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Revision: 1.162
Committed: Fri Jul 11 20:31:04 2008 UTC (15 years, 11 months ago) by root
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Branch: MAIN
Changes since 1.161: +2 -0 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.147 * 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 root 1.160 "speed or ac, or has other protections.>");
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 root 1.162
709 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
710     {
711     weapon->magic++;
712     weapon->last_eat++;
713 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 root 1.144 improver->decrease ();
715 root 1.22 weapon->item_power++;
716     return 1;
717     }
718 root 1.14
719 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721    
722     if (sacrifice_needed < 1)
723     sacrifice_needed = 1;
724     sacrifice_needed *= 2;
725 elmex 1.1
726 root 1.22 sacrifice_count = check_sacrifice (op, improver);
727     if (sacrifice_count < sacrifice_needed)
728     {
729 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 root 1.22 return 0;
731     }
732 root 1.123
733 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
734 elmex 1.1 weapon->item_power++;
735    
736 root 1.22 switch (improver->stats.sp)
737     {
738 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
743     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
744     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
745 root 1.24 default:
746 root 1.125 op->failmsg ("Unknown improvement type.");
747 root 1.22 }
748 root 1.123
749 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
750 elmex 1.1 return 0;
751     }
752    
753     /**
754     * Handles the applying of improve/prepare/enchant weapon scroll.
755     * Checks a few things (not on a non-magic square, marked weapon, ...),
756     * then calls improve_weapon to do the dirty work.
757     */
758 root 1.22 int
759     check_improve_weapon (object *op, object *tmp)
760 elmex 1.1 {
761 root 1.22 object *otmp;
762 elmex 1.1
763 root 1.22 if (op->type != PLAYER)
764     return 0;
765 root 1.77
766 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767     {
768 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
769 elmex 1.1 return 0;
770     }
771 root 1.77
772 root 1.22 otmp = find_marked_object (op);
773 root 1.162
774 root 1.22 if (!otmp)
775     {
776 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.>");
777 elmex 1.1 return 0;
778     }
779 root 1.77
780 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
781     {
782 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
783 elmex 1.1 return 0;
784     }
785 root 1.77
786 root 1.123 op->statusmsg ("Applied weapon builder.");
787    
788 root 1.22 improve_weapon (op, tmp, otmp);
789     esrv_send_item (op, otmp);
790     return 1;
791 elmex 1.1 }
792    
793     /**
794     * This code deals with the armour improvment scrolls.
795     * Change limits on improvement - let players go up to
796     * +5 no matter what level, but they are limited by item
797     * power.
798     * Try to use same improvement code as in the common/treasure.c
799     * file, so that if you make a +2 full helm, it will be just
800     * the same as one you find in a shop.
801     *
802     * deprecated comment:
803     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
804     * only 'enchantment' of armour is possible - improving
805     * the stats of a player w/ armour as well as a weapon
806     * will probably horribly unbalance the game. Magic enchanting
807     * depends on the level of the character - ie the plus
808     * value (magic) of the armour can never be increased beyond
809     * the level of the character / 10 -- rounding upish, nor may
810     * the armour value of the piece of equipment exceed either
811     * the users level or 90)
812     * Modified by MSW for partial resistance. Only support
813     * changing of physical area right now.
814     */
815 root 1.22 int
816     improve_armour (object *op, object *improver, object *armour)
817 elmex 1.1 {
818 root 1.22 object *tmp;
819 elmex 1.1
820 root 1.22 if (armour->magic >= settings.armor_max_enchant)
821     {
822 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
823 root 1.22 return 0;
824 elmex 1.1 }
825 root 1.139
826 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
827     * etc), so take the easy way out and don't worry about it.
828     * Note - maybe add scrolls which make the random artifact versions (eg, armour
829     * of gnarg and what not?)
830     */
831     if (armour->title)
832     {
833 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
834 root 1.22 return 0;
835 elmex 1.1 }
836    
837 root 1.139 /* Split objects if needed. Can't insert tmp until the
838 root 1.22 * end of this function - otherwise it will just re-merge.
839     */
840 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 root 1.22
842     armour->magic++;
843    
844     if (!settings.armor_speed_linear)
845     {
846     int base = 100;
847     int pow = 0;
848 elmex 1.1
849 root 1.22 while (pow < armour->magic)
850 elmex 1.1 {
851 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
852     pow++;
853 elmex 1.1 }
854    
855 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 root 1.22 }
857     else
858 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 elmex 1.1
860 root 1.22 if (!settings.armor_weight_linear)
861     {
862     int base = 100;
863     int pow = 0;
864 elmex 1.1
865 root 1.22 while (pow < armour->magic)
866 elmex 1.1 {
867 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
868     pow++;
869 elmex 1.1 }
870    
871 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
872 root 1.22 }
873     else
874 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 root 1.22
876     if (armour->weight <= 0)
877     {
878     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879     armour->weight = 1;
880     }
881    
882 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 elmex 1.1
884 root 1.22 if (op->type == PLAYER)
885     {
886     esrv_send_item (op, armour);
887 root 1.149
888 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 root 1.51 op->update_stats ();
890 elmex 1.1 }
891 root 1.123
892 root 1.144 improver->decrease ();
893 root 1.123
894 root 1.22 if (tmp)
895 root 1.149 op->insert (tmp);
896 root 1.123
897 root 1.22 return 1;
898 elmex 1.1 }
899    
900     /*
901     * convert_item() returns 1 if anything was converted, 0 if the item was not
902     * what the converter wants, -1 if the converter is broken.
903 root 1.142 *
904     * Takes one type of items and makes another.
905 elmex 1.1 * converter is the object that is doing the conversion.
906     * item is the object that triggered the converter - if it is not
907     * what the converter wants, this will not do anything.
908     */
909 root 1.142 static int
910 root 1.22 convert_item (object *item, object *converter)
911     {
912 root 1.140 sint64 nr, price_in;
913 root 1.22
914 root 1.142 if (item->flag [FLAG_UNPAID])
915     return 0;
916    
917     shstr conv_from = converter->slaying;
918     archetype *conv_to = converter->other_arch;
919     sint64 need = converter->stats.food;
920     sint64 give = converter->stats.sp;
921    
922 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
923     * it wants some amount. We don't make change (ie, if something costs
924     * 3 gp and player drops a platinum, tough luck)
925     */
926 root 1.142 if (conv_from == shstr_money)
927 root 1.22 {
928     if (item->type != MONEY)
929     return 0;
930    
931 root 1.142 nr = sint64 (item->nrof) * item->value / need;
932 root 1.22 if (!nr)
933     return 0;
934 root 1.121
935     converter->play_sound (sound_find ("shop_buy"));
936    
937 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
938 root 1.121
939 root 1.144 item->decrease (cost);
940 elmex 1.1
941 root 1.22 price_in = cost * item->value;
942     }
943     else
944     {
945 root 1.142 if (item->type == PLAYER
946     || conv_from != item->arch->archname
947     || (need && need > (uint16) item->nrof))
948 root 1.22 return 0;
949 elmex 1.1
950 root 1.121 converter->play_sound (sound_find ("convert_item"));
951    
952 root 1.142 if (need)
953 root 1.22 {
954 root 1.142 nr = sint64 (item->nrof) / need;
955 root 1.144 item->decrease (nr * need);
956 root 1.142 price_in = nr * need * item->value;
957 root 1.22 }
958     else
959     {
960     price_in = item->value;
961 root 1.37 item->destroy ();
962 root 1.22 }
963     }
964 root 1.14
965 root 1.121 if (converter->inv)
966 root 1.22 {
967     object *ob;
968     int i;
969     object *ob_to_copy;
970    
971     /* select random object from inventory to copy */
972     ob_to_copy = converter->inv;
973 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974     if (rndm (0, i) == 0)
975     ob_to_copy = ob;
976    
977 root 1.154 item = ob_to_copy->deep_clone ();
978 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979     unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 elmex 1.1 }
981 root 1.22 else
982     {
983 root 1.142 if (!conv_to)
984 root 1.22 {
985     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
987 root 1.22 return -1;
988     }
989    
990 root 1.142 item = object_create_arch (conv_to);
991 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992     }
993    
994 root 1.142 if (give)
995     item->nrof = give;
996 root 1.121
997 root 1.22 if (nr)
998     item->nrof *= nr;
999 root 1.121
1000 root 1.22 if (is_in_shop (converter))
1001     SET_FLAG (item, FLAG_UNPAID);
1002 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1003 root 1.22 {
1004     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 root 1.121 /**
1007     * elmex: we are going to let the game continue, as the mapcreator
1008     * hopefully had something in mind when doing this.
1009     */
1010     }
1011 elmex 1.1
1012 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
1013     // get an 'identified' flag so easily.
1014     if (need_identify (item))
1015     identify (item);
1016    
1017 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018     return 1;
1019 elmex 1.1 }
1020 root 1.22
1021 elmex 1.1 /**
1022     * Handle apply on containers.
1023     * By Eneq(@csd.uu.se).
1024     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025     * added the alchemical cauldron to the code -b.t.
1026     */
1027 root 1.22 int
1028     apply_container (object *op, object *sack)
1029 elmex 1.1 {
1030 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1031 root 1.22 return 0; /* This might change */
1032 elmex 1.1
1033 root 1.68 if (!sack || sack->type != CONTAINER)
1034 root 1.22 {
1035 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1036 root 1.22 return 0;
1037 elmex 1.1 }
1038 root 1.40
1039     op->contr->last_used = 0;
1040 elmex 1.1
1041 root 1.68 if (sack->env && sack->env != op)
1042 root 1.22 {
1043 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1044 root 1.68 return 1;
1045 elmex 1.1 }
1046    
1047 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1048     if (sack->flag [FLAG_APPLIED])
1049 root 1.22 {
1050 root 1.68 if (op->container == sack)
1051 root 1.22 {
1052 root 1.68 // open on ground or inv, so close
1053     op->close_container ();
1054     return 1;
1055 root 1.22 }
1056 root 1.68 else if (!sack->env)
1057 root 1.22 {
1058 root 1.68 // active, but not ours: some other player has opened it
1059 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 root 1.68 return 1;
1061 root 1.14 }
1062 root 1.22
1063 root 1.68 // fall through to opening it (active in inv)
1064 elmex 1.1 }
1065 root 1.68 else if (sack->env)
1066 root 1.22 {
1067 root 1.68 // it is in our env, so activate it, do not open yet
1068     op->close_container ();
1069     sack->flag [FLAG_APPLIED] = 1;
1070     esrv_update_item (UPD_FLAGS, op, sack);
1071 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 root 1.68 return 1;
1073 elmex 1.1 }
1074    
1075 root 1.68 // it's locked?
1076 root 1.22 if (sack->slaying)
1077 root 1.68 {
1078     if (object *tmp = find_key (op, op, sack))
1079 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 root 1.22 else
1081     {
1082 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 root 1.68 return 1;
1084 root 1.22 }
1085 elmex 1.1 }
1086    
1087 root 1.68 op->open_container (sack);
1088 elmex 1.1
1089 root 1.22 return 1;
1090 elmex 1.1 }
1091    
1092     /**
1093     * Handles dropping things on altar.
1094     * Returns true if sacrifice was accepted.
1095     */
1096 root 1.22 static int
1097     apply_altar (object *altar, object *sacrifice, object *originator)
1098 elmex 1.1 {
1099 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1100     if (altar->inv && (!originator || originator->type != PLAYER))
1101     return 0;
1102    
1103     if (operate_altar (altar, &sacrifice))
1104     {
1105     /* Simple check. Unfortunately, it means you can't cast magic bullet
1106     * with an altar. We call it a Potion - altars are stationary - it
1107     * is up to map designers to use them properly.
1108     */
1109     if (altar->inv && altar->inv->type == SPELL)
1110     {
1111 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1112 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 root 1.124 /* If it is connected, push the button. Fixes some problems with
1114 root 1.22 * old maps.
1115     */
1116 elmex 1.1
1117     /* push_button (altar);*/
1118 root 1.14 }
1119 root 1.22 else
1120     {
1121     altar->value = 1; /* works only once */
1122     push_button (altar);
1123     }
1124 root 1.26
1125     return !sacrifice;
1126 root 1.22 }
1127     else
1128 root 1.26 return 0;
1129 elmex 1.1 }
1130    
1131     /**
1132     * Handles 'movement' of shop mats.
1133     * Returns 1 if 'op' was destroyed, 0 if not.
1134     * Largely re-written to not use nearly as many gotos, plus
1135     * some of this code just looked plain out of date.
1136     * MSW 2001-08-29
1137     */
1138 root 1.22 int
1139     apply_shop_mat (object *shop_mat, object *op)
1140 elmex 1.1 {
1141 elmex 1.15 int rv = 0;
1142     double opinion;
1143     object *tmp, *next;
1144 elmex 1.1
1145 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 elmex 1.1
1147 root 1.121 bool has_unpaid = false;
1148    
1149     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150     // a quick and small change :(
1151     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152     if (item->flag [FLAG_UNPAID])
1153     {
1154     has_unpaid = true;
1155     break;
1156     }
1157    
1158 elmex 1.15 if (op->type != PLAYER)
1159     {
1160     /* Remove all the unpaid objects that may be carried here.
1161     * This could be pets or monsters that are somehow in
1162     * the shop.
1163     */
1164     for (tmp = op->inv; tmp; tmp = next)
1165     {
1166     next = tmp->below;
1167 root 1.25
1168 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169     {
1170     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 root 1.14
1172 root 1.36 tmp->remove ();
1173 root 1.24
1174 elmex 1.15 if (i == -1)
1175     i = 0;
1176 root 1.24
1177 elmex 1.15 tmp->map = op->map;
1178     tmp->x = op->x + freearr_x[i];
1179     tmp->y = op->y + freearr_y[i];
1180     insert_ob_in_map (tmp, op->map, op, 0);
1181 root 1.14 }
1182     }
1183    
1184 elmex 1.15 /* Don't teleport things like spell effects */
1185     if (QUERY_FLAG (op, FLAG_NO_PICK))
1186     return 0;
1187 root 1.14
1188 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1189     * shop mats. Instead, put it on a nearby space.
1190     */
1191     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1192     {
1193     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195 root 1.22
1196 elmex 1.15 if (i != -1)
1197 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198    
1199 elmex 1.15 return 0;
1200 root 1.14 }
1201 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1202     * the teleport function should be able to handle this just fine.
1203     */
1204     rv = teleport (shop_mat, SHOP_MAT, op);
1205 elmex 1.1 }
1206 root 1.25 else if (can_pay (op) && get_payment (op))
1207 elmex 1.15 {
1208 root 1.24 /* this is only used for players */
1209 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1210    
1211 root 1.121 if (has_unpaid)
1212     op->contr->play_sound (sound_find ("shop_buy"));
1213     else if (is_in_shop (op))
1214     op->contr->play_sound (sound_find ("shop_enter"));
1215     else
1216     op->contr->play_sound (sound_find ("shop_leave"));
1217    
1218 elmex 1.15 if (shop_mat->msg)
1219 root 1.124 op->statusmsg (shop_mat->msg);
1220 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1221     * but there is never a guarantee that the bottom space on the map is
1222     * actually the shop floor.
1223     */
1224     else if (!rv && !is_in_shop (op))
1225     {
1226     opinion = shopkeeper_approval (op->map, op);
1227 root 1.24
1228 root 1.124 op->statusmsg (
1229     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1230     : opinion >= 0.75 ? "The shopkeeper waves to you."
1231     : opinion >= 0.50 ? "The shopkeeper ignores you."
1232     : "The shopkeeper glares at you with contempt."
1233     );
1234 root 1.14 }
1235 elmex 1.1 }
1236 elmex 1.15 else
1237     {
1238     /* if we get here, a player tried to leave a shop but was not able
1239 root 1.121 * to afford the items he has. We try to move the player so that
1240 elmex 1.15 * they are not on the mat anymore
1241     */
1242     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1243 root 1.22
1244 elmex 1.15 if (i == -1)
1245 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1246 elmex 1.15 else
1247     {
1248 root 1.36 op->remove ();
1249 elmex 1.15 op->x += freearr_x[i];
1250     op->y += freearr_y[i];
1251     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1252 root 1.14 }
1253 elmex 1.1 }
1254 root 1.24
1255 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1256     return rv;
1257 elmex 1.1 }
1258    
1259     /**
1260     * Handles applying a sign.
1261     */
1262 root 1.22 static void
1263     apply_sign (object *op, object *sign, int autoapply)
1264 elmex 1.1 {
1265 root 1.22 readable_message_type *msgType;
1266    
1267 root 1.124 if (!sign->msg)
1268 root 1.22 {
1269 root 1.124 op->statusmsg ("Nothing is written on it.");
1270 root 1.22 return;
1271 elmex 1.1 }
1272    
1273 root 1.22 if (sign->stats.food)
1274     {
1275     if (sign->last_eat >= sign->stats.food)
1276     {
1277     if (!sign->move_on)
1278 root 1.124 op->statusmsg ("You cannot read it anymore.");
1279 root 1.120
1280 root 1.22 return;
1281 root 1.14 }
1282 elmex 1.1
1283 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1284     sign->last_eat++;
1285 elmex 1.1 }
1286    
1287 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1288     * No way to know for sure. The presumption is basically that if
1289     * move_on is zero, it needs to be manually applied (doesn't talk
1290     * to us).
1291     */
1292     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1293     {
1294 root 1.125 op->failmsg ("You are unable to read while blind!");
1295 root 1.22 return;
1296     }
1297 root 1.110
1298     if (op->contr)
1299     if (client *ns = op->contr->ns)
1300     {
1301 root 1.135 if (sign->sound)
1302     ns->play_sound (sign->sound);
1303     else if (autoapply)
1304 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1305 root 1.110
1306     if (ns->can_msg)
1307 root 1.130 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1308 root 1.110 else
1309     {
1310 root 1.130 msgType = get_readable_message_type (sign);
1311     const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1312     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1313 root 1.110 }
1314     }
1315 elmex 1.1 }
1316    
1317     /**
1318     * 'victim' moves onto 'trap'
1319     * 'victim' leaves 'trap'
1320     * effect is determined by move_on/move_off of trap and move_type of victime.
1321     *
1322     * originator: Player, monster or other object that caused 'victim' to move
1323     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1324     * However, some types of traps require an originator to function.
1325     */
1326 root 1.22 void
1327 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1328 elmex 1.1 {
1329     static int recursion_depth = 0;
1330    
1331     /* Only exits affect DMs. */
1332 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1333 elmex 1.1 return;
1334    
1335     /* move_apply() is the most likely candidate for causing unwanted and
1336     * possibly unlimited recursion.
1337     */
1338     /* The following was changed because it was causing perfeclty correct
1339     * maps to fail. 1) it's not an error to recurse:
1340     * rune detonates, summoning monster. monster lands on nearby rune.
1341     * nearby rune detonates. This sort of recursion is expected and
1342     * proper. This code was causing needless crashes.
1343     */
1344 root 1.22 if (recursion_depth >= 500)
1345     {
1346     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1347 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1348 root 1.22 return;
1349 elmex 1.1 }
1350 root 1.110
1351 root 1.22 recursion_depth++;
1352     if (trap->head)
1353     trap = trap->head;
1354 elmex 1.1
1355 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1356     goto leave;
1357 elmex 1.1
1358 root 1.22 switch (trap->type)
1359     {
1360 root 1.23 case PLAYERMOVER:
1361     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1362     {
1363     if (!trap->stats.maxsp)
1364     trap->stats.maxsp = 2;
1365 root 1.14
1366 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1367     * should be divided by trap->speed
1368     */
1369     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1370 root 1.14
1371 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1372     * above with some objects have zero speed, and thus the player
1373     * getting permanently paralyzed.
1374     */
1375 root 1.93 if (victim->speed_left < -50.f)
1376     victim->speed_left = -50.f;
1377 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378     }
1379     goto leave;
1380 root 1.14
1381 root 1.23 case SPINNER:
1382     if (victim->direction)
1383     {
1384     victim->direction = absdir (victim->direction - trap->stats.sp);
1385     update_turn_face (victim);
1386     }
1387     goto leave;
1388 root 1.14
1389 root 1.23 case DIRECTOR:
1390     if (victim->direction && !should_director_abort (trap, victim))
1391     {
1392     victim->direction = trap->stats.sp;
1393     update_turn_face (victim);
1394     }
1395     goto leave;
1396 root 1.14
1397 root 1.23 case BUTTON:
1398     case PEDESTAL:
1399     update_button (trap);
1400     goto leave;
1401    
1402     case ALTAR:
1403     /* sacrifice victim on trap */
1404     apply_altar (trap, victim, originator);
1405     goto leave;
1406 root 1.14
1407 root 1.23 case THROWN_OBJ:
1408     if (trap->inv == NULL)
1409 root 1.22 goto leave;
1410 root 1.23 /* fallthrough */
1411 root 1.14
1412 root 1.23 case ARROW:
1413     /* bad bug: monster throw a object, make a step forwards, step on object ,
1414     * trigger this here and get hit by own missile - and will be own enemy.
1415     * Victim then is his own enemy and will start to kill herself (this is
1416     * removed) but we have not synced victim and his missile. To avoid senseless
1417     * action, we avoid hits here
1418     */
1419     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420     hit_with_arrow (trap, victim);
1421     goto leave;
1422 root 1.14
1423 root 1.23 case SPELL_EFFECT:
1424     apply_spell_effect (trap, victim);
1425     goto leave;
1426 root 1.14
1427 root 1.23 case TRAPDOOR:
1428     {
1429     int max, sound_was_played;
1430     object *ab, *ab_next;
1431 root 1.22
1432 root 1.23 if (!trap->value)
1433     {
1434     int tot;
1435 root 1.14
1436 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 root 1.143 tot += ab->head_ ()->total_weight ();
1439 root 1.14
1440 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441     goto leave;
1442 root 1.22
1443 root 1.23 SET_ANIMATION (trap, trap->value);
1444     update_object (trap, UP_OBJ_FACE);
1445     }
1446 root 1.14
1447 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1448 root 1.22 {
1449 root 1.23 /* need to set this up, since if we do transfer the object,
1450     * ab->above would be bogus
1451     */
1452     ab_next = ab->above;
1453 root 1.14
1454 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 root 1.22 {
1456 root 1.23 if (!sound_was_played)
1457     {
1458 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 root 1.23 sound_was_played = 1;
1460     }
1461 root 1.118
1462 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 root 1.14 }
1465     }
1466 root 1.22 goto leave;
1467 root 1.23 }
1468 root 1.14
1469 root 1.23 case CONVERTER:
1470     if (convert_item (victim, trap) < 0)
1471     {
1472 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 root 1.63 }
1475 root 1.14
1476 root 1.23 goto leave;
1477 root 1.14
1478 root 1.23 case TRIGGER_BUTTON:
1479     case TRIGGER_PEDESTAL:
1480     case TRIGGER_ALTAR:
1481     check_trigger (trap, victim);
1482     goto leave;
1483    
1484     case DEEP_SWAMP:
1485     walk_on_deep_swamp (trap, victim);
1486     goto leave;
1487    
1488     case CHECK_INV:
1489 elmex 1.46 check_inv (victim, trap);
1490 root 1.23 goto leave;
1491    
1492     case HOLE:
1493     /* Hole not open? */
1494     if (trap->stats.wc > 0)
1495 root 1.22 goto leave;
1496 root 1.14
1497 root 1.23 /* Is this a multipart monster and not the head? If so, return.
1498     * Processing will happen if the head runs into the pit
1499     */
1500     if (victim->head)
1501 root 1.22 goto leave;
1502 root 1.14
1503 root 1.124 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504     victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 root 1.23 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506     goto leave;
1507 root 1.14
1508 root 1.23 case EXIT:
1509     if (victim->type == PLAYER && EXIT_PATH (trap))
1510     {
1511     /* Basically, don't show exits leading to random maps the
1512     * players output.
1513     */
1514 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1516 root 1.55
1517 root 1.131 trap->play_sound (trap->sound);
1518 root 1.55 victim->enter_exit (trap);
1519 root 1.23 }
1520     goto leave;
1521 root 1.14
1522 root 1.23 case ENCOUNTER:
1523     /* may be some leftovers on this */
1524     goto leave;
1525    
1526     case SHOP_MAT:
1527     apply_shop_mat (trap, victim);
1528     goto leave;
1529    
1530     /* Drop a certain amount of gold, and have one item identified */
1531     case IDENTIFY_ALTAR:
1532     apply_id_altar (victim, trap, originator);
1533     goto leave;
1534    
1535     case SIGN:
1536     if (victim->type != PLAYER && trap->stats.food > 0)
1537 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1538 root 1.23
1539     apply_sign (victim, trap, 1);
1540     goto leave;
1541    
1542     case CONTAINER:
1543 root 1.68 apply_container (victim, trap);
1544 root 1.23 goto leave;
1545    
1546     case RUNE:
1547     case TRAP:
1548     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1549 root 1.126 spring_trap (trap, victim);
1550 root 1.23 goto leave;
1551 root 1.14
1552 root 1.23 default:
1553     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1554 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1555 root 1.23 goto leave;
1556 elmex 1.1 }
1557    
1558 root 1.22 leave:
1559     recursion_depth--;
1560 elmex 1.1 }
1561    
1562     /**
1563     * Handles reading a regular (ie not containing a spell) book.
1564     */
1565 root 1.22 static void
1566     apply_book (object *op, object *tmp)
1567 elmex 1.1 {
1568 root 1.22 int lev_diff;
1569     object *skill_ob;
1570    
1571     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1572     {
1573 root 1.125 op->failmsg ("You are unable to read while blind!");
1574 root 1.22 return;
1575     }
1576 root 1.112
1577     if (!tmp->msg)
1578 root 1.22 {
1579 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1580 root 1.22 return;
1581     }
1582 elmex 1.1
1583 root 1.22 /* need a literacy skill to read stuff! */
1584     skill_ob = find_skill_by_name (op, tmp->skill);
1585     if (!skill_ob)
1586     {
1587 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));
1588 elmex 1.1 return;
1589     }
1590 root 1.112
1591 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1592     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1593     {
1594 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1595 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1596     : lev_diff < 5 ? "This book is beyond your comprehension."
1597     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1598     : lev_diff < 15 ? "This book is way beyond your comprehension."
1599     : "This book is totally beyond your comprehension.");
1600 elmex 1.1 return;
1601     }
1602    
1603 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1604    
1605 root 1.112 if (player *pl = op->contr)
1606     if (client *ns = pl->ns)
1607     if (ns->can_msg)
1608 root 1.134 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1609 root 1.112 else
1610     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1611     msgType->message_type, msgType->message_subtype,
1612     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1613     long_desc (tmp, op), &tmp->msg);
1614 root 1.22
1615     /* gain xp from reading */
1616     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1617     { /* only if not read before */
1618     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1619    
1620     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1621     {
1622     /*exp_gain *= 2; because they just identified it too */
1623     SET_FLAG (tmp, FLAG_IDENTIFIED);
1624 root 1.41
1625 root 1.149 if (object *pl = tmp->visible_to ())
1626     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1627 root 1.22 }
1628 root 1.41
1629 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1630     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1631 elmex 1.1 }
1632     }
1633    
1634     /**
1635     * Handles the applying of a skill scroll, calling learn_skill straight.
1636     * op is the person learning the skill, tmp is the skill scroll object
1637     */
1638 root 1.22 static void
1639     apply_skillscroll (object *op, object *tmp)
1640 elmex 1.1 {
1641 root 1.124 switch (learn_skill (op, tmp))
1642 root 1.22 {
1643 root 1.24 case 0:
1644 root 1.124 op->play_sound (sound_find ("generic_fail"));
1645 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1646 root 1.124 break;
1647 root 1.24
1648     case 1:
1649 root 1.144 tmp->decrease ();
1650 root 1.124 op->play_sound (sound_find ("skill_learn"));
1651     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1652     break;
1653 root 1.14
1654 root 1.24 default:
1655 root 1.144 tmp->decrease ();
1656 root 1.124 op->play_sound (sound_find ("generic_fail"));
1657 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1658 root 1.124 break;
1659 elmex 1.1 }
1660     }
1661    
1662     /**
1663     * Actually makes op learn spell.
1664     * Informs player of what happens.
1665     */
1666 root 1.22 void
1667     do_learn_spell (object *op, object *spell, int special_prayer)
1668 elmex 1.1 {
1669 root 1.22 object *tmp;
1670 elmex 1.1
1671 root 1.22 if (op->type != PLAYER)
1672     {
1673     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1674     return;
1675 elmex 1.1 }
1676    
1677 root 1.22 /* Upgrade special prayers to normal prayers */
1678     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1679     {
1680     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1681     {
1682     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1683     return;
1684 elmex 1.1 }
1685 root 1.22 return;
1686 elmex 1.1 }
1687    
1688 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1689    
1690 root 1.39 tmp = spell->clone ();
1691 root 1.22 insert_ob_in_ob (tmp, op);
1692    
1693     if (special_prayer)
1694 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1695 elmex 1.1
1696 root 1.22 esrv_add_spells (op->contr, tmp);
1697 elmex 1.1 }
1698    
1699     /**
1700     * Erases spell from player's inventory.
1701     */
1702 root 1.22 void
1703     do_forget_spell (object *op, const char *spell)
1704 elmex 1.1 {
1705 root 1.22 object *spob;
1706    
1707     if (op->type != PLAYER)
1708     {
1709     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1710     return;
1711     }
1712     if ((spob = check_spell_known (op, spell)) == NULL)
1713     {
1714     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1715     return;
1716     }
1717 elmex 1.1
1718 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1719 root 1.22 player_unready_range_ob (op->contr, spob);
1720     esrv_remove_spell (op->contr, spob);
1721 root 1.37 spob->destroy ();
1722 elmex 1.1 }
1723    
1724     /**
1725     * Handles player applying a spellbook.
1726     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1727     * stuff like that. Random learning failure too.
1728     */
1729 root 1.22 static void
1730     apply_spellbook (object *op, object *tmp)
1731 elmex 1.1 {
1732 root 1.22 object *skop, *spell, *spell_skill;
1733    
1734     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1735     {
1736 root 1.125 op->failmsg ("You are unable to read while blind.");
1737 root 1.22 return;
1738     }
1739    
1740     /* artifact_spellbooks have 'slaying' field point to a spell name,
1741     * instead of having their spell stored in stats.sp. These are
1742     * legacy spellbooks
1743     */
1744 root 1.114 if (tmp->slaying)
1745 root 1.22 {
1746     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1747     if (!spell)
1748     {
1749 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1750 root 1.22 return;
1751 root 1.14 }
1752 root 1.22 else
1753     insert_ob_in_ob (spell, tmp);
1754 root 1.114
1755     tmp->slaying = 0;
1756 root 1.22 }
1757    
1758     skop = find_skill_by_name (op, tmp->skill);
1759    
1760     /* need a literacy skill to learn spells. Also, having a literacy level
1761     * lower than the spell will make learning the spell more difficult */
1762     if (!skop)
1763     {
1764 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1765 root 1.22 return;
1766     }
1767    
1768     spell = tmp->inv;
1769 root 1.32
1770 root 1.22 if (!spell)
1771     {
1772     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1773 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1774 root 1.22 return;
1775     }
1776 root 1.31
1777 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1778 root 1.22 {
1779 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1780 root 1.22 return;
1781     }
1782    
1783 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1784 root 1.22
1785     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1786 root 1.149 identify (tmp);
1787 root 1.22
1788     /* I removed the check for special_prayer_mark here - it didn't make
1789     * a lot of sense - special prayers are not found in spellbooks, and
1790     * if the player doesn't know the spell, doesn't make a lot of sense that
1791     * they would have a special prayer mark.
1792     */
1793     if (check_spell_known (op, spell->name))
1794     {
1795 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");
1796 root 1.22 return;
1797 elmex 1.1 }
1798 root 1.22
1799     if (spell->skill)
1800     {
1801     spell_skill = find_skill_by_name (op, spell->skill);
1802 root 1.25
1803 root 1.22 if (!spell_skill)
1804     {
1805 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 root 1.22 return;
1807 root 1.14 }
1808 root 1.25
1809 root 1.22 if (spell_skill->level < spell->level)
1810     {
1811 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 root 1.22 return;
1813 root 1.14 }
1814 elmex 1.1 }
1815    
1816 root 1.22 /* Logic as follows
1817     *
1818     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1819     *
1820     * 2- The learner's skill level in literacy adjusts the chance to learn
1821     * a spell.
1822     *
1823     * 3 -Automatically fail to learn if you read while confused
1824     *
1825     * Overall, chances are the same but a player will find having a high
1826     * literacy rate very useful! -b.t.
1827     */
1828     if (QUERY_FLAG (op, FLAG_CONFUSED))
1829     {
1830 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1831 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832     }
1833     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835     {
1836 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 root 1.22 do_learn_spell (op, spell, 0);
1838    
1839     /* xp gain to literacy for spell learning */
1840     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1841     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1842 elmex 1.1 }
1843 root 1.22 else
1844     {
1845 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1846 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");
1847 root 1.22 }
1848 root 1.73
1849 root 1.144 tmp->decrease ();
1850 elmex 1.1 }
1851    
1852     /**
1853     * Handles applying a spell scroll.
1854     */
1855 root 1.22 void
1856     apply_scroll (object *op, object *tmp, int dir)
1857 elmex 1.1 {
1858 root 1.22 object *skop;
1859 elmex 1.1
1860 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1861     {
1862 root 1.125 op->failmsg ("You are unable to read while blind.");
1863 root 1.22 return;
1864 elmex 1.1 }
1865    
1866 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1867     {
1868 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1869 root 1.22 return;
1870 elmex 1.1 }
1871    
1872 root 1.22 if (op->type == PLAYER)
1873     {
1874     /* players need a literacy skill to read stuff! */
1875     int exp_gain = 0;
1876 elmex 1.1
1877 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1878     * should go for anything killed by the spell.
1879     */
1880     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1881 elmex 1.1
1882 root 1.22 if (!skop)
1883     {
1884 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1885 root 1.22 return;
1886     }
1887 elmex 1.1
1888 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1889     change_exp (op, exp_gain, skop->skill, 0);
1890 elmex 1.1 }
1891    
1892 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1893     identify (tmp);
1894 elmex 1.1
1895 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1896 elmex 1.1
1897 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1898 root 1.144 tmp->decrease ();
1899 elmex 1.1 }
1900    
1901     /**
1902     * Applies a treasure object - by default, chest. op
1903     * is the person doing the applying, tmp is the treasure
1904     * chest.
1905     */
1906 root 1.22 static void
1907     apply_treasure (object *op, object *tmp)
1908 elmex 1.1 {
1909 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1910 root 1.22 * for the chest is done when the chest is created, and put into the chest
1911 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1912     * prevents people from moving chests to more difficult maps to get better
1913 root 1.22 * treasure
1914     */
1915 root 1.99 object *treas = tmp->inv;
1916 root 1.22
1917 root 1.99 if (!treas)
1918 root 1.22 {
1919 root 1.124 op->statusmsg ("The chest was empty.");
1920 root 1.144 tmp->decrease ();
1921 root 1.22 return;
1922     }
1923 root 1.99
1924 root 1.22 while (tmp->inv)
1925     {
1926     treas = tmp->inv;
1927 root 1.36 treas->remove ();
1928 elmex 1.1
1929 root 1.22 treas->x = op->x;
1930     treas->y = op->y;
1931     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1932    
1933     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1934     spring_trap (treas, op);
1935 root 1.37
1936 root 1.22 /* If either player or container was destroyed, no need to do
1937 root 1.124 * further processing. I think this should be enclused with
1938 root 1.22 * spring trap above, as I don't think there is otherwise
1939 root 1.124 * any way for the treasure chest or player to get killed.
1940 root 1.22 */
1941 root 1.29 if (op->destroyed () || tmp->destroyed ())
1942 root 1.22 break;
1943 elmex 1.1 }
1944    
1945 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1946 root 1.144 tmp->decrease ();
1947 elmex 1.1 }
1948    
1949     /**
1950     * op eats food.
1951     * If player, takes care of messages and dragon special food.
1952     */
1953 root 1.22 static void
1954     apply_food (object *op, object *tmp)
1955 elmex 1.1 {
1956 root 1.22 int capacity_remaining;
1957 elmex 1.1
1958 root 1.22 if (op->type != PLAYER)
1959     op->stats.hp = op->stats.maxhp;
1960     else
1961     {
1962 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1963 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1964 root 1.14 ;
1965 root 1.22 else
1966     {
1967     /* usual case - no dragon meal: */
1968     if (op->stats.food + tmp->stats.food > 999)
1969     {
1970     if (tmp->type == FOOD || tmp->type == FLESH)
1971 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1972 root 1.22 else
1973 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1974 root 1.22 }
1975    
1976 root 1.132 tmp->play_sound (
1977     tmp->sound
1978     ? tmp->sound
1979     : tmp->type == DRINK
1980     ? sound_find ("eat_drink")
1981     : sound_find ("eat_food")
1982     );
1983    
1984 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985     {
1986 root 1.124 const char *buf;
1987 root 1.22
1988     if (!is_dragon_pl (op))
1989     {
1990     /* eating message for normal players */
1991     if (tmp->type == DRINK)
1992 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 root 1.22 else
1994 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 root 1.22 }
1996     else
1997 root 1.124 /* eating message for dragon players */
1998     buf = format ("The %s tasted terrible!", &tmp->name);
1999    
2000     op->statusmsg (buf);
2001 root 1.22
2002     capacity_remaining = 999 - op->stats.food;
2003     op->stats.food += tmp->stats.food;
2004     if (capacity_remaining < tmp->stats.food)
2005     op->stats.hp += capacity_remaining / 50;
2006     else
2007     op->stats.hp += tmp->stats.food / 50;
2008 root 1.124
2009 root 1.22 if (op->stats.hp > op->stats.maxhp)
2010     op->stats.hp = op->stats.maxhp;
2011     if (op->stats.food > 999)
2012     op->stats.food = 999;
2013     }
2014 root 1.14
2015 root 1.22 /* special food hack -b.t. */
2016     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017     eat_special_food (op, tmp);
2018     }
2019 elmex 1.1 }
2020 root 1.114
2021 root 1.22 handle_apply_yield (tmp);
2022 root 1.144 tmp->decrease ();
2023 elmex 1.1 }
2024    
2025     /**
2026     * A dragon is eating some flesh. If the flesh contains resistances,
2027     * there is a chance for the dragon's skin to get improved.
2028     *
2029     * attributes:
2030     * object *op the object (dragon player) eating the flesh
2031     * object *meal the flesh item, getting chewed in dragon's mouth
2032     * return:
2033     * int 1 if eating successful, 0 if it doesn't work
2034     */
2035 root 1.22 int
2036     dragon_eat_flesh (object *op, object *meal)
2037     {
2038     object *skin = NULL; /* pointer to dragon skin force */
2039     object *abil = NULL; /* pointer to dragon ability force */
2040     object *tmp = NULL; /* tmp. object */
2041    
2042 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2043 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2044     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2045     double mbonus = 0; /* monster bonus */
2046 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 root 1.22 int winners = 0; /* number of winners */
2048 elmex 1.1 int i; /* index */
2049 root 1.22
2050 elmex 1.1 /* let's make sure and doublecheck the parameters */
2051 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2052 elmex 1.1 return 0;
2053 root 1.22
2054 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055     from the player's inventory */
2056 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2057     if (tmp->type == FORCE)
2058 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2059 root 1.60 skin = tmp;
2060 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2061 root 1.60 abil = tmp;
2062 root 1.22
2063 elmex 1.1 /* if either skin or ability are missing, this is an old player
2064     which is not to be considered a dragon -> bail out */
2065 root 1.22 if (skin == NULL || abil == NULL)
2066     return 0;
2067    
2068 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2069 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2070 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2071     else
2072 root 1.22 op->stats.hp += meal->stats.food / 50;
2073 root 1.124
2074 root 1.22 if (op->stats.hp > op->stats.maxhp)
2075     op->stats.hp = op->stats.maxhp;
2076    
2077     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2078    
2079     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080    
2081 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2082 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2083     {
2084     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2085     {
2086     /* got positive resistance, now calculate improvement chance (0-100) */
2087    
2088     /* this bonus makes resistance increase easier at lower levels */
2089     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2090     if (i == abil->stats.exp)
2091     bonus += 5; /* additional bonus for resistance of ability-focus */
2092    
2093     /* monster bonus increases with level, because high-level
2094     flesh is too rare */
2095     mbonus = op->level * 20. / ((double) settings.max_level);
2096    
2097     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098     ((double) settings.max_level)) - skin->resist[i];
2099    
2100     if (chance >= 0.)
2101     chance += 1.;
2102     else
2103     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104    
2105     /* chance is proportional to amount of resistance (max. 50) */
2106     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2107    
2108     /* doubled chance for resistance of ability-focus */
2109     if (i == abil->stats.exp)
2110     chance = MIN (100., chance * 2.);
2111    
2112     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2113 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2114 root 1.22 {
2115     atnr_winner[winners] = i;
2116     winners++;
2117     }
2118    
2119     if (chance >= 0.01)
2120     totalchance *= 1 - chance / 100;
2121    
2122     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2123     }
2124 elmex 1.1 }
2125 root 1.22
2126 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2127 root 1.22 totalchance = 100 - totalchance * 100;
2128 root 1.124
2129 elmex 1.1 /* print message according to totalchance */
2130 root 1.124 const char *buf;
2131 elmex 1.1 if (totalchance > 50.)
2132 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2133 elmex 1.1 else if (totalchance > 10.)
2134 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2135 elmex 1.1 else if (totalchance > 1.)
2136 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2137 elmex 1.1 else if (totalchance > 0.1)
2138 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2139 elmex 1.1 else if (totalchance >= 0.01)
2140 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2141 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2142 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2143 root 1.22 else
2144 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2145    
2146     op->statusmsg (buf);
2147 root 1.22
2148 elmex 1.1 /* now choose a winner if we have any */
2149     i = -1;
2150 root 1.22 if (winners > 0)
2151     i = atnr_winner[RANDOM () % winners];
2152    
2153     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2154     {
2155     /* resistance increased! */
2156     skin->resist[i]++;
2157 root 1.51 op->update_stats ();
2158 root 1.22
2159 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2160 root 1.22 }
2161    
2162 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2163     into the ability_force and it will take effect on next level */
2164 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2165     {
2166     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2167    
2168     if (meal->last_eat != abil->stats.exp)
2169 root 1.124 op->statusmsg (format (
2170 root 1.125 "Your metabolism prepares to focus on %s!\n"
2171     "The change will happen at level %d.",
2172     change_resist_msg[meal->last_eat],
2173     abil->level + 1
2174 root 1.124 ));
2175 root 1.22 else
2176     {
2177 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2178 root 1.22 abil->last_eat = 0;
2179     }
2180 elmex 1.1 }
2181 root 1.124
2182 elmex 1.1 return 1;
2183     }
2184    
2185     /**
2186     * Handles applying an improve armor scroll.
2187     * Does some sanity checks, then calls improve_armour.
2188     */
2189 root 1.22 static void
2190     apply_armour_improver (object *op, object *tmp)
2191 elmex 1.1 {
2192 root 1.22 object *armor;
2193 elmex 1.1
2194 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2195 root 1.22 {
2196 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2197 root 1.22 return;
2198 elmex 1.1 }
2199 root 1.51
2200 root 1.22 armor = find_marked_object (op);
2201 root 1.51
2202 root 1.22 if (!armor)
2203     {
2204 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.");
2205 elmex 1.1 return;
2206     }
2207 root 1.51
2208 root 1.22 if (armor->type != ARMOUR
2209     && armor->type != CLOAK
2210     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2211 elmex 1.1 {
2212 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2213 root 1.22 return;
2214 elmex 1.1 }
2215    
2216 root 1.124 op->statusmsg ("Applying armour enchantment.");
2217 root 1.22 improve_armour (op, tmp, armor);
2218 elmex 1.1 }
2219    
2220 root 1.151 void
2221 root 1.22 apply_poison (object *op, object *tmp)
2222 elmex 1.1 {
2223 root 1.158 // need to do it now when it is still on the map
2224     handle_apply_yield (tmp);
2225    
2226 root 1.151 object *poison = tmp->split (1);
2227    
2228 root 1.22 if (op->type == PLAYER)
2229     {
2230 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2231 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2232 root 1.151 op->contr->killer = poison;
2233 elmex 1.1 }
2234 root 1.114
2235 root 1.151 if (poison->stats.hp > 0)
2236 root 1.22 {
2237 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2238     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2239 elmex 1.1 }
2240 root 1.114
2241 root 1.22 op->stats.food -= op->stats.food / 4;
2242 root 1.151 poison->destroy ();
2243 elmex 1.1 }
2244    
2245     /**
2246 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2247 elmex 1.1 * A valid 2 way exit means:
2248     * -You can come back (there is another exit at the other side)
2249     * -You are
2250 root 1.44 * ° the owner of the exit
2251     * ° or in the same party as the owner
2252 elmex 1.1 *
2253     * Note: a owner in a 2 way exit is saved as the owner's name
2254     * in the field exit->name cause the field exit->owner doesn't
2255     * survive in the swapping (in fact the whole exit doesn't survive).
2256     */
2257 root 1.22 int
2258     is_legal_2ways_exit (object *op, object *exit)
2259     {
2260     if (exit->stats.exp != 1)
2261     return 1; /*This is not a 2 way, so it is legal */
2262 root 1.52
2263 root 1.55 #if 0 //TODO
2264 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2265     return 0; /* This is a reset town portal */
2266 root 1.55 #endif
2267    
2268 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2269    
2270 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2271 root 1.52
2272 root 1.22 if (exitmap)
2273     {
2274 root 1.58 exitmap->load_sync ();
2275    
2276     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2277 root 1.52
2278 root 1.22 if (!tmp)
2279     return 0;
2280 root 1.52
2281 root 1.58 for (; tmp; tmp = tmp->above)
2282 root 1.22 {
2283     if (tmp->type != EXIT)
2284     continue; /*Not an exit */
2285 root 1.52
2286 root 1.22 if (!EXIT_PATH (tmp))
2287     continue; /*Not a valid exit */
2288 root 1.52
2289 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2290     continue; /*Not in the same place */
2291 root 1.52
2292 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2293 root 1.22 continue; /*Not in the same map */
2294    
2295     /* From here we have found the exit is valid. However we do
2296     * here the check of the exit owner. It is important for the
2297     * town portals to prevent strangers from visiting your appartments
2298     */
2299     if (!exit->race)
2300     return 1; /*No owner, free for all! */
2301 root 1.52
2302 root 1.58 object *exit_owner = 0;
2303 root 1.52
2304     for_all_players (pp)
2305 root 1.22 {
2306     if (!pp->ob)
2307     continue;
2308 root 1.52
2309 root 1.22 if (pp->ob->name != exit->race)
2310     continue;
2311 root 1.52
2312 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2313     break;
2314     }
2315 root 1.52
2316 root 1.22 if (!exit_owner)
2317     return 0; /* No more owner */
2318 root 1.52
2319 root 1.22 if (exit_owner->contr == op->contr)
2320     return 1; /*It is your exit */
2321 root 1.52
2322 root 1.22 if (exit_owner && /*There is a owner */
2323     (op->contr) && /*A player tries to pass */
2324     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2325     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2326     return 0;
2327 root 1.52
2328 root 1.22 return 1;
2329     }
2330     }
2331 root 1.52
2332 root 1.22 return 0;
2333     }
2334 elmex 1.1
2335     /**
2336     * Main apply handler.
2337     *
2338     * Checks for unpaid items before applying.
2339     *
2340     * Return value:
2341     * 0: player or monster can't apply objects of that type
2342     * 1: has been applied, or there was an error applying the object
2343     * 2: objects of that type can't be applied if not in inventory
2344     *
2345     * op is the object that is causing object to be applied, tmp is the object
2346     * being applied.
2347     *
2348     * aflag is special (always apply/unapply) flags. Nothing is done with
2349     * them in this function - they are passed to apply_special
2350     */
2351 root 1.22 int
2352     manual_apply (object *op, object *tmp, int aflag)
2353 elmex 1.1 {
2354 root 1.156 tmp = tmp->head_ ();
2355 elmex 1.1
2356 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2357     {
2358     if (op->type == PLAYER)
2359     {
2360 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2361 root 1.22 return 1;
2362     }
2363     else
2364 root 1.51 return 0; /* monsters just skip unpaid items */
2365 elmex 1.1 }
2366    
2367 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2368     return RESULT_INT (0);
2369 root 1.8
2370 root 1.22 switch (tmp->type)
2371     {
2372 root 1.24 case CF_HANDLE:
2373 root 1.118 op->play_sound (sound_find ("turn_handle"));
2374 root 1.124 op->statusmsg ("You turn the handle.");
2375 root 1.24 tmp->value = tmp->value ? 0 : 1;
2376     SET_ANIMATION (tmp, tmp->value);
2377     update_object (tmp, UP_OBJ_FACE);
2378     push_button (tmp);
2379     return 1;
2380 root 1.14
2381 root 1.24 case TRIGGER:
2382     if (check_trigger (tmp, op))
2383     {
2384 root 1.124 op->statusmsg ("You turn the handle.");
2385 root 1.118 op->play_sound (sound_find ("turn_handle"));
2386 root 1.24 }
2387     else
2388 root 1.125 op->failmsg ("The handle doesn't move.");
2389 root 1.57
2390 root 1.24 return 1;
2391 root 1.14
2392 root 1.24 case EXIT:
2393     if (op->type != PLAYER)
2394     return 0;
2395 root 1.57
2396 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2397 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2398 root 1.24 else
2399     {
2400     /* Don't display messages for random maps. */
2401 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2402 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2403 root 1.57
2404 root 1.55 op->enter_exit (tmp);
2405 root 1.24 }
2406 root 1.85
2407 root 1.24 return 1;
2408 root 1.14
2409 root 1.122 case INSCRIBABLE:
2410 root 1.124 op->statusmsg (tmp->msg);
2411 root 1.122 // maybe show a spell menu to chose from or something like that
2412     return 1;
2413    
2414 root 1.24 case SIGN:
2415     apply_sign (op, tmp, 0);
2416     return 1;
2417 root 1.14
2418 root 1.24 case BOOK:
2419     if (op->type == PLAYER)
2420     {
2421     apply_book (op, tmp);
2422     return 1;
2423     }
2424     else
2425 root 1.85 return 0;
2426 root 1.14
2427 root 1.24 case SKILLSCROLL:
2428     if (op->type == PLAYER)
2429     {
2430     apply_skillscroll (op, tmp);
2431     return 1;
2432     }
2433 root 1.85 else
2434     return 0;
2435 root 1.14
2436 root 1.24 case SPELLBOOK:
2437     if (op->type == PLAYER)
2438     {
2439     apply_spellbook (op, tmp);
2440     return 1;
2441     }
2442 root 1.85 else
2443     return 0;
2444 root 1.14
2445 root 1.24 case SCROLL:
2446     apply_scroll (op, tmp, 0);
2447     return 1;
2448 root 1.14
2449 root 1.24 case POTION:
2450 root 1.85 apply_potion (op, tmp);
2451 root 1.24 return 1;
2452 root 1.14
2453 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2454 root 1.68 //TODO: remove, as it is unsed?
2455 root 1.24 case CLOSE_CON:
2456 root 1.68 apply_container (op, tmp->env);
2457 root 1.24 return 1;
2458 root 1.14
2459 root 1.24 case CONTAINER:
2460 root 1.68 apply_container (op, tmp);
2461 root 1.24 return 1;
2462 root 1.14
2463 root 1.24 case TREASURE:
2464     if (op->type == PLAYER)
2465     {
2466     apply_treasure (op, tmp);
2467     return 1;
2468     }
2469     else
2470 root 1.68 return 0;
2471 root 1.14
2472 root 1.24 case WEAPON:
2473     case ARMOUR:
2474     case BOOTS:
2475     case GLOVES:
2476     case AMULET:
2477     case GIRDLE:
2478     case BRACERS:
2479     case SHIELD:
2480     case HELMET:
2481     case RING:
2482     case CLOAK:
2483     case WAND:
2484     case ROD:
2485     case HORN:
2486     case SKILL:
2487     case BOW:
2488     case LAMP:
2489     case BUILDER:
2490     case SKILL_TOOL:
2491     if (tmp->env != op)
2492     return 2; /* not in inventory */
2493 root 1.79
2494     apply_special (op, tmp, aflag);
2495 root 1.24 return 1;
2496 root 1.14
2497 root 1.24 case DRINK:
2498     case FOOD:
2499     case FLESH:
2500     apply_food (op, tmp);
2501     return 1;
2502 root 1.14
2503 root 1.24 case POISON:
2504     apply_poison (op, tmp);
2505     return 1;
2506 root 1.14
2507 root 1.24 case SAVEBED:
2508 root 1.51 return 1;
2509 root 1.14
2510 root 1.24 case ARMOUR_IMPROVER:
2511     if (op->type == PLAYER)
2512     {
2513     apply_armour_improver (op, tmp);
2514     return 1;
2515     }
2516     else
2517 root 1.51 return 0;
2518 root 1.14
2519 root 1.24 case WEAPON_IMPROVER:
2520 root 1.85 check_improve_weapon (op, tmp);
2521 root 1.24 return 1;
2522 root 1.14
2523 root 1.24 case CLOCK:
2524     if (op->type == PLAYER)
2525     {
2526     char buf[MAX_BUF];
2527     timeofday_t tod;
2528 root 1.22
2529 root 1.24 get_tod (&tod);
2530 root 1.118 op->play_sound (sound_find ("sound_clock"));
2531 root 1.124 op->statusmsg (format (
2532 root 1.125 "It is %d minute%s past %d o'clock %s",
2533     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2534     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2535 root 1.124 ));
2536 root 1.24 return 1;
2537     }
2538     else
2539 root 1.85 return 0;
2540 root 1.14
2541 root 1.24 case MENU:
2542     if (op->type == PLAYER)
2543     {
2544 elmex 1.75 shop_listing (tmp, op);
2545 root 1.24 return 1;
2546     }
2547     else
2548 root 1.85 return 0;
2549 elmex 1.1
2550 root 1.24 case POWER_CRYSTAL:
2551     apply_power_crystal (op, tmp); /* see egoitem.c */
2552     return 1;
2553 root 1.14
2554 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2555     if (op->type == PLAYER)
2556     {
2557     apply_lighter (op, tmp);
2558     return 1;
2559     }
2560     else
2561 root 1.85 return 0;
2562 root 1.14
2563 root 1.24 case ITEM_TRANSFORMER:
2564     apply_item_transformer (op, tmp);
2565     return 1;
2566 root 1.14
2567 root 1.24 default:
2568     return 0;
2569 elmex 1.1 }
2570     }
2571    
2572     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2573     * messages as needed by player_apply_below(). But there can still be
2574     * "but you are floating high above the ground" messages.
2575     *
2576     * Same return value as apply() function.
2577     */
2578 root 1.22 int
2579     player_apply (object *pl, object *op, int aflag, int quiet)
2580 elmex 1.1 {
2581 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2582 root 1.22 {
2583     /* player is flying and applying object not in inventory */
2584     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2585     {
2586 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2587     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2588     "or waiting till the levitation effect wears off.>");
2589 root 1.22 return 0;
2590 root 1.14 }
2591 elmex 1.1 }
2592    
2593 root 1.22 pl->contr->last_used = op;
2594 elmex 1.1
2595 root 1.157 int tmp = manual_apply (pl, op, aflag);
2596    
2597 root 1.22 if (!quiet)
2598     {
2599     if (tmp == 0)
2600 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2601 root 1.22 else if (tmp == 2)
2602 elmex 1.138 pl->failmsg ("You must get it first!\n");
2603 elmex 1.1 }
2604 root 1.114
2605 root 1.22 return tmp;
2606 elmex 1.1 }
2607    
2608     /**
2609     * player_apply_below attempts to apply the object 'below' the player.
2610     * If the player has an open container, we use that for below, otherwise
2611     * we use the ground.
2612     */
2613 root 1.22 void
2614     player_apply_below (object *pl)
2615 elmex 1.1 {
2616 root 1.68 int floors = 0;
2617 root 1.22
2618     /* If using a container, set the starting item to be the top
2619     * item in the container. Otherwise, use the map.
2620 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2621 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2622     * next object in the stack before applying. This is can only be a
2623     * problem if player_apply() has a bug in that it uses the object but does
2624     * not return a proper value.
2625     */
2626 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2627 root 1.22 {
2628     next = tmp->below;
2629 root 1.68
2630 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2631     floors++;
2632     else if (floors > 0)
2633     return; /* process only floor objects after first floor object */
2634    
2635     /* If it is visible, player can apply it. If it is applied by
2636     * person moving on it, also activate. Added code to make it
2637     * so that at least one of players movement types be that which
2638     * the item needs.
2639     */
2640     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2641     {
2642     if (player_apply (pl, tmp, 0, 1) == 1)
2643     return;
2644 elmex 1.1 }
2645 root 1.22 if (floors >= 2)
2646     return; /* process at most two floor objects */
2647 elmex 1.1 }
2648     }
2649    
2650     /**
2651     * Unapplies specified item.
2652     * No check done on cursed/damned.
2653     * Break this out of apply_special - this is just done
2654     * to keep the size of apply_special to a more managable size.
2655     */
2656 root 1.22 static int
2657     unapply_special (object *who, object *op, int aflags)
2658 elmex 1.1 {
2659 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2660     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2661 root 1.22 return RESULT_INT (0);
2662 root 1.12
2663 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2664 root 1.76
2665 root 1.22 switch (op->type)
2666     {
2667 root 1.96 case SKILL_TOOL:
2668     // unapplying a skill tool should also unapply the skill it governs
2669     // but this is hard, as it shouldn't do so when the skill can
2670     // be used for other reasons
2671     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2672     if (tmp->skill == op->skill
2673     && tmp->type == SKILL
2674     && tmp->flag [FLAG_APPLIED]
2675     && !tmp->flag [FLAG_CAN_USE_SKILL])
2676     unapply_special (who, tmp, 0);
2677    
2678     change_abil (who, op);
2679     break;
2680    
2681 root 1.24 case WEAPON:
2682 root 1.105 if (player *pl = who->contr)
2683     if (op == pl->combat_ob)
2684     {
2685     pl->combat_ob = 0;
2686     who->change_weapon (pl->ranged_ob);
2687     }
2688    
2689 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2690 elmex 1.1
2691 root 1.79 change_abil (who, op);
2692     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2693 root 1.24 break;
2694 root 1.14
2695 root 1.96 case SKILL:
2696 root 1.79 if (who->contr)
2697 root 1.24 {
2698 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2699     who->change_weapon (who->contr->combat_ob = 0);
2700     else if (IS_RANGED_SKILL (op->subtype))
2701     who->change_weapon (who->contr->ranged_ob = 0);
2702    
2703     if (op->invisible)
2704     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2705     else
2706 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2707 root 1.24 }
2708 root 1.76
2709     change_abil (who, op);
2710 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711     break;
2712 root 1.14
2713 root 1.24 case ARMOUR:
2714     case HELMET:
2715     case SHIELD:
2716     case RING:
2717     case BOOTS:
2718     case GLOVES:
2719     case AMULET:
2720     case GIRDLE:
2721     case BRACERS:
2722     case CLOAK:
2723 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 root 1.79 change_abil (who, op);
2725 root 1.24 break;
2726 root 1.79
2727 root 1.24 case LAMP:
2728 root 1.103 {
2729 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2730 root 1.29
2731 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2732     tmp2->x = op->x;
2733     tmp2->y = op->y;
2734     tmp2->map = op->map;
2735     tmp2->below = op->below;
2736     tmp2->above = op->above;
2737     tmp2->stats.food = op->stats.food;
2738     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739    
2740     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742    
2743     op->destroy ();
2744 root 1.149 who->insert (tmp2);
2745 root 1.103 who->update_stats ();
2746 root 1.29
2747 root 1.149 if (who->contr)
2748 root 1.103 {
2749 root 1.149 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2750 root 1.103 {
2751 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2752 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2753     }
2754     }
2755     }
2756 root 1.79
2757 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2758 root 1.76
2759 root 1.24 case BOW:
2760     case WAND:
2761     case ROD:
2762     case HORN:
2763 root 1.105 if (player *pl = who->contr)
2764     {
2765     if (op == pl->ranged_ob)
2766     {
2767     pl->ranged_ob = 0;
2768     who->change_weapon (pl->combat_ob);
2769     }
2770    
2771 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2772 root 1.105 }
2773 root 1.103 else
2774 root 1.24 {
2775 root 1.103 who->change_skill (0);
2776 root 1.79
2777 root 1.24 if (op->type == BOW)
2778     CLEAR_FLAG (who, FLAG_READY_BOW);
2779     else
2780     CLEAR_FLAG (who, FLAG_READY_RANGE);
2781     }
2782 root 1.76
2783 root 1.24 break;
2784 elmex 1.1
2785 root 1.24 case BUILDER:
2786 root 1.79 if (who->contr)
2787 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 root 1.24 break;
2789 elmex 1.1
2790 root 1.24 default:
2791 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2792 root 1.24 break;
2793 elmex 1.1 }
2794    
2795 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2796     if (object *pl = op->visible_to ())
2797     esrv_send_item (pl, op);
2798    
2799 root 1.51 who->update_stats ();
2800 elmex 1.1
2801 root 1.22 return 0;
2802 elmex 1.1 }
2803    
2804     /**
2805     * Returns the object that is using location 'loc'.
2806     * Note that 'start' is the first object to start examing - we
2807     * then go through the below of this. In this way, you can do
2808     * something like:
2809 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2810     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2811 elmex 1.1 * to find the second object that may use this location, etc.
2812     * Returns NULL if no match is found.
2813     * loc is the index into the array we are looking for a match.
2814     * don't return invisible objects unless they are skill objects
2815     * invisible other objects that use
2816     * up body locations can be used as restrictions.
2817     */
2818 root 1.84 static object *
2819 root 1.96 get_next_item_from_body_location (int loc, object *start)
2820 elmex 1.1 {
2821 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2822     if (tmp->flag [FLAG_APPLIED]
2823     && tmp->slot[loc].info
2824     && (!tmp->invisible || tmp->type == SKILL))
2825     return tmp;
2826 elmex 1.1
2827 root 1.84 return 0;
2828 elmex 1.1 }
2829    
2830     /**
2831     * 'op' wants to apply an object, but can't because of other equipment.
2832     * This should only be called when it is known
2833     * that there are objects to unapply. This makes pretty heavy
2834     * use of get_item_from_body_location. It makes no intelligent choice
2835     * on objects - rather, the first that is matched is used.
2836     * Returns 0 on success, returns 1 if there is some problem.
2837     * if aflags is AP_PRINT, we instead print out waht to unapply
2838     * instead of doing it. This is a lot less code than having
2839     * another function that does just that.
2840     */
2841 root 1.114
2842     #define CANNOT_REMOVE_CURSED \
2843     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2844     "Praying over an altar, scrolls of remove curse/damnation, " \
2845     "priests or even other players might help.>"
2846    
2847 root 1.22 int
2848     unapply_for_ob (object *who, object *op, int aflags)
2849 elmex 1.1 {
2850 root 1.81 if (op->is_range ())
2851     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2853     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2854     {
2855     if (aflags & AP_PRINT)
2856 root 1.125 who->failmsg (query_name (tmp));
2857 root 1.81 else
2858     unapply_special (who, tmp, aflags);
2859     }
2860     else
2861     {
2862     /* In this case, we want to try and remove a cursed item.
2863     * While we know it won't work, we want unapply_special to
2864     * at least generate the message.
2865     */
2866 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)));
2867 root 1.81 return 1;
2868     }
2869 elmex 1.1
2870 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2871 root 1.22 {
2872     /* this used up a slot that we need to free */
2873 root 1.82 if (op->slot[i].info)
2874 root 1.22 {
2875 root 1.81 object *last = who->inv;
2876 root 1.14
2877 root 1.22 /* We do a while loop - may need to remove several items in order
2878     * to free up enough slots.
2879     */
2880 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2881 root 1.22 {
2882 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2883 root 1.81
2884 root 1.22 if (!tmp)
2885     {
2886 elmex 1.1 #if 0
2887 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2888     * equipped.
2889     */
2890     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2891 elmex 1.1 #endif
2892 root 1.22 return 1;
2893     }
2894 root 1.81
2895 root 1.22 /* If we are just printing, we don't care about cursed status */
2896     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2897     {
2898     if (aflags & AP_PRINT)
2899 root 1.125 who->failmsg (query_name (tmp));
2900 root 1.22 else
2901     unapply_special (who, tmp, aflags);
2902 root 1.14 }
2903 root 1.22 else
2904     {
2905     /* Cursed item that we can't unequip - tell the player.
2906     * Note this could be annoying if this is just one of a few,
2907     * so it may not be critical (eg, putting on a ring and you have
2908     * one cursed ring.)
2909     */
2910 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2911 root 1.14 }
2912 root 1.81
2913 root 1.22 last = tmp->below;
2914 root 1.14 }
2915 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2916     * return in the !tmp would have kicked in.
2917     */
2918     } /* if op is using this body location */
2919     } /* for body lcoations */
2920 root 1.81
2921 root 1.22 return 0;
2922 elmex 1.1 }
2923    
2924     /**
2925     * Checks to see if 'who' can apply object 'op'.
2926     * Returns 0 if apply can be done without anything special.
2927     * Otherwise returns a bitmask - potentially several of these may be
2928     * set, but largely depends on circumstance - in the future, processing
2929 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2930 root 1.96 * is set, do we really care what the other flags may be?)
2931 elmex 1.1 *
2932     * See include/define.h for detailed description of the meaning of
2933     * these return values.
2934     */
2935 root 1.22 int
2936     can_apply_object (object *who, object *op)
2937 elmex 1.1 {
2938 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2939     return RESULT_INT (0);
2940    
2941 root 1.78 int retval = 0;
2942     object *tmp = 0, *ws = 0;
2943 root 1.22
2944 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2945 root 1.22 {
2946 root 1.82 if (op->slot[i].info)
2947 root 1.22 {
2948     /* Item uses more slots than we have */
2949 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2950 root 1.22 {
2951 root 1.78 /* Could return now for efficiency - rest of info below isn't
2952 root 1.22 * really needed.
2953     */
2954     retval |= CAN_APPLY_NEVER;
2955     }
2956 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2957 root 1.22 {
2958     /* in this case, equipping this would use more free spots than
2959     * we have.
2960     */
2961 elmex 1.1
2962 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2963 root 1.84 * enough slots to equip the new item, then just set "can
2964     * apply unapply". We don't care about the logic below - if you have a
2965 root 1.22 * shield equipped and try to equip another shield, there is only
2966     * one choice. However, the check for the number of body locations
2967     * does take into the account cases where what is being applied
2968     * may be two handed for example.
2969     */
2970     if (ws)
2971 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2972     {
2973     retval |= CAN_APPLY_UNAPPLY;
2974     continue;
2975     }
2976 root 1.22
2977 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2978 root 1.22 if (!tmp1)
2979     {
2980 elmex 1.1 #if 0
2981 root 1.22 /* This is sort of an error, but happens a lot when old players
2982     * join in with more stuff equipped than they are now allowed.
2983     */
2984     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2985 elmex 1.1 #endif
2986 root 1.22 retval |= CAN_APPLY_NEVER;
2987     }
2988     else
2989     {
2990     /* need to unapply something. However, if this something
2991     * is different than we had found before, it means they need
2992     * to apply multiple objects
2993     */
2994     retval |= CAN_APPLY_UNAPPLY;
2995 root 1.96
2996 root 1.22 if (!tmp)
2997     tmp = tmp1;
2998     else if (tmp != tmp1)
2999 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3000    
3001 root 1.22 /* This object isn't using up all the slots, so there must
3002 root 1.78 * be another. If so, and it the new item doesn't need all
3003 root 1.22 * the slots, the player then has a choice.
3004     */
3005 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3006     && abs (op->slot[i].info) < who->slot[i].info)
3007 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3008    
3009     /* Does unequippint 'tmp1' free up enough slots for this to be
3010     * equipped? If not, there must be something else to unapply.
3011     */
3012 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3013 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3014     }
3015     } /* if not enough free slots */
3016     } /* if this object uses location i */
3017     } /* for i -> num_body_locations loop */
3018    
3019     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3020     * really be controlled by use of body locations. We do have
3021     * the weapon/shield checks, and the range checks for monsters,
3022     * because you can't control those just by body location - bows, shields,
3023     * and weapons all use the same slot. Similar for horn/rod/wand - they
3024     * all use the same location.
3025     */
3026     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3027     retval |= CAN_APPLY_RESTRICTION;
3028 root 1.76
3029 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3030     retval |= CAN_APPLY_RESTRICTION;
3031    
3032     if (who->type != PLAYER)
3033     {
3034     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3035 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3036 root 1.78
3037 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038     retval |= CAN_APPLY_RESTRICTION;
3039 root 1.78
3040 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3041     retval |= CAN_APPLY_RESTRICTION;
3042 root 1.78
3043 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3045 elmex 1.1 }
3046 root 1.76
3047 root 1.22 return retval;
3048 elmex 1.1 }
3049    
3050     /**
3051     * who is the object using the object. It can be a monster.
3052     * op is the object they are using. op is an equipment type item,
3053     * eg, one which you put on and keep on for a while, and not something
3054     * like a potion or scroll.
3055     *
3056     * function returns 1 if the action could not be completed, 0 on
3057     * success. However, success is a matter of meaning - if the
3058     * user passes the 'apply' flag to an object already applied,
3059     * nothing is done, and 0 is returned.
3060     *
3061     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3062     * AP_UNAPPLY=always unapply).
3063     *
3064     * Optional flags:
3065     * AP_NO_MERGE: don't merge an unapplied object with other objects
3066     * AP_IGNORE_CURSE: unapply cursed items
3067 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3068 elmex 1.1 *
3069     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3070     *
3071     * apply_special() doesn't check for unpaid items.
3072     */
3073 root 1.114
3074     #define LACK_ITEM_POWER \
3075     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3076    
3077 root 1.22 int
3078     apply_special (object *who, object *op, int aflags)
3079 elmex 1.1 {
3080 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3081     object *tmp, *tmp2, *skop = NULL;
3082 elmex 1.1
3083 root 1.22 if (who == NULL)
3084     {
3085     LOG (llevError, "apply_special() from object without environment.\n");
3086     return 1;
3087 elmex 1.1 }
3088    
3089 root 1.22 if (op->env != who)
3090     return 1; /* op is not in inventory */
3091 elmex 1.1
3092 root 1.22 /* trying to unequip op */
3093     if (QUERY_FLAG (op, FLAG_APPLIED))
3094     {
3095     /* always apply, so no reason to unapply */
3096     if (basic_flag == AP_APPLY)
3097     return 0;
3098    
3099     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100     {
3101 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 root 1.22 return 1;
3103 root 1.14 }
3104 root 1.78
3105 root 1.22 return unapply_special (who, op, aflags);
3106 elmex 1.1 }
3107 root 1.159 else if (basic_flag == AP_UNAPPLY)
3108 root 1.22 return 0;
3109 elmex 1.1
3110 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3111     // to resolve conflicts.
3112     if (player *pl = who->contr)
3113 root 1.95 switch (op->slottype ())
3114 root 1.90 {
3115 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3116     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 root 1.90 }
3118    
3119 root 1.104 splay (op);
3120    
3121 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3122 root 1.78 if (int i = can_apply_object (who, op))
3123 root 1.22 {
3124     if (i & CAN_APPLY_NEVER)
3125     {
3126 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)));
3127 root 1.22 return 1;
3128     }
3129     else if (i & CAN_APPLY_RESTRICTION)
3130     {
3131 root 1.125 who->failmsg (format (
3132     "You have a prohibition against using a %s. "
3133     "H<Your belief, profession or class prevents you from applying this item.>",
3134     query_name (op)
3135     ));
3136 root 1.22 return 1;
3137     }
3138 root 1.78
3139 root 1.22 if (who->type != PLAYER)
3140     {
3141     /* Some error, so don't try to equip something more */
3142     if (unapply_for_ob (who, op, aflags))
3143 root 1.14 return 1;
3144     }
3145 root 1.22 else
3146     {
3147     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3148     {
3149 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3150 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3151     return 1;
3152     }
3153     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3154 root 1.81 if (unapply_for_ob (who, op, aflags))
3155     return 1;
3156 root 1.14 }
3157 elmex 1.1 }
3158 root 1.55
3159 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3160     {
3161     skop = find_skill_by_name (who, op->skill);
3162 root 1.78
3163 root 1.22 if (!skop)
3164     {
3165 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3166 root 1.22 return 1;
3167     }
3168     else
3169 root 1.76 /* While experience will be credited properly, we want to change the
3170     * skill so that the dam and wc get updated
3171     */
3172 root 1.101 who->change_skill (skop);
3173 elmex 1.1 }
3174 root 1.22
3175 root 1.78 if (who->type == PLAYER
3176     && op->item_power
3177     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3178 root 1.22 {
3179 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3180 root 1.22 return 1;
3181 elmex 1.1 }
3182    
3183 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3184     * Note that we don't have the checks for can_use_...
3185     * below - that is already taken care of by can_apply_object.
3186     */
3187 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3188 root 1.22
3189     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190     return RESULT_INT (0);
3191    
3192     switch (op->type)
3193     {
3194 root 1.24 case WEAPON:
3195     if (!check_weapon_power (who, op->last_eat))
3196     {
3197 root 1.157 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3198 root 1.79
3199 root 1.78 if (tmp)
3200     insert_ob_in_ob (tmp, who);
3201 root 1.79
3202 root 1.24 return 1;
3203     }
3204 root 1.65
3205 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3206 root 1.78 // i.e. "R" can use Ragnarok's sword.
3207 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3208     {
3209     /* if the weapon does not have the name as the character, can't use it. */
3210     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3211 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3212 root 1.65
3213     if (tmp)
3214     insert_ob_in_ob (tmp, who);
3215    
3216 root 1.24 return 1;
3217     }
3218 root 1.65
3219 root 1.80 if (!skop)
3220     {
3221 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3222 root 1.80 return 1;
3223     }
3224    
3225 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3226 root 1.101 who->change_skill (skop);
3227 root 1.76
3228 root 1.79 if (who->contr)
3229 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3230 root 1.78
3231 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3232 root 1.14
3233 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3234 root 1.76 change_abil (who, op);
3235 root 1.24 break;
3236 root 1.14
3237 root 1.24 case ARMOUR:
3238     case HELMET:
3239     case SHIELD:
3240     case BOOTS:
3241     case GLOVES:
3242     case GIRDLE:
3243     case BRACERS:
3244     case CLOAK:
3245     case RING:
3246     case AMULET:
3247     SET_FLAG (op, FLAG_APPLIED);
3248 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3249 root 1.76 change_abil (who, op);
3250 root 1.24 break;
3251 root 1.76
3252 root 1.24 case LAMP:
3253     if (op->stats.food < 1)
3254     {
3255 root 1.125 who->failmsg (format (
3256     "Your %s is out of fuel! "
3257     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3258     &op->name
3259     ));
3260 root 1.24 return 1;
3261     }
3262 root 1.76
3263 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3264    
3265 root 1.24 tmp2 = arch_to_object (op->other_arch);
3266     tmp2->stats.food = op->stats.food;
3267     SET_FLAG (tmp2, FLAG_APPLIED);
3268 root 1.76
3269 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3271 root 1.76
3272 root 1.149 who->insert (tmp2);
3273 root 1.24
3274     /* Remove the old lantern */
3275 root 1.37 op->destroy ();
3276 root 1.22
3277 root 1.24 /* insert the portion that was split off */
3278 root 1.76 if (tmp)
3279 root 1.149 who->insert (tmp);
3280 root 1.76
3281 root 1.51 who->update_stats ();
3282 root 1.76
3283 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3284 root 1.81 if (who->type == PLAYER)
3285     {
3286 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.>");
3287 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3288     }
3289 root 1.76
3290 root 1.24 return 0;
3291 root 1.14
3292 root 1.96 case SKILL_TOOL:
3293     // applying a skill tool also readies the skill
3294     SET_FLAG (op, FLAG_APPLIED);
3295    
3296 root 1.101 if (!(aflags & AP_NO_READY))
3297 root 1.24 {
3298 root 1.101 skop = find_skill_by_name (who, op->skill);
3299     if (!skop->flag [FLAG_APPLIED])
3300     apply_special (who, skop, AP_APPLY);
3301 root 1.24 }
3302 root 1.101 break;
3303 root 1.76
3304 root 1.101 case SKILL:
3305 root 1.79 if (player *pl = who->contr)
3306 root 1.24 {
3307 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3308     {
3309 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3310 root 1.79 {
3311     for (object *item = who->inv; item; item = item->below)
3312     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3313     {
3314 root 1.101 if (item->skill == op->skill)
3315     {
3316     who->change_weapon (pl->combat_ob = item);
3317     goto found_weapon;
3318     }
3319 root 1.79 }
3320    
3321 root 1.125 who->failmsg (format (
3322     "You need to apply a '%s' melee weapon before readying this skill. "
3323     "H<Some skills need an item, in this case a melee weapon, to function.>",
3324     &op->skill
3325     ));
3326 root 1.79 return 1;
3327    
3328     found_weapon:;
3329     }
3330     else
3331 root 1.90 who->change_weapon (pl->combat_ob = op);
3332 root 1.79 }
3333     else if (IS_RANGED_SKILL (op->subtype))
3334     {
3335 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3336 root 1.79 {
3337     for (object *item = who->inv; item; item = item->below)
3338     if (item->type == BOW && item->flag [FLAG_APPLIED])
3339     {
3340 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3341 root 1.90 who->change_weapon (pl->ranged_ob = item);
3342 root 1.79 goto found_bow;
3343     }
3344    
3345 root 1.125 who->failmsg (
3346     "You need to apply a missile weapon before readying this skill. "
3347     "H<Some skills need an item, in this case a missile weapon, to function.>"
3348     );
3349 root 1.79 return 1;
3350    
3351     found_bow:;
3352     }
3353     else
3354 root 1.90 who->change_weapon (pl->ranged_ob = op);
3355 root 1.79 }
3356 root 1.76
3357 root 1.24 if (!op->invisible)
3358     {
3359 root 1.125 who->statusmsg (format (
3360     "You ready %s."
3361     "You can now use the skill: %s.",
3362     query_name (op),
3363     &op->skill
3364     ));
3365 root 1.24 }
3366     else
3367 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3368 root 1.24 }
3369 root 1.101 else
3370     {
3371     SET_FLAG (op, FLAG_APPLIED);
3372     change_abil (who, op);
3373     who->chosen_skill = op;
3374     SET_FLAG (who, FLAG_READY_SKILL);
3375     }
3376 root 1.76
3377 root 1.24 break;
3378 root 1.22
3379 root 1.24 case BOW:
3380     if (!check_weapon_power (who, op->last_eat))
3381     {
3382 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3383 root 1.76
3384     if (tmp)
3385     insert_ob_in_ob (tmp, who);
3386    
3387 root 1.24 return 1;
3388     }
3389 root 1.76
3390 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3391     {
3392 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3393 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3394 root 1.81 if (tmp)
3395 root 1.76 insert_ob_in_ob (tmp, who);
3396    
3397 root 1.24 return 1;
3398     }
3399 root 1.76
3400     /*FALLTHROUGH*/
3401     case WAND:
3402 root 1.24 case ROD:
3403     case HORN:
3404     /* check for skill, alter player status */
3405 root 1.78
3406     if (!skop)
3407 root 1.80 {
3408 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3409 root 1.80 return 1;
3410     }
3411    
3412     SET_FLAG (op, FLAG_APPLIED);
3413 root 1.101 who->change_skill (skop);
3414 root 1.22
3415 root 1.79 if (who->contr)
3416 root 1.24 {
3417 root 1.79 who->contr->ranged_ob = op;
3418 root 1.78
3419 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3420 root 1.76
3421 root 1.24 if (op->type == BOW)
3422     {
3423 root 1.79 who->current_weapon = op;
3424 root 1.76 change_abil (who, op);
3425 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3426 root 1.24 }
3427     }
3428     else
3429     {
3430     if (op->type == BOW)
3431     SET_FLAG (who, FLAG_READY_BOW);
3432     else
3433     SET_FLAG (who, FLAG_READY_RANGE);
3434     }
3435 root 1.76
3436 root 1.24 break;
3437 elmex 1.1
3438 root 1.24 case BUILDER:
3439 root 1.76 if (who->type == PLAYER)
3440     {
3441 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3442 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3443     unapply_special (who, who->contr->ranged_ob, 0);
3444    
3445 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3446 root 1.76
3447 root 1.79 who->contr->ranged_ob = op;
3448 root 1.76 }
3449 root 1.24 break;
3450 elmex 1.1
3451 root 1.24 default:
3452 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3453     }
3454 root 1.22
3455     SET_FLAG (op, FLAG_APPLIED);
3456 elmex 1.1
3457 root 1.79 if (tmp)
3458 root 1.149 who->insert (tmp);
3459 elmex 1.1
3460 root 1.51 who->update_stats ();
3461 elmex 1.1
3462 root 1.22 /* We exclude spell casting objects. The fire code will set the
3463     * been applied flag when they are used - until that point,
3464     * you don't know anything about them.
3465     */
3466     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3467     SET_FLAG (op, FLAG_BEEN_APPLIED);
3468    
3469     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 root 1.114 if (who->type == PLAYER)
3471     {
3472 root 1.125 who->failmsg (
3473     "Oops, it feels deadly cold! "
3474     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3475     );
3476 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3477     }
3478 root 1.76
3479 root 1.149 if (object *pl = op->visible_to ())
3480     esrv_send_item (pl, op);
3481 root 1.76
3482 root 1.22 return 0;
3483 elmex 1.1 }
3484    
3485 root 1.22 int
3486     monster_apply_special (object *who, object *op, int aflags)
3487 elmex 1.1 {
3488 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3489 elmex 1.1 return 1;
3490 root 1.114
3491 elmex 1.1 return apply_special (who, op, aflags);
3492     }
3493    
3494     /**
3495     * Map was just loaded, handle op's initialisation.
3496     *
3497     * Generates shop floor's item, and treasures.
3498     */
3499 root 1.22 int
3500     auto_apply (object *op)
3501     {
3502     object *tmp = NULL, *tmp2;
3503     int i;
3504 elmex 1.1
3505 root 1.22 switch (op->type)
3506     {
3507 root 1.24 case SHOP_FLOOR:
3508 root 1.42 if (!op->has_random_items ())
3509 root 1.24 return 0;
3510 root 1.38
3511 root 1.24 do
3512     {
3513     i = 10; /* let's give it 10 tries */
3514     while ((tmp = generate_treasure (op->randomitems,
3515     op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3516     if (tmp == NULL)
3517     return 0;
3518     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3519     {
3520 root 1.37 tmp->destroy ();
3521 root 1.24 tmp = NULL;
3522     }
3523     }
3524     while (!tmp);
3525 root 1.38
3526 root 1.24 tmp->x = op->x;
3527     tmp->y = op->y;
3528     SET_FLAG (tmp, FLAG_UNPAID);
3529     insert_ob_in_map (tmp, op->map, NULL, 0);
3530     CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3531     identify (tmp);
3532     break;
3533 root 1.14
3534 root 1.24 case TREASURE:
3535     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3536     return 0;
3537 root 1.37
3538 root 1.67 while (op->stats.hp-- > 0)
3539 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3540     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3541    
3542     /* If we generated an object and put it in this object inventory,
3543     * move it to the parent object as the current object is about
3544     * to disappear. An example of this item is the random_* stuff
3545     * that is put inside other objects.
3546     */
3547     for (tmp = op->inv; tmp; tmp = tmp2)
3548     {
3549     tmp2 = tmp->below;
3550 root 1.36 tmp->remove ();
3551 root 1.37
3552 root 1.24 if (op->env)
3553     insert_ob_in_ob (tmp, op->env);
3554     else
3555 root 1.37 tmp->destroy ();
3556 root 1.24 }
3557 root 1.37
3558     op->destroy ();
3559 root 1.24 break;
3560 elmex 1.1 }
3561 root 1.22 return tmp ? 1 : 0;
3562 elmex 1.1 }
3563    
3564     /**
3565 root 1.68 * fix_auto_apply goes through the entire map every time a map
3566     * is loaded or swapped in and performs special actions for
3567 elmex 1.1 * certain objects (most initialization of chests and creation of
3568     * treasures and stuff). Calls auto_apply if appropriate.
3569     */
3570 root 1.20 void
3571 root 1.55 maptile::fix_auto_apply ()
3572 root 1.20 {
3573 root 1.55 if (!spaces)
3574 root 1.20 return;
3575    
3576 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3577     for (object *tmp = ms->bot; tmp; )
3578     {
3579     object *above = tmp->above;
3580 root 1.20
3581 root 1.55 if (tmp->inv)
3582     {
3583     object *invtmp, *invnext;
3584 elmex 1.1
3585 root 1.55 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3586     {
3587     invnext = invtmp->below;
3588 root 1.14
3589 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3590     auto_apply (invtmp);
3591     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3592     {
3593     while ((invtmp->stats.hp--) > 0)
3594     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3595    
3596     invtmp->randomitems = NULL;
3597     }
3598     else if (invtmp && invtmp->arch
3599     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3600     {
3601     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3602     /* Need to clear this so that we never try to create
3603     * treasure again for this object
3604     */
3605     invtmp->randomitems = NULL;
3606     }
3607     }
3608     /* This is really temporary - the code at the bottom will
3609     * also set randomitems to null. The problem is there are bunches
3610     * of maps/players already out there with items that have spells
3611     * which haven't had the randomitems set to null yet.
3612     * MSW 2004-05-13
3613     *
3614     * And if it's a spellbook, it's better to set randomitems to NULL too,
3615     * else you get two spells in the book ^_-
3616     * Ryo 2004-08-16
3617     */
3618     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3619     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3620     tmp->randomitems = NULL;
3621 root 1.14
3622 root 1.55 }
3623 root 1.20
3624 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3625     auto_apply (tmp);
3626     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3627     {
3628     while ((tmp->stats.hp--) > 0)
3629     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3630     tmp->randomitems = NULL;
3631     }
3632     else if (tmp->type == TIMED_GATE)
3633     {
3634     object *head = tmp->head != NULL ? tmp->head : tmp;
3635    
3636     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3637     tmp->set_speed (0);
3638     }
3639     /* This function can be called everytime a map is loaded, even when
3640     * swapping back in. As such, we don't want to create the treasure
3641     * over and ove again, so after we generate the treasure, blank out
3642     * randomitems so if it is swapped in again, it won't make anything.
3643     * This is a problem for the above objects, because they have counters
3644     * which say how many times to make the treasure.
3645     */
3646     else if (tmp && tmp->arch && tmp->type != PLAYER
3647     && tmp->type != TREASURE && tmp->type != SPELL
3648     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3649     {
3650     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3651     tmp->randomitems = NULL;
3652     }
3653 root 1.78
3654 root 1.68 // close all containers
3655     else if (tmp->type == CONTAINER)
3656     tmp->flag [FLAG_APPLIED] = 0;
3657 root 1.22
3658 root 1.55 tmp = above;
3659     }
3660 elmex 1.1
3661 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3662     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3663     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3664     check_trigger (tmp, tmp->above);
3665 elmex 1.1 }
3666    
3667     /**
3668     * Handles player eating food that temporarily changes status (resistances, stats).
3669     * This used to call cast_change_attr(), but
3670     * that doesn't work with the new spell code. Since we know what
3671     * the food changes, just grab a force and use that instead.
3672     */
3673 root 1.22 void
3674     eat_special_food (object *who, object *food)
3675     {
3676     object *force;
3677     int i, did_one = 0;
3678    
3679     force = get_archetype (FORCE_NAME);
3680    
3681     for (i = 0; i < NUM_STATS; i++)
3682 root 1.91 if (sint8 k = food->stats.stat (i))
3683     {
3684     force->stats.stat (i) = k;
3685     did_one = 1;
3686     }
3687 elmex 1.1
3688 root 1.22 /* check if we can protect the eater */
3689     for (i = 0; i < NROFATTACKS; i++)
3690     {
3691     if (food->resist[i] > 0)
3692     {
3693     force->resist[i] = food->resist[i] / 2;
3694     did_one = 1;
3695     }
3696     }
3697 elmex 1.47
3698 root 1.22 if (did_one)
3699     {
3700 root 1.54 force->set_speed (0.1);
3701 root 1.22 /* bigger morsel of food = longer effect time */
3702 elmex 1.47 force->duration = food->stats.food / 5;
3703 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3704     change_abil (who, force);
3705     insert_ob_in_ob (force, who);
3706     }
3707     else
3708 root 1.37 force->destroy ();
3709 root 1.22
3710     /* check for hp, sp change */
3711     if (food->stats.hp != 0)
3712     {
3713     if (QUERY_FLAG (food, FLAG_CURSED))
3714     {
3715 root 1.151 who->contr->killer = food;
3716 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3717 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3718 root 1.22 }
3719     else
3720     {
3721     if (food->stats.hp > 0)
3722 root 1.125 who->statusmsg ("You begin to feel better.");
3723 root 1.22 else
3724 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3725    
3726 root 1.22 who->stats.hp += food->stats.hp;
3727     }
3728     }
3729 root 1.151
3730 root 1.22 if (food->stats.sp != 0)
3731     {
3732     if (QUERY_FLAG (food, FLAG_CURSED))
3733     {
3734 root 1.125 who->failmsg ("You are drained of mana!");
3735 root 1.22 who->stats.sp -= food->stats.sp;
3736     if (who->stats.sp < 0)
3737     who->stats.sp = 0;
3738     }
3739     else
3740     {
3741 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3742 root 1.22 who->stats.sp += food->stats.sp;
3743     /* place limit on max sp from food? */
3744     }
3745 elmex 1.1 }
3746 root 1.125
3747 root 1.51 who->update_stats ();
3748 elmex 1.1 }
3749    
3750     /**
3751     * Designed primarily to light torches/lanterns/etc.
3752     * Also burns up burnable material too. First object in the inventory is
3753     * the selected object to "burn". -b.t.
3754     */
3755 root 1.22 void
3756     apply_lighter (object *who, object *lighter)
3757     {
3758     object *item;
3759     int is_player_env = 0;
3760    
3761     item = find_marked_object (who);
3762     if (item)
3763     {
3764     if (lighter->last_eat && lighter->stats.food)
3765     { /* lighter gets used up */
3766 root 1.149 object *oneLighter = lighter->split ();
3767     oneLighter->stats.food--;
3768     who->insert (oneLighter);
3769 root 1.22 }
3770     else if (lighter->last_eat)
3771 root 1.125 {
3772     /* no charges left in lighter */
3773     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3774 root 1.22 return;
3775     }
3776 root 1.48
3777 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3778     * I can't see many times when you would want to light multiple
3779     * objects at once.
3780     */
3781 root 1.48
3782     if (who == item->in_player ())
3783 root 1.22 is_player_env = 1;
3784    
3785     save_throw_object (item, AT_FIRE, who);
3786 root 1.48
3787 root 1.49 if (item->destroyed ())
3788 root 1.22 {
3789 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3790 root 1.22 /* Need to update the player so that the players glow radius
3791     * gets changed.
3792     */
3793     if (is_player_env)
3794 root 1.51 who->update_stats ();
3795 root 1.22 }
3796     else
3797 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3798 root 1.22 }
3799 root 1.125 else
3800     who->failmsg ("You need to mark a lightable object.");
3801 elmex 1.1 }
3802    
3803     /**
3804     * op made some mistake with a scroll, this takes care of punishment.
3805     * scroll_failure()- hacked directly from spell_failure
3806     */
3807 root 1.22 void
3808     scroll_failure (object *op, int failure, int power)
3809 elmex 1.1 {
3810 root 1.22 if (abs (failure / 4) > power)
3811     power = abs (failure / 4); /* set minimum effect */
3812 elmex 1.1
3813 root 1.22 if (failure <= -1 && failure > -15)
3814     { /* wonder */
3815     object *tmp;
3816    
3817 root 1.125 op->failmsg ("Your spell warps!");
3818 root 1.22 tmp = get_archetype (SPELL_WONDER);
3819     cast_wonder (op, op, 0, tmp);
3820 root 1.37 tmp->destroy ();
3821 root 1.22 }
3822     else if (failure <= -15 && failure > -35)
3823     { /* drain mana */
3824 root 1.125 op->failmsg ("Your mana is drained!");
3825 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3826     if (op->stats.sp < 0)
3827     op->stats.sp = 0;
3828     }
3829     else if (settings.spell_failure_effects == TRUE)
3830     {
3831     if (failure <= -35 && failure > -60)
3832     { /* confusion */
3833 root 1.125 op->failmsg ("The magic recoils on you!");
3834 root 1.22 confuse_player (op, op, power);
3835     }
3836     else if (failure <= -60 && failure > -70)
3837     { /* paralysis */
3838 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3839 root 1.22 paralyze_player (op, op, power);
3840     }
3841     else if (failure <= -70 && failure > -80)
3842     { /* blind */
3843 root 1.125 op->failmsg ("The magic recoils on you!");
3844 root 1.22 blind_player (op, op, power);
3845     }
3846     else if (failure <= -80)
3847     { /* blast the immediate area */
3848 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3849 root 1.22 cast_magic_storm (op, tmp, power);
3850 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3851 root 1.37 tmp->destroy ();
3852 root 1.14 }
3853 elmex 1.1 }
3854     }
3855    
3856 root 1.22 void
3857     apply_changes_to_player (object *pl, object *change)
3858     {
3859     int excess_stat = 0; /* if the stat goes over the maximum
3860     for the race, put the excess stat some
3861     where else. */
3862 elmex 1.1
3863 root 1.22 switch (change->type)
3864     {
3865 root 1.24 case CLASS:
3866     {
3867     living *stats = &(pl->contr->orig_stats);
3868     living *ns = &(change->stats);
3869     object *walk;
3870     int flag_change_face = 1;
3871    
3872     /* the following code assigns stats up to the stat max
3873     * for the race, and if the stat max is exceeded,
3874     * tries to randomly reassign the excess stat
3875     */
3876     int i, j;
3877 root 1.22
3878 root 1.24 for (i = 0; i < NUM_STATS; i++)
3879     {
3880 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3881 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3882 root 1.22
3883 root 1.24 if (stat > 20 + race_bonus)
3884     {
3885     excess_stat++;
3886     stat = 20 + race_bonus;
3887     }
3888 root 1.91
3889     stats->stat (i) = stat;
3890 root 1.24 }
3891 elmex 1.1
3892 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3893     { /* try 100 times to assign excess stats */
3894     int i = rndm (0, 6);
3895    
3896     if (i == CHA)
3897     continue; /* exclude cha from this */
3898 root 1.91
3899     int stat = stats->stat (i);
3900 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3901 root 1.24 if (stat < 20 + race_bonus)
3902     {
3903     change_attr_value (stats, i, 1);
3904     excess_stat--;
3905     }
3906     }
3907 root 1.14
3908 root 1.24 /* insert the randomitems from the change's treasurelist into
3909     * the player ref: player.c
3910     */
3911     if (change->randomitems != NULL)
3912     give_initial_items (pl, change->randomitems);
3913 root 1.14
3914 root 1.24 /* set up the face, for some races. */
3915 root 1.14
3916 root 1.24 /* first, look for the force object banning
3917     * changing the face. Certain races never change face with class.
3918     */
3919     for (walk = pl->inv; walk != NULL; walk = walk->below)
3920     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3921     flag_change_face = 0;
3922 root 1.14
3923 root 1.24 if (flag_change_face)
3924     {
3925 root 1.157 pl->face = change->face;
3926     pl->animation_id = change->animation_id;
3927     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3928 root 1.24 }
3929 root 1.14
3930 root 1.24 /* check the special case of can't use weapons */
3931     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3932     if (!strcmp (change->name, "monk"))
3933     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 root 1.14
3935 root 1.24 break;
3936     }
3937 elmex 1.1 }
3938     }
3939    
3940     /**
3941     * This handles items of type 'transformer'.
3942     * Basically those items, used with a marked item, transform both items into something
3943     * else.
3944     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3945     * Change information is contained in the 'slaying' field of the marked item.
3946     * The format is as follow: transformer:[number ]yield[;transformer:...].
3947     * This way an item can be transformed in many things, and/or many objects.
3948     * The 'slaying' field for transformer is used as verb for the action.
3949     */
3950 root 1.22 void
3951     apply_item_transformer (object *pl, object *transformer)
3952     {
3953     object *marked;
3954     object *new_item;
3955     char *find;
3956     char *separator;
3957     int yield;
3958     char got[MAX_BUF];
3959     int len;
3960    
3961     if (!pl || !transformer)
3962     return;
3963 root 1.114
3964 root 1.22 marked = find_marked_object (pl);
3965 root 1.114
3966 root 1.22 if (!marked)
3967 elmex 1.1 {
3968 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3969 root 1.22 return;
3970     }
3971 root 1.114
3972 root 1.22 if (!marked->slaying)
3973     {
3974 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3975 root 1.22 return;
3976     }
3977 root 1.114
3978 root 1.22 /* check whether they are compatible or not */
3979 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
3980     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3981 root 1.22 {
3982 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3983 root 1.22 return;
3984     }
3985 root 1.114
3986 root 1.108 find += strlen (transformer->arch->archname) + 1;
3987 root 1.22 /* Item can be used, now find how many and what it yields */
3988     if (isdigit (*(find)))
3989     {
3990     yield = atoi (find);
3991     if (yield < 1)
3992 elmex 1.1 {
3993 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3994     yield = 1;
3995 elmex 1.1 }
3996 root 1.22 }
3997     else
3998     yield = 1;
3999 elmex 1.1
4000 root 1.22 while (isdigit (*find))
4001     find++;
4002 root 1.125
4003 root 1.22 while (*find == ' ')
4004     find++;
4005 root 1.114
4006 root 1.22 memset (got, 0, MAX_BUF);
4007 root 1.114
4008 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4009 root 1.114 len = separator - find;
4010 root 1.22 else
4011 root 1.114 len = strlen (find);
4012    
4013 root 1.22 if (len > MAX_BUF - 1)
4014     len = MAX_BUF - 1;
4015 root 1.114
4016 root 1.22 strcpy (got, find);
4017     got[len] = '\0';
4018    
4019     /* Now create new item, remove used ones when required. */
4020     new_item = get_archetype (got);
4021     if (!new_item)
4022     {
4023 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4024 root 1.22 return;
4025 elmex 1.1 }
4026 root 1.29
4027 root 1.22 new_item->nrof = yield;
4028 root 1.123
4029     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4030    
4031 root 1.149 pl->insert (new_item);
4032 root 1.22 /* Eat up one item */
4033 root 1.144 marked->decrease ();
4034 root 1.114
4035 root 1.22 /* Eat one transformer if needed */
4036     if (transformer->stats.food)
4037     if (--transformer->stats.food == 0)
4038 root 1.144 transformer->decrease ();
4039 root 1.22 }
4040 root 1.123