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Revision: 1.184
Committed: Mon Jan 12 00:17:23 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.183: +270 -178 lines
Log Message:
added new lamp and torch system.

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 elmex 1.184 *
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 1.181 if (shstr_tmp 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 root 1.182 check_item (object *op, shstr_cmp 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 1.182 if (op->arch->archname == item)
420     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
421     && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
422     count += op->number_of ();
423 root 1.66
424 elmex 1.1 return count;
425     }
426    
427     /**
428     * This removes 'nrof' of what item->slaying says to remove.
429     * op is typically the player, which is only
430     * really used to determine what space to look at.
431     * Modified to only eat 'nrof' of objects.
432     */
433 root 1.22 static void
434 root 1.182 eat_item (object *op, shstr_cmp item, uint32 nrof)
435 elmex 1.1 {
436 root 1.22 object *prev;
437 elmex 1.1
438 root 1.22 prev = op;
439     op = op->below;
440 elmex 1.1
441 root 1.123 while (op)
442 root 1.22 {
443 root 1.182 if (op->arch->archname == item)
444 root 1.22 {
445     if (op->nrof >= nrof)
446     {
447 root 1.144 op->decrease (nrof);
448 root 1.22 return;
449     }
450     else
451     {
452 root 1.144 op->decrease (nrof);
453 root 1.22 nrof -= op->nrof;
454 root 1.14 }
455 root 1.123
456 root 1.22 op = prev;
457 root 1.14 }
458 root 1.123
459 root 1.22 prev = op;
460     op = op->below;
461 elmex 1.1 }
462     }
463    
464     /**
465     * This checks to see of the player (who) is sufficient level to use a weapon
466     * with improvs improvements (typically last_eat). We take an int here
467     * instead of the object so that the improvement code can pass along the
468     * increased value to see if the object is usuable.
469     * we return 1 (true) if the player can use the weapon.
470     */
471 root 1.22 static int
472     check_weapon_power (const object *who, int improvs)
473 elmex 1.1 {
474     /* Old code is below (commented out). Basically, since weapons are the only
475     * object players really have any control to improve, it's a bit harsh to
476     * require high level in some combat skill, so we just use overall level.
477     */
478     #if 1
479 root 1.22 if (((who->level / 5) + 5) >= improvs)
480     return 1;
481     else
482     return 0;
483 elmex 1.1
484     #else
485 root 1.22 int level = 0;
486    
487     /* The skill system hands out wc and dam bonuses to fighters
488     * more generously than the old system (see fix_player). Thus
489     * we need to curtail the power of player enchanted weapons.
490     * I changed this to 1 improvement per "fighter" level/5 -b.t.
491     * Note: Nothing should break by allowing this ratio to be different or
492     * using normal level - it is just a matter of play balance.
493     */
494     if (who->type == PLAYER)
495     {
496     object *wc_obj = NULL;
497 elmex 1.1
498 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500     level = wc_obj->level;
501    
502     if (!level)
503     {
504     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505     level = who->level;
506 root 1.14 }
507 elmex 1.1 }
508 root 1.22 else
509     level = who->level;
510 elmex 1.1
511 root 1.22 return (improvs <= ((level / 5) + 5));
512 elmex 1.1 #endif
513     }
514    
515     /**
516     * Returns how many items of type improver->slaying there are under op.
517     * Will display a message if none found, and 1 if improver->slaying is NULL.
518     */
519 root 1.22 static int
520     check_sacrifice (object *op, const object *improver)
521 elmex 1.1 {
522 root 1.22 int count = 0;
523    
524 root 1.123 if (improver->slaying)
525 root 1.22 {
526     count = check_item (op, improver->slaying);
527     if (count < 1)
528     {
529 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
530 root 1.22 return 0;
531 root 1.14 }
532 elmex 1.1 }
533 root 1.22 else
534     count = 1;
535 elmex 1.1
536 root 1.22 return count;
537 elmex 1.1 }
538    
539     /**
540     * Actually improves the weapon, and tells user.
541     */
542 root 1.123 static int
543     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
544 elmex 1.1 {
545 root 1.123 stat += sacrifice_count;
546 elmex 1.1 weapon->last_eat++;
547 root 1.144 improver->decrease ();
548 elmex 1.1
549     /* So it updates the players stats and the window */
550 root 1.51 op->update_stats ();
551 root 1.123
552     op->statusmsg (format (
553 root 1.125 "Your sacrifice was accepted.\n"
554     "Weapon's bonus to %s improved by %d.",
555     statname, sacrifice_count
556 root 1.123 ));
557    
558 elmex 1.1 return 1;
559     }
560    
561     /* Types of improvements, hidden in the sp field. */
562 root 1.114 #define IMPROVE_PREPARE 1
563     #define IMPROVE_DAMAGE 2
564     #define IMPROVE_WEIGHT 3
565     #define IMPROVE_ENCHANT 4
566     #define IMPROVE_STR 5
567     #define IMPROVE_DEX 6
568     #define IMPROVE_CON 7
569     #define IMPROVE_WIS 8
570     #define IMPROVE_CHA 9
571     #define IMPROVE_INT 10
572     #define IMPROVE_POW 11
573 elmex 1.1
574     /**
575     * This does the prepare weapon scroll.
576     * Checks for sacrifice, and so on.
577     */
578 root 1.22 int
579     prepare_weapon (object *op, object *improver, object *weapon)
580 elmex 1.1 {
581 root 1.22 int sacrifice_count, i;
582     char buf[MAX_BUF];
583 elmex 1.1
584 root 1.22 if (weapon->level != 0)
585     {
586 root 1.125 op->failmsg ("Weapon is already prepared!");
587 elmex 1.1 return 0;
588     }
589 root 1.115
590 root 1.22 for (i = 0; i < NROFATTACKS; i++)
591     if (weapon->resist[i])
592     break;
593 elmex 1.1
594 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
595     * improvement of items that already have protections.
596     */
597     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
598     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599     weapon->stats.exp || /* speed */
600     weapon->stats.ac) /* AC - only taifu's I think */
601 elmex 1.1 {
602 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
603     "H<A weapon is considered magical if it changes regeneration, "
604 root 1.160 "speed or ac, or has other protections.>");
605 elmex 1.1 return 0;
606     }
607 root 1.115
608 root 1.22 sacrifice_count = check_sacrifice (op, improver);
609     if (sacrifice_count <= 0)
610     return 0;
611 root 1.115
612 root 1.22 weapon->level = isqrt (sacrifice_count);
613     eat_item (op, improver->slaying, sacrifice_count);
614    
615 root 1.123 op->statusmsg (format (
616 root 1.125 "Your sacrifice was accepted."
617     "Your *%s may be improved %d times.",
618     &weapon->name, weapon->level
619 root 1.123 ));
620 root 1.22
621     sprintf (buf, "%s's %s", &op->name, &weapon->name);
622     weapon->name = weapon->name_pl = buf;
623     weapon->nrof = 0; /* prevents preparing n weapons in the same
624     slot at once! */
625 root 1.144 improver->decrease ();
626 root 1.22 weapon->last_eat = 0;
627     return 1;
628 elmex 1.1 }
629    
630     /**
631     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632     * This is the new improve weapon code.
633     * Returns 0 if it was not able to work for some reason.
634     *
635     * Checks if weapon was prepared, if enough potions on the floor, ...
636     *
637     * We are hiding extra information about the weapon in the level and
638     * last_eat numbers for an object. Hopefully this won't break anything ??
639     * level == max improve last_eat == current improve
640     */
641 root 1.22 int
642     improve_weapon (object *op, object *improver, object *weapon)
643 elmex 1.1 {
644 root 1.22 int sacrifice_count, sacrifice_needed = 0;
645 elmex 1.1
646 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
647 root 1.123 return prepare_weapon (op, improver, weapon);
648    
649 root 1.22 if (weapon->level == 0)
650     {
651 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
652 root 1.22 return 0;
653     }
654 root 1.123
655 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
656     {
657 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
658 root 1.22 return 0;
659     }
660 root 1.123
661 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
662     {
663 root 1.125 op->failmsg ("Improving the weapon will make it too "
664 root 1.123 "powerful for you to use. Unready it if you "
665     "really want to improve it.");
666 root 1.22 return 0;
667     }
668 root 1.123
669 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
670     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
671     * don't put any maximum value on damage - the limit is how much the
672     * weapon can be improved.
673     */
674 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
675     {
676     weapon->stats.dam += 5;
677     weapon->weight += 5000; /* 5 KG's */
678 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
679 root 1.22 weapon->last_eat++;
680    
681     weapon->item_power++;
682 root 1.144 improver->decrease ();
683 root 1.22 return 1;
684     }
685 root 1.123
686 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
687     {
688     /* Reduce weight by 20% */
689     weapon->weight = (weapon->weight * 8) / 10;
690     if (weapon->weight < 1)
691     weapon->weight = 1;
692 root 1.123
693     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
694 root 1.22 weapon->last_eat++;
695     weapon->item_power++;
696 root 1.144 improver->decrease ();
697 root 1.22 return 1;
698     }
699 root 1.162
700 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
701     {
702     weapon->magic++;
703     weapon->last_eat++;
704 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
705 root 1.144 improver->decrease ();
706 root 1.22 weapon->item_power++;
707     return 1;
708     }
709 root 1.14
710 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
711     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
712    
713     if (sacrifice_needed < 1)
714     sacrifice_needed = 1;
715     sacrifice_needed *= 2;
716 elmex 1.1
717 root 1.22 sacrifice_count = check_sacrifice (op, improver);
718     if (sacrifice_count < sacrifice_needed)
719     {
720 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
721 root 1.22 return 0;
722     }
723 root 1.123
724 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
725 elmex 1.1 weapon->item_power++;
726    
727 root 1.22 switch (improver->stats.sp)
728     {
729 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
730     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
731     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
732     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
733     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
734     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
735     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
736 root 1.24 default:
737 root 1.125 op->failmsg ("Unknown improvement type.");
738 root 1.22 }
739 root 1.123
740 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
741 elmex 1.1 return 0;
742     }
743    
744     /**
745     * Handles the applying of improve/prepare/enchant weapon scroll.
746     * Checks a few things (not on a non-magic square, marked weapon, ...),
747     * then calls improve_weapon to do the dirty work.
748     */
749 root 1.22 int
750     check_improve_weapon (object *op, object *tmp)
751 elmex 1.1 {
752 root 1.22 object *otmp;
753 elmex 1.1
754 root 1.22 if (op->type != PLAYER)
755     return 0;
756 root 1.77
757 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
758     {
759 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
760 elmex 1.1 return 0;
761     }
762 root 1.77
763 root 1.22 otmp = find_marked_object (op);
764 root 1.162
765 root 1.22 if (!otmp)
766     {
767 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.>");
768 elmex 1.1 return 0;
769     }
770 root 1.77
771 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
772     {
773 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
774 elmex 1.1 return 0;
775     }
776 root 1.77
777 root 1.123 op->statusmsg ("Applied weapon builder.");
778    
779 root 1.22 improve_weapon (op, tmp, otmp);
780     esrv_send_item (op, otmp);
781     return 1;
782 elmex 1.1 }
783    
784     /**
785     * This code deals with the armour improvment scrolls.
786     * Change limits on improvement - let players go up to
787     * +5 no matter what level, but they are limited by item
788     * power.
789     * Try to use same improvement code as in the common/treasure.c
790     * file, so that if you make a +2 full helm, it will be just
791     * the same as one you find in a shop.
792     *
793     * deprecated comment:
794     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
795     * only 'enchantment' of armour is possible - improving
796     * the stats of a player w/ armour as well as a weapon
797     * will probably horribly unbalance the game. Magic enchanting
798     * depends on the level of the character - ie the plus
799     * value (magic) of the armour can never be increased beyond
800     * the level of the character / 10 -- rounding upish, nor may
801     * the armour value of the piece of equipment exceed either
802     * the users level or 90)
803     * Modified by MSW for partial resistance. Only support
804     * changing of physical area right now.
805     */
806 root 1.22 int
807     improve_armour (object *op, object *improver, object *armour)
808 elmex 1.1 {
809 root 1.22 object *tmp;
810 elmex 1.1
811 root 1.22 if (armour->magic >= settings.armor_max_enchant)
812     {
813 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
814 root 1.22 return 0;
815 elmex 1.1 }
816 root 1.139
817 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
818     * etc), so take the easy way out and don't worry about it.
819     * Note - maybe add scrolls which make the random artifact versions (eg, armour
820     * of gnarg and what not?)
821     */
822     if (armour->title)
823     {
824 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
825 root 1.22 return 0;
826 elmex 1.1 }
827    
828 root 1.139 /* Split objects if needed. Can't insert tmp until the
829 root 1.22 * end of this function - otherwise it will just re-merge.
830     */
831 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
832 root 1.22
833     armour->magic++;
834    
835     if (!settings.armor_speed_linear)
836     {
837     int base = 100;
838     int pow = 0;
839 elmex 1.1
840 root 1.22 while (pow < armour->magic)
841 elmex 1.1 {
842 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
843     pow++;
844 elmex 1.1 }
845    
846 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
847 root 1.22 }
848     else
849 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
850 elmex 1.1
851 root 1.22 if (!settings.armor_weight_linear)
852     {
853     int base = 100;
854     int pow = 0;
855 elmex 1.1
856 root 1.22 while (pow < armour->magic)
857 elmex 1.1 {
858 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
859     pow++;
860 elmex 1.1 }
861    
862 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
863 root 1.22 }
864     else
865 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
866 root 1.22
867     if (armour->weight <= 0)
868     {
869     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
870     armour->weight = 1;
871     }
872    
873 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
874 elmex 1.1
875 root 1.22 if (op->type == PLAYER)
876     {
877     esrv_send_item (op, armour);
878 root 1.149
879 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
880 root 1.51 op->update_stats ();
881 elmex 1.1 }
882 root 1.123
883 root 1.144 improver->decrease ();
884 root 1.123
885 root 1.22 if (tmp)
886 root 1.149 op->insert (tmp);
887 root 1.123
888 root 1.22 return 1;
889 elmex 1.1 }
890    
891     /*
892     * convert_item() returns 1 if anything was converted, 0 if the item was not
893     * what the converter wants, -1 if the converter is broken.
894 root 1.142 *
895     * Takes one type of items and makes another.
896 elmex 1.1 * converter is the object that is doing the conversion.
897     * item is the object that triggered the converter - if it is not
898     * what the converter wants, this will not do anything.
899     */
900 root 1.142 static int
901 root 1.22 convert_item (object *item, object *converter)
902     {
903 root 1.140 sint64 nr, price_in;
904 root 1.22
905 root 1.142 if (item->flag [FLAG_UNPAID])
906     return 0;
907    
908     shstr conv_from = converter->slaying;
909     archetype *conv_to = converter->other_arch;
910     sint64 need = converter->stats.food;
911     sint64 give = converter->stats.sp;
912    
913 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
914     * it wants some amount. We don't make change (ie, if something costs
915     * 3 gp and player drops a platinum, tough luck)
916     */
917 root 1.142 if (conv_from == shstr_money)
918 root 1.22 {
919     if (item->type != MONEY)
920     return 0;
921    
922 root 1.142 nr = sint64 (item->nrof) * item->value / need;
923 root 1.22 if (!nr)
924     return 0;
925 root 1.121
926     converter->play_sound (sound_find ("shop_buy"));
927    
928 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
929 root 1.121
930 root 1.144 item->decrease (cost);
931 elmex 1.1
932 root 1.22 price_in = cost * item->value;
933     }
934     else
935     {
936 root 1.142 if (item->type == PLAYER
937     || conv_from != item->arch->archname
938     || (need && need > (uint16) item->nrof))
939 root 1.22 return 0;
940 elmex 1.1
941 root 1.121 converter->play_sound (sound_find ("convert_item"));
942    
943 root 1.142 if (need)
944 root 1.22 {
945 root 1.142 nr = sint64 (item->nrof) / need;
946 root 1.144 item->decrease (nr * need);
947 root 1.142 price_in = nr * need * item->value;
948 root 1.22 }
949     else
950     {
951     price_in = item->value;
952 root 1.172 item->destroy ();
953 root 1.22 }
954     }
955 root 1.14
956 root 1.121 if (converter->inv)
957 root 1.22 {
958     object *ob;
959     int i;
960     object *ob_to_copy;
961    
962     /* select random object from inventory to copy */
963     ob_to_copy = converter->inv;
964 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
965     if (rndm (0, i) == 0)
966     ob_to_copy = ob;
967    
968 root 1.154 item = ob_to_copy->deep_clone ();
969 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
970     unflag_inv (item, FLAG_IS_A_TEMPLATE);
971 elmex 1.1 }
972 root 1.22 else
973     {
974 root 1.142 if (!conv_to)
975 root 1.22 {
976     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
977 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
978 root 1.22 return -1;
979     }
980    
981 root 1.142 item = object_create_arch (conv_to);
982 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
983     }
984    
985 root 1.142 if (give)
986     item->nrof = give;
987 root 1.121
988 root 1.22 if (nr)
989     item->nrof *= nr;
990 root 1.121
991 elmex 1.173 if (converter->flag [FLAG_PRECIOUS])
992 root 1.22 SET_FLAG (item, FLAG_UNPAID);
993 elmex 1.173
994     if (is_in_shop (converter))
995     {
996     // converters on shop floors don't work anymore, bug lets check for it
997     // and report in case someone still does it.
998     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
999     converter->debug_desc ());
1000     SET_FLAG (item, FLAG_UNPAID);
1001     }
1002 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
1003 root 1.22 {
1004     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 root 1.121 /**
1007     * elmex: we are going to let the game continue, as the mapcreator
1008     * hopefully had something in mind when doing this.
1009     */
1010     }
1011 elmex 1.1
1012 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
1013     // get an 'identified' flag so easily.
1014     if (need_identify (item))
1015     identify (item);
1016    
1017 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018     return 1;
1019 elmex 1.1 }
1020 root 1.22
1021 elmex 1.1 /**
1022     * Handle apply on containers.
1023     * By Eneq(@csd.uu.se).
1024     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025     * added the alchemical cauldron to the code -b.t.
1026     */
1027 root 1.22 int
1028     apply_container (object *op, object *sack)
1029 elmex 1.1 {
1030 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1031 root 1.22 return 0; /* This might change */
1032 elmex 1.1
1033 root 1.68 if (!sack || sack->type != CONTAINER)
1034 root 1.22 {
1035 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1036 root 1.22 return 0;
1037 elmex 1.1 }
1038 root 1.40
1039     op->contr->last_used = 0;
1040 elmex 1.1
1041 root 1.68 if (sack->env && sack->env != op)
1042 root 1.22 {
1043 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1044 root 1.68 return 1;
1045 elmex 1.1 }
1046    
1047 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1048     if (sack->flag [FLAG_APPLIED])
1049 root 1.22 {
1050 root 1.68 if (op->container == sack)
1051 root 1.22 {
1052 root 1.68 // open on ground or inv, so close
1053     op->close_container ();
1054     return 1;
1055 root 1.22 }
1056 root 1.68 else if (!sack->env)
1057 root 1.22 {
1058 root 1.68 // active, but not ours: some other player has opened it
1059 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 root 1.68 return 1;
1061 root 1.14 }
1062 root 1.22
1063 root 1.68 // fall through to opening it (active in inv)
1064 elmex 1.1 }
1065 root 1.68 else if (sack->env)
1066 root 1.22 {
1067 root 1.68 // it is in our env, so activate it, do not open yet
1068     op->close_container ();
1069     sack->flag [FLAG_APPLIED] = 1;
1070     esrv_update_item (UPD_FLAGS, op, sack);
1071 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1072 root 1.68 return 1;
1073 elmex 1.1 }
1074    
1075 root 1.68 // it's locked?
1076 root 1.22 if (sack->slaying)
1077 root 1.68 {
1078     if (object *tmp = find_key (op, op, sack))
1079 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 root 1.22 else
1081     {
1082 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 root 1.68 return 1;
1084 root 1.22 }
1085 elmex 1.1 }
1086    
1087 root 1.68 op->open_container (sack);
1088 elmex 1.1
1089 root 1.22 return 1;
1090 elmex 1.1 }
1091    
1092     /**
1093     * Handles dropping things on altar.
1094     * Returns true if sacrifice was accepted.
1095     */
1096 root 1.22 static int
1097     apply_altar (object *altar, object *sacrifice, object *originator)
1098 elmex 1.1 {
1099 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1100     if (altar->inv && (!originator || originator->type != PLAYER))
1101     return 0;
1102    
1103     if (operate_altar (altar, &sacrifice))
1104     {
1105     /* Simple check. Unfortunately, it means you can't cast magic bullet
1106     * with an altar. We call it a Potion - altars are stationary - it
1107     * is up to map designers to use them properly.
1108     */
1109     if (altar->inv && altar->inv->type == SPELL)
1110     {
1111 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1112 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1113 root 1.124 /* If it is connected, push the button. Fixes some problems with
1114 root 1.22 * old maps.
1115     */
1116 elmex 1.1
1117     /* push_button (altar);*/
1118 root 1.14 }
1119 root 1.22 else
1120     {
1121     altar->value = 1; /* works only once */
1122 root 1.183 push_button (altar, originator);
1123 root 1.22 }
1124 root 1.26
1125     return !sacrifice;
1126 root 1.22 }
1127     else
1128 root 1.26 return 0;
1129 elmex 1.1 }
1130    
1131     /**
1132     * Handles 'movement' of shop mats.
1133     * Returns 1 if 'op' was destroyed, 0 if not.
1134     * Largely re-written to not use nearly as many gotos, plus
1135     * some of this code just looked plain out of date.
1136     * MSW 2001-08-29
1137     */
1138 root 1.22 int
1139     apply_shop_mat (object *shop_mat, object *op)
1140 elmex 1.1 {
1141 elmex 1.15 int rv = 0;
1142     double opinion;
1143     object *tmp, *next;
1144 elmex 1.1
1145 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 elmex 1.1
1147 root 1.121 bool has_unpaid = false;
1148    
1149     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150     // a quick and small change :(
1151     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152     if (item->flag [FLAG_UNPAID])
1153     {
1154     has_unpaid = true;
1155     break;
1156     }
1157    
1158 root 1.178 if (!op->is_player ())
1159 elmex 1.15 {
1160     /* Remove all the unpaid objects that may be carried here.
1161     * This could be pets or monsters that are somehow in
1162     * the shop.
1163     */
1164     for (tmp = op->inv; tmp; tmp = next)
1165     {
1166     next = tmp->below;
1167 root 1.25
1168 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169     {
1170     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1171 root 1.14
1172 root 1.178 if (i >= 0)
1173     tmp->move (i);
1174 root 1.14 }
1175     }
1176    
1177 elmex 1.15 /* Don't teleport things like spell effects */
1178     if (QUERY_FLAG (op, FLAG_NO_PICK))
1179     return 0;
1180 root 1.14
1181 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1182     * shop mats. Instead, put it on a nearby space.
1183     */
1184     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1185     {
1186     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1187     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1188 root 1.22
1189 elmex 1.15 if (i != -1)
1190 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1191    
1192 elmex 1.15 return 0;
1193 root 1.14 }
1194 root 1.178
1195 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1196     * the teleport function should be able to handle this just fine.
1197     */
1198     rv = teleport (shop_mat, SHOP_MAT, op);
1199 elmex 1.1 }
1200 root 1.25 else if (can_pay (op) && get_payment (op))
1201 elmex 1.15 {
1202 root 1.24 /* this is only used for players */
1203 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1204    
1205 root 1.121 if (has_unpaid)
1206     op->contr->play_sound (sound_find ("shop_buy"));
1207     else if (is_in_shop (op))
1208     op->contr->play_sound (sound_find ("shop_enter"));
1209     else
1210     op->contr->play_sound (sound_find ("shop_leave"));
1211    
1212 elmex 1.15 if (shop_mat->msg)
1213 root 1.124 op->statusmsg (shop_mat->msg);
1214 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1215     * but there is never a guarantee that the bottom space on the map is
1216     * actually the shop floor.
1217     */
1218     else if (!rv && !is_in_shop (op))
1219     {
1220     opinion = shopkeeper_approval (op->map, op);
1221 root 1.24
1222 root 1.124 op->statusmsg (
1223     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1224     : opinion >= 0.75 ? "The shopkeeper waves to you."
1225     : opinion >= 0.50 ? "The shopkeeper ignores you."
1226     : "The shopkeeper glares at you with contempt."
1227     );
1228 root 1.14 }
1229 elmex 1.1 }
1230 elmex 1.15 else
1231     {
1232     /* if we get here, a player tried to leave a shop but was not able
1233 root 1.121 * to afford the items he has. We try to move the player so that
1234 elmex 1.15 * they are not on the mat anymore
1235     */
1236     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1237 root 1.22
1238 elmex 1.15 if (i == -1)
1239 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1240 elmex 1.15 else
1241     {
1242 root 1.36 op->remove ();
1243 elmex 1.15 op->x += freearr_x[i];
1244     op->y += freearr_y[i];
1245     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1246 root 1.14 }
1247 elmex 1.1 }
1248 root 1.24
1249 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1250     return rv;
1251 elmex 1.1 }
1252    
1253     /**
1254     * Handles applying a sign.
1255     */
1256 root 1.22 static void
1257     apply_sign (object *op, object *sign, int autoapply)
1258 elmex 1.1 {
1259 root 1.179 if (!op->is_player())
1260     return;
1261    
1262 root 1.165 if (sign->has_dialogue ())
1263     {
1264 root 1.177 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1265 root 1.165 return;
1266     }
1267 root 1.22
1268 root 1.124 if (!sign->msg)
1269 root 1.22 {
1270 root 1.177 op->contr->infobox (MSG_CHANNEL ("examine"),
1271     format ("T<%s>\n\n Nothing %sis written on it.",
1272     &sign->name,
1273     sign->name == sign->arch->name ? "" : "else "));
1274 root 1.22 return;
1275 elmex 1.1 }
1276    
1277 root 1.22 if (sign->stats.food)
1278     {
1279     if (sign->last_eat >= sign->stats.food)
1280     {
1281     if (!sign->move_on)
1282 root 1.177 op->failmsg ("You cannot read it anymore.");
1283 root 1.120
1284 root 1.22 return;
1285 root 1.14 }
1286 elmex 1.1
1287 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1288     sign->last_eat++;
1289 elmex 1.1 }
1290    
1291 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1292     * No way to know for sure. The presumption is basically that if
1293     * move_on is zero, it needs to be manually applied (doesn't talk
1294     * to us).
1295     */
1296     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1297     {
1298 root 1.125 op->failmsg ("You are unable to read while blind!");
1299 root 1.22 return;
1300     }
1301 root 1.110
1302     if (op->contr)
1303     if (client *ns = op->contr->ns)
1304     {
1305 root 1.135 if (sign->sound)
1306     ns->play_sound (sign->sound);
1307     else if (autoapply)
1308 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1309 root 1.110
1310 root 1.176 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1311 root 1.110 }
1312 elmex 1.1 }
1313    
1314 root 1.167 static void
1315     move_apply_hole (object *trap, object *victim)
1316     {
1317     /* Hole not open? */
1318     if (trap->stats.wc > 0)
1319     return;
1320    
1321     /* Is this a multipart monster and not the head? If so, return.
1322     * Processing will happen if the head runs into the pit
1323     */
1324     if (victim->head)
1325     return;
1326    
1327     // now find all possible locations and randomly pick one
1328     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1329 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1330     : trap->range >= 2 ? SIZEOFFREE2 + 1
1331     : trap->range >= 1 ? SIZEOFFREE1 + 1
1332     : SIZEOFFREE0 + 1);
1333 root 1.167
1334     if (dir < 0)
1335     return;
1336    
1337     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1338     victim->statusmsg ("You fall through the hole!", NDI_RED);
1339    
1340     transfer_ob (victim,
1341     EXIT_X (trap) + freearr_x[dir],
1342     EXIT_Y (trap) + freearr_y[dir],
1343     0, victim);
1344     }
1345    
1346 elmex 1.1 /**
1347     * 'victim' moves onto 'trap'
1348     * 'victim' leaves 'trap'
1349     * effect is determined by move_on/move_off of trap and move_type of victime.
1350     *
1351     * originator: Player, monster or other object that caused 'victim' to move
1352     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1353     * However, some types of traps require an originator to function.
1354     */
1355 root 1.22 void
1356 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1357 elmex 1.1 {
1358     static int recursion_depth = 0;
1359    
1360     /* Only exits affect DMs. */
1361 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1362 elmex 1.1 return;
1363    
1364     /* move_apply() is the most likely candidate for causing unwanted and
1365     * possibly unlimited recursion.
1366     */
1367     /* The following was changed because it was causing perfeclty correct
1368     * maps to fail. 1) it's not an error to recurse:
1369     * rune detonates, summoning monster. monster lands on nearby rune.
1370     * nearby rune detonates. This sort of recursion is expected and
1371     * proper. This code was causing needless crashes.
1372     */
1373 root 1.22 if (recursion_depth >= 500)
1374     {
1375     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1376 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1377 root 1.22 return;
1378 elmex 1.1 }
1379 root 1.110
1380 root 1.22 recursion_depth++;
1381     if (trap->head)
1382     trap = trap->head;
1383 elmex 1.1
1384 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1385     goto leave;
1386 elmex 1.1
1387 root 1.22 switch (trap->type)
1388     {
1389 root 1.23 case PLAYERMOVER:
1390     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1391     {
1392     if (!trap->stats.maxsp)
1393     trap->stats.maxsp = 2;
1394 root 1.14
1395 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1396     * should be divided by trap->speed
1397     */
1398     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1399 root 1.14
1400 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1401     * above with some objects have zero speed, and thus the player
1402     * getting permanently paralyzed.
1403     */
1404 root 1.93 if (victim->speed_left < -50.f)
1405     victim->speed_left = -50.f;
1406 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407     }
1408     goto leave;
1409 root 1.14
1410 root 1.23 case SPINNER:
1411     if (victim->direction)
1412     {
1413     victim->direction = absdir (victim->direction - trap->stats.sp);
1414     update_turn_face (victim);
1415     }
1416     goto leave;
1417 root 1.14
1418 root 1.23 case DIRECTOR:
1419     if (victim->direction && !should_director_abort (trap, victim))
1420     {
1421     victim->direction = trap->stats.sp;
1422     update_turn_face (victim);
1423     }
1424     goto leave;
1425 root 1.14
1426 root 1.23 case BUTTON:
1427     case PEDESTAL:
1428 root 1.183 update_button (trap, originator);
1429 root 1.23 goto leave;
1430    
1431     case ALTAR:
1432     /* sacrifice victim on trap */
1433     apply_altar (trap, victim, originator);
1434     goto leave;
1435 root 1.14
1436 root 1.23 case THROWN_OBJ:
1437     if (trap->inv == NULL)
1438 root 1.22 goto leave;
1439 root 1.23 /* fallthrough */
1440 root 1.14
1441 root 1.23 case ARROW:
1442     /* bad bug: monster throw a object, make a step forwards, step on object ,
1443     * trigger this here and get hit by own missile - and will be own enemy.
1444     * Victim then is his own enemy and will start to kill herself (this is
1445     * removed) but we have not synced victim and his missile. To avoid senseless
1446     * action, we avoid hits here
1447     */
1448     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449     hit_with_arrow (trap, victim);
1450     goto leave;
1451 root 1.14
1452 root 1.23 case SPELL_EFFECT:
1453     apply_spell_effect (trap, victim);
1454     goto leave;
1455 root 1.14
1456 root 1.23 case TRAPDOOR:
1457     {
1458     int max, sound_was_played;
1459     object *ab, *ab_next;
1460 root 1.22
1461 root 1.23 if (!trap->value)
1462     {
1463     int tot;
1464 root 1.14
1465 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 root 1.143 tot += ab->head_ ()->total_weight ();
1468 root 1.14
1469 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470     goto leave;
1471 root 1.22
1472 root 1.23 SET_ANIMATION (trap, trap->value);
1473     update_object (trap, UP_OBJ_FACE);
1474     }
1475 root 1.14
1476 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1477 root 1.22 {
1478 root 1.23 /* need to set this up, since if we do transfer the object,
1479     * ab->above would be bogus
1480     */
1481     ab_next = ab->above;
1482 root 1.14
1483 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1484 root 1.22 {
1485 root 1.23 if (!sound_was_played)
1486     {
1487 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 root 1.23 sound_was_played = 1;
1489     }
1490 root 1.118
1491 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 root 1.14 }
1494     }
1495 root 1.22 goto leave;
1496 root 1.23 }
1497 root 1.14
1498 root 1.23 case CONVERTER:
1499     if (convert_item (victim, trap) < 0)
1500     {
1501 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 root 1.63 }
1504 root 1.14
1505 root 1.23 goto leave;
1506 root 1.14
1507 root 1.23 case TRIGGER_BUTTON:
1508     case TRIGGER_PEDESTAL:
1509     case TRIGGER_ALTAR:
1510     check_trigger (trap, victim);
1511     goto leave;
1512    
1513     case DEEP_SWAMP:
1514     walk_on_deep_swamp (trap, victim);
1515     goto leave;
1516    
1517     case CHECK_INV:
1518 elmex 1.46 check_inv (victim, trap);
1519 root 1.23 goto leave;
1520    
1521     case HOLE:
1522 root 1.167 move_apply_hole (trap, victim);
1523 root 1.23 goto leave;
1524 root 1.14
1525 root 1.23 case EXIT:
1526     if (victim->type == PLAYER && EXIT_PATH (trap))
1527     {
1528     /* Basically, don't show exits leading to random maps the
1529     * players output.
1530     */
1531 root 1.180 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1533 root 1.55
1534 root 1.131 trap->play_sound (trap->sound);
1535 root 1.55 victim->enter_exit (trap);
1536 root 1.23 }
1537     goto leave;
1538 root 1.14
1539 root 1.23 case ENCOUNTER:
1540     /* may be some leftovers on this */
1541     goto leave;
1542    
1543     case SHOP_MAT:
1544     apply_shop_mat (trap, victim);
1545     goto leave;
1546    
1547     /* Drop a certain amount of gold, and have one item identified */
1548     case IDENTIFY_ALTAR:
1549     apply_id_altar (victim, trap, originator);
1550     goto leave;
1551    
1552     case SIGN:
1553     if (victim->type != PLAYER && trap->stats.food > 0)
1554 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1555 root 1.23
1556     apply_sign (victim, trap, 1);
1557     goto leave;
1558    
1559     case CONTAINER:
1560 root 1.68 apply_container (victim, trap);
1561 root 1.23 goto leave;
1562    
1563     case RUNE:
1564     case TRAP:
1565     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 root 1.126 spring_trap (trap, victim);
1567 root 1.23 goto leave;
1568 root 1.14
1569 root 1.23 default:
1570     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 root 1.23 goto leave;
1573 elmex 1.1 }
1574    
1575 root 1.22 leave:
1576     recursion_depth--;
1577 elmex 1.1 }
1578    
1579     /**
1580     * Handles reading a regular (ie not containing a spell) book.
1581     */
1582 root 1.22 static void
1583     apply_book (object *op, object *tmp)
1584 elmex 1.1 {
1585 root 1.22 int lev_diff;
1586     object *skill_ob;
1587    
1588     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589     {
1590 root 1.125 op->failmsg ("You are unable to read while blind!");
1591 root 1.22 return;
1592     }
1593 root 1.112
1594     if (!tmp->msg)
1595 root 1.22 {
1596 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1597 root 1.22 return;
1598     }
1599 elmex 1.1
1600 root 1.22 /* need a literacy skill to read stuff! */
1601     skill_ob = find_skill_by_name (op, tmp->skill);
1602     if (!skill_ob)
1603     {
1604 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));
1605 elmex 1.1 return;
1606     }
1607 root 1.112
1608 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1609     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610     {
1611 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1613     : lev_diff < 5 ? "This book is beyond your comprehension."
1614     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1615     : lev_diff < 15 ? "This book is way beyond your comprehension."
1616     : "This book is totally beyond your comprehension.");
1617 elmex 1.1 return;
1618     }
1619    
1620 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1621    
1622 root 1.112 if (player *pl = op->contr)
1623     if (client *ns = pl->ns)
1624 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 root 1.22
1626     /* gain xp from reading */
1627     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1628     { /* only if not read before */
1629     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1630    
1631     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1632     {
1633     /*exp_gain *= 2; because they just identified it too */
1634     SET_FLAG (tmp, FLAG_IDENTIFIED);
1635 root 1.41
1636 root 1.149 if (object *pl = tmp->visible_to ())
1637     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1638 root 1.22 }
1639 root 1.41
1640 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1641     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1642 elmex 1.1 }
1643     }
1644    
1645     /**
1646     * Handles the applying of a skill scroll, calling learn_skill straight.
1647     * op is the person learning the skill, tmp is the skill scroll object
1648     */
1649 root 1.22 static void
1650     apply_skillscroll (object *op, object *tmp)
1651 elmex 1.1 {
1652 root 1.124 switch (learn_skill (op, tmp))
1653 root 1.22 {
1654 root 1.24 case 0:
1655 root 1.124 op->play_sound (sound_find ("generic_fail"));
1656 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1657 root 1.124 break;
1658 root 1.24
1659     case 1:
1660 root 1.144 tmp->decrease ();
1661 root 1.124 op->play_sound (sound_find ("skill_learn"));
1662     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1663     break;
1664 root 1.14
1665 root 1.24 default:
1666 root 1.144 tmp->decrease ();
1667 root 1.124 op->play_sound (sound_find ("generic_fail"));
1668 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1669 root 1.124 break;
1670 elmex 1.1 }
1671     }
1672    
1673     /**
1674     * Actually makes op learn spell.
1675     * Informs player of what happens.
1676     */
1677 root 1.22 void
1678     do_learn_spell (object *op, object *spell, int special_prayer)
1679 elmex 1.1 {
1680 root 1.22 object *tmp;
1681 elmex 1.1
1682 root 1.22 if (op->type != PLAYER)
1683     {
1684     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1685     return;
1686 elmex 1.1 }
1687    
1688 root 1.22 /* Upgrade special prayers to normal prayers */
1689     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1690     {
1691     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1692     {
1693     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1694     return;
1695 elmex 1.1 }
1696 root 1.22 return;
1697 elmex 1.1 }
1698    
1699 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1700    
1701 root 1.39 tmp = spell->clone ();
1702 root 1.22 insert_ob_in_ob (tmp, op);
1703    
1704     if (special_prayer)
1705 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 elmex 1.1
1707 root 1.22 esrv_add_spells (op->contr, tmp);
1708 elmex 1.1 }
1709    
1710     /**
1711     * Erases spell from player's inventory.
1712     */
1713 root 1.22 void
1714     do_forget_spell (object *op, const char *spell)
1715 elmex 1.1 {
1716 root 1.22 object *spob;
1717    
1718     if (op->type != PLAYER)
1719     {
1720     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1721     return;
1722     }
1723     if ((spob = check_spell_known (op, spell)) == NULL)
1724     {
1725     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1726     return;
1727     }
1728 elmex 1.1
1729 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1730 root 1.22 player_unready_range_ob (op->contr, spob);
1731     esrv_remove_spell (op->contr, spob);
1732 root 1.172 spob->destroy ();
1733 elmex 1.1 }
1734    
1735     /**
1736     * Handles player applying a spellbook.
1737     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1738     * stuff like that. Random learning failure too.
1739     */
1740 root 1.22 static void
1741     apply_spellbook (object *op, object *tmp)
1742 elmex 1.1 {
1743 root 1.22 object *skop, *spell, *spell_skill;
1744    
1745     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1746     {
1747 root 1.125 op->failmsg ("You are unable to read while blind.");
1748 root 1.22 return;
1749     }
1750    
1751     /* artifact_spellbooks have 'slaying' field point to a spell name,
1752     * instead of having their spell stored in stats.sp. These are
1753     * legacy spellbooks
1754     */
1755 root 1.114 if (tmp->slaying)
1756 root 1.22 {
1757     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1758     if (!spell)
1759     {
1760 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1761 root 1.22 return;
1762 root 1.14 }
1763 root 1.22 else
1764     insert_ob_in_ob (spell, tmp);
1765 root 1.114
1766     tmp->slaying = 0;
1767 root 1.22 }
1768    
1769     skop = find_skill_by_name (op, tmp->skill);
1770    
1771     /* need a literacy skill to learn spells. Also, having a literacy level
1772     * lower than the spell will make learning the spell more difficult */
1773     if (!skop)
1774     {
1775 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1776 root 1.22 return;
1777     }
1778    
1779     spell = tmp->inv;
1780 root 1.32
1781 root 1.22 if (!spell)
1782     {
1783     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1784 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1785 root 1.22 return;
1786     }
1787 root 1.31
1788 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1789 root 1.22 {
1790 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1791 root 1.22 return;
1792     }
1793    
1794 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1795 root 1.22
1796     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 root 1.149 identify (tmp);
1798 root 1.22
1799     /* I removed the check for special_prayer_mark here - it didn't make
1800     * a lot of sense - special prayers are not found in spellbooks, and
1801     * if the player doesn't know the spell, doesn't make a lot of sense that
1802     * they would have a special prayer mark.
1803     */
1804     if (check_spell_known (op, spell->name))
1805     {
1806 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");
1807 root 1.22 return;
1808 elmex 1.1 }
1809 root 1.22
1810     if (spell->skill)
1811     {
1812     spell_skill = find_skill_by_name (op, spell->skill);
1813 root 1.25
1814 root 1.22 if (!spell_skill)
1815     {
1816 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1817 root 1.22 return;
1818 root 1.14 }
1819 root 1.25
1820 root 1.22 if (spell_skill->level < spell->level)
1821     {
1822 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1823 root 1.22 return;
1824 root 1.14 }
1825 elmex 1.1 }
1826    
1827 root 1.22 /* Logic as follows
1828     *
1829     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1830     *
1831     * 2- The learner's skill level in literacy adjusts the chance to learn
1832     * a spell.
1833     *
1834     * 3 -Automatically fail to learn if you read while confused
1835     *
1836     * Overall, chances are the same but a player will find having a high
1837     * literacy rate very useful! -b.t.
1838     */
1839     if (QUERY_FLAG (op, FLAG_CONFUSED))
1840     {
1841 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1842 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1843     }
1844     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1846     {
1847 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1848 root 1.22 do_learn_spell (op, spell, 0);
1849    
1850     /* xp gain to literacy for spell learning */
1851     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1852     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1853 elmex 1.1 }
1854 root 1.22 else
1855     {
1856 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1857 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");
1858 root 1.22 }
1859 root 1.73
1860 root 1.144 tmp->decrease ();
1861 elmex 1.1 }
1862    
1863     /**
1864     * Handles applying a spell scroll.
1865     */
1866 root 1.22 void
1867     apply_scroll (object *op, object *tmp, int dir)
1868 elmex 1.1 {
1869 root 1.22 object *skop;
1870 elmex 1.1
1871 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1872     {
1873 root 1.125 op->failmsg ("You are unable to read while blind.");
1874 root 1.22 return;
1875 elmex 1.1 }
1876    
1877 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1878     {
1879 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1880 root 1.22 return;
1881 elmex 1.1 }
1882    
1883 root 1.22 if (op->type == PLAYER)
1884     {
1885     /* players need a literacy skill to read stuff! */
1886     int exp_gain = 0;
1887 elmex 1.1
1888 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1889     * should go for anything killed by the spell.
1890     */
1891     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1892 elmex 1.1
1893 root 1.22 if (!skop)
1894     {
1895 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1896 root 1.22 return;
1897     }
1898 elmex 1.1
1899 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1900     change_exp (op, exp_gain, skop->skill, 0);
1901 elmex 1.1 }
1902    
1903 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1904     identify (tmp);
1905 elmex 1.1
1906 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1907 elmex 1.1
1908 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1909 root 1.144 tmp->decrease ();
1910 elmex 1.1 }
1911    
1912     /**
1913     * Applies a treasure object - by default, chest. op
1914     * is the person doing the applying, tmp is the treasure
1915     * chest.
1916     */
1917 root 1.22 static void
1918     apply_treasure (object *op, object *tmp)
1919 elmex 1.1 {
1920 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1921 root 1.22 * for the chest is done when the chest is created, and put into the chest
1922 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1923     * prevents people from moving chests to more difficult maps to get better
1924 root 1.22 * treasure
1925     */
1926 root 1.99 object *treas = tmp->inv;
1927 root 1.22
1928 root 1.99 if (!treas)
1929 root 1.22 {
1930 root 1.124 op->statusmsg ("The chest was empty.");
1931 root 1.144 tmp->decrease ();
1932 root 1.22 return;
1933     }
1934 root 1.99
1935 root 1.22 while (tmp->inv)
1936     {
1937     treas = tmp->inv;
1938 root 1.36 treas->remove ();
1939 elmex 1.1
1940 root 1.22 treas->x = op->x;
1941     treas->y = op->y;
1942     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1943    
1944     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1945     spring_trap (treas, op);
1946 root 1.37
1947 root 1.22 /* If either player or container was destroyed, no need to do
1948 root 1.124 * further processing. I think this should be enclused with
1949 root 1.22 * spring trap above, as I don't think there is otherwise
1950 root 1.124 * any way for the treasure chest or player to get killed.
1951 root 1.22 */
1952 root 1.29 if (op->destroyed () || tmp->destroyed ())
1953 root 1.22 break;
1954 elmex 1.1 }
1955    
1956 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1957 root 1.171 tmp->decrease (true);
1958 elmex 1.1 }
1959    
1960     /**
1961     * op eats food.
1962     * If player, takes care of messages and dragon special food.
1963     */
1964 root 1.22 static void
1965     apply_food (object *op, object *tmp)
1966 elmex 1.1 {
1967 root 1.22 int capacity_remaining;
1968 elmex 1.1
1969 root 1.22 if (op->type != PLAYER)
1970     op->stats.hp = op->stats.maxhp;
1971     else
1972     {
1973 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1974 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 root 1.14 ;
1976 root 1.22 else
1977     {
1978     /* usual case - no dragon meal: */
1979     if (op->stats.food + tmp->stats.food > 999)
1980     {
1981     if (tmp->type == FOOD || tmp->type == FLESH)
1982 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1983 root 1.22 else
1984 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 root 1.22 }
1986    
1987 root 1.132 tmp->play_sound (
1988     tmp->sound
1989     ? tmp->sound
1990     : tmp->type == DRINK
1991     ? sound_find ("eat_drink")
1992     : sound_find ("eat_food")
1993     );
1994    
1995 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996     {
1997 root 1.124 const char *buf;
1998 root 1.22
1999     if (!is_dragon_pl (op))
2000     {
2001     /* eating message for normal players */
2002     if (tmp->type == DRINK)
2003 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 root 1.22 else
2005 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 root 1.22 }
2007     else
2008 root 1.124 /* eating message for dragon players */
2009     buf = format ("The %s tasted terrible!", &tmp->name);
2010    
2011     op->statusmsg (buf);
2012 root 1.22
2013     capacity_remaining = 999 - op->stats.food;
2014     op->stats.food += tmp->stats.food;
2015     if (capacity_remaining < tmp->stats.food)
2016     op->stats.hp += capacity_remaining / 50;
2017     else
2018     op->stats.hp += tmp->stats.food / 50;
2019 root 1.124
2020 root 1.22 if (op->stats.hp > op->stats.maxhp)
2021     op->stats.hp = op->stats.maxhp;
2022     if (op->stats.food > 999)
2023     op->stats.food = 999;
2024     }
2025 root 1.14
2026 root 1.22 /* special food hack -b.t. */
2027     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028     eat_special_food (op, tmp);
2029     }
2030 elmex 1.1 }
2031 root 1.114
2032 root 1.22 handle_apply_yield (tmp);
2033 root 1.144 tmp->decrease ();
2034 elmex 1.1 }
2035    
2036     /**
2037     * A dragon is eating some flesh. If the flesh contains resistances,
2038     * there is a chance for the dragon's skin to get improved.
2039     *
2040     * attributes:
2041     * object *op the object (dragon player) eating the flesh
2042     * object *meal the flesh item, getting chewed in dragon's mouth
2043     * return:
2044     * int 1 if eating successful, 0 if it doesn't work
2045     */
2046 root 1.22 int
2047     dragon_eat_flesh (object *op, object *meal)
2048     {
2049     object *skin = NULL; /* pointer to dragon skin force */
2050     object *abil = NULL; /* pointer to dragon ability force */
2051     object *tmp = NULL; /* tmp. object */
2052    
2053 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2054 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2055     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2056     double mbonus = 0; /* monster bonus */
2057 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2058 root 1.22 int winners = 0; /* number of winners */
2059 elmex 1.1 int i; /* index */
2060 root 1.22
2061 elmex 1.1 /* let's make sure and doublecheck the parameters */
2062 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2063 elmex 1.1 return 0;
2064 root 1.22
2065 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2066     from the player's inventory */
2067 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2068     if (tmp->type == FORCE)
2069 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2070 root 1.60 skin = tmp;
2071 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2072 root 1.60 abil = tmp;
2073 root 1.22
2074 elmex 1.1 /* if either skin or ability are missing, this is an old player
2075     which is not to be considered a dragon -> bail out */
2076 root 1.22 if (skin == NULL || abil == NULL)
2077     return 0;
2078    
2079 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2080 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2081 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2082     else
2083 root 1.22 op->stats.hp += meal->stats.food / 50;
2084 root 1.124
2085 root 1.22 if (op->stats.hp > op->stats.maxhp)
2086     op->stats.hp = op->stats.maxhp;
2087    
2088     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2089    
2090     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091    
2092 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2093 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2094     {
2095     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2096     {
2097     /* got positive resistance, now calculate improvement chance (0-100) */
2098    
2099     /* this bonus makes resistance increase easier at lower levels */
2100     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2101     if (i == abil->stats.exp)
2102     bonus += 5; /* additional bonus for resistance of ability-focus */
2103    
2104     /* monster bonus increases with level, because high-level
2105     flesh is too rare */
2106     mbonus = op->level * 20. / ((double) settings.max_level);
2107    
2108     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109     ((double) settings.max_level)) - skin->resist[i];
2110    
2111     if (chance >= 0.)
2112     chance += 1.;
2113     else
2114     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115    
2116     /* chance is proportional to amount of resistance (max. 50) */
2117     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2118    
2119     /* doubled chance for resistance of ability-focus */
2120     if (i == abil->stats.exp)
2121     chance = MIN (100., chance * 2.);
2122    
2123     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2124 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2125 root 1.22 {
2126     atnr_winner[winners] = i;
2127     winners++;
2128     }
2129    
2130     if (chance >= 0.01)
2131     totalchance *= 1 - chance / 100;
2132    
2133     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2134     }
2135 elmex 1.1 }
2136 root 1.22
2137 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2138 root 1.22 totalchance = 100 - totalchance * 100;
2139 root 1.124
2140 elmex 1.1 /* print message according to totalchance */
2141 root 1.124 const char *buf;
2142 elmex 1.1 if (totalchance > 50.)
2143 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2144 elmex 1.1 else if (totalchance > 10.)
2145 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2146 elmex 1.1 else if (totalchance > 1.)
2147 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2148 elmex 1.1 else if (totalchance > 0.1)
2149 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2150 elmex 1.1 else if (totalchance >= 0.01)
2151 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2152 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2153 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2154 root 1.22 else
2155 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2156    
2157     op->statusmsg (buf);
2158 root 1.22
2159 elmex 1.1 /* now choose a winner if we have any */
2160     i = -1;
2161 root 1.22 if (winners > 0)
2162 root 1.175 i = atnr_winner [rndm (winners)];
2163 root 1.22
2164     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2165     {
2166     /* resistance increased! */
2167     skin->resist[i]++;
2168 root 1.51 op->update_stats ();
2169 root 1.22
2170 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2171 root 1.22 }
2172    
2173 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2174     into the ability_force and it will take effect on next level */
2175 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2176     {
2177     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2178    
2179     if (meal->last_eat != abil->stats.exp)
2180 root 1.124 op->statusmsg (format (
2181 root 1.125 "Your metabolism prepares to focus on %s!\n"
2182     "The change will happen at level %d.",
2183     change_resist_msg[meal->last_eat],
2184     abil->level + 1
2185 root 1.124 ));
2186 root 1.22 else
2187     {
2188 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2189 root 1.22 abil->last_eat = 0;
2190     }
2191 elmex 1.1 }
2192 root 1.124
2193 elmex 1.1 return 1;
2194     }
2195    
2196     /**
2197     * Handles applying an improve armor scroll.
2198     * Does some sanity checks, then calls improve_armour.
2199     */
2200 root 1.22 static void
2201     apply_armour_improver (object *op, object *tmp)
2202 elmex 1.1 {
2203 root 1.22 object *armor;
2204 elmex 1.1
2205 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2206 root 1.22 {
2207 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2208 root 1.22 return;
2209 elmex 1.1 }
2210 root 1.51
2211 root 1.22 armor = find_marked_object (op);
2212 root 1.51
2213 root 1.22 if (!armor)
2214     {
2215 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.");
2216 elmex 1.1 return;
2217     }
2218 root 1.51
2219 root 1.22 if (armor->type != ARMOUR
2220     && armor->type != CLOAK
2221     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2222 elmex 1.1 {
2223 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2224 root 1.22 return;
2225 elmex 1.1 }
2226    
2227 root 1.124 op->statusmsg ("Applying armour enchantment.");
2228 root 1.22 improve_armour (op, tmp, armor);
2229 elmex 1.1 }
2230    
2231 root 1.151 void
2232 root 1.22 apply_poison (object *op, object *tmp)
2233 elmex 1.1 {
2234 root 1.158 // need to do it now when it is still on the map
2235     handle_apply_yield (tmp);
2236    
2237 root 1.151 object *poison = tmp->split (1);
2238    
2239 root 1.22 if (op->type == PLAYER)
2240     {
2241 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2242 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2243 root 1.151 op->contr->killer = poison;
2244 elmex 1.1 }
2245 root 1.114
2246 root 1.151 if (poison->stats.hp > 0)
2247 root 1.22 {
2248 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2249     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 elmex 1.1 }
2251 root 1.114
2252 root 1.22 op->stats.food -= op->stats.food / 4;
2253 root 1.172 poison->destroy ();
2254 elmex 1.1 }
2255    
2256     /**
2257 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2258 elmex 1.1 * A valid 2 way exit means:
2259     * -You can come back (there is another exit at the other side)
2260     * -You are
2261 root 1.44 * ° the owner of the exit
2262     * ° or in the same party as the owner
2263 elmex 1.1 *
2264     * Note: a owner in a 2 way exit is saved as the owner's name
2265     * in the field exit->name cause the field exit->owner doesn't
2266     * survive in the swapping (in fact the whole exit doesn't survive).
2267     */
2268 root 1.22 int
2269     is_legal_2ways_exit (object *op, object *exit)
2270     {
2271     if (exit->stats.exp != 1)
2272     return 1; /*This is not a 2 way, so it is legal */
2273 root 1.52
2274 root 1.55 #if 0 //TODO
2275 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2276     return 0; /* This is a reset town portal */
2277 root 1.55 #endif
2278    
2279 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280    
2281 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2282 root 1.52
2283 root 1.22 if (exitmap)
2284     {
2285 root 1.58 exitmap->load_sync ();
2286    
2287     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288 root 1.52
2289 root 1.22 if (!tmp)
2290     return 0;
2291 root 1.52
2292 root 1.58 for (; tmp; tmp = tmp->above)
2293 root 1.22 {
2294     if (tmp->type != EXIT)
2295     continue; /*Not an exit */
2296 root 1.52
2297 root 1.22 if (!EXIT_PATH (tmp))
2298     continue; /*Not a valid exit */
2299 root 1.52
2300 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2301     continue; /*Not in the same place */
2302 root 1.52
2303 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2304 root 1.22 continue; /*Not in the same map */
2305    
2306     /* From here we have found the exit is valid. However we do
2307     * here the check of the exit owner. It is important for the
2308     * town portals to prevent strangers from visiting your appartments
2309     */
2310     if (!exit->race)
2311     return 1; /*No owner, free for all! */
2312 root 1.52
2313 root 1.58 object *exit_owner = 0;
2314 root 1.52
2315     for_all_players (pp)
2316 root 1.22 {
2317     if (!pp->ob)
2318     continue;
2319 root 1.52
2320 root 1.22 if (pp->ob->name != exit->race)
2321     continue;
2322 root 1.52
2323 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2324     break;
2325     }
2326 root 1.52
2327 root 1.22 if (!exit_owner)
2328     return 0; /* No more owner */
2329 root 1.52
2330 root 1.22 if (exit_owner->contr == op->contr)
2331     return 1; /*It is your exit */
2332 root 1.52
2333 root 1.22 if (exit_owner && /*There is a owner */
2334     (op->contr) && /*A player tries to pass */
2335     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2336     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2337     return 0;
2338 root 1.52
2339 root 1.22 return 1;
2340     }
2341     }
2342 root 1.52
2343 root 1.22 return 0;
2344     }
2345 elmex 1.1
2346     /**
2347 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2348     * is specified it will try to find a lighter in the players inventory,
2349     * and inform him about this requirement.
2350     *
2351     * who - the player
2352     * op - the item we want to light
2353     * ligher - the lighter or 0 if a lighter has yet to be found
2354     */
2355     object *auto_apply_lighter (object *who, object *op, object *lighter)
2356     {
2357     if (lighter == 0)
2358     {
2359     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360     {
2361     if (tmp->type == LIGHTER)
2362     {
2363     lighter = tmp;
2364     break;
2365     }
2366     }
2367    
2368     if (!lighter)
2369     {
2370     who->failmsg (format (
2371     "You can't light up the %s with your bare hands! "
2372     "H<You need a lighter in your inventory, for example a flint and steel.>",
2373     &op->name));
2374     return 0;
2375     }
2376     }
2377    
2378     // last_eat == 0 means the lighter is not being used up!
2379     if (lighter->last_eat && lighter->stats.food)
2380     {
2381     /* lighter gets used up */
2382     lighter = lighter->split ();
2383     lighter->stats.food--;
2384     who->insert (lighter);
2385     }
2386     else if (lighter->last_eat)
2387     {
2388     /* no charges left in lighter */
2389     who->failmsg (format (
2390     "You attempt to light the %s with a used up %s.",
2391     &op->name, &lighter->name));
2392     return 0;
2393     }
2394    
2395     return lighter;
2396     }
2397    
2398     /**
2399     * Designed primarily to light torches/lanterns/etc.
2400     * Also burns up burnable material too. First object in the inventory is
2401     * the selected object to "burn". -b.t.
2402     */
2403     void
2404     apply_lighter (object *who, object *lighter)
2405     {
2406     object *item;
2407     int is_player_env = 0;
2408    
2409     item = find_marked_object (who);
2410     if (item)
2411     {
2412     if (!auto_apply_lighter (who, 0, lighter))
2413     return;
2414    
2415     /* Perhaps we should split what we are trying to light on fire?
2416     * I can't see many times when you would want to light multiple
2417     * objects at once.
2418     */
2419    
2420     save_throw_object (item, AT_FIRE, who);
2421    
2422     if (item->destroyed ()
2423     || ((item->type == LAMP || item->type == TORCH)
2424     && item->glow_radius > 0))
2425     who->statusmsg (format (
2426     "You light the %s with the %s.",
2427     &item->name, &lighter->name));
2428     else
2429     who->failmsg (format (
2430     "You attempt to light the %s with the %s and fail.",
2431     &item->name, &lighter->name));
2432     }
2433     else
2434     who->failmsg ("You need to mark a lightable object.");
2435     }
2436    
2437     /**
2438     * Apply for players and lamps
2439     *
2440     * who - the player
2441     * op - the lamp
2442     */
2443     void player_apply_lamp (object *who, object *op)
2444     {
2445     bool switch_on = op->glow_radius ? false : true;
2446    
2447     if (switch_on)
2448     {
2449     object *lighter = 0;
2450    
2451     if (op->flag [FLAG_IS_LIGHTABLE]
2452     && !(lighter = auto_apply_lighter (who, op, 0)))
2453     return;
2454    
2455     if (op->stats.food < 1)
2456     {
2457     if (op->type == LAMP)
2458     who->failmsg (format (
2459     "The %s is out of fuel! "
2460     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2461     &op->name));
2462     else
2463     who->failmsg (format (
2464     "The %s is burnt out! "
2465     "H<Torches and similar items burn out and become worthless.>",
2466     &op->name));
2467     return;
2468     }
2469    
2470     if (lighter)
2471     who->statusmsg (format (
2472     "You light up the %s with the %s.", &op->name, &lighter->name));
2473     else
2474     who->statusmsg (format ("You light up the %s.", &op->name));
2475     }
2476     else
2477     {
2478     if (op->type == TORCH)
2479     {
2480     if (!op->flag [FLAG_IS_LIGHTABLE])
2481     {
2482     who->statusmsg (format (
2483     "You put out the %s. "
2484     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2485     &op->name, &op->name));
2486     }
2487     else
2488     who->statusmsg (format (
2489     "You put out the %s."
2490     "H<Torches wear out if you put them out.>",
2491     &op->name));
2492     }
2493     else
2494     who->statusmsg (format ("You turn off the %s.", &op->name));
2495     }
2496    
2497     apply_lamp (op, switch_on);
2498     }
2499    
2500     void lamp_get_animation_from_arch (object *op, arch_ptr a)
2501     {
2502     op->animation_id = a->animation_id;
2503     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505     op->anim_speed = a->anim_speed;
2506     op->last_anim = 0;
2507     op->state = 0;
2508     op->face = a->face;
2509    
2510     if (NUM_ANIMATIONS(op) > 1)
2511     {
2512     SET_ANIMATION(op, 0);
2513     animate_object (op, op->direction);
2514     }
2515     else
2516     update_object (op, UP_OBJ_FACE);
2517     }
2518    
2519     /**
2520     * Apply for LAMPs and TORCHes.
2521     *
2522     * op - the lamp
2523     * switch_on - a flag which says whether the lamp should be switched on or off
2524     */
2525     void apply_lamp (object *op, bool switch_on)
2526     {
2527     op->set_glow_radius (switch_on ? op->range : 0);
2528     op->set_speed (switch_on ? op->arch->speed : 0);
2529    
2530     // torches wear out if you put them out
2531     if (op->type == TORCH && !switch_on)
2532     {
2533     if (op->flag [FLAG_IS_LIGHTABLE])
2534     {
2535     op->stats.food -= (double) op->arch->stats.food / 15;
2536     if (op->stats.food < 0)
2537     op->stats.food = 0;
2538     }
2539     else
2540     op->stats.food = 0;
2541     }
2542    
2543     // lamps and torched get worthless when used up
2544     if (op->stats.food <= 0)
2545     op->value = 0;
2546    
2547     // FIXME: This is a hack to make the more sane torches and lamps
2548     // still animated ;-/
2549     if (op->other_arch)
2550     lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551    
2552     if (object *pl = op->visible_to ())
2553     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2554     }
2555    
2556     /**
2557 elmex 1.1 * Main apply handler.
2558     *
2559     * Checks for unpaid items before applying.
2560     *
2561     * Return value:
2562     * 0: player or monster can't apply objects of that type
2563     * 1: has been applied, or there was an error applying the object
2564     * 2: objects of that type can't be applied if not in inventory
2565     *
2566 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2567 elmex 1.1 * being applied.
2568     *
2569     * aflag is special (always apply/unapply) flags. Nothing is done with
2570     * them in this function - they are passed to apply_special
2571     */
2572 root 1.22 int
2573 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2574 elmex 1.1 {
2575 elmex 1.184 op = op->head_ ();
2576 elmex 1.1
2577 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2578 root 1.22 {
2579 elmex 1.184 if (who->type == PLAYER)
2580 root 1.22 {
2581 elmex 1.184 who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2582 root 1.22 return 1;
2583     }
2584     else
2585 root 1.51 return 0; /* monsters just skip unpaid items */
2586 elmex 1.1 }
2587    
2588 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2589 root 1.22 return RESULT_INT (0);
2590 root 1.8
2591 elmex 1.184 switch (op->type)
2592 root 1.22 {
2593 root 1.24 case CF_HANDLE:
2594 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2595     who->statusmsg ("You turn the handle.");
2596     op->value = op->value ? 0 : 1;
2597     SET_ANIMATION (op, op->value);
2598     update_object (op, UP_OBJ_FACE);
2599     push_button (op, who);
2600 root 1.24 return 1;
2601 root 1.14
2602 root 1.24 case TRIGGER:
2603 elmex 1.184 if (check_trigger (op, who))
2604 root 1.24 {
2605 elmex 1.184 who->statusmsg ("You turn the handle.");
2606     who->play_sound (sound_find ("turn_handle"));
2607 root 1.24 }
2608     else
2609 elmex 1.184 who->failmsg ("The handle doesn't move.");
2610 root 1.57
2611 root 1.24 return 1;
2612 root 1.14
2613 root 1.24 case EXIT:
2614 elmex 1.184 if (who->type != PLAYER)
2615 root 1.24 return 0;
2616 root 1.57
2617 elmex 1.184 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2618     who->failmsg (format ("The %s is closed.", query_name (op)));
2619 root 1.24 else
2620     {
2621     /* Don't display messages for random maps. */
2622 elmex 1.184 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2623     who->statusmsg (op->msg, NDI_NAVY);
2624 root 1.57
2625 elmex 1.184 who->enter_exit (op);
2626 root 1.24 }
2627 root 1.85
2628 root 1.24 return 1;
2629 root 1.14
2630 root 1.122 case INSCRIBABLE:
2631 elmex 1.184 who->statusmsg (op->msg);
2632 root 1.122 // maybe show a spell menu to chose from or something like that
2633     return 1;
2634    
2635 root 1.24 case SIGN:
2636 elmex 1.184 apply_sign (who, op, 0);
2637 root 1.24 return 1;
2638 root 1.14
2639 root 1.24 case BOOK:
2640 elmex 1.184 if (who->type == PLAYER)
2641 root 1.24 {
2642 elmex 1.184 apply_book (who, op);
2643 root 1.24 return 1;
2644     }
2645     else
2646 root 1.85 return 0;
2647 root 1.14
2648 root 1.24 case SKILLSCROLL:
2649 elmex 1.184 if (who->type == PLAYER)
2650 root 1.24 {
2651 elmex 1.184 apply_skillscroll (who, op);
2652 root 1.24 return 1;
2653     }
2654 root 1.85 else
2655     return 0;
2656 root 1.14
2657 root 1.24 case SPELLBOOK:
2658 elmex 1.184 if (who->type == PLAYER)
2659 root 1.24 {
2660 elmex 1.184 apply_spellbook (who, op);
2661 root 1.24 return 1;
2662     }
2663 root 1.85 else
2664     return 0;
2665 root 1.14
2666 root 1.24 case SCROLL:
2667 elmex 1.184 apply_scroll (who, op, 0);
2668 root 1.24 return 1;
2669 root 1.14
2670 root 1.24 case POTION:
2671 elmex 1.184 apply_potion (who, op);
2672 root 1.24 return 1;
2673 root 1.14
2674 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2675 root 1.68 //TODO: remove, as it is unsed?
2676 root 1.24 case CLOSE_CON:
2677 elmex 1.184 apply_container (who, op->env);
2678 root 1.24 return 1;
2679 root 1.14
2680 root 1.24 case CONTAINER:
2681 elmex 1.184 apply_container (who, op);
2682 root 1.24 return 1;
2683 root 1.14
2684 root 1.24 case TREASURE:
2685 elmex 1.184 if (who->type == PLAYER)
2686 root 1.24 {
2687 elmex 1.184 apply_treasure (who, op);
2688 root 1.24 return 1;
2689     }
2690     else
2691 root 1.68 return 0;
2692 root 1.14
2693 elmex 1.184 case LAMP:
2694     case TORCH:
2695     player_apply_lamp (who, op);
2696     return 1;
2697    
2698 root 1.24 case WEAPON:
2699     case ARMOUR:
2700     case BOOTS:
2701     case GLOVES:
2702     case AMULET:
2703     case GIRDLE:
2704     case BRACERS:
2705     case SHIELD:
2706     case HELMET:
2707     case RING:
2708     case CLOAK:
2709     case WAND:
2710     case ROD:
2711     case HORN:
2712     case SKILL:
2713     case BOW:
2714     case BUILDER:
2715     case SKILL_TOOL:
2716 elmex 1.184 if (op->env != who)
2717 root 1.24 return 2; /* not in inventory */
2718 root 1.79
2719 elmex 1.184 apply_special (who, op, aflag);
2720 root 1.24 return 1;
2721 root 1.14
2722 root 1.24 case DRINK:
2723     case FOOD:
2724     case FLESH:
2725 elmex 1.184 apply_food (who, op);
2726 root 1.24 return 1;
2727 root 1.14
2728 root 1.24 case POISON:
2729 elmex 1.184 apply_poison (who, op);
2730 root 1.24 return 1;
2731 root 1.14
2732 root 1.24 case SAVEBED:
2733 root 1.51 return 1;
2734 root 1.14
2735 root 1.24 case ARMOUR_IMPROVER:
2736 elmex 1.184 if (who->type == PLAYER)
2737 root 1.24 {
2738 elmex 1.184 apply_armour_improver (who, op);
2739 root 1.24 return 1;
2740     }
2741     else
2742 root 1.51 return 0;
2743 root 1.14
2744 root 1.24 case WEAPON_IMPROVER:
2745 elmex 1.184 check_improve_weapon (who, op);
2746 root 1.24 return 1;
2747 root 1.14
2748 root 1.24 case CLOCK:
2749 elmex 1.184 if (who->type == PLAYER)
2750 root 1.24 {
2751     char buf[MAX_BUF];
2752     timeofday_t tod;
2753 root 1.22
2754 root 1.24 get_tod (&tod);
2755 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2756     who->statusmsg (format (
2757 root 1.125 "It is %d minute%s past %d o'clock %s",
2758     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2759     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2760 root 1.124 ));
2761 root 1.24 return 1;
2762     }
2763     else
2764 root 1.85 return 0;
2765 root 1.14
2766 root 1.24 case MENU:
2767 elmex 1.184 if (who->type == PLAYER)
2768 root 1.24 {
2769 elmex 1.184 shop_listing (op, who);
2770 root 1.24 return 1;
2771     }
2772     else
2773 root 1.85 return 0;
2774 elmex 1.1
2775 root 1.24 case POWER_CRYSTAL:
2776 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2777 root 1.24 return 1;
2778 root 1.14
2779 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2780 elmex 1.184 if (who->type == PLAYER)
2781 root 1.24 {
2782 elmex 1.184 apply_lighter (who, op);
2783 root 1.24 return 1;
2784     }
2785     else
2786 root 1.85 return 0;
2787 root 1.14
2788 root 1.24 case ITEM_TRANSFORMER:
2789 elmex 1.184 apply_item_transformer (who, op);
2790 root 1.24 return 1;
2791 root 1.14
2792 root 1.24 default:
2793     return 0;
2794 elmex 1.1 }
2795     }
2796    
2797     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2798     * messages as needed by player_apply_below(). But there can still be
2799     * "but you are floating high above the ground" messages.
2800     *
2801     * Same return value as apply() function.
2802     */
2803 root 1.22 int
2804     player_apply (object *pl, object *op, int aflag, int quiet)
2805 elmex 1.1 {
2806 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2807 root 1.22 {
2808     /* player is flying and applying object not in inventory */
2809     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2810     {
2811 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2812     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2813     "or waiting till the levitation effect wears off.>");
2814 root 1.22 return 0;
2815 root 1.14 }
2816 elmex 1.1 }
2817    
2818 root 1.22 pl->contr->last_used = op;
2819 elmex 1.1
2820 root 1.157 int tmp = manual_apply (pl, op, aflag);
2821    
2822 root 1.22 if (!quiet)
2823     {
2824     if (tmp == 0)
2825 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 root 1.22 else if (tmp == 2)
2827 elmex 1.138 pl->failmsg ("You must get it first!\n");
2828 elmex 1.1 }
2829 root 1.114
2830 root 1.22 return tmp;
2831 elmex 1.1 }
2832    
2833     /**
2834     * player_apply_below attempts to apply the object 'below' the player.
2835     * If the player has an open container, we use that for below, otherwise
2836     * we use the ground.
2837     */
2838 root 1.22 void
2839     player_apply_below (object *pl)
2840 elmex 1.1 {
2841 root 1.68 int floors = 0;
2842 root 1.22
2843     /* If using a container, set the starting item to be the top
2844     * item in the container. Otherwise, use the map.
2845 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2846 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2847     * next object in the stack before applying. This is can only be a
2848     * problem if player_apply() has a bug in that it uses the object but does
2849     * not return a proper value.
2850     */
2851 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2852 root 1.22 {
2853     next = tmp->below;
2854 root 1.68
2855 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856     floors++;
2857     else if (floors > 0)
2858     return; /* process only floor objects after first floor object */
2859    
2860     /* If it is visible, player can apply it. If it is applied by
2861     * person moving on it, also activate. Added code to make it
2862     * so that at least one of players movement types be that which
2863     * the item needs.
2864     */
2865     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
2867     return;
2868    
2869 root 1.22 if (floors >= 2)
2870     return; /* process at most two floor objects */
2871 elmex 1.1 }
2872     }
2873    
2874     /**
2875     * Unapplies specified item.
2876     * No check done on cursed/damned.
2877     * Break this out of apply_special - this is just done
2878     * to keep the size of apply_special to a more managable size.
2879     */
2880 root 1.22 static int
2881     unapply_special (object *who, object *op, int aflags)
2882 elmex 1.1 {
2883 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2884     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 root 1.22 return RESULT_INT (0);
2886 root 1.12
2887 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2888 root 1.76
2889 root 1.22 switch (op->type)
2890     {
2891 root 1.96 case SKILL_TOOL:
2892     // unapplying a skill tool should also unapply the skill it governs
2893     // but this is hard, as it shouldn't do so when the skill can
2894     // be used for other reasons
2895     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2896     if (tmp->skill == op->skill
2897     && tmp->type == SKILL
2898     && tmp->flag [FLAG_APPLIED]
2899     && !tmp->flag [FLAG_CAN_USE_SKILL])
2900     unapply_special (who, tmp, 0);
2901    
2902     change_abil (who, op);
2903     break;
2904    
2905 root 1.24 case WEAPON:
2906 root 1.105 if (player *pl = who->contr)
2907     if (op == pl->combat_ob)
2908     {
2909     pl->combat_ob = 0;
2910     who->change_weapon (pl->ranged_ob);
2911     }
2912    
2913 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2914 elmex 1.1
2915 root 1.79 change_abil (who, op);
2916     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2917 root 1.24 break;
2918 root 1.14
2919 root 1.96 case SKILL:
2920 root 1.79 if (who->contr)
2921 root 1.24 {
2922 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2923     who->change_weapon (who->contr->combat_ob = 0);
2924     else if (IS_RANGED_SKILL (op->subtype))
2925     who->change_weapon (who->contr->ranged_ob = 0);
2926    
2927     if (op->invisible)
2928     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2929     else
2930 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2931 root 1.24 }
2932 root 1.76
2933     change_abil (who, op);
2934 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2935     break;
2936 root 1.14
2937 root 1.24 case ARMOUR:
2938     case HELMET:
2939     case SHIELD:
2940     case RING:
2941     case BOOTS:
2942     case GLOVES:
2943     case AMULET:
2944     case GIRDLE:
2945     case BRACERS:
2946     case CLOAK:
2947 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2948 root 1.79 change_abil (who, op);
2949 root 1.24 break;
2950 root 1.79
2951 root 1.24 case BOW:
2952     case WAND:
2953     case ROD:
2954     case HORN:
2955 root 1.105 if (player *pl = who->contr)
2956     {
2957     if (op == pl->ranged_ob)
2958     {
2959     pl->ranged_ob = 0;
2960     who->change_weapon (pl->combat_ob);
2961     }
2962    
2963 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2964 root 1.105 }
2965 root 1.103 else
2966 root 1.24 {
2967 root 1.103 who->change_skill (0);
2968 root 1.79
2969 root 1.24 if (op->type == BOW)
2970     CLEAR_FLAG (who, FLAG_READY_BOW);
2971     else
2972     CLEAR_FLAG (who, FLAG_READY_RANGE);
2973     }
2974 root 1.76
2975 root 1.24 break;
2976 elmex 1.1
2977 root 1.24 case BUILDER:
2978 root 1.79 if (who->contr)
2979 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2980 root 1.24 break;
2981 elmex 1.1
2982 root 1.24 default:
2983 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2984 root 1.24 break;
2985 elmex 1.1 }
2986    
2987 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2988     if (object *pl = op->visible_to ())
2989     esrv_send_item (pl, op);
2990    
2991 root 1.51 who->update_stats ();
2992 elmex 1.1
2993 root 1.22 return 0;
2994 elmex 1.1 }
2995    
2996     /**
2997     * Returns the object that is using location 'loc'.
2998     * Note that 'start' is the first object to start examing - we
2999     * then go through the below of this. In this way, you can do
3000     * something like:
3001 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3002     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3003 elmex 1.1 * to find the second object that may use this location, etc.
3004     * Returns NULL if no match is found.
3005     * loc is the index into the array we are looking for a match.
3006     * don't return invisible objects unless they are skill objects
3007     * invisible other objects that use
3008     * up body locations can be used as restrictions.
3009     */
3010 root 1.84 static object *
3011 root 1.96 get_next_item_from_body_location (int loc, object *start)
3012 elmex 1.1 {
3013 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3014     if (tmp->flag [FLAG_APPLIED]
3015     && tmp->slot[loc].info
3016     && (!tmp->invisible || tmp->type == SKILL))
3017     return tmp;
3018 elmex 1.1
3019 root 1.84 return 0;
3020 elmex 1.1 }
3021    
3022     /**
3023     * 'op' wants to apply an object, but can't because of other equipment.
3024     * This should only be called when it is known
3025     * that there are objects to unapply. This makes pretty heavy
3026     * use of get_item_from_body_location. It makes no intelligent choice
3027     * on objects - rather, the first that is matched is used.
3028     * Returns 0 on success, returns 1 if there is some problem.
3029     * if aflags is AP_PRINT, we instead print out waht to unapply
3030     * instead of doing it. This is a lot less code than having
3031     * another function that does just that.
3032     */
3033 root 1.114
3034     #define CANNOT_REMOVE_CURSED \
3035     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036     "Praying over an altar, scrolls of remove curse/damnation, " \
3037     "priests or even other players might help.>"
3038    
3039 root 1.22 int
3040     unapply_for_ob (object *who, object *op, int aflags)
3041 elmex 1.1 {
3042 root 1.81 if (op->is_range ())
3043     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3045     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3046     {
3047     if (aflags & AP_PRINT)
3048 root 1.125 who->failmsg (query_name (tmp));
3049 root 1.81 else
3050     unapply_special (who, tmp, aflags);
3051     }
3052     else
3053     {
3054     /* In this case, we want to try and remove a cursed item.
3055     * While we know it won't work, we want unapply_special to
3056     * at least generate the message.
3057     */
3058 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)));
3059 root 1.81 return 1;
3060     }
3061 elmex 1.1
3062 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3063 root 1.22 {
3064     /* this used up a slot that we need to free */
3065 root 1.82 if (op->slot[i].info)
3066 root 1.22 {
3067 root 1.81 object *last = who->inv;
3068 root 1.14
3069 root 1.22 /* We do a while loop - may need to remove several items in order
3070     * to free up enough slots.
3071     */
3072 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3073 root 1.22 {
3074 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3075 root 1.81
3076 root 1.22 if (!tmp)
3077     {
3078 elmex 1.1 #if 0
3079 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3080     * equipped.
3081     */
3082     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3083 elmex 1.1 #endif
3084 root 1.22 return 1;
3085     }
3086 root 1.81
3087 root 1.22 /* If we are just printing, we don't care about cursed status */
3088     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3089     {
3090     if (aflags & AP_PRINT)
3091 root 1.125 who->failmsg (query_name (tmp));
3092 root 1.22 else
3093     unapply_special (who, tmp, aflags);
3094 root 1.14 }
3095 root 1.22 else
3096     {
3097     /* Cursed item that we can't unequip - tell the player.
3098     * Note this could be annoying if this is just one of a few,
3099     * so it may not be critical (eg, putting on a ring and you have
3100     * one cursed ring.)
3101     */
3102 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3103 root 1.14 }
3104 root 1.81
3105 root 1.22 last = tmp->below;
3106 root 1.14 }
3107 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3108     * return in the !tmp would have kicked in.
3109     */
3110     } /* if op is using this body location */
3111     } /* for body lcoations */
3112 root 1.81
3113 root 1.22 return 0;
3114 elmex 1.1 }
3115    
3116     /**
3117     * Checks to see if 'who' can apply object 'op'.
3118     * Returns 0 if apply can be done without anything special.
3119     * Otherwise returns a bitmask - potentially several of these may be
3120     * set, but largely depends on circumstance - in the future, processing
3121 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3122 root 1.96 * is set, do we really care what the other flags may be?)
3123 elmex 1.1 *
3124     * See include/define.h for detailed description of the meaning of
3125     * these return values.
3126     */
3127 root 1.22 int
3128     can_apply_object (object *who, object *op)
3129 elmex 1.1 {
3130 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3131     return RESULT_INT (0);
3132    
3133 root 1.78 int retval = 0;
3134     object *tmp = 0, *ws = 0;
3135 root 1.22
3136 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 root 1.22 {
3138 root 1.82 if (op->slot[i].info)
3139 root 1.22 {
3140     /* Item uses more slots than we have */
3141 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3142 root 1.22 {
3143 root 1.78 /* Could return now for efficiency - rest of info below isn't
3144 root 1.22 * really needed.
3145     */
3146     retval |= CAN_APPLY_NEVER;
3147     }
3148 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3149 root 1.22 {
3150     /* in this case, equipping this would use more free spots than
3151     * we have.
3152     */
3153 elmex 1.1
3154 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3155 root 1.84 * enough slots to equip the new item, then just set "can
3156     * apply unapply". We don't care about the logic below - if you have a
3157 root 1.22 * shield equipped and try to equip another shield, there is only
3158     * one choice. However, the check for the number of body locations
3159     * does take into the account cases where what is being applied
3160     * may be two handed for example.
3161     */
3162     if (ws)
3163 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3164     {
3165     retval |= CAN_APPLY_UNAPPLY;
3166     continue;
3167     }
3168 root 1.22
3169 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3170 root 1.22 if (!tmp1)
3171     {
3172 elmex 1.1 #if 0
3173 root 1.22 /* This is sort of an error, but happens a lot when old players
3174     * join in with more stuff equipped than they are now allowed.
3175     */
3176     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3177 elmex 1.1 #endif
3178 root 1.22 retval |= CAN_APPLY_NEVER;
3179     }
3180     else
3181     {
3182     /* need to unapply something. However, if this something
3183     * is different than we had found before, it means they need
3184     * to apply multiple objects
3185     */
3186     retval |= CAN_APPLY_UNAPPLY;
3187 root 1.96
3188 root 1.22 if (!tmp)
3189     tmp = tmp1;
3190     else if (tmp != tmp1)
3191 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3192    
3193 root 1.22 /* This object isn't using up all the slots, so there must
3194 root 1.78 * be another. If so, and it the new item doesn't need all
3195 root 1.22 * the slots, the player then has a choice.
3196     */
3197 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3198     && abs (op->slot[i].info) < who->slot[i].info)
3199 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3200    
3201     /* Does unequippint 'tmp1' free up enough slots for this to be
3202     * equipped? If not, there must be something else to unapply.
3203     */
3204 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3205 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3206     }
3207     } /* if not enough free slots */
3208     } /* if this object uses location i */
3209     } /* for i -> num_body_locations loop */
3210    
3211     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3212     * really be controlled by use of body locations. We do have
3213     * the weapon/shield checks, and the range checks for monsters,
3214     * because you can't control those just by body location - bows, shields,
3215     * and weapons all use the same slot. Similar for horn/rod/wand - they
3216     * all use the same location.
3217     */
3218     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3219     retval |= CAN_APPLY_RESTRICTION;
3220 root 1.76
3221 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3222     retval |= CAN_APPLY_RESTRICTION;
3223    
3224     if (who->type != PLAYER)
3225     {
3226     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3228 root 1.78
3229 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3230     retval |= CAN_APPLY_RESTRICTION;
3231 root 1.78
3232 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3233     retval |= CAN_APPLY_RESTRICTION;
3234 root 1.78
3235 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3236 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3237 elmex 1.1 }
3238 root 1.76
3239 root 1.22 return retval;
3240 elmex 1.1 }
3241    
3242     /**
3243     * who is the object using the object. It can be a monster.
3244     * op is the object they are using. op is an equipment type item,
3245     * eg, one which you put on and keep on for a while, and not something
3246     * like a potion or scroll.
3247     *
3248     * function returns 1 if the action could not be completed, 0 on
3249     * success. However, success is a matter of meaning - if the
3250     * user passes the 'apply' flag to an object already applied,
3251     * nothing is done, and 0 is returned.
3252     *
3253     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3254     * AP_UNAPPLY=always unapply).
3255     *
3256     * Optional flags:
3257     * AP_NO_MERGE: don't merge an unapplied object with other objects
3258     * AP_IGNORE_CURSE: unapply cursed items
3259 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3260 elmex 1.1 *
3261     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3262     *
3263     * apply_special() doesn't check for unpaid items.
3264     */
3265 root 1.114
3266     #define LACK_ITEM_POWER \
3267     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3268    
3269 root 1.22 int
3270     apply_special (object *who, object *op, int aflags)
3271 elmex 1.1 {
3272 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3273     object *tmp, *tmp2, *skop = NULL;
3274 elmex 1.1
3275 root 1.22 if (who == NULL)
3276     {
3277     LOG (llevError, "apply_special() from object without environment.\n");
3278     return 1;
3279 elmex 1.1 }
3280    
3281 root 1.22 if (op->env != who)
3282     return 1; /* op is not in inventory */
3283 elmex 1.1
3284 root 1.22 /* trying to unequip op */
3285     if (QUERY_FLAG (op, FLAG_APPLIED))
3286     {
3287     /* always apply, so no reason to unapply */
3288     if (basic_flag == AP_APPLY)
3289     return 0;
3290    
3291     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3292     {
3293 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3294 root 1.22 return 1;
3295 root 1.14 }
3296 root 1.78
3297 root 1.22 return unapply_special (who, op, aflags);
3298 elmex 1.1 }
3299 root 1.159 else if (basic_flag == AP_UNAPPLY)
3300 root 1.22 return 0;
3301 elmex 1.1
3302 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3303     // to resolve conflicts.
3304     if (player *pl = who->contr)
3305 root 1.95 switch (op->slottype ())
3306 root 1.90 {
3307 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3308     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3309 root 1.90 }
3310    
3311 root 1.104 splay (op);
3312    
3313 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3314 root 1.78 if (int i = can_apply_object (who, op))
3315 root 1.22 {
3316     if (i & CAN_APPLY_NEVER)
3317     {
3318 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)));
3319 root 1.22 return 1;
3320     }
3321     else if (i & CAN_APPLY_RESTRICTION)
3322     {
3323 root 1.125 who->failmsg (format (
3324     "You have a prohibition against using a %s. "
3325     "H<Your belief, profession or class prevents you from applying this item.>",
3326     query_name (op)
3327     ));
3328 root 1.22 return 1;
3329     }
3330 root 1.78
3331 root 1.22 if (who->type != PLAYER)
3332     {
3333     /* Some error, so don't try to equip something more */
3334     if (unapply_for_ob (who, op, aflags))
3335 root 1.14 return 1;
3336     }
3337 root 1.22 else
3338     {
3339     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3340     {
3341 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3342 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3343     return 1;
3344     }
3345     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3346 root 1.81 if (unapply_for_ob (who, op, aflags))
3347     return 1;
3348 root 1.14 }
3349 elmex 1.1 }
3350 root 1.55
3351 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352     {
3353     skop = find_skill_by_name (who, op->skill);
3354 root 1.78
3355 root 1.22 if (!skop)
3356     {
3357 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3358 root 1.22 return 1;
3359     }
3360     else
3361 root 1.76 /* While experience will be credited properly, we want to change the
3362     * skill so that the dam and wc get updated
3363     */
3364 root 1.101 who->change_skill (skop);
3365 elmex 1.1 }
3366 root 1.22
3367 root 1.78 if (who->type == PLAYER
3368     && op->item_power
3369     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3370 root 1.22 {
3371 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3372 root 1.22 return 1;
3373 elmex 1.1 }
3374    
3375 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3376     * Note that we don't have the checks for can_use_...
3377     * below - that is already taken care of by can_apply_object.
3378     */
3379 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3380 root 1.22
3381     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3382     return RESULT_INT (0);
3383    
3384     switch (op->type)
3385     {
3386 root 1.24 case WEAPON:
3387     if (!check_weapon_power (who, op->last_eat))
3388     {
3389 root 1.157 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3390 root 1.79
3391 root 1.78 if (tmp)
3392     insert_ob_in_ob (tmp, who);
3393 root 1.79
3394 root 1.24 return 1;
3395     }
3396 root 1.65
3397 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3398 root 1.78 // i.e. "R" can use Ragnarok's sword.
3399 root 1.180 if (op->level && !op->name.starts_with (who->name))
3400 root 1.24 {
3401     /* if the weapon does not have the name as the character, can't use it. */
3402     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3403 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3404 root 1.65
3405     if (tmp)
3406     insert_ob_in_ob (tmp, who);
3407    
3408 root 1.24 return 1;
3409     }
3410 root 1.65
3411 root 1.80 if (!skop)
3412     {
3413 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3414 root 1.80 return 1;
3415     }
3416    
3417 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3418 root 1.101 who->change_skill (skop);
3419 root 1.76
3420 root 1.79 if (who->contr)
3421 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3422 root 1.78
3423 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3424 root 1.14
3425 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3426 root 1.76 change_abil (who, op);
3427 root 1.24 break;
3428 root 1.14
3429 root 1.24 case ARMOUR:
3430     case HELMET:
3431     case SHIELD:
3432     case BOOTS:
3433     case GLOVES:
3434     case GIRDLE:
3435     case BRACERS:
3436     case CLOAK:
3437     case RING:
3438     case AMULET:
3439     SET_FLAG (op, FLAG_APPLIED);
3440 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3441 root 1.76 change_abil (who, op);
3442 root 1.24 break;
3443 root 1.76
3444 root 1.96 case SKILL_TOOL:
3445     // applying a skill tool also readies the skill
3446     SET_FLAG (op, FLAG_APPLIED);
3447    
3448 root 1.101 if (!(aflags & AP_NO_READY))
3449 root 1.24 {
3450 root 1.101 skop = find_skill_by_name (who, op->skill);
3451     if (!skop->flag [FLAG_APPLIED])
3452     apply_special (who, skop, AP_APPLY);
3453 root 1.24 }
3454 root 1.101 break;
3455 root 1.76
3456 root 1.101 case SKILL:
3457 root 1.79 if (player *pl = who->contr)
3458 root 1.24 {
3459 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3460     {
3461 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3462 root 1.79 {
3463     for (object *item = who->inv; item; item = item->below)
3464     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3465     {
3466 root 1.101 if (item->skill == op->skill)
3467     {
3468     who->change_weapon (pl->combat_ob = item);
3469     goto found_weapon;
3470     }
3471 root 1.79 }
3472    
3473 root 1.125 who->failmsg (format (
3474     "You need to apply a '%s' melee weapon before readying this skill. "
3475     "H<Some skills need an item, in this case a melee weapon, to function.>",
3476     &op->skill
3477     ));
3478 root 1.79 return 1;
3479    
3480     found_weapon:;
3481     }
3482     else
3483 root 1.90 who->change_weapon (pl->combat_ob = op);
3484 root 1.79 }
3485     else if (IS_RANGED_SKILL (op->subtype))
3486     {
3487 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3488 root 1.79 {
3489     for (object *item = who->inv; item; item = item->below)
3490     if (item->type == BOW && item->flag [FLAG_APPLIED])
3491     {
3492 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3493 root 1.90 who->change_weapon (pl->ranged_ob = item);
3494 root 1.79 goto found_bow;
3495     }
3496    
3497 root 1.125 who->failmsg (
3498     "You need to apply a missile weapon before readying this skill. "
3499     "H<Some skills need an item, in this case a missile weapon, to function.>"
3500     );
3501 root 1.79 return 1;
3502    
3503     found_bow:;
3504     }
3505     else
3506 root 1.90 who->change_weapon (pl->ranged_ob = op);
3507 root 1.79 }
3508 root 1.76
3509 root 1.24 if (!op->invisible)
3510     {
3511 root 1.125 who->statusmsg (format (
3512     "You ready %s."
3513     "You can now use the skill: %s.",
3514     query_name (op),
3515     &op->skill
3516     ));
3517 root 1.24 }
3518     else
3519 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3520 root 1.24 }
3521 root 1.101 else
3522     {
3523     SET_FLAG (op, FLAG_APPLIED);
3524     change_abil (who, op);
3525     who->chosen_skill = op;
3526     SET_FLAG (who, FLAG_READY_SKILL);
3527     }
3528 root 1.76
3529 root 1.24 break;
3530 root 1.22
3531 root 1.24 case BOW:
3532     if (!check_weapon_power (who, op->last_eat))
3533     {
3534 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3535 root 1.76
3536     if (tmp)
3537     insert_ob_in_ob (tmp, who);
3538    
3539 root 1.24 return 1;
3540     }
3541 root 1.76
3542 root 1.180 if (op->level && !op->name.starts_with (who->name))
3543 root 1.24 {
3544 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3545 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3546 root 1.81 if (tmp)
3547 root 1.76 insert_ob_in_ob (tmp, who);
3548    
3549 root 1.24 return 1;
3550     }
3551 root 1.76
3552     /*FALLTHROUGH*/
3553     case WAND:
3554 root 1.24 case ROD:
3555     case HORN:
3556     /* check for skill, alter player status */
3557 root 1.78
3558     if (!skop)
3559 root 1.80 {
3560 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3561 root 1.80 return 1;
3562     }
3563    
3564     SET_FLAG (op, FLAG_APPLIED);
3565 root 1.101 who->change_skill (skop);
3566 root 1.22
3567 root 1.79 if (who->contr)
3568 root 1.24 {
3569 root 1.79 who->contr->ranged_ob = op;
3570 root 1.78
3571 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3572 root 1.76
3573 root 1.24 if (op->type == BOW)
3574     {
3575 root 1.79 who->current_weapon = op;
3576 root 1.76 change_abil (who, op);
3577 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3578 root 1.24 }
3579     }
3580     else
3581     {
3582     if (op->type == BOW)
3583     SET_FLAG (who, FLAG_READY_BOW);
3584     else
3585     SET_FLAG (who, FLAG_READY_RANGE);
3586     }
3587 root 1.76
3588 root 1.24 break;
3589 elmex 1.1
3590 root 1.24 case BUILDER:
3591 root 1.76 if (who->type == PLAYER)
3592     {
3593 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3594 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3595     unapply_special (who, who->contr->ranged_ob, 0);
3596    
3597 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3598 root 1.76
3599 root 1.79 who->contr->ranged_ob = op;
3600 root 1.76 }
3601 root 1.24 break;
3602 elmex 1.1
3603 root 1.24 default:
3604 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3605     }
3606 root 1.22
3607     SET_FLAG (op, FLAG_APPLIED);
3608 elmex 1.1
3609 root 1.79 if (tmp)
3610 root 1.149 who->insert (tmp);
3611 elmex 1.1
3612 root 1.51 who->update_stats ();
3613 elmex 1.1
3614 root 1.22 /* We exclude spell casting objects. The fire code will set the
3615     * been applied flag when they are used - until that point,
3616     * you don't know anything about them.
3617     */
3618     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3619     SET_FLAG (op, FLAG_BEEN_APPLIED);
3620    
3621     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3622 root 1.114 if (who->type == PLAYER)
3623     {
3624 root 1.125 who->failmsg (
3625     "Oops, it feels deadly cold! "
3626 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3627 root 1.125 );
3628 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629     }
3630 root 1.76
3631 root 1.149 if (object *pl = op->visible_to ())
3632     esrv_send_item (pl, op);
3633 root 1.76
3634 root 1.22 return 0;
3635 elmex 1.1 }
3636    
3637 root 1.22 int
3638     monster_apply_special (object *who, object *op, int aflags)
3639 elmex 1.1 {
3640 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 elmex 1.1 return 1;
3642 root 1.114
3643 elmex 1.1 return apply_special (who, op, aflags);
3644     }
3645    
3646     /**
3647     * Map was just loaded, handle op's initialisation.
3648     *
3649     * Generates shop floor's item, and treasures.
3650     */
3651 root 1.22 int
3652     auto_apply (object *op)
3653     {
3654     object *tmp = NULL, *tmp2;
3655     int i;
3656 elmex 1.1
3657 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3658 elmex 1.163
3659 root 1.22 switch (op->type)
3660     {
3661 root 1.24 case SHOP_FLOOR:
3662 root 1.42 if (!op->has_random_items ())
3663 root 1.24 return 0;
3664 root 1.38
3665 root 1.24 do
3666     {
3667     i = 10; /* let's give it 10 tries */
3668     while ((tmp = generate_treasure (op->randomitems,
3669 root 1.164 op->stats.exp
3670     ? (int) op->stats.exp
3671     : max (op->map->difficulty, 5)))
3672     == NULL && --i);
3673    
3674 root 1.24 if (tmp == NULL)
3675     return 0;
3676 root 1.164
3677 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3678     {
3679 root 1.172 tmp->destroy ();
3680 root 1.24 tmp = NULL;
3681     }
3682     }
3683     while (!tmp);
3684 root 1.38
3685 root 1.24 tmp->x = op->x;
3686     tmp->y = op->y;
3687     SET_FLAG (tmp, FLAG_UNPAID);
3688     insert_ob_in_map (tmp, op->map, NULL, 0);
3689     identify (tmp);
3690     break;
3691 root 1.14
3692 root 1.24 case TREASURE:
3693     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3694     return 0;
3695 root 1.37
3696 root 1.67 while (op->stats.hp-- > 0)
3697 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3698     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3699    
3700     /* If we generated an object and put it in this object inventory,
3701     * move it to the parent object as the current object is about
3702     * to disappear. An example of this item is the random_* stuff
3703     * that is put inside other objects.
3704     */
3705 root 1.171 if (op->env)
3706     while (op->inv)
3707     op->env->insert (op->inv);
3708 root 1.37
3709 root 1.172 op->destroy ();
3710 root 1.24 break;
3711 elmex 1.1 }
3712 root 1.164
3713     return !!tmp;
3714 elmex 1.1 }
3715    
3716     /**
3717 root 1.68 * fix_auto_apply goes through the entire map every time a map
3718     * is loaded or swapped in and performs special actions for
3719 elmex 1.1 * certain objects (most initialization of chests and creation of
3720     * treasures and stuff). Calls auto_apply if appropriate.
3721     */
3722 root 1.20 void
3723 root 1.55 maptile::fix_auto_apply ()
3724 root 1.20 {
3725 root 1.55 if (!spaces)
3726 root 1.20 return;
3727    
3728 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729     for (object *tmp = ms->bot; tmp; )
3730     {
3731     object *above = tmp->above;
3732 root 1.20
3733 root 1.55 if (tmp->inv)
3734     {
3735     object *invtmp, *invnext;
3736 elmex 1.1
3737 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 root 1.55 {
3739     invnext = invtmp->below;
3740 root 1.14
3741 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742     auto_apply (invtmp);
3743     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744     {
3745 root 1.164 while (invtmp->stats.hp-- > 0)
3746 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3747    
3748     invtmp->randomitems = NULL;
3749     }
3750     else if (invtmp && invtmp->arch
3751     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3752     {
3753     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754     /* Need to clear this so that we never try to create
3755     * treasure again for this object
3756     */
3757     invtmp->randomitems = NULL;
3758     }
3759     }
3760     /* This is really temporary - the code at the bottom will
3761     * also set randomitems to null. The problem is there are bunches
3762     * of maps/players already out there with items that have spells
3763     * which haven't had the randomitems set to null yet.
3764     * MSW 2004-05-13
3765     *
3766     * And if it's a spellbook, it's better to set randomitems to NULL too,
3767     * else you get two spells in the book ^_-
3768     * Ryo 2004-08-16
3769     */
3770     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772     tmp->randomitems = NULL;
3773 root 1.14
3774 root 1.55 }
3775 root 1.20
3776 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777     auto_apply (tmp);
3778     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3779     {
3780     while ((tmp->stats.hp--) > 0)
3781     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3782     tmp->randomitems = NULL;
3783     }
3784     else if (tmp->type == TIMED_GATE)
3785     {
3786     object *head = tmp->head != NULL ? tmp->head : tmp;
3787    
3788     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789     tmp->set_speed (0);
3790     }
3791     /* This function can be called everytime a map is loaded, even when
3792     * swapping back in. As such, we don't want to create the treasure
3793     * over and ove again, so after we generate the treasure, blank out
3794     * randomitems so if it is swapped in again, it won't make anything.
3795     * This is a problem for the above objects, because they have counters
3796     * which say how many times to make the treasure.
3797     */
3798     else if (tmp && tmp->arch && tmp->type != PLAYER
3799     && tmp->type != TREASURE && tmp->type != SPELL
3800     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801     {
3802     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803     tmp->randomitems = NULL;
3804     }
3805 root 1.78
3806 root 1.68 // close all containers
3807     else if (tmp->type == CONTAINER)
3808     tmp->flag [FLAG_APPLIED] = 0;
3809 root 1.22
3810 root 1.55 tmp = above;
3811     }
3812 elmex 1.1
3813 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816     check_trigger (tmp, tmp->above);
3817 elmex 1.1 }
3818    
3819     /**
3820     * Handles player eating food that temporarily changes status (resistances, stats).
3821     * This used to call cast_change_attr(), but
3822     * that doesn't work with the new spell code. Since we know what
3823     * the food changes, just grab a force and use that instead.
3824     */
3825 root 1.22 void
3826     eat_special_food (object *who, object *food)
3827     {
3828     object *force;
3829     int i, did_one = 0;
3830    
3831     force = get_archetype (FORCE_NAME);
3832    
3833     for (i = 0; i < NUM_STATS; i++)
3834 root 1.91 if (sint8 k = food->stats.stat (i))
3835     {
3836     force->stats.stat (i) = k;
3837     did_one = 1;
3838     }
3839 elmex 1.1
3840 root 1.22 /* check if we can protect the eater */
3841     for (i = 0; i < NROFATTACKS; i++)
3842     {
3843     if (food->resist[i] > 0)
3844     {
3845     force->resist[i] = food->resist[i] / 2;
3846     did_one = 1;
3847     }
3848     }
3849 elmex 1.47
3850 root 1.22 if (did_one)
3851     {
3852 root 1.54 force->set_speed (0.1);
3853 root 1.22 /* bigger morsel of food = longer effect time */
3854 elmex 1.47 force->duration = food->stats.food / 5;
3855 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3856     change_abil (who, force);
3857     insert_ob_in_ob (force, who);
3858     }
3859     else
3860 root 1.172 force->destroy ();
3861 root 1.22
3862     /* check for hp, sp change */
3863     if (food->stats.hp != 0)
3864     {
3865     if (QUERY_FLAG (food, FLAG_CURSED))
3866     {
3867 root 1.151 who->contr->killer = food;
3868 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3869 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3870 root 1.22 }
3871     else
3872     {
3873     if (food->stats.hp > 0)
3874 root 1.125 who->statusmsg ("You begin to feel better.");
3875 root 1.22 else
3876 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3877    
3878 root 1.22 who->stats.hp += food->stats.hp;
3879     }
3880     }
3881 root 1.151
3882 root 1.22 if (food->stats.sp != 0)
3883     {
3884     if (QUERY_FLAG (food, FLAG_CURSED))
3885     {
3886 root 1.125 who->failmsg ("You are drained of mana!");
3887 root 1.22 who->stats.sp -= food->stats.sp;
3888     if (who->stats.sp < 0)
3889     who->stats.sp = 0;
3890     }
3891     else
3892     {
3893 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3894 root 1.22 who->stats.sp += food->stats.sp;
3895     /* place limit on max sp from food? */
3896     }
3897 elmex 1.1 }
3898 root 1.125
3899 root 1.51 who->update_stats ();
3900 elmex 1.1 }
3901    
3902    
3903     /**
3904     * op made some mistake with a scroll, this takes care of punishment.
3905     * scroll_failure()- hacked directly from spell_failure
3906     */
3907 root 1.22 void
3908     scroll_failure (object *op, int failure, int power)
3909 elmex 1.1 {
3910 root 1.22 if (abs (failure / 4) > power)
3911     power = abs (failure / 4); /* set minimum effect */
3912 elmex 1.1
3913 root 1.22 if (failure <= -1 && failure > -15)
3914     { /* wonder */
3915     object *tmp;
3916    
3917 root 1.125 op->failmsg ("Your spell warps!");
3918 root 1.22 tmp = get_archetype (SPELL_WONDER);
3919     cast_wonder (op, op, 0, tmp);
3920 root 1.172 tmp->destroy ();
3921 root 1.22 }
3922     else if (failure <= -15 && failure > -35)
3923     { /* drain mana */
3924 root 1.125 op->failmsg ("Your mana is drained!");
3925 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3926     if (op->stats.sp < 0)
3927     op->stats.sp = 0;
3928     }
3929     else if (settings.spell_failure_effects == TRUE)
3930     {
3931     if (failure <= -35 && failure > -60)
3932     { /* confusion */
3933 root 1.125 op->failmsg ("The magic recoils on you!");
3934 root 1.22 confuse_player (op, op, power);
3935     }
3936     else if (failure <= -60 && failure > -70)
3937     { /* paralysis */
3938 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3939 root 1.22 paralyze_player (op, op, power);
3940     }
3941     else if (failure <= -70 && failure > -80)
3942     { /* blind */
3943 root 1.125 op->failmsg ("The magic recoils on you!");
3944 root 1.22 blind_player (op, op, power);
3945     }
3946     else if (failure <= -80)
3947     { /* blast the immediate area */
3948 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3949 root 1.22 cast_magic_storm (op, tmp, power);
3950 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3951 root 1.172 tmp->destroy ();
3952 root 1.14 }
3953 elmex 1.1 }
3954     }
3955    
3956 root 1.22 void
3957     apply_changes_to_player (object *pl, object *change)
3958     {
3959     int excess_stat = 0; /* if the stat goes over the maximum
3960     for the race, put the excess stat some
3961     where else. */
3962 elmex 1.1
3963 root 1.22 switch (change->type)
3964     {
3965 root 1.24 case CLASS:
3966     {
3967     living *stats = &(pl->contr->orig_stats);
3968     living *ns = &(change->stats);
3969     object *walk;
3970     int flag_change_face = 1;
3971    
3972     /* the following code assigns stats up to the stat max
3973     * for the race, and if the stat max is exceeded,
3974     * tries to randomly reassign the excess stat
3975     */
3976     int i, j;
3977 root 1.22
3978 root 1.24 for (i = 0; i < NUM_STATS; i++)
3979     {
3980 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3981 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3982 root 1.22
3983 root 1.24 if (stat > 20 + race_bonus)
3984     {
3985     excess_stat++;
3986     stat = 20 + race_bonus;
3987     }
3988 root 1.91
3989     stats->stat (i) = stat;
3990 root 1.24 }
3991 elmex 1.1
3992 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3993     { /* try 100 times to assign excess stats */
3994     int i = rndm (0, 6);
3995    
3996     if (i == CHA)
3997     continue; /* exclude cha from this */
3998 root 1.91
3999     int stat = stats->stat (i);
4000 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4001 root 1.24 if (stat < 20 + race_bonus)
4002     {
4003     change_attr_value (stats, i, 1);
4004     excess_stat--;
4005     }
4006     }
4007 root 1.14
4008 root 1.24 /* insert the randomitems from the change's treasurelist into
4009     * the player ref: player.c
4010     */
4011 root 1.182 if (change->randomitems)
4012 root 1.24 give_initial_items (pl, change->randomitems);
4013 root 1.14
4014 root 1.24 /* set up the face, for some races. */
4015 root 1.14
4016 root 1.24 /* first, look for the force object banning
4017     * changing the face. Certain races never change face with class.
4018     */
4019 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4020     if (walk->name == shstr_NOCLASSFACECHANGE)
4021 root 1.24 flag_change_face = 0;
4022 root 1.14
4023 root 1.24 if (flag_change_face)
4024     {
4025 root 1.157 pl->face = change->face;
4026     pl->animation_id = change->animation_id;
4027     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4028 root 1.24 }
4029 root 1.14
4030 root 1.24 /* check the special case of can't use weapons */
4031     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4032 root 1.182 if (change->name == shstr_monk)
4033 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4034 root 1.14
4035 root 1.24 break;
4036     }
4037 elmex 1.1 }
4038     }
4039    
4040     /**
4041     * This handles items of type 'transformer'.
4042     * Basically those items, used with a marked item, transform both items into something
4043     * else.
4044     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4045     * Change information is contained in the 'slaying' field of the marked item.
4046     * The format is as follow: transformer:[number ]yield[;transformer:...].
4047     * This way an item can be transformed in many things, and/or many objects.
4048     * The 'slaying' field for transformer is used as verb for the action.
4049     */
4050 root 1.22 void
4051     apply_item_transformer (object *pl, object *transformer)
4052     {
4053     object *marked;
4054     object *new_item;
4055     char *find;
4056     char *separator;
4057     int yield;
4058     char got[MAX_BUF];
4059     int len;
4060    
4061     if (!pl || !transformer)
4062     return;
4063 root 1.114
4064 root 1.22 marked = find_marked_object (pl);
4065 root 1.114
4066 root 1.22 if (!marked)
4067 elmex 1.1 {
4068 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4069 root 1.22 return;
4070     }
4071 root 1.114
4072 root 1.22 if (!marked->slaying)
4073     {
4074 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4075 root 1.22 return;
4076     }
4077 root 1.114
4078 root 1.22 /* check whether they are compatible or not */
4079 root 1.182 find = strstr (&marked->slaying, transformer->arch->archname);
4080 root 1.108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4081 root 1.22 {
4082 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4083 root 1.22 return;
4084     }
4085 root 1.114
4086 root 1.108 find += strlen (transformer->arch->archname) + 1;
4087 root 1.22 /* Item can be used, now find how many and what it yields */
4088     if (isdigit (*(find)))
4089     {
4090     yield = atoi (find);
4091     if (yield < 1)
4092 elmex 1.1 {
4093 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4094     yield = 1;
4095 elmex 1.1 }
4096 root 1.22 }
4097     else
4098     yield = 1;
4099 elmex 1.1
4100 root 1.22 while (isdigit (*find))
4101     find++;
4102 root 1.125
4103 root 1.22 while (*find == ' ')
4104     find++;
4105 root 1.114
4106 root 1.22 memset (got, 0, MAX_BUF);
4107 root 1.114
4108 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4109 root 1.114 len = separator - find;
4110 root 1.22 else
4111 root 1.114 len = strlen (find);
4112    
4113 root 1.22 if (len > MAX_BUF - 1)
4114     len = MAX_BUF - 1;
4115 root 1.114
4116 root 1.22 strcpy (got, find);
4117     got[len] = '\0';
4118    
4119     /* Now create new item, remove used ones when required. */
4120     new_item = get_archetype (got);
4121     if (!new_item)
4122     {
4123 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4124 root 1.22 return;
4125 elmex 1.1 }
4126 root 1.29
4127 root 1.22 new_item->nrof = yield;
4128 root 1.123
4129     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4130    
4131 root 1.149 pl->insert (new_item);
4132 root 1.22 /* Eat up one item */
4133 root 1.144 marked->decrease ();
4134 root 1.114
4135 root 1.22 /* Eat one transformer if needed */
4136     if (transformer->stats.food)
4137     if (--transformer->stats.food == 0)
4138 root 1.144 transformer->decrease ();
4139 root 1.22 }
4140 root 1.123