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Revision: 1.189
Committed: Sun Feb 22 17:10:06 2009 UTC (15 years, 3 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.188: +24 -77 lines
Log Message:
fixed weapon improvement mechanism. removed duplicated 'item power'-like
check and weapons are using only item_power now to track ability to handle
improved weapons.

Also fixed a bad check for the maximum number of improvements for weapon.

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 elmex 1.189 * This function just checks whether who can handle equipping an item
402     * with item_power.
403     */
404    
405     bool
406     check_item_power (object *who, int item_power)
407     {
408     if (who->type == PLAYER
409     && item_power
410     && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411     return false;
412     else
413     return true;
414     }
415    
416     /**
417 elmex 1.1 * This returns the sum of nrof of item (arch name).
418     */
419 root 1.22 static int
420 root 1.182 check_item (object *op, shstr_cmp item)
421 elmex 1.1 {
422 root 1.22 int count = 0;
423 elmex 1.1
424 root 1.123 if (!item)
425 root 1.22 return 0;
426 root 1.66
427 root 1.123 for (op = op->below; op; op = op->below)
428 root 1.182 if (op->arch->archname == item)
429     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
430     && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
431     count += op->number_of ();
432 root 1.66
433 elmex 1.1 return count;
434     }
435    
436     /**
437     * This removes 'nrof' of what item->slaying says to remove.
438     * op is typically the player, which is only
439     * really used to determine what space to look at.
440     * Modified to only eat 'nrof' of objects.
441     */
442 root 1.22 static void
443 root 1.182 eat_item (object *op, shstr_cmp item, uint32 nrof)
444 elmex 1.1 {
445 root 1.22 object *prev;
446 elmex 1.1
447 root 1.22 prev = op;
448     op = op->below;
449 elmex 1.1
450 root 1.123 while (op)
451 root 1.22 {
452 root 1.182 if (op->arch->archname == item)
453 root 1.22 {
454     if (op->nrof >= nrof)
455     {
456 root 1.144 op->decrease (nrof);
457 root 1.22 return;
458     }
459     else
460     {
461 root 1.144 op->decrease (nrof);
462 root 1.22 nrof -= op->nrof;
463 root 1.14 }
464 root 1.123
465 root 1.22 op = prev;
466 root 1.14 }
467 root 1.123
468 root 1.22 prev = op;
469     op = op->below;
470 elmex 1.1 }
471     }
472    
473     /**
474     * Returns how many items of type improver->slaying there are under op.
475     * Will display a message if none found, and 1 if improver->slaying is NULL.
476     */
477 root 1.22 static int
478     check_sacrifice (object *op, const object *improver)
479 elmex 1.1 {
480 root 1.22 int count = 0;
481    
482 root 1.123 if (improver->slaying)
483 root 1.22 {
484     count = check_item (op, improver->slaying);
485     if (count < 1)
486     {
487 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
488 root 1.22 return 0;
489 root 1.14 }
490 elmex 1.1 }
491 root 1.22 else
492     count = 1;
493 elmex 1.1
494 root 1.22 return count;
495 elmex 1.1 }
496    
497     /**
498     * Actually improves the weapon, and tells user.
499     */
500 root 1.123 static int
501     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
502 elmex 1.1 {
503 root 1.123 stat += sacrifice_count;
504 elmex 1.1 weapon->last_eat++;
505 root 1.144 improver->decrease ();
506 elmex 1.1
507     /* So it updates the players stats and the window */
508 root 1.51 op->update_stats ();
509 root 1.123
510     op->statusmsg (format (
511 root 1.125 "Your sacrifice was accepted.\n"
512     "Weapon's bonus to %s improved by %d.",
513     statname, sacrifice_count
514 root 1.123 ));
515    
516 elmex 1.1 return 1;
517     }
518    
519     /* Types of improvements, hidden in the sp field. */
520 root 1.114 #define IMPROVE_PREPARE 1
521     #define IMPROVE_DAMAGE 2
522     #define IMPROVE_WEIGHT 3
523     #define IMPROVE_ENCHANT 4
524     #define IMPROVE_STR 5
525     #define IMPROVE_DEX 6
526     #define IMPROVE_CON 7
527     #define IMPROVE_WIS 8
528     #define IMPROVE_CHA 9
529     #define IMPROVE_INT 10
530     #define IMPROVE_POW 11
531 elmex 1.1
532     /**
533     * This does the prepare weapon scroll.
534     * Checks for sacrifice, and so on.
535     */
536 root 1.22 int
537     prepare_weapon (object *op, object *improver, object *weapon)
538 elmex 1.1 {
539 root 1.22 int sacrifice_count, i;
540     char buf[MAX_BUF];
541 elmex 1.1
542 root 1.22 if (weapon->level != 0)
543     {
544 root 1.125 op->failmsg ("Weapon is already prepared!");
545 elmex 1.1 return 0;
546     }
547 root 1.115
548 root 1.22 for (i = 0; i < NROFATTACKS; i++)
549     if (weapon->resist[i])
550     break;
551 elmex 1.1
552 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
553     * improvement of items that already have protections.
554     */
555     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
556     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
557     weapon->stats.exp || /* speed */
558     weapon->stats.ac) /* AC - only taifu's I think */
559 elmex 1.1 {
560 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
561     "H<A weapon is considered magical if it changes regeneration, "
562 root 1.160 "speed or ac, or has other protections.>");
563 elmex 1.1 return 0;
564     }
565 root 1.115
566 root 1.22 sacrifice_count = check_sacrifice (op, improver);
567     if (sacrifice_count <= 0)
568     return 0;
569 root 1.115
570 root 1.22 weapon->level = isqrt (sacrifice_count);
571     eat_item (op, improver->slaying, sacrifice_count);
572    
573 root 1.123 op->statusmsg (format (
574 root 1.125 "Your sacrifice was accepted."
575     "Your *%s may be improved %d times.",
576     &weapon->name, weapon->level
577 root 1.123 ));
578 root 1.22
579     sprintf (buf, "%s's %s", &op->name, &weapon->name);
580     weapon->name = weapon->name_pl = buf;
581     weapon->nrof = 0; /* prevents preparing n weapons in the same
582     slot at once! */
583 root 1.144 improver->decrease ();
584 root 1.22 weapon->last_eat = 0;
585     return 1;
586 elmex 1.1 }
587    
588     /**
589     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
590     * This is the new improve weapon code.
591     * Returns 0 if it was not able to work for some reason.
592     *
593     * Checks if weapon was prepared, if enough potions on the floor, ...
594     *
595     * We are hiding extra information about the weapon in the level and
596     * last_eat numbers for an object. Hopefully this won't break anything ??
597     * level == max improve last_eat == current improve
598     */
599 root 1.22 int
600     improve_weapon (object *op, object *improver, object *weapon)
601 elmex 1.1 {
602 root 1.22 int sacrifice_count, sacrifice_needed = 0;
603 elmex 1.1
604 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
605 root 1.123 return prepare_weapon (op, improver, weapon);
606    
607 root 1.22 if (weapon->level == 0)
608     {
609 elmex 1.189 op->failmsg (
610     "This weapon has not been prepared."
611     " H<You first have to prepare a weapon with a prepare weapon scroll.>");
612 root 1.22 return 0;
613     }
614 root 1.123
615 elmex 1.189 if (weapon->last_eat >= weapon->level // improvements used up
616     || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 root 1.22 {
618 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
619 root 1.22 return 0;
620     }
621 root 1.123
622 elmex 1.189 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623     && !check_item_power (op, weapon->item_power + 1))
624 root 1.22 {
625 root 1.125 op->failmsg ("Improving the weapon will make it too "
626 root 1.123 "powerful for you to use. Unready it if you "
627     "really want to improve it.");
628 root 1.22 return 0;
629     }
630 root 1.123
631 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
632     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
633     * don't put any maximum value on damage - the limit is how much the
634     * weapon can be improved.
635     */
636 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
637     {
638     weapon->stats.dam += 5;
639     weapon->weight += 5000; /* 5 KG's */
640 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
641 root 1.22 weapon->last_eat++;
642    
643     weapon->item_power++;
644 root 1.144 improver->decrease ();
645 root 1.22 return 1;
646     }
647 root 1.123
648 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
649     {
650     /* Reduce weight by 20% */
651     weapon->weight = (weapon->weight * 8) / 10;
652     if (weapon->weight < 1)
653     weapon->weight = 1;
654 root 1.123
655     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
656 root 1.22 weapon->last_eat++;
657     weapon->item_power++;
658 root 1.144 improver->decrease ();
659 root 1.22 return 1;
660     }
661 root 1.162
662 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
663     {
664     weapon->magic++;
665     weapon->last_eat++;
666 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
667 root 1.144 improver->decrease ();
668 root 1.22 weapon->item_power++;
669     return 1;
670     }
671 root 1.14
672 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
673     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
674    
675     if (sacrifice_needed < 1)
676     sacrifice_needed = 1;
677     sacrifice_needed *= 2;
678 elmex 1.1
679 root 1.22 sacrifice_count = check_sacrifice (op, improver);
680     if (sacrifice_count < sacrifice_needed)
681     {
682 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
683 root 1.22 return 0;
684     }
685 root 1.123
686 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
687 elmex 1.1 weapon->item_power++;
688    
689 root 1.22 switch (improver->stats.sp)
690     {
691 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
692     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
693     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
694     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
695     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
696     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
697     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
698 root 1.24 default:
699 root 1.125 op->failmsg ("Unknown improvement type.");
700 root 1.22 }
701 root 1.123
702 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
703 elmex 1.1 return 0;
704     }
705    
706     /**
707     * Handles the applying of improve/prepare/enchant weapon scroll.
708     * Checks a few things (not on a non-magic square, marked weapon, ...),
709     * then calls improve_weapon to do the dirty work.
710     */
711 root 1.22 int
712     check_improve_weapon (object *op, object *tmp)
713 elmex 1.1 {
714 root 1.22 object *otmp;
715 elmex 1.1
716 root 1.22 if (op->type != PLAYER)
717     return 0;
718 root 1.77
719 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720     {
721 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
722 elmex 1.1 return 0;
723     }
724 root 1.77
725 root 1.22 otmp = find_marked_object (op);
726 root 1.162
727 root 1.22 if (!otmp)
728     {
729 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.>");
730 elmex 1.1 return 0;
731     }
732 root 1.77
733 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
734     {
735 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
736 elmex 1.1 return 0;
737     }
738 root 1.77
739 root 1.123 op->statusmsg ("Applied weapon builder.");
740    
741 root 1.22 improve_weapon (op, tmp, otmp);
742     esrv_send_item (op, otmp);
743     return 1;
744 elmex 1.1 }
745    
746     /**
747     * This code deals with the armour improvment scrolls.
748     * Change limits on improvement - let players go up to
749     * +5 no matter what level, but they are limited by item
750     * power.
751     * Try to use same improvement code as in the common/treasure.c
752     * file, so that if you make a +2 full helm, it will be just
753     * the same as one you find in a shop.
754     *
755     * deprecated comment:
756     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
757     * only 'enchantment' of armour is possible - improving
758     * the stats of a player w/ armour as well as a weapon
759     * will probably horribly unbalance the game. Magic enchanting
760     * depends on the level of the character - ie the plus
761     * value (magic) of the armour can never be increased beyond
762     * the level of the character / 10 -- rounding upish, nor may
763     * the armour value of the piece of equipment exceed either
764     * the users level or 90)
765     * Modified by MSW for partial resistance. Only support
766     * changing of physical area right now.
767     */
768 root 1.22 int
769     improve_armour (object *op, object *improver, object *armour)
770 elmex 1.1 {
771 root 1.22 object *tmp;
772 elmex 1.1
773 root 1.22 if (armour->magic >= settings.armor_max_enchant)
774     {
775 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
776 root 1.22 return 0;
777 elmex 1.1 }
778 root 1.139
779 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
780     * etc), so take the easy way out and don't worry about it.
781     * Note - maybe add scrolls which make the random artifact versions (eg, armour
782     * of gnarg and what not?)
783     */
784     if (armour->title)
785     {
786 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
787 root 1.22 return 0;
788 elmex 1.1 }
789    
790 root 1.139 /* Split objects if needed. Can't insert tmp until the
791 root 1.22 * end of this function - otherwise it will just re-merge.
792     */
793 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
794 root 1.22
795     armour->magic++;
796    
797     if (!settings.armor_speed_linear)
798     {
799     int base = 100;
800     int pow = 0;
801 elmex 1.1
802 root 1.22 while (pow < armour->magic)
803 elmex 1.1 {
804 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
805     pow++;
806 elmex 1.1 }
807    
808 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
809 root 1.22 }
810     else
811 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
812 elmex 1.1
813 root 1.22 if (!settings.armor_weight_linear)
814     {
815     int base = 100;
816     int pow = 0;
817 elmex 1.1
818 root 1.22 while (pow < armour->magic)
819 elmex 1.1 {
820 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
821     pow++;
822 elmex 1.1 }
823    
824 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
825 root 1.22 }
826     else
827 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
828 root 1.22
829     if (armour->weight <= 0)
830     {
831     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
832     armour->weight = 1;
833     }
834    
835 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
836 elmex 1.1
837 root 1.22 if (op->type == PLAYER)
838     {
839     esrv_send_item (op, armour);
840 root 1.149
841 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
842 root 1.51 op->update_stats ();
843 elmex 1.1 }
844 root 1.123
845 root 1.144 improver->decrease ();
846 root 1.123
847 root 1.22 if (tmp)
848 root 1.149 op->insert (tmp);
849 root 1.123
850 root 1.22 return 1;
851 elmex 1.1 }
852    
853     /*
854     * convert_item() returns 1 if anything was converted, 0 if the item was not
855     * what the converter wants, -1 if the converter is broken.
856 root 1.142 *
857     * Takes one type of items and makes another.
858 elmex 1.1 * converter is the object that is doing the conversion.
859     * item is the object that triggered the converter - if it is not
860     * what the converter wants, this will not do anything.
861     */
862 root 1.142 static int
863 root 1.22 convert_item (object *item, object *converter)
864     {
865 root 1.140 sint64 nr, price_in;
866 root 1.22
867 root 1.142 if (item->flag [FLAG_UNPAID])
868     return 0;
869    
870     shstr conv_from = converter->slaying;
871     archetype *conv_to = converter->other_arch;
872     sint64 need = converter->stats.food;
873     sint64 give = converter->stats.sp;
874    
875 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
876     * it wants some amount. We don't make change (ie, if something costs
877     * 3 gp and player drops a platinum, tough luck)
878     */
879 root 1.142 if (conv_from == shstr_money)
880 root 1.22 {
881     if (item->type != MONEY)
882     return 0;
883    
884 root 1.142 nr = sint64 (item->nrof) * item->value / need;
885 root 1.22 if (!nr)
886     return 0;
887 root 1.121
888     converter->play_sound (sound_find ("shop_buy"));
889    
890 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
891 root 1.121
892 root 1.144 item->decrease (cost);
893 elmex 1.1
894 root 1.22 price_in = cost * item->value;
895     }
896     else
897     {
898 root 1.142 if (item->type == PLAYER
899     || conv_from != item->arch->archname
900     || (need && need > (uint16) item->nrof))
901 root 1.22 return 0;
902 elmex 1.1
903 root 1.121 converter->play_sound (sound_find ("convert_item"));
904    
905 root 1.142 if (need)
906 root 1.22 {
907 root 1.142 nr = sint64 (item->nrof) / need;
908 root 1.144 item->decrease (nr * need);
909 root 1.142 price_in = nr * need * item->value;
910 root 1.22 }
911     else
912     {
913     price_in = item->value;
914 root 1.172 item->destroy ();
915 root 1.22 }
916     }
917 root 1.14
918 root 1.121 if (converter->inv)
919 root 1.22 {
920     object *ob;
921     int i;
922     object *ob_to_copy;
923    
924     /* select random object from inventory to copy */
925     ob_to_copy = converter->inv;
926 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927     if (rndm (0, i) == 0)
928     ob_to_copy = ob;
929    
930 root 1.154 item = ob_to_copy->deep_clone ();
931 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932     unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 elmex 1.1 }
934 root 1.22 else
935     {
936 root 1.142 if (!conv_to)
937 root 1.22 {
938     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
940 root 1.22 return -1;
941     }
942    
943 root 1.142 item = object_create_arch (conv_to);
944 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
945     }
946    
947 root 1.142 if (give)
948     item->nrof = give;
949 root 1.121
950 root 1.22 if (nr)
951     item->nrof *= nr;
952 root 1.121
953 elmex 1.173 if (converter->flag [FLAG_PRECIOUS])
954 root 1.22 SET_FLAG (item, FLAG_UNPAID);
955 elmex 1.173
956     if (is_in_shop (converter))
957     {
958     // converters on shop floors don't work anymore, bug lets check for it
959     // and report in case someone still does it.
960     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961     converter->debug_desc ());
962     SET_FLAG (item, FLAG_UNPAID);
963     }
964 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
965 root 1.22 {
966     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 root 1.121 /**
969     * elmex: we are going to let the game continue, as the mapcreator
970     * hopefully had something in mind when doing this.
971     */
972     }
973 elmex 1.1
974 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
975     // get an 'identified' flag so easily.
976     if (need_identify (item))
977     identify (item);
978    
979 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980     return 1;
981 elmex 1.1 }
982 root 1.22
983 elmex 1.1 /**
984     * Handle apply on containers.
985     * By Eneq(@csd.uu.se).
986     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
987     * added the alchemical cauldron to the code -b.t.
988     */
989 root 1.22 int
990     apply_container (object *op, object *sack)
991 elmex 1.1 {
992 root 1.68 if (op->type != PLAYER || !op->contr->ns)
993 root 1.22 return 0; /* This might change */
994 elmex 1.1
995 root 1.68 if (!sack || sack->type != CONTAINER)
996 root 1.22 {
997 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
998 root 1.22 return 0;
999 elmex 1.1 }
1000 root 1.40
1001     op->contr->last_used = 0;
1002 elmex 1.1
1003 root 1.68 if (sack->env && sack->env != op)
1004 root 1.22 {
1005 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 root 1.68 return 1;
1007 elmex 1.1 }
1008    
1009 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1010     if (sack->flag [FLAG_APPLIED])
1011 root 1.22 {
1012 root 1.68 if (op->container == sack)
1013 root 1.22 {
1014 root 1.68 // open on ground or inv, so close
1015     op->close_container ();
1016     return 1;
1017 root 1.22 }
1018 root 1.68 else if (!sack->env)
1019 root 1.22 {
1020 root 1.68 // active, but not ours: some other player has opened it
1021 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 root 1.68 return 1;
1023 root 1.14 }
1024 root 1.22
1025 root 1.68 // fall through to opening it (active in inv)
1026 elmex 1.1 }
1027 root 1.68 else if (sack->env)
1028 root 1.22 {
1029 root 1.68 // it is in our env, so activate it, do not open yet
1030     op->close_container ();
1031     sack->flag [FLAG_APPLIED] = 1;
1032     esrv_update_item (UPD_FLAGS, op, sack);
1033 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1034 root 1.68 return 1;
1035 elmex 1.1 }
1036    
1037 root 1.68 // it's locked?
1038 root 1.22 if (sack->slaying)
1039 root 1.68 {
1040     if (object *tmp = find_key (op, op, sack))
1041 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 root 1.22 else
1043     {
1044 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 root 1.68 return 1;
1046 root 1.22 }
1047 elmex 1.1 }
1048    
1049 root 1.68 op->open_container (sack);
1050 elmex 1.1
1051 root 1.22 return 1;
1052 elmex 1.1 }
1053    
1054     /**
1055     * Handles dropping things on altar.
1056     * Returns true if sacrifice was accepted.
1057     */
1058 root 1.22 static int
1059     apply_altar (object *altar, object *sacrifice, object *originator)
1060 elmex 1.1 {
1061 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1062     if (altar->inv && (!originator || originator->type != PLAYER))
1063     return 0;
1064    
1065     if (operate_altar (altar, &sacrifice))
1066     {
1067     /* Simple check. Unfortunately, it means you can't cast magic bullet
1068     * with an altar. We call it a Potion - altars are stationary - it
1069     * is up to map designers to use them properly.
1070     */
1071     if (altar->inv && altar->inv->type == SPELL)
1072     {
1073 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1074 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1075 root 1.124 /* If it is connected, push the button. Fixes some problems with
1076 root 1.22 * old maps.
1077     */
1078 elmex 1.1
1079     /* push_button (altar);*/
1080 root 1.14 }
1081 root 1.22 else
1082     {
1083     altar->value = 1; /* works only once */
1084 root 1.183 push_button (altar, originator);
1085 root 1.22 }
1086 root 1.26
1087     return !sacrifice;
1088 root 1.22 }
1089     else
1090 root 1.26 return 0;
1091 elmex 1.1 }
1092    
1093     /**
1094     * Handles 'movement' of shop mats.
1095     * Returns 1 if 'op' was destroyed, 0 if not.
1096     * Largely re-written to not use nearly as many gotos, plus
1097     * some of this code just looked plain out of date.
1098     * MSW 2001-08-29
1099     */
1100 root 1.22 int
1101     apply_shop_mat (object *shop_mat, object *op)
1102 elmex 1.1 {
1103 elmex 1.15 int rv = 0;
1104     double opinion;
1105     object *tmp, *next;
1106 elmex 1.1
1107 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108 elmex 1.1
1109 root 1.121 bool has_unpaid = false;
1110    
1111     // quite inefficient to do this here twice, but the api doesn'T lend itself to
1112     // a quick and small change :(
1113     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114     if (item->flag [FLAG_UNPAID])
1115     {
1116     has_unpaid = true;
1117     break;
1118     }
1119    
1120 root 1.178 if (!op->is_player ())
1121 elmex 1.15 {
1122     /* Remove all the unpaid objects that may be carried here.
1123     * This could be pets or monsters that are somehow in
1124     * the shop.
1125     */
1126     for (tmp = op->inv; tmp; tmp = next)
1127     {
1128     next = tmp->below;
1129 root 1.25
1130 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131     {
1132     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1133 root 1.14
1134 root 1.178 if (i >= 0)
1135     tmp->move (i);
1136 root 1.14 }
1137     }
1138    
1139 elmex 1.15 /* Don't teleport things like spell effects */
1140     if (QUERY_FLAG (op, FLAG_NO_PICK))
1141     return 0;
1142 root 1.14
1143 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1144     * shop mats. Instead, put it on a nearby space.
1145     */
1146     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1147     {
1148     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150 root 1.22
1151 elmex 1.15 if (i != -1)
1152 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153    
1154 elmex 1.15 return 0;
1155 root 1.14 }
1156 root 1.178
1157 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1158     * the teleport function should be able to handle this just fine.
1159     */
1160     rv = teleport (shop_mat, SHOP_MAT, op);
1161 elmex 1.1 }
1162 root 1.25 else if (can_pay (op) && get_payment (op))
1163 elmex 1.15 {
1164 root 1.24 /* this is only used for players */
1165 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1166    
1167 root 1.121 if (has_unpaid)
1168     op->contr->play_sound (sound_find ("shop_buy"));
1169     else if (is_in_shop (op))
1170     op->contr->play_sound (sound_find ("shop_enter"));
1171     else
1172     op->contr->play_sound (sound_find ("shop_leave"));
1173    
1174 elmex 1.15 if (shop_mat->msg)
1175 root 1.124 op->statusmsg (shop_mat->msg);
1176 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1177     * but there is never a guarantee that the bottom space on the map is
1178     * actually the shop floor.
1179     */
1180     else if (!rv && !is_in_shop (op))
1181     {
1182     opinion = shopkeeper_approval (op->map, op);
1183 root 1.24
1184 root 1.124 op->statusmsg (
1185     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186     : opinion >= 0.75 ? "The shopkeeper waves to you."
1187     : opinion >= 0.50 ? "The shopkeeper ignores you."
1188     : "The shopkeeper glares at you with contempt."
1189     );
1190 root 1.14 }
1191 elmex 1.1 }
1192 elmex 1.15 else
1193     {
1194     /* if we get here, a player tried to leave a shop but was not able
1195 root 1.121 * to afford the items he has. We try to move the player so that
1196 elmex 1.15 * they are not on the mat anymore
1197     */
1198     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199 root 1.22
1200 elmex 1.15 if (i == -1)
1201 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1202 elmex 1.15 else
1203     {
1204 root 1.36 op->remove ();
1205 elmex 1.15 op->x += freearr_x[i];
1206     op->y += freearr_y[i];
1207     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1208 root 1.14 }
1209 elmex 1.1 }
1210 root 1.24
1211 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1212     return rv;
1213 elmex 1.1 }
1214    
1215     /**
1216     * Handles applying a sign.
1217     */
1218 root 1.22 static void
1219     apply_sign (object *op, object *sign, int autoapply)
1220 elmex 1.1 {
1221 root 1.179 if (!op->is_player())
1222     return;
1223    
1224 root 1.165 if (sign->has_dialogue ())
1225     {
1226 root 1.177 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 root 1.165 return;
1228     }
1229 root 1.22
1230 root 1.124 if (!sign->msg)
1231 root 1.22 {
1232 root 1.177 op->contr->infobox (MSG_CHANNEL ("examine"),
1233     format ("T<%s>\n\n Nothing %sis written on it.",
1234     &sign->name,
1235     sign->name == sign->arch->name ? "" : "else "));
1236 root 1.22 return;
1237 elmex 1.1 }
1238    
1239 root 1.22 if (sign->stats.food)
1240     {
1241     if (sign->last_eat >= sign->stats.food)
1242     {
1243     if (!sign->move_on)
1244 root 1.177 op->failmsg ("You cannot read it anymore.");
1245 root 1.120
1246 root 1.22 return;
1247 root 1.14 }
1248 elmex 1.1
1249 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1250     sign->last_eat++;
1251 elmex 1.1 }
1252    
1253 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1254     * No way to know for sure. The presumption is basically that if
1255     * move_on is zero, it needs to be manually applied (doesn't talk
1256     * to us).
1257     */
1258     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1259     {
1260 root 1.125 op->failmsg ("You are unable to read while blind!");
1261 root 1.22 return;
1262     }
1263 root 1.110
1264     if (op->contr)
1265     if (client *ns = op->contr->ns)
1266     {
1267 root 1.135 if (sign->sound)
1268     ns->play_sound (sign->sound);
1269     else if (autoapply)
1270 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1271 root 1.110
1272 root 1.176 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 root 1.110 }
1274 elmex 1.1 }
1275    
1276 root 1.167 static void
1277     move_apply_hole (object *trap, object *victim)
1278     {
1279     /* Hole not open? */
1280     if (trap->stats.wc > 0)
1281     return;
1282    
1283     /* Is this a multipart monster and not the head? If so, return.
1284     * Processing will happen if the head runs into the pit
1285     */
1286     if (victim->head)
1287     return;
1288    
1289     // now find all possible locations and randomly pick one
1290     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1292     : trap->range >= 2 ? SIZEOFFREE2 + 1
1293     : trap->range >= 1 ? SIZEOFFREE1 + 1
1294     : SIZEOFFREE0 + 1);
1295 root 1.167
1296     if (dir < 0)
1297     return;
1298    
1299     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300     victim->statusmsg ("You fall through the hole!", NDI_RED);
1301    
1302     transfer_ob (victim,
1303     EXIT_X (trap) + freearr_x[dir],
1304     EXIT_Y (trap) + freearr_y[dir],
1305     0, victim);
1306     }
1307    
1308 elmex 1.1 /**
1309     * 'victim' moves onto 'trap'
1310     * 'victim' leaves 'trap'
1311     * effect is determined by move_on/move_off of trap and move_type of victime.
1312     *
1313     * originator: Player, monster or other object that caused 'victim' to move
1314     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1315     * However, some types of traps require an originator to function.
1316     */
1317 root 1.22 void
1318 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1319 elmex 1.1 {
1320     static int recursion_depth = 0;
1321    
1322     /* Only exits affect DMs. */
1323 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1324 elmex 1.1 return;
1325    
1326     /* move_apply() is the most likely candidate for causing unwanted and
1327     * possibly unlimited recursion.
1328     */
1329     /* The following was changed because it was causing perfeclty correct
1330     * maps to fail. 1) it's not an error to recurse:
1331     * rune detonates, summoning monster. monster lands on nearby rune.
1332     * nearby rune detonates. This sort of recursion is expected and
1333     * proper. This code was causing needless crashes.
1334     */
1335 root 1.22 if (recursion_depth >= 500)
1336     {
1337     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1338 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1339 root 1.22 return;
1340 elmex 1.1 }
1341 root 1.110
1342 root 1.22 recursion_depth++;
1343     if (trap->head)
1344     trap = trap->head;
1345 elmex 1.1
1346 root 1.22 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347     goto leave;
1348 elmex 1.1
1349 root 1.22 switch (trap->type)
1350     {
1351 root 1.23 case PLAYERMOVER:
1352     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1353     {
1354     if (!trap->stats.maxsp)
1355     trap->stats.maxsp = 2;
1356 root 1.14
1357 root 1.23 /* Is this correct? From the docs, it doesn't look like it
1358     * should be divided by trap->speed
1359     */
1360     victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1361 root 1.14
1362 root 1.23 /* Just put in some sanity check. I think there is a bug in the
1363     * above with some objects have zero speed, and thus the player
1364     * getting permanently paralyzed.
1365     */
1366 root 1.93 if (victim->speed_left < -50.f)
1367     victim->speed_left = -50.f;
1368 root 1.23 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369     }
1370     goto leave;
1371 root 1.14
1372 root 1.23 case SPINNER:
1373     if (victim->direction)
1374     {
1375     victim->direction = absdir (victim->direction - trap->stats.sp);
1376     update_turn_face (victim);
1377     }
1378     goto leave;
1379 root 1.14
1380 root 1.23 case DIRECTOR:
1381     if (victim->direction && !should_director_abort (trap, victim))
1382     {
1383     victim->direction = trap->stats.sp;
1384     update_turn_face (victim);
1385     }
1386     goto leave;
1387 root 1.14
1388 root 1.23 case BUTTON:
1389     case PEDESTAL:
1390 root 1.183 update_button (trap, originator);
1391 root 1.23 goto leave;
1392    
1393     case ALTAR:
1394     /* sacrifice victim on trap */
1395     apply_altar (trap, victim, originator);
1396     goto leave;
1397 root 1.14
1398 root 1.23 case THROWN_OBJ:
1399     if (trap->inv == NULL)
1400 root 1.22 goto leave;
1401 root 1.23 /* fallthrough */
1402 root 1.14
1403 root 1.23 case ARROW:
1404     /* bad bug: monster throw a object, make a step forwards, step on object ,
1405     * trigger this here and get hit by own missile - and will be own enemy.
1406     * Victim then is his own enemy and will start to kill herself (this is
1407     * removed) but we have not synced victim and his missile. To avoid senseless
1408     * action, we avoid hits here
1409     */
1410     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411     hit_with_arrow (trap, victim);
1412     goto leave;
1413 root 1.14
1414 root 1.23 case SPELL_EFFECT:
1415     apply_spell_effect (trap, victim);
1416     goto leave;
1417 root 1.14
1418 root 1.23 case TRAPDOOR:
1419     {
1420     int max, sound_was_played;
1421     object *ab, *ab_next;
1422 root 1.22
1423 root 1.23 if (!trap->value)
1424     {
1425     int tot;
1426 root 1.14
1427 root 1.143 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 root 1.143 tot += ab->head_ ()->total_weight ();
1430 root 1.14
1431 root 1.23 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432     goto leave;
1433 root 1.22
1434 root 1.23 SET_ANIMATION (trap, trap->value);
1435     update_object (trap, UP_OBJ_FACE);
1436     }
1437 root 1.14
1438 root 1.23 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 root 1.22 {
1440 root 1.23 /* need to set this up, since if we do transfer the object,
1441     * ab->above would be bogus
1442     */
1443     ab_next = ab->above;
1444 root 1.14
1445 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 root 1.22 {
1447 root 1.23 if (!sound_was_played)
1448     {
1449 root 1.124 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 root 1.23 sound_was_played = 1;
1451     }
1452 root 1.118
1453 root 1.124 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 root 1.14 }
1456     }
1457 root 1.22 goto leave;
1458 root 1.23 }
1459 root 1.14
1460 root 1.23 case CONVERTER:
1461     if (convert_item (victim, trap) < 0)
1462     {
1463 root 1.125 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 root 1.155 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 root 1.63 }
1466 root 1.14
1467 root 1.23 goto leave;
1468 root 1.14
1469 root 1.23 case TRIGGER_BUTTON:
1470     case TRIGGER_PEDESTAL:
1471     case TRIGGER_ALTAR:
1472     check_trigger (trap, victim);
1473     goto leave;
1474    
1475     case DEEP_SWAMP:
1476     walk_on_deep_swamp (trap, victim);
1477     goto leave;
1478    
1479     case CHECK_INV:
1480 elmex 1.46 check_inv (victim, trap);
1481 root 1.23 goto leave;
1482    
1483     case HOLE:
1484 root 1.167 move_apply_hole (trap, victim);
1485 root 1.23 goto leave;
1486 root 1.14
1487 root 1.23 case EXIT:
1488     if (victim->type == PLAYER && EXIT_PATH (trap))
1489     {
1490     /* Basically, don't show exits leading to random maps the
1491     * players output.
1492     */
1493 root 1.180 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 root 1.124 victim->statusmsg (trap->msg, NDI_NAVY);
1495 root 1.55
1496 root 1.131 trap->play_sound (trap->sound);
1497 root 1.55 victim->enter_exit (trap);
1498 root 1.23 }
1499     goto leave;
1500 root 1.14
1501 root 1.23 case ENCOUNTER:
1502     /* may be some leftovers on this */
1503     goto leave;
1504    
1505     case SHOP_MAT:
1506     apply_shop_mat (trap, victim);
1507     goto leave;
1508    
1509     /* Drop a certain amount of gold, and have one item identified */
1510     case IDENTIFY_ALTAR:
1511     apply_id_altar (victim, trap, originator);
1512     goto leave;
1513    
1514     case SIGN:
1515     if (victim->type != PLAYER && trap->stats.food > 0)
1516 root 1.24 goto leave; /* monsters musn't apply magic_mouths with counters */
1517 root 1.23
1518     apply_sign (victim, trap, 1);
1519     goto leave;
1520    
1521     case CONTAINER:
1522 root 1.68 apply_container (victim, trap);
1523 root 1.23 goto leave;
1524    
1525     case RUNE:
1526     case TRAP:
1527     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 root 1.126 spring_trap (trap, victim);
1529 root 1.23 goto leave;
1530 root 1.14
1531 root 1.23 default:
1532     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533 root 1.108 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 root 1.23 goto leave;
1535 elmex 1.1 }
1536    
1537 root 1.22 leave:
1538     recursion_depth--;
1539 elmex 1.1 }
1540    
1541     /**
1542     * Handles reading a regular (ie not containing a spell) book.
1543     */
1544 root 1.22 static void
1545     apply_book (object *op, object *tmp)
1546 elmex 1.1 {
1547 root 1.22 int lev_diff;
1548     object *skill_ob;
1549    
1550     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1551     {
1552 root 1.125 op->failmsg ("You are unable to read while blind!");
1553 root 1.22 return;
1554     }
1555 root 1.112
1556     if (!tmp->msg)
1557 root 1.22 {
1558 root 1.125 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1559 root 1.22 return;
1560     }
1561 elmex 1.1
1562 root 1.22 /* need a literacy skill to read stuff! */
1563     skill_ob = find_skill_by_name (op, tmp->skill);
1564     if (!skill_ob)
1565     {
1566 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));
1567 elmex 1.1 return;
1568     }
1569 root 1.112
1570 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1571     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572     {
1573 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1574 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1575     : lev_diff < 5 ? "This book is beyond your comprehension."
1576     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1577     : lev_diff < 15 ? "This book is way beyond your comprehension."
1578     : "This book is totally beyond your comprehension.");
1579 elmex 1.1 return;
1580     }
1581    
1582 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1583    
1584 root 1.112 if (player *pl = op->contr)
1585     if (client *ns = pl->ns)
1586 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1587 root 1.22
1588     /* gain xp from reading */
1589     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1590     { /* only if not read before */
1591     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1592    
1593     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1594     {
1595     /*exp_gain *= 2; because they just identified it too */
1596     SET_FLAG (tmp, FLAG_IDENTIFIED);
1597 root 1.41
1598 root 1.149 if (object *pl = tmp->visible_to ())
1599     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1600 root 1.22 }
1601 root 1.41
1602 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1603     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1604 elmex 1.1 }
1605     }
1606    
1607     /**
1608     * Handles the applying of a skill scroll, calling learn_skill straight.
1609     * op is the person learning the skill, tmp is the skill scroll object
1610     */
1611 root 1.22 static void
1612     apply_skillscroll (object *op, object *tmp)
1613 elmex 1.1 {
1614 root 1.124 switch (learn_skill (op, tmp))
1615 root 1.22 {
1616 root 1.24 case 0:
1617 root 1.124 op->play_sound (sound_find ("generic_fail"));
1618 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1619 root 1.124 break;
1620 root 1.24
1621     case 1:
1622 root 1.144 tmp->decrease ();
1623 root 1.124 op->play_sound (sound_find ("skill_learn"));
1624     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1625     break;
1626 root 1.14
1627 root 1.24 default:
1628 root 1.144 tmp->decrease ();
1629 root 1.124 op->play_sound (sound_find ("generic_fail"));
1630 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1631 root 1.124 break;
1632 elmex 1.1 }
1633     }
1634    
1635     /**
1636     * Actually makes op learn spell.
1637     * Informs player of what happens.
1638     */
1639 root 1.22 void
1640     do_learn_spell (object *op, object *spell, int special_prayer)
1641 elmex 1.1 {
1642 root 1.22 object *tmp;
1643 elmex 1.1
1644 root 1.22 if (op->type != PLAYER)
1645     {
1646     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1647     return;
1648 elmex 1.1 }
1649    
1650 root 1.22 /* Upgrade special prayers to normal prayers */
1651     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1652     {
1653     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1654     {
1655     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1656     return;
1657 elmex 1.1 }
1658 root 1.22 return;
1659 elmex 1.1 }
1660    
1661 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1662    
1663 root 1.39 tmp = spell->clone ();
1664 root 1.22 insert_ob_in_ob (tmp, op);
1665    
1666     if (special_prayer)
1667 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1668 elmex 1.1
1669 root 1.22 esrv_add_spells (op->contr, tmp);
1670 elmex 1.1 }
1671    
1672     /**
1673     * Erases spell from player's inventory.
1674     */
1675 root 1.22 void
1676     do_forget_spell (object *op, const char *spell)
1677 elmex 1.1 {
1678 root 1.22 object *spob;
1679    
1680     if (op->type != PLAYER)
1681     {
1682     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1683     return;
1684     }
1685     if ((spob = check_spell_known (op, spell)) == NULL)
1686     {
1687     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1688     return;
1689     }
1690 elmex 1.1
1691 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1692 root 1.22 player_unready_range_ob (op->contr, spob);
1693     esrv_remove_spell (op->contr, spob);
1694 root 1.172 spob->destroy ();
1695 elmex 1.1 }
1696    
1697     /**
1698     * Handles player applying a spellbook.
1699     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1700     * stuff like that. Random learning failure too.
1701     */
1702 root 1.22 static void
1703     apply_spellbook (object *op, object *tmp)
1704 elmex 1.1 {
1705 root 1.22 object *skop, *spell, *spell_skill;
1706    
1707     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1708     {
1709 root 1.125 op->failmsg ("You are unable to read while blind.");
1710 root 1.22 return;
1711     }
1712    
1713     /* artifact_spellbooks have 'slaying' field point to a spell name,
1714     * instead of having their spell stored in stats.sp. These are
1715     * legacy spellbooks
1716     */
1717 root 1.114 if (tmp->slaying)
1718 root 1.22 {
1719     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1720     if (!spell)
1721     {
1722 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1723 root 1.22 return;
1724 root 1.14 }
1725 root 1.22 else
1726     insert_ob_in_ob (spell, tmp);
1727 root 1.114
1728     tmp->slaying = 0;
1729 root 1.22 }
1730    
1731     skop = find_skill_by_name (op, tmp->skill);
1732    
1733     /* need a literacy skill to learn spells. Also, having a literacy level
1734     * lower than the spell will make learning the spell more difficult */
1735     if (!skop)
1736     {
1737 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1738 root 1.22 return;
1739     }
1740    
1741     spell = tmp->inv;
1742 root 1.32
1743 root 1.22 if (!spell)
1744     {
1745     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1746 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1747 root 1.22 return;
1748     }
1749 root 1.31
1750 root 1.34 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1751 root 1.22 {
1752 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1753 root 1.22 return;
1754     }
1755    
1756 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1757 root 1.22
1758     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1759 root 1.149 identify (tmp);
1760 root 1.22
1761     /* I removed the check for special_prayer_mark here - it didn't make
1762     * a lot of sense - special prayers are not found in spellbooks, and
1763     * if the player doesn't know the spell, doesn't make a lot of sense that
1764     * they would have a special prayer mark.
1765     */
1766     if (check_spell_known (op, spell->name))
1767     {
1768 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");
1769 root 1.22 return;
1770 elmex 1.1 }
1771 root 1.22
1772     if (spell->skill)
1773     {
1774     spell_skill = find_skill_by_name (op, spell->skill);
1775 root 1.25
1776 root 1.22 if (!spell_skill)
1777     {
1778 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1779 root 1.22 return;
1780 root 1.14 }
1781 root 1.25
1782 root 1.22 if (spell_skill->level < spell->level)
1783     {
1784 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1785 root 1.22 return;
1786 root 1.14 }
1787 elmex 1.1 }
1788    
1789 root 1.22 /* Logic as follows
1790     *
1791     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1792     *
1793     * 2- The learner's skill level in literacy adjusts the chance to learn
1794     * a spell.
1795     *
1796     * 3 -Automatically fail to learn if you read while confused
1797     *
1798     * Overall, chances are the same but a player will find having a high
1799     * literacy rate very useful! -b.t.
1800     */
1801     if (QUERY_FLAG (op, FLAG_CONFUSED))
1802     {
1803 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1804 root 1.22 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1805     }
1806     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1807     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1808     {
1809 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1810 root 1.22 do_learn_spell (op, spell, 0);
1811    
1812     /* xp gain to literacy for spell learning */
1813     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1814     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1815 elmex 1.1 }
1816 root 1.22 else
1817     {
1818 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1819 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");
1820 root 1.22 }
1821 root 1.73
1822 root 1.144 tmp->decrease ();
1823 elmex 1.1 }
1824    
1825     /**
1826     * Handles applying a spell scroll.
1827     */
1828 root 1.22 void
1829     apply_scroll (object *op, object *tmp, int dir)
1830 elmex 1.1 {
1831 root 1.22 object *skop;
1832 elmex 1.1
1833 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1834     {
1835 root 1.125 op->failmsg ("You are unable to read while blind.");
1836 root 1.22 return;
1837 elmex 1.1 }
1838    
1839 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1840     {
1841 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1842 root 1.22 return;
1843 elmex 1.1 }
1844    
1845 root 1.22 if (op->type == PLAYER)
1846     {
1847     /* players need a literacy skill to read stuff! */
1848     int exp_gain = 0;
1849 elmex 1.1
1850 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1851     * should go for anything killed by the spell.
1852     */
1853     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1854 elmex 1.1
1855 root 1.22 if (!skop)
1856     {
1857 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1858 root 1.22 return;
1859     }
1860 elmex 1.1
1861 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1862     change_exp (op, exp_gain, skop->skill, 0);
1863 elmex 1.1 }
1864    
1865 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1866     identify (tmp);
1867 elmex 1.1
1868 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1869 elmex 1.1
1870 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 root 1.144 tmp->decrease ();
1872 elmex 1.1 }
1873    
1874     /**
1875     * Applies a treasure object - by default, chest. op
1876     * is the person doing the applying, tmp is the treasure
1877     * chest.
1878     */
1879 root 1.22 static void
1880     apply_treasure (object *op, object *tmp)
1881 elmex 1.1 {
1882 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1883 root 1.22 * for the chest is done when the chest is created, and put into the chest
1884 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1885     * prevents people from moving chests to more difficult maps to get better
1886 root 1.22 * treasure
1887     */
1888 root 1.99 object *treas = tmp->inv;
1889 root 1.22
1890 root 1.99 if (!treas)
1891 root 1.22 {
1892 root 1.124 op->statusmsg ("The chest was empty.");
1893 root 1.144 tmp->decrease ();
1894 root 1.22 return;
1895     }
1896 root 1.99
1897 root 1.22 while (tmp->inv)
1898     {
1899     treas = tmp->inv;
1900 root 1.36 treas->remove ();
1901 elmex 1.1
1902 root 1.22 treas->x = op->x;
1903     treas->y = op->y;
1904     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1905    
1906     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1907     spring_trap (treas, op);
1908 root 1.37
1909 root 1.22 /* If either player or container was destroyed, no need to do
1910 root 1.124 * further processing. I think this should be enclused with
1911 root 1.22 * spring trap above, as I don't think there is otherwise
1912 root 1.124 * any way for the treasure chest or player to get killed.
1913 root 1.22 */
1914 root 1.29 if (op->destroyed () || tmp->destroyed ())
1915 root 1.22 break;
1916 elmex 1.1 }
1917    
1918 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1919 root 1.171 tmp->decrease (true);
1920 elmex 1.1 }
1921    
1922     /**
1923     * op eats food.
1924     * If player, takes care of messages and dragon special food.
1925     */
1926 root 1.22 static void
1927     apply_food (object *op, object *tmp)
1928 elmex 1.1 {
1929 root 1.22 int capacity_remaining;
1930 elmex 1.1
1931 root 1.22 if (op->type != PLAYER)
1932     op->stats.hp = op->stats.maxhp;
1933     else
1934     {
1935 elmex 1.1 /* check if this is a dragon (player), eating some flesh */
1936 root 1.22 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1937 root 1.14 ;
1938 root 1.22 else
1939     {
1940     /* usual case - no dragon meal: */
1941     if (op->stats.food + tmp->stats.food > 999)
1942     {
1943     if (tmp->type == FOOD || tmp->type == FLESH)
1944 root 1.125 op->failmsg ("You feel full, but what a waste of food!");
1945 root 1.22 else
1946 root 1.124 op->statusmsg ("Most of the drink goes down your face not your throat!");
1947 root 1.22 }
1948    
1949 root 1.132 tmp->play_sound (
1950     tmp->sound
1951     ? tmp->sound
1952     : tmp->type == DRINK
1953     ? sound_find ("eat_drink")
1954     : sound_find ("eat_food")
1955     );
1956    
1957 root 1.22 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958     {
1959 root 1.124 const char *buf;
1960 root 1.22
1961     if (!is_dragon_pl (op))
1962     {
1963     /* eating message for normal players */
1964     if (tmp->type == DRINK)
1965 root 1.124 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 root 1.22 else
1967 root 1.124 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 root 1.22 }
1969     else
1970 root 1.124 /* eating message for dragon players */
1971     buf = format ("The %s tasted terrible!", &tmp->name);
1972    
1973     op->statusmsg (buf);
1974 root 1.22
1975     capacity_remaining = 999 - op->stats.food;
1976     op->stats.food += tmp->stats.food;
1977     if (capacity_remaining < tmp->stats.food)
1978     op->stats.hp += capacity_remaining / 50;
1979     else
1980     op->stats.hp += tmp->stats.food / 50;
1981 root 1.124
1982 root 1.22 if (op->stats.hp > op->stats.maxhp)
1983     op->stats.hp = op->stats.maxhp;
1984     if (op->stats.food > 999)
1985     op->stats.food = 999;
1986     }
1987 root 1.14
1988 root 1.22 /* special food hack -b.t. */
1989     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990     eat_special_food (op, tmp);
1991     }
1992 elmex 1.1 }
1993 root 1.114
1994 root 1.22 handle_apply_yield (tmp);
1995 root 1.144 tmp->decrease ();
1996 elmex 1.1 }
1997    
1998     /**
1999     * A dragon is eating some flesh. If the flesh contains resistances,
2000     * there is a chance for the dragon's skin to get improved.
2001     *
2002     * attributes:
2003     * object *op the object (dragon player) eating the flesh
2004     * object *meal the flesh item, getting chewed in dragon's mouth
2005     * return:
2006     * int 1 if eating successful, 0 if it doesn't work
2007     */
2008 root 1.22 int
2009     dragon_eat_flesh (object *op, object *meal)
2010     {
2011     object *skin = NULL; /* pointer to dragon skin force */
2012     object *abil = NULL; /* pointer to dragon ability force */
2013     object *tmp = NULL; /* tmp. object */
2014    
2015 elmex 1.1 double chance; /* improvement-chance of one resistance type */
2016 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
2017     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018     double mbonus = 0; /* monster bonus */
2019 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 root 1.22 int winners = 0; /* number of winners */
2021 elmex 1.1 int i; /* index */
2022 root 1.22
2023 elmex 1.1 /* let's make sure and doublecheck the parameters */
2024 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2025 elmex 1.1 return 0;
2026 root 1.22
2027 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028     from the player's inventory */
2029 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2030     if (tmp->type == FORCE)
2031 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 root 1.60 skin = tmp;
2033 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 root 1.60 abil = tmp;
2035 root 1.22
2036 elmex 1.1 /* if either skin or ability are missing, this is an old player
2037     which is not to be considered a dragon -> bail out */
2038 root 1.22 if (skin == NULL || abil == NULL)
2039     return 0;
2040    
2041 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2042 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2043 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2044     else
2045 root 1.22 op->stats.hp += meal->stats.food / 50;
2046 root 1.124
2047 root 1.22 if (op->stats.hp > op->stats.maxhp)
2048     op->stats.hp = op->stats.maxhp;
2049    
2050     op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051    
2052     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053    
2054 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2055 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2056     {
2057     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058     {
2059     /* got positive resistance, now calculate improvement chance (0-100) */
2060    
2061     /* this bonus makes resistance increase easier at lower levels */
2062     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2063     if (i == abil->stats.exp)
2064     bonus += 5; /* additional bonus for resistance of ability-focus */
2065    
2066     /* monster bonus increases with level, because high-level
2067     flesh is too rare */
2068     mbonus = op->level * 20. / ((double) settings.max_level);
2069    
2070     chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071     ((double) settings.max_level)) - skin->resist[i];
2072    
2073     if (chance >= 0.)
2074     chance += 1.;
2075     else
2076     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077    
2078     /* chance is proportional to amount of resistance (max. 50) */
2079     chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2080    
2081     /* doubled chance for resistance of ability-focus */
2082     if (i == abil->stats.exp)
2083     chance = MIN (100., chance * 2.);
2084    
2085     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2086 pippijn 1.71 if (rndm (10000) < (unsigned int) (chance * 100))
2087 root 1.22 {
2088     atnr_winner[winners] = i;
2089     winners++;
2090     }
2091    
2092     if (chance >= 0.01)
2093     totalchance *= 1 - chance / 100;
2094    
2095     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2096     }
2097 elmex 1.1 }
2098 root 1.22
2099 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2100 root 1.22 totalchance = 100 - totalchance * 100;
2101 root 1.124
2102 elmex 1.1 /* print message according to totalchance */
2103 root 1.124 const char *buf;
2104 elmex 1.1 if (totalchance > 50.)
2105 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 elmex 1.1 else if (totalchance > 10.)
2107 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2108 elmex 1.1 else if (totalchance > 1.)
2109 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2110 elmex 1.1 else if (totalchance > 0.1)
2111 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2112 elmex 1.1 else if (totalchance >= 0.01)
2113 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2114 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2115 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2116 root 1.22 else
2117 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2118    
2119     op->statusmsg (buf);
2120 root 1.22
2121 elmex 1.1 /* now choose a winner if we have any */
2122     i = -1;
2123 root 1.22 if (winners > 0)
2124 root 1.175 i = atnr_winner [rndm (winners)];
2125 root 1.22
2126     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127     {
2128     /* resistance increased! */
2129     skin->resist[i]++;
2130 root 1.51 op->update_stats ();
2131 root 1.22
2132 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2133 root 1.22 }
2134    
2135 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2136     into the ability_force and it will take effect on next level */
2137 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2138     {
2139     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2140    
2141     if (meal->last_eat != abil->stats.exp)
2142 root 1.124 op->statusmsg (format (
2143 root 1.125 "Your metabolism prepares to focus on %s!\n"
2144     "The change will happen at level %d.",
2145     change_resist_msg[meal->last_eat],
2146     abil->level + 1
2147 root 1.124 ));
2148 root 1.22 else
2149     {
2150 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2151 root 1.22 abil->last_eat = 0;
2152     }
2153 elmex 1.1 }
2154 root 1.124
2155 elmex 1.1 return 1;
2156     }
2157    
2158     /**
2159     * Handles applying an improve armor scroll.
2160     * Does some sanity checks, then calls improve_armour.
2161     */
2162 root 1.22 static void
2163     apply_armour_improver (object *op, object *tmp)
2164 elmex 1.1 {
2165 root 1.22 object *armor;
2166 elmex 1.1
2167 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2168 root 1.22 {
2169 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2170 root 1.22 return;
2171 elmex 1.1 }
2172 root 1.51
2173 root 1.22 armor = find_marked_object (op);
2174 root 1.51
2175 root 1.22 if (!armor)
2176     {
2177 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.");
2178 elmex 1.1 return;
2179     }
2180 root 1.51
2181 root 1.22 if (armor->type != ARMOUR
2182     && armor->type != CLOAK
2183     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2184 elmex 1.1 {
2185 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2186 root 1.22 return;
2187 elmex 1.1 }
2188    
2189 root 1.124 op->statusmsg ("Applying armour enchantment.");
2190 root 1.22 improve_armour (op, tmp, armor);
2191 elmex 1.1 }
2192    
2193 root 1.151 void
2194 root 1.22 apply_poison (object *op, object *tmp)
2195 elmex 1.1 {
2196 root 1.158 // need to do it now when it is still on the map
2197     handle_apply_yield (tmp);
2198    
2199 root 1.151 object *poison = tmp->split (1);
2200    
2201 root 1.22 if (op->type == PLAYER)
2202     {
2203 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2204 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2205 root 1.151 op->contr->killer = poison;
2206 elmex 1.1 }
2207 root 1.114
2208 root 1.151 if (poison->stats.hp > 0)
2209 root 1.22 {
2210 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2211     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 elmex 1.1 }
2213 root 1.114
2214 root 1.22 op->stats.food -= op->stats.food / 4;
2215 root 1.172 poison->destroy ();
2216 elmex 1.1 }
2217    
2218     /**
2219 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2220 elmex 1.1 * A valid 2 way exit means:
2221     * -You can come back (there is another exit at the other side)
2222     * -You are
2223 root 1.44 * ° the owner of the exit
2224     * ° or in the same party as the owner
2225 elmex 1.1 *
2226     * Note: a owner in a 2 way exit is saved as the owner's name
2227     * in the field exit->name cause the field exit->owner doesn't
2228     * survive in the swapping (in fact the whole exit doesn't survive).
2229     */
2230 root 1.22 int
2231     is_legal_2ways_exit (object *op, object *exit)
2232     {
2233     if (exit->stats.exp != 1)
2234     return 1; /*This is not a 2 way, so it is legal */
2235 root 1.52
2236 root 1.55 #if 0 //TODO
2237 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2238     return 0; /* This is a reset town portal */
2239 root 1.55 #endif
2240    
2241 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242    
2243 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2244 root 1.52
2245 root 1.22 if (exitmap)
2246     {
2247 root 1.58 exitmap->load_sync ();
2248    
2249     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250 root 1.52
2251 root 1.22 if (!tmp)
2252     return 0;
2253 root 1.52
2254 root 1.58 for (; tmp; tmp = tmp->above)
2255 root 1.22 {
2256     if (tmp->type != EXIT)
2257     continue; /*Not an exit */
2258 root 1.52
2259 root 1.22 if (!EXIT_PATH (tmp))
2260     continue; /*Not a valid exit */
2261 root 1.52
2262 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263     continue; /*Not in the same place */
2264 root 1.52
2265 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2266 root 1.22 continue; /*Not in the same map */
2267    
2268     /* From here we have found the exit is valid. However we do
2269     * here the check of the exit owner. It is important for the
2270     * town portals to prevent strangers from visiting your appartments
2271     */
2272     if (!exit->race)
2273     return 1; /*No owner, free for all! */
2274 root 1.52
2275 root 1.58 object *exit_owner = 0;
2276 root 1.52
2277     for_all_players (pp)
2278 root 1.22 {
2279     if (!pp->ob)
2280     continue;
2281 root 1.52
2282 root 1.22 if (pp->ob->name != exit->race)
2283     continue;
2284 root 1.52
2285 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2286     break;
2287     }
2288 root 1.52
2289 root 1.22 if (!exit_owner)
2290     return 0; /* No more owner */
2291 root 1.52
2292 root 1.22 if (exit_owner->contr == op->contr)
2293     return 1; /*It is your exit */
2294 root 1.52
2295 root 1.22 if (exit_owner && /*There is a owner */
2296     (op->contr) && /*A player tries to pass */
2297     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2298     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2299     return 0;
2300 root 1.52
2301 root 1.22 return 1;
2302     }
2303     }
2304 root 1.52
2305 root 1.22 return 0;
2306     }
2307 elmex 1.1
2308     /**
2309 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2310     * is specified it will try to find a lighter in the players inventory,
2311     * and inform him about this requirement.
2312     *
2313     * who - the player
2314     * op - the item we want to light
2315     * ligher - the lighter or 0 if a lighter has yet to be found
2316     */
2317     object *auto_apply_lighter (object *who, object *op, object *lighter)
2318     {
2319     if (lighter == 0)
2320     {
2321     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322     {
2323     if (tmp->type == LIGHTER)
2324     {
2325     lighter = tmp;
2326     break;
2327     }
2328     }
2329    
2330     if (!lighter)
2331     {
2332     who->failmsg (format (
2333     "You can't light up the %s with your bare hands! "
2334     "H<You need a lighter in your inventory, for example a flint and steel.>",
2335     &op->name));
2336     return 0;
2337     }
2338     }
2339    
2340     // last_eat == 0 means the lighter is not being used up!
2341     if (lighter->last_eat && lighter->stats.food)
2342     {
2343     /* lighter gets used up */
2344     lighter = lighter->split ();
2345     lighter->stats.food--;
2346     who->insert (lighter);
2347     }
2348     else if (lighter->last_eat)
2349     {
2350     /* no charges left in lighter */
2351     who->failmsg (format (
2352     "You attempt to light the %s with a used up %s.",
2353     &op->name, &lighter->name));
2354     return 0;
2355     }
2356    
2357     return lighter;
2358     }
2359    
2360     /**
2361     * Designed primarily to light torches/lanterns/etc.
2362     * Also burns up burnable material too. First object in the inventory is
2363     * the selected object to "burn". -b.t.
2364     */
2365     void
2366     apply_lighter (object *who, object *lighter)
2367     {
2368     object *item;
2369     int is_player_env = 0;
2370    
2371     item = find_marked_object (who);
2372     if (item)
2373     {
2374     if (!auto_apply_lighter (who, 0, lighter))
2375     return;
2376    
2377     /* Perhaps we should split what we are trying to light on fire?
2378     * I can't see many times when you would want to light multiple
2379     * objects at once.
2380     */
2381    
2382     save_throw_object (item, AT_FIRE, who);
2383    
2384     if (item->destroyed ()
2385     || ((item->type == LAMP || item->type == TORCH)
2386     && item->glow_radius > 0))
2387     who->statusmsg (format (
2388     "You light the %s with the %s.",
2389     &item->name, &lighter->name));
2390     else
2391     who->failmsg (format (
2392     "You attempt to light the %s with the %s and fail.",
2393     &item->name, &lighter->name));
2394     }
2395     else
2396     who->failmsg ("You need to mark a lightable object.");
2397     }
2398    
2399     /**
2400 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2401     */
2402     void player_apply_lamp_cursed_effect (object *who, object *op)
2403     {
2404     if (op->level)
2405     {
2406     who->failmsg (format (
2407     "The %s was cursed, it explodes in a big fireball!",
2408     &op->name));
2409     create_exploding_ball_at (who, op->level);
2410     }
2411     else
2412     {
2413     who->failmsg (format (
2414     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415     &op->name));
2416     }
2417    
2418     op->destroy ();
2419     }
2420    
2421     /**
2422 elmex 1.184 * Apply for players and lamps
2423     *
2424     * who - the player
2425     * op - the lamp
2426     */
2427     void player_apply_lamp (object *who, object *op)
2428     {
2429     bool switch_on = op->glow_radius ? false : true;
2430    
2431     if (switch_on)
2432     {
2433     object *lighter = 0;
2434    
2435     if (op->flag [FLAG_IS_LIGHTABLE]
2436     && !(lighter = auto_apply_lighter (who, op, 0)))
2437     return;
2438    
2439     if (op->stats.food < 1)
2440     {
2441     if (op->type == LAMP)
2442     who->failmsg (format (
2443     "The %s is out of fuel! "
2444     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445     &op->name));
2446     else
2447     who->failmsg (format (
2448     "The %s is burnt out! "
2449     "H<Torches and similar items burn out and become worthless.>",
2450     &op->name));
2451     return;
2452     }
2453    
2454 elmex 1.187 if (op->flag [FLAG_CURSED])
2455     {
2456     player_apply_lamp_cursed_effect (who, op);
2457     return;
2458     }
2459    
2460 elmex 1.184 if (lighter)
2461     who->statusmsg (format (
2462     "You light up the %s with the %s.", &op->name, &lighter->name));
2463     else
2464     who->statusmsg (format ("You light up the %s.", &op->name));
2465     }
2466     else
2467     {
2468 elmex 1.187 if (op->flag [FLAG_CURSED])
2469     {
2470     player_apply_lamp_cursed_effect (who, op);
2471     return;
2472     }
2473    
2474 elmex 1.184 if (op->type == TORCH)
2475     {
2476     if (!op->flag [FLAG_IS_LIGHTABLE])
2477     {
2478     who->statusmsg (format (
2479     "You put out the %s. "
2480     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481     &op->name, &op->name));
2482     }
2483     else
2484     who->statusmsg (format (
2485     "You put out the %s."
2486     "H<Torches wear out if you put them out.>",
2487     &op->name));
2488     }
2489     else
2490     who->statusmsg (format ("You turn off the %s.", &op->name));
2491     }
2492    
2493     apply_lamp (op, switch_on);
2494     }
2495    
2496 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2497 elmex 1.184 {
2498     op->animation_id = a->animation_id;
2499     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501     op->anim_speed = a->anim_speed;
2502     op->last_anim = 0;
2503     op->state = 0;
2504     op->face = a->face;
2505    
2506     if (NUM_ANIMATIONS(op) > 1)
2507     {
2508     SET_ANIMATION(op, 0);
2509     animate_object (op, op->direction);
2510     }
2511     else
2512     update_object (op, UP_OBJ_FACE);
2513     }
2514    
2515     /**
2516     * Apply for LAMPs and TORCHes.
2517     *
2518     * op - the lamp
2519     * switch_on - a flag which says whether the lamp should be switched on or off
2520     */
2521     void apply_lamp (object *op, bool switch_on)
2522     {
2523     op->set_glow_radius (switch_on ? op->range : 0);
2524     op->set_speed (switch_on ? op->arch->speed : 0);
2525    
2526     // torches wear out if you put them out
2527     if (op->type == TORCH && !switch_on)
2528     {
2529     if (op->flag [FLAG_IS_LIGHTABLE])
2530     {
2531     op->stats.food -= (double) op->arch->stats.food / 15;
2532     if (op->stats.food < 0)
2533     op->stats.food = 0;
2534     }
2535     else
2536     op->stats.food = 0;
2537     }
2538    
2539     // lamps and torched get worthless when used up
2540     if (op->stats.food <= 0)
2541     op->value = 0;
2542    
2543     // FIXME: This is a hack to make the more sane torches and lamps
2544     // still animated ;-/
2545     if (op->other_arch)
2546 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547 elmex 1.184
2548     if (object *pl = op->visible_to ())
2549     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550     }
2551    
2552     /**
2553 elmex 1.1 * Main apply handler.
2554     *
2555     * Checks for unpaid items before applying.
2556     *
2557     * Return value:
2558     * 0: player or monster can't apply objects of that type
2559     * 1: has been applied, or there was an error applying the object
2560     * 2: objects of that type can't be applied if not in inventory
2561     *
2562 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2563 elmex 1.1 * being applied.
2564     *
2565     * aflag is special (always apply/unapply) flags. Nothing is done with
2566     * them in this function - they are passed to apply_special
2567     */
2568 root 1.22 int
2569 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2570 elmex 1.1 {
2571 elmex 1.184 op = op->head_ ();
2572 elmex 1.1
2573 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2574 root 1.22 {
2575 elmex 1.184 if (who->type == PLAYER)
2576 root 1.22 {
2577 root 1.185 examine (who, op);
2578     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2579 root 1.22 return 1;
2580     }
2581     else
2582 root 1.51 return 0; /* monsters just skip unpaid items */
2583 elmex 1.1 }
2584    
2585 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2586 root 1.22 return RESULT_INT (0);
2587 root 1.8
2588 elmex 1.184 switch (op->type)
2589 root 1.22 {
2590 root 1.24 case CF_HANDLE:
2591 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2592     who->statusmsg ("You turn the handle.");
2593     op->value = op->value ? 0 : 1;
2594     SET_ANIMATION (op, op->value);
2595     update_object (op, UP_OBJ_FACE);
2596     push_button (op, who);
2597 root 1.24 return 1;
2598 root 1.14
2599 root 1.24 case TRIGGER:
2600 elmex 1.184 if (check_trigger (op, who))
2601 root 1.24 {
2602 elmex 1.184 who->statusmsg ("You turn the handle.");
2603     who->play_sound (sound_find ("turn_handle"));
2604 root 1.24 }
2605     else
2606 elmex 1.184 who->failmsg ("The handle doesn't move.");
2607 root 1.57
2608 root 1.24 return 1;
2609 root 1.14
2610 root 1.24 case EXIT:
2611 elmex 1.184 if (who->type != PLAYER)
2612 root 1.24 return 0;
2613 root 1.57
2614 elmex 1.184 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2615     who->failmsg (format ("The %s is closed.", query_name (op)));
2616 root 1.24 else
2617     {
2618     /* Don't display messages for random maps. */
2619 elmex 1.184 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2620     who->statusmsg (op->msg, NDI_NAVY);
2621 root 1.57
2622 elmex 1.184 who->enter_exit (op);
2623 root 1.24 }
2624 root 1.85
2625 root 1.24 return 1;
2626 root 1.14
2627 root 1.122 case INSCRIBABLE:
2628 elmex 1.184 who->statusmsg (op->msg);
2629 root 1.122 // maybe show a spell menu to chose from or something like that
2630     return 1;
2631    
2632 root 1.24 case SIGN:
2633 elmex 1.184 apply_sign (who, op, 0);
2634 root 1.24 return 1;
2635 root 1.14
2636 root 1.24 case BOOK:
2637 elmex 1.184 if (who->type == PLAYER)
2638 root 1.24 {
2639 elmex 1.184 apply_book (who, op);
2640 root 1.24 return 1;
2641     }
2642     else
2643 root 1.85 return 0;
2644 root 1.14
2645 root 1.24 case SKILLSCROLL:
2646 elmex 1.184 if (who->type == PLAYER)
2647 root 1.24 {
2648 elmex 1.184 apply_skillscroll (who, op);
2649 root 1.24 return 1;
2650     }
2651 root 1.85 else
2652     return 0;
2653 root 1.14
2654 root 1.24 case SPELLBOOK:
2655 elmex 1.184 if (who->type == PLAYER)
2656 root 1.24 {
2657 elmex 1.184 apply_spellbook (who, op);
2658 root 1.24 return 1;
2659     }
2660 root 1.85 else
2661     return 0;
2662 root 1.14
2663 root 1.24 case SCROLL:
2664 elmex 1.184 apply_scroll (who, op, 0);
2665 root 1.24 return 1;
2666 root 1.14
2667 root 1.24 case POTION:
2668 elmex 1.184 apply_potion (who, op);
2669 root 1.24 return 1;
2670 root 1.14
2671 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2672 root 1.68 //TODO: remove, as it is unsed?
2673 root 1.24 case CLOSE_CON:
2674 elmex 1.184 apply_container (who, op->env);
2675 root 1.24 return 1;
2676 root 1.14
2677 root 1.24 case CONTAINER:
2678 elmex 1.184 apply_container (who, op);
2679 root 1.24 return 1;
2680 root 1.14
2681 root 1.24 case TREASURE:
2682 elmex 1.184 if (who->type == PLAYER)
2683 root 1.24 {
2684 elmex 1.184 apply_treasure (who, op);
2685 root 1.24 return 1;
2686     }
2687     else
2688 root 1.68 return 0;
2689 root 1.14
2690 elmex 1.184 case LAMP:
2691     case TORCH:
2692     player_apply_lamp (who, op);
2693     return 1;
2694    
2695 root 1.24 case WEAPON:
2696     case ARMOUR:
2697     case BOOTS:
2698     case GLOVES:
2699     case AMULET:
2700     case GIRDLE:
2701     case BRACERS:
2702     case SHIELD:
2703     case HELMET:
2704     case RING:
2705     case CLOAK:
2706     case WAND:
2707     case ROD:
2708     case HORN:
2709     case SKILL:
2710     case BOW:
2711     case BUILDER:
2712     case SKILL_TOOL:
2713 elmex 1.184 if (op->env != who)
2714 root 1.24 return 2; /* not in inventory */
2715 root 1.79
2716 elmex 1.184 apply_special (who, op, aflag);
2717 root 1.24 return 1;
2718 root 1.14
2719 root 1.24 case DRINK:
2720     case FOOD:
2721     case FLESH:
2722 elmex 1.184 apply_food (who, op);
2723 root 1.24 return 1;
2724 root 1.14
2725 root 1.24 case POISON:
2726 elmex 1.184 apply_poison (who, op);
2727 root 1.24 return 1;
2728 root 1.14
2729 root 1.24 case SAVEBED:
2730 root 1.51 return 1;
2731 root 1.14
2732 root 1.24 case ARMOUR_IMPROVER:
2733 elmex 1.184 if (who->type == PLAYER)
2734 root 1.24 {
2735 elmex 1.184 apply_armour_improver (who, op);
2736 root 1.24 return 1;
2737     }
2738     else
2739 root 1.51 return 0;
2740 root 1.14
2741 root 1.24 case WEAPON_IMPROVER:
2742 elmex 1.184 check_improve_weapon (who, op);
2743 root 1.24 return 1;
2744 root 1.14
2745 root 1.24 case CLOCK:
2746 elmex 1.184 if (who->type == PLAYER)
2747 root 1.24 {
2748     char buf[MAX_BUF];
2749     timeofday_t tod;
2750 root 1.22
2751 root 1.24 get_tod (&tod);
2752 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2753     who->statusmsg (format (
2754 root 1.125 "It is %d minute%s past %d o'clock %s",
2755     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2756     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2757 root 1.124 ));
2758 root 1.24 return 1;
2759     }
2760     else
2761 root 1.85 return 0;
2762 root 1.14
2763 root 1.24 case MENU:
2764 elmex 1.184 if (who->type == PLAYER)
2765 root 1.24 {
2766 elmex 1.184 shop_listing (op, who);
2767 root 1.24 return 1;
2768     }
2769     else
2770 root 1.85 return 0;
2771 elmex 1.1
2772 root 1.24 case POWER_CRYSTAL:
2773 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2774 root 1.24 return 1;
2775 root 1.14
2776 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2777 elmex 1.184 if (who->type == PLAYER)
2778 root 1.24 {
2779 elmex 1.184 apply_lighter (who, op);
2780 root 1.24 return 1;
2781     }
2782     else
2783 root 1.85 return 0;
2784 root 1.14
2785 root 1.24 case ITEM_TRANSFORMER:
2786 elmex 1.184 apply_item_transformer (who, op);
2787 root 1.24 return 1;
2788 root 1.14
2789 root 1.24 default:
2790     return 0;
2791 elmex 1.1 }
2792     }
2793    
2794     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2795     * messages as needed by player_apply_below(). But there can still be
2796     * "but you are floating high above the ground" messages.
2797     *
2798     * Same return value as apply() function.
2799     */
2800 root 1.22 int
2801     player_apply (object *pl, object *op, int aflag, int quiet)
2802 elmex 1.1 {
2803 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2804 root 1.22 {
2805     /* player is flying and applying object not in inventory */
2806     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2807     {
2808 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2809     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2810     "or waiting till the levitation effect wears off.>");
2811 root 1.22 return 0;
2812 root 1.14 }
2813 elmex 1.1 }
2814    
2815 root 1.22 pl->contr->last_used = op;
2816 elmex 1.1
2817 root 1.157 int tmp = manual_apply (pl, op, aflag);
2818    
2819 root 1.22 if (!quiet)
2820     {
2821     if (tmp == 0)
2822 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 root 1.22 else if (tmp == 2)
2824 elmex 1.138 pl->failmsg ("You must get it first!\n");
2825 elmex 1.1 }
2826 root 1.114
2827 root 1.22 return tmp;
2828 elmex 1.1 }
2829    
2830     /**
2831     * player_apply_below attempts to apply the object 'below' the player.
2832     * If the player has an open container, we use that for below, otherwise
2833     * we use the ground.
2834     */
2835 root 1.22 void
2836     player_apply_below (object *pl)
2837 elmex 1.1 {
2838 root 1.68 int floors = 0;
2839 root 1.22
2840     /* If using a container, set the starting item to be the top
2841     * item in the container. Otherwise, use the map.
2842 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2843 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2844     * next object in the stack before applying. This is can only be a
2845     * problem if player_apply() has a bug in that it uses the object but does
2846     * not return a proper value.
2847     */
2848 root 1.68 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2849 root 1.22 {
2850     next = tmp->below;
2851 root 1.68
2852 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853     floors++;
2854     else if (floors > 0)
2855     return; /* process only floor objects after first floor object */
2856    
2857     /* If it is visible, player can apply it. If it is applied by
2858     * person moving on it, also activate. Added code to make it
2859     * so that at least one of players movement types be that which
2860     * the item needs.
2861     */
2862     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
2864     return;
2865    
2866 root 1.22 if (floors >= 2)
2867     return; /* process at most two floor objects */
2868 elmex 1.1 }
2869     }
2870    
2871     /**
2872     * Unapplies specified item.
2873     * No check done on cursed/damned.
2874     * Break this out of apply_special - this is just done
2875     * to keep the size of apply_special to a more managable size.
2876     */
2877 root 1.22 static int
2878     unapply_special (object *who, object *op, int aflags)
2879 elmex 1.1 {
2880 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2881     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 root 1.22 return RESULT_INT (0);
2883 root 1.12
2884 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2885 root 1.76
2886 root 1.22 switch (op->type)
2887     {
2888 root 1.96 case SKILL_TOOL:
2889     // unapplying a skill tool should also unapply the skill it governs
2890     // but this is hard, as it shouldn't do so when the skill can
2891     // be used for other reasons
2892     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2893     if (tmp->skill == op->skill
2894     && tmp->type == SKILL
2895     && tmp->flag [FLAG_APPLIED]
2896     && !tmp->flag [FLAG_CAN_USE_SKILL])
2897     unapply_special (who, tmp, 0);
2898    
2899     change_abil (who, op);
2900     break;
2901    
2902 root 1.24 case WEAPON:
2903 root 1.105 if (player *pl = who->contr)
2904     if (op == pl->combat_ob)
2905     {
2906     pl->combat_ob = 0;
2907     who->change_weapon (pl->ranged_ob);
2908     }
2909    
2910 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2911 elmex 1.1
2912 root 1.79 change_abil (who, op);
2913     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2914 root 1.24 break;
2915 root 1.14
2916 root 1.96 case SKILL:
2917 root 1.79 if (who->contr)
2918 root 1.24 {
2919 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2920     who->change_weapon (who->contr->combat_ob = 0);
2921     else if (IS_RANGED_SKILL (op->subtype))
2922     who->change_weapon (who->contr->ranged_ob = 0);
2923    
2924     if (op->invisible)
2925     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2926     else
2927 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2928 root 1.24 }
2929 root 1.76
2930     change_abil (who, op);
2931 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932     break;
2933 root 1.14
2934 root 1.24 case ARMOUR:
2935     case HELMET:
2936     case SHIELD:
2937     case RING:
2938     case BOOTS:
2939     case GLOVES:
2940     case AMULET:
2941     case GIRDLE:
2942     case BRACERS:
2943     case CLOAK:
2944 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2945 root 1.79 change_abil (who, op);
2946 root 1.24 break;
2947 root 1.79
2948 root 1.24 case BOW:
2949     case WAND:
2950     case ROD:
2951     case HORN:
2952 root 1.105 if (player *pl = who->contr)
2953     {
2954     if (op == pl->ranged_ob)
2955     {
2956     pl->ranged_ob = 0;
2957     who->change_weapon (pl->combat_ob);
2958     }
2959    
2960 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2961 root 1.105 }
2962 root 1.103 else
2963 root 1.24 {
2964 root 1.103 who->change_skill (0);
2965 root 1.79
2966 root 1.24 if (op->type == BOW)
2967     CLEAR_FLAG (who, FLAG_READY_BOW);
2968     else
2969     CLEAR_FLAG (who, FLAG_READY_RANGE);
2970     }
2971 root 1.76
2972 root 1.24 break;
2973 elmex 1.1
2974 root 1.24 case BUILDER:
2975 root 1.79 if (who->contr)
2976 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
2977 root 1.24 break;
2978 elmex 1.1
2979 root 1.24 default:
2980 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2981 root 1.24 break;
2982 elmex 1.1 }
2983    
2984 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2985     if (object *pl = op->visible_to ())
2986     esrv_send_item (pl, op);
2987    
2988 root 1.51 who->update_stats ();
2989 elmex 1.1
2990 root 1.22 return 0;
2991 elmex 1.1 }
2992    
2993     /**
2994     * Returns the object that is using location 'loc'.
2995     * Note that 'start' is the first object to start examing - we
2996     * then go through the below of this. In this way, you can do
2997     * something like:
2998 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
2999     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3000 elmex 1.1 * to find the second object that may use this location, etc.
3001     * Returns NULL if no match is found.
3002     * loc is the index into the array we are looking for a match.
3003     * don't return invisible objects unless they are skill objects
3004     * invisible other objects that use
3005     * up body locations can be used as restrictions.
3006     */
3007 root 1.84 static object *
3008 root 1.96 get_next_item_from_body_location (int loc, object *start)
3009 elmex 1.1 {
3010 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3011     if (tmp->flag [FLAG_APPLIED]
3012     && tmp->slot[loc].info
3013     && (!tmp->invisible || tmp->type == SKILL))
3014     return tmp;
3015 elmex 1.1
3016 root 1.84 return 0;
3017 elmex 1.1 }
3018    
3019     /**
3020     * 'op' wants to apply an object, but can't because of other equipment.
3021     * This should only be called when it is known
3022     * that there are objects to unapply. This makes pretty heavy
3023     * use of get_item_from_body_location. It makes no intelligent choice
3024     * on objects - rather, the first that is matched is used.
3025     * Returns 0 on success, returns 1 if there is some problem.
3026     * if aflags is AP_PRINT, we instead print out waht to unapply
3027     * instead of doing it. This is a lot less code than having
3028     * another function that does just that.
3029     */
3030 root 1.114
3031     #define CANNOT_REMOVE_CURSED \
3032     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3033     "Praying over an altar, scrolls of remove curse/damnation, " \
3034     "priests or even other players might help.>"
3035    
3036 root 1.22 int
3037     unapply_for_ob (object *who, object *op, int aflags)
3038 elmex 1.1 {
3039 root 1.81 if (op->is_range ())
3040     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3041     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3042     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3043     {
3044     if (aflags & AP_PRINT)
3045 root 1.125 who->failmsg (query_name (tmp));
3046 root 1.81 else
3047     unapply_special (who, tmp, aflags);
3048     }
3049     else
3050     {
3051     /* In this case, we want to try and remove a cursed item.
3052     * While we know it won't work, we want unapply_special to
3053     * at least generate the message.
3054     */
3055 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)));
3056 root 1.81 return 1;
3057     }
3058 elmex 1.1
3059 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 root 1.22 {
3061     /* this used up a slot that we need to free */
3062 root 1.82 if (op->slot[i].info)
3063 root 1.22 {
3064 root 1.81 object *last = who->inv;
3065 root 1.14
3066 root 1.22 /* We do a while loop - may need to remove several items in order
3067     * to free up enough slots.
3068     */
3069 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 root 1.22 {
3071 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3072 root 1.81
3073 root 1.22 if (!tmp)
3074     {
3075 elmex 1.1 #if 0
3076 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3077     * equipped.
3078     */
3079     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3080 elmex 1.1 #endif
3081 root 1.22 return 1;
3082     }
3083 root 1.81
3084 root 1.22 /* If we are just printing, we don't care about cursed status */
3085     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3086     {
3087     if (aflags & AP_PRINT)
3088 root 1.125 who->failmsg (query_name (tmp));
3089 root 1.22 else
3090     unapply_special (who, tmp, aflags);
3091 root 1.14 }
3092 root 1.22 else
3093     {
3094     /* Cursed item that we can't unequip - tell the player.
3095     * Note this could be annoying if this is just one of a few,
3096     * so it may not be critical (eg, putting on a ring and you have
3097     * one cursed ring.)
3098     */
3099 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3100 root 1.14 }
3101 root 1.81
3102 root 1.22 last = tmp->below;
3103 root 1.14 }
3104 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3105     * return in the !tmp would have kicked in.
3106     */
3107     } /* if op is using this body location */
3108     } /* for body lcoations */
3109 root 1.81
3110 root 1.22 return 0;
3111 elmex 1.1 }
3112    
3113     /**
3114     * Checks to see if 'who' can apply object 'op'.
3115     * Returns 0 if apply can be done without anything special.
3116     * Otherwise returns a bitmask - potentially several of these may be
3117     * set, but largely depends on circumstance - in the future, processing
3118 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3119 root 1.96 * is set, do we really care what the other flags may be?)
3120 elmex 1.1 *
3121     * See include/define.h for detailed description of the meaning of
3122     * these return values.
3123     */
3124 root 1.22 int
3125     can_apply_object (object *who, object *op)
3126 elmex 1.1 {
3127 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3128     return RESULT_INT (0);
3129    
3130 root 1.78 int retval = 0;
3131     object *tmp = 0, *ws = 0;
3132 root 1.22
3133 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3134 root 1.22 {
3135 root 1.82 if (op->slot[i].info)
3136 root 1.22 {
3137     /* Item uses more slots than we have */
3138 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3139 root 1.22 {
3140 root 1.78 /* Could return now for efficiency - rest of info below isn't
3141 root 1.22 * really needed.
3142     */
3143     retval |= CAN_APPLY_NEVER;
3144     }
3145 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3146 root 1.22 {
3147     /* in this case, equipping this would use more free spots than
3148     * we have.
3149     */
3150 elmex 1.1
3151 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3152 root 1.84 * enough slots to equip the new item, then just set "can
3153     * apply unapply". We don't care about the logic below - if you have a
3154 root 1.22 * shield equipped and try to equip another shield, there is only
3155     * one choice. However, the check for the number of body locations
3156     * does take into the account cases where what is being applied
3157     * may be two handed for example.
3158     */
3159     if (ws)
3160 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161     {
3162     retval |= CAN_APPLY_UNAPPLY;
3163     continue;
3164     }
3165 root 1.22
3166 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 root 1.22 if (!tmp1)
3168     {
3169 elmex 1.1 #if 0
3170 root 1.22 /* This is sort of an error, but happens a lot when old players
3171     * join in with more stuff equipped than they are now allowed.
3172     */
3173     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3174 elmex 1.1 #endif
3175 root 1.22 retval |= CAN_APPLY_NEVER;
3176     }
3177     else
3178     {
3179     /* need to unapply something. However, if this something
3180     * is different than we had found before, it means they need
3181     * to apply multiple objects
3182     */
3183     retval |= CAN_APPLY_UNAPPLY;
3184 root 1.96
3185 root 1.22 if (!tmp)
3186     tmp = tmp1;
3187     else if (tmp != tmp1)
3188 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3189    
3190 root 1.22 /* This object isn't using up all the slots, so there must
3191 root 1.78 * be another. If so, and it the new item doesn't need all
3192 root 1.22 * the slots, the player then has a choice.
3193     */
3194 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3195     && abs (op->slot[i].info) < who->slot[i].info)
3196 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3197    
3198     /* Does unequippint 'tmp1' free up enough slots for this to be
3199     * equipped? If not, there must be something else to unapply.
3200     */
3201 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3202 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3203     }
3204     } /* if not enough free slots */
3205     } /* if this object uses location i */
3206     } /* for i -> num_body_locations loop */
3207    
3208     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3209     * really be controlled by use of body locations. We do have
3210     * the weapon/shield checks, and the range checks for monsters,
3211     * because you can't control those just by body location - bows, shields,
3212     * and weapons all use the same slot. Similar for horn/rod/wand - they
3213     * all use the same location.
3214     */
3215     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3216     retval |= CAN_APPLY_RESTRICTION;
3217 root 1.76
3218 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3219     retval |= CAN_APPLY_RESTRICTION;
3220    
3221     if (who->type != PLAYER)
3222     {
3223     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3224 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3225 root 1.78
3226 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3227     retval |= CAN_APPLY_RESTRICTION;
3228 root 1.78
3229 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3230     retval |= CAN_APPLY_RESTRICTION;
3231 root 1.78
3232 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3233 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3234 elmex 1.1 }
3235 root 1.76
3236 root 1.22 return retval;
3237 elmex 1.1 }
3238    
3239     /**
3240     * who is the object using the object. It can be a monster.
3241     * op is the object they are using. op is an equipment type item,
3242     * eg, one which you put on and keep on for a while, and not something
3243     * like a potion or scroll.
3244     *
3245     * function returns 1 if the action could not be completed, 0 on
3246     * success. However, success is a matter of meaning - if the
3247     * user passes the 'apply' flag to an object already applied,
3248     * nothing is done, and 0 is returned.
3249     *
3250     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3251     * AP_UNAPPLY=always unapply).
3252     *
3253     * Optional flags:
3254     * AP_NO_MERGE: don't merge an unapplied object with other objects
3255     * AP_IGNORE_CURSE: unapply cursed items
3256 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3257 elmex 1.1 *
3258     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3259     *
3260     * apply_special() doesn't check for unpaid items.
3261     */
3262 root 1.114
3263     #define LACK_ITEM_POWER \
3264     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3265    
3266 root 1.22 int
3267     apply_special (object *who, object *op, int aflags)
3268 elmex 1.1 {
3269 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3270     object *tmp, *tmp2, *skop = NULL;
3271 elmex 1.1
3272 root 1.22 if (who == NULL)
3273     {
3274     LOG (llevError, "apply_special() from object without environment.\n");
3275     return 1;
3276 elmex 1.1 }
3277    
3278 root 1.22 if (op->env != who)
3279     return 1; /* op is not in inventory */
3280 elmex 1.1
3281 root 1.22 /* trying to unequip op */
3282     if (QUERY_FLAG (op, FLAG_APPLIED))
3283     {
3284     /* always apply, so no reason to unapply */
3285     if (basic_flag == AP_APPLY)
3286     return 0;
3287    
3288     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3289     {
3290 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3291 root 1.22 return 1;
3292 root 1.14 }
3293 root 1.78
3294 root 1.22 return unapply_special (who, op, aflags);
3295 elmex 1.1 }
3296 root 1.159 else if (basic_flag == AP_UNAPPLY)
3297 root 1.22 return 0;
3298 elmex 1.1
3299 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3300     // to resolve conflicts.
3301     if (player *pl = who->contr)
3302 root 1.95 switch (op->slottype ())
3303 root 1.90 {
3304 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3305     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3306 root 1.90 }
3307    
3308 root 1.104 splay (op);
3309    
3310 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3311 root 1.78 if (int i = can_apply_object (who, op))
3312 root 1.22 {
3313     if (i & CAN_APPLY_NEVER)
3314     {
3315 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)));
3316 root 1.22 return 1;
3317     }
3318     else if (i & CAN_APPLY_RESTRICTION)
3319     {
3320 root 1.125 who->failmsg (format (
3321     "You have a prohibition against using a %s. "
3322     "H<Your belief, profession or class prevents you from applying this item.>",
3323     query_name (op)
3324     ));
3325 root 1.22 return 1;
3326     }
3327 root 1.78
3328 root 1.22 if (who->type != PLAYER)
3329     {
3330     /* Some error, so don't try to equip something more */
3331     if (unapply_for_ob (who, op, aflags))
3332 root 1.14 return 1;
3333     }
3334 root 1.22 else
3335     {
3336     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3337     {
3338 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3339 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3340     return 1;
3341     }
3342     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3343 root 1.81 if (unapply_for_ob (who, op, aflags))
3344     return 1;
3345 root 1.14 }
3346 elmex 1.1 }
3347 root 1.55
3348 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3349     {
3350     skop = find_skill_by_name (who, op->skill);
3351 root 1.78
3352 root 1.22 if (!skop)
3353     {
3354 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3355 root 1.22 return 1;
3356     }
3357     else
3358 root 1.76 /* While experience will be credited properly, we want to change the
3359     * skill so that the dam and wc get updated
3360     */
3361 root 1.101 who->change_skill (skop);
3362 elmex 1.1 }
3363 root 1.22
3364 elmex 1.189 if (!check_item_power (who, op->item_power))
3365 root 1.22 {
3366 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3367 root 1.22 return 1;
3368 elmex 1.1 }
3369    
3370 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3371     * Note that we don't have the checks for can_use_...
3372     * below - that is already taken care of by can_apply_object.
3373     */
3374 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3375 root 1.22
3376     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3377     return RESULT_INT (0);
3378    
3379     switch (op->type)
3380     {
3381 root 1.24 case WEAPON:
3382 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3383 root 1.78 // i.e. "R" can use Ragnarok's sword.
3384 root 1.180 if (op->level && !op->name.starts_with (who->name))
3385 root 1.24 {
3386     /* if the weapon does not have the name as the character, can't use it. */
3387     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3388 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3389 root 1.65
3390     if (tmp)
3391     insert_ob_in_ob (tmp, who);
3392    
3393 root 1.24 return 1;
3394     }
3395 root 1.65
3396 root 1.80 if (!skop)
3397     {
3398 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3399 root 1.80 return 1;
3400     }
3401    
3402 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3403 root 1.101 who->change_skill (skop);
3404 root 1.76
3405 root 1.79 if (who->contr)
3406 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3407 root 1.78
3408 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3409 root 1.14
3410 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3411 root 1.76 change_abil (who, op);
3412 root 1.24 break;
3413 root 1.14
3414 root 1.24 case ARMOUR:
3415     case HELMET:
3416     case SHIELD:
3417     case BOOTS:
3418     case GLOVES:
3419     case GIRDLE:
3420     case BRACERS:
3421     case CLOAK:
3422     case RING:
3423     case AMULET:
3424     SET_FLAG (op, FLAG_APPLIED);
3425 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 root 1.76 change_abil (who, op);
3427 root 1.24 break;
3428 root 1.76
3429 root 1.96 case SKILL_TOOL:
3430     // applying a skill tool also readies the skill
3431     SET_FLAG (op, FLAG_APPLIED);
3432    
3433 root 1.101 if (!(aflags & AP_NO_READY))
3434 root 1.24 {
3435 root 1.101 skop = find_skill_by_name (who, op->skill);
3436     if (!skop->flag [FLAG_APPLIED])
3437     apply_special (who, skop, AP_APPLY);
3438 root 1.24 }
3439 root 1.101 break;
3440 root 1.76
3441 root 1.101 case SKILL:
3442 root 1.79 if (player *pl = who->contr)
3443 root 1.24 {
3444 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3445     {
3446 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3447 root 1.79 {
3448     for (object *item = who->inv; item; item = item->below)
3449     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3450     {
3451 root 1.101 if (item->skill == op->skill)
3452     {
3453     who->change_weapon (pl->combat_ob = item);
3454     goto found_weapon;
3455     }
3456 root 1.79 }
3457    
3458 root 1.125 who->failmsg (format (
3459     "You need to apply a '%s' melee weapon before readying this skill. "
3460     "H<Some skills need an item, in this case a melee weapon, to function.>",
3461     &op->skill
3462     ));
3463 root 1.79 return 1;
3464    
3465     found_weapon:;
3466     }
3467     else
3468 root 1.90 who->change_weapon (pl->combat_ob = op);
3469 root 1.79 }
3470     else if (IS_RANGED_SKILL (op->subtype))
3471     {
3472 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3473 root 1.79 {
3474     for (object *item = who->inv; item; item = item->below)
3475     if (item->type == BOW && item->flag [FLAG_APPLIED])
3476     {
3477 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3478 root 1.90 who->change_weapon (pl->ranged_ob = item);
3479 root 1.79 goto found_bow;
3480     }
3481    
3482 root 1.125 who->failmsg (
3483     "You need to apply a missile weapon before readying this skill. "
3484     "H<Some skills need an item, in this case a missile weapon, to function.>"
3485     );
3486 root 1.79 return 1;
3487    
3488     found_bow:;
3489     }
3490     else
3491 root 1.90 who->change_weapon (pl->ranged_ob = op);
3492 root 1.79 }
3493 root 1.76
3494 root 1.24 if (!op->invisible)
3495     {
3496 root 1.125 who->statusmsg (format (
3497     "You ready %s."
3498     "You can now use the skill: %s.",
3499     query_name (op),
3500     &op->skill
3501     ));
3502 root 1.24 }
3503     else
3504 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3505 root 1.24 }
3506 root 1.101 else
3507     {
3508     SET_FLAG (op, FLAG_APPLIED);
3509     change_abil (who, op);
3510     who->chosen_skill = op;
3511     SET_FLAG (who, FLAG_READY_SKILL);
3512     }
3513 root 1.76
3514 root 1.24 break;
3515 root 1.22
3516 root 1.24 case BOW:
3517 root 1.180 if (op->level && !op->name.starts_with (who->name))
3518 root 1.24 {
3519 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3520 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3521 root 1.81 if (tmp)
3522 root 1.76 insert_ob_in_ob (tmp, who);
3523    
3524 root 1.24 return 1;
3525     }
3526 root 1.76
3527     /*FALLTHROUGH*/
3528     case WAND:
3529 root 1.24 case ROD:
3530     case HORN:
3531     /* check for skill, alter player status */
3532 root 1.78
3533     if (!skop)
3534 root 1.80 {
3535 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3536 root 1.80 return 1;
3537     }
3538    
3539     SET_FLAG (op, FLAG_APPLIED);
3540 root 1.101 who->change_skill (skop);
3541 root 1.22
3542 root 1.79 if (who->contr)
3543 root 1.24 {
3544 root 1.79 who->contr->ranged_ob = op;
3545 root 1.78
3546 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3547 root 1.76
3548 root 1.24 if (op->type == BOW)
3549     {
3550 root 1.79 who->current_weapon = op;
3551 root 1.76 change_abil (who, op);
3552 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3553 root 1.24 }
3554     }
3555     else
3556     {
3557     if (op->type == BOW)
3558     SET_FLAG (who, FLAG_READY_BOW);
3559     else
3560     SET_FLAG (who, FLAG_READY_RANGE);
3561     }
3562 root 1.76
3563 root 1.24 break;
3564 elmex 1.1
3565 root 1.24 case BUILDER:
3566 root 1.76 if (who->type == PLAYER)
3567     {
3568 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3569 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3570     unapply_special (who, who->contr->ranged_ob, 0);
3571    
3572 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3573 root 1.76
3574 root 1.79 who->contr->ranged_ob = op;
3575 root 1.76 }
3576 root 1.24 break;
3577 elmex 1.1
3578 root 1.24 default:
3579 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3580     }
3581 root 1.22
3582     SET_FLAG (op, FLAG_APPLIED);
3583 elmex 1.1
3584 root 1.79 if (tmp)
3585 root 1.149 who->insert (tmp);
3586 elmex 1.1
3587 root 1.51 who->update_stats ();
3588 elmex 1.1
3589 root 1.22 /* We exclude spell casting objects. The fire code will set the
3590     * been applied flag when they are used - until that point,
3591     * you don't know anything about them.
3592     */
3593     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3594     SET_FLAG (op, FLAG_BEEN_APPLIED);
3595    
3596     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3597 root 1.114 if (who->type == PLAYER)
3598     {
3599 root 1.125 who->failmsg (
3600     "Oops, it feels deadly cold! "
3601 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3602 root 1.125 );
3603 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3604     }
3605 root 1.76
3606 root 1.149 if (object *pl = op->visible_to ())
3607     esrv_send_item (pl, op);
3608 root 1.76
3609 root 1.22 return 0;
3610 elmex 1.1 }
3611    
3612 root 1.22 int
3613     monster_apply_special (object *who, object *op, int aflags)
3614 elmex 1.1 {
3615 root 1.22 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3616 elmex 1.1 return 1;
3617 root 1.114
3618 elmex 1.1 return apply_special (who, op, aflags);
3619     }
3620    
3621     /**
3622     * Map was just loaded, handle op's initialisation.
3623     *
3624     * Generates shop floor's item, and treasures.
3625     */
3626 root 1.22 int
3627     auto_apply (object *op)
3628     {
3629     object *tmp = NULL, *tmp2;
3630     int i;
3631 elmex 1.1
3632 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3633 elmex 1.163
3634 root 1.22 switch (op->type)
3635     {
3636 root 1.24 case SHOP_FLOOR:
3637 root 1.42 if (!op->has_random_items ())
3638 root 1.24 return 0;
3639 root 1.38
3640 root 1.24 do
3641     {
3642     i = 10; /* let's give it 10 tries */
3643     while ((tmp = generate_treasure (op->randomitems,
3644 root 1.164 op->stats.exp
3645     ? (int) op->stats.exp
3646     : max (op->map->difficulty, 5)))
3647     == NULL && --i);
3648    
3649 root 1.24 if (tmp == NULL)
3650     return 0;
3651 root 1.164
3652 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3653     {
3654 root 1.172 tmp->destroy ();
3655 root 1.24 tmp = NULL;
3656     }
3657     }
3658     while (!tmp);
3659 root 1.38
3660 root 1.24 tmp->x = op->x;
3661     tmp->y = op->y;
3662     SET_FLAG (tmp, FLAG_UNPAID);
3663     insert_ob_in_map (tmp, op->map, NULL, 0);
3664     identify (tmp);
3665     break;
3666 root 1.14
3667 root 1.24 case TREASURE:
3668     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3669     return 0;
3670 root 1.37
3671 root 1.67 while (op->stats.hp-- > 0)
3672 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3673     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3674    
3675     /* If we generated an object and put it in this object inventory,
3676     * move it to the parent object as the current object is about
3677     * to disappear. An example of this item is the random_* stuff
3678     * that is put inside other objects.
3679     */
3680 root 1.171 if (op->env)
3681     while (op->inv)
3682     op->env->insert (op->inv);
3683 root 1.37
3684 root 1.172 op->destroy ();
3685 root 1.24 break;
3686 elmex 1.1 }
3687 root 1.164
3688     return !!tmp;
3689 elmex 1.1 }
3690    
3691     /**
3692 root 1.68 * fix_auto_apply goes through the entire map every time a map
3693     * is loaded or swapped in and performs special actions for
3694 elmex 1.1 * certain objects (most initialization of chests and creation of
3695     * treasures and stuff). Calls auto_apply if appropriate.
3696     */
3697 root 1.20 void
3698 root 1.55 maptile::fix_auto_apply ()
3699 root 1.20 {
3700 root 1.55 if (!spaces)
3701 root 1.20 return;
3702    
3703 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3704     for (object *tmp = ms->bot; tmp; )
3705     {
3706     object *above = tmp->above;
3707 root 1.20
3708 root 1.55 if (tmp->inv)
3709     {
3710     object *invtmp, *invnext;
3711 elmex 1.1
3712 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3713 root 1.55 {
3714     invnext = invtmp->below;
3715 root 1.14
3716 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3717     auto_apply (invtmp);
3718     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3719     {
3720 root 1.164 while (invtmp->stats.hp-- > 0)
3721 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3722    
3723     invtmp->randomitems = NULL;
3724     }
3725     else if (invtmp && invtmp->arch
3726     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3727     {
3728     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3729     /* Need to clear this so that we never try to create
3730     * treasure again for this object
3731     */
3732     invtmp->randomitems = NULL;
3733     }
3734     }
3735     /* This is really temporary - the code at the bottom will
3736     * also set randomitems to null. The problem is there are bunches
3737     * of maps/players already out there with items that have spells
3738     * which haven't had the randomitems set to null yet.
3739     * MSW 2004-05-13
3740     *
3741     * And if it's a spellbook, it's better to set randomitems to NULL too,
3742     * else you get two spells in the book ^_-
3743     * Ryo 2004-08-16
3744     */
3745     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3746     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3747     tmp->randomitems = NULL;
3748 root 1.14
3749 root 1.55 }
3750 root 1.20
3751 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3752     auto_apply (tmp);
3753     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3754     {
3755     while ((tmp->stats.hp--) > 0)
3756     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3757     tmp->randomitems = NULL;
3758     }
3759     else if (tmp->type == TIMED_GATE)
3760     {
3761     object *head = tmp->head != NULL ? tmp->head : tmp;
3762    
3763     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3764     tmp->set_speed (0);
3765     }
3766     /* This function can be called everytime a map is loaded, even when
3767     * swapping back in. As such, we don't want to create the treasure
3768     * over and ove again, so after we generate the treasure, blank out
3769     * randomitems so if it is swapped in again, it won't make anything.
3770     * This is a problem for the above objects, because they have counters
3771     * which say how many times to make the treasure.
3772     */
3773     else if (tmp && tmp->arch && tmp->type != PLAYER
3774     && tmp->type != TREASURE && tmp->type != SPELL
3775     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3776     {
3777     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3778     tmp->randomitems = NULL;
3779     }
3780 root 1.78
3781 root 1.68 // close all containers
3782     else if (tmp->type == CONTAINER)
3783     tmp->flag [FLAG_APPLIED] = 0;
3784 root 1.22
3785 root 1.55 tmp = above;
3786     }
3787 elmex 1.1
3788 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3789     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3790     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3791     check_trigger (tmp, tmp->above);
3792 elmex 1.1 }
3793    
3794     /**
3795     * Handles player eating food that temporarily changes status (resistances, stats).
3796     * This used to call cast_change_attr(), but
3797     * that doesn't work with the new spell code. Since we know what
3798     * the food changes, just grab a force and use that instead.
3799     */
3800 root 1.22 void
3801     eat_special_food (object *who, object *food)
3802     {
3803     object *force;
3804     int i, did_one = 0;
3805    
3806     force = get_archetype (FORCE_NAME);
3807    
3808     for (i = 0; i < NUM_STATS; i++)
3809 root 1.91 if (sint8 k = food->stats.stat (i))
3810     {
3811     force->stats.stat (i) = k;
3812     did_one = 1;
3813     }
3814 elmex 1.1
3815 root 1.22 /* check if we can protect the eater */
3816     for (i = 0; i < NROFATTACKS; i++)
3817     {
3818     if (food->resist[i] > 0)
3819     {
3820     force->resist[i] = food->resist[i] / 2;
3821     did_one = 1;
3822     }
3823     }
3824 elmex 1.47
3825 root 1.22 if (did_one)
3826     {
3827 root 1.54 force->set_speed (0.1);
3828 root 1.22 /* bigger morsel of food = longer effect time */
3829 elmex 1.47 force->duration = food->stats.food / 5;
3830 root 1.22 SET_FLAG (force, FLAG_APPLIED);
3831     change_abil (who, force);
3832     insert_ob_in_ob (force, who);
3833     }
3834     else
3835 root 1.172 force->destroy ();
3836 root 1.22
3837     /* check for hp, sp change */
3838     if (food->stats.hp != 0)
3839     {
3840     if (QUERY_FLAG (food, FLAG_CURSED))
3841     {
3842 root 1.151 who->contr->killer = food;
3843 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3844 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3845 root 1.22 }
3846     else
3847     {
3848     if (food->stats.hp > 0)
3849 root 1.125 who->statusmsg ("You begin to feel better.");
3850 root 1.22 else
3851 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3852    
3853 root 1.22 who->stats.hp += food->stats.hp;
3854     }
3855     }
3856 root 1.151
3857 root 1.22 if (food->stats.sp != 0)
3858     {
3859     if (QUERY_FLAG (food, FLAG_CURSED))
3860     {
3861 root 1.125 who->failmsg ("You are drained of mana!");
3862 root 1.22 who->stats.sp -= food->stats.sp;
3863     if (who->stats.sp < 0)
3864     who->stats.sp = 0;
3865     }
3866     else
3867     {
3868 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3869 root 1.22 who->stats.sp += food->stats.sp;
3870     /* place limit on max sp from food? */
3871     }
3872 elmex 1.1 }
3873 root 1.125
3874 root 1.51 who->update_stats ();
3875 elmex 1.1 }
3876    
3877    
3878     /**
3879     * op made some mistake with a scroll, this takes care of punishment.
3880     * scroll_failure()- hacked directly from spell_failure
3881     */
3882 root 1.22 void
3883     scroll_failure (object *op, int failure, int power)
3884 elmex 1.1 {
3885 root 1.22 if (abs (failure / 4) > power)
3886     power = abs (failure / 4); /* set minimum effect */
3887 elmex 1.1
3888 root 1.22 if (failure <= -1 && failure > -15)
3889     { /* wonder */
3890     object *tmp;
3891    
3892 root 1.125 op->failmsg ("Your spell warps!");
3893 root 1.22 tmp = get_archetype (SPELL_WONDER);
3894     cast_wonder (op, op, 0, tmp);
3895 root 1.172 tmp->destroy ();
3896 root 1.22 }
3897     else if (failure <= -15 && failure > -35)
3898     { /* drain mana */
3899 root 1.125 op->failmsg ("Your mana is drained!");
3900 root 1.22 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3901     if (op->stats.sp < 0)
3902     op->stats.sp = 0;
3903     }
3904     else if (settings.spell_failure_effects == TRUE)
3905     {
3906     if (failure <= -35 && failure > -60)
3907     { /* confusion */
3908 root 1.125 op->failmsg ("The magic recoils on you!");
3909 root 1.22 confuse_player (op, op, power);
3910     }
3911     else if (failure <= -60 && failure > -70)
3912     { /* paralysis */
3913 root 1.125 op->failmsg ("The magic recoils and paralyzes you!");
3914 root 1.22 paralyze_player (op, op, power);
3915     }
3916     else if (failure <= -70 && failure > -80)
3917     { /* blind */
3918 root 1.125 op->failmsg ("The magic recoils on you!");
3919 root 1.22 blind_player (op, op, power);
3920     }
3921     else if (failure <= -80)
3922     { /* blast the immediate area */
3923 root 1.86 object *tmp = get_archetype (LOOSE_MANA);
3924 root 1.22 cast_magic_storm (op, tmp, power);
3925 root 1.125 op->failmsg ("You unleash uncontrolled mana!");
3926 root 1.172 tmp->destroy ();
3927 root 1.14 }
3928 elmex 1.1 }
3929     }
3930    
3931 root 1.22 void
3932     apply_changes_to_player (object *pl, object *change)
3933     {
3934     int excess_stat = 0; /* if the stat goes over the maximum
3935     for the race, put the excess stat some
3936     where else. */
3937 elmex 1.1
3938 root 1.22 switch (change->type)
3939     {
3940 root 1.24 case CLASS:
3941     {
3942     living *stats = &(pl->contr->orig_stats);
3943     living *ns = &(change->stats);
3944     object *walk;
3945     int flag_change_face = 1;
3946    
3947     /* the following code assigns stats up to the stat max
3948     * for the race, and if the stat max is exceeded,
3949     * tries to randomly reassign the excess stat
3950     */
3951     int i, j;
3952 root 1.22
3953 root 1.24 for (i = 0; i < NUM_STATS; i++)
3954     {
3955 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3956 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3957 root 1.22
3958 root 1.24 if (stat > 20 + race_bonus)
3959     {
3960     excess_stat++;
3961     stat = 20 + race_bonus;
3962     }
3963 root 1.91
3964     stats->stat (i) = stat;
3965 root 1.24 }
3966 elmex 1.1
3967 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3968     { /* try 100 times to assign excess stats */
3969     int i = rndm (0, 6);
3970    
3971     if (i == CHA)
3972     continue; /* exclude cha from this */
3973 root 1.91
3974     int stat = stats->stat (i);
3975 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3976 root 1.24 if (stat < 20 + race_bonus)
3977     {
3978     change_attr_value (stats, i, 1);
3979     excess_stat--;
3980     }
3981     }
3982 root 1.14
3983 root 1.24 /* insert the randomitems from the change's treasurelist into
3984     * the player ref: player.c
3985     */
3986 root 1.182 if (change->randomitems)
3987 root 1.24 give_initial_items (pl, change->randomitems);
3988 root 1.14
3989 root 1.24 /* set up the face, for some races. */
3990 root 1.14
3991 root 1.24 /* first, look for the force object banning
3992     * changing the face. Certain races never change face with class.
3993     */
3994 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
3995     if (walk->name == shstr_NOCLASSFACECHANGE)
3996 root 1.24 flag_change_face = 0;
3997 root 1.14
3998 root 1.24 if (flag_change_face)
3999     {
4000 root 1.157 pl->face = change->face;
4001     pl->animation_id = change->animation_id;
4002     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4003 root 1.24 }
4004 root 1.14
4005 root 1.24 /* check the special case of can't use weapons */
4006     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4007 root 1.182 if (change->name == shstr_monk)
4008 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4009 root 1.14
4010 root 1.24 break;
4011     }
4012 elmex 1.1 }
4013     }
4014    
4015     /**
4016     * This handles items of type 'transformer'.
4017     * Basically those items, used with a marked item, transform both items into something
4018     * else.
4019     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4020     * Change information is contained in the 'slaying' field of the marked item.
4021     * The format is as follow: transformer:[number ]yield[;transformer:...].
4022     * This way an item can be transformed in many things, and/or many objects.
4023     * The 'slaying' field for transformer is used as verb for the action.
4024     */
4025 root 1.22 void
4026     apply_item_transformer (object *pl, object *transformer)
4027     {
4028     object *marked;
4029     object *new_item;
4030     char *find;
4031     char *separator;
4032     int yield;
4033     char got[MAX_BUF];
4034     int len;
4035    
4036     if (!pl || !transformer)
4037     return;
4038 root 1.114
4039 root 1.22 marked = find_marked_object (pl);
4040 root 1.114
4041 root 1.22 if (!marked)
4042 elmex 1.1 {
4043 root 1.125 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4044 root 1.22 return;
4045     }
4046 root 1.114
4047 root 1.22 if (!marked->slaying)
4048     {
4049 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4050 root 1.22 return;
4051     }
4052 root 1.114
4053 root 1.22 /* check whether they are compatible or not */
4054 root 1.182 find = strstr (&marked->slaying, transformer->arch->archname);
4055 root 1.108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4056 root 1.22 {
4057 root 1.125 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4058 root 1.22 return;
4059     }
4060 root 1.114
4061 root 1.108 find += strlen (transformer->arch->archname) + 1;
4062 root 1.22 /* Item can be used, now find how many and what it yields */
4063     if (isdigit (*(find)))
4064     {
4065     yield = atoi (find);
4066     if (yield < 1)
4067 elmex 1.1 {
4068 root 1.22 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4069     yield = 1;
4070 elmex 1.1 }
4071 root 1.22 }
4072     else
4073     yield = 1;
4074 elmex 1.1
4075 root 1.22 while (isdigit (*find))
4076     find++;
4077 root 1.125
4078 root 1.22 while (*find == ' ')
4079     find++;
4080 root 1.114
4081 root 1.22 memset (got, 0, MAX_BUF);
4082 root 1.114
4083 root 1.22 if ((separator = strchr (find, ';')) != NULL)
4084 root 1.114 len = separator - find;
4085 root 1.22 else
4086 root 1.114 len = strlen (find);
4087    
4088 root 1.22 if (len > MAX_BUF - 1)
4089     len = MAX_BUF - 1;
4090 root 1.114
4091 root 1.22 strcpy (got, find);
4092     got[len] = '\0';
4093    
4094     /* Now create new item, remove used ones when required. */
4095     new_item = get_archetype (got);
4096     if (!new_item)
4097     {
4098 root 1.125 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 root 1.22 return;
4100 elmex 1.1 }
4101 root 1.29
4102 root 1.22 new_item->nrof = yield;
4103 root 1.123
4104     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105    
4106 root 1.149 pl->insert (new_item);
4107 root 1.22 /* Eat up one item */
4108 root 1.144 marked->decrease ();
4109 root 1.114
4110 root 1.22 /* Eat one transformer if needed */
4111     if (transformer->stats.food)
4112     if (--transformer->stats.food == 0)
4113 root 1.144 transformer->decrease ();
4114 root 1.22 }
4115 root 1.123