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Revision: 1.188
Committed: Sun Feb 22 16:42:55 2009 UTC (15 years, 3 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.187: +1 -1 lines
Log Message:
fixed message for too powerful weapons.

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 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
321 elmex 1.187 create_exploding_ball_at (op, op->level);
322 elmex 1.3 }
323 elmex 1.4 else
324     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
325 elmex 1.1
326 root 1.144 tmp->decrease ();
327 root 1.123
328 elmex 1.4 /* if youre dead, no point in doing this... */
329     if (!QUERY_FLAG (op, FLAG_REMOVED))
330 root 1.51 op->update_stats ();
331 root 1.123
332 elmex 1.4 return 1;
333     }
334    
335     /* Deal with protection potions */
336     force = NULL;
337     for (i = 0; i < NROFATTACKS; i++)
338     {
339     if (tmp->resist[i])
340     {
341     if (!force)
342     force = get_archetype (FORCE_NAME);
343 root 1.123
344 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
345     force->type = POTION_EFFECT;
346     break; /* Only need to find one protection since we copy entire batch */
347 elmex 1.3 }
348 elmex 1.1 }
349 root 1.123
350 elmex 1.4 /* This is a protection potion */
351     if (force)
352 elmex 1.3 {
353 elmex 1.4 /* cursed items last longer */
354     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355     {
356     force->stats.food *= 10;
357     for (i = 0; i < NROFATTACKS; i++)
358     if (force->resist[i] > 0)
359     force->resist[i] = -force->resist[i]; /* prot => vuln */
360     }
361 root 1.92
362 elmex 1.4 force->speed_left = -1;
363     force = insert_ob_in_ob (force, op);
364     CLEAR_FLAG (tmp, FLAG_APPLIED);
365     SET_FLAG (force, FLAG_APPLIED);
366     change_abil (op, force);
367 root 1.144 tmp->decrease ();
368 elmex 1.4 return 1;
369     }
370    
371     /* Only thing left are the stat potions */
372     if (op->type == PLAYER)
373     { /* only for players */
374 elmex 1.187 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375     || QUERY_FLAG (tmp, FLAG_DAMNED))
376     && tmp->value != 0)
377 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
378     else
379     SET_FLAG (tmp, FLAG_APPLIED);
380 root 1.123
381 elmex 1.4 if (!change_abil (op, tmp))
382 root 1.123 op->statusmsg ("Nothing happened.");
383 elmex 1.1 }
384    
385 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
386     * that were grouped with the one consumed, his
387     * stat will not be raised by them. fix_player just clears
388     * up all the stats.
389     */
390     CLEAR_FLAG (tmp, FLAG_APPLIED);
391 root 1.51 op->update_stats ();
392 root 1.148 tmp->decrease ();
393 elmex 1.3 return 1;
394 elmex 1.1 }
395    
396     /****************************************************************************
397     * Weapon improvement code follows
398     ****************************************************************************/
399    
400     /**
401     * This returns the sum of nrof of item (arch name).
402     */
403 root 1.22 static int
404 root 1.182 check_item (object *op, shstr_cmp item)
405 elmex 1.1 {
406 root 1.22 int count = 0;
407 elmex 1.1
408 root 1.123 if (!item)
409 root 1.22 return 0;
410 root 1.66
411 root 1.123 for (op = op->below; op; op = op->below)
412 root 1.182 if (op->arch->archname == item)
413     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
414     && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
415     count += op->number_of ();
416 root 1.66
417 elmex 1.1 return count;
418     }
419    
420     /**
421     * This removes 'nrof' of what item->slaying says to remove.
422     * op is typically the player, which is only
423     * really used to determine what space to look at.
424     * Modified to only eat 'nrof' of objects.
425     */
426 root 1.22 static void
427 root 1.182 eat_item (object *op, shstr_cmp item, uint32 nrof)
428 elmex 1.1 {
429 root 1.22 object *prev;
430 elmex 1.1
431 root 1.22 prev = op;
432     op = op->below;
433 elmex 1.1
434 root 1.123 while (op)
435 root 1.22 {
436 root 1.182 if (op->arch->archname == item)
437 root 1.22 {
438     if (op->nrof >= nrof)
439     {
440 root 1.144 op->decrease (nrof);
441 root 1.22 return;
442     }
443     else
444     {
445 root 1.144 op->decrease (nrof);
446 root 1.22 nrof -= op->nrof;
447 root 1.14 }
448 root 1.123
449 root 1.22 op = prev;
450 root 1.14 }
451 root 1.123
452 root 1.22 prev = op;
453     op = op->below;
454 elmex 1.1 }
455     }
456    
457     /**
458     * This checks to see of the player (who) is sufficient level to use a weapon
459     * with improvs improvements (typically last_eat). We take an int here
460     * instead of the object so that the improvement code can pass along the
461     * increased value to see if the object is usuable.
462     * we return 1 (true) if the player can use the weapon.
463     */
464 root 1.22 static int
465     check_weapon_power (const object *who, int improvs)
466 elmex 1.1 {
467     /* Old code is below (commented out). Basically, since weapons are the only
468     * object players really have any control to improve, it's a bit harsh to
469     * require high level in some combat skill, so we just use overall level.
470     */
471     #if 1
472 root 1.22 if (((who->level / 5) + 5) >= improvs)
473     return 1;
474     else
475     return 0;
476 elmex 1.1
477     #else
478 root 1.22 int level = 0;
479    
480     /* The skill system hands out wc and dam bonuses to fighters
481     * more generously than the old system (see fix_player). Thus
482     * we need to curtail the power of player enchanted weapons.
483     * I changed this to 1 improvement per "fighter" level/5 -b.t.
484     * Note: Nothing should break by allowing this ratio to be different or
485     * using normal level - it is just a matter of play balance.
486     */
487     if (who->type == PLAYER)
488     {
489     object *wc_obj = NULL;
490 elmex 1.1
491 root 1.22 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492     if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493     level = wc_obj->level;
494    
495     if (!level)
496     {
497     LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498     level = who->level;
499 root 1.14 }
500 elmex 1.1 }
501 root 1.22 else
502     level = who->level;
503 elmex 1.1
504 root 1.22 return (improvs <= ((level / 5) + 5));
505 elmex 1.1 #endif
506     }
507    
508     /**
509     * Returns how many items of type improver->slaying there are under op.
510     * Will display a message if none found, and 1 if improver->slaying is NULL.
511     */
512 root 1.22 static int
513     check_sacrifice (object *op, const object *improver)
514 elmex 1.1 {
515 root 1.22 int count = 0;
516    
517 root 1.123 if (improver->slaying)
518 root 1.22 {
519     count = check_item (op, improver->slaying);
520     if (count < 1)
521     {
522 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
523 root 1.22 return 0;
524 root 1.14 }
525 elmex 1.1 }
526 root 1.22 else
527     count = 1;
528 elmex 1.1
529 root 1.22 return count;
530 elmex 1.1 }
531    
532     /**
533     * Actually improves the weapon, and tells user.
534     */
535 root 1.123 static int
536     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
537 elmex 1.1 {
538 root 1.123 stat += sacrifice_count;
539 elmex 1.1 weapon->last_eat++;
540 root 1.144 improver->decrease ();
541 elmex 1.1
542     /* So it updates the players stats and the window */
543 root 1.51 op->update_stats ();
544 root 1.123
545     op->statusmsg (format (
546 root 1.125 "Your sacrifice was accepted.\n"
547     "Weapon's bonus to %s improved by %d.",
548     statname, sacrifice_count
549 root 1.123 ));
550    
551 elmex 1.1 return 1;
552     }
553    
554     /* Types of improvements, hidden in the sp field. */
555 root 1.114 #define IMPROVE_PREPARE 1
556     #define IMPROVE_DAMAGE 2
557     #define IMPROVE_WEIGHT 3
558     #define IMPROVE_ENCHANT 4
559     #define IMPROVE_STR 5
560     #define IMPROVE_DEX 6
561     #define IMPROVE_CON 7
562     #define IMPROVE_WIS 8
563     #define IMPROVE_CHA 9
564     #define IMPROVE_INT 10
565     #define IMPROVE_POW 11
566 elmex 1.1
567     /**
568     * This does the prepare weapon scroll.
569     * Checks for sacrifice, and so on.
570     */
571 root 1.22 int
572     prepare_weapon (object *op, object *improver, object *weapon)
573 elmex 1.1 {
574 root 1.22 int sacrifice_count, i;
575     char buf[MAX_BUF];
576 elmex 1.1
577 root 1.22 if (weapon->level != 0)
578     {
579 root 1.125 op->failmsg ("Weapon is already prepared!");
580 elmex 1.1 return 0;
581     }
582 root 1.115
583 root 1.22 for (i = 0; i < NROFATTACKS; i++)
584     if (weapon->resist[i])
585     break;
586 elmex 1.1
587 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
588     * improvement of items that already have protections.
589     */
590     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
591     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
592     weapon->stats.exp || /* speed */
593     weapon->stats.ac) /* AC - only taifu's I think */
594 elmex 1.1 {
595 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
596     "H<A weapon is considered magical if it changes regeneration, "
597 root 1.160 "speed or ac, or has other protections.>");
598 elmex 1.1 return 0;
599     }
600 root 1.115
601 root 1.22 sacrifice_count = check_sacrifice (op, improver);
602     if (sacrifice_count <= 0)
603     return 0;
604 root 1.115
605 root 1.22 weapon->level = isqrt (sacrifice_count);
606     eat_item (op, improver->slaying, sacrifice_count);
607    
608 root 1.123 op->statusmsg (format (
609 root 1.125 "Your sacrifice was accepted."
610     "Your *%s may be improved %d times.",
611     &weapon->name, weapon->level
612 root 1.123 ));
613 root 1.22
614     sprintf (buf, "%s's %s", &op->name, &weapon->name);
615     weapon->name = weapon->name_pl = buf;
616     weapon->nrof = 0; /* prevents preparing n weapons in the same
617     slot at once! */
618 root 1.144 improver->decrease ();
619 root 1.22 weapon->last_eat = 0;
620     return 1;
621 elmex 1.1 }
622    
623     /**
624     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
625     * This is the new improve weapon code.
626     * Returns 0 if it was not able to work for some reason.
627     *
628     * Checks if weapon was prepared, if enough potions on the floor, ...
629     *
630     * We are hiding extra information about the weapon in the level and
631     * last_eat numbers for an object. Hopefully this won't break anything ??
632     * level == max improve last_eat == current improve
633     */
634 root 1.22 int
635     improve_weapon (object *op, object *improver, object *weapon)
636 elmex 1.1 {
637 root 1.22 int sacrifice_count, sacrifice_needed = 0;
638 elmex 1.1
639 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
640 root 1.123 return prepare_weapon (op, improver, weapon);
641    
642 root 1.22 if (weapon->level == 0)
643     {
644 root 1.125 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
645 root 1.22 return 0;
646     }
647 root 1.123
648 root 1.22 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
649     {
650 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
651 root 1.22 return 0;
652     }
653 root 1.123
654 root 1.22 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
655     {
656 root 1.125 op->failmsg ("Improving the weapon will make it too "
657 root 1.123 "powerful for you to use. Unready it if you "
658     "really want to improve it.");
659 root 1.22 return 0;
660     }
661 root 1.123
662 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
663     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
664     * don't put any maximum value on damage - the limit is how much the
665     * weapon can be improved.
666     */
667 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
668     {
669     weapon->stats.dam += 5;
670     weapon->weight += 5000; /* 5 KG's */
671 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
672 root 1.22 weapon->last_eat++;
673    
674     weapon->item_power++;
675 root 1.144 improver->decrease ();
676 root 1.22 return 1;
677     }
678 root 1.123
679 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
680     {
681     /* Reduce weight by 20% */
682     weapon->weight = (weapon->weight * 8) / 10;
683     if (weapon->weight < 1)
684     weapon->weight = 1;
685 root 1.123
686     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
687 root 1.22 weapon->last_eat++;
688     weapon->item_power++;
689 root 1.144 improver->decrease ();
690 root 1.22 return 1;
691     }
692 root 1.162
693 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
694     {
695     weapon->magic++;
696     weapon->last_eat++;
697 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
698 root 1.144 improver->decrease ();
699 root 1.22 weapon->item_power++;
700     return 1;
701     }
702 root 1.14
703 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
704     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
705    
706     if (sacrifice_needed < 1)
707     sacrifice_needed = 1;
708     sacrifice_needed *= 2;
709 elmex 1.1
710 root 1.22 sacrifice_count = check_sacrifice (op, improver);
711     if (sacrifice_count < sacrifice_needed)
712     {
713 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
714 root 1.22 return 0;
715     }
716 root 1.123
717 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
718 elmex 1.1 weapon->item_power++;
719    
720 root 1.22 switch (improver->stats.sp)
721     {
722 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
723     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
724     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
725     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
726     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
727     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
728     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
729 root 1.24 default:
730 root 1.125 op->failmsg ("Unknown improvement type.");
731 root 1.22 }
732 root 1.123
733 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
734 elmex 1.1 return 0;
735     }
736    
737     /**
738     * Handles the applying of improve/prepare/enchant weapon scroll.
739     * Checks a few things (not on a non-magic square, marked weapon, ...),
740     * then calls improve_weapon to do the dirty work.
741     */
742 root 1.22 int
743     check_improve_weapon (object *op, object *tmp)
744 elmex 1.1 {
745 root 1.22 object *otmp;
746 elmex 1.1
747 root 1.22 if (op->type != PLAYER)
748     return 0;
749 root 1.77
750 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
751     {
752 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
753 elmex 1.1 return 0;
754     }
755 root 1.77
756 root 1.22 otmp = find_marked_object (op);
757 root 1.162
758 root 1.22 if (!otmp)
759     {
760 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.>");
761 elmex 1.1 return 0;
762     }
763 root 1.77
764 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
765     {
766 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
767 elmex 1.1 return 0;
768     }
769 root 1.77
770 root 1.123 op->statusmsg ("Applied weapon builder.");
771    
772 root 1.22 improve_weapon (op, tmp, otmp);
773     esrv_send_item (op, otmp);
774     return 1;
775 elmex 1.1 }
776    
777     /**
778     * This code deals with the armour improvment scrolls.
779     * Change limits on improvement - let players go up to
780     * +5 no matter what level, but they are limited by item
781     * power.
782     * Try to use same improvement code as in the common/treasure.c
783     * file, so that if you make a +2 full helm, it will be just
784     * the same as one you find in a shop.
785     *
786     * deprecated comment:
787     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
788     * only 'enchantment' of armour is possible - improving
789     * the stats of a player w/ armour as well as a weapon
790     * will probably horribly unbalance the game. Magic enchanting
791     * depends on the level of the character - ie the plus
792     * value (magic) of the armour can never be increased beyond
793     * the level of the character / 10 -- rounding upish, nor may
794     * the armour value of the piece of equipment exceed either
795     * the users level or 90)
796     * Modified by MSW for partial resistance. Only support
797     * changing of physical area right now.
798     */
799 root 1.22 int
800     improve_armour (object *op, object *improver, object *armour)
801 elmex 1.1 {
802 root 1.22 object *tmp;
803 elmex 1.1
804 root 1.22 if (armour->magic >= settings.armor_max_enchant)
805     {
806 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
807 root 1.22 return 0;
808 elmex 1.1 }
809 root 1.139
810 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811     * etc), so take the easy way out and don't worry about it.
812     * Note - maybe add scrolls which make the random artifact versions (eg, armour
813     * of gnarg and what not?)
814     */
815     if (armour->title)
816     {
817 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
818 root 1.22 return 0;
819 elmex 1.1 }
820    
821 root 1.139 /* Split objects if needed. Can't insert tmp until the
822 root 1.22 * end of this function - otherwise it will just re-merge.
823     */
824 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
825 root 1.22
826     armour->magic++;
827    
828     if (!settings.armor_speed_linear)
829     {
830     int base = 100;
831     int pow = 0;
832 elmex 1.1
833 root 1.22 while (pow < armour->magic)
834 elmex 1.1 {
835 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
836     pow++;
837 elmex 1.1 }
838    
839 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 root 1.22 }
841     else
842 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
843 elmex 1.1
844 root 1.22 if (!settings.armor_weight_linear)
845     {
846     int base = 100;
847     int pow = 0;
848 elmex 1.1
849 root 1.22 while (pow < armour->magic)
850 elmex 1.1 {
851 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
852     pow++;
853 elmex 1.1 }
854    
855 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
856 root 1.22 }
857     else
858 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 root 1.22
860     if (armour->weight <= 0)
861     {
862     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863     armour->weight = 1;
864     }
865    
866 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
867 elmex 1.1
868 root 1.22 if (op->type == PLAYER)
869     {
870     esrv_send_item (op, armour);
871 root 1.149
872 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
873 root 1.51 op->update_stats ();
874 elmex 1.1 }
875 root 1.123
876 root 1.144 improver->decrease ();
877 root 1.123
878 root 1.22 if (tmp)
879 root 1.149 op->insert (tmp);
880 root 1.123
881 root 1.22 return 1;
882 elmex 1.1 }
883    
884     /*
885     * convert_item() returns 1 if anything was converted, 0 if the item was not
886     * what the converter wants, -1 if the converter is broken.
887 root 1.142 *
888     * Takes one type of items and makes another.
889 elmex 1.1 * converter is the object that is doing the conversion.
890     * item is the object that triggered the converter - if it is not
891     * what the converter wants, this will not do anything.
892     */
893 root 1.142 static int
894 root 1.22 convert_item (object *item, object *converter)
895     {
896 root 1.140 sint64 nr, price_in;
897 root 1.22
898 root 1.142 if (item->flag [FLAG_UNPAID])
899     return 0;
900    
901     shstr conv_from = converter->slaying;
902     archetype *conv_to = converter->other_arch;
903     sint64 need = converter->stats.food;
904     sint64 give = converter->stats.sp;
905    
906 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
907     * it wants some amount. We don't make change (ie, if something costs
908     * 3 gp and player drops a platinum, tough luck)
909     */
910 root 1.142 if (conv_from == shstr_money)
911 root 1.22 {
912     if (item->type != MONEY)
913     return 0;
914    
915 root 1.142 nr = sint64 (item->nrof) * item->value / need;
916 root 1.22 if (!nr)
917     return 0;
918 root 1.121
919     converter->play_sound (sound_find ("shop_buy"));
920    
921 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
922 root 1.121
923 root 1.144 item->decrease (cost);
924 elmex 1.1
925 root 1.22 price_in = cost * item->value;
926     }
927     else
928     {
929 root 1.142 if (item->type == PLAYER
930     || conv_from != item->arch->archname
931     || (need && need > (uint16) item->nrof))
932 root 1.22 return 0;
933 elmex 1.1
934 root 1.121 converter->play_sound (sound_find ("convert_item"));
935    
936 root 1.142 if (need)
937 root 1.22 {
938 root 1.142 nr = sint64 (item->nrof) / need;
939 root 1.144 item->decrease (nr * need);
940 root 1.142 price_in = nr * need * item->value;
941 root 1.22 }
942     else
943     {
944     price_in = item->value;
945 root 1.172 item->destroy ();
946 root 1.22 }
947     }
948 root 1.14
949 root 1.121 if (converter->inv)
950 root 1.22 {
951     object *ob;
952     int i;
953     object *ob_to_copy;
954    
955     /* select random object from inventory to copy */
956     ob_to_copy = converter->inv;
957 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
958     if (rndm (0, i) == 0)
959     ob_to_copy = ob;
960    
961 root 1.154 item = ob_to_copy->deep_clone ();
962 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
963     unflag_inv (item, FLAG_IS_A_TEMPLATE);
964 elmex 1.1 }
965 root 1.22 else
966     {
967 root 1.142 if (!conv_to)
968 root 1.22 {
969     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
970 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
971 root 1.22 return -1;
972     }
973    
974 root 1.142 item = object_create_arch (conv_to);
975 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
976     }
977    
978 root 1.142 if (give)
979     item->nrof = give;
980 root 1.121
981 root 1.22 if (nr)
982     item->nrof *= nr;
983 root 1.121
984 elmex 1.173 if (converter->flag [FLAG_PRECIOUS])
985 root 1.22 SET_FLAG (item, FLAG_UNPAID);
986 elmex 1.173
987     if (is_in_shop (converter))
988     {
989     // converters on shop floors don't work anymore, bug lets check for it
990     // and report in case someone still does it.
991     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992     converter->debug_desc ());
993     SET_FLAG (item, FLAG_UNPAID);
994     }
995 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
996 root 1.22 {
997     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
998 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
999 root 1.121 /**
1000     * elmex: we are going to let the game continue, as the mapcreator
1001     * hopefully had something in mind when doing this.
1002     */
1003     }
1004 elmex 1.1
1005 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
1006     // get an 'identified' flag so easily.
1007     if (need_identify (item))
1008     identify (item);
1009    
1010 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011     return 1;
1012 elmex 1.1 }
1013 root 1.22
1014 elmex 1.1 /**
1015     * Handle apply on containers.
1016     * By Eneq(@csd.uu.se).
1017     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018     * added the alchemical cauldron to the code -b.t.
1019     */
1020 root 1.22 int
1021     apply_container (object *op, object *sack)
1022 elmex 1.1 {
1023 root 1.68 if (op->type != PLAYER || !op->contr->ns)
1024 root 1.22 return 0; /* This might change */
1025 elmex 1.1
1026 root 1.68 if (!sack || sack->type != CONTAINER)
1027 root 1.22 {
1028 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1029 root 1.22 return 0;
1030 elmex 1.1 }
1031 root 1.40
1032     op->contr->last_used = 0;
1033 elmex 1.1
1034 root 1.68 if (sack->env && sack->env != op)
1035 root 1.22 {
1036 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 root 1.68 return 1;
1038 elmex 1.1 }
1039    
1040 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1041     if (sack->flag [FLAG_APPLIED])
1042 root 1.22 {
1043 root 1.68 if (op->container == sack)
1044 root 1.22 {
1045 root 1.68 // open on ground or inv, so close
1046     op->close_container ();
1047     return 1;
1048 root 1.22 }
1049 root 1.68 else if (!sack->env)
1050 root 1.22 {
1051 root 1.68 // active, but not ours: some other player has opened it
1052 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 root 1.68 return 1;
1054 root 1.14 }
1055 root 1.22
1056 root 1.68 // fall through to opening it (active in inv)
1057 elmex 1.1 }
1058 root 1.68 else if (sack->env)
1059 root 1.22 {
1060 root 1.68 // it is in our env, so activate it, do not open yet
1061     op->close_container ();
1062     sack->flag [FLAG_APPLIED] = 1;
1063     esrv_update_item (UPD_FLAGS, op, sack);
1064 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 root 1.68 return 1;
1066 elmex 1.1 }
1067    
1068 root 1.68 // it's locked?
1069 root 1.22 if (sack->slaying)
1070 root 1.68 {
1071     if (object *tmp = find_key (op, op, sack))
1072 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 root 1.22 else
1074     {
1075 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 root 1.68 return 1;
1077 root 1.22 }
1078 elmex 1.1 }
1079    
1080 root 1.68 op->open_container (sack);
1081 elmex 1.1
1082 root 1.22 return 1;
1083 elmex 1.1 }
1084    
1085     /**
1086     * Handles dropping things on altar.
1087     * Returns true if sacrifice was accepted.
1088     */
1089 root 1.22 static int
1090     apply_altar (object *altar, object *sacrifice, object *originator)
1091 elmex 1.1 {
1092 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1093     if (altar->inv && (!originator || originator->type != PLAYER))
1094     return 0;
1095    
1096     if (operate_altar (altar, &sacrifice))
1097     {
1098     /* Simple check. Unfortunately, it means you can't cast magic bullet
1099     * with an altar. We call it a Potion - altars are stationary - it
1100     * is up to map designers to use them properly.
1101     */
1102     if (altar->inv && altar->inv->type == SPELL)
1103     {
1104 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 root 1.124 /* If it is connected, push the button. Fixes some problems with
1107 root 1.22 * old maps.
1108     */
1109 elmex 1.1
1110     /* push_button (altar);*/
1111 root 1.14 }
1112 root 1.22 else
1113     {
1114     altar->value = 1; /* works only once */
1115 root 1.183 push_button (altar, originator);
1116 root 1.22 }
1117 root 1.26
1118     return !sacrifice;
1119 root 1.22 }
1120     else
1121 root 1.26 return 0;
1122 elmex 1.1 }
1123    
1124     /**
1125     * Handles 'movement' of shop mats.
1126     * Returns 1 if 'op' was destroyed, 0 if not.
1127     * Largely re-written to not use nearly as many gotos, plus
1128     * some of this code just looked plain out of date.
1129     * MSW 2001-08-29
1130     */
1131 root 1.22 int
1132     apply_shop_mat (object *shop_mat, object *op)
1133 elmex 1.1 {
1134 elmex 1.15 int rv = 0;
1135     double opinion;
1136     object *tmp, *next;
1137 elmex 1.1
1138 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 elmex 1.1
1140 root 1.121 bool has_unpaid = false;
1141    
1142     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143     // a quick and small change :(
1144     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145     if (item->flag [FLAG_UNPAID])
1146     {
1147     has_unpaid = true;
1148     break;
1149     }
1150    
1151 root 1.178 if (!op->is_player ())
1152 elmex 1.15 {
1153     /* Remove all the unpaid objects that may be carried here.
1154     * This could be pets or monsters that are somehow in
1155     * the shop.
1156     */
1157     for (tmp = op->inv; tmp; tmp = next)
1158     {
1159     next = tmp->below;
1160 root 1.25
1161 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1162     {
1163     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1164 root 1.14
1165 root 1.178 if (i >= 0)
1166     tmp->move (i);
1167 root 1.14 }
1168     }
1169    
1170 elmex 1.15 /* Don't teleport things like spell effects */
1171     if (QUERY_FLAG (op, FLAG_NO_PICK))
1172     return 0;
1173 root 1.14
1174 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1175     * shop mats. Instead, put it on a nearby space.
1176     */
1177     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178     {
1179     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 root 1.22
1182 elmex 1.15 if (i != -1)
1183 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184    
1185 elmex 1.15 return 0;
1186 root 1.14 }
1187 root 1.178
1188 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1189     * the teleport function should be able to handle this just fine.
1190     */
1191     rv = teleport (shop_mat, SHOP_MAT, op);
1192 elmex 1.1 }
1193 root 1.25 else if (can_pay (op) && get_payment (op))
1194 elmex 1.15 {
1195 root 1.24 /* this is only used for players */
1196 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1197    
1198 root 1.121 if (has_unpaid)
1199     op->contr->play_sound (sound_find ("shop_buy"));
1200     else if (is_in_shop (op))
1201     op->contr->play_sound (sound_find ("shop_enter"));
1202     else
1203     op->contr->play_sound (sound_find ("shop_leave"));
1204    
1205 elmex 1.15 if (shop_mat->msg)
1206 root 1.124 op->statusmsg (shop_mat->msg);
1207 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1208     * but there is never a guarantee that the bottom space on the map is
1209     * actually the shop floor.
1210     */
1211     else if (!rv && !is_in_shop (op))
1212     {
1213     opinion = shopkeeper_approval (op->map, op);
1214 root 1.24
1215 root 1.124 op->statusmsg (
1216     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1217     : opinion >= 0.75 ? "The shopkeeper waves to you."
1218     : opinion >= 0.50 ? "The shopkeeper ignores you."
1219     : "The shopkeeper glares at you with contempt."
1220     );
1221 root 1.14 }
1222 elmex 1.1 }
1223 elmex 1.15 else
1224     {
1225     /* if we get here, a player tried to leave a shop but was not able
1226 root 1.121 * to afford the items he has. We try to move the player so that
1227 elmex 1.15 * they are not on the mat anymore
1228     */
1229     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1230 root 1.22
1231 elmex 1.15 if (i == -1)
1232 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1233 elmex 1.15 else
1234     {
1235 root 1.36 op->remove ();
1236 elmex 1.15 op->x += freearr_x[i];
1237     op->y += freearr_y[i];
1238     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1239 root 1.14 }
1240 elmex 1.1 }
1241 root 1.24
1242 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1243     return rv;
1244 elmex 1.1 }
1245    
1246     /**
1247     * Handles applying a sign.
1248     */
1249 root 1.22 static void
1250     apply_sign (object *op, object *sign, int autoapply)
1251 elmex 1.1 {
1252 root 1.179 if (!op->is_player())
1253     return;
1254    
1255 root 1.165 if (sign->has_dialogue ())
1256     {
1257 root 1.177 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1258 root 1.165 return;
1259     }
1260 root 1.22
1261 root 1.124 if (!sign->msg)
1262 root 1.22 {
1263 root 1.177 op->contr->infobox (MSG_CHANNEL ("examine"),
1264     format ("T<%s>\n\n Nothing %sis written on it.",
1265     &sign->name,
1266     sign->name == sign->arch->name ? "" : "else "));
1267 root 1.22 return;
1268 elmex 1.1 }
1269    
1270 root 1.22 if (sign->stats.food)
1271     {
1272     if (sign->last_eat >= sign->stats.food)
1273     {
1274     if (!sign->move_on)
1275 root 1.177 op->failmsg ("You cannot read it anymore.");
1276 root 1.120
1277 root 1.22 return;
1278 root 1.14 }
1279 elmex 1.1
1280 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1281     sign->last_eat++;
1282 elmex 1.1 }
1283    
1284 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1285     * No way to know for sure. The presumption is basically that if
1286     * move_on is zero, it needs to be manually applied (doesn't talk
1287     * to us).
1288     */
1289     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1290     {
1291 root 1.125 op->failmsg ("You are unable to read while blind!");
1292 root 1.22 return;
1293     }
1294 root 1.110
1295     if (op->contr)
1296     if (client *ns = op->contr->ns)
1297     {
1298 root 1.135 if (sign->sound)
1299     ns->play_sound (sign->sound);
1300     else if (autoapply)
1301 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1302 root 1.110
1303 root 1.176 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1304 root 1.110 }
1305 elmex 1.1 }
1306    
1307 root 1.167 static void
1308     move_apply_hole (object *trap, object *victim)
1309     {
1310     /* Hole not open? */
1311     if (trap->stats.wc > 0)
1312     return;
1313    
1314     /* Is this a multipart monster and not the head? If so, return.
1315     * Processing will happen if the head runs into the pit
1316     */
1317     if (victim->head)
1318     return;
1319    
1320     // now find all possible locations and randomly pick one
1321     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1323     : trap->range >= 2 ? SIZEOFFREE2 + 1
1324     : trap->range >= 1 ? SIZEOFFREE1 + 1
1325     : SIZEOFFREE0 + 1);
1326 root 1.167
1327     if (dir < 0)
1328     return;
1329    
1330     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331     victim->statusmsg ("You fall through the hole!", NDI_RED);
1332    
1333     transfer_ob (victim,
1334     EXIT_X (trap) + freearr_x[dir],
1335     EXIT_Y (trap) + freearr_y[dir],
1336     0, victim);
1337     }
1338    
1339 elmex 1.1 /**
1340     * 'victim' moves onto 'trap'
1341     * 'victim' leaves 'trap'
1342     * effect is determined by move_on/move_off of trap and move_type of victime.
1343     *
1344     * originator: Player, monster or other object that caused 'victim' to move
1345     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1346     * However, some types of traps require an originator to function.
1347     */
1348 root 1.22 void
1349 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1350 elmex 1.1 {
1351     static int recursion_depth = 0;
1352    
1353     /* Only exits affect DMs. */
1354 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1355 elmex 1.1 return;
1356    
1357     /* move_apply() is the most likely candidate for causing unwanted and
1358     * possibly unlimited recursion.
1359     */
1360     /* The following was changed because it was causing perfeclty correct
1361     * maps to fail. 1) it's not an error to recurse:
1362     * rune detonates, summoning monster. monster lands on nearby rune.
1363     * nearby rune detonates. This sort of recursion is expected and
1364     * proper. This code was causing needless crashes.
1365     */
1366 root 1.22 if (recursion_depth >= 500)
1367     {
1368     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1369 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1370 root 1.22 return;
1371 elmex 1.1 }
1372 root 1.110
1373 root 1.22 recursion_depth++;
1374     if (trap->head)
1375     trap = trap->head;
1376 elmex 1.1
1377 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1378     goto leave;
1379 elmex 1.1
1380 root 1.22 switch (trap->type)
1381     {
1382 root 1.23 case PLAYERMOVER:
1383     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1384     {
1385     if (!trap->stats.maxsp)
1386     trap->stats.maxsp = 2;
1387 root 1.14
1388 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1389     * should be divided by trap->speed
1390     */
1391     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1392 root 1.14
1393 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1394     * above with some objects have zero speed, and thus the player
1395     * getting permanently paralyzed.
1396     */
1397 root 1.93 if (victim->speed_left < -50.f)
1398     victim->speed_left = -50.f;
1399 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400     }
1401     goto leave;
1402 root 1.14
1403 root 1.23 case SPINNER:
1404     if (victim->direction)
1405     {
1406     victim->direction = absdir (victim->direction - trap->stats.sp);
1407     update_turn_face (victim);
1408     }
1409     goto leave;
1410 root 1.14
1411 root 1.23 case DIRECTOR:
1412     if (victim->direction && !should_director_abort (trap, victim))
1413     {
1414     victim->direction = trap->stats.sp;
1415     update_turn_face (victim);
1416     }
1417     goto leave;
1418 root 1.14
1419 root 1.23 case BUTTON:
1420     case PEDESTAL:
1421 root 1.183 update_button (trap, originator);
1422 root 1.23 goto leave;
1423    
1424     case ALTAR:
1425     /* sacrifice victim on trap */
1426     apply_altar (trap, victim, originator);
1427     goto leave;
1428 root 1.14
1429 root 1.23 case THROWN_OBJ:
1430     if (trap->inv == NULL)
1431 root 1.22 goto leave;
1432 root 1.23 /* fallthrough */
1433 root 1.14
1434 root 1.23 case ARROW:
1435     /* bad bug: monster throw a object, make a step forwards, step on object ,
1436     * trigger this here and get hit by own missile - and will be own enemy.
1437     * Victim then is his own enemy and will start to kill herself (this is
1438     * removed) but we have not synced victim and his missile. To avoid senseless
1439     * action, we avoid hits here
1440     */
1441     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442     hit_with_arrow (trap, victim);
1443     goto leave;
1444 root 1.14
1445 root 1.23 case SPELL_EFFECT:
1446     apply_spell_effect (trap, victim);
1447     goto leave;
1448 root 1.14
1449 root 1.23 case TRAPDOOR:
1450     {
1451     int max, sound_was_played;
1452     object *ab, *ab_next;
1453 root 1.22
1454 root 1.23 if (!trap->value)
1455     {
1456     int tot;
1457 root 1.14
1458 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 root 1.143 tot += ab->head_ ()->total_weight ();
1461 root 1.14
1462 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463     goto leave;
1464 root 1.22
1465 root 1.23 SET_ANIMATION (trap, trap->value);
1466     update_object (trap, UP_OBJ_FACE);
1467     }
1468 root 1.14
1469 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1470 root 1.22 {
1471 root 1.23 /* need to set this up, since if we do transfer the object,
1472     * ab->above would be bogus
1473     */
1474     ab_next = ab->above;
1475 root 1.14
1476 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1477 root 1.22 {
1478 root 1.23 if (!sound_was_played)
1479     {
1480 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 root 1.23 sound_was_played = 1;
1482     }
1483 root 1.118
1484 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 root 1.14 }
1487     }
1488 root 1.22 goto leave;
1489 root 1.23 }
1490 root 1.14
1491 root 1.23 case CONVERTER:
1492     if (convert_item (victim, trap) < 0)
1493     {
1494 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 root 1.63 }
1497 root 1.14
1498 root 1.23 goto leave;
1499 root 1.14
1500 root 1.23 case TRIGGER_BUTTON:
1501     case TRIGGER_PEDESTAL:
1502     case TRIGGER_ALTAR:
1503     check_trigger (trap, victim);
1504     goto leave;
1505    
1506     case DEEP_SWAMP:
1507     walk_on_deep_swamp (trap, victim);
1508     goto leave;
1509    
1510     case CHECK_INV:
1511 elmex 1.46 check_inv (victim, trap);
1512 root 1.23 goto leave;
1513    
1514     case HOLE:
1515 root 1.167 move_apply_hole (trap, victim);
1516 root 1.23 goto leave;
1517 root 1.14
1518 root 1.23 case EXIT:
1519     if (victim->type == PLAYER && EXIT_PATH (trap))
1520     {
1521     /* Basically, don't show exits leading to random maps the
1522     * players output.
1523     */
1524 root 1.180 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1526 root 1.55
1527 root 1.131 trap->play_sound (trap->sound);
1528 root 1.55 victim->enter_exit (trap);
1529 root 1.23 }
1530     goto leave;
1531 root 1.14
1532 root 1.23 case ENCOUNTER:
1533     /* may be some leftovers on this */
1534     goto leave;
1535    
1536     case SHOP_MAT:
1537     apply_shop_mat (trap, victim);
1538     goto leave;
1539    
1540     /* Drop a certain amount of gold, and have one item identified */
1541     case IDENTIFY_ALTAR:
1542     apply_id_altar (victim, trap, originator);
1543     goto leave;
1544    
1545     case SIGN:
1546     if (victim->type != PLAYER && trap->stats.food > 0)
1547 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1548 root 1.23
1549     apply_sign (victim, trap, 1);
1550     goto leave;
1551    
1552     case CONTAINER:
1553 root 1.68 apply_container (victim, trap);
1554 root 1.23 goto leave;
1555    
1556     case RUNE:
1557     case TRAP:
1558     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 root 1.126 spring_trap (trap, victim);
1560 root 1.23 goto leave;
1561 root 1.14
1562 root 1.23 default:
1563     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1564 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1565 root 1.23 goto leave;
1566 elmex 1.1 }
1567    
1568 root 1.22 leave:
1569     recursion_depth--;
1570 elmex 1.1 }
1571    
1572     /**
1573     * Handles reading a regular (ie not containing a spell) book.
1574     */
1575 root 1.22 static void
1576     apply_book (object *op, object *tmp)
1577 elmex 1.1 {
1578 root 1.22 int lev_diff;
1579     object *skill_ob;
1580    
1581     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1582     {
1583 root 1.125 op->failmsg ("You are unable to read while blind!");
1584 root 1.22 return;
1585     }
1586 root 1.112
1587     if (!tmp->msg)
1588 root 1.22 {
1589 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1590 root 1.22 return;
1591     }
1592 elmex 1.1
1593 root 1.22 /* need a literacy skill to read stuff! */
1594     skill_ob = find_skill_by_name (op, tmp->skill);
1595     if (!skill_ob)
1596     {
1597 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));
1598 elmex 1.1 return;
1599     }
1600 root 1.112
1601 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1602     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603     {
1604 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606     : lev_diff < 5 ? "This book is beyond your comprehension."
1607     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608     : lev_diff < 15 ? "This book is way beyond your comprehension."
1609     : "This book is totally beyond your comprehension.");
1610 elmex 1.1 return;
1611     }
1612    
1613 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1614    
1615 root 1.112 if (player *pl = op->contr)
1616     if (client *ns = pl->ns)
1617 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618 root 1.22
1619     /* gain xp from reading */
1620     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1621     { /* only if not read before */
1622     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1623    
1624     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1625     {
1626     /*exp_gain *= 2; because they just identified it too */
1627     SET_FLAG (tmp, FLAG_IDENTIFIED);
1628 root 1.41
1629 root 1.149 if (object *pl = tmp->visible_to ())
1630     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 root 1.22 }
1632 root 1.41
1633 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1634     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1635 elmex 1.1 }
1636     }
1637    
1638     /**
1639     * Handles the applying of a skill scroll, calling learn_skill straight.
1640     * op is the person learning the skill, tmp is the skill scroll object
1641     */
1642 root 1.22 static void
1643     apply_skillscroll (object *op, object *tmp)
1644 elmex 1.1 {
1645 root 1.124 switch (learn_skill (op, tmp))
1646 root 1.22 {
1647 root 1.24 case 0:
1648 root 1.124 op->play_sound (sound_find ("generic_fail"));
1649 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1650 root 1.124 break;
1651 root 1.24
1652     case 1:
1653 root 1.144 tmp->decrease ();
1654 root 1.124 op->play_sound (sound_find ("skill_learn"));
1655     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1656     break;
1657 root 1.14
1658 root 1.24 default:
1659 root 1.144 tmp->decrease ();
1660 root 1.124 op->play_sound (sound_find ("generic_fail"));
1661 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1662 root 1.124 break;
1663 elmex 1.1 }
1664     }
1665    
1666     /**
1667     * Actually makes op learn spell.
1668     * Informs player of what happens.
1669     */
1670 root 1.22 void
1671     do_learn_spell (object *op, object *spell, int special_prayer)
1672 elmex 1.1 {
1673 root 1.22 object *tmp;
1674 elmex 1.1
1675 root 1.22 if (op->type != PLAYER)
1676     {
1677     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1678     return;
1679 elmex 1.1 }
1680    
1681 root 1.22 /* Upgrade special prayers to normal prayers */
1682     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1683     {
1684     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1685     {
1686     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1687     return;
1688 elmex 1.1 }
1689 root 1.22 return;
1690 elmex 1.1 }
1691    
1692 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1693    
1694 root 1.39 tmp = spell->clone ();
1695 root 1.22 insert_ob_in_ob (tmp, op);
1696    
1697     if (special_prayer)
1698 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1699 elmex 1.1
1700 root 1.22 esrv_add_spells (op->contr, tmp);
1701 elmex 1.1 }
1702    
1703     /**
1704     * Erases spell from player's inventory.
1705     */
1706 root 1.22 void
1707     do_forget_spell (object *op, const char *spell)
1708 elmex 1.1 {
1709 root 1.22 object *spob;
1710    
1711     if (op->type != PLAYER)
1712     {
1713     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1714     return;
1715     }
1716     if ((spob = check_spell_known (op, spell)) == NULL)
1717     {
1718     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1719     return;
1720     }
1721 elmex 1.1
1722 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1723 root 1.22 player_unready_range_ob (op->contr, spob);
1724     esrv_remove_spell (op->contr, spob);
1725 root 1.172 spob->destroy ();
1726 elmex 1.1 }
1727    
1728     /**
1729     * Handles player applying a spellbook.
1730     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1731     * stuff like that. Random learning failure too.
1732     */
1733 root 1.22 static void
1734     apply_spellbook (object *op, object *tmp)
1735 elmex 1.1 {
1736 root 1.22 object *skop, *spell, *spell_skill;
1737    
1738     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1739     {
1740 root 1.125 op->failmsg ("You are unable to read while blind.");
1741 root 1.22 return;
1742     }
1743    
1744     /* artifact_spellbooks have 'slaying' field point to a spell name,
1745     * instead of having their spell stored in stats.sp. These are
1746     * legacy spellbooks
1747     */
1748 root 1.114 if (tmp->slaying)
1749 root 1.22 {
1750     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1751     if (!spell)
1752     {
1753 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1754 root 1.22 return;
1755 root 1.14 }
1756 root 1.22 else
1757     insert_ob_in_ob (spell, tmp);
1758 root 1.114
1759     tmp->slaying = 0;
1760 root 1.22 }
1761    
1762     skop = find_skill_by_name (op, tmp->skill);
1763    
1764     /* need a literacy skill to learn spells. Also, having a literacy level
1765     * lower than the spell will make learning the spell more difficult */
1766     if (!skop)
1767     {
1768 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1769 root 1.22 return;
1770     }
1771    
1772     spell = tmp->inv;
1773 root 1.32
1774 root 1.22 if (!spell)
1775     {
1776     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1777 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1778 root 1.22 return;
1779     }
1780 root 1.31
1781 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1782 root 1.22 {
1783 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1784 root 1.22 return;
1785     }
1786    
1787 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788 root 1.22
1789     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 root 1.149 identify (tmp);
1791 root 1.22
1792     /* I removed the check for special_prayer_mark here - it didn't make
1793     * a lot of sense - special prayers are not found in spellbooks, and
1794     * if the player doesn't know the spell, doesn't make a lot of sense that
1795     * they would have a special prayer mark.
1796     */
1797     if (check_spell_known (op, spell->name))
1798     {
1799 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");
1800 root 1.22 return;
1801 elmex 1.1 }
1802 root 1.22
1803     if (spell->skill)
1804     {
1805     spell_skill = find_skill_by_name (op, spell->skill);
1806 root 1.25
1807 root 1.22 if (!spell_skill)
1808     {
1809 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1810 root 1.22 return;
1811 root 1.14 }
1812 root 1.25
1813 root 1.22 if (spell_skill->level < spell->level)
1814     {
1815 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1816 root 1.22 return;
1817 root 1.14 }
1818 elmex 1.1 }
1819    
1820 root 1.22 /* Logic as follows
1821     *
1822     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1823     *
1824     * 2- The learner's skill level in literacy adjusts the chance to learn
1825     * a spell.
1826     *
1827     * 3 -Automatically fail to learn if you read while confused
1828     *
1829     * Overall, chances are the same but a player will find having a high
1830     * literacy rate very useful! -b.t.
1831     */
1832     if (QUERY_FLAG (op, FLAG_CONFUSED))
1833     {
1834 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1835 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836     }
1837     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839     {
1840 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1841 root 1.22 do_learn_spell (op, spell, 0);
1842    
1843     /* xp gain to literacy for spell learning */
1844     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1846 elmex 1.1 }
1847 root 1.22 else
1848     {
1849 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1850 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");
1851 root 1.22 }
1852 root 1.73
1853 root 1.144 tmp->decrease ();
1854 elmex 1.1 }
1855    
1856     /**
1857     * Handles applying a spell scroll.
1858     */
1859 root 1.22 void
1860     apply_scroll (object *op, object *tmp, int dir)
1861 elmex 1.1 {
1862 root 1.22 object *skop;
1863 elmex 1.1
1864 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1865     {
1866 root 1.125 op->failmsg ("You are unable to read while blind.");
1867 root 1.22 return;
1868 elmex 1.1 }
1869    
1870 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1871     {
1872 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1873 root 1.22 return;
1874 elmex 1.1 }
1875    
1876 root 1.22 if (op->type == PLAYER)
1877     {
1878     /* players need a literacy skill to read stuff! */
1879     int exp_gain = 0;
1880 elmex 1.1
1881 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1882     * should go for anything killed by the spell.
1883     */
1884     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1885 elmex 1.1
1886 root 1.22 if (!skop)
1887     {
1888 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1889 root 1.22 return;
1890     }
1891 elmex 1.1
1892 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1893     change_exp (op, exp_gain, skop->skill, 0);
1894 elmex 1.1 }
1895    
1896 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1897     identify (tmp);
1898 elmex 1.1
1899 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1900 elmex 1.1
1901 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1902 root 1.144 tmp->decrease ();
1903 elmex 1.1 }
1904    
1905     /**
1906     * Applies a treasure object - by default, chest. op
1907     * is the person doing the applying, tmp is the treasure
1908     * chest.
1909     */
1910 root 1.22 static void
1911     apply_treasure (object *op, object *tmp)
1912 elmex 1.1 {
1913 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1914 root 1.22 * for the chest is done when the chest is created, and put into the chest
1915 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1916     * prevents people from moving chests to more difficult maps to get better
1917 root 1.22 * treasure
1918     */
1919 root 1.99 object *treas = tmp->inv;
1920 root 1.22
1921 root 1.99 if (!treas)
1922 root 1.22 {
1923 root 1.124 op->statusmsg ("The chest was empty.");
1924 root 1.144 tmp->decrease ();
1925 root 1.22 return;
1926     }
1927 root 1.99
1928 root 1.22 while (tmp->inv)
1929     {
1930     treas = tmp->inv;
1931 root 1.36 treas->remove ();
1932 elmex 1.1
1933 root 1.22 treas->x = op->x;
1934     treas->y = op->y;
1935     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1936    
1937     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1938     spring_trap (treas, op);
1939 root 1.37
1940 root 1.22 /* If either player or container was destroyed, no need to do
1941 root 1.124 * further processing. I think this should be enclused with
1942 root 1.22 * spring trap above, as I don't think there is otherwise
1943 root 1.124 * any way for the treasure chest or player to get killed.
1944 root 1.22 */
1945 root 1.29 if (op->destroyed () || tmp->destroyed ())
1946 root 1.22 break;
1947 elmex 1.1 }
1948    
1949 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1950 root 1.171 tmp->decrease (true);
1951 elmex 1.1 }
1952    
1953     /**
1954     * op eats food.
1955     * If player, takes care of messages and dragon special food.
1956     */
1957 root 1.22 static void
1958     apply_food (object *op, object *tmp)
1959 elmex 1.1 {
1960 root 1.22 int capacity_remaining;
1961 elmex 1.1
1962 root 1.22 if (op->type != PLAYER)
1963     op->stats.hp = op->stats.maxhp;
1964     else
1965     {
1966 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1967 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 root 1.14 ;
1969 root 1.22 else
1970     {
1971     /* usual case - no dragon meal: */
1972     if (op->stats.food + tmp->stats.food > 999)
1973     {
1974     if (tmp->type == FOOD || tmp->type == FLESH)
1975 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1976 root 1.22 else
1977 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 root 1.22 }
1979    
1980 root 1.132 tmp->play_sound (
1981     tmp->sound
1982     ? tmp->sound
1983     : tmp->type == DRINK
1984     ? sound_find ("eat_drink")
1985     : sound_find ("eat_food")
1986     );
1987    
1988 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989     {
1990 root 1.124 const char *buf;
1991 root 1.22
1992     if (!is_dragon_pl (op))
1993     {
1994     /* eating message for normal players */
1995     if (tmp->type == DRINK)
1996 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 root 1.22 else
1998 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 root 1.22 }
2000     else
2001 root 1.124 /* eating message for dragon players */
2002     buf = format ("The %s tasted terrible!", &tmp->name);
2003    
2004     op->statusmsg (buf);
2005 root 1.22
2006     capacity_remaining = 999 - op->stats.food;
2007     op->stats.food += tmp->stats.food;
2008     if (capacity_remaining < tmp->stats.food)
2009     op->stats.hp += capacity_remaining / 50;
2010     else
2011     op->stats.hp += tmp->stats.food / 50;
2012 root 1.124
2013 root 1.22 if (op->stats.hp > op->stats.maxhp)
2014     op->stats.hp = op->stats.maxhp;
2015     if (op->stats.food > 999)
2016     op->stats.food = 999;
2017     }
2018 root 1.14
2019 root 1.22 /* special food hack -b.t. */
2020     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021     eat_special_food (op, tmp);
2022     }
2023 elmex 1.1 }
2024 root 1.114
2025 root 1.22 handle_apply_yield (tmp);
2026 root 1.144 tmp->decrease ();
2027 elmex 1.1 }
2028    
2029     /**
2030     * A dragon is eating some flesh. If the flesh contains resistances,
2031     * there is a chance for the dragon's skin to get improved.
2032     *
2033     * attributes:
2034     * object *op the object (dragon player) eating the flesh
2035     * object *meal the flesh item, getting chewed in dragon's mouth
2036     * return:
2037     * int 1 if eating successful, 0 if it doesn't work
2038     */
2039 root 1.22 int
2040     dragon_eat_flesh (object *op, object *meal)
2041     {
2042     object *skin = NULL; /* pointer to dragon skin force */
2043     object *abil = NULL; /* pointer to dragon ability force */
2044     object *tmp = NULL; /* tmp. object */
2045    
2046 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2047 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2048     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2049     double mbonus = 0; /* monster bonus */
2050 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 root 1.22 int winners = 0; /* number of winners */
2052 elmex 1.1 int i; /* index */
2053 root 1.22
2054 elmex 1.1 /* let's make sure and doublecheck the parameters */
2055 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2056 elmex 1.1 return 0;
2057 root 1.22
2058 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059     from the player's inventory */
2060 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2061     if (tmp->type == FORCE)
2062 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2063 root 1.60 skin = tmp;
2064 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2065 root 1.60 abil = tmp;
2066 root 1.22
2067 elmex 1.1 /* if either skin or ability are missing, this is an old player
2068     which is not to be considered a dragon -> bail out */
2069 root 1.22 if (skin == NULL || abil == NULL)
2070     return 0;
2071    
2072 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2073 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2074 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2075     else
2076 root 1.22 op->stats.hp += meal->stats.food / 50;
2077 root 1.124
2078 root 1.22 if (op->stats.hp > op->stats.maxhp)
2079     op->stats.hp = op->stats.maxhp;
2080    
2081     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2082    
2083     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084    
2085 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2086 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2087     {
2088     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2089     {
2090     /* got positive resistance, now calculate improvement chance (0-100) */
2091    
2092     /* this bonus makes resistance increase easier at lower levels */
2093     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2094     if (i == abil->stats.exp)
2095     bonus += 5; /* additional bonus for resistance of ability-focus */
2096    
2097     /* monster bonus increases with level, because high-level
2098     flesh is too rare */
2099     mbonus = op->level * 20. / ((double) settings.max_level);
2100    
2101     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102     ((double) settings.max_level)) - skin->resist[i];
2103    
2104     if (chance >= 0.)
2105     chance += 1.;
2106     else
2107     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108    
2109     /* chance is proportional to amount of resistance (max. 50) */
2110     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2111    
2112     /* doubled chance for resistance of ability-focus */
2113     if (i == abil->stats.exp)
2114     chance = MIN (100., chance * 2.);
2115    
2116     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2117 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2118 root 1.22 {
2119     atnr_winner[winners] = i;
2120     winners++;
2121     }
2122    
2123     if (chance >= 0.01)
2124     totalchance *= 1 - chance / 100;
2125    
2126     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2127     }
2128 elmex 1.1 }
2129 root 1.22
2130 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2131 root 1.22 totalchance = 100 - totalchance * 100;
2132 root 1.124
2133 elmex 1.1 /* print message according to totalchance */
2134 root 1.124 const char *buf;
2135 elmex 1.1 if (totalchance > 50.)
2136 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2137 elmex 1.1 else if (totalchance > 10.)
2138 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2139 elmex 1.1 else if (totalchance > 1.)
2140 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2141 elmex 1.1 else if (totalchance > 0.1)
2142 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2143 elmex 1.1 else if (totalchance >= 0.01)
2144 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2145 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2146 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2147 root 1.22 else
2148 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2149    
2150     op->statusmsg (buf);
2151 root 1.22
2152 elmex 1.1 /* now choose a winner if we have any */
2153     i = -1;
2154 root 1.22 if (winners > 0)
2155 root 1.175 i = atnr_winner [rndm (winners)];
2156 root 1.22
2157     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158     {
2159     /* resistance increased! */
2160     skin->resist[i]++;
2161 root 1.51 op->update_stats ();
2162 root 1.22
2163 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2164 root 1.22 }
2165    
2166 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2167     into the ability_force and it will take effect on next level */
2168 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2169     {
2170     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2171    
2172     if (meal->last_eat != abil->stats.exp)
2173 root 1.124 op->statusmsg (format (
2174 root 1.125 "Your metabolism prepares to focus on %s!\n"
2175     "The change will happen at level %d.",
2176     change_resist_msg[meal->last_eat],
2177     abil->level + 1
2178 root 1.124 ));
2179 root 1.22 else
2180     {
2181 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2182 root 1.22 abil->last_eat = 0;
2183     }
2184 elmex 1.1 }
2185 root 1.124
2186 elmex 1.1 return 1;
2187     }
2188    
2189     /**
2190     * Handles applying an improve armor scroll.
2191     * Does some sanity checks, then calls improve_armour.
2192     */
2193 root 1.22 static void
2194     apply_armour_improver (object *op, object *tmp)
2195 elmex 1.1 {
2196 root 1.22 object *armor;
2197 elmex 1.1
2198 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2199 root 1.22 {
2200 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2201 root 1.22 return;
2202 elmex 1.1 }
2203 root 1.51
2204 root 1.22 armor = find_marked_object (op);
2205 root 1.51
2206 root 1.22 if (!armor)
2207     {
2208 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.");
2209 elmex 1.1 return;
2210     }
2211 root 1.51
2212 root 1.22 if (armor->type != ARMOUR
2213     && armor->type != CLOAK
2214     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2215 elmex 1.1 {
2216 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2217 root 1.22 return;
2218 elmex 1.1 }
2219    
2220 root 1.124 op->statusmsg ("Applying armour enchantment.");
2221 root 1.22 improve_armour (op, tmp, armor);
2222 elmex 1.1 }
2223    
2224 root 1.151 void
2225 root 1.22 apply_poison (object *op, object *tmp)
2226 elmex 1.1 {
2227 root 1.158 // need to do it now when it is still on the map
2228     handle_apply_yield (tmp);
2229    
2230 root 1.151 object *poison = tmp->split (1);
2231    
2232 root 1.22 if (op->type == PLAYER)
2233     {
2234 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2235 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2236 root 1.151 op->contr->killer = poison;
2237 elmex 1.1 }
2238 root 1.114
2239 root 1.151 if (poison->stats.hp > 0)
2240 root 1.22 {
2241 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2242     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 elmex 1.1 }
2244 root 1.114
2245 root 1.22 op->stats.food -= op->stats.food / 4;
2246 root 1.172 poison->destroy ();
2247 elmex 1.1 }
2248    
2249     /**
2250 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 elmex 1.1 * A valid 2 way exit means:
2252     * -You can come back (there is another exit at the other side)
2253     * -You are
2254 root 1.44 * ° the owner of the exit
2255     * ° or in the same party as the owner
2256 elmex 1.1 *
2257     * Note: a owner in a 2 way exit is saved as the owner's name
2258     * in the field exit->name cause the field exit->owner doesn't
2259     * survive in the swapping (in fact the whole exit doesn't survive).
2260     */
2261 root 1.22 int
2262     is_legal_2ways_exit (object *op, object *exit)
2263     {
2264     if (exit->stats.exp != 1)
2265     return 1; /*This is not a 2 way, so it is legal */
2266 root 1.52
2267 root 1.55 #if 0 //TODO
2268 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269     return 0; /* This is a reset town portal */
2270 root 1.55 #endif
2271    
2272 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273    
2274 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275 root 1.52
2276 root 1.22 if (exitmap)
2277     {
2278 root 1.58 exitmap->load_sync ();
2279    
2280     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281 root 1.52
2282 root 1.22 if (!tmp)
2283     return 0;
2284 root 1.52
2285 root 1.58 for (; tmp; tmp = tmp->above)
2286 root 1.22 {
2287     if (tmp->type != EXIT)
2288     continue; /*Not an exit */
2289 root 1.52
2290 root 1.22 if (!EXIT_PATH (tmp))
2291     continue; /*Not a valid exit */
2292 root 1.52
2293 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294     continue; /*Not in the same place */
2295 root 1.52
2296 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2297 root 1.22 continue; /*Not in the same map */
2298    
2299     /* From here we have found the exit is valid. However we do
2300     * here the check of the exit owner. It is important for the
2301     * town portals to prevent strangers from visiting your appartments
2302     */
2303     if (!exit->race)
2304     return 1; /*No owner, free for all! */
2305 root 1.52
2306 root 1.58 object *exit_owner = 0;
2307 root 1.52
2308     for_all_players (pp)
2309 root 1.22 {
2310     if (!pp->ob)
2311     continue;
2312 root 1.52
2313 root 1.22 if (pp->ob->name != exit->race)
2314     continue;
2315 root 1.52
2316 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317     break;
2318     }
2319 root 1.52
2320 root 1.22 if (!exit_owner)
2321     return 0; /* No more owner */
2322 root 1.52
2323 root 1.22 if (exit_owner->contr == op->contr)
2324     return 1; /*It is your exit */
2325 root 1.52
2326 root 1.22 if (exit_owner && /*There is a owner */
2327     (op->contr) && /*A player tries to pass */
2328     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330     return 0;
2331 root 1.52
2332 root 1.22 return 1;
2333     }
2334     }
2335 root 1.52
2336 root 1.22 return 0;
2337     }
2338 elmex 1.1
2339     /**
2340 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2341     * is specified it will try to find a lighter in the players inventory,
2342     * and inform him about this requirement.
2343     *
2344     * who - the player
2345     * op - the item we want to light
2346     * ligher - the lighter or 0 if a lighter has yet to be found
2347     */
2348     object *auto_apply_lighter (object *who, object *op, object *lighter)
2349     {
2350     if (lighter == 0)
2351     {
2352     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353     {
2354     if (tmp->type == LIGHTER)
2355     {
2356     lighter = tmp;
2357     break;
2358     }
2359     }
2360    
2361     if (!lighter)
2362     {
2363     who->failmsg (format (
2364     "You can't light up the %s with your bare hands! "
2365     "H<You need a lighter in your inventory, for example a flint and steel.>",
2366     &op->name));
2367     return 0;
2368     }
2369     }
2370    
2371     // last_eat == 0 means the lighter is not being used up!
2372     if (lighter->last_eat && lighter->stats.food)
2373     {
2374     /* lighter gets used up */
2375     lighter = lighter->split ();
2376     lighter->stats.food--;
2377     who->insert (lighter);
2378     }
2379     else if (lighter->last_eat)
2380     {
2381     /* no charges left in lighter */
2382     who->failmsg (format (
2383     "You attempt to light the %s with a used up %s.",
2384     &op->name, &lighter->name));
2385     return 0;
2386     }
2387    
2388     return lighter;
2389     }
2390    
2391     /**
2392     * Designed primarily to light torches/lanterns/etc.
2393     * Also burns up burnable material too. First object in the inventory is
2394     * the selected object to "burn". -b.t.
2395     */
2396     void
2397     apply_lighter (object *who, object *lighter)
2398     {
2399     object *item;
2400     int is_player_env = 0;
2401    
2402     item = find_marked_object (who);
2403     if (item)
2404     {
2405     if (!auto_apply_lighter (who, 0, lighter))
2406     return;
2407    
2408     /* Perhaps we should split what we are trying to light on fire?
2409     * I can't see many times when you would want to light multiple
2410     * objects at once.
2411     */
2412    
2413     save_throw_object (item, AT_FIRE, who);
2414    
2415     if (item->destroyed ()
2416     || ((item->type == LAMP || item->type == TORCH)
2417     && item->glow_radius > 0))
2418     who->statusmsg (format (
2419     "You light the %s with the %s.",
2420     &item->name, &lighter->name));
2421     else
2422     who->failmsg (format (
2423     "You attempt to light the %s with the %s and fail.",
2424     &item->name, &lighter->name));
2425     }
2426     else
2427     who->failmsg ("You need to mark a lightable object.");
2428     }
2429    
2430     /**
2431 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2432     */
2433     void player_apply_lamp_cursed_effect (object *who, object *op)
2434     {
2435     if (op->level)
2436     {
2437     who->failmsg (format (
2438     "The %s was cursed, it explodes in a big fireball!",
2439     &op->name));
2440     create_exploding_ball_at (who, op->level);
2441     }
2442     else
2443     {
2444     who->failmsg (format (
2445     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446     &op->name));
2447     }
2448    
2449     op->destroy ();
2450     }
2451    
2452     /**
2453 elmex 1.184 * Apply for players and lamps
2454     *
2455     * who - the player
2456     * op - the lamp
2457     */
2458     void player_apply_lamp (object *who, object *op)
2459     {
2460     bool switch_on = op->glow_radius ? false : true;
2461    
2462     if (switch_on)
2463     {
2464     object *lighter = 0;
2465    
2466     if (op->flag [FLAG_IS_LIGHTABLE]
2467     && !(lighter = auto_apply_lighter (who, op, 0)))
2468     return;
2469    
2470     if (op->stats.food < 1)
2471     {
2472     if (op->type == LAMP)
2473     who->failmsg (format (
2474     "The %s is out of fuel! "
2475     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476     &op->name));
2477     else
2478     who->failmsg (format (
2479     "The %s is burnt out! "
2480     "H<Torches and similar items burn out and become worthless.>",
2481     &op->name));
2482     return;
2483     }
2484    
2485 elmex 1.187 if (op->flag [FLAG_CURSED])
2486     {
2487     player_apply_lamp_cursed_effect (who, op);
2488     return;
2489     }
2490    
2491 elmex 1.184 if (lighter)
2492     who->statusmsg (format (
2493     "You light up the %s with the %s.", &op->name, &lighter->name));
2494     else
2495     who->statusmsg (format ("You light up the %s.", &op->name));
2496     }
2497     else
2498     {
2499 elmex 1.187 if (op->flag [FLAG_CURSED])
2500     {
2501     player_apply_lamp_cursed_effect (who, op);
2502     return;
2503     }
2504    
2505 elmex 1.184 if (op->type == TORCH)
2506     {
2507     if (!op->flag [FLAG_IS_LIGHTABLE])
2508     {
2509     who->statusmsg (format (
2510     "You put out the %s. "
2511     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512     &op->name, &op->name));
2513     }
2514     else
2515     who->statusmsg (format (
2516     "You put out the %s."
2517     "H<Torches wear out if you put them out.>",
2518     &op->name));
2519     }
2520     else
2521     who->statusmsg (format ("You turn off the %s.", &op->name));
2522     }
2523    
2524     apply_lamp (op, switch_on);
2525     }
2526    
2527 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2528 elmex 1.184 {
2529     op->animation_id = a->animation_id;
2530     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532     op->anim_speed = a->anim_speed;
2533     op->last_anim = 0;
2534     op->state = 0;
2535     op->face = a->face;
2536    
2537     if (NUM_ANIMATIONS(op) > 1)
2538     {
2539     SET_ANIMATION(op, 0);
2540     animate_object (op, op->direction);
2541     }
2542     else
2543     update_object (op, UP_OBJ_FACE);
2544     }
2545    
2546     /**
2547     * Apply for LAMPs and TORCHes.
2548     *
2549     * op - the lamp
2550     * switch_on - a flag which says whether the lamp should be switched on or off
2551     */
2552     void apply_lamp (object *op, bool switch_on)
2553     {
2554     op->set_glow_radius (switch_on ? op->range : 0);
2555     op->set_speed (switch_on ? op->arch->speed : 0);
2556    
2557     // torches wear out if you put them out
2558     if (op->type == TORCH && !switch_on)
2559     {
2560     if (op->flag [FLAG_IS_LIGHTABLE])
2561     {
2562     op->stats.food -= (double) op->arch->stats.food / 15;
2563     if (op->stats.food < 0)
2564     op->stats.food = 0;
2565     }
2566     else
2567     op->stats.food = 0;
2568     }
2569    
2570     // lamps and torched get worthless when used up
2571     if (op->stats.food <= 0)
2572     op->value = 0;
2573    
2574     // FIXME: This is a hack to make the more sane torches and lamps
2575     // still animated ;-/
2576     if (op->other_arch)
2577 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578 elmex 1.184
2579     if (object *pl = op->visible_to ())
2580     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581     }
2582    
2583     /**
2584 elmex 1.1 * Main apply handler.
2585     *
2586     * Checks for unpaid items before applying.
2587     *
2588     * Return value:
2589     * 0: player or monster can't apply objects of that type
2590     * 1: has been applied, or there was an error applying the object
2591     * 2: objects of that type can't be applied if not in inventory
2592     *
2593 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2594 elmex 1.1 * being applied.
2595     *
2596     * aflag is special (always apply/unapply) flags. Nothing is done with
2597     * them in this function - they are passed to apply_special
2598     */
2599 root 1.22 int
2600 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2601 elmex 1.1 {
2602 elmex 1.184 op = op->head_ ();
2603 elmex 1.1
2604 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2605 root 1.22 {
2606 elmex 1.184 if (who->type == PLAYER)
2607 root 1.22 {
2608 root 1.185 examine (who, op);
2609     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2610 root 1.22 return 1;
2611     }
2612     else
2613 root 1.51 return 0; /* monsters just skip unpaid items */
2614 elmex 1.1 }
2615    
2616 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 root 1.22 return RESULT_INT (0);
2618 root 1.8
2619 elmex 1.184 switch (op->type)
2620 root 1.22 {
2621 root 1.24 case CF_HANDLE:
2622 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2623     who->statusmsg ("You turn the handle.");
2624     op->value = op->value ? 0 : 1;
2625     SET_ANIMATION (op, op->value);
2626     update_object (op, UP_OBJ_FACE);
2627     push_button (op, who);
2628 root 1.24 return 1;
2629 root 1.14
2630 root 1.24 case TRIGGER:
2631 elmex 1.184 if (check_trigger (op, who))
2632 root 1.24 {
2633 elmex 1.184 who->statusmsg ("You turn the handle.");
2634     who->play_sound (sound_find ("turn_handle"));
2635 root 1.24 }
2636     else
2637 elmex 1.184 who->failmsg ("The handle doesn't move.");
2638 root 1.57
2639 root 1.24 return 1;
2640 root 1.14
2641 root 1.24 case EXIT:
2642 elmex 1.184 if (who->type != PLAYER)
2643 root 1.24 return 0;
2644 root 1.57
2645 elmex 1.184 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2646     who->failmsg (format ("The %s is closed.", query_name (op)));
2647 root 1.24 else
2648     {
2649     /* Don't display messages for random maps. */
2650 elmex 1.184 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2651     who->statusmsg (op->msg, NDI_NAVY);
2652 root 1.57
2653 elmex 1.184 who->enter_exit (op);
2654 root 1.24 }
2655 root 1.85
2656 root 1.24 return 1;
2657 root 1.14
2658 root 1.122 case INSCRIBABLE:
2659 elmex 1.184 who->statusmsg (op->msg);
2660 root 1.122 // maybe show a spell menu to chose from or something like that
2661     return 1;
2662    
2663 root 1.24 case SIGN:
2664 elmex 1.184 apply_sign (who, op, 0);
2665 root 1.24 return 1;
2666 root 1.14
2667 root 1.24 case BOOK:
2668 elmex 1.184 if (who->type == PLAYER)
2669 root 1.24 {
2670 elmex 1.184 apply_book (who, op);
2671 root 1.24 return 1;
2672     }
2673     else
2674 root 1.85 return 0;
2675 root 1.14
2676 root 1.24 case SKILLSCROLL:
2677 elmex 1.184 if (who->type == PLAYER)
2678 root 1.24 {
2679 elmex 1.184 apply_skillscroll (who, op);
2680 root 1.24 return 1;
2681     }
2682 root 1.85 else
2683     return 0;
2684 root 1.14
2685 root 1.24 case SPELLBOOK:
2686 elmex 1.184 if (who->type == PLAYER)
2687 root 1.24 {
2688 elmex 1.184 apply_spellbook (who, op);
2689 root 1.24 return 1;
2690     }
2691 root 1.85 else
2692     return 0;
2693 root 1.14
2694 root 1.24 case SCROLL:
2695 elmex 1.184 apply_scroll (who, op, 0);
2696 root 1.24 return 1;
2697 root 1.14
2698 root 1.24 case POTION:
2699 elmex 1.184 apply_potion (who, op);
2700 root 1.24 return 1;
2701 root 1.14
2702 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 root 1.68 //TODO: remove, as it is unsed?
2704 root 1.24 case CLOSE_CON:
2705 elmex 1.184 apply_container (who, op->env);
2706 root 1.24 return 1;
2707 root 1.14
2708 root 1.24 case CONTAINER:
2709 elmex 1.184 apply_container (who, op);
2710 root 1.24 return 1;
2711 root 1.14
2712 root 1.24 case TREASURE:
2713 elmex 1.184 if (who->type == PLAYER)
2714 root 1.24 {
2715 elmex 1.184 apply_treasure (who, op);
2716 root 1.24 return 1;
2717     }
2718     else
2719 root 1.68 return 0;
2720 root 1.14
2721 elmex 1.184 case LAMP:
2722     case TORCH:
2723     player_apply_lamp (who, op);
2724     return 1;
2725    
2726 root 1.24 case WEAPON:
2727     case ARMOUR:
2728     case BOOTS:
2729     case GLOVES:
2730     case AMULET:
2731     case GIRDLE:
2732     case BRACERS:
2733     case SHIELD:
2734     case HELMET:
2735     case RING:
2736     case CLOAK:
2737     case WAND:
2738     case ROD:
2739     case HORN:
2740     case SKILL:
2741     case BOW:
2742     case BUILDER:
2743     case SKILL_TOOL:
2744 elmex 1.184 if (op->env != who)
2745 root 1.24 return 2; /* not in inventory */
2746 root 1.79
2747 elmex 1.184 apply_special (who, op, aflag);
2748 root 1.24 return 1;
2749 root 1.14
2750 root 1.24 case DRINK:
2751     case FOOD:
2752     case FLESH:
2753 elmex 1.184 apply_food (who, op);
2754 root 1.24 return 1;
2755 root 1.14
2756 root 1.24 case POISON:
2757 elmex 1.184 apply_poison (who, op);
2758 root 1.24 return 1;
2759 root 1.14
2760 root 1.24 case SAVEBED:
2761 root 1.51 return 1;
2762 root 1.14
2763 root 1.24 case ARMOUR_IMPROVER:
2764 elmex 1.184 if (who->type == PLAYER)
2765 root 1.24 {
2766 elmex 1.184 apply_armour_improver (who, op);
2767 root 1.24 return 1;
2768     }
2769     else
2770 root 1.51 return 0;
2771 root 1.14
2772 root 1.24 case WEAPON_IMPROVER:
2773 elmex 1.184 check_improve_weapon (who, op);
2774 root 1.24 return 1;
2775 root 1.14
2776 root 1.24 case CLOCK:
2777 elmex 1.184 if (who->type == PLAYER)
2778 root 1.24 {
2779     char buf[MAX_BUF];
2780     timeofday_t tod;
2781 root 1.22
2782 root 1.24 get_tod (&tod);
2783 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2784     who->statusmsg (format (
2785 root 1.125 "It is %d minute%s past %d o'clock %s",
2786     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2788 root 1.124 ));
2789 root 1.24 return 1;
2790     }
2791     else
2792 root 1.85 return 0;
2793 root 1.14
2794 root 1.24 case MENU:
2795 elmex 1.184 if (who->type == PLAYER)
2796 root 1.24 {
2797 elmex 1.184 shop_listing (op, who);
2798 root 1.24 return 1;
2799     }
2800     else
2801 root 1.85 return 0;
2802 elmex 1.1
2803 root 1.24 case POWER_CRYSTAL:
2804 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2805 root 1.24 return 1;
2806 root 1.14
2807 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 elmex 1.184 if (who->type == PLAYER)
2809 root 1.24 {
2810 elmex 1.184 apply_lighter (who, op);
2811 root 1.24 return 1;
2812     }
2813     else
2814 root 1.85 return 0;
2815 root 1.14
2816 root 1.24 case ITEM_TRANSFORMER:
2817 elmex 1.184 apply_item_transformer (who, op);
2818 root 1.24 return 1;
2819 root 1.14
2820 root 1.24 default:
2821     return 0;
2822 elmex 1.1 }
2823     }
2824    
2825     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2826     * messages as needed by player_apply_below(). But there can still be
2827     * "but you are floating high above the ground" messages.
2828     *
2829     * Same return value as apply() function.
2830     */
2831 root 1.22 int
2832     player_apply (object *pl, object *op, int aflag, int quiet)
2833 elmex 1.1 {
2834 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 root 1.22 {
2836     /* player is flying and applying object not in inventory */
2837     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2838     {
2839 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2840     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841     "or waiting till the levitation effect wears off.>");
2842 root 1.22 return 0;
2843 root 1.14 }
2844 elmex 1.1 }
2845    
2846 root 1.22 pl->contr->last_used = op;
2847 elmex 1.1
2848 root 1.157 int tmp = manual_apply (pl, op, aflag);
2849    
2850 root 1.22 if (!quiet)
2851     {
2852     if (tmp == 0)
2853 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2854 root 1.22 else if (tmp == 2)
2855 elmex 1.138 pl->failmsg ("You must get it first!\n");
2856 elmex 1.1 }
2857 root 1.114
2858 root 1.22 return tmp;
2859 elmex 1.1 }
2860    
2861     /**
2862     * player_apply_below attempts to apply the object 'below' the player.
2863     * If the player has an open container, we use that for below, otherwise
2864     * we use the ground.
2865     */
2866 root 1.22 void
2867     player_apply_below (object *pl)
2868 elmex 1.1 {
2869 root 1.68 int floors = 0;
2870 root 1.22
2871     /* If using a container, set the starting item to be the top
2872     * item in the container. Otherwise, use the map.
2873 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2874 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2875     * next object in the stack before applying. This is can only be a
2876     * problem if player_apply() has a bug in that it uses the object but does
2877     * not return a proper value.
2878     */
2879 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2880 root 1.22 {
2881     next = tmp->below;
2882 root 1.68
2883 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884     floors++;
2885     else if (floors > 0)
2886     return; /* process only floor objects after first floor object */
2887    
2888     /* If it is visible, player can apply it. If it is applied by
2889     * person moving on it, also activate. Added code to make it
2890     * so that at least one of players movement types be that which
2891     * the item needs.
2892     */
2893     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2894 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
2895     return;
2896    
2897 root 1.22 if (floors >= 2)
2898     return; /* process at most two floor objects */
2899 elmex 1.1 }
2900     }
2901    
2902     /**
2903     * Unapplies specified item.
2904     * No check done on cursed/damned.
2905     * Break this out of apply_special - this is just done
2906     * to keep the size of apply_special to a more managable size.
2907     */
2908 root 1.22 static int
2909     unapply_special (object *who, object *op, int aflags)
2910 elmex 1.1 {
2911 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 root 1.22 return RESULT_INT (0);
2914 root 1.12
2915 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2916 root 1.76
2917 root 1.22 switch (op->type)
2918     {
2919 root 1.96 case SKILL_TOOL:
2920     // unapplying a skill tool should also unapply the skill it governs
2921     // but this is hard, as it shouldn't do so when the skill can
2922     // be used for other reasons
2923     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2924     if (tmp->skill == op->skill
2925     && tmp->type == SKILL
2926     && tmp->flag [FLAG_APPLIED]
2927     && !tmp->flag [FLAG_CAN_USE_SKILL])
2928     unapply_special (who, tmp, 0);
2929    
2930     change_abil (who, op);
2931     break;
2932    
2933 root 1.24 case WEAPON:
2934 root 1.105 if (player *pl = who->contr)
2935     if (op == pl->combat_ob)
2936     {
2937     pl->combat_ob = 0;
2938     who->change_weapon (pl->ranged_ob);
2939     }
2940    
2941 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942 elmex 1.1
2943 root 1.79 change_abil (who, op);
2944     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 root 1.24 break;
2946 root 1.14
2947 root 1.96 case SKILL:
2948 root 1.79 if (who->contr)
2949 root 1.24 {
2950 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2951     who->change_weapon (who->contr->combat_ob = 0);
2952     else if (IS_RANGED_SKILL (op->subtype))
2953     who->change_weapon (who->contr->ranged_ob = 0);
2954    
2955     if (op->invisible)
2956     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957     else
2958 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2959 root 1.24 }
2960 root 1.76
2961     change_abil (who, op);
2962 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963     break;
2964 root 1.14
2965 root 1.24 case ARMOUR:
2966     case HELMET:
2967     case SHIELD:
2968     case RING:
2969     case BOOTS:
2970     case GLOVES:
2971     case AMULET:
2972     case GIRDLE:
2973     case BRACERS:
2974     case CLOAK:
2975 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 root 1.79 change_abil (who, op);
2977 root 1.24 break;
2978 root 1.79
2979 root 1.24 case BOW:
2980     case WAND:
2981     case ROD:
2982     case HORN:
2983 root 1.105 if (player *pl = who->contr)
2984     {
2985     if (op == pl->ranged_ob)
2986     {
2987     pl->ranged_ob = 0;
2988     who->change_weapon (pl->combat_ob);
2989     }
2990    
2991 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 root 1.105 }
2993 root 1.103 else
2994 root 1.24 {
2995 root 1.103 who->change_skill (0);
2996 root 1.79
2997 root 1.24 if (op->type == BOW)
2998     CLEAR_FLAG (who, FLAG_READY_BOW);
2999     else
3000     CLEAR_FLAG (who, FLAG_READY_RANGE);
3001     }
3002 root 1.76
3003 root 1.24 break;
3004 elmex 1.1
3005 root 1.24 case BUILDER:
3006 root 1.79 if (who->contr)
3007 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 root 1.24 break;
3009 elmex 1.1
3010 root 1.24 default:
3011 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 root 1.24 break;
3013 elmex 1.1 }
3014    
3015 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016     if (object *pl = op->visible_to ())
3017     esrv_send_item (pl, op);
3018    
3019 root 1.51 who->update_stats ();
3020 elmex 1.1
3021 root 1.22 return 0;
3022 elmex 1.1 }
3023    
3024     /**
3025     * Returns the object that is using location 'loc'.
3026     * Note that 'start' is the first object to start examing - we
3027     * then go through the below of this. In this way, you can do
3028     * something like:
3029 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3030     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 elmex 1.1 * to find the second object that may use this location, etc.
3032     * Returns NULL if no match is found.
3033     * loc is the index into the array we are looking for a match.
3034     * don't return invisible objects unless they are skill objects
3035     * invisible other objects that use
3036     * up body locations can be used as restrictions.
3037     */
3038 root 1.84 static object *
3039 root 1.96 get_next_item_from_body_location (int loc, object *start)
3040 elmex 1.1 {
3041 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3042     if (tmp->flag [FLAG_APPLIED]
3043     && tmp->slot[loc].info
3044     && (!tmp->invisible || tmp->type == SKILL))
3045     return tmp;
3046 elmex 1.1
3047 root 1.84 return 0;
3048 elmex 1.1 }
3049    
3050     /**
3051     * 'op' wants to apply an object, but can't because of other equipment.
3052     * This should only be called when it is known
3053     * that there are objects to unapply. This makes pretty heavy
3054     * use of get_item_from_body_location. It makes no intelligent choice
3055     * on objects - rather, the first that is matched is used.
3056     * Returns 0 on success, returns 1 if there is some problem.
3057     * if aflags is AP_PRINT, we instead print out waht to unapply
3058     * instead of doing it. This is a lot less code than having
3059     * another function that does just that.
3060     */
3061 root 1.114
3062     #define CANNOT_REMOVE_CURSED \
3063     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064     "Praying over an altar, scrolls of remove curse/damnation, " \
3065     "priests or even other players might help.>"
3066    
3067 root 1.22 int
3068     unapply_for_ob (object *who, object *op, int aflags)
3069 elmex 1.1 {
3070 root 1.81 if (op->is_range ())
3071     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3073     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3074     {
3075     if (aflags & AP_PRINT)
3076 root 1.125 who->failmsg (query_name (tmp));
3077 root 1.81 else
3078     unapply_special (who, tmp, aflags);
3079     }
3080     else
3081     {
3082     /* In this case, we want to try and remove a cursed item.
3083     * While we know it won't work, we want unapply_special to
3084     * at least generate the message.
3085     */
3086 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)));
3087 root 1.81 return 1;
3088     }
3089 elmex 1.1
3090 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3091 root 1.22 {
3092     /* this used up a slot that we need to free */
3093 root 1.82 if (op->slot[i].info)
3094 root 1.22 {
3095 root 1.81 object *last = who->inv;
3096 root 1.14
3097 root 1.22 /* We do a while loop - may need to remove several items in order
3098     * to free up enough slots.
3099     */
3100 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3101 root 1.22 {
3102 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3103 root 1.81
3104 root 1.22 if (!tmp)
3105     {
3106 elmex 1.1 #if 0
3107 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3108     * equipped.
3109     */
3110     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3111 elmex 1.1 #endif
3112 root 1.22 return 1;
3113     }
3114 root 1.81
3115 root 1.22 /* If we are just printing, we don't care about cursed status */
3116     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3117     {
3118     if (aflags & AP_PRINT)
3119 root 1.125 who->failmsg (query_name (tmp));
3120 root 1.22 else
3121     unapply_special (who, tmp, aflags);
3122 root 1.14 }
3123 root 1.22 else
3124     {
3125     /* Cursed item that we can't unequip - tell the player.
3126     * Note this could be annoying if this is just one of a few,
3127     * so it may not be critical (eg, putting on a ring and you have
3128     * one cursed ring.)
3129     */
3130 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3131 root 1.14 }
3132 root 1.81
3133 root 1.22 last = tmp->below;
3134 root 1.14 }
3135 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3136     * return in the !tmp would have kicked in.
3137     */
3138     } /* if op is using this body location */
3139     } /* for body lcoations */
3140 root 1.81
3141 root 1.22 return 0;
3142 elmex 1.1 }
3143    
3144     /**
3145     * Checks to see if 'who' can apply object 'op'.
3146     * Returns 0 if apply can be done without anything special.
3147     * Otherwise returns a bitmask - potentially several of these may be
3148     * set, but largely depends on circumstance - in the future, processing
3149 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3150 root 1.96 * is set, do we really care what the other flags may be?)
3151 elmex 1.1 *
3152     * See include/define.h for detailed description of the meaning of
3153     * these return values.
3154     */
3155 root 1.22 int
3156     can_apply_object (object *who, object *op)
3157 elmex 1.1 {
3158 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3159     return RESULT_INT (0);
3160    
3161 root 1.78 int retval = 0;
3162     object *tmp = 0, *ws = 0;
3163 root 1.22
3164 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3165 root 1.22 {
3166 root 1.82 if (op->slot[i].info)
3167 root 1.22 {
3168     /* Item uses more slots than we have */
3169 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3170 root 1.22 {
3171 root 1.78 /* Could return now for efficiency - rest of info below isn't
3172 root 1.22 * really needed.
3173     */
3174     retval |= CAN_APPLY_NEVER;
3175     }
3176 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3177 root 1.22 {
3178     /* in this case, equipping this would use more free spots than
3179     * we have.
3180     */
3181 elmex 1.1
3182 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3183 root 1.84 * enough slots to equip the new item, then just set "can
3184     * apply unapply". We don't care about the logic below - if you have a
3185 root 1.22 * shield equipped and try to equip another shield, there is only
3186     * one choice. However, the check for the number of body locations
3187     * does take into the account cases where what is being applied
3188     * may be two handed for example.
3189     */
3190     if (ws)
3191 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3192     {
3193     retval |= CAN_APPLY_UNAPPLY;
3194     continue;
3195     }
3196 root 1.22
3197 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3198 root 1.22 if (!tmp1)
3199     {
3200 elmex 1.1 #if 0
3201 root 1.22 /* This is sort of an error, but happens a lot when old players
3202     * join in with more stuff equipped than they are now allowed.
3203     */
3204     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3205 elmex 1.1 #endif
3206 root 1.22 retval |= CAN_APPLY_NEVER;
3207     }
3208     else
3209     {
3210     /* need to unapply something. However, if this something
3211     * is different than we had found before, it means they need
3212     * to apply multiple objects
3213     */
3214     retval |= CAN_APPLY_UNAPPLY;
3215 root 1.96
3216 root 1.22 if (!tmp)
3217     tmp = tmp1;
3218     else if (tmp != tmp1)
3219 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3220    
3221 root 1.22 /* This object isn't using up all the slots, so there must
3222 root 1.78 * be another. If so, and it the new item doesn't need all
3223 root 1.22 * the slots, the player then has a choice.
3224     */
3225 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3226     && abs (op->slot[i].info) < who->slot[i].info)
3227 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3228    
3229     /* Does unequippint 'tmp1' free up enough slots for this to be
3230     * equipped? If not, there must be something else to unapply.
3231     */
3232 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3233 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3234     }
3235     } /* if not enough free slots */
3236     } /* if this object uses location i */
3237     } /* for i -> num_body_locations loop */
3238    
3239     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3240     * really be controlled by use of body locations. We do have
3241     * the weapon/shield checks, and the range checks for monsters,
3242     * because you can't control those just by body location - bows, shields,
3243     * and weapons all use the same slot. Similar for horn/rod/wand - they
3244     * all use the same location.
3245     */
3246     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3247     retval |= CAN_APPLY_RESTRICTION;
3248 root 1.76
3249 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3250     retval |= CAN_APPLY_RESTRICTION;
3251    
3252     if (who->type != PLAYER)
3253     {
3254     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3255 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3256 root 1.78
3257 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3258     retval |= CAN_APPLY_RESTRICTION;
3259 root 1.78
3260 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3261     retval |= CAN_APPLY_RESTRICTION;
3262 root 1.78
3263 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3264 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3265 elmex 1.1 }
3266 root 1.76
3267 root 1.22 return retval;
3268 elmex 1.1 }
3269    
3270     /**
3271     * who is the object using the object. It can be a monster.
3272     * op is the object they are using. op is an equipment type item,
3273     * eg, one which you put on and keep on for a while, and not something
3274     * like a potion or scroll.
3275     *
3276     * function returns 1 if the action could not be completed, 0 on
3277     * success. However, success is a matter of meaning - if the
3278     * user passes the 'apply' flag to an object already applied,
3279     * nothing is done, and 0 is returned.
3280     *
3281     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3282     * AP_UNAPPLY=always unapply).
3283     *
3284     * Optional flags:
3285     * AP_NO_MERGE: don't merge an unapplied object with other objects
3286     * AP_IGNORE_CURSE: unapply cursed items
3287 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3288 elmex 1.1 *
3289     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3290     *
3291     * apply_special() doesn't check for unpaid items.
3292     */
3293 root 1.114
3294     #define LACK_ITEM_POWER \
3295     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296    
3297 root 1.22 int
3298     apply_special (object *who, object *op, int aflags)
3299 elmex 1.1 {
3300 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3301     object *tmp, *tmp2, *skop = NULL;
3302 elmex 1.1
3303 root 1.22 if (who == NULL)
3304     {
3305     LOG (llevError, "apply_special() from object without environment.\n");
3306     return 1;
3307 elmex 1.1 }
3308    
3309 root 1.22 if (op->env != who)
3310     return 1; /* op is not in inventory */
3311 elmex 1.1
3312 root 1.22 /* trying to unequip op */
3313     if (QUERY_FLAG (op, FLAG_APPLIED))
3314     {
3315     /* always apply, so no reason to unapply */
3316     if (basic_flag == AP_APPLY)
3317     return 0;
3318    
3319     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3320     {
3321 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3322 root 1.22 return 1;
3323 root 1.14 }
3324 root 1.78
3325 root 1.22 return unapply_special (who, op, aflags);
3326 elmex 1.1 }
3327 root 1.159 else if (basic_flag == AP_UNAPPLY)
3328 root 1.22 return 0;
3329 elmex 1.1
3330 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3331     // to resolve conflicts.
3332     if (player *pl = who->contr)
3333 root 1.95 switch (op->slottype ())
3334 root 1.90 {
3335 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 root 1.90 }
3338    
3339 root 1.104 splay (op);
3340    
3341 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3342 root 1.78 if (int i = can_apply_object (who, op))
3343 root 1.22 {
3344     if (i & CAN_APPLY_NEVER)
3345     {
3346 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)));
3347 root 1.22 return 1;
3348     }
3349     else if (i & CAN_APPLY_RESTRICTION)
3350     {
3351 root 1.125 who->failmsg (format (
3352     "You have a prohibition against using a %s. "
3353     "H<Your belief, profession or class prevents you from applying this item.>",
3354     query_name (op)
3355     ));
3356 root 1.22 return 1;
3357     }
3358 root 1.78
3359 root 1.22 if (who->type != PLAYER)
3360     {
3361     /* Some error, so don't try to equip something more */
3362     if (unapply_for_ob (who, op, aflags))
3363 root 1.14 return 1;
3364     }
3365 root 1.22 else
3366     {
3367     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3368     {
3369 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3370 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3371     return 1;
3372     }
3373     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3374 root 1.81 if (unapply_for_ob (who, op, aflags))
3375     return 1;
3376 root 1.14 }
3377 elmex 1.1 }
3378 root 1.55
3379 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380     {
3381     skop = find_skill_by_name (who, op->skill);
3382 root 1.78
3383 root 1.22 if (!skop)
3384     {
3385 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3386 root 1.22 return 1;
3387     }
3388     else
3389 root 1.76 /* While experience will be credited properly, we want to change the
3390     * skill so that the dam and wc get updated
3391     */
3392 root 1.101 who->change_skill (skop);
3393 elmex 1.1 }
3394 root 1.22
3395 root 1.78 if (who->type == PLAYER
3396     && op->item_power
3397     && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 root 1.22 {
3399 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 root 1.22 return 1;
3401 elmex 1.1 }
3402    
3403 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3404     * Note that we don't have the checks for can_use_...
3405     * below - that is already taken care of by can_apply_object.
3406     */
3407 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408 root 1.22
3409     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3410     return RESULT_INT (0);
3411    
3412     switch (op->type)
3413     {
3414 root 1.24 case WEAPON:
3415     if (!check_weapon_power (who, op->last_eat))
3416     {
3417 elmex 1.188 who->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418 root 1.79
3419 root 1.78 if (tmp)
3420     insert_ob_in_ob (tmp, who);
3421 root 1.79
3422 root 1.24 return 1;
3423     }
3424 root 1.65
3425 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3426 root 1.78 // i.e. "R" can use Ragnarok's sword.
3427 root 1.180 if (op->level && !op->name.starts_with (who->name))
3428 root 1.24 {
3429     /* if the weapon does not have the name as the character, can't use it. */
3430     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3431 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3432 root 1.65
3433     if (tmp)
3434     insert_ob_in_ob (tmp, who);
3435    
3436 root 1.24 return 1;
3437     }
3438 root 1.65
3439 root 1.80 if (!skop)
3440     {
3441 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3442 root 1.80 return 1;
3443     }
3444    
3445 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3446 root 1.101 who->change_skill (skop);
3447 root 1.76
3448 root 1.79 if (who->contr)
3449 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3450 root 1.78
3451 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3452 root 1.14
3453 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3454 root 1.76 change_abil (who, op);
3455 root 1.24 break;
3456 root 1.14
3457 root 1.24 case ARMOUR:
3458     case HELMET:
3459     case SHIELD:
3460     case BOOTS:
3461     case GLOVES:
3462     case GIRDLE:
3463     case BRACERS:
3464     case CLOAK:
3465     case RING:
3466     case AMULET:
3467     SET_FLAG (op, FLAG_APPLIED);
3468 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 root 1.76 change_abil (who, op);
3470 root 1.24 break;
3471 root 1.76
3472 root 1.96 case SKILL_TOOL:
3473     // applying a skill tool also readies the skill
3474     SET_FLAG (op, FLAG_APPLIED);
3475    
3476 root 1.101 if (!(aflags & AP_NO_READY))
3477 root 1.24 {
3478 root 1.101 skop = find_skill_by_name (who, op->skill);
3479     if (!skop->flag [FLAG_APPLIED])
3480     apply_special (who, skop, AP_APPLY);
3481 root 1.24 }
3482 root 1.101 break;
3483 root 1.76
3484 root 1.101 case SKILL:
3485 root 1.79 if (player *pl = who->contr)
3486 root 1.24 {
3487 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3488     {
3489 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3490 root 1.79 {
3491     for (object *item = who->inv; item; item = item->below)
3492     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493     {
3494 root 1.101 if (item->skill == op->skill)
3495     {
3496     who->change_weapon (pl->combat_ob = item);
3497     goto found_weapon;
3498     }
3499 root 1.79 }
3500    
3501 root 1.125 who->failmsg (format (
3502     "You need to apply a '%s' melee weapon before readying this skill. "
3503     "H<Some skills need an item, in this case a melee weapon, to function.>",
3504     &op->skill
3505     ));
3506 root 1.79 return 1;
3507    
3508     found_weapon:;
3509     }
3510     else
3511 root 1.90 who->change_weapon (pl->combat_ob = op);
3512 root 1.79 }
3513     else if (IS_RANGED_SKILL (op->subtype))
3514     {
3515 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 root 1.79 {
3517     for (object *item = who->inv; item; item = item->below)
3518     if (item->type == BOW && item->flag [FLAG_APPLIED])
3519     {
3520 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3521 root 1.90 who->change_weapon (pl->ranged_ob = item);
3522 root 1.79 goto found_bow;
3523     }
3524    
3525 root 1.125 who->failmsg (
3526     "You need to apply a missile weapon before readying this skill. "
3527     "H<Some skills need an item, in this case a missile weapon, to function.>"
3528     );
3529 root 1.79 return 1;
3530    
3531     found_bow:;
3532     }
3533     else
3534 root 1.90 who->change_weapon (pl->ranged_ob = op);
3535 root 1.79 }
3536 root 1.76
3537 root 1.24 if (!op->invisible)
3538     {
3539 root 1.125 who->statusmsg (format (
3540     "You ready %s."
3541     "You can now use the skill: %s.",
3542     query_name (op),
3543     &op->skill
3544     ));
3545 root 1.24 }
3546     else
3547 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3548 root 1.24 }
3549 root 1.101 else
3550     {
3551     SET_FLAG (op, FLAG_APPLIED);
3552     change_abil (who, op);
3553     who->chosen_skill = op;
3554     SET_FLAG (who, FLAG_READY_SKILL);
3555     }
3556 root 1.76
3557 root 1.24 break;
3558 root 1.22
3559 root 1.24 case BOW:
3560     if (!check_weapon_power (who, op->last_eat))
3561     {
3562 root 1.125 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563 root 1.76
3564     if (tmp)
3565     insert_ob_in_ob (tmp, who);
3566    
3567 root 1.24 return 1;
3568     }
3569 root 1.76
3570 root 1.180 if (op->level && !op->name.starts_with (who->name))
3571 root 1.24 {
3572 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3573 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3574 root 1.81 if (tmp)
3575 root 1.76 insert_ob_in_ob (tmp, who);
3576    
3577 root 1.24 return 1;
3578     }
3579 root 1.76
3580     /*FALLTHROUGH*/
3581     case WAND:
3582 root 1.24 case ROD:
3583     case HORN:
3584     /* check for skill, alter player status */
3585 root 1.78
3586     if (!skop)
3587 root 1.80 {
3588 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 root 1.80 return 1;
3590     }
3591    
3592     SET_FLAG (op, FLAG_APPLIED);
3593 root 1.101 who->change_skill (skop);
3594 root 1.22
3595 root 1.79 if (who->contr)
3596 root 1.24 {
3597 root 1.79 who->contr->ranged_ob = op;
3598 root 1.78
3599 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3600 root 1.76
3601 root 1.24 if (op->type == BOW)
3602     {
3603 root 1.79 who->current_weapon = op;
3604 root 1.76 change_abil (who, op);
3605 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 root 1.24 }
3607     }
3608     else
3609     {
3610     if (op->type == BOW)
3611     SET_FLAG (who, FLAG_READY_BOW);
3612     else
3613     SET_FLAG (who, FLAG_READY_RANGE);
3614     }
3615 root 1.76
3616 root 1.24 break;
3617 elmex 1.1
3618 root 1.24 case BUILDER:
3619 root 1.76 if (who->type == PLAYER)
3620     {
3621 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623     unapply_special (who, who->contr->ranged_ob, 0);
3624    
3625 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626 root 1.76
3627 root 1.79 who->contr->ranged_ob = op;
3628 root 1.76 }
3629 root 1.24 break;
3630 elmex 1.1
3631 root 1.24 default:
3632 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3633     }
3634 root 1.22
3635     SET_FLAG (op, FLAG_APPLIED);
3636 elmex 1.1
3637 root 1.79 if (tmp)
3638 root 1.149 who->insert (tmp);
3639 elmex 1.1
3640 root 1.51 who->update_stats ();
3641 elmex 1.1
3642 root 1.22 /* We exclude spell casting objects. The fire code will set the
3643     * been applied flag when they are used - until that point,
3644     * you don't know anything about them.
3645     */
3646     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3647     SET_FLAG (op, FLAG_BEEN_APPLIED);
3648    
3649     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3650 root 1.114 if (who->type == PLAYER)
3651     {
3652 root 1.125 who->failmsg (
3653     "Oops, it feels deadly cold! "
3654 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 root 1.125 );
3656 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3657     }
3658 root 1.76
3659 root 1.149 if (object *pl = op->visible_to ())
3660     esrv_send_item (pl, op);
3661 root 1.76
3662 root 1.22 return 0;
3663 elmex 1.1 }
3664    
3665 root 1.22 int
3666     monster_apply_special (object *who, object *op, int aflags)
3667 elmex 1.1 {
3668 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3669 elmex 1.1 return 1;
3670 root 1.114
3671 elmex 1.1 return apply_special (who, op, aflags);
3672     }
3673    
3674     /**
3675     * Map was just loaded, handle op's initialisation.
3676     *
3677     * Generates shop floor's item, and treasures.
3678     */
3679 root 1.22 int
3680     auto_apply (object *op)
3681     {
3682     object *tmp = NULL, *tmp2;
3683     int i;
3684 elmex 1.1
3685 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 elmex 1.163
3687 root 1.22 switch (op->type)
3688     {
3689 root 1.24 case SHOP_FLOOR:
3690 root 1.42 if (!op->has_random_items ())
3691 root 1.24 return 0;
3692 root 1.38
3693 root 1.24 do
3694     {
3695     i = 10; /* let's give it 10 tries */
3696     while ((tmp = generate_treasure (op->randomitems,
3697 root 1.164 op->stats.exp
3698     ? (int) op->stats.exp
3699     : max (op->map->difficulty, 5)))
3700     == NULL && --i);
3701    
3702 root 1.24 if (tmp == NULL)
3703     return 0;
3704 root 1.164
3705 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3706     {
3707 root 1.172 tmp->destroy ();
3708 root 1.24 tmp = NULL;
3709     }
3710     }
3711     while (!tmp);
3712 root 1.38
3713 root 1.24 tmp->x = op->x;
3714     tmp->y = op->y;
3715     SET_FLAG (tmp, FLAG_UNPAID);
3716     insert_ob_in_map (tmp, op->map, NULL, 0);
3717     identify (tmp);
3718     break;
3719 root 1.14
3720 root 1.24 case TREASURE:
3721     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3722     return 0;
3723 root 1.37
3724 root 1.67 while (op->stats.hp-- > 0)
3725 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3726     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3727    
3728     /* If we generated an object and put it in this object inventory,
3729     * move it to the parent object as the current object is about
3730     * to disappear. An example of this item is the random_* stuff
3731     * that is put inside other objects.
3732     */
3733 root 1.171 if (op->env)
3734     while (op->inv)
3735     op->env->insert (op->inv);
3736 root 1.37
3737 root 1.172 op->destroy ();
3738 root 1.24 break;
3739 elmex 1.1 }
3740 root 1.164
3741     return !!tmp;
3742 elmex 1.1 }
3743    
3744     /**
3745 root 1.68 * fix_auto_apply goes through the entire map every time a map
3746     * is loaded or swapped in and performs special actions for
3747 elmex 1.1 * certain objects (most initialization of chests and creation of
3748     * treasures and stuff). Calls auto_apply if appropriate.
3749     */
3750 root 1.20 void
3751 root 1.55 maptile::fix_auto_apply ()
3752 root 1.20 {
3753 root 1.55 if (!spaces)
3754 root 1.20 return;
3755    
3756 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3757     for (object *tmp = ms->bot; tmp; )
3758     {
3759     object *above = tmp->above;
3760 root 1.20
3761 root 1.55 if (tmp->inv)
3762     {
3763     object *invtmp, *invnext;
3764 elmex 1.1
3765 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3766 root 1.55 {
3767     invnext = invtmp->below;
3768 root 1.14
3769 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3770     auto_apply (invtmp);
3771     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3772     {
3773 root 1.164 while (invtmp->stats.hp-- > 0)
3774 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3775    
3776     invtmp->randomitems = NULL;
3777     }
3778     else if (invtmp && invtmp->arch
3779     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3780     {
3781     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3782     /* Need to clear this so that we never try to create
3783     * treasure again for this object
3784     */
3785     invtmp->randomitems = NULL;
3786     }
3787     }
3788     /* This is really temporary - the code at the bottom will
3789     * also set randomitems to null. The problem is there are bunches
3790     * of maps/players already out there with items that have spells
3791     * which haven't had the randomitems set to null yet.
3792     * MSW 2004-05-13
3793     *
3794     * And if it's a spellbook, it's better to set randomitems to NULL too,
3795     * else you get two spells in the book ^_-
3796     * Ryo 2004-08-16
3797     */
3798     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800     tmp->randomitems = NULL;
3801 root 1.14
3802 root 1.55 }
3803 root 1.20
3804 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805     auto_apply (tmp);
3806     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3807     {
3808     while ((tmp->stats.hp--) > 0)
3809     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3810     tmp->randomitems = NULL;
3811     }
3812     else if (tmp->type == TIMED_GATE)
3813     {
3814     object *head = tmp->head != NULL ? tmp->head : tmp;
3815    
3816     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3817     tmp->set_speed (0);
3818     }
3819     /* This function can be called everytime a map is loaded, even when
3820     * swapping back in. As such, we don't want to create the treasure
3821     * over and ove again, so after we generate the treasure, blank out
3822     * randomitems so if it is swapped in again, it won't make anything.
3823     * This is a problem for the above objects, because they have counters
3824     * which say how many times to make the treasure.
3825     */
3826     else if (tmp && tmp->arch && tmp->type != PLAYER
3827     && tmp->type != TREASURE && tmp->type != SPELL
3828     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3829     {
3830     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3831     tmp->randomitems = NULL;
3832     }
3833 root 1.78
3834 root 1.68 // close all containers
3835     else if (tmp->type == CONTAINER)
3836     tmp->flag [FLAG_APPLIED] = 0;
3837 root 1.22
3838 root 1.55 tmp = above;
3839     }
3840 elmex 1.1
3841 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844     check_trigger (tmp, tmp->above);
3845 elmex 1.1 }
3846    
3847     /**
3848     * Handles player eating food that temporarily changes status (resistances, stats).
3849     * This used to call cast_change_attr(), but
3850     * that doesn't work with the new spell code. Since we know what
3851     * the food changes, just grab a force and use that instead.
3852     */
3853 root 1.22 void
3854     eat_special_food (object *who, object *food)
3855     {
3856     object *force;
3857     int i, did_one = 0;
3858    
3859     force = get_archetype (FORCE_NAME);
3860    
3861     for (i = 0; i < NUM_STATS; i++)
3862 root 1.91 if (sint8 k = food->stats.stat (i))
3863     {
3864     force->stats.stat (i) = k;
3865     did_one = 1;
3866     }
3867 elmex 1.1
3868 root 1.22 /* check if we can protect the eater */
3869     for (i = 0; i < NROFATTACKS; i++)
3870     {
3871     if (food->resist[i] > 0)
3872     {
3873     force->resist[i] = food->resist[i] / 2;
3874     did_one = 1;
3875     }
3876     }
3877 elmex 1.47
3878 root 1.22 if (did_one)
3879     {
3880 root 1.54 force->set_speed (0.1);
3881 root 1.22 /* bigger morsel of food = longer effect time */
3882 elmex 1.47 force->duration = food->stats.food / 5;
3883 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3884     change_abil (who, force);
3885     insert_ob_in_ob (force, who);
3886     }
3887     else
3888 root 1.172 force->destroy ();
3889 root 1.22
3890     /* check for hp, sp change */
3891     if (food->stats.hp != 0)
3892     {
3893     if (QUERY_FLAG (food, FLAG_CURSED))
3894     {
3895 root 1.151 who->contr->killer = food;
3896 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3897 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3898 root 1.22 }
3899     else
3900     {
3901     if (food->stats.hp > 0)
3902 root 1.125 who->statusmsg ("You begin to feel better.");
3903 root 1.22 else
3904 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3905    
3906 root 1.22 who->stats.hp += food->stats.hp;
3907     }
3908     }
3909 root 1.151
3910 root 1.22 if (food->stats.sp != 0)
3911     {
3912     if (QUERY_FLAG (food, FLAG_CURSED))
3913     {
3914 root 1.125 who->failmsg ("You are drained of mana!");
3915 root 1.22 who->stats.sp -= food->stats.sp;
3916     if (who->stats.sp < 0)
3917     who->stats.sp = 0;
3918     }
3919     else
3920     {
3921 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3922 root 1.22 who->stats.sp += food->stats.sp;
3923     /* place limit on max sp from food? */
3924     }
3925 elmex 1.1 }
3926 root 1.125
3927 root 1.51 who->update_stats ();
3928 elmex 1.1 }
3929    
3930    
3931     /**
3932     * op made some mistake with a scroll, this takes care of punishment.
3933     * scroll_failure()- hacked directly from spell_failure
3934     */
3935 root 1.22 void
3936     scroll_failure (object *op, int failure, int power)
3937 elmex 1.1 {
3938 root 1.22 if (abs (failure / 4) > power)
3939     power = abs (failure / 4); /* set minimum effect */
3940 elmex 1.1
3941 root 1.22 if (failure <= -1 && failure > -15)
3942     { /* wonder */
3943     object *tmp;
3944    
3945 root 1.125 op->failmsg ("Your spell warps!");
3946 root 1.22 tmp = get_archetype (SPELL_WONDER);
3947     cast_wonder (op, op, 0, tmp);
3948 root 1.172 tmp->destroy ();
3949 root 1.22 }
3950     else if (failure <= -15 && failure > -35)
3951     { /* drain mana */
3952 root 1.125 op->failmsg ("Your mana is drained!");
3953 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954     if (op->stats.sp < 0)
3955     op->stats.sp = 0;
3956     }
3957     else if (settings.spell_failure_effects == TRUE)
3958     {
3959     if (failure <= -35 && failure > -60)
3960     { /* confusion */
3961 root 1.125 op->failmsg ("The magic recoils on you!");
3962 root 1.22 confuse_player (op, op, power);
3963     }
3964     else if (failure <= -60 && failure > -70)
3965     { /* paralysis */
3966 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3967 root 1.22 paralyze_player (op, op, power);
3968     }
3969     else if (failure <= -70 && failure > -80)
3970     { /* blind */
3971 root 1.125 op->failmsg ("The magic recoils on you!");
3972 root 1.22 blind_player (op, op, power);
3973     }
3974     else if (failure <= -80)
3975     { /* blast the immediate area */
3976 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3977 root 1.22 cast_magic_storm (op, tmp, power);
3978 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3979 root 1.172 tmp->destroy ();
3980 root 1.14 }
3981 elmex 1.1 }
3982     }
3983    
3984 root 1.22 void
3985     apply_changes_to_player (object *pl, object *change)
3986     {
3987     int excess_stat = 0; /* if the stat goes over the maximum
3988     for the race, put the excess stat some
3989     where else. */
3990 elmex 1.1
3991 root 1.22 switch (change->type)
3992     {
3993 root 1.24 case CLASS:
3994     {
3995     living *stats = &(pl->contr->orig_stats);
3996     living *ns = &(change->stats);
3997     object *walk;
3998     int flag_change_face = 1;
3999    
4000     /* the following code assigns stats up to the stat max
4001     * for the race, and if the stat max is exceeded,
4002     * tries to randomly reassign the excess stat
4003     */
4004     int i, j;
4005 root 1.22
4006 root 1.24 for (i = 0; i < NUM_STATS; i++)
4007     {
4008 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4009 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4010 root 1.22
4011 root 1.24 if (stat > 20 + race_bonus)
4012     {
4013     excess_stat++;
4014     stat = 20 + race_bonus;
4015     }
4016 root 1.91
4017     stats->stat (i) = stat;
4018 root 1.24 }
4019 elmex 1.1
4020 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4021     { /* try 100 times to assign excess stats */
4022     int i = rndm (0, 6);
4023    
4024     if (i == CHA)
4025     continue; /* exclude cha from this */
4026 root 1.91
4027     int stat = stats->stat (i);
4028 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4029 root 1.24 if (stat < 20 + race_bonus)
4030     {
4031     change_attr_value (stats, i, 1);
4032     excess_stat--;
4033     }
4034     }
4035 root 1.14
4036 root 1.24 /* insert the randomitems from the change's treasurelist into
4037     * the player ref: player.c
4038     */
4039 root 1.182 if (change->randomitems)
4040 root 1.24 give_initial_items (pl, change->randomitems);
4041 root 1.14
4042 root 1.24 /* set up the face, for some races. */
4043 root 1.14
4044 root 1.24 /* first, look for the force object banning
4045     * changing the face. Certain races never change face with class.
4046     */
4047 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4048     if (walk->name == shstr_NOCLASSFACECHANGE)
4049 root 1.24 flag_change_face = 0;
4050 root 1.14
4051 root 1.24 if (flag_change_face)
4052     {
4053 root 1.157 pl->face = change->face;
4054     pl->animation_id = change->animation_id;
4055     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4056 root 1.24 }
4057 root 1.14
4058 root 1.24 /* check the special case of can't use weapons */
4059     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4060 root 1.182 if (change->name == shstr_monk)
4061 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4062 root 1.14
4063 root 1.24 break;
4064     }
4065 elmex 1.1 }
4066     }
4067    
4068     /**
4069     * This handles items of type 'transformer'.
4070     * Basically those items, used with a marked item, transform both items into something
4071     * else.
4072     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073     * Change information is contained in the 'slaying' field of the marked item.
4074     * The format is as follow: transformer:[number ]yield[;transformer:...].
4075     * This way an item can be transformed in many things, and/or many objects.
4076     * The 'slaying' field for transformer is used as verb for the action.
4077     */
4078 root 1.22 void
4079     apply_item_transformer (object *pl, object *transformer)
4080     {
4081     object *marked;
4082     object *new_item;
4083     char *find;
4084     char *separator;
4085     int yield;
4086     char got[MAX_BUF];
4087     int len;
4088    
4089     if (!pl || !transformer)
4090     return;
4091 root 1.114
4092 root 1.22 marked = find_marked_object (pl);
4093 root 1.114
4094 root 1.22 if (!marked)
4095 elmex 1.1 {
4096 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 root 1.22 return;
4098     }
4099 root 1.114
4100 root 1.22 if (!marked->slaying)
4101     {
4102 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 root 1.22 return;
4104     }
4105 root 1.114
4106 root 1.22 /* check whether they are compatible or not */
4107 root 1.182 find = strstr (&marked->slaying, transformer->arch->archname);
4108 root 1.108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 root 1.22 {
4110 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 root 1.22 return;
4112     }
4113 root 1.114
4114 root 1.108 find += strlen (transformer->arch->archname) + 1;
4115 root 1.22 /* Item can be used, now find how many and what it yields */
4116     if (isdigit (*(find)))
4117     {
4118     yield = atoi (find);
4119     if (yield < 1)
4120 elmex 1.1 {
4121 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122     yield = 1;
4123 elmex 1.1 }
4124 root 1.22 }
4125     else
4126     yield = 1;
4127 elmex 1.1
4128 root 1.22 while (isdigit (*find))
4129     find++;
4130 root 1.125
4131 root 1.22 while (*find == ' ')
4132     find++;
4133 root 1.114
4134 root 1.22 memset (got, 0, MAX_BUF);
4135 root 1.114
4136 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4137 root 1.114 len = separator - find;
4138 root 1.22 else
4139 root 1.114 len = strlen (find);
4140    
4141 root 1.22 if (len > MAX_BUF - 1)
4142     len = MAX_BUF - 1;
4143 root 1.114
4144 root 1.22 strcpy (got, find);
4145     got[len] = '\0';
4146    
4147     /* Now create new item, remove used ones when required. */
4148     new_item = get_archetype (got);
4149     if (!new_item)
4150     {
4151 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 root 1.22 return;
4153 elmex 1.1 }
4154 root 1.29
4155 root 1.22 new_item->nrof = yield;
4156 root 1.123
4157     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158    
4159 root 1.149 pl->insert (new_item);
4160 root 1.22 /* Eat up one item */
4161 root 1.144 marked->decrease ();
4162 root 1.114
4163 root 1.22 /* Eat one transformer if needed */
4164     if (transformer->stats.food)
4165     if (--transformer->stats.food == 0)
4166 root 1.144 transformer->decrease ();
4167 root 1.22 }
4168 root 1.123