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Revision: 1.147
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +1 -7 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

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 1.147 * Copyright (©) 2005,2006,2007,2008 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 root 1.144 tmp->decrease ();
223 elmex 1.3 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 root 1.146
232 elmex 1.4 depl = present_arch_in_ob (at, op);
233 root 1.37
234 root 1.51 if (depl)
235 elmex 1.4 {
236     for (i = 0; i < NUM_STATS; i++)
237 root 1.91 if (depl->stats.stat (i))
238 root 1.123 op->statusmsg (restore_msg[i]);
239 root 1.37
240     depl->destroy ();
241 root 1.51 op->update_stats ();
242 elmex 1.4 }
243     else
244 root 1.123 op->statusmsg ("Your potion had no effect.");
245 elmex 1.1
246 root 1.144 tmp->decrease ();
247 elmex 1.4 return 1;
248     }
249    
250     /* improvement potion - only for players */
251 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 elmex 1.4 {
253     for (i = 1; i < MIN (11, op->level); i++)
254 elmex 1.3 {
255 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 elmex 1.3 {
257 elmex 1.4 if (op->contr->levhp[i] != 1)
258 elmex 1.3 {
259 elmex 1.4 op->contr->levhp[i] = 1;
260     break;
261 elmex 1.3 }
262 root 1.123
263 elmex 1.4 if (op->contr->levsp[i] != 1)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levsp[i] = 1;
266     break;
267     }
268 root 1.123
269 elmex 1.4 if (op->contr->levgrace[i] != 1)
270     {
271     op->contr->levgrace[i] = 1;
272     break;
273 elmex 1.3 }
274     }
275 elmex 1.4 else
276 elmex 1.3 {
277 elmex 1.4 if (op->contr->levhp[i] < 9)
278     {
279     op->contr->levhp[i] = 9;
280     break;
281     }
282 root 1.123
283 elmex 1.4 if (op->contr->levsp[i] < 6)
284 elmex 1.3 {
285 elmex 1.4 op->contr->levsp[i] = 6;
286     break;
287 elmex 1.3 }
288 root 1.123
289 elmex 1.4 if (op->contr->levgrace[i] < 3)
290 elmex 1.3 {
291 elmex 1.4 op->contr->levgrace[i] = 3;
292     break;
293 elmex 1.3 }
294     }
295     }
296 root 1.37
297 elmex 1.4 /* Just makes checking easier */
298     if (i < MIN (11, op->level))
299     got_one = 1;
300 root 1.37
301 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 elmex 1.3 {
303 elmex 1.4 if (got_one)
304 elmex 1.3 {
305 root 1.51 op->update_stats ();
306 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
307     "a little more in their image. "
308     "You feel a little more perfect.", NDI_GREEN);
309 elmex 1.3 }
310     else
311 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
312 elmex 1.3 }
313 elmex 1.4 else
314     { /* cursed potion */
315     if (got_one)
316 elmex 1.3 {
317 root 1.51 op->update_stats ();
318 root 1.125 op->failmsg ("The Gods are angry and punish you.");
319 elmex 1.3 }
320 elmex 1.4 else
321 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 elmex 1.3 }
323 root 1.37
324 root 1.144 tmp->decrease ();
325 elmex 1.4 return 1;
326     }
327    
328    
329     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330     * and heroism all fit into this category. Given the spell object code,
331     * there is no limit to the number of spells that potions can be cast,
332     * but direction is problematic to try and imbue fireball potions for example.
333     */
334     if (tmp->inv)
335     {
336     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 elmex 1.3 {
338 elmex 1.4 object *fball;
339    
340 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
341 root 1.123
342 elmex 1.4 /* Explodes a fireball centered at player */
343     fball = get_archetype (EXPLODING_FIREBALL);
344 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 elmex 1.4 fball->x = op->x;
347     fball->y = op->y;
348     insert_ob_in_map (fball, op->map, NULL, 0);
349 elmex 1.3 }
350 elmex 1.4 else
351     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352 elmex 1.1
353 root 1.144 tmp->decrease ();
354 root 1.123
355 elmex 1.4 /* if youre dead, no point in doing this... */
356     if (!QUERY_FLAG (op, FLAG_REMOVED))
357 root 1.51 op->update_stats ();
358 root 1.123
359 elmex 1.4 return 1;
360     }
361    
362     /* Deal with protection potions */
363     force = NULL;
364     for (i = 0; i < NROFATTACKS; i++)
365     {
366     if (tmp->resist[i])
367     {
368     if (!force)
369     force = get_archetype (FORCE_NAME);
370 root 1.123
371 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
372     force->type = POTION_EFFECT;
373     break; /* Only need to find one protection since we copy entire batch */
374 elmex 1.3 }
375 elmex 1.1 }
376 root 1.123
377 elmex 1.4 /* This is a protection potion */
378     if (force)
379 elmex 1.3 {
380 elmex 1.4 /* cursed items last longer */
381     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
382     {
383     force->stats.food *= 10;
384     for (i = 0; i < NROFATTACKS; i++)
385     if (force->resist[i] > 0)
386     force->resist[i] = -force->resist[i]; /* prot => vuln */
387     }
388 root 1.92
389 elmex 1.4 force->speed_left = -1;
390     force = insert_ob_in_ob (force, op);
391     CLEAR_FLAG (tmp, FLAG_APPLIED);
392     SET_FLAG (force, FLAG_APPLIED);
393     change_abil (op, force);
394 root 1.144 tmp->decrease ();
395 elmex 1.4 return 1;
396     }
397    
398     /* Only thing left are the stat potions */
399     if (op->type == PLAYER)
400     { /* only for players */
401 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
402 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
403     else
404     SET_FLAG (tmp, FLAG_APPLIED);
405 root 1.123
406 elmex 1.4 if (!change_abil (op, tmp))
407 root 1.123 op->statusmsg ("Nothing happened.");
408 elmex 1.1 }
409    
410 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
411     * that were grouped with the one consumed, his
412     * stat will not be raised by them. fix_player just clears
413     * up all the stats.
414     */
415     CLEAR_FLAG (tmp, FLAG_APPLIED);
416 root 1.51 op->update_stats ();
417 root 1.144 op->decrease ();
418 elmex 1.3 return 1;
419 elmex 1.1 }
420    
421     /****************************************************************************
422     * Weapon improvement code follows
423     ****************************************************************************/
424    
425     /**
426     * This returns the sum of nrof of item (arch name).
427     */
428 root 1.22 static int
429     check_item (object *op, const char *item)
430 elmex 1.1 {
431 root 1.22 int count = 0;
432 elmex 1.1
433 root 1.123 if (!item)
434 root 1.22 return 0;
435 root 1.66
436 root 1.123 for (op = op->below; op; op = op->below)
437 root 1.22 {
438 root 1.108 if (strcmp (op->arch->archname, item) == 0)
439 root 1.22 {
440 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
442 root 1.14 {
443 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 root 1.14 count++;
445     else
446     count += op->nrof;
447     }
448 root 1.22 }
449 elmex 1.1 }
450 root 1.66
451 elmex 1.1 return count;
452     }
453    
454     /**
455     * This removes 'nrof' of what item->slaying says to remove.
456     * op is typically the player, which is only
457     * really used to determine what space to look at.
458     * Modified to only eat 'nrof' of objects.
459     */
460 root 1.22 static void
461     eat_item (object *op, const char *item, uint32 nrof)
462 elmex 1.1 {
463 root 1.22 object *prev;
464 elmex 1.1
465 root 1.22 prev = op;
466     op = op->below;
467 elmex 1.1
468 root 1.123 while (op)
469 root 1.22 {
470 root 1.108 if (strcmp (op->arch->archname, item) == 0)
471 root 1.22 {
472     if (op->nrof >= nrof)
473     {
474 root 1.144 op->decrease (nrof);
475 root 1.22 return;
476     }
477     else
478     {
479 root 1.144 op->decrease (nrof);
480 root 1.22 nrof -= op->nrof;
481 root 1.14 }
482 root 1.123
483 root 1.22 op = prev;
484 root 1.14 }
485 root 1.123
486 root 1.22 prev = op;
487     op = op->below;
488 elmex 1.1 }
489     }
490    
491     /**
492     * This checks to see of the player (who) is sufficient level to use a weapon
493     * with improvs improvements (typically last_eat). We take an int here
494     * instead of the object so that the improvement code can pass along the
495     * increased value to see if the object is usuable.
496     * we return 1 (true) if the player can use the weapon.
497     */
498 root 1.22 static int
499     check_weapon_power (const object *who, int improvs)
500 elmex 1.1 {
501     /* Old code is below (commented out). Basically, since weapons are the only
502     * object players really have any control to improve, it's a bit harsh to
503     * require high level in some combat skill, so we just use overall level.
504     */
505     #if 1
506 root 1.22 if (((who->level / 5) + 5) >= improvs)
507     return 1;
508     else
509     return 0;
510 elmex 1.1
511     #else
512 root 1.22 int level = 0;
513    
514     /* The skill system hands out wc and dam bonuses to fighters
515     * more generously than the old system (see fix_player). Thus
516     * we need to curtail the power of player enchanted weapons.
517     * I changed this to 1 improvement per "fighter" level/5 -b.t.
518     * Note: Nothing should break by allowing this ratio to be different or
519     * using normal level - it is just a matter of play balance.
520     */
521     if (who->type == PLAYER)
522     {
523     object *wc_obj = NULL;
524 elmex 1.1
525 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527     level = wc_obj->level;
528    
529     if (!level)
530     {
531     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532     level = who->level;
533 root 1.14 }
534 elmex 1.1 }
535 root 1.22 else
536     level = who->level;
537 elmex 1.1
538 root 1.22 return (improvs <= ((level / 5) + 5));
539 elmex 1.1 #endif
540     }
541    
542     /**
543     * Returns how many items of type improver->slaying there are under op.
544     * Will display a message if none found, and 1 if improver->slaying is NULL.
545     */
546 root 1.22 static int
547     check_sacrifice (object *op, const object *improver)
548 elmex 1.1 {
549 root 1.22 int count = 0;
550    
551 root 1.123 if (improver->slaying)
552 root 1.22 {
553     count = check_item (op, improver->slaying);
554     if (count < 1)
555     {
556 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 root 1.22 return 0;
558 root 1.14 }
559 elmex 1.1 }
560 root 1.22 else
561     count = 1;
562 elmex 1.1
563 root 1.22 return count;
564 elmex 1.1 }
565    
566     /**
567     * Actually improves the weapon, and tells user.
568     */
569 root 1.123 static int
570     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
571 elmex 1.1 {
572 root 1.123 stat += sacrifice_count;
573 elmex 1.1 weapon->last_eat++;
574 root 1.144 improver->decrease ();
575 elmex 1.1
576     /* So it updates the players stats and the window */
577 root 1.51 op->update_stats ();
578 root 1.123
579     op->statusmsg (format (
580 root 1.125 "Your sacrifice was accepted.\n"
581     "Weapon's bonus to %s improved by %d.",
582     statname, sacrifice_count
583 root 1.123 ));
584    
585 elmex 1.1 return 1;
586     }
587    
588     /* Types of improvements, hidden in the sp field. */
589 root 1.114 #define IMPROVE_PREPARE 1
590     #define IMPROVE_DAMAGE 2
591     #define IMPROVE_WEIGHT 3
592     #define IMPROVE_ENCHANT 4
593     #define IMPROVE_STR 5
594     #define IMPROVE_DEX 6
595     #define IMPROVE_CON 7
596     #define IMPROVE_WIS 8
597     #define IMPROVE_CHA 9
598     #define IMPROVE_INT 10
599     #define IMPROVE_POW 11
600 elmex 1.1
601     /**
602     * This does the prepare weapon scroll.
603     * Checks for sacrifice, and so on.
604     */
605 root 1.22 int
606     prepare_weapon (object *op, object *improver, object *weapon)
607 elmex 1.1 {
608 root 1.22 int sacrifice_count, i;
609     char buf[MAX_BUF];
610 elmex 1.1
611 root 1.22 if (weapon->level != 0)
612     {
613 root 1.125 op->failmsg ("Weapon is already prepared!");
614 elmex 1.1 return 0;
615     }
616 root 1.115
617 root 1.22 for (i = 0; i < NROFATTACKS; i++)
618     if (weapon->resist[i])
619     break;
620 elmex 1.1
621 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
622     * improvement of items that already have protections.
623     */
624     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
625     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
626     weapon->stats.exp || /* speed */
627     weapon->stats.ac) /* AC - only taifu's I think */
628 elmex 1.1 {
629 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
630     "H<A weapon is considered magical if it changes regeneration, "
631     "speed or ac.>");
632 elmex 1.1 return 0;
633     }
634 root 1.115
635 root 1.22 sacrifice_count = check_sacrifice (op, improver);
636     if (sacrifice_count <= 0)
637     return 0;
638 root 1.115
639 root 1.22 weapon->level = isqrt (sacrifice_count);
640     eat_item (op, improver->slaying, sacrifice_count);
641    
642 root 1.123 op->statusmsg (format (
643 root 1.125 "Your sacrifice was accepted."
644     "Your *%s may be improved %d times.",
645     &weapon->name, weapon->level
646 root 1.123 ));
647 root 1.22
648     sprintf (buf, "%s's %s", &op->name, &weapon->name);
649     weapon->name = weapon->name_pl = buf;
650     weapon->nrof = 0; /* prevents preparing n weapons in the same
651     slot at once! */
652 root 1.144 improver->decrease ();
653 root 1.22 weapon->last_eat = 0;
654     return 1;
655 elmex 1.1 }
656    
657    
658     /**
659     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
660     * This is the new improve weapon code.
661     * Returns 0 if it was not able to work for some reason.
662     *
663     * Checks if weapon was prepared, if enough potions on the floor, ...
664     *
665     * We are hiding extra information about the weapon in the level and
666     * last_eat numbers for an object. Hopefully this won't break anything ??
667     * level == max improve last_eat == current improve
668     */
669 root 1.22 int
670     improve_weapon (object *op, object *improver, object *weapon)
671 elmex 1.1 {
672 root 1.22 int sacrifice_count, sacrifice_needed = 0;
673 elmex 1.1
674 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
675 root 1.123 return prepare_weapon (op, improver, weapon);
676    
677 root 1.22 if (weapon->level == 0)
678     {
679 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
680 root 1.22 return 0;
681     }
682 root 1.123
683 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
684     {
685 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
686 root 1.22 return 0;
687     }
688 root 1.123
689 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
690     {
691 root 1.125 op->failmsg ("Improving the weapon will make it too "
692 root 1.123 "powerful for you to use. Unready it if you "
693     "really want to improve it.");
694 root 1.22 return 0;
695     }
696 root 1.123
697 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
698     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
699     * don't put any maximum value on damage - the limit is how much the
700     * weapon can be improved.
701     */
702 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
703     {
704     weapon->stats.dam += 5;
705     weapon->weight += 5000; /* 5 KG's */
706 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
707 root 1.22 weapon->last_eat++;
708    
709     weapon->item_power++;
710 root 1.144 improver->decrease ();
711 root 1.22 return 1;
712     }
713 root 1.123
714 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
715     {
716     /* Reduce weight by 20% */
717     weapon->weight = (weapon->weight * 8) / 10;
718     if (weapon->weight < 1)
719     weapon->weight = 1;
720 root 1.123
721     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
722 root 1.22 weapon->last_eat++;
723     weapon->item_power++;
724 root 1.144 improver->decrease ();
725 root 1.22 return 1;
726     }
727     if (improver->stats.sp == IMPROVE_ENCHANT)
728     {
729     weapon->magic++;
730     weapon->last_eat++;
731 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
732 root 1.144 improver->decrease ();
733 root 1.22 weapon->item_power++;
734     return 1;
735     }
736 root 1.14
737 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
738     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
739    
740     if (sacrifice_needed < 1)
741     sacrifice_needed = 1;
742     sacrifice_needed *= 2;
743 elmex 1.1
744 root 1.22 sacrifice_count = check_sacrifice (op, improver);
745     if (sacrifice_count < sacrifice_needed)
746     {
747 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
748 root 1.22 return 0;
749     }
750 root 1.123
751 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
752 elmex 1.1 weapon->item_power++;
753    
754 root 1.22 switch (improver->stats.sp)
755     {
756 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
757     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
758     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
759     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
760     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
761     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
762     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
763 root 1.24 default:
764 root 1.125 op->failmsg ("Unknown improvement type.");
765 root 1.22 }
766 root 1.123
767 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
768 elmex 1.1 return 0;
769     }
770    
771     /**
772     * Handles the applying of improve/prepare/enchant weapon scroll.
773     * Checks a few things (not on a non-magic square, marked weapon, ...),
774     * then calls improve_weapon to do the dirty work.
775     */
776 root 1.22 int
777     check_improve_weapon (object *op, object *tmp)
778 elmex 1.1 {
779 root 1.22 object *otmp;
780 elmex 1.1
781 root 1.22 if (op->type != PLAYER)
782     return 0;
783 root 1.77
784 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
785     {
786 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
787 elmex 1.1 return 0;
788     }
789 root 1.77
790 root 1.22 otmp = find_marked_object (op);
791     if (!otmp)
792     {
793 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.>");
794 elmex 1.1 return 0;
795     }
796 root 1.77
797 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
798     {
799 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
800 elmex 1.1 return 0;
801     }
802 root 1.77
803 root 1.123 op->statusmsg ("Applied weapon builder.");
804    
805 root 1.22 improve_weapon (op, tmp, otmp);
806     esrv_send_item (op, otmp);
807     return 1;
808 elmex 1.1 }
809    
810     /**
811     * This code deals with the armour improvment scrolls.
812     * Change limits on improvement - let players go up to
813     * +5 no matter what level, but they are limited by item
814     * power.
815     * Try to use same improvement code as in the common/treasure.c
816     * file, so that if you make a +2 full helm, it will be just
817     * the same as one you find in a shop.
818     *
819     * deprecated comment:
820     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
821     * only 'enchantment' of armour is possible - improving
822     * the stats of a player w/ armour as well as a weapon
823     * will probably horribly unbalance the game. Magic enchanting
824     * depends on the level of the character - ie the plus
825     * value (magic) of the armour can never be increased beyond
826     * the level of the character / 10 -- rounding upish, nor may
827     * the armour value of the piece of equipment exceed either
828     * the users level or 90)
829     * Modified by MSW for partial resistance. Only support
830     * changing of physical area right now.
831     */
832 root 1.22 int
833     improve_armour (object *op, object *improver, object *armour)
834 elmex 1.1 {
835 root 1.22 object *tmp;
836 elmex 1.1
837 root 1.22 if (armour->magic >= settings.armor_max_enchant)
838     {
839 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
840 root 1.22 return 0;
841 elmex 1.1 }
842 root 1.139
843 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
844     * etc), so take the easy way out and don't worry about it.
845     * Note - maybe add scrolls which make the random artifact versions (eg, armour
846     * of gnarg and what not?)
847     */
848     if (armour->title)
849     {
850 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
851 root 1.22 return 0;
852 elmex 1.1 }
853    
854 root 1.139 /* Split objects if needed. Can't insert tmp until the
855 root 1.22 * end of this function - otherwise it will just re-merge.
856     */
857 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
858 root 1.22
859     armour->magic++;
860    
861     if (!settings.armor_speed_linear)
862     {
863     int base = 100;
864     int pow = 0;
865 elmex 1.1
866 root 1.22 while (pow < armour->magic)
867 elmex 1.1 {
868 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
869     pow++;
870 elmex 1.1 }
871    
872 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
873 root 1.22 }
874     else
875 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
876 elmex 1.1
877 root 1.22 if (!settings.armor_weight_linear)
878     {
879     int base = 100;
880     int pow = 0;
881 elmex 1.1
882 root 1.22 while (pow < armour->magic)
883 elmex 1.1 {
884 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
885     pow++;
886 elmex 1.1 }
887    
888 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
889 root 1.22 }
890     else
891 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
892 root 1.22
893     if (armour->weight <= 0)
894     {
895     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
896     armour->weight = 1;
897     }
898    
899 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
900 elmex 1.1
901 root 1.22 if (op->type == PLAYER)
902     {
903     esrv_send_item (op, armour);
904     if (QUERY_FLAG (armour, FLAG_APPLIED))
905 root 1.51 op->update_stats ();
906 elmex 1.1 }
907 root 1.123
908 root 1.144 improver->decrease ();
909 root 1.123
910 root 1.22 if (tmp)
911     {
912     insert_ob_in_ob (tmp, op);
913     esrv_send_item (op, tmp);
914 elmex 1.1 }
915 root 1.123
916 root 1.22 return 1;
917 elmex 1.1 }
918    
919     /*
920     * convert_item() returns 1 if anything was converted, 0 if the item was not
921     * what the converter wants, -1 if the converter is broken.
922 root 1.142 *
923     * Takes one type of items and makes another.
924 elmex 1.1 * converter is the object that is doing the conversion.
925     * item is the object that triggered the converter - if it is not
926     * what the converter wants, this will not do anything.
927     */
928 root 1.142 static int
929 root 1.22 convert_item (object *item, object *converter)
930     {
931 root 1.140 sint64 nr, price_in;
932 root 1.22
933 root 1.142 if (item->flag [FLAG_UNPAID])
934     return 0;
935    
936     shstr conv_from = converter->slaying;
937     archetype *conv_to = converter->other_arch;
938     sint64 need = converter->stats.food;
939     sint64 give = converter->stats.sp;
940    
941 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
942     * it wants some amount. We don't make change (ie, if something costs
943     * 3 gp and player drops a platinum, tough luck)
944     */
945 root 1.142 if (conv_from == shstr_money)
946 root 1.22 {
947     if (item->type != MONEY)
948     return 0;
949    
950 root 1.142 nr = sint64 (item->nrof) * item->value / need;
951 root 1.22 if (!nr)
952     return 0;
953 root 1.121
954     converter->play_sound (sound_find ("shop_buy"));
955    
956 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
957 root 1.121
958 root 1.144 item->decrease (cost);
959 elmex 1.1
960 root 1.22 price_in = cost * item->value;
961     }
962     else
963     {
964 root 1.142 if (item->type == PLAYER
965     || conv_from != item->arch->archname
966     || (need && need > (uint16) item->nrof))
967 root 1.22 return 0;
968 elmex 1.1
969 root 1.121 converter->play_sound (sound_find ("convert_item"));
970    
971 root 1.142 if (need)
972 root 1.22 {
973 root 1.142 nr = sint64 (item->nrof) / need;
974 root 1.144 item->decrease (nr * need);
975 root 1.142 price_in = nr * need * item->value;
976 root 1.22 }
977     else
978     {
979     price_in = item->value;
980 root 1.37 item->destroy ();
981 root 1.22 }
982     }
983 root 1.14
984 root 1.121 if (converter->inv)
985 root 1.22 {
986     object *ob;
987     int i;
988     object *ob_to_copy;
989    
990     /* select random object from inventory to copy */
991     ob_to_copy = converter->inv;
992 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
993     if (rndm (0, i) == 0)
994     ob_to_copy = ob;
995    
996 root 1.22 item = object_create_clone (ob_to_copy);
997     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
998     unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 elmex 1.1 }
1000 root 1.22 else
1001     {
1002 root 1.142 if (!conv_to)
1003 root 1.22 {
1004     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1005 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
1006 root 1.22 return -1;
1007     }
1008    
1009 root 1.142 item = object_create_arch (conv_to);
1010 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1011     }
1012    
1013 root 1.142 if (give)
1014     item->nrof = give;
1015 root 1.121
1016 root 1.22 if (nr)
1017     item->nrof *= nr;
1018 root 1.121
1019 root 1.22 if (is_in_shop (converter))
1020     SET_FLAG (item, FLAG_UNPAID);
1021 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1022 root 1.22 {
1023     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1024 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1025 root 1.121 /**
1026     * elmex: we are going to let the game continue, as the mapcreator
1027     * hopefully had something in mind when doing this.
1028     */
1029     }
1030 elmex 1.1
1031 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1032 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1033     return 1;
1034 elmex 1.1 }
1035 root 1.22
1036 elmex 1.1 /**
1037     * Handle apply on containers.
1038     * By Eneq(@csd.uu.se).
1039     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1040     * added the alchemical cauldron to the code -b.t.
1041     */
1042 root 1.22 int
1043     apply_container (object *op, object *sack)
1044 elmex 1.1 {
1045 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1046 root 1.22 return 0; /* This might change */
1047 elmex 1.1
1048 root 1.68 if (!sack || sack->type != CONTAINER)
1049 root 1.22 {
1050 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1051 root 1.22 return 0;
1052 elmex 1.1 }
1053 root 1.40
1054     op->contr->last_used = 0;
1055 elmex 1.1
1056 root 1.68 if (sack->env && sack->env != op)
1057 root 1.22 {
1058 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1059 root 1.68 return 1;
1060 elmex 1.1 }
1061    
1062 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1063     if (sack->flag [FLAG_APPLIED])
1064 root 1.22 {
1065 root 1.68 if (op->container == sack)
1066 root 1.22 {
1067 root 1.68 // open on ground or inv, so close
1068     op->close_container ();
1069     return 1;
1070 root 1.22 }
1071 root 1.68 else if (!sack->env)
1072 root 1.22 {
1073 root 1.68 // active, but not ours: some other player has opened it
1074 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1075 root 1.68 return 1;
1076 root 1.14 }
1077 root 1.22
1078 root 1.68 // fall through to opening it (active in inv)
1079 elmex 1.1 }
1080 root 1.68 else if (sack->env)
1081 root 1.22 {
1082 root 1.68 // it is in our env, so activate it, do not open yet
1083     op->close_container ();
1084     sack->flag [FLAG_APPLIED] = 1;
1085     esrv_update_item (UPD_FLAGS, op, sack);
1086 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1087 root 1.68 return 1;
1088 elmex 1.1 }
1089    
1090 root 1.68 // it's locked?
1091 root 1.22 if (sack->slaying)
1092 root 1.68 {
1093     if (object *tmp = find_key (op, op, sack))
1094 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1095 root 1.22 else
1096     {
1097 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1098 root 1.68 return 1;
1099 root 1.22 }
1100 elmex 1.1 }
1101    
1102 root 1.68 op->open_container (sack);
1103 elmex 1.1
1104 root 1.22 return 1;
1105 elmex 1.1 }
1106    
1107     /**
1108     * Handles dropping things on altar.
1109     * Returns true if sacrifice was accepted.
1110     */
1111 root 1.22 static int
1112     apply_altar (object *altar, object *sacrifice, object *originator)
1113 elmex 1.1 {
1114 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1115     if (altar->inv && (!originator || originator->type != PLAYER))
1116     return 0;
1117    
1118     if (operate_altar (altar, &sacrifice))
1119     {
1120     /* Simple check. Unfortunately, it means you can't cast magic bullet
1121     * with an altar. We call it a Potion - altars are stationary - it
1122     * is up to map designers to use them properly.
1123     */
1124     if (altar->inv && altar->inv->type == SPELL)
1125     {
1126 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1127 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1128 root 1.124 /* If it is connected, push the button. Fixes some problems with
1129 root 1.22 * old maps.
1130     */
1131 elmex 1.1
1132     /* push_button (altar);*/
1133 root 1.14 }
1134 root 1.22 else
1135     {
1136     altar->value = 1; /* works only once */
1137     push_button (altar);
1138     }
1139 root 1.26
1140     return !sacrifice;
1141 root 1.22 }
1142     else
1143 root 1.26 return 0;
1144 elmex 1.1 }
1145    
1146     /**
1147     * Handles 'movement' of shop mats.
1148     * Returns 1 if 'op' was destroyed, 0 if not.
1149     * Largely re-written to not use nearly as many gotos, plus
1150     * some of this code just looked plain out of date.
1151     * MSW 2001-08-29
1152     */
1153 root 1.22 int
1154     apply_shop_mat (object *shop_mat, object *op)
1155 elmex 1.1 {
1156 elmex 1.15 int rv = 0;
1157     double opinion;
1158     object *tmp, *next;
1159 elmex 1.1
1160 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1161 elmex 1.1
1162 root 1.121 bool has_unpaid = false;
1163    
1164     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1165     // a quick and small change :(
1166     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167     if (item->flag [FLAG_UNPAID])
1168     {
1169     has_unpaid = true;
1170     break;
1171     }
1172    
1173 elmex 1.15 if (op->type != PLAYER)
1174     {
1175     /* Remove all the unpaid objects that may be carried here.
1176     * This could be pets or monsters that are somehow in
1177     * the shop.
1178     */
1179     for (tmp = op->inv; tmp; tmp = next)
1180     {
1181     next = tmp->below;
1182 root 1.25
1183 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1184     {
1185     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1186 root 1.14
1187 root 1.36 tmp->remove ();
1188 root 1.24
1189 elmex 1.15 if (i == -1)
1190     i = 0;
1191 root 1.24
1192 elmex 1.15 tmp->map = op->map;
1193     tmp->x = op->x + freearr_x[i];
1194     tmp->y = op->y + freearr_y[i];
1195     insert_ob_in_map (tmp, op->map, op, 0);
1196 root 1.14 }
1197     }
1198    
1199 elmex 1.15 /* Don't teleport things like spell effects */
1200     if (QUERY_FLAG (op, FLAG_NO_PICK))
1201     return 0;
1202 root 1.14
1203 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1204     * shop mats. Instead, put it on a nearby space.
1205     */
1206     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1207     {
1208     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1209     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1210 root 1.22
1211 elmex 1.15 if (i != -1)
1212 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1213    
1214 elmex 1.15 return 0;
1215 root 1.14 }
1216 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1217     * the teleport function should be able to handle this just fine.
1218     */
1219     rv = teleport (shop_mat, SHOP_MAT, op);
1220 elmex 1.1 }
1221 root 1.25 else if (can_pay (op) && get_payment (op))
1222 elmex 1.15 {
1223 root 1.24 /* this is only used for players */
1224 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1225    
1226 root 1.121 if (has_unpaid)
1227     op->contr->play_sound (sound_find ("shop_buy"));
1228     else if (is_in_shop (op))
1229     op->contr->play_sound (sound_find ("shop_enter"));
1230     else
1231     op->contr->play_sound (sound_find ("shop_leave"));
1232    
1233 elmex 1.15 if (shop_mat->msg)
1234 root 1.124 op->statusmsg (shop_mat->msg);
1235 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1236     * but there is never a guarantee that the bottom space on the map is
1237     * actually the shop floor.
1238     */
1239     else if (!rv && !is_in_shop (op))
1240     {
1241     opinion = shopkeeper_approval (op->map, op);
1242 root 1.24
1243 root 1.124 op->statusmsg (
1244     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1245     : opinion >= 0.75 ? "The shopkeeper waves to you."
1246     : opinion >= 0.50 ? "The shopkeeper ignores you."
1247     : "The shopkeeper glares at you with contempt."
1248     );
1249 root 1.14 }
1250 elmex 1.1 }
1251 elmex 1.15 else
1252     {
1253     /* if we get here, a player tried to leave a shop but was not able
1254 root 1.121 * to afford the items he has. We try to move the player so that
1255 elmex 1.15 * they are not on the mat anymore
1256     */
1257     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1258 root 1.22
1259 elmex 1.15 if (i == -1)
1260 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1261 elmex 1.15 else
1262     {
1263 root 1.36 op->remove ();
1264 elmex 1.15 op->x += freearr_x[i];
1265     op->y += freearr_y[i];
1266     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1267 root 1.14 }
1268 elmex 1.1 }
1269 root 1.24
1270 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1271     return rv;
1272 elmex 1.1 }
1273    
1274     /**
1275     * Handles applying a sign.
1276     */
1277 root 1.22 static void
1278     apply_sign (object *op, object *sign, int autoapply)
1279 elmex 1.1 {
1280 root 1.22 readable_message_type *msgType;
1281    
1282 root 1.124 if (!sign->msg)
1283 root 1.22 {
1284 root 1.124 op->statusmsg ("Nothing is written on it.");
1285 root 1.22 return;
1286 elmex 1.1 }
1287    
1288 root 1.22 if (sign->stats.food)
1289     {
1290     if (sign->last_eat >= sign->stats.food)
1291     {
1292     if (!sign->move_on)
1293 root 1.124 op->statusmsg ("You cannot read it anymore.");
1294 root 1.120
1295 root 1.22 return;
1296 root 1.14 }
1297 elmex 1.1
1298 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1299     sign->last_eat++;
1300 elmex 1.1 }
1301    
1302 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1303     * No way to know for sure. The presumption is basically that if
1304     * move_on is zero, it needs to be manually applied (doesn't talk
1305     * to us).
1306     */
1307     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1308     {
1309 root 1.125 op->failmsg ("You are unable to read while blind!");
1310 root 1.22 return;
1311     }
1312 root 1.110
1313     if (op->contr)
1314     if (client *ns = op->contr->ns)
1315     {
1316 root 1.135 if (sign->sound)
1317     ns->play_sound (sign->sound);
1318     else if (autoapply)
1319 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1320 root 1.110
1321     if (ns->can_msg)
1322 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1323 root 1.110 else
1324     {
1325 root 1.130 msgType = get_readable_message_type (sign);
1326     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 root 1.110 }
1329     }
1330 elmex 1.1 }
1331    
1332     /**
1333     * 'victim' moves onto 'trap'
1334     * 'victim' leaves 'trap'
1335     * effect is determined by move_on/move_off of trap and move_type of victime.
1336     *
1337     * originator: Player, monster or other object that caused 'victim' to move
1338     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1339     * However, some types of traps require an originator to function.
1340     */
1341 root 1.22 void
1342 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1343 elmex 1.1 {
1344     static int recursion_depth = 0;
1345    
1346     /* Only exits affect DMs. */
1347 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1348 elmex 1.1 return;
1349    
1350     /* move_apply() is the most likely candidate for causing unwanted and
1351     * possibly unlimited recursion.
1352     */
1353     /* The following was changed because it was causing perfeclty correct
1354     * maps to fail. 1) it's not an error to recurse:
1355     * rune detonates, summoning monster. monster lands on nearby rune.
1356     * nearby rune detonates. This sort of recursion is expected and
1357     * proper. This code was causing needless crashes.
1358     */
1359 root 1.22 if (recursion_depth >= 500)
1360     {
1361     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1362 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1363 root 1.22 return;
1364 elmex 1.1 }
1365 root 1.110
1366 root 1.22 recursion_depth++;
1367     if (trap->head)
1368     trap = trap->head;
1369 elmex 1.1
1370 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1371     goto leave;
1372 elmex 1.1
1373 root 1.22 switch (trap->type)
1374     {
1375 root 1.23 case PLAYERMOVER:
1376     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1377     {
1378     if (!trap->stats.maxsp)
1379     trap->stats.maxsp = 2;
1380 root 1.14
1381 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1382     * should be divided by trap->speed
1383     */
1384     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1385 root 1.14
1386 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1387     * above with some objects have zero speed, and thus the player
1388     * getting permanently paralyzed.
1389     */
1390 root 1.93 if (victim->speed_left < -50.f)
1391     victim->speed_left = -50.f;
1392 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393     }
1394     goto leave;
1395 root 1.14
1396 root 1.23 case SPINNER:
1397     if (victim->direction)
1398     {
1399     victim->direction = absdir (victim->direction - trap->stats.sp);
1400     update_turn_face (victim);
1401     }
1402     goto leave;
1403 root 1.14
1404 root 1.23 case DIRECTOR:
1405     if (victim->direction && !should_director_abort (trap, victim))
1406     {
1407     victim->direction = trap->stats.sp;
1408     update_turn_face (victim);
1409     }
1410     goto leave;
1411 root 1.14
1412 root 1.23 case BUTTON:
1413     case PEDESTAL:
1414     update_button (trap);
1415     goto leave;
1416    
1417     case ALTAR:
1418     /* sacrifice victim on trap */
1419     apply_altar (trap, victim, originator);
1420     goto leave;
1421 root 1.14
1422 root 1.23 case THROWN_OBJ:
1423     if (trap->inv == NULL)
1424 root 1.22 goto leave;
1425 root 1.23 /* fallthrough */
1426 root 1.14
1427 root 1.23 case ARROW:
1428     /* bad bug: monster throw a object, make a step forwards, step on object ,
1429     * trigger this here and get hit by own missile - and will be own enemy.
1430     * Victim then is his own enemy and will start to kill herself (this is
1431     * removed) but we have not synced victim and his missile. To avoid senseless
1432     * action, we avoid hits here
1433     */
1434     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435     hit_with_arrow (trap, victim);
1436     goto leave;
1437 root 1.14
1438 root 1.23 case SPELL_EFFECT:
1439     apply_spell_effect (trap, victim);
1440     goto leave;
1441 root 1.14
1442 root 1.23 case TRAPDOOR:
1443     {
1444     int max, sound_was_played;
1445     object *ab, *ab_next;
1446 root 1.22
1447 root 1.23 if (!trap->value)
1448     {
1449     int tot;
1450 root 1.14
1451 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 root 1.143 tot += ab->head_ ()->total_weight ();
1454 root 1.14
1455 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456     goto leave;
1457 root 1.22
1458 root 1.23 SET_ANIMATION (trap, trap->value);
1459     update_object (trap, UP_OBJ_FACE);
1460     }
1461 root 1.14
1462 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1463 root 1.22 {
1464 root 1.23 /* need to set this up, since if we do transfer the object,
1465     * ab->above would be bogus
1466     */
1467     ab_next = ab->above;
1468 root 1.14
1469 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1470 root 1.22 {
1471 root 1.23 if (!sound_was_played)
1472     {
1473 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 root 1.23 sound_was_played = 1;
1475     }
1476 root 1.118
1477 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 root 1.14 }
1480     }
1481 root 1.22 goto leave;
1482 root 1.23 }
1483 root 1.14
1484 root 1.23 case CONVERTER:
1485     if (convert_item (victim, trap) < 0)
1486     {
1487 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 root 1.63 get_archetype ("burnout")->insert_at (trap, trap);
1489     }
1490 root 1.14
1491 root 1.23 goto leave;
1492 root 1.14
1493 root 1.23 case TRIGGER_BUTTON:
1494     case TRIGGER_PEDESTAL:
1495     case TRIGGER_ALTAR:
1496     check_trigger (trap, victim);
1497     goto leave;
1498    
1499     case DEEP_SWAMP:
1500     walk_on_deep_swamp (trap, victim);
1501     goto leave;
1502    
1503     case CHECK_INV:
1504 elmex 1.46 check_inv (victim, trap);
1505 root 1.23 goto leave;
1506    
1507     case HOLE:
1508     /* Hole not open? */
1509     if (trap->stats.wc > 0)
1510 root 1.22 goto leave;
1511 root 1.14
1512 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1513     * Processing will happen if the head runs into the pit
1514     */
1515     if (victim->head)
1516 root 1.22 goto leave;
1517 root 1.14
1518 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519     victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521     goto leave;
1522 root 1.14
1523 root 1.23 case EXIT:
1524     if (victim->type == PLAYER && EXIT_PATH (trap))
1525     {
1526     /* Basically, don't show exits leading to random maps the
1527     * players output.
1528     */
1529 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1531 root 1.55
1532 root 1.131 trap->play_sound (trap->sound);
1533 root 1.55 victim->enter_exit (trap);
1534 root 1.23 }
1535     goto leave;
1536 root 1.14
1537 root 1.23 case ENCOUNTER:
1538     /* may be some leftovers on this */
1539     goto leave;
1540    
1541     case SHOP_MAT:
1542     apply_shop_mat (trap, victim);
1543     goto leave;
1544    
1545     /* Drop a certain amount of gold, and have one item identified */
1546     case IDENTIFY_ALTAR:
1547     apply_id_altar (victim, trap, originator);
1548     goto leave;
1549    
1550     case SIGN:
1551     if (victim->type != PLAYER && trap->stats.food > 0)
1552 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1553 root 1.23
1554     apply_sign (victim, trap, 1);
1555     goto leave;
1556    
1557     case CONTAINER:
1558 root 1.68 apply_container (victim, trap);
1559 root 1.23 goto leave;
1560    
1561     case RUNE:
1562     case TRAP:
1563     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 root 1.126 spring_trap (trap, victim);
1565 root 1.23 goto leave;
1566 root 1.14
1567 root 1.23 default:
1568     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 root 1.23 goto leave;
1571 elmex 1.1 }
1572    
1573 root 1.22 leave:
1574     recursion_depth--;
1575 elmex 1.1 }
1576    
1577     /**
1578     * Handles reading a regular (ie not containing a spell) book.
1579     */
1580 root 1.22 static void
1581     apply_book (object *op, object *tmp)
1582 elmex 1.1 {
1583 root 1.22 int lev_diff;
1584     object *skill_ob;
1585    
1586     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1587     {
1588 root 1.125 op->failmsg ("You are unable to read while blind!");
1589 root 1.22 return;
1590     }
1591 root 1.112
1592     if (!tmp->msg)
1593 root 1.22 {
1594 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1595 root 1.22 return;
1596     }
1597 elmex 1.1
1598 root 1.22 /* need a literacy skill to read stuff! */
1599     skill_ob = find_skill_by_name (op, tmp->skill);
1600     if (!skill_ob)
1601     {
1602 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));
1603 elmex 1.1 return;
1604     }
1605 root 1.112
1606 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1607     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1608     {
1609 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1610 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1611     : lev_diff < 5 ? "This book is beyond your comprehension."
1612     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1613     : lev_diff < 15 ? "This book is way beyond your comprehension."
1614     : "This book is totally beyond your comprehension.");
1615 elmex 1.1 return;
1616     }
1617    
1618 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1619    
1620 root 1.112 if (player *pl = op->contr)
1621     if (client *ns = pl->ns)
1622     if (ns->can_msg)
1623 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1624 root 1.112 else
1625     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626     msgType->message_type, msgType->message_subtype,
1627     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628     long_desc (tmp, op), &tmp->msg);
1629 root 1.22
1630     /* gain xp from reading */
1631     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632     { /* only if not read before */
1633     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634    
1635     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636     {
1637     /*exp_gain *= 2; because they just identified it too */
1638     SET_FLAG (tmp, FLAG_IDENTIFIED);
1639 root 1.41
1640 root 1.22 /* If in a container, update how it looks */
1641     if (tmp->env)
1642     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1643     else
1644 root 1.50 op->contr->ns->floorbox_update ();
1645 root 1.22 }
1646 root 1.41
1647 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1648     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1649 elmex 1.1 }
1650     }
1651    
1652     /**
1653     * Handles the applying of a skill scroll, calling learn_skill straight.
1654     * op is the person learning the skill, tmp is the skill scroll object
1655     */
1656 root 1.22 static void
1657     apply_skillscroll (object *op, object *tmp)
1658 elmex 1.1 {
1659 root 1.124 switch (learn_skill (op, tmp))
1660 root 1.22 {
1661 root 1.24 case 0:
1662 root 1.124 op->play_sound (sound_find ("generic_fail"));
1663 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1664 root 1.124 break;
1665 root 1.24
1666     case 1:
1667 root 1.144 tmp->decrease ();
1668 root 1.124 op->play_sound (sound_find ("skill_learn"));
1669     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1670     break;
1671 root 1.14
1672 root 1.24 default:
1673 root 1.144 tmp->decrease ();
1674 root 1.124 op->play_sound (sound_find ("generic_fail"));
1675 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1676 root 1.124 break;
1677 elmex 1.1 }
1678     }
1679    
1680     /**
1681     * Actually makes op learn spell.
1682     * Informs player of what happens.
1683     */
1684 root 1.22 void
1685     do_learn_spell (object *op, object *spell, int special_prayer)
1686 elmex 1.1 {
1687 root 1.22 object *tmp;
1688 elmex 1.1
1689 root 1.22 if (op->type != PLAYER)
1690     {
1691     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1692     return;
1693 elmex 1.1 }
1694    
1695 root 1.22 /* Upgrade special prayers to normal prayers */
1696     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1697     {
1698     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1699     {
1700     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1701     return;
1702 elmex 1.1 }
1703 root 1.22 return;
1704 elmex 1.1 }
1705    
1706 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1707    
1708 root 1.39 tmp = spell->clone ();
1709 root 1.22 insert_ob_in_ob (tmp, op);
1710    
1711     if (special_prayer)
1712 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1713 elmex 1.1
1714 root 1.22 esrv_add_spells (op->contr, tmp);
1715 elmex 1.1 }
1716    
1717     /**
1718     * Erases spell from player's inventory.
1719     */
1720 root 1.22 void
1721     do_forget_spell (object *op, const char *spell)
1722 elmex 1.1 {
1723 root 1.22 object *spob;
1724    
1725     if (op->type != PLAYER)
1726     {
1727     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1728     return;
1729     }
1730     if ((spob = check_spell_known (op, spell)) == NULL)
1731     {
1732     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1733     return;
1734     }
1735 elmex 1.1
1736 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1737 root 1.22 player_unready_range_ob (op->contr, spob);
1738     esrv_remove_spell (op->contr, spob);
1739 root 1.37 spob->destroy ();
1740 elmex 1.1 }
1741    
1742     /**
1743     * Handles player applying a spellbook.
1744     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1745     * stuff like that. Random learning failure too.
1746     */
1747 root 1.22 static void
1748     apply_spellbook (object *op, object *tmp)
1749 elmex 1.1 {
1750 root 1.22 object *skop, *spell, *spell_skill;
1751    
1752     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753     {
1754 root 1.125 op->failmsg ("You are unable to read while blind.");
1755 root 1.22 return;
1756     }
1757    
1758     /* artifact_spellbooks have 'slaying' field point to a spell name,
1759     * instead of having their spell stored in stats.sp. These are
1760     * legacy spellbooks
1761     */
1762 root 1.114 if (tmp->slaying)
1763 root 1.22 {
1764     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1765     if (!spell)
1766     {
1767 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1768 root 1.22 return;
1769 root 1.14 }
1770 root 1.22 else
1771     insert_ob_in_ob (spell, tmp);
1772 root 1.114
1773     tmp->slaying = 0;
1774 root 1.22 }
1775    
1776     skop = find_skill_by_name (op, tmp->skill);
1777    
1778     /* need a literacy skill to learn spells. Also, having a literacy level
1779     * lower than the spell will make learning the spell more difficult */
1780     if (!skop)
1781     {
1782 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1783 root 1.22 return;
1784     }
1785    
1786     spell = tmp->inv;
1787 root 1.32
1788 root 1.22 if (!spell)
1789     {
1790     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1791 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1792 root 1.22 return;
1793     }
1794 root 1.31
1795 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1796 root 1.22 {
1797 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1798 root 1.22 return;
1799     }
1800    
1801 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1802 root 1.22
1803     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804     {
1805     identify (tmp);
1806 root 1.41
1807 root 1.22 if (tmp->env)
1808     esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809     else
1810 root 1.50 op->contr->ns->floorbox_update ();
1811 root 1.22 }
1812    
1813     /* I removed the check for special_prayer_mark here - it didn't make
1814     * a lot of sense - special prayers are not found in spellbooks, and
1815     * if the player doesn't know the spell, doesn't make a lot of sense that
1816     * they would have a special prayer mark.
1817     */
1818     if (check_spell_known (op, spell->name))
1819     {
1820 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");
1821 root 1.22 return;
1822 elmex 1.1 }
1823 root 1.22
1824     if (spell->skill)
1825     {
1826     spell_skill = find_skill_by_name (op, spell->skill);
1827 root 1.25
1828 root 1.22 if (!spell_skill)
1829     {
1830 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1831 root 1.22 return;
1832 root 1.14 }
1833 root 1.25
1834 root 1.22 if (spell_skill->level < spell->level)
1835     {
1836 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1837 root 1.22 return;
1838 root 1.14 }
1839 elmex 1.1 }
1840    
1841 root 1.22 /* Logic as follows
1842     *
1843     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1844     *
1845     * 2- The learner's skill level in literacy adjusts the chance to learn
1846     * a spell.
1847     *
1848     * 3 -Automatically fail to learn if you read while confused
1849     *
1850     * Overall, chances are the same but a player will find having a high
1851     * literacy rate very useful! -b.t.
1852     */
1853     if (QUERY_FLAG (op, FLAG_CONFUSED))
1854     {
1855 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1856 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1857     }
1858     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1860     {
1861 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1862 root 1.22 do_learn_spell (op, spell, 0);
1863    
1864     /* xp gain to literacy for spell learning */
1865     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1866     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1867 elmex 1.1 }
1868 root 1.22 else
1869     {
1870 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1871 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");
1872 root 1.22 }
1873 root 1.73
1874 root 1.144 tmp->decrease ();
1875 elmex 1.1 }
1876    
1877     /**
1878     * Handles applying a spell scroll.
1879     */
1880 root 1.22 void
1881     apply_scroll (object *op, object *tmp, int dir)
1882 elmex 1.1 {
1883 root 1.22 object *skop;
1884 elmex 1.1
1885 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1886     {
1887 root 1.125 op->failmsg ("You are unable to read while blind.");
1888 root 1.22 return;
1889 elmex 1.1 }
1890    
1891 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1892     {
1893 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1894 root 1.22 return;
1895 elmex 1.1 }
1896    
1897 root 1.22 if (op->type == PLAYER)
1898     {
1899     /* players need a literacy skill to read stuff! */
1900     int exp_gain = 0;
1901 elmex 1.1
1902 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1903     * should go for anything killed by the spell.
1904     */
1905     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1906 elmex 1.1
1907 root 1.22 if (!skop)
1908     {
1909 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1910 root 1.22 return;
1911     }
1912 elmex 1.1
1913 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1914     change_exp (op, exp_gain, skop->skill, 0);
1915 elmex 1.1 }
1916    
1917 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1918     identify (tmp);
1919 elmex 1.1
1920 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1921 elmex 1.1
1922 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1923 root 1.144 tmp->decrease ();
1924 elmex 1.1 }
1925    
1926     /**
1927     * Applies a treasure object - by default, chest. op
1928     * is the person doing the applying, tmp is the treasure
1929     * chest.
1930     */
1931 root 1.22 static void
1932     apply_treasure (object *op, object *tmp)
1933 elmex 1.1 {
1934 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1935 root 1.22 * for the chest is done when the chest is created, and put into the chest
1936 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1937     * prevents people from moving chests to more difficult maps to get better
1938 root 1.22 * treasure
1939     */
1940 root 1.99 object *treas = tmp->inv;
1941 root 1.22
1942 root 1.99 if (!treas)
1943 root 1.22 {
1944 root 1.124 op->statusmsg ("The chest was empty.");
1945 root 1.144 tmp->decrease ();
1946 root 1.22 return;
1947     }
1948 root 1.99
1949 root 1.22 while (tmp->inv)
1950     {
1951     treas = tmp->inv;
1952 root 1.36 treas->remove ();
1953 elmex 1.1
1954 root 1.22 treas->x = op->x;
1955     treas->y = op->y;
1956     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1957    
1958     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1959     spring_trap (treas, op);
1960 root 1.37
1961 root 1.22 /* If either player or container was destroyed, no need to do
1962 root 1.124 * further processing. I think this should be enclused with
1963 root 1.22 * spring trap above, as I don't think there is otherwise
1964 root 1.124 * any way for the treasure chest or player to get killed.
1965 root 1.22 */
1966 root 1.29 if (op->destroyed () || tmp->destroyed ())
1967 root 1.22 break;
1968 elmex 1.1 }
1969    
1970 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1971 root 1.144 tmp->decrease ();
1972 elmex 1.1 }
1973    
1974     /**
1975     * op eats food.
1976     * If player, takes care of messages and dragon special food.
1977     */
1978 root 1.22 static void
1979     apply_food (object *op, object *tmp)
1980 elmex 1.1 {
1981 root 1.22 int capacity_remaining;
1982 elmex 1.1
1983 root 1.22 if (op->type != PLAYER)
1984     op->stats.hp = op->stats.maxhp;
1985     else
1986     {
1987 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1988 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 root 1.14 ;
1990 root 1.22 else
1991     {
1992     /* usual case - no dragon meal: */
1993     if (op->stats.food + tmp->stats.food > 999)
1994     {
1995     if (tmp->type == FOOD || tmp->type == FLESH)
1996 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1997 root 1.22 else
1998 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 root 1.22 }
2000    
2001 root 1.132 tmp->play_sound (
2002     tmp->sound
2003     ? tmp->sound
2004     : tmp->type == DRINK
2005     ? sound_find ("eat_drink")
2006     : sound_find ("eat_food")
2007     );
2008    
2009 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010     {
2011 root 1.124 const char *buf;
2012 root 1.22
2013     if (!is_dragon_pl (op))
2014     {
2015     /* eating message for normal players */
2016     if (tmp->type == DRINK)
2017 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 root 1.22 else
2019 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 root 1.22 }
2021     else
2022 root 1.124 /* eating message for dragon players */
2023     buf = format ("The %s tasted terrible!", &tmp->name);
2024    
2025     op->statusmsg (buf);
2026 root 1.22
2027     capacity_remaining = 999 - op->stats.food;
2028     op->stats.food += tmp->stats.food;
2029     if (capacity_remaining < tmp->stats.food)
2030     op->stats.hp += capacity_remaining / 50;
2031     else
2032     op->stats.hp += tmp->stats.food / 50;
2033 root 1.124
2034 root 1.22 if (op->stats.hp > op->stats.maxhp)
2035     op->stats.hp = op->stats.maxhp;
2036     if (op->stats.food > 999)
2037     op->stats.food = 999;
2038     }
2039 root 1.14
2040 root 1.22 /* special food hack -b.t. */
2041     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042     eat_special_food (op, tmp);
2043     }
2044 elmex 1.1 }
2045 root 1.114
2046 root 1.22 handle_apply_yield (tmp);
2047 root 1.144 tmp->decrease ();
2048 elmex 1.1 }
2049    
2050     /**
2051     * A dragon is eating some flesh. If the flesh contains resistances,
2052     * there is a chance for the dragon's skin to get improved.
2053     *
2054     * attributes:
2055     * object *op the object (dragon player) eating the flesh
2056     * object *meal the flesh item, getting chewed in dragon's mouth
2057     * return:
2058     * int 1 if eating successful, 0 if it doesn't work
2059     */
2060 root 1.22 int
2061     dragon_eat_flesh (object *op, object *meal)
2062     {
2063     object *skin = NULL; /* pointer to dragon skin force */
2064     object *abil = NULL; /* pointer to dragon ability force */
2065     object *tmp = NULL; /* tmp. object */
2066    
2067 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2068 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2069     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2070     double mbonus = 0; /* monster bonus */
2071 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 root 1.22 int winners = 0; /* number of winners */
2073 elmex 1.1 int i; /* index */
2074 root 1.22
2075 elmex 1.1 /* let's make sure and doublecheck the parameters */
2076 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2077 elmex 1.1 return 0;
2078 root 1.22
2079 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080     from the player's inventory */
2081 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2082     if (tmp->type == FORCE)
2083 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2084 root 1.60 skin = tmp;
2085 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2086 root 1.60 abil = tmp;
2087 root 1.22
2088 elmex 1.1 /* if either skin or ability are missing, this is an old player
2089     which is not to be considered a dragon -> bail out */
2090 root 1.22 if (skin == NULL || abil == NULL)
2091     return 0;
2092    
2093 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2094 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2095 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2096     else
2097 root 1.22 op->stats.hp += meal->stats.food / 50;
2098 root 1.124
2099 root 1.22 if (op->stats.hp > op->stats.maxhp)
2100     op->stats.hp = op->stats.maxhp;
2101    
2102     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2103    
2104     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105    
2106 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2107 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2108     {
2109     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2110     {
2111     /* got positive resistance, now calculate improvement chance (0-100) */
2112    
2113     /* this bonus makes resistance increase easier at lower levels */
2114     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2115     if (i == abil->stats.exp)
2116     bonus += 5; /* additional bonus for resistance of ability-focus */
2117    
2118     /* monster bonus increases with level, because high-level
2119     flesh is too rare */
2120     mbonus = op->level * 20. / ((double) settings.max_level);
2121    
2122     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123     ((double) settings.max_level)) - skin->resist[i];
2124    
2125     if (chance >= 0.)
2126     chance += 1.;
2127     else
2128     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129    
2130     /* chance is proportional to amount of resistance (max. 50) */
2131     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2132    
2133     /* doubled chance for resistance of ability-focus */
2134     if (i == abil->stats.exp)
2135     chance = MIN (100., chance * 2.);
2136    
2137     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2138 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2139 root 1.22 {
2140     atnr_winner[winners] = i;
2141     winners++;
2142     }
2143    
2144     if (chance >= 0.01)
2145     totalchance *= 1 - chance / 100;
2146    
2147     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2148     }
2149 elmex 1.1 }
2150 root 1.22
2151 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2152 root 1.22 totalchance = 100 - totalchance * 100;
2153 root 1.124
2154 elmex 1.1 /* print message according to totalchance */
2155 root 1.124 const char *buf;
2156 elmex 1.1 if (totalchance > 50.)
2157 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2158 elmex 1.1 else if (totalchance > 10.)
2159 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2160 elmex 1.1 else if (totalchance > 1.)
2161 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2162 elmex 1.1 else if (totalchance > 0.1)
2163 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2164 elmex 1.1 else if (totalchance >= 0.01)
2165 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2166 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2167 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2168 root 1.22 else
2169 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2170    
2171     op->statusmsg (buf);
2172 root 1.22
2173 elmex 1.1 /* now choose a winner if we have any */
2174     i = -1;
2175 root 1.22 if (winners > 0)
2176     i = atnr_winner[RANDOM () % winners];
2177    
2178     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179     {
2180     /* resistance increased! */
2181     skin->resist[i]++;
2182 root 1.51 op->update_stats ();
2183 root 1.22
2184 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2185 root 1.22 }
2186    
2187 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2188     into the ability_force and it will take effect on next level */
2189 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2190     {
2191     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2192    
2193     if (meal->last_eat != abil->stats.exp)
2194 root 1.124 op->statusmsg (format (
2195 root 1.125 "Your metabolism prepares to focus on %s!\n"
2196     "The change will happen at level %d.",
2197     change_resist_msg[meal->last_eat],
2198     abil->level + 1
2199 root 1.124 ));
2200 root 1.22 else
2201     {
2202 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2203 root 1.22 abil->last_eat = 0;
2204     }
2205 elmex 1.1 }
2206 root 1.124
2207 elmex 1.1 return 1;
2208     }
2209    
2210     /**
2211     * Handles applying an improve armor scroll.
2212     * Does some sanity checks, then calls improve_armour.
2213     */
2214 root 1.22 static void
2215     apply_armour_improver (object *op, object *tmp)
2216 elmex 1.1 {
2217 root 1.22 object *armor;
2218 elmex 1.1
2219 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2220 root 1.22 {
2221 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2222 root 1.22 return;
2223 elmex 1.1 }
2224 root 1.51
2225 root 1.22 armor = find_marked_object (op);
2226 root 1.51
2227 root 1.22 if (!armor)
2228     {
2229 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.");
2230 elmex 1.1 return;
2231     }
2232 root 1.51
2233 root 1.22 if (armor->type != ARMOUR
2234     && armor->type != CLOAK
2235     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2236 elmex 1.1 {
2237 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2238 root 1.22 return;
2239 elmex 1.1 }
2240    
2241 root 1.124 op->statusmsg ("Applying armour enchantment.");
2242 root 1.22 improve_armour (op, tmp, armor);
2243 elmex 1.1 }
2244    
2245 root 1.22 extern void
2246     apply_poison (object *op, object *tmp)
2247 elmex 1.1 {
2248 root 1.22 if (op->type == PLAYER)
2249     {
2250 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2251 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2252 root 1.22 strcpy (op->contr->killer, "poisonous booze");
2253 elmex 1.1 }
2254 root 1.114
2255 root 1.22 if (tmp->stats.hp > 0)
2256     {
2257     LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2258     hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2259 elmex 1.1 }
2260 root 1.114
2261 root 1.22 op->stats.food -= op->stats.food / 4;
2262     handle_apply_yield (tmp);
2263 root 1.144 tmp->decrease ();
2264 elmex 1.1 }
2265    
2266     /**
2267 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2268 elmex 1.1 * A valid 2 way exit means:
2269     * -You can come back (there is another exit at the other side)
2270     * -You are
2271 root 1.44 * ° the owner of the exit
2272     * ° or in the same party as the owner
2273 elmex 1.1 *
2274     * Note: a owner in a 2 way exit is saved as the owner's name
2275     * in the field exit->name cause the field exit->owner doesn't
2276     * survive in the swapping (in fact the whole exit doesn't survive).
2277     */
2278 root 1.22 int
2279     is_legal_2ways_exit (object *op, object *exit)
2280     {
2281     if (exit->stats.exp != 1)
2282     return 1; /*This is not a 2 way, so it is legal */
2283 root 1.52
2284 root 1.55 #if 0 //TODO
2285 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2286     return 0; /* This is a reset town portal */
2287 root 1.55 #endif
2288    
2289 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290    
2291 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2292 root 1.52
2293 root 1.22 if (exitmap)
2294     {
2295 root 1.58 exitmap->load_sync ();
2296    
2297     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2298 root 1.52
2299 root 1.22 if (!tmp)
2300     return 0;
2301 root 1.52
2302 root 1.58 for (; tmp; tmp = tmp->above)
2303 root 1.22 {
2304     if (tmp->type != EXIT)
2305     continue; /*Not an exit */
2306 root 1.52
2307 root 1.22 if (!EXIT_PATH (tmp))
2308     continue; /*Not a valid exit */
2309 root 1.52
2310 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2311     continue; /*Not in the same place */
2312 root 1.52
2313 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2314 root 1.22 continue; /*Not in the same map */
2315    
2316     /* From here we have found the exit is valid. However we do
2317     * here the check of the exit owner. It is important for the
2318     * town portals to prevent strangers from visiting your appartments
2319     */
2320     if (!exit->race)
2321     return 1; /*No owner, free for all! */
2322 root 1.52
2323 root 1.58 object *exit_owner = 0;
2324 root 1.52
2325     for_all_players (pp)
2326 root 1.22 {
2327     if (!pp->ob)
2328     continue;
2329 root 1.52
2330 root 1.22 if (pp->ob->name != exit->race)
2331     continue;
2332 root 1.52
2333 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2334     break;
2335     }
2336 root 1.52
2337 root 1.22 if (!exit_owner)
2338     return 0; /* No more owner */
2339 root 1.52
2340 root 1.22 if (exit_owner->contr == op->contr)
2341     return 1; /*It is your exit */
2342 root 1.52
2343 root 1.22 if (exit_owner && /*There is a owner */
2344     (op->contr) && /*A player tries to pass */
2345     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2346     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2347     return 0;
2348 root 1.52
2349 root 1.22 return 1;
2350     }
2351     }
2352 root 1.52
2353 root 1.22 return 0;
2354     }
2355 elmex 1.1
2356     /**
2357     * Main apply handler.
2358     *
2359     * Checks for unpaid items before applying.
2360     *
2361     * Return value:
2362     * 0: player or monster can't apply objects of that type
2363     * 1: has been applied, or there was an error applying the object
2364     * 2: objects of that type can't be applied if not in inventory
2365     *
2366     * op is the object that is causing object to be applied, tmp is the object
2367     * being applied.
2368     *
2369     * aflag is special (always apply/unapply) flags. Nothing is done with
2370     * them in this function - they are passed to apply_special
2371     */
2372 root 1.22 int
2373     manual_apply (object *op, object *tmp, int aflag)
2374 elmex 1.1 {
2375 root 1.22 if (tmp->head)
2376     tmp = tmp->head;
2377 elmex 1.1
2378 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2379     {
2380     if (op->type == PLAYER)
2381     {
2382 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2383 root 1.22 return 1;
2384     }
2385     else
2386 root 1.51 return 0; /* monsters just skip unpaid items */
2387 elmex 1.1 }
2388    
2389 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2390     return RESULT_INT (0);
2391 root 1.8
2392 root 1.22 switch (tmp->type)
2393     {
2394 root 1.24 case CF_HANDLE:
2395 root 1.118 op->play_sound (sound_find ("turn_handle"));
2396 root 1.124 op->statusmsg ("You turn the handle.");
2397 root 1.24 tmp->value = tmp->value ? 0 : 1;
2398     SET_ANIMATION (tmp, tmp->value);
2399     update_object (tmp, UP_OBJ_FACE);
2400     push_button (tmp);
2401     return 1;
2402 root 1.14
2403 root 1.24 case TRIGGER:
2404     if (check_trigger (tmp, op))
2405     {
2406 root 1.124 op->statusmsg ("You turn the handle.");
2407 root 1.118 op->play_sound (sound_find ("turn_handle"));
2408 root 1.24 }
2409     else
2410 root 1.125 op->failmsg ("The handle doesn't move.");
2411 root 1.57
2412 root 1.24 return 1;
2413 root 1.14
2414 root 1.24 case EXIT:
2415     if (op->type != PLAYER)
2416     return 0;
2417 root 1.57
2418 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2419 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2420 root 1.24 else
2421     {
2422     /* Don't display messages for random maps. */
2423 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2424 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2425 root 1.57
2426 root 1.55 op->enter_exit (tmp);
2427 root 1.24 }
2428 root 1.85
2429 root 1.24 return 1;
2430 root 1.14
2431 root 1.122 case INSCRIBABLE:
2432 root 1.124 op->statusmsg (tmp->msg);
2433 root 1.122 // maybe show a spell menu to chose from or something like that
2434     return 1;
2435    
2436 root 1.24 case SIGN:
2437     apply_sign (op, tmp, 0);
2438     return 1;
2439 root 1.14
2440 root 1.24 case BOOK:
2441     if (op->type == PLAYER)
2442     {
2443     apply_book (op, tmp);
2444     return 1;
2445     }
2446     else
2447 root 1.85 return 0;
2448 root 1.14
2449 root 1.24 case SKILLSCROLL:
2450     if (op->type == PLAYER)
2451     {
2452     apply_skillscroll (op, tmp);
2453     return 1;
2454     }
2455 root 1.85 else
2456     return 0;
2457 root 1.14
2458 root 1.24 case SPELLBOOK:
2459     if (op->type == PLAYER)
2460     {
2461     apply_spellbook (op, tmp);
2462     return 1;
2463     }
2464 root 1.85 else
2465     return 0;
2466 root 1.14
2467 root 1.24 case SCROLL:
2468     apply_scroll (op, tmp, 0);
2469     return 1;
2470 root 1.14
2471 root 1.24 case POTION:
2472 root 1.85 apply_potion (op, tmp);
2473 root 1.24 return 1;
2474 root 1.14
2475 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 root 1.68 //TODO: remove, as it is unsed?
2477 root 1.24 case CLOSE_CON:
2478 root 1.68 apply_container (op, tmp->env);
2479 root 1.24 return 1;
2480 root 1.14
2481 root 1.24 case CONTAINER:
2482 root 1.68 apply_container (op, tmp);
2483 root 1.24 return 1;
2484 root 1.14
2485 root 1.24 case TREASURE:
2486     if (op->type == PLAYER)
2487     {
2488     apply_treasure (op, tmp);
2489     return 1;
2490     }
2491     else
2492 root 1.68 return 0;
2493 root 1.14
2494 root 1.24 case WEAPON:
2495     case ARMOUR:
2496     case BOOTS:
2497     case GLOVES:
2498     case AMULET:
2499     case GIRDLE:
2500     case BRACERS:
2501     case SHIELD:
2502     case HELMET:
2503     case RING:
2504     case CLOAK:
2505     case WAND:
2506     case ROD:
2507     case HORN:
2508     case SKILL:
2509     case BOW:
2510     case LAMP:
2511     case BUILDER:
2512     case SKILL_TOOL:
2513     if (tmp->env != op)
2514     return 2; /* not in inventory */
2515 root 1.79
2516     apply_special (op, tmp, aflag);
2517 root 1.24 return 1;
2518 root 1.14
2519 root 1.24 case DRINK:
2520     case FOOD:
2521     case FLESH:
2522     apply_food (op, tmp);
2523     return 1;
2524 root 1.14
2525 root 1.24 case POISON:
2526     apply_poison (op, tmp);
2527     return 1;
2528 root 1.14
2529 root 1.24 case SAVEBED:
2530 root 1.51 return 1;
2531 root 1.14
2532 root 1.24 case ARMOUR_IMPROVER:
2533     if (op->type == PLAYER)
2534     {
2535     apply_armour_improver (op, tmp);
2536     return 1;
2537     }
2538     else
2539 root 1.51 return 0;
2540 root 1.14
2541 root 1.24 case WEAPON_IMPROVER:
2542 root 1.85 check_improve_weapon (op, tmp);
2543 root 1.24 return 1;
2544 root 1.14
2545 root 1.24 case CLOCK:
2546     if (op->type == PLAYER)
2547     {
2548     char buf[MAX_BUF];
2549     timeofday_t tod;
2550 root 1.22
2551 root 1.24 get_tod (&tod);
2552 root 1.118 op->play_sound (sound_find ("sound_clock"));
2553 root 1.124 op->statusmsg (format (
2554 root 1.125 "It is %d minute%s past %d o'clock %s",
2555     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2557 root 1.124 ));
2558 root 1.24 return 1;
2559     }
2560     else
2561 root 1.85 return 0;
2562 root 1.14
2563 root 1.24 case MENU:
2564     if (op->type == PLAYER)
2565     {
2566 elmex 1.75 shop_listing (tmp, op);
2567 root 1.24 return 1;
2568     }
2569     else
2570 root 1.85 return 0;
2571 elmex 1.1
2572 root 1.24 case POWER_CRYSTAL:
2573     apply_power_crystal (op, tmp); /* see egoitem.c */
2574     return 1;
2575 root 1.14
2576 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2577     if (op->type == PLAYER)
2578     {
2579     apply_lighter (op, tmp);
2580     return 1;
2581     }
2582     else
2583 root 1.85 return 0;
2584 root 1.14
2585 root 1.24 case ITEM_TRANSFORMER:
2586     apply_item_transformer (op, tmp);
2587     return 1;
2588 root 1.14
2589 root 1.24 default:
2590     return 0;
2591 elmex 1.1 }
2592     }
2593    
2594    
2595     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2596     * messages as needed by player_apply_below(). But there can still be
2597     * "but you are floating high above the ground" messages.
2598     *
2599     * Same return value as apply() function.
2600     */
2601 root 1.22 int
2602     player_apply (object *pl, object *op, int aflag, int quiet)
2603 elmex 1.1 {
2604 root 1.22 int tmp;
2605 elmex 1.1
2606 root 1.114 if (op->env && (pl->move_type & MOVE_FLYING))
2607 root 1.22 {
2608     /* player is flying and applying object not in inventory */
2609     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610     {
2611 elmex 1.138 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2612 root 1.22 return 0;
2613 root 1.14 }
2614 elmex 1.1 }
2615    
2616 root 1.22 pl->contr->last_used = op;
2617 elmex 1.1
2618 root 1.22 tmp = manual_apply (pl, op, aflag);
2619     if (!quiet)
2620     {
2621     if (tmp == 0)
2622 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2623 root 1.22 else if (tmp == 2)
2624 elmex 1.138 pl->failmsg ("You must get it first!\n");
2625 elmex 1.1 }
2626 root 1.114
2627 root 1.22 return tmp;
2628 elmex 1.1 }
2629    
2630     /**
2631     * player_apply_below attempts to apply the object 'below' the player.
2632     * If the player has an open container, we use that for below, otherwise
2633     * we use the ground.
2634     */
2635 root 1.22 void
2636     player_apply_below (object *pl)
2637 elmex 1.1 {
2638 root 1.68 int floors = 0;
2639 root 1.22
2640     /* If using a container, set the starting item to be the top
2641     * item in the container. Otherwise, use the map.
2642 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2643 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2644     * next object in the stack before applying. This is can only be a
2645     * problem if player_apply() has a bug in that it uses the object but does
2646     * not return a proper value.
2647     */
2648 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2649 root 1.22 {
2650     next = tmp->below;
2651 root 1.68
2652 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653     floors++;
2654     else if (floors > 0)
2655     return; /* process only floor objects after first floor object */
2656    
2657     /* If it is visible, player can apply it. If it is applied by
2658     * person moving on it, also activate. Added code to make it
2659     * so that at least one of players movement types be that which
2660     * the item needs.
2661     */
2662     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663     {
2664     if (player_apply (pl, tmp, 0, 1) == 1)
2665     return;
2666 elmex 1.1 }
2667 root 1.22 if (floors >= 2)
2668     return; /* process at most two floor objects */
2669 elmex 1.1 }
2670     }
2671    
2672     /**
2673     * Unapplies specified item.
2674     * No check done on cursed/damned.
2675     * Break this out of apply_special - this is just done
2676     * to keep the size of apply_special to a more managable size.
2677     */
2678 root 1.22 static int
2679     unapply_special (object *who, object *op, int aflags)
2680 elmex 1.1 {
2681 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2682     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2683 root 1.22 return RESULT_INT (0);
2684 root 1.12
2685 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2686 root 1.76
2687 root 1.22 switch (op->type)
2688     {
2689 root 1.96 case SKILL_TOOL:
2690     // unapplying a skill tool should also unapply the skill it governs
2691     // but this is hard, as it shouldn't do so when the skill can
2692     // be used for other reasons
2693     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694     if (tmp->skill == op->skill
2695     && tmp->type == SKILL
2696     && tmp->flag [FLAG_APPLIED]
2697     && !tmp->flag [FLAG_CAN_USE_SKILL])
2698     unapply_special (who, tmp, 0);
2699    
2700     change_abil (who, op);
2701     break;
2702    
2703 root 1.24 case WEAPON:
2704 root 1.105 if (player *pl = who->contr)
2705     if (op == pl->combat_ob)
2706     {
2707     pl->combat_ob = 0;
2708     who->change_weapon (pl->ranged_ob);
2709     }
2710    
2711 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712 elmex 1.1
2713 root 1.79 change_abil (who, op);
2714     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2715 root 1.24 break;
2716 root 1.14
2717 root 1.96 case SKILL:
2718 root 1.79 if (who->contr)
2719 root 1.24 {
2720 root 1.76 if (!op->invisible)
2721 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 root 1.24 else
2723 root 1.124 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 root 1.24 }
2725 root 1.76
2726     change_abil (who, op);
2727 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728     break;
2729 root 1.14
2730 root 1.24 case ARMOUR:
2731     case HELMET:
2732     case SHIELD:
2733     case RING:
2734     case BOOTS:
2735     case GLOVES:
2736     case AMULET:
2737     case GIRDLE:
2738     case BRACERS:
2739     case CLOAK:
2740 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 root 1.79 change_abil (who, op);
2742 root 1.24 break;
2743 root 1.79
2744 root 1.24 case LAMP:
2745 root 1.103 {
2746 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2747 root 1.29
2748 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2749     tmp2->x = op->x;
2750     tmp2->y = op->y;
2751     tmp2->map = op->map;
2752     tmp2->below = op->below;
2753     tmp2->above = op->above;
2754     tmp2->stats.food = op->stats.food;
2755     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756    
2757     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759    
2760     op->destroy ();
2761     insert_ob_in_ob (tmp2, who);
2762     who->update_stats ();
2763 root 1.29
2764 root 1.103 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765     {
2766     if (who->contr)
2767     {
2768 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2769 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770     }
2771     }
2772 root 1.29
2773 root 1.103 if (who->contr)
2774     esrv_send_item (who, tmp2);
2775     }
2776 root 1.79
2777 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2778 root 1.76
2779 root 1.24 case BOW:
2780     case WAND:
2781     case ROD:
2782     case HORN:
2783 root 1.105 if (player *pl = who->contr)
2784     {
2785     if (op == pl->ranged_ob)
2786     {
2787     pl->ranged_ob = 0;
2788     who->change_weapon (pl->combat_ob);
2789     }
2790    
2791 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2792 root 1.105 }
2793 root 1.103 else
2794 root 1.24 {
2795 root 1.103 who->change_skill (0);
2796 root 1.79
2797 root 1.24 if (op->type == BOW)
2798     CLEAR_FLAG (who, FLAG_READY_BOW);
2799     else
2800     CLEAR_FLAG (who, FLAG_READY_RANGE);
2801     }
2802 root 1.76
2803 root 1.24 break;
2804 elmex 1.1
2805 root 1.24 case BUILDER:
2806 root 1.79 if (who->contr)
2807 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2808 root 1.24 break;
2809 elmex 1.1
2810 root 1.24 default:
2811 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 root 1.24 break;
2813 elmex 1.1 }
2814    
2815 root 1.51 who->update_stats ();
2816 elmex 1.1
2817 root 1.22 if (!(aflags & AP_NO_MERGE))
2818     {
2819 root 1.85 object *tmp = merge_ob (op, 0);
2820 root 1.79
2821     if (who->contr)
2822 root 1.22 {
2823     if (tmp)
2824     { /* it was merged */
2825 root 1.29 esrv_del_item (who->contr, op->count);
2826 root 1.22 op = tmp;
2827 elmex 1.1 }
2828 root 1.29
2829 root 1.22 esrv_send_item (who, op);
2830 root 1.14 }
2831 elmex 1.1 }
2832 root 1.79
2833 root 1.22 return 0;
2834 elmex 1.1 }
2835    
2836     /**
2837     * Returns the object that is using location 'loc'.
2838     * Note that 'start' is the first object to start examing - we
2839     * then go through the below of this. In this way, you can do
2840     * something like:
2841 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2842     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2843 elmex 1.1 * to find the second object that may use this location, etc.
2844     * Returns NULL if no match is found.
2845     * loc is the index into the array we are looking for a match.
2846     * don't return invisible objects unless they are skill objects
2847     * invisible other objects that use
2848     * up body locations can be used as restrictions.
2849     */
2850 root 1.84 static object *
2851 root 1.96 get_next_item_from_body_location (int loc, object *start)
2852 elmex 1.1 {
2853 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2854     if (tmp->flag [FLAG_APPLIED]
2855     && tmp->slot[loc].info
2856     && (!tmp->invisible || tmp->type == SKILL))
2857     return tmp;
2858 elmex 1.1
2859 root 1.84 return 0;
2860 elmex 1.1 }
2861    
2862     /**
2863     * 'op' wants to apply an object, but can't because of other equipment.
2864     * This should only be called when it is known
2865     * that there are objects to unapply. This makes pretty heavy
2866     * use of get_item_from_body_location. It makes no intelligent choice
2867     * on objects - rather, the first that is matched is used.
2868     * Returns 0 on success, returns 1 if there is some problem.
2869     * if aflags is AP_PRINT, we instead print out waht to unapply
2870     * instead of doing it. This is a lot less code than having
2871     * another function that does just that.
2872     */
2873 root 1.114
2874     #define CANNOT_REMOVE_CURSED \
2875     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876     "Praying over an altar, scrolls of remove curse/damnation, " \
2877     "priests or even other players might help.>"
2878    
2879 root 1.22 int
2880     unapply_for_ob (object *who, object *op, int aflags)
2881 elmex 1.1 {
2882 root 1.81 if (op->is_range ())
2883     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2885     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2886     {
2887     if (aflags & AP_PRINT)
2888 root 1.125 who->failmsg (query_name (tmp));
2889 root 1.81 else
2890     unapply_special (who, tmp, aflags);
2891     }
2892     else
2893     {
2894     /* In this case, we want to try and remove a cursed item.
2895     * While we know it won't work, we want unapply_special to
2896     * at least generate the message.
2897     */
2898 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)));
2899 root 1.81 return 1;
2900     }
2901 elmex 1.1
2902 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2903 root 1.22 {
2904     /* this used up a slot that we need to free */
2905 root 1.82 if (op->slot[i].info)
2906 root 1.22 {
2907 root 1.81 object *last = who->inv;
2908 root 1.14
2909 root 1.22 /* We do a while loop - may need to remove several items in order
2910     * to free up enough slots.
2911     */
2912 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2913 root 1.22 {
2914 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2915 root 1.81
2916 root 1.22 if (!tmp)
2917     {
2918 elmex 1.1 #if 0
2919 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2920     * equipped.
2921     */
2922     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2923 elmex 1.1 #endif
2924 root 1.22 return 1;
2925     }
2926 root 1.81
2927 root 1.22 /* If we are just printing, we don't care about cursed status */
2928     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2929     {
2930     if (aflags & AP_PRINT)
2931 root 1.125 who->failmsg (query_name (tmp));
2932 root 1.22 else
2933     unapply_special (who, tmp, aflags);
2934 root 1.14 }
2935 root 1.22 else
2936     {
2937     /* Cursed item that we can't unequip - tell the player.
2938     * Note this could be annoying if this is just one of a few,
2939     * so it may not be critical (eg, putting on a ring and you have
2940     * one cursed ring.)
2941     */
2942 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2943 root 1.14 }
2944 root 1.81
2945 root 1.22 last = tmp->below;
2946 root 1.14 }
2947 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2948     * return in the !tmp would have kicked in.
2949     */
2950     } /* if op is using this body location */
2951     } /* for body lcoations */
2952 root 1.81
2953 root 1.22 return 0;
2954 elmex 1.1 }
2955    
2956     /**
2957     * Checks to see if 'who' can apply object 'op'.
2958     * Returns 0 if apply can be done without anything special.
2959     * Otherwise returns a bitmask - potentially several of these may be
2960     * set, but largely depends on circumstance - in the future, processing
2961 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2962 root 1.96 * is set, do we really care what the other flags may be?)
2963 elmex 1.1 *
2964     * See include/define.h for detailed description of the meaning of
2965     * these return values.
2966     */
2967 root 1.22 int
2968     can_apply_object (object *who, object *op)
2969 elmex 1.1 {
2970 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2971     return RESULT_INT (0);
2972    
2973 root 1.78 int retval = 0;
2974     object *tmp = 0, *ws = 0;
2975 root 1.22
2976 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2977 root 1.22 {
2978 root 1.82 if (op->slot[i].info)
2979 root 1.22 {
2980     /* Item uses more slots than we have */
2981 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2982 root 1.22 {
2983 root 1.78 /* Could return now for efficiency - rest of info below isn't
2984 root 1.22 * really needed.
2985     */
2986     retval |= CAN_APPLY_NEVER;
2987     }
2988 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2989 root 1.22 {
2990     /* in this case, equipping this would use more free spots than
2991     * we have.
2992     */
2993 elmex 1.1
2994 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2995 root 1.84 * enough slots to equip the new item, then just set "can
2996     * apply unapply". We don't care about the logic below - if you have a
2997 root 1.22 * shield equipped and try to equip another shield, there is only
2998     * one choice. However, the check for the number of body locations
2999     * does take into the account cases where what is being applied
3000     * may be two handed for example.
3001     */
3002     if (ws)
3003 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3004     {
3005     retval |= CAN_APPLY_UNAPPLY;
3006     continue;
3007     }
3008 root 1.22
3009 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3010 root 1.22 if (!tmp1)
3011     {
3012 elmex 1.1 #if 0
3013 root 1.22 /* This is sort of an error, but happens a lot when old players
3014     * join in with more stuff equipped than they are now allowed.
3015     */
3016     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3017 elmex 1.1 #endif
3018 root 1.22 retval |= CAN_APPLY_NEVER;
3019     }
3020     else
3021     {
3022     /* need to unapply something. However, if this something
3023     * is different than we had found before, it means they need
3024     * to apply multiple objects
3025     */
3026     retval |= CAN_APPLY_UNAPPLY;
3027 root 1.96
3028 root 1.22 if (!tmp)
3029     tmp = tmp1;
3030     else if (tmp != tmp1)
3031 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3032    
3033 root 1.22 /* This object isn't using up all the slots, so there must
3034 root 1.78 * be another. If so, and it the new item doesn't need all
3035 root 1.22 * the slots, the player then has a choice.
3036     */
3037 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3038     && abs (op->slot[i].info) < who->slot[i].info)
3039 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3040    
3041     /* Does unequippint 'tmp1' free up enough slots for this to be
3042     * equipped? If not, there must be something else to unapply.
3043     */
3044 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3045 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3046     }
3047     } /* if not enough free slots */
3048     } /* if this object uses location i */
3049     } /* for i -> num_body_locations loop */
3050    
3051     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3052     * really be controlled by use of body locations. We do have
3053     * the weapon/shield checks, and the range checks for monsters,
3054     * because you can't control those just by body location - bows, shields,
3055     * and weapons all use the same slot. Similar for horn/rod/wand - they
3056     * all use the same location.
3057     */
3058     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3059     retval |= CAN_APPLY_RESTRICTION;
3060 root 1.76
3061 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3062     retval |= CAN_APPLY_RESTRICTION;
3063    
3064     if (who->type != PLAYER)
3065     {
3066     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3067 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3068 root 1.78
3069 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070     retval |= CAN_APPLY_RESTRICTION;
3071 root 1.78
3072 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3073     retval |= CAN_APPLY_RESTRICTION;
3074 root 1.78
3075 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3076 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3077 elmex 1.1 }
3078 root 1.76
3079 root 1.22 return retval;
3080 elmex 1.1 }
3081    
3082     /**
3083     * who is the object using the object. It can be a monster.
3084     * op is the object they are using. op is an equipment type item,
3085     * eg, one which you put on and keep on for a while, and not something
3086     * like a potion or scroll.
3087     *
3088     * function returns 1 if the action could not be completed, 0 on
3089     * success. However, success is a matter of meaning - if the
3090     * user passes the 'apply' flag to an object already applied,
3091     * nothing is done, and 0 is returned.
3092     *
3093     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3094     * AP_UNAPPLY=always unapply).
3095     *
3096     * Optional flags:
3097     * AP_NO_MERGE: don't merge an unapplied object with other objects
3098     * AP_IGNORE_CURSE: unapply cursed items
3099 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3100 elmex 1.1 *
3101     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3102     *
3103     * apply_special() doesn't check for unpaid items.
3104     */
3105 root 1.114
3106     #define LACK_ITEM_POWER \
3107     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3108    
3109 root 1.22 int
3110     apply_special (object *who, object *op, int aflags)
3111 elmex 1.1 {
3112 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3113     object *tmp, *tmp2, *skop = NULL;
3114 elmex 1.1
3115 root 1.22 if (who == NULL)
3116     {
3117     LOG (llevError, "apply_special() from object without environment.\n");
3118     return 1;
3119 elmex 1.1 }
3120    
3121 root 1.22 if (op->env != who)
3122     return 1; /* op is not in inventory */
3123 elmex 1.1
3124 root 1.22 /* trying to unequip op */
3125     if (QUERY_FLAG (op, FLAG_APPLIED))
3126     {
3127     /* always apply, so no reason to unapply */
3128     if (basic_flag == AP_APPLY)
3129     return 0;
3130    
3131     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3132     {
3133 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3134 root 1.22 return 1;
3135 root 1.14 }
3136 root 1.78
3137 root 1.22 return unapply_special (who, op, aflags);
3138 elmex 1.1 }
3139    
3140 root 1.22 if (basic_flag == AP_UNAPPLY)
3141     return 0;
3142 elmex 1.1
3143 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3144     // to resolve conflicts.
3145     if (player *pl = who->contr)
3146 root 1.95 switch (op->slottype ())
3147 root 1.90 {
3148 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3149     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3150 root 1.90 }
3151    
3152 root 1.104 splay (op);
3153    
3154 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3155 root 1.78 if (int i = can_apply_object (who, op))
3156 root 1.22 {
3157     if (i & CAN_APPLY_NEVER)
3158     {
3159 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)));
3160 root 1.22 return 1;
3161     }
3162     else if (i & CAN_APPLY_RESTRICTION)
3163     {
3164 root 1.125 who->failmsg (format (
3165     "You have a prohibition against using a %s. "
3166     "H<Your belief, profession or class prevents you from applying this item.>",
3167     query_name (op)
3168     ));
3169 root 1.22 return 1;
3170     }
3171 root 1.78
3172 root 1.22 if (who->type != PLAYER)
3173     {
3174     /* Some error, so don't try to equip something more */
3175     if (unapply_for_ob (who, op, aflags))
3176 root 1.14 return 1;
3177     }
3178 root 1.22 else
3179     {
3180     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3181     {
3182 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3183 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3184     return 1;
3185     }
3186     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3187 root 1.81 if (unapply_for_ob (who, op, aflags))
3188     return 1;
3189 root 1.14 }
3190 elmex 1.1 }
3191 root 1.55
3192 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3193     {
3194     skop = find_skill_by_name (who, op->skill);
3195 root 1.78
3196 root 1.22 if (!skop)
3197     {
3198 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3199 root 1.22 return 1;
3200     }
3201     else
3202 root 1.76 /* While experience will be credited properly, we want to change the
3203     * skill so that the dam and wc get updated
3204     */
3205 root 1.101 who->change_skill (skop);
3206 elmex 1.1 }
3207 root 1.22
3208 root 1.78 if (who->type == PLAYER
3209     && op->item_power
3210     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 root 1.22 {
3212 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 root 1.22 return 1;
3214 elmex 1.1 }
3215    
3216 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3217     * Note that we don't have the checks for can_use_...
3218     * below - that is already taken care of by can_apply_object.
3219     */
3220 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3221 root 1.22
3222     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223     return RESULT_INT (0);
3224    
3225     switch (op->type)
3226     {
3227 root 1.24 case WEAPON:
3228     if (!check_weapon_power (who, op->last_eat))
3229     {
3230 root 1.125 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231 root 1.79
3232 root 1.78 if (tmp)
3233     insert_ob_in_ob (tmp, who);
3234 root 1.79
3235 root 1.24 return 1;
3236     }
3237 root 1.65
3238 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3239 root 1.78 // i.e. "R" can use Ragnarok's sword.
3240 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3241     {
3242     /* if the weapon does not have the name as the character, can't use it. */
3243     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3245 root 1.65
3246     if (tmp)
3247     insert_ob_in_ob (tmp, who);
3248    
3249 root 1.24 return 1;
3250     }
3251 root 1.65
3252 root 1.80 if (!skop)
3253     {
3254 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3255 root 1.80 return 1;
3256     }
3257    
3258 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3259 root 1.101 who->change_skill (skop);
3260 root 1.76
3261 root 1.79 if (who->contr)
3262 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3263 root 1.78
3264 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3265 root 1.14
3266 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3267 root 1.76 change_abil (who, op);
3268 root 1.24 break;
3269 root 1.14
3270 root 1.24 case ARMOUR:
3271     case HELMET:
3272     case SHIELD:
3273     case BOOTS:
3274     case GLOVES:
3275     case GIRDLE:
3276     case BRACERS:
3277     case CLOAK:
3278     case RING:
3279     case AMULET:
3280     SET_FLAG (op, FLAG_APPLIED);
3281 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 root 1.76 change_abil (who, op);
3283 root 1.24 break;
3284 root 1.76
3285 root 1.24 case LAMP:
3286     if (op->stats.food < 1)
3287     {
3288 root 1.125 who->failmsg (format (
3289     "Your %s is out of fuel! "
3290     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291     &op->name
3292     ));
3293 root 1.24 return 1;
3294     }
3295 root 1.76
3296 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3297    
3298 root 1.24 tmp2 = arch_to_object (op->other_arch);
3299     tmp2->stats.food = op->stats.food;
3300     SET_FLAG (tmp2, FLAG_APPLIED);
3301 root 1.76
3302 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304 root 1.76
3305 root 1.24 insert_ob_in_ob (tmp2, who);
3306    
3307     /* Remove the old lantern */
3308 root 1.37 op->destroy ();
3309 root 1.22
3310 root 1.24 /* insert the portion that was split off */
3311 root 1.76 if (tmp)
3312 root 1.24 {
3313 root 1.76 insert_ob_in_ob (tmp, who);
3314 root 1.24 if (who->type == PLAYER)
3315     esrv_send_item (who, tmp);
3316     }
3317 root 1.76
3318 root 1.51 who->update_stats ();
3319 root 1.76
3320 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3321 root 1.81 if (who->type == PLAYER)
3322     {
3323 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.>");
3324 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325     }
3326 root 1.76
3327 root 1.24 if (who->type == PLAYER)
3328     esrv_send_item (who, tmp2);
3329 root 1.76
3330 root 1.24 return 0;
3331 root 1.14
3332 root 1.96 case SKILL_TOOL:
3333     // applying a skill tool also readies the skill
3334     SET_FLAG (op, FLAG_APPLIED);
3335    
3336 root 1.101 if (!(aflags & AP_NO_READY))
3337 root 1.24 {
3338 root 1.101 skop = find_skill_by_name (who, op->skill);
3339     if (!skop->flag [FLAG_APPLIED])
3340     apply_special (who, skop, AP_APPLY);
3341 root 1.24 }
3342 root 1.101 break;
3343 root 1.76
3344 root 1.101 case SKILL:
3345 root 1.79 if (player *pl = who->contr)
3346 root 1.24 {
3347 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3348     {
3349 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3350 root 1.79 {
3351     for (object *item = who->inv; item; item = item->below)
3352     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353     {
3354 root 1.101 if (item->skill == op->skill)
3355     {
3356     who->change_weapon (pl->combat_ob = item);
3357     goto found_weapon;
3358     }
3359 root 1.79 }
3360    
3361 root 1.125 who->failmsg (format (
3362     "You need to apply a '%s' melee weapon before readying this skill. "
3363     "H<Some skills need an item, in this case a melee weapon, to function.>",
3364     &op->skill
3365     ));
3366 root 1.79 return 1;
3367    
3368     found_weapon:;
3369     }
3370     else
3371 root 1.90 who->change_weapon (pl->combat_ob = op);
3372 root 1.79 }
3373     else if (IS_RANGED_SKILL (op->subtype))
3374     {
3375 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3376 root 1.79 {
3377     for (object *item = who->inv; item; item = item->below)
3378     if (item->type == BOW && item->flag [FLAG_APPLIED])
3379     {
3380 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3381 root 1.90 who->change_weapon (pl->ranged_ob = item);
3382 root 1.79 goto found_bow;
3383     }
3384    
3385 root 1.125 who->failmsg (
3386     "You need to apply a missile weapon before readying this skill. "
3387     "H<Some skills need an item, in this case a missile weapon, to function.>"
3388     );
3389 root 1.79 return 1;
3390    
3391     found_bow:;
3392     }
3393     else
3394 root 1.90 who->change_weapon (pl->ranged_ob = op);
3395 root 1.79 }
3396 root 1.76
3397 root 1.24 if (!op->invisible)
3398     {
3399 root 1.125 who->statusmsg (format (
3400     "You ready %s."
3401     "You can now use the skill: %s.",
3402     query_name (op),
3403     &op->skill
3404     ));
3405 root 1.24 }
3406     else
3407 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3408 root 1.24 }
3409 root 1.101 else
3410     {
3411     SET_FLAG (op, FLAG_APPLIED);
3412     change_abil (who, op);
3413     who->chosen_skill = op;
3414     SET_FLAG (who, FLAG_READY_SKILL);
3415     }
3416 root 1.76
3417 root 1.24 break;
3418 root 1.22
3419 root 1.24 case BOW:
3420     if (!check_weapon_power (who, op->last_eat))
3421     {
3422 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423 root 1.76
3424     if (tmp)
3425     insert_ob_in_ob (tmp, who);
3426    
3427 root 1.24 return 1;
3428     }
3429 root 1.76
3430 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431     {
3432 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3433 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3434 root 1.81 if (tmp)
3435 root 1.76 insert_ob_in_ob (tmp, who);
3436    
3437 root 1.24 return 1;
3438     }
3439 root 1.76
3440     /*FALLTHROUGH*/
3441     case WAND:
3442 root 1.24 case ROD:
3443     case HORN:
3444     /* check for skill, alter player status */
3445 root 1.78
3446     if (!skop)
3447 root 1.80 {
3448 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3449 root 1.80 return 1;
3450     }
3451    
3452     SET_FLAG (op, FLAG_APPLIED);
3453 root 1.101 who->change_skill (skop);
3454 root 1.22
3455 root 1.79 if (who->contr)
3456 root 1.24 {
3457 root 1.79 who->contr->ranged_ob = op;
3458 root 1.78
3459 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3460 root 1.76
3461 root 1.24 if (op->type == BOW)
3462     {
3463 root 1.79 who->current_weapon = op;
3464 root 1.76 change_abil (who, op);
3465 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3466 root 1.24 }
3467     }
3468     else
3469     {
3470     if (op->type == BOW)
3471     SET_FLAG (who, FLAG_READY_BOW);
3472     else
3473     SET_FLAG (who, FLAG_READY_RANGE);
3474     }
3475 root 1.76
3476 root 1.24 break;
3477 elmex 1.1
3478 root 1.24 case BUILDER:
3479 root 1.76 if (who->type == PLAYER)
3480     {
3481 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3482 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3483     unapply_special (who, who->contr->ranged_ob, 0);
3484    
3485 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3486 root 1.76
3487 root 1.79 who->contr->ranged_ob = op;
3488 root 1.76 }
3489 root 1.24 break;
3490 elmex 1.1
3491 root 1.24 default:
3492 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3493     }
3494 root 1.22
3495     SET_FLAG (op, FLAG_APPLIED);
3496 elmex 1.1
3497 root 1.79 if (tmp)
3498 root 1.22 tmp = insert_ob_in_ob (tmp, who);
3499 elmex 1.1
3500 root 1.51 who->update_stats ();
3501 elmex 1.1
3502 root 1.22 /* We exclude spell casting objects. The fire code will set the
3503     * been applied flag when they are used - until that point,
3504     * you don't know anything about them.
3505     */
3506     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3507     SET_FLAG (op, FLAG_BEEN_APPLIED);
3508    
3509     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 root 1.114 if (who->type == PLAYER)
3511     {
3512 root 1.125 who->failmsg (
3513     "Oops, it feels deadly cold! "
3514     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3515     );
3516 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3517     }
3518 root 1.76
3519 root 1.22 if (who->type == PLAYER)
3520     {
3521     /* if multiple objects were applied, update both slots */
3522     if (tmp)
3523     esrv_send_item (who, tmp);
3524 root 1.76
3525 root 1.22 esrv_send_item (who, op);
3526 elmex 1.1 }
3527 root 1.76
3528 root 1.22 return 0;
3529 elmex 1.1 }
3530    
3531 root 1.22 int
3532     monster_apply_special (object *who, object *op, int aflags)
3533 elmex 1.1 {
3534 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3535 elmex 1.1 return 1;
3536 root 1.114
3537 elmex 1.1 return apply_special (who, op, aflags);
3538     }
3539    
3540     /**
3541     * Map was just loaded, handle op's initialisation.
3542     *
3543     * Generates shop floor's item, and treasures.
3544     */
3545 root 1.22 int
3546     auto_apply (object *op)
3547     {
3548     object *tmp = NULL, *tmp2;
3549     int i;
3550 elmex 1.1
3551 root 1.22 switch (op->type)
3552     {
3553 root 1.24 case SHOP_FLOOR:
3554 root 1.42 if (!op->has_random_items ())
3555 root 1.24 return 0;
3556 root 1.38
3557 root 1.24 do
3558     {
3559     i = 10; /* let's give it 10 tries */
3560     while ((tmp = generate_treasure (op->randomitems,
3561     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3562     if (tmp == NULL)
3563     return 0;
3564     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3565     {
3566 root 1.37 tmp->destroy ();
3567 root 1.24 tmp = NULL;
3568     }
3569     }
3570     while (!tmp);
3571 root 1.38
3572 root 1.24 tmp->x = op->x;
3573     tmp->y = op->y;
3574     SET_FLAG (tmp, FLAG_UNPAID);
3575     insert_ob_in_map (tmp, op->map, NULL, 0);
3576     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577     identify (tmp);
3578     break;
3579 root 1.14
3580 root 1.24 case TREASURE:
3581     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3582     return 0;
3583 root 1.37
3584 root 1.67 while (op->stats.hp-- > 0)
3585 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3586     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3587    
3588     /* If we generated an object and put it in this object inventory,
3589     * move it to the parent object as the current object is about
3590     * to disappear. An example of this item is the random_* stuff
3591     * that is put inside other objects.
3592     */
3593     for (tmp = op->inv; tmp; tmp = tmp2)
3594     {
3595     tmp2 = tmp->below;
3596 root 1.36 tmp->remove ();
3597 root 1.37
3598 root 1.24 if (op->env)
3599     insert_ob_in_ob (tmp, op->env);
3600     else
3601 root 1.37 tmp->destroy ();
3602 root 1.24 }
3603 root 1.37
3604     op->destroy ();
3605 root 1.24 break;
3606 elmex 1.1 }
3607 root 1.22 return tmp ? 1 : 0;
3608 elmex 1.1 }
3609    
3610     /**
3611 root 1.68 * fix_auto_apply goes through the entire map every time a map
3612     * is loaded or swapped in and performs special actions for
3613 elmex 1.1 * certain objects (most initialization of chests and creation of
3614     * treasures and stuff). Calls auto_apply if appropriate.
3615     */
3616 root 1.20 void
3617 root 1.55 maptile::fix_auto_apply ()
3618 root 1.20 {
3619 root 1.55 if (!spaces)
3620 root 1.20 return;
3621    
3622 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3623     for (object *tmp = ms->bot; tmp; )
3624     {
3625     object *above = tmp->above;
3626 root 1.20
3627 root 1.55 if (tmp->inv)
3628     {
3629     object *invtmp, *invnext;
3630 elmex 1.1
3631 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3632     {
3633     invnext = invtmp->below;
3634 root 1.14
3635 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636     auto_apply (invtmp);
3637     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638     {
3639     while ((invtmp->stats.hp--) > 0)
3640     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641    
3642     invtmp->randomitems = NULL;
3643     }
3644     else if (invtmp && invtmp->arch
3645     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3646     {
3647     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648     /* Need to clear this so that we never try to create
3649     * treasure again for this object
3650     */
3651     invtmp->randomitems = NULL;
3652     }
3653     }
3654     /* This is really temporary - the code at the bottom will
3655     * also set randomitems to null. The problem is there are bunches
3656     * of maps/players already out there with items that have spells
3657     * which haven't had the randomitems set to null yet.
3658     * MSW 2004-05-13
3659     *
3660     * And if it's a spellbook, it's better to set randomitems to NULL too,
3661     * else you get two spells in the book ^_-
3662     * Ryo 2004-08-16
3663     */
3664     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3665     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3666     tmp->randomitems = NULL;
3667 root 1.14
3668 root 1.55 }
3669 root 1.20
3670 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3671     auto_apply (tmp);
3672     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3673     {
3674     while ((tmp->stats.hp--) > 0)
3675     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3676     tmp->randomitems = NULL;
3677     }
3678     else if (tmp->type == TIMED_GATE)
3679     {
3680     object *head = tmp->head != NULL ? tmp->head : tmp;
3681    
3682     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3683     tmp->set_speed (0);
3684     }
3685     /* This function can be called everytime a map is loaded, even when
3686     * swapping back in. As such, we don't want to create the treasure
3687     * over and ove again, so after we generate the treasure, blank out
3688     * randomitems so if it is swapped in again, it won't make anything.
3689     * This is a problem for the above objects, because they have counters
3690     * which say how many times to make the treasure.
3691     */
3692     else if (tmp && tmp->arch && tmp->type != PLAYER
3693     && tmp->type != TREASURE && tmp->type != SPELL
3694     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3695     {
3696     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3697     tmp->randomitems = NULL;
3698     }
3699 root 1.78
3700 root 1.68 // close all containers
3701     else if (tmp->type == CONTAINER)
3702     tmp->flag [FLAG_APPLIED] = 0;
3703 root 1.22
3704 root 1.55 tmp = above;
3705     }
3706 elmex 1.1
3707 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3708     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3709     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3710     check_trigger (tmp, tmp->above);
3711 elmex 1.1 }
3712    
3713     /**
3714     * Handles player eating food that temporarily changes status (resistances, stats).
3715     * This used to call cast_change_attr(), but
3716     * that doesn't work with the new spell code. Since we know what
3717     * the food changes, just grab a force and use that instead.
3718     */
3719 root 1.22 void
3720     eat_special_food (object *who, object *food)
3721     {
3722     object *force;
3723     int i, did_one = 0;
3724    
3725     force = get_archetype (FORCE_NAME);
3726    
3727     for (i = 0; i < NUM_STATS; i++)
3728 root 1.91 if (sint8 k = food->stats.stat (i))
3729     {
3730     force->stats.stat (i) = k;
3731     did_one = 1;
3732     }
3733 elmex 1.1
3734 root 1.22 /* check if we can protect the eater */
3735     for (i = 0; i < NROFATTACKS; i++)
3736     {
3737     if (food->resist[i] > 0)
3738     {
3739     force->resist[i] = food->resist[i] / 2;
3740     did_one = 1;
3741     }
3742     }
3743 elmex 1.47
3744 root 1.22 if (did_one)
3745     {
3746 root 1.54 force->set_speed (0.1);
3747 root 1.22 /* bigger morsel of food = longer effect time */
3748 elmex 1.47 force->duration = food->stats.food / 5;
3749 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3750     change_abil (who, force);
3751     insert_ob_in_ob (force, who);
3752     }
3753     else
3754 root 1.37 force->destroy ();
3755 root 1.22
3756     /* check for hp, sp change */
3757     if (food->stats.hp != 0)
3758     {
3759     if (QUERY_FLAG (food, FLAG_CURSED))
3760     {
3761 root 1.64 assign (who->contr->killer, food->name);
3762 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3763 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3764 root 1.22 }
3765     else
3766     {
3767     if (food->stats.hp > 0)
3768 root 1.125 who->statusmsg ("You begin to feel better.");
3769 root 1.22 else
3770 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3771    
3772 root 1.22 who->stats.hp += food->stats.hp;
3773     }
3774     }
3775     if (food->stats.sp != 0)
3776     {
3777     if (QUERY_FLAG (food, FLAG_CURSED))
3778     {
3779 root 1.125 who->failmsg ("You are drained of mana!");
3780 root 1.22 who->stats.sp -= food->stats.sp;
3781     if (who->stats.sp < 0)
3782     who->stats.sp = 0;
3783     }
3784     else
3785     {
3786 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3787 root 1.22 who->stats.sp += food->stats.sp;
3788     /* place limit on max sp from food? */
3789     }
3790 elmex 1.1 }
3791 root 1.125
3792 root 1.51 who->update_stats ();
3793 elmex 1.1 }
3794    
3795     /**
3796     * Designed primarily to light torches/lanterns/etc.
3797     * Also burns up burnable material too. First object in the inventory is
3798     * the selected object to "burn". -b.t.
3799     */
3800 root 1.22 void
3801     apply_lighter (object *who, object *lighter)
3802     {
3803     object *item;
3804     int is_player_env = 0;
3805    
3806     item = find_marked_object (who);
3807     if (item)
3808     {
3809     if (lighter->last_eat && lighter->stats.food)
3810     { /* lighter gets used up */
3811     /* Split multiple lighters if they're being used up. Otherwise *
3812     * one charge from each would be used up. --DAMN */
3813     if (lighter->nrof > 1)
3814     {
3815 root 1.39 object *oneLighter = lighter->clone ();
3816 root 1.14
3817 root 1.22 lighter->nrof -= 1;
3818     oneLighter->nrof = 1;
3819     oneLighter->stats.food--;
3820     esrv_send_item (who, lighter);
3821     oneLighter = insert_ob_in_ob (oneLighter, who);
3822     esrv_send_item (who, oneLighter);
3823     }
3824     else
3825 root 1.29 lighter->stats.food--;
3826 root 1.22 }
3827     else if (lighter->last_eat)
3828 root 1.125 {
3829     /* no charges left in lighter */
3830     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3831 root 1.22 return;
3832     }
3833 root 1.48
3834 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3835     * I can't see many times when you would want to light multiple
3836     * objects at once.
3837     */
3838 root 1.48
3839     if (who == item->in_player ())
3840 root 1.22 is_player_env = 1;
3841    
3842     save_throw_object (item, AT_FIRE, who);
3843 root 1.48
3844 root 1.49 if (item->destroyed ())
3845 root 1.22 {
3846 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3847 root 1.22 /* Need to update the player so that the players glow radius
3848     * gets changed.
3849     */
3850     if (is_player_env)
3851 root 1.51 who->update_stats ();
3852 root 1.22 }
3853     else
3854 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3855 root 1.22 }
3856 root 1.125 else
3857     who->failmsg ("You need to mark a lightable object.");
3858 elmex 1.1 }
3859    
3860     /**
3861     * op made some mistake with a scroll, this takes care of punishment.
3862     * scroll_failure()- hacked directly from spell_failure
3863     */
3864 root 1.22 void
3865     scroll_failure (object *op, int failure, int power)
3866 elmex 1.1 {
3867 root 1.22 if (abs (failure / 4) > power)
3868     power = abs (failure / 4); /* set minimum effect */
3869 elmex 1.1
3870 root 1.22 if (failure <= -1 && failure > -15)
3871     { /* wonder */
3872     object *tmp;
3873    
3874 root 1.125 op->failmsg ("Your spell warps!");
3875 root 1.22 tmp = get_archetype (SPELL_WONDER);
3876     cast_wonder (op, op, 0, tmp);
3877 root 1.37 tmp->destroy ();
3878 root 1.22 }
3879     else if (failure <= -15 && failure > -35)
3880     { /* drain mana */
3881 root 1.125 op->failmsg ("Your mana is drained!");
3882 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3883     if (op->stats.sp < 0)
3884     op->stats.sp = 0;
3885     }
3886     else if (settings.spell_failure_effects == TRUE)
3887     {
3888     if (failure <= -35 && failure > -60)
3889     { /* confusion */
3890 root 1.125 op->failmsg ("The magic recoils on you!");
3891 root 1.22 confuse_player (op, op, power);
3892     }
3893     else if (failure <= -60 && failure > -70)
3894     { /* paralysis */
3895 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3896 root 1.22 paralyze_player (op, op, power);
3897     }
3898     else if (failure <= -70 && failure > -80)
3899     { /* blind */
3900 root 1.125 op->failmsg ("The magic recoils on you!");
3901 root 1.22 blind_player (op, op, power);
3902     }
3903     else if (failure <= -80)
3904     { /* blast the immediate area */
3905 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3906 root 1.22 cast_magic_storm (op, tmp, power);
3907 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3908 root 1.37 tmp->destroy ();
3909 root 1.14 }
3910 elmex 1.1 }
3911     }
3912    
3913 root 1.22 void
3914     apply_changes_to_player (object *pl, object *change)
3915     {
3916     int excess_stat = 0; /* if the stat goes over the maximum
3917     for the race, put the excess stat some
3918     where else. */
3919 elmex 1.1
3920 root 1.22 switch (change->type)
3921     {
3922 root 1.24 case CLASS:
3923     {
3924     living *stats = &(pl->contr->orig_stats);
3925     living *ns = &(change->stats);
3926     object *walk;
3927     int flag_change_face = 1;
3928    
3929     /* the following code assigns stats up to the stat max
3930     * for the race, and if the stat max is exceeded,
3931     * tries to randomly reassign the excess stat
3932     */
3933     int i, j;
3934 root 1.22
3935 root 1.24 for (i = 0; i < NUM_STATS; i++)
3936     {
3937 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3938 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3939 root 1.22
3940 root 1.24 if (stat > 20 + race_bonus)
3941     {
3942     excess_stat++;
3943     stat = 20 + race_bonus;
3944     }
3945 root 1.91
3946     stats->stat (i) = stat;
3947 root 1.24 }
3948 elmex 1.1
3949 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3950     { /* try 100 times to assign excess stats */
3951     int i = rndm (0, 6);
3952    
3953     if (i == CHA)
3954     continue; /* exclude cha from this */
3955 root 1.91
3956     int stat = stats->stat (i);
3957 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3958 root 1.24 if (stat < 20 + race_bonus)
3959     {
3960     change_attr_value (stats, i, 1);
3961     excess_stat--;
3962     }
3963     }
3964 root 1.14
3965 root 1.24 /* insert the randomitems from the change's treasurelist into
3966     * the player ref: player.c
3967     */
3968     if (change->randomitems != NULL)
3969     give_initial_items (pl, change->randomitems);
3970 root 1.14
3971 root 1.24 /* set up the face, for some races. */
3972 root 1.14
3973 root 1.24 /* first, look for the force object banning
3974     * changing the face. Certain races never change face with class.
3975     */
3976     for (walk = pl->inv; walk != NULL; walk = walk->below)
3977     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3978     flag_change_face = 0;
3979 root 1.14
3980 root 1.24 if (flag_change_face)
3981     {
3982     pl->animation_id = GET_ANIM_ID (change);
3983     pl->face = change->face;
3984 root 1.14
3985 root 1.24 if (QUERY_FLAG (change, FLAG_ANIMATE))
3986     SET_FLAG (pl, FLAG_ANIMATE);
3987     else
3988     CLEAR_FLAG (pl, FLAG_ANIMATE);
3989     }
3990 root 1.14
3991 root 1.24 /* check the special case of can't use weapons */
3992     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3993     if (!strcmp (change->name, "monk"))
3994     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3995 root 1.14
3996 root 1.24 break;
3997     }
3998 elmex 1.1 }
3999     }
4000    
4001     /**
4002     * This handles items of type 'transformer'.
4003     * Basically those items, used with a marked item, transform both items into something
4004     * else.
4005     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4006     * Change information is contained in the 'slaying' field of the marked item.
4007     * The format is as follow: transformer:[number ]yield[;transformer:...].
4008     * This way an item can be transformed in many things, and/or many objects.
4009     * The 'slaying' field for transformer is used as verb for the action.
4010     */
4011 root 1.22 void
4012     apply_item_transformer (object *pl, object *transformer)
4013     {
4014     object *marked;
4015     object *new_item;
4016     char *find;
4017     char *separator;
4018     int yield;
4019     char got[MAX_BUF];
4020     int len;
4021    
4022     if (!pl || !transformer)
4023     return;
4024 root 1.114
4025 root 1.22 marked = find_marked_object (pl);
4026 root 1.114
4027 root 1.22 if (!marked)
4028 elmex 1.1 {
4029 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4030 root 1.22 return;
4031     }
4032 root 1.114
4033 root 1.22 if (!marked->slaying)
4034     {
4035 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4036 root 1.22 return;
4037     }
4038 root 1.114
4039 root 1.22 /* check whether they are compatible or not */
4040 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4041     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4042 root 1.22 {
4043 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4044 root 1.22 return;
4045     }
4046 root 1.114
4047 root 1.108 find += strlen (transformer->arch->archname) + 1;
4048 root 1.22 /* Item can be used, now find how many and what it yields */
4049     if (isdigit (*(find)))
4050     {
4051     yield = atoi (find);
4052     if (yield < 1)
4053 elmex 1.1 {
4054 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4055     yield = 1;
4056 elmex 1.1 }
4057 root 1.22 }
4058     else
4059     yield = 1;
4060 elmex 1.1
4061 root 1.22 while (isdigit (*find))
4062     find++;
4063 root 1.125
4064 root 1.22 while (*find == ' ')
4065     find++;
4066 root 1.114
4067 root 1.22 memset (got, 0, MAX_BUF);
4068 root 1.114
4069 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4070 root 1.114 len = separator - find;
4071 root 1.22 else
4072 root 1.114 len = strlen (find);
4073    
4074 root 1.22 if (len > MAX_BUF - 1)
4075     len = MAX_BUF - 1;
4076 root 1.114
4077 root 1.22 strcpy (got, find);
4078     got[len] = '\0';
4079    
4080     /* Now create new item, remove used ones when required. */
4081     new_item = get_archetype (got);
4082     if (!new_item)
4083     {
4084 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4085 root 1.22 return;
4086 elmex 1.1 }
4087 root 1.29
4088 root 1.22 new_item->nrof = yield;
4089 root 1.123
4090     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4091    
4092 root 1.22 insert_ob_in_ob (new_item, pl);
4093     esrv_send_inventory (pl, pl);
4094     /* Eat up one item */
4095 root 1.144 marked->decrease ();
4096 root 1.114
4097 root 1.22 /* Eat one transformer if needed */
4098     if (transformer->stats.food)
4099     if (--transformer->stats.food == 0)
4100 root 1.144 transformer->decrease ();
4101 root 1.22 }
4102 root 1.123