*(find)))
3968     {
3969     yield = atoi (find);
3970     if (yield < 1)
3971 elmex 1.1 {
3972 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3973     yield = 1;
3974 elmex 1.1 }
3975 root 1.22 }
3976     else
3977     yield = 1;
3978 elmex 1.1
3979 root 1.22 while (isdigit (*find))
3980     find++;
3981     while (*find == ' ')
3982     find++;
3983     memset (got, 0, MAX_BUF);
3984     if ((separator = strchr (find, ';')) != NULL)
3985     {
3986     len = separator - find;
3987     }
3988     else
3989     {
3990     len = strlen (find);
3991     }
3992     if (len > MAX_BUF - 1)
3993     len = MAX_BUF - 1;
3994     strcpy (got, find);
3995     got[len] = '\0';
3996    
3997     /* Now create new item, remove used ones when required. */
3998     new_item = get_archetype (got);
3999     if (!new_item)
4000     {
4001     new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4002     return;
4003 elmex 1.1 }
4004 root 1.29
4005 root 1.22 new_item->nrof = yield;
4006     new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4007     insert_ob_in_ob (new_item, pl);
4008     esrv_send_inventory (pl, pl);
4009     /* Eat up one item */
4010     decrease_ob_nr (marked, 1);
4011     /* Eat one transformer if needed */
4012     if (transformer->stats.food)
4013     if (--transformer->stats.food == 0)
4014     decrease_ob_nr (transformer, 1);
4015     }