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Revision: 1.159
Committed: Mon May 12 18:27:08 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55
Changes since 1.158: +9 -5 lines
Log Message:
sigh, no clue what i am doing

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 1.153 if (shstr yield = tmp->kv (shstr_on_use_yield))
166 root 1.152 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 elmex 1.1 }
168    
169     /**
170     * Handles applying a potion.
171     */
172 root 1.22 int
173     apply_potion (object *op, object *tmp)
174 elmex 1.1 {
175 elmex 1.3 int got_one = 0, i;
176     object *force = 0, *floor = 0;
177    
178 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
179 elmex 1.3
180 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 elmex 1.3 {
182 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 root 1.123
184 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
185     return 0;
186     }
187 elmex 1.3
188 elmex 1.4 if (op->type == PLAYER)
189 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
190     identify (tmp);
191 elmex 1.3
192 elmex 1.4 handle_apply_yield (tmp);
193 elmex 1.1
194 elmex 1.4 /* Potion of restoration - only for players */
195     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196     {
197     object *depl;
198     archetype *at;
199 elmex 1.1
200 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
201     {
202 root 1.51 op->drain_stat ();
203     op->update_stats ();
204 root 1.144 tmp->decrease ();
205 elmex 1.3 return 1;
206     }
207 root 1.37
208 root 1.51 if (!(at = archetype::find (ARCH_DEPLETION)))
209 elmex 1.4 {
210     LOG (llevError, "Could not find archetype depletion\n");
211     return 0;
212     }
213 root 1.146
214 elmex 1.4 depl = present_arch_in_ob (at, op);
215 root 1.37
216 root 1.51 if (depl)
217 elmex 1.4 {
218     for (i = 0; i < NUM_STATS; i++)
219 root 1.91 if (depl->stats.stat (i))
220 root 1.123 op->statusmsg (restore_msg[i]);
221 root 1.37
222     depl->destroy ();
223 root 1.51 op->update_stats ();
224 elmex 1.4 }
225     else
226 root 1.123 op->statusmsg ("Your potion had no effect.");
227 elmex 1.1
228 root 1.144 tmp->decrease ();
229 elmex 1.4 return 1;
230     }
231    
232     /* improvement potion - only for players */
233 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 elmex 1.4 {
235     for (i = 1; i < MIN (11, op->level); i++)
236 elmex 1.3 {
237 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 elmex 1.3 {
239 elmex 1.4 if (op->contr->levhp[i] != 1)
240 elmex 1.3 {
241 elmex 1.4 op->contr->levhp[i] = 1;
242     break;
243 elmex 1.3 }
244 root 1.123
245 elmex 1.4 if (op->contr->levsp[i] != 1)
246 elmex 1.3 {
247 elmex 1.4 op->contr->levsp[i] = 1;
248     break;
249     }
250 root 1.123
251 elmex 1.4 if (op->contr->levgrace[i] != 1)
252     {
253     op->contr->levgrace[i] = 1;
254     break;
255 elmex 1.3 }
256     }
257 elmex 1.4 else
258 elmex 1.3 {
259 elmex 1.4 if (op->contr->levhp[i] < 9)
260     {
261     op->contr->levhp[i] = 9;
262     break;
263     }
264 root 1.123
265 elmex 1.4 if (op->contr->levsp[i] < 6)
266 elmex 1.3 {
267 elmex 1.4 op->contr->levsp[i] = 6;
268     break;
269 elmex 1.3 }
270 root 1.123
271 elmex 1.4 if (op->contr->levgrace[i] < 3)
272 elmex 1.3 {
273 elmex 1.4 op->contr->levgrace[i] = 3;
274     break;
275 elmex 1.3 }
276     }
277     }
278 root 1.37
279 elmex 1.4 /* Just makes checking easier */
280     if (i < MIN (11, op->level))
281     got_one = 1;
282 root 1.37
283 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 elmex 1.3 {
285 elmex 1.4 if (got_one)
286 elmex 1.3 {
287 root 1.51 op->update_stats ();
288 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
289     "a little more in their image. "
290     "You feel a little more perfect.", NDI_GREEN);
291 elmex 1.3 }
292     else
293 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
294 elmex 1.3 }
295 elmex 1.4 else
296     { /* cursed potion */
297     if (got_one)
298 elmex 1.3 {
299 root 1.51 op->update_stats ();
300 root 1.125 op->failmsg ("The Gods are angry and punish you.");
301 elmex 1.3 }
302 elmex 1.4 else
303 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 elmex 1.3 }
305 root 1.37
306 root 1.144 tmp->decrease ();
307 elmex 1.4 return 1;
308     }
309    
310    
311     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312     * and heroism all fit into this category. Given the spell object code,
313     * there is no limit to the number of spells that potions can be cast,
314     * but direction is problematic to try and imbue fireball potions for example.
315     */
316     if (tmp->inv)
317     {
318     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 elmex 1.3 {
320 elmex 1.4 object *fball;
321    
322 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
323 root 1.123
324 elmex 1.4 /* Explodes a fireball centered at player */
325     fball = get_archetype (EXPLODING_FIREBALL);
326 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 elmex 1.4 fball->x = op->x;
329     fball->y = op->y;
330     insert_ob_in_map (fball, op->map, NULL, 0);
331 elmex 1.3 }
332 elmex 1.4 else
333     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 elmex 1.1
335 root 1.144 tmp->decrease ();
336 root 1.123
337 elmex 1.4 /* if youre dead, no point in doing this... */
338     if (!QUERY_FLAG (op, FLAG_REMOVED))
339 root 1.51 op->update_stats ();
340 root 1.123
341 elmex 1.4 return 1;
342     }
343    
344     /* Deal with protection potions */
345     force = NULL;
346     for (i = 0; i < NROFATTACKS; i++)
347     {
348     if (tmp->resist[i])
349     {
350     if (!force)
351     force = get_archetype (FORCE_NAME);
352 root 1.123
353 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354     force->type = POTION_EFFECT;
355     break; /* Only need to find one protection since we copy entire batch */
356 elmex 1.3 }
357 elmex 1.1 }
358 root 1.123
359 elmex 1.4 /* This is a protection potion */
360     if (force)
361 elmex 1.3 {
362 elmex 1.4 /* cursed items last longer */
363     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364     {
365     force->stats.food *= 10;
366     for (i = 0; i < NROFATTACKS; i++)
367     if (force->resist[i] > 0)
368     force->resist[i] = -force->resist[i]; /* prot => vuln */
369     }
370 root 1.92
371 elmex 1.4 force->speed_left = -1;
372     force = insert_ob_in_ob (force, op);
373     CLEAR_FLAG (tmp, FLAG_APPLIED);
374     SET_FLAG (force, FLAG_APPLIED);
375     change_abil (op, force);
376 root 1.144 tmp->decrease ();
377 elmex 1.4 return 1;
378     }
379    
380     /* Only thing left are the stat potions */
381     if (op->type == PLAYER)
382     { /* only for players */
383 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
385     else
386     SET_FLAG (tmp, FLAG_APPLIED);
387 root 1.123
388 elmex 1.4 if (!change_abil (op, tmp))
389 root 1.123 op->statusmsg ("Nothing happened.");
390 elmex 1.1 }
391    
392 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
393     * that were grouped with the one consumed, his
394     * stat will not be raised by them. fix_player just clears
395     * up all the stats.
396     */
397     CLEAR_FLAG (tmp, FLAG_APPLIED);
398 root 1.51 op->update_stats ();
399 root 1.148 tmp->decrease ();
400 elmex 1.3 return 1;
401 elmex 1.1 }
402    
403     /****************************************************************************
404     * Weapon improvement code follows
405     ****************************************************************************/
406    
407     /**
408     * This returns the sum of nrof of item (arch name).
409     */
410 root 1.22 static int
411     check_item (object *op, const char *item)
412 elmex 1.1 {
413 root 1.22 int count = 0;
414 elmex 1.1
415 root 1.123 if (!item)
416 root 1.22 return 0;
417 root 1.66
418 root 1.123 for (op = op->below; op; op = op->below)
419 root 1.22 {
420 root 1.108 if (strcmp (op->arch->archname, item) == 0)
421 root 1.22 {
422 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
424 root 1.14 {
425 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 root 1.14 count++;
427     else
428     count += op->nrof;
429     }
430 root 1.22 }
431 elmex 1.1 }
432 root 1.66
433 elmex 1.1 return count;
434     }
435    
436     /**
437     * This removes 'nrof' of what item->slaying says to remove.
438     * op is typically the player, which is only
439     * really used to determine what space to look at.
440     * Modified to only eat 'nrof' of objects.
441     */
442 root 1.22 static void
443     eat_item (object *op, const char *item, uint32 nrof)
444 elmex 1.1 {
445 root 1.22 object *prev;
446 elmex 1.1
447 root 1.22 prev = op;
448     op = op->below;
449 elmex 1.1
450 root 1.123 while (op)
451 root 1.22 {
452 root 1.108 if (strcmp (op->arch->archname, item) == 0)
453 root 1.22 {
454     if (op->nrof >= nrof)
455     {
456 root 1.144 op->decrease (nrof);
457 root 1.22 return;
458     }
459     else
460     {
461 root 1.144 op->decrease (nrof);
462 root 1.22 nrof -= op->nrof;
463 root 1.14 }
464 root 1.123
465 root 1.22 op = prev;
466 root 1.14 }
467 root 1.123
468 root 1.22 prev = op;
469     op = op->below;
470 elmex 1.1 }
471     }
472    
473     /**
474     * This checks to see of the player (who) is sufficient level to use a weapon
475     * with improvs improvements (typically last_eat). We take an int here
476     * instead of the object so that the improvement code can pass along the
477     * increased value to see if the object is usuable.
478     * we return 1 (true) if the player can use the weapon.
479     */
480 root 1.22 static int
481     check_weapon_power (const object *who, int improvs)
482 elmex 1.1 {
483     /* Old code is below (commented out). Basically, since weapons are the only
484     * object players really have any control to improve, it's a bit harsh to
485     * require high level in some combat skill, so we just use overall level.
486     */
487     #if 1
488 root 1.22 if (((who->level / 5) + 5) >= improvs)
489     return 1;
490     else
491     return 0;
492 elmex 1.1
493     #else
494 root 1.22 int level = 0;
495    
496     /* The skill system hands out wc and dam bonuses to fighters
497     * more generously than the old system (see fix_player). Thus
498     * we need to curtail the power of player enchanted weapons.
499     * I changed this to 1 improvement per "fighter" level/5 -b.t.
500     * Note: Nothing should break by allowing this ratio to be different or
501     * using normal level - it is just a matter of play balance.
502     */
503     if (who->type == PLAYER)
504     {
505     object *wc_obj = NULL;
506 elmex 1.1
507 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509     level = wc_obj->level;
510    
511     if (!level)
512     {
513     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514     level = who->level;
515 root 1.14 }
516 elmex 1.1 }
517 root 1.22 else
518     level = who->level;
519 elmex 1.1
520 root 1.22 return (improvs <= ((level / 5) + 5));
521 elmex 1.1 #endif
522     }
523    
524     /**
525     * Returns how many items of type improver->slaying there are under op.
526     * Will display a message if none found, and 1 if improver->slaying is NULL.
527     */
528 root 1.22 static int
529     check_sacrifice (object *op, const object *improver)
530 elmex 1.1 {
531 root 1.22 int count = 0;
532    
533 root 1.123 if (improver->slaying)
534 root 1.22 {
535     count = check_item (op, improver->slaying);
536     if (count < 1)
537     {
538 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
539 root 1.22 return 0;
540 root 1.14 }
541 elmex 1.1 }
542 root 1.22 else
543     count = 1;
544 elmex 1.1
545 root 1.22 return count;
546 elmex 1.1 }
547    
548     /**
549     * Actually improves the weapon, and tells user.
550     */
551 root 1.123 static int
552     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
553 elmex 1.1 {
554 root 1.123 stat += sacrifice_count;
555 elmex 1.1 weapon->last_eat++;
556 root 1.144 improver->decrease ();
557 elmex 1.1
558     /* So it updates the players stats and the window */
559 root 1.51 op->update_stats ();
560 root 1.123
561     op->statusmsg (format (
562 root 1.125 "Your sacrifice was accepted.\n"
563     "Weapon's bonus to %s improved by %d.",
564     statname, sacrifice_count
565 root 1.123 ));
566    
567 elmex 1.1 return 1;
568     }
569    
570     /* Types of improvements, hidden in the sp field. */
571 root 1.114 #define IMPROVE_PREPARE 1
572     #define IMPROVE_DAMAGE 2
573     #define IMPROVE_WEIGHT 3
574     #define IMPROVE_ENCHANT 4
575     #define IMPROVE_STR 5
576     #define IMPROVE_DEX 6
577     #define IMPROVE_CON 7
578     #define IMPROVE_WIS 8
579     #define IMPROVE_CHA 9
580     #define IMPROVE_INT 10
581     #define IMPROVE_POW 11
582 elmex 1.1
583     /**
584     * This does the prepare weapon scroll.
585     * Checks for sacrifice, and so on.
586     */
587 root 1.22 int
588     prepare_weapon (object *op, object *improver, object *weapon)
589 elmex 1.1 {
590 root 1.22 int sacrifice_count, i;
591     char buf[MAX_BUF];
592 elmex 1.1
593 root 1.22 if (weapon->level != 0)
594     {
595 root 1.125 op->failmsg ("Weapon is already prepared!");
596 elmex 1.1 return 0;
597     }
598 root 1.115
599 root 1.22 for (i = 0; i < NROFATTACKS; i++)
600     if (weapon->resist[i])
601     break;
602 elmex 1.1
603 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
604     * improvement of items that already have protections.
605     */
606     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
607     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
608     weapon->stats.exp || /* speed */
609     weapon->stats.ac) /* AC - only taifu's I think */
610 elmex 1.1 {
611 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
612     "H<A weapon is considered magical if it changes regeneration, "
613     "speed or ac.>");
614 elmex 1.1 return 0;
615     }
616 root 1.115
617 root 1.22 sacrifice_count = check_sacrifice (op, improver);
618     if (sacrifice_count <= 0)
619     return 0;
620 root 1.115
621 root 1.22 weapon->level = isqrt (sacrifice_count);
622     eat_item (op, improver->slaying, sacrifice_count);
623    
624 root 1.123 op->statusmsg (format (
625 root 1.125 "Your sacrifice was accepted."
626     "Your *%s may be improved %d times.",
627     &weapon->name, weapon->level
628 root 1.123 ));
629 root 1.22
630     sprintf (buf, "%s's %s", &op->name, &weapon->name);
631     weapon->name = weapon->name_pl = buf;
632     weapon->nrof = 0; /* prevents preparing n weapons in the same
633     slot at once! */
634 root 1.144 improver->decrease ();
635 root 1.22 weapon->last_eat = 0;
636     return 1;
637 elmex 1.1 }
638    
639     /**
640     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
641     * This is the new improve weapon code.
642     * Returns 0 if it was not able to work for some reason.
643     *
644     * Checks if weapon was prepared, if enough potions on the floor, ...
645     *
646     * We are hiding extra information about the weapon in the level and
647     * last_eat numbers for an object. Hopefully this won't break anything ??
648     * level == max improve last_eat == current improve
649     */
650 root 1.22 int
651     improve_weapon (object *op, object *improver, object *weapon)
652 elmex 1.1 {
653 root 1.22 int sacrifice_count, sacrifice_needed = 0;
654 elmex 1.1
655 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
656 root 1.123 return prepare_weapon (op, improver, weapon);
657    
658 root 1.22 if (weapon->level == 0)
659     {
660 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
661 root 1.22 return 0;
662     }
663 root 1.123
664 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
665     {
666 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
667 root 1.22 return 0;
668     }
669 root 1.123
670 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
671     {
672 root 1.125 op->failmsg ("Improving the weapon will make it too "
673 root 1.123 "powerful for you to use. Unready it if you "
674     "really want to improve it.");
675 root 1.22 return 0;
676     }
677 root 1.123
678 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
679     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680     * don't put any maximum value on damage - the limit is how much the
681     * weapon can be improved.
682     */
683 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
684     {
685     weapon->stats.dam += 5;
686     weapon->weight += 5000; /* 5 KG's */
687 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 root 1.22 weapon->last_eat++;
689    
690     weapon->item_power++;
691 root 1.144 improver->decrease ();
692 root 1.22 return 1;
693     }
694 root 1.123
695 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
696     {
697     /* Reduce weight by 20% */
698     weapon->weight = (weapon->weight * 8) / 10;
699     if (weapon->weight < 1)
700     weapon->weight = 1;
701 root 1.123
702     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 root 1.22 weapon->last_eat++;
704     weapon->item_power++;
705 root 1.144 improver->decrease ();
706 root 1.22 return 1;
707     }
708     if (improver->stats.sp == IMPROVE_ENCHANT)
709     {
710     weapon->magic++;
711     weapon->last_eat++;
712 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 root 1.144 improver->decrease ();
714 root 1.22 weapon->item_power++;
715     return 1;
716     }
717 root 1.14
718 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
719     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
720    
721     if (sacrifice_needed < 1)
722     sacrifice_needed = 1;
723     sacrifice_needed *= 2;
724 elmex 1.1
725 root 1.22 sacrifice_count = check_sacrifice (op, improver);
726     if (sacrifice_count < sacrifice_needed)
727     {
728 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 root 1.22 return 0;
730     }
731 root 1.123
732 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
733 elmex 1.1 weapon->item_power++;
734    
735 root 1.22 switch (improver->stats.sp)
736     {
737 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
740     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
741     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
742     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
743     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
744 root 1.24 default:
745 root 1.125 op->failmsg ("Unknown improvement type.");
746 root 1.22 }
747 root 1.123
748 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
749 elmex 1.1 return 0;
750     }
751    
752     /**
753     * Handles the applying of improve/prepare/enchant weapon scroll.
754     * Checks a few things (not on a non-magic square, marked weapon, ...),
755     * then calls improve_weapon to do the dirty work.
756     */
757 root 1.22 int
758     check_improve_weapon (object *op, object *tmp)
759 elmex 1.1 {
760 root 1.22 object *otmp;
761 elmex 1.1
762 root 1.22 if (op->type != PLAYER)
763     return 0;
764 root 1.77
765 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
766     {
767 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
768 elmex 1.1 return 0;
769     }
770 root 1.77
771 root 1.22 otmp = find_marked_object (op);
772     if (!otmp)
773     {
774 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.>");
775 elmex 1.1 return 0;
776     }
777 root 1.77
778 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
779     {
780 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
781 elmex 1.1 return 0;
782     }
783 root 1.77
784 root 1.123 op->statusmsg ("Applied weapon builder.");
785    
786 root 1.22 improve_weapon (op, tmp, otmp);
787     esrv_send_item (op, otmp);
788     return 1;
789 elmex 1.1 }
790    
791     /**
792     * This code deals with the armour improvment scrolls.
793     * Change limits on improvement - let players go up to
794     * +5 no matter what level, but they are limited by item
795     * power.
796     * Try to use same improvement code as in the common/treasure.c
797     * file, so that if you make a +2 full helm, it will be just
798     * the same as one you find in a shop.
799     *
800     * deprecated comment:
801     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
802     * only 'enchantment' of armour is possible - improving
803     * the stats of a player w/ armour as well as a weapon
804     * will probably horribly unbalance the game. Magic enchanting
805     * depends on the level of the character - ie the plus
806     * value (magic) of the armour can never be increased beyond
807     * the level of the character / 10 -- rounding upish, nor may
808     * the armour value of the piece of equipment exceed either
809     * the users level or 90)
810     * Modified by MSW for partial resistance. Only support
811     * changing of physical area right now.
812     */
813 root 1.22 int
814     improve_armour (object *op, object *improver, object *armour)
815 elmex 1.1 {
816 root 1.22 object *tmp;
817 elmex 1.1
818 root 1.22 if (armour->magic >= settings.armor_max_enchant)
819     {
820 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
821 root 1.22 return 0;
822 elmex 1.1 }
823 root 1.139
824 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825     * etc), so take the easy way out and don't worry about it.
826     * Note - maybe add scrolls which make the random artifact versions (eg, armour
827     * of gnarg and what not?)
828     */
829     if (armour->title)
830     {
831 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
832 root 1.22 return 0;
833 elmex 1.1 }
834    
835 root 1.139 /* Split objects if needed. Can't insert tmp until the
836 root 1.22 * end of this function - otherwise it will just re-merge.
837     */
838 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 root 1.22
840     armour->magic++;
841    
842     if (!settings.armor_speed_linear)
843     {
844     int base = 100;
845     int pow = 0;
846 elmex 1.1
847 root 1.22 while (pow < armour->magic)
848 elmex 1.1 {
849 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
850     pow++;
851 elmex 1.1 }
852    
853 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 root 1.22 }
855     else
856 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857 elmex 1.1
858 root 1.22 if (!settings.armor_weight_linear)
859     {
860     int base = 100;
861     int pow = 0;
862 elmex 1.1
863 root 1.22 while (pow < armour->magic)
864 elmex 1.1 {
865 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
866     pow++;
867 elmex 1.1 }
868    
869 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
870 root 1.22 }
871     else
872 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873 root 1.22
874     if (armour->weight <= 0)
875     {
876     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877     armour->weight = 1;
878     }
879    
880 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
881 elmex 1.1
882 root 1.22 if (op->type == PLAYER)
883     {
884     esrv_send_item (op, armour);
885 root 1.149
886 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 root 1.51 op->update_stats ();
888 elmex 1.1 }
889 root 1.123
890 root 1.144 improver->decrease ();
891 root 1.123
892 root 1.22 if (tmp)
893 root 1.149 op->insert (tmp);
894 root 1.123
895 root 1.22 return 1;
896 elmex 1.1 }
897    
898     /*
899     * convert_item() returns 1 if anything was converted, 0 if the item was not
900     * what the converter wants, -1 if the converter is broken.
901 root 1.142 *
902     * Takes one type of items and makes another.
903 elmex 1.1 * converter is the object that is doing the conversion.
904     * item is the object that triggered the converter - if it is not
905     * what the converter wants, this will not do anything.
906     */
907 root 1.142 static int
908 root 1.22 convert_item (object *item, object *converter)
909     {
910 root 1.140 sint64 nr, price_in;
911 root 1.22
912 root 1.142 if (item->flag [FLAG_UNPAID])
913     return 0;
914    
915     shstr conv_from = converter->slaying;
916     archetype *conv_to = converter->other_arch;
917     sint64 need = converter->stats.food;
918     sint64 give = converter->stats.sp;
919    
920 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
921     * it wants some amount. We don't make change (ie, if something costs
922     * 3 gp and player drops a platinum, tough luck)
923     */
924 root 1.142 if (conv_from == shstr_money)
925 root 1.22 {
926     if (item->type != MONEY)
927     return 0;
928    
929 root 1.142 nr = sint64 (item->nrof) * item->value / need;
930 root 1.22 if (!nr)
931     return 0;
932 root 1.121
933     converter->play_sound (sound_find ("shop_buy"));
934    
935 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
936 root 1.121
937 root 1.144 item->decrease (cost);
938 elmex 1.1
939 root 1.22 price_in = cost * item->value;
940     }
941     else
942     {
943 root 1.142 if (item->type == PLAYER
944     || conv_from != item->arch->archname
945     || (need && need > (uint16) item->nrof))
946 root 1.22 return 0;
947 elmex 1.1
948 root 1.121 converter->play_sound (sound_find ("convert_item"));
949    
950 root 1.142 if (need)
951 root 1.22 {
952 root 1.142 nr = sint64 (item->nrof) / need;
953 root 1.144 item->decrease (nr * need);
954 root 1.142 price_in = nr * need * item->value;
955 root 1.22 }
956     else
957     {
958     price_in = item->value;
959 root 1.37 item->destroy ();
960 root 1.22 }
961     }
962 root 1.14
963 root 1.121 if (converter->inv)
964 root 1.22 {
965     object *ob;
966     int i;
967     object *ob_to_copy;
968    
969     /* select random object from inventory to copy */
970     ob_to_copy = converter->inv;
971 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
972     if (rndm (0, i) == 0)
973     ob_to_copy = ob;
974    
975 root 1.154 item = ob_to_copy->deep_clone ();
976 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977     unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 elmex 1.1 }
979 root 1.22 else
980     {
981 root 1.142 if (!conv_to)
982 root 1.22 {
983     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
985 root 1.22 return -1;
986     }
987    
988 root 1.142 item = object_create_arch (conv_to);
989 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990     }
991    
992 root 1.142 if (give)
993     item->nrof = give;
994 root 1.121
995 root 1.22 if (nr)
996     item->nrof *= nr;
997 root 1.121
998 root 1.22 if (is_in_shop (converter))
999     SET_FLAG (item, FLAG_UNPAID);
1000 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1001 root 1.22 {
1002     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 root 1.121 /**
1005     * elmex: we are going to let the game continue, as the mapcreator
1006     * hopefully had something in mind when doing this.
1007     */
1008     }
1009 elmex 1.1
1010 elmex 1.119 SET_FLAG (item, FLAG_IDENTIFIED);
1011 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1012     return 1;
1013 elmex 1.1 }
1014 root 1.22
1015 elmex 1.1 /**
1016     * Handle apply on containers.
1017     * By Eneq(@csd.uu.se).
1018     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1019     * added the alchemical cauldron to the code -b.t.
1020     */
1021 root 1.22 int
1022     apply_container (object *op, object *sack)
1023 elmex 1.1 {
1024 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1025 root 1.22 return 0; /* This might change */
1026 elmex 1.1
1027 root 1.68 if (!sack || sack->type != CONTAINER)
1028 root 1.22 {
1029 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 root 1.22 return 0;
1031 elmex 1.1 }
1032 root 1.40
1033     op->contr->last_used = 0;
1034 elmex 1.1
1035 root 1.68 if (sack->env && sack->env != op)
1036 root 1.22 {
1037 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1038 root 1.68 return 1;
1039 elmex 1.1 }
1040    
1041 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1042     if (sack->flag [FLAG_APPLIED])
1043 root 1.22 {
1044 root 1.68 if (op->container == sack)
1045 root 1.22 {
1046 root 1.68 // open on ground or inv, so close
1047     op->close_container ();
1048     return 1;
1049 root 1.22 }
1050 root 1.68 else if (!sack->env)
1051 root 1.22 {
1052 root 1.68 // active, but not ours: some other player has opened it
1053 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1054 root 1.68 return 1;
1055 root 1.14 }
1056 root 1.22
1057 root 1.68 // fall through to opening it (active in inv)
1058 elmex 1.1 }
1059 root 1.68 else if (sack->env)
1060 root 1.22 {
1061 root 1.68 // it is in our env, so activate it, do not open yet
1062     op->close_container ();
1063     sack->flag [FLAG_APPLIED] = 1;
1064     esrv_update_item (UPD_FLAGS, op, sack);
1065 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1066 root 1.68 return 1;
1067 elmex 1.1 }
1068    
1069 root 1.68 // it's locked?
1070 root 1.22 if (sack->slaying)
1071 root 1.68 {
1072     if (object *tmp = find_key (op, op, sack))
1073 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1074 root 1.22 else
1075     {
1076 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1077 root 1.68 return 1;
1078 root 1.22 }
1079 elmex 1.1 }
1080    
1081 root 1.68 op->open_container (sack);
1082 elmex 1.1
1083 root 1.22 return 1;
1084 elmex 1.1 }
1085    
1086     /**
1087     * Handles dropping things on altar.
1088     * Returns true if sacrifice was accepted.
1089     */
1090 root 1.22 static int
1091     apply_altar (object *altar, object *sacrifice, object *originator)
1092 elmex 1.1 {
1093 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1094     if (altar->inv && (!originator || originator->type != PLAYER))
1095     return 0;
1096    
1097     if (operate_altar (altar, &sacrifice))
1098     {
1099     /* Simple check. Unfortunately, it means you can't cast magic bullet
1100     * with an altar. We call it a Potion - altars are stationary - it
1101     * is up to map designers to use them properly.
1102     */
1103     if (altar->inv && altar->inv->type == SPELL)
1104     {
1105 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1106 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1107 root 1.124 /* If it is connected, push the button. Fixes some problems with
1108 root 1.22 * old maps.
1109     */
1110 elmex 1.1
1111     /* push_button (altar);*/
1112 root 1.14 }
1113 root 1.22 else
1114     {
1115     altar->value = 1; /* works only once */
1116     push_button (altar);
1117     }
1118 root 1.26
1119     return !sacrifice;
1120 root 1.22 }
1121     else
1122 root 1.26 return 0;
1123 elmex 1.1 }
1124    
1125     /**
1126     * Handles 'movement' of shop mats.
1127     * Returns 1 if 'op' was destroyed, 0 if not.
1128     * Largely re-written to not use nearly as many gotos, plus
1129     * some of this code just looked plain out of date.
1130     * MSW 2001-08-29
1131     */
1132 root 1.22 int
1133     apply_shop_mat (object *shop_mat, object *op)
1134 elmex 1.1 {
1135 elmex 1.15 int rv = 0;
1136     double opinion;
1137     object *tmp, *next;
1138 elmex 1.1
1139 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1140 elmex 1.1
1141 root 1.121 bool has_unpaid = false;
1142    
1143     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1144     // a quick and small change :(
1145     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146     if (item->flag [FLAG_UNPAID])
1147     {
1148     has_unpaid = true;
1149     break;
1150     }
1151    
1152 elmex 1.15 if (op->type != PLAYER)
1153     {
1154     /* Remove all the unpaid objects that may be carried here.
1155     * This could be pets or monsters that are somehow in
1156     * the shop.
1157     */
1158     for (tmp = op->inv; tmp; tmp = next)
1159     {
1160     next = tmp->below;
1161 root 1.25
1162 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163     {
1164     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1165 root 1.14
1166 root 1.36 tmp->remove ();
1167 root 1.24
1168 elmex 1.15 if (i == -1)
1169     i = 0;
1170 root 1.24
1171 elmex 1.15 tmp->map = op->map;
1172     tmp->x = op->x + freearr_x[i];
1173     tmp->y = op->y + freearr_y[i];
1174     insert_ob_in_map (tmp, op->map, op, 0);
1175 root 1.14 }
1176     }
1177    
1178 elmex 1.15 /* Don't teleport things like spell effects */
1179     if (QUERY_FLAG (op, FLAG_NO_PICK))
1180     return 0;
1181 root 1.14
1182 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1183     * shop mats. Instead, put it on a nearby space.
1184     */
1185     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1186     {
1187     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1188     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1189 root 1.22
1190 elmex 1.15 if (i != -1)
1191 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1192    
1193 elmex 1.15 return 0;
1194 root 1.14 }
1195 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1196     * the teleport function should be able to handle this just fine.
1197     */
1198     rv = teleport (shop_mat, SHOP_MAT, op);
1199 elmex 1.1 }
1200 root 1.25 else if (can_pay (op) && get_payment (op))
1201 elmex 1.15 {
1202 root 1.24 /* this is only used for players */
1203 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1204    
1205 root 1.121 if (has_unpaid)
1206     op->contr->play_sound (sound_find ("shop_buy"));
1207     else if (is_in_shop (op))
1208     op->contr->play_sound (sound_find ("shop_enter"));
1209     else
1210     op->contr->play_sound (sound_find ("shop_leave"));
1211    
1212 elmex 1.15 if (shop_mat->msg)
1213 root 1.124 op->statusmsg (shop_mat->msg);
1214 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1215     * but there is never a guarantee that the bottom space on the map is
1216     * actually the shop floor.
1217     */
1218     else if (!rv && !is_in_shop (op))
1219     {
1220     opinion = shopkeeper_approval (op->map, op);
1221 root 1.24
1222 root 1.124 op->statusmsg (
1223     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1224     : opinion >= 0.75 ? "The shopkeeper waves to you."
1225     : opinion >= 0.50 ? "The shopkeeper ignores you."
1226     : "The shopkeeper glares at you with contempt."
1227     );
1228 root 1.14 }
1229 elmex 1.1 }
1230 elmex 1.15 else
1231     {
1232     /* if we get here, a player tried to leave a shop but was not able
1233 root 1.121 * to afford the items he has. We try to move the player so that
1234 elmex 1.15 * they are not on the mat anymore
1235     */
1236     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1237 root 1.22
1238 elmex 1.15 if (i == -1)
1239 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1240 elmex 1.15 else
1241     {
1242 root 1.36 op->remove ();
1243 elmex 1.15 op->x += freearr_x[i];
1244     op->y += freearr_y[i];
1245     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1246 root 1.14 }
1247 elmex 1.1 }
1248 root 1.24
1249 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1250     return rv;
1251 elmex 1.1 }
1252    
1253     /**
1254     * Handles applying a sign.
1255     */
1256 root 1.22 static void
1257     apply_sign (object *op, object *sign, int autoapply)
1258 elmex 1.1 {
1259 root 1.22 readable_message_type *msgType;
1260    
1261 root 1.124 if (!sign->msg)
1262 root 1.22 {
1263 root 1.124 op->statusmsg ("Nothing is written on it.");
1264 root 1.22 return;
1265 elmex 1.1 }
1266    
1267 root 1.22 if (sign->stats.food)
1268     {
1269     if (sign->last_eat >= sign->stats.food)
1270     {
1271     if (!sign->move_on)
1272 root 1.124 op->statusmsg ("You cannot read it anymore.");
1273 root 1.120
1274 root 1.22 return;
1275 root 1.14 }
1276 elmex 1.1
1277 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1278     sign->last_eat++;
1279 elmex 1.1 }
1280    
1281 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1282     * No way to know for sure. The presumption is basically that if
1283     * move_on is zero, it needs to be manually applied (doesn't talk
1284     * to us).
1285     */
1286     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1287     {
1288 root 1.125 op->failmsg ("You are unable to read while blind!");
1289 root 1.22 return;
1290     }
1291 root 1.110
1292     if (op->contr)
1293     if (client *ns = op->contr->ns)
1294     {
1295 root 1.135 if (sign->sound)
1296     ns->play_sound (sign->sound);
1297     else if (autoapply)
1298 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1299 root 1.110
1300     if (ns->can_msg)
1301 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1302 root 1.110 else
1303     {
1304 root 1.130 msgType = get_readable_message_type (sign);
1305     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 root 1.110 }
1308     }
1309 elmex 1.1 }
1310    
1311     /**
1312     * 'victim' moves onto 'trap'
1313     * 'victim' leaves 'trap'
1314     * effect is determined by move_on/move_off of trap and move_type of victime.
1315     *
1316     * originator: Player, monster or other object that caused 'victim' to move
1317     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1318     * However, some types of traps require an originator to function.
1319     */
1320 root 1.22 void
1321 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1322 elmex 1.1 {
1323     static int recursion_depth = 0;
1324    
1325     /* Only exits affect DMs. */
1326 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1327 elmex 1.1 return;
1328    
1329     /* move_apply() is the most likely candidate for causing unwanted and
1330     * possibly unlimited recursion.
1331     */
1332     /* The following was changed because it was causing perfeclty correct
1333     * maps to fail. 1) it's not an error to recurse:
1334     * rune detonates, summoning monster. monster lands on nearby rune.
1335     * nearby rune detonates. This sort of recursion is expected and
1336     * proper. This code was causing needless crashes.
1337     */
1338 root 1.22 if (recursion_depth >= 500)
1339     {
1340     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1341 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1342 root 1.22 return;
1343 elmex 1.1 }
1344 root 1.110
1345 root 1.22 recursion_depth++;
1346     if (trap->head)
1347     trap = trap->head;
1348 elmex 1.1
1349 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1350     goto leave;
1351 elmex 1.1
1352 root 1.22 switch (trap->type)
1353     {
1354 root 1.23 case PLAYERMOVER:
1355     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1356     {
1357     if (!trap->stats.maxsp)
1358     trap->stats.maxsp = 2;
1359 root 1.14
1360 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1361     * should be divided by trap->speed
1362     */
1363     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1364 root 1.14
1365 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1366     * above with some objects have zero speed, and thus the player
1367     * getting permanently paralyzed.
1368     */
1369 root 1.93 if (victim->speed_left < -50.f)
1370     victim->speed_left = -50.f;
1371 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372     }
1373     goto leave;
1374 root 1.14
1375 root 1.23 case SPINNER:
1376     if (victim->direction)
1377     {
1378     victim->direction = absdir (victim->direction - trap->stats.sp);
1379     update_turn_face (victim);
1380     }
1381     goto leave;
1382 root 1.14
1383 root 1.23 case DIRECTOR:
1384     if (victim->direction && !should_director_abort (trap, victim))
1385     {
1386     victim->direction = trap->stats.sp;
1387     update_turn_face (victim);
1388     }
1389     goto leave;
1390 root 1.14
1391 root 1.23 case BUTTON:
1392     case PEDESTAL:
1393     update_button (trap);
1394     goto leave;
1395    
1396     case ALTAR:
1397     /* sacrifice victim on trap */
1398     apply_altar (trap, victim, originator);
1399     goto leave;
1400 root 1.14
1401 root 1.23 case THROWN_OBJ:
1402     if (trap->inv == NULL)
1403 root 1.22 goto leave;
1404 root 1.23 /* fallthrough */
1405 root 1.14
1406 root 1.23 case ARROW:
1407     /* bad bug: monster throw a object, make a step forwards, step on object ,
1408     * trigger this here and get hit by own missile - and will be own enemy.
1409     * Victim then is his own enemy and will start to kill herself (this is
1410     * removed) but we have not synced victim and his missile. To avoid senseless
1411     * action, we avoid hits here
1412     */
1413     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414     hit_with_arrow (trap, victim);
1415     goto leave;
1416 root 1.14
1417 root 1.23 case SPELL_EFFECT:
1418     apply_spell_effect (trap, victim);
1419     goto leave;
1420 root 1.14
1421 root 1.23 case TRAPDOOR:
1422     {
1423     int max, sound_was_played;
1424     object *ab, *ab_next;
1425 root 1.22
1426 root 1.23 if (!trap->value)
1427     {
1428     int tot;
1429 root 1.14
1430 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 root 1.143 tot += ab->head_ ()->total_weight ();
1433 root 1.14
1434 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435     goto leave;
1436 root 1.22
1437 root 1.23 SET_ANIMATION (trap, trap->value);
1438     update_object (trap, UP_OBJ_FACE);
1439     }
1440 root 1.14
1441 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1442 root 1.22 {
1443 root 1.23 /* need to set this up, since if we do transfer the object,
1444     * ab->above would be bogus
1445     */
1446     ab_next = ab->above;
1447 root 1.14
1448 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 root 1.22 {
1450 root 1.23 if (!sound_was_played)
1451     {
1452 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 root 1.23 sound_was_played = 1;
1454     }
1455 root 1.118
1456 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 root 1.14 }
1459     }
1460 root 1.22 goto leave;
1461 root 1.23 }
1462 root 1.14
1463 root 1.23 case CONVERTER:
1464     if (convert_item (victim, trap) < 0)
1465     {
1466 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1468 root 1.63 }
1469 root 1.14
1470 root 1.23 goto leave;
1471 root 1.14
1472 root 1.23 case TRIGGER_BUTTON:
1473     case TRIGGER_PEDESTAL:
1474     case TRIGGER_ALTAR:
1475     check_trigger (trap, victim);
1476     goto leave;
1477    
1478     case DEEP_SWAMP:
1479     walk_on_deep_swamp (trap, victim);
1480     goto leave;
1481    
1482     case CHECK_INV:
1483 elmex 1.46 check_inv (victim, trap);
1484 root 1.23 goto leave;
1485    
1486     case HOLE:
1487     /* Hole not open? */
1488     if (trap->stats.wc > 0)
1489 root 1.22 goto leave;
1490 root 1.14
1491 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1492     * Processing will happen if the head runs into the pit
1493     */
1494     if (victim->head)
1495 root 1.22 goto leave;
1496 root 1.14
1497 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498     victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500     goto leave;
1501 root 1.14
1502 root 1.23 case EXIT:
1503     if (victim->type == PLAYER && EXIT_PATH (trap))
1504     {
1505     /* Basically, don't show exits leading to random maps the
1506     * players output.
1507     */
1508 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1510 root 1.55
1511 root 1.131 trap->play_sound (trap->sound);
1512 root 1.55 victim->enter_exit (trap);
1513 root 1.23 }
1514     goto leave;
1515 root 1.14
1516 root 1.23 case ENCOUNTER:
1517     /* may be some leftovers on this */
1518     goto leave;
1519    
1520     case SHOP_MAT:
1521     apply_shop_mat (trap, victim);
1522     goto leave;
1523    
1524     /* Drop a certain amount of gold, and have one item identified */
1525     case IDENTIFY_ALTAR:
1526     apply_id_altar (victim, trap, originator);
1527     goto leave;
1528    
1529     case SIGN:
1530     if (victim->type != PLAYER && trap->stats.food > 0)
1531 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1532 root 1.23
1533     apply_sign (victim, trap, 1);
1534     goto leave;
1535    
1536     case CONTAINER:
1537 root 1.68 apply_container (victim, trap);
1538 root 1.23 goto leave;
1539    
1540     case RUNE:
1541     case TRAP:
1542     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 root 1.126 spring_trap (trap, victim);
1544 root 1.23 goto leave;
1545 root 1.14
1546 root 1.23 default:
1547     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1548 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1549 root 1.23 goto leave;
1550 elmex 1.1 }
1551    
1552 root 1.22 leave:
1553     recursion_depth--;
1554 elmex 1.1 }
1555    
1556     /**
1557     * Handles reading a regular (ie not containing a spell) book.
1558     */
1559 root 1.22 static void
1560     apply_book (object *op, object *tmp)
1561 elmex 1.1 {
1562 root 1.22 int lev_diff;
1563     object *skill_ob;
1564    
1565     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1566     {
1567 root 1.125 op->failmsg ("You are unable to read while blind!");
1568 root 1.22 return;
1569     }
1570 root 1.112
1571     if (!tmp->msg)
1572 root 1.22 {
1573 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1574 root 1.22 return;
1575     }
1576 elmex 1.1
1577 root 1.22 /* need a literacy skill to read stuff! */
1578     skill_ob = find_skill_by_name (op, tmp->skill);
1579     if (!skill_ob)
1580     {
1581 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));
1582 elmex 1.1 return;
1583     }
1584 root 1.112
1585 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1586     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1587     {
1588 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1589 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1590     : lev_diff < 5 ? "This book is beyond your comprehension."
1591     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1592     : lev_diff < 15 ? "This book is way beyond your comprehension."
1593     : "This book is totally beyond your comprehension.");
1594 elmex 1.1 return;
1595     }
1596    
1597 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1598    
1599 root 1.112 if (player *pl = op->contr)
1600     if (client *ns = pl->ns)
1601     if (ns->can_msg)
1602 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1603 root 1.112 else
1604     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605     msgType->message_type, msgType->message_subtype,
1606     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607     long_desc (tmp, op), &tmp->msg);
1608 root 1.22
1609     /* gain xp from reading */
1610     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611     { /* only if not read before */
1612     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613    
1614     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1615     {
1616     /*exp_gain *= 2; because they just identified it too */
1617     SET_FLAG (tmp, FLAG_IDENTIFIED);
1618 root 1.41
1619 root 1.149 if (object *pl = tmp->visible_to ())
1620     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 root 1.22 }
1622 root 1.41
1623 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1624     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1625 elmex 1.1 }
1626     }
1627    
1628     /**
1629     * Handles the applying of a skill scroll, calling learn_skill straight.
1630     * op is the person learning the skill, tmp is the skill scroll object
1631     */
1632 root 1.22 static void
1633     apply_skillscroll (object *op, object *tmp)
1634 elmex 1.1 {
1635 root 1.124 switch (learn_skill (op, tmp))
1636 root 1.22 {
1637 root 1.24 case 0:
1638 root 1.124 op->play_sound (sound_find ("generic_fail"));
1639 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1640 root 1.124 break;
1641 root 1.24
1642     case 1:
1643 root 1.144 tmp->decrease ();
1644 root 1.124 op->play_sound (sound_find ("skill_learn"));
1645     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1646     break;
1647 root 1.14
1648 root 1.24 default:
1649 root 1.144 tmp->decrease ();
1650 root 1.124 op->play_sound (sound_find ("generic_fail"));
1651 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1652 root 1.124 break;
1653 elmex 1.1 }
1654     }
1655    
1656     /**
1657     * Actually makes op learn spell.
1658     * Informs player of what happens.
1659     */
1660 root 1.22 void
1661     do_learn_spell (object *op, object *spell, int special_prayer)
1662 elmex 1.1 {
1663 root 1.22 object *tmp;
1664 elmex 1.1
1665 root 1.22 if (op->type != PLAYER)
1666     {
1667     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1668     return;
1669 elmex 1.1 }
1670    
1671 root 1.22 /* Upgrade special prayers to normal prayers */
1672     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673     {
1674     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675     {
1676     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1677     return;
1678 elmex 1.1 }
1679 root 1.22 return;
1680 elmex 1.1 }
1681    
1682 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1683    
1684 root 1.39 tmp = spell->clone ();
1685 root 1.22 insert_ob_in_ob (tmp, op);
1686    
1687     if (special_prayer)
1688 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1689 elmex 1.1
1690 root 1.22 esrv_add_spells (op->contr, tmp);
1691 elmex 1.1 }
1692    
1693     /**
1694     * Erases spell from player's inventory.
1695     */
1696 root 1.22 void
1697     do_forget_spell (object *op, const char *spell)
1698 elmex 1.1 {
1699 root 1.22 object *spob;
1700    
1701     if (op->type != PLAYER)
1702     {
1703     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1704     return;
1705     }
1706     if ((spob = check_spell_known (op, spell)) == NULL)
1707     {
1708     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709     return;
1710     }
1711 elmex 1.1
1712 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1713 root 1.22 player_unready_range_ob (op->contr, spob);
1714     esrv_remove_spell (op->contr, spob);
1715 root 1.37 spob->destroy ();
1716 elmex 1.1 }
1717    
1718     /**
1719     * Handles player applying a spellbook.
1720     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1721     * stuff like that. Random learning failure too.
1722     */
1723 root 1.22 static void
1724     apply_spellbook (object *op, object *tmp)
1725 elmex 1.1 {
1726 root 1.22 object *skop, *spell, *spell_skill;
1727    
1728     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1729     {
1730 root 1.125 op->failmsg ("You are unable to read while blind.");
1731 root 1.22 return;
1732     }
1733    
1734     /* artifact_spellbooks have 'slaying' field point to a spell name,
1735     * instead of having their spell stored in stats.sp. These are
1736     * legacy spellbooks
1737     */
1738 root 1.114 if (tmp->slaying)
1739 root 1.22 {
1740     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741     if (!spell)
1742     {
1743 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 root 1.22 return;
1745 root 1.14 }
1746 root 1.22 else
1747     insert_ob_in_ob (spell, tmp);
1748 root 1.114
1749     tmp->slaying = 0;
1750 root 1.22 }
1751    
1752     skop = find_skill_by_name (op, tmp->skill);
1753    
1754     /* need a literacy skill to learn spells. Also, having a literacy level
1755     * lower than the spell will make learning the spell more difficult */
1756     if (!skop)
1757     {
1758 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1759 root 1.22 return;
1760     }
1761    
1762     spell = tmp->inv;
1763 root 1.32
1764 root 1.22 if (!spell)
1765     {
1766     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1767 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1768 root 1.22 return;
1769     }
1770 root 1.31
1771 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1772 root 1.22 {
1773 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1774 root 1.22 return;
1775     }
1776    
1777 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1778 root 1.22
1779     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1780 root 1.149 identify (tmp);
1781 root 1.22
1782     /* I removed the check for special_prayer_mark here - it didn't make
1783     * a lot of sense - special prayers are not found in spellbooks, and
1784     * if the player doesn't know the spell, doesn't make a lot of sense that
1785     * they would have a special prayer mark.
1786     */
1787     if (check_spell_known (op, spell->name))
1788     {
1789 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");
1790 root 1.22 return;
1791 elmex 1.1 }
1792 root 1.22
1793     if (spell->skill)
1794     {
1795     spell_skill = find_skill_by_name (op, spell->skill);
1796 root 1.25
1797 root 1.22 if (!spell_skill)
1798     {
1799 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1800 root 1.22 return;
1801 root 1.14 }
1802 root 1.25
1803 root 1.22 if (spell_skill->level < spell->level)
1804     {
1805 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1806 root 1.22 return;
1807 root 1.14 }
1808 elmex 1.1 }
1809    
1810 root 1.22 /* Logic as follows
1811     *
1812     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1813     *
1814     * 2- The learner's skill level in literacy adjusts the chance to learn
1815     * a spell.
1816     *
1817     * 3 -Automatically fail to learn if you read while confused
1818     *
1819     * Overall, chances are the same but a player will find having a high
1820     * literacy rate very useful! -b.t.
1821     */
1822     if (QUERY_FLAG (op, FLAG_CONFUSED))
1823     {
1824 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1825 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1826     }
1827     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1828     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1829     {
1830 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1831 root 1.22 do_learn_spell (op, spell, 0);
1832    
1833     /* xp gain to literacy for spell learning */
1834     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1835     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1836 elmex 1.1 }
1837 root 1.22 else
1838     {
1839 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1840 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");
1841 root 1.22 }
1842 root 1.73
1843 root 1.144 tmp->decrease ();
1844 elmex 1.1 }
1845    
1846     /**
1847     * Handles applying a spell scroll.
1848     */
1849 root 1.22 void
1850     apply_scroll (object *op, object *tmp, int dir)
1851 elmex 1.1 {
1852 root 1.22 object *skop;
1853 elmex 1.1
1854 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1855     {
1856 root 1.125 op->failmsg ("You are unable to read while blind.");
1857 root 1.22 return;
1858 elmex 1.1 }
1859    
1860 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1861     {
1862 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1863 root 1.22 return;
1864 elmex 1.1 }
1865    
1866 root 1.22 if (op->type == PLAYER)
1867     {
1868     /* players need a literacy skill to read stuff! */
1869     int exp_gain = 0;
1870 elmex 1.1
1871 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1872     * should go for anything killed by the spell.
1873     */
1874     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1875 elmex 1.1
1876 root 1.22 if (!skop)
1877     {
1878 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1879 root 1.22 return;
1880     }
1881 elmex 1.1
1882 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1883     change_exp (op, exp_gain, skop->skill, 0);
1884 elmex 1.1 }
1885    
1886 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1887     identify (tmp);
1888 elmex 1.1
1889 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1890 elmex 1.1
1891 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1892 root 1.144 tmp->decrease ();
1893 elmex 1.1 }
1894    
1895     /**
1896     * Applies a treasure object - by default, chest. op
1897     * is the person doing the applying, tmp is the treasure
1898     * chest.
1899     */
1900 root 1.22 static void
1901     apply_treasure (object *op, object *tmp)
1902 elmex 1.1 {
1903 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1904 root 1.22 * for the chest is done when the chest is created, and put into the chest
1905 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1906     * prevents people from moving chests to more difficult maps to get better
1907 root 1.22 * treasure
1908     */
1909 root 1.99 object *treas = tmp->inv;
1910 root 1.22
1911 root 1.99 if (!treas)
1912 root 1.22 {
1913 root 1.124 op->statusmsg ("The chest was empty.");
1914 root 1.144 tmp->decrease ();
1915 root 1.22 return;
1916     }
1917 root 1.99
1918 root 1.22 while (tmp->inv)
1919     {
1920     treas = tmp->inv;
1921 root 1.36 treas->remove ();
1922 elmex 1.1
1923 root 1.22 treas->x = op->x;
1924     treas->y = op->y;
1925     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1926    
1927     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1928     spring_trap (treas, op);
1929 root 1.37
1930 root 1.22 /* If either player or container was destroyed, no need to do
1931 root 1.124 * further processing. I think this should be enclused with
1932 root 1.22 * spring trap above, as I don't think there is otherwise
1933 root 1.124 * any way for the treasure chest or player to get killed.
1934 root 1.22 */
1935 root 1.29 if (op->destroyed () || tmp->destroyed ())
1936 root 1.22 break;
1937 elmex 1.1 }
1938    
1939 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1940 root 1.144 tmp->decrease ();
1941 elmex 1.1 }
1942    
1943     /**
1944     * op eats food.
1945     * If player, takes care of messages and dragon special food.
1946     */
1947 root 1.22 static void
1948     apply_food (object *op, object *tmp)
1949 elmex 1.1 {
1950 root 1.22 int capacity_remaining;
1951 elmex 1.1
1952 root 1.22 if (op->type != PLAYER)
1953     op->stats.hp = op->stats.maxhp;
1954     else
1955     {
1956 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1957 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1958 root 1.14 ;
1959 root 1.22 else
1960     {
1961     /* usual case - no dragon meal: */
1962     if (op->stats.food + tmp->stats.food > 999)
1963     {
1964     if (tmp->type == FOOD || tmp->type == FLESH)
1965 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1966 root 1.22 else
1967 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1968 root 1.22 }
1969    
1970 root 1.132 tmp->play_sound (
1971     tmp->sound
1972     ? tmp->sound
1973     : tmp->type == DRINK
1974     ? sound_find ("eat_drink")
1975     : sound_find ("eat_food")
1976     );
1977    
1978 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1979     {
1980 root 1.124 const char *buf;
1981 root 1.22
1982     if (!is_dragon_pl (op))
1983     {
1984     /* eating message for normal players */
1985     if (tmp->type == DRINK)
1986 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1987 root 1.22 else
1988 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1989 root 1.22 }
1990     else
1991 root 1.124 /* eating message for dragon players */
1992     buf = format ("The %s tasted terrible!", &tmp->name);
1993    
1994     op->statusmsg (buf);
1995 root 1.22
1996     capacity_remaining = 999 - op->stats.food;
1997     op->stats.food += tmp->stats.food;
1998     if (capacity_remaining < tmp->stats.food)
1999     op->stats.hp += capacity_remaining / 50;
2000     else
2001     op->stats.hp += tmp->stats.food / 50;
2002 root 1.124
2003 root 1.22 if (op->stats.hp > op->stats.maxhp)
2004     op->stats.hp = op->stats.maxhp;
2005     if (op->stats.food > 999)
2006     op->stats.food = 999;
2007     }
2008 root 1.14
2009 root 1.22 /* special food hack -b.t. */
2010     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2011     eat_special_food (op, tmp);
2012     }
2013 elmex 1.1 }
2014 root 1.114
2015 root 1.22 handle_apply_yield (tmp);
2016 root 1.144 tmp->decrease ();
2017 elmex 1.1 }
2018    
2019     /**
2020     * A dragon is eating some flesh. If the flesh contains resistances,
2021     * there is a chance for the dragon's skin to get improved.
2022     *
2023     * attributes:
2024     * object *op the object (dragon player) eating the flesh
2025     * object *meal the flesh item, getting chewed in dragon's mouth
2026     * return:
2027     * int 1 if eating successful, 0 if it doesn't work
2028     */
2029 root 1.22 int
2030     dragon_eat_flesh (object *op, object *meal)
2031     {
2032     object *skin = NULL; /* pointer to dragon skin force */
2033     object *abil = NULL; /* pointer to dragon ability force */
2034     object *tmp = NULL; /* tmp. object */
2035    
2036 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2037 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2038     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2039     double mbonus = 0; /* monster bonus */
2040 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2041 root 1.22 int winners = 0; /* number of winners */
2042 elmex 1.1 int i; /* index */
2043 root 1.22
2044 elmex 1.1 /* let's make sure and doublecheck the parameters */
2045 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2046 elmex 1.1 return 0;
2047 root 1.22
2048 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2049     from the player's inventory */
2050 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2051     if (tmp->type == FORCE)
2052 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2053 root 1.60 skin = tmp;
2054 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2055 root 1.60 abil = tmp;
2056 root 1.22
2057 elmex 1.1 /* if either skin or ability are missing, this is an old player
2058     which is not to be considered a dragon -> bail out */
2059 root 1.22 if (skin == NULL || abil == NULL)
2060     return 0;
2061    
2062 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2063 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2064 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2065     else
2066 root 1.22 op->stats.hp += meal->stats.food / 50;
2067 root 1.124
2068 root 1.22 if (op->stats.hp > op->stats.maxhp)
2069     op->stats.hp = op->stats.maxhp;
2070    
2071     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2072    
2073     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2074    
2075 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2076 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2077     {
2078     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2079     {
2080     /* got positive resistance, now calculate improvement chance (0-100) */
2081    
2082     /* this bonus makes resistance increase easier at lower levels */
2083     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2084     if (i == abil->stats.exp)
2085     bonus += 5; /* additional bonus for resistance of ability-focus */
2086    
2087     /* monster bonus increases with level, because high-level
2088     flesh is too rare */
2089     mbonus = op->level * 20. / ((double) settings.max_level);
2090    
2091     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2092     ((double) settings.max_level)) - skin->resist[i];
2093    
2094     if (chance >= 0.)
2095     chance += 1.;
2096     else
2097     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2098    
2099     /* chance is proportional to amount of resistance (max. 50) */
2100     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2101    
2102     /* doubled chance for resistance of ability-focus */
2103     if (i == abil->stats.exp)
2104     chance = MIN (100., chance * 2.);
2105    
2106     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2107 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2108 root 1.22 {
2109     atnr_winner[winners] = i;
2110     winners++;
2111     }
2112    
2113     if (chance >= 0.01)
2114     totalchance *= 1 - chance / 100;
2115    
2116     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2117     }
2118 elmex 1.1 }
2119 root 1.22
2120 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2121 root 1.22 totalchance = 100 - totalchance * 100;
2122 root 1.124
2123 elmex 1.1 /* print message according to totalchance */
2124 root 1.124 const char *buf;
2125 elmex 1.1 if (totalchance > 50.)
2126 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2127 elmex 1.1 else if (totalchance > 10.)
2128 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2129 elmex 1.1 else if (totalchance > 1.)
2130 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2131 elmex 1.1 else if (totalchance > 0.1)
2132 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2133 elmex 1.1 else if (totalchance >= 0.01)
2134 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2135 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2136 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2137 root 1.22 else
2138 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2139    
2140     op->statusmsg (buf);
2141 root 1.22
2142 elmex 1.1 /* now choose a winner if we have any */
2143     i = -1;
2144 root 1.22 if (winners > 0)
2145     i = atnr_winner[RANDOM () % winners];
2146    
2147     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148     {
2149     /* resistance increased! */
2150     skin->resist[i]++;
2151 root 1.51 op->update_stats ();
2152 root 1.22
2153 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2154 root 1.22 }
2155    
2156 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2157     into the ability_force and it will take effect on next level */
2158 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2159     {
2160     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2161    
2162     if (meal->last_eat != abil->stats.exp)
2163 root 1.124 op->statusmsg (format (
2164 root 1.125 "Your metabolism prepares to focus on %s!\n"
2165     "The change will happen at level %d.",
2166     change_resist_msg[meal->last_eat],
2167     abil->level + 1
2168 root 1.124 ));
2169 root 1.22 else
2170     {
2171 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2172 root 1.22 abil->last_eat = 0;
2173     }
2174 elmex 1.1 }
2175 root 1.124
2176 elmex 1.1 return 1;
2177     }
2178    
2179     /**
2180     * Handles applying an improve armor scroll.
2181     * Does some sanity checks, then calls improve_armour.
2182     */
2183 root 1.22 static void
2184     apply_armour_improver (object *op, object *tmp)
2185 elmex 1.1 {
2186 root 1.22 object *armor;
2187 elmex 1.1
2188 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2189 root 1.22 {
2190 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2191 root 1.22 return;
2192 elmex 1.1 }
2193 root 1.51
2194 root 1.22 armor = find_marked_object (op);
2195 root 1.51
2196 root 1.22 if (!armor)
2197     {
2198 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.");
2199 elmex 1.1 return;
2200     }
2201 root 1.51
2202 root 1.22 if (armor->type != ARMOUR
2203     && armor->type != CLOAK
2204     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2205 elmex 1.1 {
2206 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2207 root 1.22 return;
2208 elmex 1.1 }
2209    
2210 root 1.124 op->statusmsg ("Applying armour enchantment.");
2211 root 1.22 improve_armour (op, tmp, armor);
2212 elmex 1.1 }
2213    
2214 root 1.151 void
2215 root 1.22 apply_poison (object *op, object *tmp)
2216 elmex 1.1 {
2217 root 1.158 // need to do it now when it is still on the map
2218     handle_apply_yield (tmp);
2219    
2220 root 1.151 object *poison = tmp->split (1);
2221    
2222 root 1.22 if (op->type == PLAYER)
2223     {
2224 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2225 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2226 root 1.151 op->contr->killer = poison;
2227 elmex 1.1 }
2228 root 1.114
2229 root 1.151 if (poison->stats.hp > 0)
2230 root 1.22 {
2231 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2232     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2233 elmex 1.1 }
2234 root 1.114
2235 root 1.22 op->stats.food -= op->stats.food / 4;
2236 root 1.151 poison->destroy ();
2237 elmex 1.1 }
2238    
2239     /**
2240 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2241 elmex 1.1 * A valid 2 way exit means:
2242     * -You can come back (there is another exit at the other side)
2243     * -You are
2244 root 1.44 * ° the owner of the exit
2245     * ° or in the same party as the owner
2246 elmex 1.1 *
2247     * Note: a owner in a 2 way exit is saved as the owner's name
2248     * in the field exit->name cause the field exit->owner doesn't
2249     * survive in the swapping (in fact the whole exit doesn't survive).
2250     */
2251 root 1.22 int
2252     is_legal_2ways_exit (object *op, object *exit)
2253     {
2254     if (exit->stats.exp != 1)
2255     return 1; /*This is not a 2 way, so it is legal */
2256 root 1.52
2257 root 1.55 #if 0 //TODO
2258 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259     return 0; /* This is a reset town portal */
2260 root 1.55 #endif
2261    
2262 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2263    
2264 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265 root 1.52
2266 root 1.22 if (exitmap)
2267     {
2268 root 1.58 exitmap->load_sync ();
2269    
2270     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271 root 1.52
2272 root 1.22 if (!tmp)
2273     return 0;
2274 root 1.52
2275 root 1.58 for (; tmp; tmp = tmp->above)
2276 root 1.22 {
2277     if (tmp->type != EXIT)
2278     continue; /*Not an exit */
2279 root 1.52
2280 root 1.22 if (!EXIT_PATH (tmp))
2281     continue; /*Not a valid exit */
2282 root 1.52
2283 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284     continue; /*Not in the same place */
2285 root 1.52
2286 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2287 root 1.22 continue; /*Not in the same map */
2288    
2289     /* From here we have found the exit is valid. However we do
2290     * here the check of the exit owner. It is important for the
2291     * town portals to prevent strangers from visiting your appartments
2292     */
2293     if (!exit->race)
2294     return 1; /*No owner, free for all! */
2295 root 1.52
2296 root 1.58 object *exit_owner = 0;
2297 root 1.52
2298     for_all_players (pp)
2299 root 1.22 {
2300     if (!pp->ob)
2301     continue;
2302 root 1.52
2303 root 1.22 if (pp->ob->name != exit->race)
2304     continue;
2305 root 1.52
2306 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2307     break;
2308     }
2309 root 1.52
2310 root 1.22 if (!exit_owner)
2311     return 0; /* No more owner */
2312 root 1.52
2313 root 1.22 if (exit_owner->contr == op->contr)
2314     return 1; /*It is your exit */
2315 root 1.52
2316 root 1.22 if (exit_owner && /*There is a owner */
2317     (op->contr) && /*A player tries to pass */
2318     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2319     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2320     return 0;
2321 root 1.52
2322 root 1.22 return 1;
2323     }
2324     }
2325 root 1.52
2326 root 1.22 return 0;
2327     }
2328 elmex 1.1
2329     /**
2330     * Main apply handler.
2331     *
2332     * Checks for unpaid items before applying.
2333     *
2334     * Return value:
2335     * 0: player or monster can't apply objects of that type
2336     * 1: has been applied, or there was an error applying the object
2337     * 2: objects of that type can't be applied if not in inventory
2338     *
2339     * op is the object that is causing object to be applied, tmp is the object
2340     * being applied.
2341     *
2342     * aflag is special (always apply/unapply) flags. Nothing is done with
2343     * them in this function - they are passed to apply_special
2344     */
2345 root 1.22 int
2346     manual_apply (object *op, object *tmp, int aflag)
2347 elmex 1.1 {
2348 root 1.156 tmp = tmp->head_ ();
2349 elmex 1.1
2350 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2351     {
2352     if (op->type == PLAYER)
2353     {
2354 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2355 root 1.22 return 1;
2356     }
2357     else
2358 root 1.51 return 0; /* monsters just skip unpaid items */
2359 elmex 1.1 }
2360    
2361 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2362     return RESULT_INT (0);
2363 root 1.8
2364 root 1.22 switch (tmp->type)
2365     {
2366 root 1.24 case CF_HANDLE:
2367 root 1.118 op->play_sound (sound_find ("turn_handle"));
2368 root 1.124 op->statusmsg ("You turn the handle.");
2369 root 1.24 tmp->value = tmp->value ? 0 : 1;
2370     SET_ANIMATION (tmp, tmp->value);
2371     update_object (tmp, UP_OBJ_FACE);
2372     push_button (tmp);
2373     return 1;
2374 root 1.14
2375 root 1.24 case TRIGGER:
2376     if (check_trigger (tmp, op))
2377     {
2378 root 1.124 op->statusmsg ("You turn the handle.");
2379 root 1.118 op->play_sound (sound_find ("turn_handle"));
2380 root 1.24 }
2381     else
2382 root 1.125 op->failmsg ("The handle doesn't move.");
2383 root 1.57
2384 root 1.24 return 1;
2385 root 1.14
2386 root 1.24 case EXIT:
2387     if (op->type != PLAYER)
2388     return 0;
2389 root 1.57
2390 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2391 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2392 root 1.24 else
2393     {
2394     /* Don't display messages for random maps. */
2395 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2396 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2397 root 1.57
2398 root 1.55 op->enter_exit (tmp);
2399 root 1.24 }
2400 root 1.85
2401 root 1.24 return 1;
2402 root 1.14
2403 root 1.122 case INSCRIBABLE:
2404 root 1.124 op->statusmsg (tmp->msg);
2405 root 1.122 // maybe show a spell menu to chose from or something like that
2406     return 1;
2407    
2408 root 1.24 case SIGN:
2409     apply_sign (op, tmp, 0);
2410     return 1;
2411 root 1.14
2412 root 1.24 case BOOK:
2413     if (op->type == PLAYER)
2414     {
2415     apply_book (op, tmp);
2416     return 1;
2417     }
2418     else
2419 root 1.85 return 0;
2420 root 1.14
2421 root 1.24 case SKILLSCROLL:
2422     if (op->type == PLAYER)
2423     {
2424     apply_skillscroll (op, tmp);
2425     return 1;
2426     }
2427 root 1.85 else
2428     return 0;
2429 root 1.14
2430 root 1.24 case SPELLBOOK:
2431     if (op->type == PLAYER)
2432     {
2433     apply_spellbook (op, tmp);
2434     return 1;
2435     }
2436 root 1.85 else
2437     return 0;
2438 root 1.14
2439 root 1.24 case SCROLL:
2440     apply_scroll (op, tmp, 0);
2441     return 1;
2442 root 1.14
2443 root 1.24 case POTION:
2444 root 1.85 apply_potion (op, tmp);
2445 root 1.24 return 1;
2446 root 1.14
2447 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2448 root 1.68 //TODO: remove, as it is unsed?
2449 root 1.24 case CLOSE_CON:
2450 root 1.68 apply_container (op, tmp->env);
2451 root 1.24 return 1;
2452 root 1.14
2453 root 1.24 case CONTAINER:
2454 root 1.68 apply_container (op, tmp);
2455 root 1.24 return 1;
2456 root 1.14
2457 root 1.24 case TREASURE:
2458     if (op->type == PLAYER)
2459     {
2460     apply_treasure (op, tmp);
2461     return 1;
2462     }
2463     else
2464 root 1.68 return 0;
2465 root 1.14
2466 root 1.24 case WEAPON:
2467     case ARMOUR:
2468     case BOOTS:
2469     case GLOVES:
2470     case AMULET:
2471     case GIRDLE:
2472     case BRACERS:
2473     case SHIELD:
2474     case HELMET:
2475     case RING:
2476     case CLOAK:
2477     case WAND:
2478     case ROD:
2479     case HORN:
2480     case SKILL:
2481     case BOW:
2482     case LAMP:
2483     case BUILDER:
2484     case SKILL_TOOL:
2485     if (tmp->env != op)
2486     return 2; /* not in inventory */
2487 root 1.79
2488     apply_special (op, tmp, aflag);
2489 root 1.24 return 1;
2490 root 1.14
2491 root 1.24 case DRINK:
2492     case FOOD:
2493     case FLESH:
2494     apply_food (op, tmp);
2495     return 1;
2496 root 1.14
2497 root 1.24 case POISON:
2498     apply_poison (op, tmp);
2499     return 1;
2500 root 1.14
2501 root 1.24 case SAVEBED:
2502 root 1.51 return 1;
2503 root 1.14
2504 root 1.24 case ARMOUR_IMPROVER:
2505     if (op->type == PLAYER)
2506     {
2507     apply_armour_improver (op, tmp);
2508     return 1;
2509     }
2510     else
2511 root 1.51 return 0;
2512 root 1.14
2513 root 1.24 case WEAPON_IMPROVER:
2514 root 1.85 check_improve_weapon (op, tmp);
2515 root 1.24 return 1;
2516 root 1.14
2517 root 1.24 case CLOCK:
2518     if (op->type == PLAYER)
2519     {
2520     char buf[MAX_BUF];
2521     timeofday_t tod;
2522 root 1.22
2523 root 1.24 get_tod (&tod);
2524 root 1.118 op->play_sound (sound_find ("sound_clock"));
2525 root 1.124 op->statusmsg (format (
2526 root 1.125 "It is %d minute%s past %d o'clock %s",
2527     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2528     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2529 root 1.124 ));
2530 root 1.24 return 1;
2531     }
2532     else
2533 root 1.85 return 0;
2534 root 1.14
2535 root 1.24 case MENU:
2536     if (op->type == PLAYER)
2537     {
2538 elmex 1.75 shop_listing (tmp, op);
2539 root 1.24 return 1;
2540     }
2541     else
2542 root 1.85 return 0;
2543 elmex 1.1
2544 root 1.24 case POWER_CRYSTAL:
2545     apply_power_crystal (op, tmp); /* see egoitem.c */
2546     return 1;
2547 root 1.14
2548 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2549     if (op->type == PLAYER)
2550     {
2551     apply_lighter (op, tmp);
2552     return 1;
2553     }
2554     else
2555 root 1.85 return 0;
2556 root 1.14
2557 root 1.24 case ITEM_TRANSFORMER:
2558     apply_item_transformer (op, tmp);
2559     return 1;
2560 root 1.14
2561 root 1.24 default:
2562     return 0;
2563 elmex 1.1 }
2564     }
2565    
2566     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2567     * messages as needed by player_apply_below(). But there can still be
2568     * "but you are floating high above the ground" messages.
2569     *
2570     * Same return value as apply() function.
2571     */
2572 root 1.22 int
2573     player_apply (object *pl, object *op, int aflag, int quiet)
2574 elmex 1.1 {
2575 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2576 root 1.22 {
2577     /* player is flying and applying object not in inventory */
2578     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2579     {
2580 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2581     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2582     "or waiting till the levitation effect wears off.>");
2583 root 1.22 return 0;
2584 root 1.14 }
2585 elmex 1.1 }
2586    
2587 root 1.22 pl->contr->last_used = op;
2588 elmex 1.1
2589 root 1.157 int tmp = manual_apply (pl, op, aflag);
2590    
2591 root 1.22 if (!quiet)
2592     {
2593     if (tmp == 0)
2594 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2595 root 1.22 else if (tmp == 2)
2596 elmex 1.138 pl->failmsg ("You must get it first!\n");
2597 elmex 1.1 }
2598 root 1.114
2599 root 1.22 return tmp;
2600 elmex 1.1 }
2601    
2602     /**
2603     * player_apply_below attempts to apply the object 'below' the player.
2604     * If the player has an open container, we use that for below, otherwise
2605     * we use the ground.
2606     */
2607 root 1.22 void
2608     player_apply_below (object *pl)
2609 elmex 1.1 {
2610 root 1.68 int floors = 0;
2611 root 1.22
2612     /* If using a container, set the starting item to be the top
2613     * item in the container. Otherwise, use the map.
2614 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2615 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2616     * next object in the stack before applying. This is can only be a
2617     * problem if player_apply() has a bug in that it uses the object but does
2618     * not return a proper value.
2619     */
2620 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2621 root 1.22 {
2622     next = tmp->below;
2623 root 1.68
2624 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2625     floors++;
2626     else if (floors > 0)
2627     return; /* process only floor objects after first floor object */
2628    
2629     /* If it is visible, player can apply it. If it is applied by
2630     * person moving on it, also activate. Added code to make it
2631     * so that at least one of players movement types be that which
2632     * the item needs.
2633     */
2634     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2635     {
2636     if (player_apply (pl, tmp, 0, 1) == 1)
2637     return;
2638 elmex 1.1 }
2639 root 1.22 if (floors >= 2)
2640     return; /* process at most two floor objects */
2641 elmex 1.1 }
2642     }
2643    
2644     /**
2645     * Unapplies specified item.
2646     * No check done on cursed/damned.
2647     * Break this out of apply_special - this is just done
2648     * to keep the size of apply_special to a more managable size.
2649     */
2650 root 1.22 static int
2651     unapply_special (object *who, object *op, int aflags)
2652 elmex 1.1 {
2653 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2654     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2655 root 1.22 return RESULT_INT (0);
2656 root 1.12
2657 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2658 root 1.76
2659 root 1.22 switch (op->type)
2660     {
2661 root 1.96 case SKILL_TOOL:
2662     // unapplying a skill tool should also unapply the skill it governs
2663     // but this is hard, as it shouldn't do so when the skill can
2664     // be used for other reasons
2665     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2666     if (tmp->skill == op->skill
2667     && tmp->type == SKILL
2668     && tmp->flag [FLAG_APPLIED]
2669     && !tmp->flag [FLAG_CAN_USE_SKILL])
2670     unapply_special (who, tmp, 0);
2671    
2672     change_abil (who, op);
2673     break;
2674    
2675 root 1.24 case WEAPON:
2676 root 1.105 if (player *pl = who->contr)
2677     if (op == pl->combat_ob)
2678     {
2679     pl->combat_ob = 0;
2680     who->change_weapon (pl->ranged_ob);
2681     }
2682    
2683 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2684 elmex 1.1
2685 root 1.79 change_abil (who, op);
2686     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2687 root 1.24 break;
2688 root 1.14
2689 root 1.96 case SKILL:
2690 root 1.79 if (who->contr)
2691 root 1.24 {
2692 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2693     who->change_weapon (who->contr->combat_ob = 0);
2694     else if (IS_RANGED_SKILL (op->subtype))
2695     who->change_weapon (who->contr->ranged_ob = 0);
2696    
2697     if (op->invisible)
2698     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2699     else
2700 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2701 root 1.24 }
2702 root 1.76
2703     change_abil (who, op);
2704 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2705     break;
2706 root 1.14
2707 root 1.24 case ARMOUR:
2708     case HELMET:
2709     case SHIELD:
2710     case RING:
2711     case BOOTS:
2712     case GLOVES:
2713     case AMULET:
2714     case GIRDLE:
2715     case BRACERS:
2716     case CLOAK:
2717 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2718 root 1.79 change_abil (who, op);
2719 root 1.24 break;
2720 root 1.79
2721 root 1.24 case LAMP:
2722 root 1.103 {
2723 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2724 root 1.29
2725 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2726     tmp2->x = op->x;
2727     tmp2->y = op->y;
2728     tmp2->map = op->map;
2729     tmp2->below = op->below;
2730     tmp2->above = op->above;
2731     tmp2->stats.food = op->stats.food;
2732     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2733    
2734     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2735     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2736    
2737     op->destroy ();
2738 root 1.149 who->insert (tmp2);
2739 root 1.103 who->update_stats ();
2740 root 1.29
2741 root 1.149 if (who->contr)
2742 root 1.103 {
2743 root 1.149 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2744 root 1.103 {
2745 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2746 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2747     }
2748     }
2749     }
2750 root 1.79
2751 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2752 root 1.76
2753 root 1.24 case BOW:
2754     case WAND:
2755     case ROD:
2756     case HORN:
2757 root 1.105 if (player *pl = who->contr)
2758     {
2759     if (op == pl->ranged_ob)
2760     {
2761     pl->ranged_ob = 0;
2762     who->change_weapon (pl->combat_ob);
2763     }
2764    
2765 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2766 root 1.105 }
2767 root 1.103 else
2768 root 1.24 {
2769 root 1.103 who->change_skill (0);
2770 root 1.79
2771 root 1.24 if (op->type == BOW)
2772     CLEAR_FLAG (who, FLAG_READY_BOW);
2773     else
2774     CLEAR_FLAG (who, FLAG_READY_RANGE);
2775     }
2776 root 1.76
2777 root 1.24 break;
2778 elmex 1.1
2779 root 1.24 case BUILDER:
2780 root 1.79 if (who->contr)
2781 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2782 root 1.24 break;
2783 elmex 1.1
2784 root 1.24 default:
2785 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2786 root 1.24 break;
2787 elmex 1.1 }
2788    
2789 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2790     if (object *pl = op->visible_to ())
2791     esrv_send_item (pl, op);
2792    
2793 root 1.51 who->update_stats ();
2794 elmex 1.1
2795 root 1.22 return 0;
2796 elmex 1.1 }
2797    
2798     /**
2799     * Returns the object that is using location 'loc'.
2800     * Note that 'start' is the first object to start examing - we
2801     * then go through the below of this. In this way, you can do
2802     * something like:
2803 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2804     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2805 elmex 1.1 * to find the second object that may use this location, etc.
2806     * Returns NULL if no match is found.
2807     * loc is the index into the array we are looking for a match.
2808     * don't return invisible objects unless they are skill objects
2809     * invisible other objects that use
2810     * up body locations can be used as restrictions.
2811     */
2812 root 1.84 static object *
2813 root 1.96 get_next_item_from_body_location (int loc, object *start)
2814 elmex 1.1 {
2815 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2816     if (tmp->flag [FLAG_APPLIED]
2817     && tmp->slot[loc].info
2818     && (!tmp->invisible || tmp->type == SKILL))
2819     return tmp;
2820 elmex 1.1
2821 root 1.84 return 0;
2822 elmex 1.1 }
2823    
2824     /**
2825     * 'op' wants to apply an object, but can't because of other equipment.
2826     * This should only be called when it is known
2827     * that there are objects to unapply. This makes pretty heavy
2828     * use of get_item_from_body_location. It makes no intelligent choice
2829     * on objects - rather, the first that is matched is used.
2830     * Returns 0 on success, returns 1 if there is some problem.
2831     * if aflags is AP_PRINT, we instead print out waht to unapply
2832     * instead of doing it. This is a lot less code than having
2833     * another function that does just that.
2834     */
2835 root 1.114
2836     #define CANNOT_REMOVE_CURSED \
2837     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2838     "Praying over an altar, scrolls of remove curse/damnation, " \
2839     "priests or even other players might help.>"
2840    
2841 root 1.22 int
2842     unapply_for_ob (object *who, object *op, int aflags)
2843 elmex 1.1 {
2844 root 1.81 if (op->is_range ())
2845     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2846     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2847     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2848     {
2849     if (aflags & AP_PRINT)
2850 root 1.125 who->failmsg (query_name (tmp));
2851 root 1.81 else
2852     unapply_special (who, tmp, aflags);
2853     }
2854     else
2855     {
2856     /* In this case, we want to try and remove a cursed item.
2857     * While we know it won't work, we want unapply_special to
2858     * at least generate the message.
2859     */
2860 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)));
2861 root 1.81 return 1;
2862     }
2863 elmex 1.1
2864 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 root 1.22 {
2866     /* this used up a slot that we need to free */
2867 root 1.82 if (op->slot[i].info)
2868 root 1.22 {
2869 root 1.81 object *last = who->inv;
2870 root 1.14
2871 root 1.22 /* We do a while loop - may need to remove several items in order
2872     * to free up enough slots.
2873     */
2874 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2875 root 1.22 {
2876 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2877 root 1.81
2878 root 1.22 if (!tmp)
2879     {
2880 elmex 1.1 #if 0
2881 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2882     * equipped.
2883     */
2884     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2885 elmex 1.1 #endif
2886 root 1.22 return 1;
2887     }
2888 root 1.81
2889 root 1.22 /* If we are just printing, we don't care about cursed status */
2890     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2891     {
2892     if (aflags & AP_PRINT)
2893 root 1.125 who->failmsg (query_name (tmp));
2894 root 1.22 else
2895     unapply_special (who, tmp, aflags);
2896 root 1.14 }
2897 root 1.22 else
2898     {
2899     /* Cursed item that we can't unequip - tell the player.
2900     * Note this could be annoying if this is just one of a few,
2901     * so it may not be critical (eg, putting on a ring and you have
2902     * one cursed ring.)
2903     */
2904 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2905 root 1.14 }
2906 root 1.81
2907 root 1.22 last = tmp->below;
2908 root 1.14 }
2909 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2910     * return in the !tmp would have kicked in.
2911     */
2912     } /* if op is using this body location */
2913     } /* for body lcoations */
2914 root 1.81
2915 root 1.22 return 0;
2916 elmex 1.1 }
2917    
2918     /**
2919     * Checks to see if 'who' can apply object 'op'.
2920     * Returns 0 if apply can be done without anything special.
2921     * Otherwise returns a bitmask - potentially several of these may be
2922     * set, but largely depends on circumstance - in the future, processing
2923 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2924 root 1.96 * is set, do we really care what the other flags may be?)
2925 elmex 1.1 *
2926     * See include/define.h for detailed description of the meaning of
2927     * these return values.
2928     */
2929 root 1.22 int
2930     can_apply_object (object *who, object *op)
2931 elmex 1.1 {
2932 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2933     return RESULT_INT (0);
2934    
2935 root 1.78 int retval = 0;
2936     object *tmp = 0, *ws = 0;
2937 root 1.22
2938 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2939 root 1.22 {
2940 root 1.82 if (op->slot[i].info)
2941 root 1.22 {
2942     /* Item uses more slots than we have */
2943 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2944 root 1.22 {
2945 root 1.78 /* Could return now for efficiency - rest of info below isn't
2946 root 1.22 * really needed.
2947     */
2948     retval |= CAN_APPLY_NEVER;
2949     }
2950 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2951 root 1.22 {
2952     /* in this case, equipping this would use more free spots than
2953     * we have.
2954     */
2955 elmex 1.1
2956 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2957 root 1.84 * enough slots to equip the new item, then just set "can
2958     * apply unapply". We don't care about the logic below - if you have a
2959 root 1.22 * shield equipped and try to equip another shield, there is only
2960     * one choice. However, the check for the number of body locations
2961     * does take into the account cases where what is being applied
2962     * may be two handed for example.
2963     */
2964     if (ws)
2965 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2966     {
2967     retval |= CAN_APPLY_UNAPPLY;
2968     continue;
2969     }
2970 root 1.22
2971 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2972 root 1.22 if (!tmp1)
2973     {
2974 elmex 1.1 #if 0
2975 root 1.22 /* This is sort of an error, but happens a lot when old players
2976     * join in with more stuff equipped than they are now allowed.
2977     */
2978     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2979 elmex 1.1 #endif
2980 root 1.22 retval |= CAN_APPLY_NEVER;
2981     }
2982     else
2983     {
2984     /* need to unapply something. However, if this something
2985     * is different than we had found before, it means they need
2986     * to apply multiple objects
2987     */
2988     retval |= CAN_APPLY_UNAPPLY;
2989 root 1.96
2990 root 1.22 if (!tmp)
2991     tmp = tmp1;
2992     else if (tmp != tmp1)
2993 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
2994    
2995 root 1.22 /* This object isn't using up all the slots, so there must
2996 root 1.78 * be another. If so, and it the new item doesn't need all
2997 root 1.22 * the slots, the player then has a choice.
2998     */
2999 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3000     && abs (op->slot[i].info) < who->slot[i].info)
3001 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3002    
3003     /* Does unequippint 'tmp1' free up enough slots for this to be
3004     * equipped? If not, there must be something else to unapply.
3005     */
3006 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3007 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3008     }
3009     } /* if not enough free slots */
3010     } /* if this object uses location i */
3011     } /* for i -> num_body_locations loop */
3012    
3013     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3014     * really be controlled by use of body locations. We do have
3015     * the weapon/shield checks, and the range checks for monsters,
3016     * because you can't control those just by body location - bows, shields,
3017     * and weapons all use the same slot. Similar for horn/rod/wand - they
3018     * all use the same location.
3019     */
3020     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3021     retval |= CAN_APPLY_RESTRICTION;
3022 root 1.76
3023 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3024     retval |= CAN_APPLY_RESTRICTION;
3025    
3026     if (who->type != PLAYER)
3027     {
3028     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3029 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3030 root 1.78
3031 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3032     retval |= CAN_APPLY_RESTRICTION;
3033 root 1.78
3034 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3035     retval |= CAN_APPLY_RESTRICTION;
3036 root 1.78
3037 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3039 elmex 1.1 }
3040 root 1.76
3041 root 1.22 return retval;
3042 elmex 1.1 }
3043    
3044     /**
3045     * who is the object using the object. It can be a monster.
3046     * op is the object they are using. op is an equipment type item,
3047     * eg, one which you put on and keep on for a while, and not something
3048     * like a potion or scroll.
3049     *
3050     * function returns 1 if the action could not be completed, 0 on
3051     * success. However, success is a matter of meaning - if the
3052     * user passes the 'apply' flag to an object already applied,
3053     * nothing is done, and 0 is returned.
3054     *
3055     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3056     * AP_UNAPPLY=always unapply).
3057     *
3058     * Optional flags:
3059     * AP_NO_MERGE: don't merge an unapplied object with other objects
3060     * AP_IGNORE_CURSE: unapply cursed items
3061 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3062 elmex 1.1 *
3063     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064     *
3065     * apply_special() doesn't check for unpaid items.
3066     */
3067 root 1.114
3068     #define LACK_ITEM_POWER \
3069     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3070    
3071 root 1.22 int
3072     apply_special (object *who, object *op, int aflags)
3073 elmex 1.1 {
3074 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3075     object *tmp, *tmp2, *skop = NULL;
3076 elmex 1.1
3077 root 1.22 if (who == NULL)
3078     {
3079     LOG (llevError, "apply_special() from object without environment.\n");
3080     return 1;
3081 elmex 1.1 }
3082    
3083 root 1.22 if (op->env != who)
3084     return 1; /* op is not in inventory */
3085 elmex 1.1
3086 root 1.22 /* trying to unequip op */
3087     if (QUERY_FLAG (op, FLAG_APPLIED))
3088     {
3089     /* always apply, so no reason to unapply */
3090     if (basic_flag == AP_APPLY)
3091     return 0;
3092    
3093     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3094     {
3095 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3096 root 1.22 return 1;
3097 root 1.14 }
3098 root 1.78
3099 root 1.22 return unapply_special (who, op, aflags);
3100 elmex 1.1 }
3101 root 1.159 else if (basic_flag == AP_UNAPPLY)
3102 root 1.22 return 0;
3103 elmex 1.1
3104 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3105     // to resolve conflicts.
3106     if (player *pl = who->contr)
3107 root 1.95 switch (op->slottype ())
3108 root 1.90 {
3109 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3110     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3111 root 1.90 }
3112    
3113 root 1.104 splay (op);
3114    
3115 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3116 root 1.78 if (int i = can_apply_object (who, op))
3117 root 1.22 {
3118     if (i & CAN_APPLY_NEVER)
3119     {
3120 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)));
3121 root 1.22 return 1;
3122     }
3123     else if (i & CAN_APPLY_RESTRICTION)
3124     {
3125 root 1.125 who->failmsg (format (
3126     "You have a prohibition against using a %s. "
3127     "H<Your belief, profession or class prevents you from applying this item.>",
3128     query_name (op)
3129     ));
3130 root 1.22 return 1;
3131     }
3132 root 1.78
3133 root 1.22 if (who->type != PLAYER)
3134     {
3135     /* Some error, so don't try to equip something more */
3136     if (unapply_for_ob (who, op, aflags))
3137 root 1.14 return 1;
3138     }
3139 root 1.22 else
3140     {
3141     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3142     {
3143 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3144 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3145     return 1;
3146     }
3147     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3148 root 1.81 if (unapply_for_ob (who, op, aflags))
3149     return 1;
3150 root 1.14 }
3151 elmex 1.1 }
3152 root 1.55
3153 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3154     {
3155     skop = find_skill_by_name (who, op->skill);
3156 root 1.78
3157 root 1.22 if (!skop)
3158     {
3159 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3160 root 1.22 return 1;
3161     }
3162     else
3163 root 1.76 /* While experience will be credited properly, we want to change the
3164     * skill so that the dam and wc get updated
3165     */
3166 root 1.101 who->change_skill (skop);
3167 elmex 1.1 }
3168 root 1.22
3169 root 1.78 if (who->type == PLAYER
3170     && op->item_power
3171     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3172 root 1.22 {
3173 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3174 root 1.22 return 1;
3175 elmex 1.1 }
3176    
3177 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3178     * Note that we don't have the checks for can_use_...
3179     * below - that is already taken care of by can_apply_object.
3180     */
3181 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3182 root 1.22
3183     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3184     return RESULT_INT (0);
3185    
3186     switch (op->type)
3187     {
3188 root 1.24 case WEAPON:
3189     if (!check_weapon_power (who, op->last_eat))
3190     {
3191 root 1.157 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3192 root 1.79
3193 root 1.78 if (tmp)
3194     insert_ob_in_ob (tmp, who);
3195 root 1.79
3196 root 1.24 return 1;
3197     }
3198 root 1.65
3199 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3200 root 1.78 // i.e. "R" can use Ragnarok's sword.
3201 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3202     {
3203     /* if the weapon does not have the name as the character, can't use it. */
3204     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3206 root 1.65
3207     if (tmp)
3208     insert_ob_in_ob (tmp, who);
3209    
3210 root 1.24 return 1;
3211     }
3212 root 1.65
3213 root 1.80 if (!skop)
3214     {
3215 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3216 root 1.80 return 1;
3217     }
3218    
3219 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3220 root 1.101 who->change_skill (skop);
3221 root 1.76
3222 root 1.79 if (who->contr)
3223 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3224 root 1.78
3225 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3226 root 1.14
3227 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3228 root 1.76 change_abil (who, op);
3229 root 1.24 break;
3230 root 1.14
3231 root 1.24 case ARMOUR:
3232     case HELMET:
3233     case SHIELD:
3234     case BOOTS:
3235     case GLOVES:
3236     case GIRDLE:
3237     case BRACERS:
3238     case CLOAK:
3239     case RING:
3240     case AMULET:
3241     SET_FLAG (op, FLAG_APPLIED);
3242 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3243 root 1.76 change_abil (who, op);
3244 root 1.24 break;
3245 root 1.76
3246 root 1.24 case LAMP:
3247     if (op->stats.food < 1)
3248     {
3249 root 1.125 who->failmsg (format (
3250     "Your %s is out of fuel! "
3251     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3252     &op->name
3253     ));
3254 root 1.24 return 1;
3255     }
3256 root 1.76
3257 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3258    
3259 root 1.24 tmp2 = arch_to_object (op->other_arch);
3260     tmp2->stats.food = op->stats.food;
3261     SET_FLAG (tmp2, FLAG_APPLIED);
3262 root 1.76
3263 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3264     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3265 root 1.76
3266 root 1.149 who->insert (tmp2);
3267 root 1.24
3268     /* Remove the old lantern */
3269 root 1.37 op->destroy ();
3270 root 1.22
3271 root 1.24 /* insert the portion that was split off */
3272 root 1.76 if (tmp)
3273 root 1.149 who->insert (tmp);
3274 root 1.76
3275 root 1.51 who->update_stats ();
3276 root 1.76
3277 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3278 root 1.81 if (who->type == PLAYER)
3279     {
3280 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.>");
3281 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3282     }
3283 root 1.76
3284 root 1.24 return 0;
3285 root 1.14
3286 root 1.96 case SKILL_TOOL:
3287     // applying a skill tool also readies the skill
3288     SET_FLAG (op, FLAG_APPLIED);
3289    
3290 root 1.101 if (!(aflags & AP_NO_READY))
3291 root 1.24 {
3292 root 1.101 skop = find_skill_by_name (who, op->skill);
3293     if (!skop->flag [FLAG_APPLIED])
3294     apply_special (who, skop, AP_APPLY);
3295 root 1.24 }
3296 root 1.101 break;
3297 root 1.76
3298 root 1.101 case SKILL:
3299 root 1.79 if (player *pl = who->contr)
3300 root 1.24 {
3301 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3302     {
3303 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 root 1.79 {
3305     for (object *item = who->inv; item; item = item->below)
3306     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307     {
3308 root 1.101 if (item->skill == op->skill)
3309     {
3310     who->change_weapon (pl->combat_ob = item);
3311     goto found_weapon;
3312     }
3313 root 1.79 }
3314    
3315 root 1.125 who->failmsg (format (
3316     "You need to apply a '%s' melee weapon before readying this skill. "
3317     "H<Some skills need an item, in this case a melee weapon, to function.>",
3318     &op->skill
3319     ));
3320 root 1.79 return 1;
3321    
3322     found_weapon:;
3323     }
3324     else
3325 root 1.90 who->change_weapon (pl->combat_ob = op);
3326 root 1.79 }
3327     else if (IS_RANGED_SKILL (op->subtype))
3328     {
3329 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3330 root 1.79 {
3331     for (object *item = who->inv; item; item = item->below)
3332     if (item->type == BOW && item->flag [FLAG_APPLIED])
3333     {
3334 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3335 root 1.90 who->change_weapon (pl->ranged_ob = item);
3336 root 1.79 goto found_bow;
3337     }
3338    
3339 root 1.125 who->failmsg (
3340     "You need to apply a missile weapon before readying this skill. "
3341     "H<Some skills need an item, in this case a missile weapon, to function.>"
3342     );
3343 root 1.79 return 1;
3344    
3345     found_bow:;
3346     }
3347     else
3348 root 1.90 who->change_weapon (pl->ranged_ob = op);
3349 root 1.79 }
3350 root 1.76
3351 root 1.24 if (!op->invisible)
3352     {
3353 root 1.125 who->statusmsg (format (
3354     "You ready %s."
3355     "You can now use the skill: %s.",
3356     query_name (op),
3357     &op->skill
3358     ));
3359 root 1.24 }
3360     else
3361 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3362 root 1.24 }
3363 root 1.101 else
3364     {
3365     SET_FLAG (op, FLAG_APPLIED);
3366     change_abil (who, op);
3367     who->chosen_skill = op;
3368     SET_FLAG (who, FLAG_READY_SKILL);
3369     }
3370 root 1.76
3371 root 1.24 break;
3372 root 1.22
3373 root 1.24 case BOW:
3374     if (!check_weapon_power (who, op->last_eat))
3375     {
3376 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3377 root 1.76
3378     if (tmp)
3379     insert_ob_in_ob (tmp, who);
3380    
3381 root 1.24 return 1;
3382     }
3383 root 1.76
3384 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3385     {
3386 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3387 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3388 root 1.81 if (tmp)
3389 root 1.76 insert_ob_in_ob (tmp, who);
3390    
3391 root 1.24 return 1;
3392     }
3393 root 1.76
3394     /*FALLTHROUGH*/
3395     case WAND:
3396 root 1.24 case ROD:
3397     case HORN:
3398     /* check for skill, alter player status */
3399 root 1.78
3400     if (!skop)
3401 root 1.80 {
3402 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3403 root 1.80 return 1;
3404     }
3405    
3406     SET_FLAG (op, FLAG_APPLIED);
3407 root 1.101 who->change_skill (skop);
3408 root 1.22
3409 root 1.79 if (who->contr)
3410 root 1.24 {
3411 root 1.79 who->contr->ranged_ob = op;
3412 root 1.78
3413 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3414 root 1.76
3415 root 1.24 if (op->type == BOW)
3416     {
3417 root 1.79 who->current_weapon = op;
3418 root 1.76 change_abil (who, op);
3419 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3420 root 1.24 }
3421     }
3422     else
3423     {
3424     if (op->type == BOW)
3425     SET_FLAG (who, FLAG_READY_BOW);
3426     else
3427     SET_FLAG (who, FLAG_READY_RANGE);
3428     }
3429 root 1.76
3430 root 1.24 break;
3431 elmex 1.1
3432 root 1.24 case BUILDER:
3433 root 1.76 if (who->type == PLAYER)
3434     {
3435 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3436 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3437     unapply_special (who, who->contr->ranged_ob, 0);
3438    
3439 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3440 root 1.76
3441 root 1.79 who->contr->ranged_ob = op;
3442 root 1.76 }
3443 root 1.24 break;
3444 elmex 1.1
3445 root 1.24 default:
3446 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3447     }
3448 root 1.22
3449     SET_FLAG (op, FLAG_APPLIED);
3450 elmex 1.1
3451 root 1.79 if (tmp)
3452 root 1.149 who->insert (tmp);
3453 elmex 1.1
3454 root 1.51 who->update_stats ();
3455 elmex 1.1
3456 root 1.22 /* We exclude spell casting objects. The fire code will set the
3457     * been applied flag when they are used - until that point,
3458     * you don't know anything about them.
3459     */
3460     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3461     SET_FLAG (op, FLAG_BEEN_APPLIED);
3462    
3463     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3464 root 1.114 if (who->type == PLAYER)
3465     {
3466 root 1.125 who->failmsg (
3467     "Oops, it feels deadly cold! "
3468     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3469     );
3470 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3471     }
3472 root 1.76
3473 root 1.149 if (object *pl = op->visible_to ())
3474     esrv_send_item (pl, op);
3475 root 1.76
3476 root 1.22 return 0;
3477 elmex 1.1 }
3478    
3479 root 1.22 int
3480     monster_apply_special (object *who, object *op, int aflags)
3481 elmex 1.1 {
3482 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3483 elmex 1.1 return 1;
3484 root 1.114
3485 elmex 1.1 return apply_special (who, op, aflags);
3486     }
3487    
3488     /**
3489     * Map was just loaded, handle op's initialisation.
3490     *
3491     * Generates shop floor's item, and treasures.
3492     */
3493 root 1.22 int
3494     auto_apply (object *op)
3495     {
3496     object *tmp = NULL, *tmp2;
3497     int i;
3498 elmex 1.1
3499 root 1.22 switch (op->type)
3500     {
3501 root 1.24 case SHOP_FLOOR:
3502 root 1.42 if (!op->has_random_items ())
3503 root 1.24 return 0;
3504 root 1.38
3505 root 1.24 do
3506     {
3507     i = 10; /* let's give it 10 tries */
3508     while ((tmp = generate_treasure (op->randomitems,
3509     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3510     if (tmp == NULL)
3511     return 0;
3512     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3513     {
3514 root 1.37 tmp->destroy ();
3515 root 1.24 tmp = NULL;
3516     }
3517     }
3518     while (!tmp);
3519 root 1.38
3520 root 1.24 tmp->x = op->x;
3521     tmp->y = op->y;
3522     SET_FLAG (tmp, FLAG_UNPAID);
3523     insert_ob_in_map (tmp, op->map, NULL, 0);
3524     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3525     identify (tmp);
3526     break;
3527 root 1.14
3528 root 1.24 case TREASURE:
3529     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3530     return 0;
3531 root 1.37
3532 root 1.67 while (op->stats.hp-- > 0)
3533 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3534     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3535    
3536     /* If we generated an object and put it in this object inventory,
3537     * move it to the parent object as the current object is about
3538     * to disappear. An example of this item is the random_* stuff
3539     * that is put inside other objects.
3540     */
3541     for (tmp = op->inv; tmp; tmp = tmp2)
3542     {
3543     tmp2 = tmp->below;
3544 root 1.36 tmp->remove ();
3545 root 1.37
3546 root 1.24 if (op->env)
3547     insert_ob_in_ob (tmp, op->env);
3548     else
3549 root 1.37 tmp->destroy ();
3550 root 1.24 }
3551 root 1.37
3552     op->destroy ();
3553 root 1.24 break;
3554 elmex 1.1 }
3555 root 1.22 return tmp ? 1 : 0;
3556 elmex 1.1 }
3557    
3558     /**
3559 root 1.68 * fix_auto_apply goes through the entire map every time a map
3560     * is loaded or swapped in and performs special actions for
3561 elmex 1.1 * certain objects (most initialization of chests and creation of
3562     * treasures and stuff). Calls auto_apply if appropriate.
3563     */
3564 root 1.20 void
3565 root 1.55 maptile::fix_auto_apply ()
3566 root 1.20 {
3567 root 1.55 if (!spaces)
3568 root 1.20 return;
3569    
3570 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3571     for (object *tmp = ms->bot; tmp; )
3572     {
3573     object *above = tmp->above;
3574 root 1.20
3575 root 1.55 if (tmp->inv)
3576     {
3577     object *invtmp, *invnext;
3578 elmex 1.1
3579 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3580     {
3581     invnext = invtmp->below;
3582 root 1.14
3583 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3584     auto_apply (invtmp);
3585     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3586     {
3587     while ((invtmp->stats.hp--) > 0)
3588     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3589    
3590     invtmp->randomitems = NULL;
3591     }
3592     else if (invtmp && invtmp->arch
3593     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3594     {
3595     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3596     /* Need to clear this so that we never try to create
3597     * treasure again for this object
3598     */
3599     invtmp->randomitems = NULL;
3600     }
3601     }
3602     /* This is really temporary - the code at the bottom will
3603     * also set randomitems to null. The problem is there are bunches
3604     * of maps/players already out there with items that have spells
3605     * which haven't had the randomitems set to null yet.
3606     * MSW 2004-05-13
3607     *
3608     * And if it's a spellbook, it's better to set randomitems to NULL too,
3609     * else you get two spells in the book ^_-
3610     * Ryo 2004-08-16
3611     */
3612     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3613     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3614     tmp->randomitems = NULL;
3615 root 1.14
3616 root 1.55 }
3617 root 1.20
3618 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3619     auto_apply (tmp);
3620     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3621     {
3622     while ((tmp->stats.hp--) > 0)
3623     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3624     tmp->randomitems = NULL;
3625     }
3626     else if (tmp->type == TIMED_GATE)
3627     {
3628     object *head = tmp->head != NULL ? tmp->head : tmp;
3629    
3630     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3631     tmp->set_speed (0);
3632     }
3633     /* This function can be called everytime a map is loaded, even when
3634     * swapping back in. As such, we don't want to create the treasure
3635     * over and ove again, so after we generate the treasure, blank out
3636     * randomitems so if it is swapped in again, it won't make anything.
3637     * This is a problem for the above objects, because they have counters
3638     * which say how many times to make the treasure.
3639     */
3640     else if (tmp && tmp->arch && tmp->type != PLAYER
3641     && tmp->type != TREASURE && tmp->type != SPELL
3642     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3643     {
3644     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3645     tmp->randomitems = NULL;
3646     }
3647 root 1.78
3648 root 1.68 // close all containers
3649     else if (tmp->type == CONTAINER)
3650     tmp->flag [FLAG_APPLIED] = 0;
3651 root 1.22
3652 root 1.55 tmp = above;
3653     }
3654 elmex 1.1
3655 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3656     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3657     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3658     check_trigger (tmp, tmp->above);
3659 elmex 1.1 }
3660    
3661     /**
3662     * Handles player eating food that temporarily changes status (resistances, stats).
3663     * This used to call cast_change_attr(), but
3664     * that doesn't work with the new spell code. Since we know what
3665     * the food changes, just grab a force and use that instead.
3666     */
3667 root 1.22 void
3668     eat_special_food (object *who, object *food)
3669     {
3670     object *force;
3671     int i, did_one = 0;
3672    
3673     force = get_archetype (FORCE_NAME);
3674    
3675     for (i = 0; i < NUM_STATS; i++)
3676 root 1.91 if (sint8 k = food->stats.stat (i))
3677     {
3678     force->stats.stat (i) = k;
3679     did_one = 1;
3680     }
3681 elmex 1.1
3682 root 1.22 /* check if we can protect the eater */
3683     for (i = 0; i < NROFATTACKS; i++)
3684     {
3685     if (food->resist[i] > 0)
3686     {
3687     force->resist[i] = food->resist[i] / 2;
3688     did_one = 1;
3689     }
3690     }
3691 elmex 1.47
3692 root 1.22 if (did_one)
3693     {
3694 root 1.54 force->set_speed (0.1);
3695 root 1.22 /* bigger morsel of food = longer effect time */
3696 elmex 1.47 force->duration = food->stats.food / 5;
3697 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3698     change_abil (who, force);
3699     insert_ob_in_ob (force, who);
3700     }
3701     else
3702 root 1.37 force->destroy ();
3703 root 1.22
3704     /* check for hp, sp change */
3705     if (food->stats.hp != 0)
3706     {
3707     if (QUERY_FLAG (food, FLAG_CURSED))
3708     {
3709 root 1.151 who->contr->killer = food;
3710 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3711 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3712 root 1.22 }
3713     else
3714     {
3715     if (food->stats.hp > 0)
3716 root 1.125 who->statusmsg ("You begin to feel better.");
3717 root 1.22 else
3718 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3719    
3720 root 1.22 who->stats.hp += food->stats.hp;
3721     }
3722     }
3723 root 1.151
3724 root 1.22 if (food->stats.sp != 0)
3725     {
3726     if (QUERY_FLAG (food, FLAG_CURSED))
3727     {
3728 root 1.125 who->failmsg ("You are drained of mana!");
3729 root 1.22 who->stats.sp -= food->stats.sp;
3730     if (who->stats.sp < 0)
3731     who->stats.sp = 0;
3732     }
3733     else
3734     {
3735 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3736 root 1.22 who->stats.sp += food->stats.sp;
3737     /* place limit on max sp from food? */
3738     }
3739 elmex 1.1 }
3740 root 1.125
3741 root 1.51 who->update_stats ();
3742 elmex 1.1 }
3743    
3744     /**
3745     * Designed primarily to light torches/lanterns/etc.
3746     * Also burns up burnable material too. First object in the inventory is
3747     * the selected object to "burn". -b.t.
3748     */
3749 root 1.22 void
3750     apply_lighter (object *who, object *lighter)
3751     {
3752     object *item;
3753     int is_player_env = 0;
3754    
3755     item = find_marked_object (who);
3756     if (item)
3757     {
3758     if (lighter->last_eat && lighter->stats.food)
3759     { /* lighter gets used up */
3760 root 1.149 object *oneLighter = lighter->split ();
3761     oneLighter->stats.food--;
3762     who->insert (oneLighter);
3763 root 1.22 }
3764     else if (lighter->last_eat)
3765 root 1.125 {
3766     /* no charges left in lighter */
3767     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3768 root 1.22 return;
3769     }
3770 root 1.48
3771 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3772     * I can't see many times when you would want to light multiple
3773     * objects at once.
3774     */
3775 root 1.48
3776     if (who == item->in_player ())
3777 root 1.22 is_player_env = 1;
3778    
3779     save_throw_object (item, AT_FIRE, who);
3780 root 1.48
3781 root 1.49 if (item->destroyed ())
3782 root 1.22 {
3783 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3784 root 1.22 /* Need to update the player so that the players glow radius
3785     * gets changed.
3786     */
3787     if (is_player_env)
3788 root 1.51 who->update_stats ();
3789 root 1.22 }
3790     else
3791 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3792 root 1.22 }
3793 root 1.125 else
3794     who->failmsg ("You need to mark a lightable object.");
3795 elmex 1.1 }
3796    
3797     /**
3798     * op made some mistake with a scroll, this takes care of punishment.
3799     * scroll_failure()- hacked directly from spell_failure
3800     */
3801 root 1.22 void
3802     scroll_failure (object *op, int failure, int power)
3803 elmex 1.1 {
3804 root 1.22 if (abs (failure / 4) > power)
3805     power = abs (failure / 4); /* set minimum effect */
3806 elmex 1.1
3807 root 1.22 if (failure <= -1 && failure > -15)
3808     { /* wonder */
3809     object *tmp;
3810    
3811 root 1.125 op->failmsg ("Your spell warps!");
3812 root 1.22 tmp = get_archetype (SPELL_WONDER);
3813     cast_wonder (op, op, 0, tmp);
3814 root 1.37 tmp->destroy ();
3815 root 1.22 }
3816     else if (failure <= -15 && failure > -35)
3817     { /* drain mana */
3818 root 1.125 op->failmsg ("Your mana is drained!");
3819 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3820     if (op->stats.sp < 0)
3821     op->stats.sp = 0;
3822     }
3823     else if (settings.spell_failure_effects == TRUE)
3824     {
3825     if (failure <= -35 && failure > -60)
3826     { /* confusion */
3827 root 1.125 op->failmsg ("The magic recoils on you!");
3828 root 1.22 confuse_player (op, op, power);
3829     }
3830     else if (failure <= -60 && failure > -70)
3831     { /* paralysis */
3832 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3833 root 1.22 paralyze_player (op, op, power);
3834     }
3835     else if (failure <= -70 && failure > -80)
3836     { /* blind */
3837 root 1.125 op->failmsg ("The magic recoils on you!");
3838 root 1.22 blind_player (op, op, power);
3839     }
3840     else if (failure <= -80)
3841     { /* blast the immediate area */
3842 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3843 root 1.22 cast_magic_storm (op, tmp, power);
3844 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3845 root 1.37 tmp->destroy ();
3846 root 1.14 }
3847 elmex 1.1 }
3848     }
3849    
3850 root 1.22 void
3851     apply_changes_to_player (object *pl, object *change)
3852     {
3853     int excess_stat = 0; /* if the stat goes over the maximum
3854     for the race, put the excess stat some
3855     where else. */
3856 elmex 1.1
3857 root 1.22 switch (change->type)
3858     {
3859 root 1.24 case CLASS:
3860     {
3861     living *stats = &(pl->contr->orig_stats);
3862     living *ns = &(change->stats);
3863     object *walk;
3864     int flag_change_face = 1;
3865    
3866     /* the following code assigns stats up to the stat max
3867     * for the race, and if the stat max is exceeded,
3868     * tries to randomly reassign the excess stat
3869     */
3870     int i, j;
3871 root 1.22
3872 root 1.24 for (i = 0; i < NUM_STATS; i++)
3873     {
3874 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3875 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3876 root 1.22
3877 root 1.24 if (stat > 20 + race_bonus)
3878     {
3879     excess_stat++;
3880     stat = 20 + race_bonus;
3881     }
3882 root 1.91
3883     stats->stat (i) = stat;
3884 root 1.24 }
3885 elmex 1.1
3886 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3887     { /* try 100 times to assign excess stats */
3888     int i = rndm (0, 6);
3889    
3890     if (i == CHA)
3891     continue; /* exclude cha from this */
3892 root 1.91
3893     int stat = stats->stat (i);
3894 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3895 root 1.24 if (stat < 20 + race_bonus)
3896     {
3897     change_attr_value (stats, i, 1);
3898     excess_stat--;
3899     }
3900     }
3901 root 1.14
3902 root 1.24 /* insert the randomitems from the change's treasurelist into
3903     * the player ref: player.c
3904     */
3905     if (change->randomitems != NULL)
3906     give_initial_items (pl, change->randomitems);
3907 root 1.14
3908 root 1.24 /* set up the face, for some races. */
3909 root 1.14
3910 root 1.24 /* first, look for the force object banning
3911     * changing the face. Certain races never change face with class.
3912     */
3913     for (walk = pl->inv; walk != NULL; walk = walk->below)
3914     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3915     flag_change_face = 0;
3916 root 1.14
3917 root 1.24 if (flag_change_face)
3918     {
3919 root 1.157 pl->face = change->face;
3920     pl->animation_id = change->animation_id;
3921     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 root 1.24 }
3923 root 1.14
3924 root 1.24 /* check the special case of can't use weapons */
3925     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3926     if (!strcmp (change->name, "monk"))
3927     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3928 root 1.14
3929 root 1.24 break;
3930     }
3931 elmex 1.1 }
3932     }
3933    
3934     /**
3935     * This handles items of type 'transformer'.
3936     * Basically those items, used with a marked item, transform both items into something
3937     * else.
3938     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3939     * Change information is contained in the 'slaying' field of the marked item.
3940     * The format is as follow: transformer:[number ]yield[;transformer:...].
3941     * This way an item can be transformed in many things, and/or many objects.
3942     * The 'slaying' field for transformer is used as verb for the action.
3943     */
3944 root 1.22 void
3945     apply_item_transformer (object *pl, object *transformer)
3946     {
3947     object *marked;
3948     object *new_item;
3949     char *find;
3950     char *separator;
3951     int yield;
3952     char got[MAX_BUF];
3953     int len;
3954    
3955     if (!pl || !transformer)
3956     return;
3957 root 1.114
3958 root 1.22 marked = find_marked_object (pl);
3959 root 1.114
3960 root 1.22 if (!marked)
3961 elmex 1.1 {
3962 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3963 root 1.22 return;
3964     }
3965 root 1.114
3966 root 1.22 if (!marked->slaying)
3967     {
3968 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 root 1.22 return;
3970     }
3971 root 1.114
3972 root 1.22 /* check whether they are compatible or not */
3973 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
3974     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3975 root 1.22 {
3976 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 root 1.22 return;
3978     }
3979 root 1.114
3980 root 1.108 find += strlen (transformer->arch->archname) + 1;
3981 root 1.22 /* Item can be used, now find how many and what it yields */
3982     if (isdigit (*(find)))
3983     {
3984     yield = atoi (find);
3985     if (yield < 1)
3986 elmex 1.1 {
3987 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988     yield = 1;
3989 elmex 1.1 }
3990 root 1.22 }
3991     else
3992     yield = 1;
3993 elmex 1.1
3994 root 1.22 while (isdigit (*find))
3995     find++;
3996 root 1.125
3997 root 1.22 while (*find == ' ')
3998     find++;
3999 root 1.114
4000 root 1.22 memset (got, 0, MAX_BUF);
4001 root 1.114
4002 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4003 root 1.114 len = separator - find;
4004 root 1.22 else
4005 root 1.114 len = strlen (find);
4006    
4007 root 1.22 if (len > MAX_BUF - 1)
4008     len = MAX_BUF - 1;
4009 root 1.114
4010 root 1.22 strcpy (got, find);
4011     got[len] = '\0';
4012    
4013     /* Now create new item, remove used ones when required. */
4014     new_item = get_archetype (got);
4015     if (!new_item)
4016     {
4017 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4018 root 1.22 return;
4019 elmex 1.1 }
4020 root 1.29
4021 root 1.22 new_item->nrof = yield;
4022 root 1.123
4023     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4024    
4025 root 1.149 pl->insert (new_item);
4026 root 1.22 /* Eat up one item */
4027 root 1.144 marked->decrease ();
4028 root 1.114
4029 root 1.22 /* Eat one transformer if needed */
4030     if (transformer->stats.food)
4031     if (--transformer->stats.food == 0)
4032 root 1.144 transformer->decrease ();
4033 root 1.22 }
4034 root 1.123