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Revision: 1.125
Committed: Thu Aug 16 11:34:29 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +143 -143 lines
Log Message:
first, untested, try at spicing up the message system

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.107 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.61 *
4 root 1.107 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.111 * Crossfire TRT is free software: you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.111 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.61 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22     */
23 elmex 1.1
24 root 1.79 #include <cmath>
25    
26 elmex 1.1 #include <global.h>
27     #include <living.h>
28     #include <spells.h>
29     #include <skills.h>
30     #include <tod.h>
31    
32 root 1.51 #include <sproto.h>
33 elmex 1.1
34     /* Want this regardless of rplay. */
35     #include <sounds.h>
36    
37     /**
38     * Check if op should abort moving victim because of it's race or slaying.
39     * Returns 1 if it should abort, returns 0 if it should continue.
40     */
41 root 1.22 int
42     should_director_abort (object *op, object *victim)
43 elmex 1.1 {
44 root 1.22 int arch_flag, name_flag, race_flag;
45    
46     /* Get flags to determine what of arch, name, and race should be checked.
47     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48     * the next is the name flag, and the last is the race flag. Also note,
49     * if subtype is set to zero, that also goes to defaults of all affecting
50     * it. Examples:
51     * subtype 1: only arch
52     * subtype 3: arch or name
53     * subtype 5: arch or race
54     * subtype 7: all three
55     */
56     if (op->subtype)
57     {
58     arch_flag = (op->subtype & 1);
59     name_flag = (op->subtype & 2);
60     race_flag = (op->subtype & 4);
61     }
62     else
63     {
64     arch_flag = 1;
65     name_flag = 1;
66     race_flag = 1;
67     }
68 root 1.66
69 root 1.22 /* If the director has race set, only affect objects with a arch,
70     * name or race that matches.
71     */
72     if ((op->race) &&
73 root 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 root 1.66 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75     ((!(victim->race && race_flag) || op->race != victim->race)))
76     return 1;
77    
78 root 1.22 /* If the director has slaying set, only affect objects where none
79     * of arch, name, or race match.
80     */
81 root 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 root 1.66 ((victim->name && name_flag && op->slaying == victim->name)) ||
83     ((victim->race && race_flag && op->slaying == victim->race)))
84     return 1;
85    
86 root 1.22 return 0;
87 elmex 1.1 }
88    
89     /**
90     * This handles a player dropping money on an altar to identify stuff.
91     * It'll identify marked item, if none all items up to dropped money.
92     * Return value: 1 if money was destroyed, 0 if not.
93     */
94 root 1.22 static int
95     apply_id_altar (object *money, object *altar, object *pl)
96 elmex 1.1 {
97 root 1.123 dynbuf_text buf;
98    
99 root 1.22 object *id, *marked;
100    
101     if (pl == NULL || pl->type != PLAYER)
102     return 0;
103 elmex 1.1
104 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105     * identifying' from being printed out more than it needs to be.
106     */
107     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
108     return 0;
109 elmex 1.1
110 root 1.22 marked = find_marked_object (pl);
111     /* if the player has a marked item, identify that if it needs to be
112 root 1.123 * identified. If it doesn't, then go through the player inventory.
113 root 1.22 */
114     if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115     {
116     if (operate_altar (altar, &money))
117     {
118     identify (marked);
119 root 1.123
120     buf.printf ("You have %s.", long_desc (marked, pl));
121 root 1.22 if (marked->msg)
122 root 1.123 buf << "The item has a story:\n" << marked->msg;
123    
124 root 1.22 return money == NULL;
125     }
126     }
127 elmex 1.1
128 root 1.22 for (id = pl->inv; id; id = id->below)
129     {
130     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131     {
132     if (operate_altar (altar, &money))
133     {
134     identify (id);
135 root 1.123
136     buf.printf ("You have %s.", long_desc (id, pl));
137     if (marked->msg)
138     buf << "The item has a story:\n" << marked->msg;
139    
140 root 1.22 /* If no more money, might as well quit now */
141     if (money == NULL || !check_altar_sacrifice (altar, money))
142     break;
143     }
144     else
145     {
146     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
147     break;
148     }
149 root 1.14 }
150 elmex 1.1 }
151 root 1.123
152     if (buf.empty ())
153     buf << ("You have nothing that needs identifying");
154    
155     pl->contr->infobox (buf);
156    
157     return !money;
158 elmex 1.1 }
159    
160     /**
161     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162     * matching item.
163     **/
164 elmex 1.117 void
165 root 1.22 handle_apply_yield (object *tmp)
166 elmex 1.1 {
167 root 1.22 const char *yield;
168 elmex 1.1
169 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
170     if (yield != NULL)
171 elmex 1.1 {
172 root 1.22 object *drop = get_archetype (yield);
173    
174     if (tmp->env)
175 elmex 1.1 {
176 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
177     if (tmp->env->type == PLAYER)
178     esrv_send_item (tmp->env, drop);
179 elmex 1.1 }
180 root 1.22 else
181 elmex 1.1 {
182 root 1.22 drop->x = tmp->x;
183     drop->y = tmp->y;
184     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 elmex 1.1 }
186     }
187     }
188    
189     /**
190     * Handles applying a potion.
191     */
192 root 1.22 int
193     apply_potion (object *op, object *tmp)
194 elmex 1.1 {
195 elmex 1.3 int got_one = 0, i;
196     object *force = 0, *floor = 0;
197    
198 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
199 elmex 1.3
200 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 elmex 1.3 {
202 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
203 root 1.123
204 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
205     return 0;
206     }
207 elmex 1.3
208 elmex 1.4 if (op->type == PLAYER)
209 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
210     identify (tmp);
211 elmex 1.3
212 elmex 1.4 handle_apply_yield (tmp);
213 elmex 1.1
214 elmex 1.4 /* Potion of restoration - only for players */
215     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
216     {
217     object *depl;
218     archetype *at;
219 elmex 1.1
220 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221     {
222 root 1.51 op->drain_stat ();
223     op->update_stats ();
224 elmex 1.3 decrease_ob (tmp);
225     return 1;
226     }
227 root 1.37
228 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
229 elmex 1.4 {
230     LOG (llevError, "Could not find archetype depletion\n");
231     return 0;
232     }
233     depl = present_arch_in_ob (at, op);
234 root 1.37
235 root 1.51 if (depl)
236 elmex 1.4 {
237     for (i = 0; i < NUM_STATS; i++)
238 root 1.91 if (depl->stats.stat (i))
239 root 1.123 op->statusmsg (restore_msg[i]);
240 root 1.37
241     depl->destroy ();
242 root 1.51 op->update_stats ();
243 elmex 1.4 }
244     else
245 root 1.123 op->statusmsg ("Your potion had no effect.");
246 elmex 1.1
247 elmex 1.4 decrease_ob (tmp);
248     return 1;
249     }
250    
251     /* improvement potion - only for players */
252 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 elmex 1.4 {
254     for (i = 1; i < MIN (11, op->level); i++)
255 elmex 1.3 {
256 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 elmex 1.3 {
258 elmex 1.4 if (op->contr->levhp[i] != 1)
259 elmex 1.3 {
260 elmex 1.4 op->contr->levhp[i] = 1;
261     break;
262 elmex 1.3 }
263 root 1.123
264 elmex 1.4 if (op->contr->levsp[i] != 1)
265 elmex 1.3 {
266 elmex 1.4 op->contr->levsp[i] = 1;
267     break;
268     }
269 root 1.123
270 elmex 1.4 if (op->contr->levgrace[i] != 1)
271     {
272     op->contr->levgrace[i] = 1;
273     break;
274 elmex 1.3 }
275     }
276 elmex 1.4 else
277 elmex 1.3 {
278 elmex 1.4 if (op->contr->levhp[i] < 9)
279     {
280     op->contr->levhp[i] = 9;
281     break;
282     }
283 root 1.123
284 elmex 1.4 if (op->contr->levsp[i] < 6)
285 elmex 1.3 {
286 elmex 1.4 op->contr->levsp[i] = 6;
287     break;
288 elmex 1.3 }
289 root 1.123
290 elmex 1.4 if (op->contr->levgrace[i] < 3)
291 elmex 1.3 {
292 elmex 1.4 op->contr->levgrace[i] = 3;
293     break;
294 elmex 1.3 }
295     }
296     }
297 root 1.37
298 elmex 1.4 /* Just makes checking easier */
299     if (i < MIN (11, op->level))
300     got_one = 1;
301 root 1.37
302 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
303 elmex 1.3 {
304 elmex 1.4 if (got_one)
305 elmex 1.3 {
306 root 1.51 op->update_stats ();
307 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
308     "a little more in their image. "
309     "You feel a little more perfect.", NDI_GREEN);
310 elmex 1.3 }
311     else
312 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
313 elmex 1.3 }
314 elmex 1.4 else
315     { /* cursed potion */
316     if (got_one)
317 elmex 1.3 {
318 root 1.51 op->update_stats ();
319 root 1.125 op->failmsg ("The Gods are angry and punish you.");
320 elmex 1.3 }
321 elmex 1.4 else
322 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 elmex 1.3 }
324 root 1.37
325 elmex 1.4 decrease_ob (tmp);
326     return 1;
327     }
328    
329    
330     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331     * and heroism all fit into this category. Given the spell object code,
332     * there is no limit to the number of spells that potions can be cast,
333     * but direction is problematic to try and imbue fireball potions for example.
334     */
335     if (tmp->inv)
336     {
337     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 elmex 1.3 {
339 elmex 1.4 object *fball;
340    
341 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
342 root 1.123
343 elmex 1.4 /* Explodes a fireball centered at player */
344     fball = get_archetype (EXPLODING_FIREBALL);
345 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
346     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
347 elmex 1.4 fball->x = op->x;
348     fball->y = op->y;
349     insert_ob_in_map (fball, op->map, NULL, 0);
350 elmex 1.3 }
351 elmex 1.4 else
352     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353 elmex 1.1
354 elmex 1.4 decrease_ob (tmp);
355 root 1.123
356 elmex 1.4 /* if youre dead, no point in doing this... */
357     if (!QUERY_FLAG (op, FLAG_REMOVED))
358 root 1.51 op->update_stats ();
359 root 1.123
360 elmex 1.4 return 1;
361     }
362    
363     /* Deal with protection potions */
364     force = NULL;
365     for (i = 0; i < NROFATTACKS; i++)
366     {
367     if (tmp->resist[i])
368     {
369     if (!force)
370     force = get_archetype (FORCE_NAME);
371 root 1.123
372 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373     force->type = POTION_EFFECT;
374     break; /* Only need to find one protection since we copy entire batch */
375 elmex 1.3 }
376 elmex 1.1 }
377 root 1.123
378 elmex 1.4 /* This is a protection potion */
379     if (force)
380 elmex 1.3 {
381 elmex 1.4 /* cursed items last longer */
382     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383     {
384     force->stats.food *= 10;
385     for (i = 0; i < NROFATTACKS; i++)
386     if (force->resist[i] > 0)
387     force->resist[i] = -force->resist[i]; /* prot => vuln */
388     }
389 root 1.92
390 elmex 1.4 force->speed_left = -1;
391     force = insert_ob_in_ob (force, op);
392     CLEAR_FLAG (tmp, FLAG_APPLIED);
393     SET_FLAG (force, FLAG_APPLIED);
394     change_abil (op, force);
395     decrease_ob (tmp);
396     return 1;
397     }
398    
399     /* Only thing left are the stat potions */
400     if (op->type == PLAYER)
401     { /* only for players */
402 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
403 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
404     else
405     SET_FLAG (tmp, FLAG_APPLIED);
406 root 1.123
407 elmex 1.4 if (!change_abil (op, tmp))
408 root 1.123 op->statusmsg ("Nothing happened.");
409 elmex 1.1 }
410    
411 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
412     * that were grouped with the one consumed, his
413     * stat will not be raised by them. fix_player just clears
414     * up all the stats.
415     */
416     CLEAR_FLAG (tmp, FLAG_APPLIED);
417 root 1.51 op->update_stats ();
418 elmex 1.3 decrease_ob (tmp);
419     return 1;
420 elmex 1.1 }
421    
422     /****************************************************************************
423     * Weapon improvement code follows
424     ****************************************************************************/
425    
426     /**
427     * This returns the sum of nrof of item (arch name).
428     */
429 root 1.22 static int
430     check_item (object *op, const char *item)
431 elmex 1.1 {
432 root 1.22 int count = 0;
433 elmex 1.1
434 root 1.123 if (!item)
435 root 1.22 return 0;
436 root 1.66
437 root 1.123 for (op = op->below; op; op = op->below)
438 root 1.22 {
439 root 1.108 if (strcmp (op->arch->archname, item) == 0)
440 root 1.22 {
441 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
442 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
443 root 1.14 {
444 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
445 root 1.14 count++;
446     else
447     count += op->nrof;
448     }
449 root 1.22 }
450 elmex 1.1 }
451 root 1.66
452 elmex 1.1 return count;
453     }
454    
455     /**
456     * This removes 'nrof' of what item->slaying says to remove.
457     * op is typically the player, which is only
458     * really used to determine what space to look at.
459     * Modified to only eat 'nrof' of objects.
460     */
461 root 1.22 static void
462     eat_item (object *op, const char *item, uint32 nrof)
463 elmex 1.1 {
464 root 1.22 object *prev;
465 elmex 1.1
466 root 1.22 prev = op;
467     op = op->below;
468 elmex 1.1
469 root 1.123 while (op)
470 root 1.22 {
471 root 1.108 if (strcmp (op->arch->archname, item) == 0)
472 root 1.22 {
473     if (op->nrof >= nrof)
474     {
475     decrease_ob_nr (op, nrof);
476     return;
477     }
478     else
479     {
480     decrease_ob_nr (op, op->nrof);
481     nrof -= op->nrof;
482 root 1.14 }
483 root 1.123
484 root 1.22 op = prev;
485 root 1.14 }
486 root 1.123
487 root 1.22 prev = op;
488     op = op->below;
489 elmex 1.1 }
490     }
491    
492     /**
493     * This checks to see of the player (who) is sufficient level to use a weapon
494     * with improvs improvements (typically last_eat). We take an int here
495     * instead of the object so that the improvement code can pass along the
496     * increased value to see if the object is usuable.
497     * we return 1 (true) if the player can use the weapon.
498     */
499 root 1.22 static int
500     check_weapon_power (const object *who, int improvs)
501 elmex 1.1 {
502     /* Old code is below (commented out). Basically, since weapons are the only
503     * object players really have any control to improve, it's a bit harsh to
504     * require high level in some combat skill, so we just use overall level.
505     */
506     #if 1
507 root 1.22 if (((who->level / 5) + 5) >= improvs)
508     return 1;
509     else
510     return 0;
511 elmex 1.1
512     #else
513 root 1.22 int level = 0;
514    
515     /* The skill system hands out wc and dam bonuses to fighters
516     * more generously than the old system (see fix_player). Thus
517     * we need to curtail the power of player enchanted weapons.
518     * I changed this to 1 improvement per "fighter" level/5 -b.t.
519     * Note: Nothing should break by allowing this ratio to be different or
520     * using normal level - it is just a matter of play balance.
521     */
522     if (who->type == PLAYER)
523     {
524     object *wc_obj = NULL;
525 elmex 1.1
526 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
527     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
528     level = wc_obj->level;
529    
530     if (!level)
531     {
532     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
533     level = who->level;
534 root 1.14 }
535 elmex 1.1 }
536 root 1.22 else
537     level = who->level;
538 elmex 1.1
539 root 1.22 return (improvs <= ((level / 5) + 5));
540 elmex 1.1 #endif
541     }
542    
543     /**
544     * Returns how many items of type improver->slaying there are under op.
545     * Will display a message if none found, and 1 if improver->slaying is NULL.
546     */
547 root 1.22 static int
548     check_sacrifice (object *op, const object *improver)
549 elmex 1.1 {
550 root 1.22 int count = 0;
551    
552 root 1.123 if (improver->slaying)
553 root 1.22 {
554     count = check_item (op, improver->slaying);
555     if (count < 1)
556     {
557 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
558 root 1.22 return 0;
559 root 1.14 }
560 elmex 1.1 }
561 root 1.22 else
562     count = 1;
563 elmex 1.1
564 root 1.22 return count;
565 elmex 1.1 }
566    
567     /**
568     * Actually improves the weapon, and tells user.
569     */
570 root 1.123 static int
571     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572 elmex 1.1 {
573 root 1.123 stat += sacrifice_count;
574 elmex 1.1 weapon->last_eat++;
575 root 1.22 decrease_ob (improver);
576 elmex 1.1
577     /* So it updates the players stats and the window */
578 root 1.51 op->update_stats ();
579 root 1.123
580     op->statusmsg (format (
581 root 1.125 "Your sacrifice was accepted.\n"
582     "Weapon's bonus to %s improved by %d.",
583     statname, sacrifice_count
584 root 1.123 ));
585    
586 elmex 1.1 return 1;
587     }
588    
589     /* Types of improvements, hidden in the sp field. */
590 root 1.114 #define IMPROVE_PREPARE 1
591     #define IMPROVE_DAMAGE 2
592     #define IMPROVE_WEIGHT 3
593     #define IMPROVE_ENCHANT 4
594     #define IMPROVE_STR 5
595     #define IMPROVE_DEX 6
596     #define IMPROVE_CON 7
597     #define IMPROVE_WIS 8
598     #define IMPROVE_CHA 9
599     #define IMPROVE_INT 10
600     #define IMPROVE_POW 11
601 elmex 1.1
602     /**
603     * This does the prepare weapon scroll.
604     * Checks for sacrifice, and so on.
605     */
606 root 1.22 int
607     prepare_weapon (object *op, object *improver, object *weapon)
608 elmex 1.1 {
609 root 1.22 int sacrifice_count, i;
610     char buf[MAX_BUF];
611 elmex 1.1
612 root 1.22 if (weapon->level != 0)
613     {
614 root 1.125 op->failmsg ("Weapon is already prepared!");
615 elmex 1.1 return 0;
616     }
617 root 1.115
618 root 1.22 for (i = 0; i < NROFATTACKS; i++)
619     if (weapon->resist[i])
620     break;
621 elmex 1.1
622 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
623     * improvement of items that already have protections.
624     */
625     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627     weapon->stats.exp || /* speed */
628     weapon->stats.ac) /* AC - only taifu's I think */
629 elmex 1.1 {
630 root 1.125 op->failmsg ("You cannot prepare magic weapons.");
631 elmex 1.1 return 0;
632     }
633 root 1.115
634 root 1.22 sacrifice_count = check_sacrifice (op, improver);
635     if (sacrifice_count <= 0)
636     return 0;
637 root 1.115
638 root 1.22 weapon->level = isqrt (sacrifice_count);
639     eat_item (op, improver->slaying, sacrifice_count);
640    
641 root 1.123 op->statusmsg (format (
642 root 1.125 "Your sacrifice was accepted."
643     "Your *%s may be improved %d times.",
644     &weapon->name, weapon->level
645 root 1.123 ));
646 root 1.22
647     sprintf (buf, "%s's %s", &op->name, &weapon->name);
648     weapon->name = weapon->name_pl = buf;
649     weapon->nrof = 0; /* prevents preparing n weapons in the same
650     slot at once! */
651     decrease_ob (improver);
652     weapon->last_eat = 0;
653     return 1;
654 elmex 1.1 }
655    
656    
657     /**
658     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659     * This is the new improve weapon code.
660     * Returns 0 if it was not able to work for some reason.
661     *
662     * Checks if weapon was prepared, if enough potions on the floor, ...
663     *
664     * We are hiding extra information about the weapon in the level and
665     * last_eat numbers for an object. Hopefully this won't break anything ??
666     * level == max improve last_eat == current improve
667     */
668 root 1.22 int
669     improve_weapon (object *op, object *improver, object *weapon)
670 elmex 1.1 {
671 root 1.22 int sacrifice_count, sacrifice_needed = 0;
672 elmex 1.1
673 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
674 root 1.123 return prepare_weapon (op, improver, weapon);
675    
676 root 1.22 if (weapon->level == 0)
677     {
678 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 root 1.22 return 0;
680     }
681 root 1.123
682 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683     {
684 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
685 root 1.22 return 0;
686     }
687 root 1.123
688 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689     {
690 root 1.125 op->failmsg ("Improving the weapon will make it too "
691 root 1.123 "powerful for you to use. Unready it if you "
692     "really want to improve it.");
693 root 1.22 return 0;
694     }
695 root 1.123
696 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
697     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698     * don't put any maximum value on damage - the limit is how much the
699     * weapon can be improved.
700     */
701 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
702     {
703     weapon->stats.dam += 5;
704     weapon->weight += 5000; /* 5 KG's */
705 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 root 1.22 weapon->last_eat++;
707    
708     weapon->item_power++;
709     decrease_ob (improver);
710     return 1;
711     }
712 root 1.123
713 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
714     {
715     /* Reduce weight by 20% */
716     weapon->weight = (weapon->weight * 8) / 10;
717     if (weapon->weight < 1)
718     weapon->weight = 1;
719 root 1.123
720     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 root 1.22 weapon->last_eat++;
722     weapon->item_power++;
723     decrease_ob (improver);
724     return 1;
725     }
726     if (improver->stats.sp == IMPROVE_ENCHANT)
727     {
728     weapon->magic++;
729     weapon->last_eat++;
730 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 root 1.22 decrease_ob (improver);
732     weapon->item_power++;
733     return 1;
734     }
735 root 1.14
736 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738    
739     if (sacrifice_needed < 1)
740     sacrifice_needed = 1;
741     sacrifice_needed *= 2;
742 elmex 1.1
743 root 1.22 sacrifice_count = check_sacrifice (op, improver);
744     if (sacrifice_count < sacrifice_needed)
745     {
746 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 root 1.22 return 0;
748     }
749 root 1.123
750 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
751 elmex 1.1 weapon->item_power++;
752    
753 root 1.22 switch (improver->stats.sp)
754     {
755 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 root 1.24 default:
763 root 1.125 op->failmsg ("Unknown improvement type.");
764 root 1.22 }
765 root 1.123
766 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
767 elmex 1.1 return 0;
768     }
769    
770     /**
771     * Handles the applying of improve/prepare/enchant weapon scroll.
772     * Checks a few things (not on a non-magic square, marked weapon, ...),
773     * then calls improve_weapon to do the dirty work.
774     */
775 root 1.22 int
776     check_improve_weapon (object *op, object *tmp)
777 elmex 1.1 {
778 root 1.22 object *otmp;
779 elmex 1.1
780 root 1.22 if (op->type != PLAYER)
781     return 0;
782 root 1.77
783 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784     {
785 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 otmp = find_marked_object (op);
790     if (!otmp)
791     {
792 root 1.125 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 elmex 1.1 return 0;
794     }
795 root 1.77
796 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
797     {
798 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
799 elmex 1.1 return 0;
800     }
801 root 1.77
802 root 1.123 op->statusmsg ("Applied weapon builder.");
803    
804 root 1.22 improve_weapon (op, tmp, otmp);
805     esrv_send_item (op, otmp);
806     return 1;
807 elmex 1.1 }
808    
809     /**
810     * This code deals with the armour improvment scrolls.
811     * Change limits on improvement - let players go up to
812     * +5 no matter what level, but they are limited by item
813     * power.
814     * Try to use same improvement code as in the common/treasure.c
815     * file, so that if you make a +2 full helm, it will be just
816     * the same as one you find in a shop.
817     *
818     * deprecated comment:
819     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820     * only 'enchantment' of armour is possible - improving
821     * the stats of a player w/ armour as well as a weapon
822     * will probably horribly unbalance the game. Magic enchanting
823     * depends on the level of the character - ie the plus
824     * value (magic) of the armour can never be increased beyond
825     * the level of the character / 10 -- rounding upish, nor may
826     * the armour value of the piece of equipment exceed either
827     * the users level or 90)
828     * Modified by MSW for partial resistance. Only support
829     * changing of physical area right now.
830     */
831 root 1.22 int
832     improve_armour (object *op, object *improver, object *armour)
833 elmex 1.1 {
834 root 1.22 object *tmp;
835 elmex 1.1
836 root 1.22 if (armour->magic >= settings.armor_max_enchant)
837     {
838 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
839 root 1.22 return 0;
840 elmex 1.1 }
841 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842     * etc), so take the easy way out and don't worry about it.
843     * Note - maybe add scrolls which make the random artifact versions (eg, armour
844     * of gnarg and what not?)
845     */
846     if (armour->title)
847     {
848 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
849 root 1.22 return 0;
850 elmex 1.1 }
851    
852 root 1.22 /* Split objects if needed. Can't insert tmp until the
853     * end of this function - otherwise it will just re-merge.
854     */
855     if (armour->nrof > 1)
856     tmp = get_split_ob (armour, armour->nrof - 1);
857     else
858     tmp = NULL;
859    
860     armour->magic++;
861    
862     if (!settings.armor_speed_linear)
863     {
864     int base = 100;
865     int pow = 0;
866 elmex 1.1
867 root 1.22 while (pow < armour->magic)
868 elmex 1.1 {
869 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
870     pow++;
871 elmex 1.1 }
872    
873 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
874 root 1.22 }
875     else
876 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
877 elmex 1.1
878 root 1.22 if (!settings.armor_weight_linear)
879     {
880     int base = 100;
881     int pow = 0;
882 elmex 1.1
883 root 1.22 while (pow < armour->magic)
884 elmex 1.1 {
885 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
886     pow++;
887 elmex 1.1 }
888    
889 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
890 root 1.22 }
891     else
892 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
893 root 1.22
894     if (armour->weight <= 0)
895     {
896     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
897     armour->weight = 1;
898     }
899    
900 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 elmex 1.1
902 root 1.22 if (op->type == PLAYER)
903     {
904     esrv_send_item (op, armour);
905     if (QUERY_FLAG (armour, FLAG_APPLIED))
906 root 1.51 op->update_stats ();
907 elmex 1.1 }
908 root 1.123
909 root 1.22 decrease_ob (improver);
910 root 1.123
911 root 1.22 if (tmp)
912     {
913     insert_ob_in_ob (tmp, op);
914     esrv_send_item (op, tmp);
915 elmex 1.1 }
916 root 1.123
917 root 1.22 return 1;
918 elmex 1.1 }
919    
920     /*
921     * convert_item() returns 1 if anything was converted, 0 if the item was not
922     * what the converter wants, -1 if the converter is broken.
923     */
924     #define CONV_FROM(xyz) xyz->slaying
925     #define CONV_TO(xyz) xyz->other_arch
926     #define CONV_NR(xyz) xyz->stats.sp
927     #define CONV_NEED(xyz) xyz->stats.food
928    
929     /* Takes one items and makes another.
930     * converter is the object that is doing the conversion.
931     * item is the object that triggered the converter - if it is not
932     * what the converter wants, this will not do anything.
933     */
934 root 1.22 int
935     convert_item (object *item, object *converter)
936     {
937     int nr = 0;
938     uint32 price_in;
939    
940     /* We make some assumptions - we assume if it takes money as it type,
941     * it wants some amount. We don't make change (ie, if something costs
942     * 3 gp and player drops a platinum, tough luck)
943     */
944 root 1.121 if (CONV_FROM (converter) == shstr_money)
945 root 1.22 {
946     if (item->type != MONEY)
947     return 0;
948    
949     nr = (item->nrof * item->value) / CONV_NEED (converter);
950     if (!nr)
951     return 0;
952 root 1.121
953     converter->play_sound (sound_find ("shop_buy"));
954    
955     int cost = nr * CONV_NEED (converter) / item->value;
956 root 1.22 /* take into account rounding errors */
957     if (nr * CONV_NEED (converter) % item->value)
958     cost++;
959 root 1.121
960 root 1.22 decrease_ob_nr (item, cost);
961 elmex 1.1
962 root 1.22 price_in = cost * item->value;
963     }
964     else
965     {
966 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
967 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
968     return 0;
969 elmex 1.1
970 root 1.121 converter->play_sound (sound_find ("convert_item"));
971    
972 root 1.22 if (CONV_NEED (converter))
973     {
974     nr = item->nrof / CONV_NEED (converter);
975     decrease_ob_nr (item, nr * CONV_NEED (converter));
976     price_in = nr * CONV_NEED (converter) * item->value;
977     }
978     else
979     {
980     price_in = item->value;
981 root 1.37 item->destroy ();
982 root 1.22 }
983     }
984 root 1.14
985 root 1.121 if (converter->inv)
986 root 1.22 {
987     object *ob;
988     int i;
989     object *ob_to_copy;
990    
991     /* select random object from inventory to copy */
992     ob_to_copy = converter->inv;
993 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994     if (rndm (0, i) == 0)
995     ob_to_copy = ob;
996    
997 root 1.22 item = object_create_clone (ob_to_copy);
998     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999     unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 elmex 1.1 }
1001 root 1.22 else
1002     {
1003     if (converter->other_arch == NULL)
1004     {
1005     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1007 root 1.22 return -1;
1008     }
1009    
1010     item = object_create_arch (converter->other_arch);
1011     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012     }
1013    
1014     if (CONV_NR (converter))
1015     item->nrof = CONV_NR (converter);
1016 root 1.121
1017 root 1.22 if (nr)
1018     item->nrof *= nr;
1019 root 1.121
1020 root 1.22 if (is_in_shop (converter))
1021     SET_FLAG (item, FLAG_UNPAID);
1022     else if (price_in < item->nrof * item->value)
1023     {
1024     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 root 1.121 /**
1027     * elmex: we are going to let the game continue, as the mapcreator
1028     * hopefully had something in mind when doing this.
1029     */
1030     }
1031 elmex 1.1
1032 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1033 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034     return 1;
1035 elmex 1.1 }
1036 root 1.22
1037 elmex 1.1 /**
1038     * Handle apply on containers.
1039     * By Eneq(@csd.uu.se).
1040     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041     * added the alchemical cauldron to the code -b.t.
1042     */
1043 root 1.22 int
1044     apply_container (object *op, object *sack)
1045 elmex 1.1 {
1046 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1047 root 1.22 return 0; /* This might change */
1048 elmex 1.1
1049 root 1.68 if (!sack || sack->type != CONTAINER)
1050 root 1.22 {
1051 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1052 root 1.22 return 0;
1053 elmex 1.1 }
1054 root 1.40
1055     op->contr->last_used = 0;
1056 elmex 1.1
1057 root 1.68 if (sack->env && sack->env != op)
1058 root 1.22 {
1059 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1060 root 1.68 return 1;
1061 elmex 1.1 }
1062    
1063 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1064     if (sack->flag [FLAG_APPLIED])
1065 root 1.22 {
1066 root 1.68 if (op->container == sack)
1067 root 1.22 {
1068 root 1.68 // open on ground or inv, so close
1069     op->close_container ();
1070     return 1;
1071 root 1.22 }
1072 root 1.68 else if (!sack->env)
1073 root 1.22 {
1074 root 1.68 // active, but not ours: some other player has opened it
1075 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1076 root 1.68 return 1;
1077 root 1.14 }
1078 root 1.22
1079 root 1.68 // fall through to opening it (active in inv)
1080 elmex 1.1 }
1081 root 1.68 else if (sack->env)
1082 root 1.22 {
1083 root 1.68 // it is in our env, so activate it, do not open yet
1084     op->close_container ();
1085     sack->flag [FLAG_APPLIED] = 1;
1086     esrv_update_item (UPD_FLAGS, op, sack);
1087 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 root 1.68 return 1;
1089 elmex 1.1 }
1090    
1091 root 1.68 // it's locked?
1092 root 1.22 if (sack->slaying)
1093 root 1.68 {
1094     if (object *tmp = find_key (op, op, sack))
1095 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1096 root 1.22 else
1097     {
1098 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1099 root 1.68 return 1;
1100 root 1.22 }
1101 elmex 1.1 }
1102    
1103 root 1.68 op->open_container (sack);
1104 elmex 1.1
1105 root 1.22 return 1;
1106 elmex 1.1 }
1107    
1108     /**
1109     * Handles dropping things on altar.
1110     * Returns true if sacrifice was accepted.
1111     */
1112 root 1.22 static int
1113     apply_altar (object *altar, object *sacrifice, object *originator)
1114 elmex 1.1 {
1115 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1116     if (altar->inv && (!originator || originator->type != PLAYER))
1117     return 0;
1118    
1119     if (operate_altar (altar, &sacrifice))
1120     {
1121     /* Simple check. Unfortunately, it means you can't cast magic bullet
1122     * with an altar. We call it a Potion - altars are stationary - it
1123     * is up to map designers to use them properly.
1124     */
1125     if (altar->inv && altar->inv->type == SPELL)
1126     {
1127 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1128 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 root 1.124 /* If it is connected, push the button. Fixes some problems with
1130 root 1.22 * old maps.
1131     */
1132 elmex 1.1
1133     /* push_button (altar);*/
1134 root 1.14 }
1135 root 1.22 else
1136     {
1137     altar->value = 1; /* works only once */
1138     push_button (altar);
1139     }
1140 root 1.26
1141     return !sacrifice;
1142 root 1.22 }
1143     else
1144 root 1.26 return 0;
1145 elmex 1.1 }
1146    
1147     /**
1148     * Handles 'movement' of shop mats.
1149     * Returns 1 if 'op' was destroyed, 0 if not.
1150     * Largely re-written to not use nearly as many gotos, plus
1151     * some of this code just looked plain out of date.
1152     * MSW 2001-08-29
1153     */
1154 root 1.22 int
1155     apply_shop_mat (object *shop_mat, object *op)
1156 elmex 1.1 {
1157 elmex 1.15 int rv = 0;
1158     double opinion;
1159     object *tmp, *next;
1160 elmex 1.1
1161 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 elmex 1.1
1163 root 1.121 bool has_unpaid = false;
1164    
1165     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166     // a quick and small change :(
1167     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168     if (item->flag [FLAG_UNPAID])
1169     {
1170     has_unpaid = true;
1171     break;
1172     }
1173    
1174 elmex 1.15 if (op->type != PLAYER)
1175     {
1176     /* Remove all the unpaid objects that may be carried here.
1177     * This could be pets or monsters that are somehow in
1178     * the shop.
1179     */
1180     for (tmp = op->inv; tmp; tmp = next)
1181     {
1182     next = tmp->below;
1183 root 1.25
1184 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185     {
1186     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 root 1.14
1188 root 1.36 tmp->remove ();
1189 root 1.24
1190 elmex 1.15 if (i == -1)
1191     i = 0;
1192 root 1.24
1193 elmex 1.15 tmp->map = op->map;
1194     tmp->x = op->x + freearr_x[i];
1195     tmp->y = op->y + freearr_y[i];
1196     insert_ob_in_map (tmp, op->map, op, 0);
1197 root 1.14 }
1198     }
1199    
1200 elmex 1.15 /* Don't teleport things like spell effects */
1201     if (QUERY_FLAG (op, FLAG_NO_PICK))
1202     return 0;
1203 root 1.14
1204 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1205     * shop mats. Instead, put it on a nearby space.
1206     */
1207     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1208     {
1209     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211 root 1.22
1212 elmex 1.15 if (i != -1)
1213 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214    
1215 elmex 1.15 return 0;
1216 root 1.14 }
1217 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1218     * the teleport function should be able to handle this just fine.
1219     */
1220     rv = teleport (shop_mat, SHOP_MAT, op);
1221 elmex 1.1 }
1222 root 1.25 else if (can_pay (op) && get_payment (op))
1223 elmex 1.15 {
1224 root 1.24 /* this is only used for players */
1225 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1226    
1227 root 1.121 if (has_unpaid)
1228     op->contr->play_sound (sound_find ("shop_buy"));
1229     else if (is_in_shop (op))
1230     op->contr->play_sound (sound_find ("shop_enter"));
1231     else
1232     op->contr->play_sound (sound_find ("shop_leave"));
1233    
1234 elmex 1.15 if (shop_mat->msg)
1235 root 1.124 op->statusmsg (shop_mat->msg);
1236 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1237     * but there is never a guarantee that the bottom space on the map is
1238     * actually the shop floor.
1239     */
1240     else if (!rv && !is_in_shop (op))
1241     {
1242     opinion = shopkeeper_approval (op->map, op);
1243 root 1.24
1244 root 1.124 op->statusmsg (
1245     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1246     : opinion >= 0.75 ? "The shopkeeper waves to you."
1247     : opinion >= 0.50 ? "The shopkeeper ignores you."
1248     : "The shopkeeper glares at you with contempt."
1249     );
1250 root 1.14 }
1251 elmex 1.1 }
1252 elmex 1.15 else
1253     {
1254     /* if we get here, a player tried to leave a shop but was not able
1255 root 1.121 * to afford the items he has. We try to move the player so that
1256 elmex 1.15 * they are not on the mat anymore
1257     */
1258     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1259 root 1.22
1260 elmex 1.15 if (i == -1)
1261 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1262 elmex 1.15 else
1263     {
1264 root 1.36 op->remove ();
1265 elmex 1.15 op->x += freearr_x[i];
1266     op->y += freearr_y[i];
1267     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1268 root 1.14 }
1269 elmex 1.1 }
1270 root 1.24
1271 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1272     return rv;
1273 elmex 1.1 }
1274    
1275     /**
1276     * Handles applying a sign.
1277     */
1278 root 1.22 static void
1279     apply_sign (object *op, object *sign, int autoapply)
1280 elmex 1.1 {
1281 root 1.22 readable_message_type *msgType;
1282    
1283 root 1.124 if (!sign->msg)
1284 root 1.22 {
1285 root 1.124 op->statusmsg ("Nothing is written on it.");
1286 root 1.22 return;
1287 elmex 1.1 }
1288    
1289 root 1.22 if (sign->stats.food)
1290     {
1291     if (sign->last_eat >= sign->stats.food)
1292     {
1293     if (!sign->move_on)
1294 root 1.124 op->statusmsg ("You cannot read it anymore.");
1295 root 1.120
1296 root 1.22 return;
1297 root 1.14 }
1298 elmex 1.1
1299 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1300     sign->last_eat++;
1301 elmex 1.1 }
1302    
1303 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304     * No way to know for sure. The presumption is basically that if
1305     * move_on is zero, it needs to be manually applied (doesn't talk
1306     * to us).
1307     */
1308     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1309     {
1310 root 1.125 op->failmsg ("You are unable to read while blind!");
1311 root 1.22 return;
1312     }
1313 root 1.110
1314     if (op->contr)
1315     if (client *ns = op->contr->ns)
1316     {
1317 root 1.120 ns->play_sound (sign->sound);
1318 root 1.110 msgType = get_readable_message_type (sign);
1319    
1320     if (ns->can_msg)
1321     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1322     else
1323     {
1324     char newbuf[HUGE_BUF];
1325     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1326     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1327     }
1328     }
1329 elmex 1.1 }
1330    
1331     /**
1332     * 'victim' moves onto 'trap'
1333     * 'victim' leaves 'trap'
1334     * effect is determined by move_on/move_off of trap and move_type of victime.
1335     *
1336     * originator: Player, monster or other object that caused 'victim' to move
1337     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1338     * However, some types of traps require an originator to function.
1339     */
1340 root 1.22 void
1341 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1342 elmex 1.1 {
1343     static int recursion_depth = 0;
1344    
1345     /* Only exits affect DMs. */
1346 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1347 elmex 1.1 return;
1348    
1349     /* move_apply() is the most likely candidate for causing unwanted and
1350     * possibly unlimited recursion.
1351     */
1352     /* The following was changed because it was causing perfeclty correct
1353     * maps to fail. 1) it's not an error to recurse:
1354     * rune detonates, summoning monster. monster lands on nearby rune.
1355     * nearby rune detonates. This sort of recursion is expected and
1356     * proper. This code was causing needless crashes.
1357     */
1358 root 1.22 if (recursion_depth >= 500)
1359     {
1360     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1361 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1362 root 1.22 return;
1363 elmex 1.1 }
1364 root 1.110
1365 root 1.22 recursion_depth++;
1366     if (trap->head)
1367     trap = trap->head;
1368 elmex 1.1
1369 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1370     goto leave;
1371 elmex 1.1
1372 root 1.22 switch (trap->type)
1373     {
1374 root 1.23 case PLAYERMOVER:
1375     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1376     {
1377     if (!trap->stats.maxsp)
1378     trap->stats.maxsp = 2;
1379 root 1.14
1380 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1381     * should be divided by trap->speed
1382     */
1383     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1384 root 1.14
1385 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1386     * above with some objects have zero speed, and thus the player
1387     * getting permanently paralyzed.
1388     */
1389 root 1.93 if (victim->speed_left < -50.f)
1390     victim->speed_left = -50.f;
1391 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1392     }
1393     goto leave;
1394 root 1.14
1395 root 1.23 case SPINNER:
1396     if (victim->direction)
1397     {
1398     victim->direction = absdir (victim->direction - trap->stats.sp);
1399     update_turn_face (victim);
1400     }
1401     goto leave;
1402 root 1.14
1403 root 1.23 case DIRECTOR:
1404     if (victim->direction && !should_director_abort (trap, victim))
1405     {
1406     victim->direction = trap->stats.sp;
1407     update_turn_face (victim);
1408     }
1409     goto leave;
1410 root 1.14
1411 root 1.23 case BUTTON:
1412     case PEDESTAL:
1413     update_button (trap);
1414     goto leave;
1415    
1416     case ALTAR:
1417     /* sacrifice victim on trap */
1418     apply_altar (trap, victim, originator);
1419     goto leave;
1420 root 1.14
1421 root 1.23 case THROWN_OBJ:
1422     if (trap->inv == NULL)
1423 root 1.22 goto leave;
1424 root 1.23 /* fallthrough */
1425 root 1.14
1426 root 1.23 case ARROW:
1427     /* bad bug: monster throw a object, make a step forwards, step on object ,
1428     * trigger this here and get hit by own missile - and will be own enemy.
1429     * Victim then is his own enemy and will start to kill herself (this is
1430     * removed) but we have not synced victim and his missile. To avoid senseless
1431     * action, we avoid hits here
1432     */
1433     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1434     hit_with_arrow (trap, victim);
1435     goto leave;
1436 root 1.14
1437 root 1.23 case SPELL_EFFECT:
1438     apply_spell_effect (trap, victim);
1439     goto leave;
1440 root 1.14
1441 root 1.23 case TRAPDOOR:
1442     {
1443     int max, sound_was_played;
1444     object *ab, *ab_next;
1445 root 1.22
1446 root 1.23 if (!trap->value)
1447     {
1448     int tot;
1449 root 1.14
1450 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1451     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1452     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1453 root 1.14
1454 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1455     goto leave;
1456 root 1.22
1457 root 1.23 SET_ANIMATION (trap, trap->value);
1458     update_object (trap, UP_OBJ_FACE);
1459     }
1460 root 1.14
1461 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1462 root 1.22 {
1463 root 1.23 /* need to set this up, since if we do transfer the object,
1464     * ab->above would be bogus
1465     */
1466     ab_next = ab->above;
1467 root 1.14
1468 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1469 root 1.22 {
1470 root 1.23 if (!sound_was_played)
1471     {
1472 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1473 root 1.23 sound_was_played = 1;
1474     }
1475 root 1.118
1476 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1477     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1478 root 1.14 }
1479     }
1480 root 1.22 goto leave;
1481 root 1.23 }
1482 root 1.14
1483 root 1.23 case CONVERTER:
1484     if (convert_item (victim, trap) < 0)
1485     {
1486 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1487 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1488     }
1489 root 1.14
1490 root 1.23 goto leave;
1491 root 1.14
1492 root 1.23 case TRIGGER_BUTTON:
1493     case TRIGGER_PEDESTAL:
1494     case TRIGGER_ALTAR:
1495     check_trigger (trap, victim);
1496     goto leave;
1497    
1498     case DEEP_SWAMP:
1499     walk_on_deep_swamp (trap, victim);
1500     goto leave;
1501    
1502     case CHECK_INV:
1503 elmex 1.46 check_inv (victim, trap);
1504 root 1.23 goto leave;
1505    
1506     case HOLE:
1507     /* Hole not open? */
1508     if (trap->stats.wc > 0)
1509 root 1.22 goto leave;
1510 root 1.14
1511 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1512     * Processing will happen if the head runs into the pit
1513     */
1514     if (victim->head)
1515 root 1.22 goto leave;
1516 root 1.14
1517 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1518     victim->statusmsg ("You fall through the hole!", NDI_RED);
1519 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1520     goto leave;
1521 root 1.14
1522 root 1.23 case EXIT:
1523     if (victim->type == PLAYER && EXIT_PATH (trap))
1524     {
1525     /* Basically, don't show exits leading to random maps the
1526     * players output.
1527     */
1528 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1529 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1530 root 1.55
1531     victim->enter_exit (trap);
1532 root 1.23 }
1533     goto leave;
1534 root 1.14
1535 root 1.23 case ENCOUNTER:
1536     /* may be some leftovers on this */
1537     goto leave;
1538    
1539     case SHOP_MAT:
1540     apply_shop_mat (trap, victim);
1541     goto leave;
1542    
1543     /* Drop a certain amount of gold, and have one item identified */
1544     case IDENTIFY_ALTAR:
1545     apply_id_altar (victim, trap, originator);
1546     goto leave;
1547    
1548     case SIGN:
1549     if (victim->type != PLAYER && trap->stats.food > 0)
1550 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1551 root 1.23
1552     apply_sign (victim, trap, 1);
1553     goto leave;
1554    
1555     case CONTAINER:
1556 root 1.68 apply_container (victim, trap);
1557 root 1.23 goto leave;
1558    
1559     case RUNE:
1560     case TRAP:
1561     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1562     {
1563     spring_trap (trap, victim);
1564     }
1565     goto leave;
1566 root 1.14
1567 root 1.23 default:
1568     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 root 1.23 goto leave;
1571 elmex 1.1 }
1572    
1573 root 1.22 leave:
1574     recursion_depth--;
1575 elmex 1.1 }
1576    
1577     /**
1578     * Handles reading a regular (ie not containing a spell) book.
1579     */
1580 root 1.22 static void
1581     apply_book (object *op, object *tmp)
1582 elmex 1.1 {
1583 root 1.22 int lev_diff;
1584     object *skill_ob;
1585    
1586     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1587     {
1588 root 1.125 op->failmsg ("You are unable to read while blind!");
1589 root 1.22 return;
1590     }
1591 root 1.112
1592     if (!tmp->msg)
1593 root 1.22 {
1594 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1595 root 1.22 return;
1596     }
1597 elmex 1.1
1598 root 1.22 /* need a literacy skill to read stuff! */
1599     skill_ob = find_skill_by_name (op, tmp->skill);
1600     if (!skill_ob)
1601     {
1602 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1603 elmex 1.1 return;
1604     }
1605 root 1.112
1606 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1607     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608     {
1609 root 1.125 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611     : lev_diff < 5 ? "This book is beyond your comprehension."
1612     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613     : lev_diff < 15 ? "This book is way beyond your comprehension."
1614     : "This book is totally beyond your comprehension.");
1615 elmex 1.1 return;
1616     }
1617    
1618 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1619    
1620 root 1.112 if (player *pl = op->contr)
1621     if (client *ns = pl->ns)
1622     if (ns->can_msg)
1623     {
1624     dynbuf_text buf;
1625     buf << long_desc (tmp, op)
1626     << "\n\n"
1627     << tmp->msg
1628     << '\0';
1629     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1630     }
1631     else
1632     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1633     msgType->message_type, msgType->message_subtype,
1634     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1635     long_desc (tmp, op), &tmp->msg);
1636 root 1.22
1637     /* gain xp from reading */
1638     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1639     { /* only if not read before */
1640     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1641    
1642     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1643     {
1644     /*exp_gain *= 2; because they just identified it too */
1645     SET_FLAG (tmp, FLAG_IDENTIFIED);
1646 root 1.41
1647 root 1.22 /* If in a container, update how it looks */
1648     if (tmp->env)
1649     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1650     else
1651 root 1.50 op->contr->ns->floorbox_update ();
1652 root 1.22 }
1653 root 1.41
1654 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1655     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1656 elmex 1.1 }
1657     }
1658    
1659     /**
1660     * Handles the applying of a skill scroll, calling learn_skill straight.
1661     * op is the person learning the skill, tmp is the skill scroll object
1662     */
1663 root 1.22 static void
1664     apply_skillscroll (object *op, object *tmp)
1665 elmex 1.1 {
1666 root 1.124 switch (learn_skill (op, tmp))
1667 root 1.22 {
1668 root 1.24 case 0:
1669 root 1.124 op->play_sound (sound_find ("generic_fail"));
1670 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 root 1.124 break;
1672 root 1.24
1673     case 1:
1674     decrease_ob (tmp);
1675 root 1.124 op->play_sound (sound_find ("skill_learn"));
1676     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677     break;
1678 root 1.14
1679 root 1.24 default:
1680     decrease_ob (tmp);
1681 root 1.124 op->play_sound (sound_find ("generic_fail"));
1682 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 root 1.124 break;
1684 elmex 1.1 }
1685     }
1686    
1687     /**
1688     * Actually makes op learn spell.
1689     * Informs player of what happens.
1690     */
1691 root 1.22 void
1692     do_learn_spell (object *op, object *spell, int special_prayer)
1693 elmex 1.1 {
1694 root 1.22 object *tmp;
1695 elmex 1.1
1696 root 1.22 if (op->type != PLAYER)
1697     {
1698     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699     return;
1700 elmex 1.1 }
1701    
1702 root 1.22 /* Upgrade special prayers to normal prayers */
1703     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704     {
1705     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706     {
1707     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708     return;
1709 elmex 1.1 }
1710 root 1.22 return;
1711 elmex 1.1 }
1712    
1713 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1714    
1715 root 1.39 tmp = spell->clone ();
1716 root 1.22 insert_ob_in_ob (tmp, op);
1717    
1718     if (special_prayer)
1719 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720 elmex 1.1
1721 root 1.22 esrv_add_spells (op->contr, tmp);
1722 elmex 1.1 }
1723    
1724     /**
1725     * Erases spell from player's inventory.
1726     */
1727 root 1.22 void
1728     do_forget_spell (object *op, const char *spell)
1729 elmex 1.1 {
1730 root 1.22 object *spob;
1731    
1732     if (op->type != PLAYER)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735     return;
1736     }
1737     if ((spob = check_spell_known (op, spell)) == NULL)
1738     {
1739     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740     return;
1741     }
1742 elmex 1.1
1743 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 root 1.22 player_unready_range_ob (op->contr, spob);
1745     esrv_remove_spell (op->contr, spob);
1746 root 1.37 spob->destroy ();
1747 elmex 1.1 }
1748    
1749     /**
1750     * Handles player applying a spellbook.
1751     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1752     * stuff like that. Random learning failure too.
1753     */
1754 root 1.22 static void
1755     apply_spellbook (object *op, object *tmp)
1756 elmex 1.1 {
1757 root 1.22 object *skop, *spell, *spell_skill;
1758    
1759     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1760     {
1761 root 1.125 op->failmsg ("You are unable to read while blind.");
1762 root 1.22 return;
1763     }
1764    
1765     /* artifact_spellbooks have 'slaying' field point to a spell name,
1766     * instead of having their spell stored in stats.sp. These are
1767     * legacy spellbooks
1768     */
1769 root 1.114 if (tmp->slaying)
1770 root 1.22 {
1771     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1772     if (!spell)
1773     {
1774 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 root 1.22 return;
1776 root 1.14 }
1777 root 1.22 else
1778     insert_ob_in_ob (spell, tmp);
1779 root 1.114
1780     tmp->slaying = 0;
1781 root 1.22 }
1782    
1783     skop = find_skill_by_name (op, tmp->skill);
1784    
1785     /* need a literacy skill to learn spells. Also, having a literacy level
1786     * lower than the spell will make learning the spell more difficult */
1787     if (!skop)
1788     {
1789 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 root 1.22 return;
1791     }
1792    
1793     spell = tmp->inv;
1794 root 1.32
1795 root 1.22 if (!spell)
1796     {
1797     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 root 1.22 return;
1800     }
1801 root 1.31
1802 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1803 root 1.22 {
1804 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1805 root 1.22 return;
1806     }
1807    
1808 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1809 root 1.22
1810     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1811     {
1812     identify (tmp);
1813 root 1.41
1814 root 1.22 if (tmp->env)
1815     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1816     else
1817 root 1.50 op->contr->ns->floorbox_update ();
1818 root 1.22 }
1819    
1820     /* I removed the check for special_prayer_mark here - it didn't make
1821     * a lot of sense - special prayers are not found in spellbooks, and
1822     * if the player doesn't know the spell, doesn't make a lot of sense that
1823     * they would have a special prayer mark.
1824     */
1825     if (check_spell_known (op, spell->name))
1826     {
1827 root 1.124 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1828 root 1.22 return;
1829 elmex 1.1 }
1830 root 1.22
1831     if (spell->skill)
1832     {
1833     spell_skill = find_skill_by_name (op, spell->skill);
1834 root 1.25
1835 root 1.22 if (!spell_skill)
1836     {
1837 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1838 root 1.22 return;
1839 root 1.14 }
1840 root 1.25
1841 root 1.22 if (spell_skill->level < spell->level)
1842     {
1843 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1844 root 1.22 return;
1845 root 1.14 }
1846 elmex 1.1 }
1847    
1848 root 1.22 /* Logic as follows
1849     *
1850     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1851     *
1852     * 2- The learner's skill level in literacy adjusts the chance to learn
1853     * a spell.
1854     *
1855     * 3 -Automatically fail to learn if you read while confused
1856     *
1857     * Overall, chances are the same but a player will find having a high
1858     * literacy rate very useful! -b.t.
1859     */
1860     if (QUERY_FLAG (op, FLAG_CONFUSED))
1861     {
1862 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1863 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1864     }
1865     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1866     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1867     {
1868 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1869 root 1.22 do_learn_spell (op, spell, 0);
1870    
1871     /* xp gain to literacy for spell learning */
1872     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1873     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1874 elmex 1.1 }
1875 root 1.22 else
1876     {
1877 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1878 root 1.125 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1879 root 1.22 }
1880 root 1.73
1881 root 1.22 decrease_ob (tmp);
1882 elmex 1.1 }
1883    
1884     /**
1885     * Handles applying a spell scroll.
1886     */
1887 root 1.22 void
1888     apply_scroll (object *op, object *tmp, int dir)
1889 elmex 1.1 {
1890 root 1.22 object *skop;
1891 elmex 1.1
1892 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1893     {
1894 root 1.125 op->failmsg ("You are unable to read while blind.");
1895 root 1.22 return;
1896 elmex 1.1 }
1897    
1898 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1899     {
1900 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1901 root 1.22 return;
1902 elmex 1.1 }
1903    
1904 root 1.22 if (op->type == PLAYER)
1905     {
1906     /* players need a literacy skill to read stuff! */
1907     int exp_gain = 0;
1908 elmex 1.1
1909 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1910     * should go for anything killed by the spell.
1911     */
1912     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1913 elmex 1.1
1914 root 1.22 if (!skop)
1915     {
1916 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1917 root 1.22 return;
1918     }
1919 elmex 1.1
1920 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1921     change_exp (op, exp_gain, skop->skill, 0);
1922 elmex 1.1 }
1923    
1924 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1925     identify (tmp);
1926 elmex 1.1
1927 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1928 elmex 1.1
1929 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1930     decrease_ob (tmp);
1931 elmex 1.1 }
1932    
1933     /**
1934     * Applies a treasure object - by default, chest. op
1935     * is the person doing the applying, tmp is the treasure
1936     * chest.
1937     */
1938 root 1.22 static void
1939     apply_treasure (object *op, object *tmp)
1940 elmex 1.1 {
1941 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1942 root 1.22 * for the chest is done when the chest is created, and put into the chest
1943 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1944     * prevents people from moving chests to more difficult maps to get better
1945 root 1.22 * treasure
1946     */
1947 root 1.99 object *treas = tmp->inv;
1948 root 1.22
1949 root 1.99 if (!treas)
1950 root 1.22 {
1951 root 1.124 op->statusmsg ("The chest was empty.");
1952 root 1.22 decrease_ob (tmp);
1953     return;
1954     }
1955 root 1.99
1956 root 1.22 while (tmp->inv)
1957     {
1958     treas = tmp->inv;
1959 root 1.36 treas->remove ();
1960 elmex 1.1
1961 root 1.22 treas->x = op->x;
1962     treas->y = op->y;
1963     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1964    
1965     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1966     spring_trap (treas, op);
1967 root 1.37
1968 root 1.22 /* If either player or container was destroyed, no need to do
1969 root 1.124 * further processing. I think this should be enclused with
1970 root 1.22 * spring trap above, as I don't think there is otherwise
1971 root 1.124 * any way for the treasure chest or player to get killed.
1972 root 1.22 */
1973 root 1.29 if (op->destroyed () || tmp->destroyed ())
1974 root 1.22 break;
1975 elmex 1.1 }
1976    
1977 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1978 root 1.22 decrease_ob (tmp);
1979 elmex 1.1 }
1980    
1981     /**
1982     * op eats food.
1983     * If player, takes care of messages and dragon special food.
1984     */
1985 root 1.22 static void
1986     apply_food (object *op, object *tmp)
1987 elmex 1.1 {
1988 root 1.22 int capacity_remaining;
1989 elmex 1.1
1990 root 1.22 if (op->type != PLAYER)
1991     op->stats.hp = op->stats.maxhp;
1992     else
1993     {
1994 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1995 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1996 root 1.14 ;
1997 root 1.22 else
1998     {
1999     /* usual case - no dragon meal: */
2000     if (op->stats.food + tmp->stats.food > 999)
2001     {
2002     if (tmp->type == FOOD || tmp->type == FLESH)
2003 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
2004 root 1.22 else
2005 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
2006 root 1.22 }
2007    
2008     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009     {
2010 root 1.124 const char *buf;
2011 root 1.22
2012     if (!is_dragon_pl (op))
2013     {
2014     /* eating message for normal players */
2015     if (tmp->type == DRINK)
2016 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 root 1.22 else
2018 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 root 1.22 }
2020     else
2021 root 1.124 /* eating message for dragon players */
2022     buf = format ("The %s tasted terrible!", &tmp->name);
2023    
2024     op->statusmsg (buf);
2025 root 1.22
2026     capacity_remaining = 999 - op->stats.food;
2027     op->stats.food += tmp->stats.food;
2028     if (capacity_remaining < tmp->stats.food)
2029     op->stats.hp += capacity_remaining / 50;
2030     else
2031     op->stats.hp += tmp->stats.food / 50;
2032 root 1.124
2033 root 1.22 if (op->stats.hp > op->stats.maxhp)
2034     op->stats.hp = op->stats.maxhp;
2035     if (op->stats.food > 999)
2036     op->stats.food = 999;
2037     }
2038 root 1.14
2039 root 1.22 /* special food hack -b.t. */
2040     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041     eat_special_food (op, tmp);
2042     }
2043 elmex 1.1 }
2044 root 1.114
2045 root 1.22 handle_apply_yield (tmp);
2046     decrease_ob (tmp);
2047 elmex 1.1 }
2048    
2049     /**
2050     * A dragon is eating some flesh. If the flesh contains resistances,
2051     * there is a chance for the dragon's skin to get improved.
2052     *
2053     * attributes:
2054     * object *op the object (dragon player) eating the flesh
2055     * object *meal the flesh item, getting chewed in dragon's mouth
2056     * return:
2057     * int 1 if eating successful, 0 if it doesn't work
2058     */
2059 root 1.22 int
2060     dragon_eat_flesh (object *op, object *meal)
2061     {
2062     object *skin = NULL; /* pointer to dragon skin force */
2063     object *abil = NULL; /* pointer to dragon ability force */
2064     object *tmp = NULL; /* tmp. object */
2065    
2066 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2067 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2068     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2069     double mbonus = 0; /* monster bonus */
2070 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 root 1.22 int winners = 0; /* number of winners */
2072 elmex 1.1 int i; /* index */
2073 root 1.22
2074 elmex 1.1 /* let's make sure and doublecheck the parameters */
2075 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2076 elmex 1.1 return 0;
2077 root 1.22
2078 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079     from the player's inventory */
2080 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2081     if (tmp->type == FORCE)
2082 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2083 root 1.60 skin = tmp;
2084 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2085 root 1.60 abil = tmp;
2086 root 1.22
2087 elmex 1.1 /* if either skin or ability are missing, this is an old player
2088     which is not to be considered a dragon -> bail out */
2089 root 1.22 if (skin == NULL || abil == NULL)
2090     return 0;
2091    
2092 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2093 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2094 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2095     else
2096 root 1.22 op->stats.hp += meal->stats.food / 50;
2097 root 1.124
2098 root 1.22 if (op->stats.hp > op->stats.maxhp)
2099     op->stats.hp = op->stats.maxhp;
2100    
2101     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2102    
2103     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104    
2105 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2106 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2107     {
2108     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109     {
2110     /* got positive resistance, now calculate improvement chance (0-100) */
2111    
2112     /* this bonus makes resistance increase easier at lower levels */
2113     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2114     if (i == abil->stats.exp)
2115     bonus += 5; /* additional bonus for resistance of ability-focus */
2116    
2117     /* monster bonus increases with level, because high-level
2118     flesh is too rare */
2119     mbonus = op->level * 20. / ((double) settings.max_level);
2120    
2121     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122     ((double) settings.max_level)) - skin->resist[i];
2123    
2124     if (chance >= 0.)
2125     chance += 1.;
2126     else
2127     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128    
2129     /* chance is proportional to amount of resistance (max. 50) */
2130     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2131    
2132     /* doubled chance for resistance of ability-focus */
2133     if (i == abil->stats.exp)
2134     chance = MIN (100., chance * 2.);
2135    
2136     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2138 root 1.22 {
2139     atnr_winner[winners] = i;
2140     winners++;
2141     }
2142    
2143     if (chance >= 0.01)
2144     totalchance *= 1 - chance / 100;
2145    
2146     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2147     }
2148 elmex 1.1 }
2149 root 1.22
2150 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2151 root 1.22 totalchance = 100 - totalchance * 100;
2152 root 1.124
2153 elmex 1.1 /* print message according to totalchance */
2154 root 1.124 const char *buf;
2155 elmex 1.1 if (totalchance > 50.)
2156 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2157 elmex 1.1 else if (totalchance > 10.)
2158 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2159 elmex 1.1 else if (totalchance > 1.)
2160 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2161 elmex 1.1 else if (totalchance > 0.1)
2162 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2163 elmex 1.1 else if (totalchance >= 0.01)
2164 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2165 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2166 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2167 root 1.22 else
2168 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2169    
2170     op->statusmsg (buf);
2171 root 1.22
2172 elmex 1.1 /* now choose a winner if we have any */
2173     i = -1;
2174 root 1.22 if (winners > 0)
2175     i = atnr_winner[RANDOM () % winners];
2176    
2177     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178     {
2179     /* resistance increased! */
2180     skin->resist[i]++;
2181 root 1.51 op->update_stats ();
2182 root 1.22
2183 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2184 root 1.22 }
2185    
2186 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2187     into the ability_force and it will take effect on next level */
2188 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2189     {
2190     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2191    
2192     if (meal->last_eat != abil->stats.exp)
2193 root 1.124 op->statusmsg (format (
2194 root 1.125 "Your metabolism prepares to focus on %s!\n"
2195     "The change will happen at level %d.",
2196     change_resist_msg[meal->last_eat],
2197     abil->level + 1
2198 root 1.124 ));
2199 root 1.22 else
2200     {
2201 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2202 root 1.22 abil->last_eat = 0;
2203     }
2204 elmex 1.1 }
2205 root 1.124
2206 elmex 1.1 return 1;
2207     }
2208    
2209     /**
2210     * Handles applying an improve armor scroll.
2211     * Does some sanity checks, then calls improve_armour.
2212     */
2213 root 1.22 static void
2214     apply_armour_improver (object *op, object *tmp)
2215 elmex 1.1 {
2216 root 1.22 object *armor;
2217 elmex 1.1
2218 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2219 root 1.22 {
2220 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2221 root 1.22 return;
2222 elmex 1.1 }
2223 root 1.51
2224 root 1.22 armor = find_marked_object (op);
2225 root 1.51
2226 root 1.22 if (!armor)
2227     {
2228 root 1.125 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2229 elmex 1.1 return;
2230     }
2231 root 1.51
2232 root 1.22 if (armor->type != ARMOUR
2233     && armor->type != CLOAK
2234     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2235 elmex 1.1 {
2236 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2237 root 1.22 return;
2238 elmex 1.1 }
2239    
2240 root 1.124 op->statusmsg ("Applying armour enchantment.");
2241 root 1.22 improve_armour (op, tmp, armor);
2242 elmex 1.1 }
2243    
2244 root 1.22 extern void
2245     apply_poison (object *op, object *tmp)
2246 elmex 1.1 {
2247 root 1.22 if (op->type == PLAYER)
2248     {
2249 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2250 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2251 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2252 elmex 1.1 }
2253 root 1.114
2254 root 1.22 if (tmp->stats.hp > 0)
2255     {
2256     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2257     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2258 elmex 1.1 }
2259 root 1.114
2260 root 1.22 op->stats.food -= op->stats.food / 4;
2261     handle_apply_yield (tmp);
2262     decrease_ob (tmp);
2263 elmex 1.1 }
2264    
2265     /**
2266 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 elmex 1.1 * A valid 2 way exit means:
2268     * -You can come back (there is another exit at the other side)
2269     * -You are
2270 root 1.44 * ° the owner of the exit
2271     * ° or in the same party as the owner
2272 elmex 1.1 *
2273     * Note: a owner in a 2 way exit is saved as the owner's name
2274     * in the field exit->name cause the field exit->owner doesn't
2275     * survive in the swapping (in fact the whole exit doesn't survive).
2276     */
2277 root 1.22 int
2278     is_legal_2ways_exit (object *op, object *exit)
2279     {
2280     if (exit->stats.exp != 1)
2281     return 1; /*This is not a 2 way, so it is legal */
2282 root 1.52
2283 root 1.55 #if 0 //TODO
2284 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285     return 0; /* This is a reset town portal */
2286 root 1.55 #endif
2287    
2288 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2289 root 1.52
2290 root 1.22 if (exitmap)
2291     {
2292 root 1.58 exitmap->load_sync ();
2293    
2294     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2295 root 1.52
2296 root 1.22 if (!tmp)
2297     return 0;
2298 root 1.52
2299 root 1.58 for (; tmp; tmp = tmp->above)
2300 root 1.22 {
2301     if (tmp->type != EXIT)
2302     continue; /*Not an exit */
2303 root 1.52
2304 root 1.22 if (!EXIT_PATH (tmp))
2305     continue; /*Not a valid exit */
2306 root 1.52
2307 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2308     continue; /*Not in the same place */
2309 root 1.52
2310 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2311 root 1.22 continue; /*Not in the same map */
2312    
2313     /* From here we have found the exit is valid. However we do
2314     * here the check of the exit owner. It is important for the
2315     * town portals to prevent strangers from visiting your appartments
2316     */
2317     if (!exit->race)
2318     return 1; /*No owner, free for all! */
2319 root 1.52
2320 root 1.58 object *exit_owner = 0;
2321 root 1.52
2322     for_all_players (pp)
2323 root 1.22 {
2324     if (!pp->ob)
2325     continue;
2326 root 1.52
2327 root 1.22 if (pp->ob->name != exit->race)
2328     continue;
2329 root 1.52
2330 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2331     break;
2332     }
2333 root 1.52
2334 root 1.22 if (!exit_owner)
2335     return 0; /* No more owner */
2336 root 1.52
2337 root 1.22 if (exit_owner->contr == op->contr)
2338     return 1; /*It is your exit */
2339 root 1.52
2340 root 1.22 if (exit_owner && /*There is a owner */
2341     (op->contr) && /*A player tries to pass */
2342     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2343     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2344     return 0;
2345 root 1.52
2346 root 1.22 return 1;
2347     }
2348     }
2349 root 1.52
2350 root 1.22 return 0;
2351     }
2352 elmex 1.1
2353     /**
2354     * Main apply handler.
2355     *
2356     * Checks for unpaid items before applying.
2357     *
2358     * Return value:
2359     * 0: player or monster can't apply objects of that type
2360     * 1: has been applied, or there was an error applying the object
2361     * 2: objects of that type can't be applied if not in inventory
2362     *
2363     * op is the object that is causing object to be applied, tmp is the object
2364     * being applied.
2365     *
2366     * aflag is special (always apply/unapply) flags. Nothing is done with
2367     * them in this function - they are passed to apply_special
2368     */
2369 root 1.22 int
2370     manual_apply (object *op, object *tmp, int aflag)
2371 elmex 1.1 {
2372 root 1.22 if (tmp->head)
2373     tmp = tmp->head;
2374 elmex 1.1
2375 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2376     {
2377     if (op->type == PLAYER)
2378     {
2379 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2380 root 1.22 return 1;
2381     }
2382     else
2383 root 1.51 return 0; /* monsters just skip unpaid items */
2384 elmex 1.1 }
2385    
2386 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2387     return RESULT_INT (0);
2388 root 1.8
2389 root 1.22 switch (tmp->type)
2390     {
2391 root 1.24 case CF_HANDLE:
2392 root 1.118 op->play_sound (sound_find ("turn_handle"));
2393 root 1.124 op->statusmsg ("You turn the handle.");
2394 root 1.24 tmp->value = tmp->value ? 0 : 1;
2395     SET_ANIMATION (tmp, tmp->value);
2396     update_object (tmp, UP_OBJ_FACE);
2397     push_button (tmp);
2398     return 1;
2399 root 1.14
2400 root 1.24 case TRIGGER:
2401     if (check_trigger (tmp, op))
2402     {
2403 root 1.124 op->statusmsg ("You turn the handle.");
2404 root 1.118 op->play_sound (sound_find ("turn_handle"));
2405 root 1.24 }
2406     else
2407 root 1.125 op->failmsg ("The handle doesn't move.");
2408 root 1.57
2409 root 1.24 return 1;
2410 root 1.14
2411 root 1.24 case EXIT:
2412     if (op->type != PLAYER)
2413     return 0;
2414 root 1.57
2415 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2416 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2417 root 1.24 else
2418     {
2419     /* Don't display messages for random maps. */
2420 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2421 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2422 root 1.57
2423 root 1.55 op->enter_exit (tmp);
2424 root 1.24 }
2425 root 1.85
2426 root 1.24 return 1;
2427 root 1.14
2428 root 1.122 case INSCRIBABLE:
2429 root 1.124 op->statusmsg (tmp->msg);
2430 root 1.122 // maybe show a spell menu to chose from or something like that
2431     return 1;
2432    
2433 root 1.24 case SIGN:
2434     apply_sign (op, tmp, 0);
2435     return 1;
2436 root 1.14
2437 root 1.24 case BOOK:
2438     if (op->type == PLAYER)
2439     {
2440     apply_book (op, tmp);
2441     return 1;
2442     }
2443     else
2444 root 1.85 return 0;
2445 root 1.14
2446 root 1.24 case SKILLSCROLL:
2447     if (op->type == PLAYER)
2448     {
2449     apply_skillscroll (op, tmp);
2450     return 1;
2451     }
2452 root 1.85 else
2453     return 0;
2454 root 1.14
2455 root 1.24 case SPELLBOOK:
2456     if (op->type == PLAYER)
2457     {
2458     apply_spellbook (op, tmp);
2459     return 1;
2460     }
2461 root 1.85 else
2462     return 0;
2463 root 1.14
2464 root 1.24 case SCROLL:
2465     apply_scroll (op, tmp, 0);
2466     return 1;
2467 root 1.14
2468 root 1.24 case POTION:
2469 root 1.85 apply_potion (op, tmp);
2470 root 1.24 return 1;
2471 root 1.14
2472 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2473 root 1.68 //TODO: remove, as it is unsed?
2474 root 1.24 case CLOSE_CON:
2475 root 1.68 apply_container (op, tmp->env);
2476 root 1.24 return 1;
2477 root 1.14
2478 root 1.24 case CONTAINER:
2479 root 1.68 apply_container (op, tmp);
2480 root 1.24 return 1;
2481 root 1.14
2482 root 1.24 case TREASURE:
2483     if (op->type == PLAYER)
2484     {
2485     apply_treasure (op, tmp);
2486     return 1;
2487     }
2488     else
2489 root 1.68 return 0;
2490 root 1.14
2491 root 1.24 case WEAPON:
2492     case ARMOUR:
2493     case BOOTS:
2494     case GLOVES:
2495     case AMULET:
2496     case GIRDLE:
2497     case BRACERS:
2498     case SHIELD:
2499     case HELMET:
2500     case RING:
2501     case CLOAK:
2502     case WAND:
2503     case ROD:
2504     case HORN:
2505     case SKILL:
2506     case BOW:
2507     case LAMP:
2508     case BUILDER:
2509     case SKILL_TOOL:
2510     if (tmp->env != op)
2511     return 2; /* not in inventory */
2512 root 1.79
2513     apply_special (op, tmp, aflag);
2514 root 1.24 return 1;
2515 root 1.14
2516 root 1.24 case DRINK:
2517     case FOOD:
2518     case FLESH:
2519     apply_food (op, tmp);
2520     return 1;
2521 root 1.14
2522 root 1.24 case POISON:
2523     apply_poison (op, tmp);
2524     return 1;
2525 root 1.14
2526 root 1.24 case SAVEBED:
2527 root 1.51 return 1;
2528 root 1.14
2529 root 1.24 case ARMOUR_IMPROVER:
2530     if (op->type == PLAYER)
2531     {
2532     apply_armour_improver (op, tmp);
2533     return 1;
2534     }
2535     else
2536 root 1.51 return 0;
2537 root 1.14
2538 root 1.24 case WEAPON_IMPROVER:
2539 root 1.85 check_improve_weapon (op, tmp);
2540 root 1.24 return 1;
2541 root 1.14
2542 root 1.24 case CLOCK:
2543     if (op->type == PLAYER)
2544     {
2545     char buf[MAX_BUF];
2546     timeofday_t tod;
2547 root 1.22
2548 root 1.24 get_tod (&tod);
2549 root 1.118 op->play_sound (sound_find ("sound_clock"));
2550 root 1.124 op->statusmsg (format (
2551 root 1.125 "It is %d minute%s past %d o'clock %s",
2552     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2553     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2554 root 1.124 ));
2555 root 1.24 return 1;
2556     }
2557     else
2558 root 1.85 return 0;
2559 root 1.14
2560 root 1.24 case MENU:
2561     if (op->type == PLAYER)
2562     {
2563 elmex 1.75 shop_listing (tmp, op);
2564 root 1.24 return 1;
2565     }
2566     else
2567 root 1.85 return 0;
2568 elmex 1.1
2569 root 1.24 case POWER_CRYSTAL:
2570     apply_power_crystal (op, tmp); /* see egoitem.c */
2571     return 1;
2572 root 1.14
2573 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2574     if (op->type == PLAYER)
2575     {
2576     apply_lighter (op, tmp);
2577     return 1;
2578     }
2579     else
2580 root 1.85 return 0;
2581 root 1.14
2582 root 1.24 case ITEM_TRANSFORMER:
2583     apply_item_transformer (op, tmp);
2584     return 1;
2585 root 1.14
2586 root 1.24 default:
2587     return 0;
2588 elmex 1.1 }
2589     }
2590    
2591    
2592     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2593     * messages as needed by player_apply_below(). But there can still be
2594     * "but you are floating high above the ground" messages.
2595     *
2596     * Same return value as apply() function.
2597     */
2598 root 1.22 int
2599     player_apply (object *pl, object *op, int aflag, int quiet)
2600 elmex 1.1 {
2601 root 1.22 int tmp;
2602 elmex 1.1
2603 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2604 root 1.22 {
2605     /* player is flying and applying object not in inventory */
2606     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2607     {
2608 root 1.125 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2609 root 1.22 return 0;
2610 root 1.14 }
2611 elmex 1.1 }
2612    
2613 root 1.22 pl->contr->last_used = op;
2614 elmex 1.1
2615 root 1.22 tmp = manual_apply (pl, op, aflag);
2616     if (!quiet)
2617     {
2618     if (tmp == 0)
2619 root 1.124 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2620 root 1.22 else if (tmp == 2)
2621 root 1.125 op->failmsg ("You must get it first!\n");
2622 elmex 1.1 }
2623 root 1.114
2624 root 1.22 return tmp;
2625 elmex 1.1 }
2626    
2627     /**
2628     * player_apply_below attempts to apply the object 'below' the player.
2629     * If the player has an open container, we use that for below, otherwise
2630     * we use the ground.
2631     */
2632 root 1.22 void
2633     player_apply_below (object *pl)
2634 elmex 1.1 {
2635 root 1.68 int floors = 0;
2636 root 1.22
2637     /* If using a container, set the starting item to be the top
2638     * item in the container. Otherwise, use the map.
2639 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2640 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2641     * next object in the stack before applying. This is can only be a
2642     * problem if player_apply() has a bug in that it uses the object but does
2643     * not return a proper value.
2644     */
2645 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2646 root 1.22 {
2647     next = tmp->below;
2648 root 1.68
2649 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2650     floors++;
2651     else if (floors > 0)
2652     return; /* process only floor objects after first floor object */
2653    
2654     /* If it is visible, player can apply it. If it is applied by
2655     * person moving on it, also activate. Added code to make it
2656     * so that at least one of players movement types be that which
2657     * the item needs.
2658     */
2659     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2660     {
2661     if (player_apply (pl, tmp, 0, 1) == 1)
2662     return;
2663 elmex 1.1 }
2664 root 1.22 if (floors >= 2)
2665     return; /* process at most two floor objects */
2666 elmex 1.1 }
2667     }
2668    
2669     /**
2670     * Unapplies specified item.
2671     * No check done on cursed/damned.
2672     * Break this out of apply_special - this is just done
2673     * to keep the size of apply_special to a more managable size.
2674     */
2675 root 1.22 static int
2676     unapply_special (object *who, object *op, int aflags)
2677 elmex 1.1 {
2678 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2679     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2680 root 1.22 return RESULT_INT (0);
2681 root 1.12
2682 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2683 root 1.76
2684 root 1.22 switch (op->type)
2685     {
2686 root 1.96 case SKILL_TOOL:
2687     // unapplying a skill tool should also unapply the skill it governs
2688     // but this is hard, as it shouldn't do so when the skill can
2689     // be used for other reasons
2690     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691     if (tmp->skill == op->skill
2692     && tmp->type == SKILL
2693     && tmp->flag [FLAG_APPLIED]
2694     && !tmp->flag [FLAG_CAN_USE_SKILL])
2695     unapply_special (who, tmp, 0);
2696    
2697     change_abil (who, op);
2698     break;
2699    
2700 root 1.24 case WEAPON:
2701 root 1.105 if (player *pl = who->contr)
2702     if (op == pl->combat_ob)
2703     {
2704     pl->combat_ob = 0;
2705     who->change_weapon (pl->ranged_ob);
2706     }
2707    
2708 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2709 elmex 1.1
2710 root 1.79 change_abil (who, op);
2711     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2712 root 1.24 break;
2713 root 1.14
2714 root 1.96 case SKILL:
2715 root 1.79 if (who->contr)
2716 root 1.24 {
2717 root 1.76 if (!op->invisible)
2718 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2719 root 1.24 else
2720 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 root 1.24 }
2722 root 1.76
2723     change_abil (who, op);
2724 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725     break;
2726 root 1.14
2727 root 1.24 case ARMOUR:
2728     case HELMET:
2729     case SHIELD:
2730     case RING:
2731     case BOOTS:
2732     case GLOVES:
2733     case AMULET:
2734     case GIRDLE:
2735     case BRACERS:
2736     case CLOAK:
2737 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2738 root 1.79 change_abil (who, op);
2739 root 1.24 break;
2740 root 1.79
2741 root 1.24 case LAMP:
2742 root 1.103 {
2743 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2744 root 1.29
2745 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2746     tmp2->x = op->x;
2747     tmp2->y = op->y;
2748     tmp2->map = op->map;
2749     tmp2->below = op->below;
2750     tmp2->above = op->above;
2751     tmp2->stats.food = op->stats.food;
2752     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2753    
2754     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2755     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2756    
2757     if (who->contr)
2758     esrv_del_item (who->contr, op->count);
2759    
2760     op->destroy ();
2761     insert_ob_in_ob (tmp2, who);
2762     who->update_stats ();
2763 root 1.29
2764 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765     {
2766     if (who->contr)
2767     {
2768 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2769 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770     }
2771     }
2772 root 1.29
2773 root 1.103 if (who->contr)
2774     esrv_send_item (who, tmp2);
2775     }
2776 root 1.79
2777 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2778 root 1.76
2779 root 1.24 case BOW:
2780     case WAND:
2781     case ROD:
2782     case HORN:
2783 root 1.105 if (player *pl = who->contr)
2784     {
2785     if (op == pl->ranged_ob)
2786     {
2787     pl->ranged_ob = 0;
2788     who->change_weapon (pl->combat_ob);
2789     }
2790    
2791 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 root 1.105 }
2793 root 1.103 else
2794 root 1.24 {
2795 root 1.103 who->change_skill (0);
2796 root 1.79
2797 root 1.24 if (op->type == BOW)
2798     CLEAR_FLAG (who, FLAG_READY_BOW);
2799     else
2800     CLEAR_FLAG (who, FLAG_READY_RANGE);
2801     }
2802 root 1.76
2803 root 1.24 break;
2804 elmex 1.1
2805 root 1.24 case BUILDER:
2806 root 1.79 if (who->contr)
2807 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 root 1.24 break;
2809 elmex 1.1
2810 root 1.24 default:
2811 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 root 1.24 break;
2813 elmex 1.1 }
2814    
2815 root 1.51 who->update_stats ();
2816 elmex 1.1
2817 root 1.22 if (!(aflags & AP_NO_MERGE))
2818     {
2819 root 1.85 object *tmp = merge_ob (op, 0);
2820 root 1.79
2821     if (who->contr)
2822 root 1.22 {
2823     if (tmp)
2824     { /* it was merged */
2825 root 1.29 esrv_del_item (who->contr, op->count);
2826 root 1.22 op = tmp;
2827 elmex 1.1 }
2828 root 1.29
2829 root 1.22 esrv_send_item (who, op);
2830 root 1.14 }
2831 elmex 1.1 }
2832 root 1.79
2833 root 1.22 return 0;
2834 elmex 1.1 }
2835    
2836     /**
2837     * Returns the object that is using location 'loc'.
2838     * Note that 'start' is the first object to start examing - we
2839     * then go through the below of this. In this way, you can do
2840     * something like:
2841 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2842     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2843 elmex 1.1 * to find the second object that may use this location, etc.
2844     * Returns NULL if no match is found.
2845     * loc is the index into the array we are looking for a match.
2846     * don't return invisible objects unless they are skill objects
2847     * invisible other objects that use
2848     * up body locations can be used as restrictions.
2849     */
2850 root 1.84 static object *
2851 root 1.96 get_next_item_from_body_location (int loc, object *start)
2852 elmex 1.1 {
2853 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2854     if (tmp->flag [FLAG_APPLIED]
2855     && tmp->slot[loc].info
2856     && (!tmp->invisible || tmp->type == SKILL))
2857     return tmp;
2858 elmex 1.1
2859 root 1.84 return 0;
2860 elmex 1.1 }
2861    
2862     /**
2863     * 'op' wants to apply an object, but can't because of other equipment.
2864     * This should only be called when it is known
2865     * that there are objects to unapply. This makes pretty heavy
2866     * use of get_item_from_body_location. It makes no intelligent choice
2867     * on objects - rather, the first that is matched is used.
2868     * Returns 0 on success, returns 1 if there is some problem.
2869     * if aflags is AP_PRINT, we instead print out waht to unapply
2870     * instead of doing it. This is a lot less code than having
2871     * another function that does just that.
2872     */
2873 root 1.114
2874     #define CANNOT_REMOVE_CURSED \
2875     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876     "Praying over an altar, scrolls of remove curse/damnation, " \
2877     "priests or even other players might help.>"
2878    
2879 root 1.22 int
2880     unapply_for_ob (object *who, object *op, int aflags)
2881 elmex 1.1 {
2882 root 1.81 if (op->is_range ())
2883     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2885     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2886     {
2887     if (aflags & AP_PRINT)
2888 root 1.125 who->failmsg (query_name (tmp));
2889 root 1.81 else
2890     unapply_special (who, tmp, aflags);
2891     }
2892     else
2893     {
2894     /* In this case, we want to try and remove a cursed item.
2895     * While we know it won't work, we want unapply_special to
2896     * at least generate the message.
2897     */
2898 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 root 1.81 return 1;
2900     }
2901 elmex 1.1
2902 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2903 root 1.22 {
2904     /* this used up a slot that we need to free */
2905 root 1.82 if (op->slot[i].info)
2906 root 1.22 {
2907 root 1.81 object *last = who->inv;
2908 root 1.14
2909 root 1.22 /* We do a while loop - may need to remove several items in order
2910     * to free up enough slots.
2911     */
2912 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2913 root 1.22 {
2914 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2915 root 1.81
2916 root 1.22 if (!tmp)
2917     {
2918 elmex 1.1 #if 0
2919 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2920     * equipped.
2921     */
2922     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2923 elmex 1.1 #endif
2924 root 1.22 return 1;
2925     }
2926 root 1.81
2927 root 1.22 /* If we are just printing, we don't care about cursed status */
2928     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2929     {
2930     if (aflags & AP_PRINT)
2931 root 1.125 who->failmsg (query_name (tmp));
2932 root 1.22 else
2933     unapply_special (who, tmp, aflags);
2934 root 1.14 }
2935 root 1.22 else
2936     {
2937     /* Cursed item that we can't unequip - tell the player.
2938     * Note this could be annoying if this is just one of a few,
2939     * so it may not be critical (eg, putting on a ring and you have
2940     * one cursed ring.)
2941     */
2942 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2943 root 1.14 }
2944 root 1.81
2945 root 1.22 last = tmp->below;
2946 root 1.14 }
2947 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2948     * return in the !tmp would have kicked in.
2949     */
2950     } /* if op is using this body location */
2951     } /* for body lcoations */
2952 root 1.81
2953 root 1.22 return 0;
2954 elmex 1.1 }
2955    
2956     /**
2957     * Checks to see if 'who' can apply object 'op'.
2958     * Returns 0 if apply can be done without anything special.
2959     * Otherwise returns a bitmask - potentially several of these may be
2960     * set, but largely depends on circumstance - in the future, processing
2961 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2962 root 1.96 * is set, do we really care what the other flags may be?)
2963 elmex 1.1 *
2964     * See include/define.h for detailed description of the meaning of
2965     * these return values.
2966     */
2967 root 1.22 int
2968     can_apply_object (object *who, object *op)
2969 elmex 1.1 {
2970 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2971     return RESULT_INT (0);
2972    
2973 root 1.78 int retval = 0;
2974     object *tmp = 0, *ws = 0;
2975 root 1.22
2976 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2977 root 1.22 {
2978 root 1.82 if (op->slot[i].info)
2979 root 1.22 {
2980     /* Item uses more slots than we have */
2981 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2982 root 1.22 {
2983 root 1.78 /* Could return now for efficiency - rest of info below isn't
2984 root 1.22 * really needed.
2985     */
2986     retval |= CAN_APPLY_NEVER;
2987     }
2988 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2989 root 1.22 {
2990     /* in this case, equipping this would use more free spots than
2991     * we have.
2992     */
2993 elmex 1.1
2994 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2995 root 1.84 * enough slots to equip the new item, then just set "can
2996     * apply unapply". We don't care about the logic below - if you have a
2997 root 1.22 * shield equipped and try to equip another shield, there is only
2998     * one choice. However, the check for the number of body locations
2999     * does take into the account cases where what is being applied
3000     * may be two handed for example.
3001     */
3002     if (ws)
3003 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3004     {
3005     retval |= CAN_APPLY_UNAPPLY;
3006     continue;
3007     }
3008 root 1.22
3009 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3010 root 1.22 if (!tmp1)
3011     {
3012 elmex 1.1 #if 0
3013 root 1.22 /* This is sort of an error, but happens a lot when old players
3014     * join in with more stuff equipped than they are now allowed.
3015     */
3016     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3017 elmex 1.1 #endif
3018 root 1.22 retval |= CAN_APPLY_NEVER;
3019     }
3020     else
3021     {
3022     /* need to unapply something. However, if this something
3023     * is different than we had found before, it means they need
3024     * to apply multiple objects
3025     */
3026     retval |= CAN_APPLY_UNAPPLY;
3027 root 1.96
3028 root 1.22 if (!tmp)
3029     tmp = tmp1;
3030     else if (tmp != tmp1)
3031 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3032    
3033 root 1.22 /* This object isn't using up all the slots, so there must
3034 root 1.78 * be another. If so, and it the new item doesn't need all
3035 root 1.22 * the slots, the player then has a choice.
3036     */
3037 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3038     && abs (op->slot[i].info) < who->slot[i].info)
3039 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3040    
3041     /* Does unequippint 'tmp1' free up enough slots for this to be
3042     * equipped? If not, there must be something else to unapply.
3043     */
3044 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3045 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3046     }
3047     } /* if not enough free slots */
3048     } /* if this object uses location i */
3049     } /* for i -> num_body_locations loop */
3050    
3051     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3052     * really be controlled by use of body locations. We do have
3053     * the weapon/shield checks, and the range checks for monsters,
3054     * because you can't control those just by body location - bows, shields,
3055     * and weapons all use the same slot. Similar for horn/rod/wand - they
3056     * all use the same location.
3057     */
3058     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3059     retval |= CAN_APPLY_RESTRICTION;
3060 root 1.76
3061 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3062     retval |= CAN_APPLY_RESTRICTION;
3063    
3064     if (who->type != PLAYER)
3065     {
3066     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3067 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3068 root 1.78
3069 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070     retval |= CAN_APPLY_RESTRICTION;
3071 root 1.78
3072 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3073     retval |= CAN_APPLY_RESTRICTION;
3074 root 1.78
3075 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3076 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3077 elmex 1.1 }
3078 root 1.76
3079 root 1.22 return retval;
3080 elmex 1.1 }
3081    
3082     /**
3083     * who is the object using the object. It can be a monster.
3084     * op is the object they are using. op is an equipment type item,
3085     * eg, one which you put on and keep on for a while, and not something
3086     * like a potion or scroll.
3087     *
3088     * function returns 1 if the action could not be completed, 0 on
3089     * success. However, success is a matter of meaning - if the
3090     * user passes the 'apply' flag to an object already applied,
3091     * nothing is done, and 0 is returned.
3092     *
3093     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3094     * AP_UNAPPLY=always unapply).
3095     *
3096     * Optional flags:
3097     * AP_NO_MERGE: don't merge an unapplied object with other objects
3098     * AP_IGNORE_CURSE: unapply cursed items
3099 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3100 elmex 1.1 *
3101     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3102     *
3103     * apply_special() doesn't check for unpaid items.
3104     */
3105 root 1.114
3106     #define LACK_ITEM_POWER \
3107     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3108    
3109 root 1.22 int
3110     apply_special (object *who, object *op, int aflags)
3111 elmex 1.1 {
3112 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3113     object *tmp, *tmp2, *skop = NULL;
3114 elmex 1.1
3115 root 1.22 if (who == NULL)
3116     {
3117     LOG (llevError, "apply_special() from object without environment.\n");
3118     return 1;
3119 elmex 1.1 }
3120    
3121 root 1.22 if (op->env != who)
3122     return 1; /* op is not in inventory */
3123 elmex 1.1
3124 root 1.22 /* trying to unequip op */
3125     if (QUERY_FLAG (op, FLAG_APPLIED))
3126     {
3127     /* always apply, so no reason to unapply */
3128     if (basic_flag == AP_APPLY)
3129     return 0;
3130    
3131     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3132     {
3133 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3134 root 1.22 return 1;
3135 root 1.14 }
3136 root 1.78
3137 root 1.22 return unapply_special (who, op, aflags);
3138 elmex 1.1 }
3139    
3140 root 1.22 if (basic_flag == AP_UNAPPLY)
3141     return 0;
3142 elmex 1.1
3143 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3144     // to resolve conflicts.
3145     if (player *pl = who->contr)
3146 root 1.95 switch (op->slottype ())
3147 root 1.90 {
3148 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 root 1.90 }
3151    
3152 root 1.104 splay (op);
3153    
3154 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3155 root 1.78 if (int i = can_apply_object (who, op))
3156 root 1.22 {
3157     if (i & CAN_APPLY_NEVER)
3158     {
3159 root 1.125 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3160 root 1.22 return 1;
3161     }
3162     else if (i & CAN_APPLY_RESTRICTION)
3163     {
3164 root 1.125 who->failmsg (format (
3165     "You have a prohibition against using a %s. "
3166     "H<Your belief, profession or class prevents you from applying this item.>",
3167     query_name (op)
3168     ));
3169 root 1.22 return 1;
3170     }
3171 root 1.78
3172 root 1.22 if (who->type != PLAYER)
3173     {
3174     /* Some error, so don't try to equip something more */
3175     if (unapply_for_ob (who, op, aflags))
3176 root 1.14 return 1;
3177     }
3178 root 1.22 else
3179     {
3180     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3181     {
3182 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3183 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3184     return 1;
3185     }
3186     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3187 root 1.81 if (unapply_for_ob (who, op, aflags))
3188     return 1;
3189 root 1.14 }
3190 elmex 1.1 }
3191 root 1.55
3192 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193     {
3194     skop = find_skill_by_name (who, op->skill);
3195 root 1.78
3196 root 1.22 if (!skop)
3197     {
3198 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3199 root 1.22 return 1;
3200     }
3201     else
3202 root 1.76 /* While experience will be credited properly, we want to change the
3203     * skill so that the dam and wc get updated
3204     */
3205 root 1.101 who->change_skill (skop);
3206 elmex 1.1 }
3207 root 1.22
3208 root 1.78 if (who->type == PLAYER
3209     && op->item_power
3210     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 root 1.22 {
3212 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 root 1.22 return 1;
3214 elmex 1.1 }
3215    
3216 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3217     * Note that we don't have the checks for can_use_...
3218     * below - that is already taken care of by can_apply_object.
3219     */
3220     if (op->nrof > 1)
3221     tmp = get_split_ob (op, op->nrof - 1);
3222     else
3223 root 1.78 tmp = 0;
3224 root 1.22
3225     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3226     return RESULT_INT (0);
3227    
3228     switch (op->type)
3229     {
3230 root 1.24 case WEAPON:
3231     if (!check_weapon_power (who, op->last_eat))
3232     {
3233 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3234 root 1.79
3235 root 1.78 if (tmp)
3236     insert_ob_in_ob (tmp, who);
3237 root 1.79
3238 root 1.24 return 1;
3239     }
3240 root 1.65
3241 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3242 root 1.78 // i.e. "R" can use Ragnarok's sword.
3243 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3244     {
3245     /* if the weapon does not have the name as the character, can't use it. */
3246     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3247 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3248 root 1.65
3249     if (tmp)
3250     insert_ob_in_ob (tmp, who);
3251    
3252 root 1.24 return 1;
3253     }
3254 root 1.65
3255 root 1.80 if (!skop)
3256     {
3257 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3258 root 1.80 return 1;
3259     }
3260    
3261 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3262 root 1.101 who->change_skill (skop);
3263 root 1.76
3264 root 1.79 if (who->contr)
3265 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3266 root 1.78
3267 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3268 root 1.14
3269 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3270 root 1.76 change_abil (who, op);
3271 root 1.24 break;
3272 root 1.14
3273 root 1.24 case ARMOUR:
3274     case HELMET:
3275     case SHIELD:
3276     case BOOTS:
3277     case GLOVES:
3278     case GIRDLE:
3279     case BRACERS:
3280     case CLOAK:
3281     case RING:
3282     case AMULET:
3283     SET_FLAG (op, FLAG_APPLIED);
3284 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3285 root 1.76 change_abil (who, op);
3286 root 1.24 break;
3287 root 1.76
3288 root 1.24 case LAMP:
3289     if (op->stats.food < 1)
3290     {
3291 root 1.125 who->failmsg (format (
3292     "Your %s is out of fuel! "
3293     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294     &op->name
3295     ));
3296 root 1.24 return 1;
3297     }
3298 root 1.76
3299 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3300    
3301 root 1.24 tmp2 = arch_to_object (op->other_arch);
3302     tmp2->stats.food = op->stats.food;
3303     SET_FLAG (tmp2, FLAG_APPLIED);
3304 root 1.76
3305 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3306     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3307 root 1.76
3308 root 1.24 insert_ob_in_ob (tmp2, who);
3309    
3310     /* Remove the old lantern */
3311     if (who->type == PLAYER)
3312 root 1.29 esrv_del_item (who->contr, op->count);
3313    
3314 root 1.37 op->destroy ();
3315 root 1.22
3316 root 1.24 /* insert the portion that was split off */
3317 root 1.76 if (tmp)
3318 root 1.24 {
3319 root 1.76 insert_ob_in_ob (tmp, who);
3320 root 1.24 if (who->type == PLAYER)
3321     esrv_send_item (who, tmp);
3322     }
3323 root 1.76
3324 root 1.51 who->update_stats ();
3325 root 1.76
3326 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3327 root 1.81 if (who->type == PLAYER)
3328     {
3329 root 1.125 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3330 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3331     }
3332 root 1.76
3333 root 1.24 if (who->type == PLAYER)
3334     esrv_send_item (who, tmp2);
3335 root 1.76
3336 root 1.24 return 0;
3337 root 1.14
3338 root 1.96 case SKILL_TOOL:
3339     // applying a skill tool also readies the skill
3340     SET_FLAG (op, FLAG_APPLIED);
3341    
3342 root 1.101 if (!(aflags & AP_NO_READY))
3343 root 1.24 {
3344 root 1.101 skop = find_skill_by_name (who, op->skill);
3345     if (!skop->flag [FLAG_APPLIED])
3346     apply_special (who, skop, AP_APPLY);
3347 root 1.24 }
3348 root 1.101 break;
3349 root 1.76
3350 root 1.101 case SKILL:
3351 root 1.79 if (player *pl = who->contr)
3352 root 1.24 {
3353 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3354     {
3355 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3356 root 1.79 {
3357     for (object *item = who->inv; item; item = item->below)
3358     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3359     {
3360 root 1.101 if (item->skill == op->skill)
3361     {
3362     who->change_weapon (pl->combat_ob = item);
3363     goto found_weapon;
3364     }
3365 root 1.79 }
3366    
3367 root 1.125 who->failmsg (format (
3368     "You need to apply a '%s' melee weapon before readying this skill. "
3369     "H<Some skills need an item, in this case a melee weapon, to function.>",
3370     &op->skill
3371     ));
3372 root 1.79 return 1;
3373    
3374     found_weapon:;
3375     }
3376     else
3377 root 1.90 who->change_weapon (pl->combat_ob = op);
3378 root 1.79 }
3379     else if (IS_RANGED_SKILL (op->subtype))
3380     {
3381 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3382 root 1.79 {
3383     for (object *item = who->inv; item; item = item->below)
3384     if (item->type == BOW && item->flag [FLAG_APPLIED])
3385     {
3386 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3387 root 1.90 who->change_weapon (pl->ranged_ob = item);
3388 root 1.79 goto found_bow;
3389     }
3390    
3391 root 1.125 who->failmsg (
3392     "You need to apply a missile weapon before readying this skill. "
3393     "H<Some skills need an item, in this case a missile weapon, to function.>"
3394     );
3395 root 1.79 return 1;
3396    
3397     found_bow:;
3398     }
3399     else
3400 root 1.90 who->change_weapon (pl->ranged_ob = op);
3401 root 1.79 }
3402 root 1.76
3403 root 1.24 if (!op->invisible)
3404     {
3405 root 1.125 who->statusmsg (format (
3406     "You ready %s."
3407     "You can now use the skill: %s.",
3408     query_name (op),
3409     &op->skill
3410     ));
3411 root 1.24 }
3412     else
3413 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3414 root 1.24 }
3415 root 1.101 else
3416     {
3417     SET_FLAG (op, FLAG_APPLIED);
3418     change_abil (who, op);
3419     who->chosen_skill = op;
3420     SET_FLAG (who, FLAG_READY_SKILL);
3421     }
3422 root 1.76
3423 root 1.24 break;
3424 root 1.22
3425 root 1.24 case BOW:
3426     if (!check_weapon_power (who, op->last_eat))
3427     {
3428 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3429 root 1.76
3430     if (tmp)
3431     insert_ob_in_ob (tmp, who);
3432    
3433 root 1.24 return 1;
3434     }
3435 root 1.76
3436 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3437     {
3438 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3439 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3440 root 1.81 if (tmp)
3441 root 1.76 insert_ob_in_ob (tmp, who);
3442    
3443 root 1.24 return 1;
3444     }
3445 root 1.76
3446     /*FALLTHROUGH*/
3447     case WAND:
3448 root 1.24 case ROD:
3449     case HORN:
3450     /* check for skill, alter player status */
3451 root 1.78
3452     if (!skop)
3453 root 1.80 {
3454 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3455 root 1.80 return 1;
3456     }
3457    
3458     SET_FLAG (op, FLAG_APPLIED);
3459 root 1.101 who->change_skill (skop);
3460 root 1.22
3461 root 1.79 if (who->contr)
3462 root 1.24 {
3463 root 1.79 who->contr->ranged_ob = op;
3464 root 1.78
3465 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3466 root 1.76
3467 root 1.24 if (op->type == BOW)
3468     {
3469 root 1.79 who->current_weapon = op;
3470 root 1.76 change_abil (who, op);
3471 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3472 root 1.24 }
3473     }
3474     else
3475     {
3476     if (op->type == BOW)
3477     SET_FLAG (who, FLAG_READY_BOW);
3478     else
3479     SET_FLAG (who, FLAG_READY_RANGE);
3480     }
3481 root 1.76
3482 root 1.24 break;
3483 elmex 1.1
3484 root 1.24 case BUILDER:
3485 root 1.76 if (who->type == PLAYER)
3486     {
3487 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3488 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3489     unapply_special (who, who->contr->ranged_ob, 0);
3490    
3491 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3492 root 1.76
3493 root 1.79 who->contr->ranged_ob = op;
3494 root 1.76 }
3495 root 1.24 break;
3496 elmex 1.1
3497 root 1.24 default:
3498 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3499     }
3500 root 1.22
3501     SET_FLAG (op, FLAG_APPLIED);
3502 elmex 1.1
3503 root 1.79 if (tmp)
3504 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3505 elmex 1.1
3506 root 1.51 who->update_stats ();
3507 elmex 1.1
3508 root 1.22 /* We exclude spell casting objects. The fire code will set the
3509     * been applied flag when they are used - until that point,
3510     * you don't know anything about them.
3511     */
3512     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3513     SET_FLAG (op, FLAG_BEEN_APPLIED);
3514    
3515     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3516 root 1.114 if (who->type == PLAYER)
3517     {
3518 root 1.125 who->failmsg (
3519     "Oops, it feels deadly cold! "
3520     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3521     );
3522 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3523     }
3524 root 1.76
3525 root 1.22 if (who->type == PLAYER)
3526     {
3527     /* if multiple objects were applied, update both slots */
3528     if (tmp)
3529     esrv_send_item (who, tmp);
3530 root 1.76
3531 root 1.22 esrv_send_item (who, op);
3532 elmex 1.1 }
3533 root 1.76
3534 root 1.22 return 0;
3535 elmex 1.1 }
3536    
3537 root 1.22 int
3538     monster_apply_special (object *who, object *op, int aflags)
3539 elmex 1.1 {
3540 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3541 elmex 1.1 return 1;
3542 root 1.114
3543 elmex 1.1 return apply_special (who, op, aflags);
3544     }
3545    
3546     /**
3547     * Map was just loaded, handle op's initialisation.
3548     *
3549     * Generates shop floor's item, and treasures.
3550     */
3551 root 1.22 int
3552     auto_apply (object *op)
3553     {
3554     object *tmp = NULL, *tmp2;
3555     int i;
3556 elmex 1.1
3557 root 1.22 switch (op->type)
3558     {
3559 root 1.24 case SHOP_FLOOR:
3560 root 1.42 if (!op->has_random_items ())
3561 root 1.24 return 0;
3562 root 1.38
3563 root 1.24 do
3564     {
3565     i = 10; /* let's give it 10 tries */
3566     while ((tmp = generate_treasure (op->randomitems,
3567     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3568     if (tmp == NULL)
3569     return 0;
3570     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3571     {
3572 root 1.37 tmp->destroy ();
3573 root 1.24 tmp = NULL;
3574     }
3575     }
3576     while (!tmp);
3577 root 1.38
3578 root 1.24 tmp->x = op->x;
3579     tmp->y = op->y;
3580     SET_FLAG (tmp, FLAG_UNPAID);
3581     insert_ob_in_map (tmp, op->map, NULL, 0);
3582     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3583     identify (tmp);
3584     break;
3585 root 1.14
3586 root 1.24 case TREASURE:
3587     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3588     return 0;
3589 root 1.37
3590 root 1.67 while (op->stats.hp-- > 0)
3591 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3592     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3593    
3594     /* If we generated an object and put it in this object inventory,
3595     * move it to the parent object as the current object is about
3596     * to disappear. An example of this item is the random_* stuff
3597     * that is put inside other objects.
3598     */
3599     for (tmp = op->inv; tmp; tmp = tmp2)
3600     {
3601     tmp2 = tmp->below;
3602 root 1.36 tmp->remove ();
3603 root 1.37
3604 root 1.24 if (op->env)
3605     insert_ob_in_ob (tmp, op->env);
3606     else
3607 root 1.37 tmp->destroy ();
3608 root 1.24 }
3609 root 1.37
3610     op->destroy ();
3611 root 1.24 break;
3612 elmex 1.1 }
3613 root 1.22 return tmp ? 1 : 0;
3614 elmex 1.1 }
3615    
3616     /**
3617 root 1.68 * fix_auto_apply goes through the entire map every time a map
3618     * is loaded or swapped in and performs special actions for
3619 elmex 1.1 * certain objects (most initialization of chests and creation of
3620     * treasures and stuff). Calls auto_apply if appropriate.
3621     */
3622 root 1.20 void
3623 root 1.55 maptile::fix_auto_apply ()
3624 root 1.20 {
3625 root 1.55 if (!spaces)
3626 root 1.20 return;
3627    
3628 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3629     for (object *tmp = ms->bot; tmp; )
3630     {
3631     object *above = tmp->above;
3632 root 1.20
3633 root 1.55 if (tmp->inv)
3634     {
3635     object *invtmp, *invnext;
3636 elmex 1.1
3637 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3638     {
3639     invnext = invtmp->below;
3640 root 1.14
3641 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3642     auto_apply (invtmp);
3643     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3644     {
3645     while ((invtmp->stats.hp--) > 0)
3646     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647    
3648     invtmp->randomitems = NULL;
3649     }
3650     else if (invtmp && invtmp->arch
3651     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3652     {
3653     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3654     /* Need to clear this so that we never try to create
3655     * treasure again for this object
3656     */
3657     invtmp->randomitems = NULL;
3658     }
3659     }
3660     /* This is really temporary - the code at the bottom will
3661     * also set randomitems to null. The problem is there are bunches
3662     * of maps/players already out there with items that have spells
3663     * which haven't had the randomitems set to null yet.
3664     * MSW 2004-05-13
3665     *
3666     * And if it's a spellbook, it's better to set randomitems to NULL too,
3667     * else you get two spells in the book ^_-
3668     * Ryo 2004-08-16
3669     */
3670     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3671     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3672     tmp->randomitems = NULL;
3673 root 1.14
3674 root 1.55 }
3675 root 1.20
3676 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3677     auto_apply (tmp);
3678     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3679     {
3680     while ((tmp->stats.hp--) > 0)
3681     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3682     tmp->randomitems = NULL;
3683     }
3684     else if (tmp->type == TIMED_GATE)
3685     {
3686     object *head = tmp->head != NULL ? tmp->head : tmp;
3687    
3688     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3689     tmp->set_speed (0);
3690     }
3691     /* This function can be called everytime a map is loaded, even when
3692     * swapping back in. As such, we don't want to create the treasure
3693     * over and ove again, so after we generate the treasure, blank out
3694     * randomitems so if it is swapped in again, it won't make anything.
3695     * This is a problem for the above objects, because they have counters
3696     * which say how many times to make the treasure.
3697     */
3698     else if (tmp && tmp->arch && tmp->type != PLAYER
3699     && tmp->type != TREASURE && tmp->type != SPELL
3700     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3701     {
3702     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3703     tmp->randomitems = NULL;
3704     }
3705 root 1.78
3706 root 1.68 // close all containers
3707     else if (tmp->type == CONTAINER)
3708     tmp->flag [FLAG_APPLIED] = 0;
3709 root 1.22
3710 root 1.55 tmp = above;
3711     }
3712 elmex 1.1
3713 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3714     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3715     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3716     check_trigger (tmp, tmp->above);
3717 elmex 1.1 }
3718    
3719     /**
3720     * Handles player eating food that temporarily changes status (resistances, stats).
3721     * This used to call cast_change_attr(), but
3722     * that doesn't work with the new spell code. Since we know what
3723     * the food changes, just grab a force and use that instead.
3724     */
3725 root 1.22 void
3726     eat_special_food (object *who, object *food)
3727     {
3728     object *force;
3729     int i, did_one = 0;
3730    
3731     force = get_archetype (FORCE_NAME);
3732    
3733     for (i = 0; i < NUM_STATS; i++)
3734 root 1.91 if (sint8 k = food->stats.stat (i))
3735     {
3736     force->stats.stat (i) = k;
3737     did_one = 1;
3738     }
3739 elmex 1.1
3740 root 1.22 /* check if we can protect the eater */
3741     for (i = 0; i < NROFATTACKS; i++)
3742     {
3743     if (food->resist[i] > 0)
3744     {
3745     force->resist[i] = food->resist[i] / 2;
3746     did_one = 1;
3747     }
3748     }
3749 elmex 1.47
3750 root 1.22 if (did_one)
3751     {
3752 root 1.54 force->set_speed (0.1);
3753 root 1.22 /* bigger morsel of food = longer effect time */
3754 elmex 1.47 force->duration = food->stats.food / 5;
3755 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3756     change_abil (who, force);
3757     insert_ob_in_ob (force, who);
3758     }
3759     else
3760 root 1.37 force->destroy ();
3761 root 1.22
3762     /* check for hp, sp change */
3763     if (food->stats.hp != 0)
3764     {
3765     if (QUERY_FLAG (food, FLAG_CURSED))
3766     {
3767 root 1.64 assign (who->contr->killer, food->name);
3768 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3769 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3770 root 1.22 }
3771     else
3772     {
3773     if (food->stats.hp > 0)
3774 root 1.125 who->statusmsg ("You begin to feel better.");
3775 root 1.22 else
3776 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3777    
3778 root 1.22 who->stats.hp += food->stats.hp;
3779     }
3780     }
3781     if (food->stats.sp != 0)
3782     {
3783     if (QUERY_FLAG (food, FLAG_CURSED))
3784     {
3785 root 1.125 who->failmsg ("You are drained of mana!");
3786 root 1.22 who->stats.sp -= food->stats.sp;
3787     if (who->stats.sp < 0)
3788     who->stats.sp = 0;
3789     }
3790     else
3791     {
3792 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3793 root 1.22 who->stats.sp += food->stats.sp;
3794     /* place limit on max sp from food? */
3795     }
3796 elmex 1.1 }
3797 root 1.125
3798 root 1.51 who->update_stats ();
3799 elmex 1.1 }
3800    
3801     /**
3802     * Designed primarily to light torches/lanterns/etc.
3803     * Also burns up burnable material too. First object in the inventory is
3804     * the selected object to "burn". -b.t.
3805     */
3806 root 1.22 void
3807     apply_lighter (object *who, object *lighter)
3808     {
3809     object *item;
3810     int is_player_env = 0;
3811    
3812     item = find_marked_object (who);
3813     if (item)
3814     {
3815     if (lighter->last_eat && lighter->stats.food)
3816     { /* lighter gets used up */
3817     /* Split multiple lighters if they're being used up. Otherwise *
3818     * one charge from each would be used up. --DAMN */
3819     if (lighter->nrof > 1)
3820     {
3821 root 1.39 object *oneLighter = lighter->clone ();
3822 root 1.14
3823 root 1.22 lighter->nrof -= 1;
3824     oneLighter->nrof = 1;
3825     oneLighter->stats.food--;
3826     esrv_send_item (who, lighter);
3827     oneLighter = insert_ob_in_ob (oneLighter, who);
3828     esrv_send_item (who, oneLighter);
3829     }
3830     else
3831 root 1.29 lighter->stats.food--;
3832 root 1.22 }
3833     else if (lighter->last_eat)
3834 root 1.125 {
3835     /* no charges left in lighter */
3836     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3837 root 1.22 return;
3838     }
3839 root 1.48
3840 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3841     * I can't see many times when you would want to light multiple
3842     * objects at once.
3843     */
3844 root 1.48
3845     if (who == item->in_player ())
3846 root 1.22 is_player_env = 1;
3847    
3848     save_throw_object (item, AT_FIRE, who);
3849 root 1.48
3850 root 1.49 if (item->destroyed ())
3851 root 1.22 {
3852 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3853 root 1.22 /* Need to update the player so that the players glow radius
3854     * gets changed.
3855     */
3856     if (is_player_env)
3857 root 1.51 who->update_stats ();
3858 root 1.22 }
3859     else
3860 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3861 root 1.22 }
3862 root 1.125 else
3863     who->failmsg ("You need to mark a lightable object.");
3864 elmex 1.1
3865     }
3866    
3867     /**
3868     * op made some mistake with a scroll, this takes care of punishment.
3869     * scroll_failure()- hacked directly from spell_failure
3870     */
3871 root 1.22 void
3872     scroll_failure (object *op, int failure, int power)
3873 elmex 1.1 {
3874 root 1.22 if (abs (failure / 4) > power)
3875     power = abs (failure / 4); /* set minimum effect */
3876 elmex 1.1
3877 root 1.22 if (failure <= -1 && failure > -15)
3878     { /* wonder */
3879     object *tmp;
3880    
3881 root 1.125 op->failmsg ("Your spell warps!");
3882 root 1.22 tmp = get_archetype (SPELL_WONDER);
3883     cast_wonder (op, op, 0, tmp);
3884 root 1.37 tmp->destroy ();
3885 root 1.22 }
3886     else if (failure <= -15 && failure > -35)
3887     { /* drain mana */
3888 root 1.125 op->failmsg ("Your mana is drained!");
3889 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3890     if (op->stats.sp < 0)
3891     op->stats.sp = 0;
3892     }
3893     else if (settings.spell_failure_effects == TRUE)
3894     {
3895     if (failure <= -35 && failure > -60)
3896     { /* confusion */
3897 root 1.125 op->failmsg ("The magic recoils on you!");
3898 root 1.22 confuse_player (op, op, power);
3899     }
3900     else if (failure <= -60 && failure > -70)
3901     { /* paralysis */
3902 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3903 root 1.22 paralyze_player (op, op, power);
3904     }
3905     else if (failure <= -70 && failure > -80)
3906     { /* blind */
3907 root 1.125 op->failmsg ("The magic recoils on you!");
3908 root 1.22 blind_player (op, op, power);
3909     }
3910     else if (failure <= -80)
3911     { /* blast the immediate area */
3912 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3913 root 1.22 cast_magic_storm (op, tmp, power);
3914 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3915 root 1.37 tmp->destroy ();
3916 root 1.14 }
3917 elmex 1.1 }
3918     }
3919    
3920 root 1.22 void
3921     apply_changes_to_player (object *pl, object *change)
3922     {
3923     int excess_stat = 0; /* if the stat goes over the maximum
3924     for the race, put the excess stat some
3925     where else. */
3926 elmex 1.1
3927 root 1.22 switch (change->type)
3928     {
3929 root 1.24 case CLASS:
3930     {
3931     living *stats = &(pl->contr->orig_stats);
3932     living *ns = &(change->stats);
3933     object *walk;
3934     int flag_change_face = 1;
3935    
3936     /* the following code assigns stats up to the stat max
3937     * for the race, and if the stat max is exceeded,
3938     * tries to randomly reassign the excess stat
3939     */
3940     int i, j;
3941 root 1.22
3942 root 1.24 for (i = 0; i < NUM_STATS; i++)
3943     {
3944 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3945 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3946 root 1.22
3947 root 1.24 if (stat > 20 + race_bonus)
3948     {
3949     excess_stat++;
3950     stat = 20 + race_bonus;
3951     }
3952 root 1.91
3953     stats->stat (i) = stat;
3954 root 1.24 }
3955 elmex 1.1
3956 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3957     { /* try 100 times to assign excess stats */
3958     int i = rndm (0, 6);
3959    
3960     if (i == CHA)
3961     continue; /* exclude cha from this */
3962 root 1.91
3963     int stat = stats->stat (i);
3964 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3965 root 1.24 if (stat < 20 + race_bonus)
3966     {
3967     change_attr_value (stats, i, 1);
3968     excess_stat--;
3969     }
3970     }
3971 root 1.14
3972 root 1.24 /* insert the randomitems from the change's treasurelist into
3973     * the player ref: player.c
3974     */
3975     if (change->randomitems != NULL)
3976     give_initial_items (pl, change->randomitems);
3977 root 1.14
3978 root 1.24 /* set up the face, for some races. */
3979 root 1.14
3980 root 1.24 /* first, look for the force object banning
3981     * changing the face. Certain races never change face with class.
3982     */
3983     for (walk = pl->inv; walk != NULL; walk = walk->below)
3984     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3985     flag_change_face = 0;
3986 root 1.14
3987 root 1.24 if (flag_change_face)
3988     {
3989     pl->animation_id = GET_ANIM_ID (change);
3990     pl->face = change->face;
3991 root 1.14
3992 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3993     SET_FLAG (pl, FLAG_ANIMATE);
3994     else
3995     CLEAR_FLAG (pl, FLAG_ANIMATE);
3996     }
3997 root 1.14
3998 root 1.24 /* check the special case of can't use weapons */
3999     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4000     if (!strcmp (change->name, "monk"))
4001     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4002 root 1.14
4003 root 1.24 break;
4004     }
4005 elmex 1.1 }
4006     }
4007    
4008     /**
4009     * This handles items of type 'transformer'.
4010     * Basically those items, used with a marked item, transform both items into something
4011     * else.
4012     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4013     * Change information is contained in the 'slaying' field of the marked item.
4014     * The format is as follow: transformer:[number ]yield[;transformer:...].
4015     * This way an item can be transformed in many things, and/or many objects.
4016     * The 'slaying' field for transformer is used as verb for the action.
4017     */
4018 root 1.22 void
4019     apply_item_transformer (object *pl, object *transformer)
4020     {
4021     object *marked;
4022     object *new_item;
4023     char *find;
4024     char *separator;
4025     int yield;
4026     char got[MAX_BUF];
4027     int len;
4028    
4029     if (!pl || !transformer)
4030     return;
4031 root 1.114
4032 root 1.22 marked = find_marked_object (pl);
4033 root 1.114
4034 root 1.22 if (!marked)
4035 elmex 1.1 {
4036 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4037 root 1.22 return;
4038     }
4039 root 1.114
4040 root 1.22 if (!marked->slaying)
4041     {
4042 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4043 root 1.22 return;
4044     }
4045 root 1.114
4046 root 1.22 /* check whether they are compatible or not */
4047 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4048     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4049 root 1.22 {
4050 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4051 root 1.22 return;
4052     }
4053 root 1.114
4054 root 1.108 find += strlen (transformer->arch->archname) + 1;
4055 root 1.22 /* Item can be used, now find how many and what it yields */
4056     if (isdigit (*(find)))
4057     {
4058     yield = atoi (find);
4059     if (yield < 1)
4060 elmex 1.1 {
4061 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4062     yield = 1;
4063 elmex 1.1 }
4064 root 1.22 }
4065     else
4066     yield = 1;
4067 elmex 1.1
4068 root 1.22 while (isdigit (*find))
4069     find++;
4070 root 1.125
4071 root 1.22 while (*find == ' ')
4072     find++;
4073 root 1.114
4074 root 1.22 memset (got, 0, MAX_BUF);
4075 root 1.114
4076 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4077 root 1.114 len = separator - find;
4078 root 1.22 else
4079 root 1.114 len = strlen (find);
4080    
4081 root 1.22 if (len > MAX_BUF - 1)
4082     len = MAX_BUF - 1;
4083 root 1.114
4084 root 1.22 strcpy (got, find);
4085     got[len] = '\0';
4086    
4087     /* Now create new item, remove used ones when required. */
4088     new_item = get_archetype (got);
4089     if (!new_item)
4090     {
4091 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4092 root 1.22 return;
4093 elmex 1.1 }
4094 root 1.29
4095 root 1.22 new_item->nrof = yield;
4096 root 1.123
4097     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098    
4099 root 1.22 insert_ob_in_ob (new_item, pl);
4100     esrv_send_inventory (pl, pl);
4101     /* Eat up one item */
4102     decrease_ob_nr (marked, 1);
4103 root 1.114
4104 root 1.22 /* Eat one transformer if needed */
4105     if (transformer->stats.food)
4106     if (--transformer->stats.food == 0)
4107     decrease_ob_nr (transformer, 1);
4108     }
4109 root 1.123