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Revision: 1.143
Committed: Sun Apr 20 22:03:21 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.142: +2 -2 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.137 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.107 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.137 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.111 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.111 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.61 *
21 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.61 */
23 elmex 1.1
24 root 1.79 #include <cmath>
25    
26 elmex 1.1 #include <global.h>
27     #include <living.h>
28     #include <spells.h>
29     #include <skills.h>
30     #include <tod.h>
31    
32 root 1.51 #include <sproto.h>
33 elmex 1.1
34     /* Want this regardless of rplay. */
35     #include <sounds.h>
36    
37     /**
38     * Check if op should abort moving victim because of it's race or slaying.
39     * Returns 1 if it should abort, returns 0 if it should continue.
40     */
41 root 1.22 int
42     should_director_abort (object *op, object *victim)
43 elmex 1.1 {
44 root 1.22 int arch_flag, name_flag, race_flag;
45    
46     /* Get flags to determine what of arch, name, and race should be checked.
47     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48     * the next is the name flag, and the last is the race flag. Also note,
49     * if subtype is set to zero, that also goes to defaults of all affecting
50     * it. Examples:
51     * subtype 1: only arch
52     * subtype 3: arch or name
53     * subtype 5: arch or race
54     * subtype 7: all three
55     */
56     if (op->subtype)
57     {
58     arch_flag = (op->subtype & 1);
59     name_flag = (op->subtype & 2);
60     race_flag = (op->subtype & 4);
61     }
62     else
63     {
64     arch_flag = 1;
65     name_flag = 1;
66     race_flag = 1;
67     }
68 root 1.66
69 root 1.22 /* If the director has race set, only affect objects with a arch,
70     * name or race that matches.
71     */
72     if ((op->race) &&
73 root 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 root 1.66 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75     ((!(victim->race && race_flag) || op->race != victim->race)))
76     return 1;
77    
78 root 1.22 /* If the director has slaying set, only affect objects where none
79     * of arch, name, or race match.
80     */
81 root 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
82 root 1.66 ((victim->name && name_flag && op->slaying == victim->name)) ||
83     ((victim->race && race_flag && op->slaying == victim->race)))
84     return 1;
85    
86 root 1.22 return 0;
87 elmex 1.1 }
88    
89     /**
90     * This handles a player dropping money on an altar to identify stuff.
91     * It'll identify marked item, if none all items up to dropped money.
92     * Return value: 1 if money was destroyed, 0 if not.
93     */
94 root 1.22 static int
95     apply_id_altar (object *money, object *altar, object *pl)
96 elmex 1.1 {
97 root 1.123 dynbuf_text buf;
98    
99 root 1.126 if (!pl || pl->type != PLAYER)
100 root 1.22 return 0;
101 elmex 1.1
102 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103     * identifying' from being printed out more than it needs to be.
104     */
105     if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
106     return 0;
107 elmex 1.1
108 root 1.22 /* if the player has a marked item, identify that if it needs to be
109 root 1.123 * identified. If it doesn't, then go through the player inventory.
110 root 1.22 */
111 root 1.126 if (object *marked = find_marked_object (pl))
112     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113     {
114     if (operate_altar (altar, &money))
115     {
116     identify (marked);
117 root 1.123
118 root 1.129 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
119 root 1.126 if (marked->msg)
120 root 1.129 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
121 root 1.123
122 root 1.126 return !money;
123     }
124     }
125 elmex 1.1
126 root 1.126 for (object *id = pl->inv; id; id = id->below)
127 root 1.22 {
128     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129     {
130     if (operate_altar (altar, &money))
131     {
132     identify (id);
133 root 1.123
134 root 1.129 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 root 1.126 if (id->msg)
136 root 1.129 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137 root 1.123
138 root 1.22 /* If no more money, might as well quit now */
139 root 1.126 if (!money || !check_altar_sacrifice (altar, money))
140 root 1.22 break;
141     }
142     else
143     {
144     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
145     break;
146     }
147 root 1.14 }
148 elmex 1.1 }
149 root 1.123
150     if (buf.empty ())
151 root 1.129 pl->failmsg ("You have nothing that needs identifying");
152     else
153     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154 root 1.123
155     return !money;
156 elmex 1.1 }
157    
158     /**
159     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160     * matching item.
161     **/
162 elmex 1.117 void
163 root 1.22 handle_apply_yield (object *tmp)
164 elmex 1.1 {
165 root 1.22 const char *yield;
166 elmex 1.1
167 root 1.22 yield = get_ob_key_value (tmp, "on_use_yield");
168     if (yield != NULL)
169 elmex 1.1 {
170 root 1.22 object *drop = get_archetype (yield);
171    
172     if (tmp->env)
173 elmex 1.1 {
174 root 1.22 drop = insert_ob_in_ob (drop, tmp->env);
175     if (tmp->env->type == PLAYER)
176     esrv_send_item (tmp->env, drop);
177 elmex 1.1 }
178 root 1.22 else
179 elmex 1.1 {
180 root 1.22 drop->x = tmp->x;
181     drop->y = tmp->y;
182     insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 elmex 1.1 }
184     }
185     }
186    
187     /**
188     * Handles applying a potion.
189     */
190 root 1.22 int
191     apply_potion (object *op, object *tmp)
192 elmex 1.1 {
193 elmex 1.3 int got_one = 0, i;
194     object *force = 0, *floor = 0;
195    
196 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
197 elmex 1.3
198 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 elmex 1.3 {
200 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 root 1.123
202 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
203     return 0;
204     }
205 elmex 1.3
206 elmex 1.4 if (op->type == PLAYER)
207 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
208     identify (tmp);
209 elmex 1.3
210 elmex 1.4 handle_apply_yield (tmp);
211 elmex 1.1
212 elmex 1.4 /* Potion of restoration - only for players */
213     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214     {
215     object *depl;
216     archetype *at;
217 elmex 1.1
218 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219     {
220 root 1.51 op->drain_stat ();
221     op->update_stats ();
222 elmex 1.3 decrease_ob (tmp);
223     return 1;
224     }
225 root 1.37
226 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
227 elmex 1.4 {
228     LOG (llevError, "Could not find archetype depletion\n");
229     return 0;
230     }
231     depl = present_arch_in_ob (at, op);
232 root 1.37
233 root 1.51 if (depl)
234 elmex 1.4 {
235     for (i = 0; i < NUM_STATS; i++)
236 root 1.91 if (depl->stats.stat (i))
237 root 1.123 op->statusmsg (restore_msg[i]);
238 root 1.37
239     depl->destroy ();
240 root 1.51 op->update_stats ();
241 elmex 1.4 }
242     else
243 root 1.123 op->statusmsg ("Your potion had no effect.");
244 elmex 1.1
245 elmex 1.4 decrease_ob (tmp);
246     return 1;
247     }
248    
249     /* improvement potion - only for players */
250 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 elmex 1.4 {
252     for (i = 1; i < MIN (11, op->level); i++)
253 elmex 1.3 {
254 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 elmex 1.3 {
256 elmex 1.4 if (op->contr->levhp[i] != 1)
257 elmex 1.3 {
258 elmex 1.4 op->contr->levhp[i] = 1;
259     break;
260 elmex 1.3 }
261 root 1.123
262 elmex 1.4 if (op->contr->levsp[i] != 1)
263 elmex 1.3 {
264 elmex 1.4 op->contr->levsp[i] = 1;
265     break;
266     }
267 root 1.123
268 elmex 1.4 if (op->contr->levgrace[i] != 1)
269     {
270     op->contr->levgrace[i] = 1;
271     break;
272 elmex 1.3 }
273     }
274 elmex 1.4 else
275 elmex 1.3 {
276 elmex 1.4 if (op->contr->levhp[i] < 9)
277     {
278     op->contr->levhp[i] = 9;
279     break;
280     }
281 root 1.123
282 elmex 1.4 if (op->contr->levsp[i] < 6)
283 elmex 1.3 {
284 elmex 1.4 op->contr->levsp[i] = 6;
285     break;
286 elmex 1.3 }
287 root 1.123
288 elmex 1.4 if (op->contr->levgrace[i] < 3)
289 elmex 1.3 {
290 elmex 1.4 op->contr->levgrace[i] = 3;
291     break;
292 elmex 1.3 }
293     }
294     }
295 root 1.37
296 elmex 1.4 /* Just makes checking easier */
297     if (i < MIN (11, op->level))
298     got_one = 1;
299 root 1.37
300 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 elmex 1.3 {
302 elmex 1.4 if (got_one)
303 elmex 1.3 {
304 root 1.51 op->update_stats ();
305 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
306     "a little more in their image. "
307     "You feel a little more perfect.", NDI_GREEN);
308 elmex 1.3 }
309     else
310 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
311 elmex 1.3 }
312 elmex 1.4 else
313     { /* cursed potion */
314     if (got_one)
315 elmex 1.3 {
316 root 1.51 op->update_stats ();
317 root 1.125 op->failmsg ("The Gods are angry and punish you.");
318 elmex 1.3 }
319 elmex 1.4 else
320 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 elmex 1.3 }
322 root 1.37
323 elmex 1.4 decrease_ob (tmp);
324     return 1;
325     }
326    
327    
328     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329     * and heroism all fit into this category. Given the spell object code,
330     * there is no limit to the number of spells that potions can be cast,
331     * but direction is problematic to try and imbue fireball potions for example.
332     */
333     if (tmp->inv)
334     {
335     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 elmex 1.3 {
337 elmex 1.4 object *fball;
338    
339 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
340 root 1.123
341 elmex 1.4 /* Explodes a fireball centered at player */
342     fball = get_archetype (EXPLODING_FIREBALL);
343 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 elmex 1.4 fball->x = op->x;
346     fball->y = op->y;
347     insert_ob_in_map (fball, op->map, NULL, 0);
348 elmex 1.3 }
349 elmex 1.4 else
350     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 elmex 1.1
352 elmex 1.4 decrease_ob (tmp);
353 root 1.123
354 elmex 1.4 /* if youre dead, no point in doing this... */
355     if (!QUERY_FLAG (op, FLAG_REMOVED))
356 root 1.51 op->update_stats ();
357 root 1.123
358 elmex 1.4 return 1;
359     }
360    
361     /* Deal with protection potions */
362     force = NULL;
363     for (i = 0; i < NROFATTACKS; i++)
364     {
365     if (tmp->resist[i])
366     {
367     if (!force)
368     force = get_archetype (FORCE_NAME);
369 root 1.123
370 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
371     force->type = POTION_EFFECT;
372     break; /* Only need to find one protection since we copy entire batch */
373 elmex 1.3 }
374 elmex 1.1 }
375 root 1.123
376 elmex 1.4 /* This is a protection potion */
377     if (force)
378 elmex 1.3 {
379 elmex 1.4 /* cursed items last longer */
380     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381     {
382     force->stats.food *= 10;
383     for (i = 0; i < NROFATTACKS; i++)
384     if (force->resist[i] > 0)
385     force->resist[i] = -force->resist[i]; /* prot => vuln */
386     }
387 root 1.92
388 elmex 1.4 force->speed_left = -1;
389     force = insert_ob_in_ob (force, op);
390     CLEAR_FLAG (tmp, FLAG_APPLIED);
391     SET_FLAG (force, FLAG_APPLIED);
392     change_abil (op, force);
393     decrease_ob (tmp);
394     return 1;
395     }
396    
397     /* Only thing left are the stat potions */
398     if (op->type == PLAYER)
399     { /* only for players */
400 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
401 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
402     else
403     SET_FLAG (tmp, FLAG_APPLIED);
404 root 1.123
405 elmex 1.4 if (!change_abil (op, tmp))
406 root 1.123 op->statusmsg ("Nothing happened.");
407 elmex 1.1 }
408    
409 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
410     * that were grouped with the one consumed, his
411     * stat will not be raised by them. fix_player just clears
412     * up all the stats.
413     */
414     CLEAR_FLAG (tmp, FLAG_APPLIED);
415 root 1.51 op->update_stats ();
416 elmex 1.3 decrease_ob (tmp);
417     return 1;
418 elmex 1.1 }
419    
420     /****************************************************************************
421     * Weapon improvement code follows
422     ****************************************************************************/
423    
424     /**
425     * This returns the sum of nrof of item (arch name).
426     */
427 root 1.22 static int
428     check_item (object *op, const char *item)
429 elmex 1.1 {
430 root 1.22 int count = 0;
431 elmex 1.1
432 root 1.123 if (!item)
433 root 1.22 return 0;
434 root 1.66
435 root 1.123 for (op = op->below; op; op = op->below)
436 root 1.22 {
437 root 1.108 if (strcmp (op->arch->archname, item) == 0)
438 root 1.22 {
439 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
441 root 1.14 {
442 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 root 1.14 count++;
444     else
445     count += op->nrof;
446     }
447 root 1.22 }
448 elmex 1.1 }
449 root 1.66
450 elmex 1.1 return count;
451     }
452    
453     /**
454     * This removes 'nrof' of what item->slaying says to remove.
455     * op is typically the player, which is only
456     * really used to determine what space to look at.
457     * Modified to only eat 'nrof' of objects.
458     */
459 root 1.22 static void
460     eat_item (object *op, const char *item, uint32 nrof)
461 elmex 1.1 {
462 root 1.22 object *prev;
463 elmex 1.1
464 root 1.22 prev = op;
465     op = op->below;
466 elmex 1.1
467 root 1.123 while (op)
468 root 1.22 {
469 root 1.108 if (strcmp (op->arch->archname, item) == 0)
470 root 1.22 {
471     if (op->nrof >= nrof)
472     {
473     decrease_ob_nr (op, nrof);
474     return;
475     }
476     else
477     {
478     decrease_ob_nr (op, op->nrof);
479     nrof -= op->nrof;
480 root 1.14 }
481 root 1.123
482 root 1.22 op = prev;
483 root 1.14 }
484 root 1.123
485 root 1.22 prev = op;
486     op = op->below;
487 elmex 1.1 }
488     }
489    
490     /**
491     * This checks to see of the player (who) is sufficient level to use a weapon
492     * with improvs improvements (typically last_eat). We take an int here
493     * instead of the object so that the improvement code can pass along the
494     * increased value to see if the object is usuable.
495     * we return 1 (true) if the player can use the weapon.
496     */
497 root 1.22 static int
498     check_weapon_power (const object *who, int improvs)
499 elmex 1.1 {
500     /* Old code is below (commented out). Basically, since weapons are the only
501     * object players really have any control to improve, it's a bit harsh to
502     * require high level in some combat skill, so we just use overall level.
503     */
504     #if 1
505 root 1.22 if (((who->level / 5) + 5) >= improvs)
506     return 1;
507     else
508     return 0;
509 elmex 1.1
510     #else
511 root 1.22 int level = 0;
512    
513     /* The skill system hands out wc and dam bonuses to fighters
514     * more generously than the old system (see fix_player). Thus
515     * we need to curtail the power of player enchanted weapons.
516     * I changed this to 1 improvement per "fighter" level/5 -b.t.
517     * Note: Nothing should break by allowing this ratio to be different or
518     * using normal level - it is just a matter of play balance.
519     */
520     if (who->type == PLAYER)
521     {
522     object *wc_obj = NULL;
523 elmex 1.1
524 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526     level = wc_obj->level;
527    
528     if (!level)
529     {
530     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531     level = who->level;
532 root 1.14 }
533 elmex 1.1 }
534 root 1.22 else
535     level = who->level;
536 elmex 1.1
537 root 1.22 return (improvs <= ((level / 5) + 5));
538 elmex 1.1 #endif
539     }
540    
541     /**
542     * Returns how many items of type improver->slaying there are under op.
543     * Will display a message if none found, and 1 if improver->slaying is NULL.
544     */
545 root 1.22 static int
546     check_sacrifice (object *op, const object *improver)
547 elmex 1.1 {
548 root 1.22 int count = 0;
549    
550 root 1.123 if (improver->slaying)
551 root 1.22 {
552     count = check_item (op, improver->slaying);
553     if (count < 1)
554     {
555 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
556 root 1.22 return 0;
557 root 1.14 }
558 elmex 1.1 }
559 root 1.22 else
560     count = 1;
561 elmex 1.1
562 root 1.22 return count;
563 elmex 1.1 }
564    
565     /**
566     * Actually improves the weapon, and tells user.
567     */
568 root 1.123 static int
569     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570 elmex 1.1 {
571 root 1.123 stat += sacrifice_count;
572 elmex 1.1 weapon->last_eat++;
573 root 1.22 decrease_ob (improver);
574 elmex 1.1
575     /* So it updates the players stats and the window */
576 root 1.51 op->update_stats ();
577 root 1.123
578     op->statusmsg (format (
579 root 1.125 "Your sacrifice was accepted.\n"
580     "Weapon's bonus to %s improved by %d.",
581     statname, sacrifice_count
582 root 1.123 ));
583    
584 elmex 1.1 return 1;
585     }
586    
587     /* Types of improvements, hidden in the sp field. */
588 root 1.114 #define IMPROVE_PREPARE 1
589     #define IMPROVE_DAMAGE 2
590     #define IMPROVE_WEIGHT 3
591     #define IMPROVE_ENCHANT 4
592     #define IMPROVE_STR 5
593     #define IMPROVE_DEX 6
594     #define IMPROVE_CON 7
595     #define IMPROVE_WIS 8
596     #define IMPROVE_CHA 9
597     #define IMPROVE_INT 10
598     #define IMPROVE_POW 11
599 elmex 1.1
600     /**
601     * This does the prepare weapon scroll.
602     * Checks for sacrifice, and so on.
603     */
604 root 1.22 int
605     prepare_weapon (object *op, object *improver, object *weapon)
606 elmex 1.1 {
607 root 1.22 int sacrifice_count, i;
608     char buf[MAX_BUF];
609 elmex 1.1
610 root 1.22 if (weapon->level != 0)
611     {
612 root 1.125 op->failmsg ("Weapon is already prepared!");
613 elmex 1.1 return 0;
614     }
615 root 1.115
616 root 1.22 for (i = 0; i < NROFATTACKS; i++)
617     if (weapon->resist[i])
618     break;
619 elmex 1.1
620 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
621     * improvement of items that already have protections.
622     */
623     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625     weapon->stats.exp || /* speed */
626     weapon->stats.ac) /* AC - only taifu's I think */
627 elmex 1.1 {
628 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
629     "H<A weapon is considered magical if it changes regeneration, "
630     "speed or ac.>");
631 elmex 1.1 return 0;
632     }
633 root 1.115
634 root 1.22 sacrifice_count = check_sacrifice (op, improver);
635     if (sacrifice_count <= 0)
636     return 0;
637 root 1.115
638 root 1.22 weapon->level = isqrt (sacrifice_count);
639     eat_item (op, improver->slaying, sacrifice_count);
640    
641 root 1.123 op->statusmsg (format (
642 root 1.125 "Your sacrifice was accepted."
643     "Your *%s may be improved %d times.",
644     &weapon->name, weapon->level
645 root 1.123 ));
646 root 1.22
647     sprintf (buf, "%s's %s", &op->name, &weapon->name);
648     weapon->name = weapon->name_pl = buf;
649     weapon->nrof = 0; /* prevents preparing n weapons in the same
650     slot at once! */
651     decrease_ob (improver);
652     weapon->last_eat = 0;
653     return 1;
654 elmex 1.1 }
655    
656    
657     /**
658     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659     * This is the new improve weapon code.
660     * Returns 0 if it was not able to work for some reason.
661     *
662     * Checks if weapon was prepared, if enough potions on the floor, ...
663     *
664     * We are hiding extra information about the weapon in the level and
665     * last_eat numbers for an object. Hopefully this won't break anything ??
666     * level == max improve last_eat == current improve
667     */
668 root 1.22 int
669     improve_weapon (object *op, object *improver, object *weapon)
670 elmex 1.1 {
671 root 1.22 int sacrifice_count, sacrifice_needed = 0;
672 elmex 1.1
673 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
674 root 1.123 return prepare_weapon (op, improver, weapon);
675    
676 root 1.22 if (weapon->level == 0)
677     {
678 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
679 root 1.22 return 0;
680     }
681 root 1.123
682 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
683     {
684 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
685 root 1.22 return 0;
686     }
687 root 1.123
688 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689     {
690 root 1.125 op->failmsg ("Improving the weapon will make it too "
691 root 1.123 "powerful for you to use. Unready it if you "
692     "really want to improve it.");
693 root 1.22 return 0;
694     }
695 root 1.123
696 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
697     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
698     * don't put any maximum value on damage - the limit is how much the
699     * weapon can be improved.
700     */
701 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
702     {
703     weapon->stats.dam += 5;
704     weapon->weight += 5000; /* 5 KG's */
705 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 root 1.22 weapon->last_eat++;
707    
708     weapon->item_power++;
709     decrease_ob (improver);
710     return 1;
711     }
712 root 1.123
713 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
714     {
715     /* Reduce weight by 20% */
716     weapon->weight = (weapon->weight * 8) / 10;
717     if (weapon->weight < 1)
718     weapon->weight = 1;
719 root 1.123
720     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 root 1.22 weapon->last_eat++;
722     weapon->item_power++;
723     decrease_ob (improver);
724     return 1;
725     }
726     if (improver->stats.sp == IMPROVE_ENCHANT)
727     {
728     weapon->magic++;
729     weapon->last_eat++;
730 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 root 1.22 decrease_ob (improver);
732     weapon->item_power++;
733     return 1;
734     }
735 root 1.14
736 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
737     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
738    
739     if (sacrifice_needed < 1)
740     sacrifice_needed = 1;
741     sacrifice_needed *= 2;
742 elmex 1.1
743 root 1.22 sacrifice_count = check_sacrifice (op, improver);
744     if (sacrifice_count < sacrifice_needed)
745     {
746 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 root 1.22 return 0;
748     }
749 root 1.123
750 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
751 elmex 1.1 weapon->item_power++;
752    
753 root 1.22 switch (improver->stats.sp)
754     {
755 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
756     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
757     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
758     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 root 1.24 default:
763 root 1.125 op->failmsg ("Unknown improvement type.");
764 root 1.22 }
765 root 1.123
766 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
767 elmex 1.1 return 0;
768     }
769    
770     /**
771     * Handles the applying of improve/prepare/enchant weapon scroll.
772     * Checks a few things (not on a non-magic square, marked weapon, ...),
773     * then calls improve_weapon to do the dirty work.
774     */
775 root 1.22 int
776     check_improve_weapon (object *op, object *tmp)
777 elmex 1.1 {
778 root 1.22 object *otmp;
779 elmex 1.1
780 root 1.22 if (op->type != PLAYER)
781     return 0;
782 root 1.77
783 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784     {
785 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
786 elmex 1.1 return 0;
787     }
788 root 1.77
789 root 1.22 otmp = find_marked_object (op);
790     if (!otmp)
791     {
792 root 1.125 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 elmex 1.1 return 0;
794     }
795 root 1.77
796 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
797     {
798 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
799 elmex 1.1 return 0;
800     }
801 root 1.77
802 root 1.123 op->statusmsg ("Applied weapon builder.");
803    
804 root 1.22 improve_weapon (op, tmp, otmp);
805     esrv_send_item (op, otmp);
806     return 1;
807 elmex 1.1 }
808    
809     /**
810     * This code deals with the armour improvment scrolls.
811     * Change limits on improvement - let players go up to
812     * +5 no matter what level, but they are limited by item
813     * power.
814     * Try to use same improvement code as in the common/treasure.c
815     * file, so that if you make a +2 full helm, it will be just
816     * the same as one you find in a shop.
817     *
818     * deprecated comment:
819     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
820     * only 'enchantment' of armour is possible - improving
821     * the stats of a player w/ armour as well as a weapon
822     * will probably horribly unbalance the game. Magic enchanting
823     * depends on the level of the character - ie the plus
824     * value (magic) of the armour can never be increased beyond
825     * the level of the character / 10 -- rounding upish, nor may
826     * the armour value of the piece of equipment exceed either
827     * the users level or 90)
828     * Modified by MSW for partial resistance. Only support
829     * changing of physical area right now.
830     */
831 root 1.22 int
832     improve_armour (object *op, object *improver, object *armour)
833 elmex 1.1 {
834 root 1.22 object *tmp;
835 elmex 1.1
836 root 1.22 if (armour->magic >= settings.armor_max_enchant)
837     {
838 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
839 root 1.22 return 0;
840 elmex 1.1 }
841 root 1.139
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 root 1.142 *
925     * Takes one type of items and makes another.
926 elmex 1.1 * converter is the object that is doing the conversion.
927     * item is the object that triggered the converter - if it is not
928     * what the converter wants, this will not do anything.
929     */
930 root 1.142 static int
931 root 1.22 convert_item (object *item, object *converter)
932     {
933 root 1.140 sint64 nr, price_in;
934 root 1.22
935 root 1.142 if (item->flag [FLAG_UNPAID])
936     return 0;
937    
938     shstr conv_from = converter->slaying;
939     archetype *conv_to = converter->other_arch;
940     sint64 need = converter->stats.food;
941     sint64 give = converter->stats.sp;
942    
943 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
944     * it wants some amount. We don't make change (ie, if something costs
945     * 3 gp and player drops a platinum, tough luck)
946     */
947 root 1.142 if (conv_from == shstr_money)
948 root 1.22 {
949     if (item->type != MONEY)
950     return 0;
951    
952 root 1.142 nr = sint64 (item->nrof) * item->value / need;
953 root 1.22 if (!nr)
954     return 0;
955 root 1.121
956     converter->play_sound (sound_find ("shop_buy"));
957    
958 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
959 root 1.121
960 root 1.22 decrease_ob_nr (item, cost);
961 elmex 1.1
962 root 1.22 price_in = cost * item->value;
963     }
964     else
965     {
966 root 1.142 if (item->type == PLAYER
967     || conv_from != item->arch->archname
968     || (need && need > (uint16) item->nrof))
969 root 1.22 return 0;
970 elmex 1.1
971 root 1.121 converter->play_sound (sound_find ("convert_item"));
972    
973 root 1.142 if (need)
974 root 1.22 {
975 root 1.142 nr = sint64 (item->nrof) / need;
976     decrease_ob_nr (item, nr * need);
977     price_in = nr * need * item->value;
978 root 1.22 }
979     else
980     {
981     price_in = item->value;
982 root 1.37 item->destroy ();
983 root 1.22 }
984     }
985 root 1.14
986 root 1.121 if (converter->inv)
987 root 1.22 {
988     object *ob;
989     int i;
990     object *ob_to_copy;
991    
992     /* select random object from inventory to copy */
993     ob_to_copy = converter->inv;
994 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995     if (rndm (0, i) == 0)
996     ob_to_copy = ob;
997    
998 root 1.22 item = object_create_clone (ob_to_copy);
999     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000     unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 elmex 1.1 }
1002 root 1.22 else
1003     {
1004 root 1.142 if (!conv_to)
1005 root 1.22 {
1006     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1007 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1008 root 1.22 return -1;
1009     }
1010    
1011 root 1.142 item = object_create_arch (conv_to);
1012 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1013     }
1014    
1015 root 1.142 if (give)
1016     item->nrof = give;
1017 root 1.121
1018 root 1.22 if (nr)
1019     item->nrof *= nr;
1020 root 1.121
1021 root 1.22 if (is_in_shop (converter))
1022     SET_FLAG (item, FLAG_UNPAID);
1023 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1024 root 1.22 {
1025     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 root 1.121 /**
1028     * elmex: we are going to let the game continue, as the mapcreator
1029     * hopefully had something in mind when doing this.
1030     */
1031     }
1032 elmex 1.1
1033 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1034 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035     return 1;
1036 elmex 1.1 }
1037 root 1.22
1038 elmex 1.1 /**
1039     * Handle apply on containers.
1040     * By Eneq(@csd.uu.se).
1041     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1042     * added the alchemical cauldron to the code -b.t.
1043     */
1044 root 1.22 int
1045     apply_container (object *op, object *sack)
1046 elmex 1.1 {
1047 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1048 root 1.22 return 0; /* This might change */
1049 elmex 1.1
1050 root 1.68 if (!sack || sack->type != CONTAINER)
1051 root 1.22 {
1052 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1053 root 1.22 return 0;
1054 elmex 1.1 }
1055 root 1.40
1056     op->contr->last_used = 0;
1057 elmex 1.1
1058 root 1.68 if (sack->env && sack->env != op)
1059 root 1.22 {
1060 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1061 root 1.68 return 1;
1062 elmex 1.1 }
1063    
1064 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1065     if (sack->flag [FLAG_APPLIED])
1066 root 1.22 {
1067 root 1.68 if (op->container == sack)
1068 root 1.22 {
1069 root 1.68 // open on ground or inv, so close
1070     op->close_container ();
1071     return 1;
1072 root 1.22 }
1073 root 1.68 else if (!sack->env)
1074 root 1.22 {
1075 root 1.68 // active, but not ours: some other player has opened it
1076 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1077 root 1.68 return 1;
1078 root 1.14 }
1079 root 1.22
1080 root 1.68 // fall through to opening it (active in inv)
1081 elmex 1.1 }
1082 root 1.68 else if (sack->env)
1083 root 1.22 {
1084 root 1.68 // it is in our env, so activate it, do not open yet
1085     op->close_container ();
1086     sack->flag [FLAG_APPLIED] = 1;
1087     esrv_update_item (UPD_FLAGS, op, sack);
1088 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1089 root 1.68 return 1;
1090 elmex 1.1 }
1091    
1092 root 1.68 // it's locked?
1093 root 1.22 if (sack->slaying)
1094 root 1.68 {
1095     if (object *tmp = find_key (op, op, sack))
1096 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1097 root 1.22 else
1098     {
1099 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1100 root 1.68 return 1;
1101 root 1.22 }
1102 elmex 1.1 }
1103    
1104 root 1.68 op->open_container (sack);
1105 elmex 1.1
1106 root 1.22 return 1;
1107 elmex 1.1 }
1108    
1109     /**
1110     * Handles dropping things on altar.
1111     * Returns true if sacrifice was accepted.
1112     */
1113 root 1.22 static int
1114     apply_altar (object *altar, object *sacrifice, object *originator)
1115 elmex 1.1 {
1116 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1117     if (altar->inv && (!originator || originator->type != PLAYER))
1118     return 0;
1119    
1120     if (operate_altar (altar, &sacrifice))
1121     {
1122     /* Simple check. Unfortunately, it means you can't cast magic bullet
1123     * with an altar. We call it a Potion - altars are stationary - it
1124     * is up to map designers to use them properly.
1125     */
1126     if (altar->inv && altar->inv->type == SPELL)
1127     {
1128 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1129 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1130 root 1.124 /* If it is connected, push the button. Fixes some problems with
1131 root 1.22 * old maps.
1132     */
1133 elmex 1.1
1134     /* push_button (altar);*/
1135 root 1.14 }
1136 root 1.22 else
1137     {
1138     altar->value = 1; /* works only once */
1139     push_button (altar);
1140     }
1141 root 1.26
1142     return !sacrifice;
1143 root 1.22 }
1144     else
1145 root 1.26 return 0;
1146 elmex 1.1 }
1147    
1148     /**
1149     * Handles 'movement' of shop mats.
1150     * Returns 1 if 'op' was destroyed, 0 if not.
1151     * Largely re-written to not use nearly as many gotos, plus
1152     * some of this code just looked plain out of date.
1153     * MSW 2001-08-29
1154     */
1155 root 1.22 int
1156     apply_shop_mat (object *shop_mat, object *op)
1157 elmex 1.1 {
1158 elmex 1.15 int rv = 0;
1159     double opinion;
1160     object *tmp, *next;
1161 elmex 1.1
1162 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1163 elmex 1.1
1164 root 1.121 bool has_unpaid = false;
1165    
1166     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167     // a quick and small change :(
1168     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169     if (item->flag [FLAG_UNPAID])
1170     {
1171     has_unpaid = true;
1172     break;
1173     }
1174    
1175 elmex 1.15 if (op->type != PLAYER)
1176     {
1177     /* Remove all the unpaid objects that may be carried here.
1178     * This could be pets or monsters that are somehow in
1179     * the shop.
1180     */
1181     for (tmp = op->inv; tmp; tmp = next)
1182     {
1183     next = tmp->below;
1184 root 1.25
1185 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186     {
1187     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 root 1.14
1189 root 1.36 tmp->remove ();
1190 root 1.24
1191 elmex 1.15 if (i == -1)
1192     i = 0;
1193 root 1.24
1194 elmex 1.15 tmp->map = op->map;
1195     tmp->x = op->x + freearr_x[i];
1196     tmp->y = op->y + freearr_y[i];
1197     insert_ob_in_map (tmp, op->map, op, 0);
1198 root 1.14 }
1199     }
1200    
1201 elmex 1.15 /* Don't teleport things like spell effects */
1202     if (QUERY_FLAG (op, FLAG_NO_PICK))
1203     return 0;
1204 root 1.14
1205 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1206     * shop mats. Instead, put it on a nearby space.
1207     */
1208     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1209     {
1210     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1211     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1212 root 1.22
1213 elmex 1.15 if (i != -1)
1214 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215    
1216 elmex 1.15 return 0;
1217 root 1.14 }
1218 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1219     * the teleport function should be able to handle this just fine.
1220     */
1221     rv = teleport (shop_mat, SHOP_MAT, op);
1222 elmex 1.1 }
1223 root 1.25 else if (can_pay (op) && get_payment (op))
1224 elmex 1.15 {
1225 root 1.24 /* this is only used for players */
1226 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1227    
1228 root 1.121 if (has_unpaid)
1229     op->contr->play_sound (sound_find ("shop_buy"));
1230     else if (is_in_shop (op))
1231     op->contr->play_sound (sound_find ("shop_enter"));
1232     else
1233     op->contr->play_sound (sound_find ("shop_leave"));
1234    
1235 elmex 1.15 if (shop_mat->msg)
1236 root 1.124 op->statusmsg (shop_mat->msg);
1237 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1238     * but there is never a guarantee that the bottom space on the map is
1239     * actually the shop floor.
1240     */
1241     else if (!rv && !is_in_shop (op))
1242     {
1243     opinion = shopkeeper_approval (op->map, op);
1244 root 1.24
1245 root 1.124 op->statusmsg (
1246     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1247     : opinion >= 0.75 ? "The shopkeeper waves to you."
1248     : opinion >= 0.50 ? "The shopkeeper ignores you."
1249     : "The shopkeeper glares at you with contempt."
1250     );
1251 root 1.14 }
1252 elmex 1.1 }
1253 elmex 1.15 else
1254     {
1255     /* if we get here, a player tried to leave a shop but was not able
1256 root 1.121 * to afford the items he has. We try to move the player so that
1257 elmex 1.15 * they are not on the mat anymore
1258     */
1259     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1260 root 1.22
1261 elmex 1.15 if (i == -1)
1262 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1263 elmex 1.15 else
1264     {
1265 root 1.36 op->remove ();
1266 elmex 1.15 op->x += freearr_x[i];
1267     op->y += freearr_y[i];
1268     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1269 root 1.14 }
1270 elmex 1.1 }
1271 root 1.24
1272 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1273     return rv;
1274 elmex 1.1 }
1275    
1276     /**
1277     * Handles applying a sign.
1278     */
1279 root 1.22 static void
1280     apply_sign (object *op, object *sign, int autoapply)
1281 elmex 1.1 {
1282 root 1.22 readable_message_type *msgType;
1283    
1284 root 1.124 if (!sign->msg)
1285 root 1.22 {
1286 root 1.124 op->statusmsg ("Nothing is written on it.");
1287 root 1.22 return;
1288 elmex 1.1 }
1289    
1290 root 1.22 if (sign->stats.food)
1291     {
1292     if (sign->last_eat >= sign->stats.food)
1293     {
1294     if (!sign->move_on)
1295 root 1.124 op->statusmsg ("You cannot read it anymore.");
1296 root 1.120
1297 root 1.22 return;
1298 root 1.14 }
1299 elmex 1.1
1300 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1301     sign->last_eat++;
1302 elmex 1.1 }
1303    
1304 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1305     * No way to know for sure. The presumption is basically that if
1306     * move_on is zero, it needs to be manually applied (doesn't talk
1307     * to us).
1308     */
1309     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1310     {
1311 root 1.125 op->failmsg ("You are unable to read while blind!");
1312 root 1.22 return;
1313     }
1314 root 1.110
1315     if (op->contr)
1316     if (client *ns = op->contr->ns)
1317     {
1318 root 1.135 if (sign->sound)
1319     ns->play_sound (sign->sound);
1320     else if (autoapply)
1321 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1322 root 1.110
1323     if (ns->can_msg)
1324 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1325 root 1.110 else
1326     {
1327 root 1.130 msgType = get_readable_message_type (sign);
1328     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 root 1.110 }
1331     }
1332 elmex 1.1 }
1333    
1334     /**
1335     * 'victim' moves onto 'trap'
1336     * 'victim' leaves 'trap'
1337     * effect is determined by move_on/move_off of trap and move_type of victime.
1338     *
1339     * originator: Player, monster or other object that caused 'victim' to move
1340     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1341     * However, some types of traps require an originator to function.
1342     */
1343 root 1.22 void
1344 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1345 elmex 1.1 {
1346     static int recursion_depth = 0;
1347    
1348     /* Only exits affect DMs. */
1349 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1350 elmex 1.1 return;
1351    
1352     /* move_apply() is the most likely candidate for causing unwanted and
1353     * possibly unlimited recursion.
1354     */
1355     /* The following was changed because it was causing perfeclty correct
1356     * maps to fail. 1) it's not an error to recurse:
1357     * rune detonates, summoning monster. monster lands on nearby rune.
1358     * nearby rune detonates. This sort of recursion is expected and
1359     * proper. This code was causing needless crashes.
1360     */
1361 root 1.22 if (recursion_depth >= 500)
1362     {
1363     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1364 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1365 root 1.22 return;
1366 elmex 1.1 }
1367 root 1.110
1368 root 1.22 recursion_depth++;
1369     if (trap->head)
1370     trap = trap->head;
1371 elmex 1.1
1372 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1373     goto leave;
1374 elmex 1.1
1375 root 1.22 switch (trap->type)
1376     {
1377 root 1.23 case PLAYERMOVER:
1378     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1379     {
1380     if (!trap->stats.maxsp)
1381     trap->stats.maxsp = 2;
1382 root 1.14
1383 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1384     * should be divided by trap->speed
1385     */
1386     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1387 root 1.14
1388 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1389     * above with some objects have zero speed, and thus the player
1390     * getting permanently paralyzed.
1391     */
1392 root 1.93 if (victim->speed_left < -50.f)
1393     victim->speed_left = -50.f;
1394 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395     }
1396     goto leave;
1397 root 1.14
1398 root 1.23 case SPINNER:
1399     if (victim->direction)
1400     {
1401     victim->direction = absdir (victim->direction - trap->stats.sp);
1402     update_turn_face (victim);
1403     }
1404     goto leave;
1405 root 1.14
1406 root 1.23 case DIRECTOR:
1407     if (victim->direction && !should_director_abort (trap, victim))
1408     {
1409     victim->direction = trap->stats.sp;
1410     update_turn_face (victim);
1411     }
1412     goto leave;
1413 root 1.14
1414 root 1.23 case BUTTON:
1415     case PEDESTAL:
1416     update_button (trap);
1417     goto leave;
1418    
1419     case ALTAR:
1420     /* sacrifice victim on trap */
1421     apply_altar (trap, victim, originator);
1422     goto leave;
1423 root 1.14
1424 root 1.23 case THROWN_OBJ:
1425     if (trap->inv == NULL)
1426 root 1.22 goto leave;
1427 root 1.23 /* fallthrough */
1428 root 1.14
1429 root 1.23 case ARROW:
1430     /* bad bug: monster throw a object, make a step forwards, step on object ,
1431     * trigger this here and get hit by own missile - and will be own enemy.
1432     * Victim then is his own enemy and will start to kill herself (this is
1433     * removed) but we have not synced victim and his missile. To avoid senseless
1434     * action, we avoid hits here
1435     */
1436     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437     hit_with_arrow (trap, victim);
1438     goto leave;
1439 root 1.14
1440 root 1.23 case SPELL_EFFECT:
1441     apply_spell_effect (trap, victim);
1442     goto leave;
1443 root 1.14
1444 root 1.23 case TRAPDOOR:
1445     {
1446     int max, sound_was_played;
1447     object *ab, *ab_next;
1448 root 1.22
1449 root 1.23 if (!trap->value)
1450     {
1451     int tot;
1452 root 1.14
1453 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1454 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 root 1.143 tot += ab->head_ ()->total_weight ();
1456 root 1.14
1457 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458     goto leave;
1459 root 1.22
1460 root 1.23 SET_ANIMATION (trap, trap->value);
1461     update_object (trap, UP_OBJ_FACE);
1462     }
1463 root 1.14
1464 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1465 root 1.22 {
1466 root 1.23 /* need to set this up, since if we do transfer the object,
1467     * ab->above would be bogus
1468     */
1469     ab_next = ab->above;
1470 root 1.14
1471 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1472 root 1.22 {
1473 root 1.23 if (!sound_was_played)
1474     {
1475 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 root 1.23 sound_was_played = 1;
1477     }
1478 root 1.118
1479 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 root 1.14 }
1482     }
1483 root 1.22 goto leave;
1484 root 1.23 }
1485 root 1.14
1486 root 1.23 case CONVERTER:
1487     if (convert_item (victim, trap) < 0)
1488     {
1489 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1491     }
1492 root 1.14
1493 root 1.23 goto leave;
1494 root 1.14
1495 root 1.23 case TRIGGER_BUTTON:
1496     case TRIGGER_PEDESTAL:
1497     case TRIGGER_ALTAR:
1498     check_trigger (trap, victim);
1499     goto leave;
1500    
1501     case DEEP_SWAMP:
1502     walk_on_deep_swamp (trap, victim);
1503     goto leave;
1504    
1505     case CHECK_INV:
1506 elmex 1.46 check_inv (victim, trap);
1507 root 1.23 goto leave;
1508    
1509     case HOLE:
1510     /* Hole not open? */
1511     if (trap->stats.wc > 0)
1512 root 1.22 goto leave;
1513 root 1.14
1514 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1515     * Processing will happen if the head runs into the pit
1516     */
1517     if (victim->head)
1518 root 1.22 goto leave;
1519 root 1.14
1520 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521     victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523     goto leave;
1524 root 1.14
1525 root 1.23 case EXIT:
1526     if (victim->type == PLAYER && EXIT_PATH (trap))
1527     {
1528     /* Basically, don't show exits leading to random maps the
1529     * players output.
1530     */
1531 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1533 root 1.55
1534 root 1.131 trap->play_sound (trap->sound);
1535 root 1.55 victim->enter_exit (trap);
1536 root 1.23 }
1537     goto leave;
1538 root 1.14
1539 root 1.23 case ENCOUNTER:
1540     /* may be some leftovers on this */
1541     goto leave;
1542    
1543     case SHOP_MAT:
1544     apply_shop_mat (trap, victim);
1545     goto leave;
1546    
1547     /* Drop a certain amount of gold, and have one item identified */
1548     case IDENTIFY_ALTAR:
1549     apply_id_altar (victim, trap, originator);
1550     goto leave;
1551    
1552     case SIGN:
1553     if (victim->type != PLAYER && trap->stats.food > 0)
1554 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1555 root 1.23
1556     apply_sign (victim, trap, 1);
1557     goto leave;
1558    
1559     case CONTAINER:
1560 root 1.68 apply_container (victim, trap);
1561 root 1.23 goto leave;
1562    
1563     case RUNE:
1564     case TRAP:
1565     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 root 1.126 spring_trap (trap, victim);
1567 root 1.23 goto leave;
1568 root 1.14
1569 root 1.23 default:
1570     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 root 1.23 goto leave;
1573 elmex 1.1 }
1574    
1575 root 1.22 leave:
1576     recursion_depth--;
1577 elmex 1.1 }
1578    
1579     /**
1580     * Handles reading a regular (ie not containing a spell) book.
1581     */
1582 root 1.22 static void
1583     apply_book (object *op, object *tmp)
1584 elmex 1.1 {
1585 root 1.22 int lev_diff;
1586     object *skill_ob;
1587    
1588     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589     {
1590 root 1.125 op->failmsg ("You are unable to read while blind!");
1591 root 1.22 return;
1592     }
1593 root 1.112
1594     if (!tmp->msg)
1595 root 1.22 {
1596 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 root 1.22 return;
1598     }
1599 elmex 1.1
1600 root 1.22 /* need a literacy skill to read stuff! */
1601     skill_ob = find_skill_by_name (op, tmp->skill);
1602     if (!skill_ob)
1603     {
1604 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));
1605 elmex 1.1 return;
1606     }
1607 root 1.112
1608 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1609     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610     {
1611 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613     : lev_diff < 5 ? "This book is beyond your comprehension."
1614     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615     : lev_diff < 15 ? "This book is way beyond your comprehension."
1616     : "This book is totally beyond your comprehension.");
1617 elmex 1.1 return;
1618     }
1619    
1620 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1621    
1622 root 1.112 if (player *pl = op->contr)
1623     if (client *ns = pl->ns)
1624     if (ns->can_msg)
1625 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 root 1.112 else
1627     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628     msgType->message_type, msgType->message_subtype,
1629     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630     long_desc (tmp, op), &tmp->msg);
1631 root 1.22
1632     /* gain xp from reading */
1633     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634     { /* only if not read before */
1635     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636    
1637     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638     {
1639     /*exp_gain *= 2; because they just identified it too */
1640     SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 root 1.41
1642 root 1.22 /* If in a container, update how it looks */
1643     if (tmp->env)
1644     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1645     else
1646 root 1.50 op->contr->ns->floorbox_update ();
1647 root 1.22 }
1648 root 1.41
1649 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1650     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 elmex 1.1 }
1652     }
1653    
1654     /**
1655     * Handles the applying of a skill scroll, calling learn_skill straight.
1656     * op is the person learning the skill, tmp is the skill scroll object
1657     */
1658 root 1.22 static void
1659     apply_skillscroll (object *op, object *tmp)
1660 elmex 1.1 {
1661 root 1.124 switch (learn_skill (op, tmp))
1662 root 1.22 {
1663 root 1.24 case 0:
1664 root 1.124 op->play_sound (sound_find ("generic_fail"));
1665 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 root 1.124 break;
1667 root 1.24
1668     case 1:
1669     decrease_ob (tmp);
1670 root 1.124 op->play_sound (sound_find ("skill_learn"));
1671     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672     break;
1673 root 1.14
1674 root 1.24 default:
1675     decrease_ob (tmp);
1676 root 1.124 op->play_sound (sound_find ("generic_fail"));
1677 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 root 1.124 break;
1679 elmex 1.1 }
1680     }
1681    
1682     /**
1683     * Actually makes op learn spell.
1684     * Informs player of what happens.
1685     */
1686 root 1.22 void
1687     do_learn_spell (object *op, object *spell, int special_prayer)
1688 elmex 1.1 {
1689 root 1.22 object *tmp;
1690 elmex 1.1
1691 root 1.22 if (op->type != PLAYER)
1692     {
1693     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694     return;
1695 elmex 1.1 }
1696    
1697 root 1.22 /* Upgrade special prayers to normal prayers */
1698     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699     {
1700     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701     {
1702     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703     return;
1704 elmex 1.1 }
1705 root 1.22 return;
1706 elmex 1.1 }
1707    
1708 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1709    
1710 root 1.39 tmp = spell->clone ();
1711 root 1.22 insert_ob_in_ob (tmp, op);
1712    
1713     if (special_prayer)
1714 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715 elmex 1.1
1716 root 1.22 esrv_add_spells (op->contr, tmp);
1717 elmex 1.1 }
1718    
1719     /**
1720     * Erases spell from player's inventory.
1721     */
1722 root 1.22 void
1723     do_forget_spell (object *op, const char *spell)
1724 elmex 1.1 {
1725 root 1.22 object *spob;
1726    
1727     if (op->type != PLAYER)
1728     {
1729     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730     return;
1731     }
1732     if ((spob = check_spell_known (op, spell)) == NULL)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735     return;
1736     }
1737 elmex 1.1
1738 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 root 1.22 player_unready_range_ob (op->contr, spob);
1740     esrv_remove_spell (op->contr, spob);
1741 root 1.37 spob->destroy ();
1742 elmex 1.1 }
1743    
1744     /**
1745     * Handles player applying a spellbook.
1746     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747     * stuff like that. Random learning failure too.
1748     */
1749 root 1.22 static void
1750     apply_spellbook (object *op, object *tmp)
1751 elmex 1.1 {
1752 root 1.22 object *skop, *spell, *spell_skill;
1753    
1754     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755     {
1756 root 1.125 op->failmsg ("You are unable to read while blind.");
1757 root 1.22 return;
1758     }
1759    
1760     /* artifact_spellbooks have 'slaying' field point to a spell name,
1761     * instead of having their spell stored in stats.sp. These are
1762     * legacy spellbooks
1763     */
1764 root 1.114 if (tmp->slaying)
1765 root 1.22 {
1766     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767     if (!spell)
1768     {
1769 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 root 1.22 return;
1771 root 1.14 }
1772 root 1.22 else
1773     insert_ob_in_ob (spell, tmp);
1774 root 1.114
1775     tmp->slaying = 0;
1776 root 1.22 }
1777    
1778     skop = find_skill_by_name (op, tmp->skill);
1779    
1780     /* need a literacy skill to learn spells. Also, having a literacy level
1781     * lower than the spell will make learning the spell more difficult */
1782     if (!skop)
1783     {
1784 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 root 1.22 return;
1786     }
1787    
1788     spell = tmp->inv;
1789 root 1.32
1790 root 1.22 if (!spell)
1791     {
1792     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 root 1.22 return;
1795     }
1796 root 1.31
1797 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 root 1.22 {
1799 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 root 1.22 return;
1801     }
1802    
1803 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 root 1.22
1805     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806     {
1807     identify (tmp);
1808 root 1.41
1809 root 1.22 if (tmp->env)
1810     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811     else
1812 root 1.50 op->contr->ns->floorbox_update ();
1813 root 1.22 }
1814    
1815     /* I removed the check for special_prayer_mark here - it didn't make
1816     * a lot of sense - special prayers are not found in spellbooks, and
1817     * if the player doesn't know the spell, doesn't make a lot of sense that
1818     * they would have a special prayer mark.
1819     */
1820     if (check_spell_known (op, spell->name))
1821     {
1822 root 1.124 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 root 1.22 return;
1824 elmex 1.1 }
1825 root 1.22
1826     if (spell->skill)
1827     {
1828     spell_skill = find_skill_by_name (op, spell->skill);
1829 root 1.25
1830 root 1.22 if (!spell_skill)
1831     {
1832 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 root 1.22 return;
1834 root 1.14 }
1835 root 1.25
1836 root 1.22 if (spell_skill->level < spell->level)
1837     {
1838 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 root 1.22 return;
1840 root 1.14 }
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Logic as follows
1844     *
1845     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846     *
1847     * 2- The learner's skill level in literacy adjusts the chance to learn
1848     * a spell.
1849     *
1850     * 3 -Automatically fail to learn if you read while confused
1851     *
1852     * Overall, chances are the same but a player will find having a high
1853     * literacy rate very useful! -b.t.
1854     */
1855     if (QUERY_FLAG (op, FLAG_CONFUSED))
1856     {
1857 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1858 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859     }
1860     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862     {
1863 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 root 1.22 do_learn_spell (op, spell, 0);
1865    
1866     /* xp gain to literacy for spell learning */
1867     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 elmex 1.1 }
1870 root 1.22 else
1871     {
1872 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1873 root 1.125 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 root 1.22 }
1875 root 1.73
1876 root 1.22 decrease_ob (tmp);
1877 elmex 1.1 }
1878    
1879     /**
1880     * Handles applying a spell scroll.
1881     */
1882 root 1.22 void
1883     apply_scroll (object *op, object *tmp, int dir)
1884 elmex 1.1 {
1885 root 1.22 object *skop;
1886 elmex 1.1
1887 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888     {
1889 root 1.125 op->failmsg ("You are unable to read while blind.");
1890 root 1.22 return;
1891 elmex 1.1 }
1892    
1893 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1894     {
1895 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 root 1.22 return;
1897 elmex 1.1 }
1898    
1899 root 1.22 if (op->type == PLAYER)
1900     {
1901     /* players need a literacy skill to read stuff! */
1902     int exp_gain = 0;
1903 elmex 1.1
1904 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1905     * should go for anything killed by the spell.
1906     */
1907     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908 elmex 1.1
1909 root 1.22 if (!skop)
1910     {
1911 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 root 1.22 return;
1913     }
1914 elmex 1.1
1915 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916     change_exp (op, exp_gain, skop->skill, 0);
1917 elmex 1.1 }
1918    
1919 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920     identify (tmp);
1921 elmex 1.1
1922 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 elmex 1.1
1924 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925     decrease_ob (tmp);
1926 elmex 1.1 }
1927    
1928     /**
1929     * Applies a treasure object - by default, chest. op
1930     * is the person doing the applying, tmp is the treasure
1931     * chest.
1932     */
1933 root 1.22 static void
1934     apply_treasure (object *op, object *tmp)
1935 elmex 1.1 {
1936 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1937 root 1.22 * for the chest is done when the chest is created, and put into the chest
1938 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1939     * prevents people from moving chests to more difficult maps to get better
1940 root 1.22 * treasure
1941     */
1942 root 1.99 object *treas = tmp->inv;
1943 root 1.22
1944 root 1.99 if (!treas)
1945 root 1.22 {
1946 root 1.124 op->statusmsg ("The chest was empty.");
1947 root 1.22 decrease_ob (tmp);
1948     return;
1949     }
1950 root 1.99
1951 root 1.22 while (tmp->inv)
1952     {
1953     treas = tmp->inv;
1954 root 1.36 treas->remove ();
1955 elmex 1.1
1956 root 1.22 treas->x = op->x;
1957     treas->y = op->y;
1958     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959    
1960     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961     spring_trap (treas, op);
1962 root 1.37
1963 root 1.22 /* If either player or container was destroyed, no need to do
1964 root 1.124 * further processing. I think this should be enclused with
1965 root 1.22 * spring trap above, as I don't think there is otherwise
1966 root 1.124 * any way for the treasure chest or player to get killed.
1967 root 1.22 */
1968 root 1.29 if (op->destroyed () || tmp->destroyed ())
1969 root 1.22 break;
1970 elmex 1.1 }
1971    
1972 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1973 root 1.22 decrease_ob (tmp);
1974 elmex 1.1 }
1975    
1976     /**
1977     * op eats food.
1978     * If player, takes care of messages and dragon special food.
1979     */
1980 root 1.22 static void
1981     apply_food (object *op, object *tmp)
1982 elmex 1.1 {
1983 root 1.22 int capacity_remaining;
1984 elmex 1.1
1985 root 1.22 if (op->type != PLAYER)
1986     op->stats.hp = op->stats.maxhp;
1987     else
1988     {
1989 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1990 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 root 1.14 ;
1992 root 1.22 else
1993     {
1994     /* usual case - no dragon meal: */
1995     if (op->stats.food + tmp->stats.food > 999)
1996     {
1997     if (tmp->type == FOOD || tmp->type == FLESH)
1998 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1999 root 1.22 else
2000 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 root 1.22 }
2002    
2003 root 1.132 tmp->play_sound (
2004     tmp->sound
2005     ? tmp->sound
2006     : tmp->type == DRINK
2007     ? sound_find ("eat_drink")
2008     : sound_find ("eat_food")
2009     );
2010    
2011 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2012     {
2013 root 1.124 const char *buf;
2014 root 1.22
2015     if (!is_dragon_pl (op))
2016     {
2017     /* eating message for normal players */
2018     if (tmp->type == DRINK)
2019 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2020 root 1.22 else
2021 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2022 root 1.22 }
2023     else
2024 root 1.124 /* eating message for dragon players */
2025     buf = format ("The %s tasted terrible!", &tmp->name);
2026    
2027     op->statusmsg (buf);
2028 root 1.22
2029     capacity_remaining = 999 - op->stats.food;
2030     op->stats.food += tmp->stats.food;
2031     if (capacity_remaining < tmp->stats.food)
2032     op->stats.hp += capacity_remaining / 50;
2033     else
2034     op->stats.hp += tmp->stats.food / 50;
2035 root 1.124
2036 root 1.22 if (op->stats.hp > op->stats.maxhp)
2037     op->stats.hp = op->stats.maxhp;
2038     if (op->stats.food > 999)
2039     op->stats.food = 999;
2040     }
2041 root 1.14
2042 root 1.22 /* special food hack -b.t. */
2043     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2044     eat_special_food (op, tmp);
2045     }
2046 elmex 1.1 }
2047 root 1.114
2048 root 1.22 handle_apply_yield (tmp);
2049     decrease_ob (tmp);
2050 elmex 1.1 }
2051    
2052     /**
2053     * A dragon is eating some flesh. If the flesh contains resistances,
2054     * there is a chance for the dragon's skin to get improved.
2055     *
2056     * attributes:
2057     * object *op the object (dragon player) eating the flesh
2058     * object *meal the flesh item, getting chewed in dragon's mouth
2059     * return:
2060     * int 1 if eating successful, 0 if it doesn't work
2061     */
2062 root 1.22 int
2063     dragon_eat_flesh (object *op, object *meal)
2064     {
2065     object *skin = NULL; /* pointer to dragon skin force */
2066     object *abil = NULL; /* pointer to dragon ability force */
2067     object *tmp = NULL; /* tmp. object */
2068    
2069 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2070 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2071     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2072     double mbonus = 0; /* monster bonus */
2073 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2074 root 1.22 int winners = 0; /* number of winners */
2075 elmex 1.1 int i; /* index */
2076 root 1.22
2077 elmex 1.1 /* let's make sure and doublecheck the parameters */
2078 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2079 elmex 1.1 return 0;
2080 root 1.22
2081 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2082     from the player's inventory */
2083 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2084     if (tmp->type == FORCE)
2085 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2086 root 1.60 skin = tmp;
2087 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2088 root 1.60 abil = tmp;
2089 root 1.22
2090 elmex 1.1 /* if either skin or ability are missing, this is an old player
2091     which is not to be considered a dragon -> bail out */
2092 root 1.22 if (skin == NULL || abil == NULL)
2093     return 0;
2094    
2095 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2096 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2097 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2098     else
2099 root 1.22 op->stats.hp += meal->stats.food / 50;
2100 root 1.124
2101 root 1.22 if (op->stats.hp > op->stats.maxhp)
2102     op->stats.hp = op->stats.maxhp;
2103    
2104     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2105    
2106     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2107    
2108 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2109 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2110     {
2111     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2112     {
2113     /* got positive resistance, now calculate improvement chance (0-100) */
2114    
2115     /* this bonus makes resistance increase easier at lower levels */
2116     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2117     if (i == abil->stats.exp)
2118     bonus += 5; /* additional bonus for resistance of ability-focus */
2119    
2120     /* monster bonus increases with level, because high-level
2121     flesh is too rare */
2122     mbonus = op->level * 20. / ((double) settings.max_level);
2123    
2124     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2125     ((double) settings.max_level)) - skin->resist[i];
2126    
2127     if (chance >= 0.)
2128     chance += 1.;
2129     else
2130     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2131    
2132     /* chance is proportional to amount of resistance (max. 50) */
2133     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2134    
2135     /* doubled chance for resistance of ability-focus */
2136     if (i == abil->stats.exp)
2137     chance = MIN (100., chance * 2.);
2138    
2139     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2140 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2141 root 1.22 {
2142     atnr_winner[winners] = i;
2143     winners++;
2144     }
2145    
2146     if (chance >= 0.01)
2147     totalchance *= 1 - chance / 100;
2148    
2149     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2150     }
2151 elmex 1.1 }
2152 root 1.22
2153 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2154 root 1.22 totalchance = 100 - totalchance * 100;
2155 root 1.124
2156 elmex 1.1 /* print message according to totalchance */
2157 root 1.124 const char *buf;
2158 elmex 1.1 if (totalchance > 50.)
2159 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2160 elmex 1.1 else if (totalchance > 10.)
2161 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2162 elmex 1.1 else if (totalchance > 1.)
2163 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2164 elmex 1.1 else if (totalchance > 0.1)
2165 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2166 elmex 1.1 else if (totalchance >= 0.01)
2167 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2168 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2169 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2170 root 1.22 else
2171 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2172    
2173     op->statusmsg (buf);
2174 root 1.22
2175 elmex 1.1 /* now choose a winner if we have any */
2176     i = -1;
2177 root 1.22 if (winners > 0)
2178     i = atnr_winner[RANDOM () % winners];
2179    
2180     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181     {
2182     /* resistance increased! */
2183     skin->resist[i]++;
2184 root 1.51 op->update_stats ();
2185 root 1.22
2186 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 root 1.22 }
2188    
2189 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2190     into the ability_force and it will take effect on next level */
2191 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2192     {
2193     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2194    
2195     if (meal->last_eat != abil->stats.exp)
2196 root 1.124 op->statusmsg (format (
2197 root 1.125 "Your metabolism prepares to focus on %s!\n"
2198     "The change will happen at level %d.",
2199     change_resist_msg[meal->last_eat],
2200     abil->level + 1
2201 root 1.124 ));
2202 root 1.22 else
2203     {
2204 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2205 root 1.22 abil->last_eat = 0;
2206     }
2207 elmex 1.1 }
2208 root 1.124
2209 elmex 1.1 return 1;
2210     }
2211    
2212     /**
2213     * Handles applying an improve armor scroll.
2214     * Does some sanity checks, then calls improve_armour.
2215     */
2216 root 1.22 static void
2217     apply_armour_improver (object *op, object *tmp)
2218 elmex 1.1 {
2219 root 1.22 object *armor;
2220 elmex 1.1
2221 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 root 1.22 {
2223 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 root 1.22 return;
2225 elmex 1.1 }
2226 root 1.51
2227 root 1.22 armor = find_marked_object (op);
2228 root 1.51
2229 root 1.22 if (!armor)
2230     {
2231 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.");
2232 elmex 1.1 return;
2233     }
2234 root 1.51
2235 root 1.22 if (armor->type != ARMOUR
2236     && armor->type != CLOAK
2237     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 elmex 1.1 {
2239 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2240 root 1.22 return;
2241 elmex 1.1 }
2242    
2243 root 1.124 op->statusmsg ("Applying armour enchantment.");
2244 root 1.22 improve_armour (op, tmp, armor);
2245 elmex 1.1 }
2246    
2247 root 1.22 extern void
2248     apply_poison (object *op, object *tmp)
2249 elmex 1.1 {
2250 root 1.22 if (op->type == PLAYER)
2251     {
2252 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2253 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2254 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2255 elmex 1.1 }
2256 root 1.114
2257 root 1.22 if (tmp->stats.hp > 0)
2258     {
2259     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2260     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2261 elmex 1.1 }
2262 root 1.114
2263 root 1.22 op->stats.food -= op->stats.food / 4;
2264     handle_apply_yield (tmp);
2265     decrease_ob (tmp);
2266 elmex 1.1 }
2267    
2268     /**
2269 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 elmex 1.1 * A valid 2 way exit means:
2271     * -You can come back (there is another exit at the other side)
2272     * -You are
2273 root 1.44 * ° the owner of the exit
2274     * ° or in the same party as the owner
2275 elmex 1.1 *
2276     * Note: a owner in a 2 way exit is saved as the owner's name
2277     * in the field exit->name cause the field exit->owner doesn't
2278     * survive in the swapping (in fact the whole exit doesn't survive).
2279     */
2280 root 1.22 int
2281     is_legal_2ways_exit (object *op, object *exit)
2282     {
2283     if (exit->stats.exp != 1)
2284     return 1; /*This is not a 2 way, so it is legal */
2285 root 1.52
2286 root 1.55 #if 0 //TODO
2287 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2288     return 0; /* This is a reset town portal */
2289 root 1.55 #endif
2290    
2291 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292    
2293 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2294 root 1.52
2295 root 1.22 if (exitmap)
2296     {
2297 root 1.58 exitmap->load_sync ();
2298    
2299     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300 root 1.52
2301 root 1.22 if (!tmp)
2302     return 0;
2303 root 1.52
2304 root 1.58 for (; tmp; tmp = tmp->above)
2305 root 1.22 {
2306     if (tmp->type != EXIT)
2307     continue; /*Not an exit */
2308 root 1.52
2309 root 1.22 if (!EXIT_PATH (tmp))
2310     continue; /*Not a valid exit */
2311 root 1.52
2312 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313     continue; /*Not in the same place */
2314 root 1.52
2315 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2316 root 1.22 continue; /*Not in the same map */
2317    
2318     /* From here we have found the exit is valid. However we do
2319     * here the check of the exit owner. It is important for the
2320     * town portals to prevent strangers from visiting your appartments
2321     */
2322     if (!exit->race)
2323     return 1; /*No owner, free for all! */
2324 root 1.52
2325 root 1.58 object *exit_owner = 0;
2326 root 1.52
2327     for_all_players (pp)
2328 root 1.22 {
2329     if (!pp->ob)
2330     continue;
2331 root 1.52
2332 root 1.22 if (pp->ob->name != exit->race)
2333     continue;
2334 root 1.52
2335 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2336     break;
2337     }
2338 root 1.52
2339 root 1.22 if (!exit_owner)
2340     return 0; /* No more owner */
2341 root 1.52
2342 root 1.22 if (exit_owner->contr == op->contr)
2343     return 1; /*It is your exit */
2344 root 1.52
2345 root 1.22 if (exit_owner && /*There is a owner */
2346     (op->contr) && /*A player tries to pass */
2347     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2348     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2349     return 0;
2350 root 1.52
2351 root 1.22 return 1;
2352     }
2353     }
2354 root 1.52
2355 root 1.22 return 0;
2356     }
2357 elmex 1.1
2358     /**
2359     * Main apply handler.
2360     *
2361     * Checks for unpaid items before applying.
2362     *
2363     * Return value:
2364     * 0: player or monster can't apply objects of that type
2365     * 1: has been applied, or there was an error applying the object
2366     * 2: objects of that type can't be applied if not in inventory
2367     *
2368     * op is the object that is causing object to be applied, tmp is the object
2369     * being applied.
2370     *
2371     * aflag is special (always apply/unapply) flags. Nothing is done with
2372     * them in this function - they are passed to apply_special
2373     */
2374 root 1.22 int
2375     manual_apply (object *op, object *tmp, int aflag)
2376 elmex 1.1 {
2377 root 1.22 if (tmp->head)
2378     tmp = tmp->head;
2379 elmex 1.1
2380 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381     {
2382     if (op->type == PLAYER)
2383     {
2384 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 root 1.22 return 1;
2386     }
2387     else
2388 root 1.51 return 0; /* monsters just skip unpaid items */
2389 elmex 1.1 }
2390    
2391 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392     return RESULT_INT (0);
2393 root 1.8
2394 root 1.22 switch (tmp->type)
2395     {
2396 root 1.24 case CF_HANDLE:
2397 root 1.118 op->play_sound (sound_find ("turn_handle"));
2398 root 1.124 op->statusmsg ("You turn the handle.");
2399 root 1.24 tmp->value = tmp->value ? 0 : 1;
2400     SET_ANIMATION (tmp, tmp->value);
2401     update_object (tmp, UP_OBJ_FACE);
2402     push_button (tmp);
2403     return 1;
2404 root 1.14
2405 root 1.24 case TRIGGER:
2406     if (check_trigger (tmp, op))
2407     {
2408 root 1.124 op->statusmsg ("You turn the handle.");
2409 root 1.118 op->play_sound (sound_find ("turn_handle"));
2410 root 1.24 }
2411     else
2412 root 1.125 op->failmsg ("The handle doesn't move.");
2413 root 1.57
2414 root 1.24 return 1;
2415 root 1.14
2416 root 1.24 case EXIT:
2417     if (op->type != PLAYER)
2418     return 0;
2419 root 1.57
2420 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 root 1.24 else
2423     {
2424     /* Don't display messages for random maps. */
2425 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2427 root 1.57
2428 root 1.55 op->enter_exit (tmp);
2429 root 1.24 }
2430 root 1.85
2431 root 1.24 return 1;
2432 root 1.14
2433 root 1.122 case INSCRIBABLE:
2434 root 1.124 op->statusmsg (tmp->msg);
2435 root 1.122 // maybe show a spell menu to chose from or something like that
2436     return 1;
2437    
2438 root 1.24 case SIGN:
2439     apply_sign (op, tmp, 0);
2440     return 1;
2441 root 1.14
2442 root 1.24 case BOOK:
2443     if (op->type == PLAYER)
2444     {
2445     apply_book (op, tmp);
2446     return 1;
2447     }
2448     else
2449 root 1.85 return 0;
2450 root 1.14
2451 root 1.24 case SKILLSCROLL:
2452     if (op->type == PLAYER)
2453     {
2454     apply_skillscroll (op, tmp);
2455     return 1;
2456     }
2457 root 1.85 else
2458     return 0;
2459 root 1.14
2460 root 1.24 case SPELLBOOK:
2461     if (op->type == PLAYER)
2462     {
2463     apply_spellbook (op, tmp);
2464     return 1;
2465     }
2466 root 1.85 else
2467     return 0;
2468 root 1.14
2469 root 1.24 case SCROLL:
2470     apply_scroll (op, tmp, 0);
2471     return 1;
2472 root 1.14
2473 root 1.24 case POTION:
2474 root 1.85 apply_potion (op, tmp);
2475 root 1.24 return 1;
2476 root 1.14
2477 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 root 1.68 //TODO: remove, as it is unsed?
2479 root 1.24 case CLOSE_CON:
2480 root 1.68 apply_container (op, tmp->env);
2481 root 1.24 return 1;
2482 root 1.14
2483 root 1.24 case CONTAINER:
2484 root 1.68 apply_container (op, tmp);
2485 root 1.24 return 1;
2486 root 1.14
2487 root 1.24 case TREASURE:
2488     if (op->type == PLAYER)
2489     {
2490     apply_treasure (op, tmp);
2491     return 1;
2492     }
2493     else
2494 root 1.68 return 0;
2495 root 1.14
2496 root 1.24 case WEAPON:
2497     case ARMOUR:
2498     case BOOTS:
2499     case GLOVES:
2500     case AMULET:
2501     case GIRDLE:
2502     case BRACERS:
2503     case SHIELD:
2504     case HELMET:
2505     case RING:
2506     case CLOAK:
2507     case WAND:
2508     case ROD:
2509     case HORN:
2510     case SKILL:
2511     case BOW:
2512     case LAMP:
2513     case BUILDER:
2514     case SKILL_TOOL:
2515     if (tmp->env != op)
2516     return 2; /* not in inventory */
2517 root 1.79
2518     apply_special (op, tmp, aflag);
2519 root 1.24 return 1;
2520 root 1.14
2521 root 1.24 case DRINK:
2522     case FOOD:
2523     case FLESH:
2524     apply_food (op, tmp);
2525     return 1;
2526 root 1.14
2527 root 1.24 case POISON:
2528     apply_poison (op, tmp);
2529     return 1;
2530 root 1.14
2531 root 1.24 case SAVEBED:
2532 root 1.51 return 1;
2533 root 1.14
2534 root 1.24 case ARMOUR_IMPROVER:
2535     if (op->type == PLAYER)
2536     {
2537     apply_armour_improver (op, tmp);
2538     return 1;
2539     }
2540     else
2541 root 1.51 return 0;
2542 root 1.14
2543 root 1.24 case WEAPON_IMPROVER:
2544 root 1.85 check_improve_weapon (op, tmp);
2545 root 1.24 return 1;
2546 root 1.14
2547 root 1.24 case CLOCK:
2548     if (op->type == PLAYER)
2549     {
2550     char buf[MAX_BUF];
2551     timeofday_t tod;
2552 root 1.22
2553 root 1.24 get_tod (&tod);
2554 root 1.118 op->play_sound (sound_find ("sound_clock"));
2555 root 1.124 op->statusmsg (format (
2556 root 1.125 "It is %d minute%s past %d o'clock %s",
2557     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 root 1.124 ));
2560 root 1.24 return 1;
2561     }
2562     else
2563 root 1.85 return 0;
2564 root 1.14
2565 root 1.24 case MENU:
2566     if (op->type == PLAYER)
2567     {
2568 elmex 1.75 shop_listing (tmp, op);
2569 root 1.24 return 1;
2570     }
2571     else
2572 root 1.85 return 0;
2573 elmex 1.1
2574 root 1.24 case POWER_CRYSTAL:
2575     apply_power_crystal (op, tmp); /* see egoitem.c */
2576     return 1;
2577 root 1.14
2578 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2579     if (op->type == PLAYER)
2580     {
2581     apply_lighter (op, tmp);
2582     return 1;
2583     }
2584     else
2585 root 1.85 return 0;
2586 root 1.14
2587 root 1.24 case ITEM_TRANSFORMER:
2588     apply_item_transformer (op, tmp);
2589     return 1;
2590 root 1.14
2591 root 1.24 default:
2592     return 0;
2593 elmex 1.1 }
2594     }
2595    
2596    
2597     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2598     * messages as needed by player_apply_below(). But there can still be
2599     * "but you are floating high above the ground" messages.
2600     *
2601     * Same return value as apply() function.
2602     */
2603 root 1.22 int
2604     player_apply (object *pl, object *op, int aflag, int quiet)
2605 elmex 1.1 {
2606 root 1.22 int tmp;
2607 elmex 1.1
2608 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2609 root 1.22 {
2610     /* player is flying and applying object not in inventory */
2611     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612     {
2613 elmex 1.138 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2614 root 1.22 return 0;
2615 root 1.14 }
2616 elmex 1.1 }
2617    
2618 root 1.22 pl->contr->last_used = op;
2619 elmex 1.1
2620 root 1.22 tmp = manual_apply (pl, op, aflag);
2621     if (!quiet)
2622     {
2623     if (tmp == 0)
2624 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 root 1.22 else if (tmp == 2)
2626 elmex 1.138 pl->failmsg ("You must get it first!\n");
2627 elmex 1.1 }
2628 root 1.114
2629 root 1.22 return tmp;
2630 elmex 1.1 }
2631    
2632     /**
2633     * player_apply_below attempts to apply the object 'below' the player.
2634     * If the player has an open container, we use that for below, otherwise
2635     * we use the ground.
2636     */
2637 root 1.22 void
2638     player_apply_below (object *pl)
2639 elmex 1.1 {
2640 root 1.68 int floors = 0;
2641 root 1.22
2642     /* If using a container, set the starting item to be the top
2643     * item in the container. Otherwise, use the map.
2644 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2645 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2646     * next object in the stack before applying. This is can only be a
2647     * problem if player_apply() has a bug in that it uses the object but does
2648     * not return a proper value.
2649     */
2650 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 root 1.22 {
2652     next = tmp->below;
2653 root 1.68
2654 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655     floors++;
2656     else if (floors > 0)
2657     return; /* process only floor objects after first floor object */
2658    
2659     /* If it is visible, player can apply it. If it is applied by
2660     * person moving on it, also activate. Added code to make it
2661     * so that at least one of players movement types be that which
2662     * the item needs.
2663     */
2664     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665     {
2666     if (player_apply (pl, tmp, 0, 1) == 1)
2667     return;
2668 elmex 1.1 }
2669 root 1.22 if (floors >= 2)
2670     return; /* process at most two floor objects */
2671 elmex 1.1 }
2672     }
2673    
2674     /**
2675     * Unapplies specified item.
2676     * No check done on cursed/damned.
2677     * Break this out of apply_special - this is just done
2678     * to keep the size of apply_special to a more managable size.
2679     */
2680 root 1.22 static int
2681     unapply_special (object *who, object *op, int aflags)
2682 elmex 1.1 {
2683 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 root 1.22 return RESULT_INT (0);
2686 root 1.12
2687 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2688 root 1.76
2689 root 1.22 switch (op->type)
2690     {
2691 root 1.96 case SKILL_TOOL:
2692     // unapplying a skill tool should also unapply the skill it governs
2693     // but this is hard, as it shouldn't do so when the skill can
2694     // be used for other reasons
2695     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696     if (tmp->skill == op->skill
2697     && tmp->type == SKILL
2698     && tmp->flag [FLAG_APPLIED]
2699     && !tmp->flag [FLAG_CAN_USE_SKILL])
2700     unapply_special (who, tmp, 0);
2701    
2702     change_abil (who, op);
2703     break;
2704    
2705 root 1.24 case WEAPON:
2706 root 1.105 if (player *pl = who->contr)
2707     if (op == pl->combat_ob)
2708     {
2709     pl->combat_ob = 0;
2710     who->change_weapon (pl->ranged_ob);
2711     }
2712    
2713 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714 elmex 1.1
2715 root 1.79 change_abil (who, op);
2716     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 root 1.24 break;
2718 root 1.14
2719 root 1.96 case SKILL:
2720 root 1.79 if (who->contr)
2721 root 1.24 {
2722 root 1.76 if (!op->invisible)
2723 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 root 1.24 else
2725 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 root 1.24 }
2727 root 1.76
2728     change_abil (who, op);
2729 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730     break;
2731 root 1.14
2732 root 1.24 case ARMOUR:
2733     case HELMET:
2734     case SHIELD:
2735     case RING:
2736     case BOOTS:
2737     case GLOVES:
2738     case AMULET:
2739     case GIRDLE:
2740     case BRACERS:
2741     case CLOAK:
2742 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 root 1.79 change_abil (who, op);
2744 root 1.24 break;
2745 root 1.79
2746 root 1.24 case LAMP:
2747 root 1.103 {
2748 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2749 root 1.29
2750 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2751     tmp2->x = op->x;
2752     tmp2->y = op->y;
2753     tmp2->map = op->map;
2754     tmp2->below = op->below;
2755     tmp2->above = op->above;
2756     tmp2->stats.food = op->stats.food;
2757     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758    
2759     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761    
2762     if (who->contr)
2763     esrv_del_item (who->contr, op->count);
2764    
2765     op->destroy ();
2766     insert_ob_in_ob (tmp2, who);
2767     who->update_stats ();
2768 root 1.29
2769 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770     {
2771     if (who->contr)
2772     {
2773 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2774 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775     }
2776     }
2777 root 1.29
2778 root 1.103 if (who->contr)
2779     esrv_send_item (who, tmp2);
2780     }
2781 root 1.79
2782 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2783 root 1.76
2784 root 1.24 case BOW:
2785     case WAND:
2786     case ROD:
2787     case HORN:
2788 root 1.105 if (player *pl = who->contr)
2789     {
2790     if (op == pl->ranged_ob)
2791     {
2792     pl->ranged_ob = 0;
2793     who->change_weapon (pl->combat_ob);
2794     }
2795    
2796 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2797 root 1.105 }
2798 root 1.103 else
2799 root 1.24 {
2800 root 1.103 who->change_skill (0);
2801 root 1.79
2802 root 1.24 if (op->type == BOW)
2803     CLEAR_FLAG (who, FLAG_READY_BOW);
2804     else
2805     CLEAR_FLAG (who, FLAG_READY_RANGE);
2806     }
2807 root 1.76
2808 root 1.24 break;
2809 elmex 1.1
2810 root 1.24 case BUILDER:
2811 root 1.79 if (who->contr)
2812 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2813 root 1.24 break;
2814 elmex 1.1
2815 root 1.24 default:
2816 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 root 1.24 break;
2818 elmex 1.1 }
2819    
2820 root 1.51 who->update_stats ();
2821 elmex 1.1
2822 root 1.22 if (!(aflags & AP_NO_MERGE))
2823     {
2824 root 1.85 object *tmp = merge_ob (op, 0);
2825 root 1.79
2826     if (who->contr)
2827 root 1.22 {
2828     if (tmp)
2829     { /* it was merged */
2830 root 1.29 esrv_del_item (who->contr, op->count);
2831 root 1.22 op = tmp;
2832 elmex 1.1 }
2833 root 1.29
2834 root 1.22 esrv_send_item (who, op);
2835 root 1.14 }
2836 elmex 1.1 }
2837 root 1.79
2838 root 1.22 return 0;
2839 elmex 1.1 }
2840    
2841     /**
2842     * Returns the object that is using location 'loc'.
2843     * Note that 'start' is the first object to start examing - we
2844     * then go through the below of this. In this way, you can do
2845     * something like:
2846 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2847     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2848 elmex 1.1 * to find the second object that may use this location, etc.
2849     * Returns NULL if no match is found.
2850     * loc is the index into the array we are looking for a match.
2851     * don't return invisible objects unless they are skill objects
2852     * invisible other objects that use
2853     * up body locations can be used as restrictions.
2854     */
2855 root 1.84 static object *
2856 root 1.96 get_next_item_from_body_location (int loc, object *start)
2857 elmex 1.1 {
2858 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2859     if (tmp->flag [FLAG_APPLIED]
2860     && tmp->slot[loc].info
2861     && (!tmp->invisible || tmp->type == SKILL))
2862     return tmp;
2863 elmex 1.1
2864 root 1.84 return 0;
2865 elmex 1.1 }
2866    
2867     /**
2868     * 'op' wants to apply an object, but can't because of other equipment.
2869     * This should only be called when it is known
2870     * that there are objects to unapply. This makes pretty heavy
2871     * use of get_item_from_body_location. It makes no intelligent choice
2872     * on objects - rather, the first that is matched is used.
2873     * Returns 0 on success, returns 1 if there is some problem.
2874     * if aflags is AP_PRINT, we instead print out waht to unapply
2875     * instead of doing it. This is a lot less code than having
2876     * another function that does just that.
2877     */
2878 root 1.114
2879     #define CANNOT_REMOVE_CURSED \
2880     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881     "Praying over an altar, scrolls of remove curse/damnation, " \
2882     "priests or even other players might help.>"
2883    
2884 root 1.22 int
2885     unapply_for_ob (object *who, object *op, int aflags)
2886 elmex 1.1 {
2887 root 1.81 if (op->is_range ())
2888     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2889     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2890     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2891     {
2892     if (aflags & AP_PRINT)
2893 root 1.125 who->failmsg (query_name (tmp));
2894 root 1.81 else
2895     unapply_special (who, tmp, aflags);
2896     }
2897     else
2898     {
2899     /* In this case, we want to try and remove a cursed item.
2900     * While we know it won't work, we want unapply_special to
2901     * at least generate the message.
2902     */
2903 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)));
2904 root 1.81 return 1;
2905     }
2906 elmex 1.1
2907 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2908 root 1.22 {
2909     /* this used up a slot that we need to free */
2910 root 1.82 if (op->slot[i].info)
2911 root 1.22 {
2912 root 1.81 object *last = who->inv;
2913 root 1.14
2914 root 1.22 /* We do a while loop - may need to remove several items in order
2915     * to free up enough slots.
2916     */
2917 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2918 root 1.22 {
2919 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2920 root 1.81
2921 root 1.22 if (!tmp)
2922     {
2923 elmex 1.1 #if 0
2924 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2925     * equipped.
2926     */
2927     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2928 elmex 1.1 #endif
2929 root 1.22 return 1;
2930     }
2931 root 1.81
2932 root 1.22 /* If we are just printing, we don't care about cursed status */
2933     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2934     {
2935     if (aflags & AP_PRINT)
2936 root 1.125 who->failmsg (query_name (tmp));
2937 root 1.22 else
2938     unapply_special (who, tmp, aflags);
2939 root 1.14 }
2940 root 1.22 else
2941     {
2942     /* Cursed item that we can't unequip - tell the player.
2943     * Note this could be annoying if this is just one of a few,
2944     * so it may not be critical (eg, putting on a ring and you have
2945     * one cursed ring.)
2946     */
2947 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2948 root 1.14 }
2949 root 1.81
2950 root 1.22 last = tmp->below;
2951 root 1.14 }
2952 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2953     * return in the !tmp would have kicked in.
2954     */
2955     } /* if op is using this body location */
2956     } /* for body lcoations */
2957 root 1.81
2958 root 1.22 return 0;
2959 elmex 1.1 }
2960    
2961     /**
2962     * Checks to see if 'who' can apply object 'op'.
2963     * Returns 0 if apply can be done without anything special.
2964     * Otherwise returns a bitmask - potentially several of these may be
2965     * set, but largely depends on circumstance - in the future, processing
2966 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2967 root 1.96 * is set, do we really care what the other flags may be?)
2968 elmex 1.1 *
2969     * See include/define.h for detailed description of the meaning of
2970     * these return values.
2971     */
2972 root 1.22 int
2973     can_apply_object (object *who, object *op)
2974 elmex 1.1 {
2975 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2976     return RESULT_INT (0);
2977    
2978 root 1.78 int retval = 0;
2979     object *tmp = 0, *ws = 0;
2980 root 1.22
2981 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2982 root 1.22 {
2983 root 1.82 if (op->slot[i].info)
2984 root 1.22 {
2985     /* Item uses more slots than we have */
2986 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2987 root 1.22 {
2988 root 1.78 /* Could return now for efficiency - rest of info below isn't
2989 root 1.22 * really needed.
2990     */
2991     retval |= CAN_APPLY_NEVER;
2992     }
2993 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2994 root 1.22 {
2995     /* in this case, equipping this would use more free spots than
2996     * we have.
2997     */
2998 elmex 1.1
2999 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3000 root 1.84 * enough slots to equip the new item, then just set "can
3001     * apply unapply". We don't care about the logic below - if you have a
3002 root 1.22 * shield equipped and try to equip another shield, there is only
3003     * one choice. However, the check for the number of body locations
3004     * does take into the account cases where what is being applied
3005     * may be two handed for example.
3006     */
3007     if (ws)
3008 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3009     {
3010     retval |= CAN_APPLY_UNAPPLY;
3011     continue;
3012     }
3013 root 1.22
3014 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3015 root 1.22 if (!tmp1)
3016     {
3017 elmex 1.1 #if 0
3018 root 1.22 /* This is sort of an error, but happens a lot when old players
3019     * join in with more stuff equipped than they are now allowed.
3020     */
3021     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3022 elmex 1.1 #endif
3023 root 1.22 retval |= CAN_APPLY_NEVER;
3024     }
3025     else
3026     {
3027     /* need to unapply something. However, if this something
3028     * is different than we had found before, it means they need
3029     * to apply multiple objects
3030     */
3031     retval |= CAN_APPLY_UNAPPLY;
3032 root 1.96
3033 root 1.22 if (!tmp)
3034     tmp = tmp1;
3035     else if (tmp != tmp1)
3036 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3037    
3038 root 1.22 /* This object isn't using up all the slots, so there must
3039 root 1.78 * be another. If so, and it the new item doesn't need all
3040 root 1.22 * the slots, the player then has a choice.
3041     */
3042 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3043     && abs (op->slot[i].info) < who->slot[i].info)
3044 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3045    
3046     /* Does unequippint 'tmp1' free up enough slots for this to be
3047     * equipped? If not, there must be something else to unapply.
3048     */
3049 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3050 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3051     }
3052     } /* if not enough free slots */
3053     } /* if this object uses location i */
3054     } /* for i -> num_body_locations loop */
3055    
3056     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3057     * really be controlled by use of body locations. We do have
3058     * the weapon/shield checks, and the range checks for monsters,
3059     * because you can't control those just by body location - bows, shields,
3060     * and weapons all use the same slot. Similar for horn/rod/wand - they
3061     * all use the same location.
3062     */
3063     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3064     retval |= CAN_APPLY_RESTRICTION;
3065 root 1.76
3066 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3067     retval |= CAN_APPLY_RESTRICTION;
3068    
3069     if (who->type != PLAYER)
3070     {
3071     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3072 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3073 root 1.78
3074 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3075     retval |= CAN_APPLY_RESTRICTION;
3076 root 1.78
3077 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3078     retval |= CAN_APPLY_RESTRICTION;
3079 root 1.78
3080 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3081 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3082 elmex 1.1 }
3083 root 1.76
3084 root 1.22 return retval;
3085 elmex 1.1 }
3086    
3087     /**
3088     * who is the object using the object. It can be a monster.
3089     * op is the object they are using. op is an equipment type item,
3090     * eg, one which you put on and keep on for a while, and not something
3091     * like a potion or scroll.
3092     *
3093     * function returns 1 if the action could not be completed, 0 on
3094     * success. However, success is a matter of meaning - if the
3095     * user passes the 'apply' flag to an object already applied,
3096     * nothing is done, and 0 is returned.
3097     *
3098     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3099     * AP_UNAPPLY=always unapply).
3100     *
3101     * Optional flags:
3102     * AP_NO_MERGE: don't merge an unapplied object with other objects
3103     * AP_IGNORE_CURSE: unapply cursed items
3104 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3105 elmex 1.1 *
3106     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3107     *
3108     * apply_special() doesn't check for unpaid items.
3109     */
3110 root 1.114
3111     #define LACK_ITEM_POWER \
3112     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113    
3114 root 1.22 int
3115     apply_special (object *who, object *op, int aflags)
3116 elmex 1.1 {
3117 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3118     object *tmp, *tmp2, *skop = NULL;
3119 elmex 1.1
3120 root 1.22 if (who == NULL)
3121     {
3122     LOG (llevError, "apply_special() from object without environment.\n");
3123     return 1;
3124 elmex 1.1 }
3125    
3126 root 1.22 if (op->env != who)
3127     return 1; /* op is not in inventory */
3128 elmex 1.1
3129 root 1.22 /* trying to unequip op */
3130     if (QUERY_FLAG (op, FLAG_APPLIED))
3131     {
3132     /* always apply, so no reason to unapply */
3133     if (basic_flag == AP_APPLY)
3134     return 0;
3135    
3136     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3137     {
3138 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3139 root 1.22 return 1;
3140 root 1.14 }
3141 root 1.78
3142 root 1.22 return unapply_special (who, op, aflags);
3143 elmex 1.1 }
3144    
3145 root 1.22 if (basic_flag == AP_UNAPPLY)
3146     return 0;
3147 elmex 1.1
3148 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3149     // to resolve conflicts.
3150     if (player *pl = who->contr)
3151 root 1.95 switch (op->slottype ())
3152 root 1.90 {
3153 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 root 1.90 }
3156    
3157 root 1.104 splay (op);
3158    
3159 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3160 root 1.78 if (int i = can_apply_object (who, op))
3161 root 1.22 {
3162     if (i & CAN_APPLY_NEVER)
3163     {
3164 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)));
3165 root 1.22 return 1;
3166     }
3167     else if (i & CAN_APPLY_RESTRICTION)
3168     {
3169 root 1.125 who->failmsg (format (
3170     "You have a prohibition against using a %s. "
3171     "H<Your belief, profession or class prevents you from applying this item.>",
3172     query_name (op)
3173     ));
3174 root 1.22 return 1;
3175     }
3176 root 1.78
3177 root 1.22 if (who->type != PLAYER)
3178     {
3179     /* Some error, so don't try to equip something more */
3180     if (unapply_for_ob (who, op, aflags))
3181 root 1.14 return 1;
3182     }
3183 root 1.22 else
3184     {
3185     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3186     {
3187 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3188 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3189     return 1;
3190     }
3191     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3192 root 1.81 if (unapply_for_ob (who, op, aflags))
3193     return 1;
3194 root 1.14 }
3195 elmex 1.1 }
3196 root 1.55
3197 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3198     {
3199     skop = find_skill_by_name (who, op->skill);
3200 root 1.78
3201 root 1.22 if (!skop)
3202     {
3203 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3204 root 1.22 return 1;
3205     }
3206     else
3207 root 1.76 /* While experience will be credited properly, we want to change the
3208     * skill so that the dam and wc get updated
3209     */
3210 root 1.101 who->change_skill (skop);
3211 elmex 1.1 }
3212 root 1.22
3213 root 1.78 if (who->type == PLAYER
3214     && op->item_power
3215     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 root 1.22 {
3217 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 root 1.22 return 1;
3219 elmex 1.1 }
3220    
3221 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3222     * Note that we don't have the checks for can_use_...
3223     * below - that is already taken care of by can_apply_object.
3224     */
3225     if (op->nrof > 1)
3226     tmp = get_split_ob (op, op->nrof - 1);
3227     else
3228 root 1.78 tmp = 0;
3229 root 1.22
3230     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231     return RESULT_INT (0);
3232    
3233     switch (op->type)
3234     {
3235 root 1.24 case WEAPON:
3236     if (!check_weapon_power (who, op->last_eat))
3237     {
3238 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239 root 1.79
3240 root 1.78 if (tmp)
3241     insert_ob_in_ob (tmp, who);
3242 root 1.79
3243 root 1.24 return 1;
3244     }
3245 root 1.65
3246 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3247 root 1.78 // i.e. "R" can use Ragnarok's sword.
3248 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249     {
3250     /* if the weapon does not have the name as the character, can't use it. */
3251     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253 root 1.65
3254     if (tmp)
3255     insert_ob_in_ob (tmp, who);
3256    
3257 root 1.24 return 1;
3258     }
3259 root 1.65
3260 root 1.80 if (!skop)
3261     {
3262 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3263 root 1.80 return 1;
3264     }
3265    
3266 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3267 root 1.101 who->change_skill (skop);
3268 root 1.76
3269 root 1.79 if (who->contr)
3270 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3271 root 1.78
3272 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3273 root 1.14
3274 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3275 root 1.76 change_abil (who, op);
3276 root 1.24 break;
3277 root 1.14
3278 root 1.24 case ARMOUR:
3279     case HELMET:
3280     case SHIELD:
3281     case BOOTS:
3282     case GLOVES:
3283     case GIRDLE:
3284     case BRACERS:
3285     case CLOAK:
3286     case RING:
3287     case AMULET:
3288     SET_FLAG (op, FLAG_APPLIED);
3289 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 root 1.76 change_abil (who, op);
3291 root 1.24 break;
3292 root 1.76
3293 root 1.24 case LAMP:
3294     if (op->stats.food < 1)
3295     {
3296 root 1.125 who->failmsg (format (
3297     "Your %s is out of fuel! "
3298     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299     &op->name
3300     ));
3301 root 1.24 return 1;
3302     }
3303 root 1.76
3304 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3305    
3306 root 1.24 tmp2 = arch_to_object (op->other_arch);
3307     tmp2->stats.food = op->stats.food;
3308     SET_FLAG (tmp2, FLAG_APPLIED);
3309 root 1.76
3310 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312 root 1.76
3313 root 1.24 insert_ob_in_ob (tmp2, who);
3314    
3315     /* Remove the old lantern */
3316     if (who->type == PLAYER)
3317 root 1.29 esrv_del_item (who->contr, op->count);
3318    
3319 root 1.37 op->destroy ();
3320 root 1.22
3321 root 1.24 /* insert the portion that was split off */
3322 root 1.76 if (tmp)
3323 root 1.24 {
3324 root 1.76 insert_ob_in_ob (tmp, who);
3325 root 1.24 if (who->type == PLAYER)
3326     esrv_send_item (who, tmp);
3327     }
3328 root 1.76
3329 root 1.51 who->update_stats ();
3330 root 1.76
3331 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 root 1.81 if (who->type == PLAYER)
3333     {
3334 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.>");
3335 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336     }
3337 root 1.76
3338 root 1.24 if (who->type == PLAYER)
3339     esrv_send_item (who, tmp2);
3340 root 1.76
3341 root 1.24 return 0;
3342 root 1.14
3343 root 1.96 case SKILL_TOOL:
3344     // applying a skill tool also readies the skill
3345     SET_FLAG (op, FLAG_APPLIED);
3346    
3347 root 1.101 if (!(aflags & AP_NO_READY))
3348 root 1.24 {
3349 root 1.101 skop = find_skill_by_name (who, op->skill);
3350     if (!skop->flag [FLAG_APPLIED])
3351     apply_special (who, skop, AP_APPLY);
3352 root 1.24 }
3353 root 1.101 break;
3354 root 1.76
3355 root 1.101 case SKILL:
3356 root 1.79 if (player *pl = who->contr)
3357 root 1.24 {
3358 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3359     {
3360 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3361 root 1.79 {
3362     for (object *item = who->inv; item; item = item->below)
3363     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364     {
3365 root 1.101 if (item->skill == op->skill)
3366     {
3367     who->change_weapon (pl->combat_ob = item);
3368     goto found_weapon;
3369     }
3370 root 1.79 }
3371    
3372 root 1.125 who->failmsg (format (
3373     "You need to apply a '%s' melee weapon before readying this skill. "
3374     "H<Some skills need an item, in this case a melee weapon, to function.>",
3375     &op->skill
3376     ));
3377 root 1.79 return 1;
3378    
3379     found_weapon:;
3380     }
3381     else
3382 root 1.90 who->change_weapon (pl->combat_ob = op);
3383 root 1.79 }
3384     else if (IS_RANGED_SKILL (op->subtype))
3385     {
3386 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 root 1.79 {
3388     for (object *item = who->inv; item; item = item->below)
3389     if (item->type == BOW && item->flag [FLAG_APPLIED])
3390     {
3391 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3392 root 1.90 who->change_weapon (pl->ranged_ob = item);
3393 root 1.79 goto found_bow;
3394     }
3395    
3396 root 1.125 who->failmsg (
3397     "You need to apply a missile weapon before readying this skill. "
3398     "H<Some skills need an item, in this case a missile weapon, to function.>"
3399     );
3400 root 1.79 return 1;
3401    
3402     found_bow:;
3403     }
3404     else
3405 root 1.90 who->change_weapon (pl->ranged_ob = op);
3406 root 1.79 }
3407 root 1.76
3408 root 1.24 if (!op->invisible)
3409     {
3410 root 1.125 who->statusmsg (format (
3411     "You ready %s."
3412     "You can now use the skill: %s.",
3413     query_name (op),
3414     &op->skill
3415     ));
3416 root 1.24 }
3417     else
3418 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3419 root 1.24 }
3420 root 1.101 else
3421     {
3422     SET_FLAG (op, FLAG_APPLIED);
3423     change_abil (who, op);
3424     who->chosen_skill = op;
3425     SET_FLAG (who, FLAG_READY_SKILL);
3426     }
3427 root 1.76
3428 root 1.24 break;
3429 root 1.22
3430 root 1.24 case BOW:
3431     if (!check_weapon_power (who, op->last_eat))
3432     {
3433 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434 root 1.76
3435     if (tmp)
3436     insert_ob_in_ob (tmp, who);
3437    
3438 root 1.24 return 1;
3439     }
3440 root 1.76
3441 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442     {
3443 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3444 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3445 root 1.81 if (tmp)
3446 root 1.76 insert_ob_in_ob (tmp, who);
3447    
3448 root 1.24 return 1;
3449     }
3450 root 1.76
3451     /*FALLTHROUGH*/
3452     case WAND:
3453 root 1.24 case ROD:
3454     case HORN:
3455     /* check for skill, alter player status */
3456 root 1.78
3457     if (!skop)
3458 root 1.80 {
3459 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 root 1.80 return 1;
3461     }
3462    
3463     SET_FLAG (op, FLAG_APPLIED);
3464 root 1.101 who->change_skill (skop);
3465 root 1.22
3466 root 1.79 if (who->contr)
3467 root 1.24 {
3468 root 1.79 who->contr->ranged_ob = op;
3469 root 1.78
3470 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3471 root 1.76
3472 root 1.24 if (op->type == BOW)
3473     {
3474 root 1.79 who->current_weapon = op;
3475 root 1.76 change_abil (who, op);
3476 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3477 root 1.24 }
3478     }
3479     else
3480     {
3481     if (op->type == BOW)
3482     SET_FLAG (who, FLAG_READY_BOW);
3483     else
3484     SET_FLAG (who, FLAG_READY_RANGE);
3485     }
3486 root 1.76
3487 root 1.24 break;
3488 elmex 1.1
3489 root 1.24 case BUILDER:
3490 root 1.76 if (who->type == PLAYER)
3491     {
3492 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3494     unapply_special (who, who->contr->ranged_ob, 0);
3495    
3496 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497 root 1.76
3498 root 1.79 who->contr->ranged_ob = op;
3499 root 1.76 }
3500 root 1.24 break;
3501 elmex 1.1
3502 root 1.24 default:
3503 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3504     }
3505 root 1.22
3506     SET_FLAG (op, FLAG_APPLIED);
3507 elmex 1.1
3508 root 1.79 if (tmp)
3509 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3510 elmex 1.1
3511 root 1.51 who->update_stats ();
3512 elmex 1.1
3513 root 1.22 /* We exclude spell casting objects. The fire code will set the
3514     * been applied flag when they are used - until that point,
3515     * you don't know anything about them.
3516     */
3517     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3518     SET_FLAG (op, FLAG_BEEN_APPLIED);
3519    
3520     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 root 1.114 if (who->type == PLAYER)
3522     {
3523 root 1.125 who->failmsg (
3524     "Oops, it feels deadly cold! "
3525     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526     );
3527 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528     }
3529 root 1.76
3530 root 1.22 if (who->type == PLAYER)
3531     {
3532     /* if multiple objects were applied, update both slots */
3533     if (tmp)
3534     esrv_send_item (who, tmp);
3535 root 1.76
3536 root 1.22 esrv_send_item (who, op);
3537 elmex 1.1 }
3538 root 1.76
3539 root 1.22 return 0;
3540 elmex 1.1 }
3541    
3542 root 1.22 int
3543     monster_apply_special (object *who, object *op, int aflags)
3544 elmex 1.1 {
3545 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3546 elmex 1.1 return 1;
3547 root 1.114
3548 elmex 1.1 return apply_special (who, op, aflags);
3549     }
3550    
3551     /**
3552     * Map was just loaded, handle op's initialisation.
3553     *
3554     * Generates shop floor's item, and treasures.
3555     */
3556 root 1.22 int
3557     auto_apply (object *op)
3558     {
3559     object *tmp = NULL, *tmp2;
3560     int i;
3561 elmex 1.1
3562 root 1.22 switch (op->type)
3563     {
3564 root 1.24 case SHOP_FLOOR:
3565 root 1.42 if (!op->has_random_items ())
3566 root 1.24 return 0;
3567 root 1.38
3568 root 1.24 do
3569     {
3570     i = 10; /* let's give it 10 tries */
3571     while ((tmp = generate_treasure (op->randomitems,
3572     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3573     if (tmp == NULL)
3574     return 0;
3575     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576     {
3577 root 1.37 tmp->destroy ();
3578 root 1.24 tmp = NULL;
3579     }
3580     }
3581     while (!tmp);
3582 root 1.38
3583 root 1.24 tmp->x = op->x;
3584     tmp->y = op->y;
3585     SET_FLAG (tmp, FLAG_UNPAID);
3586     insert_ob_in_map (tmp, op->map, NULL, 0);
3587     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588     identify (tmp);
3589     break;
3590 root 1.14
3591 root 1.24 case TREASURE:
3592     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3593     return 0;
3594 root 1.37
3595 root 1.67 while (op->stats.hp-- > 0)
3596 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3597     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3598    
3599     /* If we generated an object and put it in this object inventory,
3600     * move it to the parent object as the current object is about
3601     * to disappear. An example of this item is the random_* stuff
3602     * that is put inside other objects.
3603     */
3604     for (tmp = op->inv; tmp; tmp = tmp2)
3605     {
3606     tmp2 = tmp->below;
3607 root 1.36 tmp->remove ();
3608 root 1.37
3609 root 1.24 if (op->env)
3610     insert_ob_in_ob (tmp, op->env);
3611     else
3612 root 1.37 tmp->destroy ();
3613 root 1.24 }
3614 root 1.37
3615     op->destroy ();
3616 root 1.24 break;
3617 elmex 1.1 }
3618 root 1.22 return tmp ? 1 : 0;
3619 elmex 1.1 }
3620    
3621     /**
3622 root 1.68 * fix_auto_apply goes through the entire map every time a map
3623     * is loaded or swapped in and performs special actions for
3624 elmex 1.1 * certain objects (most initialization of chests and creation of
3625     * treasures and stuff). Calls auto_apply if appropriate.
3626     */
3627 root 1.20 void
3628 root 1.55 maptile::fix_auto_apply ()
3629 root 1.20 {
3630 root 1.55 if (!spaces)
3631 root 1.20 return;
3632    
3633 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3634     for (object *tmp = ms->bot; tmp; )
3635     {
3636     object *above = tmp->above;
3637 root 1.20
3638 root 1.55 if (tmp->inv)
3639     {
3640     object *invtmp, *invnext;
3641 elmex 1.1
3642 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3643     {
3644     invnext = invtmp->below;
3645 root 1.14
3646 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647     auto_apply (invtmp);
3648     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649     {
3650     while ((invtmp->stats.hp--) > 0)
3651     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652    
3653     invtmp->randomitems = NULL;
3654     }
3655     else if (invtmp && invtmp->arch
3656     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3657     {
3658     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3659     /* Need to clear this so that we never try to create
3660     * treasure again for this object
3661     */
3662     invtmp->randomitems = NULL;
3663     }
3664     }
3665     /* This is really temporary - the code at the bottom will
3666     * also set randomitems to null. The problem is there are bunches
3667     * of maps/players already out there with items that have spells
3668     * which haven't had the randomitems set to null yet.
3669     * MSW 2004-05-13
3670     *
3671     * And if it's a spellbook, it's better to set randomitems to NULL too,
3672     * else you get two spells in the book ^_-
3673     * Ryo 2004-08-16
3674     */
3675     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3676     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3677     tmp->randomitems = NULL;
3678 root 1.14
3679 root 1.55 }
3680 root 1.20
3681 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3682     auto_apply (tmp);
3683     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684     {
3685     while ((tmp->stats.hp--) > 0)
3686     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3687     tmp->randomitems = NULL;
3688     }
3689     else if (tmp->type == TIMED_GATE)
3690     {
3691     object *head = tmp->head != NULL ? tmp->head : tmp;
3692    
3693     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3694     tmp->set_speed (0);
3695     }
3696     /* This function can be called everytime a map is loaded, even when
3697     * swapping back in. As such, we don't want to create the treasure
3698     * over and ove again, so after we generate the treasure, blank out
3699     * randomitems so if it is swapped in again, it won't make anything.
3700     * This is a problem for the above objects, because they have counters
3701     * which say how many times to make the treasure.
3702     */
3703     else if (tmp && tmp->arch && tmp->type != PLAYER
3704     && tmp->type != TREASURE && tmp->type != SPELL
3705     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3706     {
3707     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3708     tmp->randomitems = NULL;
3709     }
3710 root 1.78
3711 root 1.68 // close all containers
3712     else if (tmp->type == CONTAINER)
3713     tmp->flag [FLAG_APPLIED] = 0;
3714 root 1.22
3715 root 1.55 tmp = above;
3716     }
3717 elmex 1.1
3718 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3719     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3720     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3721     check_trigger (tmp, tmp->above);
3722 elmex 1.1 }
3723    
3724     /**
3725     * Handles player eating food that temporarily changes status (resistances, stats).
3726     * This used to call cast_change_attr(), but
3727     * that doesn't work with the new spell code. Since we know what
3728     * the food changes, just grab a force and use that instead.
3729     */
3730 root 1.22 void
3731     eat_special_food (object *who, object *food)
3732     {
3733     object *force;
3734     int i, did_one = 0;
3735    
3736     force = get_archetype (FORCE_NAME);
3737    
3738     for (i = 0; i < NUM_STATS; i++)
3739 root 1.91 if (sint8 k = food->stats.stat (i))
3740     {
3741     force->stats.stat (i) = k;
3742     did_one = 1;
3743     }
3744 elmex 1.1
3745 root 1.22 /* check if we can protect the eater */
3746     for (i = 0; i < NROFATTACKS; i++)
3747     {
3748     if (food->resist[i] > 0)
3749     {
3750     force->resist[i] = food->resist[i] / 2;
3751     did_one = 1;
3752     }
3753     }
3754 elmex 1.47
3755 root 1.22 if (did_one)
3756     {
3757 root 1.54 force->set_speed (0.1);
3758 root 1.22 /* bigger morsel of food = longer effect time */
3759 elmex 1.47 force->duration = food->stats.food / 5;
3760 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3761     change_abil (who, force);
3762     insert_ob_in_ob (force, who);
3763     }
3764     else
3765 root 1.37 force->destroy ();
3766 root 1.22
3767     /* check for hp, sp change */
3768     if (food->stats.hp != 0)
3769     {
3770     if (QUERY_FLAG (food, FLAG_CURSED))
3771     {
3772 root 1.64 assign (who->contr->killer, food->name);
3773 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3775 root 1.22 }
3776     else
3777     {
3778     if (food->stats.hp > 0)
3779 root 1.125 who->statusmsg ("You begin to feel better.");
3780 root 1.22 else
3781 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3782    
3783 root 1.22 who->stats.hp += food->stats.hp;
3784     }
3785     }
3786     if (food->stats.sp != 0)
3787     {
3788     if (QUERY_FLAG (food, FLAG_CURSED))
3789     {
3790 root 1.125 who->failmsg ("You are drained of mana!");
3791 root 1.22 who->stats.sp -= food->stats.sp;
3792     if (who->stats.sp < 0)
3793     who->stats.sp = 0;
3794     }
3795     else
3796     {
3797 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3798 root 1.22 who->stats.sp += food->stats.sp;
3799     /* place limit on max sp from food? */
3800     }
3801 elmex 1.1 }
3802 root 1.125
3803 root 1.51 who->update_stats ();
3804 elmex 1.1 }
3805    
3806     /**
3807     * Designed primarily to light torches/lanterns/etc.
3808     * Also burns up burnable material too. First object in the inventory is
3809     * the selected object to "burn". -b.t.
3810     */
3811 root 1.22 void
3812     apply_lighter (object *who, object *lighter)
3813     {
3814     object *item;
3815     int is_player_env = 0;
3816    
3817     item = find_marked_object (who);
3818     if (item)
3819     {
3820     if (lighter->last_eat && lighter->stats.food)
3821     { /* lighter gets used up */
3822     /* Split multiple lighters if they're being used up. Otherwise *
3823     * one charge from each would be used up. --DAMN */
3824     if (lighter->nrof > 1)
3825     {
3826 root 1.39 object *oneLighter = lighter->clone ();
3827 root 1.14
3828 root 1.22 lighter->nrof -= 1;
3829     oneLighter->nrof = 1;
3830     oneLighter->stats.food--;
3831     esrv_send_item (who, lighter);
3832     oneLighter = insert_ob_in_ob (oneLighter, who);
3833     esrv_send_item (who, oneLighter);
3834     }
3835     else
3836 root 1.29 lighter->stats.food--;
3837 root 1.22 }
3838     else if (lighter->last_eat)
3839 root 1.125 {
3840     /* no charges left in lighter */
3841     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 root 1.22 return;
3843     }
3844 root 1.48
3845 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3846     * I can't see many times when you would want to light multiple
3847     * objects at once.
3848     */
3849 root 1.48
3850     if (who == item->in_player ())
3851 root 1.22 is_player_env = 1;
3852    
3853     save_throw_object (item, AT_FIRE, who);
3854 root 1.48
3855 root 1.49 if (item->destroyed ())
3856 root 1.22 {
3857 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 root 1.22 /* Need to update the player so that the players glow radius
3859     * gets changed.
3860     */
3861     if (is_player_env)
3862 root 1.51 who->update_stats ();
3863 root 1.22 }
3864     else
3865 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 root 1.22 }
3867 root 1.125 else
3868     who->failmsg ("You need to mark a lightable object.");
3869 elmex 1.1 }
3870    
3871     /**
3872     * op made some mistake with a scroll, this takes care of punishment.
3873     * scroll_failure()- hacked directly from spell_failure
3874     */
3875 root 1.22 void
3876     scroll_failure (object *op, int failure, int power)
3877 elmex 1.1 {
3878 root 1.22 if (abs (failure / 4) > power)
3879     power = abs (failure / 4); /* set minimum effect */
3880 elmex 1.1
3881 root 1.22 if (failure <= -1 && failure > -15)
3882     { /* wonder */
3883     object *tmp;
3884    
3885 root 1.125 op->failmsg ("Your spell warps!");
3886 root 1.22 tmp = get_archetype (SPELL_WONDER);
3887     cast_wonder (op, op, 0, tmp);
3888 root 1.37 tmp->destroy ();
3889 root 1.22 }
3890     else if (failure <= -15 && failure > -35)
3891     { /* drain mana */
3892 root 1.125 op->failmsg ("Your mana is drained!");
3893 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894     if (op->stats.sp < 0)
3895     op->stats.sp = 0;
3896     }
3897     else if (settings.spell_failure_effects == TRUE)
3898     {
3899     if (failure <= -35 && failure > -60)
3900     { /* confusion */
3901 root 1.125 op->failmsg ("The magic recoils on you!");
3902 root 1.22 confuse_player (op, op, power);
3903     }
3904     else if (failure <= -60 && failure > -70)
3905     { /* paralysis */
3906 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3907 root 1.22 paralyze_player (op, op, power);
3908     }
3909     else if (failure <= -70 && failure > -80)
3910     { /* blind */
3911 root 1.125 op->failmsg ("The magic recoils on you!");
3912 root 1.22 blind_player (op, op, power);
3913     }
3914     else if (failure <= -80)
3915     { /* blast the immediate area */
3916 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3917 root 1.22 cast_magic_storm (op, tmp, power);
3918 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3919 root 1.37 tmp->destroy ();
3920 root 1.14 }
3921 elmex 1.1 }
3922     }
3923    
3924 root 1.22 void
3925     apply_changes_to_player (object *pl, object *change)
3926     {
3927     int excess_stat = 0; /* if the stat goes over the maximum
3928     for the race, put the excess stat some
3929     where else. */
3930 elmex 1.1
3931 root 1.22 switch (change->type)
3932     {
3933 root 1.24 case CLASS:
3934     {
3935     living *stats = &(pl->contr->orig_stats);
3936     living *ns = &(change->stats);
3937     object *walk;
3938     int flag_change_face = 1;
3939    
3940     /* the following code assigns stats up to the stat max
3941     * for the race, and if the stat max is exceeded,
3942     * tries to randomly reassign the excess stat
3943     */
3944     int i, j;
3945 root 1.22
3946 root 1.24 for (i = 0; i < NUM_STATS; i++)
3947     {
3948 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3949 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3950 root 1.22
3951 root 1.24 if (stat > 20 + race_bonus)
3952     {
3953     excess_stat++;
3954     stat = 20 + race_bonus;
3955     }
3956 root 1.91
3957     stats->stat (i) = stat;
3958 root 1.24 }
3959 elmex 1.1
3960 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3961     { /* try 100 times to assign excess stats */
3962     int i = rndm (0, 6);
3963    
3964     if (i == CHA)
3965     continue; /* exclude cha from this */
3966 root 1.91
3967     int stat = stats->stat (i);
3968 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3969 root 1.24 if (stat < 20 + race_bonus)
3970     {
3971     change_attr_value (stats, i, 1);
3972     excess_stat--;
3973     }
3974     }
3975 root 1.14
3976 root 1.24 /* insert the randomitems from the change's treasurelist into
3977     * the player ref: player.c
3978     */
3979     if (change->randomitems != NULL)
3980     give_initial_items (pl, change->randomitems);
3981 root 1.14
3982 root 1.24 /* set up the face, for some races. */
3983 root 1.14
3984 root 1.24 /* first, look for the force object banning
3985     * changing the face. Certain races never change face with class.
3986     */
3987     for (walk = pl->inv; walk != NULL; walk = walk->below)
3988     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3989     flag_change_face = 0;
3990 root 1.14
3991 root 1.24 if (flag_change_face)
3992     {
3993     pl->animation_id = GET_ANIM_ID (change);
3994     pl->face = change->face;
3995 root 1.14
3996 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3997     SET_FLAG (pl, FLAG_ANIMATE);
3998     else
3999     CLEAR_FLAG (pl, FLAG_ANIMATE);
4000     }
4001 root 1.14
4002 root 1.24 /* check the special case of can't use weapons */
4003     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004     if (!strcmp (change->name, "monk"))
4005     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 root 1.14
4007 root 1.24 break;
4008     }
4009 elmex 1.1 }
4010     }
4011    
4012     /**
4013     * This handles items of type 'transformer'.
4014     * Basically those items, used with a marked item, transform both items into something
4015     * else.
4016     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4017     * Change information is contained in the 'slaying' field of the marked item.
4018     * The format is as follow: transformer:[number ]yield[;transformer:...].
4019     * This way an item can be transformed in many things, and/or many objects.
4020     * The 'slaying' field for transformer is used as verb for the action.
4021     */
4022 root 1.22 void
4023     apply_item_transformer (object *pl, object *transformer)
4024     {
4025     object *marked;
4026     object *new_item;
4027     char *find;
4028     char *separator;
4029     int yield;
4030     char got[MAX_BUF];
4031     int len;
4032    
4033     if (!pl || !transformer)
4034     return;
4035 root 1.114
4036 root 1.22 marked = find_marked_object (pl);
4037 root 1.114
4038 root 1.22 if (!marked)
4039 elmex 1.1 {
4040 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4041 root 1.22 return;
4042     }
4043 root 1.114
4044 root 1.22 if (!marked->slaying)
4045     {
4046 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 root 1.22 return;
4048     }
4049 root 1.114
4050 root 1.22 /* check whether they are compatible or not */
4051 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4052     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 root 1.22 {
4054 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 root 1.22 return;
4056     }
4057 root 1.114
4058 root 1.108 find += strlen (transformer->arch->archname) + 1;
4059 root 1.22 /* Item can be used, now find how many and what it yields */
4060     if (isdigit (*(find)))
4061     {
4062     yield = atoi (find);
4063     if (yield < 1)
4064 elmex 1.1 {
4065 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4066     yield = 1;
4067 elmex 1.1 }
4068 root 1.22 }
4069     else
4070     yield = 1;
4071 elmex 1.1
4072 root 1.22 while (isdigit (*find))
4073     find++;
4074 root 1.125
4075 root 1.22 while (*find == ' ')
4076     find++;
4077 root 1.114
4078 root 1.22 memset (got, 0, MAX_BUF);
4079 root 1.114
4080 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4081 root 1.114 len = separator - find;
4082 root 1.22 else
4083 root 1.114 len = strlen (find);
4084    
4085 root 1.22 if (len > MAX_BUF - 1)
4086     len = MAX_BUF - 1;
4087 root 1.114
4088 root 1.22 strcpy (got, find);
4089     got[len] = '\0';
4090    
4091     /* Now create new item, remove used ones when required. */
4092     new_item = get_archetype (got);
4093     if (!new_item)
4094     {
4095 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4096 root 1.22 return;
4097 elmex 1.1 }
4098 root 1.29
4099 root 1.22 new_item->nrof = yield;
4100 root 1.123
4101     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102    
4103 root 1.22 insert_ob_in_ob (new_item, pl);
4104     esrv_send_inventory (pl, pl);
4105     /* Eat up one item */
4106     decrease_ob_nr (marked, 1);
4107 root 1.114
4108 root 1.22 /* Eat one transformer if needed */
4109     if (transformer->stats.food)
4110     if (--transformer->stats.food == 0)
4111     decrease_ob_nr (transformer, 1);
4112     }
4113 root 1.123