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Revision: 1.176
Committed: Sun Dec 28 06:59:27 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.175: +2 -15 lines
Log Message:
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring

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 1.172 depl->destroy ();
223 root 1.51 op->update_stats ();
224 elmex 1.4 }
225     else
226 root 1.123 op->statusmsg ("Your potion had no effect.");
227 elmex 1.1
228 root 1.144 tmp->decrease ();
229 elmex 1.4 return 1;
230     }
231    
232     /* improvement potion - only for players */
233 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 elmex 1.4 {
235     for (i = 1; i < MIN (11, op->level); i++)
236 elmex 1.3 {
237 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 elmex 1.3 {
239 elmex 1.4 if (op->contr->levhp[i] != 1)
240 elmex 1.3 {
241 elmex 1.4 op->contr->levhp[i] = 1;
242     break;
243 elmex 1.3 }
244 root 1.123
245 elmex 1.4 if (op->contr->levsp[i] != 1)
246 elmex 1.3 {
247 elmex 1.4 op->contr->levsp[i] = 1;
248     break;
249     }
250 root 1.123
251 elmex 1.4 if (op->contr->levgrace[i] != 1)
252     {
253     op->contr->levgrace[i] = 1;
254     break;
255 elmex 1.3 }
256     }
257 elmex 1.4 else
258 elmex 1.3 {
259 elmex 1.4 if (op->contr->levhp[i] < 9)
260     {
261     op->contr->levhp[i] = 9;
262     break;
263     }
264 root 1.123
265 elmex 1.4 if (op->contr->levsp[i] < 6)
266 elmex 1.3 {
267 elmex 1.4 op->contr->levsp[i] = 6;
268     break;
269 elmex 1.3 }
270 root 1.123
271 elmex 1.4 if (op->contr->levgrace[i] < 3)
272 elmex 1.3 {
273 elmex 1.4 op->contr->levgrace[i] = 3;
274     break;
275 elmex 1.3 }
276     }
277     }
278 root 1.37
279 elmex 1.4 /* Just makes checking easier */
280     if (i < MIN (11, op->level))
281     got_one = 1;
282 root 1.37
283 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 elmex 1.3 {
285 elmex 1.4 if (got_one)
286 elmex 1.3 {
287 root 1.51 op->update_stats ();
288 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
289     "a little more in their image. "
290     "You feel a little more perfect.", NDI_GREEN);
291 elmex 1.3 }
292     else
293 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
294 elmex 1.3 }
295 elmex 1.4 else
296     { /* cursed potion */
297     if (got_one)
298 elmex 1.3 {
299 root 1.51 op->update_stats ();
300 root 1.125 op->failmsg ("The Gods are angry and punish you.");
301 elmex 1.3 }
302 elmex 1.4 else
303 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 elmex 1.3 }
305 root 1.37
306 root 1.144 tmp->decrease ();
307 elmex 1.4 return 1;
308     }
309    
310    
311     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
312     * and heroism all fit into this category. Given the spell object code,
313     * there is no limit to the number of spells that potions can be cast,
314     * but direction is problematic to try and imbue fireball potions for example.
315     */
316     if (tmp->inv)
317     {
318     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 elmex 1.3 {
320 elmex 1.4 object *fball;
321    
322 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
323 root 1.123
324 elmex 1.4 /* Explodes a fireball centered at player */
325     fball = get_archetype (EXPLODING_FIREBALL);
326 root 1.22 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327     fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 elmex 1.4 fball->x = op->x;
329     fball->y = op->y;
330     insert_ob_in_map (fball, op->map, NULL, 0);
331 elmex 1.3 }
332 elmex 1.4 else
333     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 elmex 1.1
335 root 1.144 tmp->decrease ();
336 root 1.123
337 elmex 1.4 /* if youre dead, no point in doing this... */
338     if (!QUERY_FLAG (op, FLAG_REMOVED))
339 root 1.51 op->update_stats ();
340 root 1.123
341 elmex 1.4 return 1;
342     }
343    
344     /* Deal with protection potions */
345     force = NULL;
346     for (i = 0; i < NROFATTACKS; i++)
347     {
348     if (tmp->resist[i])
349     {
350     if (!force)
351     force = get_archetype (FORCE_NAME);
352 root 1.123
353 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
354     force->type = POTION_EFFECT;
355     break; /* Only need to find one protection since we copy entire batch */
356 elmex 1.3 }
357 elmex 1.1 }
358 root 1.123
359 elmex 1.4 /* This is a protection potion */
360     if (force)
361 elmex 1.3 {
362 elmex 1.4 /* cursed items last longer */
363     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
364     {
365     force->stats.food *= 10;
366     for (i = 0; i < NROFATTACKS; i++)
367     if (force->resist[i] > 0)
368     force->resist[i] = -force->resist[i]; /* prot => vuln */
369     }
370 root 1.92
371 elmex 1.4 force->speed_left = -1;
372     force = insert_ob_in_ob (force, op);
373     CLEAR_FLAG (tmp, FLAG_APPLIED);
374     SET_FLAG (force, FLAG_APPLIED);
375     change_abil (op, force);
376 root 1.144 tmp->decrease ();
377 elmex 1.4 return 1;
378     }
379    
380     /* Only thing left are the stat potions */
381     if (op->type == PLAYER)
382     { /* only for players */
383 root 1.22 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
384 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
385     else
386     SET_FLAG (tmp, FLAG_APPLIED);
387 root 1.123
388 elmex 1.4 if (!change_abil (op, tmp))
389 root 1.123 op->statusmsg ("Nothing happened.");
390 elmex 1.1 }
391    
392 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
393     * that were grouped with the one consumed, his
394     * stat will not be raised by them. fix_player just clears
395     * up all the stats.
396     */
397     CLEAR_FLAG (tmp, FLAG_APPLIED);
398 root 1.51 op->update_stats ();
399 root 1.148 tmp->decrease ();
400 elmex 1.3 return 1;
401 elmex 1.1 }
402    
403     /****************************************************************************
404     * Weapon improvement code follows
405     ****************************************************************************/
406    
407     /**
408     * This returns the sum of nrof of item (arch name).
409     */
410 root 1.22 static int
411     check_item (object *op, const char *item)
412 elmex 1.1 {
413 root 1.22 int count = 0;
414 elmex 1.1
415 root 1.123 if (!item)
416 root 1.22 return 0;
417 root 1.66
418 root 1.123 for (op = op->below; op; op = op->below)
419 root 1.22 {
420 root 1.108 if (strcmp (op->arch->archname, item) == 0)
421 root 1.22 {
422 root 1.14 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 root 1.22 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
424 root 1.14 {
425 root 1.22 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 root 1.14 count++;
427     else
428     count += op->nrof;
429     }
430 root 1.22 }
431 elmex 1.1 }
432 root 1.66
433 elmex 1.1 return count;
434     }
435    
436     /**
437     * This removes 'nrof' of what item->slaying says to remove.
438     * op is typically the player, which is only
439     * really used to determine what space to look at.
440     * Modified to only eat 'nrof' of objects.
441     */
442 root 1.22 static void
443     eat_item (object *op, const char *item, uint32 nrof)
444 elmex 1.1 {
445 root 1.22 object *prev;
446 elmex 1.1
447 root 1.22 prev = op;
448     op = op->below;
449 elmex 1.1
450 root 1.123 while (op)
451 root 1.22 {
452 root 1.108 if (strcmp (op->arch->archname, item) == 0)
453 root 1.22 {
454     if (op->nrof >= nrof)
455     {
456 root 1.144 op->decrease (nrof);
457 root 1.22 return;
458     }
459     else
460     {
461 root 1.144 op->decrease (nrof);
462 root 1.22 nrof -= op->nrof;
463 root 1.14 }
464 root 1.123
465 root 1.22 op = prev;
466 root 1.14 }
467 root 1.123
468 root 1.22 prev = op;
469     op = op->below;
470 elmex 1.1 }
471     }
472    
473     /**
474     * This checks to see of the player (who) is sufficient level to use a weapon
475     * with improvs improvements (typically last_eat). We take an int here
476     * instead of the object so that the improvement code can pass along the
477     * increased value to see if the object is usuable.
478     * we return 1 (true) if the player can use the weapon.
479     */
480 root 1.22 static int
481     check_weapon_power (const object *who, int improvs)
482 elmex 1.1 {
483     /* Old code is below (commented out). Basically, since weapons are the only
484     * object players really have any control to improve, it's a bit harsh to
485     * require high level in some combat skill, so we just use overall level.
486     */
487     #if 1
488 root 1.22 if (((who->level / 5) + 5) >= improvs)
489     return 1;
490     else
491     return 0;
492 elmex 1.1
493     #else
494 root 1.22 int level = 0;
495    
496     /* The skill system hands out wc and dam bonuses to fighters
497     * more generously than the old system (see fix_player). Thus
498     * we need to curtail the power of player enchanted weapons.
499     * I changed this to 1 improvement per "fighter" level/5 -b.t.
500     * Note: Nothing should break by allowing this ratio to be different or
501     * using normal level - it is just a matter of play balance.
502     */
503     if (who->type == PLAYER)
504     {
505     object *wc_obj = NULL;
506 elmex 1.1
507 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509     level = wc_obj->level;
510    
511     if (!level)
512     {
513     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514     level = who->level;
515 root 1.14 }
516 elmex 1.1 }
517 root 1.22 else
518     level = who->level;
519 elmex 1.1
520 root 1.22 return (improvs <= ((level / 5) + 5));
521 elmex 1.1 #endif
522     }
523    
524     /**
525     * Returns how many items of type improver->slaying there are under op.
526     * Will display a message if none found, and 1 if improver->slaying is NULL.
527     */
528 root 1.22 static int
529     check_sacrifice (object *op, const object *improver)
530 elmex 1.1 {
531 root 1.22 int count = 0;
532    
533 root 1.123 if (improver->slaying)
534 root 1.22 {
535     count = check_item (op, improver->slaying);
536     if (count < 1)
537     {
538 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
539 root 1.22 return 0;
540 root 1.14 }
541 elmex 1.1 }
542 root 1.22 else
543     count = 1;
544 elmex 1.1
545 root 1.22 return count;
546 elmex 1.1 }
547    
548     /**
549     * Actually improves the weapon, and tells user.
550     */
551 root 1.123 static int
552     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
553 elmex 1.1 {
554 root 1.123 stat += sacrifice_count;
555 elmex 1.1 weapon->last_eat++;
556 root 1.144 improver->decrease ();
557 elmex 1.1
558     /* So it updates the players stats and the window */
559 root 1.51 op->update_stats ();
560 root 1.123
561     op->statusmsg (format (
562 root 1.125 "Your sacrifice was accepted.\n"
563     "Weapon's bonus to %s improved by %d.",
564     statname, sacrifice_count
565 root 1.123 ));
566    
567 elmex 1.1 return 1;
568     }
569    
570     /* Types of improvements, hidden in the sp field. */
571 root 1.114 #define IMPROVE_PREPARE 1
572     #define IMPROVE_DAMAGE 2
573     #define IMPROVE_WEIGHT 3
574     #define IMPROVE_ENCHANT 4
575     #define IMPROVE_STR 5
576     #define IMPROVE_DEX 6
577     #define IMPROVE_CON 7
578     #define IMPROVE_WIS 8
579     #define IMPROVE_CHA 9
580     #define IMPROVE_INT 10
581     #define IMPROVE_POW 11
582 elmex 1.1
583     /**
584     * This does the prepare weapon scroll.
585     * Checks for sacrifice, and so on.
586     */
587 root 1.22 int
588     prepare_weapon (object *op, object *improver, object *weapon)
589 elmex 1.1 {
590 root 1.22 int sacrifice_count, i;
591     char buf[MAX_BUF];
592 elmex 1.1
593 root 1.22 if (weapon->level != 0)
594     {
595 root 1.125 op->failmsg ("Weapon is already prepared!");
596 elmex 1.1 return 0;
597     }
598 root 1.115
599 root 1.22 for (i = 0; i < NROFATTACKS; i++)
600     if (weapon->resist[i])
601     break;
602 elmex 1.1
603 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
604     * improvement of items that already have protections.
605     */
606     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
607     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
608     weapon->stats.exp || /* speed */
609     weapon->stats.ac) /* AC - only taifu's I think */
610 elmex 1.1 {
611 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
612     "H<A weapon is considered magical if it changes regeneration, "
613 root 1.160 "speed or ac, or has other protections.>");
614 elmex 1.1 return 0;
615     }
616 root 1.115
617 root 1.22 sacrifice_count = check_sacrifice (op, improver);
618     if (sacrifice_count <= 0)
619     return 0;
620 root 1.115
621 root 1.22 weapon->level = isqrt (sacrifice_count);
622     eat_item (op, improver->slaying, sacrifice_count);
623    
624 root 1.123 op->statusmsg (format (
625 root 1.125 "Your sacrifice was accepted."
626     "Your *%s may be improved %d times.",
627     &weapon->name, weapon->level
628 root 1.123 ));
629 root 1.22
630     sprintf (buf, "%s's %s", &op->name, &weapon->name);
631     weapon->name = weapon->name_pl = buf;
632     weapon->nrof = 0; /* prevents preparing n weapons in the same
633     slot at once! */
634 root 1.144 improver->decrease ();
635 root 1.22 weapon->last_eat = 0;
636     return 1;
637 elmex 1.1 }
638    
639     /**
640     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
641     * This is the new improve weapon code.
642     * Returns 0 if it was not able to work for some reason.
643     *
644     * Checks if weapon was prepared, if enough potions on the floor, ...
645     *
646     * We are hiding extra information about the weapon in the level and
647     * last_eat numbers for an object. Hopefully this won't break anything ??
648     * level == max improve last_eat == current improve
649     */
650 root 1.22 int
651     improve_weapon (object *op, object *improver, object *weapon)
652 elmex 1.1 {
653 root 1.22 int sacrifice_count, sacrifice_needed = 0;
654 elmex 1.1
655 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
656 root 1.123 return prepare_weapon (op, improver, weapon);
657    
658 root 1.22 if (weapon->level == 0)
659     {
660 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
661 root 1.22 return 0;
662     }
663 root 1.123
664 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
665     {
666 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
667 root 1.22 return 0;
668     }
669 root 1.123
670 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
671     {
672 root 1.125 op->failmsg ("Improving the weapon will make it too "
673 root 1.123 "powerful for you to use. Unready it if you "
674     "really want to improve it.");
675 root 1.22 return 0;
676     }
677 root 1.123
678 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
679     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
680     * don't put any maximum value on damage - the limit is how much the
681     * weapon can be improved.
682     */
683 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
684     {
685     weapon->stats.dam += 5;
686     weapon->weight += 5000; /* 5 KG's */
687 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
688 root 1.22 weapon->last_eat++;
689    
690     weapon->item_power++;
691 root 1.144 improver->decrease ();
692 root 1.22 return 1;
693     }
694 root 1.123
695 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
696     {
697     /* Reduce weight by 20% */
698     weapon->weight = (weapon->weight * 8) / 10;
699     if (weapon->weight < 1)
700     weapon->weight = 1;
701 root 1.123
702     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 root 1.22 weapon->last_eat++;
704     weapon->item_power++;
705 root 1.144 improver->decrease ();
706 root 1.22 return 1;
707     }
708 root 1.162
709 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
710     {
711     weapon->magic++;
712     weapon->last_eat++;
713 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 root 1.144 improver->decrease ();
715 root 1.22 weapon->item_power++;
716     return 1;
717     }
718 root 1.14
719 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
720     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
721    
722     if (sacrifice_needed < 1)
723     sacrifice_needed = 1;
724     sacrifice_needed *= 2;
725 elmex 1.1
726 root 1.22 sacrifice_count = check_sacrifice (op, improver);
727     if (sacrifice_count < sacrifice_needed)
728     {
729 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 root 1.22 return 0;
731     }
732 root 1.123
733 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
734 elmex 1.1 weapon->item_power++;
735    
736 root 1.22 switch (improver->stats.sp)
737     {
738 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
742     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
743     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
744     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
745 root 1.24 default:
746 root 1.125 op->failmsg ("Unknown improvement type.");
747 root 1.22 }
748 root 1.123
749 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
750 elmex 1.1 return 0;
751     }
752    
753     /**
754     * Handles the applying of improve/prepare/enchant weapon scroll.
755     * Checks a few things (not on a non-magic square, marked weapon, ...),
756     * then calls improve_weapon to do the dirty work.
757     */
758 root 1.22 int
759     check_improve_weapon (object *op, object *tmp)
760 elmex 1.1 {
761 root 1.22 object *otmp;
762 elmex 1.1
763 root 1.22 if (op->type != PLAYER)
764     return 0;
765 root 1.77
766 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767     {
768 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
769 elmex 1.1 return 0;
770     }
771 root 1.77
772 root 1.22 otmp = find_marked_object (op);
773 root 1.162
774 root 1.22 if (!otmp)
775     {
776 root 1.125 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 elmex 1.1 return 0;
778     }
779 root 1.77
780 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
781     {
782 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
783 elmex 1.1 return 0;
784     }
785 root 1.77
786 root 1.123 op->statusmsg ("Applied weapon builder.");
787    
788 root 1.22 improve_weapon (op, tmp, otmp);
789     esrv_send_item (op, otmp);
790     return 1;
791 elmex 1.1 }
792    
793     /**
794     * This code deals with the armour improvment scrolls.
795     * Change limits on improvement - let players go up to
796     * +5 no matter what level, but they are limited by item
797     * power.
798     * Try to use same improvement code as in the common/treasure.c
799     * file, so that if you make a +2 full helm, it will be just
800     * the same as one you find in a shop.
801     *
802     * deprecated comment:
803     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
804     * only 'enchantment' of armour is possible - improving
805     * the stats of a player w/ armour as well as a weapon
806     * will probably horribly unbalance the game. Magic enchanting
807     * depends on the level of the character - ie the plus
808     * value (magic) of the armour can never be increased beyond
809     * the level of the character / 10 -- rounding upish, nor may
810     * the armour value of the piece of equipment exceed either
811     * the users level or 90)
812     * Modified by MSW for partial resistance. Only support
813     * changing of physical area right now.
814     */
815 root 1.22 int
816     improve_armour (object *op, object *improver, object *armour)
817 elmex 1.1 {
818 root 1.22 object *tmp;
819 elmex 1.1
820 root 1.22 if (armour->magic >= settings.armor_max_enchant)
821     {
822 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
823 root 1.22 return 0;
824 elmex 1.1 }
825 root 1.139
826 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
827     * etc), so take the easy way out and don't worry about it.
828     * Note - maybe add scrolls which make the random artifact versions (eg, armour
829     * of gnarg and what not?)
830     */
831     if (armour->title)
832     {
833 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
834 root 1.22 return 0;
835 elmex 1.1 }
836    
837 root 1.139 /* Split objects if needed. Can't insert tmp until the
838 root 1.22 * end of this function - otherwise it will just re-merge.
839     */
840 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 root 1.22
842     armour->magic++;
843    
844     if (!settings.armor_speed_linear)
845     {
846     int base = 100;
847     int pow = 0;
848 elmex 1.1
849 root 1.22 while (pow < armour->magic)
850 elmex 1.1 {
851 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
852     pow++;
853 elmex 1.1 }
854    
855 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 root 1.22 }
857     else
858 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 elmex 1.1
860 root 1.22 if (!settings.armor_weight_linear)
861     {
862     int base = 100;
863     int pow = 0;
864 elmex 1.1
865 root 1.22 while (pow < armour->magic)
866 elmex 1.1 {
867 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
868     pow++;
869 elmex 1.1 }
870    
871 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
872 root 1.22 }
873     else
874 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 root 1.22
876     if (armour->weight <= 0)
877     {
878     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879     armour->weight = 1;
880     }
881    
882 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 elmex 1.1
884 root 1.22 if (op->type == PLAYER)
885     {
886     esrv_send_item (op, armour);
887 root 1.149
888 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 root 1.51 op->update_stats ();
890 elmex 1.1 }
891 root 1.123
892 root 1.144 improver->decrease ();
893 root 1.123
894 root 1.22 if (tmp)
895 root 1.149 op->insert (tmp);
896 root 1.123
897 root 1.22 return 1;
898 elmex 1.1 }
899    
900     /*
901     * convert_item() returns 1 if anything was converted, 0 if the item was not
902     * what the converter wants, -1 if the converter is broken.
903 root 1.142 *
904     * Takes one type of items and makes another.
905 elmex 1.1 * converter is the object that is doing the conversion.
906     * item is the object that triggered the converter - if it is not
907     * what the converter wants, this will not do anything.
908     */
909 root 1.142 static int
910 root 1.22 convert_item (object *item, object *converter)
911     {
912 root 1.140 sint64 nr, price_in;
913 root 1.22
914 root 1.142 if (item->flag [FLAG_UNPAID])
915     return 0;
916    
917     shstr conv_from = converter->slaying;
918     archetype *conv_to = converter->other_arch;
919     sint64 need = converter->stats.food;
920     sint64 give = converter->stats.sp;
921    
922 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
923     * it wants some amount. We don't make change (ie, if something costs
924     * 3 gp and player drops a platinum, tough luck)
925     */
926 root 1.142 if (conv_from == shstr_money)
927 root 1.22 {
928     if (item->type != MONEY)
929     return 0;
930    
931 root 1.142 nr = sint64 (item->nrof) * item->value / need;
932 root 1.22 if (!nr)
933     return 0;
934 root 1.121
935     converter->play_sound (sound_find ("shop_buy"));
936    
937 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
938 root 1.121
939 root 1.144 item->decrease (cost);
940 elmex 1.1
941 root 1.22 price_in = cost * item->value;
942     }
943     else
944     {
945 root 1.142 if (item->type == PLAYER
946     || conv_from != item->arch->archname
947     || (need && need > (uint16) item->nrof))
948 root 1.22 return 0;
949 elmex 1.1
950 root 1.121 converter->play_sound (sound_find ("convert_item"));
951    
952 root 1.142 if (need)
953 root 1.22 {
954 root 1.142 nr = sint64 (item->nrof) / need;
955 root 1.144 item->decrease (nr * need);
956 root 1.142 price_in = nr * need * item->value;
957 root 1.22 }
958     else
959     {
960     price_in = item->value;
961 root 1.172 item->destroy ();
962 root 1.22 }
963     }
964 root 1.14
965 root 1.121 if (converter->inv)
966 root 1.22 {
967     object *ob;
968     int i;
969     object *ob_to_copy;
970    
971     /* select random object from inventory to copy */
972     ob_to_copy = converter->inv;
973 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974     if (rndm (0, i) == 0)
975     ob_to_copy = ob;
976    
977 root 1.154 item = ob_to_copy->deep_clone ();
978 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979     unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 elmex 1.1 }
981 root 1.22 else
982     {
983 root 1.142 if (!conv_to)
984 root 1.22 {
985     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
987 root 1.22 return -1;
988     }
989    
990 root 1.142 item = object_create_arch (conv_to);
991 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992     }
993    
994 root 1.142 if (give)
995     item->nrof = give;
996 root 1.121
997 root 1.22 if (nr)
998     item->nrof *= nr;
999 root 1.121
1000 elmex 1.173 if (converter->flag [FLAG_PRECIOUS])
1001 root 1.22 SET_FLAG (item, FLAG_UNPAID);
1002 elmex 1.173
1003     if (is_in_shop (converter))
1004     {
1005     // converters on shop floors don't work anymore, bug lets check for it
1006     // and report in case someone still does it.
1007     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008     converter->debug_desc ());
1009     SET_FLAG (item, FLAG_UNPAID);
1010     }
1011 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1012 root 1.22 {
1013     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1014 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1015 root 1.121 /**
1016     * elmex: we are going to let the game continue, as the mapcreator
1017     * hopefully had something in mind when doing this.
1018     */
1019     }
1020 elmex 1.1
1021 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
1022     // get an 'identified' flag so easily.
1023     if (need_identify (item))
1024     identify (item);
1025    
1026 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1027     return 1;
1028 elmex 1.1 }
1029 root 1.22
1030 elmex 1.1 /**
1031     * Handle apply on containers.
1032     * By Eneq(@csd.uu.se).
1033     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034     * added the alchemical cauldron to the code -b.t.
1035     */
1036 root 1.22 int
1037     apply_container (object *op, object *sack)
1038 elmex 1.1 {
1039 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1040 root 1.22 return 0; /* This might change */
1041 elmex 1.1
1042 root 1.68 if (!sack || sack->type != CONTAINER)
1043 root 1.22 {
1044 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1045 root 1.22 return 0;
1046 elmex 1.1 }
1047 root 1.40
1048     op->contr->last_used = 0;
1049 elmex 1.1
1050 root 1.68 if (sack->env && sack->env != op)
1051 root 1.22 {
1052 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1053 root 1.68 return 1;
1054 elmex 1.1 }
1055    
1056 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1057     if (sack->flag [FLAG_APPLIED])
1058 root 1.22 {
1059 root 1.68 if (op->container == sack)
1060 root 1.22 {
1061 root 1.68 // open on ground or inv, so close
1062     op->close_container ();
1063     return 1;
1064 root 1.22 }
1065 root 1.68 else if (!sack->env)
1066 root 1.22 {
1067 root 1.68 // active, but not ours: some other player has opened it
1068 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1069 root 1.68 return 1;
1070 root 1.14 }
1071 root 1.22
1072 root 1.68 // fall through to opening it (active in inv)
1073 elmex 1.1 }
1074 root 1.68 else if (sack->env)
1075 root 1.22 {
1076 root 1.68 // it is in our env, so activate it, do not open yet
1077     op->close_container ();
1078     sack->flag [FLAG_APPLIED] = 1;
1079     esrv_update_item (UPD_FLAGS, op, sack);
1080 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1081 root 1.68 return 1;
1082 elmex 1.1 }
1083    
1084 root 1.68 // it's locked?
1085 root 1.22 if (sack->slaying)
1086 root 1.68 {
1087     if (object *tmp = find_key (op, op, sack))
1088 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089 root 1.22 else
1090     {
1091 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1092 root 1.68 return 1;
1093 root 1.22 }
1094 elmex 1.1 }
1095    
1096 root 1.68 op->open_container (sack);
1097 elmex 1.1
1098 root 1.22 return 1;
1099 elmex 1.1 }
1100    
1101     /**
1102     * Handles dropping things on altar.
1103     * Returns true if sacrifice was accepted.
1104     */
1105 root 1.22 static int
1106     apply_altar (object *altar, object *sacrifice, object *originator)
1107 elmex 1.1 {
1108 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1109     if (altar->inv && (!originator || originator->type != PLAYER))
1110     return 0;
1111    
1112     if (operate_altar (altar, &sacrifice))
1113     {
1114     /* Simple check. Unfortunately, it means you can't cast magic bullet
1115     * with an altar. We call it a Potion - altars are stationary - it
1116     * is up to map designers to use them properly.
1117     */
1118     if (altar->inv && altar->inv->type == SPELL)
1119     {
1120 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1121 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1122 root 1.124 /* If it is connected, push the button. Fixes some problems with
1123 root 1.22 * old maps.
1124     */
1125 elmex 1.1
1126     /* push_button (altar);*/
1127 root 1.14 }
1128 root 1.22 else
1129     {
1130     altar->value = 1; /* works only once */
1131     push_button (altar);
1132     }
1133 root 1.26
1134     return !sacrifice;
1135 root 1.22 }
1136     else
1137 root 1.26 return 0;
1138 elmex 1.1 }
1139    
1140     /**
1141     * Handles 'movement' of shop mats.
1142     * Returns 1 if 'op' was destroyed, 0 if not.
1143     * Largely re-written to not use nearly as many gotos, plus
1144     * some of this code just looked plain out of date.
1145     * MSW 2001-08-29
1146     */
1147 root 1.22 int
1148     apply_shop_mat (object *shop_mat, object *op)
1149 elmex 1.1 {
1150 elmex 1.15 int rv = 0;
1151     double opinion;
1152     object *tmp, *next;
1153 elmex 1.1
1154 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 elmex 1.1
1156 root 1.121 bool has_unpaid = false;
1157    
1158     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159     // a quick and small change :(
1160     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161     if (item->flag [FLAG_UNPAID])
1162     {
1163     has_unpaid = true;
1164     break;
1165     }
1166    
1167 elmex 1.15 if (op->type != PLAYER)
1168     {
1169     /* Remove all the unpaid objects that may be carried here.
1170     * This could be pets or monsters that are somehow in
1171     * the shop.
1172     */
1173     for (tmp = op->inv; tmp; tmp = next)
1174     {
1175     next = tmp->below;
1176 root 1.25
1177 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178     {
1179     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1180 root 1.14
1181 root 1.36 tmp->remove ();
1182 root 1.24
1183 elmex 1.15 if (i == -1)
1184     i = 0;
1185 root 1.24
1186 elmex 1.15 tmp->map = op->map;
1187     tmp->x = op->x + freearr_x[i];
1188     tmp->y = op->y + freearr_y[i];
1189     insert_ob_in_map (tmp, op->map, op, 0);
1190 root 1.14 }
1191     }
1192    
1193 elmex 1.15 /* Don't teleport things like spell effects */
1194     if (QUERY_FLAG (op, FLAG_NO_PICK))
1195     return 0;
1196 root 1.14
1197 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1198     * shop mats. Instead, put it on a nearby space.
1199     */
1200     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1201     {
1202     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1203     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1204 root 1.22
1205 elmex 1.15 if (i != -1)
1206 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1207    
1208 elmex 1.15 return 0;
1209 root 1.14 }
1210 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1211     * the teleport function should be able to handle this just fine.
1212     */
1213     rv = teleport (shop_mat, SHOP_MAT, op);
1214 elmex 1.1 }
1215 root 1.25 else if (can_pay (op) && get_payment (op))
1216 elmex 1.15 {
1217 root 1.24 /* this is only used for players */
1218 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1219    
1220 root 1.121 if (has_unpaid)
1221     op->contr->play_sound (sound_find ("shop_buy"));
1222     else if (is_in_shop (op))
1223     op->contr->play_sound (sound_find ("shop_enter"));
1224     else
1225     op->contr->play_sound (sound_find ("shop_leave"));
1226    
1227 elmex 1.15 if (shop_mat->msg)
1228 root 1.124 op->statusmsg (shop_mat->msg);
1229 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1230     * but there is never a guarantee that the bottom space on the map is
1231     * actually the shop floor.
1232     */
1233     else if (!rv && !is_in_shop (op))
1234     {
1235     opinion = shopkeeper_approval (op->map, op);
1236 root 1.24
1237 root 1.124 op->statusmsg (
1238     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1239     : opinion >= 0.75 ? "The shopkeeper waves to you."
1240     : opinion >= 0.50 ? "The shopkeeper ignores you."
1241     : "The shopkeeper glares at you with contempt."
1242     );
1243 root 1.14 }
1244 elmex 1.1 }
1245 elmex 1.15 else
1246     {
1247     /* if we get here, a player tried to leave a shop but was not able
1248 root 1.121 * to afford the items he has. We try to move the player so that
1249 elmex 1.15 * they are not on the mat anymore
1250     */
1251     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1252 root 1.22
1253 elmex 1.15 if (i == -1)
1254 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1255 elmex 1.15 else
1256     {
1257 root 1.36 op->remove ();
1258 elmex 1.15 op->x += freearr_x[i];
1259     op->y += freearr_y[i];
1260     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1261 root 1.14 }
1262 elmex 1.1 }
1263 root 1.24
1264 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1265     return rv;
1266 elmex 1.1 }
1267    
1268     /**
1269     * Handles applying a sign.
1270     */
1271 root 1.22 static void
1272     apply_sign (object *op, object *sign, int autoapply)
1273 elmex 1.1 {
1274 root 1.165 if (sign->has_dialogue ())
1275     {
1276     op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1277     return;
1278     }
1279 root 1.22
1280 root 1.124 if (!sign->msg)
1281 root 1.22 {
1282 root 1.124 op->statusmsg ("Nothing is written on it.");
1283 root 1.22 return;
1284 elmex 1.1 }
1285    
1286 root 1.22 if (sign->stats.food)
1287     {
1288     if (sign->last_eat >= sign->stats.food)
1289     {
1290     if (!sign->move_on)
1291 root 1.124 op->statusmsg ("You cannot read it anymore.");
1292 root 1.120
1293 root 1.22 return;
1294 root 1.14 }
1295 elmex 1.1
1296 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1297     sign->last_eat++;
1298 elmex 1.1 }
1299    
1300 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1301     * No way to know for sure. The presumption is basically that if
1302     * move_on is zero, it needs to be manually applied (doesn't talk
1303     * to us).
1304     */
1305     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1306     {
1307 root 1.125 op->failmsg ("You are unable to read while blind!");
1308 root 1.22 return;
1309     }
1310 root 1.110
1311     if (op->contr)
1312     if (client *ns = op->contr->ns)
1313     {
1314 root 1.135 if (sign->sound)
1315     ns->play_sound (sign->sound);
1316     else if (autoapply)
1317 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1318 root 1.110
1319 root 1.176 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1320 root 1.110 }
1321 elmex 1.1 }
1322    
1323 root 1.167 static void
1324     move_apply_hole (object *trap, object *victim)
1325     {
1326     /* Hole not open? */
1327     if (trap->stats.wc > 0)
1328     return;
1329    
1330     /* Is this a multipart monster and not the head? If so, return.
1331     * Processing will happen if the head runs into the pit
1332     */
1333     if (victim->head)
1334     return;
1335    
1336     // now find all possible locations and randomly pick one
1337     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1338 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1339     : trap->range >= 2 ? SIZEOFFREE2 + 1
1340     : trap->range >= 1 ? SIZEOFFREE1 + 1
1341     : SIZEOFFREE0 + 1);
1342 root 1.167
1343     if (dir < 0)
1344     return;
1345    
1346     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1347     victim->statusmsg ("You fall through the hole!", NDI_RED);
1348    
1349     transfer_ob (victim,
1350     EXIT_X (trap) + freearr_x[dir],
1351     EXIT_Y (trap) + freearr_y[dir],
1352     0, victim);
1353     }
1354    
1355 elmex 1.1 /**
1356     * 'victim' moves onto 'trap'
1357     * 'victim' leaves 'trap'
1358     * effect is determined by move_on/move_off of trap and move_type of victime.
1359     *
1360     * originator: Player, monster or other object that caused 'victim' to move
1361     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1362     * However, some types of traps require an originator to function.
1363     */
1364 root 1.22 void
1365 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1366 elmex 1.1 {
1367     static int recursion_depth = 0;
1368    
1369     /* Only exits affect DMs. */
1370 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1371 elmex 1.1 return;
1372    
1373     /* move_apply() is the most likely candidate for causing unwanted and
1374     * possibly unlimited recursion.
1375     */
1376     /* The following was changed because it was causing perfeclty correct
1377     * maps to fail. 1) it's not an error to recurse:
1378     * rune detonates, summoning monster. monster lands on nearby rune.
1379     * nearby rune detonates. This sort of recursion is expected and
1380     * proper. This code was causing needless crashes.
1381     */
1382 root 1.22 if (recursion_depth >= 500)
1383     {
1384     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1385 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1386 root 1.22 return;
1387 elmex 1.1 }
1388 root 1.110
1389 root 1.22 recursion_depth++;
1390     if (trap->head)
1391     trap = trap->head;
1392 elmex 1.1
1393 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1394     goto leave;
1395 elmex 1.1
1396 root 1.22 switch (trap->type)
1397     {
1398 root 1.23 case PLAYERMOVER:
1399     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1400     {
1401     if (!trap->stats.maxsp)
1402     trap->stats.maxsp = 2;
1403 root 1.14
1404 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1405     * should be divided by trap->speed
1406     */
1407     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1408 root 1.14
1409 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1410     * above with some objects have zero speed, and thus the player
1411     * getting permanently paralyzed.
1412     */
1413 root 1.93 if (victim->speed_left < -50.f)
1414     victim->speed_left = -50.f;
1415 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1416     }
1417     goto leave;
1418 root 1.14
1419 root 1.23 case SPINNER:
1420     if (victim->direction)
1421     {
1422     victim->direction = absdir (victim->direction - trap->stats.sp);
1423     update_turn_face (victim);
1424     }
1425     goto leave;
1426 root 1.14
1427 root 1.23 case DIRECTOR:
1428     if (victim->direction && !should_director_abort (trap, victim))
1429     {
1430     victim->direction = trap->stats.sp;
1431     update_turn_face (victim);
1432     }
1433     goto leave;
1434 root 1.14
1435 root 1.23 case BUTTON:
1436     case PEDESTAL:
1437     update_button (trap);
1438     goto leave;
1439    
1440     case ALTAR:
1441     /* sacrifice victim on trap */
1442     apply_altar (trap, victim, originator);
1443     goto leave;
1444 root 1.14
1445 root 1.23 case THROWN_OBJ:
1446     if (trap->inv == NULL)
1447 root 1.22 goto leave;
1448 root 1.23 /* fallthrough */
1449 root 1.14
1450 root 1.23 case ARROW:
1451     /* bad bug: monster throw a object, make a step forwards, step on object ,
1452     * trigger this here and get hit by own missile - and will be own enemy.
1453     * Victim then is his own enemy and will start to kill herself (this is
1454     * removed) but we have not synced victim and his missile. To avoid senseless
1455     * action, we avoid hits here
1456     */
1457     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1458     hit_with_arrow (trap, victim);
1459     goto leave;
1460 root 1.14
1461 root 1.23 case SPELL_EFFECT:
1462     apply_spell_effect (trap, victim);
1463     goto leave;
1464 root 1.14
1465 root 1.23 case TRAPDOOR:
1466     {
1467     int max, sound_was_played;
1468     object *ab, *ab_next;
1469 root 1.22
1470 root 1.23 if (!trap->value)
1471     {
1472     int tot;
1473 root 1.14
1474 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1475 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1476 root 1.143 tot += ab->head_ ()->total_weight ();
1477 root 1.14
1478 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1479     goto leave;
1480 root 1.22
1481 root 1.23 SET_ANIMATION (trap, trap->value);
1482     update_object (trap, UP_OBJ_FACE);
1483     }
1484 root 1.14
1485 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1486 root 1.22 {
1487 root 1.23 /* need to set this up, since if we do transfer the object,
1488     * ab->above would be bogus
1489     */
1490     ab_next = ab->above;
1491 root 1.14
1492 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1493 root 1.22 {
1494 root 1.23 if (!sound_was_played)
1495     {
1496 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1497 root 1.23 sound_was_played = 1;
1498     }
1499 root 1.118
1500 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1501     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1502 root 1.14 }
1503     }
1504 root 1.22 goto leave;
1505 root 1.23 }
1506 root 1.14
1507 root 1.23 case CONVERTER:
1508     if (convert_item (victim, trap) < 0)
1509     {
1510 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1511 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1512 root 1.63 }
1513 root 1.14
1514 root 1.23 goto leave;
1515 root 1.14
1516 root 1.23 case TRIGGER_BUTTON:
1517     case TRIGGER_PEDESTAL:
1518     case TRIGGER_ALTAR:
1519     check_trigger (trap, victim);
1520     goto leave;
1521    
1522     case DEEP_SWAMP:
1523     walk_on_deep_swamp (trap, victim);
1524     goto leave;
1525    
1526     case CHECK_INV:
1527 elmex 1.46 check_inv (victim, trap);
1528 root 1.23 goto leave;
1529    
1530     case HOLE:
1531 root 1.167 move_apply_hole (trap, victim);
1532 root 1.23 goto leave;
1533 root 1.14
1534 root 1.23 case EXIT:
1535     if (victim->type == PLAYER && EXIT_PATH (trap))
1536     {
1537     /* Basically, don't show exits leading to random maps the
1538     * players output.
1539     */
1540 root 1.57 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1541 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1542 root 1.55
1543 root 1.131 trap->play_sound (trap->sound);
1544 root 1.55 victim->enter_exit (trap);
1545 root 1.23 }
1546     goto leave;
1547 root 1.14
1548 root 1.23 case ENCOUNTER:
1549     /* may be some leftovers on this */
1550     goto leave;
1551    
1552     case SHOP_MAT:
1553     apply_shop_mat (trap, victim);
1554     goto leave;
1555    
1556     /* Drop a certain amount of gold, and have one item identified */
1557     case IDENTIFY_ALTAR:
1558     apply_id_altar (victim, trap, originator);
1559     goto leave;
1560    
1561     case SIGN:
1562     if (victim->type != PLAYER && trap->stats.food > 0)
1563 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1564 root 1.23
1565     apply_sign (victim, trap, 1);
1566     goto leave;
1567    
1568     case CONTAINER:
1569 root 1.68 apply_container (victim, trap);
1570 root 1.23 goto leave;
1571    
1572     case RUNE:
1573     case TRAP:
1574     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1575 root 1.126 spring_trap (trap, victim);
1576 root 1.23 goto leave;
1577 root 1.14
1578 root 1.23 default:
1579     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1580 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1581 root 1.23 goto leave;
1582 elmex 1.1 }
1583    
1584 root 1.22 leave:
1585     recursion_depth--;
1586 elmex 1.1 }
1587    
1588     /**
1589     * Handles reading a regular (ie not containing a spell) book.
1590     */
1591 root 1.22 static void
1592     apply_book (object *op, object *tmp)
1593 elmex 1.1 {
1594 root 1.22 int lev_diff;
1595     object *skill_ob;
1596    
1597     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1598     {
1599 root 1.125 op->failmsg ("You are unable to read while blind!");
1600 root 1.22 return;
1601     }
1602 root 1.112
1603     if (!tmp->msg)
1604 root 1.22 {
1605 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1606 root 1.22 return;
1607     }
1608 elmex 1.1
1609 root 1.22 /* need a literacy skill to read stuff! */
1610     skill_ob = find_skill_by_name (op, tmp->skill);
1611     if (!skill_ob)
1612     {
1613 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));
1614 elmex 1.1 return;
1615     }
1616 root 1.112
1617 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1618     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1619     {
1620 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1621 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1622     : lev_diff < 5 ? "This book is beyond your comprehension."
1623     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1624     : lev_diff < 15 ? "This book is way beyond your comprehension."
1625     : "This book is totally beyond your comprehension.");
1626 elmex 1.1 return;
1627     }
1628    
1629 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1630    
1631 root 1.112 if (player *pl = op->contr)
1632     if (client *ns = pl->ns)
1633 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1634 root 1.22
1635     /* gain xp from reading */
1636     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1637     { /* only if not read before */
1638     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1639    
1640     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1641     {
1642     /*exp_gain *= 2; because they just identified it too */
1643     SET_FLAG (tmp, FLAG_IDENTIFIED);
1644 root 1.41
1645 root 1.149 if (object *pl = tmp->visible_to ())
1646     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1647 root 1.22 }
1648 root 1.41
1649 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1650     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 elmex 1.1 }
1652     }
1653    
1654     /**
1655     * Handles the applying of a skill scroll, calling learn_skill straight.
1656     * op is the person learning the skill, tmp is the skill scroll object
1657     */
1658 root 1.22 static void
1659     apply_skillscroll (object *op, object *tmp)
1660 elmex 1.1 {
1661 root 1.124 switch (learn_skill (op, tmp))
1662 root 1.22 {
1663 root 1.24 case 0:
1664 root 1.124 op->play_sound (sound_find ("generic_fail"));
1665 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 root 1.124 break;
1667 root 1.24
1668     case 1:
1669 root 1.144 tmp->decrease ();
1670 root 1.124 op->play_sound (sound_find ("skill_learn"));
1671     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672     break;
1673 root 1.14
1674 root 1.24 default:
1675 root 1.144 tmp->decrease ();
1676 root 1.124 op->play_sound (sound_find ("generic_fail"));
1677 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 root 1.124 break;
1679 elmex 1.1 }
1680     }
1681    
1682     /**
1683     * Actually makes op learn spell.
1684     * Informs player of what happens.
1685     */
1686 root 1.22 void
1687     do_learn_spell (object *op, object *spell, int special_prayer)
1688 elmex 1.1 {
1689 root 1.22 object *tmp;
1690 elmex 1.1
1691 root 1.22 if (op->type != PLAYER)
1692     {
1693     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1694     return;
1695 elmex 1.1 }
1696    
1697 root 1.22 /* Upgrade special prayers to normal prayers */
1698     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699     {
1700     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701     {
1702     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1703     return;
1704 elmex 1.1 }
1705 root 1.22 return;
1706 elmex 1.1 }
1707    
1708 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1709    
1710 root 1.39 tmp = spell->clone ();
1711 root 1.22 insert_ob_in_ob (tmp, op);
1712    
1713     if (special_prayer)
1714 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1715 elmex 1.1
1716 root 1.22 esrv_add_spells (op->contr, tmp);
1717 elmex 1.1 }
1718    
1719     /**
1720     * Erases spell from player's inventory.
1721     */
1722 root 1.22 void
1723     do_forget_spell (object *op, const char *spell)
1724 elmex 1.1 {
1725 root 1.22 object *spob;
1726    
1727     if (op->type != PLAYER)
1728     {
1729     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1730     return;
1731     }
1732     if ((spob = check_spell_known (op, spell)) == NULL)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735     return;
1736     }
1737 elmex 1.1
1738 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 root 1.22 player_unready_range_ob (op->contr, spob);
1740     esrv_remove_spell (op->contr, spob);
1741 root 1.172 spob->destroy ();
1742 elmex 1.1 }
1743    
1744     /**
1745     * Handles player applying a spellbook.
1746     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1747     * stuff like that. Random learning failure too.
1748     */
1749 root 1.22 static void
1750     apply_spellbook (object *op, object *tmp)
1751 elmex 1.1 {
1752 root 1.22 object *skop, *spell, *spell_skill;
1753    
1754     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1755     {
1756 root 1.125 op->failmsg ("You are unable to read while blind.");
1757 root 1.22 return;
1758     }
1759    
1760     /* artifact_spellbooks have 'slaying' field point to a spell name,
1761     * instead of having their spell stored in stats.sp. These are
1762     * legacy spellbooks
1763     */
1764 root 1.114 if (tmp->slaying)
1765 root 1.22 {
1766     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1767     if (!spell)
1768     {
1769 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 root 1.22 return;
1771 root 1.14 }
1772 root 1.22 else
1773     insert_ob_in_ob (spell, tmp);
1774 root 1.114
1775     tmp->slaying = 0;
1776 root 1.22 }
1777    
1778     skop = find_skill_by_name (op, tmp->skill);
1779    
1780     /* need a literacy skill to learn spells. Also, having a literacy level
1781     * lower than the spell will make learning the spell more difficult */
1782     if (!skop)
1783     {
1784 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 root 1.22 return;
1786     }
1787    
1788     spell = tmp->inv;
1789 root 1.32
1790 root 1.22 if (!spell)
1791     {
1792     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 root 1.22 return;
1795     }
1796 root 1.31
1797 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1798 root 1.22 {
1799 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 root 1.22 return;
1801     }
1802    
1803 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 root 1.22
1805     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 root 1.149 identify (tmp);
1807 root 1.22
1808     /* I removed the check for special_prayer_mark here - it didn't make
1809     * a lot of sense - special prayers are not found in spellbooks, and
1810     * if the player doesn't know the spell, doesn't make a lot of sense that
1811     * they would have a special prayer mark.
1812     */
1813     if (check_spell_known (op, spell->name))
1814     {
1815 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");
1816 root 1.22 return;
1817 elmex 1.1 }
1818 root 1.22
1819     if (spell->skill)
1820     {
1821     spell_skill = find_skill_by_name (op, spell->skill);
1822 root 1.25
1823 root 1.22 if (!spell_skill)
1824     {
1825 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1826 root 1.22 return;
1827 root 1.14 }
1828 root 1.25
1829 root 1.22 if (spell_skill->level < spell->level)
1830     {
1831 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1832 root 1.22 return;
1833 root 1.14 }
1834 elmex 1.1 }
1835    
1836 root 1.22 /* Logic as follows
1837     *
1838     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1839     *
1840     * 2- The learner's skill level in literacy adjusts the chance to learn
1841     * a spell.
1842     *
1843     * 3 -Automatically fail to learn if you read while confused
1844     *
1845     * Overall, chances are the same but a player will find having a high
1846     * literacy rate very useful! -b.t.
1847     */
1848     if (QUERY_FLAG (op, FLAG_CONFUSED))
1849     {
1850 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1851 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1852     }
1853     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1854     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1855     {
1856 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1857 root 1.22 do_learn_spell (op, spell, 0);
1858    
1859     /* xp gain to literacy for spell learning */
1860     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1861     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1862 elmex 1.1 }
1863 root 1.22 else
1864     {
1865 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1866 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");
1867 root 1.22 }
1868 root 1.73
1869 root 1.144 tmp->decrease ();
1870 elmex 1.1 }
1871    
1872     /**
1873     * Handles applying a spell scroll.
1874     */
1875 root 1.22 void
1876     apply_scroll (object *op, object *tmp, int dir)
1877 elmex 1.1 {
1878 root 1.22 object *skop;
1879 elmex 1.1
1880 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1881     {
1882 root 1.125 op->failmsg ("You are unable to read while blind.");
1883 root 1.22 return;
1884 elmex 1.1 }
1885    
1886 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1887     {
1888 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1889 root 1.22 return;
1890 elmex 1.1 }
1891    
1892 root 1.22 if (op->type == PLAYER)
1893     {
1894     /* players need a literacy skill to read stuff! */
1895     int exp_gain = 0;
1896 elmex 1.1
1897 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1898     * should go for anything killed by the spell.
1899     */
1900     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1901 elmex 1.1
1902 root 1.22 if (!skop)
1903     {
1904 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1905 root 1.22 return;
1906     }
1907 elmex 1.1
1908 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1909     change_exp (op, exp_gain, skop->skill, 0);
1910 elmex 1.1 }
1911    
1912 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1913     identify (tmp);
1914 elmex 1.1
1915 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1916 elmex 1.1
1917 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1918 root 1.144 tmp->decrease ();
1919 elmex 1.1 }
1920    
1921     /**
1922     * Applies a treasure object - by default, chest. op
1923     * is the person doing the applying, tmp is the treasure
1924     * chest.
1925     */
1926 root 1.22 static void
1927     apply_treasure (object *op, object *tmp)
1928 elmex 1.1 {
1929 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1930 root 1.22 * for the chest is done when the chest is created, and put into the chest
1931 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1932     * prevents people from moving chests to more difficult maps to get better
1933 root 1.22 * treasure
1934     */
1935 root 1.99 object *treas = tmp->inv;
1936 root 1.22
1937 root 1.99 if (!treas)
1938 root 1.22 {
1939 root 1.124 op->statusmsg ("The chest was empty.");
1940 root 1.144 tmp->decrease ();
1941 root 1.22 return;
1942     }
1943 root 1.99
1944 root 1.22 while (tmp->inv)
1945     {
1946     treas = tmp->inv;
1947 root 1.36 treas->remove ();
1948 elmex 1.1
1949 root 1.22 treas->x = op->x;
1950     treas->y = op->y;
1951     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1952    
1953     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1954     spring_trap (treas, op);
1955 root 1.37
1956 root 1.22 /* If either player or container was destroyed, no need to do
1957 root 1.124 * further processing. I think this should be enclused with
1958 root 1.22 * spring trap above, as I don't think there is otherwise
1959 root 1.124 * any way for the treasure chest or player to get killed.
1960 root 1.22 */
1961 root 1.29 if (op->destroyed () || tmp->destroyed ())
1962 root 1.22 break;
1963 elmex 1.1 }
1964    
1965 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1966 root 1.171 tmp->decrease (true);
1967 elmex 1.1 }
1968    
1969     /**
1970     * op eats food.
1971     * If player, takes care of messages and dragon special food.
1972     */
1973 root 1.22 static void
1974     apply_food (object *op, object *tmp)
1975 elmex 1.1 {
1976 root 1.22 int capacity_remaining;
1977 elmex 1.1
1978 root 1.22 if (op->type != PLAYER)
1979     op->stats.hp = op->stats.maxhp;
1980     else
1981     {
1982 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1983 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1984 root 1.14 ;
1985 root 1.22 else
1986     {
1987     /* usual case - no dragon meal: */
1988     if (op->stats.food + tmp->stats.food > 999)
1989     {
1990     if (tmp->type == FOOD || tmp->type == FLESH)
1991 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1992 root 1.22 else
1993 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1994 root 1.22 }
1995    
1996 root 1.132 tmp->play_sound (
1997     tmp->sound
1998     ? tmp->sound
1999     : tmp->type == DRINK
2000     ? sound_find ("eat_drink")
2001     : sound_find ("eat_food")
2002     );
2003    
2004 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005     {
2006 root 1.124 const char *buf;
2007 root 1.22
2008     if (!is_dragon_pl (op))
2009     {
2010     /* eating message for normal players */
2011     if (tmp->type == DRINK)
2012 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 root 1.22 else
2014 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 root 1.22 }
2016     else
2017 root 1.124 /* eating message for dragon players */
2018     buf = format ("The %s tasted terrible!", &tmp->name);
2019    
2020     op->statusmsg (buf);
2021 root 1.22
2022     capacity_remaining = 999 - op->stats.food;
2023     op->stats.food += tmp->stats.food;
2024     if (capacity_remaining < tmp->stats.food)
2025     op->stats.hp += capacity_remaining / 50;
2026     else
2027     op->stats.hp += tmp->stats.food / 50;
2028 root 1.124
2029 root 1.22 if (op->stats.hp > op->stats.maxhp)
2030     op->stats.hp = op->stats.maxhp;
2031     if (op->stats.food > 999)
2032     op->stats.food = 999;
2033     }
2034 root 1.14
2035 root 1.22 /* special food hack -b.t. */
2036     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037     eat_special_food (op, tmp);
2038     }
2039 elmex 1.1 }
2040 root 1.114
2041 root 1.22 handle_apply_yield (tmp);
2042 root 1.144 tmp->decrease ();
2043 elmex 1.1 }
2044    
2045     /**
2046     * A dragon is eating some flesh. If the flesh contains resistances,
2047     * there is a chance for the dragon's skin to get improved.
2048     *
2049     * attributes:
2050     * object *op the object (dragon player) eating the flesh
2051     * object *meal the flesh item, getting chewed in dragon's mouth
2052     * return:
2053     * int 1 if eating successful, 0 if it doesn't work
2054     */
2055 root 1.22 int
2056     dragon_eat_flesh (object *op, object *meal)
2057     {
2058     object *skin = NULL; /* pointer to dragon skin force */
2059     object *abil = NULL; /* pointer to dragon ability force */
2060     object *tmp = NULL; /* tmp. object */
2061    
2062 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2063 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2064     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2065     double mbonus = 0; /* monster bonus */
2066 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 root 1.22 int winners = 0; /* number of winners */
2068 elmex 1.1 int i; /* index */
2069 root 1.22
2070 elmex 1.1 /* let's make sure and doublecheck the parameters */
2071 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2072 elmex 1.1 return 0;
2073 root 1.22
2074 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075     from the player's inventory */
2076 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2077     if (tmp->type == FORCE)
2078 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2079 root 1.60 skin = tmp;
2080 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2081 root 1.60 abil = tmp;
2082 root 1.22
2083 elmex 1.1 /* if either skin or ability are missing, this is an old player
2084     which is not to be considered a dragon -> bail out */
2085 root 1.22 if (skin == NULL || abil == NULL)
2086     return 0;
2087    
2088 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2089 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2090 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2091     else
2092 root 1.22 op->stats.hp += meal->stats.food / 50;
2093 root 1.124
2094 root 1.22 if (op->stats.hp > op->stats.maxhp)
2095     op->stats.hp = op->stats.maxhp;
2096    
2097     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2098    
2099     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100    
2101 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2102 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2103     {
2104     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105     {
2106     /* got positive resistance, now calculate improvement chance (0-100) */
2107    
2108     /* this bonus makes resistance increase easier at lower levels */
2109     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2110     if (i == abil->stats.exp)
2111     bonus += 5; /* additional bonus for resistance of ability-focus */
2112    
2113     /* monster bonus increases with level, because high-level
2114     flesh is too rare */
2115     mbonus = op->level * 20. / ((double) settings.max_level);
2116    
2117     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118     ((double) settings.max_level)) - skin->resist[i];
2119    
2120     if (chance >= 0.)
2121     chance += 1.;
2122     else
2123     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124    
2125     /* chance is proportional to amount of resistance (max. 50) */
2126     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2127    
2128     /* doubled chance for resistance of ability-focus */
2129     if (i == abil->stats.exp)
2130     chance = MIN (100., chance * 2.);
2131    
2132     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2134 root 1.22 {
2135     atnr_winner[winners] = i;
2136     winners++;
2137     }
2138    
2139     if (chance >= 0.01)
2140     totalchance *= 1 - chance / 100;
2141    
2142     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2143     }
2144 elmex 1.1 }
2145 root 1.22
2146 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2147 root 1.22 totalchance = 100 - totalchance * 100;
2148 root 1.124
2149 elmex 1.1 /* print message according to totalchance */
2150 root 1.124 const char *buf;
2151 elmex 1.1 if (totalchance > 50.)
2152 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2153 elmex 1.1 else if (totalchance > 10.)
2154 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2155 elmex 1.1 else if (totalchance > 1.)
2156 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2157 elmex 1.1 else if (totalchance > 0.1)
2158 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2159 elmex 1.1 else if (totalchance >= 0.01)
2160 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2161 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2162 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2163 root 1.22 else
2164 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2165    
2166     op->statusmsg (buf);
2167 root 1.22
2168 elmex 1.1 /* now choose a winner if we have any */
2169     i = -1;
2170 root 1.22 if (winners > 0)
2171 root 1.175 i = atnr_winner [rndm (winners)];
2172 root 1.22
2173     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174     {
2175     /* resistance increased! */
2176     skin->resist[i]++;
2177 root 1.51 op->update_stats ();
2178 root 1.22
2179 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2180 root 1.22 }
2181    
2182 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2183     into the ability_force and it will take effect on next level */
2184 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2185     {
2186     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2187    
2188     if (meal->last_eat != abil->stats.exp)
2189 root 1.124 op->statusmsg (format (
2190 root 1.125 "Your metabolism prepares to focus on %s!\n"
2191     "The change will happen at level %d.",
2192     change_resist_msg[meal->last_eat],
2193     abil->level + 1
2194 root 1.124 ));
2195 root 1.22 else
2196     {
2197 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2198 root 1.22 abil->last_eat = 0;
2199     }
2200 elmex 1.1 }
2201 root 1.124
2202 elmex 1.1 return 1;
2203     }
2204    
2205     /**
2206     * Handles applying an improve armor scroll.
2207     * Does some sanity checks, then calls improve_armour.
2208     */
2209 root 1.22 static void
2210     apply_armour_improver (object *op, object *tmp)
2211 elmex 1.1 {
2212 root 1.22 object *armor;
2213 elmex 1.1
2214 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2215 root 1.22 {
2216 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2217 root 1.22 return;
2218 elmex 1.1 }
2219 root 1.51
2220 root 1.22 armor = find_marked_object (op);
2221 root 1.51
2222 root 1.22 if (!armor)
2223     {
2224 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.");
2225 elmex 1.1 return;
2226     }
2227 root 1.51
2228 root 1.22 if (armor->type != ARMOUR
2229     && armor->type != CLOAK
2230     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2231 elmex 1.1 {
2232 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2233 root 1.22 return;
2234 elmex 1.1 }
2235    
2236 root 1.124 op->statusmsg ("Applying armour enchantment.");
2237 root 1.22 improve_armour (op, tmp, armor);
2238 elmex 1.1 }
2239    
2240 root 1.151 void
2241 root 1.22 apply_poison (object *op, object *tmp)
2242 elmex 1.1 {
2243 root 1.158 // need to do it now when it is still on the map
2244     handle_apply_yield (tmp);
2245    
2246 root 1.151 object *poison = tmp->split (1);
2247    
2248 root 1.22 if (op->type == PLAYER)
2249     {
2250 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2251 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2252 root 1.151 op->contr->killer = poison;
2253 elmex 1.1 }
2254 root 1.114
2255 root 1.151 if (poison->stats.hp > 0)
2256 root 1.22 {
2257 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2258     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2259 elmex 1.1 }
2260 root 1.114
2261 root 1.22 op->stats.food -= op->stats.food / 4;
2262 root 1.172 poison->destroy ();
2263 elmex 1.1 }
2264    
2265     /**
2266 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 elmex 1.1 * A valid 2 way exit means:
2268     * -You can come back (there is another exit at the other side)
2269     * -You are
2270 root 1.44 * ° the owner of the exit
2271     * ° or in the same party as the owner
2272 elmex 1.1 *
2273     * Note: a owner in a 2 way exit is saved as the owner's name
2274     * in the field exit->name cause the field exit->owner doesn't
2275     * survive in the swapping (in fact the whole exit doesn't survive).
2276     */
2277 root 1.22 int
2278     is_legal_2ways_exit (object *op, object *exit)
2279     {
2280     if (exit->stats.exp != 1)
2281     return 1; /*This is not a 2 way, so it is legal */
2282 root 1.52
2283 root 1.55 #if 0 //TODO
2284 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285     return 0; /* This is a reset town portal */
2286 root 1.55 #endif
2287    
2288 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289    
2290 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291 root 1.52
2292 root 1.22 if (exitmap)
2293     {
2294 root 1.58 exitmap->load_sync ();
2295    
2296     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297 root 1.52
2298 root 1.22 if (!tmp)
2299     return 0;
2300 root 1.52
2301 root 1.58 for (; tmp; tmp = tmp->above)
2302 root 1.22 {
2303     if (tmp->type != EXIT)
2304     continue; /*Not an exit */
2305 root 1.52
2306 root 1.22 if (!EXIT_PATH (tmp))
2307     continue; /*Not a valid exit */
2308 root 1.52
2309 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310     continue; /*Not in the same place */
2311 root 1.52
2312 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2313 root 1.22 continue; /*Not in the same map */
2314    
2315     /* From here we have found the exit is valid. However we do
2316     * here the check of the exit owner. It is important for the
2317     * town portals to prevent strangers from visiting your appartments
2318     */
2319     if (!exit->race)
2320     return 1; /*No owner, free for all! */
2321 root 1.52
2322 root 1.58 object *exit_owner = 0;
2323 root 1.52
2324     for_all_players (pp)
2325 root 1.22 {
2326     if (!pp->ob)
2327     continue;
2328 root 1.52
2329 root 1.22 if (pp->ob->name != exit->race)
2330     continue;
2331 root 1.52
2332 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333     break;
2334     }
2335 root 1.52
2336 root 1.22 if (!exit_owner)
2337     return 0; /* No more owner */
2338 root 1.52
2339 root 1.22 if (exit_owner->contr == op->contr)
2340     return 1; /*It is your exit */
2341 root 1.52
2342 root 1.22 if (exit_owner && /*There is a owner */
2343     (op->contr) && /*A player tries to pass */
2344     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346     return 0;
2347 root 1.52
2348 root 1.22 return 1;
2349     }
2350     }
2351 root 1.52
2352 root 1.22 return 0;
2353     }
2354 elmex 1.1
2355     /**
2356     * Main apply handler.
2357     *
2358     * Checks for unpaid items before applying.
2359     *
2360     * Return value:
2361     * 0: player or monster can't apply objects of that type
2362     * 1: has been applied, or there was an error applying the object
2363     * 2: objects of that type can't be applied if not in inventory
2364     *
2365     * op is the object that is causing object to be applied, tmp is the object
2366     * being applied.
2367     *
2368     * aflag is special (always apply/unapply) flags. Nothing is done with
2369     * them in this function - they are passed to apply_special
2370     */
2371 root 1.22 int
2372     manual_apply (object *op, object *tmp, int aflag)
2373 elmex 1.1 {
2374 root 1.156 tmp = tmp->head_ ();
2375 elmex 1.1
2376 root 1.22 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2377     {
2378     if (op->type == PLAYER)
2379     {
2380 root 1.125 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2381 root 1.22 return 1;
2382     }
2383     else
2384 root 1.51 return 0; /* monsters just skip unpaid items */
2385 elmex 1.1 }
2386    
2387 root 1.22 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2388     return RESULT_INT (0);
2389 root 1.8
2390 root 1.22 switch (tmp->type)
2391     {
2392 root 1.24 case CF_HANDLE:
2393 root 1.118 op->play_sound (sound_find ("turn_handle"));
2394 root 1.124 op->statusmsg ("You turn the handle.");
2395 root 1.24 tmp->value = tmp->value ? 0 : 1;
2396     SET_ANIMATION (tmp, tmp->value);
2397     update_object (tmp, UP_OBJ_FACE);
2398     push_button (tmp);
2399     return 1;
2400 root 1.14
2401 root 1.24 case TRIGGER:
2402     if (check_trigger (tmp, op))
2403     {
2404 root 1.124 op->statusmsg ("You turn the handle.");
2405 root 1.118 op->play_sound (sound_find ("turn_handle"));
2406 root 1.24 }
2407     else
2408 root 1.125 op->failmsg ("The handle doesn't move.");
2409 root 1.57
2410 root 1.24 return 1;
2411 root 1.14
2412 root 1.24 case EXIT:
2413     if (op->type != PLAYER)
2414     return 0;
2415 root 1.57
2416 root 1.24 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2417 root 1.125 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2418 root 1.24 else
2419     {
2420     /* Don't display messages for random maps. */
2421 root 1.57 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2422 root 1.124 op->statusmsg (tmp->msg, NDI_NAVY);
2423 root 1.57
2424 root 1.55 op->enter_exit (tmp);
2425 root 1.24 }
2426 root 1.85
2427 root 1.24 return 1;
2428 root 1.14
2429 root 1.122 case INSCRIBABLE:
2430 root 1.124 op->statusmsg (tmp->msg);
2431 root 1.122 // maybe show a spell menu to chose from or something like that
2432     return 1;
2433    
2434 root 1.24 case SIGN:
2435     apply_sign (op, tmp, 0);
2436     return 1;
2437 root 1.14
2438 root 1.24 case BOOK:
2439     if (op->type == PLAYER)
2440     {
2441     apply_book (op, tmp);
2442     return 1;
2443     }
2444     else
2445 root 1.85 return 0;
2446 root 1.14
2447 root 1.24 case SKILLSCROLL:
2448     if (op->type == PLAYER)
2449     {
2450     apply_skillscroll (op, tmp);
2451     return 1;
2452     }
2453 root 1.85 else
2454     return 0;
2455 root 1.14
2456 root 1.24 case SPELLBOOK:
2457     if (op->type == PLAYER)
2458     {
2459     apply_spellbook (op, tmp);
2460     return 1;
2461     }
2462 root 1.85 else
2463     return 0;
2464 root 1.14
2465 root 1.24 case SCROLL:
2466     apply_scroll (op, tmp, 0);
2467     return 1;
2468 root 1.14
2469 root 1.24 case POTION:
2470 root 1.85 apply_potion (op, tmp);
2471 root 1.24 return 1;
2472 root 1.14
2473 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 root 1.68 //TODO: remove, as it is unsed?
2475 root 1.24 case CLOSE_CON:
2476 root 1.68 apply_container (op, tmp->env);
2477 root 1.24 return 1;
2478 root 1.14
2479 root 1.24 case CONTAINER:
2480 root 1.68 apply_container (op, tmp);
2481 root 1.24 return 1;
2482 root 1.14
2483 root 1.24 case TREASURE:
2484     if (op->type == PLAYER)
2485     {
2486     apply_treasure (op, tmp);
2487     return 1;
2488     }
2489     else
2490 root 1.68 return 0;
2491 root 1.14
2492 root 1.24 case WEAPON:
2493     case ARMOUR:
2494     case BOOTS:
2495     case GLOVES:
2496     case AMULET:
2497     case GIRDLE:
2498     case BRACERS:
2499     case SHIELD:
2500     case HELMET:
2501     case RING:
2502     case CLOAK:
2503     case WAND:
2504     case ROD:
2505     case HORN:
2506     case SKILL:
2507     case BOW:
2508     case LAMP:
2509     case BUILDER:
2510     case SKILL_TOOL:
2511     if (tmp->env != op)
2512     return 2; /* not in inventory */
2513 root 1.79
2514     apply_special (op, tmp, aflag);
2515 root 1.24 return 1;
2516 root 1.14
2517 root 1.24 case DRINK:
2518     case FOOD:
2519     case FLESH:
2520     apply_food (op, tmp);
2521     return 1;
2522 root 1.14
2523 root 1.24 case POISON:
2524     apply_poison (op, tmp);
2525     return 1;
2526 root 1.14
2527 root 1.24 case SAVEBED:
2528 root 1.51 return 1;
2529 root 1.14
2530 root 1.24 case ARMOUR_IMPROVER:
2531     if (op->type == PLAYER)
2532     {
2533     apply_armour_improver (op, tmp);
2534     return 1;
2535     }
2536     else
2537 root 1.51 return 0;
2538 root 1.14
2539 root 1.24 case WEAPON_IMPROVER:
2540 root 1.85 check_improve_weapon (op, tmp);
2541 root 1.24 return 1;
2542 root 1.14
2543 root 1.24 case CLOCK:
2544     if (op->type == PLAYER)
2545     {
2546     char buf[MAX_BUF];
2547     timeofday_t tod;
2548 root 1.22
2549 root 1.24 get_tod (&tod);
2550 root 1.118 op->play_sound (sound_find ("sound_clock"));
2551 root 1.124 op->statusmsg (format (
2552 root 1.125 "It is %d minute%s past %d o'clock %s",
2553     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2555 root 1.124 ));
2556 root 1.24 return 1;
2557     }
2558     else
2559 root 1.85 return 0;
2560 root 1.14
2561 root 1.24 case MENU:
2562     if (op->type == PLAYER)
2563     {
2564 elmex 1.75 shop_listing (tmp, op);
2565 root 1.24 return 1;
2566     }
2567     else
2568 root 1.85 return 0;
2569 elmex 1.1
2570 root 1.24 case POWER_CRYSTAL:
2571     apply_power_crystal (op, tmp); /* see egoitem.c */
2572     return 1;
2573 root 1.14
2574 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2575     if (op->type == PLAYER)
2576     {
2577     apply_lighter (op, tmp);
2578     return 1;
2579     }
2580     else
2581 root 1.85 return 0;
2582 root 1.14
2583 root 1.24 case ITEM_TRANSFORMER:
2584     apply_item_transformer (op, tmp);
2585     return 1;
2586 root 1.14
2587 root 1.24 default:
2588     return 0;
2589 elmex 1.1 }
2590     }
2591    
2592     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2593     * messages as needed by player_apply_below(). But there can still be
2594     * "but you are floating high above the ground" messages.
2595     *
2596     * Same return value as apply() function.
2597     */
2598 root 1.22 int
2599     player_apply (object *pl, object *op, int aflag, int quiet)
2600 elmex 1.1 {
2601 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2602 root 1.22 {
2603     /* player is flying and applying object not in inventory */
2604     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2605     {
2606 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2607     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2608     "or waiting till the levitation effect wears off.>");
2609 root 1.22 return 0;
2610 root 1.14 }
2611 elmex 1.1 }
2612    
2613 root 1.22 pl->contr->last_used = op;
2614 elmex 1.1
2615 root 1.157 int tmp = manual_apply (pl, op, aflag);
2616    
2617 root 1.22 if (!quiet)
2618     {
2619     if (tmp == 0)
2620 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 root 1.22 else if (tmp == 2)
2622 elmex 1.138 pl->failmsg ("You must get it first!\n");
2623 elmex 1.1 }
2624 root 1.114
2625 root 1.22 return tmp;
2626 elmex 1.1 }
2627    
2628     /**
2629     * player_apply_below attempts to apply the object 'below' the player.
2630     * If the player has an open container, we use that for below, otherwise
2631     * we use the ground.
2632     */
2633 root 1.22 void
2634     player_apply_below (object *pl)
2635 elmex 1.1 {
2636 root 1.68 int floors = 0;
2637 root 1.22
2638     /* If using a container, set the starting item to be the top
2639     * item in the container. Otherwise, use the map.
2640 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2641 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2642     * next object in the stack before applying. This is can only be a
2643     * problem if player_apply() has a bug in that it uses the object but does
2644     * not return a proper value.
2645     */
2646 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2647 root 1.22 {
2648     next = tmp->below;
2649 root 1.68
2650 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651     floors++;
2652     else if (floors > 0)
2653     return; /* process only floor objects after first floor object */
2654    
2655     /* If it is visible, player can apply it. If it is applied by
2656     * person moving on it, also activate. Added code to make it
2657     * so that at least one of players movement types be that which
2658     * the item needs.
2659     */
2660     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2661 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
2662     return;
2663    
2664 root 1.22 if (floors >= 2)
2665     return; /* process at most two floor objects */
2666 elmex 1.1 }
2667     }
2668    
2669     /**
2670     * Unapplies specified item.
2671     * No check done on cursed/damned.
2672     * Break this out of apply_special - this is just done
2673     * to keep the size of apply_special to a more managable size.
2674     */
2675 root 1.22 static int
2676     unapply_special (object *who, object *op, int aflags)
2677 elmex 1.1 {
2678 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2679     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2680 root 1.22 return RESULT_INT (0);
2681 root 1.12
2682 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2683 root 1.76
2684 root 1.22 switch (op->type)
2685     {
2686 root 1.96 case SKILL_TOOL:
2687     // unapplying a skill tool should also unapply the skill it governs
2688     // but this is hard, as it shouldn't do so when the skill can
2689     // be used for other reasons
2690     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691     if (tmp->skill == op->skill
2692     && tmp->type == SKILL
2693     && tmp->flag [FLAG_APPLIED]
2694     && !tmp->flag [FLAG_CAN_USE_SKILL])
2695     unapply_special (who, tmp, 0);
2696    
2697     change_abil (who, op);
2698     break;
2699    
2700 root 1.24 case WEAPON:
2701 root 1.105 if (player *pl = who->contr)
2702     if (op == pl->combat_ob)
2703     {
2704     pl->combat_ob = 0;
2705     who->change_weapon (pl->ranged_ob);
2706     }
2707    
2708 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2709 elmex 1.1
2710 root 1.79 change_abil (who, op);
2711     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2712 root 1.24 break;
2713 root 1.14
2714 root 1.96 case SKILL:
2715 root 1.79 if (who->contr)
2716 root 1.24 {
2717 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2718     who->change_weapon (who->contr->combat_ob = 0);
2719     else if (IS_RANGED_SKILL (op->subtype))
2720     who->change_weapon (who->contr->ranged_ob = 0);
2721    
2722     if (op->invisible)
2723     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724     else
2725 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2726 root 1.24 }
2727 root 1.76
2728     change_abil (who, op);
2729 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730     break;
2731 root 1.14
2732 root 1.24 case ARMOUR:
2733     case HELMET:
2734     case SHIELD:
2735     case RING:
2736     case BOOTS:
2737     case GLOVES:
2738     case AMULET:
2739     case GIRDLE:
2740     case BRACERS:
2741     case CLOAK:
2742 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 root 1.79 change_abil (who, op);
2744 root 1.24 break;
2745 root 1.79
2746 root 1.24 case LAMP:
2747 root 1.103 {
2748 root 1.124 who->statusmsg (format ("You turn off your %s.", &op->name));
2749 root 1.29
2750 root 1.103 object *tmp2 = arch_to_object (op->other_arch);
2751     tmp2->x = op->x;
2752     tmp2->y = op->y;
2753     tmp2->map = op->map;
2754     tmp2->below = op->below;
2755     tmp2->above = op->above;
2756     tmp2->stats.food = op->stats.food;
2757     CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758    
2759     if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760     SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761    
2762 root 1.172 op->destroy ();
2763 root 1.149 who->insert (tmp2);
2764 root 1.103 who->update_stats ();
2765 root 1.29
2766 root 1.149 if (who->contr)
2767 root 1.174 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768     {
2769     who->failmsg ("Oops, it feels deadly cold!");
2770     SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771     }
2772 root 1.103 }
2773 root 1.79
2774 root 1.24 return 1; /* otherwise, an attempt to drop causes problems */
2775 root 1.76
2776 root 1.24 case BOW:
2777     case WAND:
2778     case ROD:
2779     case HORN:
2780 root 1.105 if (player *pl = who->contr)
2781     {
2782     if (op == pl->ranged_ob)
2783     {
2784     pl->ranged_ob = 0;
2785     who->change_weapon (pl->combat_ob);
2786     }
2787    
2788 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2789 root 1.105 }
2790 root 1.103 else
2791 root 1.24 {
2792 root 1.103 who->change_skill (0);
2793 root 1.79
2794 root 1.24 if (op->type == BOW)
2795     CLEAR_FLAG (who, FLAG_READY_BOW);
2796     else
2797     CLEAR_FLAG (who, FLAG_READY_RANGE);
2798     }
2799 root 1.76
2800 root 1.24 break;
2801 elmex 1.1
2802 root 1.24 case BUILDER:
2803 root 1.79 if (who->contr)
2804 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 root 1.24 break;
2806 elmex 1.1
2807 root 1.24 default:
2808 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 root 1.24 break;
2810 elmex 1.1 }
2811    
2812 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2813     if (object *pl = op->visible_to ())
2814     esrv_send_item (pl, op);
2815    
2816 root 1.51 who->update_stats ();
2817 elmex 1.1
2818 root 1.22 return 0;
2819 elmex 1.1 }
2820    
2821     /**
2822     * Returns the object that is using location 'loc'.
2823     * Note that 'start' is the first object to start examing - we
2824     * then go through the below of this. In this way, you can do
2825     * something like:
2826 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2827     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2828 elmex 1.1 * to find the second object that may use this location, etc.
2829     * Returns NULL if no match is found.
2830     * loc is the index into the array we are looking for a match.
2831     * don't return invisible objects unless they are skill objects
2832     * invisible other objects that use
2833     * up body locations can be used as restrictions.
2834     */
2835 root 1.84 static object *
2836 root 1.96 get_next_item_from_body_location (int loc, object *start)
2837 elmex 1.1 {
2838 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
2839     if (tmp->flag [FLAG_APPLIED]
2840     && tmp->slot[loc].info
2841     && (!tmp->invisible || tmp->type == SKILL))
2842     return tmp;
2843 elmex 1.1
2844 root 1.84 return 0;
2845 elmex 1.1 }
2846    
2847     /**
2848     * 'op' wants to apply an object, but can't because of other equipment.
2849     * This should only be called when it is known
2850     * that there are objects to unapply. This makes pretty heavy
2851     * use of get_item_from_body_location. It makes no intelligent choice
2852     * on objects - rather, the first that is matched is used.
2853     * Returns 0 on success, returns 1 if there is some problem.
2854     * if aflags is AP_PRINT, we instead print out waht to unapply
2855     * instead of doing it. This is a lot less code than having
2856     * another function that does just that.
2857     */
2858 root 1.114
2859     #define CANNOT_REMOVE_CURSED \
2860     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2861     "Praying over an altar, scrolls of remove curse/damnation, " \
2862     "priests or even other players might help.>"
2863    
2864 root 1.22 int
2865     unapply_for_ob (object *who, object *op, int aflags)
2866 elmex 1.1 {
2867 root 1.81 if (op->is_range ())
2868     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2869     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2870     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2871     {
2872     if (aflags & AP_PRINT)
2873 root 1.125 who->failmsg (query_name (tmp));
2874 root 1.81 else
2875     unapply_special (who, tmp, aflags);
2876     }
2877     else
2878     {
2879     /* In this case, we want to try and remove a cursed item.
2880     * While we know it won't work, we want unapply_special to
2881     * at least generate the message.
2882     */
2883 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)));
2884 root 1.81 return 1;
2885     }
2886 elmex 1.1
2887 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2888 root 1.22 {
2889     /* this used up a slot that we need to free */
2890 root 1.82 if (op->slot[i].info)
2891 root 1.22 {
2892 root 1.81 object *last = who->inv;
2893 root 1.14
2894 root 1.22 /* We do a while loop - may need to remove several items in order
2895     * to free up enough slots.
2896     */
2897 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
2898 root 1.22 {
2899 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
2900 root 1.81
2901 root 1.22 if (!tmp)
2902     {
2903 elmex 1.1 #if 0
2904 root 1.22 /* Not a bug - we'll get this if the player has cursed items
2905     * equipped.
2906     */
2907     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2908 elmex 1.1 #endif
2909 root 1.22 return 1;
2910     }
2911 root 1.81
2912 root 1.22 /* If we are just printing, we don't care about cursed status */
2913     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2914     {
2915     if (aflags & AP_PRINT)
2916 root 1.125 who->failmsg (query_name (tmp));
2917 root 1.22 else
2918     unapply_special (who, tmp, aflags);
2919 root 1.14 }
2920 root 1.22 else
2921     {
2922     /* Cursed item that we can't unequip - tell the player.
2923     * Note this could be annoying if this is just one of a few,
2924     * so it may not be critical (eg, putting on a ring and you have
2925     * one cursed ring.)
2926     */
2927 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2928 root 1.14 }
2929 root 1.81
2930 root 1.22 last = tmp->below;
2931 root 1.14 }
2932 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2933     * return in the !tmp would have kicked in.
2934     */
2935     } /* if op is using this body location */
2936     } /* for body lcoations */
2937 root 1.81
2938 root 1.22 return 0;
2939 elmex 1.1 }
2940    
2941     /**
2942     * Checks to see if 'who' can apply object 'op'.
2943     * Returns 0 if apply can be done without anything special.
2944     * Otherwise returns a bitmask - potentially several of these may be
2945     * set, but largely depends on circumstance - in the future, processing
2946 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2947 root 1.96 * is set, do we really care what the other flags may be?)
2948 elmex 1.1 *
2949     * See include/define.h for detailed description of the meaning of
2950     * these return values.
2951     */
2952 root 1.22 int
2953     can_apply_object (object *who, object *op)
2954 elmex 1.1 {
2955 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2956     return RESULT_INT (0);
2957    
2958 root 1.78 int retval = 0;
2959     object *tmp = 0, *ws = 0;
2960 root 1.22
2961 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2962 root 1.22 {
2963 root 1.82 if (op->slot[i].info)
2964 root 1.22 {
2965     /* Item uses more slots than we have */
2966 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
2967 root 1.22 {
2968 root 1.78 /* Could return now for efficiency - rest of info below isn't
2969 root 1.22 * really needed.
2970     */
2971     retval |= CAN_APPLY_NEVER;
2972     }
2973 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
2974 root 1.22 {
2975     /* in this case, equipping this would use more free spots than
2976     * we have.
2977     */
2978 elmex 1.1
2979 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
2980 root 1.84 * enough slots to equip the new item, then just set "can
2981     * apply unapply". We don't care about the logic below - if you have a
2982 root 1.22 * shield equipped and try to equip another shield, there is only
2983     * one choice. However, the check for the number of body locations
2984     * does take into the account cases where what is being applied
2985     * may be two handed for example.
2986     */
2987     if (ws)
2988 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2989     {
2990     retval |= CAN_APPLY_UNAPPLY;
2991     continue;
2992     }
2993 root 1.22
2994 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2995 root 1.22 if (!tmp1)
2996     {
2997 elmex 1.1 #if 0
2998 root 1.22 /* This is sort of an error, but happens a lot when old players
2999     * join in with more stuff equipped than they are now allowed.
3000     */
3001     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3002 elmex 1.1 #endif
3003 root 1.22 retval |= CAN_APPLY_NEVER;
3004     }
3005     else
3006     {
3007     /* need to unapply something. However, if this something
3008     * is different than we had found before, it means they need
3009     * to apply multiple objects
3010     */
3011     retval |= CAN_APPLY_UNAPPLY;
3012 root 1.96
3013 root 1.22 if (!tmp)
3014     tmp = tmp1;
3015     else if (tmp != tmp1)
3016 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3017    
3018 root 1.22 /* This object isn't using up all the slots, so there must
3019 root 1.78 * be another. If so, and it the new item doesn't need all
3020 root 1.22 * the slots, the player then has a choice.
3021     */
3022 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3023     && abs (op->slot[i].info) < who->slot[i].info)
3024 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025    
3026     /* Does unequippint 'tmp1' free up enough slots for this to be
3027     * equipped? If not, there must be something else to unapply.
3028     */
3029 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3030 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3031     }
3032     } /* if not enough free slots */
3033     } /* if this object uses location i */
3034     } /* for i -> num_body_locations loop */
3035    
3036     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3037     * really be controlled by use of body locations. We do have
3038     * the weapon/shield checks, and the range checks for monsters,
3039     * because you can't control those just by body location - bows, shields,
3040     * and weapons all use the same slot. Similar for horn/rod/wand - they
3041     * all use the same location.
3042     */
3043     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3044     retval |= CAN_APPLY_RESTRICTION;
3045 root 1.76
3046 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3047     retval |= CAN_APPLY_RESTRICTION;
3048    
3049     if (who->type != PLAYER)
3050     {
3051     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3052 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3053 root 1.78
3054 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3055     retval |= CAN_APPLY_RESTRICTION;
3056 root 1.78
3057 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3058     retval |= CAN_APPLY_RESTRICTION;
3059 root 1.78
3060 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3062 elmex 1.1 }
3063 root 1.76
3064 root 1.22 return retval;
3065 elmex 1.1 }
3066    
3067     /**
3068     * who is the object using the object. It can be a monster.
3069     * op is the object they are using. op is an equipment type item,
3070     * eg, one which you put on and keep on for a while, and not something
3071     * like a potion or scroll.
3072     *
3073     * function returns 1 if the action could not be completed, 0 on
3074     * success. However, success is a matter of meaning - if the
3075     * user passes the 'apply' flag to an object already applied,
3076     * nothing is done, and 0 is returned.
3077     *
3078     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3079     * AP_UNAPPLY=always unapply).
3080     *
3081     * Optional flags:
3082     * AP_NO_MERGE: don't merge an unapplied object with other objects
3083     * AP_IGNORE_CURSE: unapply cursed items
3084 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3085 elmex 1.1 *
3086     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087     *
3088     * apply_special() doesn't check for unpaid items.
3089     */
3090 root 1.114
3091     #define LACK_ITEM_POWER \
3092     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3093    
3094 root 1.22 int
3095     apply_special (object *who, object *op, int aflags)
3096 elmex 1.1 {
3097 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3098     object *tmp, *tmp2, *skop = NULL;
3099 elmex 1.1
3100 root 1.22 if (who == NULL)
3101     {
3102     LOG (llevError, "apply_special() from object without environment.\n");
3103     return 1;
3104 elmex 1.1 }
3105    
3106 root 1.22 if (op->env != who)
3107     return 1; /* op is not in inventory */
3108 elmex 1.1
3109 root 1.22 /* trying to unequip op */
3110     if (QUERY_FLAG (op, FLAG_APPLIED))
3111     {
3112     /* always apply, so no reason to unapply */
3113     if (basic_flag == AP_APPLY)
3114     return 0;
3115    
3116     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3117     {
3118 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3119 root 1.22 return 1;
3120 root 1.14 }
3121 root 1.78
3122 root 1.22 return unapply_special (who, op, aflags);
3123 elmex 1.1 }
3124 root 1.159 else if (basic_flag == AP_UNAPPLY)
3125 root 1.22 return 0;
3126 elmex 1.1
3127 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3128     // to resolve conflicts.
3129     if (player *pl = who->contr)
3130 root 1.95 switch (op->slottype ())
3131 root 1.90 {
3132 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3133     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3134 root 1.90 }
3135    
3136 root 1.104 splay (op);
3137    
3138 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3139 root 1.78 if (int i = can_apply_object (who, op))
3140 root 1.22 {
3141     if (i & CAN_APPLY_NEVER)
3142     {
3143 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)));
3144 root 1.22 return 1;
3145     }
3146     else if (i & CAN_APPLY_RESTRICTION)
3147     {
3148 root 1.125 who->failmsg (format (
3149     "You have a prohibition against using a %s. "
3150     "H<Your belief, profession or class prevents you from applying this item.>",
3151     query_name (op)
3152     ));
3153 root 1.22 return 1;
3154     }
3155 root 1.78
3156 root 1.22 if (who->type != PLAYER)
3157     {
3158     /* Some error, so don't try to equip something more */
3159     if (unapply_for_ob (who, op, aflags))
3160 root 1.14 return 1;
3161     }
3162 root 1.22 else
3163     {
3164     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3165     {
3166 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3167 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3168     return 1;
3169     }
3170     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3171 root 1.81 if (unapply_for_ob (who, op, aflags))
3172     return 1;
3173 root 1.14 }
3174 elmex 1.1 }
3175 root 1.55
3176 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3177     {
3178     skop = find_skill_by_name (who, op->skill);
3179 root 1.78
3180 root 1.22 if (!skop)
3181     {
3182 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3183 root 1.22 return 1;
3184     }
3185     else
3186 root 1.76 /* While experience will be credited properly, we want to change the
3187     * skill so that the dam and wc get updated
3188     */
3189 root 1.101 who->change_skill (skop);
3190 elmex 1.1 }
3191 root 1.22
3192 root 1.78 if (who->type == PLAYER
3193     && op->item_power
3194     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3195 root 1.22 {
3196 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3197 root 1.22 return 1;
3198 elmex 1.1 }
3199    
3200 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3201     * Note that we don't have the checks for can_use_...
3202     * below - that is already taken care of by can_apply_object.
3203     */
3204 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3205 root 1.22
3206     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3207     return RESULT_INT (0);
3208    
3209     switch (op->type)
3210     {
3211 root 1.24 case WEAPON:
3212     if (!check_weapon_power (who, op->last_eat))
3213     {
3214 root 1.157 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3215 root 1.79
3216 root 1.78 if (tmp)
3217     insert_ob_in_ob (tmp, who);
3218 root 1.79
3219 root 1.24 return 1;
3220     }
3221 root 1.65
3222 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3223 root 1.78 // i.e. "R" can use Ragnarok's sword.
3224 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3225     {
3226     /* if the weapon does not have the name as the character, can't use it. */
3227     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3228 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3229 root 1.65
3230     if (tmp)
3231     insert_ob_in_ob (tmp, who);
3232    
3233 root 1.24 return 1;
3234     }
3235 root 1.65
3236 root 1.80 if (!skop)
3237     {
3238 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3239 root 1.80 return 1;
3240     }
3241    
3242 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3243 root 1.101 who->change_skill (skop);
3244 root 1.76
3245 root 1.79 if (who->contr)
3246 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3247 root 1.78
3248 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3249 root 1.14
3250 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3251 root 1.76 change_abil (who, op);
3252 root 1.24 break;
3253 root 1.14
3254 root 1.24 case ARMOUR:
3255     case HELMET:
3256     case SHIELD:
3257     case BOOTS:
3258     case GLOVES:
3259     case GIRDLE:
3260     case BRACERS:
3261     case CLOAK:
3262     case RING:
3263     case AMULET:
3264     SET_FLAG (op, FLAG_APPLIED);
3265 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3266 root 1.76 change_abil (who, op);
3267 root 1.24 break;
3268 root 1.76
3269 root 1.24 case LAMP:
3270     if (op->stats.food < 1)
3271     {
3272 root 1.125 who->failmsg (format (
3273     "Your %s is out of fuel! "
3274     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275     &op->name
3276     ));
3277 root 1.24 return 1;
3278     }
3279 root 1.76
3280 root 1.125 who->statusmsg (format ("You turn on your %s.", &op->name));
3281    
3282 root 1.24 tmp2 = arch_to_object (op->other_arch);
3283     tmp2->stats.food = op->stats.food;
3284     SET_FLAG (tmp2, FLAG_APPLIED);
3285 root 1.76
3286 root 1.24 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3287     SET_FLAG (tmp2, FLAG_INV_LOCKED);
3288 root 1.76
3289 root 1.149 who->insert (tmp2);
3290 root 1.24
3291     /* Remove the old lantern */
3292 root 1.172 op->destroy ();
3293 root 1.22
3294 root 1.24 /* insert the portion that was split off */
3295 root 1.76 if (tmp)
3296 root 1.149 who->insert (tmp);
3297 root 1.76
3298 root 1.51 who->update_stats ();
3299 root 1.76
3300 root 1.24 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 root 1.81 if (who->type == PLAYER)
3302     {
3303 root 1.174 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3304 root 1.81 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3305     }
3306 root 1.76
3307 root 1.24 return 0;
3308 root 1.14
3309 root 1.96 case SKILL_TOOL:
3310     // applying a skill tool also readies the skill
3311     SET_FLAG (op, FLAG_APPLIED);
3312    
3313 root 1.101 if (!(aflags & AP_NO_READY))
3314 root 1.24 {
3315 root 1.101 skop = find_skill_by_name (who, op->skill);
3316     if (!skop->flag [FLAG_APPLIED])
3317     apply_special (who, skop, AP_APPLY);
3318 root 1.24 }
3319 root 1.101 break;
3320 root 1.76
3321 root 1.101 case SKILL:
3322 root 1.79 if (player *pl = who->contr)
3323 root 1.24 {
3324 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3325     {
3326 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3327 root 1.79 {
3328     for (object *item = who->inv; item; item = item->below)
3329     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3330     {
3331 root 1.101 if (item->skill == op->skill)
3332     {
3333     who->change_weapon (pl->combat_ob = item);
3334     goto found_weapon;
3335     }
3336 root 1.79 }
3337    
3338 root 1.125 who->failmsg (format (
3339     "You need to apply a '%s' melee weapon before readying this skill. "
3340     "H<Some skills need an item, in this case a melee weapon, to function.>",
3341     &op->skill
3342     ));
3343 root 1.79 return 1;
3344    
3345     found_weapon:;
3346     }
3347     else
3348 root 1.90 who->change_weapon (pl->combat_ob = op);
3349 root 1.79 }
3350     else if (IS_RANGED_SKILL (op->subtype))
3351     {
3352 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3353 root 1.79 {
3354     for (object *item = who->inv; item; item = item->below)
3355     if (item->type == BOW && item->flag [FLAG_APPLIED])
3356     {
3357 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3358 root 1.90 who->change_weapon (pl->ranged_ob = item);
3359 root 1.79 goto found_bow;
3360     }
3361    
3362 root 1.125 who->failmsg (
3363     "You need to apply a missile weapon before readying this skill. "
3364     "H<Some skills need an item, in this case a missile weapon, to function.>"
3365     );
3366 root 1.79 return 1;
3367    
3368     found_bow:;
3369     }
3370     else
3371 root 1.90 who->change_weapon (pl->ranged_ob = op);
3372 root 1.79 }
3373 root 1.76
3374 root 1.24 if (!op->invisible)
3375     {
3376 root 1.125 who->statusmsg (format (
3377     "You ready %s."
3378     "You can now use the skill: %s.",
3379     query_name (op),
3380     &op->skill
3381     ));
3382 root 1.24 }
3383     else
3384 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3385 root 1.24 }
3386 root 1.101 else
3387     {
3388     SET_FLAG (op, FLAG_APPLIED);
3389     change_abil (who, op);
3390     who->chosen_skill = op;
3391     SET_FLAG (who, FLAG_READY_SKILL);
3392     }
3393 root 1.76
3394 root 1.24 break;
3395 root 1.22
3396 root 1.24 case BOW:
3397     if (!check_weapon_power (who, op->last_eat))
3398     {
3399 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400 root 1.76
3401     if (tmp)
3402     insert_ob_in_ob (tmp, who);
3403    
3404 root 1.24 return 1;
3405     }
3406 root 1.76
3407 root 1.24 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408     {
3409 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3410 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3411 root 1.81 if (tmp)
3412 root 1.76 insert_ob_in_ob (tmp, who);
3413    
3414 root 1.24 return 1;
3415     }
3416 root 1.76
3417     /*FALLTHROUGH*/
3418     case WAND:
3419 root 1.24 case ROD:
3420     case HORN:
3421     /* check for skill, alter player status */
3422 root 1.78
3423     if (!skop)
3424 root 1.80 {
3425 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3426 root 1.80 return 1;
3427     }
3428    
3429     SET_FLAG (op, FLAG_APPLIED);
3430 root 1.101 who->change_skill (skop);
3431 root 1.22
3432 root 1.79 if (who->contr)
3433 root 1.24 {
3434 root 1.79 who->contr->ranged_ob = op;
3435 root 1.78
3436 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3437 root 1.76
3438 root 1.24 if (op->type == BOW)
3439     {
3440 root 1.79 who->current_weapon = op;
3441 root 1.76 change_abil (who, op);
3442 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3443 root 1.24 }
3444     }
3445     else
3446     {
3447     if (op->type == BOW)
3448     SET_FLAG (who, FLAG_READY_BOW);
3449     else
3450     SET_FLAG (who, FLAG_READY_RANGE);
3451     }
3452 root 1.76
3453 root 1.24 break;
3454 elmex 1.1
3455 root 1.24 case BUILDER:
3456 root 1.76 if (who->type == PLAYER)
3457     {
3458 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3459 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3460     unapply_special (who, who->contr->ranged_ob, 0);
3461    
3462 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3463 root 1.76
3464 root 1.79 who->contr->ranged_ob = op;
3465 root 1.76 }
3466 root 1.24 break;
3467 elmex 1.1
3468 root 1.24 default:
3469 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3470     }
3471 root 1.22
3472     SET_FLAG (op, FLAG_APPLIED);
3473 elmex 1.1
3474 root 1.79 if (tmp)
3475 root 1.149 who->insert (tmp);
3476 elmex 1.1
3477 root 1.51 who->update_stats ();
3478 elmex 1.1
3479 root 1.22 /* We exclude spell casting objects. The fire code will set the
3480     * been applied flag when they are used - until that point,
3481     * you don't know anything about them.
3482     */
3483     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3484     SET_FLAG (op, FLAG_BEEN_APPLIED);
3485    
3486     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3487 root 1.114 if (who->type == PLAYER)
3488     {
3489 root 1.125 who->failmsg (
3490     "Oops, it feels deadly cold! "
3491 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3492 root 1.125 );
3493 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3494     }
3495 root 1.76
3496 root 1.149 if (object *pl = op->visible_to ())
3497     esrv_send_item (pl, op);
3498 root 1.76
3499 root 1.22 return 0;
3500 elmex 1.1 }
3501    
3502 root 1.22 int
3503     monster_apply_special (object *who, object *op, int aflags)
3504 elmex 1.1 {
3505 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3506 elmex 1.1 return 1;
3507 root 1.114
3508 elmex 1.1 return apply_special (who, op, aflags);
3509     }
3510    
3511     /**
3512     * Map was just loaded, handle op's initialisation.
3513     *
3514     * Generates shop floor's item, and treasures.
3515     */
3516 root 1.22 int
3517     auto_apply (object *op)
3518     {
3519     object *tmp = NULL, *tmp2;
3520     int i;
3521 elmex 1.1
3522 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3523 elmex 1.163
3524 root 1.22 switch (op->type)
3525     {
3526 root 1.24 case SHOP_FLOOR:
3527 root 1.42 if (!op->has_random_items ())
3528 root 1.24 return 0;
3529 root 1.38
3530 root 1.24 do
3531     {
3532     i = 10; /* let's give it 10 tries */
3533     while ((tmp = generate_treasure (op->randomitems,
3534 root 1.164 op->stats.exp
3535     ? (int) op->stats.exp
3536     : max (op->map->difficulty, 5)))
3537     == NULL && --i);
3538    
3539 root 1.24 if (tmp == NULL)
3540     return 0;
3541 root 1.164
3542 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543     {
3544 root 1.172 tmp->destroy ();
3545 root 1.24 tmp = NULL;
3546     }
3547     }
3548     while (!tmp);
3549 root 1.38
3550 root 1.24 tmp->x = op->x;
3551     tmp->y = op->y;
3552     SET_FLAG (tmp, FLAG_UNPAID);
3553     insert_ob_in_map (tmp, op->map, NULL, 0);
3554     identify (tmp);
3555     break;
3556 root 1.14
3557 root 1.24 case TREASURE:
3558     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3559     return 0;
3560 root 1.37
3561 root 1.67 while (op->stats.hp-- > 0)
3562 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564    
3565     /* If we generated an object and put it in this object inventory,
3566     * move it to the parent object as the current object is about
3567     * to disappear. An example of this item is the random_* stuff
3568     * that is put inside other objects.
3569     */
3570 root 1.171 if (op->env)
3571     while (op->inv)
3572     op->env->insert (op->inv);
3573 root 1.37
3574 root 1.172 op->destroy ();
3575 root 1.24 break;
3576 elmex 1.1 }
3577 root 1.164
3578     return !!tmp;
3579 elmex 1.1 }
3580    
3581     /**
3582 root 1.68 * fix_auto_apply goes through the entire map every time a map
3583     * is loaded or swapped in and performs special actions for
3584 elmex 1.1 * certain objects (most initialization of chests and creation of
3585     * treasures and stuff). Calls auto_apply if appropriate.
3586     */
3587 root 1.20 void
3588 root 1.55 maptile::fix_auto_apply ()
3589 root 1.20 {
3590 root 1.55 if (!spaces)
3591 root 1.20 return;
3592    
3593 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3594     for (object *tmp = ms->bot; tmp; )
3595     {
3596     object *above = tmp->above;
3597 root 1.20
3598 root 1.55 if (tmp->inv)
3599     {
3600     object *invtmp, *invnext;
3601 elmex 1.1
3602 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3603 root 1.55 {
3604     invnext = invtmp->below;
3605 root 1.14
3606 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3607     auto_apply (invtmp);
3608     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3609     {
3610 root 1.164 while (invtmp->stats.hp-- > 0)
3611 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3612    
3613     invtmp->randomitems = NULL;
3614     }
3615     else if (invtmp && invtmp->arch
3616     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3617     {
3618     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619     /* Need to clear this so that we never try to create
3620     * treasure again for this object
3621     */
3622     invtmp->randomitems = NULL;
3623     }
3624     }
3625     /* This is really temporary - the code at the bottom will
3626     * also set randomitems to null. The problem is there are bunches
3627     * of maps/players already out there with items that have spells
3628     * which haven't had the randomitems set to null yet.
3629     * MSW 2004-05-13
3630     *
3631     * And if it's a spellbook, it's better to set randomitems to NULL too,
3632     * else you get two spells in the book ^_-
3633     * Ryo 2004-08-16
3634     */
3635     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3636     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3637     tmp->randomitems = NULL;
3638 root 1.14
3639 root 1.55 }
3640 root 1.20
3641 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3642     auto_apply (tmp);
3643     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3644     {
3645     while ((tmp->stats.hp--) > 0)
3646     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3647     tmp->randomitems = NULL;
3648     }
3649     else if (tmp->type == TIMED_GATE)
3650     {
3651     object *head = tmp->head != NULL ? tmp->head : tmp;
3652    
3653     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3654     tmp->set_speed (0);
3655     }
3656     /* This function can be called everytime a map is loaded, even when
3657     * swapping back in. As such, we don't want to create the treasure
3658     * over and ove again, so after we generate the treasure, blank out
3659     * randomitems so if it is swapped in again, it won't make anything.
3660     * This is a problem for the above objects, because they have counters
3661     * which say how many times to make the treasure.
3662     */
3663     else if (tmp && tmp->arch && tmp->type != PLAYER
3664     && tmp->type != TREASURE && tmp->type != SPELL
3665     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3666     {
3667     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3668     tmp->randomitems = NULL;
3669     }
3670 root 1.78
3671 root 1.68 // close all containers
3672     else if (tmp->type == CONTAINER)
3673     tmp->flag [FLAG_APPLIED] = 0;
3674 root 1.22
3675 root 1.55 tmp = above;
3676     }
3677 elmex 1.1
3678 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3679     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3680     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3681     check_trigger (tmp, tmp->above);
3682 elmex 1.1 }
3683    
3684     /**
3685     * Handles player eating food that temporarily changes status (resistances, stats).
3686     * This used to call cast_change_attr(), but
3687     * that doesn't work with the new spell code. Since we know what
3688     * the food changes, just grab a force and use that instead.
3689     */
3690 root 1.22 void
3691     eat_special_food (object *who, object *food)
3692     {
3693     object *force;
3694     int i, did_one = 0;
3695    
3696     force = get_archetype (FORCE_NAME);
3697    
3698     for (i = 0; i < NUM_STATS; i++)
3699 root 1.91 if (sint8 k = food->stats.stat (i))
3700     {
3701     force->stats.stat (i) = k;
3702     did_one = 1;
3703     }
3704 elmex 1.1
3705 root 1.22 /* check if we can protect the eater */
3706     for (i = 0; i < NROFATTACKS; i++)
3707     {
3708     if (food->resist[i] > 0)
3709     {
3710     force->resist[i] = food->resist[i] / 2;
3711     did_one = 1;
3712     }
3713     }
3714 elmex 1.47
3715 root 1.22 if (did_one)
3716     {
3717 root 1.54 force->set_speed (0.1);
3718 root 1.22 /* bigger morsel of food = longer effect time */
3719 elmex 1.47 force->duration = food->stats.food / 5;
3720 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3721     change_abil (who, force);
3722     insert_ob_in_ob (force, who);
3723     }
3724     else
3725 root 1.172 force->destroy ();
3726 root 1.22
3727     /* check for hp, sp change */
3728     if (food->stats.hp != 0)
3729     {
3730     if (QUERY_FLAG (food, FLAG_CURSED))
3731     {
3732 root 1.151 who->contr->killer = food;
3733 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3734 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3735 root 1.22 }
3736     else
3737     {
3738     if (food->stats.hp > 0)
3739 root 1.125 who->statusmsg ("You begin to feel better.");
3740 root 1.22 else
3741 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3742    
3743 root 1.22 who->stats.hp += food->stats.hp;
3744     }
3745     }
3746 root 1.151
3747 root 1.22 if (food->stats.sp != 0)
3748     {
3749     if (QUERY_FLAG (food, FLAG_CURSED))
3750     {
3751 root 1.125 who->failmsg ("You are drained of mana!");
3752 root 1.22 who->stats.sp -= food->stats.sp;
3753     if (who->stats.sp < 0)
3754     who->stats.sp = 0;
3755     }
3756     else
3757     {
3758 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3759 root 1.22 who->stats.sp += food->stats.sp;
3760     /* place limit on max sp from food? */
3761     }
3762 elmex 1.1 }
3763 root 1.125
3764 root 1.51 who->update_stats ();
3765 elmex 1.1 }
3766    
3767     /**
3768     * Designed primarily to light torches/lanterns/etc.
3769     * Also burns up burnable material too. First object in the inventory is
3770     * the selected object to "burn". -b.t.
3771     */
3772 root 1.22 void
3773     apply_lighter (object *who, object *lighter)
3774     {
3775     object *item;
3776     int is_player_env = 0;
3777    
3778     item = find_marked_object (who);
3779     if (item)
3780     {
3781     if (lighter->last_eat && lighter->stats.food)
3782     { /* lighter gets used up */
3783 root 1.149 object *oneLighter = lighter->split ();
3784     oneLighter->stats.food--;
3785     who->insert (oneLighter);
3786 root 1.22 }
3787     else if (lighter->last_eat)
3788 root 1.125 {
3789     /* no charges left in lighter */
3790     who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3791 root 1.22 return;
3792     }
3793 root 1.48
3794 root 1.22 /* Perhaps we should split what we are trying to light on fire?
3795     * I can't see many times when you would want to light multiple
3796     * objects at once.
3797     */
3798 root 1.48
3799     if (who == item->in_player ())
3800 root 1.22 is_player_env = 1;
3801    
3802     save_throw_object (item, AT_FIRE, who);
3803 root 1.48
3804 root 1.49 if (item->destroyed ())
3805 root 1.22 {
3806 root 1.125 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3807 root 1.22 /* Need to update the player so that the players glow radius
3808     * gets changed.
3809     */
3810     if (is_player_env)
3811 root 1.51 who->update_stats ();
3812 root 1.22 }
3813     else
3814 root 1.125 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3815 root 1.22 }
3816 root 1.125 else
3817     who->failmsg ("You need to mark a lightable object.");
3818 elmex 1.1 }
3819    
3820     /**
3821     * op made some mistake with a scroll, this takes care of punishment.
3822     * scroll_failure()- hacked directly from spell_failure
3823     */
3824 root 1.22 void
3825     scroll_failure (object *op, int failure, int power)
3826 elmex 1.1 {
3827 root 1.22 if (abs (failure / 4) > power)
3828     power = abs (failure / 4); /* set minimum effect */
3829 elmex 1.1
3830 root 1.22 if (failure <= -1 && failure > -15)
3831     { /* wonder */
3832     object *tmp;
3833    
3834 root 1.125 op->failmsg ("Your spell warps!");
3835 root 1.22 tmp = get_archetype (SPELL_WONDER);
3836     cast_wonder (op, op, 0, tmp);
3837 root 1.172 tmp->destroy ();
3838 root 1.22 }
3839     else if (failure <= -15 && failure > -35)
3840     { /* drain mana */
3841 root 1.125 op->failmsg ("Your mana is drained!");
3842 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3843     if (op->stats.sp < 0)
3844     op->stats.sp = 0;
3845     }
3846     else if (settings.spell_failure_effects == TRUE)
3847     {
3848     if (failure <= -35 && failure > -60)
3849     { /* confusion */
3850 root 1.125 op->failmsg ("The magic recoils on you!");
3851 root 1.22 confuse_player (op, op, power);
3852     }
3853     else if (failure <= -60 && failure > -70)
3854     { /* paralysis */
3855 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3856 root 1.22 paralyze_player (op, op, power);
3857     }
3858     else if (failure <= -70 && failure > -80)
3859     { /* blind */
3860 root 1.125 op->failmsg ("The magic recoils on you!");
3861 root 1.22 blind_player (op, op, power);
3862     }
3863     else if (failure <= -80)
3864     { /* blast the immediate area */
3865 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3866 root 1.22 cast_magic_storm (op, tmp, power);
3867 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3868 root 1.172 tmp->destroy ();
3869 root 1.14 }
3870 elmex 1.1 }
3871     }
3872    
3873 root 1.22 void
3874     apply_changes_to_player (object *pl, object *change)
3875     {
3876     int excess_stat = 0; /* if the stat goes over the maximum
3877     for the race, put the excess stat some
3878     where else. */
3879 elmex 1.1
3880 root 1.22 switch (change->type)
3881     {
3882 root 1.24 case CLASS:
3883     {
3884     living *stats = &(pl->contr->orig_stats);
3885     living *ns = &(change->stats);
3886     object *walk;
3887     int flag_change_face = 1;
3888    
3889     /* the following code assigns stats up to the stat max
3890     * for the race, and if the stat max is exceeded,
3891     * tries to randomly reassign the excess stat
3892     */
3893     int i, j;
3894 root 1.22
3895 root 1.24 for (i = 0; i < NUM_STATS; i++)
3896     {
3897 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3898 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3899 root 1.22
3900 root 1.24 if (stat > 20 + race_bonus)
3901     {
3902     excess_stat++;
3903     stat = 20 + race_bonus;
3904     }
3905 root 1.91
3906     stats->stat (i) = stat;
3907 root 1.24 }
3908 elmex 1.1
3909 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3910     { /* try 100 times to assign excess stats */
3911     int i = rndm (0, 6);
3912    
3913     if (i == CHA)
3914     continue; /* exclude cha from this */
3915 root 1.91
3916     int stat = stats->stat (i);
3917 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3918 root 1.24 if (stat < 20 + race_bonus)
3919     {
3920     change_attr_value (stats, i, 1);
3921     excess_stat--;
3922     }
3923     }
3924 root 1.14
3925 root 1.24 /* insert the randomitems from the change's treasurelist into
3926     * the player ref: player.c
3927     */
3928     if (change->randomitems != NULL)
3929     give_initial_items (pl, change->randomitems);
3930 root 1.14
3931 root 1.24 /* set up the face, for some races. */
3932 root 1.14
3933 root 1.24 /* first, look for the force object banning
3934     * changing the face. Certain races never change face with class.
3935     */
3936     for (walk = pl->inv; walk != NULL; walk = walk->below)
3937     if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3938     flag_change_face = 0;
3939 root 1.14
3940 root 1.24 if (flag_change_face)
3941     {
3942 root 1.157 pl->face = change->face;
3943     pl->animation_id = change->animation_id;
3944     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3945 root 1.24 }
3946 root 1.14
3947 root 1.24 /* check the special case of can't use weapons */
3948     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3949     if (!strcmp (change->name, "monk"))
3950     CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3951 root 1.14
3952 root 1.24 break;
3953     }
3954 elmex 1.1 }
3955     }
3956    
3957     /**
3958     * This handles items of type 'transformer'.
3959     * Basically those items, used with a marked item, transform both items into something
3960     * else.
3961     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3962     * Change information is contained in the 'slaying' field of the marked item.
3963     * The format is as follow: transformer:[number ]yield[;transformer:...].
3964     * This way an item can be transformed in many things, and/or many objects.
3965     * The 'slaying' field for transformer is used as verb for the action.
3966     */
3967 root 1.22 void
3968     apply_item_transformer (object *pl, object *transformer)
3969     {
3970     object *marked;
3971     object *new_item;
3972     char *find;
3973     char *separator;
3974     int yield;
3975     char got[MAX_BUF];
3976     int len;
3977    
3978     if (!pl || !transformer)
3979     return;
3980 root 1.114
3981 root 1.22 marked = find_marked_object (pl);
3982 root 1.114
3983 root 1.22 if (!marked)
3984 elmex 1.1 {
3985 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3986 root 1.22 return;
3987     }
3988 root 1.114
3989 root 1.22 if (!marked->slaying)
3990     {
3991 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3992 root 1.22 return;
3993     }
3994 root 1.114
3995 root 1.22 /* check whether they are compatible or not */
3996 root 1.108 find = strstr (marked->slaying, transformer->arch->archname);
3997     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3998 root 1.22 {
3999 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4000 root 1.22 return;
4001     }
4002 root 1.114
4003 root 1.108 find += strlen (transformer->arch->archname) + 1;
4004 root 1.22 /* Item can be used, now find how many and what it yields */
4005     if (isdigit (*(find)))
4006     {
4007     yield = atoi (find);
4008     if (yield < 1)
4009 elmex 1.1 {
4010 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4011     yield = 1;
4012 elmex 1.1 }
4013 root 1.22 }
4014     else
4015     yield = 1;
4016 elmex 1.1
4017 root 1.22 while (isdigit (*find))
4018     find++;
4019 root 1.125
4020 root 1.22 while (*find == ' ')
4021     find++;
4022 root 1.114
4023 root 1.22 memset (got, 0, MAX_BUF);
4024 root 1.114
4025 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4026 root 1.114 len = separator - find;
4027 root 1.22 else
4028 root 1.114 len = strlen (find);
4029    
4030 root 1.22 if (len > MAX_BUF - 1)
4031     len = MAX_BUF - 1;
4032 root 1.114
4033 root 1.22 strcpy (got, find);
4034     got[len] = '\0';
4035    
4036     /* Now create new item, remove used ones when required. */
4037     new_item = get_archetype (got);
4038     if (!new_item)
4039     {
4040 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4041 root 1.22 return;
4042 elmex 1.1 }
4043 root 1.29
4044 root 1.22 new_item->nrof = yield;
4045 root 1.123
4046     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4047    
4048 root 1.149 pl->insert (new_item);
4049 root 1.22 /* Eat up one item */
4050 root 1.144 marked->decrease ();
4051 root 1.114
4052 root 1.22 /* Eat one transformer if needed */
4053     if (transformer->stats.food)
4054     if (--transformer->stats.food == 0)
4055 root 1.144 transformer->decrease ();
4056 root 1.22 }
4057 root 1.123