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Revision: 1.213
Committed: Mon Nov 9 13:38:36 2009 UTC (14 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.212: +2 -2 lines
Log Message:
initialize nr with 0 in convert_item.

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 1.201 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.201 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21     *
22 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.61 */
24 elmex 1.1
25 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35     /* Want this regardless of rplay. */
36     #include <sounds.h>
37    
38     /**
39     * Check if op should abort moving victim because of it's race or slaying.
40     * Returns 1 if it should abort, returns 0 if it should continue.
41     */
42 root 1.22 int
43     should_director_abort (object *op, object *victim)
44 elmex 1.1 {
45 root 1.22 int arch_flag, name_flag, race_flag;
46    
47     /* Get flags to determine what of arch, name, and race should be checked.
48     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
49     * the next is the name flag, and the last is the race flag. Also note,
50     * if subtype is set to zero, that also goes to defaults of all affecting
51     * it. Examples:
52     * subtype 1: only arch
53     * subtype 3: arch or name
54     * subtype 5: arch or race
55     * subtype 7: all three
56     */
57     if (op->subtype)
58     {
59 root 1.166 arch_flag = op->subtype & 1;
60     name_flag = op->subtype & 2;
61     race_flag = op->subtype & 4;
62 root 1.22 }
63     else
64     {
65     arch_flag = 1;
66     name_flag = 1;
67     race_flag = 1;
68     }
69 root 1.66
70 root 1.22 /* If the director has race set, only affect objects with a arch,
71     * name or race that matches.
72     */
73     if ((op->race) &&
74 root 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 root 1.66 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76     ((!(victim->race && race_flag) || op->race != victim->race)))
77     return 1;
78    
79 root 1.22 /* If the director has slaying set, only affect objects where none
80     * of arch, name, or race match.
81     */
82 root 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 root 1.66 ((victim->name && name_flag && op->slaying == victim->name)) ||
84     ((victim->race && race_flag && op->slaying == victim->race)))
85     return 1;
86    
87 root 1.22 return 0;
88 elmex 1.1 }
89    
90     /**
91     * This handles a player dropping money on an altar to identify stuff.
92     * It'll identify marked item, if none all items up to dropped money.
93     * Return value: 1 if money was destroyed, 0 if not.
94     */
95 root 1.22 static int
96     apply_id_altar (object *money, object *altar, object *pl)
97 elmex 1.1 {
98 root 1.191 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 root 1.123
100 root 1.126 if (!pl || pl->type != PLAYER)
101 root 1.22 return 0;
102 elmex 1.1
103 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104     * identifying' from being printed out more than it needs to be.
105     */
106 root 1.200 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 root 1.22 return 0;
108 elmex 1.1
109 root 1.22 /* if the player has a marked item, identify that if it needs to be
110 root 1.123 * identified. If it doesn't, then go through the player inventory.
111 root 1.22 */
112 root 1.126 if (object *marked = find_marked_object (pl))
113     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114     {
115 root 1.200 if (operate_altar (altar, &money, pl))
116 root 1.126 {
117     identify (marked);
118 root 1.123
119 root 1.169 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 root 1.126 if (marked->msg)
121 root 1.169 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 root 1.123
123 root 1.126 return !money;
124     }
125     }
126 elmex 1.1
127 root 1.126 for (object *id = pl->inv; id; id = id->below)
128 root 1.22 {
129     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130     {
131 root 1.200 if (operate_altar (altar, &money, pl))
132 root 1.22 {
133     identify (id);
134 root 1.123
135 root 1.169 buf.printf ("You have %s.\r", long_desc (id, pl));
136 root 1.126 if (id->msg)
137 root 1.169 buf << "The item has a story:\r" << id->msg << "\n\n";
138 root 1.123
139 root 1.22 /* If no more money, might as well quit now */
140 root 1.126 if (!money || !check_altar_sacrifice (altar, money))
141 root 1.22 break;
142     }
143     else
144     {
145     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
146     break;
147     }
148 root 1.14 }
149 elmex 1.1 }
150 root 1.123
151     if (buf.empty ())
152 root 1.129 pl->failmsg ("You have nothing that needs identifying");
153     else
154     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155 root 1.123
156     return !money;
157 elmex 1.1 }
158    
159     /**
160     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161     * matching item.
162     **/
163 elmex 1.117 void
164 root 1.22 handle_apply_yield (object *tmp)
165 elmex 1.1 {
166 root 1.181 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 root 1.152 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 elmex 1.1 }
169    
170     /**
171     * Handles applying a potion.
172     */
173 root 1.22 int
174     apply_potion (object *op, object *tmp)
175 elmex 1.1 {
176 elmex 1.3 int got_one = 0, i;
177     object *force = 0, *floor = 0;
178    
179 root 1.48 floor = GET_MAP_OB (op->map, op->x, op->y);
180 elmex 1.3
181 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 elmex 1.3 {
183 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184 root 1.123
185 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
186     return 0;
187     }
188 elmex 1.3
189 elmex 1.4 if (op->type == PLAYER)
190 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
191     identify (tmp);
192 elmex 1.3
193 elmex 1.4 handle_apply_yield (tmp);
194 elmex 1.1
195 elmex 1.4 /* Potion of restoration - only for players */
196     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
197     {
198     object *depl;
199     archetype *at;
200 elmex 1.1
201 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
202     {
203 root 1.51 op->drain_stat ();
204     op->update_stats ();
205 root 1.144 tmp->decrease ();
206 elmex 1.3 return 1;
207     }
208 root 1.37
209 root 1.212 if (!(at = archetype::find (shstr_depletion)))
210 elmex 1.4 {
211     LOG (llevError, "Could not find archetype depletion\n");
212     return 0;
213     }
214 root 1.146
215 elmex 1.4 depl = present_arch_in_ob (at, op);
216 root 1.37
217 root 1.51 if (depl)
218 elmex 1.4 {
219     for (i = 0; i < NUM_STATS; i++)
220 root 1.91 if (depl->stats.stat (i))
221 root 1.123 op->statusmsg (restore_msg[i]);
222 root 1.37
223 root 1.172 depl->destroy ();
224 root 1.51 op->update_stats ();
225 elmex 1.4 }
226     else
227 root 1.123 op->statusmsg ("Your potion had no effect.");
228 elmex 1.1
229 root 1.144 tmp->decrease ();
230 elmex 1.4 return 1;
231     }
232    
233     /* improvement potion - only for players */
234 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 elmex 1.4 {
236 root 1.212 for (i = 1; i < min (11, op->level); i++)
237 elmex 1.3 {
238 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 elmex 1.3 {
240 elmex 1.4 if (op->contr->levhp[i] != 1)
241 elmex 1.3 {
242 elmex 1.4 op->contr->levhp[i] = 1;
243     break;
244 elmex 1.3 }
245 root 1.123
246 elmex 1.4 if (op->contr->levsp[i] != 1)
247 elmex 1.3 {
248 elmex 1.4 op->contr->levsp[i] = 1;
249     break;
250     }
251 root 1.123
252 elmex 1.4 if (op->contr->levgrace[i] != 1)
253     {
254     op->contr->levgrace[i] = 1;
255     break;
256 elmex 1.3 }
257     }
258 elmex 1.4 else
259 elmex 1.3 {
260 elmex 1.4 if (op->contr->levhp[i] < 9)
261     {
262     op->contr->levhp[i] = 9;
263     break;
264     }
265 root 1.123
266 elmex 1.4 if (op->contr->levsp[i] < 6)
267 elmex 1.3 {
268 elmex 1.4 op->contr->levsp[i] = 6;
269     break;
270 elmex 1.3 }
271 root 1.123
272 elmex 1.4 if (op->contr->levgrace[i] < 3)
273 elmex 1.3 {
274 elmex 1.4 op->contr->levgrace[i] = 3;
275     break;
276 elmex 1.3 }
277     }
278     }
279 root 1.37
280 elmex 1.4 /* Just makes checking easier */
281 root 1.212 if (i < min (11, op->level))
282 elmex 1.4 got_one = 1;
283 root 1.37
284 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 elmex 1.3 {
286 elmex 1.4 if (got_one)
287 elmex 1.3 {
288 root 1.51 op->update_stats ();
289 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
290     "a little more in their image. "
291     "You feel a little more perfect.", NDI_GREEN);
292 elmex 1.3 }
293     else
294 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
295 elmex 1.3 }
296 elmex 1.4 else
297     { /* cursed potion */
298     if (got_one)
299 elmex 1.3 {
300 root 1.51 op->update_stats ();
301 root 1.125 op->failmsg ("The Gods are angry and punish you.");
302 elmex 1.3 }
303 elmex 1.4 else
304 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
305 elmex 1.3 }
306 root 1.37
307 root 1.144 tmp->decrease ();
308 elmex 1.4 return 1;
309     }
310    
311    
312     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
313     * and heroism all fit into this category. Given the spell object code,
314     * there is no limit to the number of spells that potions can be cast,
315     * but direction is problematic to try and imbue fireball potions for example.
316     */
317     if (tmp->inv)
318     {
319     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
320 elmex 1.3 {
321 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
322 elmex 1.187 create_exploding_ball_at (op, op->level);
323 elmex 1.3 }
324 elmex 1.4 else
325     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
326 elmex 1.1
327 root 1.144 tmp->decrease ();
328 root 1.123
329 elmex 1.4 /* if youre dead, no point in doing this... */
330     if (!QUERY_FLAG (op, FLAG_REMOVED))
331 root 1.51 op->update_stats ();
332 root 1.123
333 elmex 1.4 return 1;
334     }
335    
336     /* Deal with protection potions */
337     force = NULL;
338     for (i = 0; i < NROFATTACKS; i++)
339     {
340     if (tmp->resist[i])
341     {
342     if (!force)
343     force = get_archetype (FORCE_NAME);
344 root 1.123
345 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
346     force->type = POTION_EFFECT;
347     break; /* Only need to find one protection since we copy entire batch */
348 elmex 1.3 }
349 elmex 1.1 }
350 root 1.123
351 elmex 1.4 /* This is a protection potion */
352     if (force)
353 elmex 1.3 {
354 elmex 1.4 /* cursed items last longer */
355     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
356     {
357     force->stats.food *= 10;
358     for (i = 0; i < NROFATTACKS; i++)
359     if (force->resist[i] > 0)
360     force->resist[i] = -force->resist[i]; /* prot => vuln */
361     }
362 root 1.92
363 elmex 1.4 force->speed_left = -1;
364     force = insert_ob_in_ob (force, op);
365     CLEAR_FLAG (tmp, FLAG_APPLIED);
366     SET_FLAG (force, FLAG_APPLIED);
367     change_abil (op, force);
368 root 1.144 tmp->decrease ();
369 elmex 1.4 return 1;
370     }
371    
372     /* Only thing left are the stat potions */
373     if (op->type == PLAYER)
374     { /* only for players */
375 elmex 1.187 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376     || QUERY_FLAG (tmp, FLAG_DAMNED))
377     && tmp->value != 0)
378 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
379     else
380     SET_FLAG (tmp, FLAG_APPLIED);
381 root 1.123
382 elmex 1.4 if (!change_abil (op, tmp))
383 root 1.123 op->statusmsg ("Nothing happened.");
384 elmex 1.1 }
385    
386 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
387     * that were grouped with the one consumed, his
388     * stat will not be raised by them. fix_player just clears
389     * up all the stats.
390     */
391     CLEAR_FLAG (tmp, FLAG_APPLIED);
392 root 1.51 op->update_stats ();
393 root 1.148 tmp->decrease ();
394 elmex 1.3 return 1;
395 elmex 1.1 }
396    
397     /****************************************************************************
398     * Weapon improvement code follows
399     ****************************************************************************/
400    
401     /**
402 elmex 1.189 * This function just checks whether who can handle equipping an item
403     * with item_power.
404     */
405 root 1.209 static bool
406 elmex 1.189 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 1.210 static int
537 root 1.22 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 1.210 static int
600 root 1.22 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 1.209 static int
712 root 1.22 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 1.210 static int
769 root 1.22 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 elmex 1.195 int
863 root 1.22 convert_item (object *item, object *converter)
864     {
865 elmex 1.213 sint64 nr = 0, price_in;
866 root 1.22
867 root 1.142 if (item->flag [FLAG_UNPAID])
868     return 0;
869 elmex 1.213
870 root 1.142 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 1.209 static int
990 root 1.22 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 1.204 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 root 1.200 if (operate_altar (altar, &sacrifice, originator))
1066 root 1.22 {
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 root 1.196 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 root 1.121 // 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 root 1.206 /* The following was changed because it was causing perfectly correct
1330 elmex 1.1 * 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 1.198 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1347     switch (trap->type)
1348     {
1349     case PLAYERMOVER:
1350     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351     {
1352     if (!trap->stats.maxsp)
1353     trap->stats.maxsp = 2;
1354    
1355     /* Is this correct? From the docs, it doesn't look like it
1356     * should be divided by trap->speed
1357     */
1358 root 1.212 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1359 root 1.198
1360     /* Just put in some sanity check. I think there is a bug in the
1361     * above with some objects have zero speed, and thus the player
1362     * getting permanently paralyzed.
1363     */
1364     if (victim->speed_left < -50.f)
1365     victim->speed_left = -50.f;
1366     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367     }
1368     break;
1369 elmex 1.1
1370 root 1.198 case SPINNER:
1371     if (victim->direction)
1372     {
1373     victim->direction = absdir (victim->direction - trap->stats.sp);
1374     update_turn_face (victim);
1375     }
1376     break;
1377 root 1.14
1378 root 1.198 case DIRECTOR:
1379     if (victim->direction && !should_director_abort (trap, victim))
1380     {
1381     victim->direction = trap->stats.sp;
1382     update_turn_face (victim);
1383     }
1384     break;
1385 root 1.14
1386 root 1.198 case BUTTON:
1387     case PEDESTAL:
1388 root 1.205 case T_MATCH:
1389 root 1.198 update_button (trap, originator);
1390     break;
1391 root 1.14
1392 root 1.198 case ALTAR:
1393     /* sacrifice victim on trap */
1394     apply_altar (trap, victim, originator);
1395     break;
1396 root 1.14
1397 root 1.198 case THROWN_OBJ:
1398     if (trap->inv == NULL)
1399     break;
1400     /* fallthrough */
1401    
1402     case ARROW:
1403     /* bad bug: monster throw a object, make a step forwards, step on object ,
1404     * trigger this here and get hit by own missile - and will be own enemy.
1405     * Victim then is his own enemy and will start to kill herself (this is
1406     * removed) but we have not synced victim and his missile. To avoid senseless
1407     * action, we avoid hits here
1408     */
1409 root 1.212 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410     && trap->owner != victim)
1411 root 1.198 hit_with_arrow (trap, victim);
1412     break;
1413 root 1.14
1414 root 1.198 case SPELL_EFFECT:
1415     apply_spell_effect (trap, victim);
1416     break;
1417 root 1.23
1418 root 1.198 case TRAPDOOR:
1419     {
1420     int max, sound_was_played;
1421     object *ab, *ab_next;
1422 root 1.14
1423 root 1.198 if (!trap->value)
1424     {
1425     int tot;
1426 root 1.14
1427 root 1.198 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429     tot += ab->head_ ()->total_weight ();
1430 root 1.14
1431 root 1.198 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432     break;
1433 root 1.14
1434 root 1.198 SET_ANIMATION (trap, trap->value);
1435     update_object (trap, UP_OBJ_FACE);
1436     }
1437 root 1.22
1438 root 1.198 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439     {
1440     /* 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 1.198 {
1447     if (!sound_was_played)
1448     {
1449     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450     sound_was_played = 1;
1451     }
1452 root 1.14
1453 root 1.198 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455     }
1456     }
1457     break;
1458     }
1459 root 1.22
1460 root 1.198 case CONVERTER:
1461     if (convert_item (victim, trap) < 0)
1462     {
1463     originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464     archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 root 1.23 }
1466 root 1.14
1467 root 1.198 break;
1468 root 1.14
1469 root 1.198 case TRIGGER_BUTTON:
1470     case TRIGGER_PEDESTAL:
1471     case TRIGGER_ALTAR:
1472 root 1.200 check_trigger (trap, victim, originator);
1473 root 1.198 break;
1474 root 1.118
1475 root 1.198 case DEEP_SWAMP:
1476     walk_on_deep_swamp (trap, victim);
1477     break;
1478 root 1.14
1479 root 1.198 case CHECK_INV:
1480     check_inv (victim, trap);
1481     break;
1482 root 1.14
1483 root 1.198 case HOLE:
1484     move_apply_hole (trap, victim);
1485     break;
1486 root 1.14
1487 root 1.198 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     if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494     victim->statusmsg (trap->msg, NDI_NAVY);
1495 root 1.23
1496 root 1.198 trap->play_sound (trap->sound);
1497     victim->enter_exit (trap);
1498     }
1499     break;
1500 root 1.23
1501 root 1.198 case ENCOUNTER:
1502     /* may be some leftovers on this */
1503     break;
1504 root 1.23
1505 root 1.198 case SHOP_MAT:
1506     apply_shop_mat (trap, victim);
1507     break;
1508 root 1.14
1509 root 1.198 /* Drop a certain amount of gold, and have one item identified */
1510     case IDENTIFY_ALTAR:
1511     apply_id_altar (victim, trap, originator);
1512     break;
1513 root 1.55
1514 root 1.198 case SIGN:
1515     if (victim->type != PLAYER && trap->stats.food > 0)
1516     break; /* monsters musn't apply magic_mouths with counters */
1517 root 1.14
1518 root 1.198 apply_sign (victim, trap, 1);
1519     break;
1520 root 1.23
1521 root 1.198 case CONTAINER:
1522     apply_container (victim, trap);
1523     break;
1524 root 1.23
1525 root 1.198 case RUNE:
1526     case TRAP:
1527     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528     spring_trap (trap, victim);
1529     break;
1530 root 1.23
1531 root 1.198 default:
1532     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1533     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534     break;
1535     }
1536 elmex 1.1
1537 root 1.22 recursion_depth--;
1538 elmex 1.1 }
1539    
1540     /**
1541     * Handles reading a regular (ie not containing a spell) book.
1542     */
1543 root 1.22 static void
1544     apply_book (object *op, object *tmp)
1545 elmex 1.1 {
1546 root 1.22 int lev_diff;
1547     object *skill_ob;
1548    
1549     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1550     {
1551 root 1.125 op->failmsg ("You are unable to read while blind!");
1552 root 1.22 return;
1553     }
1554 root 1.112
1555     if (!tmp->msg)
1556 root 1.22 {
1557 sf-marcmagus 1.203 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1558 root 1.22 return;
1559     }
1560 elmex 1.1
1561 root 1.22 /* need a literacy skill to read stuff! */
1562     skill_ob = find_skill_by_name (op, tmp->skill);
1563     if (!skill_ob)
1564     {
1565 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));
1566 elmex 1.1 return;
1567     }
1568 root 1.112
1569 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1570     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571     {
1572 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574     : lev_diff < 5 ? "This book is beyond your comprehension."
1575     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576     : lev_diff < 15 ? "This book is way beyond your comprehension."
1577     : "This book is totally beyond your comprehension.");
1578 elmex 1.1 return;
1579     }
1580    
1581 root 1.22 readable_message_type *msgType = get_readable_message_type (tmp);
1582    
1583 root 1.112 if (player *pl = op->contr)
1584     if (client *ns = pl->ns)
1585 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586 root 1.22
1587     /* gain xp from reading */
1588     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589     { /* only if not read before */
1590     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591    
1592     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593     {
1594     /*exp_gain *= 2; because they just identified it too */
1595     SET_FLAG (tmp, FLAG_IDENTIFIED);
1596 root 1.41
1597 root 1.149 if (object *pl = tmp->visible_to ())
1598     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 root 1.22 }
1600 root 1.41
1601 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1602     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 elmex 1.1 }
1604     }
1605    
1606     /**
1607 root 1.208 * op made some mistake with a scroll, this takes care of punishment.
1608     * scroll_failure()- hacked directly from spell_failure
1609     */
1610     static void
1611     scroll_failure (object *op, int failure, int power)
1612     {
1613     if (abs (failure / 4) > power)
1614     power = abs (failure / 4); /* set minimum effect */
1615    
1616     if (failure <= -1 && failure > -15)
1617     { /* wonder */
1618     object *tmp;
1619    
1620     op->failmsg ("Your spell warps!");
1621     tmp = get_archetype (SPELL_WONDER);
1622     cast_wonder (op, op, 0, tmp);
1623     tmp->destroy ();
1624     }
1625     else if (failure <= -15 && failure > -35)
1626     { /* drain mana */
1627     op->failmsg ("Your mana is drained!");
1628     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629     if (op->stats.sp < 0)
1630     op->stats.sp = 0;
1631     }
1632     else if (settings.spell_failure_effects == TRUE)
1633     {
1634     if (failure <= -35 && failure > -60)
1635     { /* confusion */
1636     op->failmsg ("The magic recoils on you!");
1637     confuse_player (op, op, power);
1638     }
1639     else if (failure <= -60 && failure > -70)
1640     { /* paralysis */
1641     op->failmsg ("The magic recoils and paralyzes you!");
1642     paralyze_player (op, op, power);
1643     }
1644     else if (failure <= -70 && failure > -80)
1645     { /* blind */
1646     op->failmsg ("The magic recoils on you!");
1647     blind_player (op, op, power);
1648     }
1649     else if (failure <= -80)
1650     { /* blast the immediate area */
1651     object *tmp = get_archetype (LOOSE_MANA);
1652     cast_magic_storm (op, tmp, power);
1653     op->failmsg ("You unleash uncontrolled mana!");
1654     tmp->destroy ();
1655     }
1656     }
1657     }
1658    
1659     /**
1660 elmex 1.1 * Handles the applying of a skill scroll, calling learn_skill straight.
1661     * op is the person learning the skill, tmp is the skill scroll object
1662     */
1663 root 1.22 static void
1664     apply_skillscroll (object *op, object *tmp)
1665 elmex 1.1 {
1666 root 1.124 switch (learn_skill (op, tmp))
1667 root 1.22 {
1668 root 1.24 case 0:
1669 root 1.124 op->play_sound (sound_find ("generic_fail"));
1670 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 root 1.124 break;
1672 root 1.24
1673     case 1:
1674 root 1.144 tmp->decrease ();
1675 root 1.124 op->play_sound (sound_find ("skill_learn"));
1676     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677     break;
1678 root 1.14
1679 root 1.24 default:
1680 root 1.144 tmp->decrease ();
1681 root 1.124 op->play_sound (sound_find ("generic_fail"));
1682 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 root 1.124 break;
1684 elmex 1.1 }
1685     }
1686    
1687     /**
1688     * Actually makes op learn spell.
1689     * Informs player of what happens.
1690     */
1691 root 1.22 void
1692     do_learn_spell (object *op, object *spell, int special_prayer)
1693 elmex 1.1 {
1694 root 1.22 object *tmp;
1695 elmex 1.1
1696 root 1.22 if (op->type != PLAYER)
1697     {
1698     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699     return;
1700 elmex 1.1 }
1701    
1702 root 1.22 /* Upgrade special prayers to normal prayers */
1703     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704     {
1705     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706     {
1707     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708     return;
1709 elmex 1.1 }
1710 root 1.22 return;
1711 elmex 1.1 }
1712    
1713 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1714    
1715 root 1.39 tmp = spell->clone ();
1716 root 1.22 insert_ob_in_ob (tmp, op);
1717    
1718     if (special_prayer)
1719 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720 elmex 1.1
1721 root 1.22 esrv_add_spells (op->contr, tmp);
1722 elmex 1.1 }
1723    
1724     /**
1725     * Erases spell from player's inventory.
1726     */
1727 root 1.22 void
1728     do_forget_spell (object *op, const char *spell)
1729 elmex 1.1 {
1730 root 1.22 object *spob;
1731    
1732     if (op->type != PLAYER)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735     return;
1736     }
1737     if ((spob = check_spell_known (op, spell)) == NULL)
1738     {
1739     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740     return;
1741     }
1742 elmex 1.1
1743 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 root 1.22 player_unready_range_ob (op->contr, spob);
1745     esrv_remove_spell (op->contr, spob);
1746 root 1.172 spob->destroy ();
1747 elmex 1.1 }
1748    
1749     /**
1750     * Handles player applying a spellbook.
1751     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1752     * stuff like that. Random learning failure too.
1753     */
1754 root 1.22 static void
1755     apply_spellbook (object *op, object *tmp)
1756 elmex 1.1 {
1757 root 1.22 object *skop, *spell, *spell_skill;
1758    
1759     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1760     {
1761 root 1.125 op->failmsg ("You are unable to read while blind.");
1762 root 1.22 return;
1763     }
1764    
1765     /* artifact_spellbooks have 'slaying' field point to a spell name,
1766     * instead of having their spell stored in stats.sp. These are
1767     * legacy spellbooks
1768     */
1769 root 1.114 if (tmp->slaying)
1770 root 1.22 {
1771     spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1772     if (!spell)
1773     {
1774 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 root 1.22 return;
1776 root 1.14 }
1777 root 1.22 else
1778     insert_ob_in_ob (spell, tmp);
1779 root 1.114
1780     tmp->slaying = 0;
1781 root 1.22 }
1782    
1783     skop = find_skill_by_name (op, tmp->skill);
1784    
1785     /* need a literacy skill to learn spells. Also, having a literacy level
1786     * lower than the spell will make learning the spell more difficult */
1787     if (!skop)
1788     {
1789 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 root 1.22 return;
1791     }
1792    
1793     spell = tmp->inv;
1794 root 1.32
1795 root 1.22 if (!spell)
1796     {
1797     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 root 1.22 return;
1800     }
1801 root 1.31
1802 root 1.190 int learn_level = sqrtf (spell->level) * 1.5f;
1803     if (skop->level < learn_level)
1804 root 1.22 {
1805 root 1.190 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806     &tmp->skill, learn_level));
1807 root 1.22 return;
1808     }
1809    
1810 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811 root 1.22
1812     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 root 1.149 identify (tmp);
1814 root 1.22
1815     /* I removed the check for special_prayer_mark here - it didn't make
1816     * a lot of sense - special prayers are not found in spellbooks, and
1817     * if the player doesn't know the spell, doesn't make a lot of sense that
1818     * they would have a special prayer mark.
1819     */
1820     if (check_spell_known (op, spell->name))
1821     {
1822 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");
1823 root 1.22 return;
1824 elmex 1.1 }
1825 root 1.22
1826     if (spell->skill)
1827     {
1828     spell_skill = find_skill_by_name (op, spell->skill);
1829 root 1.25
1830 root 1.22 if (!spell_skill)
1831     {
1832 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1833 root 1.22 return;
1834 root 1.14 }
1835 root 1.25
1836 root 1.22 if (spell_skill->level < spell->level)
1837     {
1838 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 root 1.22 return;
1840 root 1.14 }
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Logic as follows
1844     *
1845     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846     *
1847     * 2- The learner's skill level in literacy adjusts the chance to learn
1848     * a spell.
1849     *
1850     * 3 -Automatically fail to learn if you read while confused
1851     *
1852     * Overall, chances are the same but a player will find having a high
1853     * literacy rate very useful! -b.t.
1854     */
1855     if (QUERY_FLAG (op, FLAG_CONFUSED))
1856     {
1857 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1858 root 1.212 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 root 1.22 }
1860     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862     {
1863 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 root 1.22 do_learn_spell (op, spell, 0);
1865    
1866     /* xp gain to literacy for spell learning */
1867     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 elmex 1.1 }
1870 root 1.22 else
1871     {
1872 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1873 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");
1874 root 1.22 }
1875 root 1.73
1876 root 1.144 tmp->decrease ();
1877 elmex 1.1 }
1878    
1879     /**
1880     * Handles applying a spell scroll.
1881     */
1882 root 1.22 void
1883     apply_scroll (object *op, object *tmp, int dir)
1884 elmex 1.1 {
1885 root 1.22 object *skop;
1886 elmex 1.1
1887 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888     {
1889 root 1.125 op->failmsg ("You are unable to read while blind.");
1890 root 1.22 return;
1891 elmex 1.1 }
1892    
1893 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1894     {
1895 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 root 1.22 return;
1897 elmex 1.1 }
1898    
1899 root 1.22 if (op->type == PLAYER)
1900     {
1901     /* players need a literacy skill to read stuff! */
1902     int exp_gain = 0;
1903 elmex 1.1
1904 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1905     * should go for anything killed by the spell.
1906     */
1907     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908 elmex 1.1
1909 root 1.22 if (!skop)
1910     {
1911 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 root 1.22 return;
1913     }
1914 elmex 1.1
1915 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916     change_exp (op, exp_gain, skop->skill, 0);
1917 elmex 1.1 }
1918    
1919 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920     identify (tmp);
1921 elmex 1.1
1922 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 elmex 1.1
1924 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 root 1.144 tmp->decrease ();
1926 elmex 1.1 }
1927    
1928     /**
1929     * Applies a treasure object - by default, chest. op
1930     * is the person doing the applying, tmp is the treasure
1931     * chest.
1932     */
1933 root 1.22 static void
1934     apply_treasure (object *op, object *tmp)
1935 elmex 1.1 {
1936 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1937 root 1.22 * for the chest is done when the chest is created, and put into the chest
1938 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1939     * prevents people from moving chests to more difficult maps to get better
1940 root 1.22 * treasure
1941     */
1942 root 1.99 object *treas = tmp->inv;
1943 root 1.22
1944 root 1.99 if (!treas)
1945 root 1.22 {
1946 root 1.124 op->statusmsg ("The chest was empty.");
1947 root 1.144 tmp->decrease ();
1948 root 1.22 return;
1949     }
1950 root 1.99
1951 root 1.22 while (tmp->inv)
1952     {
1953     treas = tmp->inv;
1954 root 1.36 treas->remove ();
1955 elmex 1.1
1956 root 1.22 treas->x = op->x;
1957     treas->y = op->y;
1958     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959    
1960     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961     spring_trap (treas, op);
1962 root 1.37
1963 root 1.22 /* If either player or container was destroyed, no need to do
1964 root 1.124 * further processing. I think this should be enclused with
1965 root 1.22 * spring trap above, as I don't think there is otherwise
1966 root 1.124 * any way for the treasure chest or player to get killed.
1967 root 1.22 */
1968 root 1.29 if (op->destroyed () || tmp->destroyed ())
1969 root 1.22 break;
1970 elmex 1.1 }
1971    
1972 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1973 root 1.171 tmp->decrease (true);
1974 elmex 1.1 }
1975    
1976     /**
1977     * A dragon is eating some flesh. If the flesh contains resistances,
1978     * there is a chance for the dragon's skin to get improved.
1979     *
1980     * attributes:
1981     * object *op the object (dragon player) eating the flesh
1982     * object *meal the flesh item, getting chewed in dragon's mouth
1983     * return:
1984     * int 1 if eating successful, 0 if it doesn't work
1985     */
1986 root 1.208 static int
1987 root 1.22 dragon_eat_flesh (object *op, object *meal)
1988     {
1989     object *skin = NULL; /* pointer to dragon skin force */
1990     object *abil = NULL; /* pointer to dragon ability force */
1991     object *tmp = NULL; /* tmp. object */
1992    
1993 elmex 1.1 double chance; /* improvement-chance of one resistance type */
1994 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
1995     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996     double mbonus = 0; /* monster bonus */
1997 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 root 1.22 int winners = 0; /* number of winners */
1999 elmex 1.1 int i; /* index */
2000 root 1.22
2001 elmex 1.1 /* let's make sure and doublecheck the parameters */
2002 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2003 elmex 1.1 return 0;
2004 root 1.22
2005 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006     from the player's inventory */
2007 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2008     if (tmp->type == FORCE)
2009 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 root 1.60 skin = tmp;
2011 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 root 1.60 abil = tmp;
2013 root 1.22
2014 elmex 1.1 /* if either skin or ability are missing, this is an old player
2015     which is not to be considered a dragon -> bail out */
2016 root 1.22 if (skin == NULL || abil == NULL)
2017     return 0;
2018    
2019 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2020 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2021 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2022     else
2023 root 1.22 op->stats.hp += meal->stats.food / 50;
2024 root 1.124
2025 root 1.22 if (op->stats.hp > op->stats.maxhp)
2026     op->stats.hp = op->stats.maxhp;
2027    
2028 root 1.212 op->stats.food = min (999, op->stats.food + meal->stats.food);
2029 root 1.22
2030     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031    
2032 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2033 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2034     {
2035     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2036     {
2037     /* got positive resistance, now calculate improvement chance (0-100) */
2038    
2039     /* this bonus makes resistance increase easier at lower levels */
2040     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2041     if (i == abil->stats.exp)
2042     bonus += 5; /* additional bonus for resistance of ability-focus */
2043    
2044     /* monster bonus increases with level, because high-level
2045     flesh is too rare */
2046     mbonus = op->level * 20. / ((double) settings.max_level);
2047    
2048 root 1.212 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2049     ((double)settings.max_level)) - skin->resist[i];
2050 root 1.22
2051     if (chance >= 0.)
2052     chance += 1.;
2053     else
2054     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2055    
2056     /* chance is proportional to amount of resistance (max. 50) */
2057 root 1.212 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2058 root 1.22
2059     /* doubled chance for resistance of ability-focus */
2060     if (i == abil->stats.exp)
2061 root 1.212 chance = min (100., chance * 2.);
2062 root 1.22
2063     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2064 root 1.212 if (rndm (10000) < (unsigned int)(chance * 100))
2065 root 1.22 {
2066     atnr_winner[winners] = i;
2067     winners++;
2068     }
2069    
2070     if (chance >= 0.01)
2071     totalchance *= 1 - chance / 100;
2072    
2073     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2074     }
2075 elmex 1.1 }
2076 root 1.22
2077 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2078 root 1.22 totalchance = 100 - totalchance * 100;
2079 root 1.124
2080 elmex 1.1 /* print message according to totalchance */
2081 root 1.124 const char *buf;
2082 elmex 1.1 if (totalchance > 50.)
2083 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2084 elmex 1.1 else if (totalchance > 10.)
2085 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2086 elmex 1.1 else if (totalchance > 1.)
2087 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2088 elmex 1.1 else if (totalchance > 0.1)
2089 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2090 elmex 1.1 else if (totalchance >= 0.01)
2091 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2092 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2093 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2094 root 1.22 else
2095 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2096    
2097     op->statusmsg (buf);
2098 root 1.22
2099 elmex 1.1 /* now choose a winner if we have any */
2100     i = -1;
2101 root 1.22 if (winners > 0)
2102 root 1.175 i = atnr_winner [rndm (winners)];
2103 root 1.22
2104     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2105     {
2106     /* resistance increased! */
2107     skin->resist[i]++;
2108 root 1.51 op->update_stats ();
2109 root 1.22
2110 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2111 root 1.22 }
2112    
2113 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2114     into the ability_force and it will take effect on next level */
2115 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2116     {
2117     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2118    
2119     if (meal->last_eat != abil->stats.exp)
2120 root 1.124 op->statusmsg (format (
2121 root 1.125 "Your metabolism prepares to focus on %s!\n"
2122     "The change will happen at level %d.",
2123     change_resist_msg[meal->last_eat],
2124     abil->level + 1
2125 root 1.124 ));
2126 root 1.22 else
2127     {
2128 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2129 root 1.22 abil->last_eat = 0;
2130     }
2131 elmex 1.1 }
2132 root 1.124
2133 elmex 1.1 return 1;
2134     }
2135    
2136     /**
2137 root 1.208 * op eats food.
2138     * If player, takes care of messages and dragon special food.
2139     */
2140     static void
2141     apply_food (object *op, object *tmp)
2142     {
2143     int capacity_remaining;
2144    
2145     if (op->type != PLAYER)
2146     op->stats.hp = op->stats.maxhp;
2147     else
2148     {
2149     /* check if this is a dragon (player), eating some flesh */
2150     if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151     ;
2152     else
2153     {
2154     /* usual case - no dragon meal: */
2155     if (op->stats.food + tmp->stats.food > 999)
2156     {
2157     if (tmp->type == FOOD || tmp->type == FLESH)
2158     op->failmsg ("You feel full, but what a waste of food!");
2159     else
2160     op->statusmsg ("Most of the drink goes down your face not your throat!");
2161     }
2162    
2163     tmp->play_sound (
2164     tmp->sound
2165     ? tmp->sound
2166     : tmp->type == DRINK
2167     ? sound_find ("eat_drink")
2168     : sound_find ("eat_food")
2169     );
2170    
2171     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172     {
2173     const char *buf;
2174    
2175     if (!is_dragon_pl (op))
2176     {
2177     /* eating message for normal players */
2178     if (tmp->type == DRINK)
2179     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180     else
2181     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182     }
2183     else
2184     /* eating message for dragon players */
2185     buf = format ("The %s tasted terrible!", &tmp->name);
2186    
2187     op->statusmsg (buf);
2188    
2189     capacity_remaining = 999 - op->stats.food;
2190     op->stats.food += tmp->stats.food;
2191     if (capacity_remaining < tmp->stats.food)
2192     op->stats.hp += capacity_remaining / 50;
2193     else
2194     op->stats.hp += tmp->stats.food / 50;
2195    
2196     if (op->stats.hp > op->stats.maxhp)
2197     op->stats.hp = op->stats.maxhp;
2198     if (op->stats.food > 999)
2199     op->stats.food = 999;
2200     }
2201    
2202     /* special food hack -b.t. */
2203     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204     eat_special_food (op, tmp);
2205     }
2206     }
2207    
2208     handle_apply_yield (tmp);
2209     tmp->decrease ();
2210     }
2211    
2212     /**
2213 elmex 1.1 * Handles applying an improve armor scroll.
2214     * Does some sanity checks, then calls improve_armour.
2215     */
2216 root 1.22 static void
2217     apply_armour_improver (object *op, object *tmp)
2218 elmex 1.1 {
2219 root 1.22 object *armor;
2220 elmex 1.1
2221 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2222 root 1.22 {
2223 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2224 root 1.22 return;
2225 elmex 1.1 }
2226 root 1.51
2227 root 1.22 armor = find_marked_object (op);
2228 root 1.51
2229 root 1.22 if (!armor)
2230     {
2231 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.");
2232 elmex 1.1 return;
2233     }
2234 root 1.51
2235 root 1.22 if (armor->type != ARMOUR
2236     && armor->type != CLOAK
2237     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2238 elmex 1.1 {
2239 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2240 root 1.22 return;
2241 elmex 1.1 }
2242    
2243 root 1.124 op->statusmsg ("Applying armour enchantment.");
2244 root 1.22 improve_armour (op, tmp, armor);
2245 elmex 1.1 }
2246    
2247 root 1.151 void
2248 root 1.22 apply_poison (object *op, object *tmp)
2249 elmex 1.1 {
2250 root 1.158 // need to do it now when it is still on the map
2251     handle_apply_yield (tmp);
2252    
2253 root 1.151 object *poison = tmp->split (1);
2254    
2255 root 1.22 if (op->type == PLAYER)
2256     {
2257 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2258 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2259 root 1.151 op->contr->killer = poison;
2260 elmex 1.1 }
2261 root 1.114
2262 root 1.151 if (poison->stats.hp > 0)
2263 root 1.22 {
2264 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2265     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 elmex 1.1 }
2267 root 1.114
2268 root 1.22 op->stats.food -= op->stats.food / 4;
2269 root 1.172 poison->destroy ();
2270 elmex 1.1 }
2271    
2272     /**
2273 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2274 elmex 1.1 * A valid 2 way exit means:
2275     * -You can come back (there is another exit at the other side)
2276     * -You are
2277 root 1.44 * ° the owner of the exit
2278     * ° or in the same party as the owner
2279 elmex 1.1 *
2280     * Note: a owner in a 2 way exit is saved as the owner's name
2281     * in the field exit->name cause the field exit->owner doesn't
2282     * survive in the swapping (in fact the whole exit doesn't survive).
2283     */
2284 root 1.210 static int
2285 root 1.22 is_legal_2ways_exit (object *op, object *exit)
2286     {
2287     if (exit->stats.exp != 1)
2288     return 1; /*This is not a 2 way, so it is legal */
2289 root 1.52
2290 root 1.55 #if 0 //TODO
2291 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2292     return 0; /* This is a reset town portal */
2293 root 1.55 #endif
2294    
2295 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296    
2297 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2298 root 1.52
2299 root 1.22 if (exitmap)
2300     {
2301 root 1.58 exitmap->load_sync ();
2302    
2303     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304 root 1.52
2305 root 1.22 if (!tmp)
2306     return 0;
2307 root 1.52
2308 root 1.58 for (; tmp; tmp = tmp->above)
2309 root 1.22 {
2310     if (tmp->type != EXIT)
2311     continue; /*Not an exit */
2312 root 1.52
2313 root 1.22 if (!EXIT_PATH (tmp))
2314     continue; /*Not a valid exit */
2315 root 1.52
2316 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317     continue; /*Not in the same place */
2318 root 1.52
2319 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2320 root 1.22 continue; /*Not in the same map */
2321    
2322     /* From here we have found the exit is valid. However we do
2323     * here the check of the exit owner. It is important for the
2324     * town portals to prevent strangers from visiting your appartments
2325     */
2326     if (!exit->race)
2327     return 1; /*No owner, free for all! */
2328 root 1.52
2329 root 1.58 object *exit_owner = 0;
2330 root 1.52
2331     for_all_players (pp)
2332 root 1.22 {
2333     if (!pp->ob)
2334     continue;
2335 root 1.52
2336 root 1.22 if (pp->ob->name != exit->race)
2337     continue;
2338 root 1.52
2339 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2340     break;
2341     }
2342 root 1.52
2343 root 1.22 if (!exit_owner)
2344     return 0; /* No more owner */
2345 root 1.52
2346 root 1.22 if (exit_owner->contr == op->contr)
2347     return 1; /*It is your exit */
2348 root 1.52
2349 root 1.22 if (exit_owner && /*There is a owner */
2350     (op->contr) && /*A player tries to pass */
2351     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353     return 0;
2354 root 1.52
2355 root 1.22 return 1;
2356     }
2357     }
2358 root 1.52
2359 root 1.22 return 0;
2360     }
2361 elmex 1.1
2362     /**
2363 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2364     * is specified it will try to find a lighter in the players inventory,
2365     * and inform him about this requirement.
2366     *
2367 root 1.193 * who - the player
2368     * op - the item we want to light
2369     * lighter - the lighter or 0 if a lighter has yet to be found
2370 elmex 1.184 */
2371 root 1.194 static object *
2372 root 1.192 auto_apply_lighter (object *who, object *op, object *lighter)
2373 elmex 1.184 {
2374     if (lighter == 0)
2375     {
2376     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377     {
2378     if (tmp->type == LIGHTER)
2379     {
2380     lighter = tmp;
2381     break;
2382     }
2383     }
2384    
2385     if (!lighter)
2386     {
2387     who->failmsg (format (
2388     "You can't light up the %s with your bare hands! "
2389     "H<You need a lighter in your inventory, for example a flint and steel.>",
2390     &op->name));
2391     return 0;
2392     }
2393     }
2394    
2395     // last_eat == 0 means the lighter is not being used up!
2396     if (lighter->last_eat && lighter->stats.food)
2397     {
2398     /* lighter gets used up */
2399     lighter = lighter->split ();
2400     lighter->stats.food--;
2401     who->insert (lighter);
2402     }
2403     else if (lighter->last_eat)
2404     {
2405     /* no charges left in lighter */
2406     who->failmsg (format (
2407     "You attempt to light the %s with a used up %s.",
2408     &op->name, &lighter->name));
2409     return 0;
2410     }
2411    
2412     return lighter;
2413     }
2414    
2415     /**
2416     * Designed primarily to light torches/lanterns/etc.
2417     * Also burns up burnable material too. First object in the inventory is
2418     * the selected object to "burn". -b.t.
2419     */
2420 root 1.209 static void
2421 elmex 1.184 apply_lighter (object *who, object *lighter)
2422     {
2423     object *item;
2424     int is_player_env = 0;
2425    
2426     item = find_marked_object (who);
2427     if (item)
2428     {
2429 root 1.192 if (!auto_apply_lighter (who, item, lighter))
2430 elmex 1.184 return;
2431    
2432     /* Perhaps we should split what we are trying to light on fire?
2433     * I can't see many times when you would want to light multiple
2434     * objects at once.
2435     */
2436    
2437     save_throw_object (item, AT_FIRE, who);
2438    
2439     if (item->destroyed ()
2440     || ((item->type == LAMP || item->type == TORCH)
2441     && item->glow_radius > 0))
2442     who->statusmsg (format (
2443     "You light the %s with the %s.",
2444     &item->name, &lighter->name));
2445     else
2446     who->failmsg (format (
2447     "You attempt to light the %s with the %s and fail.",
2448     &item->name, &lighter->name));
2449     }
2450     else
2451     who->failmsg ("You need to mark a lightable object.");
2452     }
2453    
2454     /**
2455 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2456     */
2457 root 1.210 static void
2458     player_apply_lamp_cursed_effect (object *who, object *op)
2459 elmex 1.187 {
2460     if (op->level)
2461     {
2462     who->failmsg (format (
2463     "The %s was cursed, it explodes in a big fireball!",
2464     &op->name));
2465     create_exploding_ball_at (who, op->level);
2466     }
2467     else
2468     {
2469     who->failmsg (format (
2470     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471     &op->name));
2472     }
2473    
2474     op->destroy ();
2475     }
2476    
2477     /**
2478 elmex 1.184 * Apply for players and lamps
2479     *
2480     * who - the player
2481     * op - the lamp
2482     */
2483 root 1.210 static void
2484     player_apply_lamp (object *who, object *op)
2485 elmex 1.184 {
2486     bool switch_on = op->glow_radius ? false : true;
2487    
2488     if (switch_on)
2489     {
2490     object *lighter = 0;
2491    
2492     if (op->flag [FLAG_IS_LIGHTABLE]
2493     && !(lighter = auto_apply_lighter (who, op, 0)))
2494     return;
2495    
2496     if (op->stats.food < 1)
2497     {
2498     if (op->type == LAMP)
2499     who->failmsg (format (
2500     "The %s is out of fuel! "
2501     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502     &op->name));
2503     else
2504     who->failmsg (format (
2505     "The %s is burnt out! "
2506     "H<Torches and similar items burn out and become worthless.>",
2507     &op->name));
2508     return;
2509     }
2510    
2511 elmex 1.187 if (op->flag [FLAG_CURSED])
2512     {
2513     player_apply_lamp_cursed_effect (who, op);
2514     return;
2515     }
2516    
2517 elmex 1.184 if (lighter)
2518     who->statusmsg (format (
2519     "You light up the %s with the %s.", &op->name, &lighter->name));
2520     else
2521     who->statusmsg (format ("You light up the %s.", &op->name));
2522     }
2523     else
2524     {
2525 elmex 1.187 if (op->flag [FLAG_CURSED])
2526     {
2527     player_apply_lamp_cursed_effect (who, op);
2528     return;
2529     }
2530    
2531 elmex 1.184 if (op->type == TORCH)
2532     {
2533     if (!op->flag [FLAG_IS_LIGHTABLE])
2534     {
2535     who->statusmsg (format (
2536     "You put out the %s. "
2537     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538     &op->name, &op->name));
2539     }
2540     else
2541     who->statusmsg (format (
2542     "You put out the %s."
2543     "H<Torches wear out if you put them out.>",
2544     &op->name));
2545     }
2546     else
2547     who->statusmsg (format ("You turn off the %s.", &op->name));
2548     }
2549    
2550     apply_lamp (op, switch_on);
2551     }
2552    
2553 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2554 elmex 1.184 {
2555     op->animation_id = a->animation_id;
2556     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558     op->anim_speed = a->anim_speed;
2559     op->last_anim = 0;
2560     op->state = 0;
2561     op->face = a->face;
2562    
2563     if (NUM_ANIMATIONS(op) > 1)
2564     {
2565     SET_ANIMATION(op, 0);
2566     animate_object (op, op->direction);
2567     }
2568     else
2569     update_object (op, UP_OBJ_FACE);
2570     }
2571    
2572     /**
2573     * Apply for LAMPs and TORCHes.
2574     *
2575     * op - the lamp
2576     * switch_on - a flag which says whether the lamp should be switched on or off
2577     */
2578     void apply_lamp (object *op, bool switch_on)
2579     {
2580     op->set_glow_radius (switch_on ? op->range : 0);
2581     op->set_speed (switch_on ? op->arch->speed : 0);
2582    
2583     // torches wear out if you put them out
2584     if (op->type == TORCH && !switch_on)
2585     {
2586     if (op->flag [FLAG_IS_LIGHTABLE])
2587     {
2588     op->stats.food -= (double) op->arch->stats.food / 15;
2589     if (op->stats.food < 0)
2590     op->stats.food = 0;
2591     }
2592     else
2593     op->stats.food = 0;
2594     }
2595    
2596     // lamps and torched get worthless when used up
2597     if (op->stats.food <= 0)
2598     op->value = 0;
2599    
2600     // FIXME: This is a hack to make the more sane torches and lamps
2601     // still animated ;-/
2602     if (op->other_arch)
2603 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604 elmex 1.184
2605     if (object *pl = op->visible_to ())
2606     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607     }
2608    
2609     /**
2610 root 1.208 * This handles items of type 'transformer'.
2611     * Basically those items, used with a marked item, transform both items into something
2612     * else.
2613     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614     * Change information is contained in the 'slaying' field of the marked item.
2615     * The format is as follow: transformer:[number ]yield[;transformer:...].
2616     * This way an item can be transformed in many things, and/or many objects.
2617     * The 'slaying' field for transformer is used as verb for the action.
2618     */
2619     static void
2620     apply_item_transformer (object *pl, object *transformer)
2621     {
2622     object *marked;
2623     object *new_item;
2624     char *find;
2625     char *separator;
2626     int yield;
2627     char got[MAX_BUF];
2628     int len;
2629    
2630     if (!pl || !transformer)
2631     return;
2632    
2633     marked = find_marked_object (pl);
2634    
2635     if (!marked)
2636     {
2637     pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638     return;
2639     }
2640    
2641     if (!marked->slaying)
2642     {
2643     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644     return;
2645     }
2646    
2647     /* check whether they are compatible or not */
2648     find = strstr (&marked->slaying, transformer->arch->archname);
2649     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650     {
2651     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652     return;
2653     }
2654    
2655     find += strlen (transformer->arch->archname) + 1;
2656     /* Item can be used, now find how many and what it yields */
2657     if (isdigit (*(find)))
2658     {
2659     yield = atoi (find);
2660     if (yield < 1)
2661     {
2662     LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663     yield = 1;
2664     }
2665     }
2666     else
2667     yield = 1;
2668    
2669     while (isdigit (*find))
2670     find++;
2671    
2672     while (*find == ' ')
2673     find++;
2674    
2675     memset (got, 0, MAX_BUF);
2676    
2677     if ((separator = strchr (find, ';')) != NULL)
2678     len = separator - find;
2679     else
2680     len = strlen (find);
2681    
2682     if (len > MAX_BUF - 1)
2683     len = MAX_BUF - 1;
2684    
2685     strcpy (got, find);
2686     got[len] = '\0';
2687    
2688     /* Now create new item, remove used ones when required. */
2689     new_item = get_archetype (got);
2690     if (!new_item)
2691     {
2692     pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693     return;
2694     }
2695    
2696     new_item->nrof = yield;
2697    
2698     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699    
2700     pl->insert (new_item);
2701     /* Eat up one item */
2702     marked->decrease ();
2703    
2704     /* Eat one transformer if needed */
2705     if (transformer->stats.food)
2706     if (--transformer->stats.food == 0)
2707     transformer->decrease ();
2708     }
2709    
2710     /**
2711 elmex 1.1 * Main apply handler.
2712     *
2713     * Checks for unpaid items before applying.
2714     *
2715     * Return value:
2716     * 0: player or monster can't apply objects of that type
2717     * 1: has been applied, or there was an error applying the object
2718     * 2: objects of that type can't be applied if not in inventory
2719     *
2720 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2721 elmex 1.1 * being applied.
2722     *
2723     * aflag is special (always apply/unapply) flags. Nothing is done with
2724     * them in this function - they are passed to apply_special
2725     */
2726 root 1.22 int
2727 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2728 elmex 1.1 {
2729 elmex 1.184 op = op->head_ ();
2730 elmex 1.1
2731 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2732 root 1.22 {
2733 elmex 1.184 if (who->type == PLAYER)
2734 root 1.22 {
2735 root 1.185 examine (who, op);
2736     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2737 root 1.22 return 1;
2738     }
2739     else
2740 root 1.51 return 0; /* monsters just skip unpaid items */
2741 elmex 1.1 }
2742    
2743 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2744 root 1.22 return RESULT_INT (0);
2745 root 1.8
2746 elmex 1.184 switch (op->type)
2747 root 1.22 {
2748 root 1.202 case T_HANDLE:
2749 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2750     who->statusmsg ("You turn the handle.");
2751     op->value = op->value ? 0 : 1;
2752     SET_ANIMATION (op, op->value);
2753     update_object (op, UP_OBJ_FACE);
2754     push_button (op, who);
2755 root 1.24 return 1;
2756 root 1.14
2757 root 1.24 case TRIGGER:
2758 root 1.200 if (check_trigger (op, who, who))
2759 root 1.24 {
2760 elmex 1.184 who->statusmsg ("You turn the handle.");
2761     who->play_sound (sound_find ("turn_handle"));
2762 root 1.24 }
2763     else
2764 elmex 1.184 who->failmsg ("The handle doesn't move.");
2765 root 1.57
2766 root 1.24 return 1;
2767 root 1.14
2768 root 1.24 case EXIT:
2769 elmex 1.184 if (who->type != PLAYER)
2770 root 1.24 return 0;
2771 root 1.57
2772 elmex 1.184 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2773 root 1.197 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2774 root 1.24 else
2775     {
2776     /* Don't display messages for random maps. */
2777 elmex 1.184 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2778     who->statusmsg (op->msg, NDI_NAVY);
2779 root 1.57
2780 elmex 1.184 who->enter_exit (op);
2781 root 1.24 }
2782 root 1.85
2783 root 1.24 return 1;
2784 root 1.14
2785 root 1.122 case INSCRIBABLE:
2786 elmex 1.184 who->statusmsg (op->msg);
2787 root 1.122 // maybe show a spell menu to chose from or something like that
2788     return 1;
2789    
2790 root 1.24 case SIGN:
2791 elmex 1.184 apply_sign (who, op, 0);
2792 root 1.24 return 1;
2793 root 1.14
2794 root 1.24 case BOOK:
2795 elmex 1.184 if (who->type == PLAYER)
2796 root 1.24 {
2797 elmex 1.184 apply_book (who, op);
2798 root 1.24 return 1;
2799     }
2800     else
2801 root 1.85 return 0;
2802 root 1.14
2803 root 1.24 case SKILLSCROLL:
2804 elmex 1.184 if (who->type == PLAYER)
2805 root 1.24 {
2806 elmex 1.184 apply_skillscroll (who, op);
2807 root 1.24 return 1;
2808     }
2809 root 1.85 else
2810     return 0;
2811 root 1.14
2812 root 1.24 case SPELLBOOK:
2813 elmex 1.184 if (who->type == PLAYER)
2814 root 1.24 {
2815 elmex 1.184 apply_spellbook (who, op);
2816 root 1.24 return 1;
2817     }
2818 root 1.85 else
2819     return 0;
2820 root 1.14
2821 root 1.24 case SCROLL:
2822 elmex 1.184 apply_scroll (who, op, 0);
2823 root 1.24 return 1;
2824 root 1.14
2825 root 1.24 case POTION:
2826 elmex 1.184 apply_potion (who, op);
2827 root 1.24 return 1;
2828 root 1.14
2829 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 root 1.68 //TODO: remove, as it is unsed?
2831 root 1.24 case CLOSE_CON:
2832 elmex 1.184 apply_container (who, op->env);
2833 root 1.24 return 1;
2834 root 1.14
2835 root 1.24 case CONTAINER:
2836 elmex 1.184 apply_container (who, op);
2837 root 1.24 return 1;
2838 root 1.14
2839 root 1.24 case TREASURE:
2840 elmex 1.184 if (who->type == PLAYER)
2841 root 1.24 {
2842 elmex 1.184 apply_treasure (who, op);
2843 root 1.24 return 1;
2844     }
2845     else
2846 root 1.68 return 0;
2847 root 1.14
2848 elmex 1.184 case LAMP:
2849     case TORCH:
2850     player_apply_lamp (who, op);
2851     return 1;
2852    
2853 root 1.24 case WEAPON:
2854     case ARMOUR:
2855     case BOOTS:
2856     case GLOVES:
2857     case AMULET:
2858     case GIRDLE:
2859     case BRACERS:
2860     case SHIELD:
2861     case HELMET:
2862     case RING:
2863     case CLOAK:
2864     case WAND:
2865     case ROD:
2866     case HORN:
2867     case SKILL:
2868     case BOW:
2869     case BUILDER:
2870     case SKILL_TOOL:
2871 elmex 1.184 if (op->env != who)
2872 root 1.24 return 2; /* not in inventory */
2873 root 1.79
2874 elmex 1.184 apply_special (who, op, aflag);
2875 root 1.24 return 1;
2876 root 1.14
2877 root 1.24 case DRINK:
2878     case FOOD:
2879     case FLESH:
2880 elmex 1.184 apply_food (who, op);
2881 root 1.24 return 1;
2882 root 1.14
2883 root 1.24 case POISON:
2884 elmex 1.184 apply_poison (who, op);
2885 root 1.24 return 1;
2886 root 1.14
2887 root 1.24 case SAVEBED:
2888 root 1.51 return 1;
2889 root 1.14
2890 root 1.24 case ARMOUR_IMPROVER:
2891 elmex 1.184 if (who->type == PLAYER)
2892 root 1.24 {
2893 elmex 1.184 apply_armour_improver (who, op);
2894 root 1.24 return 1;
2895     }
2896     else
2897 root 1.51 return 0;
2898 root 1.14
2899 root 1.24 case WEAPON_IMPROVER:
2900 elmex 1.184 check_improve_weapon (who, op);
2901 root 1.24 return 1;
2902 root 1.14
2903 root 1.24 case CLOCK:
2904 elmex 1.184 if (who->type == PLAYER)
2905 root 1.24 {
2906     char buf[MAX_BUF];
2907     timeofday_t tod;
2908 root 1.22
2909 root 1.24 get_tod (&tod);
2910 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2911     who->statusmsg (format (
2912 root 1.125 "It is %d minute%s past %d o'clock %s",
2913     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2915 root 1.124 ));
2916 root 1.24 return 1;
2917     }
2918     else
2919 root 1.85 return 0;
2920 root 1.14
2921 root 1.24 case MENU:
2922 elmex 1.184 if (who->type == PLAYER)
2923 root 1.24 {
2924 elmex 1.184 shop_listing (op, who);
2925 root 1.24 return 1;
2926     }
2927     else
2928 root 1.85 return 0;
2929 elmex 1.1
2930 root 1.24 case POWER_CRYSTAL:
2931 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2932 root 1.24 return 1;
2933 root 1.14
2934 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 elmex 1.184 if (who->type == PLAYER)
2936 root 1.24 {
2937 elmex 1.184 apply_lighter (who, op);
2938 root 1.24 return 1;
2939     }
2940     else
2941 root 1.85 return 0;
2942 root 1.14
2943 root 1.24 case ITEM_TRANSFORMER:
2944 elmex 1.184 apply_item_transformer (who, op);
2945 root 1.24 return 1;
2946 root 1.14
2947 root 1.24 default:
2948     return 0;
2949 elmex 1.1 }
2950     }
2951    
2952     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2953     * messages as needed by player_apply_below(). But there can still be
2954     * "but you are floating high above the ground" messages.
2955     *
2956     * Same return value as apply() function.
2957     */
2958 root 1.22 int
2959     player_apply (object *pl, object *op, int aflag, int quiet)
2960 elmex 1.1 {
2961 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 root 1.22 {
2963     /* player is flying and applying object not in inventory */
2964     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2965     {
2966 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2967     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968     "or waiting till the levitation effect wears off.>");
2969 root 1.22 return 0;
2970 root 1.14 }
2971 elmex 1.1 }
2972    
2973 root 1.22 pl->contr->last_used = op;
2974 elmex 1.1
2975 root 1.157 int tmp = manual_apply (pl, op, aflag);
2976    
2977 root 1.22 if (!quiet)
2978     {
2979     if (tmp == 0)
2980 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2981 root 1.22 else if (tmp == 2)
2982 elmex 1.138 pl->failmsg ("You must get it first!\n");
2983 elmex 1.1 }
2984 root 1.114
2985 root 1.22 return tmp;
2986 elmex 1.1 }
2987    
2988     /**
2989     * player_apply_below attempts to apply the object 'below' the player.
2990     * If the player has an open container, we use that for below, otherwise
2991     * we use the ground.
2992     */
2993 root 1.22 void
2994     player_apply_below (object *pl)
2995 elmex 1.1 {
2996 root 1.68 int floors = 0;
2997 root 1.22
2998     /* If using a container, set the starting item to be the top
2999     * item in the container. Otherwise, use the map.
3000 root 1.68 * This is perhaps more complicated. However, I want to make sure that
3001 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
3002     * next object in the stack before applying. This is can only be a
3003     * problem if player_apply() has a bug in that it uses the object but does
3004     * not return a proper value.
3005     */
3006 root 1.204 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 root 1.22 {
3008     next = tmp->below;
3009 root 1.68
3010 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3011     floors++;
3012     else if (floors > 0)
3013     return; /* process only floor objects after first floor object */
3014    
3015     /* If it is visible, player can apply it. If it is applied by
3016     * person moving on it, also activate. Added code to make it
3017     * so that at least one of players movement types be that which
3018     * the item needs.
3019     */
3020     if (!tmp->invisible || (tmp->move_on & pl->move_type))
3021 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
3022     return;
3023    
3024 root 1.22 if (floors >= 2)
3025     return; /* process at most two floor objects */
3026 elmex 1.1 }
3027     }
3028    
3029     /**
3030     * Unapplies specified item.
3031     * No check done on cursed/damned.
3032     * Break this out of apply_special - this is just done
3033     * to keep the size of apply_special to a more managable size.
3034     */
3035 root 1.22 static int
3036     unapply_special (object *who, object *op, int aflags)
3037 elmex 1.1 {
3038 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 root 1.22 return RESULT_INT (0);
3041 root 1.12
3042 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
3043 root 1.76
3044 root 1.22 switch (op->type)
3045     {
3046 root 1.96 case SKILL_TOOL:
3047     // unapplying a skill tool should also unapply the skill it governs
3048     // but this is hard, as it shouldn't do so when the skill can
3049     // be used for other reasons
3050     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051     if (tmp->skill == op->skill
3052     && tmp->type == SKILL
3053     && tmp->flag [FLAG_APPLIED]
3054     && !tmp->flag [FLAG_CAN_USE_SKILL])
3055     unapply_special (who, tmp, 0);
3056    
3057     change_abil (who, op);
3058     break;
3059    
3060 root 1.24 case WEAPON:
3061 root 1.105 if (player *pl = who->contr)
3062     if (op == pl->combat_ob)
3063     {
3064     pl->combat_ob = 0;
3065     who->change_weapon (pl->ranged_ob);
3066     }
3067    
3068 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069 elmex 1.1
3070 root 1.79 change_abil (who, op);
3071     CLEAR_FLAG (who, FLAG_READY_WEAPON);
3072 root 1.24 break;
3073 root 1.14
3074 root 1.96 case SKILL:
3075 root 1.79 if (who->contr)
3076 root 1.24 {
3077 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
3078     who->change_weapon (who->contr->combat_ob = 0);
3079     else if (IS_RANGED_SKILL (op->subtype))
3080     who->change_weapon (who->contr->ranged_ob = 0);
3081    
3082     if (op->invisible)
3083     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084     else
3085 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3086 root 1.24 }
3087 root 1.76
3088     change_abil (who, op);
3089 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090     break;
3091 root 1.14
3092 root 1.24 case ARMOUR:
3093     case HELMET:
3094     case SHIELD:
3095     case RING:
3096     case BOOTS:
3097     case GLOVES:
3098     case AMULET:
3099     case GIRDLE:
3100     case BRACERS:
3101     case CLOAK:
3102 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 root 1.79 change_abil (who, op);
3104 root 1.24 break;
3105 root 1.79
3106 root 1.24 case BOW:
3107     case WAND:
3108     case ROD:
3109     case HORN:
3110 root 1.105 if (player *pl = who->contr)
3111     {
3112     if (op == pl->ranged_ob)
3113     {
3114     pl->ranged_ob = 0;
3115     who->change_weapon (pl->combat_ob);
3116     }
3117    
3118 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3119 root 1.105 }
3120 root 1.103 else
3121 root 1.24 {
3122 root 1.103 who->change_skill (0);
3123 root 1.79
3124 root 1.24 if (op->type == BOW)
3125     CLEAR_FLAG (who, FLAG_READY_BOW);
3126     else
3127     CLEAR_FLAG (who, FLAG_READY_RANGE);
3128     }
3129 root 1.76
3130 root 1.24 break;
3131 elmex 1.1
3132 root 1.24 case BUILDER:
3133 root 1.79 if (who->contr)
3134 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 root 1.24 break;
3136 elmex 1.1
3137 root 1.24 default:
3138 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 root 1.24 break;
3140 elmex 1.1 }
3141    
3142 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143     if (object *pl = op->visible_to ())
3144     esrv_send_item (pl, op);
3145    
3146 root 1.51 who->update_stats ();
3147 elmex 1.1
3148 root 1.22 return 0;
3149 elmex 1.1 }
3150    
3151     /**
3152     * Returns the object that is using location 'loc'.
3153     * Note that 'start' is the first object to start examing - we
3154     * then go through the below of this. In this way, you can do
3155     * something like:
3156 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3157     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3158 elmex 1.1 * to find the second object that may use this location, etc.
3159     * Returns NULL if no match is found.
3160     * loc is the index into the array we are looking for a match.
3161     * don't return invisible objects unless they are skill objects
3162     * invisible other objects that use
3163     * up body locations can be used as restrictions.
3164     */
3165 root 1.84 static object *
3166 root 1.96 get_next_item_from_body_location (int loc, object *start)
3167 elmex 1.1 {
3168 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3169     if (tmp->flag [FLAG_APPLIED]
3170     && tmp->slot[loc].info
3171     && (!tmp->invisible || tmp->type == SKILL))
3172     return tmp;
3173 elmex 1.1
3174 root 1.84 return 0;
3175 elmex 1.1 }
3176    
3177     /**
3178     * 'op' wants to apply an object, but can't because of other equipment.
3179     * This should only be called when it is known
3180     * that there are objects to unapply. This makes pretty heavy
3181     * use of get_item_from_body_location. It makes no intelligent choice
3182     * on objects - rather, the first that is matched is used.
3183     * Returns 0 on success, returns 1 if there is some problem.
3184     * if aflags is AP_PRINT, we instead print out waht to unapply
3185     * instead of doing it. This is a lot less code than having
3186     * another function that does just that.
3187     */
3188 root 1.114
3189     #define CANNOT_REMOVE_CURSED \
3190     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191     "Praying over an altar, scrolls of remove curse/damnation, " \
3192     "priests or even other players might help.>"
3193    
3194 root 1.210 static int
3195 root 1.22 unapply_for_ob (object *who, object *op, int aflags)
3196 elmex 1.1 {
3197 root 1.81 if (op->is_range ())
3198     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3199     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3200     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3201     {
3202     if (aflags & AP_PRINT)
3203 root 1.125 who->failmsg (query_name (tmp));
3204 root 1.81 else
3205     unapply_special (who, tmp, aflags);
3206     }
3207     else
3208     {
3209     /* In this case, we want to try and remove a cursed item.
3210     * While we know it won't work, we want unapply_special to
3211     * at least generate the message.
3212     */
3213 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)));
3214 root 1.81 return 1;
3215     }
3216 elmex 1.1
3217 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 root 1.22 {
3219     /* this used up a slot that we need to free */
3220 root 1.82 if (op->slot[i].info)
3221 root 1.22 {
3222 root 1.81 object *last = who->inv;
3223 root 1.14
3224 root 1.22 /* We do a while loop - may need to remove several items in order
3225     * to free up enough slots.
3226     */
3227 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3228 root 1.22 {
3229 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3230 root 1.81
3231 root 1.22 if (!tmp)
3232     {
3233 elmex 1.1 #if 0
3234 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3235     * equipped.
3236     */
3237     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3238 elmex 1.1 #endif
3239 root 1.22 return 1;
3240     }
3241 root 1.81
3242 root 1.22 /* If we are just printing, we don't care about cursed status */
3243     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3244     {
3245     if (aflags & AP_PRINT)
3246 root 1.125 who->failmsg (query_name (tmp));
3247 root 1.22 else
3248     unapply_special (who, tmp, aflags);
3249 root 1.14 }
3250 root 1.22 else
3251     {
3252     /* Cursed item that we can't unequip - tell the player.
3253     * Note this could be annoying if this is just one of a few,
3254     * so it may not be critical (eg, putting on a ring and you have
3255     * one cursed ring.)
3256     */
3257 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3258 root 1.14 }
3259 root 1.81
3260 root 1.22 last = tmp->below;
3261 root 1.14 }
3262 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3263     * return in the !tmp would have kicked in.
3264     */
3265     } /* if op is using this body location */
3266     } /* for body lcoations */
3267 root 1.81
3268 root 1.22 return 0;
3269 elmex 1.1 }
3270    
3271     /**
3272     * Checks to see if 'who' can apply object 'op'.
3273     * Returns 0 if apply can be done without anything special.
3274     * Otherwise returns a bitmask - potentially several of these may be
3275     * set, but largely depends on circumstance - in the future, processing
3276 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3277 root 1.96 * is set, do we really care what the other flags may be?)
3278 elmex 1.1 *
3279     * See include/define.h for detailed description of the meaning of
3280     * these return values.
3281     */
3282 root 1.22 int
3283     can_apply_object (object *who, object *op)
3284 elmex 1.1 {
3285 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3286     return RESULT_INT (0);
3287    
3288 root 1.78 int retval = 0;
3289     object *tmp = 0, *ws = 0;
3290 root 1.22
3291 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3292 root 1.22 {
3293 root 1.82 if (op->slot[i].info)
3294 root 1.22 {
3295     /* Item uses more slots than we have */
3296 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3297 root 1.22 {
3298 root 1.78 /* Could return now for efficiency - rest of info below isn't
3299 root 1.22 * really needed.
3300     */
3301     retval |= CAN_APPLY_NEVER;
3302     }
3303 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3304 root 1.22 {
3305     /* in this case, equipping this would use more free spots than
3306     * we have.
3307     */
3308 elmex 1.1
3309 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3310 root 1.84 * enough slots to equip the new item, then just set "can
3311     * apply unapply". We don't care about the logic below - if you have a
3312 root 1.22 * shield equipped and try to equip another shield, there is only
3313     * one choice. However, the check for the number of body locations
3314     * does take into the account cases where what is being applied
3315     * may be two handed for example.
3316     */
3317     if (ws)
3318 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3319     {
3320     retval |= CAN_APPLY_UNAPPLY;
3321     continue;
3322     }
3323 root 1.22
3324 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 root 1.22 if (!tmp1)
3326     {
3327 elmex 1.1 #if 0
3328 root 1.22 /* This is sort of an error, but happens a lot when old players
3329     * join in with more stuff equipped than they are now allowed.
3330     */
3331     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3332 elmex 1.1 #endif
3333 root 1.22 retval |= CAN_APPLY_NEVER;
3334     }
3335     else
3336     {
3337     /* need to unapply something. However, if this something
3338     * is different than we had found before, it means they need
3339     * to apply multiple objects
3340     */
3341     retval |= CAN_APPLY_UNAPPLY;
3342 root 1.96
3343 root 1.22 if (!tmp)
3344     tmp = tmp1;
3345     else if (tmp != tmp1)
3346 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3347    
3348 root 1.22 /* This object isn't using up all the slots, so there must
3349 root 1.78 * be another. If so, and it the new item doesn't need all
3350 root 1.22 * the slots, the player then has a choice.
3351     */
3352 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353     && abs (op->slot[i].info) < who->slot[i].info)
3354 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3355    
3356     /* Does unequippint 'tmp1' free up enough slots for this to be
3357     * equipped? If not, there must be something else to unapply.
3358     */
3359 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3360 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3361     }
3362     } /* if not enough free slots */
3363     } /* if this object uses location i */
3364     } /* for i -> num_body_locations loop */
3365    
3366     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3367     * really be controlled by use of body locations. We do have
3368     * the weapon/shield checks, and the range checks for monsters,
3369     * because you can't control those just by body location - bows, shields,
3370     * and weapons all use the same slot. Similar for horn/rod/wand - they
3371     * all use the same location.
3372     */
3373     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3374     retval |= CAN_APPLY_RESTRICTION;
3375 root 1.76
3376 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3377     retval |= CAN_APPLY_RESTRICTION;
3378    
3379     if (who->type != PLAYER)
3380     {
3381     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3382 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3383 root 1.78
3384 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3385     retval |= CAN_APPLY_RESTRICTION;
3386 root 1.78
3387 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3388     retval |= CAN_APPLY_RESTRICTION;
3389 root 1.78
3390 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3391 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3392 elmex 1.1 }
3393 root 1.76
3394 root 1.22 return retval;
3395 elmex 1.1 }
3396    
3397     /**
3398     * who is the object using the object. It can be a monster.
3399     * op is the object they are using. op is an equipment type item,
3400     * eg, one which you put on and keep on for a while, and not something
3401     * like a potion or scroll.
3402     *
3403     * function returns 1 if the action could not be completed, 0 on
3404     * success. However, success is a matter of meaning - if the
3405     * user passes the 'apply' flag to an object already applied,
3406     * nothing is done, and 0 is returned.
3407     *
3408     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3409     * AP_UNAPPLY=always unapply).
3410     *
3411     * Optional flags:
3412     * AP_NO_MERGE: don't merge an unapplied object with other objects
3413     * AP_IGNORE_CURSE: unapply cursed items
3414 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3415 elmex 1.1 *
3416     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3417     *
3418     * apply_special() doesn't check for unpaid items.
3419     */
3420 root 1.114
3421     #define LACK_ITEM_POWER \
3422     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423    
3424 root 1.22 int
3425     apply_special (object *who, object *op, int aflags)
3426 elmex 1.1 {
3427 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3428     object *tmp, *tmp2, *skop = NULL;
3429 elmex 1.1
3430 root 1.22 if (who == NULL)
3431     {
3432     LOG (llevError, "apply_special() from object without environment.\n");
3433     return 1;
3434 elmex 1.1 }
3435    
3436 root 1.22 if (op->env != who)
3437     return 1; /* op is not in inventory */
3438 elmex 1.1
3439 root 1.22 /* trying to unequip op */
3440     if (QUERY_FLAG (op, FLAG_APPLIED))
3441     {
3442     /* always apply, so no reason to unapply */
3443     if (basic_flag == AP_APPLY)
3444     return 0;
3445    
3446     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3447     {
3448 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3449 root 1.22 return 1;
3450 root 1.14 }
3451 root 1.78
3452 root 1.22 return unapply_special (who, op, aflags);
3453 elmex 1.1 }
3454 root 1.159 else if (basic_flag == AP_UNAPPLY)
3455 root 1.22 return 0;
3456 elmex 1.1
3457 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3458     // to resolve conflicts.
3459     if (player *pl = who->contr)
3460 root 1.95 switch (op->slottype ())
3461 root 1.90 {
3462 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 root 1.90 }
3465    
3466 root 1.104 splay (op);
3467    
3468 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3469 root 1.78 if (int i = can_apply_object (who, op))
3470 root 1.22 {
3471     if (i & CAN_APPLY_NEVER)
3472     {
3473 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)));
3474 root 1.22 return 1;
3475     }
3476     else if (i & CAN_APPLY_RESTRICTION)
3477     {
3478 root 1.125 who->failmsg (format (
3479     "You have a prohibition against using a %s. "
3480     "H<Your belief, profession or class prevents you from applying this item.>",
3481     query_name (op)
3482     ));
3483 root 1.22 return 1;
3484     }
3485 root 1.78
3486 root 1.22 if (who->type != PLAYER)
3487     {
3488     /* Some error, so don't try to equip something more */
3489     if (unapply_for_ob (who, op, aflags))
3490 root 1.14 return 1;
3491     }
3492 root 1.22 else
3493     {
3494     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3495     {
3496 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3497 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3498     return 1;
3499     }
3500     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3501 root 1.81 if (unapply_for_ob (who, op, aflags))
3502     return 1;
3503 root 1.14 }
3504 elmex 1.1 }
3505 root 1.55
3506 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507     {
3508     skop = find_skill_by_name (who, op->skill);
3509 root 1.78
3510 root 1.22 if (!skop)
3511     {
3512 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3513 root 1.22 return 1;
3514     }
3515     else
3516 root 1.76 /* While experience will be credited properly, we want to change the
3517     * skill so that the dam and wc get updated
3518     */
3519 root 1.101 who->change_skill (skop);
3520 elmex 1.1 }
3521 root 1.22
3522 elmex 1.189 if (!check_item_power (who, op->item_power))
3523 root 1.22 {
3524 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3525 root 1.22 return 1;
3526 elmex 1.1 }
3527    
3528 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3529     * Note that we don't have the checks for can_use_...
3530     * below - that is already taken care of by can_apply_object.
3531     */
3532 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 root 1.22
3534     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535     return RESULT_INT (0);
3536    
3537     switch (op->type)
3538     {
3539 root 1.24 case WEAPON:
3540 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3541 root 1.78 // i.e. "R" can use Ragnarok's sword.
3542 root 1.180 if (op->level && !op->name.starts_with (who->name))
3543 root 1.24 {
3544     /* if the weapon does not have the name as the character, can't use it. */
3545     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3546 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3547 root 1.65
3548     if (tmp)
3549     insert_ob_in_ob (tmp, who);
3550    
3551 root 1.24 return 1;
3552     }
3553 root 1.65
3554 root 1.80 if (!skop)
3555     {
3556 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3557 root 1.80 return 1;
3558     }
3559    
3560 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3561 root 1.101 who->change_skill (skop);
3562 root 1.76
3563 root 1.79 if (who->contr)
3564 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3565 root 1.78
3566 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3567 root 1.14
3568 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3569 root 1.76 change_abil (who, op);
3570 root 1.24 break;
3571 root 1.14
3572 root 1.24 case ARMOUR:
3573     case HELMET:
3574     case SHIELD:
3575     case BOOTS:
3576     case GLOVES:
3577     case GIRDLE:
3578     case BRACERS:
3579     case CLOAK:
3580     case RING:
3581     case AMULET:
3582     SET_FLAG (op, FLAG_APPLIED);
3583 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 root 1.76 change_abil (who, op);
3585 root 1.24 break;
3586 root 1.76
3587 root 1.96 case SKILL_TOOL:
3588     // applying a skill tool also readies the skill
3589     SET_FLAG (op, FLAG_APPLIED);
3590    
3591 root 1.101 if (!(aflags & AP_NO_READY))
3592 root 1.24 {
3593 root 1.101 skop = find_skill_by_name (who, op->skill);
3594     if (!skop->flag [FLAG_APPLIED])
3595     apply_special (who, skop, AP_APPLY);
3596 root 1.24 }
3597 root 1.101 break;
3598 root 1.76
3599 root 1.101 case SKILL:
3600 root 1.79 if (player *pl = who->contr)
3601 root 1.24 {
3602 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3603     {
3604 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 root 1.79 {
3606     for (object *item = who->inv; item; item = item->below)
3607     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608     {
3609 root 1.101 if (item->skill == op->skill)
3610     {
3611     who->change_weapon (pl->combat_ob = item);
3612     goto found_weapon;
3613     }
3614 root 1.79 }
3615    
3616 root 1.125 who->failmsg (format (
3617     "You need to apply a '%s' melee weapon before readying this skill. "
3618     "H<Some skills need an item, in this case a melee weapon, to function.>",
3619     &op->skill
3620     ));
3621 root 1.79 return 1;
3622    
3623     found_weapon:;
3624     }
3625     else
3626 root 1.90 who->change_weapon (pl->combat_ob = op);
3627 root 1.79 }
3628     else if (IS_RANGED_SKILL (op->subtype))
3629     {
3630 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 root 1.79 {
3632     for (object *item = who->inv; item; item = item->below)
3633     if (item->type == BOW && item->flag [FLAG_APPLIED])
3634     {
3635 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3636 root 1.90 who->change_weapon (pl->ranged_ob = item);
3637 root 1.79 goto found_bow;
3638     }
3639    
3640 root 1.125 who->failmsg (
3641     "You need to apply a missile weapon before readying this skill. "
3642     "H<Some skills need an item, in this case a missile weapon, to function.>"
3643     );
3644 root 1.79 return 1;
3645    
3646     found_bow:;
3647     }
3648     else
3649 root 1.90 who->change_weapon (pl->ranged_ob = op);
3650 root 1.79 }
3651 root 1.76
3652 root 1.24 if (!op->invisible)
3653     {
3654 root 1.125 who->statusmsg (format (
3655     "You ready %s."
3656     "You can now use the skill: %s.",
3657     query_name (op),
3658     &op->skill
3659     ));
3660 root 1.24 }
3661     else
3662 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 root 1.24 }
3664 root 1.101 else
3665     {
3666     SET_FLAG (op, FLAG_APPLIED);
3667     change_abil (who, op);
3668     who->chosen_skill = op;
3669     SET_FLAG (who, FLAG_READY_SKILL);
3670     }
3671 root 1.76
3672 root 1.24 break;
3673 root 1.22
3674 root 1.24 case BOW:
3675 root 1.180 if (op->level && !op->name.starts_with (who->name))
3676 root 1.24 {
3677 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3678 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3679 root 1.81 if (tmp)
3680 root 1.76 insert_ob_in_ob (tmp, who);
3681    
3682 root 1.24 return 1;
3683     }
3684 root 1.76
3685     /*FALLTHROUGH*/
3686     case WAND:
3687 root 1.24 case ROD:
3688     case HORN:
3689     /* check for skill, alter player status */
3690 root 1.78
3691     if (!skop)
3692 root 1.80 {
3693 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 root 1.80 return 1;
3695     }
3696    
3697     SET_FLAG (op, FLAG_APPLIED);
3698 root 1.101 who->change_skill (skop);
3699 root 1.22
3700 root 1.79 if (who->contr)
3701 root 1.24 {
3702 root 1.79 who->contr->ranged_ob = op;
3703 root 1.78
3704 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 root 1.76
3706 root 1.24 if (op->type == BOW)
3707     {
3708 root 1.79 who->current_weapon = op;
3709 root 1.76 change_abil (who, op);
3710 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 root 1.24 }
3712     }
3713     else
3714     {
3715     if (op->type == BOW)
3716     SET_FLAG (who, FLAG_READY_BOW);
3717     else
3718     SET_FLAG (who, FLAG_READY_RANGE);
3719     }
3720 root 1.76
3721 root 1.24 break;
3722 elmex 1.1
3723 root 1.24 case BUILDER:
3724 root 1.76 if (who->type == PLAYER)
3725     {
3726 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3728     unapply_special (who, who->contr->ranged_ob, 0);
3729    
3730 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 root 1.76
3732 root 1.79 who->contr->ranged_ob = op;
3733 root 1.76 }
3734 root 1.24 break;
3735 elmex 1.1
3736 root 1.24 default:
3737 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3738     }
3739 root 1.22
3740     SET_FLAG (op, FLAG_APPLIED);
3741 elmex 1.1
3742 root 1.79 if (tmp)
3743 root 1.149 who->insert (tmp);
3744 elmex 1.1
3745 root 1.51 who->update_stats ();
3746 elmex 1.1
3747 root 1.22 /* We exclude spell casting objects. The fire code will set the
3748     * been applied flag when they are used - until that point,
3749     * you don't know anything about them.
3750     */
3751     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3752     SET_FLAG (op, FLAG_BEEN_APPLIED);
3753    
3754     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3755 root 1.114 if (who->type == PLAYER)
3756     {
3757 root 1.125 who->failmsg (
3758     "Oops, it feels deadly cold! "
3759 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 root 1.125 );
3761 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3762     }
3763 root 1.76
3764 root 1.149 if (object *pl = op->visible_to ())
3765     esrv_send_item (pl, op);
3766 root 1.76
3767 root 1.22 return 0;
3768 elmex 1.1 }
3769    
3770     /**
3771     * Map was just loaded, handle op's initialisation.
3772     *
3773     * Generates shop floor's item, and treasures.
3774     */
3775 root 1.22 int
3776     auto_apply (object *op)
3777     {
3778     object *tmp = NULL, *tmp2;
3779     int i;
3780 elmex 1.1
3781 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782 elmex 1.163
3783 root 1.22 switch (op->type)
3784     {
3785 root 1.24 case SHOP_FLOOR:
3786 root 1.42 if (!op->has_random_items ())
3787 root 1.24 return 0;
3788 root 1.38
3789 root 1.24 do
3790     {
3791     i = 10; /* let's give it 10 tries */
3792     while ((tmp = generate_treasure (op->randomitems,
3793 root 1.164 op->stats.exp
3794     ? (int) op->stats.exp
3795     : max (op->map->difficulty, 5)))
3796     == NULL && --i);
3797    
3798 root 1.24 if (tmp == NULL)
3799     return 0;
3800 root 1.164
3801 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3802     {
3803 root 1.172 tmp->destroy ();
3804 root 1.24 tmp = NULL;
3805     }
3806     }
3807     while (!tmp);
3808 root 1.38
3809 root 1.24 tmp->x = op->x;
3810     tmp->y = op->y;
3811     SET_FLAG (tmp, FLAG_UNPAID);
3812     insert_ob_in_map (tmp, op->map, NULL, 0);
3813     identify (tmp);
3814     break;
3815 root 1.14
3816 root 1.24 case TREASURE:
3817     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3818     return 0;
3819 root 1.37
3820 root 1.67 while (op->stats.hp-- > 0)
3821 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3822     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3823    
3824     /* If we generated an object and put it in this object inventory,
3825     * move it to the parent object as the current object is about
3826     * to disappear. An example of this item is the random_* stuff
3827     * that is put inside other objects.
3828     */
3829 root 1.171 if (op->env)
3830     while (op->inv)
3831     op->env->insert (op->inv);
3832 root 1.37
3833 root 1.172 op->destroy ();
3834 root 1.24 break;
3835 elmex 1.1 }
3836 root 1.164
3837     return !!tmp;
3838 elmex 1.1 }
3839    
3840     /**
3841 root 1.68 * fix_auto_apply goes through the entire map every time a map
3842     * is loaded or swapped in and performs special actions for
3843 elmex 1.1 * certain objects (most initialization of chests and creation of
3844     * treasures and stuff). Calls auto_apply if appropriate.
3845     */
3846 root 1.20 void
3847 root 1.55 maptile::fix_auto_apply ()
3848 root 1.20 {
3849 root 1.55 if (!spaces)
3850 root 1.20 return;
3851    
3852 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3853     for (object *tmp = ms->bot; tmp; )
3854     {
3855     object *above = tmp->above;
3856 root 1.20
3857 root 1.55 if (tmp->inv)
3858     {
3859     object *invtmp, *invnext;
3860 elmex 1.1
3861 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3862 root 1.55 {
3863     invnext = invtmp->below;
3864 root 1.14
3865 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3866     auto_apply (invtmp);
3867     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3868     {
3869 root 1.164 while (invtmp->stats.hp-- > 0)
3870 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3871    
3872     invtmp->randomitems = NULL;
3873     }
3874     else if (invtmp && invtmp->arch
3875     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3876     {
3877     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3878     /* Need to clear this so that we never try to create
3879     * treasure again for this object
3880     */
3881     invtmp->randomitems = NULL;
3882     }
3883     }
3884     /* This is really temporary - the code at the bottom will
3885     * also set randomitems to null. The problem is there are bunches
3886     * of maps/players already out there with items that have spells
3887     * which haven't had the randomitems set to null yet.
3888     * MSW 2004-05-13
3889     *
3890     * And if it's a spellbook, it's better to set randomitems to NULL too,
3891     * else you get two spells in the book ^_-
3892     * Ryo 2004-08-16
3893     */
3894     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3895     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896     tmp->randomitems = NULL;
3897 root 1.14
3898 root 1.55 }
3899 root 1.20
3900 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901     auto_apply (tmp);
3902     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903     {
3904     while ((tmp->stats.hp--) > 0)
3905     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3906     tmp->randomitems = NULL;
3907     }
3908     else if (tmp->type == TIMED_GATE)
3909     {
3910     object *head = tmp->head != NULL ? tmp->head : tmp;
3911    
3912     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3913     tmp->set_speed (0);
3914     }
3915     /* This function can be called everytime a map is loaded, even when
3916     * swapping back in. As such, we don't want to create the treasure
3917     * over and ove again, so after we generate the treasure, blank out
3918     * randomitems so if it is swapped in again, it won't make anything.
3919     * This is a problem for the above objects, because they have counters
3920     * which say how many times to make the treasure.
3921     */
3922     else if (tmp && tmp->arch && tmp->type != PLAYER
3923     && tmp->type != TREASURE && tmp->type != SPELL
3924     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3925     {
3926     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3927     tmp->randomitems = NULL;
3928     }
3929 root 1.78
3930 root 1.68 // close all containers
3931     else if (tmp->type == CONTAINER)
3932     tmp->flag [FLAG_APPLIED] = 0;
3933 root 1.22
3934 root 1.55 tmp = above;
3935     }
3936 elmex 1.1
3937 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3938     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3939     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3940 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3941 elmex 1.1 }
3942    
3943     /**
3944     * Handles player eating food that temporarily changes status (resistances, stats).
3945     * This used to call cast_change_attr(), but
3946     * that doesn't work with the new spell code. Since we know what
3947     * the food changes, just grab a force and use that instead.
3948     */
3949 root 1.22 void
3950     eat_special_food (object *who, object *food)
3951     {
3952     object *force;
3953     int i, did_one = 0;
3954    
3955 sf-marcmagus 1.199 char buf[64];
3956     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957     shstr key (buf);
3958 root 1.22
3959 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3960     int duration = TIME2TICK (food->stats.food);
3961 elmex 1.1
3962 sf-marcmagus 1.199 if (force = who->force_find (key))
3963 root 1.22 {
3964 sf-marcmagus 1.199 if (duration > abs (force->speed_left / force->speed))
3965 root 1.22 {
3966 sf-marcmagus 1.199 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3967     force->force_set_timer (duration);
3968 root 1.22 }
3969 sf-marcmagus 1.199 else
3970     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971    
3972     return;
3973 root 1.22 }
3974 sf-marcmagus 1.199 else
3975     {
3976     force = who->force_add (key, duration);
3977     force->name = key;
3978 elmex 1.47
3979 sf-marcmagus 1.199 /* check if the food affects a stat */
3980     for (i = 0; i < NUM_STATS; i++)
3981     if (sint8 k = food->stats.stat (i))
3982     {
3983     force->stats.stat (i) = k;
3984     did_one = 1;
3985     }
3986    
3987     /* check if we can protect the eater */
3988     for (i = 0; i < NROFATTACKS; i++)
3989     {
3990     if (food->resist[i] > 0)
3991     {
3992     force->resist[i] = food->resist[i];
3993     did_one = 1;
3994     }
3995     }
3996    
3997     if (did_one)
3998     {
3999     new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4000    
4001     /* make the force take effect and report effects to user */
4002     change_abil (who, force);
4003     }
4004     else
4005     force->destroy ();
4006 root 1.22 }
4007    
4008     /* check for hp, sp change */
4009     if (food->stats.hp != 0)
4010     {
4011     if (QUERY_FLAG (food, FLAG_CURSED))
4012     {
4013 root 1.151 who->contr->killer = food;
4014 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4015 root 1.125 who->failmsg ("Eck!...that was poisonous!");
4016 root 1.22 }
4017     else
4018     {
4019     if (food->stats.hp > 0)
4020 root 1.125 who->statusmsg ("You begin to feel better.");
4021 root 1.22 else
4022 root 1.125 who->failmsg ("Eck!...that was poisonous!");
4023    
4024 root 1.22 who->stats.hp += food->stats.hp;
4025     }
4026     }
4027 root 1.151
4028 root 1.22 if (food->stats.sp != 0)
4029     {
4030     if (QUERY_FLAG (food, FLAG_CURSED))
4031     {
4032 root 1.125 who->failmsg ("You are drained of mana!");
4033 root 1.22 who->stats.sp -= food->stats.sp;
4034     if (who->stats.sp < 0)
4035     who->stats.sp = 0;
4036     }
4037     else
4038     {
4039 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4040 root 1.22 who->stats.sp += food->stats.sp;
4041     /* place limit on max sp from food? */
4042     }
4043 elmex 1.1 }
4044 root 1.125
4045 root 1.51 who->update_stats ();
4046 elmex 1.1 }
4047    
4048 root 1.22 void
4049     apply_changes_to_player (object *pl, object *change)
4050     {
4051     int excess_stat = 0; /* if the stat goes over the maximum
4052     for the race, put the excess stat some
4053     where else. */
4054 elmex 1.1
4055 root 1.22 switch (change->type)
4056     {
4057 root 1.24 case CLASS:
4058     {
4059     living *stats = &(pl->contr->orig_stats);
4060     living *ns = &(change->stats);
4061     object *walk;
4062     int flag_change_face = 1;
4063    
4064     /* the following code assigns stats up to the stat max
4065     * for the race, and if the stat max is exceeded,
4066     * tries to randomly reassign the excess stat
4067     */
4068     int i, j;
4069 root 1.22
4070 root 1.24 for (i = 0; i < NUM_STATS; i++)
4071     {
4072 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4073 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4074 root 1.22
4075 root 1.24 if (stat > 20 + race_bonus)
4076     {
4077     excess_stat++;
4078     stat = 20 + race_bonus;
4079     }
4080 root 1.91
4081     stats->stat (i) = stat;
4082 root 1.24 }
4083 elmex 1.1
4084 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4085     { /* try 100 times to assign excess stats */
4086     int i = rndm (0, 6);
4087    
4088     if (i == CHA)
4089     continue; /* exclude cha from this */
4090 root 1.91
4091     int stat = stats->stat (i);
4092 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4093 root 1.24 if (stat < 20 + race_bonus)
4094     {
4095     change_attr_value (stats, i, 1);
4096     excess_stat--;
4097     }
4098     }
4099 root 1.14
4100 root 1.24 /* insert the randomitems from the change's treasurelist into
4101     * the player ref: player.c
4102     */
4103 root 1.182 if (change->randomitems)
4104 root 1.24 give_initial_items (pl, change->randomitems);
4105 root 1.14
4106 root 1.24 /* set up the face, for some races. */
4107 root 1.14
4108 root 1.24 /* first, look for the force object banning
4109     * changing the face. Certain races never change face with class.
4110     */
4111 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4112     if (walk->name == shstr_NOCLASSFACECHANGE)
4113 root 1.24 flag_change_face = 0;
4114 root 1.14
4115 root 1.24 if (flag_change_face)
4116     {
4117 root 1.157 pl->face = change->face;
4118     pl->animation_id = change->animation_id;
4119     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4120 root 1.24 }
4121 root 1.14
4122 root 1.24 /* check the special case of can't use weapons */
4123     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4124 root 1.182 if (change->name == shstr_monk)
4125 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4126 root 1.14
4127 root 1.24 break;
4128     }
4129 elmex 1.1 }
4130     }
4131