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Revision: 1.137
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.136: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.137 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.107 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.137 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.111 * 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 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.61 */
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 1.133 op->failmsg ("You cannot prepare magic weapons. "
629     "H<A weapon is considered magical if it changes regeneration, "
630     "speed or ac.>");
631 elmex 1.1 return 0;
632     }
633 root 1.115
634 root 1.22 sacrifice_count = check_sacrifice (op, improver);
635     if (sacrifice_count <= 0)
636     return 0;
637 root 1.115
638 root 1.22 weapon->level = isqrt (sacrifice_count);
639     eat_item (op, improver->slaying, sacrifice_count);
640    
641 root 1.123 op->statusmsg (format (
642 root 1.125 "Your sacrifice was accepted."
643     "Your *%s may be improved %d times.",
644     &weapon->name, weapon->level
645 root 1.123 ));
646 root 1.22
647     sprintf (buf, "%s's %s", &op->name, &weapon->name);
648     weapon->name = weapon->name_pl = buf;
649     weapon->nrof = 0; /* prevents preparing n weapons in the same
650     slot at once! */
651     decrease_ob (improver);
652     weapon->last_eat = 0;
653     return 1;
654 elmex 1.1 }
655    
656    
657     /**
658     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659     * This is the new improve weapon code.
660     * Returns 0 if it was not able to work for some reason.
661     *
662     * Checks if weapon was prepared, if enough potions on the floor, ...
663     *
664     * We are hiding extra information about the weapon in the level and
665     * last_eat numbers for an object. Hopefully this won't break anything ??
666     * level == max improve last_eat == current improve
667     */
668 root 1.22 int
669     improve_weapon (object *op, object *improver, object *weapon)
670 elmex 1.1 {
671 root 1.22 int sacrifice_count, sacrifice_needed = 0;
672 elmex 1.1
673 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
674 root 1.123 return prepare_weapon (op, improver, weapon);
675    
676 root 1.22 if (weapon->level == 0)
677     {
678 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 root 1.22 return 0;
680     }
681 root 1.123
682 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683     {
684 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
685 root 1.22 return 0;
686     }
687 root 1.123
688 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689     {
690 root 1.125 op->failmsg ("Improving the weapon will make it too "
691 root 1.123 "powerful for you to use. Unready it if you "
692     "really want to improve it.");
693 root 1.22 return 0;
694     }
695 root 1.123
696 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
697     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698     * don't put any maximum value on damage - the limit is how much the
699     * weapon can be improved.
700     */
701 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
702     {
703     weapon->stats.dam += 5;
704     weapon->weight += 5000; /* 5 KG's */
705 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 root 1.22 weapon->last_eat++;
707    
708     weapon->item_power++;
709     decrease_ob (improver);
710     return 1;
711     }
712 root 1.123
713 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
714     {
715     /* Reduce weight by 20% */
716     weapon->weight = (weapon->weight * 8) / 10;
717     if (weapon->weight < 1)
718     weapon->weight = 1;
719 root 1.123
720     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 root 1.22 weapon->last_eat++;
722     weapon->item_power++;
723     decrease_ob (improver);
724     return 1;
725     }
726     if (improver->stats.sp == IMPROVE_ENCHANT)
727     {
728     weapon->magic++;
729     weapon->last_eat++;
730 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 root 1.22 decrease_ob (improver);
732     weapon->item_power++;
733     return 1;
734     }
735 root 1.14
736 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738    
739     if (sacrifice_needed < 1)
740     sacrifice_needed = 1;
741     sacrifice_needed *= 2;
742 elmex 1.1
743 root 1.22 sacrifice_count = check_sacrifice (op, improver);
744     if (sacrifice_count < sacrifice_needed)
745     {
746 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 root 1.22 return 0;
748     }
749 root 1.123
750 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
751 elmex 1.1 weapon->item_power++;
752    
753 root 1.22 switch (improver->stats.sp)
754     {
755 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 root 1.24 default:
763 root 1.125 op->failmsg ("Unknown improvement type.");
764 root 1.22 }
765 root 1.123
766 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
767 elmex 1.1 return 0;
768     }
769    
770     /**
771     * Handles the applying of improve/prepare/enchant weapon scroll.
772     * Checks a few things (not on a non-magic square, marked weapon, ...),
773     * then calls improve_weapon to do the dirty work.
774     */
775 root 1.22 int
776     check_improve_weapon (object *op, object *tmp)
777 elmex 1.1 {
778 root 1.22 object *otmp;
779 elmex 1.1
780 root 1.22 if (op->type != PLAYER)
781     return 0;
782 root 1.77
783 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784     {
785 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 otmp = find_marked_object (op);
790     if (!otmp)
791     {
792 root 1.125 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 elmex 1.1 return 0;
794     }
795 root 1.77
796 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
797     {
798 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
799 elmex 1.1 return 0;
800     }
801 root 1.77
802 root 1.123 op->statusmsg ("Applied weapon builder.");
803    
804 root 1.22 improve_weapon (op, tmp, otmp);
805     esrv_send_item (op, otmp);
806     return 1;
807 elmex 1.1 }
808    
809     /**
810     * This code deals with the armour improvment scrolls.
811     * Change limits on improvement - let players go up to
812     * +5 no matter what level, but they are limited by item
813     * power.
814     * Try to use same improvement code as in the common/treasure.c
815     * file, so that if you make a +2 full helm, it will be just
816     * the same as one you find in a shop.
817     *
818     * deprecated comment:
819     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820     * only 'enchantment' of armour is possible - improving
821     * the stats of a player w/ armour as well as a weapon
822     * will probably horribly unbalance the game. Magic enchanting
823     * depends on the level of the character - ie the plus
824     * value (magic) of the armour can never be increased beyond
825     * the level of the character / 10 -- rounding upish, nor may
826     * the armour value of the piece of equipment exceed either
827     * the users level or 90)
828     * Modified by MSW for partial resistance. Only support
829     * changing of physical area right now.
830     */
831 root 1.22 int
832     improve_armour (object *op, object *improver, object *armour)
833 elmex 1.1 {
834 root 1.22 object *tmp;
835 elmex 1.1
836 root 1.22 if (armour->magic >= settings.armor_max_enchant)
837     {
838 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
839 root 1.22 return 0;
840 elmex 1.1 }
841 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842     * etc), so take the easy way out and don't worry about it.
843     * Note - maybe add scrolls which make the random artifact versions (eg, armour
844     * of gnarg and what not?)
845     */
846     if (armour->title)
847     {
848 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
849 root 1.22 return 0;
850 elmex 1.1 }
851    
852 root 1.22 /* Split objects if needed. Can't insert tmp until the
853     * end of this function - otherwise it will just re-merge.
854     */
855     if (armour->nrof > 1)
856     tmp = get_split_ob (armour, armour->nrof - 1);
857     else
858     tmp = NULL;
859    
860     armour->magic++;
861    
862     if (!settings.armor_speed_linear)
863     {
864     int base = 100;
865     int pow = 0;
866 elmex 1.1
867 root 1.22 while (pow < armour->magic)
868 elmex 1.1 {
869 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
870     pow++;
871 elmex 1.1 }
872    
873 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
874 root 1.22 }
875     else
876 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
877 elmex 1.1
878 root 1.22 if (!settings.armor_weight_linear)
879     {
880     int base = 100;
881     int pow = 0;
882 elmex 1.1
883 root 1.22 while (pow < armour->magic)
884 elmex 1.1 {
885 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
886     pow++;
887 elmex 1.1 }
888    
889 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
890 root 1.22 }
891     else
892 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
893 root 1.22
894     if (armour->weight <= 0)
895     {
896     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
897     armour->weight = 1;
898     }
899    
900 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 elmex 1.1
902 root 1.22 if (op->type == PLAYER)
903     {
904     esrv_send_item (op, armour);
905     if (QUERY_FLAG (armour, FLAG_APPLIED))
906 root 1.51 op->update_stats ();
907 elmex 1.1 }
908 root 1.123
909 root 1.22 decrease_ob (improver);
910 root 1.123
911 root 1.22 if (tmp)
912     {
913     insert_ob_in_ob (tmp, op);
914     esrv_send_item (op, tmp);
915 elmex 1.1 }
916 root 1.123
917 root 1.22 return 1;
918 elmex 1.1 }
919    
920     /*
921     * convert_item() returns 1 if anything was converted, 0 if the item was not
922     * what the converter wants, -1 if the converter is broken.
923     */
924     #define CONV_FROM(xyz) xyz->slaying
925     #define CONV_TO(xyz) xyz->other_arch
926     #define CONV_NR(xyz) xyz->stats.sp
927     #define CONV_NEED(xyz) xyz->stats.food
928    
929     /* Takes one items and makes another.
930     * converter is the object that is doing the conversion.
931     * item is the object that triggered the converter - if it is not
932     * what the converter wants, this will not do anything.
933     */
934 root 1.22 int
935     convert_item (object *item, object *converter)
936     {
937     int nr = 0;
938     uint32 price_in;
939    
940     /* We make some assumptions - we assume if it takes money as it type,
941     * it wants some amount. We don't make change (ie, if something costs
942     * 3 gp and player drops a platinum, tough luck)
943     */
944 root 1.121 if (CONV_FROM (converter) == shstr_money)
945 root 1.22 {
946     if (item->type != MONEY)
947     return 0;
948    
949     nr = (item->nrof * item->value) / CONV_NEED (converter);
950     if (!nr)
951     return 0;
952 root 1.121
953     converter->play_sound (sound_find ("shop_buy"));
954    
955     int cost = nr * CONV_NEED (converter) / item->value;
956 root 1.22 /* take into account rounding errors */
957     if (nr * CONV_NEED (converter) % item->value)
958     cost++;
959 root 1.121
960 root 1.22 decrease_ob_nr (item, cost);
961 elmex 1.1
962 root 1.22 price_in = cost * item->value;
963     }
964     else
965     {
966 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
967 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
968     return 0;
969 elmex 1.1
970 root 1.121 converter->play_sound (sound_find ("convert_item"));
971    
972 root 1.22 if (CONV_NEED (converter))
973     {
974     nr = item->nrof / CONV_NEED (converter);
975     decrease_ob_nr (item, nr * CONV_NEED (converter));
976     price_in = nr * CONV_NEED (converter) * item->value;
977     }
978     else
979     {
980     price_in = item->value;
981 root 1.37 item->destroy ();
982 root 1.22 }
983     }
984 root 1.14
985 root 1.121 if (converter->inv)
986 root 1.22 {
987     object *ob;
988     int i;
989     object *ob_to_copy;
990    
991     /* select random object from inventory to copy */
992     ob_to_copy = converter->inv;
993 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994     if (rndm (0, i) == 0)
995     ob_to_copy = ob;
996    
997 root 1.22 item = object_create_clone (ob_to_copy);
998     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999     unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 elmex 1.1 }
1001 root 1.22 else
1002     {
1003     if (converter->other_arch == NULL)
1004     {
1005     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1007 root 1.22 return -1;
1008     }
1009    
1010     item = object_create_arch (converter->other_arch);
1011     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012     }
1013    
1014     if (CONV_NR (converter))
1015     item->nrof = CONV_NR (converter);
1016 root 1.121
1017 root 1.22 if (nr)
1018     item->nrof *= nr;
1019 root 1.121
1020 root 1.22 if (is_in_shop (converter))
1021     SET_FLAG (item, FLAG_UNPAID);
1022     else if (price_in < item->nrof * item->value)
1023     {
1024     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 root 1.121 /**
1027     * elmex: we are going to let the game continue, as the mapcreator
1028     * hopefully had something in mind when doing this.
1029     */
1030     }
1031 elmex 1.1
1032 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1033 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034     return 1;
1035 elmex 1.1 }
1036 root 1.22
1037 elmex 1.1 /**
1038     * Handle apply on containers.
1039     * By Eneq(@csd.uu.se).
1040     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041     * added the alchemical cauldron to the code -b.t.
1042     */
1043 root 1.22 int
1044     apply_container (object *op, object *sack)
1045 elmex 1.1 {
1046 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1047 root 1.22 return 0; /* This might change */
1048 elmex 1.1
1049 root 1.68 if (!sack || sack->type != CONTAINER)
1050 root 1.22 {
1051 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1052 root 1.22 return 0;
1053 elmex 1.1 }
1054 root 1.40
1055     op->contr->last_used = 0;
1056 elmex 1.1
1057 root 1.68 if (sack->env && sack->env != op)
1058 root 1.22 {
1059 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1060 root 1.68 return 1;
1061 elmex 1.1 }
1062    
1063 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1064     if (sack->flag [FLAG_APPLIED])
1065 root 1.22 {
1066 root 1.68 if (op->container == sack)
1067 root 1.22 {
1068 root 1.68 // open on ground or inv, so close
1069     op->close_container ();
1070     return 1;
1071 root 1.22 }
1072 root 1.68 else if (!sack->env)
1073 root 1.22 {
1074 root 1.68 // active, but not ours: some other player has opened it
1075 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1076 root 1.68 return 1;
1077 root 1.14 }
1078 root 1.22
1079 root 1.68 // fall through to opening it (active in inv)
1080 elmex 1.1 }
1081 root 1.68 else if (sack->env)
1082 root 1.22 {
1083 root 1.68 // it is in our env, so activate it, do not open yet
1084     op->close_container ();
1085     sack->flag [FLAG_APPLIED] = 1;
1086     esrv_update_item (UPD_FLAGS, op, sack);
1087 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 root 1.68 return 1;
1089 elmex 1.1 }
1090    
1091 root 1.68 // it's locked?
1092 root 1.22 if (sack->slaying)
1093 root 1.68 {
1094     if (object *tmp = find_key (op, op, sack))
1095 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1096 root 1.22 else
1097     {
1098 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1099 root 1.68 return 1;
1100 root 1.22 }
1101 elmex 1.1 }
1102    
1103 root 1.68 op->open_container (sack);
1104 elmex 1.1
1105 root 1.22 return 1;
1106 elmex 1.1 }
1107    
1108     /**
1109     * Handles dropping things on altar.
1110     * Returns true if sacrifice was accepted.
1111     */
1112 root 1.22 static int
1113     apply_altar (object *altar, object *sacrifice, object *originator)
1114 elmex 1.1 {
1115 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1116     if (altar->inv && (!originator || originator->type != PLAYER))
1117     return 0;
1118    
1119     if (operate_altar (altar, &sacrifice))
1120     {
1121     /* Simple check. Unfortunately, it means you can't cast magic bullet
1122     * with an altar. We call it a Potion - altars are stationary - it
1123     * is up to map designers to use them properly.
1124     */
1125     if (altar->inv && altar->inv->type == SPELL)
1126     {
1127 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1128 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 root 1.124 /* If it is connected, push the button. Fixes some problems with
1130 root 1.22 * old maps.
1131     */
1132 elmex 1.1
1133     /* push_button (altar);*/
1134 root 1.14 }
1135 root 1.22 else
1136     {
1137     altar->value = 1; /* works only once */
1138     push_button (altar);
1139     }
1140 root 1.26
1141     return !sacrifice;
1142 root 1.22 }
1143     else
1144 root 1.26 return 0;
1145 elmex 1.1 }
1146    
1147     /**
1148     * Handles 'movement' of shop mats.
1149     * Returns 1 if 'op' was destroyed, 0 if not.
1150     * Largely re-written to not use nearly as many gotos, plus
1151     * some of this code just looked plain out of date.
1152     * MSW 2001-08-29
1153     */
1154 root 1.22 int
1155     apply_shop_mat (object *shop_mat, object *op)
1156 elmex 1.1 {
1157 elmex 1.15 int rv = 0;
1158     double opinion;
1159     object *tmp, *next;
1160 elmex 1.1
1161 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 elmex 1.1
1163 root 1.121 bool has_unpaid = false;
1164    
1165     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166     // a quick and small change :(
1167     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168     if (item->flag [FLAG_UNPAID])
1169     {
1170     has_unpaid = true;
1171     break;
1172     }
1173    
1174 elmex 1.15 if (op->type != PLAYER)
1175     {
1176     /* Remove all the unpaid objects that may be carried here.
1177     * This could be pets or monsters that are somehow in
1178     * the shop.
1179     */
1180     for (tmp = op->inv; tmp; tmp = next)
1181     {
1182     next = tmp->below;
1183 root 1.25
1184 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185     {
1186     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 root 1.14
1188 root 1.36 tmp->remove ();
1189 root 1.24
1190 elmex 1.15 if (i == -1)
1191     i = 0;
1192 root 1.24
1193 elmex 1.15 tmp->map = op->map;
1194     tmp->x = op->x + freearr_x[i];
1195     tmp->y = op->y + freearr_y[i];
1196     insert_ob_in_map (tmp, op->map, op, 0);
1197 root 1.14 }
1198     }
1199    
1200 elmex 1.15 /* Don't teleport things like spell effects */
1201     if (QUERY_FLAG (op, FLAG_NO_PICK))
1202     return 0;
1203 root 1.14
1204 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1205     * shop mats. Instead, put it on a nearby space.
1206     */
1207     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1208     {
1209     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1210     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1211 root 1.22
1212 elmex 1.15 if (i != -1)
1213 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214    
1215 elmex 1.15 return 0;
1216 root 1.14 }
1217 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1218     * the teleport function should be able to handle this just fine.
1219     */
1220     rv = teleport (shop_mat, SHOP_MAT, op);
1221 elmex 1.1 }
1222 root 1.25 else if (can_pay (op) && get_payment (op))
1223 elmex 1.15 {
1224 root 1.24 /* this is only used for players */
1225 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1226    
1227 root 1.121 if (has_unpaid)
1228     op->contr->play_sound (sound_find ("shop_buy"));
1229     else if (is_in_shop (op))
1230     op->contr->play_sound (sound_find ("shop_enter"));
1231     else
1232     op->contr->play_sound (sound_find ("shop_leave"));
1233    
1234 elmex 1.15 if (shop_mat->msg)
1235 root 1.124 op->statusmsg (shop_mat->msg);
1236 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1237     * but there is never a guarantee that the bottom space on the map is
1238     * actually the shop floor.
1239     */
1240     else if (!rv && !is_in_shop (op))
1241     {
1242     opinion = shopkeeper_approval (op->map, op);
1243 root 1.24
1244 root 1.124 op->statusmsg (
1245     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1246     : opinion >= 0.75 ? "The shopkeeper waves to you."
1247     : opinion >= 0.50 ? "The shopkeeper ignores you."
1248     : "The shopkeeper glares at you with contempt."
1249     );
1250 root 1.14 }
1251 elmex 1.1 }
1252 elmex 1.15 else
1253     {
1254     /* if we get here, a player tried to leave a shop but was not able
1255 root 1.121 * to afford the items he has. We try to move the player so that
1256 elmex 1.15 * they are not on the mat anymore
1257     */
1258     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1259 root 1.22
1260 elmex 1.15 if (i == -1)
1261 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1262 elmex 1.15 else
1263     {
1264 root 1.36 op->remove ();
1265 elmex 1.15 op->x += freearr_x[i];
1266     op->y += freearr_y[i];
1267     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1268 root 1.14 }
1269 elmex 1.1 }
1270 root 1.24
1271 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1272     return rv;
1273 elmex 1.1 }
1274    
1275     /**
1276     * Handles applying a sign.
1277     */
1278 root 1.22 static void
1279     apply_sign (object *op, object *sign, int autoapply)
1280 elmex 1.1 {
1281 root 1.22 readable_message_type *msgType;
1282    
1283 root 1.124 if (!sign->msg)
1284 root 1.22 {
1285 root 1.124 op->statusmsg ("Nothing is written on it.");
1286 root 1.22 return;
1287 elmex 1.1 }
1288    
1289 root 1.22 if (sign->stats.food)
1290     {
1291     if (sign->last_eat >= sign->stats.food)
1292     {
1293     if (!sign->move_on)
1294 root 1.124 op->statusmsg ("You cannot read it anymore.");
1295 root 1.120
1296 root 1.22 return;
1297 root 1.14 }
1298 elmex 1.1
1299 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1300     sign->last_eat++;
1301 elmex 1.1 }
1302    
1303 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1304     * No way to know for sure. The presumption is basically that if
1305     * move_on is zero, it needs to be manually applied (doesn't talk
1306     * to us).
1307     */
1308     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1309     {
1310 root 1.125 op->failmsg ("You are unable to read while blind!");
1311 root 1.22 return;
1312     }
1313 root 1.110
1314     if (op->contr)
1315     if (client *ns = op->contr->ns)
1316     {
1317 root 1.135 if (sign->sound)
1318     ns->play_sound (sign->sound);
1319     else if (autoapply)
1320 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1321 root 1.110
1322     if (ns->can_msg)
1323 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1324 root 1.110 else
1325     {
1326 root 1.130 msgType = get_readable_message_type (sign);
1327     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1328     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1329 root 1.110 }
1330     }
1331 elmex 1.1 }
1332    
1333     /**
1334     * 'victim' moves onto 'trap'
1335     * 'victim' leaves 'trap'
1336     * effect is determined by move_on/move_off of trap and move_type of victime.
1337     *
1338     * originator: Player, monster or other object that caused 'victim' to move
1339     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1340     * However, some types of traps require an originator to function.
1341     */
1342 root 1.22 void
1343 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1344 elmex 1.1 {
1345     static int recursion_depth = 0;
1346    
1347     /* Only exits affect DMs. */
1348 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1349 elmex 1.1 return;
1350    
1351     /* move_apply() is the most likely candidate for causing unwanted and
1352     * possibly unlimited recursion.
1353     */
1354     /* The following was changed because it was causing perfeclty correct
1355     * maps to fail. 1) it's not an error to recurse:
1356     * rune detonates, summoning monster. monster lands on nearby rune.
1357     * nearby rune detonates. This sort of recursion is expected and
1358     * proper. This code was causing needless crashes.
1359     */
1360 root 1.22 if (recursion_depth >= 500)
1361     {
1362     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1363 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1364 root 1.22 return;
1365 elmex 1.1 }
1366 root 1.110
1367 root 1.22 recursion_depth++;
1368     if (trap->head)
1369     trap = trap->head;
1370 elmex 1.1
1371 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1372     goto leave;
1373 elmex 1.1
1374 root 1.22 switch (trap->type)
1375     {
1376 root 1.23 case PLAYERMOVER:
1377     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1378     {
1379     if (!trap->stats.maxsp)
1380     trap->stats.maxsp = 2;
1381 root 1.14
1382 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1383     * should be divided by trap->speed
1384     */
1385     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1386 root 1.14
1387 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1388     * above with some objects have zero speed, and thus the player
1389     * getting permanently paralyzed.
1390     */
1391 root 1.93 if (victim->speed_left < -50.f)
1392     victim->speed_left = -50.f;
1393 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394     }
1395     goto leave;
1396 root 1.14
1397 root 1.23 case SPINNER:
1398     if (victim->direction)
1399     {
1400     victim->direction = absdir (victim->direction - trap->stats.sp);
1401     update_turn_face (victim);
1402     }
1403     goto leave;
1404 root 1.14
1405 root 1.23 case DIRECTOR:
1406     if (victim->direction && !should_director_abort (trap, victim))
1407     {
1408     victim->direction = trap->stats.sp;
1409     update_turn_face (victim);
1410     }
1411     goto leave;
1412 root 1.14
1413 root 1.23 case BUTTON:
1414     case PEDESTAL:
1415     update_button (trap);
1416     goto leave;
1417    
1418     case ALTAR:
1419     /* sacrifice victim on trap */
1420     apply_altar (trap, victim, originator);
1421     goto leave;
1422 root 1.14
1423 root 1.23 case THROWN_OBJ:
1424     if (trap->inv == NULL)
1425 root 1.22 goto leave;
1426 root 1.23 /* fallthrough */
1427 root 1.14
1428 root 1.23 case ARROW:
1429     /* bad bug: monster throw a object, make a step forwards, step on object ,
1430     * trigger this here and get hit by own missile - and will be own enemy.
1431     * Victim then is his own enemy and will start to kill herself (this is
1432     * removed) but we have not synced victim and his missile. To avoid senseless
1433     * action, we avoid hits here
1434     */
1435     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436     hit_with_arrow (trap, victim);
1437     goto leave;
1438 root 1.14
1439 root 1.23 case SPELL_EFFECT:
1440     apply_spell_effect (trap, victim);
1441     goto leave;
1442 root 1.14
1443 root 1.23 case TRAPDOOR:
1444     {
1445     int max, sound_was_played;
1446     object *ab, *ab_next;
1447 root 1.22
1448 root 1.23 if (!trap->value)
1449     {
1450     int tot;
1451 root 1.14
1452 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455 root 1.14
1456 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457     goto leave;
1458 root 1.22
1459 root 1.23 SET_ANIMATION (trap, trap->value);
1460     update_object (trap, UP_OBJ_FACE);
1461     }
1462 root 1.14
1463 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1464 root 1.22 {
1465 root 1.23 /* need to set this up, since if we do transfer the object,
1466     * ab->above would be bogus
1467     */
1468     ab_next = ab->above;
1469 root 1.14
1470 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1471 root 1.22 {
1472 root 1.23 if (!sound_was_played)
1473     {
1474 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1475 root 1.23 sound_was_played = 1;
1476     }
1477 root 1.118
1478 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1479     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1480 root 1.14 }
1481     }
1482 root 1.22 goto leave;
1483 root 1.23 }
1484 root 1.14
1485 root 1.23 case CONVERTER:
1486     if (convert_item (victim, trap) < 0)
1487     {
1488 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1489 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1490     }
1491 root 1.14
1492 root 1.23 goto leave;
1493 root 1.14
1494 root 1.23 case TRIGGER_BUTTON:
1495     case TRIGGER_PEDESTAL:
1496     case TRIGGER_ALTAR:
1497     check_trigger (trap, victim);
1498     goto leave;
1499    
1500     case DEEP_SWAMP:
1501     walk_on_deep_swamp (trap, victim);
1502     goto leave;
1503    
1504     case CHECK_INV:
1505 elmex 1.46 check_inv (victim, trap);
1506 root 1.23 goto leave;
1507    
1508     case HOLE:
1509     /* Hole not open? */
1510     if (trap->stats.wc > 0)
1511 root 1.22 goto leave;
1512 root 1.14
1513 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1514     * Processing will happen if the head runs into the pit
1515     */
1516     if (victim->head)
1517 root 1.22 goto leave;
1518 root 1.14
1519 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520     victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522     goto leave;
1523 root 1.14
1524 root 1.23 case EXIT:
1525     if (victim->type == PLAYER && EXIT_PATH (trap))
1526     {
1527     /* Basically, don't show exits leading to random maps the
1528     * players output.
1529     */
1530 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1532 root 1.55
1533 root 1.131 trap->play_sound (trap->sound);
1534 root 1.55 victim->enter_exit (trap);
1535 root 1.23 }
1536     goto leave;
1537 root 1.14
1538 root 1.23 case ENCOUNTER:
1539     /* may be some leftovers on this */
1540     goto leave;
1541    
1542     case SHOP_MAT:
1543     apply_shop_mat (trap, victim);
1544     goto leave;
1545    
1546     /* Drop a certain amount of gold, and have one item identified */
1547     case IDENTIFY_ALTAR:
1548     apply_id_altar (victim, trap, originator);
1549     goto leave;
1550    
1551     case SIGN:
1552     if (victim->type != PLAYER && trap->stats.food > 0)
1553 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1554 root 1.23
1555     apply_sign (victim, trap, 1);
1556     goto leave;
1557    
1558     case CONTAINER:
1559 root 1.68 apply_container (victim, trap);
1560 root 1.23 goto leave;
1561    
1562     case RUNE:
1563     case TRAP:
1564     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1565 root 1.126 spring_trap (trap, victim);
1566 root 1.23 goto leave;
1567 root 1.14
1568 root 1.23 default:
1569     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1570 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1571 root 1.23 goto leave;
1572 elmex 1.1 }
1573    
1574 root 1.22 leave:
1575     recursion_depth--;
1576 elmex 1.1 }
1577    
1578     /**
1579     * Handles reading a regular (ie not containing a spell) book.
1580     */
1581 root 1.22 static void
1582     apply_book (object *op, object *tmp)
1583 elmex 1.1 {
1584 root 1.22 int lev_diff;
1585     object *skill_ob;
1586    
1587     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1588     {
1589 root 1.125 op->failmsg ("You are unable to read while blind!");
1590 root 1.22 return;
1591     }
1592 root 1.112
1593     if (!tmp->msg)
1594 root 1.22 {
1595 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1596 root 1.22 return;
1597     }
1598 elmex 1.1
1599 root 1.22 /* need a literacy skill to read stuff! */
1600     skill_ob = find_skill_by_name (op, tmp->skill);
1601     if (!skill_ob)
1602     {
1603 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));
1604 elmex 1.1 return;
1605     }
1606 root 1.112
1607 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1608     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1609     {
1610 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1611 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1612     : lev_diff < 5 ? "This book is beyond your comprehension."
1613     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1614     : lev_diff < 15 ? "This book is way beyond your comprehension."
1615     : "This book is totally beyond your comprehension.");
1616 elmex 1.1 return;
1617     }
1618    
1619 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1620    
1621 root 1.112 if (player *pl = op->contr)
1622     if (client *ns = pl->ns)
1623     if (ns->can_msg)
1624 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 root 1.112 else
1626     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1627     msgType->message_type, msgType->message_subtype,
1628     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629     long_desc (tmp, op), &tmp->msg);
1630 root 1.22
1631     /* gain xp from reading */
1632     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1633     { /* only if not read before */
1634     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1635    
1636     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1637     {
1638     /*exp_gain *= 2; because they just identified it too */
1639     SET_FLAG (tmp, FLAG_IDENTIFIED);
1640 root 1.41
1641 root 1.22 /* If in a container, update how it looks */
1642     if (tmp->env)
1643     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1644     else
1645 root 1.50 op->contr->ns->floorbox_update ();
1646 root 1.22 }
1647 root 1.41
1648 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1649     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1650 elmex 1.1 }
1651     }
1652    
1653     /**
1654     * Handles the applying of a skill scroll, calling learn_skill straight.
1655     * op is the person learning the skill, tmp is the skill scroll object
1656     */
1657 root 1.22 static void
1658     apply_skillscroll (object *op, object *tmp)
1659 elmex 1.1 {
1660 root 1.124 switch (learn_skill (op, tmp))
1661 root 1.22 {
1662 root 1.24 case 0:
1663 root 1.124 op->play_sound (sound_find ("generic_fail"));
1664 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1665 root 1.124 break;
1666 root 1.24
1667     case 1:
1668     decrease_ob (tmp);
1669 root 1.124 op->play_sound (sound_find ("skill_learn"));
1670     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1671     break;
1672 root 1.14
1673 root 1.24 default:
1674     decrease_ob (tmp);
1675 root 1.124 op->play_sound (sound_find ("generic_fail"));
1676 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1677 root 1.124 break;
1678 elmex 1.1 }
1679     }
1680    
1681     /**
1682     * Actually makes op learn spell.
1683     * Informs player of what happens.
1684     */
1685 root 1.22 void
1686     do_learn_spell (object *op, object *spell, int special_prayer)
1687 elmex 1.1 {
1688 root 1.22 object *tmp;
1689 elmex 1.1
1690 root 1.22 if (op->type != PLAYER)
1691     {
1692     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1693     return;
1694 elmex 1.1 }
1695    
1696 root 1.22 /* Upgrade special prayers to normal prayers */
1697     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1698     {
1699     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1700     {
1701     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1702     return;
1703 elmex 1.1 }
1704 root 1.22 return;
1705 elmex 1.1 }
1706    
1707 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1708    
1709 root 1.39 tmp = spell->clone ();
1710 root 1.22 insert_ob_in_ob (tmp, op);
1711    
1712     if (special_prayer)
1713 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1714 elmex 1.1
1715 root 1.22 esrv_add_spells (op->contr, tmp);
1716 elmex 1.1 }
1717    
1718     /**
1719     * Erases spell from player's inventory.
1720     */
1721 root 1.22 void
1722     do_forget_spell (object *op, const char *spell)
1723 elmex 1.1 {
1724 root 1.22 object *spob;
1725    
1726     if (op->type != PLAYER)
1727     {
1728     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1729     return;
1730     }
1731     if ((spob = check_spell_known (op, spell)) == NULL)
1732     {
1733     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1734     return;
1735     }
1736 elmex 1.1
1737 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1738 root 1.22 player_unready_range_ob (op->contr, spob);
1739     esrv_remove_spell (op->contr, spob);
1740 root 1.37 spob->destroy ();
1741 elmex 1.1 }
1742    
1743     /**
1744     * Handles player applying a spellbook.
1745     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1746     * stuff like that. Random learning failure too.
1747     */
1748 root 1.22 static void
1749     apply_spellbook (object *op, object *tmp)
1750 elmex 1.1 {
1751 root 1.22 object *skop, *spell, *spell_skill;
1752    
1753     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1754     {
1755 root 1.125 op->failmsg ("You are unable to read while blind.");
1756 root 1.22 return;
1757     }
1758    
1759     /* artifact_spellbooks have 'slaying' field point to a spell name,
1760     * instead of having their spell stored in stats.sp. These are
1761     * legacy spellbooks
1762     */
1763 root 1.114 if (tmp->slaying)
1764 root 1.22 {
1765     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1766     if (!spell)
1767     {
1768 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1769 root 1.22 return;
1770 root 1.14 }
1771 root 1.22 else
1772     insert_ob_in_ob (spell, tmp);
1773 root 1.114
1774     tmp->slaying = 0;
1775 root 1.22 }
1776    
1777     skop = find_skill_by_name (op, tmp->skill);
1778    
1779     /* need a literacy skill to learn spells. Also, having a literacy level
1780     * lower than the spell will make learning the spell more difficult */
1781     if (!skop)
1782     {
1783 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1784 root 1.22 return;
1785     }
1786    
1787     spell = tmp->inv;
1788 root 1.32
1789 root 1.22 if (!spell)
1790     {
1791     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1792 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1793 root 1.22 return;
1794     }
1795 root 1.31
1796 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1797 root 1.22 {
1798 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1799 root 1.22 return;
1800     }
1801    
1802 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1803 root 1.22
1804     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1805     {
1806     identify (tmp);
1807 root 1.41
1808 root 1.22 if (tmp->env)
1809     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1810     else
1811 root 1.50 op->contr->ns->floorbox_update ();
1812 root 1.22 }
1813    
1814     /* I removed the check for special_prayer_mark here - it didn't make
1815     * a lot of sense - special prayers are not found in spellbooks, and
1816     * if the player doesn't know the spell, doesn't make a lot of sense that
1817     * they would have a special prayer mark.
1818     */
1819     if (check_spell_known (op, spell->name))
1820     {
1821 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");
1822 root 1.22 return;
1823 elmex 1.1 }
1824 root 1.22
1825     if (spell->skill)
1826     {
1827     spell_skill = find_skill_by_name (op, spell->skill);
1828 root 1.25
1829 root 1.22 if (!spell_skill)
1830     {
1831 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1832 root 1.22 return;
1833 root 1.14 }
1834 root 1.25
1835 root 1.22 if (spell_skill->level < spell->level)
1836     {
1837 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1838 root 1.22 return;
1839 root 1.14 }
1840 elmex 1.1 }
1841    
1842 root 1.22 /* Logic as follows
1843     *
1844     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1845     *
1846     * 2- The learner's skill level in literacy adjusts the chance to learn
1847     * a spell.
1848     *
1849     * 3 -Automatically fail to learn if you read while confused
1850     *
1851     * Overall, chances are the same but a player will find having a high
1852     * literacy rate very useful! -b.t.
1853     */
1854     if (QUERY_FLAG (op, FLAG_CONFUSED))
1855     {
1856 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1857 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1858     }
1859     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861     {
1862 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1863 root 1.22 do_learn_spell (op, spell, 0);
1864    
1865     /* xp gain to literacy for spell learning */
1866     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1867     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1868 elmex 1.1 }
1869 root 1.22 else
1870     {
1871 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1872 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");
1873 root 1.22 }
1874 root 1.73
1875 root 1.22 decrease_ob (tmp);
1876 elmex 1.1 }
1877    
1878     /**
1879     * Handles applying a spell scroll.
1880     */
1881 root 1.22 void
1882     apply_scroll (object *op, object *tmp, int dir)
1883 elmex 1.1 {
1884 root 1.22 object *skop;
1885 elmex 1.1
1886 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1887     {
1888 root 1.125 op->failmsg ("You are unable to read while blind.");
1889 root 1.22 return;
1890 elmex 1.1 }
1891    
1892 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1893     {
1894 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1895 root 1.22 return;
1896 elmex 1.1 }
1897    
1898 root 1.22 if (op->type == PLAYER)
1899     {
1900     /* players need a literacy skill to read stuff! */
1901     int exp_gain = 0;
1902 elmex 1.1
1903 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1904     * should go for anything killed by the spell.
1905     */
1906     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1907 elmex 1.1
1908 root 1.22 if (!skop)
1909     {
1910 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1911 root 1.22 return;
1912     }
1913 elmex 1.1
1914 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1915     change_exp (op, exp_gain, skop->skill, 0);
1916 elmex 1.1 }
1917    
1918 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1919     identify (tmp);
1920 elmex 1.1
1921 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922 elmex 1.1
1923 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924     decrease_ob (tmp);
1925 elmex 1.1 }
1926    
1927     /**
1928     * Applies a treasure object - by default, chest. op
1929     * is the person doing the applying, tmp is the treasure
1930     * chest.
1931     */
1932 root 1.22 static void
1933     apply_treasure (object *op, object *tmp)
1934 elmex 1.1 {
1935 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1936 root 1.22 * for the chest is done when the chest is created, and put into the chest
1937 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1938     * prevents people from moving chests to more difficult maps to get better
1939 root 1.22 * treasure
1940     */
1941 root 1.99 object *treas = tmp->inv;
1942 root 1.22
1943 root 1.99 if (!treas)
1944 root 1.22 {
1945 root 1.124 op->statusmsg ("The chest was empty.");
1946 root 1.22 decrease_ob (tmp);
1947     return;
1948     }
1949 root 1.99
1950 root 1.22 while (tmp->inv)
1951     {
1952     treas = tmp->inv;
1953 root 1.36 treas->remove ();
1954 elmex 1.1
1955 root 1.22 treas->x = op->x;
1956     treas->y = op->y;
1957     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1958    
1959     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1960     spring_trap (treas, op);
1961 root 1.37
1962 root 1.22 /* If either player or container was destroyed, no need to do
1963 root 1.124 * further processing. I think this should be enclused with
1964 root 1.22 * spring trap above, as I don't think there is otherwise
1965 root 1.124 * any way for the treasure chest or player to get killed.
1966 root 1.22 */
1967 root 1.29 if (op->destroyed () || tmp->destroyed ())
1968 root 1.22 break;
1969 elmex 1.1 }
1970    
1971 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1972 root 1.22 decrease_ob (tmp);
1973 elmex 1.1 }
1974    
1975     /**
1976     * op eats food.
1977     * If player, takes care of messages and dragon special food.
1978     */
1979 root 1.22 static void
1980     apply_food (object *op, object *tmp)
1981 elmex 1.1 {
1982 root 1.22 int capacity_remaining;
1983 elmex 1.1
1984 root 1.22 if (op->type != PLAYER)
1985     op->stats.hp = op->stats.maxhp;
1986     else
1987     {
1988 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1989 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 root 1.14 ;
1991 root 1.22 else
1992     {
1993     /* usual case - no dragon meal: */
1994     if (op->stats.food + tmp->stats.food > 999)
1995     {
1996     if (tmp->type == FOOD || tmp->type == FLESH)
1997 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1998 root 1.22 else
1999 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
2000 root 1.22 }
2001    
2002 root 1.132 tmp->play_sound (
2003     tmp->sound
2004     ? tmp->sound
2005     : tmp->type == DRINK
2006     ? sound_find ("eat_drink")
2007     : sound_find ("eat_food")
2008     );
2009    
2010 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2011     {
2012 root 1.124 const char *buf;
2013 root 1.22
2014     if (!is_dragon_pl (op))
2015     {
2016     /* eating message for normal players */
2017     if (tmp->type == DRINK)
2018 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2019 root 1.22 else
2020 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2021 root 1.22 }
2022     else
2023 root 1.124 /* eating message for dragon players */
2024     buf = format ("The %s tasted terrible!", &tmp->name);
2025    
2026     op->statusmsg (buf);
2027 root 1.22
2028     capacity_remaining = 999 - op->stats.food;
2029     op->stats.food += tmp->stats.food;
2030     if (capacity_remaining < tmp->stats.food)
2031     op->stats.hp += capacity_remaining / 50;
2032     else
2033     op->stats.hp += tmp->stats.food / 50;
2034 root 1.124
2035 root 1.22 if (op->stats.hp > op->stats.maxhp)
2036     op->stats.hp = op->stats.maxhp;
2037     if (op->stats.food > 999)
2038     op->stats.food = 999;
2039     }
2040 root 1.14
2041 root 1.22 /* special food hack -b.t. */
2042     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2043     eat_special_food (op, tmp);
2044     }
2045 elmex 1.1 }
2046 root 1.114
2047 root 1.22 handle_apply_yield (tmp);
2048     decrease_ob (tmp);
2049 elmex 1.1 }
2050    
2051     /**
2052     * A dragon is eating some flesh. If the flesh contains resistances,
2053     * there is a chance for the dragon's skin to get improved.
2054     *
2055     * attributes:
2056     * object *op the object (dragon player) eating the flesh
2057     * object *meal the flesh item, getting chewed in dragon's mouth
2058     * return:
2059     * int 1 if eating successful, 0 if it doesn't work
2060     */
2061 root 1.22 int
2062     dragon_eat_flesh (object *op, object *meal)
2063     {
2064     object *skin = NULL; /* pointer to dragon skin force */
2065     object *abil = NULL; /* pointer to dragon ability force */
2066     object *tmp = NULL; /* tmp. object */
2067    
2068 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2069 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2070     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2071     double mbonus = 0; /* monster bonus */
2072 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2073 root 1.22 int winners = 0; /* number of winners */
2074 elmex 1.1 int i; /* index */
2075 root 1.22
2076 elmex 1.1 /* let's make sure and doublecheck the parameters */
2077 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2078 elmex 1.1 return 0;
2079 root 1.22
2080 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2081     from the player's inventory */
2082 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2083     if (tmp->type == FORCE)
2084 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2085 root 1.60 skin = tmp;
2086 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2087 root 1.60 abil = tmp;
2088 root 1.22
2089 elmex 1.1 /* if either skin or ability are missing, this is an old player
2090     which is not to be considered a dragon -> bail out */
2091 root 1.22 if (skin == NULL || abil == NULL)
2092     return 0;
2093    
2094 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2095 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2096 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2097     else
2098 root 1.22 op->stats.hp += meal->stats.food / 50;
2099 root 1.124
2100 root 1.22 if (op->stats.hp > op->stats.maxhp)
2101     op->stats.hp = op->stats.maxhp;
2102    
2103     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2104    
2105     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2106    
2107 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2108 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2109     {
2110     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2111     {
2112     /* got positive resistance, now calculate improvement chance (0-100) */
2113    
2114     /* this bonus makes resistance increase easier at lower levels */
2115     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2116     if (i == abil->stats.exp)
2117     bonus += 5; /* additional bonus for resistance of ability-focus */
2118    
2119     /* monster bonus increases with level, because high-level
2120     flesh is too rare */
2121     mbonus = op->level * 20. / ((double) settings.max_level);
2122    
2123     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2124     ((double) settings.max_level)) - skin->resist[i];
2125    
2126     if (chance >= 0.)
2127     chance += 1.;
2128     else
2129     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2130    
2131     /* chance is proportional to amount of resistance (max. 50) */
2132     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2133    
2134     /* doubled chance for resistance of ability-focus */
2135     if (i == abil->stats.exp)
2136     chance = MIN (100., chance * 2.);
2137    
2138     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2139 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2140 root 1.22 {
2141     atnr_winner[winners] = i;
2142     winners++;
2143     }
2144    
2145     if (chance >= 0.01)
2146     totalchance *= 1 - chance / 100;
2147    
2148     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2149     }
2150 elmex 1.1 }
2151 root 1.22
2152 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2153 root 1.22 totalchance = 100 - totalchance * 100;
2154 root 1.124
2155 elmex 1.1 /* print message according to totalchance */
2156 root 1.124 const char *buf;
2157 elmex 1.1 if (totalchance > 50.)
2158 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2159 elmex 1.1 else if (totalchance > 10.)
2160 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2161 elmex 1.1 else if (totalchance > 1.)
2162 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2163 elmex 1.1 else if (totalchance > 0.1)
2164 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2165 elmex 1.1 else if (totalchance >= 0.01)
2166 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2167 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2168 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2169 root 1.22 else
2170 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2171    
2172     op->statusmsg (buf);
2173 root 1.22
2174 elmex 1.1 /* now choose a winner if we have any */
2175     i = -1;
2176 root 1.22 if (winners > 0)
2177     i = atnr_winner[RANDOM () % winners];
2178    
2179     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2180     {
2181     /* resistance increased! */
2182     skin->resist[i]++;
2183 root 1.51 op->update_stats ();
2184 root 1.22
2185 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2186 root 1.22 }
2187    
2188 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2189     into the ability_force and it will take effect on next level */
2190 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2191     {
2192     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2193    
2194     if (meal->last_eat != abil->stats.exp)
2195 root 1.124 op->statusmsg (format (
2196 root 1.125 "Your metabolism prepares to focus on %s!\n"
2197     "The change will happen at level %d.",
2198     change_resist_msg[meal->last_eat],
2199     abil->level + 1
2200 root 1.124 ));
2201 root 1.22 else
2202     {
2203 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2204 root 1.22 abil->last_eat = 0;
2205     }
2206 elmex 1.1 }
2207 root 1.124
2208 elmex 1.1 return 1;
2209     }
2210    
2211     /**
2212     * Handles applying an improve armor scroll.
2213     * Does some sanity checks, then calls improve_armour.
2214     */
2215 root 1.22 static void
2216     apply_armour_improver (object *op, object *tmp)
2217 elmex 1.1 {
2218 root 1.22 object *armor;
2219 elmex 1.1
2220 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2221 root 1.22 {
2222 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2223 root 1.22 return;
2224 elmex 1.1 }
2225 root 1.51
2226 root 1.22 armor = find_marked_object (op);
2227 root 1.51
2228 root 1.22 if (!armor)
2229     {
2230 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.");
2231 elmex 1.1 return;
2232     }
2233 root 1.51
2234 root 1.22 if (armor->type != ARMOUR
2235     && armor->type != CLOAK
2236     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2237 elmex 1.1 {
2238 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2239 root 1.22 return;
2240 elmex 1.1 }
2241    
2242 root 1.124 op->statusmsg ("Applying armour enchantment.");
2243 root 1.22 improve_armour (op, tmp, armor);
2244 elmex 1.1 }
2245    
2246 root 1.22 extern void
2247     apply_poison (object *op, object *tmp)
2248 elmex 1.1 {
2249 root 1.22 if (op->type == PLAYER)
2250     {
2251 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2252 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2253 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2254 elmex 1.1 }
2255 root 1.114
2256 root 1.22 if (tmp->stats.hp > 0)
2257     {
2258     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2259     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2260 elmex 1.1 }
2261 root 1.114
2262 root 1.22 op->stats.food -= op->stats.food / 4;
2263     handle_apply_yield (tmp);
2264     decrease_ob (tmp);
2265 elmex 1.1 }
2266    
2267     /**
2268 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2269 elmex 1.1 * A valid 2 way exit means:
2270     * -You can come back (there is another exit at the other side)
2271     * -You are
2272 root 1.44 * ° the owner of the exit
2273     * ° or in the same party as the owner
2274 elmex 1.1 *
2275     * Note: a owner in a 2 way exit is saved as the owner's name
2276     * in the field exit->name cause the field exit->owner doesn't
2277     * survive in the swapping (in fact the whole exit doesn't survive).
2278     */
2279 root 1.22 int
2280     is_legal_2ways_exit (object *op, object *exit)
2281     {
2282     if (exit->stats.exp != 1)
2283     return 1; /*This is not a 2 way, so it is legal */
2284 root 1.52
2285 root 1.55 #if 0 //TODO
2286 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2287     return 0; /* This is a reset town portal */
2288 root 1.55 #endif
2289    
2290 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2291    
2292 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2293 root 1.52
2294 root 1.22 if (exitmap)
2295     {
2296 root 1.58 exitmap->load_sync ();
2297    
2298     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2299 root 1.52
2300 root 1.22 if (!tmp)
2301     return 0;
2302 root 1.52
2303 root 1.58 for (; tmp; tmp = tmp->above)
2304 root 1.22 {
2305     if (tmp->type != EXIT)
2306     continue; /*Not an exit */
2307 root 1.52
2308 root 1.22 if (!EXIT_PATH (tmp))
2309     continue; /*Not a valid exit */
2310 root 1.52
2311 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2312     continue; /*Not in the same place */
2313 root 1.52
2314 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2315 root 1.22 continue; /*Not in the same map */
2316    
2317     /* From here we have found the exit is valid. However we do
2318     * here the check of the exit owner. It is important for the
2319     * town portals to prevent strangers from visiting your appartments
2320     */
2321     if (!exit->race)
2322     return 1; /*No owner, free for all! */
2323 root 1.52
2324 root 1.58 object *exit_owner = 0;
2325 root 1.52
2326     for_all_players (pp)
2327 root 1.22 {
2328     if (!pp->ob)
2329     continue;
2330 root 1.52
2331 root 1.22 if (pp->ob->name != exit->race)
2332     continue;
2333 root 1.52
2334 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2335     break;
2336     }
2337 root 1.52
2338 root 1.22 if (!exit_owner)
2339     return 0; /* No more owner */
2340 root 1.52
2341 root 1.22 if (exit_owner->contr == op->contr)
2342     return 1; /*It is your exit */
2343 root 1.52
2344 root 1.22 if (exit_owner && /*There is a owner */
2345     (op->contr) && /*A player tries to pass */
2346     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2347     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2348     return 0;
2349 root 1.52
2350 root 1.22 return 1;
2351     }
2352     }
2353 root 1.52
2354 root 1.22 return 0;
2355     }
2356 elmex 1.1
2357     /**
2358     * Main apply handler.
2359     *
2360     * Checks for unpaid items before applying.
2361     *
2362     * Return value:
2363     * 0: player or monster can't apply objects of that type
2364     * 1: has been applied, or there was an error applying the object
2365     * 2: objects of that type can't be applied if not in inventory
2366     *
2367     * op is the object that is causing object to be applied, tmp is the object
2368     * being applied.
2369     *
2370     * aflag is special (always apply/unapply) flags. Nothing is done with
2371     * them in this function - they are passed to apply_special
2372     */
2373 root 1.22 int
2374     manual_apply (object *op, object *tmp, int aflag)
2375 elmex 1.1 {
2376 root 1.22 if (tmp->head)
2377     tmp = tmp->head;
2378 elmex 1.1
2379 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2380     {
2381     if (op->type == PLAYER)
2382     {
2383 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2384 root 1.22 return 1;
2385     }
2386     else
2387 root 1.51 return 0; /* monsters just skip unpaid items */
2388 elmex 1.1 }
2389    
2390 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2391     return RESULT_INT (0);
2392 root 1.8
2393 root 1.22 switch (tmp->type)
2394     {
2395 root 1.24 case CF_HANDLE:
2396 root 1.118 op->play_sound (sound_find ("turn_handle"));
2397 root 1.124 op->statusmsg ("You turn the handle.");
2398 root 1.24 tmp->value = tmp->value ? 0 : 1;
2399     SET_ANIMATION (tmp, tmp->value);
2400     update_object (tmp, UP_OBJ_FACE);
2401     push_button (tmp);
2402     return 1;
2403 root 1.14
2404 root 1.24 case TRIGGER:
2405     if (check_trigger (tmp, op))
2406     {
2407 root 1.124 op->statusmsg ("You turn the handle.");
2408 root 1.118 op->play_sound (sound_find ("turn_handle"));
2409 root 1.24 }
2410     else
2411 root 1.125 op->failmsg ("The handle doesn't move.");
2412 root 1.57
2413 root 1.24 return 1;
2414 root 1.14
2415 root 1.24 case EXIT:
2416     if (op->type != PLAYER)
2417     return 0;
2418 root 1.57
2419 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2420 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2421 root 1.24 else
2422     {
2423     /* Don't display messages for random maps. */
2424 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2425 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2426 root 1.57
2427 root 1.55 op->enter_exit (tmp);
2428 root 1.24 }
2429 root 1.85
2430 root 1.24 return 1;
2431 root 1.14
2432 root 1.122 case INSCRIBABLE:
2433 root 1.124 op->statusmsg (tmp->msg);
2434 root 1.122 // maybe show a spell menu to chose from or something like that
2435     return 1;
2436    
2437 root 1.24 case SIGN:
2438     apply_sign (op, tmp, 0);
2439     return 1;
2440 root 1.14
2441 root 1.24 case BOOK:
2442     if (op->type == PLAYER)
2443     {
2444     apply_book (op, tmp);
2445     return 1;
2446     }
2447     else
2448 root 1.85 return 0;
2449 root 1.14
2450 root 1.24 case SKILLSCROLL:
2451     if (op->type == PLAYER)
2452     {
2453     apply_skillscroll (op, tmp);
2454     return 1;
2455     }
2456 root 1.85 else
2457     return 0;
2458 root 1.14
2459 root 1.24 case SPELLBOOK:
2460     if (op->type == PLAYER)
2461     {
2462     apply_spellbook (op, tmp);
2463     return 1;
2464     }
2465 root 1.85 else
2466     return 0;
2467 root 1.14
2468 root 1.24 case SCROLL:
2469     apply_scroll (op, tmp, 0);
2470     return 1;
2471 root 1.14
2472 root 1.24 case POTION:
2473 root 1.85 apply_potion (op, tmp);
2474 root 1.24 return 1;
2475 root 1.14
2476 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 root 1.68 //TODO: remove, as it is unsed?
2478 root 1.24 case CLOSE_CON:
2479 root 1.68 apply_container (op, tmp->env);
2480 root 1.24 return 1;
2481 root 1.14
2482 root 1.24 case CONTAINER:
2483 root 1.68 apply_container (op, tmp);
2484 root 1.24 return 1;
2485 root 1.14
2486 root 1.24 case TREASURE:
2487     if (op->type == PLAYER)
2488     {
2489     apply_treasure (op, tmp);
2490     return 1;
2491     }
2492     else
2493 root 1.68 return 0;
2494 root 1.14
2495 root 1.24 case WEAPON:
2496     case ARMOUR:
2497     case BOOTS:
2498     case GLOVES:
2499     case AMULET:
2500     case GIRDLE:
2501     case BRACERS:
2502     case SHIELD:
2503     case HELMET:
2504     case RING:
2505     case CLOAK:
2506     case WAND:
2507     case ROD:
2508     case HORN:
2509     case SKILL:
2510     case BOW:
2511     case LAMP:
2512     case BUILDER:
2513     case SKILL_TOOL:
2514     if (tmp->env != op)
2515     return 2; /* not in inventory */
2516 root 1.79
2517     apply_special (op, tmp, aflag);
2518 root 1.24 return 1;
2519 root 1.14
2520 root 1.24 case DRINK:
2521     case FOOD:
2522     case FLESH:
2523     apply_food (op, tmp);
2524     return 1;
2525 root 1.14
2526 root 1.24 case POISON:
2527     apply_poison (op, tmp);
2528     return 1;
2529 root 1.14
2530 root 1.24 case SAVEBED:
2531 root 1.51 return 1;
2532 root 1.14
2533 root 1.24 case ARMOUR_IMPROVER:
2534     if (op->type == PLAYER)
2535     {
2536     apply_armour_improver (op, tmp);
2537     return 1;
2538     }
2539     else
2540 root 1.51 return 0;
2541 root 1.14
2542 root 1.24 case WEAPON_IMPROVER:
2543 root 1.85 check_improve_weapon (op, tmp);
2544 root 1.24 return 1;
2545 root 1.14
2546 root 1.24 case CLOCK:
2547     if (op->type == PLAYER)
2548     {
2549     char buf[MAX_BUF];
2550     timeofday_t tod;
2551 root 1.22
2552 root 1.24 get_tod (&tod);
2553 root 1.118 op->play_sound (sound_find ("sound_clock"));
2554 root 1.124 op->statusmsg (format (
2555 root 1.125 "It is %d minute%s past %d o'clock %s",
2556     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2558 root 1.124 ));
2559 root 1.24 return 1;
2560     }
2561     else
2562 root 1.85 return 0;
2563 root 1.14
2564 root 1.24 case MENU:
2565     if (op->type == PLAYER)
2566     {
2567 elmex 1.75 shop_listing (tmp, op);
2568 root 1.24 return 1;
2569     }
2570     else
2571 root 1.85 return 0;
2572 elmex 1.1
2573 root 1.24 case POWER_CRYSTAL:
2574     apply_power_crystal (op, tmp); /* see egoitem.c */
2575     return 1;
2576 root 1.14
2577 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2578     if (op->type == PLAYER)
2579     {
2580     apply_lighter (op, tmp);
2581     return 1;
2582     }
2583     else
2584 root 1.85 return 0;
2585 root 1.14
2586 root 1.24 case ITEM_TRANSFORMER:
2587     apply_item_transformer (op, tmp);
2588     return 1;
2589 root 1.14
2590 root 1.24 default:
2591     return 0;
2592 elmex 1.1 }
2593     }
2594    
2595    
2596     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2597     * messages as needed by player_apply_below(). But there can still be
2598     * "but you are floating high above the ground" messages.
2599     *
2600     * Same return value as apply() function.
2601     */
2602 root 1.22 int
2603     player_apply (object *pl, object *op, int aflag, int quiet)
2604 elmex 1.1 {
2605 root 1.22 int tmp;
2606 elmex 1.1
2607 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2608 root 1.22 {
2609     /* player is flying and applying object not in inventory */
2610     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611     {
2612 root 1.125 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2613 root 1.22 return 0;
2614 root 1.14 }
2615 elmex 1.1 }
2616    
2617 root 1.22 pl->contr->last_used = op;
2618 elmex 1.1
2619 root 1.22 tmp = manual_apply (pl, op, aflag);
2620     if (!quiet)
2621     {
2622     if (tmp == 0)
2623 root 1.124 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 root 1.22 else if (tmp == 2)
2625 root 1.125 op->failmsg ("You must get it first!\n");
2626 elmex 1.1 }
2627 root 1.114
2628 root 1.22 return tmp;
2629 elmex 1.1 }
2630    
2631     /**
2632     * player_apply_below attempts to apply the object 'below' the player.
2633     * If the player has an open container, we use that for below, otherwise
2634     * we use the ground.
2635     */
2636 root 1.22 void
2637     player_apply_below (object *pl)
2638 elmex 1.1 {
2639 root 1.68 int floors = 0;
2640 root 1.22
2641     /* If using a container, set the starting item to be the top
2642     * item in the container. Otherwise, use the map.
2643 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2644 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2645     * next object in the stack before applying. This is can only be a
2646     * problem if player_apply() has a bug in that it uses the object but does
2647     * not return a proper value.
2648     */
2649 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2650 root 1.22 {
2651     next = tmp->below;
2652 root 1.68
2653 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2654     floors++;
2655     else if (floors > 0)
2656     return; /* process only floor objects after first floor object */
2657    
2658     /* If it is visible, player can apply it. If it is applied by
2659     * person moving on it, also activate. Added code to make it
2660     * so that at least one of players movement types be that which
2661     * the item needs.
2662     */
2663     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2664     {
2665     if (player_apply (pl, tmp, 0, 1) == 1)
2666     return;
2667 elmex 1.1 }
2668 root 1.22 if (floors >= 2)
2669     return; /* process at most two floor objects */
2670 elmex 1.1 }
2671     }
2672    
2673     /**
2674     * Unapplies specified item.
2675     * No check done on cursed/damned.
2676     * Break this out of apply_special - this is just done
2677     * to keep the size of apply_special to a more managable size.
2678     */
2679 root 1.22 static int
2680     unapply_special (object *who, object *op, int aflags)
2681 elmex 1.1 {
2682 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2683     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2684 root 1.22 return RESULT_INT (0);
2685 root 1.12
2686 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2687 root 1.76
2688 root 1.22 switch (op->type)
2689     {
2690 root 1.96 case SKILL_TOOL:
2691     // unapplying a skill tool should also unapply the skill it governs
2692     // but this is hard, as it shouldn't do so when the skill can
2693     // be used for other reasons
2694     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2695     if (tmp->skill == op->skill
2696     && tmp->type == SKILL
2697     && tmp->flag [FLAG_APPLIED]
2698     && !tmp->flag [FLAG_CAN_USE_SKILL])
2699     unapply_special (who, tmp, 0);
2700    
2701     change_abil (who, op);
2702     break;
2703    
2704 root 1.24 case WEAPON:
2705 root 1.105 if (player *pl = who->contr)
2706     if (op == pl->combat_ob)
2707     {
2708     pl->combat_ob = 0;
2709     who->change_weapon (pl->ranged_ob);
2710     }
2711    
2712 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2713 elmex 1.1
2714 root 1.79 change_abil (who, op);
2715     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2716 root 1.24 break;
2717 root 1.14
2718 root 1.96 case SKILL:
2719 root 1.79 if (who->contr)
2720 root 1.24 {
2721 root 1.76 if (!op->invisible)
2722 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2723 root 1.24 else
2724 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2725 root 1.24 }
2726 root 1.76
2727     change_abil (who, op);
2728 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2729     break;
2730 root 1.14
2731 root 1.24 case ARMOUR:
2732     case HELMET:
2733     case SHIELD:
2734     case RING:
2735     case BOOTS:
2736     case GLOVES:
2737     case AMULET:
2738     case GIRDLE:
2739     case BRACERS:
2740     case CLOAK:
2741 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2742 root 1.79 change_abil (who, op);
2743 root 1.24 break;
2744 root 1.79
2745 root 1.24 case LAMP:
2746 root 1.103 {
2747 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2748 root 1.29
2749 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2750     tmp2->x = op->x;
2751     tmp2->y = op->y;
2752     tmp2->map = op->map;
2753     tmp2->below = op->below;
2754     tmp2->above = op->above;
2755     tmp2->stats.food = op->stats.food;
2756     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2757    
2758     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2759     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2760    
2761     if (who->contr)
2762     esrv_del_item (who->contr, op->count);
2763    
2764     op->destroy ();
2765     insert_ob_in_ob (tmp2, who);
2766     who->update_stats ();
2767 root 1.29
2768 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2769     {
2770     if (who->contr)
2771     {
2772 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2773 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774     }
2775     }
2776 root 1.29
2777 root 1.103 if (who->contr)
2778     esrv_send_item (who, tmp2);
2779     }
2780 root 1.79
2781 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2782 root 1.76
2783 root 1.24 case BOW:
2784     case WAND:
2785     case ROD:
2786     case HORN:
2787 root 1.105 if (player *pl = who->contr)
2788     {
2789     if (op == pl->ranged_ob)
2790     {
2791     pl->ranged_ob = 0;
2792     who->change_weapon (pl->combat_ob);
2793     }
2794    
2795 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 root 1.105 }
2797 root 1.103 else
2798 root 1.24 {
2799 root 1.103 who->change_skill (0);
2800 root 1.79
2801 root 1.24 if (op->type == BOW)
2802     CLEAR_FLAG (who, FLAG_READY_BOW);
2803     else
2804     CLEAR_FLAG (who, FLAG_READY_RANGE);
2805     }
2806 root 1.76
2807 root 1.24 break;
2808 elmex 1.1
2809 root 1.24 case BUILDER:
2810 root 1.79 if (who->contr)
2811 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 root 1.24 break;
2813 elmex 1.1
2814 root 1.24 default:
2815 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 root 1.24 break;
2817 elmex 1.1 }
2818    
2819 root 1.51 who->update_stats ();
2820 elmex 1.1
2821 root 1.22 if (!(aflags & AP_NO_MERGE))
2822     {
2823 root 1.85 object *tmp = merge_ob (op, 0);
2824 root 1.79
2825     if (who->contr)
2826 root 1.22 {
2827     if (tmp)
2828     { /* it was merged */
2829 root 1.29 esrv_del_item (who->contr, op->count);
2830 root 1.22 op = tmp;
2831 elmex 1.1 }
2832 root 1.29
2833 root 1.22 esrv_send_item (who, op);
2834 root 1.14 }
2835 elmex 1.1 }
2836 root 1.79
2837 root 1.22 return 0;
2838 elmex 1.1 }
2839    
2840     /**
2841     * Returns the object that is using location 'loc'.
2842     * Note that 'start' is the first object to start examing - we
2843     * then go through the below of this. In this way, you can do
2844     * something like:
2845 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2846     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2847 elmex 1.1 * to find the second object that may use this location, etc.
2848     * Returns NULL if no match is found.
2849     * loc is the index into the array we are looking for a match.
2850     * don't return invisible objects unless they are skill objects
2851     * invisible other objects that use
2852     * up body locations can be used as restrictions.
2853     */
2854 root 1.84 static object *
2855 root 1.96 get_next_item_from_body_location (int loc, object *start)
2856 elmex 1.1 {
2857 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2858     if (tmp->flag [FLAG_APPLIED]
2859     && tmp->slot[loc].info
2860     && (!tmp->invisible || tmp->type == SKILL))
2861     return tmp;
2862 elmex 1.1
2863 root 1.84 return 0;
2864 elmex 1.1 }
2865    
2866     /**
2867     * 'op' wants to apply an object, but can't because of other equipment.
2868     * This should only be called when it is known
2869     * that there are objects to unapply. This makes pretty heavy
2870     * use of get_item_from_body_location. It makes no intelligent choice
2871     * on objects - rather, the first that is matched is used.
2872     * Returns 0 on success, returns 1 if there is some problem.
2873     * if aflags is AP_PRINT, we instead print out waht to unapply
2874     * instead of doing it. This is a lot less code than having
2875     * another function that does just that.
2876     */
2877 root 1.114
2878     #define CANNOT_REMOVE_CURSED \
2879     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2880     "Praying over an altar, scrolls of remove curse/damnation, " \
2881     "priests or even other players might help.>"
2882    
2883 root 1.22 int
2884     unapply_for_ob (object *who, object *op, int aflags)
2885 elmex 1.1 {
2886 root 1.81 if (op->is_range ())
2887     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2888     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2889     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2890     {
2891     if (aflags & AP_PRINT)
2892 root 1.125 who->failmsg (query_name (tmp));
2893 root 1.81 else
2894     unapply_special (who, tmp, aflags);
2895     }
2896     else
2897     {
2898     /* In this case, we want to try and remove a cursed item.
2899     * While we know it won't work, we want unapply_special to
2900     * at least generate the message.
2901     */
2902 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)));
2903 root 1.81 return 1;
2904     }
2905 elmex 1.1
2906 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2907 root 1.22 {
2908     /* this used up a slot that we need to free */
2909 root 1.82 if (op->slot[i].info)
2910 root 1.22 {
2911 root 1.81 object *last = who->inv;
2912 root 1.14
2913 root 1.22 /* We do a while loop - may need to remove several items in order
2914     * to free up enough slots.
2915     */
2916 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2917 root 1.22 {
2918 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2919 root 1.81
2920 root 1.22 if (!tmp)
2921     {
2922 elmex 1.1 #if 0
2923 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2924     * equipped.
2925     */
2926     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2927 elmex 1.1 #endif
2928 root 1.22 return 1;
2929     }
2930 root 1.81
2931 root 1.22 /* If we are just printing, we don't care about cursed status */
2932     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2933     {
2934     if (aflags & AP_PRINT)
2935 root 1.125 who->failmsg (query_name (tmp));
2936 root 1.22 else
2937     unapply_special (who, tmp, aflags);
2938 root 1.14 }
2939 root 1.22 else
2940     {
2941     /* Cursed item that we can't unequip - tell the player.
2942     * Note this could be annoying if this is just one of a few,
2943     * so it may not be critical (eg, putting on a ring and you have
2944     * one cursed ring.)
2945     */
2946 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2947 root 1.14 }
2948 root 1.81
2949 root 1.22 last = tmp->below;
2950 root 1.14 }
2951 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2952     * return in the !tmp would have kicked in.
2953     */
2954     } /* if op is using this body location */
2955     } /* for body lcoations */
2956 root 1.81
2957 root 1.22 return 0;
2958 elmex 1.1 }
2959    
2960     /**
2961     * Checks to see if 'who' can apply object 'op'.
2962     * Returns 0 if apply can be done without anything special.
2963     * Otherwise returns a bitmask - potentially several of these may be
2964     * set, but largely depends on circumstance - in the future, processing
2965 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2966 root 1.96 * is set, do we really care what the other flags may be?)
2967 elmex 1.1 *
2968     * See include/define.h for detailed description of the meaning of
2969     * these return values.
2970     */
2971 root 1.22 int
2972     can_apply_object (object *who, object *op)
2973 elmex 1.1 {
2974 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2975     return RESULT_INT (0);
2976    
2977 root 1.78 int retval = 0;
2978     object *tmp = 0, *ws = 0;
2979 root 1.22
2980 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2981 root 1.22 {
2982 root 1.82 if (op->slot[i].info)
2983 root 1.22 {
2984     /* Item uses more slots than we have */
2985 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2986 root 1.22 {
2987 root 1.78 /* Could return now for efficiency - rest of info below isn't
2988 root 1.22 * really needed.
2989     */
2990     retval |= CAN_APPLY_NEVER;
2991     }
2992 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2993 root 1.22 {
2994     /* in this case, equipping this would use more free spots than
2995     * we have.
2996     */
2997 elmex 1.1
2998 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2999 root 1.84 * enough slots to equip the new item, then just set "can
3000     * apply unapply". We don't care about the logic below - if you have a
3001 root 1.22 * shield equipped and try to equip another shield, there is only
3002     * one choice. However, the check for the number of body locations
3003     * does take into the account cases where what is being applied
3004     * may be two handed for example.
3005     */
3006     if (ws)
3007 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3008     {
3009     retval |= CAN_APPLY_UNAPPLY;
3010     continue;
3011     }
3012 root 1.22
3013 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3014 root 1.22 if (!tmp1)
3015     {
3016 elmex 1.1 #if 0
3017 root 1.22 /* This is sort of an error, but happens a lot when old players
3018     * join in with more stuff equipped than they are now allowed.
3019     */
3020     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3021 elmex 1.1 #endif
3022 root 1.22 retval |= CAN_APPLY_NEVER;
3023     }
3024     else
3025     {
3026     /* need to unapply something. However, if this something
3027     * is different than we had found before, it means they need
3028     * to apply multiple objects
3029     */
3030     retval |= CAN_APPLY_UNAPPLY;
3031 root 1.96
3032 root 1.22 if (!tmp)
3033     tmp = tmp1;
3034     else if (tmp != tmp1)
3035 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3036    
3037 root 1.22 /* This object isn't using up all the slots, so there must
3038 root 1.78 * be another. If so, and it the new item doesn't need all
3039 root 1.22 * the slots, the player then has a choice.
3040     */
3041 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3042     && abs (op->slot[i].info) < who->slot[i].info)
3043 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3044    
3045     /* Does unequippint 'tmp1' free up enough slots for this to be
3046     * equipped? If not, there must be something else to unapply.
3047     */
3048 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3049 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3050     }
3051     } /* if not enough free slots */
3052     } /* if this object uses location i */
3053     } /* for i -> num_body_locations loop */
3054    
3055     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3056     * really be controlled by use of body locations. We do have
3057     * the weapon/shield checks, and the range checks for monsters,
3058     * because you can't control those just by body location - bows, shields,
3059     * and weapons all use the same slot. Similar for horn/rod/wand - they
3060     * all use the same location.
3061     */
3062     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3063     retval |= CAN_APPLY_RESTRICTION;
3064 root 1.76
3065 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3066     retval |= CAN_APPLY_RESTRICTION;
3067    
3068     if (who->type != PLAYER)
3069     {
3070     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3071 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3072 root 1.78
3073 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3074     retval |= CAN_APPLY_RESTRICTION;
3075 root 1.78
3076 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3077     retval |= CAN_APPLY_RESTRICTION;
3078 root 1.78
3079 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3080 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3081 elmex 1.1 }
3082 root 1.76
3083 root 1.22 return retval;
3084 elmex 1.1 }
3085    
3086     /**
3087     * who is the object using the object. It can be a monster.
3088     * op is the object they are using. op is an equipment type item,
3089     * eg, one which you put on and keep on for a while, and not something
3090     * like a potion or scroll.
3091     *
3092     * function returns 1 if the action could not be completed, 0 on
3093     * success. However, success is a matter of meaning - if the
3094     * user passes the 'apply' flag to an object already applied,
3095     * nothing is done, and 0 is returned.
3096     *
3097     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3098     * AP_UNAPPLY=always unapply).
3099     *
3100     * Optional flags:
3101     * AP_NO_MERGE: don't merge an unapplied object with other objects
3102     * AP_IGNORE_CURSE: unapply cursed items
3103 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3104 elmex 1.1 *
3105     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3106     *
3107     * apply_special() doesn't check for unpaid items.
3108     */
3109 root 1.114
3110     #define LACK_ITEM_POWER \
3111     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3112    
3113 root 1.22 int
3114     apply_special (object *who, object *op, int aflags)
3115 elmex 1.1 {
3116 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3117     object *tmp, *tmp2, *skop = NULL;
3118 elmex 1.1
3119 root 1.22 if (who == NULL)
3120     {
3121     LOG (llevError, "apply_special() from object without environment.\n");
3122     return 1;
3123 elmex 1.1 }
3124    
3125 root 1.22 if (op->env != who)
3126     return 1; /* op is not in inventory */
3127 elmex 1.1
3128 root 1.22 /* trying to unequip op */
3129     if (QUERY_FLAG (op, FLAG_APPLIED))
3130     {
3131     /* always apply, so no reason to unapply */
3132     if (basic_flag == AP_APPLY)
3133     return 0;
3134    
3135     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3136     {
3137 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3138 root 1.22 return 1;
3139 root 1.14 }
3140 root 1.78
3141 root 1.22 return unapply_special (who, op, aflags);
3142 elmex 1.1 }
3143    
3144 root 1.22 if (basic_flag == AP_UNAPPLY)
3145     return 0;
3146 elmex 1.1
3147 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3148     // to resolve conflicts.
3149     if (player *pl = who->contr)
3150 root 1.95 switch (op->slottype ())
3151 root 1.90 {
3152 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3153     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3154 root 1.90 }
3155    
3156 root 1.104 splay (op);
3157    
3158 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3159 root 1.78 if (int i = can_apply_object (who, op))
3160 root 1.22 {
3161     if (i & CAN_APPLY_NEVER)
3162     {
3163 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)));
3164 root 1.22 return 1;
3165     }
3166     else if (i & CAN_APPLY_RESTRICTION)
3167     {
3168 root 1.125 who->failmsg (format (
3169     "You have a prohibition against using a %s. "
3170     "H<Your belief, profession or class prevents you from applying this item.>",
3171     query_name (op)
3172     ));
3173 root 1.22 return 1;
3174     }
3175 root 1.78
3176 root 1.22 if (who->type != PLAYER)
3177     {
3178     /* Some error, so don't try to equip something more */
3179     if (unapply_for_ob (who, op, aflags))
3180 root 1.14 return 1;
3181     }
3182 root 1.22 else
3183     {
3184     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3185     {
3186 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3187 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3188     return 1;
3189     }
3190     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3191 root 1.81 if (unapply_for_ob (who, op, aflags))
3192     return 1;
3193 root 1.14 }
3194 elmex 1.1 }
3195 root 1.55
3196 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3197     {
3198     skop = find_skill_by_name (who, op->skill);
3199 root 1.78
3200 root 1.22 if (!skop)
3201     {
3202 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3203 root 1.22 return 1;
3204     }
3205     else
3206 root 1.76 /* While experience will be credited properly, we want to change the
3207     * skill so that the dam and wc get updated
3208     */
3209 root 1.101 who->change_skill (skop);
3210 elmex 1.1 }
3211 root 1.22
3212 root 1.78 if (who->type == PLAYER
3213     && op->item_power
3214     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3215 root 1.22 {
3216 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3217 root 1.22 return 1;
3218 elmex 1.1 }
3219    
3220 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3221     * Note that we don't have the checks for can_use_...
3222     * below - that is already taken care of by can_apply_object.
3223     */
3224     if (op->nrof > 1)
3225     tmp = get_split_ob (op, op->nrof - 1);
3226     else
3227 root 1.78 tmp = 0;
3228 root 1.22
3229     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3230     return RESULT_INT (0);
3231    
3232     switch (op->type)
3233     {
3234 root 1.24 case WEAPON:
3235     if (!check_weapon_power (who, op->last_eat))
3236     {
3237 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3238 root 1.79
3239 root 1.78 if (tmp)
3240     insert_ob_in_ob (tmp, who);
3241 root 1.79
3242 root 1.24 return 1;
3243     }
3244 root 1.65
3245 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3246 root 1.78 // i.e. "R" can use Ragnarok's sword.
3247 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3248     {
3249     /* if the weapon does not have the name as the character, can't use it. */
3250     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3251 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3252 root 1.65
3253     if (tmp)
3254     insert_ob_in_ob (tmp, who);
3255    
3256 root 1.24 return 1;
3257     }
3258 root 1.65
3259 root 1.80 if (!skop)
3260     {
3261 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3262 root 1.80 return 1;
3263     }
3264    
3265 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3266 root 1.101 who->change_skill (skop);
3267 root 1.76
3268 root 1.79 if (who->contr)
3269 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3270 root 1.78
3271 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3272 root 1.14
3273 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3274 root 1.76 change_abil (who, op);
3275 root 1.24 break;
3276 root 1.14
3277 root 1.24 case ARMOUR:
3278     case HELMET:
3279     case SHIELD:
3280     case BOOTS:
3281     case GLOVES:
3282     case GIRDLE:
3283     case BRACERS:
3284     case CLOAK:
3285     case RING:
3286     case AMULET:
3287     SET_FLAG (op, FLAG_APPLIED);
3288 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3289 root 1.76 change_abil (who, op);
3290 root 1.24 break;
3291 root 1.76
3292 root 1.24 case LAMP:
3293     if (op->stats.food < 1)
3294     {
3295 root 1.125 who->failmsg (format (
3296     "Your %s is out of fuel! "
3297     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3298     &op->name
3299     ));
3300 root 1.24 return 1;
3301     }
3302 root 1.76
3303 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3304    
3305 root 1.24 tmp2 = arch_to_object (op->other_arch);
3306     tmp2->stats.food = op->stats.food;
3307     SET_FLAG (tmp2, FLAG_APPLIED);
3308 root 1.76
3309 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3310     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311 root 1.76
3312 root 1.24 insert_ob_in_ob (tmp2, who);
3313    
3314     /* Remove the old lantern */
3315     if (who->type == PLAYER)
3316 root 1.29 esrv_del_item (who->contr, op->count);
3317    
3318 root 1.37 op->destroy ();
3319 root 1.22
3320 root 1.24 /* insert the portion that was split off */
3321 root 1.76 if (tmp)
3322 root 1.24 {
3323 root 1.76 insert_ob_in_ob (tmp, who);
3324 root 1.24 if (who->type == PLAYER)
3325     esrv_send_item (who, tmp);
3326     }
3327 root 1.76
3328 root 1.51 who->update_stats ();
3329 root 1.76
3330 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3331 root 1.81 if (who->type == PLAYER)
3332     {
3333 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.>");
3334 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3335     }
3336 root 1.76
3337 root 1.24 if (who->type == PLAYER)
3338     esrv_send_item (who, tmp2);
3339 root 1.76
3340 root 1.24 return 0;
3341 root 1.14
3342 root 1.96 case SKILL_TOOL:
3343     // applying a skill tool also readies the skill
3344     SET_FLAG (op, FLAG_APPLIED);
3345    
3346 root 1.101 if (!(aflags & AP_NO_READY))
3347 root 1.24 {
3348 root 1.101 skop = find_skill_by_name (who, op->skill);
3349     if (!skop->flag [FLAG_APPLIED])
3350     apply_special (who, skop, AP_APPLY);
3351 root 1.24 }
3352 root 1.101 break;
3353 root 1.76
3354 root 1.101 case SKILL:
3355 root 1.79 if (player *pl = who->contr)
3356 root 1.24 {
3357 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3358     {
3359 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3360 root 1.79 {
3361     for (object *item = who->inv; item; item = item->below)
3362     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3363     {
3364 root 1.101 if (item->skill == op->skill)
3365     {
3366     who->change_weapon (pl->combat_ob = item);
3367     goto found_weapon;
3368     }
3369 root 1.79 }
3370    
3371 root 1.125 who->failmsg (format (
3372     "You need to apply a '%s' melee weapon before readying this skill. "
3373     "H<Some skills need an item, in this case a melee weapon, to function.>",
3374     &op->skill
3375     ));
3376 root 1.79 return 1;
3377    
3378     found_weapon:;
3379     }
3380     else
3381 root 1.90 who->change_weapon (pl->combat_ob = op);
3382 root 1.79 }
3383     else if (IS_RANGED_SKILL (op->subtype))
3384     {
3385 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3386 root 1.79 {
3387     for (object *item = who->inv; item; item = item->below)
3388     if (item->type == BOW && item->flag [FLAG_APPLIED])
3389     {
3390 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3391 root 1.90 who->change_weapon (pl->ranged_ob = item);
3392 root 1.79 goto found_bow;
3393     }
3394    
3395 root 1.125 who->failmsg (
3396     "You need to apply a missile weapon before readying this skill. "
3397     "H<Some skills need an item, in this case a missile weapon, to function.>"
3398     );
3399 root 1.79 return 1;
3400    
3401     found_bow:;
3402     }
3403     else
3404 root 1.90 who->change_weapon (pl->ranged_ob = op);
3405 root 1.79 }
3406 root 1.76
3407 root 1.24 if (!op->invisible)
3408     {
3409 root 1.125 who->statusmsg (format (
3410     "You ready %s."
3411     "You can now use the skill: %s.",
3412     query_name (op),
3413     &op->skill
3414     ));
3415 root 1.24 }
3416     else
3417 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3418 root 1.24 }
3419 root 1.101 else
3420     {
3421     SET_FLAG (op, FLAG_APPLIED);
3422     change_abil (who, op);
3423     who->chosen_skill = op;
3424     SET_FLAG (who, FLAG_READY_SKILL);
3425     }
3426 root 1.76
3427 root 1.24 break;
3428 root 1.22
3429 root 1.24 case BOW:
3430     if (!check_weapon_power (who, op->last_eat))
3431     {
3432 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3433 root 1.76
3434     if (tmp)
3435     insert_ob_in_ob (tmp, who);
3436    
3437 root 1.24 return 1;
3438     }
3439 root 1.76
3440 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441     {
3442 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3443 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3444 root 1.81 if (tmp)
3445 root 1.76 insert_ob_in_ob (tmp, who);
3446    
3447 root 1.24 return 1;
3448     }
3449 root 1.76
3450     /*FALLTHROUGH*/
3451     case WAND:
3452 root 1.24 case ROD:
3453     case HORN:
3454     /* check for skill, alter player status */
3455 root 1.78
3456     if (!skop)
3457 root 1.80 {
3458 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3459 root 1.80 return 1;
3460     }
3461    
3462     SET_FLAG (op, FLAG_APPLIED);
3463 root 1.101 who->change_skill (skop);
3464 root 1.22
3465 root 1.79 if (who->contr)
3466 root 1.24 {
3467 root 1.79 who->contr->ranged_ob = op;
3468 root 1.78
3469 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3470 root 1.76
3471 root 1.24 if (op->type == BOW)
3472     {
3473 root 1.79 who->current_weapon = op;
3474 root 1.76 change_abil (who, op);
3475 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3476 root 1.24 }
3477     }
3478     else
3479     {
3480     if (op->type == BOW)
3481     SET_FLAG (who, FLAG_READY_BOW);
3482     else
3483     SET_FLAG (who, FLAG_READY_RANGE);
3484     }
3485 root 1.76
3486 root 1.24 break;
3487 elmex 1.1
3488 root 1.24 case BUILDER:
3489 root 1.76 if (who->type == PLAYER)
3490     {
3491 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3492 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3493     unapply_special (who, who->contr->ranged_ob, 0);
3494    
3495 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3496 root 1.76
3497 root 1.79 who->contr->ranged_ob = op;
3498 root 1.76 }
3499 root 1.24 break;
3500 elmex 1.1
3501 root 1.24 default:
3502 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3503     }
3504 root 1.22
3505     SET_FLAG (op, FLAG_APPLIED);
3506 elmex 1.1
3507 root 1.79 if (tmp)
3508 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3509 elmex 1.1
3510 root 1.51 who->update_stats ();
3511 elmex 1.1
3512 root 1.22 /* We exclude spell casting objects. The fire code will set the
3513     * been applied flag when they are used - until that point,
3514     * you don't know anything about them.
3515     */
3516     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3517     SET_FLAG (op, FLAG_BEEN_APPLIED);
3518    
3519     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3520 root 1.114 if (who->type == PLAYER)
3521     {
3522 root 1.125 who->failmsg (
3523     "Oops, it feels deadly cold! "
3524     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3525     );
3526 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3527     }
3528 root 1.76
3529 root 1.22 if (who->type == PLAYER)
3530     {
3531     /* if multiple objects were applied, update both slots */
3532     if (tmp)
3533     esrv_send_item (who, tmp);
3534 root 1.76
3535 root 1.22 esrv_send_item (who, op);
3536 elmex 1.1 }
3537 root 1.76
3538 root 1.22 return 0;
3539 elmex 1.1 }
3540    
3541 root 1.22 int
3542     monster_apply_special (object *who, object *op, int aflags)
3543 elmex 1.1 {
3544 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3545 elmex 1.1 return 1;
3546 root 1.114
3547 elmex 1.1 return apply_special (who, op, aflags);
3548     }
3549    
3550     /**
3551     * Map was just loaded, handle op's initialisation.
3552     *
3553     * Generates shop floor's item, and treasures.
3554     */
3555 root 1.22 int
3556     auto_apply (object *op)
3557     {
3558     object *tmp = NULL, *tmp2;
3559     int i;
3560 elmex 1.1
3561 root 1.22 switch (op->type)
3562     {
3563 root 1.24 case SHOP_FLOOR:
3564 root 1.42 if (!op->has_random_items ())
3565 root 1.24 return 0;
3566 root 1.38
3567 root 1.24 do
3568     {
3569     i = 10; /* let's give it 10 tries */
3570     while ((tmp = generate_treasure (op->randomitems,
3571     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3572     if (tmp == NULL)
3573     return 0;
3574     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3575     {
3576 root 1.37 tmp->destroy ();
3577 root 1.24 tmp = NULL;
3578     }
3579     }
3580     while (!tmp);
3581 root 1.38
3582 root 1.24 tmp->x = op->x;
3583     tmp->y = op->y;
3584     SET_FLAG (tmp, FLAG_UNPAID);
3585     insert_ob_in_map (tmp, op->map, NULL, 0);
3586     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3587     identify (tmp);
3588     break;
3589 root 1.14
3590 root 1.24 case TREASURE:
3591     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3592     return 0;
3593 root 1.37
3594 root 1.67 while (op->stats.hp-- > 0)
3595 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3596     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3597    
3598     /* If we generated an object and put it in this object inventory,
3599     * move it to the parent object as the current object is about
3600     * to disappear. An example of this item is the random_* stuff
3601     * that is put inside other objects.
3602     */
3603     for (tmp = op->inv; tmp; tmp = tmp2)
3604     {
3605     tmp2 = tmp->below;
3606 root 1.36 tmp->remove ();
3607 root 1.37
3608 root 1.24 if (op->env)
3609     insert_ob_in_ob (tmp, op->env);
3610     else
3611 root 1.37 tmp->destroy ();
3612 root 1.24 }
3613 root 1.37
3614     op->destroy ();
3615 root 1.24 break;
3616 elmex 1.1 }
3617 root 1.22 return tmp ? 1 : 0;
3618 elmex 1.1 }
3619    
3620     /**
3621 root 1.68 * fix_auto_apply goes through the entire map every time a map
3622     * is loaded or swapped in and performs special actions for
3623 elmex 1.1 * certain objects (most initialization of chests and creation of
3624     * treasures and stuff). Calls auto_apply if appropriate.
3625     */
3626 root 1.20 void
3627 root 1.55 maptile::fix_auto_apply ()
3628 root 1.20 {
3629 root 1.55 if (!spaces)
3630 root 1.20 return;
3631    
3632 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3633     for (object *tmp = ms->bot; tmp; )
3634     {
3635     object *above = tmp->above;
3636 root 1.20
3637 root 1.55 if (tmp->inv)
3638     {
3639     object *invtmp, *invnext;
3640 elmex 1.1
3641 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3642     {
3643     invnext = invtmp->below;
3644 root 1.14
3645 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3646     auto_apply (invtmp);
3647     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3648     {
3649     while ((invtmp->stats.hp--) > 0)
3650     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651    
3652     invtmp->randomitems = NULL;
3653     }
3654     else if (invtmp && invtmp->arch
3655     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3656     {
3657     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658     /* Need to clear this so that we never try to create
3659     * treasure again for this object
3660     */
3661     invtmp->randomitems = NULL;
3662     }
3663     }
3664     /* This is really temporary - the code at the bottom will
3665     * also set randomitems to null. The problem is there are bunches
3666     * of maps/players already out there with items that have spells
3667     * which haven't had the randomitems set to null yet.
3668     * MSW 2004-05-13
3669     *
3670     * And if it's a spellbook, it's better to set randomitems to NULL too,
3671     * else you get two spells in the book ^_-
3672     * Ryo 2004-08-16
3673     */
3674     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3675     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3676     tmp->randomitems = NULL;
3677 root 1.14
3678 root 1.55 }
3679 root 1.20
3680 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3681     auto_apply (tmp);
3682     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3683     {
3684     while ((tmp->stats.hp--) > 0)
3685     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3686     tmp->randomitems = NULL;
3687     }
3688     else if (tmp->type == TIMED_GATE)
3689     {
3690     object *head = tmp->head != NULL ? tmp->head : tmp;
3691    
3692     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3693     tmp->set_speed (0);
3694     }
3695     /* This function can be called everytime a map is loaded, even when
3696     * swapping back in. As such, we don't want to create the treasure
3697     * over and ove again, so after we generate the treasure, blank out
3698     * randomitems so if it is swapped in again, it won't make anything.
3699     * This is a problem for the above objects, because they have counters
3700     * which say how many times to make the treasure.
3701     */
3702     else if (tmp && tmp->arch && tmp->type != PLAYER
3703     && tmp->type != TREASURE && tmp->type != SPELL
3704     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3705     {
3706     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3707     tmp->randomitems = NULL;
3708     }
3709 root 1.78
3710 root 1.68 // close all containers
3711     else if (tmp->type == CONTAINER)
3712     tmp->flag [FLAG_APPLIED] = 0;
3713 root 1.22
3714 root 1.55 tmp = above;
3715     }
3716 elmex 1.1
3717 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3718     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3719     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3720     check_trigger (tmp, tmp->above);
3721 elmex 1.1 }
3722    
3723     /**
3724     * Handles player eating food that temporarily changes status (resistances, stats).
3725     * This used to call cast_change_attr(), but
3726     * that doesn't work with the new spell code. Since we know what
3727     * the food changes, just grab a force and use that instead.
3728     */
3729 root 1.22 void
3730     eat_special_food (object *who, object *food)
3731     {
3732     object *force;
3733     int i, did_one = 0;
3734    
3735     force = get_archetype (FORCE_NAME);
3736    
3737     for (i = 0; i < NUM_STATS; i++)
3738 root 1.91 if (sint8 k = food->stats.stat (i))
3739     {
3740     force->stats.stat (i) = k;
3741     did_one = 1;
3742     }
3743 elmex 1.1
3744 root 1.22 /* check if we can protect the eater */
3745     for (i = 0; i < NROFATTACKS; i++)
3746     {
3747     if (food->resist[i] > 0)
3748     {
3749     force->resist[i] = food->resist[i] / 2;
3750     did_one = 1;
3751     }
3752     }
3753 elmex 1.47
3754 root 1.22 if (did_one)
3755     {
3756 root 1.54 force->set_speed (0.1);
3757 root 1.22 /* bigger morsel of food = longer effect time */
3758 elmex 1.47 force->duration = food->stats.food / 5;
3759 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3760     change_abil (who, force);
3761     insert_ob_in_ob (force, who);
3762     }
3763     else
3764 root 1.37 force->destroy ();
3765 root 1.22
3766     /* check for hp, sp change */
3767     if (food->stats.hp != 0)
3768     {
3769     if (QUERY_FLAG (food, FLAG_CURSED))
3770     {
3771 root 1.64 assign (who->contr->killer, food->name);
3772 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3773 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3774 root 1.22 }
3775     else
3776     {
3777     if (food->stats.hp > 0)
3778 root 1.125 who->statusmsg ("You begin to feel better.");
3779 root 1.22 else
3780 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3781    
3782 root 1.22 who->stats.hp += food->stats.hp;
3783     }
3784     }
3785     if (food->stats.sp != 0)
3786     {
3787     if (QUERY_FLAG (food, FLAG_CURSED))
3788     {
3789 root 1.125 who->failmsg ("You are drained of mana!");
3790 root 1.22 who->stats.sp -= food->stats.sp;
3791     if (who->stats.sp < 0)
3792     who->stats.sp = 0;
3793     }
3794     else
3795     {
3796 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3797 root 1.22 who->stats.sp += food->stats.sp;
3798     /* place limit on max sp from food? */
3799     }
3800 elmex 1.1 }
3801 root 1.125
3802 root 1.51 who->update_stats ();
3803 elmex 1.1 }
3804    
3805     /**
3806     * Designed primarily to light torches/lanterns/etc.
3807     * Also burns up burnable material too. First object in the inventory is
3808     * the selected object to "burn". -b.t.
3809     */
3810 root 1.22 void
3811     apply_lighter (object *who, object *lighter)
3812     {
3813     object *item;
3814     int is_player_env = 0;
3815    
3816     item = find_marked_object (who);
3817     if (item)
3818     {
3819     if (lighter->last_eat && lighter->stats.food)
3820     { /* lighter gets used up */
3821     /* Split multiple lighters if they're being used up. Otherwise *
3822     * one charge from each would be used up. --DAMN */
3823     if (lighter->nrof > 1)
3824     {
3825 root 1.39 object *oneLighter = lighter->clone ();
3826 root 1.14
3827 root 1.22 lighter->nrof -= 1;
3828     oneLighter->nrof = 1;
3829     oneLighter->stats.food--;
3830     esrv_send_item (who, lighter);
3831     oneLighter = insert_ob_in_ob (oneLighter, who);
3832     esrv_send_item (who, oneLighter);
3833     }
3834     else
3835 root 1.29 lighter->stats.food--;
3836 root 1.22 }
3837     else if (lighter->last_eat)
3838 root 1.125 {
3839     /* no charges left in lighter */
3840     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3841 root 1.22 return;
3842     }
3843 root 1.48
3844 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3845     * I can't see many times when you would want to light multiple
3846     * objects at once.
3847     */
3848 root 1.48
3849     if (who == item->in_player ())
3850 root 1.22 is_player_env = 1;
3851    
3852     save_throw_object (item, AT_FIRE, who);
3853 root 1.48
3854 root 1.49 if (item->destroyed ())
3855 root 1.22 {
3856 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3857 root 1.22 /* Need to update the player so that the players glow radius
3858     * gets changed.
3859     */
3860     if (is_player_env)
3861 root 1.51 who->update_stats ();
3862 root 1.22 }
3863     else
3864 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3865 root 1.22 }
3866 root 1.125 else
3867     who->failmsg ("You need to mark a lightable object.");
3868 elmex 1.1 }
3869    
3870     /**
3871     * op made some mistake with a scroll, this takes care of punishment.
3872     * scroll_failure()- hacked directly from spell_failure
3873     */
3874 root 1.22 void
3875     scroll_failure (object *op, int failure, int power)
3876 elmex 1.1 {
3877 root 1.22 if (abs (failure / 4) > power)
3878     power = abs (failure / 4); /* set minimum effect */
3879 elmex 1.1
3880 root 1.22 if (failure <= -1 && failure > -15)
3881     { /* wonder */
3882     object *tmp;
3883    
3884 root 1.125 op->failmsg ("Your spell warps!");
3885 root 1.22 tmp = get_archetype (SPELL_WONDER);
3886     cast_wonder (op, op, 0, tmp);
3887 root 1.37 tmp->destroy ();
3888 root 1.22 }
3889     else if (failure <= -15 && failure > -35)
3890     { /* drain mana */
3891 root 1.125 op->failmsg ("Your mana is drained!");
3892 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3893     if (op->stats.sp < 0)
3894     op->stats.sp = 0;
3895     }
3896     else if (settings.spell_failure_effects == TRUE)
3897     {
3898     if (failure <= -35 && failure > -60)
3899     { /* confusion */
3900 root 1.125 op->failmsg ("The magic recoils on you!");
3901 root 1.22 confuse_player (op, op, power);
3902     }
3903     else if (failure <= -60 && failure > -70)
3904     { /* paralysis */
3905 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3906 root 1.22 paralyze_player (op, op, power);
3907     }
3908     else if (failure <= -70 && failure > -80)
3909     { /* blind */
3910 root 1.125 op->failmsg ("The magic recoils on you!");
3911 root 1.22 blind_player (op, op, power);
3912     }
3913     else if (failure <= -80)
3914     { /* blast the immediate area */
3915 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3916 root 1.22 cast_magic_storm (op, tmp, power);
3917 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3918 root 1.37 tmp->destroy ();
3919 root 1.14 }
3920 elmex 1.1 }
3921     }
3922    
3923 root 1.22 void
3924     apply_changes_to_player (object *pl, object *change)
3925     {
3926     int excess_stat = 0; /* if the stat goes over the maximum
3927     for the race, put the excess stat some
3928     where else. */
3929 elmex 1.1
3930 root 1.22 switch (change->type)
3931     {
3932 root 1.24 case CLASS:
3933     {
3934     living *stats = &(pl->contr->orig_stats);
3935     living *ns = &(change->stats);
3936     object *walk;
3937     int flag_change_face = 1;
3938    
3939     /* the following code assigns stats up to the stat max
3940     * for the race, and if the stat max is exceeded,
3941     * tries to randomly reassign the excess stat
3942     */
3943     int i, j;
3944 root 1.22
3945 root 1.24 for (i = 0; i < NUM_STATS; i++)
3946     {
3947 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3948 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3949 root 1.22
3950 root 1.24 if (stat > 20 + race_bonus)
3951     {
3952     excess_stat++;
3953     stat = 20 + race_bonus;
3954     }
3955 root 1.91
3956     stats->stat (i) = stat;
3957 root 1.24 }
3958 elmex 1.1
3959 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3960     { /* try 100 times to assign excess stats */
3961     int i = rndm (0, 6);
3962    
3963     if (i == CHA)
3964     continue; /* exclude cha from this */
3965 root 1.91
3966     int stat = stats->stat (i);
3967 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3968 root 1.24 if (stat < 20 + race_bonus)
3969     {
3970     change_attr_value (stats, i, 1);
3971     excess_stat--;
3972     }
3973     }
3974 root 1.14
3975 root 1.24 /* insert the randomitems from the change's treasurelist into
3976     * the player ref: player.c
3977     */
3978     if (change->randomitems != NULL)
3979     give_initial_items (pl, change->randomitems);
3980 root 1.14
3981 root 1.24 /* set up the face, for some races. */
3982 root 1.14
3983 root 1.24 /* first, look for the force object banning
3984     * changing the face. Certain races never change face with class.
3985     */
3986     for (walk = pl->inv; walk != NULL; walk = walk->below)
3987     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3988     flag_change_face = 0;
3989 root 1.14
3990 root 1.24 if (flag_change_face)
3991     {
3992     pl->animation_id = GET_ANIM_ID (change);
3993     pl->face = change->face;
3994 root 1.14
3995 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3996     SET_FLAG (pl, FLAG_ANIMATE);
3997     else
3998     CLEAR_FLAG (pl, FLAG_ANIMATE);
3999     }
4000 root 1.14
4001 root 1.24 /* check the special case of can't use weapons */
4002     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4003     if (!strcmp (change->name, "monk"))
4004     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4005 root 1.14
4006 root 1.24 break;
4007     }
4008 elmex 1.1 }
4009     }
4010    
4011     /**
4012     * This handles items of type 'transformer'.
4013     * Basically those items, used with a marked item, transform both items into something
4014     * else.
4015     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4016     * Change information is contained in the 'slaying' field of the marked item.
4017     * The format is as follow: transformer:[number ]yield[;transformer:...].
4018     * This way an item can be transformed in many things, and/or many objects.
4019     * The 'slaying' field for transformer is used as verb for the action.
4020     */
4021 root 1.22 void
4022     apply_item_transformer (object *pl, object *transformer)
4023     {
4024     object *marked;
4025     object *new_item;
4026     char *find;
4027     char *separator;
4028     int yield;
4029     char got[MAX_BUF];
4030     int len;
4031    
4032     if (!pl || !transformer)
4033     return;
4034 root 1.114
4035 root 1.22 marked = find_marked_object (pl);
4036 root 1.114
4037 root 1.22 if (!marked)
4038 elmex 1.1 {
4039 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4040 root 1.22 return;
4041     }
4042 root 1.114
4043 root 1.22 if (!marked->slaying)
4044     {
4045 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 root 1.22 return;
4047     }
4048 root 1.114
4049 root 1.22 /* check whether they are compatible or not */
4050 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4051     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4052 root 1.22 {
4053 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4054 root 1.22 return;
4055     }
4056 root 1.114
4057 root 1.108 find += strlen (transformer->arch->archname) + 1;
4058 root 1.22 /* Item can be used, now find how many and what it yields */
4059     if (isdigit (*(find)))
4060     {
4061     yield = atoi (find);
4062     if (yield < 1)
4063 elmex 1.1 {
4064 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4065     yield = 1;
4066 elmex 1.1 }
4067 root 1.22 }
4068     else
4069     yield = 1;
4070 elmex 1.1
4071 root 1.22 while (isdigit (*find))
4072     find++;
4073 root 1.125
4074 root 1.22 while (*find == ' ')
4075     find++;
4076 root 1.114
4077 root 1.22 memset (got, 0, MAX_BUF);
4078 root 1.114
4079 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4080 root 1.114 len = separator - find;
4081 root 1.22 else
4082 root 1.114 len = strlen (find);
4083    
4084 root 1.22 if (len > MAX_BUF - 1)
4085     len = MAX_BUF - 1;
4086 root 1.114
4087 root 1.22 strcpy (got, find);
4088     got[len] = '\0';
4089    
4090     /* Now create new item, remove used ones when required. */
4091     new_item = get_archetype (got);
4092     if (!new_item)
4093     {
4094 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4095 root 1.22 return;
4096 elmex 1.1 }
4097 root 1.29
4098 root 1.22 new_item->nrof = yield;
4099 root 1.123
4100     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101    
4102 root 1.22 insert_ob_in_ob (new_item, pl);
4103     esrv_send_inventory (pl, pl);
4104     /* Eat up one item */
4105     decrease_ob_nr (marked, 1);
4106 root 1.114
4107 root 1.22 /* Eat one transformer if needed */
4108     if (transformer->stats.food)
4109     if (--transformer->stats.food == 0)
4110     decrease_ob_nr (transformer, 1);
4111     }
4112 root 1.123