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Revision: 1.130
Committed: Sun Sep 2 04:57:15 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.129: +4 -5 lines
Log Message:
use examine box for signs, new T<> tag

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 1.129 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 root 1.126 if (marked->msg)
120 root 1.129 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
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 root 1.129 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 root 1.126 if (id->msg)
136 root 1.129 buf << "The item has a story:\n\n" << id->msg << "\n\n";
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 root 1.129 pl->failmsg ("You have nothing that needs identifying");
152     else
153     pl->contr->infobox (MSG_CHANNEL ("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
1317     if (ns->can_msg)
1318 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1319 root 1.110 else
1320     {
1321 root 1.130 msgType = get_readable_message_type (sign);
1322     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 root 1.110 }
1325     }
1326 elmex 1.1 }
1327    
1328     /**
1329     * 'victim' moves onto 'trap'
1330     * 'victim' leaves 'trap'
1331     * effect is determined by move_on/move_off of trap and move_type of victime.
1332     *
1333     * originator: Player, monster or other object that caused 'victim' to move
1334     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1335     * However, some types of traps require an originator to function.
1336     */
1337 root 1.22 void
1338 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1339 elmex 1.1 {
1340     static int recursion_depth = 0;
1341    
1342     /* Only exits affect DMs. */
1343 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1344 elmex 1.1 return;
1345    
1346     /* move_apply() is the most likely candidate for causing unwanted and
1347     * possibly unlimited recursion.
1348     */
1349     /* The following was changed because it was causing perfeclty correct
1350     * maps to fail. 1) it's not an error to recurse:
1351     * rune detonates, summoning monster. monster lands on nearby rune.
1352     * nearby rune detonates. This sort of recursion is expected and
1353     * proper. This code was causing needless crashes.
1354     */
1355 root 1.22 if (recursion_depth >= 500)
1356     {
1357     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1358 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1359 root 1.22 return;
1360 elmex 1.1 }
1361 root 1.110
1362 root 1.22 recursion_depth++;
1363     if (trap->head)
1364     trap = trap->head;
1365 elmex 1.1
1366 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1367     goto leave;
1368 elmex 1.1
1369 root 1.22 switch (trap->type)
1370     {
1371 root 1.23 case PLAYERMOVER:
1372     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1373     {
1374     if (!trap->stats.maxsp)
1375     trap->stats.maxsp = 2;
1376 root 1.14
1377 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1378     * should be divided by trap->speed
1379     */
1380     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1381 root 1.14
1382 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1383     * above with some objects have zero speed, and thus the player
1384     * getting permanently paralyzed.
1385     */
1386 root 1.93 if (victim->speed_left < -50.f)
1387     victim->speed_left = -50.f;
1388 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389     }
1390     goto leave;
1391 root 1.14
1392 root 1.23 case SPINNER:
1393     if (victim->direction)
1394     {
1395     victim->direction = absdir (victim->direction - trap->stats.sp);
1396     update_turn_face (victim);
1397     }
1398     goto leave;
1399 root 1.14
1400 root 1.23 case DIRECTOR:
1401     if (victim->direction && !should_director_abort (trap, victim))
1402     {
1403     victim->direction = trap->stats.sp;
1404     update_turn_face (victim);
1405     }
1406     goto leave;
1407 root 1.14
1408 root 1.23 case BUTTON:
1409     case PEDESTAL:
1410     update_button (trap);
1411     goto leave;
1412    
1413     case ALTAR:
1414     /* sacrifice victim on trap */
1415     apply_altar (trap, victim, originator);
1416     goto leave;
1417 root 1.14
1418 root 1.23 case THROWN_OBJ:
1419     if (trap->inv == NULL)
1420 root 1.22 goto leave;
1421 root 1.23 /* fallthrough */
1422 root 1.14
1423 root 1.23 case ARROW:
1424     /* bad bug: monster throw a object, make a step forwards, step on object ,
1425     * trigger this here and get hit by own missile - and will be own enemy.
1426     * Victim then is his own enemy and will start to kill herself (this is
1427     * removed) but we have not synced victim and his missile. To avoid senseless
1428     * action, we avoid hits here
1429     */
1430     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431     hit_with_arrow (trap, victim);
1432     goto leave;
1433 root 1.14
1434 root 1.23 case SPELL_EFFECT:
1435     apply_spell_effect (trap, victim);
1436     goto leave;
1437 root 1.14
1438 root 1.23 case TRAPDOOR:
1439     {
1440     int max, sound_was_played;
1441     object *ab, *ab_next;
1442 root 1.22
1443 root 1.23 if (!trap->value)
1444     {
1445     int tot;
1446 root 1.14
1447 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 root 1.14
1451 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452     goto leave;
1453 root 1.22
1454 root 1.23 SET_ANIMATION (trap, trap->value);
1455     update_object (trap, UP_OBJ_FACE);
1456     }
1457 root 1.14
1458 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1459 root 1.22 {
1460 root 1.23 /* need to set this up, since if we do transfer the object,
1461     * ab->above would be bogus
1462     */
1463     ab_next = ab->above;
1464 root 1.14
1465 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1466 root 1.22 {
1467 root 1.23 if (!sound_was_played)
1468     {
1469 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 root 1.23 sound_was_played = 1;
1471     }
1472 root 1.118
1473 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 root 1.14 }
1476     }
1477 root 1.22 goto leave;
1478 root 1.23 }
1479 root 1.14
1480 root 1.23 case CONVERTER:
1481     if (convert_item (victim, trap) < 0)
1482     {
1483 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1485     }
1486 root 1.14
1487 root 1.23 goto leave;
1488 root 1.14
1489 root 1.23 case TRIGGER_BUTTON:
1490     case TRIGGER_PEDESTAL:
1491     case TRIGGER_ALTAR:
1492     check_trigger (trap, victim);
1493     goto leave;
1494    
1495     case DEEP_SWAMP:
1496     walk_on_deep_swamp (trap, victim);
1497     goto leave;
1498    
1499     case CHECK_INV:
1500 elmex 1.46 check_inv (victim, trap);
1501 root 1.23 goto leave;
1502    
1503     case HOLE:
1504     /* Hole not open? */
1505     if (trap->stats.wc > 0)
1506 root 1.22 goto leave;
1507 root 1.14
1508 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1509     * Processing will happen if the head runs into the pit
1510     */
1511     if (victim->head)
1512 root 1.22 goto leave;
1513 root 1.14
1514 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515     victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517     goto leave;
1518 root 1.14
1519 root 1.23 case EXIT:
1520     if (victim->type == PLAYER && EXIT_PATH (trap))
1521     {
1522     /* Basically, don't show exits leading to random maps the
1523     * players output.
1524     */
1525 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1527 root 1.55
1528     victim->enter_exit (trap);
1529 root 1.23 }
1530     goto leave;
1531 root 1.14
1532 root 1.23 case ENCOUNTER:
1533     /* may be some leftovers on this */
1534     goto leave;
1535    
1536     case SHOP_MAT:
1537     apply_shop_mat (trap, victim);
1538     goto leave;
1539    
1540     /* Drop a certain amount of gold, and have one item identified */
1541     case IDENTIFY_ALTAR:
1542     apply_id_altar (victim, trap, originator);
1543     goto leave;
1544    
1545     case SIGN:
1546     if (victim->type != PLAYER && trap->stats.food > 0)
1547 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1548 root 1.23
1549     apply_sign (victim, trap, 1);
1550     goto leave;
1551    
1552     case CONTAINER:
1553 root 1.68 apply_container (victim, trap);
1554 root 1.23 goto leave;
1555    
1556     case RUNE:
1557     case TRAP:
1558     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 root 1.126 spring_trap (trap, victim);
1560 root 1.23 goto leave;
1561 root 1.14
1562 root 1.23 default:
1563     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 root 1.23 goto leave;
1566 elmex 1.1 }
1567    
1568 root 1.22 leave:
1569     recursion_depth--;
1570 elmex 1.1 }
1571    
1572     /**
1573     * Handles reading a regular (ie not containing a spell) book.
1574     */
1575 root 1.22 static void
1576     apply_book (object *op, object *tmp)
1577 elmex 1.1 {
1578 root 1.22 int lev_diff;
1579     object *skill_ob;
1580    
1581     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1582     {
1583 root 1.125 op->failmsg ("You are unable to read while blind!");
1584 root 1.22 return;
1585     }
1586 root 1.112
1587     if (!tmp->msg)
1588 root 1.22 {
1589 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1590 root 1.22 return;
1591     }
1592 elmex 1.1
1593 root 1.22 /* need a literacy skill to read stuff! */
1594     skill_ob = find_skill_by_name (op, tmp->skill);
1595     if (!skill_ob)
1596     {
1597 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));
1598 elmex 1.1 return;
1599     }
1600 root 1.112
1601 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1602     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603     {
1604 root 1.125 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606     : lev_diff < 5 ? "This book is beyond your comprehension."
1607     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608     : lev_diff < 15 ? "This book is way beyond your comprehension."
1609     : "This book is totally beyond your comprehension.");
1610 elmex 1.1 return;
1611     }
1612    
1613 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1614    
1615 root 1.112 if (player *pl = op->contr)
1616     if (client *ns = pl->ns)
1617     if (ns->can_msg)
1618     {
1619     dynbuf_text buf;
1620     buf << long_desc (tmp, op)
1621     << "\n\n"
1622     << tmp->msg
1623     << '\0';
1624     ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1625     }
1626     else
1627     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628     msgType->message_type, msgType->message_subtype,
1629     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630     long_desc (tmp, op), &tmp->msg);
1631 root 1.22
1632     /* gain xp from reading */
1633     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634     { /* only if not read before */
1635     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636    
1637     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638     {
1639     /*exp_gain *= 2; because they just identified it too */
1640     SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 root 1.41
1642 root 1.22 /* If in a container, update how it looks */
1643     if (tmp->env)
1644     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1645     else
1646 root 1.50 op->contr->ns->floorbox_update ();
1647 root 1.22 }
1648 root 1.41
1649 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1650     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 elmex 1.1 }
1652     }
1653    
1654     /**
1655     * Handles the applying of a skill scroll, calling learn_skill straight.
1656     * op is the person learning the skill, tmp is the skill scroll object
1657     */
1658 root 1.22 static void
1659     apply_skillscroll (object *op, object *tmp)
1660 elmex 1.1 {
1661 root 1.124 switch (learn_skill (op, tmp))
1662 root 1.22 {
1663 root 1.24 case 0:
1664 root 1.124 op->play_sound (sound_find ("generic_fail"));
1665 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 root 1.124 break;
1667 root 1.24
1668     case 1:
1669     decrease_ob (tmp);
1670 root 1.124 op->play_sound (sound_find ("skill_learn"));
1671     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672     break;
1673 root 1.14
1674 root 1.24 default:
1675     decrease_ob (tmp);
1676 root 1.124 op->play_sound (sound_find ("generic_fail"));
1677 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 root 1.124 break;
1679 elmex 1.1 }
1680     }
1681    
1682     /**
1683     * Actually makes op learn spell.
1684     * Informs player of what happens.
1685     */
1686 root 1.22 void
1687     do_learn_spell (object *op, object *spell, int special_prayer)
1688 elmex 1.1 {
1689 root 1.22 object *tmp;
1690 elmex 1.1
1691 root 1.22 if (op->type != PLAYER)
1692     {
1693     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694     return;
1695 elmex 1.1 }
1696    
1697 root 1.22 /* Upgrade special prayers to normal prayers */
1698     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699     {
1700     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701     {
1702     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703     return;
1704 elmex 1.1 }
1705 root 1.22 return;
1706 elmex 1.1 }
1707    
1708 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1709    
1710 root 1.39 tmp = spell->clone ();
1711 root 1.22 insert_ob_in_ob (tmp, op);
1712    
1713     if (special_prayer)
1714 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715 elmex 1.1
1716 root 1.22 esrv_add_spells (op->contr, tmp);
1717 elmex 1.1 }
1718    
1719     /**
1720     * Erases spell from player's inventory.
1721     */
1722 root 1.22 void
1723     do_forget_spell (object *op, const char *spell)
1724 elmex 1.1 {
1725 root 1.22 object *spob;
1726    
1727     if (op->type != PLAYER)
1728     {
1729     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730     return;
1731     }
1732     if ((spob = check_spell_known (op, spell)) == NULL)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735     return;
1736     }
1737 elmex 1.1
1738 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 root 1.22 player_unready_range_ob (op->contr, spob);
1740     esrv_remove_spell (op->contr, spob);
1741 root 1.37 spob->destroy ();
1742 elmex 1.1 }
1743    
1744     /**
1745     * Handles player applying a spellbook.
1746     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747     * stuff like that. Random learning failure too.
1748     */
1749 root 1.22 static void
1750     apply_spellbook (object *op, object *tmp)
1751 elmex 1.1 {
1752 root 1.22 object *skop, *spell, *spell_skill;
1753    
1754     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755     {
1756 root 1.125 op->failmsg ("You are unable to read while blind.");
1757 root 1.22 return;
1758     }
1759    
1760     /* artifact_spellbooks have 'slaying' field point to a spell name,
1761     * instead of having their spell stored in stats.sp. These are
1762     * legacy spellbooks
1763     */
1764 root 1.114 if (tmp->slaying)
1765 root 1.22 {
1766     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767     if (!spell)
1768     {
1769 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 root 1.22 return;
1771 root 1.14 }
1772 root 1.22 else
1773     insert_ob_in_ob (spell, tmp);
1774 root 1.114
1775     tmp->slaying = 0;
1776 root 1.22 }
1777    
1778     skop = find_skill_by_name (op, tmp->skill);
1779    
1780     /* need a literacy skill to learn spells. Also, having a literacy level
1781     * lower than the spell will make learning the spell more difficult */
1782     if (!skop)
1783     {
1784 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 root 1.22 return;
1786     }
1787    
1788     spell = tmp->inv;
1789 root 1.32
1790 root 1.22 if (!spell)
1791     {
1792     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 root 1.22 return;
1795     }
1796 root 1.31
1797 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 root 1.22 {
1799 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 root 1.22 return;
1801     }
1802    
1803 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 root 1.22
1805     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806     {
1807     identify (tmp);
1808 root 1.41
1809 root 1.22 if (tmp->env)
1810     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811     else
1812 root 1.50 op->contr->ns->floorbox_update ();
1813 root 1.22 }
1814    
1815     /* I removed the check for special_prayer_mark here - it didn't make
1816     * a lot of sense - special prayers are not found in spellbooks, and
1817     * if the player doesn't know the spell, doesn't make a lot of sense that
1818     * they would have a special prayer mark.
1819     */
1820     if (check_spell_known (op, spell->name))
1821     {
1822 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");
1823 root 1.22 return;
1824 elmex 1.1 }
1825 root 1.22
1826     if (spell->skill)
1827     {
1828     spell_skill = find_skill_by_name (op, spell->skill);
1829 root 1.25
1830 root 1.22 if (!spell_skill)
1831     {
1832 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 root 1.22 return;
1834 root 1.14 }
1835 root 1.25
1836 root 1.22 if (spell_skill->level < spell->level)
1837     {
1838 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 root 1.22 return;
1840 root 1.14 }
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Logic as follows
1844     *
1845     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846     *
1847     * 2- The learner's skill level in literacy adjusts the chance to learn
1848     * a spell.
1849     *
1850     * 3 -Automatically fail to learn if you read while confused
1851     *
1852     * Overall, chances are the same but a player will find having a high
1853     * literacy rate very useful! -b.t.
1854     */
1855     if (QUERY_FLAG (op, FLAG_CONFUSED))
1856     {
1857 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1858 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859     }
1860     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862     {
1863 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 root 1.22 do_learn_spell (op, spell, 0);
1865    
1866     /* xp gain to literacy for spell learning */
1867     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 elmex 1.1 }
1870 root 1.22 else
1871     {
1872 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1873 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");
1874 root 1.22 }
1875 root 1.73
1876 root 1.22 decrease_ob (tmp);
1877 elmex 1.1 }
1878    
1879     /**
1880     * Handles applying a spell scroll.
1881     */
1882 root 1.22 void
1883     apply_scroll (object *op, object *tmp, int dir)
1884 elmex 1.1 {
1885 root 1.22 object *skop;
1886 elmex 1.1
1887 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888     {
1889 root 1.125 op->failmsg ("You are unable to read while blind.");
1890 root 1.22 return;
1891 elmex 1.1 }
1892    
1893 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1894     {
1895 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 root 1.22 return;
1897 elmex 1.1 }
1898    
1899 root 1.22 if (op->type == PLAYER)
1900     {
1901     /* players need a literacy skill to read stuff! */
1902     int exp_gain = 0;
1903 elmex 1.1
1904 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1905     * should go for anything killed by the spell.
1906     */
1907     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908 elmex 1.1
1909 root 1.22 if (!skop)
1910     {
1911 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 root 1.22 return;
1913     }
1914 elmex 1.1
1915 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916     change_exp (op, exp_gain, skop->skill, 0);
1917 elmex 1.1 }
1918    
1919 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920     identify (tmp);
1921 elmex 1.1
1922 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 elmex 1.1
1924 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925     decrease_ob (tmp);
1926 elmex 1.1 }
1927    
1928     /**
1929     * Applies a treasure object - by default, chest. op
1930     * is the person doing the applying, tmp is the treasure
1931     * chest.
1932     */
1933 root 1.22 static void
1934     apply_treasure (object *op, object *tmp)
1935 elmex 1.1 {
1936 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1937 root 1.22 * for the chest is done when the chest is created, and put into the chest
1938 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1939     * prevents people from moving chests to more difficult maps to get better
1940 root 1.22 * treasure
1941     */
1942 root 1.99 object *treas = tmp->inv;
1943 root 1.22
1944 root 1.99 if (!treas)
1945 root 1.22 {
1946 root 1.124 op->statusmsg ("The chest was empty.");
1947 root 1.22 decrease_ob (tmp);
1948     return;
1949     }
1950 root 1.99
1951 root 1.22 while (tmp->inv)
1952     {
1953     treas = tmp->inv;
1954 root 1.36 treas->remove ();
1955 elmex 1.1
1956 root 1.22 treas->x = op->x;
1957     treas->y = op->y;
1958     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959    
1960     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961     spring_trap (treas, op);
1962 root 1.37
1963 root 1.22 /* If either player or container was destroyed, no need to do
1964 root 1.124 * further processing. I think this should be enclused with
1965 root 1.22 * spring trap above, as I don't think there is otherwise
1966 root 1.124 * any way for the treasure chest or player to get killed.
1967 root 1.22 */
1968 root 1.29 if (op->destroyed () || tmp->destroyed ())
1969 root 1.22 break;
1970 elmex 1.1 }
1971    
1972 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1973 root 1.22 decrease_ob (tmp);
1974 elmex 1.1 }
1975    
1976     /**
1977     * op eats food.
1978     * If player, takes care of messages and dragon special food.
1979     */
1980 root 1.22 static void
1981     apply_food (object *op, object *tmp)
1982 elmex 1.1 {
1983 root 1.22 int capacity_remaining;
1984 elmex 1.1
1985 root 1.22 if (op->type != PLAYER)
1986     op->stats.hp = op->stats.maxhp;
1987     else
1988     {
1989 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1990 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 root 1.14 ;
1992 root 1.22 else
1993     {
1994     /* usual case - no dragon meal: */
1995     if (op->stats.food + tmp->stats.food > 999)
1996     {
1997     if (tmp->type == FOOD || tmp->type == FLESH)
1998 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1999 root 1.22 else
2000 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 root 1.22 }
2002    
2003     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2004     {
2005 root 1.124 const char *buf;
2006 root 1.22
2007     if (!is_dragon_pl (op))
2008     {
2009     /* eating message for normal players */
2010     if (tmp->type == DRINK)
2011 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2012 root 1.22 else
2013 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2014 root 1.22 }
2015     else
2016 root 1.124 /* eating message for dragon players */
2017     buf = format ("The %s tasted terrible!", &tmp->name);
2018    
2019     op->statusmsg (buf);
2020 root 1.22
2021     capacity_remaining = 999 - op->stats.food;
2022     op->stats.food += tmp->stats.food;
2023     if (capacity_remaining < tmp->stats.food)
2024     op->stats.hp += capacity_remaining / 50;
2025     else
2026     op->stats.hp += tmp->stats.food / 50;
2027 root 1.124
2028 root 1.22 if (op->stats.hp > op->stats.maxhp)
2029     op->stats.hp = op->stats.maxhp;
2030     if (op->stats.food > 999)
2031     op->stats.food = 999;
2032     }
2033 root 1.14
2034 root 1.22 /* special food hack -b.t. */
2035     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2036     eat_special_food (op, tmp);
2037     }
2038 elmex 1.1 }
2039 root 1.114
2040 root 1.22 handle_apply_yield (tmp);
2041     decrease_ob (tmp);
2042 elmex 1.1 }
2043    
2044     /**
2045     * A dragon is eating some flesh. If the flesh contains resistances,
2046     * there is a chance for the dragon's skin to get improved.
2047     *
2048     * attributes:
2049     * object *op the object (dragon player) eating the flesh
2050     * object *meal the flesh item, getting chewed in dragon's mouth
2051     * return:
2052     * int 1 if eating successful, 0 if it doesn't work
2053     */
2054 root 1.22 int
2055     dragon_eat_flesh (object *op, object *meal)
2056     {
2057     object *skin = NULL; /* pointer to dragon skin force */
2058     object *abil = NULL; /* pointer to dragon ability force */
2059     object *tmp = NULL; /* tmp. object */
2060    
2061 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2062 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2063     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2064     double mbonus = 0; /* monster bonus */
2065 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 root 1.22 int winners = 0; /* number of winners */
2067 elmex 1.1 int i; /* index */
2068 root 1.22
2069 elmex 1.1 /* let's make sure and doublecheck the parameters */
2070 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2071 elmex 1.1 return 0;
2072 root 1.22
2073 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2074     from the player's inventory */
2075 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2076     if (tmp->type == FORCE)
2077 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2078 root 1.60 skin = tmp;
2079 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2080 root 1.60 abil = tmp;
2081 root 1.22
2082 elmex 1.1 /* if either skin or ability are missing, this is an old player
2083     which is not to be considered a dragon -> bail out */
2084 root 1.22 if (skin == NULL || abil == NULL)
2085     return 0;
2086    
2087 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2088 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2089 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2090     else
2091 root 1.22 op->stats.hp += meal->stats.food / 50;
2092 root 1.124
2093 root 1.22 if (op->stats.hp > op->stats.maxhp)
2094     op->stats.hp = op->stats.maxhp;
2095    
2096     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2097    
2098     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2099    
2100 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2101 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2102     {
2103     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2104     {
2105     /* got positive resistance, now calculate improvement chance (0-100) */
2106    
2107     /* this bonus makes resistance increase easier at lower levels */
2108     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2109     if (i == abil->stats.exp)
2110     bonus += 5; /* additional bonus for resistance of ability-focus */
2111    
2112     /* monster bonus increases with level, because high-level
2113     flesh is too rare */
2114     mbonus = op->level * 20. / ((double) settings.max_level);
2115    
2116     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2117     ((double) settings.max_level)) - skin->resist[i];
2118    
2119     if (chance >= 0.)
2120     chance += 1.;
2121     else
2122     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2123    
2124     /* chance is proportional to amount of resistance (max. 50) */
2125     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2126    
2127     /* doubled chance for resistance of ability-focus */
2128     if (i == abil->stats.exp)
2129     chance = MIN (100., chance * 2.);
2130    
2131     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2132 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2133 root 1.22 {
2134     atnr_winner[winners] = i;
2135     winners++;
2136     }
2137    
2138     if (chance >= 0.01)
2139     totalchance *= 1 - chance / 100;
2140    
2141     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2142     }
2143 elmex 1.1 }
2144 root 1.22
2145 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2146 root 1.22 totalchance = 100 - totalchance * 100;
2147 root 1.124
2148 elmex 1.1 /* print message according to totalchance */
2149 root 1.124 const char *buf;
2150 elmex 1.1 if (totalchance > 50.)
2151 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2152 elmex 1.1 else if (totalchance > 10.)
2153 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2154 elmex 1.1 else if (totalchance > 1.)
2155 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2156 elmex 1.1 else if (totalchance > 0.1)
2157 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2158 elmex 1.1 else if (totalchance >= 0.01)
2159 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2160 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2161 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2162 root 1.22 else
2163 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2164    
2165     op->statusmsg (buf);
2166 root 1.22
2167 elmex 1.1 /* now choose a winner if we have any */
2168     i = -1;
2169 root 1.22 if (winners > 0)
2170     i = atnr_winner[RANDOM () % winners];
2171    
2172     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2173     {
2174     /* resistance increased! */
2175     skin->resist[i]++;
2176 root 1.51 op->update_stats ();
2177 root 1.22
2178 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2179 root 1.22 }
2180    
2181 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2182     into the ability_force and it will take effect on next level */
2183 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2184     {
2185     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2186    
2187     if (meal->last_eat != abil->stats.exp)
2188 root 1.124 op->statusmsg (format (
2189 root 1.125 "Your metabolism prepares to focus on %s!\n"
2190     "The change will happen at level %d.",
2191     change_resist_msg[meal->last_eat],
2192     abil->level + 1
2193 root 1.124 ));
2194 root 1.22 else
2195     {
2196 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2197 root 1.22 abil->last_eat = 0;
2198     }
2199 elmex 1.1 }
2200 root 1.124
2201 elmex 1.1 return 1;
2202     }
2203    
2204     /**
2205     * Handles applying an improve armor scroll.
2206     * Does some sanity checks, then calls improve_armour.
2207     */
2208 root 1.22 static void
2209     apply_armour_improver (object *op, object *tmp)
2210 elmex 1.1 {
2211 root 1.22 object *armor;
2212 elmex 1.1
2213 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2214 root 1.22 {
2215 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2216 root 1.22 return;
2217 elmex 1.1 }
2218 root 1.51
2219 root 1.22 armor = find_marked_object (op);
2220 root 1.51
2221 root 1.22 if (!armor)
2222     {
2223 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.");
2224 elmex 1.1 return;
2225     }
2226 root 1.51
2227 root 1.22 if (armor->type != ARMOUR
2228     && armor->type != CLOAK
2229     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2230 elmex 1.1 {
2231 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2232 root 1.22 return;
2233 elmex 1.1 }
2234    
2235 root 1.124 op->statusmsg ("Applying armour enchantment.");
2236 root 1.22 improve_armour (op, tmp, armor);
2237 elmex 1.1 }
2238    
2239 root 1.22 extern void
2240     apply_poison (object *op, object *tmp)
2241 elmex 1.1 {
2242 root 1.22 if (op->type == PLAYER)
2243     {
2244 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2245 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2246 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2247 elmex 1.1 }
2248 root 1.114
2249 root 1.22 if (tmp->stats.hp > 0)
2250     {
2251     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2252     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2253 elmex 1.1 }
2254 root 1.114
2255 root 1.22 op->stats.food -= op->stats.food / 4;
2256     handle_apply_yield (tmp);
2257     decrease_ob (tmp);
2258 elmex 1.1 }
2259    
2260     /**
2261 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2262 elmex 1.1 * A valid 2 way exit means:
2263     * -You can come back (there is another exit at the other side)
2264     * -You are
2265 root 1.44 * ° the owner of the exit
2266     * ° or in the same party as the owner
2267 elmex 1.1 *
2268     * Note: a owner in a 2 way exit is saved as the owner's name
2269     * in the field exit->name cause the field exit->owner doesn't
2270     * survive in the swapping (in fact the whole exit doesn't survive).
2271     */
2272 root 1.22 int
2273     is_legal_2ways_exit (object *op, object *exit)
2274     {
2275     if (exit->stats.exp != 1)
2276     return 1; /*This is not a 2 way, so it is legal */
2277 root 1.52
2278 root 1.55 #if 0 //TODO
2279 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2280     return 0; /* This is a reset town portal */
2281 root 1.55 #endif
2282    
2283 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2284    
2285 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2286 root 1.52
2287 root 1.22 if (exitmap)
2288     {
2289 root 1.58 exitmap->load_sync ();
2290    
2291     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2292 root 1.52
2293 root 1.22 if (!tmp)
2294     return 0;
2295 root 1.52
2296 root 1.58 for (; tmp; tmp = tmp->above)
2297 root 1.22 {
2298     if (tmp->type != EXIT)
2299     continue; /*Not an exit */
2300 root 1.52
2301 root 1.22 if (!EXIT_PATH (tmp))
2302     continue; /*Not a valid exit */
2303 root 1.52
2304 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2305     continue; /*Not in the same place */
2306 root 1.52
2307 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2308 root 1.22 continue; /*Not in the same map */
2309    
2310     /* From here we have found the exit is valid. However we do
2311     * here the check of the exit owner. It is important for the
2312     * town portals to prevent strangers from visiting your appartments
2313     */
2314     if (!exit->race)
2315     return 1; /*No owner, free for all! */
2316 root 1.52
2317 root 1.58 object *exit_owner = 0;
2318 root 1.52
2319     for_all_players (pp)
2320 root 1.22 {
2321     if (!pp->ob)
2322     continue;
2323 root 1.52
2324 root 1.22 if (pp->ob->name != exit->race)
2325     continue;
2326 root 1.52
2327 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2328     break;
2329     }
2330 root 1.52
2331 root 1.22 if (!exit_owner)
2332     return 0; /* No more owner */
2333 root 1.52
2334 root 1.22 if (exit_owner->contr == op->contr)
2335     return 1; /*It is your exit */
2336 root 1.52
2337 root 1.22 if (exit_owner && /*There is a owner */
2338     (op->contr) && /*A player tries to pass */
2339     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2340     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2341     return 0;
2342 root 1.52
2343 root 1.22 return 1;
2344     }
2345     }
2346 root 1.52
2347 root 1.22 return 0;
2348     }
2349 elmex 1.1
2350     /**
2351     * Main apply handler.
2352     *
2353     * Checks for unpaid items before applying.
2354     *
2355     * Return value:
2356     * 0: player or monster can't apply objects of that type
2357     * 1: has been applied, or there was an error applying the object
2358     * 2: objects of that type can't be applied if not in inventory
2359     *
2360     * op is the object that is causing object to be applied, tmp is the object
2361     * being applied.
2362     *
2363     * aflag is special (always apply/unapply) flags. Nothing is done with
2364     * them in this function - they are passed to apply_special
2365     */
2366 root 1.22 int
2367     manual_apply (object *op, object *tmp, int aflag)
2368 elmex 1.1 {
2369 root 1.22 if (tmp->head)
2370     tmp = tmp->head;
2371 elmex 1.1
2372 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2373     {
2374     if (op->type == PLAYER)
2375     {
2376 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2377 root 1.22 return 1;
2378     }
2379     else
2380 root 1.51 return 0; /* monsters just skip unpaid items */
2381 elmex 1.1 }
2382    
2383 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2384     return RESULT_INT (0);
2385 root 1.8
2386 root 1.22 switch (tmp->type)
2387     {
2388 root 1.24 case CF_HANDLE:
2389 root 1.118 op->play_sound (sound_find ("turn_handle"));
2390 root 1.124 op->statusmsg ("You turn the handle.");
2391 root 1.24 tmp->value = tmp->value ? 0 : 1;
2392     SET_ANIMATION (tmp, tmp->value);
2393     update_object (tmp, UP_OBJ_FACE);
2394     push_button (tmp);
2395     return 1;
2396 root 1.14
2397 root 1.24 case TRIGGER:
2398     if (check_trigger (tmp, op))
2399     {
2400 root 1.124 op->statusmsg ("You turn the handle.");
2401 root 1.118 op->play_sound (sound_find ("turn_handle"));
2402 root 1.24 }
2403     else
2404 root 1.125 op->failmsg ("The handle doesn't move.");
2405 root 1.57
2406 root 1.24 return 1;
2407 root 1.14
2408 root 1.24 case EXIT:
2409     if (op->type != PLAYER)
2410     return 0;
2411 root 1.57
2412 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2413 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2414 root 1.24 else
2415     {
2416     /* Don't display messages for random maps. */
2417 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2418 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2419 root 1.57
2420 root 1.55 op->enter_exit (tmp);
2421 root 1.24 }
2422 root 1.85
2423 root 1.24 return 1;
2424 root 1.14
2425 root 1.122 case INSCRIBABLE:
2426 root 1.124 op->statusmsg (tmp->msg);
2427 root 1.122 // maybe show a spell menu to chose from or something like that
2428     return 1;
2429    
2430 root 1.24 case SIGN:
2431     apply_sign (op, tmp, 0);
2432     return 1;
2433 root 1.14
2434 root 1.24 case BOOK:
2435     if (op->type == PLAYER)
2436     {
2437     apply_book (op, tmp);
2438     return 1;
2439     }
2440     else
2441 root 1.85 return 0;
2442 root 1.14
2443 root 1.24 case SKILLSCROLL:
2444     if (op->type == PLAYER)
2445     {
2446     apply_skillscroll (op, tmp);
2447     return 1;
2448     }
2449 root 1.85 else
2450     return 0;
2451 root 1.14
2452 root 1.24 case SPELLBOOK:
2453     if (op->type == PLAYER)
2454     {
2455     apply_spellbook (op, tmp);
2456     return 1;
2457     }
2458 root 1.85 else
2459     return 0;
2460 root 1.14
2461 root 1.24 case SCROLL:
2462     apply_scroll (op, tmp, 0);
2463     return 1;
2464 root 1.14
2465 root 1.24 case POTION:
2466 root 1.85 apply_potion (op, tmp);
2467 root 1.24 return 1;
2468 root 1.14
2469 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2470 root 1.68 //TODO: remove, as it is unsed?
2471 root 1.24 case CLOSE_CON:
2472 root 1.68 apply_container (op, tmp->env);
2473 root 1.24 return 1;
2474 root 1.14
2475 root 1.24 case CONTAINER:
2476 root 1.68 apply_container (op, tmp);
2477 root 1.24 return 1;
2478 root 1.14
2479 root 1.24 case TREASURE:
2480     if (op->type == PLAYER)
2481     {
2482     apply_treasure (op, tmp);
2483     return 1;
2484     }
2485     else
2486 root 1.68 return 0;
2487 root 1.14
2488 root 1.24 case WEAPON:
2489     case ARMOUR:
2490     case BOOTS:
2491     case GLOVES:
2492     case AMULET:
2493     case GIRDLE:
2494     case BRACERS:
2495     case SHIELD:
2496     case HELMET:
2497     case RING:
2498     case CLOAK:
2499     case WAND:
2500     case ROD:
2501     case HORN:
2502     case SKILL:
2503     case BOW:
2504     case LAMP:
2505     case BUILDER:
2506     case SKILL_TOOL:
2507     if (tmp->env != op)
2508     return 2; /* not in inventory */
2509 root 1.79
2510     apply_special (op, tmp, aflag);
2511 root 1.24 return 1;
2512 root 1.14
2513 root 1.24 case DRINK:
2514     case FOOD:
2515     case FLESH:
2516     apply_food (op, tmp);
2517     return 1;
2518 root 1.14
2519 root 1.24 case POISON:
2520     apply_poison (op, tmp);
2521     return 1;
2522 root 1.14
2523 root 1.24 case SAVEBED:
2524 root 1.51 return 1;
2525 root 1.14
2526 root 1.24 case ARMOUR_IMPROVER:
2527     if (op->type == PLAYER)
2528     {
2529     apply_armour_improver (op, tmp);
2530     return 1;
2531     }
2532     else
2533 root 1.51 return 0;
2534 root 1.14
2535 root 1.24 case WEAPON_IMPROVER:
2536 root 1.85 check_improve_weapon (op, tmp);
2537 root 1.24 return 1;
2538 root 1.14
2539 root 1.24 case CLOCK:
2540     if (op->type == PLAYER)
2541     {
2542     char buf[MAX_BUF];
2543     timeofday_t tod;
2544 root 1.22
2545 root 1.24 get_tod (&tod);
2546 root 1.118 op->play_sound (sound_find ("sound_clock"));
2547 root 1.124 op->statusmsg (format (
2548 root 1.125 "It is %d minute%s past %d o'clock %s",
2549     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2550     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2551 root 1.124 ));
2552 root 1.24 return 1;
2553     }
2554     else
2555 root 1.85 return 0;
2556 root 1.14
2557 root 1.24 case MENU:
2558     if (op->type == PLAYER)
2559     {
2560 elmex 1.75 shop_listing (tmp, op);
2561 root 1.24 return 1;
2562     }
2563     else
2564 root 1.85 return 0;
2565 elmex 1.1
2566 root 1.24 case POWER_CRYSTAL:
2567     apply_power_crystal (op, tmp); /* see egoitem.c */
2568     return 1;
2569 root 1.14
2570 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2571     if (op->type == PLAYER)
2572     {
2573     apply_lighter (op, tmp);
2574     return 1;
2575     }
2576     else
2577 root 1.85 return 0;
2578 root 1.14
2579 root 1.24 case ITEM_TRANSFORMER:
2580     apply_item_transformer (op, tmp);
2581     return 1;
2582 root 1.14
2583 root 1.24 default:
2584     return 0;
2585 elmex 1.1 }
2586     }
2587    
2588    
2589     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2590     * messages as needed by player_apply_below(). But there can still be
2591     * "but you are floating high above the ground" messages.
2592     *
2593     * Same return value as apply() function.
2594     */
2595 root 1.22 int
2596     player_apply (object *pl, object *op, int aflag, int quiet)
2597 elmex 1.1 {
2598 root 1.22 int tmp;
2599 elmex 1.1
2600 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2601 root 1.22 {
2602     /* player is flying and applying object not in inventory */
2603     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2604     {
2605 root 1.125 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2606 root 1.22 return 0;
2607 root 1.14 }
2608 elmex 1.1 }
2609    
2610 root 1.22 pl->contr->last_used = op;
2611 elmex 1.1
2612 root 1.22 tmp = manual_apply (pl, op, aflag);
2613     if (!quiet)
2614     {
2615     if (tmp == 0)
2616 root 1.124 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2617 root 1.22 else if (tmp == 2)
2618 root 1.125 op->failmsg ("You must get it first!\n");
2619 elmex 1.1 }
2620 root 1.114
2621 root 1.22 return tmp;
2622 elmex 1.1 }
2623    
2624     /**
2625     * player_apply_below attempts to apply the object 'below' the player.
2626     * If the player has an open container, we use that for below, otherwise
2627     * we use the ground.
2628     */
2629 root 1.22 void
2630     player_apply_below (object *pl)
2631 elmex 1.1 {
2632 root 1.68 int floors = 0;
2633 root 1.22
2634     /* If using a container, set the starting item to be the top
2635     * item in the container. Otherwise, use the map.
2636 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2637 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2638     * next object in the stack before applying. This is can only be a
2639     * problem if player_apply() has a bug in that it uses the object but does
2640     * not return a proper value.
2641     */
2642 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2643 root 1.22 {
2644     next = tmp->below;
2645 root 1.68
2646 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2647     floors++;
2648     else if (floors > 0)
2649     return; /* process only floor objects after first floor object */
2650    
2651     /* If it is visible, player can apply it. If it is applied by
2652     * person moving on it, also activate. Added code to make it
2653     * so that at least one of players movement types be that which
2654     * the item needs.
2655     */
2656     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2657     {
2658     if (player_apply (pl, tmp, 0, 1) == 1)
2659     return;
2660 elmex 1.1 }
2661 root 1.22 if (floors >= 2)
2662     return; /* process at most two floor objects */
2663 elmex 1.1 }
2664     }
2665    
2666     /**
2667     * Unapplies specified item.
2668     * No check done on cursed/damned.
2669     * Break this out of apply_special - this is just done
2670     * to keep the size of apply_special to a more managable size.
2671     */
2672 root 1.22 static int
2673     unapply_special (object *who, object *op, int aflags)
2674 elmex 1.1 {
2675 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2676     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2677 root 1.22 return RESULT_INT (0);
2678 root 1.12
2679 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2680 root 1.76
2681 root 1.22 switch (op->type)
2682     {
2683 root 1.96 case SKILL_TOOL:
2684     // unapplying a skill tool should also unapply the skill it governs
2685     // but this is hard, as it shouldn't do so when the skill can
2686     // be used for other reasons
2687     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688     if (tmp->skill == op->skill
2689     && tmp->type == SKILL
2690     && tmp->flag [FLAG_APPLIED]
2691     && !tmp->flag [FLAG_CAN_USE_SKILL])
2692     unapply_special (who, tmp, 0);
2693    
2694     change_abil (who, op);
2695     break;
2696    
2697 root 1.24 case WEAPON:
2698 root 1.105 if (player *pl = who->contr)
2699     if (op == pl->combat_ob)
2700     {
2701     pl->combat_ob = 0;
2702     who->change_weapon (pl->ranged_ob);
2703     }
2704    
2705 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2706 elmex 1.1
2707 root 1.79 change_abil (who, op);
2708     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2709 root 1.24 break;
2710 root 1.14
2711 root 1.96 case SKILL:
2712 root 1.79 if (who->contr)
2713 root 1.24 {
2714 root 1.76 if (!op->invisible)
2715 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2716 root 1.24 else
2717 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2718 root 1.24 }
2719 root 1.76
2720     change_abil (who, op);
2721 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2722     break;
2723 root 1.14
2724 root 1.24 case ARMOUR:
2725     case HELMET:
2726     case SHIELD:
2727     case RING:
2728     case BOOTS:
2729     case GLOVES:
2730     case AMULET:
2731     case GIRDLE:
2732     case BRACERS:
2733     case CLOAK:
2734 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2735 root 1.79 change_abil (who, op);
2736 root 1.24 break;
2737 root 1.79
2738 root 1.24 case LAMP:
2739 root 1.103 {
2740 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2741 root 1.29
2742 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2743     tmp2->x = op->x;
2744     tmp2->y = op->y;
2745     tmp2->map = op->map;
2746     tmp2->below = op->below;
2747     tmp2->above = op->above;
2748     tmp2->stats.food = op->stats.food;
2749     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2750    
2751     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2752     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2753    
2754     if (who->contr)
2755     esrv_del_item (who->contr, op->count);
2756    
2757     op->destroy ();
2758     insert_ob_in_ob (tmp2, who);
2759     who->update_stats ();
2760 root 1.29
2761 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2762     {
2763     if (who->contr)
2764     {
2765 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2766 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2767     }
2768     }
2769 root 1.29
2770 root 1.103 if (who->contr)
2771     esrv_send_item (who, tmp2);
2772     }
2773 root 1.79
2774 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2775 root 1.76
2776 root 1.24 case BOW:
2777     case WAND:
2778     case ROD:
2779     case HORN:
2780 root 1.105 if (player *pl = who->contr)
2781     {
2782     if (op == pl->ranged_ob)
2783     {
2784     pl->ranged_ob = 0;
2785     who->change_weapon (pl->combat_ob);
2786     }
2787    
2788 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2789 root 1.105 }
2790 root 1.103 else
2791 root 1.24 {
2792 root 1.103 who->change_skill (0);
2793 root 1.79
2794 root 1.24 if (op->type == BOW)
2795     CLEAR_FLAG (who, FLAG_READY_BOW);
2796     else
2797     CLEAR_FLAG (who, FLAG_READY_RANGE);
2798     }
2799 root 1.76
2800 root 1.24 break;
2801 elmex 1.1
2802 root 1.24 case BUILDER:
2803 root 1.79 if (who->contr)
2804 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 root 1.24 break;
2806 elmex 1.1
2807 root 1.24 default:
2808 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 root 1.24 break;
2810 elmex 1.1 }
2811    
2812 root 1.51 who->update_stats ();
2813 elmex 1.1
2814 root 1.22 if (!(aflags & AP_NO_MERGE))
2815     {
2816 root 1.85 object *tmp = merge_ob (op, 0);
2817 root 1.79
2818     if (who->contr)
2819 root 1.22 {
2820     if (tmp)
2821     { /* it was merged */
2822 root 1.29 esrv_del_item (who->contr, op->count);
2823 root 1.22 op = tmp;
2824 elmex 1.1 }
2825 root 1.29
2826 root 1.22 esrv_send_item (who, op);
2827 root 1.14 }
2828 elmex 1.1 }
2829 root 1.79
2830 root 1.22 return 0;
2831 elmex 1.1 }
2832    
2833     /**
2834     * Returns the object that is using location 'loc'.
2835     * Note that 'start' is the first object to start examing - we
2836     * then go through the below of this. In this way, you can do
2837     * something like:
2838 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2839     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2840 elmex 1.1 * to find the second object that may use this location, etc.
2841     * Returns NULL if no match is found.
2842     * loc is the index into the array we are looking for a match.
2843     * don't return invisible objects unless they are skill objects
2844     * invisible other objects that use
2845     * up body locations can be used as restrictions.
2846     */
2847 root 1.84 static object *
2848 root 1.96 get_next_item_from_body_location (int loc, object *start)
2849 elmex 1.1 {
2850 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2851     if (tmp->flag [FLAG_APPLIED]
2852     && tmp->slot[loc].info
2853     && (!tmp->invisible || tmp->type == SKILL))
2854     return tmp;
2855 elmex 1.1
2856 root 1.84 return 0;
2857 elmex 1.1 }
2858    
2859     /**
2860     * 'op' wants to apply an object, but can't because of other equipment.
2861     * This should only be called when it is known
2862     * that there are objects to unapply. This makes pretty heavy
2863     * use of get_item_from_body_location. It makes no intelligent choice
2864     * on objects - rather, the first that is matched is used.
2865     * Returns 0 on success, returns 1 if there is some problem.
2866     * if aflags is AP_PRINT, we instead print out waht to unapply
2867     * instead of doing it. This is a lot less code than having
2868     * another function that does just that.
2869     */
2870 root 1.114
2871     #define CANNOT_REMOVE_CURSED \
2872     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2873     "Praying over an altar, scrolls of remove curse/damnation, " \
2874     "priests or even other players might help.>"
2875    
2876 root 1.22 int
2877     unapply_for_ob (object *who, object *op, int aflags)
2878 elmex 1.1 {
2879 root 1.81 if (op->is_range ())
2880     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2881     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2882     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2883     {
2884     if (aflags & AP_PRINT)
2885 root 1.125 who->failmsg (query_name (tmp));
2886 root 1.81 else
2887     unapply_special (who, tmp, aflags);
2888     }
2889     else
2890     {
2891     /* In this case, we want to try and remove a cursed item.
2892     * While we know it won't work, we want unapply_special to
2893     * at least generate the message.
2894     */
2895 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)));
2896 root 1.81 return 1;
2897     }
2898 elmex 1.1
2899 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2900 root 1.22 {
2901     /* this used up a slot that we need to free */
2902 root 1.82 if (op->slot[i].info)
2903 root 1.22 {
2904 root 1.81 object *last = who->inv;
2905 root 1.14
2906 root 1.22 /* We do a while loop - may need to remove several items in order
2907     * to free up enough slots.
2908     */
2909 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2910 root 1.22 {
2911 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2912 root 1.81
2913 root 1.22 if (!tmp)
2914     {
2915 elmex 1.1 #if 0
2916 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2917     * equipped.
2918     */
2919     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2920 elmex 1.1 #endif
2921 root 1.22 return 1;
2922     }
2923 root 1.81
2924 root 1.22 /* If we are just printing, we don't care about cursed status */
2925     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2926     {
2927     if (aflags & AP_PRINT)
2928 root 1.125 who->failmsg (query_name (tmp));
2929 root 1.22 else
2930     unapply_special (who, tmp, aflags);
2931 root 1.14 }
2932 root 1.22 else
2933     {
2934     /* Cursed item that we can't unequip - tell the player.
2935     * Note this could be annoying if this is just one of a few,
2936     * so it may not be critical (eg, putting on a ring and you have
2937     * one cursed ring.)
2938     */
2939 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2940 root 1.14 }
2941 root 1.81
2942 root 1.22 last = tmp->below;
2943 root 1.14 }
2944 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2945     * return in the !tmp would have kicked in.
2946     */
2947     } /* if op is using this body location */
2948     } /* for body lcoations */
2949 root 1.81
2950 root 1.22 return 0;
2951 elmex 1.1 }
2952    
2953     /**
2954     * Checks to see if 'who' can apply object 'op'.
2955     * Returns 0 if apply can be done without anything special.
2956     * Otherwise returns a bitmask - potentially several of these may be
2957     * set, but largely depends on circumstance - in the future, processing
2958 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2959 root 1.96 * is set, do we really care what the other flags may be?)
2960 elmex 1.1 *
2961     * See include/define.h for detailed description of the meaning of
2962     * these return values.
2963     */
2964 root 1.22 int
2965     can_apply_object (object *who, object *op)
2966 elmex 1.1 {
2967 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2968     return RESULT_INT (0);
2969    
2970 root 1.78 int retval = 0;
2971     object *tmp = 0, *ws = 0;
2972 root 1.22
2973 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2974 root 1.22 {
2975 root 1.82 if (op->slot[i].info)
2976 root 1.22 {
2977     /* Item uses more slots than we have */
2978 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2979 root 1.22 {
2980 root 1.78 /* Could return now for efficiency - rest of info below isn't
2981 root 1.22 * really needed.
2982     */
2983     retval |= CAN_APPLY_NEVER;
2984     }
2985 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2986 root 1.22 {
2987     /* in this case, equipping this would use more free spots than
2988     * we have.
2989     */
2990 elmex 1.1
2991 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2992 root 1.84 * enough slots to equip the new item, then just set "can
2993     * apply unapply". We don't care about the logic below - if you have a
2994 root 1.22 * shield equipped and try to equip another shield, there is only
2995     * one choice. However, the check for the number of body locations
2996     * does take into the account cases where what is being applied
2997     * may be two handed for example.
2998     */
2999     if (ws)
3000 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3001     {
3002     retval |= CAN_APPLY_UNAPPLY;
3003     continue;
3004     }
3005 root 1.22
3006 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3007 root 1.22 if (!tmp1)
3008     {
3009 elmex 1.1 #if 0
3010 root 1.22 /* This is sort of an error, but happens a lot when old players
3011     * join in with more stuff equipped than they are now allowed.
3012     */
3013     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3014 elmex 1.1 #endif
3015 root 1.22 retval |= CAN_APPLY_NEVER;
3016     }
3017     else
3018     {
3019     /* need to unapply something. However, if this something
3020     * is different than we had found before, it means they need
3021     * to apply multiple objects
3022     */
3023     retval |= CAN_APPLY_UNAPPLY;
3024 root 1.96
3025 root 1.22 if (!tmp)
3026     tmp = tmp1;
3027     else if (tmp != tmp1)
3028 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3029    
3030 root 1.22 /* This object isn't using up all the slots, so there must
3031 root 1.78 * be another. If so, and it the new item doesn't need all
3032 root 1.22 * the slots, the player then has a choice.
3033     */
3034 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3035     && abs (op->slot[i].info) < who->slot[i].info)
3036 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3037    
3038     /* Does unequippint 'tmp1' free up enough slots for this to be
3039     * equipped? If not, there must be something else to unapply.
3040     */
3041 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3042 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3043     }
3044     } /* if not enough free slots */
3045     } /* if this object uses location i */
3046     } /* for i -> num_body_locations loop */
3047    
3048     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049     * really be controlled by use of body locations. We do have
3050     * the weapon/shield checks, and the range checks for monsters,
3051     * because you can't control those just by body location - bows, shields,
3052     * and weapons all use the same slot. Similar for horn/rod/wand - they
3053     * all use the same location.
3054     */
3055     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3056     retval |= CAN_APPLY_RESTRICTION;
3057 root 1.76
3058 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3059     retval |= CAN_APPLY_RESTRICTION;
3060    
3061     if (who->type != PLAYER)
3062     {
3063     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3064 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3065 root 1.78
3066 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3067     retval |= CAN_APPLY_RESTRICTION;
3068 root 1.78
3069 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3070     retval |= CAN_APPLY_RESTRICTION;
3071 root 1.78
3072 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3073 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3074 elmex 1.1 }
3075 root 1.76
3076 root 1.22 return retval;
3077 elmex 1.1 }
3078    
3079     /**
3080     * who is the object using the object. It can be a monster.
3081     * op is the object they are using. op is an equipment type item,
3082     * eg, one which you put on and keep on for a while, and not something
3083     * like a potion or scroll.
3084     *
3085     * function returns 1 if the action could not be completed, 0 on
3086     * success. However, success is a matter of meaning - if the
3087     * user passes the 'apply' flag to an object already applied,
3088     * nothing is done, and 0 is returned.
3089     *
3090     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3091     * AP_UNAPPLY=always unapply).
3092     *
3093     * Optional flags:
3094     * AP_NO_MERGE: don't merge an unapplied object with other objects
3095     * AP_IGNORE_CURSE: unapply cursed items
3096 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3097 elmex 1.1 *
3098     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3099     *
3100     * apply_special() doesn't check for unpaid items.
3101     */
3102 root 1.114
3103     #define LACK_ITEM_POWER \
3104     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3105    
3106 root 1.22 int
3107     apply_special (object *who, object *op, int aflags)
3108 elmex 1.1 {
3109 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3110     object *tmp, *tmp2, *skop = NULL;
3111 elmex 1.1
3112 root 1.22 if (who == NULL)
3113     {
3114     LOG (llevError, "apply_special() from object without environment.\n");
3115     return 1;
3116 elmex 1.1 }
3117    
3118 root 1.22 if (op->env != who)
3119     return 1; /* op is not in inventory */
3120 elmex 1.1
3121 root 1.22 /* trying to unequip op */
3122     if (QUERY_FLAG (op, FLAG_APPLIED))
3123     {
3124     /* always apply, so no reason to unapply */
3125     if (basic_flag == AP_APPLY)
3126     return 0;
3127    
3128     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3129     {
3130 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3131 root 1.22 return 1;
3132 root 1.14 }
3133 root 1.78
3134 root 1.22 return unapply_special (who, op, aflags);
3135 elmex 1.1 }
3136    
3137 root 1.22 if (basic_flag == AP_UNAPPLY)
3138     return 0;
3139 elmex 1.1
3140 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3141     // to resolve conflicts.
3142     if (player *pl = who->contr)
3143 root 1.95 switch (op->slottype ())
3144 root 1.90 {
3145 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3146     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3147 root 1.90 }
3148    
3149 root 1.104 splay (op);
3150    
3151 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3152 root 1.78 if (int i = can_apply_object (who, op))
3153 root 1.22 {
3154     if (i & CAN_APPLY_NEVER)
3155     {
3156 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)));
3157 root 1.22 return 1;
3158     }
3159     else if (i & CAN_APPLY_RESTRICTION)
3160     {
3161 root 1.125 who->failmsg (format (
3162     "You have a prohibition against using a %s. "
3163     "H<Your belief, profession or class prevents you from applying this item.>",
3164     query_name (op)
3165     ));
3166 root 1.22 return 1;
3167     }
3168 root 1.78
3169 root 1.22 if (who->type != PLAYER)
3170     {
3171     /* Some error, so don't try to equip something more */
3172     if (unapply_for_ob (who, op, aflags))
3173 root 1.14 return 1;
3174     }
3175 root 1.22 else
3176     {
3177     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3178     {
3179 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3180 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3181     return 1;
3182     }
3183     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3184 root 1.81 if (unapply_for_ob (who, op, aflags))
3185     return 1;
3186 root 1.14 }
3187 elmex 1.1 }
3188 root 1.55
3189 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3190     {
3191     skop = find_skill_by_name (who, op->skill);
3192 root 1.78
3193 root 1.22 if (!skop)
3194     {
3195 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3196 root 1.22 return 1;
3197     }
3198     else
3199 root 1.76 /* While experience will be credited properly, we want to change the
3200     * skill so that the dam and wc get updated
3201     */
3202 root 1.101 who->change_skill (skop);
3203 elmex 1.1 }
3204 root 1.22
3205 root 1.78 if (who->type == PLAYER
3206     && op->item_power
3207     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3208 root 1.22 {
3209 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3210 root 1.22 return 1;
3211 elmex 1.1 }
3212    
3213 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3214     * Note that we don't have the checks for can_use_...
3215     * below - that is already taken care of by can_apply_object.
3216     */
3217     if (op->nrof > 1)
3218     tmp = get_split_ob (op, op->nrof - 1);
3219     else
3220 root 1.78 tmp = 0;
3221 root 1.22
3222     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223     return RESULT_INT (0);
3224    
3225     switch (op->type)
3226     {
3227 root 1.24 case WEAPON:
3228     if (!check_weapon_power (who, op->last_eat))
3229     {
3230 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231 root 1.79
3232 root 1.78 if (tmp)
3233     insert_ob_in_ob (tmp, who);
3234 root 1.79
3235 root 1.24 return 1;
3236     }
3237 root 1.65
3238 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3239 root 1.78 // i.e. "R" can use Ragnarok's sword.
3240 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241     {
3242     /* if the weapon does not have the name as the character, can't use it. */
3243     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3245 root 1.65
3246     if (tmp)
3247     insert_ob_in_ob (tmp, who);
3248    
3249 root 1.24 return 1;
3250     }
3251 root 1.65
3252 root 1.80 if (!skop)
3253     {
3254 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3255 root 1.80 return 1;
3256     }
3257    
3258 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3259 root 1.101 who->change_skill (skop);
3260 root 1.76
3261 root 1.79 if (who->contr)
3262 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3263 root 1.78
3264 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3265 root 1.14
3266 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3267 root 1.76 change_abil (who, op);
3268 root 1.24 break;
3269 root 1.14
3270 root 1.24 case ARMOUR:
3271     case HELMET:
3272     case SHIELD:
3273     case BOOTS:
3274     case GLOVES:
3275     case GIRDLE:
3276     case BRACERS:
3277     case CLOAK:
3278     case RING:
3279     case AMULET:
3280     SET_FLAG (op, FLAG_APPLIED);
3281 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 root 1.76 change_abil (who, op);
3283 root 1.24 break;
3284 root 1.76
3285 root 1.24 case LAMP:
3286     if (op->stats.food < 1)
3287     {
3288 root 1.125 who->failmsg (format (
3289     "Your %s is out of fuel! "
3290     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291     &op->name
3292     ));
3293 root 1.24 return 1;
3294     }
3295 root 1.76
3296 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3297    
3298 root 1.24 tmp2 = arch_to_object (op->other_arch);
3299     tmp2->stats.food = op->stats.food;
3300     SET_FLAG (tmp2, FLAG_APPLIED);
3301 root 1.76
3302 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304 root 1.76
3305 root 1.24 insert_ob_in_ob (tmp2, who);
3306    
3307     /* Remove the old lantern */
3308     if (who->type == PLAYER)
3309 root 1.29 esrv_del_item (who->contr, op->count);
3310    
3311 root 1.37 op->destroy ();
3312 root 1.22
3313 root 1.24 /* insert the portion that was split off */
3314 root 1.76 if (tmp)
3315 root 1.24 {
3316 root 1.76 insert_ob_in_ob (tmp, who);
3317 root 1.24 if (who->type == PLAYER)
3318     esrv_send_item (who, tmp);
3319     }
3320 root 1.76
3321 root 1.51 who->update_stats ();
3322 root 1.76
3323 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3324 root 1.81 if (who->type == PLAYER)
3325     {
3326 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.>");
3327 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3328     }
3329 root 1.76
3330 root 1.24 if (who->type == PLAYER)
3331     esrv_send_item (who, tmp2);
3332 root 1.76
3333 root 1.24 return 0;
3334 root 1.14
3335 root 1.96 case SKILL_TOOL:
3336     // applying a skill tool also readies the skill
3337     SET_FLAG (op, FLAG_APPLIED);
3338    
3339 root 1.101 if (!(aflags & AP_NO_READY))
3340 root 1.24 {
3341 root 1.101 skop = find_skill_by_name (who, op->skill);
3342     if (!skop->flag [FLAG_APPLIED])
3343     apply_special (who, skop, AP_APPLY);
3344 root 1.24 }
3345 root 1.101 break;
3346 root 1.76
3347 root 1.101 case SKILL:
3348 root 1.79 if (player *pl = who->contr)
3349 root 1.24 {
3350 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3351     {
3352 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3353 root 1.79 {
3354     for (object *item = who->inv; item; item = item->below)
3355     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3356     {
3357 root 1.101 if (item->skill == op->skill)
3358     {
3359     who->change_weapon (pl->combat_ob = item);
3360     goto found_weapon;
3361     }
3362 root 1.79 }
3363    
3364 root 1.125 who->failmsg (format (
3365     "You need to apply a '%s' melee weapon before readying this skill. "
3366     "H<Some skills need an item, in this case a melee weapon, to function.>",
3367     &op->skill
3368     ));
3369 root 1.79 return 1;
3370    
3371     found_weapon:;
3372     }
3373     else
3374 root 1.90 who->change_weapon (pl->combat_ob = op);
3375 root 1.79 }
3376     else if (IS_RANGED_SKILL (op->subtype))
3377     {
3378 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3379 root 1.79 {
3380     for (object *item = who->inv; item; item = item->below)
3381     if (item->type == BOW && item->flag [FLAG_APPLIED])
3382     {
3383 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3384 root 1.90 who->change_weapon (pl->ranged_ob = item);
3385 root 1.79 goto found_bow;
3386     }
3387    
3388 root 1.125 who->failmsg (
3389     "You need to apply a missile weapon before readying this skill. "
3390     "H<Some skills need an item, in this case a missile weapon, to function.>"
3391     );
3392 root 1.79 return 1;
3393    
3394     found_bow:;
3395     }
3396     else
3397 root 1.90 who->change_weapon (pl->ranged_ob = op);
3398 root 1.79 }
3399 root 1.76
3400 root 1.24 if (!op->invisible)
3401     {
3402 root 1.125 who->statusmsg (format (
3403     "You ready %s."
3404     "You can now use the skill: %s.",
3405     query_name (op),
3406     &op->skill
3407     ));
3408 root 1.24 }
3409     else
3410 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3411 root 1.24 }
3412 root 1.101 else
3413     {
3414     SET_FLAG (op, FLAG_APPLIED);
3415     change_abil (who, op);
3416     who->chosen_skill = op;
3417     SET_FLAG (who, FLAG_READY_SKILL);
3418     }
3419 root 1.76
3420 root 1.24 break;
3421 root 1.22
3422 root 1.24 case BOW:
3423     if (!check_weapon_power (who, op->last_eat))
3424     {
3425 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3426 root 1.76
3427     if (tmp)
3428     insert_ob_in_ob (tmp, who);
3429    
3430 root 1.24 return 1;
3431     }
3432 root 1.76
3433 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3434     {
3435 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3436 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3437 root 1.81 if (tmp)
3438 root 1.76 insert_ob_in_ob (tmp, who);
3439    
3440 root 1.24 return 1;
3441     }
3442 root 1.76
3443     /*FALLTHROUGH*/
3444     case WAND:
3445 root 1.24 case ROD:
3446     case HORN:
3447     /* check for skill, alter player status */
3448 root 1.78
3449     if (!skop)
3450 root 1.80 {
3451 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3452 root 1.80 return 1;
3453     }
3454    
3455     SET_FLAG (op, FLAG_APPLIED);
3456 root 1.101 who->change_skill (skop);
3457 root 1.22
3458 root 1.79 if (who->contr)
3459 root 1.24 {
3460 root 1.79 who->contr->ranged_ob = op;
3461 root 1.78
3462 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3463 root 1.76
3464 root 1.24 if (op->type == BOW)
3465     {
3466 root 1.79 who->current_weapon = op;
3467 root 1.76 change_abil (who, op);
3468 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3469 root 1.24 }
3470     }
3471     else
3472     {
3473     if (op->type == BOW)
3474     SET_FLAG (who, FLAG_READY_BOW);
3475     else
3476     SET_FLAG (who, FLAG_READY_RANGE);
3477     }
3478 root 1.76
3479 root 1.24 break;
3480 elmex 1.1
3481 root 1.24 case BUILDER:
3482 root 1.76 if (who->type == PLAYER)
3483     {
3484 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3485 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3486     unapply_special (who, who->contr->ranged_ob, 0);
3487    
3488 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3489 root 1.76
3490 root 1.79 who->contr->ranged_ob = op;
3491 root 1.76 }
3492 root 1.24 break;
3493 elmex 1.1
3494 root 1.24 default:
3495 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3496     }
3497 root 1.22
3498     SET_FLAG (op, FLAG_APPLIED);
3499 elmex 1.1
3500 root 1.79 if (tmp)
3501 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3502 elmex 1.1
3503 root 1.51 who->update_stats ();
3504 elmex 1.1
3505 root 1.22 /* We exclude spell casting objects. The fire code will set the
3506     * been applied flag when they are used - until that point,
3507     * you don't know anything about them.
3508     */
3509     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3510     SET_FLAG (op, FLAG_BEEN_APPLIED);
3511    
3512     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3513 root 1.114 if (who->type == PLAYER)
3514     {
3515 root 1.125 who->failmsg (
3516     "Oops, it feels deadly cold! "
3517     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3518     );
3519 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3520     }
3521 root 1.76
3522 root 1.22 if (who->type == PLAYER)
3523     {
3524     /* if multiple objects were applied, update both slots */
3525     if (tmp)
3526     esrv_send_item (who, tmp);
3527 root 1.76
3528 root 1.22 esrv_send_item (who, op);
3529 elmex 1.1 }
3530 root 1.76
3531 root 1.22 return 0;
3532 elmex 1.1 }
3533    
3534 root 1.22 int
3535     monster_apply_special (object *who, object *op, int aflags)
3536 elmex 1.1 {
3537 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3538 elmex 1.1 return 1;
3539 root 1.114
3540 elmex 1.1 return apply_special (who, op, aflags);
3541     }
3542    
3543     /**
3544     * Map was just loaded, handle op's initialisation.
3545     *
3546     * Generates shop floor's item, and treasures.
3547     */
3548 root 1.22 int
3549     auto_apply (object *op)
3550     {
3551     object *tmp = NULL, *tmp2;
3552     int i;
3553 elmex 1.1
3554 root 1.22 switch (op->type)
3555     {
3556 root 1.24 case SHOP_FLOOR:
3557 root 1.42 if (!op->has_random_items ())
3558 root 1.24 return 0;
3559 root 1.38
3560 root 1.24 do
3561     {
3562     i = 10; /* let's give it 10 tries */
3563     while ((tmp = generate_treasure (op->randomitems,
3564     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3565     if (tmp == NULL)
3566     return 0;
3567     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3568     {
3569 root 1.37 tmp->destroy ();
3570 root 1.24 tmp = NULL;
3571     }
3572     }
3573     while (!tmp);
3574 root 1.38
3575 root 1.24 tmp->x = op->x;
3576     tmp->y = op->y;
3577     SET_FLAG (tmp, FLAG_UNPAID);
3578     insert_ob_in_map (tmp, op->map, NULL, 0);
3579     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3580     identify (tmp);
3581     break;
3582 root 1.14
3583 root 1.24 case TREASURE:
3584     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3585     return 0;
3586 root 1.37
3587 root 1.67 while (op->stats.hp-- > 0)
3588 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3589     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3590    
3591     /* If we generated an object and put it in this object inventory,
3592     * move it to the parent object as the current object is about
3593     * to disappear. An example of this item is the random_* stuff
3594     * that is put inside other objects.
3595     */
3596     for (tmp = op->inv; tmp; tmp = tmp2)
3597     {
3598     tmp2 = tmp->below;
3599 root 1.36 tmp->remove ();
3600 root 1.37
3601 root 1.24 if (op->env)
3602     insert_ob_in_ob (tmp, op->env);
3603     else
3604 root 1.37 tmp->destroy ();
3605 root 1.24 }
3606 root 1.37
3607     op->destroy ();
3608 root 1.24 break;
3609 elmex 1.1 }
3610 root 1.22 return tmp ? 1 : 0;
3611 elmex 1.1 }
3612    
3613     /**
3614 root 1.68 * fix_auto_apply goes through the entire map every time a map
3615     * is loaded or swapped in and performs special actions for
3616 elmex 1.1 * certain objects (most initialization of chests and creation of
3617     * treasures and stuff). Calls auto_apply if appropriate.
3618     */
3619 root 1.20 void
3620 root 1.55 maptile::fix_auto_apply ()
3621 root 1.20 {
3622 root 1.55 if (!spaces)
3623 root 1.20 return;
3624    
3625 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3626     for (object *tmp = ms->bot; tmp; )
3627     {
3628     object *above = tmp->above;
3629 root 1.20
3630 root 1.55 if (tmp->inv)
3631     {
3632     object *invtmp, *invnext;
3633 elmex 1.1
3634 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3635     {
3636     invnext = invtmp->below;
3637 root 1.14
3638 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3639     auto_apply (invtmp);
3640     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3641     {
3642     while ((invtmp->stats.hp--) > 0)
3643     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3644    
3645     invtmp->randomitems = NULL;
3646     }
3647     else if (invtmp && invtmp->arch
3648     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3649     {
3650     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651     /* Need to clear this so that we never try to create
3652     * treasure again for this object
3653     */
3654     invtmp->randomitems = NULL;
3655     }
3656     }
3657     /* This is really temporary - the code at the bottom will
3658     * also set randomitems to null. The problem is there are bunches
3659     * of maps/players already out there with items that have spells
3660     * which haven't had the randomitems set to null yet.
3661     * MSW 2004-05-13
3662     *
3663     * And if it's a spellbook, it's better to set randomitems to NULL too,
3664     * else you get two spells in the book ^_-
3665     * Ryo 2004-08-16
3666     */
3667     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3668     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669     tmp->randomitems = NULL;
3670 root 1.14
3671 root 1.55 }
3672 root 1.20
3673 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674     auto_apply (tmp);
3675     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3676     {
3677     while ((tmp->stats.hp--) > 0)
3678     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3679     tmp->randomitems = NULL;
3680     }
3681     else if (tmp->type == TIMED_GATE)
3682     {
3683     object *head = tmp->head != NULL ? tmp->head : tmp;
3684    
3685     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3686     tmp->set_speed (0);
3687     }
3688     /* This function can be called everytime a map is loaded, even when
3689     * swapping back in. As such, we don't want to create the treasure
3690     * over and ove again, so after we generate the treasure, blank out
3691     * randomitems so if it is swapped in again, it won't make anything.
3692     * This is a problem for the above objects, because they have counters
3693     * which say how many times to make the treasure.
3694     */
3695     else if (tmp && tmp->arch && tmp->type != PLAYER
3696     && tmp->type != TREASURE && tmp->type != SPELL
3697     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3698     {
3699     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3700     tmp->randomitems = NULL;
3701     }
3702 root 1.78
3703 root 1.68 // close all containers
3704     else if (tmp->type == CONTAINER)
3705     tmp->flag [FLAG_APPLIED] = 0;
3706 root 1.22
3707 root 1.55 tmp = above;
3708     }
3709 elmex 1.1
3710 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3711     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3712     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3713     check_trigger (tmp, tmp->above);
3714 elmex 1.1 }
3715    
3716     /**
3717     * Handles player eating food that temporarily changes status (resistances, stats).
3718     * This used to call cast_change_attr(), but
3719     * that doesn't work with the new spell code. Since we know what
3720     * the food changes, just grab a force and use that instead.
3721     */
3722 root 1.22 void
3723     eat_special_food (object *who, object *food)
3724     {
3725     object *force;
3726     int i, did_one = 0;
3727    
3728     force = get_archetype (FORCE_NAME);
3729    
3730     for (i = 0; i < NUM_STATS; i++)
3731 root 1.91 if (sint8 k = food->stats.stat (i))
3732     {
3733     force->stats.stat (i) = k;
3734     did_one = 1;
3735     }
3736 elmex 1.1
3737 root 1.22 /* check if we can protect the eater */
3738     for (i = 0; i < NROFATTACKS; i++)
3739     {
3740     if (food->resist[i] > 0)
3741     {
3742     force->resist[i] = food->resist[i] / 2;
3743     did_one = 1;
3744     }
3745     }
3746 elmex 1.47
3747 root 1.22 if (did_one)
3748     {
3749 root 1.54 force->set_speed (0.1);
3750 root 1.22 /* bigger morsel of food = longer effect time */
3751 elmex 1.47 force->duration = food->stats.food / 5;
3752 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3753     change_abil (who, force);
3754     insert_ob_in_ob (force, who);
3755     }
3756     else
3757 root 1.37 force->destroy ();
3758 root 1.22
3759     /* check for hp, sp change */
3760     if (food->stats.hp != 0)
3761     {
3762     if (QUERY_FLAG (food, FLAG_CURSED))
3763     {
3764 root 1.64 assign (who->contr->killer, food->name);
3765 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3766 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3767 root 1.22 }
3768     else
3769     {
3770     if (food->stats.hp > 0)
3771 root 1.125 who->statusmsg ("You begin to feel better.");
3772 root 1.22 else
3773 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3774    
3775 root 1.22 who->stats.hp += food->stats.hp;
3776     }
3777     }
3778     if (food->stats.sp != 0)
3779     {
3780     if (QUERY_FLAG (food, FLAG_CURSED))
3781     {
3782 root 1.125 who->failmsg ("You are drained of mana!");
3783 root 1.22 who->stats.sp -= food->stats.sp;
3784     if (who->stats.sp < 0)
3785     who->stats.sp = 0;
3786     }
3787     else
3788     {
3789 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3790 root 1.22 who->stats.sp += food->stats.sp;
3791     /* place limit on max sp from food? */
3792     }
3793 elmex 1.1 }
3794 root 1.125
3795 root 1.51 who->update_stats ();
3796 elmex 1.1 }
3797    
3798     /**
3799     * Designed primarily to light torches/lanterns/etc.
3800     * Also burns up burnable material too. First object in the inventory is
3801     * the selected object to "burn". -b.t.
3802     */
3803 root 1.22 void
3804     apply_lighter (object *who, object *lighter)
3805     {
3806     object *item;
3807     int is_player_env = 0;
3808    
3809     item = find_marked_object (who);
3810     if (item)
3811     {
3812     if (lighter->last_eat && lighter->stats.food)
3813     { /* lighter gets used up */
3814     /* Split multiple lighters if they're being used up. Otherwise *
3815     * one charge from each would be used up. --DAMN */
3816     if (lighter->nrof > 1)
3817     {
3818 root 1.39 object *oneLighter = lighter->clone ();
3819 root 1.14
3820 root 1.22 lighter->nrof -= 1;
3821     oneLighter->nrof = 1;
3822     oneLighter->stats.food--;
3823     esrv_send_item (who, lighter);
3824     oneLighter = insert_ob_in_ob (oneLighter, who);
3825     esrv_send_item (who, oneLighter);
3826     }
3827     else
3828 root 1.29 lighter->stats.food--;
3829 root 1.22 }
3830     else if (lighter->last_eat)
3831 root 1.125 {
3832     /* no charges left in lighter */
3833     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3834 root 1.22 return;
3835     }
3836 root 1.48
3837 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3838     * I can't see many times when you would want to light multiple
3839     * objects at once.
3840     */
3841 root 1.48
3842     if (who == item->in_player ())
3843 root 1.22 is_player_env = 1;
3844    
3845     save_throw_object (item, AT_FIRE, who);
3846 root 1.48
3847 root 1.49 if (item->destroyed ())
3848 root 1.22 {
3849 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3850 root 1.22 /* Need to update the player so that the players glow radius
3851     * gets changed.
3852     */
3853     if (is_player_env)
3854 root 1.51 who->update_stats ();
3855 root 1.22 }
3856     else
3857 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3858 root 1.22 }
3859 root 1.125 else
3860     who->failmsg ("You need to mark a lightable object.");
3861 elmex 1.1 }
3862    
3863     /**
3864     * op made some mistake with a scroll, this takes care of punishment.
3865     * scroll_failure()- hacked directly from spell_failure
3866     */
3867 root 1.22 void
3868     scroll_failure (object *op, int failure, int power)
3869 elmex 1.1 {
3870 root 1.22 if (abs (failure / 4) > power)
3871     power = abs (failure / 4); /* set minimum effect */
3872 elmex 1.1
3873 root 1.22 if (failure <= -1 && failure > -15)
3874     { /* wonder */
3875     object *tmp;
3876    
3877 root 1.125 op->failmsg ("Your spell warps!");
3878 root 1.22 tmp = get_archetype (SPELL_WONDER);
3879     cast_wonder (op, op, 0, tmp);
3880 root 1.37 tmp->destroy ();
3881 root 1.22 }
3882     else if (failure <= -15 && failure > -35)
3883     { /* drain mana */
3884 root 1.125 op->failmsg ("Your mana is drained!");
3885 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3886     if (op->stats.sp < 0)
3887     op->stats.sp = 0;
3888     }
3889     else if (settings.spell_failure_effects == TRUE)
3890     {
3891     if (failure <= -35 && failure > -60)
3892     { /* confusion */
3893 root 1.125 op->failmsg ("The magic recoils on you!");
3894 root 1.22 confuse_player (op, op, power);
3895     }
3896     else if (failure <= -60 && failure > -70)
3897     { /* paralysis */
3898 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3899 root 1.22 paralyze_player (op, op, power);
3900     }
3901     else if (failure <= -70 && failure > -80)
3902     { /* blind */
3903 root 1.125 op->failmsg ("The magic recoils on you!");
3904 root 1.22 blind_player (op, op, power);
3905     }
3906     else if (failure <= -80)
3907     { /* blast the immediate area */
3908 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3909 root 1.22 cast_magic_storm (op, tmp, power);
3910 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3911 root 1.37 tmp->destroy ();
3912 root 1.14 }
3913 elmex 1.1 }
3914     }
3915    
3916 root 1.22 void
3917     apply_changes_to_player (object *pl, object *change)
3918     {
3919     int excess_stat = 0; /* if the stat goes over the maximum
3920     for the race, put the excess stat some
3921     where else. */
3922 elmex 1.1
3923 root 1.22 switch (change->type)
3924     {
3925 root 1.24 case CLASS:
3926     {
3927     living *stats = &(pl->contr->orig_stats);
3928     living *ns = &(change->stats);
3929     object *walk;
3930     int flag_change_face = 1;
3931    
3932     /* the following code assigns stats up to the stat max
3933     * for the race, and if the stat max is exceeded,
3934     * tries to randomly reassign the excess stat
3935     */
3936     int i, j;
3937 root 1.22
3938 root 1.24 for (i = 0; i < NUM_STATS; i++)
3939     {
3940 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3941 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3942 root 1.22
3943 root 1.24 if (stat > 20 + race_bonus)
3944     {
3945     excess_stat++;
3946     stat = 20 + race_bonus;
3947     }
3948 root 1.91
3949     stats->stat (i) = stat;
3950 root 1.24 }
3951 elmex 1.1
3952 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3953     { /* try 100 times to assign excess stats */
3954     int i = rndm (0, 6);
3955    
3956     if (i == CHA)
3957     continue; /* exclude cha from this */
3958 root 1.91
3959     int stat = stats->stat (i);
3960 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3961 root 1.24 if (stat < 20 + race_bonus)
3962     {
3963     change_attr_value (stats, i, 1);
3964     excess_stat--;
3965     }
3966     }
3967 root 1.14
3968 root 1.24 /* insert the randomitems from the change's treasurelist into
3969     * the player ref: player.c
3970     */
3971     if (change->randomitems != NULL)
3972     give_initial_items (pl, change->randomitems);
3973 root 1.14
3974 root 1.24 /* set up the face, for some races. */
3975 root 1.14
3976 root 1.24 /* first, look for the force object banning
3977     * changing the face. Certain races never change face with class.
3978     */
3979     for (walk = pl->inv; walk != NULL; walk = walk->below)
3980     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3981     flag_change_face = 0;
3982 root 1.14
3983 root 1.24 if (flag_change_face)
3984     {
3985     pl->animation_id = GET_ANIM_ID (change);
3986     pl->face = change->face;
3987 root 1.14
3988 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3989     SET_FLAG (pl, FLAG_ANIMATE);
3990     else
3991     CLEAR_FLAG (pl, FLAG_ANIMATE);
3992     }
3993 root 1.14
3994 root 1.24 /* check the special case of can't use weapons */
3995     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3996     if (!strcmp (change->name, "monk"))
3997     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3998 root 1.14
3999 root 1.24 break;
4000     }
4001 elmex 1.1 }
4002     }
4003    
4004     /**
4005     * This handles items of type 'transformer'.
4006     * Basically those items, used with a marked item, transform both items into something
4007     * else.
4008     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4009     * Change information is contained in the 'slaying' field of the marked item.
4010     * The format is as follow: transformer:[number ]yield[;transformer:...].
4011     * This way an item can be transformed in many things, and/or many objects.
4012     * The 'slaying' field for transformer is used as verb for the action.
4013     */
4014 root 1.22 void
4015     apply_item_transformer (object *pl, object *transformer)
4016     {
4017     object *marked;
4018     object *new_item;
4019     char *find;
4020     char *separator;
4021     int yield;
4022     char got[MAX_BUF];
4023     int len;
4024    
4025     if (!pl || !transformer)
4026     return;
4027 root 1.114
4028 root 1.22 marked = find_marked_object (pl);
4029 root 1.114
4030 root 1.22 if (!marked)
4031 elmex 1.1 {
4032 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4033 root 1.22 return;
4034     }
4035 root 1.114
4036 root 1.22 if (!marked->slaying)
4037     {
4038 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4039 root 1.22 return;
4040     }
4041 root 1.114
4042 root 1.22 /* check whether they are compatible or not */
4043 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4044     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4045 root 1.22 {
4046 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 root 1.22 return;
4048     }
4049 root 1.114
4050 root 1.108 find += strlen (transformer->arch->archname) + 1;
4051 root 1.22 /* Item can be used, now find how many and what it yields */
4052     if (isdigit (*(find)))
4053     {
4054     yield = atoi (find);
4055     if (yield < 1)
4056 elmex 1.1 {
4057 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4058     yield = 1;
4059 elmex 1.1 }
4060 root 1.22 }
4061     else
4062     yield = 1;
4063 elmex 1.1
4064 root 1.22 while (isdigit (*find))
4065     find++;
4066 root 1.125
4067 root 1.22 while (*find == ' ')
4068     find++;
4069 root 1.114
4070 root 1.22 memset (got, 0, MAX_BUF);
4071 root 1.114
4072 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4073 root 1.114 len = separator - find;
4074 root 1.22 else
4075 root 1.114 len = strlen (find);
4076    
4077 root 1.22 if (len > MAX_BUF - 1)
4078     len = MAX_BUF - 1;
4079 root 1.114
4080 root 1.22 strcpy (got, find);
4081     got[len] = '\0';
4082    
4083     /* Now create new item, remove used ones when required. */
4084     new_item = get_archetype (got);
4085     if (!new_item)
4086     {
4087 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4088 root 1.22 return;
4089 elmex 1.1 }
4090 root 1.29
4091 root 1.22 new_item->nrof = yield;
4092 root 1.123
4093     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4094    
4095 root 1.22 insert_ob_in_ob (new_item, pl);
4096     esrv_send_inventory (pl, pl);
4097     /* Eat up one item */
4098     decrease_ob_nr (marked, 1);
4099 root 1.114
4100 root 1.22 /* Eat one transformer if needed */
4101     if (transformer->stats.food)
4102     if (--transformer->stats.food == 0)
4103     decrease_ob_nr (transformer, 1);
4104     }
4105 root 1.123