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Revision: 1.141
Committed: Sun Apr 13 01:36:06 2008 UTC (16 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.140: +0 -4 lines
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# 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 1.139
842 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
843     * etc), so take the easy way out and don't worry about it.
844     * Note - maybe add scrolls which make the random artifact versions (eg, armour
845     * of gnarg and what not?)
846     */
847     if (armour->title)
848     {
849 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
850 root 1.22 return 0;
851 elmex 1.1 }
852    
853 root 1.139 /* Split objects if needed. Can't insert tmp until the
854 root 1.22 * end of this function - otherwise it will just re-merge.
855     */
856     if (armour->nrof > 1)
857     tmp = get_split_ob (armour, armour->nrof - 1);
858     else
859     tmp = NULL;
860    
861     armour->magic++;
862    
863     if (!settings.armor_speed_linear)
864     {
865     int base = 100;
866     int pow = 0;
867 elmex 1.1
868 root 1.22 while (pow < armour->magic)
869 elmex 1.1 {
870 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
871     pow++;
872 elmex 1.1 }
873    
874 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
875 root 1.22 }
876     else
877 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
878 elmex 1.1
879 root 1.22 if (!settings.armor_weight_linear)
880     {
881     int base = 100;
882     int pow = 0;
883 elmex 1.1
884 root 1.22 while (pow < armour->magic)
885 elmex 1.1 {
886 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
887     pow++;
888 elmex 1.1 }
889    
890 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
891 root 1.22 }
892     else
893 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
894 root 1.22
895     if (armour->weight <= 0)
896     {
897     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
898     armour->weight = 1;
899     }
900    
901 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902 elmex 1.1
903 root 1.22 if (op->type == PLAYER)
904     {
905     esrv_send_item (op, armour);
906     if (QUERY_FLAG (armour, FLAG_APPLIED))
907 root 1.51 op->update_stats ();
908 elmex 1.1 }
909 root 1.123
910 root 1.22 decrease_ob (improver);
911 root 1.123
912 root 1.22 if (tmp)
913     {
914     insert_ob_in_ob (tmp, op);
915     esrv_send_item (op, tmp);
916 elmex 1.1 }
917 root 1.123
918 root 1.22 return 1;
919 elmex 1.1 }
920    
921     /*
922     * convert_item() returns 1 if anything was converted, 0 if the item was not
923     * what the converter wants, -1 if the converter is broken.
924     */
925     #define CONV_FROM(xyz) xyz->slaying
926     #define CONV_TO(xyz) xyz->other_arch
927     #define CONV_NR(xyz) xyz->stats.sp
928     #define CONV_NEED(xyz) xyz->stats.food
929    
930     /* Takes one items and makes another.
931     * converter is the object that is doing the conversion.
932     * item is the object that triggered the converter - if it is not
933     * what the converter wants, this will not do anything.
934     */
935 root 1.22 int
936     convert_item (object *item, object *converter)
937     {
938 root 1.140 sint64 nr, price_in;
939 root 1.22
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 root 1.140 nr = sint64 (item->nrof) * item->value / CONV_NEED (converter);
950 root 1.22 if (!nr)
951     return 0;
952 root 1.121
953     converter->play_sound (sound_find ("shop_buy"));
954    
955 root 1.140 sint64 cost = (nr * CONV_NEED (converter) + item->value - 1) / item->value;
956 root 1.121
957 root 1.22 decrease_ob_nr (item, cost);
958 elmex 1.1
959 root 1.22 price_in = cost * item->value;
960     }
961     else
962     {
963 root 1.108 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
964 root 1.22 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
965     return 0;
966 elmex 1.1
967 root 1.121 converter->play_sound (sound_find ("convert_item"));
968    
969 root 1.22 if (CONV_NEED (converter))
970     {
971 root 1.140 nr = sint64 (item->nrof) / CONV_NEED (converter);
972 root 1.22 decrease_ob_nr (item, nr * CONV_NEED (converter));
973     price_in = nr * CONV_NEED (converter) * item->value;
974     }
975     else
976     {
977     price_in = item->value;
978 root 1.37 item->destroy ();
979 root 1.22 }
980     }
981 root 1.14
982 root 1.121 if (converter->inv)
983 root 1.22 {
984     object *ob;
985     int i;
986     object *ob_to_copy;
987    
988     /* select random object from inventory to copy */
989     ob_to_copy = converter->inv;
990 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
991     if (rndm (0, i) == 0)
992     ob_to_copy = ob;
993    
994 root 1.22 item = object_create_clone (ob_to_copy);
995     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
996     unflag_inv (item, FLAG_IS_A_TEMPLATE);
997 elmex 1.1 }
998 root 1.22 else
999     {
1000 root 1.140 if (!converter->other_arch)
1001 root 1.22 {
1002     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1003 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1004 root 1.22 return -1;
1005     }
1006    
1007     item = object_create_arch (converter->other_arch);
1008     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1009     }
1010    
1011     if (CONV_NR (converter))
1012     item->nrof = CONV_NR (converter);
1013 root 1.121
1014 root 1.22 if (nr)
1015     item->nrof *= nr;
1016 root 1.121
1017 root 1.22 if (is_in_shop (converter))
1018     SET_FLAG (item, FLAG_UNPAID);
1019 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1020 root 1.22 {
1021     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1022 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1023 root 1.121 /**
1024     * elmex: we are going to let the game continue, as the mapcreator
1025     * hopefully had something in mind when doing this.
1026     */
1027     }
1028 elmex 1.1
1029 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1030 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1031     return 1;
1032 elmex 1.1 }
1033 root 1.22
1034 elmex 1.1 /**
1035     * Handle apply on containers.
1036     * By Eneq(@csd.uu.se).
1037     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1038     * added the alchemical cauldron to the code -b.t.
1039     */
1040 root 1.22 int
1041     apply_container (object *op, object *sack)
1042 elmex 1.1 {
1043 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1044 root 1.22 return 0; /* This might change */
1045 elmex 1.1
1046 root 1.68 if (!sack || sack->type != CONTAINER)
1047 root 1.22 {
1048 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1049 root 1.22 return 0;
1050 elmex 1.1 }
1051 root 1.40
1052     op->contr->last_used = 0;
1053 elmex 1.1
1054 root 1.68 if (sack->env && sack->env != op)
1055 root 1.22 {
1056 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1057 root 1.68 return 1;
1058 elmex 1.1 }
1059    
1060 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1061     if (sack->flag [FLAG_APPLIED])
1062 root 1.22 {
1063 root 1.68 if (op->container == sack)
1064 root 1.22 {
1065 root 1.68 // open on ground or inv, so close
1066     op->close_container ();
1067     return 1;
1068 root 1.22 }
1069 root 1.68 else if (!sack->env)
1070 root 1.22 {
1071 root 1.68 // active, but not ours: some other player has opened it
1072 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1073 root 1.68 return 1;
1074 root 1.14 }
1075 root 1.22
1076 root 1.68 // fall through to opening it (active in inv)
1077 elmex 1.1 }
1078 root 1.68 else if (sack->env)
1079 root 1.22 {
1080 root 1.68 // it is in our env, so activate it, do not open yet
1081     op->close_container ();
1082     sack->flag [FLAG_APPLIED] = 1;
1083     esrv_update_item (UPD_FLAGS, op, sack);
1084 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1085 root 1.68 return 1;
1086 elmex 1.1 }
1087    
1088 root 1.68 // it's locked?
1089 root 1.22 if (sack->slaying)
1090 root 1.68 {
1091     if (object *tmp = find_key (op, op, sack))
1092 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1093 root 1.22 else
1094     {
1095 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1096 root 1.68 return 1;
1097 root 1.22 }
1098 elmex 1.1 }
1099    
1100 root 1.68 op->open_container (sack);
1101 elmex 1.1
1102 root 1.22 return 1;
1103 elmex 1.1 }
1104    
1105     /**
1106     * Handles dropping things on altar.
1107     * Returns true if sacrifice was accepted.
1108     */
1109 root 1.22 static int
1110     apply_altar (object *altar, object *sacrifice, object *originator)
1111 elmex 1.1 {
1112 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1113     if (altar->inv && (!originator || originator->type != PLAYER))
1114     return 0;
1115    
1116     if (operate_altar (altar, &sacrifice))
1117     {
1118     /* Simple check. Unfortunately, it means you can't cast magic bullet
1119     * with an altar. We call it a Potion - altars are stationary - it
1120     * is up to map designers to use them properly.
1121     */
1122     if (altar->inv && altar->inv->type == SPELL)
1123     {
1124 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1125 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1126 root 1.124 /* If it is connected, push the button. Fixes some problems with
1127 root 1.22 * old maps.
1128     */
1129 elmex 1.1
1130     /* push_button (altar);*/
1131 root 1.14 }
1132 root 1.22 else
1133     {
1134     altar->value = 1; /* works only once */
1135     push_button (altar);
1136     }
1137 root 1.26
1138     return !sacrifice;
1139 root 1.22 }
1140     else
1141 root 1.26 return 0;
1142 elmex 1.1 }
1143    
1144     /**
1145     * Handles 'movement' of shop mats.
1146     * Returns 1 if 'op' was destroyed, 0 if not.
1147     * Largely re-written to not use nearly as many gotos, plus
1148     * some of this code just looked plain out of date.
1149     * MSW 2001-08-29
1150     */
1151 root 1.22 int
1152     apply_shop_mat (object *shop_mat, object *op)
1153 elmex 1.1 {
1154 elmex 1.15 int rv = 0;
1155     double opinion;
1156     object *tmp, *next;
1157 elmex 1.1
1158 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1159 elmex 1.1
1160 root 1.121 bool has_unpaid = false;
1161    
1162     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1163     // a quick and small change :(
1164     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1165     if (item->flag [FLAG_UNPAID])
1166     {
1167     has_unpaid = true;
1168     break;
1169     }
1170    
1171 elmex 1.15 if (op->type != PLAYER)
1172     {
1173     /* Remove all the unpaid objects that may be carried here.
1174     * This could be pets or monsters that are somehow in
1175     * the shop.
1176     */
1177     for (tmp = op->inv; tmp; tmp = next)
1178     {
1179     next = tmp->below;
1180 root 1.25
1181 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1182     {
1183     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1184 root 1.14
1185 root 1.36 tmp->remove ();
1186 root 1.24
1187 elmex 1.15 if (i == -1)
1188     i = 0;
1189 root 1.24
1190 elmex 1.15 tmp->map = op->map;
1191     tmp->x = op->x + freearr_x[i];
1192     tmp->y = op->y + freearr_y[i];
1193     insert_ob_in_map (tmp, op->map, op, 0);
1194 root 1.14 }
1195     }
1196    
1197 elmex 1.15 /* Don't teleport things like spell effects */
1198     if (QUERY_FLAG (op, FLAG_NO_PICK))
1199     return 0;
1200 root 1.14
1201 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1202     * shop mats. Instead, put it on a nearby space.
1203     */
1204     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1205     {
1206     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1207     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1208 root 1.22
1209 elmex 1.15 if (i != -1)
1210 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1211    
1212 elmex 1.15 return 0;
1213 root 1.14 }
1214 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1215     * the teleport function should be able to handle this just fine.
1216     */
1217     rv = teleport (shop_mat, SHOP_MAT, op);
1218 elmex 1.1 }
1219 root 1.25 else if (can_pay (op) && get_payment (op))
1220 elmex 1.15 {
1221 root 1.24 /* this is only used for players */
1222 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1223    
1224 root 1.121 if (has_unpaid)
1225     op->contr->play_sound (sound_find ("shop_buy"));
1226     else if (is_in_shop (op))
1227     op->contr->play_sound (sound_find ("shop_enter"));
1228     else
1229     op->contr->play_sound (sound_find ("shop_leave"));
1230    
1231 elmex 1.15 if (shop_mat->msg)
1232 root 1.124 op->statusmsg (shop_mat->msg);
1233 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1234     * but there is never a guarantee that the bottom space on the map is
1235     * actually the shop floor.
1236     */
1237     else if (!rv && !is_in_shop (op))
1238     {
1239     opinion = shopkeeper_approval (op->map, op);
1240 root 1.24
1241 root 1.124 op->statusmsg (
1242     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1243     : opinion >= 0.75 ? "The shopkeeper waves to you."
1244     : opinion >= 0.50 ? "The shopkeeper ignores you."
1245     : "The shopkeeper glares at you with contempt."
1246     );
1247 root 1.14 }
1248 elmex 1.1 }
1249 elmex 1.15 else
1250     {
1251     /* if we get here, a player tried to leave a shop but was not able
1252 root 1.121 * to afford the items he has. We try to move the player so that
1253 elmex 1.15 * they are not on the mat anymore
1254     */
1255     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1256 root 1.22
1257 elmex 1.15 if (i == -1)
1258 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1259 elmex 1.15 else
1260     {
1261 root 1.36 op->remove ();
1262 elmex 1.15 op->x += freearr_x[i];
1263     op->y += freearr_y[i];
1264     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1265 root 1.14 }
1266 elmex 1.1 }
1267 root 1.24
1268 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1269     return rv;
1270 elmex 1.1 }
1271    
1272     /**
1273     * Handles applying a sign.
1274     */
1275 root 1.22 static void
1276     apply_sign (object *op, object *sign, int autoapply)
1277 elmex 1.1 {
1278 root 1.22 readable_message_type *msgType;
1279    
1280 root 1.124 if (!sign->msg)
1281 root 1.22 {
1282 root 1.124 op->statusmsg ("Nothing is written on it.");
1283 root 1.22 return;
1284 elmex 1.1 }
1285    
1286 root 1.22 if (sign->stats.food)
1287     {
1288     if (sign->last_eat >= sign->stats.food)
1289     {
1290     if (!sign->move_on)
1291 root 1.124 op->statusmsg ("You cannot read it anymore.");
1292 root 1.120
1293 root 1.22 return;
1294 root 1.14 }
1295 elmex 1.1
1296 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1297     sign->last_eat++;
1298 elmex 1.1 }
1299    
1300 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1301     * No way to know for sure. The presumption is basically that if
1302     * move_on is zero, it needs to be manually applied (doesn't talk
1303     * to us).
1304     */
1305     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1306     {
1307 root 1.125 op->failmsg ("You are unable to read while blind!");
1308 root 1.22 return;
1309     }
1310 root 1.110
1311     if (op->contr)
1312     if (client *ns = op->contr->ns)
1313     {
1314 root 1.135 if (sign->sound)
1315     ns->play_sound (sign->sound);
1316     else if (autoapply)
1317 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1318 root 1.110
1319     if (ns->can_msg)
1320 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1321 root 1.110 else
1322     {
1323 root 1.130 msgType = get_readable_message_type (sign);
1324     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1325     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1326 root 1.110 }
1327     }
1328 elmex 1.1 }
1329    
1330     /**
1331     * 'victim' moves onto 'trap'
1332     * 'victim' leaves 'trap'
1333     * effect is determined by move_on/move_off of trap and move_type of victime.
1334     *
1335     * originator: Player, monster or other object that caused 'victim' to move
1336     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1337     * However, some types of traps require an originator to function.
1338     */
1339 root 1.22 void
1340 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1341 elmex 1.1 {
1342     static int recursion_depth = 0;
1343    
1344     /* Only exits affect DMs. */
1345 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1346 elmex 1.1 return;
1347    
1348     /* move_apply() is the most likely candidate for causing unwanted and
1349     * possibly unlimited recursion.
1350     */
1351     /* The following was changed because it was causing perfeclty correct
1352     * maps to fail. 1) it's not an error to recurse:
1353     * rune detonates, summoning monster. monster lands on nearby rune.
1354     * nearby rune detonates. This sort of recursion is expected and
1355     * proper. This code was causing needless crashes.
1356     */
1357 root 1.22 if (recursion_depth >= 500)
1358     {
1359     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1360 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1361 root 1.22 return;
1362 elmex 1.1 }
1363 root 1.110
1364 root 1.22 recursion_depth++;
1365     if (trap->head)
1366     trap = trap->head;
1367 elmex 1.1
1368 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1369     goto leave;
1370 elmex 1.1
1371 root 1.22 switch (trap->type)
1372     {
1373 root 1.23 case PLAYERMOVER:
1374     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1375     {
1376     if (!trap->stats.maxsp)
1377     trap->stats.maxsp = 2;
1378 root 1.14
1379 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1380     * should be divided by trap->speed
1381     */
1382     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1383 root 1.14
1384 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1385     * above with some objects have zero speed, and thus the player
1386     * getting permanently paralyzed.
1387     */
1388 root 1.93 if (victim->speed_left < -50.f)
1389     victim->speed_left = -50.f;
1390 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1391     }
1392     goto leave;
1393 root 1.14
1394 root 1.23 case SPINNER:
1395     if (victim->direction)
1396     {
1397     victim->direction = absdir (victim->direction - trap->stats.sp);
1398     update_turn_face (victim);
1399     }
1400     goto leave;
1401 root 1.14
1402 root 1.23 case DIRECTOR:
1403     if (victim->direction && !should_director_abort (trap, victim))
1404     {
1405     victim->direction = trap->stats.sp;
1406     update_turn_face (victim);
1407     }
1408     goto leave;
1409 root 1.14
1410 root 1.23 case BUTTON:
1411     case PEDESTAL:
1412     update_button (trap);
1413     goto leave;
1414    
1415     case ALTAR:
1416     /* sacrifice victim on trap */
1417     apply_altar (trap, victim, originator);
1418     goto leave;
1419 root 1.14
1420 root 1.23 case THROWN_OBJ:
1421     if (trap->inv == NULL)
1422 root 1.22 goto leave;
1423 root 1.23 /* fallthrough */
1424 root 1.14
1425 root 1.23 case ARROW:
1426     /* bad bug: monster throw a object, make a step forwards, step on object ,
1427     * trigger this here and get hit by own missile - and will be own enemy.
1428     * Victim then is his own enemy and will start to kill herself (this is
1429     * removed) but we have not synced victim and his missile. To avoid senseless
1430     * action, we avoid hits here
1431     */
1432     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1433     hit_with_arrow (trap, victim);
1434     goto leave;
1435 root 1.14
1436 root 1.23 case SPELL_EFFECT:
1437     apply_spell_effect (trap, victim);
1438     goto leave;
1439 root 1.14
1440 root 1.23 case TRAPDOOR:
1441     {
1442     int max, sound_was_played;
1443     object *ab, *ab_next;
1444 root 1.22
1445 root 1.23 if (!trap->value)
1446     {
1447     int tot;
1448 root 1.14
1449 root 1.23 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1450     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1451     tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1452 root 1.14
1453 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1454     goto leave;
1455 root 1.22
1456 root 1.23 SET_ANIMATION (trap, trap->value);
1457     update_object (trap, UP_OBJ_FACE);
1458     }
1459 root 1.14
1460 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1461 root 1.22 {
1462 root 1.23 /* need to set this up, since if we do transfer the object,
1463     * ab->above would be bogus
1464     */
1465     ab_next = ab->above;
1466 root 1.14
1467 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1468 root 1.22 {
1469 root 1.23 if (!sound_was_played)
1470     {
1471 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1472 root 1.23 sound_was_played = 1;
1473     }
1474 root 1.118
1475 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1476     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1477 root 1.14 }
1478     }
1479 root 1.22 goto leave;
1480 root 1.23 }
1481 root 1.14
1482 root 1.23 case CONVERTER:
1483     if (convert_item (victim, trap) < 0)
1484     {
1485 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1486 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1487     }
1488 root 1.14
1489 root 1.23 goto leave;
1490 root 1.14
1491 root 1.23 case TRIGGER_BUTTON:
1492     case TRIGGER_PEDESTAL:
1493     case TRIGGER_ALTAR:
1494     check_trigger (trap, victim);
1495     goto leave;
1496    
1497     case DEEP_SWAMP:
1498     walk_on_deep_swamp (trap, victim);
1499     goto leave;
1500    
1501     case CHECK_INV:
1502 elmex 1.46 check_inv (victim, trap);
1503 root 1.23 goto leave;
1504    
1505     case HOLE:
1506     /* Hole not open? */
1507     if (trap->stats.wc > 0)
1508 root 1.22 goto leave;
1509 root 1.14
1510 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1511     * Processing will happen if the head runs into the pit
1512     */
1513     if (victim->head)
1514 root 1.22 goto leave;
1515 root 1.14
1516 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1517     victim->statusmsg ("You fall through the hole!", NDI_RED);
1518 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1519     goto leave;
1520 root 1.14
1521 root 1.23 case EXIT:
1522     if (victim->type == PLAYER && EXIT_PATH (trap))
1523     {
1524     /* Basically, don't show exits leading to random maps the
1525     * players output.
1526     */
1527 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1528 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1529 root 1.55
1530 root 1.131 trap->play_sound (trap->sound);
1531 root 1.55 victim->enter_exit (trap);
1532 root 1.23 }
1533     goto leave;
1534 root 1.14
1535 root 1.23 case ENCOUNTER:
1536     /* may be some leftovers on this */
1537     goto leave;
1538    
1539     case SHOP_MAT:
1540     apply_shop_mat (trap, victim);
1541     goto leave;
1542    
1543     /* Drop a certain amount of gold, and have one item identified */
1544     case IDENTIFY_ALTAR:
1545     apply_id_altar (victim, trap, originator);
1546     goto leave;
1547    
1548     case SIGN:
1549     if (victim->type != PLAYER && trap->stats.food > 0)
1550 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1551 root 1.23
1552     apply_sign (victim, trap, 1);
1553     goto leave;
1554    
1555     case CONTAINER:
1556 root 1.68 apply_container (victim, trap);
1557 root 1.23 goto leave;
1558    
1559     case RUNE:
1560     case TRAP:
1561     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1562 root 1.126 spring_trap (trap, victim);
1563 root 1.23 goto leave;
1564 root 1.14
1565 root 1.23 default:
1566     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1567 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1568 root 1.23 goto leave;
1569 elmex 1.1 }
1570    
1571 root 1.22 leave:
1572     recursion_depth--;
1573 elmex 1.1 }
1574    
1575     /**
1576     * Handles reading a regular (ie not containing a spell) book.
1577     */
1578 root 1.22 static void
1579     apply_book (object *op, object *tmp)
1580 elmex 1.1 {
1581 root 1.22 int lev_diff;
1582     object *skill_ob;
1583    
1584     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1585     {
1586 root 1.125 op->failmsg ("You are unable to read while blind!");
1587 root 1.22 return;
1588     }
1589 root 1.112
1590     if (!tmp->msg)
1591 root 1.22 {
1592 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1593 root 1.22 return;
1594     }
1595 elmex 1.1
1596 root 1.22 /* need a literacy skill to read stuff! */
1597     skill_ob = find_skill_by_name (op, tmp->skill);
1598     if (!skill_ob)
1599     {
1600 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));
1601 elmex 1.1 return;
1602     }
1603 root 1.112
1604 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1605     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1606     {
1607 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1608 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1609     : lev_diff < 5 ? "This book is beyond your comprehension."
1610     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1611     : lev_diff < 15 ? "This book is way beyond your comprehension."
1612     : "This book is totally beyond your comprehension.");
1613 elmex 1.1 return;
1614     }
1615    
1616 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1617    
1618 root 1.112 if (player *pl = op->contr)
1619     if (client *ns = pl->ns)
1620     if (ns->can_msg)
1621 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1622 root 1.112 else
1623     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1624     msgType->message_type, msgType->message_subtype,
1625     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1626     long_desc (tmp, op), &tmp->msg);
1627 root 1.22
1628     /* gain xp from reading */
1629     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1630     { /* only if not read before */
1631     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1632    
1633     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1634     {
1635     /*exp_gain *= 2; because they just identified it too */
1636     SET_FLAG (tmp, FLAG_IDENTIFIED);
1637 root 1.41
1638 root 1.22 /* If in a container, update how it looks */
1639     if (tmp->env)
1640     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1641     else
1642 root 1.50 op->contr->ns->floorbox_update ();
1643 root 1.22 }
1644 root 1.41
1645 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1646     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1647 elmex 1.1 }
1648     }
1649    
1650     /**
1651     * Handles the applying of a skill scroll, calling learn_skill straight.
1652     * op is the person learning the skill, tmp is the skill scroll object
1653     */
1654 root 1.22 static void
1655     apply_skillscroll (object *op, object *tmp)
1656 elmex 1.1 {
1657 root 1.124 switch (learn_skill (op, tmp))
1658 root 1.22 {
1659 root 1.24 case 0:
1660 root 1.124 op->play_sound (sound_find ("generic_fail"));
1661 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1662 root 1.124 break;
1663 root 1.24
1664     case 1:
1665     decrease_ob (tmp);
1666 root 1.124 op->play_sound (sound_find ("skill_learn"));
1667     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1668     break;
1669 root 1.14
1670 root 1.24 default:
1671     decrease_ob (tmp);
1672 root 1.124 op->play_sound (sound_find ("generic_fail"));
1673 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1674 root 1.124 break;
1675 elmex 1.1 }
1676     }
1677    
1678     /**
1679     * Actually makes op learn spell.
1680     * Informs player of what happens.
1681     */
1682 root 1.22 void
1683     do_learn_spell (object *op, object *spell, int special_prayer)
1684 elmex 1.1 {
1685 root 1.22 object *tmp;
1686 elmex 1.1
1687 root 1.22 if (op->type != PLAYER)
1688     {
1689     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1690     return;
1691 elmex 1.1 }
1692    
1693 root 1.22 /* Upgrade special prayers to normal prayers */
1694     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1695     {
1696     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1697     {
1698     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1699     return;
1700 elmex 1.1 }
1701 root 1.22 return;
1702 elmex 1.1 }
1703    
1704 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1705    
1706 root 1.39 tmp = spell->clone ();
1707 root 1.22 insert_ob_in_ob (tmp, op);
1708    
1709     if (special_prayer)
1710 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1711 elmex 1.1
1712 root 1.22 esrv_add_spells (op->contr, tmp);
1713 elmex 1.1 }
1714    
1715     /**
1716     * Erases spell from player's inventory.
1717     */
1718 root 1.22 void
1719     do_forget_spell (object *op, const char *spell)
1720 elmex 1.1 {
1721 root 1.22 object *spob;
1722    
1723     if (op->type != PLAYER)
1724     {
1725     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1726     return;
1727     }
1728     if ((spob = check_spell_known (op, spell)) == NULL)
1729     {
1730     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1731     return;
1732     }
1733 elmex 1.1
1734 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1735 root 1.22 player_unready_range_ob (op->contr, spob);
1736     esrv_remove_spell (op->contr, spob);
1737 root 1.37 spob->destroy ();
1738 elmex 1.1 }
1739    
1740     /**
1741     * Handles player applying a spellbook.
1742     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1743     * stuff like that. Random learning failure too.
1744     */
1745 root 1.22 static void
1746     apply_spellbook (object *op, object *tmp)
1747 elmex 1.1 {
1748 root 1.22 object *skop, *spell, *spell_skill;
1749    
1750     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1751     {
1752 root 1.125 op->failmsg ("You are unable to read while blind.");
1753 root 1.22 return;
1754     }
1755    
1756     /* artifact_spellbooks have 'slaying' field point to a spell name,
1757     * instead of having their spell stored in stats.sp. These are
1758     * legacy spellbooks
1759     */
1760 root 1.114 if (tmp->slaying)
1761 root 1.22 {
1762     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1763     if (!spell)
1764     {
1765 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1766 root 1.22 return;
1767 root 1.14 }
1768 root 1.22 else
1769     insert_ob_in_ob (spell, tmp);
1770 root 1.114
1771     tmp->slaying = 0;
1772 root 1.22 }
1773    
1774     skop = find_skill_by_name (op, tmp->skill);
1775    
1776     /* need a literacy skill to learn spells. Also, having a literacy level
1777     * lower than the spell will make learning the spell more difficult */
1778     if (!skop)
1779     {
1780 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1781 root 1.22 return;
1782     }
1783    
1784     spell = tmp->inv;
1785 root 1.32
1786 root 1.22 if (!spell)
1787     {
1788     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1789 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1790 root 1.22 return;
1791     }
1792 root 1.31
1793 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1794 root 1.22 {
1795 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1796 root 1.22 return;
1797     }
1798    
1799 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1800 root 1.22
1801     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1802     {
1803     identify (tmp);
1804 root 1.41
1805 root 1.22 if (tmp->env)
1806     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1807     else
1808 root 1.50 op->contr->ns->floorbox_update ();
1809 root 1.22 }
1810    
1811     /* I removed the check for special_prayer_mark here - it didn't make
1812     * a lot of sense - special prayers are not found in spellbooks, and
1813     * if the player doesn't know the spell, doesn't make a lot of sense that
1814     * they would have a special prayer mark.
1815     */
1816     if (check_spell_known (op, spell->name))
1817     {
1818 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");
1819 root 1.22 return;
1820 elmex 1.1 }
1821 root 1.22
1822     if (spell->skill)
1823     {
1824     spell_skill = find_skill_by_name (op, spell->skill);
1825 root 1.25
1826 root 1.22 if (!spell_skill)
1827     {
1828 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1829 root 1.22 return;
1830 root 1.14 }
1831 root 1.25
1832 root 1.22 if (spell_skill->level < spell->level)
1833     {
1834 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1835 root 1.22 return;
1836 root 1.14 }
1837 elmex 1.1 }
1838    
1839 root 1.22 /* Logic as follows
1840     *
1841     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1842     *
1843     * 2- The learner's skill level in literacy adjusts the chance to learn
1844     * a spell.
1845     *
1846     * 3 -Automatically fail to learn if you read while confused
1847     *
1848     * Overall, chances are the same but a player will find having a high
1849     * literacy rate very useful! -b.t.
1850     */
1851     if (QUERY_FLAG (op, FLAG_CONFUSED))
1852     {
1853 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1854 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1855     }
1856     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1857     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1858     {
1859 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1860 root 1.22 do_learn_spell (op, spell, 0);
1861    
1862     /* xp gain to literacy for spell learning */
1863     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1864     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1865 elmex 1.1 }
1866 root 1.22 else
1867     {
1868 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1869 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");
1870 root 1.22 }
1871 root 1.73
1872 root 1.22 decrease_ob (tmp);
1873 elmex 1.1 }
1874    
1875     /**
1876     * Handles applying a spell scroll.
1877     */
1878 root 1.22 void
1879     apply_scroll (object *op, object *tmp, int dir)
1880 elmex 1.1 {
1881 root 1.22 object *skop;
1882 elmex 1.1
1883 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1884     {
1885 root 1.125 op->failmsg ("You are unable to read while blind.");
1886 root 1.22 return;
1887 elmex 1.1 }
1888    
1889 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1890     {
1891 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1892 root 1.22 return;
1893 elmex 1.1 }
1894    
1895 root 1.22 if (op->type == PLAYER)
1896     {
1897     /* players need a literacy skill to read stuff! */
1898     int exp_gain = 0;
1899 elmex 1.1
1900 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1901     * should go for anything killed by the spell.
1902     */
1903     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1904 elmex 1.1
1905 root 1.22 if (!skop)
1906     {
1907 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1908 root 1.22 return;
1909     }
1910 elmex 1.1
1911 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1912     change_exp (op, exp_gain, skop->skill, 0);
1913 elmex 1.1 }
1914    
1915 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1916     identify (tmp);
1917 elmex 1.1
1918 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1919 elmex 1.1
1920 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1921     decrease_ob (tmp);
1922 elmex 1.1 }
1923    
1924     /**
1925     * Applies a treasure object - by default, chest. op
1926     * is the person doing the applying, tmp is the treasure
1927     * chest.
1928     */
1929 root 1.22 static void
1930     apply_treasure (object *op, object *tmp)
1931 elmex 1.1 {
1932 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1933 root 1.22 * for the chest is done when the chest is created, and put into the chest
1934 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1935     * prevents people from moving chests to more difficult maps to get better
1936 root 1.22 * treasure
1937     */
1938 root 1.99 object *treas = tmp->inv;
1939 root 1.22
1940 root 1.99 if (!treas)
1941 root 1.22 {
1942 root 1.124 op->statusmsg ("The chest was empty.");
1943 root 1.22 decrease_ob (tmp);
1944     return;
1945     }
1946 root 1.99
1947 root 1.22 while (tmp->inv)
1948     {
1949     treas = tmp->inv;
1950 root 1.36 treas->remove ();
1951 elmex 1.1
1952 root 1.22 treas->x = op->x;
1953     treas->y = op->y;
1954     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1955    
1956     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1957     spring_trap (treas, op);
1958 root 1.37
1959 root 1.22 /* If either player or container was destroyed, no need to do
1960 root 1.124 * further processing. I think this should be enclused with
1961 root 1.22 * spring trap above, as I don't think there is otherwise
1962 root 1.124 * any way for the treasure chest or player to get killed.
1963 root 1.22 */
1964 root 1.29 if (op->destroyed () || tmp->destroyed ())
1965 root 1.22 break;
1966 elmex 1.1 }
1967    
1968 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1969 root 1.22 decrease_ob (tmp);
1970 elmex 1.1 }
1971    
1972     /**
1973     * op eats food.
1974     * If player, takes care of messages and dragon special food.
1975     */
1976 root 1.22 static void
1977     apply_food (object *op, object *tmp)
1978 elmex 1.1 {
1979 root 1.22 int capacity_remaining;
1980 elmex 1.1
1981 root 1.22 if (op->type != PLAYER)
1982     op->stats.hp = op->stats.maxhp;
1983     else
1984     {
1985 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1986 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1987 root 1.14 ;
1988 root 1.22 else
1989     {
1990     /* usual case - no dragon meal: */
1991     if (op->stats.food + tmp->stats.food > 999)
1992     {
1993     if (tmp->type == FOOD || tmp->type == FLESH)
1994 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1995 root 1.22 else
1996 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1997 root 1.22 }
1998    
1999 root 1.132 tmp->play_sound (
2000     tmp->sound
2001     ? tmp->sound
2002     : tmp->type == DRINK
2003     ? sound_find ("eat_drink")
2004     : sound_find ("eat_food")
2005     );
2006    
2007 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2008     {
2009 root 1.124 const char *buf;
2010 root 1.22
2011     if (!is_dragon_pl (op))
2012     {
2013     /* eating message for normal players */
2014     if (tmp->type == DRINK)
2015 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2016 root 1.22 else
2017 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2018 root 1.22 }
2019     else
2020 root 1.124 /* eating message for dragon players */
2021     buf = format ("The %s tasted terrible!", &tmp->name);
2022    
2023     op->statusmsg (buf);
2024 root 1.22
2025     capacity_remaining = 999 - op->stats.food;
2026     op->stats.food += tmp->stats.food;
2027     if (capacity_remaining < tmp->stats.food)
2028     op->stats.hp += capacity_remaining / 50;
2029     else
2030     op->stats.hp += tmp->stats.food / 50;
2031 root 1.124
2032 root 1.22 if (op->stats.hp > op->stats.maxhp)
2033     op->stats.hp = op->stats.maxhp;
2034     if (op->stats.food > 999)
2035     op->stats.food = 999;
2036     }
2037 root 1.14
2038 root 1.22 /* special food hack -b.t. */
2039     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2040     eat_special_food (op, tmp);
2041     }
2042 elmex 1.1 }
2043 root 1.114
2044 root 1.22 handle_apply_yield (tmp);
2045     decrease_ob (tmp);
2046 elmex 1.1 }
2047    
2048     /**
2049     * A dragon is eating some flesh. If the flesh contains resistances,
2050     * there is a chance for the dragon's skin to get improved.
2051     *
2052     * attributes:
2053     * object *op the object (dragon player) eating the flesh
2054     * object *meal the flesh item, getting chewed in dragon's mouth
2055     * return:
2056     * int 1 if eating successful, 0 if it doesn't work
2057     */
2058 root 1.22 int
2059     dragon_eat_flesh (object *op, object *meal)
2060     {
2061     object *skin = NULL; /* pointer to dragon skin force */
2062     object *abil = NULL; /* pointer to dragon ability force */
2063     object *tmp = NULL; /* tmp. object */
2064    
2065 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2066 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2067     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2068     double mbonus = 0; /* monster bonus */
2069 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2070 root 1.22 int winners = 0; /* number of winners */
2071 elmex 1.1 int i; /* index */
2072 root 1.22
2073 elmex 1.1 /* let's make sure and doublecheck the parameters */
2074 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2075 elmex 1.1 return 0;
2076 root 1.22
2077 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2078     from the player's inventory */
2079 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2080     if (tmp->type == FORCE)
2081 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2082 root 1.60 skin = tmp;
2083 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2084 root 1.60 abil = tmp;
2085 root 1.22
2086 elmex 1.1 /* if either skin or ability are missing, this is an old player
2087     which is not to be considered a dragon -> bail out */
2088 root 1.22 if (skin == NULL || abil == NULL)
2089     return 0;
2090    
2091 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2092 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2093 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2094     else
2095 root 1.22 op->stats.hp += meal->stats.food / 50;
2096 root 1.124
2097 root 1.22 if (op->stats.hp > op->stats.maxhp)
2098     op->stats.hp = op->stats.maxhp;
2099    
2100     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2101    
2102     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2103    
2104 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2105 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2106     {
2107     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2108     {
2109     /* got positive resistance, now calculate improvement chance (0-100) */
2110    
2111     /* this bonus makes resistance increase easier at lower levels */
2112     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2113     if (i == abil->stats.exp)
2114     bonus += 5; /* additional bonus for resistance of ability-focus */
2115    
2116     /* monster bonus increases with level, because high-level
2117     flesh is too rare */
2118     mbonus = op->level * 20. / ((double) settings.max_level);
2119    
2120     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2121     ((double) settings.max_level)) - skin->resist[i];
2122    
2123     if (chance >= 0.)
2124     chance += 1.;
2125     else
2126     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2127    
2128     /* chance is proportional to amount of resistance (max. 50) */
2129     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2130    
2131     /* doubled chance for resistance of ability-focus */
2132     if (i == abil->stats.exp)
2133     chance = MIN (100., chance * 2.);
2134    
2135     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2136 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2137 root 1.22 {
2138     atnr_winner[winners] = i;
2139     winners++;
2140     }
2141    
2142     if (chance >= 0.01)
2143     totalchance *= 1 - chance / 100;
2144    
2145     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2146     }
2147 elmex 1.1 }
2148 root 1.22
2149 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2150 root 1.22 totalchance = 100 - totalchance * 100;
2151 root 1.124
2152 elmex 1.1 /* print message according to totalchance */
2153 root 1.124 const char *buf;
2154 elmex 1.1 if (totalchance > 50.)
2155 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2156 elmex 1.1 else if (totalchance > 10.)
2157 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2158 elmex 1.1 else if (totalchance > 1.)
2159 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2160 elmex 1.1 else if (totalchance > 0.1)
2161 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2162 elmex 1.1 else if (totalchance >= 0.01)
2163 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2164 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2165 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2166 root 1.22 else
2167 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2168    
2169     op->statusmsg (buf);
2170 root 1.22
2171 elmex 1.1 /* now choose a winner if we have any */
2172     i = -1;
2173 root 1.22 if (winners > 0)
2174     i = atnr_winner[RANDOM () % winners];
2175    
2176     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2177     {
2178     /* resistance increased! */
2179     skin->resist[i]++;
2180 root 1.51 op->update_stats ();
2181 root 1.22
2182 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2183 root 1.22 }
2184    
2185 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2186     into the ability_force and it will take effect on next level */
2187 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2188     {
2189     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2190    
2191     if (meal->last_eat != abil->stats.exp)
2192 root 1.124 op->statusmsg (format (
2193 root 1.125 "Your metabolism prepares to focus on %s!\n"
2194     "The change will happen at level %d.",
2195     change_resist_msg[meal->last_eat],
2196     abil->level + 1
2197 root 1.124 ));
2198 root 1.22 else
2199     {
2200 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2201 root 1.22 abil->last_eat = 0;
2202     }
2203 elmex 1.1 }
2204 root 1.124
2205 elmex 1.1 return 1;
2206     }
2207    
2208     /**
2209     * Handles applying an improve armor scroll.
2210     * Does some sanity checks, then calls improve_armour.
2211     */
2212 root 1.22 static void
2213     apply_armour_improver (object *op, object *tmp)
2214 elmex 1.1 {
2215 root 1.22 object *armor;
2216 elmex 1.1
2217 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 root 1.22 {
2219 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 root 1.22 return;
2221 elmex 1.1 }
2222 root 1.51
2223 root 1.22 armor = find_marked_object (op);
2224 root 1.51
2225 root 1.22 if (!armor)
2226     {
2227 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.");
2228 elmex 1.1 return;
2229     }
2230 root 1.51
2231 root 1.22 if (armor->type != ARMOUR
2232     && armor->type != CLOAK
2233     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 elmex 1.1 {
2235 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2236 root 1.22 return;
2237 elmex 1.1 }
2238    
2239 root 1.124 op->statusmsg ("Applying armour enchantment.");
2240 root 1.22 improve_armour (op, tmp, armor);
2241 elmex 1.1 }
2242    
2243 root 1.22 extern void
2244     apply_poison (object *op, object *tmp)
2245 elmex 1.1 {
2246 root 1.22 if (op->type == PLAYER)
2247     {
2248 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2249 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2250 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2251 elmex 1.1 }
2252 root 1.114
2253 root 1.22 if (tmp->stats.hp > 0)
2254     {
2255     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2256     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2257 elmex 1.1 }
2258 root 1.114
2259 root 1.22 op->stats.food -= op->stats.food / 4;
2260     handle_apply_yield (tmp);
2261     decrease_ob (tmp);
2262 elmex 1.1 }
2263    
2264     /**
2265 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2266 elmex 1.1 * A valid 2 way exit means:
2267     * -You can come back (there is another exit at the other side)
2268     * -You are
2269 root 1.44 * ° the owner of the exit
2270     * ° or in the same party as the owner
2271 elmex 1.1 *
2272     * Note: a owner in a 2 way exit is saved as the owner's name
2273     * in the field exit->name cause the field exit->owner doesn't
2274     * survive in the swapping (in fact the whole exit doesn't survive).
2275     */
2276 root 1.22 int
2277     is_legal_2ways_exit (object *op, object *exit)
2278     {
2279     if (exit->stats.exp != 1)
2280     return 1; /*This is not a 2 way, so it is legal */
2281 root 1.52
2282 root 1.55 #if 0 //TODO
2283 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2284     return 0; /* This is a reset town portal */
2285 root 1.55 #endif
2286    
2287 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2288    
2289 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2290 root 1.52
2291 root 1.22 if (exitmap)
2292     {
2293 root 1.58 exitmap->load_sync ();
2294    
2295     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2296 root 1.52
2297 root 1.22 if (!tmp)
2298     return 0;
2299 root 1.52
2300 root 1.58 for (; tmp; tmp = tmp->above)
2301 root 1.22 {
2302     if (tmp->type != EXIT)
2303     continue; /*Not an exit */
2304 root 1.52
2305 root 1.22 if (!EXIT_PATH (tmp))
2306     continue; /*Not a valid exit */
2307 root 1.52
2308 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2309     continue; /*Not in the same place */
2310 root 1.52
2311 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2312 root 1.22 continue; /*Not in the same map */
2313    
2314     /* From here we have found the exit is valid. However we do
2315     * here the check of the exit owner. It is important for the
2316     * town portals to prevent strangers from visiting your appartments
2317     */
2318     if (!exit->race)
2319     return 1; /*No owner, free for all! */
2320 root 1.52
2321 root 1.58 object *exit_owner = 0;
2322 root 1.52
2323     for_all_players (pp)
2324 root 1.22 {
2325     if (!pp->ob)
2326     continue;
2327 root 1.52
2328 root 1.22 if (pp->ob->name != exit->race)
2329     continue;
2330 root 1.52
2331 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2332     break;
2333     }
2334 root 1.52
2335 root 1.22 if (!exit_owner)
2336     return 0; /* No more owner */
2337 root 1.52
2338 root 1.22 if (exit_owner->contr == op->contr)
2339     return 1; /*It is your exit */
2340 root 1.52
2341 root 1.22 if (exit_owner && /*There is a owner */
2342     (op->contr) && /*A player tries to pass */
2343     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2344     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2345     return 0;
2346 root 1.52
2347 root 1.22 return 1;
2348     }
2349     }
2350 root 1.52
2351 root 1.22 return 0;
2352     }
2353 elmex 1.1
2354     /**
2355     * Main apply handler.
2356     *
2357     * Checks for unpaid items before applying.
2358     *
2359     * Return value:
2360     * 0: player or monster can't apply objects of that type
2361     * 1: has been applied, or there was an error applying the object
2362     * 2: objects of that type can't be applied if not in inventory
2363     *
2364     * op is the object that is causing object to be applied, tmp is the object
2365     * being applied.
2366     *
2367     * aflag is special (always apply/unapply) flags. Nothing is done with
2368     * them in this function - they are passed to apply_special
2369     */
2370 root 1.22 int
2371     manual_apply (object *op, object *tmp, int aflag)
2372 elmex 1.1 {
2373 root 1.22 if (tmp->head)
2374     tmp = tmp->head;
2375 elmex 1.1
2376 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2377     {
2378     if (op->type == PLAYER)
2379     {
2380 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2381 root 1.22 return 1;
2382     }
2383     else
2384 root 1.51 return 0; /* monsters just skip unpaid items */
2385 elmex 1.1 }
2386    
2387 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2388     return RESULT_INT (0);
2389 root 1.8
2390 root 1.22 switch (tmp->type)
2391     {
2392 root 1.24 case CF_HANDLE:
2393 root 1.118 op->play_sound (sound_find ("turn_handle"));
2394 root 1.124 op->statusmsg ("You turn the handle.");
2395 root 1.24 tmp->value = tmp->value ? 0 : 1;
2396     SET_ANIMATION (tmp, tmp->value);
2397     update_object (tmp, UP_OBJ_FACE);
2398     push_button (tmp);
2399     return 1;
2400 root 1.14
2401 root 1.24 case TRIGGER:
2402     if (check_trigger (tmp, op))
2403     {
2404 root 1.124 op->statusmsg ("You turn the handle.");
2405 root 1.118 op->play_sound (sound_find ("turn_handle"));
2406 root 1.24 }
2407     else
2408 root 1.125 op->failmsg ("The handle doesn't move.");
2409 root 1.57
2410 root 1.24 return 1;
2411 root 1.14
2412 root 1.24 case EXIT:
2413     if (op->type != PLAYER)
2414     return 0;
2415 root 1.57
2416 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2417 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2418 root 1.24 else
2419     {
2420     /* Don't display messages for random maps. */
2421 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2422 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2423 root 1.57
2424 root 1.55 op->enter_exit (tmp);
2425 root 1.24 }
2426 root 1.85
2427 root 1.24 return 1;
2428 root 1.14
2429 root 1.122 case INSCRIBABLE:
2430 root 1.124 op->statusmsg (tmp->msg);
2431 root 1.122 // maybe show a spell menu to chose from or something like that
2432     return 1;
2433    
2434 root 1.24 case SIGN:
2435     apply_sign (op, tmp, 0);
2436     return 1;
2437 root 1.14
2438 root 1.24 case BOOK:
2439     if (op->type == PLAYER)
2440     {
2441     apply_book (op, tmp);
2442     return 1;
2443     }
2444     else
2445 root 1.85 return 0;
2446 root 1.14
2447 root 1.24 case SKILLSCROLL:
2448     if (op->type == PLAYER)
2449     {
2450     apply_skillscroll (op, tmp);
2451     return 1;
2452     }
2453 root 1.85 else
2454     return 0;
2455 root 1.14
2456 root 1.24 case SPELLBOOK:
2457     if (op->type == PLAYER)
2458     {
2459     apply_spellbook (op, tmp);
2460     return 1;
2461     }
2462 root 1.85 else
2463     return 0;
2464 root 1.14
2465 root 1.24 case SCROLL:
2466     apply_scroll (op, tmp, 0);
2467     return 1;
2468 root 1.14
2469 root 1.24 case POTION:
2470 root 1.85 apply_potion (op, tmp);
2471 root 1.24 return 1;
2472 root 1.14
2473 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 root 1.68 //TODO: remove, as it is unsed?
2475 root 1.24 case CLOSE_CON:
2476 root 1.68 apply_container (op, tmp->env);
2477 root 1.24 return 1;
2478 root 1.14
2479 root 1.24 case CONTAINER:
2480 root 1.68 apply_container (op, tmp);
2481 root 1.24 return 1;
2482 root 1.14
2483 root 1.24 case TREASURE:
2484     if (op->type == PLAYER)
2485     {
2486     apply_treasure (op, tmp);
2487     return 1;
2488     }
2489     else
2490 root 1.68 return 0;
2491 root 1.14
2492 root 1.24 case WEAPON:
2493     case ARMOUR:
2494     case BOOTS:
2495     case GLOVES:
2496     case AMULET:
2497     case GIRDLE:
2498     case BRACERS:
2499     case SHIELD:
2500     case HELMET:
2501     case RING:
2502     case CLOAK:
2503     case WAND:
2504     case ROD:
2505     case HORN:
2506     case SKILL:
2507     case BOW:
2508     case LAMP:
2509     case BUILDER:
2510     case SKILL_TOOL:
2511     if (tmp->env != op)
2512     return 2; /* not in inventory */
2513 root 1.79
2514     apply_special (op, tmp, aflag);
2515 root 1.24 return 1;
2516 root 1.14
2517 root 1.24 case DRINK:
2518     case FOOD:
2519     case FLESH:
2520     apply_food (op, tmp);
2521     return 1;
2522 root 1.14
2523 root 1.24 case POISON:
2524     apply_poison (op, tmp);
2525     return 1;
2526 root 1.14
2527 root 1.24 case SAVEBED:
2528 root 1.51 return 1;
2529 root 1.14
2530 root 1.24 case ARMOUR_IMPROVER:
2531     if (op->type == PLAYER)
2532     {
2533     apply_armour_improver (op, tmp);
2534     return 1;
2535     }
2536     else
2537 root 1.51 return 0;
2538 root 1.14
2539 root 1.24 case WEAPON_IMPROVER:
2540 root 1.85 check_improve_weapon (op, tmp);
2541 root 1.24 return 1;
2542 root 1.14
2543 root 1.24 case CLOCK:
2544     if (op->type == PLAYER)
2545     {
2546     char buf[MAX_BUF];
2547     timeofday_t tod;
2548 root 1.22
2549 root 1.24 get_tod (&tod);
2550 root 1.118 op->play_sound (sound_find ("sound_clock"));
2551 root 1.124 op->statusmsg (format (
2552 root 1.125 "It is %d minute%s past %d o'clock %s",
2553     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2555 root 1.124 ));
2556 root 1.24 return 1;
2557     }
2558     else
2559 root 1.85 return 0;
2560 root 1.14
2561 root 1.24 case MENU:
2562     if (op->type == PLAYER)
2563     {
2564 elmex 1.75 shop_listing (tmp, op);
2565 root 1.24 return 1;
2566     }
2567     else
2568 root 1.85 return 0;
2569 elmex 1.1
2570 root 1.24 case POWER_CRYSTAL:
2571     apply_power_crystal (op, tmp); /* see egoitem.c */
2572     return 1;
2573 root 1.14
2574 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2575     if (op->type == PLAYER)
2576     {
2577     apply_lighter (op, tmp);
2578     return 1;
2579     }
2580     else
2581 root 1.85 return 0;
2582 root 1.14
2583 root 1.24 case ITEM_TRANSFORMER:
2584     apply_item_transformer (op, tmp);
2585     return 1;
2586 root 1.14
2587 root 1.24 default:
2588     return 0;
2589 elmex 1.1 }
2590     }
2591    
2592    
2593     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2594     * messages as needed by player_apply_below(). But there can still be
2595     * "but you are floating high above the ground" messages.
2596     *
2597     * Same return value as apply() function.
2598     */
2599 root 1.22 int
2600     player_apply (object *pl, object *op, int aflag, int quiet)
2601 elmex 1.1 {
2602 root 1.22 int tmp;
2603 elmex 1.1
2604 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2605 root 1.22 {
2606     /* player is flying and applying object not in inventory */
2607     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2608     {
2609 elmex 1.138 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2610 root 1.22 return 0;
2611 root 1.14 }
2612 elmex 1.1 }
2613    
2614 root 1.22 pl->contr->last_used = op;
2615 elmex 1.1
2616 root 1.22 tmp = manual_apply (pl, op, aflag);
2617     if (!quiet)
2618     {
2619     if (tmp == 0)
2620 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 root 1.22 else if (tmp == 2)
2622 elmex 1.138 pl->failmsg ("You must get it first!\n");
2623 elmex 1.1 }
2624 root 1.114
2625 root 1.22 return tmp;
2626 elmex 1.1 }
2627    
2628     /**
2629     * player_apply_below attempts to apply the object 'below' the player.
2630     * If the player has an open container, we use that for below, otherwise
2631     * we use the ground.
2632     */
2633 root 1.22 void
2634     player_apply_below (object *pl)
2635 elmex 1.1 {
2636 root 1.68 int floors = 0;
2637 root 1.22
2638     /* If using a container, set the starting item to be the top
2639     * item in the container. Otherwise, use the map.
2640 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2641 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2642     * next object in the stack before applying. This is can only be a
2643     * problem if player_apply() has a bug in that it uses the object but does
2644     * not return a proper value.
2645     */
2646 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2647 root 1.22 {
2648     next = tmp->below;
2649 root 1.68
2650 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651     floors++;
2652     else if (floors > 0)
2653     return; /* process only floor objects after first floor object */
2654    
2655     /* If it is visible, player can apply it. If it is applied by
2656     * person moving on it, also activate. Added code to make it
2657     * so that at least one of players movement types be that which
2658     * the item needs.
2659     */
2660     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2661     {
2662     if (player_apply (pl, tmp, 0, 1) == 1)
2663     return;
2664 elmex 1.1 }
2665 root 1.22 if (floors >= 2)
2666     return; /* process at most two floor objects */
2667 elmex 1.1 }
2668     }
2669    
2670     /**
2671     * Unapplies specified item.
2672     * No check done on cursed/damned.
2673     * Break this out of apply_special - this is just done
2674     * to keep the size of apply_special to a more managable size.
2675     */
2676 root 1.22 static int
2677     unapply_special (object *who, object *op, int aflags)
2678 elmex 1.1 {
2679 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2680     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2681 root 1.22 return RESULT_INT (0);
2682 root 1.12
2683 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2684 root 1.76
2685 root 1.22 switch (op->type)
2686     {
2687 root 1.96 case SKILL_TOOL:
2688     // unapplying a skill tool should also unapply the skill it governs
2689     // but this is hard, as it shouldn't do so when the skill can
2690     // be used for other reasons
2691     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2692     if (tmp->skill == op->skill
2693     && tmp->type == SKILL
2694     && tmp->flag [FLAG_APPLIED]
2695     && !tmp->flag [FLAG_CAN_USE_SKILL])
2696     unapply_special (who, tmp, 0);
2697    
2698     change_abil (who, op);
2699     break;
2700    
2701 root 1.24 case WEAPON:
2702 root 1.105 if (player *pl = who->contr)
2703     if (op == pl->combat_ob)
2704     {
2705     pl->combat_ob = 0;
2706     who->change_weapon (pl->ranged_ob);
2707     }
2708    
2709 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2710 elmex 1.1
2711 root 1.79 change_abil (who, op);
2712     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2713 root 1.24 break;
2714 root 1.14
2715 root 1.96 case SKILL:
2716 root 1.79 if (who->contr)
2717 root 1.24 {
2718 root 1.76 if (!op->invisible)
2719 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2720 root 1.24 else
2721 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2722 root 1.24 }
2723 root 1.76
2724     change_abil (who, op);
2725 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2726     break;
2727 root 1.14
2728 root 1.24 case ARMOUR:
2729     case HELMET:
2730     case SHIELD:
2731     case RING:
2732     case BOOTS:
2733     case GLOVES:
2734     case AMULET:
2735     case GIRDLE:
2736     case BRACERS:
2737     case CLOAK:
2738 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2739 root 1.79 change_abil (who, op);
2740 root 1.24 break;
2741 root 1.79
2742 root 1.24 case LAMP:
2743 root 1.103 {
2744 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2745 root 1.29
2746 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2747     tmp2->x = op->x;
2748     tmp2->y = op->y;
2749     tmp2->map = op->map;
2750     tmp2->below = op->below;
2751     tmp2->above = op->above;
2752     tmp2->stats.food = op->stats.food;
2753     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2754    
2755     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2756     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2757    
2758     if (who->contr)
2759     esrv_del_item (who->contr, op->count);
2760    
2761     op->destroy ();
2762     insert_ob_in_ob (tmp2, who);
2763     who->update_stats ();
2764 root 1.29
2765 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2766     {
2767     if (who->contr)
2768     {
2769 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2770 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771     }
2772     }
2773 root 1.29
2774 root 1.103 if (who->contr)
2775     esrv_send_item (who, tmp2);
2776     }
2777 root 1.79
2778 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2779 root 1.76
2780 root 1.24 case BOW:
2781     case WAND:
2782     case ROD:
2783     case HORN:
2784 root 1.105 if (player *pl = who->contr)
2785     {
2786     if (op == pl->ranged_ob)
2787     {
2788     pl->ranged_ob = 0;
2789     who->change_weapon (pl->combat_ob);
2790     }
2791    
2792 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2793 root 1.105 }
2794 root 1.103 else
2795 root 1.24 {
2796 root 1.103 who->change_skill (0);
2797 root 1.79
2798 root 1.24 if (op->type == BOW)
2799     CLEAR_FLAG (who, FLAG_READY_BOW);
2800     else
2801     CLEAR_FLAG (who, FLAG_READY_RANGE);
2802     }
2803 root 1.76
2804 root 1.24 break;
2805 elmex 1.1
2806 root 1.24 case BUILDER:
2807 root 1.79 if (who->contr)
2808 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2809 root 1.24 break;
2810 elmex 1.1
2811 root 1.24 default:
2812 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2813 root 1.24 break;
2814 elmex 1.1 }
2815    
2816 root 1.51 who->update_stats ();
2817 elmex 1.1
2818 root 1.22 if (!(aflags & AP_NO_MERGE))
2819     {
2820 root 1.85 object *tmp = merge_ob (op, 0);
2821 root 1.79
2822     if (who->contr)
2823 root 1.22 {
2824     if (tmp)
2825     { /* it was merged */
2826 root 1.29 esrv_del_item (who->contr, op->count);
2827 root 1.22 op = tmp;
2828 elmex 1.1 }
2829 root 1.29
2830 root 1.22 esrv_send_item (who, op);
2831 root 1.14 }
2832 elmex 1.1 }
2833 root 1.79
2834 root 1.22 return 0;
2835 elmex 1.1 }
2836    
2837     /**
2838     * Returns the object that is using location 'loc'.
2839     * Note that 'start' is the first object to start examing - we
2840     * then go through the below of this. In this way, you can do
2841     * something like:
2842 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2843     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2844 elmex 1.1 * to find the second object that may use this location, etc.
2845     * Returns NULL if no match is found.
2846     * loc is the index into the array we are looking for a match.
2847     * don't return invisible objects unless they are skill objects
2848     * invisible other objects that use
2849     * up body locations can be used as restrictions.
2850     */
2851 root 1.84 static object *
2852 root 1.96 get_next_item_from_body_location (int loc, object *start)
2853 elmex 1.1 {
2854 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2855     if (tmp->flag [FLAG_APPLIED]
2856     && tmp->slot[loc].info
2857     && (!tmp->invisible || tmp->type == SKILL))
2858     return tmp;
2859 elmex 1.1
2860 root 1.84 return 0;
2861 elmex 1.1 }
2862    
2863     /**
2864     * 'op' wants to apply an object, but can't because of other equipment.
2865     * This should only be called when it is known
2866     * that there are objects to unapply. This makes pretty heavy
2867     * use of get_item_from_body_location. It makes no intelligent choice
2868     * on objects - rather, the first that is matched is used.
2869     * Returns 0 on success, returns 1 if there is some problem.
2870     * if aflags is AP_PRINT, we instead print out waht to unapply
2871     * instead of doing it. This is a lot less code than having
2872     * another function that does just that.
2873     */
2874 root 1.114
2875     #define CANNOT_REMOVE_CURSED \
2876     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2877     "Praying over an altar, scrolls of remove curse/damnation, " \
2878     "priests or even other players might help.>"
2879    
2880 root 1.22 int
2881     unapply_for_ob (object *who, object *op, int aflags)
2882 elmex 1.1 {
2883 root 1.81 if (op->is_range ())
2884     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2885     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2886     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2887     {
2888     if (aflags & AP_PRINT)
2889 root 1.125 who->failmsg (query_name (tmp));
2890 root 1.81 else
2891     unapply_special (who, tmp, aflags);
2892     }
2893     else
2894     {
2895     /* In this case, we want to try and remove a cursed item.
2896     * While we know it won't work, we want unapply_special to
2897     * at least generate the message.
2898     */
2899 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)));
2900 root 1.81 return 1;
2901     }
2902 elmex 1.1
2903 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2904 root 1.22 {
2905     /* this used up a slot that we need to free */
2906 root 1.82 if (op->slot[i].info)
2907 root 1.22 {
2908 root 1.81 object *last = who->inv;
2909 root 1.14
2910 root 1.22 /* We do a while loop - may need to remove several items in order
2911     * to free up enough slots.
2912     */
2913 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2914 root 1.22 {
2915 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2916 root 1.81
2917 root 1.22 if (!tmp)
2918     {
2919 elmex 1.1 #if 0
2920 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2921     * equipped.
2922     */
2923     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2924 elmex 1.1 #endif
2925 root 1.22 return 1;
2926     }
2927 root 1.81
2928 root 1.22 /* If we are just printing, we don't care about cursed status */
2929     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2930     {
2931     if (aflags & AP_PRINT)
2932 root 1.125 who->failmsg (query_name (tmp));
2933 root 1.22 else
2934     unapply_special (who, tmp, aflags);
2935 root 1.14 }
2936 root 1.22 else
2937     {
2938     /* Cursed item that we can't unequip - tell the player.
2939     * Note this could be annoying if this is just one of a few,
2940     * so it may not be critical (eg, putting on a ring and you have
2941     * one cursed ring.)
2942     */
2943 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2944 root 1.14 }
2945 root 1.81
2946 root 1.22 last = tmp->below;
2947 root 1.14 }
2948 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2949     * return in the !tmp would have kicked in.
2950     */
2951     } /* if op is using this body location */
2952     } /* for body lcoations */
2953 root 1.81
2954 root 1.22 return 0;
2955 elmex 1.1 }
2956    
2957     /**
2958     * Checks to see if 'who' can apply object 'op'.
2959     * Returns 0 if apply can be done without anything special.
2960     * Otherwise returns a bitmask - potentially several of these may be
2961     * set, but largely depends on circumstance - in the future, processing
2962 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2963 root 1.96 * is set, do we really care what the other flags may be?)
2964 elmex 1.1 *
2965     * See include/define.h for detailed description of the meaning of
2966     * these return values.
2967     */
2968 root 1.22 int
2969     can_apply_object (object *who, object *op)
2970 elmex 1.1 {
2971 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2972     return RESULT_INT (0);
2973    
2974 root 1.78 int retval = 0;
2975     object *tmp = 0, *ws = 0;
2976 root 1.22
2977 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2978 root 1.22 {
2979 root 1.82 if (op->slot[i].info)
2980 root 1.22 {
2981     /* Item uses more slots than we have */
2982 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2983 root 1.22 {
2984 root 1.78 /* Could return now for efficiency - rest of info below isn't
2985 root 1.22 * really needed.
2986     */
2987     retval |= CAN_APPLY_NEVER;
2988     }
2989 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2990 root 1.22 {
2991     /* in this case, equipping this would use more free spots than
2992     * we have.
2993     */
2994 elmex 1.1
2995 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2996 root 1.84 * enough slots to equip the new item, then just set "can
2997     * apply unapply". We don't care about the logic below - if you have a
2998 root 1.22 * shield equipped and try to equip another shield, there is only
2999     * one choice. However, the check for the number of body locations
3000     * does take into the account cases where what is being applied
3001     * may be two handed for example.
3002     */
3003     if (ws)
3004 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3005     {
3006     retval |= CAN_APPLY_UNAPPLY;
3007     continue;
3008     }
3009 root 1.22
3010 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3011 root 1.22 if (!tmp1)
3012     {
3013 elmex 1.1 #if 0
3014 root 1.22 /* This is sort of an error, but happens a lot when old players
3015     * join in with more stuff equipped than they are now allowed.
3016     */
3017     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3018 elmex 1.1 #endif
3019 root 1.22 retval |= CAN_APPLY_NEVER;
3020     }
3021     else
3022     {
3023     /* need to unapply something. However, if this something
3024     * is different than we had found before, it means they need
3025     * to apply multiple objects
3026     */
3027     retval |= CAN_APPLY_UNAPPLY;
3028 root 1.96
3029 root 1.22 if (!tmp)
3030     tmp = tmp1;
3031     else if (tmp != tmp1)
3032 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3033    
3034 root 1.22 /* This object isn't using up all the slots, so there must
3035 root 1.78 * be another. If so, and it the new item doesn't need all
3036 root 1.22 * the slots, the player then has a choice.
3037     */
3038 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3039     && abs (op->slot[i].info) < who->slot[i].info)
3040 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3041    
3042     /* Does unequippint 'tmp1' free up enough slots for this to be
3043     * equipped? If not, there must be something else to unapply.
3044     */
3045 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3046 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3047     }
3048     } /* if not enough free slots */
3049     } /* if this object uses location i */
3050     } /* for i -> num_body_locations loop */
3051    
3052     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3053     * really be controlled by use of body locations. We do have
3054     * the weapon/shield checks, and the range checks for monsters,
3055     * because you can't control those just by body location - bows, shields,
3056     * and weapons all use the same slot. Similar for horn/rod/wand - they
3057     * all use the same location.
3058     */
3059     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3060     retval |= CAN_APPLY_RESTRICTION;
3061 root 1.76
3062 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3063     retval |= CAN_APPLY_RESTRICTION;
3064    
3065     if (who->type != PLAYER)
3066     {
3067     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3068 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3069 root 1.78
3070 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3071     retval |= CAN_APPLY_RESTRICTION;
3072 root 1.78
3073 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3074     retval |= CAN_APPLY_RESTRICTION;
3075 root 1.78
3076 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3077 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3078 elmex 1.1 }
3079 root 1.76
3080 root 1.22 return retval;
3081 elmex 1.1 }
3082    
3083     /**
3084     * who is the object using the object. It can be a monster.
3085     * op is the object they are using. op is an equipment type item,
3086     * eg, one which you put on and keep on for a while, and not something
3087     * like a potion or scroll.
3088     *
3089     * function returns 1 if the action could not be completed, 0 on
3090     * success. However, success is a matter of meaning - if the
3091     * user passes the 'apply' flag to an object already applied,
3092     * nothing is done, and 0 is returned.
3093     *
3094     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3095     * AP_UNAPPLY=always unapply).
3096     *
3097     * Optional flags:
3098     * AP_NO_MERGE: don't merge an unapplied object with other objects
3099     * AP_IGNORE_CURSE: unapply cursed items
3100 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3101 elmex 1.1 *
3102     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3103     *
3104     * apply_special() doesn't check for unpaid items.
3105     */
3106 root 1.114
3107     #define LACK_ITEM_POWER \
3108     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3109    
3110 root 1.22 int
3111     apply_special (object *who, object *op, int aflags)
3112 elmex 1.1 {
3113 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3114     object *tmp, *tmp2, *skop = NULL;
3115 elmex 1.1
3116 root 1.22 if (who == NULL)
3117     {
3118     LOG (llevError, "apply_special() from object without environment.\n");
3119     return 1;
3120 elmex 1.1 }
3121    
3122 root 1.22 if (op->env != who)
3123     return 1; /* op is not in inventory */
3124 elmex 1.1
3125 root 1.22 /* trying to unequip op */
3126     if (QUERY_FLAG (op, FLAG_APPLIED))
3127     {
3128     /* always apply, so no reason to unapply */
3129     if (basic_flag == AP_APPLY)
3130     return 0;
3131    
3132     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3133     {
3134 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3135 root 1.22 return 1;
3136 root 1.14 }
3137 root 1.78
3138 root 1.22 return unapply_special (who, op, aflags);
3139 elmex 1.1 }
3140    
3141 root 1.22 if (basic_flag == AP_UNAPPLY)
3142     return 0;
3143 elmex 1.1
3144 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3145     // to resolve conflicts.
3146     if (player *pl = who->contr)
3147 root 1.95 switch (op->slottype ())
3148 root 1.90 {
3149 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3150     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3151 root 1.90 }
3152    
3153 root 1.104 splay (op);
3154    
3155 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3156 root 1.78 if (int i = can_apply_object (who, op))
3157 root 1.22 {
3158     if (i & CAN_APPLY_NEVER)
3159     {
3160 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)));
3161 root 1.22 return 1;
3162     }
3163     else if (i & CAN_APPLY_RESTRICTION)
3164     {
3165 root 1.125 who->failmsg (format (
3166     "You have a prohibition against using a %s. "
3167     "H<Your belief, profession or class prevents you from applying this item.>",
3168     query_name (op)
3169     ));
3170 root 1.22 return 1;
3171     }
3172 root 1.78
3173 root 1.22 if (who->type != PLAYER)
3174     {
3175     /* Some error, so don't try to equip something more */
3176     if (unapply_for_ob (who, op, aflags))
3177 root 1.14 return 1;
3178     }
3179 root 1.22 else
3180     {
3181     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3182     {
3183 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3184 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3185     return 1;
3186     }
3187     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3188 root 1.81 if (unapply_for_ob (who, op, aflags))
3189     return 1;
3190 root 1.14 }
3191 elmex 1.1 }
3192 root 1.55
3193 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3194     {
3195     skop = find_skill_by_name (who, op->skill);
3196 root 1.78
3197 root 1.22 if (!skop)
3198     {
3199 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3200 root 1.22 return 1;
3201     }
3202     else
3203 root 1.76 /* While experience will be credited properly, we want to change the
3204     * skill so that the dam and wc get updated
3205     */
3206 root 1.101 who->change_skill (skop);
3207 elmex 1.1 }
3208 root 1.22
3209 root 1.78 if (who->type == PLAYER
3210     && op->item_power
3211     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3212 root 1.22 {
3213 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3214 root 1.22 return 1;
3215 elmex 1.1 }
3216    
3217 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3218     * Note that we don't have the checks for can_use_...
3219     * below - that is already taken care of by can_apply_object.
3220     */
3221     if (op->nrof > 1)
3222     tmp = get_split_ob (op, op->nrof - 1);
3223     else
3224 root 1.78 tmp = 0;
3225 root 1.22
3226     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3227     return RESULT_INT (0);
3228    
3229     switch (op->type)
3230     {
3231 root 1.24 case WEAPON:
3232     if (!check_weapon_power (who, op->last_eat))
3233     {
3234 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3235 root 1.79
3236 root 1.78 if (tmp)
3237     insert_ob_in_ob (tmp, who);
3238 root 1.79
3239 root 1.24 return 1;
3240     }
3241 root 1.65
3242 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3243 root 1.78 // i.e. "R" can use Ragnarok's sword.
3244 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3245     {
3246     /* if the weapon does not have the name as the character, can't use it. */
3247     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3248 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3249 root 1.65
3250     if (tmp)
3251     insert_ob_in_ob (tmp, who);
3252    
3253 root 1.24 return 1;
3254     }
3255 root 1.65
3256 root 1.80 if (!skop)
3257     {
3258 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3259 root 1.80 return 1;
3260     }
3261    
3262 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3263 root 1.101 who->change_skill (skop);
3264 root 1.76
3265 root 1.79 if (who->contr)
3266 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3267 root 1.78
3268 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3269 root 1.14
3270 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3271 root 1.76 change_abil (who, op);
3272 root 1.24 break;
3273 root 1.14
3274 root 1.24 case ARMOUR:
3275     case HELMET:
3276     case SHIELD:
3277     case BOOTS:
3278     case GLOVES:
3279     case GIRDLE:
3280     case BRACERS:
3281     case CLOAK:
3282     case RING:
3283     case AMULET:
3284     SET_FLAG (op, FLAG_APPLIED);
3285 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3286 root 1.76 change_abil (who, op);
3287 root 1.24 break;
3288 root 1.76
3289 root 1.24 case LAMP:
3290     if (op->stats.food < 1)
3291     {
3292 root 1.125 who->failmsg (format (
3293     "Your %s is out of fuel! "
3294     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3295     &op->name
3296     ));
3297 root 1.24 return 1;
3298     }
3299 root 1.76
3300 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3301    
3302 root 1.24 tmp2 = arch_to_object (op->other_arch);
3303     tmp2->stats.food = op->stats.food;
3304     SET_FLAG (tmp2, FLAG_APPLIED);
3305 root 1.76
3306 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3307     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3308 root 1.76
3309 root 1.24 insert_ob_in_ob (tmp2, who);
3310    
3311     /* Remove the old lantern */
3312     if (who->type == PLAYER)
3313 root 1.29 esrv_del_item (who->contr, op->count);
3314    
3315 root 1.37 op->destroy ();
3316 root 1.22
3317 root 1.24 /* insert the portion that was split off */
3318 root 1.76 if (tmp)
3319 root 1.24 {
3320 root 1.76 insert_ob_in_ob (tmp, who);
3321 root 1.24 if (who->type == PLAYER)
3322     esrv_send_item (who, tmp);
3323     }
3324 root 1.76
3325 root 1.51 who->update_stats ();
3326 root 1.76
3327 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3328 root 1.81 if (who->type == PLAYER)
3329     {
3330 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.>");
3331 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3332     }
3333 root 1.76
3334 root 1.24 if (who->type == PLAYER)
3335     esrv_send_item (who, tmp2);
3336 root 1.76
3337 root 1.24 return 0;
3338 root 1.14
3339 root 1.96 case SKILL_TOOL:
3340     // applying a skill tool also readies the skill
3341     SET_FLAG (op, FLAG_APPLIED);
3342    
3343 root 1.101 if (!(aflags & AP_NO_READY))
3344 root 1.24 {
3345 root 1.101 skop = find_skill_by_name (who, op->skill);
3346     if (!skop->flag [FLAG_APPLIED])
3347     apply_special (who, skop, AP_APPLY);
3348 root 1.24 }
3349 root 1.101 break;
3350 root 1.76
3351 root 1.101 case SKILL:
3352 root 1.79 if (player *pl = who->contr)
3353 root 1.24 {
3354 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3355     {
3356 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3357 root 1.79 {
3358     for (object *item = who->inv; item; item = item->below)
3359     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3360     {
3361 root 1.101 if (item->skill == op->skill)
3362     {
3363     who->change_weapon (pl->combat_ob = item);
3364     goto found_weapon;
3365     }
3366 root 1.79 }
3367    
3368 root 1.125 who->failmsg (format (
3369     "You need to apply a '%s' melee weapon before readying this skill. "
3370     "H<Some skills need an item, in this case a melee weapon, to function.>",
3371     &op->skill
3372     ));
3373 root 1.79 return 1;
3374    
3375     found_weapon:;
3376     }
3377     else
3378 root 1.90 who->change_weapon (pl->combat_ob = op);
3379 root 1.79 }
3380     else if (IS_RANGED_SKILL (op->subtype))
3381     {
3382 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3383 root 1.79 {
3384     for (object *item = who->inv; item; item = item->below)
3385     if (item->type == BOW && item->flag [FLAG_APPLIED])
3386     {
3387 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3388 root 1.90 who->change_weapon (pl->ranged_ob = item);
3389 root 1.79 goto found_bow;
3390     }
3391    
3392 root 1.125 who->failmsg (
3393     "You need to apply a missile weapon before readying this skill. "
3394     "H<Some skills need an item, in this case a missile weapon, to function.>"
3395     );
3396 root 1.79 return 1;
3397    
3398     found_bow:;
3399     }
3400     else
3401 root 1.90 who->change_weapon (pl->ranged_ob = op);
3402 root 1.79 }
3403 root 1.76
3404 root 1.24 if (!op->invisible)
3405     {
3406 root 1.125 who->statusmsg (format (
3407     "You ready %s."
3408     "You can now use the skill: %s.",
3409     query_name (op),
3410     &op->skill
3411     ));
3412 root 1.24 }
3413     else
3414 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3415 root 1.24 }
3416 root 1.101 else
3417     {
3418     SET_FLAG (op, FLAG_APPLIED);
3419     change_abil (who, op);
3420     who->chosen_skill = op;
3421     SET_FLAG (who, FLAG_READY_SKILL);
3422     }
3423 root 1.76
3424 root 1.24 break;
3425 root 1.22
3426 root 1.24 case BOW:
3427     if (!check_weapon_power (who, op->last_eat))
3428     {
3429 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3430 root 1.76
3431     if (tmp)
3432     insert_ob_in_ob (tmp, who);
3433    
3434 root 1.24 return 1;
3435     }
3436 root 1.76
3437 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438     {
3439 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3440 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3441 root 1.81 if (tmp)
3442 root 1.76 insert_ob_in_ob (tmp, who);
3443    
3444 root 1.24 return 1;
3445     }
3446 root 1.76
3447     /*FALLTHROUGH*/
3448     case WAND:
3449 root 1.24 case ROD:
3450     case HORN:
3451     /* check for skill, alter player status */
3452 root 1.78
3453     if (!skop)
3454 root 1.80 {
3455 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3456 root 1.80 return 1;
3457     }
3458    
3459     SET_FLAG (op, FLAG_APPLIED);
3460 root 1.101 who->change_skill (skop);
3461 root 1.22
3462 root 1.79 if (who->contr)
3463 root 1.24 {
3464 root 1.79 who->contr->ranged_ob = op;
3465 root 1.78
3466 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3467 root 1.76
3468 root 1.24 if (op->type == BOW)
3469     {
3470 root 1.79 who->current_weapon = op;
3471 root 1.76 change_abil (who, op);
3472 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3473 root 1.24 }
3474     }
3475     else
3476     {
3477     if (op->type == BOW)
3478     SET_FLAG (who, FLAG_READY_BOW);
3479     else
3480     SET_FLAG (who, FLAG_READY_RANGE);
3481     }
3482 root 1.76
3483 root 1.24 break;
3484 elmex 1.1
3485 root 1.24 case BUILDER:
3486 root 1.76 if (who->type == PLAYER)
3487     {
3488 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3489 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3490     unapply_special (who, who->contr->ranged_ob, 0);
3491    
3492 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3493 root 1.76
3494 root 1.79 who->contr->ranged_ob = op;
3495 root 1.76 }
3496 root 1.24 break;
3497 elmex 1.1
3498 root 1.24 default:
3499 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3500     }
3501 root 1.22
3502     SET_FLAG (op, FLAG_APPLIED);
3503 elmex 1.1
3504 root 1.79 if (tmp)
3505 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3506 elmex 1.1
3507 root 1.51 who->update_stats ();
3508 elmex 1.1
3509 root 1.22 /* We exclude spell casting objects. The fire code will set the
3510     * been applied flag when they are used - until that point,
3511     * you don't know anything about them.
3512     */
3513     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3514     SET_FLAG (op, FLAG_BEEN_APPLIED);
3515    
3516     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3517 root 1.114 if (who->type == PLAYER)
3518     {
3519 root 1.125 who->failmsg (
3520     "Oops, it feels deadly cold! "
3521     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3522     );
3523 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3524     }
3525 root 1.76
3526 root 1.22 if (who->type == PLAYER)
3527     {
3528     /* if multiple objects were applied, update both slots */
3529     if (tmp)
3530     esrv_send_item (who, tmp);
3531 root 1.76
3532 root 1.22 esrv_send_item (who, op);
3533 elmex 1.1 }
3534 root 1.76
3535 root 1.22 return 0;
3536 elmex 1.1 }
3537    
3538 root 1.22 int
3539     monster_apply_special (object *who, object *op, int aflags)
3540 elmex 1.1 {
3541 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3542 elmex 1.1 return 1;
3543 root 1.114
3544 elmex 1.1 return apply_special (who, op, aflags);
3545     }
3546    
3547     /**
3548     * Map was just loaded, handle op's initialisation.
3549     *
3550     * Generates shop floor's item, and treasures.
3551     */
3552 root 1.22 int
3553     auto_apply (object *op)
3554     {
3555     object *tmp = NULL, *tmp2;
3556     int i;
3557 elmex 1.1
3558 root 1.22 switch (op->type)
3559     {
3560 root 1.24 case SHOP_FLOOR:
3561 root 1.42 if (!op->has_random_items ())
3562 root 1.24 return 0;
3563 root 1.38
3564 root 1.24 do
3565     {
3566     i = 10; /* let's give it 10 tries */
3567     while ((tmp = generate_treasure (op->randomitems,
3568     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3569     if (tmp == NULL)
3570     return 0;
3571     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3572     {
3573 root 1.37 tmp->destroy ();
3574 root 1.24 tmp = NULL;
3575     }
3576     }
3577     while (!tmp);
3578 root 1.38
3579 root 1.24 tmp->x = op->x;
3580     tmp->y = op->y;
3581     SET_FLAG (tmp, FLAG_UNPAID);
3582     insert_ob_in_map (tmp, op->map, NULL, 0);
3583     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3584     identify (tmp);
3585     break;
3586 root 1.14
3587 root 1.24 case TREASURE:
3588     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3589     return 0;
3590 root 1.37
3591 root 1.67 while (op->stats.hp-- > 0)
3592 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3593     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3594    
3595     /* If we generated an object and put it in this object inventory,
3596     * move it to the parent object as the current object is about
3597     * to disappear. An example of this item is the random_* stuff
3598     * that is put inside other objects.
3599     */
3600     for (tmp = op->inv; tmp; tmp = tmp2)
3601     {
3602     tmp2 = tmp->below;
3603 root 1.36 tmp->remove ();
3604 root 1.37
3605 root 1.24 if (op->env)
3606     insert_ob_in_ob (tmp, op->env);
3607     else
3608 root 1.37 tmp->destroy ();
3609 root 1.24 }
3610 root 1.37
3611     op->destroy ();
3612 root 1.24 break;
3613 elmex 1.1 }
3614 root 1.22 return tmp ? 1 : 0;
3615 elmex 1.1 }
3616    
3617     /**
3618 root 1.68 * fix_auto_apply goes through the entire map every time a map
3619     * is loaded or swapped in and performs special actions for
3620 elmex 1.1 * certain objects (most initialization of chests and creation of
3621     * treasures and stuff). Calls auto_apply if appropriate.
3622     */
3623 root 1.20 void
3624 root 1.55 maptile::fix_auto_apply ()
3625 root 1.20 {
3626 root 1.55 if (!spaces)
3627 root 1.20 return;
3628    
3629 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3630     for (object *tmp = ms->bot; tmp; )
3631     {
3632     object *above = tmp->above;
3633 root 1.20
3634 root 1.55 if (tmp->inv)
3635     {
3636     object *invtmp, *invnext;
3637 elmex 1.1
3638 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3639     {
3640     invnext = invtmp->below;
3641 root 1.14
3642 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3643     auto_apply (invtmp);
3644     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3645     {
3646     while ((invtmp->stats.hp--) > 0)
3647     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648    
3649     invtmp->randomitems = NULL;
3650     }
3651     else if (invtmp && invtmp->arch
3652     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3653     {
3654     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3655     /* Need to clear this so that we never try to create
3656     * treasure again for this object
3657     */
3658     invtmp->randomitems = NULL;
3659     }
3660     }
3661     /* This is really temporary - the code at the bottom will
3662     * also set randomitems to null. The problem is there are bunches
3663     * of maps/players already out there with items that have spells
3664     * which haven't had the randomitems set to null yet.
3665     * MSW 2004-05-13
3666     *
3667     * And if it's a spellbook, it's better to set randomitems to NULL too,
3668     * else you get two spells in the book ^_-
3669     * Ryo 2004-08-16
3670     */
3671     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3672     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3673     tmp->randomitems = NULL;
3674 root 1.14
3675 root 1.55 }
3676 root 1.20
3677 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3678     auto_apply (tmp);
3679     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3680     {
3681     while ((tmp->stats.hp--) > 0)
3682     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3683     tmp->randomitems = NULL;
3684     }
3685     else if (tmp->type == TIMED_GATE)
3686     {
3687     object *head = tmp->head != NULL ? tmp->head : tmp;
3688    
3689     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3690     tmp->set_speed (0);
3691     }
3692     /* This function can be called everytime a map is loaded, even when
3693     * swapping back in. As such, we don't want to create the treasure
3694     * over and ove again, so after we generate the treasure, blank out
3695     * randomitems so if it is swapped in again, it won't make anything.
3696     * This is a problem for the above objects, because they have counters
3697     * which say how many times to make the treasure.
3698     */
3699     else if (tmp && tmp->arch && tmp->type != PLAYER
3700     && tmp->type != TREASURE && tmp->type != SPELL
3701     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3702     {
3703     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3704     tmp->randomitems = NULL;
3705     }
3706 root 1.78
3707 root 1.68 // close all containers
3708     else if (tmp->type == CONTAINER)
3709     tmp->flag [FLAG_APPLIED] = 0;
3710 root 1.22
3711 root 1.55 tmp = above;
3712     }
3713 elmex 1.1
3714 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3715     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3716     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3717     check_trigger (tmp, tmp->above);
3718 elmex 1.1 }
3719    
3720     /**
3721     * Handles player eating food that temporarily changes status (resistances, stats).
3722     * This used to call cast_change_attr(), but
3723     * that doesn't work with the new spell code. Since we know what
3724     * the food changes, just grab a force and use that instead.
3725     */
3726 root 1.22 void
3727     eat_special_food (object *who, object *food)
3728     {
3729     object *force;
3730     int i, did_one = 0;
3731    
3732     force = get_archetype (FORCE_NAME);
3733    
3734     for (i = 0; i < NUM_STATS; i++)
3735 root 1.91 if (sint8 k = food->stats.stat (i))
3736     {
3737     force->stats.stat (i) = k;
3738     did_one = 1;
3739     }
3740 elmex 1.1
3741 root 1.22 /* check if we can protect the eater */
3742     for (i = 0; i < NROFATTACKS; i++)
3743     {
3744     if (food->resist[i] > 0)
3745     {
3746     force->resist[i] = food->resist[i] / 2;
3747     did_one = 1;
3748     }
3749     }
3750 elmex 1.47
3751 root 1.22 if (did_one)
3752     {
3753 root 1.54 force->set_speed (0.1);
3754 root 1.22 /* bigger morsel of food = longer effect time */
3755 elmex 1.47 force->duration = food->stats.food / 5;
3756 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3757     change_abil (who, force);
3758     insert_ob_in_ob (force, who);
3759     }
3760     else
3761 root 1.37 force->destroy ();
3762 root 1.22
3763     /* check for hp, sp change */
3764     if (food->stats.hp != 0)
3765     {
3766     if (QUERY_FLAG (food, FLAG_CURSED))
3767     {
3768 root 1.64 assign (who->contr->killer, food->name);
3769 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3770 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3771 root 1.22 }
3772     else
3773     {
3774     if (food->stats.hp > 0)
3775 root 1.125 who->statusmsg ("You begin to feel better.");
3776 root 1.22 else
3777 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3778    
3779 root 1.22 who->stats.hp += food->stats.hp;
3780     }
3781     }
3782     if (food->stats.sp != 0)
3783     {
3784     if (QUERY_FLAG (food, FLAG_CURSED))
3785     {
3786 root 1.125 who->failmsg ("You are drained of mana!");
3787 root 1.22 who->stats.sp -= food->stats.sp;
3788     if (who->stats.sp < 0)
3789     who->stats.sp = 0;
3790     }
3791     else
3792     {
3793 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3794 root 1.22 who->stats.sp += food->stats.sp;
3795     /* place limit on max sp from food? */
3796     }
3797 elmex 1.1 }
3798 root 1.125
3799 root 1.51 who->update_stats ();
3800 elmex 1.1 }
3801    
3802     /**
3803     * Designed primarily to light torches/lanterns/etc.
3804     * Also burns up burnable material too. First object in the inventory is
3805     * the selected object to "burn". -b.t.
3806     */
3807 root 1.22 void
3808     apply_lighter (object *who, object *lighter)
3809     {
3810     object *item;
3811     int is_player_env = 0;
3812    
3813     item = find_marked_object (who);
3814     if (item)
3815     {
3816     if (lighter->last_eat && lighter->stats.food)
3817     { /* lighter gets used up */
3818     /* Split multiple lighters if they're being used up. Otherwise *
3819     * one charge from each would be used up. --DAMN */
3820     if (lighter->nrof > 1)
3821     {
3822 root 1.39 object *oneLighter = lighter->clone ();
3823 root 1.14
3824 root 1.22 lighter->nrof -= 1;
3825     oneLighter->nrof = 1;
3826     oneLighter->stats.food--;
3827     esrv_send_item (who, lighter);
3828     oneLighter = insert_ob_in_ob (oneLighter, who);
3829     esrv_send_item (who, oneLighter);
3830     }
3831     else
3832 root 1.29 lighter->stats.food--;
3833 root 1.22 }
3834     else if (lighter->last_eat)
3835 root 1.125 {
3836     /* no charges left in lighter */
3837     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3838 root 1.22 return;
3839     }
3840 root 1.48
3841 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3842     * I can't see many times when you would want to light multiple
3843     * objects at once.
3844     */
3845 root 1.48
3846     if (who == item->in_player ())
3847 root 1.22 is_player_env = 1;
3848    
3849     save_throw_object (item, AT_FIRE, who);
3850 root 1.48
3851 root 1.49 if (item->destroyed ())
3852 root 1.22 {
3853 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3854 root 1.22 /* Need to update the player so that the players glow radius
3855     * gets changed.
3856     */
3857     if (is_player_env)
3858 root 1.51 who->update_stats ();
3859 root 1.22 }
3860     else
3861 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3862 root 1.22 }
3863 root 1.125 else
3864     who->failmsg ("You need to mark a lightable object.");
3865 elmex 1.1 }
3866    
3867     /**
3868     * op made some mistake with a scroll, this takes care of punishment.
3869     * scroll_failure()- hacked directly from spell_failure
3870     */
3871 root 1.22 void
3872     scroll_failure (object *op, int failure, int power)
3873 elmex 1.1 {
3874 root 1.22 if (abs (failure / 4) > power)
3875     power = abs (failure / 4); /* set minimum effect */
3876 elmex 1.1
3877 root 1.22 if (failure <= -1 && failure > -15)
3878     { /* wonder */
3879     object *tmp;
3880    
3881 root 1.125 op->failmsg ("Your spell warps!");
3882 root 1.22 tmp = get_archetype (SPELL_WONDER);
3883     cast_wonder (op, op, 0, tmp);
3884 root 1.37 tmp->destroy ();
3885 root 1.22 }
3886     else if (failure <= -15 && failure > -35)
3887     { /* drain mana */
3888 root 1.125 op->failmsg ("Your mana is drained!");
3889 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3890     if (op->stats.sp < 0)
3891     op->stats.sp = 0;
3892     }
3893     else if (settings.spell_failure_effects == TRUE)
3894     {
3895     if (failure <= -35 && failure > -60)
3896     { /* confusion */
3897 root 1.125 op->failmsg ("The magic recoils on you!");
3898 root 1.22 confuse_player (op, op, power);
3899     }
3900     else if (failure <= -60 && failure > -70)
3901     { /* paralysis */
3902 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3903 root 1.22 paralyze_player (op, op, power);
3904     }
3905     else if (failure <= -70 && failure > -80)
3906     { /* blind */
3907 root 1.125 op->failmsg ("The magic recoils on you!");
3908 root 1.22 blind_player (op, op, power);
3909     }
3910     else if (failure <= -80)
3911     { /* blast the immediate area */
3912 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3913 root 1.22 cast_magic_storm (op, tmp, power);
3914 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3915 root 1.37 tmp->destroy ();
3916 root 1.14 }
3917 elmex 1.1 }
3918     }
3919    
3920 root 1.22 void
3921     apply_changes_to_player (object *pl, object *change)
3922     {
3923     int excess_stat = 0; /* if the stat goes over the maximum
3924     for the race, put the excess stat some
3925     where else. */
3926 elmex 1.1
3927 root 1.22 switch (change->type)
3928     {
3929 root 1.24 case CLASS:
3930     {
3931     living *stats = &(pl->contr->orig_stats);
3932     living *ns = &(change->stats);
3933     object *walk;
3934     int flag_change_face = 1;
3935    
3936     /* the following code assigns stats up to the stat max
3937     * for the race, and if the stat max is exceeded,
3938     * tries to randomly reassign the excess stat
3939     */
3940     int i, j;
3941 root 1.22
3942 root 1.24 for (i = 0; i < NUM_STATS; i++)
3943     {
3944 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3945 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3946 root 1.22
3947 root 1.24 if (stat > 20 + race_bonus)
3948     {
3949     excess_stat++;
3950     stat = 20 + race_bonus;
3951     }
3952 root 1.91
3953     stats->stat (i) = stat;
3954 root 1.24 }
3955 elmex 1.1
3956 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3957     { /* try 100 times to assign excess stats */
3958     int i = rndm (0, 6);
3959    
3960     if (i == CHA)
3961     continue; /* exclude cha from this */
3962 root 1.91
3963     int stat = stats->stat (i);
3964 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3965 root 1.24 if (stat < 20 + race_bonus)
3966     {
3967     change_attr_value (stats, i, 1);
3968     excess_stat--;
3969     }
3970     }
3971 root 1.14
3972 root 1.24 /* insert the randomitems from the change's treasurelist into
3973     * the player ref: player.c
3974     */
3975     if (change->randomitems != NULL)
3976     give_initial_items (pl, change->randomitems);
3977 root 1.14
3978 root 1.24 /* set up the face, for some races. */
3979 root 1.14
3980 root 1.24 /* first, look for the force object banning
3981     * changing the face. Certain races never change face with class.
3982     */
3983     for (walk = pl->inv; walk != NULL; walk = walk->below)
3984     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3985     flag_change_face = 0;
3986 root 1.14
3987 root 1.24 if (flag_change_face)
3988     {
3989     pl->animation_id = GET_ANIM_ID (change);
3990     pl->face = change->face;
3991 root 1.14
3992 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3993     SET_FLAG (pl, FLAG_ANIMATE);
3994     else
3995     CLEAR_FLAG (pl, FLAG_ANIMATE);
3996     }
3997 root 1.14
3998 root 1.24 /* check the special case of can't use weapons */
3999     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4000     if (!strcmp (change->name, "monk"))
4001     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4002 root 1.14
4003 root 1.24 break;
4004     }
4005 elmex 1.1 }
4006     }
4007    
4008     /**
4009     * This handles items of type 'transformer'.
4010     * Basically those items, used with a marked item, transform both items into something
4011     * else.
4012     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4013     * Change information is contained in the 'slaying' field of the marked item.
4014     * The format is as follow: transformer:[number ]yield[;transformer:...].
4015     * This way an item can be transformed in many things, and/or many objects.
4016     * The 'slaying' field for transformer is used as verb for the action.
4017     */
4018 root 1.22 void
4019     apply_item_transformer (object *pl, object *transformer)
4020     {
4021     object *marked;
4022     object *new_item;
4023     char *find;
4024     char *separator;
4025     int yield;
4026     char got[MAX_BUF];
4027     int len;
4028    
4029     if (!pl || !transformer)
4030     return;
4031 root 1.114
4032 root 1.22 marked = find_marked_object (pl);
4033 root 1.114
4034 root 1.22 if (!marked)
4035 elmex 1.1 {
4036 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4037 root 1.22 return;
4038     }
4039 root 1.114
4040 root 1.22 if (!marked->slaying)
4041     {
4042 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4043 root 1.22 return;
4044     }
4045 root 1.114
4046 root 1.22 /* check whether they are compatible or not */
4047 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4048     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4049 root 1.22 {
4050 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4051 root 1.22 return;
4052     }
4053 root 1.114
4054 root 1.108 find += strlen (transformer->arch->archname) + 1;
4055 root 1.22 /* Item can be used, now find how many and what it yields */
4056     if (isdigit (*(find)))
4057     {
4058     yield = atoi (find);
4059     if (yield < 1)
4060 elmex 1.1 {
4061 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4062     yield = 1;
4063 elmex 1.1 }
4064 root 1.22 }
4065     else
4066     yield = 1;
4067 elmex 1.1
4068 root 1.22 while (isdigit (*find))
4069     find++;
4070 root 1.125
4071 root 1.22 while (*find == ' ')
4072     find++;
4073 root 1.114
4074 root 1.22 memset (got, 0, MAX_BUF);
4075 root 1.114
4076 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4077 root 1.114 len = separator - find;
4078 root 1.22 else
4079 root 1.114 len = strlen (find);
4080    
4081 root 1.22 if (len > MAX_BUF - 1)
4082     len = MAX_BUF - 1;
4083 root 1.114
4084 root 1.22 strcpy (got, find);
4085     got[len] = '\0';
4086    
4087     /* Now create new item, remove used ones when required. */
4088     new_item = get_archetype (got);
4089     if (!new_item)
4090     {
4091 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4092 root 1.22 return;
4093 elmex 1.1 }
4094 root 1.29
4095 root 1.22 new_item->nrof = yield;
4096 root 1.123
4097     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4098    
4099 root 1.22 insert_ob_in_ob (new_item, pl);
4100     esrv_send_inventory (pl, pl);
4101     /* Eat up one item */
4102     decrease_ob_nr (marked, 1);
4103 root 1.114
4104 root 1.22 /* Eat one transformer if needed */
4105     if (transformer->stats.food)
4106     if (--transformer->stats.food == 0)
4107     decrease_ob_nr (transformer, 1);
4108     }
4109 root 1.123