ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.127
Committed: Fri Aug 17 21:18:01 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.126: +1 -1 lines
Log Message:
- optimise widget protocol a bit (incompatible change).
- implement well-known-widgets on server and client side,
  marginally test.
- add "title" parameter for infobox.

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 1.126 if (!pl || pl->type != PLAYER)
100 root 1.22 return 0;
101 elmex 1.1
102 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103     * identifying' from being printed out more than it needs to be.
104     */
105     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106     return 0;
107 elmex 1.1
108 root 1.22 /* if the player has a marked item, identify that if it needs to be
109 root 1.123 * identified. If it doesn't, then go through the player inventory.
110 root 1.22 */
111 root 1.126 if (object *marked = find_marked_object (pl))
112     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113     {
114     if (operate_altar (altar, &money))
115     {
116     identify (marked);
117 root 1.123
118 root 1.126 buf.printf ("You have %s.", long_desc (marked, pl));
119     if (marked->msg)
120     buf << "The item has a story:\n" << marked->msg;
121 root 1.123
122 root 1.126 return !money;
123     }
124     }
125 elmex 1.1
126 root 1.126 for (object *id = pl->inv; id; id = id->below)
127 root 1.22 {
128     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129     {
130     if (operate_altar (altar, &money))
131     {
132     identify (id);
133 root 1.123
134     buf.printf ("You have %s.", long_desc (id, pl));
135 root 1.126 if (id->msg)
136     buf << "The item has a story:\n" << id->msg;
137 root 1.123
138 root 1.22 /* If no more money, might as well quit now */
139 root 1.126 if (!money || !check_altar_sacrifice (altar, money))
140 root 1.22 break;
141     }
142     else
143     {
144     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145     break;
146     }
147 root 1.14 }
148 elmex 1.1 }
149 root 1.123
150     if (buf.empty ())
151     buf << ("You have nothing that needs identifying");
152    
153 root 1.127 pl->contr->infobox ("Identify", buf);
154 root 1.123
155     return !money;
156 elmex 1.1 }
157    
158     /**
159     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160     * matching item.
161     **/
162 elmex 1.117 void
163 root 1.22 handle_apply_yield (object *tmp)
164 elmex 1.1 {
165 root 1.22 const char *yield;
166 elmex 1.1
167 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
168     if (yield != NULL)
169 elmex 1.1 {
170 root 1.22 object *drop = get_archetype (yield);
171    
172     if (tmp->env)
173 elmex 1.1 {
174 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
175     if (tmp->env->type == PLAYER)
176     esrv_send_item (tmp->env, drop);
177 elmex 1.1 }
178 root 1.22 else
179 elmex 1.1 {
180 root 1.22 drop->x = tmp->x;
181     drop->y = tmp->y;
182     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 elmex 1.1 }
184     }
185     }
186    
187     /**
188     * Handles applying a potion.
189     */
190 root 1.22 int
191     apply_potion (object *op, object *tmp)
192 elmex 1.1 {
193 elmex 1.3 int got_one = 0, i;
194     object *force = 0, *floor = 0;
195    
196 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
197 elmex 1.3
198 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 elmex 1.3 {
200 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 root 1.123
202 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
203     return 0;
204     }
205 elmex 1.3
206 elmex 1.4 if (op->type == PLAYER)
207 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208     identify (tmp);
209 elmex 1.3
210 elmex 1.4 handle_apply_yield (tmp);
211 elmex 1.1
212 elmex 1.4 /* Potion of restoration - only for players */
213     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214     {
215     object *depl;
216     archetype *at;
217 elmex 1.1
218 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219     {
220 root 1.51 op->drain_stat ();
221     op->update_stats ();
222 elmex 1.3 decrease_ob (tmp);
223     return 1;
224     }
225 root 1.37
226 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
227 elmex 1.4 {
228     LOG (llevError, "Could not find archetype depletion\n");
229     return 0;
230     }
231     depl = present_arch_in_ob (at, op);
232 root 1.37
233 root 1.51 if (depl)
234 elmex 1.4 {
235     for (i = 0; i < NUM_STATS; i++)
236 root 1.91 if (depl->stats.stat (i))
237 root 1.123 op->statusmsg (restore_msg[i]);
238 root 1.37
239     depl->destroy ();
240 root 1.51 op->update_stats ();
241 elmex 1.4 }
242     else
243 root 1.123 op->statusmsg ("Your potion had no effect.");
244 elmex 1.1
245 elmex 1.4 decrease_ob (tmp);
246     return 1;
247     }
248    
249     /* improvement potion - only for players */
250 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 elmex 1.4 {
252     for (i = 1; i < MIN (11, op->level); i++)
253 elmex 1.3 {
254 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 elmex 1.3 {
256 elmex 1.4 if (op->contr->levhp[i] != 1)
257 elmex 1.3 {
258 elmex 1.4 op->contr->levhp[i] = 1;
259     break;
260 elmex 1.3 }
261 root 1.123
262 elmex 1.4 if (op->contr->levsp[i] != 1)
263 elmex 1.3 {
264 elmex 1.4 op->contr->levsp[i] = 1;
265     break;
266     }
267 root 1.123
268 elmex 1.4 if (op->contr->levgrace[i] != 1)
269     {
270     op->contr->levgrace[i] = 1;
271     break;
272 elmex 1.3 }
273     }
274 elmex 1.4 else
275 elmex 1.3 {
276 elmex 1.4 if (op->contr->levhp[i] < 9)
277     {
278     op->contr->levhp[i] = 9;
279     break;
280     }
281 root 1.123
282 elmex 1.4 if (op->contr->levsp[i] < 6)
283 elmex 1.3 {
284 elmex 1.4 op->contr->levsp[i] = 6;
285     break;
286 elmex 1.3 }
287 root 1.123
288 elmex 1.4 if (op->contr->levgrace[i] < 3)
289 elmex 1.3 {
290 elmex 1.4 op->contr->levgrace[i] = 3;
291     break;
292 elmex 1.3 }
293     }
294     }
295 root 1.37
296 elmex 1.4 /* Just makes checking easier */
297     if (i < MIN (11, op->level))
298     got_one = 1;
299 root 1.37
300 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 elmex 1.3 {
302 elmex 1.4 if (got_one)
303 elmex 1.3 {
304 root 1.51 op->update_stats ();
305 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
306     "a little more in their image. "
307     "You feel a little more perfect.", NDI_GREEN);
308 elmex 1.3 }
309     else
310 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
311 elmex 1.3 }
312 elmex 1.4 else
313     { /* cursed potion */
314     if (got_one)
315 elmex 1.3 {
316 root 1.51 op->update_stats ();
317 root 1.125 op->failmsg ("The Gods are angry and punish you.");
318 elmex 1.3 }
319 elmex 1.4 else
320 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 elmex 1.3 }
322 root 1.37
323 elmex 1.4 decrease_ob (tmp);
324     return 1;
325     }
326    
327    
328     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329     * and heroism all fit into this category. Given the spell object code,
330     * there is no limit to the number of spells that potions can be cast,
331     * but direction is problematic to try and imbue fireball potions for example.
332     */
333     if (tmp->inv)
334     {
335     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 elmex 1.3 {
337 elmex 1.4 object *fball;
338    
339 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
340 root 1.123
341 elmex 1.4 /* Explodes a fireball centered at player */
342     fball = get_archetype (EXPLODING_FIREBALL);
343 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 elmex 1.4 fball->x = op->x;
346     fball->y = op->y;
347     insert_ob_in_map (fball, op->map, NULL, 0);
348 elmex 1.3 }
349 elmex 1.4 else
350     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 elmex 1.1
352 elmex 1.4 decrease_ob (tmp);
353 root 1.123
354 elmex 1.4 /* if youre dead, no point in doing this... */
355     if (!QUERY_FLAG (op, FLAG_REMOVED))
356 root 1.51 op->update_stats ();
357 root 1.123
358 elmex 1.4 return 1;
359     }
360    
361     /* Deal with protection potions */
362     force = NULL;
363     for (i = 0; i < NROFATTACKS; i++)
364     {
365     if (tmp->resist[i])
366     {
367     if (!force)
368     force = get_archetype (FORCE_NAME);
369 root 1.123
370 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371     force->type = POTION_EFFECT;
372     break; /* Only need to find one protection since we copy entire batch */
373 elmex 1.3 }
374 elmex 1.1 }
375 root 1.123
376 elmex 1.4 /* This is a protection potion */
377     if (force)
378 elmex 1.3 {
379 elmex 1.4 /* cursed items last longer */
380     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381     {
382     force->stats.food *= 10;
383     for (i = 0; i < NROFATTACKS; i++)
384     if (force->resist[i] > 0)
385     force->resist[i] = -force->resist[i]; /* prot => vuln */
386     }
387 root 1.92
388 elmex 1.4 force->speed_left = -1;
389     force = insert_ob_in_ob (force, op);
390     CLEAR_FLAG (tmp, FLAG_APPLIED);
391     SET_FLAG (force, FLAG_APPLIED);
392     change_abil (op, force);
393     decrease_ob (tmp);
394     return 1;
395     }
396    
397     /* Only thing left are the stat potions */
398     if (op->type == PLAYER)
399     { /* only for players */
400 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
402     else
403     SET_FLAG (tmp, FLAG_APPLIED);
404 root 1.123
405 elmex 1.4 if (!change_abil (op, tmp))
406 root 1.123 op->statusmsg ("Nothing happened.");
407 elmex 1.1 }
408    
409 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
410     * that were grouped with the one consumed, his
411     * stat will not be raised by them. fix_player just clears
412     * up all the stats.
413     */
414     CLEAR_FLAG (tmp, FLAG_APPLIED);
415 root 1.51 op->update_stats ();
416 elmex 1.3 decrease_ob (tmp);
417     return 1;
418 elmex 1.1 }
419    
420     /****************************************************************************
421     * Weapon improvement code follows
422     ****************************************************************************/
423    
424     /**
425     * This returns the sum of nrof of item (arch name).
426     */
427 root 1.22 static int
428     check_item (object *op, const char *item)
429 elmex 1.1 {
430 root 1.22 int count = 0;
431 elmex 1.1
432 root 1.123 if (!item)
433 root 1.22 return 0;
434 root 1.66
435 root 1.123 for (op = op->below; op; op = op->below)
436 root 1.22 {
437 root 1.108 if (strcmp (op->arch->archname, item) == 0)
438 root 1.22 {
439 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 root 1.14 {
442 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 root 1.14 count++;
444     else
445     count += op->nrof;
446     }
447 root 1.22 }
448 elmex 1.1 }
449 root 1.66
450 elmex 1.1 return count;
451     }
452    
453     /**
454     * This removes 'nrof' of what item->slaying says to remove.
455     * op is typically the player, which is only
456     * really used to determine what space to look at.
457     * Modified to only eat 'nrof' of objects.
458     */
459 root 1.22 static void
460     eat_item (object *op, const char *item, uint32 nrof)
461 elmex 1.1 {
462 root 1.22 object *prev;
463 elmex 1.1
464 root 1.22 prev = op;
465     op = op->below;
466 elmex 1.1
467 root 1.123 while (op)
468 root 1.22 {
469 root 1.108 if (strcmp (op->arch->archname, item) == 0)
470 root 1.22 {
471     if (op->nrof >= nrof)
472     {
473     decrease_ob_nr (op, nrof);
474     return;
475     }
476     else
477     {
478     decrease_ob_nr (op, op->nrof);
479     nrof -= op->nrof;
480 root 1.14 }
481 root 1.123
482 root 1.22 op = prev;
483 root 1.14 }
484 root 1.123
485 root 1.22 prev = op;
486     op = op->below;
487 elmex 1.1 }
488     }
489    
490     /**
491     * This checks to see of the player (who) is sufficient level to use a weapon
492     * with improvs improvements (typically last_eat). We take an int here
493     * instead of the object so that the improvement code can pass along the
494     * increased value to see if the object is usuable.
495     * we return 1 (true) if the player can use the weapon.
496     */
497 root 1.22 static int
498     check_weapon_power (const object *who, int improvs)
499 elmex 1.1 {
500     /* Old code is below (commented out). Basically, since weapons are the only
501     * object players really have any control to improve, it's a bit harsh to
502     * require high level in some combat skill, so we just use overall level.
503     */
504     #if 1
505 root 1.22 if (((who->level / 5) + 5) >= improvs)
506     return 1;
507     else
508     return 0;
509 elmex 1.1
510     #else
511 root 1.22 int level = 0;
512    
513     /* The skill system hands out wc and dam bonuses to fighters
514     * more generously than the old system (see fix_player). Thus
515     * we need to curtail the power of player enchanted weapons.
516     * I changed this to 1 improvement per "fighter" level/5 -b.t.
517     * Note: Nothing should break by allowing this ratio to be different or
518     * using normal level - it is just a matter of play balance.
519     */
520     if (who->type == PLAYER)
521     {
522     object *wc_obj = NULL;
523 elmex 1.1
524 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526     level = wc_obj->level;
527    
528     if (!level)
529     {
530     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531     level = who->level;
532 root 1.14 }
533 elmex 1.1 }
534 root 1.22 else
535     level = who->level;
536 elmex 1.1
537 root 1.22 return (improvs <= ((level / 5) + 5));
538 elmex 1.1 #endif
539     }
540    
541     /**
542     * Returns how many items of type improver->slaying there are under op.
543     * Will display a message if none found, and 1 if improver->slaying is NULL.
544     */
545 root 1.22 static int
546     check_sacrifice (object *op, const object *improver)
547 elmex 1.1 {
548 root 1.22 int count = 0;
549    
550 root 1.123 if (improver->slaying)
551 root 1.22 {
552     count = check_item (op, improver->slaying);
553     if (count < 1)
554     {
555 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 root 1.22 return 0;
557 root 1.14 }
558 elmex 1.1 }
559 root 1.22 else
560     count = 1;
561 elmex 1.1
562 root 1.22 return count;
563 elmex 1.1 }
564    
565     /**
566     * Actually improves the weapon, and tells user.
567     */
568 root 1.123 static int
569     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 elmex 1.1 {
571 root 1.123 stat += sacrifice_count;
572 elmex 1.1 weapon->last_eat++;
573 root 1.22 decrease_ob (improver);
574 elmex 1.1
575     /* So it updates the players stats and the window */
576 root 1.51 op->update_stats ();
577 root 1.123
578     op->statusmsg (format (
579 root 1.125 "Your sacrifice was accepted.\n"
580     "Weapon's bonus to %s improved by %d.",
581     statname, sacrifice_count
582 root 1.123 ));
583    
584 elmex 1.1 return 1;
585     }
586    
587     /* Types of improvements, hidden in the sp field. */
588 root 1.114 #define IMPROVE_PREPARE 1
589     #define IMPROVE_DAMAGE 2
590     #define IMPROVE_WEIGHT 3
591     #define IMPROVE_ENCHANT 4
592     #define IMPROVE_STR 5
593     #define IMPROVE_DEX 6
594     #define IMPROVE_CON 7
595     #define IMPROVE_WIS 8
596     #define IMPROVE_CHA 9
597     #define IMPROVE_INT 10
598     #define IMPROVE_POW 11
599 elmex 1.1
600     /**
601     * This does the prepare weapon scroll.
602     * Checks for sacrifice, and so on.
603     */
604 root 1.22 int
605     prepare_weapon (object *op, object *improver, object *weapon)
606 elmex 1.1 {
607 root 1.22 int sacrifice_count, i;
608     char buf[MAX_BUF];
609 elmex 1.1
610 root 1.22 if (weapon->level != 0)
611     {
612 root 1.125 op->failmsg ("Weapon is already prepared!");
613 elmex 1.1 return 0;
614     }
615 root 1.115
616 root 1.22 for (i = 0; i < NROFATTACKS; i++)
617     if (weapon->resist[i])
618     break;
619 elmex 1.1
620 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
621     * improvement of items that already have protections.
622     */
623     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625     weapon->stats.exp || /* speed */
626     weapon->stats.ac) /* AC - only taifu's I think */
627 elmex 1.1 {
628 root 1.125 op->failmsg ("You cannot prepare magic weapons.");
629 elmex 1.1 return 0;
630     }
631 root 1.115
632 root 1.22 sacrifice_count = check_sacrifice (op, improver);
633     if (sacrifice_count <= 0)
634     return 0;
635 root 1.115
636 root 1.22 weapon->level = isqrt (sacrifice_count);
637     eat_item (op, improver->slaying, sacrifice_count);
638    
639 root 1.123 op->statusmsg (format (
640 root 1.125 "Your sacrifice was accepted."
641     "Your *%s may be improved %d times.",
642     &weapon->name, weapon->level
643 root 1.123 ));
644 root 1.22
645     sprintf (buf, "%s's %s", &op->name, &weapon->name);
646     weapon->name = weapon->name_pl = buf;
647     weapon->nrof = 0; /* prevents preparing n weapons in the same
648     slot at once! */
649     decrease_ob (improver);
650     weapon->last_eat = 0;
651     return 1;
652 elmex 1.1 }
653    
654    
655     /**
656     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657     * This is the new improve weapon code.
658     * Returns 0 if it was not able to work for some reason.
659     *
660     * Checks if weapon was prepared, if enough potions on the floor, ...
661     *
662     * We are hiding extra information about the weapon in the level and
663     * last_eat numbers for an object. Hopefully this won't break anything ??
664     * level == max improve last_eat == current improve
665     */
666 root 1.22 int
667     improve_weapon (object *op, object *improver, object *weapon)
668 elmex 1.1 {
669 root 1.22 int sacrifice_count, sacrifice_needed = 0;
670 elmex 1.1
671 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
672 root 1.123 return prepare_weapon (op, improver, weapon);
673    
674 root 1.22 if (weapon->level == 0)
675     {
676 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
677 root 1.22 return 0;
678     }
679 root 1.123
680 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
681     {
682 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
683 root 1.22 return 0;
684     }
685 root 1.123
686 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
687     {
688 root 1.125 op->failmsg ("Improving the weapon will make it too "
689 root 1.123 "powerful for you to use. Unready it if you "
690     "really want to improve it.");
691 root 1.22 return 0;
692     }
693 root 1.123
694 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
695     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
696     * don't put any maximum value on damage - the limit is how much the
697     * weapon can be improved.
698     */
699 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
700     {
701     weapon->stats.dam += 5;
702     weapon->weight += 5000; /* 5 KG's */
703 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 root 1.22 weapon->last_eat++;
705    
706     weapon->item_power++;
707     decrease_ob (improver);
708     return 1;
709     }
710 root 1.123
711 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
712     {
713     /* Reduce weight by 20% */
714     weapon->weight = (weapon->weight * 8) / 10;
715     if (weapon->weight < 1)
716     weapon->weight = 1;
717 root 1.123
718     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 root 1.22 weapon->last_eat++;
720     weapon->item_power++;
721     decrease_ob (improver);
722     return 1;
723     }
724     if (improver->stats.sp == IMPROVE_ENCHANT)
725     {
726     weapon->magic++;
727     weapon->last_eat++;
728 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 root 1.22 decrease_ob (improver);
730     weapon->item_power++;
731     return 1;
732     }
733 root 1.14
734 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
735     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
736    
737     if (sacrifice_needed < 1)
738     sacrifice_needed = 1;
739     sacrifice_needed *= 2;
740 elmex 1.1
741 root 1.22 sacrifice_count = check_sacrifice (op, improver);
742     if (sacrifice_count < sacrifice_needed)
743     {
744 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
745 root 1.22 return 0;
746     }
747 root 1.123
748 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
749 elmex 1.1 weapon->item_power++;
750    
751 root 1.22 switch (improver->stats.sp)
752     {
753 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
754     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
755     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
756     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
757     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
758     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
759     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
760 root 1.24 default:
761 root 1.125 op->failmsg ("Unknown improvement type.");
762 root 1.22 }
763 root 1.123
764 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
765 elmex 1.1 return 0;
766     }
767    
768     /**
769     * Handles the applying of improve/prepare/enchant weapon scroll.
770     * Checks a few things (not on a non-magic square, marked weapon, ...),
771     * then calls improve_weapon to do the dirty work.
772     */
773 root 1.22 int
774     check_improve_weapon (object *op, object *tmp)
775 elmex 1.1 {
776 root 1.22 object *otmp;
777 elmex 1.1
778 root 1.22 if (op->type != PLAYER)
779     return 0;
780 root 1.77
781 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782     {
783 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
784 elmex 1.1 return 0;
785     }
786 root 1.77
787 root 1.22 otmp = find_marked_object (op);
788     if (!otmp)
789     {
790 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.>");
791 elmex 1.1 return 0;
792     }
793 root 1.77
794 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
795     {
796 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
797 elmex 1.1 return 0;
798     }
799 root 1.77
800 root 1.123 op->statusmsg ("Applied weapon builder.");
801    
802 root 1.22 improve_weapon (op, tmp, otmp);
803     esrv_send_item (op, otmp);
804     return 1;
805 elmex 1.1 }
806    
807     /**
808     * This code deals with the armour improvment scrolls.
809     * Change limits on improvement - let players go up to
810     * +5 no matter what level, but they are limited by item
811     * power.
812     * Try to use same improvement code as in the common/treasure.c
813     * file, so that if you make a +2 full helm, it will be just
814     * the same as one you find in a shop.
815     *
816     * deprecated comment:
817     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
818     * only 'enchantment' of armour is possible - improving
819     * the stats of a player w/ armour as well as a weapon
820     * will probably horribly unbalance the game. Magic enchanting
821     * depends on the level of the character - ie the plus
822     * value (magic) of the armour can never be increased beyond
823     * the level of the character / 10 -- rounding upish, nor may
824     * the armour value of the piece of equipment exceed either
825     * the users level or 90)
826     * Modified by MSW for partial resistance. Only support
827     * changing of physical area right now.
828     */
829 root 1.22 int
830     improve_armour (object *op, object *improver, object *armour)
831 elmex 1.1 {
832 root 1.22 object *tmp;
833 elmex 1.1
834 root 1.22 if (armour->magic >= settings.armor_max_enchant)
835     {
836 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
837 root 1.22 return 0;
838 elmex 1.1 }
839 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840     * etc), so take the easy way out and don't worry about it.
841     * Note - maybe add scrolls which make the random artifact versions (eg, armour
842     * of gnarg and what not?)
843     */
844     if (armour->title)
845     {
846 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
847 root 1.22 return 0;
848 elmex 1.1 }
849    
850 root 1.22 /* Split objects if needed. Can't insert tmp until the
851     * end of this function - otherwise it will just re-merge.
852     */
853     if (armour->nrof > 1)
854     tmp = get_split_ob (armour, armour->nrof - 1);
855     else
856     tmp = NULL;
857    
858     armour->magic++;
859    
860     if (!settings.armor_speed_linear)
861     {
862     int base = 100;
863     int pow = 0;
864 elmex 1.1
865 root 1.22 while (pow < armour->magic)
866 elmex 1.1 {
867 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
868     pow++;
869 elmex 1.1 }
870    
871 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
872 root 1.22 }
873     else
874 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
875 elmex 1.1
876 root 1.22 if (!settings.armor_weight_linear)
877     {
878     int base = 100;
879     int pow = 0;
880 elmex 1.1
881 root 1.22 while (pow < armour->magic)
882 elmex 1.1 {
883 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
884     pow++;
885 elmex 1.1 }
886    
887 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
888 root 1.22 }
889     else
890 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
891 root 1.22
892     if (armour->weight <= 0)
893     {
894     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
895     armour->weight = 1;
896     }
897    
898 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 elmex 1.1
900 root 1.22 if (op->type == PLAYER)
901     {
902     esrv_send_item (op, armour);
903     if (QUERY_FLAG (armour, FLAG_APPLIED))
904 root 1.51 op->update_stats ();
905 elmex 1.1 }
906 root 1.123
907 root 1.22 decrease_ob (improver);
908 root 1.123
909 root 1.22 if (tmp)
910     {
911     insert_ob_in_ob (tmp, op);
912     esrv_send_item (op, tmp);
913 elmex 1.1 }
914 root 1.123
915 root 1.22 return 1;
916 elmex 1.1 }
917    
918     /*
919     * convert_item() returns 1 if anything was converted, 0 if the item was not
920     * what the converter wants, -1 if the converter is broken.
921     */
922     #define CONV_FROM(xyz) xyz->slaying
923     #define CONV_TO(xyz) xyz->other_arch
924     #define CONV_NR(xyz) xyz->stats.sp
925     #define CONV_NEED(xyz) xyz->stats.food
926    
927     /* Takes one items and makes another.
928     * converter is the object that is doing the conversion.
929     * item is the object that triggered the converter - if it is not
930     * what the converter wants, this will not do anything.
931     */
932 root 1.22 int
933     convert_item (object *item, object *converter)
934     {
935     int nr = 0;
936     uint32 price_in;
937    
938     /* We make some assumptions - we assume if it takes money as it type,
939     * it wants some amount. We don't make change (ie, if something costs
940     * 3 gp and player drops a platinum, tough luck)
941     */
942 root 1.121 if (CONV_FROM (converter) == shstr_money)
943 root 1.22 {
944     if (item->type != MONEY)
945     return 0;
946    
947     nr = (item->nrof * item->value) / CONV_NEED (converter);
948     if (!nr)
949     return 0;
950 root 1.121
951     converter->play_sound (sound_find ("shop_buy"));
952    
953     int cost = nr * CONV_NEED (converter) / item->value;
954 root 1.22 /* take into account rounding errors */
955     if (nr * CONV_NEED (converter) % item->value)
956     cost++;
957 root 1.121
958 root 1.22 decrease_ob_nr (item, cost);
959 elmex 1.1
960 root 1.22 price_in = cost * item->value;
961     }
962     else
963     {
964 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
965 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
966     return 0;
967 elmex 1.1
968 root 1.121 converter->play_sound (sound_find ("convert_item"));
969    
970 root 1.22 if (CONV_NEED (converter))
971     {
972     nr = item->nrof / CONV_NEED (converter);
973     decrease_ob_nr (item, nr * CONV_NEED (converter));
974     price_in = nr * CONV_NEED (converter) * item->value;
975     }
976     else
977     {
978     price_in = item->value;
979 root 1.37 item->destroy ();
980 root 1.22 }
981     }
982 root 1.14
983 root 1.121 if (converter->inv)
984 root 1.22 {
985     object *ob;
986     int i;
987     object *ob_to_copy;
988    
989     /* select random object from inventory to copy */
990     ob_to_copy = converter->inv;
991 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992     if (rndm (0, i) == 0)
993     ob_to_copy = ob;
994    
995 root 1.22 item = object_create_clone (ob_to_copy);
996     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997     unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 elmex 1.1 }
999 root 1.22 else
1000     {
1001     if (converter->other_arch == NULL)
1002     {
1003     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1005 root 1.22 return -1;
1006     }
1007    
1008     item = object_create_arch (converter->other_arch);
1009     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010     }
1011    
1012     if (CONV_NR (converter))
1013     item->nrof = CONV_NR (converter);
1014 root 1.121
1015 root 1.22 if (nr)
1016     item->nrof *= nr;
1017 root 1.121
1018 root 1.22 if (is_in_shop (converter))
1019     SET_FLAG (item, FLAG_UNPAID);
1020     else if (price_in < item->nrof * item->value)
1021     {
1022     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 root 1.121 /**
1025     * elmex: we are going to let the game continue, as the mapcreator
1026     * hopefully had something in mind when doing this.
1027     */
1028     }
1029 elmex 1.1
1030 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1031 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032     return 1;
1033 elmex 1.1 }
1034 root 1.22
1035 elmex 1.1 /**
1036     * Handle apply on containers.
1037     * By Eneq(@csd.uu.se).
1038     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039     * added the alchemical cauldron to the code -b.t.
1040     */
1041 root 1.22 int
1042     apply_container (object *op, object *sack)
1043 elmex 1.1 {
1044 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1045 root 1.22 return 0; /* This might change */
1046 elmex 1.1
1047 root 1.68 if (!sack || sack->type != CONTAINER)
1048 root 1.22 {
1049 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1050 root 1.22 return 0;
1051 elmex 1.1 }
1052 root 1.40
1053     op->contr->last_used = 0;
1054 elmex 1.1
1055 root 1.68 if (sack->env && sack->env != op)
1056 root 1.22 {
1057 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1058 root 1.68 return 1;
1059 elmex 1.1 }
1060    
1061 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1062     if (sack->flag [FLAG_APPLIED])
1063 root 1.22 {
1064 root 1.68 if (op->container == sack)
1065 root 1.22 {
1066 root 1.68 // open on ground or inv, so close
1067     op->close_container ();
1068     return 1;
1069 root 1.22 }
1070 root 1.68 else if (!sack->env)
1071 root 1.22 {
1072 root 1.68 // active, but not ours: some other player has opened it
1073 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 root 1.68 return 1;
1075 root 1.14 }
1076 root 1.22
1077 root 1.68 // fall through to opening it (active in inv)
1078 elmex 1.1 }
1079 root 1.68 else if (sack->env)
1080 root 1.22 {
1081 root 1.68 // it is in our env, so activate it, do not open yet
1082     op->close_container ();
1083     sack->flag [FLAG_APPLIED] = 1;
1084     esrv_update_item (UPD_FLAGS, op, sack);
1085 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1086 root 1.68 return 1;
1087 elmex 1.1 }
1088    
1089 root 1.68 // it's locked?
1090 root 1.22 if (sack->slaying)
1091 root 1.68 {
1092     if (object *tmp = find_key (op, op, sack))
1093 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 root 1.22 else
1095     {
1096 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 root 1.68 return 1;
1098 root 1.22 }
1099 elmex 1.1 }
1100    
1101 root 1.68 op->open_container (sack);
1102 elmex 1.1
1103 root 1.22 return 1;
1104 elmex 1.1 }
1105    
1106     /**
1107     * Handles dropping things on altar.
1108     * Returns true if sacrifice was accepted.
1109     */
1110 root 1.22 static int
1111     apply_altar (object *altar, object *sacrifice, object *originator)
1112 elmex 1.1 {
1113 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1114     if (altar->inv && (!originator || originator->type != PLAYER))
1115     return 0;
1116    
1117     if (operate_altar (altar, &sacrifice))
1118     {
1119     /* Simple check. Unfortunately, it means you can't cast magic bullet
1120     * with an altar. We call it a Potion - altars are stationary - it
1121     * is up to map designers to use them properly.
1122     */
1123     if (altar->inv && altar->inv->type == SPELL)
1124     {
1125 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1126 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1127 root 1.124 /* If it is connected, push the button. Fixes some problems with
1128 root 1.22 * old maps.
1129     */
1130 elmex 1.1
1131     /* push_button (altar);*/
1132 root 1.14 }
1133 root 1.22 else
1134     {
1135     altar->value = 1; /* works only once */
1136     push_button (altar);
1137     }
1138 root 1.26
1139     return !sacrifice;
1140 root 1.22 }
1141     else
1142 root 1.26 return 0;
1143 elmex 1.1 }
1144    
1145     /**
1146     * Handles 'movement' of shop mats.
1147     * Returns 1 if 'op' was destroyed, 0 if not.
1148     * Largely re-written to not use nearly as many gotos, plus
1149     * some of this code just looked plain out of date.
1150     * MSW 2001-08-29
1151     */
1152 root 1.22 int
1153     apply_shop_mat (object *shop_mat, object *op)
1154 elmex 1.1 {
1155 elmex 1.15 int rv = 0;
1156     double opinion;
1157     object *tmp, *next;
1158 elmex 1.1
1159 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 elmex 1.1
1161 root 1.121 bool has_unpaid = false;
1162    
1163     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164     // a quick and small change :(
1165     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166     if (item->flag [FLAG_UNPAID])
1167     {
1168     has_unpaid = true;
1169     break;
1170     }
1171    
1172 elmex 1.15 if (op->type != PLAYER)
1173     {
1174     /* Remove all the unpaid objects that may be carried here.
1175     * This could be pets or monsters that are somehow in
1176     * the shop.
1177     */
1178     for (tmp = op->inv; tmp; tmp = next)
1179     {
1180     next = tmp->below;
1181 root 1.25
1182 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183     {
1184     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 root 1.14
1186 root 1.36 tmp->remove ();
1187 root 1.24
1188 elmex 1.15 if (i == -1)
1189     i = 0;
1190 root 1.24
1191 elmex 1.15 tmp->map = op->map;
1192     tmp->x = op->x + freearr_x[i];
1193     tmp->y = op->y + freearr_y[i];
1194     insert_ob_in_map (tmp, op->map, op, 0);
1195 root 1.14 }
1196     }
1197    
1198 elmex 1.15 /* Don't teleport things like spell effects */
1199     if (QUERY_FLAG (op, FLAG_NO_PICK))
1200     return 0;
1201 root 1.14
1202 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1203     * shop mats. Instead, put it on a nearby space.
1204     */
1205     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1206     {
1207     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209 root 1.22
1210 elmex 1.15 if (i != -1)
1211 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212    
1213 elmex 1.15 return 0;
1214 root 1.14 }
1215 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1216     * the teleport function should be able to handle this just fine.
1217     */
1218     rv = teleport (shop_mat, SHOP_MAT, op);
1219 elmex 1.1 }
1220 root 1.25 else if (can_pay (op) && get_payment (op))
1221 elmex 1.15 {
1222 root 1.24 /* this is only used for players */
1223 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1224    
1225 root 1.121 if (has_unpaid)
1226     op->contr->play_sound (sound_find ("shop_buy"));
1227     else if (is_in_shop (op))
1228     op->contr->play_sound (sound_find ("shop_enter"));
1229     else
1230     op->contr->play_sound (sound_find ("shop_leave"));
1231    
1232 elmex 1.15 if (shop_mat->msg)
1233 root 1.124 op->statusmsg (shop_mat->msg);
1234 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1235     * but there is never a guarantee that the bottom space on the map is
1236     * actually the shop floor.
1237     */
1238     else if (!rv && !is_in_shop (op))
1239     {
1240     opinion = shopkeeper_approval (op->map, op);
1241 root 1.24
1242 root 1.124 op->statusmsg (
1243     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244     : opinion >= 0.75 ? "The shopkeeper waves to you."
1245     : opinion >= 0.50 ? "The shopkeeper ignores you."
1246     : "The shopkeeper glares at you with contempt."
1247     );
1248 root 1.14 }
1249 elmex 1.1 }
1250 elmex 1.15 else
1251     {
1252     /* if we get here, a player tried to leave a shop but was not able
1253 root 1.121 * to afford the items he has. We try to move the player so that
1254 elmex 1.15 * they are not on the mat anymore
1255     */
1256     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1257 root 1.22
1258 elmex 1.15 if (i == -1)
1259 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1260 elmex 1.15 else
1261     {
1262 root 1.36 op->remove ();
1263 elmex 1.15 op->x += freearr_x[i];
1264     op->y += freearr_y[i];
1265     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1266 root 1.14 }
1267 elmex 1.1 }
1268 root 1.24
1269 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1270     return rv;
1271 elmex 1.1 }
1272    
1273     /**
1274     * Handles applying a sign.
1275     */
1276 root 1.22 static void
1277     apply_sign (object *op, object *sign, int autoapply)
1278 elmex 1.1 {
1279 root 1.22 readable_message_type *msgType;
1280    
1281 root 1.124 if (!sign->msg)
1282 root 1.22 {
1283 root 1.124 op->statusmsg ("Nothing is written on it.");
1284 root 1.22 return;
1285 elmex 1.1 }
1286    
1287 root 1.22 if (sign->stats.food)
1288     {
1289     if (sign->last_eat >= sign->stats.food)
1290     {
1291     if (!sign->move_on)
1292 root 1.124 op->statusmsg ("You cannot read it anymore.");
1293 root 1.120
1294 root 1.22 return;
1295 root 1.14 }
1296 elmex 1.1
1297 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1298     sign->last_eat++;
1299 elmex 1.1 }
1300    
1301 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1302     * No way to know for sure. The presumption is basically that if
1303     * move_on is zero, it needs to be manually applied (doesn't talk
1304     * to us).
1305     */
1306     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1307     {
1308 root 1.125 op->failmsg ("You are unable to read while blind!");
1309 root 1.22 return;
1310     }
1311 root 1.110
1312     if (op->contr)
1313     if (client *ns = op->contr->ns)
1314     {
1315 root 1.120 ns->play_sound (sign->sound);
1316 root 1.110 msgType = get_readable_message_type (sign);
1317    
1318     if (ns->can_msg)
1319     ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320     else
1321     {
1322     char newbuf[HUGE_BUF];
1323     snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325     }
1326     }
1327 elmex 1.1 }
1328    
1329     /**
1330     * 'victim' moves onto 'trap'
1331     * 'victim' leaves 'trap'
1332     * effect is determined by move_on/move_off of trap and move_type of victime.
1333     *
1334     * originator: Player, monster or other object that caused 'victim' to move
1335     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1336     * However, some types of traps require an originator to function.
1337     */
1338 root 1.22 void
1339 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1340 elmex 1.1 {
1341     static int recursion_depth = 0;
1342    
1343     /* Only exits affect DMs. */
1344 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1345 elmex 1.1 return;
1346    
1347     /* move_apply() is the most likely candidate for causing unwanted and
1348     * possibly unlimited recursion.
1349     */
1350     /* The following was changed because it was causing perfeclty correct
1351     * maps to fail. 1) it's not an error to recurse:
1352     * rune detonates, summoning monster. monster lands on nearby rune.
1353     * nearby rune detonates. This sort of recursion is expected and
1354     * proper. This code was causing needless crashes.
1355     */
1356 root 1.22 if (recursion_depth >= 500)
1357     {
1358     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1359 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1360 root 1.22 return;
1361 elmex 1.1 }
1362 root 1.110
1363 root 1.22 recursion_depth++;
1364     if (trap->head)
1365     trap = trap->head;
1366 elmex 1.1
1367 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1368     goto leave;
1369 elmex 1.1
1370 root 1.22 switch (trap->type)
1371     {
1372 root 1.23 case PLAYERMOVER:
1373     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1374     {
1375     if (!trap->stats.maxsp)
1376     trap->stats.maxsp = 2;
1377 root 1.14
1378 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1379     * should be divided by trap->speed
1380     */
1381     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1382 root 1.14
1383 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1384     * above with some objects have zero speed, and thus the player
1385     * getting permanently paralyzed.
1386     */
1387 root 1.93 if (victim->speed_left < -50.f)
1388     victim->speed_left = -50.f;
1389 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1390     }
1391     goto leave;
1392 root 1.14
1393 root 1.23 case SPINNER:
1394     if (victim->direction)
1395     {
1396     victim->direction = absdir (victim->direction - trap->stats.sp);
1397     update_turn_face (victim);
1398     }
1399     goto leave;
1400 root 1.14
1401 root 1.23 case DIRECTOR:
1402     if (victim->direction && !should_director_abort (trap, victim))
1403     {
1404     victim->direction = trap->stats.sp;
1405     update_turn_face (victim);
1406     }
1407     goto leave;
1408 root 1.14
1409 root 1.23 case BUTTON:
1410     case PEDESTAL:
1411     update_button (trap);
1412     goto leave;
1413    
1414     case ALTAR:
1415     /* sacrifice victim on trap */
1416     apply_altar (trap, victim, originator);
1417     goto leave;
1418 root 1.14
1419 root 1.23 case THROWN_OBJ:
1420     if (trap->inv == NULL)
1421 root 1.22 goto leave;
1422 root 1.23 /* fallthrough */
1423 root 1.14
1424 root 1.23 case ARROW:
1425     /* bad bug: monster throw a object, make a step forwards, step on object ,
1426     * trigger this here and get hit by own missile - and will be own enemy.
1427     * Victim then is his own enemy and will start to kill herself (this is
1428     * removed) but we have not synced victim and his missile. To avoid senseless
1429     * action, we avoid hits here
1430     */
1431     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1432     hit_with_arrow (trap, victim);
1433     goto leave;
1434 root 1.14
1435 root 1.23 case SPELL_EFFECT:
1436     apply_spell_effect (trap, victim);
1437     goto leave;
1438 root 1.14
1439 root 1.23 case TRAPDOOR:
1440     {
1441     int max, sound_was_played;
1442     object *ab, *ab_next;
1443 root 1.22
1444 root 1.23 if (!trap->value)
1445     {
1446     int tot;
1447 root 1.14
1448 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1449     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1451 root 1.14
1452 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453     goto leave;
1454 root 1.22
1455 root 1.23 SET_ANIMATION (trap, trap->value);
1456     update_object (trap, UP_OBJ_FACE);
1457     }
1458 root 1.14
1459 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1460 root 1.22 {
1461 root 1.23 /* need to set this up, since if we do transfer the object,
1462     * ab->above would be bogus
1463     */
1464     ab_next = ab->above;
1465 root 1.14
1466 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 root 1.22 {
1468 root 1.23 if (!sound_was_played)
1469     {
1470 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1471 root 1.23 sound_was_played = 1;
1472     }
1473 root 1.118
1474 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1475     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1476 root 1.14 }
1477     }
1478 root 1.22 goto leave;
1479 root 1.23 }
1480 root 1.14
1481 root 1.23 case CONVERTER:
1482     if (convert_item (victim, trap) < 0)
1483     {
1484 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1486     }
1487 root 1.14
1488 root 1.23 goto leave;
1489 root 1.14
1490 root 1.23 case TRIGGER_BUTTON:
1491     case TRIGGER_PEDESTAL:
1492     case TRIGGER_ALTAR:
1493     check_trigger (trap, victim);
1494     goto leave;
1495    
1496     case DEEP_SWAMP:
1497     walk_on_deep_swamp (trap, victim);
1498     goto leave;
1499    
1500     case CHECK_INV:
1501 elmex 1.46 check_inv (victim, trap);
1502 root 1.23 goto leave;
1503    
1504     case HOLE:
1505     /* Hole not open? */
1506     if (trap->stats.wc > 0)
1507 root 1.22 goto leave;
1508 root 1.14
1509 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1510     * Processing will happen if the head runs into the pit
1511     */
1512     if (victim->head)
1513 root 1.22 goto leave;
1514 root 1.14
1515 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516     victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518     goto leave;
1519 root 1.14
1520 root 1.23 case EXIT:
1521     if (victim->type == PLAYER && EXIT_PATH (trap))
1522     {
1523     /* Basically, don't show exits leading to random maps the
1524     * players output.
1525     */
1526 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1527 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1528 root 1.55
1529     victim->enter_exit (trap);
1530 root 1.23 }
1531     goto leave;
1532 root 1.14
1533 root 1.23 case ENCOUNTER:
1534     /* may be some leftovers on this */
1535     goto leave;
1536    
1537     case SHOP_MAT:
1538     apply_shop_mat (trap, victim);
1539     goto leave;
1540    
1541     /* Drop a certain amount of gold, and have one item identified */
1542     case IDENTIFY_ALTAR:
1543     apply_id_altar (victim, trap, originator);
1544     goto leave;
1545    
1546     case SIGN:
1547     if (victim->type != PLAYER && trap->stats.food > 0)
1548 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1549 root 1.23
1550     apply_sign (victim, trap, 1);
1551     goto leave;
1552    
1553     case CONTAINER:
1554 root 1.68 apply_container (victim, trap);
1555 root 1.23 goto leave;
1556    
1557     case RUNE:
1558     case TRAP:
1559     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 root 1.126 spring_trap (trap, victim);
1561 root 1.23 goto leave;
1562 root 1.14
1563 root 1.23 default:
1564     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 root 1.23 goto leave;
1567 elmex 1.1 }
1568    
1569 root 1.22 leave:
1570     recursion_depth--;
1571 elmex 1.1 }
1572    
1573     /**
1574     * Handles reading a regular (ie not containing a spell) book.
1575     */
1576 root 1.22 static void
1577     apply_book (object *op, object *tmp)
1578 elmex 1.1 {
1579 root 1.22 int lev_diff;
1580     object *skill_ob;
1581    
1582     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1583     {
1584 root 1.125 op->failmsg ("You are unable to read while blind!");
1585 root 1.22 return;
1586     }
1587 root 1.112
1588     if (!tmp->msg)
1589 root 1.22 {
1590 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1591 root 1.22 return;
1592     }
1593 elmex 1.1
1594 root 1.22 /* need a literacy skill to read stuff! */
1595     skill_ob = find_skill_by_name (op, tmp->skill);
1596     if (!skill_ob)
1597     {
1598 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));
1599 elmex 1.1 return;
1600     }
1601 root 1.112
1602 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1603     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604     {
1605 root 1.125 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607     : lev_diff < 5 ? "This book is beyond your comprehension."
1608     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609     : lev_diff < 15 ? "This book is way beyond your comprehension."
1610     : "This book is totally beyond your comprehension.");
1611 elmex 1.1 return;
1612     }
1613    
1614 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1615    
1616 root 1.112 if (player *pl = op->contr)
1617     if (client *ns = pl->ns)
1618     if (ns->can_msg)
1619     {
1620     dynbuf_text buf;
1621     buf << long_desc (tmp, op)
1622     << "\n\n"
1623     << tmp->msg
1624     << '\0';
1625     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626     }
1627     else
1628     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629     msgType->message_type, msgType->message_subtype,
1630     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631     long_desc (tmp, op), &tmp->msg);
1632 root 1.22
1633     /* gain xp from reading */
1634     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635     { /* only if not read before */
1636     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637    
1638     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639     {
1640     /*exp_gain *= 2; because they just identified it too */
1641     SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 root 1.41
1643 root 1.22 /* If in a container, update how it looks */
1644     if (tmp->env)
1645     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1646     else
1647 root 1.50 op->contr->ns->floorbox_update ();
1648 root 1.22 }
1649 root 1.41
1650 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1651     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 elmex 1.1 }
1653     }
1654    
1655     /**
1656     * Handles the applying of a skill scroll, calling learn_skill straight.
1657     * op is the person learning the skill, tmp is the skill scroll object
1658     */
1659 root 1.22 static void
1660     apply_skillscroll (object *op, object *tmp)
1661 elmex 1.1 {
1662 root 1.124 switch (learn_skill (op, tmp))
1663 root 1.22 {
1664 root 1.24 case 0:
1665 root 1.124 op->play_sound (sound_find ("generic_fail"));
1666 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 root 1.124 break;
1668 root 1.24
1669     case 1:
1670     decrease_ob (tmp);
1671 root 1.124 op->play_sound (sound_find ("skill_learn"));
1672     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673     break;
1674 root 1.14
1675 root 1.24 default:
1676     decrease_ob (tmp);
1677 root 1.124 op->play_sound (sound_find ("generic_fail"));
1678 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 root 1.124 break;
1680 elmex 1.1 }
1681     }
1682    
1683     /**
1684     * Actually makes op learn spell.
1685     * Informs player of what happens.
1686     */
1687 root 1.22 void
1688     do_learn_spell (object *op, object *spell, int special_prayer)
1689 elmex 1.1 {
1690 root 1.22 object *tmp;
1691 elmex 1.1
1692 root 1.22 if (op->type != PLAYER)
1693     {
1694     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1695     return;
1696 elmex 1.1 }
1697    
1698 root 1.22 /* Upgrade special prayers to normal prayers */
1699     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700     {
1701     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702     {
1703     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1704     return;
1705 elmex 1.1 }
1706 root 1.22 return;
1707 elmex 1.1 }
1708    
1709 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1710    
1711 root 1.39 tmp = spell->clone ();
1712 root 1.22 insert_ob_in_ob (tmp, op);
1713    
1714     if (special_prayer)
1715 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1716 elmex 1.1
1717 root 1.22 esrv_add_spells (op->contr, tmp);
1718 elmex 1.1 }
1719    
1720     /**
1721     * Erases spell from player's inventory.
1722     */
1723 root 1.22 void
1724     do_forget_spell (object *op, const char *spell)
1725 elmex 1.1 {
1726 root 1.22 object *spob;
1727    
1728     if (op->type != PLAYER)
1729     {
1730     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1731     return;
1732     }
1733     if ((spob = check_spell_known (op, spell)) == NULL)
1734     {
1735     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736     return;
1737     }
1738 elmex 1.1
1739 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 root 1.22 player_unready_range_ob (op->contr, spob);
1741     esrv_remove_spell (op->contr, spob);
1742 root 1.37 spob->destroy ();
1743 elmex 1.1 }
1744    
1745     /**
1746     * Handles player applying a spellbook.
1747     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1748     * stuff like that. Random learning failure too.
1749     */
1750 root 1.22 static void
1751     apply_spellbook (object *op, object *tmp)
1752 elmex 1.1 {
1753 root 1.22 object *skop, *spell, *spell_skill;
1754    
1755     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1756     {
1757 root 1.125 op->failmsg ("You are unable to read while blind.");
1758 root 1.22 return;
1759     }
1760    
1761     /* artifact_spellbooks have 'slaying' field point to a spell name,
1762     * instead of having their spell stored in stats.sp. These are
1763     * legacy spellbooks
1764     */
1765 root 1.114 if (tmp->slaying)
1766 root 1.22 {
1767     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1768     if (!spell)
1769     {
1770 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 root 1.22 return;
1772 root 1.14 }
1773 root 1.22 else
1774     insert_ob_in_ob (spell, tmp);
1775 root 1.114
1776     tmp->slaying = 0;
1777 root 1.22 }
1778    
1779     skop = find_skill_by_name (op, tmp->skill);
1780    
1781     /* need a literacy skill to learn spells. Also, having a literacy level
1782     * lower than the spell will make learning the spell more difficult */
1783     if (!skop)
1784     {
1785 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 root 1.22 return;
1787     }
1788    
1789     spell = tmp->inv;
1790 root 1.32
1791 root 1.22 if (!spell)
1792     {
1793     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 root 1.22 return;
1796     }
1797 root 1.31
1798 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1799 root 1.22 {
1800 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 root 1.22 return;
1802     }
1803    
1804 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 root 1.22
1806     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807     {
1808     identify (tmp);
1809 root 1.41
1810 root 1.22 if (tmp->env)
1811     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812     else
1813 root 1.50 op->contr->ns->floorbox_update ();
1814 root 1.22 }
1815    
1816     /* I removed the check for special_prayer_mark here - it didn't make
1817     * a lot of sense - special prayers are not found in spellbooks, and
1818     * if the player doesn't know the spell, doesn't make a lot of sense that
1819     * they would have a special prayer mark.
1820     */
1821     if (check_spell_known (op, spell->name))
1822     {
1823 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");
1824 root 1.22 return;
1825 elmex 1.1 }
1826 root 1.22
1827     if (spell->skill)
1828     {
1829     spell_skill = find_skill_by_name (op, spell->skill);
1830 root 1.25
1831 root 1.22 if (!spell_skill)
1832     {
1833 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 root 1.22 return;
1835 root 1.14 }
1836 root 1.25
1837 root 1.22 if (spell_skill->level < spell->level)
1838     {
1839 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 root 1.22 return;
1841 root 1.14 }
1842 elmex 1.1 }
1843    
1844 root 1.22 /* Logic as follows
1845     *
1846     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847     *
1848     * 2- The learner's skill level in literacy adjusts the chance to learn
1849     * a spell.
1850     *
1851     * 3 -Automatically fail to learn if you read while confused
1852     *
1853     * Overall, chances are the same but a player will find having a high
1854     * literacy rate very useful! -b.t.
1855     */
1856     if (QUERY_FLAG (op, FLAG_CONFUSED))
1857     {
1858 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1859 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860     }
1861     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863     {
1864 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 root 1.22 do_learn_spell (op, spell, 0);
1866    
1867     /* xp gain to literacy for spell learning */
1868     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 elmex 1.1 }
1871 root 1.22 else
1872     {
1873 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1874 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");
1875 root 1.22 }
1876 root 1.73
1877 root 1.22 decrease_ob (tmp);
1878 elmex 1.1 }
1879    
1880     /**
1881     * Handles applying a spell scroll.
1882     */
1883 root 1.22 void
1884     apply_scroll (object *op, object *tmp, int dir)
1885 elmex 1.1 {
1886 root 1.22 object *skop;
1887 elmex 1.1
1888 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889     {
1890 root 1.125 op->failmsg ("You are unable to read while blind.");
1891 root 1.22 return;
1892 elmex 1.1 }
1893    
1894 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1895     {
1896 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 root 1.22 return;
1898 elmex 1.1 }
1899    
1900 root 1.22 if (op->type == PLAYER)
1901     {
1902     /* players need a literacy skill to read stuff! */
1903     int exp_gain = 0;
1904 elmex 1.1
1905 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1906     * should go for anything killed by the spell.
1907     */
1908     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909 elmex 1.1
1910 root 1.22 if (!skop)
1911     {
1912 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 root 1.22 return;
1914     }
1915 elmex 1.1
1916 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917     change_exp (op, exp_gain, skop->skill, 0);
1918 elmex 1.1 }
1919    
1920 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921     identify (tmp);
1922 elmex 1.1
1923 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 elmex 1.1
1925 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926     decrease_ob (tmp);
1927 elmex 1.1 }
1928    
1929     /**
1930     * Applies a treasure object - by default, chest. op
1931     * is the person doing the applying, tmp is the treasure
1932     * chest.
1933     */
1934 root 1.22 static void
1935     apply_treasure (object *op, object *tmp)
1936 elmex 1.1 {
1937 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1938 root 1.22 * for the chest is done when the chest is created, and put into the chest
1939 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1940     * prevents people from moving chests to more difficult maps to get better
1941 root 1.22 * treasure
1942     */
1943 root 1.99 object *treas = tmp->inv;
1944 root 1.22
1945 root 1.99 if (!treas)
1946 root 1.22 {
1947 root 1.124 op->statusmsg ("The chest was empty.");
1948 root 1.22 decrease_ob (tmp);
1949     return;
1950     }
1951 root 1.99
1952 root 1.22 while (tmp->inv)
1953     {
1954     treas = tmp->inv;
1955 root 1.36 treas->remove ();
1956 elmex 1.1
1957 root 1.22 treas->x = op->x;
1958     treas->y = op->y;
1959     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960    
1961     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962     spring_trap (treas, op);
1963 root 1.37
1964 root 1.22 /* If either player or container was destroyed, no need to do
1965 root 1.124 * further processing. I think this should be enclused with
1966 root 1.22 * spring trap above, as I don't think there is otherwise
1967 root 1.124 * any way for the treasure chest or player to get killed.
1968 root 1.22 */
1969 root 1.29 if (op->destroyed () || tmp->destroyed ())
1970 root 1.22 break;
1971 elmex 1.1 }
1972    
1973 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1974 root 1.22 decrease_ob (tmp);
1975 elmex 1.1 }
1976    
1977     /**
1978     * op eats food.
1979     * If player, takes care of messages and dragon special food.
1980     */
1981 root 1.22 static void
1982     apply_food (object *op, object *tmp)
1983 elmex 1.1 {
1984 root 1.22 int capacity_remaining;
1985 elmex 1.1
1986 root 1.22 if (op->type != PLAYER)
1987     op->stats.hp = op->stats.maxhp;
1988     else
1989     {
1990 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1991 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 root 1.14 ;
1993 root 1.22 else
1994     {
1995     /* usual case - no dragon meal: */
1996     if (op->stats.food + tmp->stats.food > 999)
1997     {
1998     if (tmp->type == FOOD || tmp->type == FLESH)
1999 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
2000 root 1.22 else
2001 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 root 1.22 }
2003    
2004     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005     {
2006 root 1.124 const char *buf;
2007 root 1.22
2008     if (!is_dragon_pl (op))
2009     {
2010     /* eating message for normal players */
2011     if (tmp->type == DRINK)
2012 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 root 1.22 else
2014 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 root 1.22 }
2016     else
2017 root 1.124 /* eating message for dragon players */
2018     buf = format ("The %s tasted terrible!", &tmp->name);
2019    
2020     op->statusmsg (buf);
2021 root 1.22
2022     capacity_remaining = 999 - op->stats.food;
2023     op->stats.food += tmp->stats.food;
2024     if (capacity_remaining < tmp->stats.food)
2025     op->stats.hp += capacity_remaining / 50;
2026     else
2027     op->stats.hp += tmp->stats.food / 50;
2028 root 1.124
2029 root 1.22 if (op->stats.hp > op->stats.maxhp)
2030     op->stats.hp = op->stats.maxhp;
2031     if (op->stats.food > 999)
2032     op->stats.food = 999;
2033     }
2034 root 1.14
2035 root 1.22 /* special food hack -b.t. */
2036     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037     eat_special_food (op, tmp);
2038     }
2039 elmex 1.1 }
2040 root 1.114
2041 root 1.22 handle_apply_yield (tmp);
2042     decrease_ob (tmp);
2043 elmex 1.1 }
2044    
2045     /**
2046     * A dragon is eating some flesh. If the flesh contains resistances,
2047     * there is a chance for the dragon's skin to get improved.
2048     *
2049     * attributes:
2050     * object *op the object (dragon player) eating the flesh
2051     * object *meal the flesh item, getting chewed in dragon's mouth
2052     * return:
2053     * int 1 if eating successful, 0 if it doesn't work
2054     */
2055 root 1.22 int
2056     dragon_eat_flesh (object *op, object *meal)
2057     {
2058     object *skin = NULL; /* pointer to dragon skin force */
2059     object *abil = NULL; /* pointer to dragon ability force */
2060     object *tmp = NULL; /* tmp. object */
2061    
2062 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2063 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2064     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065     double mbonus = 0; /* monster bonus */
2066 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 root 1.22 int winners = 0; /* number of winners */
2068 elmex 1.1 int i; /* index */
2069 root 1.22
2070 elmex 1.1 /* let's make sure and doublecheck the parameters */
2071 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2072 elmex 1.1 return 0;
2073 root 1.22
2074 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075     from the player's inventory */
2076 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2077     if (tmp->type == FORCE)
2078 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 root 1.60 skin = tmp;
2080 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 root 1.60 abil = tmp;
2082 root 1.22
2083 elmex 1.1 /* if either skin or ability are missing, this is an old player
2084     which is not to be considered a dragon -> bail out */
2085 root 1.22 if (skin == NULL || abil == NULL)
2086     return 0;
2087    
2088 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2089 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2090 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2091     else
2092 root 1.22 op->stats.hp += meal->stats.food / 50;
2093 root 1.124
2094 root 1.22 if (op->stats.hp > op->stats.maxhp)
2095     op->stats.hp = op->stats.maxhp;
2096    
2097     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098    
2099     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100    
2101 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2102 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2103     {
2104     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105     {
2106     /* got positive resistance, now calculate improvement chance (0-100) */
2107    
2108     /* this bonus makes resistance increase easier at lower levels */
2109     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110     if (i == abil->stats.exp)
2111     bonus += 5; /* additional bonus for resistance of ability-focus */
2112    
2113     /* monster bonus increases with level, because high-level
2114     flesh is too rare */
2115     mbonus = op->level * 20. / ((double) settings.max_level);
2116    
2117     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118     ((double) settings.max_level)) - skin->resist[i];
2119    
2120     if (chance >= 0.)
2121     chance += 1.;
2122     else
2123     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124    
2125     /* chance is proportional to amount of resistance (max. 50) */
2126     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127    
2128     /* doubled chance for resistance of ability-focus */
2129     if (i == abil->stats.exp)
2130     chance = MIN (100., chance * 2.);
2131    
2132     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2134 root 1.22 {
2135     atnr_winner[winners] = i;
2136     winners++;
2137     }
2138    
2139     if (chance >= 0.01)
2140     totalchance *= 1 - chance / 100;
2141    
2142     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143     }
2144 elmex 1.1 }
2145 root 1.22
2146 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2147 root 1.22 totalchance = 100 - totalchance * 100;
2148 root 1.124
2149 elmex 1.1 /* print message according to totalchance */
2150 root 1.124 const char *buf;
2151 elmex 1.1 if (totalchance > 50.)
2152 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 elmex 1.1 else if (totalchance > 10.)
2154 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2155 elmex 1.1 else if (totalchance > 1.)
2156 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2157 elmex 1.1 else if (totalchance > 0.1)
2158 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2159 elmex 1.1 else if (totalchance >= 0.01)
2160 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2161 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2163 root 1.22 else
2164 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2165    
2166     op->statusmsg (buf);
2167 root 1.22
2168 elmex 1.1 /* now choose a winner if we have any */
2169     i = -1;
2170 root 1.22 if (winners > 0)
2171     i = atnr_winner[RANDOM () % winners];
2172    
2173     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174     {
2175     /* resistance increased! */
2176     skin->resist[i]++;
2177 root 1.51 op->update_stats ();
2178 root 1.22
2179 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 root 1.22 }
2181    
2182 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2183     into the ability_force and it will take effect on next level */
2184 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185     {
2186     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187    
2188     if (meal->last_eat != abil->stats.exp)
2189 root 1.124 op->statusmsg (format (
2190 root 1.125 "Your metabolism prepares to focus on %s!\n"
2191     "The change will happen at level %d.",
2192     change_resist_msg[meal->last_eat],
2193     abil->level + 1
2194 root 1.124 ));
2195 root 1.22 else
2196     {
2197 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 root 1.22 abil->last_eat = 0;
2199     }
2200 elmex 1.1 }
2201 root 1.124
2202 elmex 1.1 return 1;
2203     }
2204    
2205     /**
2206     * Handles applying an improve armor scroll.
2207     * Does some sanity checks, then calls improve_armour.
2208     */
2209 root 1.22 static void
2210     apply_armour_improver (object *op, object *tmp)
2211 elmex 1.1 {
2212 root 1.22 object *armor;
2213 elmex 1.1
2214 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 root 1.22 {
2216 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 root 1.22 return;
2218 elmex 1.1 }
2219 root 1.51
2220 root 1.22 armor = find_marked_object (op);
2221 root 1.51
2222 root 1.22 if (!armor)
2223     {
2224 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.");
2225 elmex 1.1 return;
2226     }
2227 root 1.51
2228 root 1.22 if (armor->type != ARMOUR
2229     && armor->type != CLOAK
2230     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 elmex 1.1 {
2232 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2233 root 1.22 return;
2234 elmex 1.1 }
2235    
2236 root 1.124 op->statusmsg ("Applying armour enchantment.");
2237 root 1.22 improve_armour (op, tmp, armor);
2238 elmex 1.1 }
2239    
2240 root 1.22 extern void
2241     apply_poison (object *op, object *tmp)
2242 elmex 1.1 {
2243 root 1.22 if (op->type == PLAYER)
2244     {
2245 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2246 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2247 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2248 elmex 1.1 }
2249 root 1.114
2250 root 1.22 if (tmp->stats.hp > 0)
2251     {
2252     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2253     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2254 elmex 1.1 }
2255 root 1.114
2256 root 1.22 op->stats.food -= op->stats.food / 4;
2257     handle_apply_yield (tmp);
2258     decrease_ob (tmp);
2259 elmex 1.1 }
2260    
2261     /**
2262 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 elmex 1.1 * A valid 2 way exit means:
2264     * -You can come back (there is another exit at the other side)
2265     * -You are
2266 root 1.44 * ° the owner of the exit
2267     * ° or in the same party as the owner
2268 elmex 1.1 *
2269     * Note: a owner in a 2 way exit is saved as the owner's name
2270     * in the field exit->name cause the field exit->owner doesn't
2271     * survive in the swapping (in fact the whole exit doesn't survive).
2272     */
2273 root 1.22 int
2274     is_legal_2ways_exit (object *op, object *exit)
2275     {
2276     if (exit->stats.exp != 1)
2277     return 1; /*This is not a 2 way, so it is legal */
2278 root 1.52
2279 root 1.55 #if 0 //TODO
2280 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281     return 0; /* This is a reset town portal */
2282 root 1.55 #endif
2283    
2284 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285 root 1.52
2286 root 1.22 if (exitmap)
2287     {
2288 root 1.58 exitmap->load_sync ();
2289    
2290     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291 root 1.52
2292 root 1.22 if (!tmp)
2293     return 0;
2294 root 1.52
2295 root 1.58 for (; tmp; tmp = tmp->above)
2296 root 1.22 {
2297     if (tmp->type != EXIT)
2298     continue; /*Not an exit */
2299 root 1.52
2300 root 1.22 if (!EXIT_PATH (tmp))
2301     continue; /*Not a valid exit */
2302 root 1.52
2303 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2304     continue; /*Not in the same place */
2305 root 1.52
2306 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2307 root 1.22 continue; /*Not in the same map */
2308    
2309     /* From here we have found the exit is valid. However we do
2310     * here the check of the exit owner. It is important for the
2311     * town portals to prevent strangers from visiting your appartments
2312     */
2313     if (!exit->race)
2314     return 1; /*No owner, free for all! */
2315 root 1.52
2316 root 1.58 object *exit_owner = 0;
2317 root 1.52
2318     for_all_players (pp)
2319 root 1.22 {
2320     if (!pp->ob)
2321     continue;
2322 root 1.52
2323 root 1.22 if (pp->ob->name != exit->race)
2324     continue;
2325 root 1.52
2326 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2327     break;
2328     }
2329 root 1.52
2330 root 1.22 if (!exit_owner)
2331     return 0; /* No more owner */
2332 root 1.52
2333 root 1.22 if (exit_owner->contr == op->contr)
2334     return 1; /*It is your exit */
2335 root 1.52
2336 root 1.22 if (exit_owner && /*There is a owner */
2337     (op->contr) && /*A player tries to pass */
2338     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2339     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2340     return 0;
2341 root 1.52
2342 root 1.22 return 1;
2343     }
2344     }
2345 root 1.52
2346 root 1.22 return 0;
2347     }
2348 elmex 1.1
2349     /**
2350     * Main apply handler.
2351     *
2352     * Checks for unpaid items before applying.
2353     *
2354     * Return value:
2355     * 0: player or monster can't apply objects of that type
2356     * 1: has been applied, or there was an error applying the object
2357     * 2: objects of that type can't be applied if not in inventory
2358     *
2359     * op is the object that is causing object to be applied, tmp is the object
2360     * being applied.
2361     *
2362     * aflag is special (always apply/unapply) flags. Nothing is done with
2363     * them in this function - they are passed to apply_special
2364     */
2365 root 1.22 int
2366     manual_apply (object *op, object *tmp, int aflag)
2367 elmex 1.1 {
2368 root 1.22 if (tmp->head)
2369     tmp = tmp->head;
2370 elmex 1.1
2371 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372     {
2373     if (op->type == PLAYER)
2374     {
2375 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2376 root 1.22 return 1;
2377     }
2378     else
2379 root 1.51 return 0; /* monsters just skip unpaid items */
2380 elmex 1.1 }
2381    
2382 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2383     return RESULT_INT (0);
2384 root 1.8
2385 root 1.22 switch (tmp->type)
2386     {
2387 root 1.24 case CF_HANDLE:
2388 root 1.118 op->play_sound (sound_find ("turn_handle"));
2389 root 1.124 op->statusmsg ("You turn the handle.");
2390 root 1.24 tmp->value = tmp->value ? 0 : 1;
2391     SET_ANIMATION (tmp, tmp->value);
2392     update_object (tmp, UP_OBJ_FACE);
2393     push_button (tmp);
2394     return 1;
2395 root 1.14
2396 root 1.24 case TRIGGER:
2397     if (check_trigger (tmp, op))
2398     {
2399 root 1.124 op->statusmsg ("You turn the handle.");
2400 root 1.118 op->play_sound (sound_find ("turn_handle"));
2401 root 1.24 }
2402     else
2403 root 1.125 op->failmsg ("The handle doesn't move.");
2404 root 1.57
2405 root 1.24 return 1;
2406 root 1.14
2407 root 1.24 case EXIT:
2408     if (op->type != PLAYER)
2409     return 0;
2410 root 1.57
2411 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2412 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2413 root 1.24 else
2414     {
2415     /* Don't display messages for random maps. */
2416 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2417 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2418 root 1.57
2419 root 1.55 op->enter_exit (tmp);
2420 root 1.24 }
2421 root 1.85
2422 root 1.24 return 1;
2423 root 1.14
2424 root 1.122 case INSCRIBABLE:
2425 root 1.124 op->statusmsg (tmp->msg);
2426 root 1.122 // maybe show a spell menu to chose from or something like that
2427     return 1;
2428    
2429 root 1.24 case SIGN:
2430     apply_sign (op, tmp, 0);
2431     return 1;
2432 root 1.14
2433 root 1.24 case BOOK:
2434     if (op->type == PLAYER)
2435     {
2436     apply_book (op, tmp);
2437     return 1;
2438     }
2439     else
2440 root 1.85 return 0;
2441 root 1.14
2442 root 1.24 case SKILLSCROLL:
2443     if (op->type == PLAYER)
2444     {
2445     apply_skillscroll (op, tmp);
2446     return 1;
2447     }
2448 root 1.85 else
2449     return 0;
2450 root 1.14
2451 root 1.24 case SPELLBOOK:
2452     if (op->type == PLAYER)
2453     {
2454     apply_spellbook (op, tmp);
2455     return 1;
2456     }
2457 root 1.85 else
2458     return 0;
2459 root 1.14
2460 root 1.24 case SCROLL:
2461     apply_scroll (op, tmp, 0);
2462     return 1;
2463 root 1.14
2464 root 1.24 case POTION:
2465 root 1.85 apply_potion (op, tmp);
2466 root 1.24 return 1;
2467 root 1.14
2468 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 root 1.68 //TODO: remove, as it is unsed?
2470 root 1.24 case CLOSE_CON:
2471 root 1.68 apply_container (op, tmp->env);
2472 root 1.24 return 1;
2473 root 1.14
2474 root 1.24 case CONTAINER:
2475 root 1.68 apply_container (op, tmp);
2476 root 1.24 return 1;
2477 root 1.14
2478 root 1.24 case TREASURE:
2479     if (op->type == PLAYER)
2480     {
2481     apply_treasure (op, tmp);
2482     return 1;
2483     }
2484     else
2485 root 1.68 return 0;
2486 root 1.14
2487 root 1.24 case WEAPON:
2488     case ARMOUR:
2489     case BOOTS:
2490     case GLOVES:
2491     case AMULET:
2492     case GIRDLE:
2493     case BRACERS:
2494     case SHIELD:
2495     case HELMET:
2496     case RING:
2497     case CLOAK:
2498     case WAND:
2499     case ROD:
2500     case HORN:
2501     case SKILL:
2502     case BOW:
2503     case LAMP:
2504     case BUILDER:
2505     case SKILL_TOOL:
2506     if (tmp->env != op)
2507     return 2; /* not in inventory */
2508 root 1.79
2509     apply_special (op, tmp, aflag);
2510 root 1.24 return 1;
2511 root 1.14
2512 root 1.24 case DRINK:
2513     case FOOD:
2514     case FLESH:
2515     apply_food (op, tmp);
2516     return 1;
2517 root 1.14
2518 root 1.24 case POISON:
2519     apply_poison (op, tmp);
2520     return 1;
2521 root 1.14
2522 root 1.24 case SAVEBED:
2523 root 1.51 return 1;
2524 root 1.14
2525 root 1.24 case ARMOUR_IMPROVER:
2526     if (op->type == PLAYER)
2527     {
2528     apply_armour_improver (op, tmp);
2529     return 1;
2530     }
2531     else
2532 root 1.51 return 0;
2533 root 1.14
2534 root 1.24 case WEAPON_IMPROVER:
2535 root 1.85 check_improve_weapon (op, tmp);
2536 root 1.24 return 1;
2537 root 1.14
2538 root 1.24 case CLOCK:
2539     if (op->type == PLAYER)
2540     {
2541     char buf[MAX_BUF];
2542     timeofday_t tod;
2543 root 1.22
2544 root 1.24 get_tod (&tod);
2545 root 1.118 op->play_sound (sound_find ("sound_clock"));
2546 root 1.124 op->statusmsg (format (
2547 root 1.125 "It is %d minute%s past %d o'clock %s",
2548     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 root 1.124 ));
2551 root 1.24 return 1;
2552     }
2553     else
2554 root 1.85 return 0;
2555 root 1.14
2556 root 1.24 case MENU:
2557     if (op->type == PLAYER)
2558     {
2559 elmex 1.75 shop_listing (tmp, op);
2560 root 1.24 return 1;
2561     }
2562     else
2563 root 1.85 return 0;
2564 elmex 1.1
2565 root 1.24 case POWER_CRYSTAL:
2566     apply_power_crystal (op, tmp); /* see egoitem.c */
2567     return 1;
2568 root 1.14
2569 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2570     if (op->type == PLAYER)
2571     {
2572     apply_lighter (op, tmp);
2573     return 1;
2574     }
2575     else
2576 root 1.85 return 0;
2577 root 1.14
2578 root 1.24 case ITEM_TRANSFORMER:
2579     apply_item_transformer (op, tmp);
2580     return 1;
2581 root 1.14
2582 root 1.24 default:
2583     return 0;
2584 elmex 1.1 }
2585     }
2586    
2587    
2588     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2589     * messages as needed by player_apply_below(). But there can still be
2590     * "but you are floating high above the ground" messages.
2591     *
2592     * Same return value as apply() function.
2593     */
2594 root 1.22 int
2595     player_apply (object *pl, object *op, int aflag, int quiet)
2596 elmex 1.1 {
2597 root 1.22 int tmp;
2598 elmex 1.1
2599 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2600 root 1.22 {
2601     /* player is flying and applying object not in inventory */
2602     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603     {
2604 root 1.125 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2605 root 1.22 return 0;
2606 root 1.14 }
2607 elmex 1.1 }
2608    
2609 root 1.22 pl->contr->last_used = op;
2610 elmex 1.1
2611 root 1.22 tmp = manual_apply (pl, op, aflag);
2612     if (!quiet)
2613     {
2614     if (tmp == 0)
2615 root 1.124 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 root 1.22 else if (tmp == 2)
2617 root 1.125 op->failmsg ("You must get it first!\n");
2618 elmex 1.1 }
2619 root 1.114
2620 root 1.22 return tmp;
2621 elmex 1.1 }
2622    
2623     /**
2624     * player_apply_below attempts to apply the object 'below' the player.
2625     * If the player has an open container, we use that for below, otherwise
2626     * we use the ground.
2627     */
2628 root 1.22 void
2629     player_apply_below (object *pl)
2630 elmex 1.1 {
2631 root 1.68 int floors = 0;
2632 root 1.22
2633     /* If using a container, set the starting item to be the top
2634     * item in the container. Otherwise, use the map.
2635 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2636 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2637     * next object in the stack before applying. This is can only be a
2638     * problem if player_apply() has a bug in that it uses the object but does
2639     * not return a proper value.
2640     */
2641 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 root 1.22 {
2643     next = tmp->below;
2644 root 1.68
2645 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646     floors++;
2647     else if (floors > 0)
2648     return; /* process only floor objects after first floor object */
2649    
2650     /* If it is visible, player can apply it. If it is applied by
2651     * person moving on it, also activate. Added code to make it
2652     * so that at least one of players movement types be that which
2653     * the item needs.
2654     */
2655     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656     {
2657     if (player_apply (pl, tmp, 0, 1) == 1)
2658     return;
2659 elmex 1.1 }
2660 root 1.22 if (floors >= 2)
2661     return; /* process at most two floor objects */
2662 elmex 1.1 }
2663     }
2664    
2665     /**
2666     * Unapplies specified item.
2667     * No check done on cursed/damned.
2668     * Break this out of apply_special - this is just done
2669     * to keep the size of apply_special to a more managable size.
2670     */
2671 root 1.22 static int
2672     unapply_special (object *who, object *op, int aflags)
2673 elmex 1.1 {
2674 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 root 1.22 return RESULT_INT (0);
2677 root 1.12
2678 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2679 root 1.76
2680 root 1.22 switch (op->type)
2681     {
2682 root 1.96 case SKILL_TOOL:
2683     // unapplying a skill tool should also unapply the skill it governs
2684     // but this is hard, as it shouldn't do so when the skill can
2685     // be used for other reasons
2686     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687     if (tmp->skill == op->skill
2688     && tmp->type == SKILL
2689     && tmp->flag [FLAG_APPLIED]
2690     && !tmp->flag [FLAG_CAN_USE_SKILL])
2691     unapply_special (who, tmp, 0);
2692    
2693     change_abil (who, op);
2694     break;
2695    
2696 root 1.24 case WEAPON:
2697 root 1.105 if (player *pl = who->contr)
2698     if (op == pl->combat_ob)
2699     {
2700     pl->combat_ob = 0;
2701     who->change_weapon (pl->ranged_ob);
2702     }
2703    
2704 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705 elmex 1.1
2706 root 1.79 change_abil (who, op);
2707     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 root 1.24 break;
2709 root 1.14
2710 root 1.96 case SKILL:
2711 root 1.79 if (who->contr)
2712 root 1.24 {
2713 root 1.76 if (!op->invisible)
2714 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 root 1.24 else
2716 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2717 root 1.24 }
2718 root 1.76
2719     change_abil (who, op);
2720 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721     break;
2722 root 1.14
2723 root 1.24 case ARMOUR:
2724     case HELMET:
2725     case SHIELD:
2726     case RING:
2727     case BOOTS:
2728     case GLOVES:
2729     case AMULET:
2730     case GIRDLE:
2731     case BRACERS:
2732     case CLOAK:
2733 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 root 1.79 change_abil (who, op);
2735 root 1.24 break;
2736 root 1.79
2737 root 1.24 case LAMP:
2738 root 1.103 {
2739 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2740 root 1.29
2741 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2742     tmp2->x = op->x;
2743     tmp2->y = op->y;
2744     tmp2->map = op->map;
2745     tmp2->below = op->below;
2746     tmp2->above = op->above;
2747     tmp2->stats.food = op->stats.food;
2748     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749    
2750     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752    
2753     if (who->contr)
2754     esrv_del_item (who->contr, op->count);
2755    
2756     op->destroy ();
2757     insert_ob_in_ob (tmp2, who);
2758     who->update_stats ();
2759 root 1.29
2760 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761     {
2762     if (who->contr)
2763     {
2764 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2765 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766     }
2767     }
2768 root 1.29
2769 root 1.103 if (who->contr)
2770     esrv_send_item (who, tmp2);
2771     }
2772 root 1.79
2773 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2774 root 1.76
2775 root 1.24 case BOW:
2776     case WAND:
2777     case ROD:
2778     case HORN:
2779 root 1.105 if (player *pl = who->contr)
2780     {
2781     if (op == pl->ranged_ob)
2782     {
2783     pl->ranged_ob = 0;
2784     who->change_weapon (pl->combat_ob);
2785     }
2786    
2787 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 root 1.105 }
2789 root 1.103 else
2790 root 1.24 {
2791 root 1.103 who->change_skill (0);
2792 root 1.79
2793 root 1.24 if (op->type == BOW)
2794     CLEAR_FLAG (who, FLAG_READY_BOW);
2795     else
2796     CLEAR_FLAG (who, FLAG_READY_RANGE);
2797     }
2798 root 1.76
2799 root 1.24 break;
2800 elmex 1.1
2801 root 1.24 case BUILDER:
2802 root 1.79 if (who->contr)
2803 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 root 1.24 break;
2805 elmex 1.1
2806 root 1.24 default:
2807 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 root 1.24 break;
2809 elmex 1.1 }
2810    
2811 root 1.51 who->update_stats ();
2812 elmex 1.1
2813 root 1.22 if (!(aflags & AP_NO_MERGE))
2814     {
2815 root 1.85 object *tmp = merge_ob (op, 0);
2816 root 1.79
2817     if (who->contr)
2818 root 1.22 {
2819     if (tmp)
2820     { /* it was merged */
2821 root 1.29 esrv_del_item (who->contr, op->count);
2822 root 1.22 op = tmp;
2823 elmex 1.1 }
2824 root 1.29
2825 root 1.22 esrv_send_item (who, op);
2826 root 1.14 }
2827 elmex 1.1 }
2828 root 1.79
2829 root 1.22 return 0;
2830 elmex 1.1 }
2831    
2832     /**
2833     * Returns the object that is using location 'loc'.
2834     * Note that 'start' is the first object to start examing - we
2835     * then go through the below of this. In this way, you can do
2836     * something like:
2837 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2838     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2839 elmex 1.1 * to find the second object that may use this location, etc.
2840     * Returns NULL if no match is found.
2841     * loc is the index into the array we are looking for a match.
2842     * don't return invisible objects unless they are skill objects
2843     * invisible other objects that use
2844     * up body locations can be used as restrictions.
2845     */
2846 root 1.84 static object *
2847 root 1.96 get_next_item_from_body_location (int loc, object *start)
2848 elmex 1.1 {
2849 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2850     if (tmp->flag [FLAG_APPLIED]
2851     && tmp->slot[loc].info
2852     && (!tmp->invisible || tmp->type == SKILL))
2853     return tmp;
2854 elmex 1.1
2855 root 1.84 return 0;
2856 elmex 1.1 }
2857    
2858     /**
2859     * 'op' wants to apply an object, but can't because of other equipment.
2860     * This should only be called when it is known
2861     * that there are objects to unapply. This makes pretty heavy
2862     * use of get_item_from_body_location. It makes no intelligent choice
2863     * on objects - rather, the first that is matched is used.
2864     * Returns 0 on success, returns 1 if there is some problem.
2865     * if aflags is AP_PRINT, we instead print out waht to unapply
2866     * instead of doing it. This is a lot less code than having
2867     * another function that does just that.
2868     */
2869 root 1.114
2870     #define CANNOT_REMOVE_CURSED \
2871     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872     "Praying over an altar, scrolls of remove curse/damnation, " \
2873     "priests or even other players might help.>"
2874    
2875 root 1.22 int
2876     unapply_for_ob (object *who, object *op, int aflags)
2877 elmex 1.1 {
2878 root 1.81 if (op->is_range ())
2879     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2881     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2882     {
2883     if (aflags & AP_PRINT)
2884 root 1.125 who->failmsg (query_name (tmp));
2885 root 1.81 else
2886     unapply_special (who, tmp, aflags);
2887     }
2888     else
2889     {
2890     /* In this case, we want to try and remove a cursed item.
2891     * While we know it won't work, we want unapply_special to
2892     * at least generate the message.
2893     */
2894 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)));
2895 root 1.81 return 1;
2896     }
2897 elmex 1.1
2898 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 root 1.22 {
2900     /* this used up a slot that we need to free */
2901 root 1.82 if (op->slot[i].info)
2902 root 1.22 {
2903 root 1.81 object *last = who->inv;
2904 root 1.14
2905 root 1.22 /* We do a while loop - may need to remove several items in order
2906     * to free up enough slots.
2907     */
2908 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2909 root 1.22 {
2910 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2911 root 1.81
2912 root 1.22 if (!tmp)
2913     {
2914 elmex 1.1 #if 0
2915 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2916     * equipped.
2917     */
2918     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2919 elmex 1.1 #endif
2920 root 1.22 return 1;
2921     }
2922 root 1.81
2923 root 1.22 /* If we are just printing, we don't care about cursed status */
2924     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2925     {
2926     if (aflags & AP_PRINT)
2927 root 1.125 who->failmsg (query_name (tmp));
2928 root 1.22 else
2929     unapply_special (who, tmp, aflags);
2930 root 1.14 }
2931 root 1.22 else
2932     {
2933     /* Cursed item that we can't unequip - tell the player.
2934     * Note this could be annoying if this is just one of a few,
2935     * so it may not be critical (eg, putting on a ring and you have
2936     * one cursed ring.)
2937     */
2938 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2939 root 1.14 }
2940 root 1.81
2941 root 1.22 last = tmp->below;
2942 root 1.14 }
2943 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2944     * return in the !tmp would have kicked in.
2945     */
2946     } /* if op is using this body location */
2947     } /* for body lcoations */
2948 root 1.81
2949 root 1.22 return 0;
2950 elmex 1.1 }
2951    
2952     /**
2953     * Checks to see if 'who' can apply object 'op'.
2954     * Returns 0 if apply can be done without anything special.
2955     * Otherwise returns a bitmask - potentially several of these may be
2956     * set, but largely depends on circumstance - in the future, processing
2957 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2958 root 1.96 * is set, do we really care what the other flags may be?)
2959 elmex 1.1 *
2960     * See include/define.h for detailed description of the meaning of
2961     * these return values.
2962     */
2963 root 1.22 int
2964     can_apply_object (object *who, object *op)
2965 elmex 1.1 {
2966 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2967     return RESULT_INT (0);
2968    
2969 root 1.78 int retval = 0;
2970     object *tmp = 0, *ws = 0;
2971 root 1.22
2972 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2973 root 1.22 {
2974 root 1.82 if (op->slot[i].info)
2975 root 1.22 {
2976     /* Item uses more slots than we have */
2977 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2978 root 1.22 {
2979 root 1.78 /* Could return now for efficiency - rest of info below isn't
2980 root 1.22 * really needed.
2981     */
2982     retval |= CAN_APPLY_NEVER;
2983     }
2984 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2985 root 1.22 {
2986     /* in this case, equipping this would use more free spots than
2987     * we have.
2988     */
2989 elmex 1.1
2990 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2991 root 1.84 * enough slots to equip the new item, then just set "can
2992     * apply unapply". We don't care about the logic below - if you have a
2993 root 1.22 * shield equipped and try to equip another shield, there is only
2994     * one choice. However, the check for the number of body locations
2995     * does take into the account cases where what is being applied
2996     * may be two handed for example.
2997     */
2998     if (ws)
2999 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3000     {
3001     retval |= CAN_APPLY_UNAPPLY;
3002     continue;
3003     }
3004 root 1.22
3005 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 root 1.22 if (!tmp1)
3007     {
3008 elmex 1.1 #if 0
3009 root 1.22 /* This is sort of an error, but happens a lot when old players
3010     * join in with more stuff equipped than they are now allowed.
3011     */
3012     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3013 elmex 1.1 #endif
3014 root 1.22 retval |= CAN_APPLY_NEVER;
3015     }
3016     else
3017     {
3018     /* need to unapply something. However, if this something
3019     * is different than we had found before, it means they need
3020     * to apply multiple objects
3021     */
3022     retval |= CAN_APPLY_UNAPPLY;
3023 root 1.96
3024 root 1.22 if (!tmp)
3025     tmp = tmp1;
3026     else if (tmp != tmp1)
3027 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3028    
3029 root 1.22 /* This object isn't using up all the slots, so there must
3030 root 1.78 * be another. If so, and it the new item doesn't need all
3031 root 1.22 * the slots, the player then has a choice.
3032     */
3033 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3034     && abs (op->slot[i].info) < who->slot[i].info)
3035 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036    
3037     /* Does unequippint 'tmp1' free up enough slots for this to be
3038     * equipped? If not, there must be something else to unapply.
3039     */
3040 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3041 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3042     }
3043     } /* if not enough free slots */
3044     } /* if this object uses location i */
3045     } /* for i -> num_body_locations loop */
3046    
3047     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3048     * really be controlled by use of body locations. We do have
3049     * the weapon/shield checks, and the range checks for monsters,
3050     * because you can't control those just by body location - bows, shields,
3051     * and weapons all use the same slot. Similar for horn/rod/wand - they
3052     * all use the same location.
3053     */
3054     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3055     retval |= CAN_APPLY_RESTRICTION;
3056 root 1.76
3057 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3058     retval |= CAN_APPLY_RESTRICTION;
3059    
3060     if (who->type != PLAYER)
3061     {
3062     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3063 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3064 root 1.78
3065 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3066     retval |= CAN_APPLY_RESTRICTION;
3067 root 1.78
3068 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3069     retval |= CAN_APPLY_RESTRICTION;
3070 root 1.78
3071 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3072 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3073 elmex 1.1 }
3074 root 1.76
3075 root 1.22 return retval;
3076 elmex 1.1 }
3077    
3078     /**
3079     * who is the object using the object. It can be a monster.
3080     * op is the object they are using. op is an equipment type item,
3081     * eg, one which you put on and keep on for a while, and not something
3082     * like a potion or scroll.
3083     *
3084     * function returns 1 if the action could not be completed, 0 on
3085     * success. However, success is a matter of meaning - if the
3086     * user passes the 'apply' flag to an object already applied,
3087     * nothing is done, and 0 is returned.
3088     *
3089     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3090     * AP_UNAPPLY=always unapply).
3091     *
3092     * Optional flags:
3093     * AP_NO_MERGE: don't merge an unapplied object with other objects
3094     * AP_IGNORE_CURSE: unapply cursed items
3095 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3096 elmex 1.1 *
3097     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3098     *
3099     * apply_special() doesn't check for unpaid items.
3100     */
3101 root 1.114
3102     #define LACK_ITEM_POWER \
3103     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104    
3105 root 1.22 int
3106     apply_special (object *who, object *op, int aflags)
3107 elmex 1.1 {
3108 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3109     object *tmp, *tmp2, *skop = NULL;
3110 elmex 1.1
3111 root 1.22 if (who == NULL)
3112     {
3113     LOG (llevError, "apply_special() from object without environment.\n");
3114     return 1;
3115 elmex 1.1 }
3116    
3117 root 1.22 if (op->env != who)
3118     return 1; /* op is not in inventory */
3119 elmex 1.1
3120 root 1.22 /* trying to unequip op */
3121     if (QUERY_FLAG (op, FLAG_APPLIED))
3122     {
3123     /* always apply, so no reason to unapply */
3124     if (basic_flag == AP_APPLY)
3125     return 0;
3126    
3127     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3128     {
3129 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3130 root 1.22 return 1;
3131 root 1.14 }
3132 root 1.78
3133 root 1.22 return unapply_special (who, op, aflags);
3134 elmex 1.1 }
3135    
3136 root 1.22 if (basic_flag == AP_UNAPPLY)
3137     return 0;
3138 elmex 1.1
3139 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3140     // to resolve conflicts.
3141     if (player *pl = who->contr)
3142 root 1.95 switch (op->slottype ())
3143 root 1.90 {
3144 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 root 1.90 }
3147    
3148 root 1.104 splay (op);
3149    
3150 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3151 root 1.78 if (int i = can_apply_object (who, op))
3152 root 1.22 {
3153     if (i & CAN_APPLY_NEVER)
3154     {
3155 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)));
3156 root 1.22 return 1;
3157     }
3158     else if (i & CAN_APPLY_RESTRICTION)
3159     {
3160 root 1.125 who->failmsg (format (
3161     "You have a prohibition against using a %s. "
3162     "H<Your belief, profession or class prevents you from applying this item.>",
3163     query_name (op)
3164     ));
3165 root 1.22 return 1;
3166     }
3167 root 1.78
3168 root 1.22 if (who->type != PLAYER)
3169     {
3170     /* Some error, so don't try to equip something more */
3171     if (unapply_for_ob (who, op, aflags))
3172 root 1.14 return 1;
3173     }
3174 root 1.22 else
3175     {
3176     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3177     {
3178 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3179 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3180     return 1;
3181     }
3182     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3183 root 1.81 if (unapply_for_ob (who, op, aflags))
3184     return 1;
3185 root 1.14 }
3186 elmex 1.1 }
3187 root 1.55
3188 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189     {
3190     skop = find_skill_by_name (who, op->skill);
3191 root 1.78
3192 root 1.22 if (!skop)
3193     {
3194 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3195 root 1.22 return 1;
3196     }
3197     else
3198 root 1.76 /* While experience will be credited properly, we want to change the
3199     * skill so that the dam and wc get updated
3200     */
3201 root 1.101 who->change_skill (skop);
3202 elmex 1.1 }
3203 root 1.22
3204 root 1.78 if (who->type == PLAYER
3205     && op->item_power
3206     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 root 1.22 {
3208 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 root 1.22 return 1;
3210 elmex 1.1 }
3211    
3212 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3213     * Note that we don't have the checks for can_use_...
3214     * below - that is already taken care of by can_apply_object.
3215     */
3216     if (op->nrof > 1)
3217     tmp = get_split_ob (op, op->nrof - 1);
3218     else
3219 root 1.78 tmp = 0;
3220 root 1.22
3221     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222     return RESULT_INT (0);
3223    
3224     switch (op->type)
3225     {
3226 root 1.24 case WEAPON:
3227     if (!check_weapon_power (who, op->last_eat))
3228     {
3229 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3230 root 1.79
3231 root 1.78 if (tmp)
3232     insert_ob_in_ob (tmp, who);
3233 root 1.79
3234 root 1.24 return 1;
3235     }
3236 root 1.65
3237 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3238 root 1.78 // i.e. "R" can use Ragnarok's sword.
3239 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240     {
3241     /* if the weapon does not have the name as the character, can't use it. */
3242     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3243 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244 root 1.65
3245     if (tmp)
3246     insert_ob_in_ob (tmp, who);
3247    
3248 root 1.24 return 1;
3249     }
3250 root 1.65
3251 root 1.80 if (!skop)
3252     {
3253 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3254 root 1.80 return 1;
3255     }
3256    
3257 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3258 root 1.101 who->change_skill (skop);
3259 root 1.76
3260 root 1.79 if (who->contr)
3261 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3262 root 1.78
3263 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3264 root 1.14
3265 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3266 root 1.76 change_abil (who, op);
3267 root 1.24 break;
3268 root 1.14
3269 root 1.24 case ARMOUR:
3270     case HELMET:
3271     case SHIELD:
3272     case BOOTS:
3273     case GLOVES:
3274     case GIRDLE:
3275     case BRACERS:
3276     case CLOAK:
3277     case RING:
3278     case AMULET:
3279     SET_FLAG (op, FLAG_APPLIED);
3280 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 root 1.76 change_abil (who, op);
3282 root 1.24 break;
3283 root 1.76
3284 root 1.24 case LAMP:
3285     if (op->stats.food < 1)
3286     {
3287 root 1.125 who->failmsg (format (
3288     "Your %s is out of fuel! "
3289     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290     &op->name
3291     ));
3292 root 1.24 return 1;
3293     }
3294 root 1.76
3295 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3296    
3297 root 1.24 tmp2 = arch_to_object (op->other_arch);
3298     tmp2->stats.food = op->stats.food;
3299     SET_FLAG (tmp2, FLAG_APPLIED);
3300 root 1.76
3301 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303 root 1.76
3304 root 1.24 insert_ob_in_ob (tmp2, who);
3305    
3306     /* Remove the old lantern */
3307     if (who->type == PLAYER)
3308 root 1.29 esrv_del_item (who->contr, op->count);
3309    
3310 root 1.37 op->destroy ();
3311 root 1.22
3312 root 1.24 /* insert the portion that was split off */
3313 root 1.76 if (tmp)
3314 root 1.24 {
3315 root 1.76 insert_ob_in_ob (tmp, who);
3316 root 1.24 if (who->type == PLAYER)
3317     esrv_send_item (who, tmp);
3318     }
3319 root 1.76
3320 root 1.51 who->update_stats ();
3321 root 1.76
3322 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 root 1.81 if (who->type == PLAYER)
3324     {
3325 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.>");
3326 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327     }
3328 root 1.76
3329 root 1.24 if (who->type == PLAYER)
3330     esrv_send_item (who, tmp2);
3331 root 1.76
3332 root 1.24 return 0;
3333 root 1.14
3334 root 1.96 case SKILL_TOOL:
3335     // applying a skill tool also readies the skill
3336     SET_FLAG (op, FLAG_APPLIED);
3337    
3338 root 1.101 if (!(aflags & AP_NO_READY))
3339 root 1.24 {
3340 root 1.101 skop = find_skill_by_name (who, op->skill);
3341     if (!skop->flag [FLAG_APPLIED])
3342     apply_special (who, skop, AP_APPLY);
3343 root 1.24 }
3344 root 1.101 break;
3345 root 1.76
3346 root 1.101 case SKILL:
3347 root 1.79 if (player *pl = who->contr)
3348 root 1.24 {
3349 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3350     {
3351 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3352 root 1.79 {
3353     for (object *item = who->inv; item; item = item->below)
3354     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355     {
3356 root 1.101 if (item->skill == op->skill)
3357     {
3358     who->change_weapon (pl->combat_ob = item);
3359     goto found_weapon;
3360     }
3361 root 1.79 }
3362    
3363 root 1.125 who->failmsg (format (
3364     "You need to apply a '%s' melee weapon before readying this skill. "
3365     "H<Some skills need an item, in this case a melee weapon, to function.>",
3366     &op->skill
3367     ));
3368 root 1.79 return 1;
3369    
3370     found_weapon:;
3371     }
3372     else
3373 root 1.90 who->change_weapon (pl->combat_ob = op);
3374 root 1.79 }
3375     else if (IS_RANGED_SKILL (op->subtype))
3376     {
3377 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 root 1.79 {
3379     for (object *item = who->inv; item; item = item->below)
3380     if (item->type == BOW && item->flag [FLAG_APPLIED])
3381     {
3382 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3383 root 1.90 who->change_weapon (pl->ranged_ob = item);
3384 root 1.79 goto found_bow;
3385     }
3386    
3387 root 1.125 who->failmsg (
3388     "You need to apply a missile weapon before readying this skill. "
3389     "H<Some skills need an item, in this case a missile weapon, to function.>"
3390     );
3391 root 1.79 return 1;
3392    
3393     found_bow:;
3394     }
3395     else
3396 root 1.90 who->change_weapon (pl->ranged_ob = op);
3397 root 1.79 }
3398 root 1.76
3399 root 1.24 if (!op->invisible)
3400     {
3401 root 1.125 who->statusmsg (format (
3402     "You ready %s."
3403     "You can now use the skill: %s.",
3404     query_name (op),
3405     &op->skill
3406     ));
3407 root 1.24 }
3408     else
3409 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3410 root 1.24 }
3411 root 1.101 else
3412     {
3413     SET_FLAG (op, FLAG_APPLIED);
3414     change_abil (who, op);
3415     who->chosen_skill = op;
3416     SET_FLAG (who, FLAG_READY_SKILL);
3417     }
3418 root 1.76
3419 root 1.24 break;
3420 root 1.22
3421 root 1.24 case BOW:
3422     if (!check_weapon_power (who, op->last_eat))
3423     {
3424 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425 root 1.76
3426     if (tmp)
3427     insert_ob_in_ob (tmp, who);
3428    
3429 root 1.24 return 1;
3430     }
3431 root 1.76
3432 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433     {
3434 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3435 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3436 root 1.81 if (tmp)
3437 root 1.76 insert_ob_in_ob (tmp, who);
3438    
3439 root 1.24 return 1;
3440     }
3441 root 1.76
3442     /*FALLTHROUGH*/
3443     case WAND:
3444 root 1.24 case ROD:
3445     case HORN:
3446     /* check for skill, alter player status */
3447 root 1.78
3448     if (!skop)
3449 root 1.80 {
3450 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 root 1.80 return 1;
3452     }
3453    
3454     SET_FLAG (op, FLAG_APPLIED);
3455 root 1.101 who->change_skill (skop);
3456 root 1.22
3457 root 1.79 if (who->contr)
3458 root 1.24 {
3459 root 1.79 who->contr->ranged_ob = op;
3460 root 1.78
3461 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3462 root 1.76
3463 root 1.24 if (op->type == BOW)
3464     {
3465 root 1.79 who->current_weapon = op;
3466 root 1.76 change_abil (who, op);
3467 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 root 1.24 }
3469     }
3470     else
3471     {
3472     if (op->type == BOW)
3473     SET_FLAG (who, FLAG_READY_BOW);
3474     else
3475     SET_FLAG (who, FLAG_READY_RANGE);
3476     }
3477 root 1.76
3478 root 1.24 break;
3479 elmex 1.1
3480 root 1.24 case BUILDER:
3481 root 1.76 if (who->type == PLAYER)
3482     {
3483 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485     unapply_special (who, who->contr->ranged_ob, 0);
3486    
3487 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 root 1.76
3489 root 1.79 who->contr->ranged_ob = op;
3490 root 1.76 }
3491 root 1.24 break;
3492 elmex 1.1
3493 root 1.24 default:
3494 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3495     }
3496 root 1.22
3497     SET_FLAG (op, FLAG_APPLIED);
3498 elmex 1.1
3499 root 1.79 if (tmp)
3500 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3501 elmex 1.1
3502 root 1.51 who->update_stats ();
3503 elmex 1.1
3504 root 1.22 /* We exclude spell casting objects. The fire code will set the
3505     * been applied flag when they are used - until that point,
3506     * you don't know anything about them.
3507     */
3508     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3509     SET_FLAG (op, FLAG_BEEN_APPLIED);
3510    
3511     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 root 1.114 if (who->type == PLAYER)
3513     {
3514 root 1.125 who->failmsg (
3515     "Oops, it feels deadly cold! "
3516     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517     );
3518 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519     }
3520 root 1.76
3521 root 1.22 if (who->type == PLAYER)
3522     {
3523     /* if multiple objects were applied, update both slots */
3524     if (tmp)
3525     esrv_send_item (who, tmp);
3526 root 1.76
3527 root 1.22 esrv_send_item (who, op);
3528 elmex 1.1 }
3529 root 1.76
3530 root 1.22 return 0;
3531 elmex 1.1 }
3532    
3533 root 1.22 int
3534     monster_apply_special (object *who, object *op, int aflags)
3535 elmex 1.1 {
3536 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3537 elmex 1.1 return 1;
3538 root 1.114
3539 elmex 1.1 return apply_special (who, op, aflags);
3540     }
3541    
3542     /**
3543     * Map was just loaded, handle op's initialisation.
3544     *
3545     * Generates shop floor's item, and treasures.
3546     */
3547 root 1.22 int
3548     auto_apply (object *op)
3549     {
3550     object *tmp = NULL, *tmp2;
3551     int i;
3552 elmex 1.1
3553 root 1.22 switch (op->type)
3554     {
3555 root 1.24 case SHOP_FLOOR:
3556 root 1.42 if (!op->has_random_items ())
3557 root 1.24 return 0;
3558 root 1.38
3559 root 1.24 do
3560     {
3561     i = 10; /* let's give it 10 tries */
3562     while ((tmp = generate_treasure (op->randomitems,
3563     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3564     if (tmp == NULL)
3565     return 0;
3566     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567     {
3568 root 1.37 tmp->destroy ();
3569 root 1.24 tmp = NULL;
3570     }
3571     }
3572     while (!tmp);
3573 root 1.38
3574 root 1.24 tmp->x = op->x;
3575     tmp->y = op->y;
3576     SET_FLAG (tmp, FLAG_UNPAID);
3577     insert_ob_in_map (tmp, op->map, NULL, 0);
3578     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579     identify (tmp);
3580     break;
3581 root 1.14
3582 root 1.24 case TREASURE:
3583     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3584     return 0;
3585 root 1.37
3586 root 1.67 while (op->stats.hp-- > 0)
3587 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3588     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3589    
3590     /* If we generated an object and put it in this object inventory,
3591     * move it to the parent object as the current object is about
3592     * to disappear. An example of this item is the random_* stuff
3593     * that is put inside other objects.
3594     */
3595     for (tmp = op->inv; tmp; tmp = tmp2)
3596     {
3597     tmp2 = tmp->below;
3598 root 1.36 tmp->remove ();
3599 root 1.37
3600 root 1.24 if (op->env)
3601     insert_ob_in_ob (tmp, op->env);
3602     else
3603 root 1.37 tmp->destroy ();
3604 root 1.24 }
3605 root 1.37
3606     op->destroy ();
3607 root 1.24 break;
3608 elmex 1.1 }
3609 root 1.22 return tmp ? 1 : 0;
3610 elmex 1.1 }
3611    
3612     /**
3613 root 1.68 * fix_auto_apply goes through the entire map every time a map
3614     * is loaded or swapped in and performs special actions for
3615 elmex 1.1 * certain objects (most initialization of chests and creation of
3616     * treasures and stuff). Calls auto_apply if appropriate.
3617     */
3618 root 1.20 void
3619 root 1.55 maptile::fix_auto_apply ()
3620 root 1.20 {
3621 root 1.55 if (!spaces)
3622 root 1.20 return;
3623    
3624 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3625     for (object *tmp = ms->bot; tmp; )
3626     {
3627     object *above = tmp->above;
3628 root 1.20
3629 root 1.55 if (tmp->inv)
3630     {
3631     object *invtmp, *invnext;
3632 elmex 1.1
3633 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3634     {
3635     invnext = invtmp->below;
3636 root 1.14
3637 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638     auto_apply (invtmp);
3639     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640     {
3641     while ((invtmp->stats.hp--) > 0)
3642     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643    
3644     invtmp->randomitems = NULL;
3645     }
3646     else if (invtmp && invtmp->arch
3647     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3648     {
3649     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3650     /* Need to clear this so that we never try to create
3651     * treasure again for this object
3652     */
3653     invtmp->randomitems = NULL;
3654     }
3655     }
3656     /* This is really temporary - the code at the bottom will
3657     * also set randomitems to null. The problem is there are bunches
3658     * of maps/players already out there with items that have spells
3659     * which haven't had the randomitems set to null yet.
3660     * MSW 2004-05-13
3661     *
3662     * And if it's a spellbook, it's better to set randomitems to NULL too,
3663     * else you get two spells in the book ^_-
3664     * Ryo 2004-08-16
3665     */
3666     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668     tmp->randomitems = NULL;
3669 root 1.14
3670 root 1.55 }
3671 root 1.20
3672 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673     auto_apply (tmp);
3674     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675     {
3676     while ((tmp->stats.hp--) > 0)
3677     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678     tmp->randomitems = NULL;
3679     }
3680     else if (tmp->type == TIMED_GATE)
3681     {
3682     object *head = tmp->head != NULL ? tmp->head : tmp;
3683    
3684     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3685     tmp->set_speed (0);
3686     }
3687     /* This function can be called everytime a map is loaded, even when
3688     * swapping back in. As such, we don't want to create the treasure
3689     * over and ove again, so after we generate the treasure, blank out
3690     * randomitems so if it is swapped in again, it won't make anything.
3691     * This is a problem for the above objects, because they have counters
3692     * which say how many times to make the treasure.
3693     */
3694     else if (tmp && tmp->arch && tmp->type != PLAYER
3695     && tmp->type != TREASURE && tmp->type != SPELL
3696     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3697     {
3698     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699     tmp->randomitems = NULL;
3700     }
3701 root 1.78
3702 root 1.68 // close all containers
3703     else if (tmp->type == CONTAINER)
3704     tmp->flag [FLAG_APPLIED] = 0;
3705 root 1.22
3706 root 1.55 tmp = above;
3707     }
3708 elmex 1.1
3709 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712     check_trigger (tmp, tmp->above);
3713 elmex 1.1 }
3714    
3715     /**
3716     * Handles player eating food that temporarily changes status (resistances, stats).
3717     * This used to call cast_change_attr(), but
3718     * that doesn't work with the new spell code. Since we know what
3719     * the food changes, just grab a force and use that instead.
3720     */
3721 root 1.22 void
3722     eat_special_food (object *who, object *food)
3723     {
3724     object *force;
3725     int i, did_one = 0;
3726    
3727     force = get_archetype (FORCE_NAME);
3728    
3729     for (i = 0; i < NUM_STATS; i++)
3730 root 1.91 if (sint8 k = food->stats.stat (i))
3731     {
3732     force->stats.stat (i) = k;
3733     did_one = 1;
3734     }
3735 elmex 1.1
3736 root 1.22 /* check if we can protect the eater */
3737     for (i = 0; i < NROFATTACKS; i++)
3738     {
3739     if (food->resist[i] > 0)
3740     {
3741     force->resist[i] = food->resist[i] / 2;
3742     did_one = 1;
3743     }
3744     }
3745 elmex 1.47
3746 root 1.22 if (did_one)
3747     {
3748 root 1.54 force->set_speed (0.1);
3749 root 1.22 /* bigger morsel of food = longer effect time */
3750 elmex 1.47 force->duration = food->stats.food / 5;
3751 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3752     change_abil (who, force);
3753     insert_ob_in_ob (force, who);
3754     }
3755     else
3756 root 1.37 force->destroy ();
3757 root 1.22
3758     /* check for hp, sp change */
3759     if (food->stats.hp != 0)
3760     {
3761     if (QUERY_FLAG (food, FLAG_CURSED))
3762     {
3763 root 1.64 assign (who->contr->killer, food->name);
3764 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3766 root 1.22 }
3767     else
3768     {
3769     if (food->stats.hp > 0)
3770 root 1.125 who->statusmsg ("You begin to feel better.");
3771 root 1.22 else
3772 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3773    
3774 root 1.22 who->stats.hp += food->stats.hp;
3775     }
3776     }
3777     if (food->stats.sp != 0)
3778     {
3779     if (QUERY_FLAG (food, FLAG_CURSED))
3780     {
3781 root 1.125 who->failmsg ("You are drained of mana!");
3782 root 1.22 who->stats.sp -= food->stats.sp;
3783     if (who->stats.sp < 0)
3784     who->stats.sp = 0;
3785     }
3786     else
3787     {
3788 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3789 root 1.22 who->stats.sp += food->stats.sp;
3790     /* place limit on max sp from food? */
3791     }
3792 elmex 1.1 }
3793 root 1.125
3794 root 1.51 who->update_stats ();
3795 elmex 1.1 }
3796    
3797     /**
3798     * Designed primarily to light torches/lanterns/etc.
3799     * Also burns up burnable material too. First object in the inventory is
3800     * the selected object to "burn". -b.t.
3801     */
3802 root 1.22 void
3803     apply_lighter (object *who, object *lighter)
3804     {
3805     object *item;
3806     int is_player_env = 0;
3807    
3808     item = find_marked_object (who);
3809     if (item)
3810     {
3811     if (lighter->last_eat && lighter->stats.food)
3812     { /* lighter gets used up */
3813     /* Split multiple lighters if they're being used up. Otherwise *
3814     * one charge from each would be used up. --DAMN */
3815     if (lighter->nrof > 1)
3816     {
3817 root 1.39 object *oneLighter = lighter->clone ();
3818 root 1.14
3819 root 1.22 lighter->nrof -= 1;
3820     oneLighter->nrof = 1;
3821     oneLighter->stats.food--;
3822     esrv_send_item (who, lighter);
3823     oneLighter = insert_ob_in_ob (oneLighter, who);
3824     esrv_send_item (who, oneLighter);
3825     }
3826     else
3827 root 1.29 lighter->stats.food--;
3828 root 1.22 }
3829     else if (lighter->last_eat)
3830 root 1.125 {
3831     /* no charges left in lighter */
3832     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 root 1.22 return;
3834     }
3835 root 1.48
3836 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3837     * I can't see many times when you would want to light multiple
3838     * objects at once.
3839     */
3840 root 1.48
3841     if (who == item->in_player ())
3842 root 1.22 is_player_env = 1;
3843    
3844     save_throw_object (item, AT_FIRE, who);
3845 root 1.48
3846 root 1.49 if (item->destroyed ())
3847 root 1.22 {
3848 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3849 root 1.22 /* Need to update the player so that the players glow radius
3850     * gets changed.
3851     */
3852     if (is_player_env)
3853 root 1.51 who->update_stats ();
3854 root 1.22 }
3855     else
3856 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3857 root 1.22 }
3858 root 1.125 else
3859     who->failmsg ("You need to mark a lightable object.");
3860 elmex 1.1 }
3861    
3862     /**
3863     * op made some mistake with a scroll, this takes care of punishment.
3864     * scroll_failure()- hacked directly from spell_failure
3865     */
3866 root 1.22 void
3867     scroll_failure (object *op, int failure, int power)
3868 elmex 1.1 {
3869 root 1.22 if (abs (failure / 4) > power)
3870     power = abs (failure / 4); /* set minimum effect */
3871 elmex 1.1
3872 root 1.22 if (failure <= -1 && failure > -15)
3873     { /* wonder */
3874     object *tmp;
3875    
3876 root 1.125 op->failmsg ("Your spell warps!");
3877 root 1.22 tmp = get_archetype (SPELL_WONDER);
3878     cast_wonder (op, op, 0, tmp);
3879 root 1.37 tmp->destroy ();
3880 root 1.22 }
3881     else if (failure <= -15 && failure > -35)
3882     { /* drain mana */
3883 root 1.125 op->failmsg ("Your mana is drained!");
3884 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3885     if (op->stats.sp < 0)
3886     op->stats.sp = 0;
3887     }
3888     else if (settings.spell_failure_effects == TRUE)
3889     {
3890     if (failure <= -35 && failure > -60)
3891     { /* confusion */
3892 root 1.125 op->failmsg ("The magic recoils on you!");
3893 root 1.22 confuse_player (op, op, power);
3894     }
3895     else if (failure <= -60 && failure > -70)
3896     { /* paralysis */
3897 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3898 root 1.22 paralyze_player (op, op, power);
3899     }
3900     else if (failure <= -70 && failure > -80)
3901     { /* blind */
3902 root 1.125 op->failmsg ("The magic recoils on you!");
3903 root 1.22 blind_player (op, op, power);
3904     }
3905     else if (failure <= -80)
3906     { /* blast the immediate area */
3907 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3908 root 1.22 cast_magic_storm (op, tmp, power);
3909 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3910 root 1.37 tmp->destroy ();
3911 root 1.14 }
3912 elmex 1.1 }
3913     }
3914    
3915 root 1.22 void
3916     apply_changes_to_player (object *pl, object *change)
3917     {
3918     int excess_stat = 0; /* if the stat goes over the maximum
3919     for the race, put the excess stat some
3920     where else. */
3921 elmex 1.1
3922 root 1.22 switch (change->type)
3923     {
3924 root 1.24 case CLASS:
3925     {
3926     living *stats = &(pl->contr->orig_stats);
3927     living *ns = &(change->stats);
3928     object *walk;
3929     int flag_change_face = 1;
3930    
3931     /* the following code assigns stats up to the stat max
3932     * for the race, and if the stat max is exceeded,
3933     * tries to randomly reassign the excess stat
3934     */
3935     int i, j;
3936 root 1.22
3937 root 1.24 for (i = 0; i < NUM_STATS; i++)
3938     {
3939 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3940 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3941 root 1.22
3942 root 1.24 if (stat > 20 + race_bonus)
3943     {
3944     excess_stat++;
3945     stat = 20 + race_bonus;
3946     }
3947 root 1.91
3948     stats->stat (i) = stat;
3949 root 1.24 }
3950 elmex 1.1
3951 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3952     { /* try 100 times to assign excess stats */
3953     int i = rndm (0, 6);
3954    
3955     if (i == CHA)
3956     continue; /* exclude cha from this */
3957 root 1.91
3958     int stat = stats->stat (i);
3959 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3960 root 1.24 if (stat < 20 + race_bonus)
3961     {
3962     change_attr_value (stats, i, 1);
3963     excess_stat--;
3964     }
3965     }
3966 root 1.14
3967 root 1.24 /* insert the randomitems from the change's treasurelist into
3968     * the player ref: player.c
3969     */
3970     if (change->randomitems != NULL)
3971     give_initial_items (pl, change->randomitems);
3972 root 1.14
3973 root 1.24 /* set up the face, for some races. */
3974 root 1.14
3975 root 1.24 /* first, look for the force object banning
3976     * changing the face. Certain races never change face with class.
3977     */
3978     for (walk = pl->inv; walk != NULL; walk = walk->below)
3979     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3980     flag_change_face = 0;
3981 root 1.14
3982 root 1.24 if (flag_change_face)
3983     {
3984     pl->animation_id = GET_ANIM_ID (change);
3985     pl->face = change->face;
3986 root 1.14
3987 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3988     SET_FLAG (pl, FLAG_ANIMATE);
3989     else
3990     CLEAR_FLAG (pl, FLAG_ANIMATE);
3991     }
3992 root 1.14
3993 root 1.24 /* check the special case of can't use weapons */
3994     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995     if (!strcmp (change->name, "monk"))
3996     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 root 1.14
3998 root 1.24 break;
3999     }
4000 elmex 1.1 }
4001     }
4002    
4003     /**
4004     * This handles items of type 'transformer'.
4005     * Basically those items, used with a marked item, transform both items into something
4006     * else.
4007     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4008     * Change information is contained in the 'slaying' field of the marked item.
4009     * The format is as follow: transformer:[number ]yield[;transformer:...].
4010     * This way an item can be transformed in many things, and/or many objects.
4011     * The 'slaying' field for transformer is used as verb for the action.
4012     */
4013 root 1.22 void
4014     apply_item_transformer (object *pl, object *transformer)
4015     {
4016     object *marked;
4017     object *new_item;
4018     char *find;
4019     char *separator;
4020     int yield;
4021     char got[MAX_BUF];
4022     int len;
4023    
4024     if (!pl || !transformer)
4025     return;
4026 root 1.114
4027 root 1.22 marked = find_marked_object (pl);
4028 root 1.114
4029 root 1.22 if (!marked)
4030 elmex 1.1 {
4031 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4032 root 1.22 return;
4033     }
4034 root 1.114
4035 root 1.22 if (!marked->slaying)
4036     {
4037 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 root 1.22 return;
4039     }
4040 root 1.114
4041 root 1.22 /* check whether they are compatible or not */
4042 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4043     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 root 1.22 {
4045 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 root 1.22 return;
4047     }
4048 root 1.114
4049 root 1.108 find += strlen (transformer->arch->archname) + 1;
4050 root 1.22 /* Item can be used, now find how many and what it yields */
4051     if (isdigit (*(find)))
4052     {
4053     yield = atoi (find);
4054     if (yield < 1)
4055 elmex 1.1 {
4056 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4057     yield = 1;
4058 elmex 1.1 }
4059 root 1.22 }
4060     else
4061     yield = 1;
4062 elmex 1.1
4063 root 1.22 while (isdigit (*find))
4064     find++;
4065 root 1.125
4066 root 1.22 while (*find == ' ')
4067     find++;
4068 root 1.114
4069 root 1.22 memset (got, 0, MAX_BUF);
4070 root 1.114
4071 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4072 root 1.114 len = separator - find;
4073 root 1.22 else
4074 root 1.114 len = strlen (find);
4075    
4076 root 1.22 if (len > MAX_BUF - 1)
4077     len = MAX_BUF - 1;
4078 root 1.114
4079 root 1.22 strcpy (got, find);
4080     got[len] = '\0';
4081    
4082     /* Now create new item, remove used ones when required. */
4083     new_item = get_archetype (got);
4084     if (!new_item)
4085     {
4086 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4087 root 1.22 return;
4088 elmex 1.1 }
4089 root 1.29
4090 root 1.22 new_item->nrof = yield;
4091 root 1.123
4092     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093    
4094 root 1.22 insert_ob_in_ob (new_item, pl);
4095     esrv_send_inventory (pl, pl);
4096     /* Eat up one item */
4097     decrease_ob_nr (marked, 1);
4098 root 1.114
4099 root 1.22 /* Eat one transformer if needed */
4100     if (transformer->stats.food)
4101     if (--transformer->stats.food == 0)
4102     decrease_ob_nr (transformer, 1);
4103     }
4104 root 1.123