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Revision: 1.171
Committed: Mon Sep 29 10:20:48 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.170: +15 -22 lines
Log Message:
do the same everywhere else

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.147 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.107 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.137 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.111 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.111 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.61 *
21 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.61 */
23 elmex 1.1
24 root 1.79 #include <cmath>
25    
26 elmex 1.1 #include <global.h>
27     #include <living.h>
28     #include <spells.h>
29     #include <skills.h>
30     #include <tod.h>
31    
32 root 1.51 #include <sproto.h>
33 elmex 1.1
34     /* Want this regardless of rplay. */
35     #include <sounds.h>
36    
37     /**
38     * Check if op should abort moving victim because of it's race or slaying.
39     * Returns 1 if it should abort, returns 0 if it should continue.
40     */
41 root 1.22 int
42     should_director_abort (object *op, object *victim)
43 elmex 1.1 {
44 root 1.22 int arch_flag, name_flag, race_flag;
45    
46     /* Get flags to determine what of arch, name, and race should be checked.
47     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
48     * the next is the name flag, and the last is the race flag. Also note,
49     * if subtype is set to zero, that also goes to defaults of all affecting
50     * it. Examples:
51     * subtype 1: only arch
52     * subtype 3: arch or name
53     * subtype 5: arch or race
54     * subtype 7: all three
55     */
56     if (op->subtype)
57     {
58 root 1.166 arch_flag = op->subtype & 1;
59     name_flag = op->subtype & 2;
60     race_flag = op->subtype & 4;
61 root 1.22 }
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 1.169 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 root 1.126 if (marked->msg)
120 root 1.169 buf << "The item has a story:\r" << 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 1.169 buf.printf ("You have %s.\r", long_desc (id, pl));
135 root 1.126 if (id->msg)
136 root 1.169 buf << "The item has a story:\r" << 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 root 1.171 depl->destroy (true);
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 1.171 item->destroy (true);
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 1.165 if (sign->has_dialogue ())
1266     {
1267     op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268     return;
1269     }
1270 root 1.22
1271 root 1.124 if (!sign->msg)
1272 root 1.22 {
1273 root 1.124 op->statusmsg ("Nothing is written on it.");
1274 root 1.22 return;
1275 elmex 1.1 }
1276    
1277 root 1.22 if (sign->stats.food)
1278     {
1279     if (sign->last_eat >= sign->stats.food)
1280     {
1281     if (!sign->move_on)
1282 root 1.124 op->statusmsg ("You cannot read it anymore.");
1283 root 1.120
1284 root 1.22 return;
1285 root 1.14 }
1286 elmex 1.1
1287 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1288     sign->last_eat++;
1289 elmex 1.1 }
1290    
1291 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1292     * No way to know for sure. The presumption is basically that if
1293     * move_on is zero, it needs to be manually applied (doesn't talk
1294     * to us).
1295     */
1296     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1297     {
1298 root 1.125 op->failmsg ("You are unable to read while blind!");
1299 root 1.22 return;
1300     }
1301 root 1.110
1302     if (op->contr)
1303     if (client *ns = op->contr->ns)
1304     {
1305 root 1.135 if (sign->sound)
1306     ns->play_sound (sign->sound);
1307     else if (autoapply)
1308 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1309 root 1.110
1310     if (ns->can_msg)
1311 root 1.170 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1312 root 1.110 else
1313     {
1314 root 1.165 readable_message_type *msgType = get_readable_message_type (sign);
1315 root 1.130 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316     draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 root 1.110 }
1318     }
1319 elmex 1.1 }
1320    
1321 root 1.167 static void
1322     move_apply_hole (object *trap, object *victim)
1323     {
1324     /* Hole not open? */
1325     if (trap->stats.wc > 0)
1326     return;
1327    
1328     /* Is this a multipart monster and not the head? If so, return.
1329     * Processing will happen if the head runs into the pit
1330     */
1331     if (victim->head)
1332     return;
1333    
1334     // now find all possible locations and randomly pick one
1335     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1336 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1337     : trap->range >= 2 ? SIZEOFFREE2 + 1
1338     : trap->range >= 1 ? SIZEOFFREE1 + 1
1339     : SIZEOFFREE0 + 1);
1340 root 1.167
1341     if (dir < 0)
1342     return;
1343    
1344     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345     victim->statusmsg ("You fall through the hole!", NDI_RED);
1346    
1347     transfer_ob (victim,
1348     EXIT_X (trap) + freearr_x[dir],
1349     EXIT_Y (trap) + freearr_y[dir],
1350     0, victim);
1351     }
1352    
1353 elmex 1.1 /**
1354     * 'victim' moves onto 'trap'
1355     * 'victim' leaves 'trap'
1356     * effect is determined by move_on/move_off of trap and move_type of victime.
1357     *
1358     * originator: Player, monster or other object that caused 'victim' to move
1359     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1360     * However, some types of traps require an originator to function.
1361     */
1362 root 1.22 void
1363 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1364 elmex 1.1 {
1365     static int recursion_depth = 0;
1366    
1367     /* Only exits affect DMs. */
1368 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1369 elmex 1.1 return;
1370    
1371     /* move_apply() is the most likely candidate for causing unwanted and
1372     * possibly unlimited recursion.
1373     */
1374     /* The following was changed because it was causing perfeclty correct
1375     * maps to fail. 1) it's not an error to recurse:
1376     * rune detonates, summoning monster. monster lands on nearby rune.
1377     * nearby rune detonates. This sort of recursion is expected and
1378     * proper. This code was causing needless crashes.
1379     */
1380 root 1.22 if (recursion_depth >= 500)
1381     {
1382     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1383 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1384 root 1.22 return;
1385 elmex 1.1 }
1386 root 1.110
1387 root 1.22 recursion_depth++;
1388     if (trap->head)
1389     trap = trap->head;
1390 elmex 1.1
1391 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1392     goto leave;
1393 elmex 1.1
1394 root 1.22 switch (trap->type)
1395     {
1396 root 1.23 case PLAYERMOVER:
1397     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1398     {
1399     if (!trap->stats.maxsp)
1400     trap->stats.maxsp = 2;
1401 root 1.14
1402 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1403     * should be divided by trap->speed
1404     */
1405     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1406 root 1.14
1407 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1408     * above with some objects have zero speed, and thus the player
1409     * getting permanently paralyzed.
1410     */
1411 root 1.93 if (victim->speed_left < -50.f)
1412     victim->speed_left = -50.f;
1413 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414     }
1415     goto leave;
1416 root 1.14
1417 root 1.23 case SPINNER:
1418     if (victim->direction)
1419     {
1420     victim->direction = absdir (victim->direction - trap->stats.sp);
1421     update_turn_face (victim);
1422     }
1423     goto leave;
1424 root 1.14
1425 root 1.23 case DIRECTOR:
1426     if (victim->direction && !should_director_abort (trap, victim))
1427     {
1428     victim->direction = trap->stats.sp;
1429     update_turn_face (victim);
1430     }
1431     goto leave;
1432 root 1.14
1433 root 1.23 case BUTTON:
1434     case PEDESTAL:
1435     update_button (trap);
1436     goto leave;
1437    
1438     case ALTAR:
1439     /* sacrifice victim on trap */
1440     apply_altar (trap, victim, originator);
1441     goto leave;
1442 root 1.14
1443 root 1.23 case THROWN_OBJ:
1444     if (trap->inv == NULL)
1445 root 1.22 goto leave;
1446 root 1.23 /* fallthrough */
1447 root 1.14
1448 root 1.23 case ARROW:
1449     /* bad bug: monster throw a object, make a step forwards, step on object ,
1450     * trigger this here and get hit by own missile - and will be own enemy.
1451     * Victim then is his own enemy and will start to kill herself (this is
1452     * removed) but we have not synced victim and his missile. To avoid senseless
1453     * action, we avoid hits here
1454     */
1455     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456     hit_with_arrow (trap, victim);
1457     goto leave;
1458 root 1.14
1459 root 1.23 case SPELL_EFFECT:
1460     apply_spell_effect (trap, victim);
1461     goto leave;
1462 root 1.14
1463 root 1.23 case TRAPDOOR:
1464     {
1465     int max, sound_was_played;
1466     object *ab, *ab_next;
1467 root 1.22
1468 root 1.23 if (!trap->value)
1469     {
1470     int tot;
1471 root 1.14
1472 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1473 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 root 1.143 tot += ab->head_ ()->total_weight ();
1475 root 1.14
1476 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477     goto leave;
1478 root 1.22
1479 root 1.23 SET_ANIMATION (trap, trap->value);
1480     update_object (trap, UP_OBJ_FACE);
1481     }
1482 root 1.14
1483 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1484 root 1.22 {
1485 root 1.23 /* need to set this up, since if we do transfer the object,
1486     * ab->above would be bogus
1487     */
1488     ab_next = ab->above;
1489 root 1.14
1490 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1491 root 1.22 {
1492 root 1.23 if (!sound_was_played)
1493     {
1494 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 root 1.23 sound_was_played = 1;
1496     }
1497 root 1.118
1498 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1500 root 1.14 }
1501     }
1502 root 1.22 goto leave;
1503 root 1.23 }
1504 root 1.14
1505 root 1.23 case CONVERTER:
1506     if (convert_item (victim, trap) < 0)
1507     {
1508 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 root 1.63 }
1511 root 1.14
1512 root 1.23 goto leave;
1513 root 1.14
1514 root 1.23 case TRIGGER_BUTTON:
1515     case TRIGGER_PEDESTAL:
1516     case TRIGGER_ALTAR:
1517     check_trigger (trap, victim);
1518     goto leave;
1519    
1520     case DEEP_SWAMP:
1521     walk_on_deep_swamp (trap, victim);
1522     goto leave;
1523    
1524     case CHECK_INV:
1525 elmex 1.46 check_inv (victim, trap);
1526 root 1.23 goto leave;
1527    
1528     case HOLE:
1529 root 1.167 move_apply_hole (trap, victim);
1530 root 1.23 goto leave;
1531 root 1.14
1532 root 1.23 case EXIT:
1533     if (victim->type == PLAYER && EXIT_PATH (trap))
1534     {
1535     /* Basically, don't show exits leading to random maps the
1536     * players output.
1537     */
1538 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1539 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1540 root 1.55
1541 root 1.131 trap->play_sound (trap->sound);
1542 root 1.55 victim->enter_exit (trap);
1543 root 1.23 }
1544     goto leave;
1545 root 1.14
1546 root 1.23 case ENCOUNTER:
1547     /* may be some leftovers on this */
1548     goto leave;
1549    
1550     case SHOP_MAT:
1551     apply_shop_mat (trap, victim);
1552     goto leave;
1553    
1554     /* Drop a certain amount of gold, and have one item identified */
1555     case IDENTIFY_ALTAR:
1556     apply_id_altar (victim, trap, originator);
1557     goto leave;
1558    
1559     case SIGN:
1560     if (victim->type != PLAYER && trap->stats.food > 0)
1561 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1562 root 1.23
1563     apply_sign (victim, trap, 1);
1564     goto leave;
1565    
1566     case CONTAINER:
1567 root 1.68 apply_container (victim, trap);
1568 root 1.23 goto leave;
1569    
1570     case RUNE:
1571     case TRAP:
1572     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 root 1.126 spring_trap (trap, victim);
1574 root 1.23 goto leave;
1575 root 1.14
1576 root 1.23 default:
1577     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 root 1.23 goto leave;
1580 elmex 1.1 }
1581    
1582 root 1.22 leave:
1583     recursion_depth--;
1584 elmex 1.1 }
1585    
1586     /**
1587     * Handles reading a regular (ie not containing a spell) book.
1588     */
1589 root 1.22 static void
1590     apply_book (object *op, object *tmp)
1591 elmex 1.1 {
1592 root 1.22 int lev_diff;
1593     object *skill_ob;
1594    
1595     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1596     {
1597 root 1.125 op->failmsg ("You are unable to read while blind!");
1598 root 1.22 return;
1599     }
1600 root 1.112
1601     if (!tmp->msg)
1602 root 1.22 {
1603 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1604 root 1.22 return;
1605     }
1606 elmex 1.1
1607 root 1.22 /* need a literacy skill to read stuff! */
1608     skill_ob = find_skill_by_name (op, tmp->skill);
1609     if (!skill_ob)
1610     {
1611 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));
1612 elmex 1.1 return;
1613     }
1614 root 1.112
1615 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1616     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1617     {
1618 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1619 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1620     : lev_diff < 5 ? "This book is beyond your comprehension."
1621     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1622     : lev_diff < 15 ? "This book is way beyond your comprehension."
1623     : "This book is totally beyond your comprehension.");
1624 elmex 1.1 return;
1625     }
1626    
1627 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1628    
1629 root 1.112 if (player *pl = op->contr)
1630     if (client *ns = pl->ns)
1631     if (ns->can_msg)
1632 root 1.170 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 root 1.112 else
1634     draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1635     msgType->message_type, msgType->message_subtype,
1636     "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637     long_desc (tmp, op), &tmp->msg);
1638 root 1.22
1639     /* gain xp from reading */
1640     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641     { /* only if not read before */
1642     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1643    
1644     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1645     {
1646     /*exp_gain *= 2; because they just identified it too */
1647     SET_FLAG (tmp, FLAG_IDENTIFIED);
1648 root 1.41
1649 root 1.149 if (object *pl = tmp->visible_to ())
1650     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1651 root 1.22 }
1652 root 1.41
1653 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1654     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1655 elmex 1.1 }
1656     }
1657    
1658     /**
1659     * Handles the applying of a skill scroll, calling learn_skill straight.
1660     * op is the person learning the skill, tmp is the skill scroll object
1661     */
1662 root 1.22 static void
1663     apply_skillscroll (object *op, object *tmp)
1664 elmex 1.1 {
1665 root 1.124 switch (learn_skill (op, tmp))
1666 root 1.22 {
1667 root 1.24 case 0:
1668 root 1.124 op->play_sound (sound_find ("generic_fail"));
1669 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 root 1.124 break;
1671 root 1.24
1672     case 1:
1673 root 1.144 tmp->decrease ();
1674 root 1.124 op->play_sound (sound_find ("skill_learn"));
1675     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1676     break;
1677 root 1.14
1678 root 1.24 default:
1679 root 1.144 tmp->decrease ();
1680 root 1.124 op->play_sound (sound_find ("generic_fail"));
1681 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1682 root 1.124 break;
1683 elmex 1.1 }
1684     }
1685    
1686     /**
1687     * Actually makes op learn spell.
1688     * Informs player of what happens.
1689     */
1690 root 1.22 void
1691     do_learn_spell (object *op, object *spell, int special_prayer)
1692 elmex 1.1 {
1693 root 1.22 object *tmp;
1694 elmex 1.1
1695 root 1.22 if (op->type != PLAYER)
1696     {
1697     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1698     return;
1699 elmex 1.1 }
1700    
1701 root 1.22 /* Upgrade special prayers to normal prayers */
1702     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703     {
1704     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705     {
1706     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1707     return;
1708 elmex 1.1 }
1709 root 1.22 return;
1710 elmex 1.1 }
1711    
1712 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1713    
1714 root 1.39 tmp = spell->clone ();
1715 root 1.22 insert_ob_in_ob (tmp, op);
1716    
1717     if (special_prayer)
1718 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1719 elmex 1.1
1720 root 1.22 esrv_add_spells (op->contr, tmp);
1721 elmex 1.1 }
1722    
1723     /**
1724     * Erases spell from player's inventory.
1725     */
1726 root 1.22 void
1727     do_forget_spell (object *op, const char *spell)
1728 elmex 1.1 {
1729 root 1.22 object *spob;
1730    
1731     if (op->type != PLAYER)
1732     {
1733     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1734     return;
1735     }
1736     if ((spob = check_spell_known (op, spell)) == NULL)
1737     {
1738     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739     return;
1740     }
1741 elmex 1.1
1742 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 root 1.22 player_unready_range_ob (op->contr, spob);
1744     esrv_remove_spell (op->contr, spob);
1745 root 1.171 spob->destroy (true);
1746 elmex 1.1 }
1747    
1748     /**
1749     * Handles player applying a spellbook.
1750     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751     * stuff like that. Random learning failure too.
1752     */
1753 root 1.22 static void
1754     apply_spellbook (object *op, object *tmp)
1755 elmex 1.1 {
1756 root 1.22 object *skop, *spell, *spell_skill;
1757    
1758     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759     {
1760 root 1.125 op->failmsg ("You are unable to read while blind.");
1761 root 1.22 return;
1762     }
1763    
1764     /* artifact_spellbooks have 'slaying' field point to a spell name,
1765     * instead of having their spell stored in stats.sp. These are
1766     * legacy spellbooks
1767     */
1768 root 1.114 if (tmp->slaying)
1769 root 1.22 {
1770     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1771     if (!spell)
1772     {
1773 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 root 1.22 return;
1775 root 1.14 }
1776 root 1.22 else
1777     insert_ob_in_ob (spell, tmp);
1778 root 1.114
1779     tmp->slaying = 0;
1780 root 1.22 }
1781    
1782     skop = find_skill_by_name (op, tmp->skill);
1783    
1784     /* need a literacy skill to learn spells. Also, having a literacy level
1785     * lower than the spell will make learning the spell more difficult */
1786     if (!skop)
1787     {
1788 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 root 1.22 return;
1790     }
1791    
1792     spell = tmp->inv;
1793 root 1.32
1794 root 1.22 if (!spell)
1795     {
1796     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 root 1.22 return;
1799     }
1800 root 1.31
1801 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1802 root 1.22 {
1803 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1804 root 1.22 return;
1805     }
1806    
1807 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808 root 1.22
1809     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1810 root 1.149 identify (tmp);
1811 root 1.22
1812     /* I removed the check for special_prayer_mark here - it didn't make
1813     * a lot of sense - special prayers are not found in spellbooks, and
1814     * if the player doesn't know the spell, doesn't make a lot of sense that
1815     * they would have a special prayer mark.
1816     */
1817     if (check_spell_known (op, spell->name))
1818     {
1819 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");
1820 root 1.22 return;
1821 elmex 1.1 }
1822 root 1.22
1823     if (spell->skill)
1824     {
1825     spell_skill = find_skill_by_name (op, spell->skill);
1826 root 1.25
1827 root 1.22 if (!spell_skill)
1828     {
1829 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1830 root 1.22 return;
1831 root 1.14 }
1832 root 1.25
1833 root 1.22 if (spell_skill->level < spell->level)
1834     {
1835 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1836 root 1.22 return;
1837 root 1.14 }
1838 elmex 1.1 }
1839    
1840 root 1.22 /* Logic as follows
1841     *
1842     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1843     *
1844     * 2- The learner's skill level in literacy adjusts the chance to learn
1845     * a spell.
1846     *
1847     * 3 -Automatically fail to learn if you read while confused
1848     *
1849     * Overall, chances are the same but a player will find having a high
1850     * literacy rate very useful! -b.t.
1851     */
1852     if (QUERY_FLAG (op, FLAG_CONFUSED))
1853     {
1854 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1855 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1856     }
1857     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859     {
1860 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1861 root 1.22 do_learn_spell (op, spell, 0);
1862    
1863     /* xp gain to literacy for spell learning */
1864     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1865     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1866 elmex 1.1 }
1867 root 1.22 else
1868     {
1869 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1870 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");
1871 root 1.22 }
1872 root 1.73
1873 root 1.144 tmp->decrease ();
1874 elmex 1.1 }
1875    
1876     /**
1877     * Handles applying a spell scroll.
1878     */
1879 root 1.22 void
1880     apply_scroll (object *op, object *tmp, int dir)
1881 elmex 1.1 {
1882 root 1.22 object *skop;
1883 elmex 1.1
1884 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1885     {
1886 root 1.125 op->failmsg ("You are unable to read while blind.");
1887 root 1.22 return;
1888 elmex 1.1 }
1889    
1890 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1891     {
1892 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1893 root 1.22 return;
1894 elmex 1.1 }
1895    
1896 root 1.22 if (op->type == PLAYER)
1897     {
1898     /* players need a literacy skill to read stuff! */
1899     int exp_gain = 0;
1900 elmex 1.1
1901 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1902     * should go for anything killed by the spell.
1903     */
1904     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1905 elmex 1.1
1906 root 1.22 if (!skop)
1907     {
1908 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1909 root 1.22 return;
1910     }
1911 elmex 1.1
1912 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1913     change_exp (op, exp_gain, skop->skill, 0);
1914 elmex 1.1 }
1915    
1916 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1917     identify (tmp);
1918 elmex 1.1
1919 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1920 elmex 1.1
1921 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1922 root 1.144 tmp->decrease ();
1923 elmex 1.1 }
1924    
1925     /**
1926     * Applies a treasure object - by default, chest. op
1927     * is the person doing the applying, tmp is the treasure
1928     * chest.
1929     */
1930 root 1.22 static void
1931     apply_treasure (object *op, object *tmp)
1932 elmex 1.1 {
1933 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1934 root 1.22 * for the chest is done when the chest is created, and put into the chest
1935 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1936     * prevents people from moving chests to more difficult maps to get better
1937 root 1.22 * treasure
1938     */
1939 root 1.99 object *treas = tmp->inv;
1940 root 1.22
1941 root 1.99 if (!treas)
1942 root 1.22 {
1943 root 1.124 op->statusmsg ("The chest was empty.");
1944 root 1.144 tmp->decrease ();
1945 root 1.22 return;
1946     }
1947 root 1.99
1948 root 1.22 while (tmp->inv)
1949     {
1950     treas = tmp->inv;
1951 root 1.36 treas->remove ();
1952 elmex 1.1
1953 root 1.22 treas->x = op->x;
1954     treas->y = op->y;
1955     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1956    
1957     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1958     spring_trap (treas, op);
1959 root 1.37
1960 root 1.22 /* If either player or container was destroyed, no need to do
1961 root 1.124 * further processing. I think this should be enclused with
1962 root 1.22 * spring trap above, as I don't think there is otherwise
1963 root 1.124 * any way for the treasure chest or player to get killed.
1964 root 1.22 */
1965 root 1.29 if (op->destroyed () || tmp->destroyed ())
1966 root 1.22 break;
1967 elmex 1.1 }
1968    
1969 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1970 root 1.171 tmp->decrease (true);
1971 elmex 1.1 }
1972    
1973     /**
1974     * op eats food.
1975     * If player, takes care of messages and dragon special food.
1976     */
1977 root 1.22 static void
1978     apply_food (object *op, object *tmp)
1979 elmex 1.1 {
1980 root 1.22 int capacity_remaining;
1981 elmex 1.1
1982 root 1.22 if (op->type != PLAYER)
1983     op->stats.hp = op->stats.maxhp;
1984     else
1985     {
1986 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1987 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 root 1.14 ;
1989 root 1.22 else
1990     {
1991     /* usual case - no dragon meal: */
1992     if (op->stats.food + tmp->stats.food > 999)
1993     {
1994     if (tmp->type == FOOD || tmp->type == FLESH)
1995 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1996 root 1.22 else
1997 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 root 1.22 }
1999    
2000 root 1.132 tmp->play_sound (
2001     tmp->sound
2002     ? tmp->sound
2003     : tmp->type == DRINK
2004     ? sound_find ("eat_drink")
2005     : sound_find ("eat_food")
2006     );
2007    
2008 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009     {
2010 root 1.124 const char *buf;
2011 root 1.22
2012     if (!is_dragon_pl (op))
2013     {
2014     /* eating message for normal players */
2015     if (tmp->type == DRINK)
2016 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 root 1.22 else
2018 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 root 1.22 }
2020     else
2021 root 1.124 /* eating message for dragon players */
2022     buf = format ("The %s tasted terrible!", &tmp->name);
2023    
2024     op->statusmsg (buf);
2025 root 1.22
2026     capacity_remaining = 999 - op->stats.food;
2027     op->stats.food += tmp->stats.food;
2028     if (capacity_remaining < tmp->stats.food)
2029     op->stats.hp += capacity_remaining / 50;
2030     else
2031     op->stats.hp += tmp->stats.food / 50;
2032 root 1.124
2033 root 1.22 if (op->stats.hp > op->stats.maxhp)
2034     op->stats.hp = op->stats.maxhp;
2035     if (op->stats.food > 999)
2036     op->stats.food = 999;
2037     }
2038 root 1.14
2039 root 1.22 /* special food hack -b.t. */
2040     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041     eat_special_food (op, tmp);
2042     }
2043 elmex 1.1 }
2044 root 1.114
2045 root 1.22 handle_apply_yield (tmp);
2046 root 1.144 tmp->decrease ();
2047 elmex 1.1 }
2048    
2049     /**
2050     * A dragon is eating some flesh. If the flesh contains resistances,
2051     * there is a chance for the dragon's skin to get improved.
2052     *
2053     * attributes:
2054     * object *op the object (dragon player) eating the flesh
2055     * object *meal the flesh item, getting chewed in dragon's mouth
2056     * return:
2057     * int 1 if eating successful, 0 if it doesn't work
2058     */
2059 root 1.22 int
2060     dragon_eat_flesh (object *op, object *meal)
2061     {
2062     object *skin = NULL; /* pointer to dragon skin force */
2063     object *abil = NULL; /* pointer to dragon ability force */
2064     object *tmp = NULL; /* tmp. object */
2065    
2066 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2067 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2068     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2069     double mbonus = 0; /* monster bonus */
2070 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 root 1.22 int winners = 0; /* number of winners */
2072 elmex 1.1 int i; /* index */
2073 root 1.22
2074 elmex 1.1 /* let's make sure and doublecheck the parameters */
2075 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2076 elmex 1.1 return 0;
2077 root 1.22
2078 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079     from the player's inventory */
2080 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2081     if (tmp->type == FORCE)
2082 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2083 root 1.60 skin = tmp;
2084 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2085 root 1.60 abil = tmp;
2086 root 1.22
2087 elmex 1.1 /* if either skin or ability are missing, this is an old player
2088     which is not to be considered a dragon -> bail out */
2089 root 1.22 if (skin == NULL || abil == NULL)
2090     return 0;
2091    
2092 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2093 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2094 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2095     else
2096 root 1.22 op->stats.hp += meal->stats.food / 50;
2097 root 1.124
2098 root 1.22 if (op->stats.hp > op->stats.maxhp)
2099     op->stats.hp = op->stats.maxhp;
2100    
2101     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2102    
2103     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104    
2105 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2106 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2107     {
2108     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109     {
2110     /* got positive resistance, now calculate improvement chance (0-100) */
2111    
2112     /* this bonus makes resistance increase easier at lower levels */
2113     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2114     if (i == abil->stats.exp)
2115     bonus += 5; /* additional bonus for resistance of ability-focus */
2116    
2117     /* monster bonus increases with level, because high-level
2118     flesh is too rare */
2119     mbonus = op->level * 20. / ((double) settings.max_level);
2120    
2121     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122     ((double) settings.max_level)) - skin->resist[i];
2123    
2124     if (chance >= 0.)
2125     chance += 1.;
2126     else
2127     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128    
2129     /* chance is proportional to amount of resistance (max. 50) */
2130     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2131    
2132     /* doubled chance for resistance of ability-focus */
2133     if (i == abil->stats.exp)
2134     chance = MIN (100., chance * 2.);
2135    
2136     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2138 root 1.22 {
2139     atnr_winner[winners] = i;
2140     winners++;
2141     }
2142    
2143     if (chance >= 0.01)
2144     totalchance *= 1 - chance / 100;
2145    
2146     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2147     }
2148 elmex 1.1 }
2149 root 1.22
2150 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2151 root 1.22 totalchance = 100 - totalchance * 100;
2152 root 1.124
2153 elmex 1.1 /* print message according to totalchance */
2154 root 1.124 const char *buf;
2155 elmex 1.1 if (totalchance > 50.)
2156 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2157 elmex 1.1 else if (totalchance > 10.)
2158 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2159 elmex 1.1 else if (totalchance > 1.)
2160 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2161 elmex 1.1 else if (totalchance > 0.1)
2162 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2163 elmex 1.1 else if (totalchance >= 0.01)
2164 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2165 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2166 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2167 root 1.22 else
2168 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2169    
2170     op->statusmsg (buf);
2171 root 1.22
2172 elmex 1.1 /* now choose a winner if we have any */
2173     i = -1;
2174 root 1.22 if (winners > 0)
2175     i = atnr_winner[RANDOM () % winners];
2176    
2177     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178     {
2179     /* resistance increased! */
2180     skin->resist[i]++;
2181 root 1.51 op->update_stats ();
2182 root 1.22
2183 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2184 root 1.22 }
2185    
2186 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2187     into the ability_force and it will take effect on next level */
2188 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2189     {
2190     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2191    
2192     if (meal->last_eat != abil->stats.exp)
2193 root 1.124 op->statusmsg (format (
2194 root 1.125 "Your metabolism prepares to focus on %s!\n"
2195     "The change will happen at level %d.",
2196     change_resist_msg[meal->last_eat],
2197     abil->level + 1
2198 root 1.124 ));
2199 root 1.22 else
2200     {
2201 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2202 root 1.22 abil->last_eat = 0;
2203     }
2204 elmex 1.1 }
2205 root 1.124
2206 elmex 1.1 return 1;
2207     }
2208    
2209     /**
2210     * Handles applying an improve armor scroll.
2211     * Does some sanity checks, then calls improve_armour.
2212     */
2213 root 1.22 static void
2214     apply_armour_improver (object *op, object *tmp)
2215 elmex 1.1 {
2216 root 1.22 object *armor;
2217 elmex 1.1
2218 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2219 root 1.22 {
2220 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2221 root 1.22 return;
2222 elmex 1.1 }
2223 root 1.51
2224 root 1.22 armor = find_marked_object (op);
2225 root 1.51
2226 root 1.22 if (!armor)
2227     {
2228 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.");
2229 elmex 1.1 return;
2230     }
2231 root 1.51
2232 root 1.22 if (armor->type != ARMOUR
2233     && armor->type != CLOAK
2234     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2235 elmex 1.1 {
2236 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2237 root 1.22 return;
2238 elmex 1.1 }
2239    
2240 root 1.124 op->statusmsg ("Applying armour enchantment.");
2241 root 1.22 improve_armour (op, tmp, armor);
2242 elmex 1.1 }
2243    
2244 root 1.151 void
2245 root 1.22 apply_poison (object *op, object *tmp)
2246 elmex 1.1 {
2247 root 1.158 // need to do it now when it is still on the map
2248     handle_apply_yield (tmp);
2249    
2250 root 1.151 object *poison = tmp->split (1);
2251    
2252 root 1.22 if (op->type == PLAYER)
2253     {
2254 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2255 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2256 root 1.151 op->contr->killer = poison;
2257 elmex 1.1 }
2258 root 1.114
2259 root 1.151 if (poison->stats.hp > 0)
2260 root 1.22 {
2261 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2262     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2263 elmex 1.1 }
2264 root 1.114
2265 root 1.22 op->stats.food -= op->stats.food / 4;
2266 root 1.171 poison->destroy (true);
2267 elmex 1.1 }
2268    
2269     /**
2270 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2271 elmex 1.1 * A valid 2 way exit means:
2272     * -You can come back (there is another exit at the other side)
2273     * -You are
2274 root 1.44 * ° the owner of the exit
2275     * ° or in the same party as the owner
2276 elmex 1.1 *
2277     * Note: a owner in a 2 way exit is saved as the owner's name
2278     * in the field exit->name cause the field exit->owner doesn't
2279     * survive in the swapping (in fact the whole exit doesn't survive).
2280     */
2281 root 1.22 int
2282     is_legal_2ways_exit (object *op, object *exit)
2283     {
2284     if (exit->stats.exp != 1)
2285     return 1; /*This is not a 2 way, so it is legal */
2286 root 1.52
2287 root 1.55 #if 0 //TODO
2288 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2289     return 0; /* This is a reset town portal */
2290 root 1.55 #endif
2291    
2292 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293    
2294 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2295 root 1.52
2296 root 1.22 if (exitmap)
2297     {
2298 root 1.58 exitmap->load_sync ();
2299    
2300     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301 root 1.52
2302 root 1.22 if (!tmp)
2303     return 0;
2304 root 1.52
2305 root 1.58 for (; tmp; tmp = tmp->above)
2306 root 1.22 {
2307     if (tmp->type != EXIT)
2308     continue; /*Not an exit */
2309 root 1.52
2310 root 1.22 if (!EXIT_PATH (tmp))
2311     continue; /*Not a valid exit */
2312 root 1.52
2313 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314     continue; /*Not in the same place */
2315 root 1.52
2316 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2317 root 1.22 continue; /*Not in the same map */
2318    
2319     /* From here we have found the exit is valid. However we do
2320     * here the check of the exit owner. It is important for the
2321     * town portals to prevent strangers from visiting your appartments
2322     */
2323     if (!exit->race)
2324     return 1; /*No owner, free for all! */
2325 root 1.52
2326 root 1.58 object *exit_owner = 0;
2327 root 1.52
2328     for_all_players (pp)
2329 root 1.22 {
2330     if (!pp->ob)
2331     continue;
2332 root 1.52
2333 root 1.22 if (pp->ob->name != exit->race)
2334     continue;
2335 root 1.52
2336 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2337     break;
2338     }
2339 root 1.52
2340 root 1.22 if (!exit_owner)
2341     return 0; /* No more owner */
2342 root 1.52
2343 root 1.22 if (exit_owner->contr == op->contr)
2344     return 1; /*It is your exit */
2345 root 1.52
2346 root 1.22 if (exit_owner && /*There is a owner */
2347     (op->contr) && /*A player tries to pass */
2348     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2349     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2350     return 0;
2351 root 1.52
2352 root 1.22 return 1;
2353     }
2354     }
2355 root 1.52
2356 root 1.22 return 0;
2357     }
2358 elmex 1.1
2359     /**
2360     * Main apply handler.
2361     *
2362     * Checks for unpaid items before applying.
2363     *
2364     * Return value:
2365     * 0: player or monster can't apply objects of that type
2366     * 1: has been applied, or there was an error applying the object
2367     * 2: objects of that type can't be applied if not in inventory
2368     *
2369     * op is the object that is causing object to be applied, tmp is the object
2370     * being applied.
2371     *
2372     * aflag is special (always apply/unapply) flags. Nothing is done with
2373     * them in this function - they are passed to apply_special
2374     */
2375 root 1.22 int
2376     manual_apply (object *op, object *tmp, int aflag)
2377 elmex 1.1 {
2378 root 1.156 tmp = tmp->head_ ();
2379 elmex 1.1
2380 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381     {
2382     if (op->type == PLAYER)
2383     {
2384 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 root 1.22 return 1;
2386     }
2387     else
2388 root 1.51 return 0; /* monsters just skip unpaid items */
2389 elmex 1.1 }
2390    
2391 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392     return RESULT_INT (0);
2393 root 1.8
2394 root 1.22 switch (tmp->type)
2395     {
2396 root 1.24 case CF_HANDLE:
2397 root 1.118 op->play_sound (sound_find ("turn_handle"));
2398 root 1.124 op->statusmsg ("You turn the handle.");
2399 root 1.24 tmp->value = tmp->value ? 0 : 1;
2400     SET_ANIMATION (tmp, tmp->value);
2401     update_object (tmp, UP_OBJ_FACE);
2402     push_button (tmp);
2403     return 1;
2404 root 1.14
2405 root 1.24 case TRIGGER:
2406     if (check_trigger (tmp, op))
2407     {
2408 root 1.124 op->statusmsg ("You turn the handle.");
2409 root 1.118 op->play_sound (sound_find ("turn_handle"));
2410 root 1.24 }
2411     else
2412 root 1.125 op->failmsg ("The handle doesn't move.");
2413 root 1.57
2414 root 1.24 return 1;
2415 root 1.14
2416 root 1.24 case EXIT:
2417     if (op->type != PLAYER)
2418     return 0;
2419 root 1.57
2420 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 root 1.24 else
2423     {
2424     /* Don't display messages for random maps. */
2425 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2427 root 1.57
2428 root 1.55 op->enter_exit (tmp);
2429 root 1.24 }
2430 root 1.85
2431 root 1.24 return 1;
2432 root 1.14
2433 root 1.122 case INSCRIBABLE:
2434 root 1.124 op->statusmsg (tmp->msg);
2435 root 1.122 // maybe show a spell menu to chose from or something like that
2436     return 1;
2437    
2438 root 1.24 case SIGN:
2439     apply_sign (op, tmp, 0);
2440     return 1;
2441 root 1.14
2442 root 1.24 case BOOK:
2443     if (op->type == PLAYER)
2444     {
2445     apply_book (op, tmp);
2446     return 1;
2447     }
2448     else
2449 root 1.85 return 0;
2450 root 1.14
2451 root 1.24 case SKILLSCROLL:
2452     if (op->type == PLAYER)
2453     {
2454     apply_skillscroll (op, tmp);
2455     return 1;
2456     }
2457 root 1.85 else
2458     return 0;
2459 root 1.14
2460 root 1.24 case SPELLBOOK:
2461     if (op->type == PLAYER)
2462     {
2463     apply_spellbook (op, tmp);
2464     return 1;
2465     }
2466 root 1.85 else
2467     return 0;
2468 root 1.14
2469 root 1.24 case SCROLL:
2470     apply_scroll (op, tmp, 0);
2471     return 1;
2472 root 1.14
2473 root 1.24 case POTION:
2474 root 1.85 apply_potion (op, tmp);
2475 root 1.24 return 1;
2476 root 1.14
2477 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 root 1.68 //TODO: remove, as it is unsed?
2479 root 1.24 case CLOSE_CON:
2480 root 1.68 apply_container (op, tmp->env);
2481 root 1.24 return 1;
2482 root 1.14
2483 root 1.24 case CONTAINER:
2484 root 1.68 apply_container (op, tmp);
2485 root 1.24 return 1;
2486 root 1.14
2487 root 1.24 case TREASURE:
2488     if (op->type == PLAYER)
2489     {
2490     apply_treasure (op, tmp);
2491     return 1;
2492     }
2493     else
2494 root 1.68 return 0;
2495 root 1.14
2496 root 1.24 case WEAPON:
2497     case ARMOUR:
2498     case BOOTS:
2499     case GLOVES:
2500     case AMULET:
2501     case GIRDLE:
2502     case BRACERS:
2503     case SHIELD:
2504     case HELMET:
2505     case RING:
2506     case CLOAK:
2507     case WAND:
2508     case ROD:
2509     case HORN:
2510     case SKILL:
2511     case BOW:
2512     case LAMP:
2513     case BUILDER:
2514     case SKILL_TOOL:
2515     if (tmp->env != op)
2516     return 2; /* not in inventory */
2517 root 1.79
2518     apply_special (op, tmp, aflag);
2519 root 1.24 return 1;
2520 root 1.14
2521 root 1.24 case DRINK:
2522     case FOOD:
2523     case FLESH:
2524     apply_food (op, tmp);
2525     return 1;
2526 root 1.14
2527 root 1.24 case POISON:
2528     apply_poison (op, tmp);
2529     return 1;
2530 root 1.14
2531 root 1.24 case SAVEBED:
2532 root 1.51 return 1;
2533 root 1.14
2534 root 1.24 case ARMOUR_IMPROVER:
2535     if (op->type == PLAYER)
2536     {
2537     apply_armour_improver (op, tmp);
2538     return 1;
2539     }
2540     else
2541 root 1.51 return 0;
2542 root 1.14
2543 root 1.24 case WEAPON_IMPROVER:
2544 root 1.85 check_improve_weapon (op, tmp);
2545 root 1.24 return 1;
2546 root 1.14
2547 root 1.24 case CLOCK:
2548     if (op->type == PLAYER)
2549     {
2550     char buf[MAX_BUF];
2551     timeofday_t tod;
2552 root 1.22
2553 root 1.24 get_tod (&tod);
2554 root 1.118 op->play_sound (sound_find ("sound_clock"));
2555 root 1.124 op->statusmsg (format (
2556 root 1.125 "It is %d minute%s past %d o'clock %s",
2557     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 root 1.124 ));
2560 root 1.24 return 1;
2561     }
2562     else
2563 root 1.85 return 0;
2564 root 1.14
2565 root 1.24 case MENU:
2566     if (op->type == PLAYER)
2567     {
2568 elmex 1.75 shop_listing (tmp, op);
2569 root 1.24 return 1;
2570     }
2571     else
2572 root 1.85 return 0;
2573 elmex 1.1
2574 root 1.24 case POWER_CRYSTAL:
2575     apply_power_crystal (op, tmp); /* see egoitem.c */
2576     return 1;
2577 root 1.14
2578 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2579     if (op->type == PLAYER)
2580     {
2581     apply_lighter (op, tmp);
2582     return 1;
2583     }
2584     else
2585 root 1.85 return 0;
2586 root 1.14
2587 root 1.24 case ITEM_TRANSFORMER:
2588     apply_item_transformer (op, tmp);
2589     return 1;
2590 root 1.14
2591 root 1.24 default:
2592     return 0;
2593 elmex 1.1 }
2594     }
2595    
2596     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2597     * messages as needed by player_apply_below(). But there can still be
2598     * "but you are floating high above the ground" messages.
2599     *
2600     * Same return value as apply() function.
2601     */
2602 root 1.22 int
2603     player_apply (object *pl, object *op, int aflag, int quiet)
2604 elmex 1.1 {
2605 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 root 1.22 {
2607     /* player is flying and applying object not in inventory */
2608     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609     {
2610 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2611     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612     "or waiting till the levitation effect wears off.>");
2613 root 1.22 return 0;
2614 root 1.14 }
2615 elmex 1.1 }
2616    
2617 root 1.22 pl->contr->last_used = op;
2618 elmex 1.1
2619 root 1.157 int tmp = manual_apply (pl, op, aflag);
2620    
2621 root 1.22 if (!quiet)
2622     {
2623     if (tmp == 0)
2624 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 root 1.22 else if (tmp == 2)
2626 elmex 1.138 pl->failmsg ("You must get it first!\n");
2627 elmex 1.1 }
2628 root 1.114
2629 root 1.22 return tmp;
2630 elmex 1.1 }
2631    
2632     /**
2633     * player_apply_below attempts to apply the object 'below' the player.
2634     * If the player has an open container, we use that for below, otherwise
2635     * we use the ground.
2636     */
2637 root 1.22 void
2638     player_apply_below (object *pl)
2639 elmex 1.1 {
2640 root 1.68 int floors = 0;
2641 root 1.22
2642     /* If using a container, set the starting item to be the top
2643     * item in the container. Otherwise, use the map.
2644 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2645 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2646     * next object in the stack before applying. This is can only be a
2647     * problem if player_apply() has a bug in that it uses the object but does
2648     * not return a proper value.
2649     */
2650 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 root 1.22 {
2652     next = tmp->below;
2653 root 1.68
2654 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655     floors++;
2656     else if (floors > 0)
2657     return; /* process only floor objects after first floor object */
2658    
2659     /* If it is visible, player can apply it. If it is applied by
2660     * person moving on it, also activate. Added code to make it
2661     * so that at least one of players movement types be that which
2662     * the item needs.
2663     */
2664     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665     {
2666     if (player_apply (pl, tmp, 0, 1) == 1)
2667     return;
2668 elmex 1.1 }
2669 root 1.22 if (floors >= 2)
2670     return; /* process at most two floor objects */
2671 elmex 1.1 }
2672     }
2673    
2674     /**
2675     * Unapplies specified item.
2676     * No check done on cursed/damned.
2677     * Break this out of apply_special - this is just done
2678     * to keep the size of apply_special to a more managable size.
2679     */
2680 root 1.22 static int
2681     unapply_special (object *who, object *op, int aflags)
2682 elmex 1.1 {
2683 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 root 1.22 return RESULT_INT (0);
2686 root 1.12
2687 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2688 root 1.76
2689 root 1.22 switch (op->type)
2690     {
2691 root 1.96 case SKILL_TOOL:
2692     // unapplying a skill tool should also unapply the skill it governs
2693     // but this is hard, as it shouldn't do so when the skill can
2694     // be used for other reasons
2695     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696     if (tmp->skill == op->skill
2697     && tmp->type == SKILL
2698     && tmp->flag [FLAG_APPLIED]
2699     && !tmp->flag [FLAG_CAN_USE_SKILL])
2700     unapply_special (who, tmp, 0);
2701    
2702     change_abil (who, op);
2703     break;
2704    
2705 root 1.24 case WEAPON:
2706 root 1.105 if (player *pl = who->contr)
2707     if (op == pl->combat_ob)
2708     {
2709     pl->combat_ob = 0;
2710     who->change_weapon (pl->ranged_ob);
2711     }
2712    
2713 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714 elmex 1.1
2715 root 1.79 change_abil (who, op);
2716     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 root 1.24 break;
2718 root 1.14
2719 root 1.96 case SKILL:
2720 root 1.79 if (who->contr)
2721 root 1.24 {
2722 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2723     who->change_weapon (who->contr->combat_ob = 0);
2724     else if (IS_RANGED_SKILL (op->subtype))
2725     who->change_weapon (who->contr->ranged_ob = 0);
2726    
2727     if (op->invisible)
2728     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2729     else
2730 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2731 root 1.24 }
2732 root 1.76
2733     change_abil (who, op);
2734 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735     break;
2736 root 1.14
2737 root 1.24 case ARMOUR:
2738     case HELMET:
2739     case SHIELD:
2740     case RING:
2741     case BOOTS:
2742     case GLOVES:
2743     case AMULET:
2744     case GIRDLE:
2745     case BRACERS:
2746     case CLOAK:
2747 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 root 1.79 change_abil (who, op);
2749 root 1.24 break;
2750 root 1.79
2751 root 1.24 case LAMP:
2752 root 1.103 {
2753 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2754 root 1.29
2755 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2756     tmp2->x = op->x;
2757     tmp2->y = op->y;
2758     tmp2->map = op->map;
2759     tmp2->below = op->below;
2760     tmp2->above = op->above;
2761     tmp2->stats.food = op->stats.food;
2762     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763    
2764     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766    
2767 root 1.171 op->destroy (true);
2768 root 1.149 who->insert (tmp2);
2769 root 1.103 who->update_stats ();
2770 root 1.29
2771 root 1.149 if (who->contr)
2772 root 1.103 {
2773 root 1.149 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 root 1.103 {
2775 root 1.125 who->failmsg ("Oops, it feels deadly cold!");
2776 root 1.103 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777     }
2778     }
2779     }
2780 root 1.79
2781 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2782 root 1.76
2783 root 1.24 case BOW:
2784     case WAND:
2785     case ROD:
2786     case HORN:
2787 root 1.105 if (player *pl = who->contr)
2788     {
2789     if (op == pl->ranged_ob)
2790     {
2791     pl->ranged_ob = 0;
2792     who->change_weapon (pl->combat_ob);
2793     }
2794    
2795 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 root 1.105 }
2797 root 1.103 else
2798 root 1.24 {
2799 root 1.103 who->change_skill (0);
2800 root 1.79
2801 root 1.24 if (op->type == BOW)
2802     CLEAR_FLAG (who, FLAG_READY_BOW);
2803     else
2804     CLEAR_FLAG (who, FLAG_READY_RANGE);
2805     }
2806 root 1.76
2807 root 1.24 break;
2808 elmex 1.1
2809 root 1.24 case BUILDER:
2810 root 1.79 if (who->contr)
2811 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 root 1.24 break;
2813 elmex 1.1
2814 root 1.24 default:
2815 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 root 1.24 break;
2817 elmex 1.1 }
2818    
2819 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2820     if (object *pl = op->visible_to ())
2821     esrv_send_item (pl, op);
2822    
2823 root 1.51 who->update_stats ();
2824 elmex 1.1
2825 root 1.22 return 0;
2826 elmex 1.1 }
2827    
2828     /**
2829     * Returns the object that is using location 'loc'.
2830     * Note that 'start' is the first object to start examing - we
2831     * then go through the below of this. In this way, you can do
2832     * something like:
2833 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2834     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2835 elmex 1.1 * to find the second object that may use this location, etc.
2836     * Returns NULL if no match is found.
2837     * loc is the index into the array we are looking for a match.
2838     * don't return invisible objects unless they are skill objects
2839     * invisible other objects that use
2840     * up body locations can be used as restrictions.
2841     */
2842 root 1.84 static object *
2843 root 1.96 get_next_item_from_body_location (int loc, object *start)
2844 elmex 1.1 {
2845 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2846     if (tmp->flag [FLAG_APPLIED]
2847     && tmp->slot[loc].info
2848     && (!tmp->invisible || tmp->type == SKILL))
2849     return tmp;
2850 elmex 1.1
2851 root 1.84 return 0;
2852 elmex 1.1 }
2853    
2854     /**
2855     * 'op' wants to apply an object, but can't because of other equipment.
2856     * This should only be called when it is known
2857     * that there are objects to unapply. This makes pretty heavy
2858     * use of get_item_from_body_location. It makes no intelligent choice
2859     * on objects - rather, the first that is matched is used.
2860     * Returns 0 on success, returns 1 if there is some problem.
2861     * if aflags is AP_PRINT, we instead print out waht to unapply
2862     * instead of doing it. This is a lot less code than having
2863     * another function that does just that.
2864     */
2865 root 1.114
2866     #define CANNOT_REMOVE_CURSED \
2867     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868     "Praying over an altar, scrolls of remove curse/damnation, " \
2869     "priests or even other players might help.>"
2870    
2871 root 1.22 int
2872     unapply_for_ob (object *who, object *op, int aflags)
2873 elmex 1.1 {
2874 root 1.81 if (op->is_range ())
2875     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2877     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2878     {
2879     if (aflags & AP_PRINT)
2880 root 1.125 who->failmsg (query_name (tmp));
2881 root 1.81 else
2882     unapply_special (who, tmp, aflags);
2883     }
2884     else
2885     {
2886     /* In this case, we want to try and remove a cursed item.
2887     * While we know it won't work, we want unapply_special to
2888     * at least generate the message.
2889     */
2890 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)));
2891 root 1.81 return 1;
2892     }
2893 elmex 1.1
2894 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 root 1.22 {
2896     /* this used up a slot that we need to free */
2897 root 1.82 if (op->slot[i].info)
2898 root 1.22 {
2899 root 1.81 object *last = who->inv;
2900 root 1.14
2901 root 1.22 /* We do a while loop - may need to remove several items in order
2902     * to free up enough slots.
2903     */
2904 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2905 root 1.22 {
2906 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2907 root 1.81
2908 root 1.22 if (!tmp)
2909     {
2910 elmex 1.1 #if 0
2911 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2912     * equipped.
2913     */
2914     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2915 elmex 1.1 #endif
2916 root 1.22 return 1;
2917     }
2918 root 1.81
2919 root 1.22 /* If we are just printing, we don't care about cursed status */
2920     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2921     {
2922     if (aflags & AP_PRINT)
2923 root 1.125 who->failmsg (query_name (tmp));
2924 root 1.22 else
2925     unapply_special (who, tmp, aflags);
2926 root 1.14 }
2927 root 1.22 else
2928     {
2929     /* Cursed item that we can't unequip - tell the player.
2930     * Note this could be annoying if this is just one of a few,
2931     * so it may not be critical (eg, putting on a ring and you have
2932     * one cursed ring.)
2933     */
2934 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2935 root 1.14 }
2936 root 1.81
2937 root 1.22 last = tmp->below;
2938 root 1.14 }
2939 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2940     * return in the !tmp would have kicked in.
2941     */
2942     } /* if op is using this body location */
2943     } /* for body lcoations */
2944 root 1.81
2945 root 1.22 return 0;
2946 elmex 1.1 }
2947    
2948     /**
2949     * Checks to see if 'who' can apply object 'op'.
2950     * Returns 0 if apply can be done without anything special.
2951     * Otherwise returns a bitmask - potentially several of these may be
2952     * set, but largely depends on circumstance - in the future, processing
2953 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2954 root 1.96 * is set, do we really care what the other flags may be?)
2955 elmex 1.1 *
2956     * See include/define.h for detailed description of the meaning of
2957     * these return values.
2958     */
2959 root 1.22 int
2960     can_apply_object (object *who, object *op)
2961 elmex 1.1 {
2962 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2963     return RESULT_INT (0);
2964    
2965 root 1.78 int retval = 0;
2966     object *tmp = 0, *ws = 0;
2967 root 1.22
2968 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2969 root 1.22 {
2970 root 1.82 if (op->slot[i].info)
2971 root 1.22 {
2972     /* Item uses more slots than we have */
2973 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2974 root 1.22 {
2975 root 1.78 /* Could return now for efficiency - rest of info below isn't
2976 root 1.22 * really needed.
2977     */
2978     retval |= CAN_APPLY_NEVER;
2979     }
2980 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2981 root 1.22 {
2982     /* in this case, equipping this would use more free spots than
2983     * we have.
2984     */
2985 elmex 1.1
2986 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2987 root 1.84 * enough slots to equip the new item, then just set "can
2988     * apply unapply". We don't care about the logic below - if you have a
2989 root 1.22 * shield equipped and try to equip another shield, there is only
2990     * one choice. However, the check for the number of body locations
2991     * does take into the account cases where what is being applied
2992     * may be two handed for example.
2993     */
2994     if (ws)
2995 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2996     {
2997     retval |= CAN_APPLY_UNAPPLY;
2998     continue;
2999     }
3000 root 1.22
3001 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3002 root 1.22 if (!tmp1)
3003     {
3004 elmex 1.1 #if 0
3005 root 1.22 /* This is sort of an error, but happens a lot when old players
3006     * join in with more stuff equipped than they are now allowed.
3007     */
3008     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3009 elmex 1.1 #endif
3010 root 1.22 retval |= CAN_APPLY_NEVER;
3011     }
3012     else
3013     {
3014     /* need to unapply something. However, if this something
3015     * is different than we had found before, it means they need
3016     * to apply multiple objects
3017     */
3018     retval |= CAN_APPLY_UNAPPLY;
3019 root 1.96
3020 root 1.22 if (!tmp)
3021     tmp = tmp1;
3022     else if (tmp != tmp1)
3023 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3024    
3025 root 1.22 /* This object isn't using up all the slots, so there must
3026 root 1.78 * be another. If so, and it the new item doesn't need all
3027 root 1.22 * the slots, the player then has a choice.
3028     */
3029 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3030     && abs (op->slot[i].info) < who->slot[i].info)
3031 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3032    
3033     /* Does unequippint 'tmp1' free up enough slots for this to be
3034     * equipped? If not, there must be something else to unapply.
3035     */
3036 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3037 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3038     }
3039     } /* if not enough free slots */
3040     } /* if this object uses location i */
3041     } /* for i -> num_body_locations loop */
3042    
3043     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3044     * really be controlled by use of body locations. We do have
3045     * the weapon/shield checks, and the range checks for monsters,
3046     * because you can't control those just by body location - bows, shields,
3047     * and weapons all use the same slot. Similar for horn/rod/wand - they
3048     * all use the same location.
3049     */
3050     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3051     retval |= CAN_APPLY_RESTRICTION;
3052 root 1.76
3053 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3054     retval |= CAN_APPLY_RESTRICTION;
3055    
3056     if (who->type != PLAYER)
3057     {
3058     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3059 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3060 root 1.78
3061 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3062     retval |= CAN_APPLY_RESTRICTION;
3063 root 1.78
3064 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3065     retval |= CAN_APPLY_RESTRICTION;
3066 root 1.78
3067 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3068 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3069 elmex 1.1 }
3070 root 1.76
3071 root 1.22 return retval;
3072 elmex 1.1 }
3073    
3074     /**
3075     * who is the object using the object. It can be a monster.
3076     * op is the object they are using. op is an equipment type item,
3077     * eg, one which you put on and keep on for a while, and not something
3078     * like a potion or scroll.
3079     *
3080     * function returns 1 if the action could not be completed, 0 on
3081     * success. However, success is a matter of meaning - if the
3082     * user passes the 'apply' flag to an object already applied,
3083     * nothing is done, and 0 is returned.
3084     *
3085     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3086     * AP_UNAPPLY=always unapply).
3087     *
3088     * Optional flags:
3089     * AP_NO_MERGE: don't merge an unapplied object with other objects
3090     * AP_IGNORE_CURSE: unapply cursed items
3091 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3092 elmex 1.1 *
3093     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3094     *
3095     * apply_special() doesn't check for unpaid items.
3096     */
3097 root 1.114
3098     #define LACK_ITEM_POWER \
3099     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100    
3101 root 1.22 int
3102     apply_special (object *who, object *op, int aflags)
3103 elmex 1.1 {
3104 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3105     object *tmp, *tmp2, *skop = NULL;
3106 elmex 1.1
3107 root 1.22 if (who == NULL)
3108     {
3109     LOG (llevError, "apply_special() from object without environment.\n");
3110     return 1;
3111 elmex 1.1 }
3112    
3113 root 1.22 if (op->env != who)
3114     return 1; /* op is not in inventory */
3115 elmex 1.1
3116 root 1.22 /* trying to unequip op */
3117     if (QUERY_FLAG (op, FLAG_APPLIED))
3118     {
3119     /* always apply, so no reason to unapply */
3120     if (basic_flag == AP_APPLY)
3121     return 0;
3122    
3123     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3124     {
3125 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3126 root 1.22 return 1;
3127 root 1.14 }
3128 root 1.78
3129 root 1.22 return unapply_special (who, op, aflags);
3130 elmex 1.1 }
3131 root 1.159 else if (basic_flag == AP_UNAPPLY)
3132 root 1.22 return 0;
3133 elmex 1.1
3134 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3135     // to resolve conflicts.
3136     if (player *pl = who->contr)
3137 root 1.95 switch (op->slottype ())
3138 root 1.90 {
3139 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3141 root 1.90 }
3142    
3143 root 1.104 splay (op);
3144    
3145 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3146 root 1.78 if (int i = can_apply_object (who, op))
3147 root 1.22 {
3148     if (i & CAN_APPLY_NEVER)
3149     {
3150 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)));
3151 root 1.22 return 1;
3152     }
3153     else if (i & CAN_APPLY_RESTRICTION)
3154     {
3155 root 1.125 who->failmsg (format (
3156     "You have a prohibition against using a %s. "
3157     "H<Your belief, profession or class prevents you from applying this item.>",
3158     query_name (op)
3159     ));
3160 root 1.22 return 1;
3161     }
3162 root 1.78
3163 root 1.22 if (who->type != PLAYER)
3164     {
3165     /* Some error, so don't try to equip something more */
3166     if (unapply_for_ob (who, op, aflags))
3167 root 1.14 return 1;
3168     }
3169 root 1.22 else
3170     {
3171     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3172     {
3173 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3174 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3175     return 1;
3176     }
3177     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3178 root 1.81 if (unapply_for_ob (who, op, aflags))
3179     return 1;
3180 root 1.14 }
3181 elmex 1.1 }
3182 root 1.55
3183 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184     {
3185     skop = find_skill_by_name (who, op->skill);
3186 root 1.78
3187 root 1.22 if (!skop)
3188     {
3189 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3190 root 1.22 return 1;
3191     }
3192     else
3193 root 1.76 /* While experience will be credited properly, we want to change the
3194     * skill so that the dam and wc get updated
3195     */
3196 root 1.101 who->change_skill (skop);
3197 elmex 1.1 }
3198 root 1.22
3199 root 1.78 if (who->type == PLAYER
3200     && op->item_power
3201     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 root 1.22 {
3203 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 root 1.22 return 1;
3205 elmex 1.1 }
3206    
3207 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3208     * Note that we don't have the checks for can_use_...
3209     * below - that is already taken care of by can_apply_object.
3210     */
3211 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 root 1.22
3213     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214     return RESULT_INT (0);
3215    
3216     switch (op->type)
3217     {
3218 root 1.24 case WEAPON:
3219     if (!check_weapon_power (who, op->last_eat))
3220     {
3221 root 1.157 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3222 root 1.79
3223 root 1.78 if (tmp)
3224     insert_ob_in_ob (tmp, who);
3225 root 1.79
3226 root 1.24 return 1;
3227     }
3228 root 1.65
3229 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3230 root 1.78 // i.e. "R" can use Ragnarok's sword.
3231 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3232     {
3233     /* if the weapon does not have the name as the character, can't use it. */
3234     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3236 root 1.65
3237     if (tmp)
3238     insert_ob_in_ob (tmp, who);
3239    
3240 root 1.24 return 1;
3241     }
3242 root 1.65
3243 root 1.80 if (!skop)
3244     {
3245 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3246 root 1.80 return 1;
3247     }
3248    
3249 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3250 root 1.101 who->change_skill (skop);
3251 root 1.76
3252 root 1.79 if (who->contr)
3253 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3254 root 1.78
3255 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3256 root 1.14
3257 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3258 root 1.76 change_abil (who, op);
3259 root 1.24 break;
3260 root 1.14
3261 root 1.24 case ARMOUR:
3262     case HELMET:
3263     case SHIELD:
3264     case BOOTS:
3265     case GLOVES:
3266     case GIRDLE:
3267     case BRACERS:
3268     case CLOAK:
3269     case RING:
3270     case AMULET:
3271     SET_FLAG (op, FLAG_APPLIED);
3272 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 root 1.76 change_abil (who, op);
3274 root 1.24 break;
3275 root 1.76
3276 root 1.24 case LAMP:
3277     if (op->stats.food < 1)
3278     {
3279 root 1.125 who->failmsg (format (
3280     "Your %s is out of fuel! "
3281     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282     &op->name
3283     ));
3284 root 1.24 return 1;
3285     }
3286 root 1.76
3287 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3288    
3289 root 1.24 tmp2 = arch_to_object (op->other_arch);
3290     tmp2->stats.food = op->stats.food;
3291     SET_FLAG (tmp2, FLAG_APPLIED);
3292 root 1.76
3293 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295 root 1.76
3296 root 1.149 who->insert (tmp2);
3297 root 1.24
3298     /* Remove the old lantern */
3299 root 1.171 op->destroy (true);
3300 root 1.22
3301 root 1.24 /* insert the portion that was split off */
3302 root 1.76 if (tmp)
3303 root 1.149 who->insert (tmp);
3304 root 1.76
3305 root 1.51 who->update_stats ();
3306 root 1.76
3307 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 root 1.81 if (who->type == PLAYER)
3309     {
3310 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.>");
3311 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312     }
3313 root 1.76
3314 root 1.24 return 0;
3315 root 1.14
3316 root 1.96 case SKILL_TOOL:
3317     // applying a skill tool also readies the skill
3318     SET_FLAG (op, FLAG_APPLIED);
3319    
3320 root 1.101 if (!(aflags & AP_NO_READY))
3321 root 1.24 {
3322 root 1.101 skop = find_skill_by_name (who, op->skill);
3323     if (!skop->flag [FLAG_APPLIED])
3324     apply_special (who, skop, AP_APPLY);
3325 root 1.24 }
3326 root 1.101 break;
3327 root 1.76
3328 root 1.101 case SKILL:
3329 root 1.79 if (player *pl = who->contr)
3330 root 1.24 {
3331 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3332     {
3333 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 root 1.79 {
3335     for (object *item = who->inv; item; item = item->below)
3336     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337     {
3338 root 1.101 if (item->skill == op->skill)
3339     {
3340     who->change_weapon (pl->combat_ob = item);
3341     goto found_weapon;
3342     }
3343 root 1.79 }
3344    
3345 root 1.125 who->failmsg (format (
3346     "You need to apply a '%s' melee weapon before readying this skill. "
3347     "H<Some skills need an item, in this case a melee weapon, to function.>",
3348     &op->skill
3349     ));
3350 root 1.79 return 1;
3351    
3352     found_weapon:;
3353     }
3354     else
3355 root 1.90 who->change_weapon (pl->combat_ob = op);
3356 root 1.79 }
3357     else if (IS_RANGED_SKILL (op->subtype))
3358     {
3359 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3360 root 1.79 {
3361     for (object *item = who->inv; item; item = item->below)
3362     if (item->type == BOW && item->flag [FLAG_APPLIED])
3363     {
3364 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3365 root 1.90 who->change_weapon (pl->ranged_ob = item);
3366 root 1.79 goto found_bow;
3367     }
3368    
3369 root 1.125 who->failmsg (
3370     "You need to apply a missile weapon before readying this skill. "
3371     "H<Some skills need an item, in this case a missile weapon, to function.>"
3372     );
3373 root 1.79 return 1;
3374    
3375     found_bow:;
3376     }
3377     else
3378 root 1.90 who->change_weapon (pl->ranged_ob = op);
3379 root 1.79 }
3380 root 1.76
3381 root 1.24 if (!op->invisible)
3382     {
3383 root 1.125 who->statusmsg (format (
3384     "You ready %s."
3385     "You can now use the skill: %s.",
3386     query_name (op),
3387     &op->skill
3388     ));
3389 root 1.24 }
3390     else
3391 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3392 root 1.24 }
3393 root 1.101 else
3394     {
3395     SET_FLAG (op, FLAG_APPLIED);
3396     change_abil (who, op);
3397     who->chosen_skill = op;
3398     SET_FLAG (who, FLAG_READY_SKILL);
3399     }
3400 root 1.76
3401 root 1.24 break;
3402 root 1.22
3403 root 1.24 case BOW:
3404     if (!check_weapon_power (who, op->last_eat))
3405     {
3406 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407 root 1.76
3408     if (tmp)
3409     insert_ob_in_ob (tmp, who);
3410    
3411 root 1.24 return 1;
3412     }
3413 root 1.76
3414 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415     {
3416 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3417 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3418 root 1.81 if (tmp)
3419 root 1.76 insert_ob_in_ob (tmp, who);
3420    
3421 root 1.24 return 1;
3422     }
3423 root 1.76
3424     /*FALLTHROUGH*/
3425     case WAND:
3426 root 1.24 case ROD:
3427     case HORN:
3428     /* check for skill, alter player status */
3429 root 1.78
3430     if (!skop)
3431 root 1.80 {
3432 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3433 root 1.80 return 1;
3434     }
3435    
3436     SET_FLAG (op, FLAG_APPLIED);
3437 root 1.101 who->change_skill (skop);
3438 root 1.22
3439 root 1.79 if (who->contr)
3440 root 1.24 {
3441 root 1.79 who->contr->ranged_ob = op;
3442 root 1.78
3443 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3444 root 1.76
3445 root 1.24 if (op->type == BOW)
3446     {
3447 root 1.79 who->current_weapon = op;
3448 root 1.76 change_abil (who, op);
3449 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 root 1.24 }
3451     }
3452     else
3453     {
3454     if (op->type == BOW)
3455     SET_FLAG (who, FLAG_READY_BOW);
3456     else
3457     SET_FLAG (who, FLAG_READY_RANGE);
3458     }
3459 root 1.76
3460 root 1.24 break;
3461 elmex 1.1
3462 root 1.24 case BUILDER:
3463 root 1.76 if (who->type == PLAYER)
3464     {
3465 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3466 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3467     unapply_special (who, who->contr->ranged_ob, 0);
3468    
3469 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 root 1.76
3471 root 1.79 who->contr->ranged_ob = op;
3472 root 1.76 }
3473 root 1.24 break;
3474 elmex 1.1
3475 root 1.24 default:
3476 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3477     }
3478 root 1.22
3479     SET_FLAG (op, FLAG_APPLIED);
3480 elmex 1.1
3481 root 1.79 if (tmp)
3482 root 1.149 who->insert (tmp);
3483 elmex 1.1
3484 root 1.51 who->update_stats ();
3485 elmex 1.1
3486 root 1.22 /* We exclude spell casting objects. The fire code will set the
3487     * been applied flag when they are used - until that point,
3488     * you don't know anything about them.
3489     */
3490     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3491     SET_FLAG (op, FLAG_BEEN_APPLIED);
3492    
3493     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 root 1.114 if (who->type == PLAYER)
3495     {
3496 root 1.125 who->failmsg (
3497     "Oops, it feels deadly cold! "
3498     "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3499     );
3500 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501     }
3502 root 1.76
3503 root 1.149 if (object *pl = op->visible_to ())
3504     esrv_send_item (pl, op);
3505 root 1.76
3506 root 1.22 return 0;
3507 elmex 1.1 }
3508    
3509 root 1.22 int
3510     monster_apply_special (object *who, object *op, int aflags)
3511 elmex 1.1 {
3512 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 elmex 1.1 return 1;
3514 root 1.114
3515 elmex 1.1 return apply_special (who, op, aflags);
3516     }
3517    
3518     /**
3519     * Map was just loaded, handle op's initialisation.
3520     *
3521     * Generates shop floor's item, and treasures.
3522     */
3523 root 1.22 int
3524     auto_apply (object *op)
3525     {
3526     object *tmp = NULL, *tmp2;
3527     int i;
3528 elmex 1.1
3529 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530 elmex 1.163
3531 root 1.22 switch (op->type)
3532     {
3533 root 1.24 case SHOP_FLOOR:
3534 root 1.42 if (!op->has_random_items ())
3535 root 1.24 return 0;
3536 root 1.38
3537 root 1.24 do
3538     {
3539     i = 10; /* let's give it 10 tries */
3540     while ((tmp = generate_treasure (op->randomitems,
3541 root 1.164 op->stats.exp
3542     ? (int) op->stats.exp
3543     : max (op->map->difficulty, 5)))
3544     == NULL && --i);
3545    
3546 root 1.24 if (tmp == NULL)
3547     return 0;
3548 root 1.164
3549 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3550     {
3551 root 1.171 tmp->destroy (true);
3552 root 1.24 tmp = NULL;
3553     }
3554     }
3555     while (!tmp);
3556 root 1.38
3557 root 1.24 tmp->x = op->x;
3558     tmp->y = op->y;
3559     SET_FLAG (tmp, FLAG_UNPAID);
3560     insert_ob_in_map (tmp, op->map, NULL, 0);
3561     identify (tmp);
3562     break;
3563 root 1.14
3564 root 1.24 case TREASURE:
3565     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3566     return 0;
3567 root 1.37
3568 root 1.67 while (op->stats.hp-- > 0)
3569 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3570     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3571    
3572     /* If we generated an object and put it in this object inventory,
3573     * move it to the parent object as the current object is about
3574     * to disappear. An example of this item is the random_* stuff
3575     * that is put inside other objects.
3576     */
3577 root 1.171 if (op->env)
3578     while (op->inv)
3579     op->env->insert (op->inv);
3580 root 1.37
3581 root 1.171 op->destroy (true);
3582 root 1.24 break;
3583 elmex 1.1 }
3584 root 1.164
3585     return !!tmp;
3586 elmex 1.1 }
3587    
3588     /**
3589 root 1.68 * fix_auto_apply goes through the entire map every time a map
3590     * is loaded or swapped in and performs special actions for
3591 elmex 1.1 * certain objects (most initialization of chests and creation of
3592     * treasures and stuff). Calls auto_apply if appropriate.
3593     */
3594 root 1.20 void
3595 root 1.55 maptile::fix_auto_apply ()
3596 root 1.20 {
3597 root 1.55 if (!spaces)
3598 root 1.20 return;
3599    
3600 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3601     for (object *tmp = ms->bot; tmp; )
3602     {
3603     object *above = tmp->above;
3604 root 1.20
3605 root 1.55 if (tmp->inv)
3606     {
3607     object *invtmp, *invnext;
3608 elmex 1.1
3609 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3610 root 1.55 {
3611     invnext = invtmp->below;
3612 root 1.14
3613 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3614     auto_apply (invtmp);
3615     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3616     {
3617 root 1.164 while (invtmp->stats.hp-- > 0)
3618 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619    
3620     invtmp->randomitems = NULL;
3621     }
3622     else if (invtmp && invtmp->arch
3623     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3624     {
3625     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3626     /* Need to clear this so that we never try to create
3627     * treasure again for this object
3628     */
3629     invtmp->randomitems = NULL;
3630     }
3631     }
3632     /* This is really temporary - the code at the bottom will
3633     * also set randomitems to null. The problem is there are bunches
3634     * of maps/players already out there with items that have spells
3635     * which haven't had the randomitems set to null yet.
3636     * MSW 2004-05-13
3637     *
3638     * And if it's a spellbook, it's better to set randomitems to NULL too,
3639     * else you get two spells in the book ^_-
3640     * Ryo 2004-08-16
3641     */
3642     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3644     tmp->randomitems = NULL;
3645 root 1.14
3646 root 1.55 }
3647 root 1.20
3648 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649     auto_apply (tmp);
3650     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3651     {
3652     while ((tmp->stats.hp--) > 0)
3653     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3654     tmp->randomitems = NULL;
3655     }
3656     else if (tmp->type == TIMED_GATE)
3657     {
3658     object *head = tmp->head != NULL ? tmp->head : tmp;
3659    
3660     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3661     tmp->set_speed (0);
3662     }
3663     /* This function can be called everytime a map is loaded, even when
3664     * swapping back in. As such, we don't want to create the treasure
3665     * over and ove again, so after we generate the treasure, blank out
3666     * randomitems so if it is swapped in again, it won't make anything.
3667     * This is a problem for the above objects, because they have counters
3668     * which say how many times to make the treasure.
3669     */
3670     else if (tmp && tmp->arch && tmp->type != PLAYER
3671     && tmp->type != TREASURE && tmp->type != SPELL
3672     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3673     {
3674     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3675     tmp->randomitems = NULL;
3676     }
3677 root 1.78
3678 root 1.68 // close all containers
3679     else if (tmp->type == CONTAINER)
3680     tmp->flag [FLAG_APPLIED] = 0;
3681 root 1.22
3682 root 1.55 tmp = above;
3683     }
3684 elmex 1.1
3685 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688     check_trigger (tmp, tmp->above);
3689 elmex 1.1 }
3690    
3691     /**
3692     * Handles player eating food that temporarily changes status (resistances, stats).
3693     * This used to call cast_change_attr(), but
3694     * that doesn't work with the new spell code. Since we know what
3695     * the food changes, just grab a force and use that instead.
3696     */
3697 root 1.22 void
3698     eat_special_food (object *who, object *food)
3699     {
3700     object *force;
3701     int i, did_one = 0;
3702    
3703     force = get_archetype (FORCE_NAME);
3704    
3705     for (i = 0; i < NUM_STATS; i++)
3706 root 1.91 if (sint8 k = food->stats.stat (i))
3707     {
3708     force->stats.stat (i) = k;
3709     did_one = 1;
3710     }
3711 elmex 1.1
3712 root 1.22 /* check if we can protect the eater */
3713     for (i = 0; i < NROFATTACKS; i++)
3714     {
3715     if (food->resist[i] > 0)
3716     {
3717     force->resist[i] = food->resist[i] / 2;
3718     did_one = 1;
3719     }
3720     }
3721 elmex 1.47
3722 root 1.22 if (did_one)
3723     {
3724 root 1.54 force->set_speed (0.1);
3725 root 1.22 /* bigger morsel of food = longer effect time */
3726 elmex 1.47 force->duration = food->stats.food / 5;
3727 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3728     change_abil (who, force);
3729     insert_ob_in_ob (force, who);
3730     }
3731     else
3732 root 1.171 force->destroy (true);
3733 root 1.22
3734     /* check for hp, sp change */
3735     if (food->stats.hp != 0)
3736     {
3737     if (QUERY_FLAG (food, FLAG_CURSED))
3738     {
3739 root 1.151 who->contr->killer = food;
3740 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3741 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3742 root 1.22 }
3743     else
3744     {
3745     if (food->stats.hp > 0)
3746 root 1.125 who->statusmsg ("You begin to feel better.");
3747 root 1.22 else
3748 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3749    
3750 root 1.22 who->stats.hp += food->stats.hp;
3751     }
3752     }
3753 root 1.151
3754 root 1.22 if (food->stats.sp != 0)
3755     {
3756     if (QUERY_FLAG (food, FLAG_CURSED))
3757     {
3758 root 1.125 who->failmsg ("You are drained of mana!");
3759 root 1.22 who->stats.sp -= food->stats.sp;
3760     if (who->stats.sp < 0)
3761     who->stats.sp = 0;
3762     }
3763     else
3764     {
3765 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3766 root 1.22 who->stats.sp += food->stats.sp;
3767     /* place limit on max sp from food? */
3768     }
3769 elmex 1.1 }
3770 root 1.125
3771 root 1.51 who->update_stats ();
3772 elmex 1.1 }
3773    
3774     /**
3775     * Designed primarily to light torches/lanterns/etc.
3776     * Also burns up burnable material too. First object in the inventory is
3777     * the selected object to "burn". -b.t.
3778     */
3779 root 1.22 void
3780     apply_lighter (object *who, object *lighter)
3781     {
3782     object *item;
3783     int is_player_env = 0;
3784    
3785     item = find_marked_object (who);
3786     if (item)
3787     {
3788     if (lighter->last_eat && lighter->stats.food)
3789     { /* lighter gets used up */
3790 root 1.149 object *oneLighter = lighter->split ();
3791     oneLighter->stats.food--;
3792     who->insert (oneLighter);
3793 root 1.22 }
3794     else if (lighter->last_eat)
3795 root 1.125 {
3796     /* no charges left in lighter */
3797     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3798 root 1.22 return;
3799     }
3800 root 1.48
3801 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3802     * I can't see many times when you would want to light multiple
3803     * objects at once.
3804     */
3805 root 1.48
3806     if (who == item->in_player ())
3807 root 1.22 is_player_env = 1;
3808    
3809     save_throw_object (item, AT_FIRE, who);
3810 root 1.48
3811 root 1.49 if (item->destroyed ())
3812 root 1.22 {
3813 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3814 root 1.22 /* Need to update the player so that the players glow radius
3815     * gets changed.
3816     */
3817     if (is_player_env)
3818 root 1.51 who->update_stats ();
3819 root 1.22 }
3820     else
3821 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3822 root 1.22 }
3823 root 1.125 else
3824     who->failmsg ("You need to mark a lightable object.");
3825 elmex 1.1 }
3826    
3827     /**
3828     * op made some mistake with a scroll, this takes care of punishment.
3829     * scroll_failure()- hacked directly from spell_failure
3830     */
3831 root 1.22 void
3832     scroll_failure (object *op, int failure, int power)
3833 elmex 1.1 {
3834 root 1.22 if (abs (failure / 4) > power)
3835     power = abs (failure / 4); /* set minimum effect */
3836 elmex 1.1
3837 root 1.22 if (failure <= -1 && failure > -15)
3838     { /* wonder */
3839     object *tmp;
3840    
3841 root 1.125 op->failmsg ("Your spell warps!");
3842 root 1.22 tmp = get_archetype (SPELL_WONDER);
3843     cast_wonder (op, op, 0, tmp);
3844 root 1.171 tmp->destroy (true);
3845 root 1.22 }
3846     else if (failure <= -15 && failure > -35)
3847     { /* drain mana */
3848 root 1.125 op->failmsg ("Your mana is drained!");
3849 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3850     if (op->stats.sp < 0)
3851     op->stats.sp = 0;
3852     }
3853     else if (settings.spell_failure_effects == TRUE)
3854     {
3855     if (failure <= -35 && failure > -60)
3856     { /* confusion */
3857 root 1.125 op->failmsg ("The magic recoils on you!");
3858 root 1.22 confuse_player (op, op, power);
3859     }
3860     else if (failure <= -60 && failure > -70)
3861     { /* paralysis */
3862 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3863 root 1.22 paralyze_player (op, op, power);
3864     }
3865     else if (failure <= -70 && failure > -80)
3866     { /* blind */
3867 root 1.125 op->failmsg ("The magic recoils on you!");
3868 root 1.22 blind_player (op, op, power);
3869     }
3870     else if (failure <= -80)
3871     { /* blast the immediate area */
3872 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3873 root 1.22 cast_magic_storm (op, tmp, power);
3874 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3875 root 1.171 tmp->destroy (true);
3876 root 1.14 }
3877 elmex 1.1 }
3878     }
3879    
3880 root 1.22 void
3881     apply_changes_to_player (object *pl, object *change)
3882     {
3883     int excess_stat = 0; /* if the stat goes over the maximum
3884     for the race, put the excess stat some
3885     where else. */
3886 elmex 1.1
3887 root 1.22 switch (change->type)
3888     {
3889 root 1.24 case CLASS:
3890     {
3891     living *stats = &(pl->contr->orig_stats);
3892     living *ns = &(change->stats);
3893     object *walk;
3894     int flag_change_face = 1;
3895    
3896     /* the following code assigns stats up to the stat max
3897     * for the race, and if the stat max is exceeded,
3898     * tries to randomly reassign the excess stat
3899     */
3900     int i, j;
3901 root 1.22
3902 root 1.24 for (i = 0; i < NUM_STATS; i++)
3903     {
3904 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3905 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3906 root 1.22
3907 root 1.24 if (stat > 20 + race_bonus)
3908     {
3909     excess_stat++;
3910     stat = 20 + race_bonus;
3911     }
3912 root 1.91
3913     stats->stat (i) = stat;
3914 root 1.24 }
3915 elmex 1.1
3916 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3917     { /* try 100 times to assign excess stats */
3918     int i = rndm (0, 6);
3919    
3920     if (i == CHA)
3921     continue; /* exclude cha from this */
3922 root 1.91
3923     int stat = stats->stat (i);
3924 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3925 root 1.24 if (stat < 20 + race_bonus)
3926     {
3927     change_attr_value (stats, i, 1);
3928     excess_stat--;
3929     }
3930     }
3931 root 1.14
3932 root 1.24 /* insert the randomitems from the change's treasurelist into
3933     * the player ref: player.c
3934     */
3935     if (change->randomitems != NULL)
3936     give_initial_items (pl, change->randomitems);
3937 root 1.14
3938 root 1.24 /* set up the face, for some races. */
3939 root 1.14
3940 root 1.24 /* first, look for the force object banning
3941     * changing the face. Certain races never change face with class.
3942     */
3943     for (walk = pl->inv; walk != NULL; walk = walk->below)
3944     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3945     flag_change_face = 0;
3946 root 1.14
3947 root 1.24 if (flag_change_face)
3948     {
3949 root 1.157 pl->face = change->face;
3950     pl->animation_id = change->animation_id;
3951     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3952 root 1.24 }
3953 root 1.14
3954 root 1.24 /* check the special case of can't use weapons */
3955     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3956     if (!strcmp (change->name, "monk"))
3957     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3958 root 1.14
3959 root 1.24 break;
3960     }
3961 elmex 1.1 }
3962     }
3963    
3964     /**
3965     * This handles items of type 'transformer'.
3966     * Basically those items, used with a marked item, transform both items into something
3967     * else.
3968     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3969     * Change information is contained in the 'slaying' field of the marked item.
3970     * The format is as follow: transformer:[number ]yield[;transformer:...].
3971     * This way an item can be transformed in many things, and/or many objects.
3972     * The 'slaying' field for transformer is used as verb for the action.
3973     */
3974 root 1.22 void
3975     apply_item_transformer (object *pl, object *transformer)
3976     {
3977     object *marked;
3978     object *new_item;
3979     char *find;
3980     char *separator;
3981     int yield;
3982     char got[MAX_BUF];
3983     int len;
3984    
3985     if (!pl || !transformer)
3986     return;
3987 root 1.114
3988 root 1.22 marked = find_marked_object (pl);
3989 root 1.114
3990 root 1.22 if (!marked)
3991 elmex 1.1 {
3992 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3993 root 1.22 return;
3994     }
3995 root 1.114
3996 root 1.22 if (!marked->slaying)
3997     {
3998 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3999 root 1.22 return;
4000     }
4001 root 1.114
4002 root 1.22 /* check whether they are compatible or not */
4003 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
4004     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4005 root 1.22 {
4006 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4007 root 1.22 return;
4008     }
4009 root 1.114
4010 root 1.108 find += strlen (transformer->arch->archname) + 1;
4011 root 1.22 /* Item can be used, now find how many and what it yields */
4012     if (isdigit (*(find)))
4013     {
4014     yield = atoi (find);
4015     if (yield < 1)
4016 elmex 1.1 {
4017 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4018     yield = 1;
4019 elmex 1.1 }
4020 root 1.22 }
4021     else
4022     yield = 1;
4023 elmex 1.1
4024 root 1.22 while (isdigit (*find))
4025     find++;
4026 root 1.125
4027 root 1.22 while (*find == ' ')
4028     find++;
4029 root 1.114
4030 root 1.22 memset (got, 0, MAX_BUF);
4031 root 1.114
4032 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4033 root 1.114 len = separator - find;
4034 root 1.22 else
4035 root 1.114 len = strlen (find);
4036    
4037 root 1.22 if (len > MAX_BUF - 1)
4038     len = MAX_BUF - 1;
4039 root 1.114
4040 root 1.22 strcpy (got, find);
4041     got[len] = '\0';
4042    
4043     /* Now create new item, remove used ones when required. */
4044     new_item = get_archetype (got);
4045     if (!new_item)
4046     {
4047 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4048 root 1.22 return;
4049 elmex 1.1 }
4050 root 1.29
4051 root 1.22 new_item->nrof = yield;
4052 root 1.123
4053     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4054    
4055 root 1.149 pl->insert (new_item);
4056 root 1.22 /* Eat up one item */
4057 root 1.144 marked->decrease ();
4058 root 1.114
4059 root 1.22 /* Eat one transformer if needed */
4060     if (transformer->stats.food)
4061     if (--transformer->stats.food == 0)
4062 root 1.144 transformer->decrease ();
4063 root 1.22 }
4064 root 1.123