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Revision: 1.217
Committed: Tue Jan 5 12:44:28 2010 UTC (14 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.216: +2 -2 lines
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# 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 1.215 victim->speed_left = -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 root 1.216 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772    
1773 root 1.22 if (!spell)
1774     {
1775 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1776 root 1.22 return;
1777 root 1.14 }
1778 root 1.22 else
1779     insert_ob_in_ob (spell, tmp);
1780 root 1.114
1781     tmp->slaying = 0;
1782 root 1.22 }
1783    
1784     skop = find_skill_by_name (op, tmp->skill);
1785    
1786     /* need a literacy skill to learn spells. Also, having a literacy level
1787     * lower than the spell will make learning the spell more difficult */
1788     if (!skop)
1789     {
1790 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1791 root 1.22 return;
1792     }
1793    
1794     spell = tmp->inv;
1795 root 1.32
1796 root 1.22 if (!spell)
1797     {
1798     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1799 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1800 root 1.22 return;
1801     }
1802 root 1.31
1803 root 1.190 int learn_level = sqrtf (spell->level) * 1.5f;
1804     if (skop->level < learn_level)
1805 root 1.22 {
1806 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.>",
1807     &tmp->skill, learn_level));
1808 root 1.22 return;
1809     }
1810    
1811 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1812 root 1.22
1813     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1814 root 1.149 identify (tmp);
1815 root 1.22
1816     /* I removed the check for special_prayer_mark here - it didn't make
1817     * a lot of sense - special prayers are not found in spellbooks, and
1818     * if the player doesn't know the spell, doesn't make a lot of sense that
1819     * they would have a special prayer mark.
1820     */
1821     if (check_spell_known (op, spell->name))
1822     {
1823 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");
1824 root 1.22 return;
1825 elmex 1.1 }
1826 root 1.22
1827     if (spell->skill)
1828     {
1829     spell_skill = find_skill_by_name (op, spell->skill);
1830 root 1.25
1831 root 1.22 if (!spell_skill)
1832     {
1833 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1834 root 1.22 return;
1835 root 1.14 }
1836 root 1.25
1837 root 1.22 if (spell_skill->level < spell->level)
1838     {
1839 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1840 root 1.22 return;
1841 root 1.14 }
1842 elmex 1.1 }
1843    
1844 root 1.22 /* Logic as follows
1845     *
1846     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1847     *
1848     * 2- The learner's skill level in literacy adjusts the chance to learn
1849     * a spell.
1850     *
1851     * 3 -Automatically fail to learn if you read while confused
1852     *
1853     * Overall, chances are the same but a player will find having a high
1854     * literacy rate very useful! -b.t.
1855     */
1856     if (QUERY_FLAG (op, FLAG_CONFUSED))
1857     {
1858 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1859 root 1.212 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1860 root 1.22 }
1861     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863     {
1864 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1865 root 1.22 do_learn_spell (op, spell, 0);
1866    
1867     /* xp gain to literacy for spell learning */
1868     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1869     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1870 elmex 1.1 }
1871 root 1.22 else
1872     {
1873 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1874 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");
1875 root 1.22 }
1876 root 1.73
1877 root 1.144 tmp->decrease ();
1878 elmex 1.1 }
1879    
1880     /**
1881     * Handles applying a spell scroll.
1882     */
1883 root 1.22 void
1884     apply_scroll (object *op, object *tmp, int dir)
1885 elmex 1.1 {
1886 root 1.22 object *skop;
1887 elmex 1.1
1888 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1889     {
1890 root 1.125 op->failmsg ("You are unable to read while blind.");
1891 root 1.22 return;
1892 elmex 1.1 }
1893    
1894 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1895     {
1896 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1897 root 1.22 return;
1898 elmex 1.1 }
1899    
1900 root 1.22 if (op->type == PLAYER)
1901     {
1902     /* players need a literacy skill to read stuff! */
1903     int exp_gain = 0;
1904 elmex 1.1
1905 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1906     * should go for anything killed by the spell.
1907     */
1908     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1909 elmex 1.1
1910 root 1.22 if (!skop)
1911     {
1912 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1913 root 1.22 return;
1914     }
1915 elmex 1.1
1916 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1917     change_exp (op, exp_gain, skop->skill, 0);
1918 elmex 1.1 }
1919    
1920 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1921     identify (tmp);
1922 elmex 1.1
1923 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 elmex 1.1
1925 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 root 1.144 tmp->decrease ();
1927 elmex 1.1 }
1928    
1929     /**
1930     * Applies a treasure object - by default, chest. op
1931     * is the person doing the applying, tmp is the treasure
1932     * chest.
1933     */
1934 root 1.22 static void
1935     apply_treasure (object *op, object *tmp)
1936 elmex 1.1 {
1937 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1938 root 1.22 * for the chest is done when the chest is created, and put into the chest
1939 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1940     * prevents people from moving chests to more difficult maps to get better
1941 root 1.22 * treasure
1942     */
1943 root 1.99 object *treas = tmp->inv;
1944 root 1.22
1945 root 1.99 if (!treas)
1946 root 1.22 {
1947 root 1.124 op->statusmsg ("The chest was empty.");
1948 root 1.144 tmp->decrease ();
1949 root 1.22 return;
1950     }
1951 root 1.99
1952 root 1.22 while (tmp->inv)
1953     {
1954     treas = tmp->inv;
1955 root 1.36 treas->remove ();
1956 elmex 1.1
1957 root 1.22 treas->x = op->x;
1958     treas->y = op->y;
1959     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960    
1961     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962     spring_trap (treas, op);
1963 root 1.37
1964 root 1.22 /* If either player or container was destroyed, no need to do
1965 root 1.124 * further processing. I think this should be enclused with
1966 root 1.22 * spring trap above, as I don't think there is otherwise
1967 root 1.124 * any way for the treasure chest or player to get killed.
1968 root 1.22 */
1969 root 1.29 if (op->destroyed () || tmp->destroyed ())
1970 root 1.22 break;
1971 elmex 1.1 }
1972    
1973 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1974 root 1.171 tmp->decrease (true);
1975 elmex 1.1 }
1976    
1977     /**
1978     * A dragon is eating some flesh. If the flesh contains resistances,
1979     * there is a chance for the dragon's skin to get improved.
1980     *
1981     * attributes:
1982     * object *op the object (dragon player) eating the flesh
1983     * object *meal the flesh item, getting chewed in dragon's mouth
1984     * return:
1985     * int 1 if eating successful, 0 if it doesn't work
1986     */
1987 root 1.208 static int
1988 root 1.22 dragon_eat_flesh (object *op, object *meal)
1989     {
1990     object *skin = NULL; /* pointer to dragon skin force */
1991     object *abil = NULL; /* pointer to dragon ability force */
1992     object *tmp = NULL; /* tmp. object */
1993    
1994 elmex 1.1 double chance; /* improvement-chance of one resistance type */
1995 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
1996     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1997     double mbonus = 0; /* monster bonus */
1998 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1999 root 1.22 int winners = 0; /* number of winners */
2000 elmex 1.1 int i; /* index */
2001 root 1.22
2002 elmex 1.1 /* let's make sure and doublecheck the parameters */
2003 root 1.22 if (meal->type != FLESH || !is_dragon_pl (op))
2004 elmex 1.1 return 0;
2005 root 1.22
2006 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2007     from the player's inventory */
2008 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2009     if (tmp->type == FORCE)
2010 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2011 root 1.60 skin = tmp;
2012 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2013 root 1.60 abil = tmp;
2014 root 1.22
2015 elmex 1.1 /* if either skin or ability are missing, this is an old player
2016     which is not to be considered a dragon -> bail out */
2017 root 1.22 if (skin == NULL || abil == NULL)
2018     return 0;
2019    
2020 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2021 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2022 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2023     else
2024 root 1.22 op->stats.hp += meal->stats.food / 50;
2025 root 1.124
2026 root 1.22 if (op->stats.hp > op->stats.maxhp)
2027     op->stats.hp = op->stats.maxhp;
2028    
2029 root 1.212 op->stats.food = min (999, op->stats.food + meal->stats.food);
2030 root 1.22
2031     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2032    
2033 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2034 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2035     {
2036     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2037     {
2038     /* got positive resistance, now calculate improvement chance (0-100) */
2039    
2040     /* this bonus makes resistance increase easier at lower levels */
2041     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2042     if (i == abil->stats.exp)
2043     bonus += 5; /* additional bonus for resistance of ability-focus */
2044    
2045     /* monster bonus increases with level, because high-level
2046     flesh is too rare */
2047     mbonus = op->level * 20. / ((double) settings.max_level);
2048    
2049 root 1.212 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2050     ((double)settings.max_level)) - skin->resist[i];
2051 root 1.22
2052     if (chance >= 0.)
2053     chance += 1.;
2054     else
2055     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2056    
2057     /* chance is proportional to amount of resistance (max. 50) */
2058 root 1.212 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2059 root 1.22
2060     /* doubled chance for resistance of ability-focus */
2061     if (i == abil->stats.exp)
2062 root 1.212 chance = min (100., chance * 2.);
2063 root 1.22
2064     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2065 root 1.212 if (rndm (10000) < (unsigned int)(chance * 100))
2066 root 1.22 {
2067     atnr_winner[winners] = i;
2068     winners++;
2069     }
2070    
2071     if (chance >= 0.01)
2072     totalchance *= 1 - chance / 100;
2073    
2074     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2075     }
2076 elmex 1.1 }
2077 root 1.22
2078 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2079 root 1.22 totalchance = 100 - totalchance * 100;
2080 root 1.124
2081 elmex 1.1 /* print message according to totalchance */
2082 root 1.124 const char *buf;
2083 elmex 1.1 if (totalchance > 50.)
2084 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2085 elmex 1.1 else if (totalchance > 10.)
2086 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2087 elmex 1.1 else if (totalchance > 1.)
2088 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2089 elmex 1.1 else if (totalchance > 0.1)
2090 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2091 elmex 1.1 else if (totalchance >= 0.01)
2092 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2093 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2094 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2095 root 1.22 else
2096 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2097    
2098     op->statusmsg (buf);
2099 root 1.22
2100 elmex 1.1 /* now choose a winner if we have any */
2101     i = -1;
2102 root 1.22 if (winners > 0)
2103 root 1.175 i = atnr_winner [rndm (winners)];
2104 root 1.22
2105     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2106     {
2107     /* resistance increased! */
2108     skin->resist[i]++;
2109 root 1.51 op->update_stats ();
2110 root 1.22
2111 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2112 root 1.22 }
2113    
2114 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2115     into the ability_force and it will take effect on next level */
2116 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2117     {
2118     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2119    
2120     if (meal->last_eat != abil->stats.exp)
2121 root 1.124 op->statusmsg (format (
2122 root 1.125 "Your metabolism prepares to focus on %s!\n"
2123     "The change will happen at level %d.",
2124     change_resist_msg[meal->last_eat],
2125     abil->level + 1
2126 root 1.124 ));
2127 root 1.22 else
2128     {
2129 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2130 root 1.22 abil->last_eat = 0;
2131     }
2132 elmex 1.1 }
2133 root 1.124
2134 elmex 1.1 return 1;
2135     }
2136    
2137     /**
2138 root 1.208 * op eats food.
2139     * If player, takes care of messages and dragon special food.
2140     */
2141     static void
2142     apply_food (object *op, object *tmp)
2143     {
2144     int capacity_remaining;
2145    
2146     if (op->type != PLAYER)
2147     op->stats.hp = op->stats.maxhp;
2148     else
2149     {
2150     /* check if this is a dragon (player), eating some flesh */
2151     if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2152     ;
2153     else
2154     {
2155     /* usual case - no dragon meal: */
2156     if (op->stats.food + tmp->stats.food > 999)
2157     {
2158     if (tmp->type == FOOD || tmp->type == FLESH)
2159     op->failmsg ("You feel full, but what a waste of food!");
2160     else
2161     op->statusmsg ("Most of the drink goes down your face not your throat!");
2162     }
2163    
2164     tmp->play_sound (
2165     tmp->sound
2166     ? tmp->sound
2167     : tmp->type == DRINK
2168     ? sound_find ("eat_drink")
2169     : sound_find ("eat_food")
2170     );
2171    
2172     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173     {
2174     const char *buf;
2175    
2176     if (!is_dragon_pl (op))
2177     {
2178     /* eating message for normal players */
2179     if (tmp->type == DRINK)
2180     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181     else
2182     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183     }
2184     else
2185     /* eating message for dragon players */
2186     buf = format ("The %s tasted terrible!", &tmp->name);
2187    
2188     op->statusmsg (buf);
2189    
2190     capacity_remaining = 999 - op->stats.food;
2191     op->stats.food += tmp->stats.food;
2192     if (capacity_remaining < tmp->stats.food)
2193     op->stats.hp += capacity_remaining / 50;
2194     else
2195     op->stats.hp += tmp->stats.food / 50;
2196    
2197     if (op->stats.hp > op->stats.maxhp)
2198     op->stats.hp = op->stats.maxhp;
2199     if (op->stats.food > 999)
2200     op->stats.food = 999;
2201     }
2202    
2203     /* special food hack -b.t. */
2204     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205     eat_special_food (op, tmp);
2206     }
2207     }
2208    
2209     handle_apply_yield (tmp);
2210     tmp->decrease ();
2211     }
2212    
2213     /**
2214 elmex 1.1 * Handles applying an improve armor scroll.
2215     * Does some sanity checks, then calls improve_armour.
2216     */
2217 root 1.22 static void
2218     apply_armour_improver (object *op, object *tmp)
2219 elmex 1.1 {
2220 root 1.22 object *armor;
2221 elmex 1.1
2222 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2223 root 1.22 {
2224 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2225 root 1.22 return;
2226 elmex 1.1 }
2227 root 1.51
2228 root 1.22 armor = find_marked_object (op);
2229 root 1.51
2230 root 1.22 if (!armor)
2231     {
2232 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.");
2233 elmex 1.1 return;
2234     }
2235 root 1.51
2236 root 1.22 if (armor->type != ARMOUR
2237     && armor->type != CLOAK
2238     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2239 elmex 1.1 {
2240 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2241 root 1.22 return;
2242 elmex 1.1 }
2243    
2244 root 1.124 op->statusmsg ("Applying armour enchantment.");
2245 root 1.22 improve_armour (op, tmp, armor);
2246 elmex 1.1 }
2247    
2248 root 1.151 void
2249 root 1.22 apply_poison (object *op, object *tmp)
2250 elmex 1.1 {
2251 root 1.158 // need to do it now when it is still on the map
2252     handle_apply_yield (tmp);
2253    
2254 root 1.151 object *poison = tmp->split (1);
2255    
2256 root 1.22 if (op->type == PLAYER)
2257     {
2258 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2259 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2260 root 1.151 op->contr->killer = poison;
2261 elmex 1.1 }
2262 root 1.114
2263 root 1.151 if (poison->stats.hp > 0)
2264 root 1.22 {
2265 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2266     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2267 elmex 1.1 }
2268 root 1.114
2269 root 1.22 op->stats.food -= op->stats.food / 4;
2270 root 1.172 poison->destroy ();
2271 elmex 1.1 }
2272    
2273     /**
2274 root 1.55 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2275 elmex 1.1 * A valid 2 way exit means:
2276     * -You can come back (there is another exit at the other side)
2277     * -You are
2278 root 1.44 * ° the owner of the exit
2279     * ° or in the same party as the owner
2280 elmex 1.1 *
2281     * Note: a owner in a 2 way exit is saved as the owner's name
2282     * in the field exit->name cause the field exit->owner doesn't
2283     * survive in the swapping (in fact the whole exit doesn't survive).
2284     */
2285 root 1.210 static int
2286 root 1.22 is_legal_2ways_exit (object *op, object *exit)
2287     {
2288     if (exit->stats.exp != 1)
2289     return 1; /*This is not a 2 way, so it is legal */
2290 root 1.52
2291 root 1.55 #if 0 //TODO
2292 root 1.22 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293     return 0; /* This is a reset town portal */
2294 root 1.55 #endif
2295    
2296 root 1.128 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2297    
2298 root 1.58 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2299 root 1.52
2300 root 1.22 if (exitmap)
2301     {
2302 root 1.58 exitmap->load_sync ();
2303    
2304     object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2305 root 1.52
2306 root 1.22 if (!tmp)
2307     return 0;
2308 root 1.52
2309 root 1.58 for (; tmp; tmp = tmp->above)
2310 root 1.22 {
2311     if (tmp->type != EXIT)
2312     continue; /*Not an exit */
2313 root 1.52
2314 root 1.22 if (!EXIT_PATH (tmp))
2315     continue; /*Not a valid exit */
2316 root 1.52
2317 root 1.22 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2318     continue; /*Not in the same place */
2319 root 1.52
2320 root 1.66 if (exit->map->path != EXIT_PATH (tmp))
2321 root 1.22 continue; /*Not in the same map */
2322    
2323     /* From here we have found the exit is valid. However we do
2324     * here the check of the exit owner. It is important for the
2325     * town portals to prevent strangers from visiting your appartments
2326     */
2327     if (!exit->race)
2328     return 1; /*No owner, free for all! */
2329 root 1.52
2330 root 1.58 object *exit_owner = 0;
2331 root 1.52
2332     for_all_players (pp)
2333 root 1.22 {
2334     if (!pp->ob)
2335     continue;
2336 root 1.52
2337 root 1.22 if (pp->ob->name != exit->race)
2338     continue;
2339 root 1.52
2340 root 1.22 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2341     break;
2342     }
2343 root 1.52
2344 root 1.22 if (!exit_owner)
2345     return 0; /* No more owner */
2346 root 1.52
2347 root 1.22 if (exit_owner->contr == op->contr)
2348     return 1; /*It is your exit */
2349 root 1.52
2350 root 1.22 if (exit_owner && /*There is a owner */
2351     (op->contr) && /*A player tries to pass */
2352     ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2353     (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2354     return 0;
2355 root 1.52
2356 root 1.22 return 1;
2357     }
2358     }
2359 root 1.52
2360 root 1.22 return 0;
2361     }
2362 elmex 1.1
2363     /**
2364 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2365     * is specified it will try to find a lighter in the players inventory,
2366     * and inform him about this requirement.
2367     *
2368 root 1.193 * who - the player
2369     * op - the item we want to light
2370     * lighter - the lighter or 0 if a lighter has yet to be found
2371 elmex 1.184 */
2372 root 1.194 static object *
2373 root 1.192 auto_apply_lighter (object *who, object *op, object *lighter)
2374 elmex 1.184 {
2375     if (lighter == 0)
2376     {
2377     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378     {
2379     if (tmp->type == LIGHTER)
2380     {
2381     lighter = tmp;
2382     break;
2383     }
2384     }
2385    
2386     if (!lighter)
2387     {
2388     who->failmsg (format (
2389     "You can't light up the %s with your bare hands! "
2390     "H<You need a lighter in your inventory, for example a flint and steel.>",
2391     &op->name));
2392     return 0;
2393     }
2394     }
2395    
2396     // last_eat == 0 means the lighter is not being used up!
2397     if (lighter->last_eat && lighter->stats.food)
2398     {
2399     /* lighter gets used up */
2400     lighter = lighter->split ();
2401     lighter->stats.food--;
2402     who->insert (lighter);
2403     }
2404     else if (lighter->last_eat)
2405     {
2406     /* no charges left in lighter */
2407     who->failmsg (format (
2408     "You attempt to light the %s with a used up %s.",
2409     &op->name, &lighter->name));
2410     return 0;
2411     }
2412    
2413     return lighter;
2414     }
2415    
2416     /**
2417     * Designed primarily to light torches/lanterns/etc.
2418     * Also burns up burnable material too. First object in the inventory is
2419     * the selected object to "burn". -b.t.
2420     */
2421 root 1.209 static void
2422 elmex 1.184 apply_lighter (object *who, object *lighter)
2423     {
2424     object *item;
2425     int is_player_env = 0;
2426    
2427     item = find_marked_object (who);
2428     if (item)
2429     {
2430 root 1.192 if (!auto_apply_lighter (who, item, lighter))
2431 elmex 1.184 return;
2432    
2433     /* Perhaps we should split what we are trying to light on fire?
2434     * I can't see many times when you would want to light multiple
2435     * objects at once.
2436     */
2437    
2438     save_throw_object (item, AT_FIRE, who);
2439    
2440     if (item->destroyed ()
2441     || ((item->type == LAMP || item->type == TORCH)
2442     && item->glow_radius > 0))
2443     who->statusmsg (format (
2444     "You light the %s with the %s.",
2445     &item->name, &lighter->name));
2446     else
2447     who->failmsg (format (
2448     "You attempt to light the %s with the %s and fail.",
2449     &item->name, &lighter->name));
2450     }
2451     else
2452     who->failmsg ("You need to mark a lightable object.");
2453     }
2454    
2455     /**
2456 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2457     */
2458 root 1.210 static void
2459     player_apply_lamp_cursed_effect (object *who, object *op)
2460 elmex 1.187 {
2461     if (op->level)
2462     {
2463     who->failmsg (format (
2464     "The %s was cursed, it explodes in a big fireball!",
2465     &op->name));
2466     create_exploding_ball_at (who, op->level);
2467     }
2468     else
2469     {
2470     who->failmsg (format (
2471     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472     &op->name));
2473     }
2474    
2475     op->destroy ();
2476     }
2477    
2478     /**
2479 elmex 1.184 * Apply for players and lamps
2480     *
2481     * who - the player
2482     * op - the lamp
2483     */
2484 root 1.210 static void
2485     player_apply_lamp (object *who, object *op)
2486 elmex 1.184 {
2487     bool switch_on = op->glow_radius ? false : true;
2488    
2489     if (switch_on)
2490     {
2491     object *lighter = 0;
2492    
2493     if (op->flag [FLAG_IS_LIGHTABLE]
2494     && !(lighter = auto_apply_lighter (who, op, 0)))
2495     return;
2496    
2497     if (op->stats.food < 1)
2498     {
2499     if (op->type == LAMP)
2500     who->failmsg (format (
2501     "The %s is out of fuel! "
2502     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503     &op->name));
2504     else
2505     who->failmsg (format (
2506     "The %s is burnt out! "
2507     "H<Torches and similar items burn out and become worthless.>",
2508     &op->name));
2509     return;
2510     }
2511    
2512 elmex 1.187 if (op->flag [FLAG_CURSED])
2513     {
2514     player_apply_lamp_cursed_effect (who, op);
2515     return;
2516     }
2517    
2518 elmex 1.184 if (lighter)
2519     who->statusmsg (format (
2520     "You light up the %s with the %s.", &op->name, &lighter->name));
2521     else
2522     who->statusmsg (format ("You light up the %s.", &op->name));
2523     }
2524     else
2525     {
2526 elmex 1.187 if (op->flag [FLAG_CURSED])
2527     {
2528     player_apply_lamp_cursed_effect (who, op);
2529     return;
2530     }
2531    
2532 elmex 1.184 if (op->type == TORCH)
2533     {
2534     if (!op->flag [FLAG_IS_LIGHTABLE])
2535     {
2536     who->statusmsg (format (
2537     "You put out the %s. "
2538     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539     &op->name, &op->name));
2540     }
2541     else
2542     who->statusmsg (format (
2543     "You put out the %s."
2544     "H<Torches wear out if you put them out.>",
2545     &op->name));
2546     }
2547     else
2548     who->statusmsg (format ("You turn off the %s.", &op->name));
2549     }
2550    
2551     apply_lamp (op, switch_on);
2552     }
2553    
2554 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2555 elmex 1.184 {
2556     op->animation_id = a->animation_id;
2557     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559     op->anim_speed = a->anim_speed;
2560     op->last_anim = 0;
2561     op->state = 0;
2562     op->face = a->face;
2563    
2564     if (NUM_ANIMATIONS(op) > 1)
2565     {
2566     SET_ANIMATION(op, 0);
2567     animate_object (op, op->direction);
2568     }
2569     else
2570     update_object (op, UP_OBJ_FACE);
2571     }
2572    
2573     /**
2574     * Apply for LAMPs and TORCHes.
2575     *
2576     * op - the lamp
2577     * switch_on - a flag which says whether the lamp should be switched on or off
2578     */
2579     void apply_lamp (object *op, bool switch_on)
2580     {
2581     op->set_glow_radius (switch_on ? op->range : 0);
2582     op->set_speed (switch_on ? op->arch->speed : 0);
2583    
2584     // torches wear out if you put them out
2585     if (op->type == TORCH && !switch_on)
2586     {
2587     if (op->flag [FLAG_IS_LIGHTABLE])
2588     {
2589     op->stats.food -= (double) op->arch->stats.food / 15;
2590     if (op->stats.food < 0)
2591     op->stats.food = 0;
2592     }
2593     else
2594     op->stats.food = 0;
2595     }
2596    
2597     // lamps and torched get worthless when used up
2598     if (op->stats.food <= 0)
2599     op->value = 0;
2600    
2601     // FIXME: This is a hack to make the more sane torches and lamps
2602     // still animated ;-/
2603     if (op->other_arch)
2604 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605 elmex 1.184
2606     if (object *pl = op->visible_to ())
2607     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608     }
2609    
2610     /**
2611 root 1.208 * This handles items of type 'transformer'.
2612     * Basically those items, used with a marked item, transform both items into something
2613     * else.
2614     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615     * Change information is contained in the 'slaying' field of the marked item.
2616     * The format is as follow: transformer:[number ]yield[;transformer:...].
2617     * This way an item can be transformed in many things, and/or many objects.
2618     * The 'slaying' field for transformer is used as verb for the action.
2619     */
2620     static void
2621     apply_item_transformer (object *pl, object *transformer)
2622     {
2623     object *marked;
2624     object *new_item;
2625 root 1.217 const char *find;
2626 root 1.208 char *separator;
2627     int yield;
2628     char got[MAX_BUF];
2629     int len;
2630    
2631     if (!pl || !transformer)
2632     return;
2633    
2634     marked = find_marked_object (pl);
2635    
2636     if (!marked)
2637     {
2638     pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639     return;
2640     }
2641    
2642     if (!marked->slaying)
2643     {
2644     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645     return;
2646     }
2647    
2648     /* check whether they are compatible or not */
2649     find = strstr (&marked->slaying, transformer->arch->archname);
2650     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651     {
2652     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653     return;
2654     }
2655    
2656     find += strlen (transformer->arch->archname) + 1;
2657     /* Item can be used, now find how many and what it yields */
2658     if (isdigit (*(find)))
2659     {
2660     yield = atoi (find);
2661     if (yield < 1)
2662     {
2663     LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664     yield = 1;
2665     }
2666     }
2667     else
2668     yield = 1;
2669    
2670     while (isdigit (*find))
2671     find++;
2672    
2673     while (*find == ' ')
2674     find++;
2675    
2676     memset (got, 0, MAX_BUF);
2677    
2678 root 1.217 if ((separator = strchr (find, ';')))
2679 root 1.208 len = separator - find;
2680     else
2681     len = strlen (find);
2682    
2683     if (len > MAX_BUF - 1)
2684     len = MAX_BUF - 1;
2685    
2686     strcpy (got, find);
2687     got[len] = '\0';
2688    
2689     /* Now create new item, remove used ones when required. */
2690     new_item = get_archetype (got);
2691     if (!new_item)
2692     {
2693     pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2694     return;
2695     }
2696    
2697     new_item->nrof = yield;
2698    
2699     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2700    
2701     pl->insert (new_item);
2702     /* Eat up one item */
2703     marked->decrease ();
2704    
2705     /* Eat one transformer if needed */
2706     if (transformer->stats.food)
2707     if (--transformer->stats.food == 0)
2708     transformer->decrease ();
2709     }
2710    
2711     /**
2712 elmex 1.1 * Main apply handler.
2713     *
2714     * Checks for unpaid items before applying.
2715     *
2716     * Return value:
2717     * 0: player or monster can't apply objects of that type
2718     * 1: has been applied, or there was an error applying the object
2719     * 2: objects of that type can't be applied if not in inventory
2720     *
2721 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2722 elmex 1.1 * being applied.
2723     *
2724     * aflag is special (always apply/unapply) flags. Nothing is done with
2725     * them in this function - they are passed to apply_special
2726     */
2727 root 1.22 int
2728 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2729 elmex 1.1 {
2730 elmex 1.184 op = op->head_ ();
2731 elmex 1.1
2732 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2733 root 1.22 {
2734 elmex 1.184 if (who->type == PLAYER)
2735 root 1.22 {
2736 root 1.185 examine (who, op);
2737     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2738 root 1.22 return 1;
2739     }
2740     else
2741 root 1.51 return 0; /* monsters just skip unpaid items */
2742 elmex 1.1 }
2743    
2744 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2745 root 1.22 return RESULT_INT (0);
2746 root 1.8
2747 elmex 1.184 switch (op->type)
2748 root 1.22 {
2749 root 1.202 case T_HANDLE:
2750 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2751     who->statusmsg ("You turn the handle.");
2752     op->value = op->value ? 0 : 1;
2753     SET_ANIMATION (op, op->value);
2754     update_object (op, UP_OBJ_FACE);
2755     push_button (op, who);
2756 root 1.24 return 1;
2757 root 1.14
2758 root 1.24 case TRIGGER:
2759 root 1.200 if (check_trigger (op, who, who))
2760 root 1.24 {
2761 elmex 1.184 who->statusmsg ("You turn the handle.");
2762     who->play_sound (sound_find ("turn_handle"));
2763 root 1.24 }
2764     else
2765 elmex 1.184 who->failmsg ("The handle doesn't move.");
2766 root 1.57
2767 root 1.24 return 1;
2768 root 1.14
2769 root 1.24 case EXIT:
2770 elmex 1.184 if (who->type != PLAYER)
2771 root 1.24 return 0;
2772 root 1.57
2773 elmex 1.184 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2774 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)));
2775 root 1.24 else
2776     {
2777     /* Don't display messages for random maps. */
2778 elmex 1.184 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2779     who->statusmsg (op->msg, NDI_NAVY);
2780 root 1.57
2781 elmex 1.184 who->enter_exit (op);
2782 root 1.24 }
2783 root 1.85
2784 root 1.24 return 1;
2785 root 1.14
2786 root 1.122 case INSCRIBABLE:
2787 elmex 1.184 who->statusmsg (op->msg);
2788 root 1.122 // maybe show a spell menu to chose from or something like that
2789     return 1;
2790    
2791 root 1.24 case SIGN:
2792 elmex 1.184 apply_sign (who, op, 0);
2793 root 1.24 return 1;
2794 root 1.14
2795 root 1.24 case BOOK:
2796 elmex 1.184 if (who->type == PLAYER)
2797 root 1.24 {
2798 elmex 1.184 apply_book (who, op);
2799 root 1.24 return 1;
2800     }
2801     else
2802 root 1.85 return 0;
2803 root 1.14
2804 root 1.24 case SKILLSCROLL:
2805 elmex 1.184 if (who->type == PLAYER)
2806 root 1.24 {
2807 elmex 1.184 apply_skillscroll (who, op);
2808 root 1.24 return 1;
2809     }
2810 root 1.85 else
2811     return 0;
2812 root 1.14
2813 root 1.24 case SPELLBOOK:
2814 elmex 1.184 if (who->type == PLAYER)
2815 root 1.24 {
2816 elmex 1.184 apply_spellbook (who, op);
2817 root 1.24 return 1;
2818     }
2819 root 1.85 else
2820     return 0;
2821 root 1.14
2822 root 1.24 case SCROLL:
2823 elmex 1.184 apply_scroll (who, op, 0);
2824 root 1.24 return 1;
2825 root 1.14
2826 root 1.24 case POTION:
2827 elmex 1.184 apply_potion (who, op);
2828 root 1.24 return 1;
2829 root 1.14
2830 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2831 root 1.68 //TODO: remove, as it is unsed?
2832 root 1.24 case CLOSE_CON:
2833 elmex 1.184 apply_container (who, op->env);
2834 root 1.24 return 1;
2835 root 1.14
2836 root 1.24 case CONTAINER:
2837 elmex 1.184 apply_container (who, op);
2838 root 1.24 return 1;
2839 root 1.14
2840 root 1.24 case TREASURE:
2841 elmex 1.184 if (who->type == PLAYER)
2842 root 1.24 {
2843 elmex 1.184 apply_treasure (who, op);
2844 root 1.24 return 1;
2845     }
2846     else
2847 root 1.68 return 0;
2848 root 1.14
2849 elmex 1.184 case LAMP:
2850     case TORCH:
2851     player_apply_lamp (who, op);
2852     return 1;
2853    
2854 root 1.24 case WEAPON:
2855     case ARMOUR:
2856     case BOOTS:
2857     case GLOVES:
2858     case AMULET:
2859     case GIRDLE:
2860     case BRACERS:
2861     case SHIELD:
2862     case HELMET:
2863     case RING:
2864     case CLOAK:
2865     case WAND:
2866     case ROD:
2867     case HORN:
2868     case SKILL:
2869     case BOW:
2870     case BUILDER:
2871     case SKILL_TOOL:
2872 elmex 1.184 if (op->env != who)
2873 root 1.24 return 2; /* not in inventory */
2874 root 1.79
2875 elmex 1.184 apply_special (who, op, aflag);
2876 root 1.24 return 1;
2877 root 1.14
2878 root 1.24 case DRINK:
2879     case FOOD:
2880     case FLESH:
2881 elmex 1.184 apply_food (who, op);
2882 root 1.24 return 1;
2883 root 1.14
2884 root 1.24 case POISON:
2885 elmex 1.184 apply_poison (who, op);
2886 root 1.24 return 1;
2887 root 1.14
2888 root 1.24 case SAVEBED:
2889 root 1.51 return 1;
2890 root 1.14
2891 root 1.24 case ARMOUR_IMPROVER:
2892 elmex 1.184 if (who->type == PLAYER)
2893 root 1.24 {
2894 elmex 1.184 apply_armour_improver (who, op);
2895 root 1.24 return 1;
2896     }
2897     else
2898 root 1.51 return 0;
2899 root 1.14
2900 root 1.24 case WEAPON_IMPROVER:
2901 elmex 1.184 check_improve_weapon (who, op);
2902 root 1.24 return 1;
2903 root 1.14
2904 root 1.24 case CLOCK:
2905 elmex 1.184 if (who->type == PLAYER)
2906 root 1.24 {
2907     char buf[MAX_BUF];
2908     timeofday_t tod;
2909 root 1.22
2910 root 1.24 get_tod (&tod);
2911 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2912     who->statusmsg (format (
2913 root 1.125 "It is %d minute%s past %d o'clock %s",
2914     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2915     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2916 root 1.124 ));
2917 root 1.24 return 1;
2918     }
2919     else
2920 root 1.85 return 0;
2921 root 1.14
2922 root 1.24 case MENU:
2923 elmex 1.184 if (who->type == PLAYER)
2924 root 1.24 {
2925 elmex 1.184 shop_listing (op, who);
2926 root 1.24 return 1;
2927     }
2928     else
2929 root 1.85 return 0;
2930 elmex 1.1
2931 root 1.24 case POWER_CRYSTAL:
2932 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2933 root 1.24 return 1;
2934 root 1.14
2935 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2936 elmex 1.184 if (who->type == PLAYER)
2937 root 1.24 {
2938 elmex 1.184 apply_lighter (who, op);
2939 root 1.24 return 1;
2940     }
2941     else
2942 root 1.85 return 0;
2943 root 1.14
2944 root 1.24 case ITEM_TRANSFORMER:
2945 elmex 1.184 apply_item_transformer (who, op);
2946 root 1.24 return 1;
2947 root 1.14
2948 root 1.24 default:
2949     return 0;
2950 elmex 1.1 }
2951     }
2952    
2953     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2954     * messages as needed by player_apply_below(). But there can still be
2955     * "but you are floating high above the ground" messages.
2956     *
2957     * Same return value as apply() function.
2958     */
2959 root 1.22 int
2960     player_apply (object *pl, object *op, int aflag, int quiet)
2961 elmex 1.1 {
2962 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2963 root 1.22 {
2964     /* player is flying and applying object not in inventory */
2965     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2966     {
2967 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2968     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2969     "or waiting till the levitation effect wears off.>");
2970 root 1.22 return 0;
2971 root 1.14 }
2972 elmex 1.1 }
2973    
2974 root 1.22 pl->contr->last_used = op;
2975 elmex 1.1
2976 root 1.157 int tmp = manual_apply (pl, op, aflag);
2977    
2978 root 1.22 if (!quiet)
2979     {
2980     if (tmp == 0)
2981 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2982 root 1.22 else if (tmp == 2)
2983 elmex 1.138 pl->failmsg ("You must get it first!\n");
2984 elmex 1.1 }
2985 root 1.114
2986 root 1.22 return tmp;
2987 elmex 1.1 }
2988    
2989     /**
2990     * player_apply_below attempts to apply the object 'below' the player.
2991     * If the player has an open container, we use that for below, otherwise
2992     * we use the ground.
2993     */
2994 root 1.22 void
2995     player_apply_below (object *pl)
2996 elmex 1.1 {
2997 root 1.68 int floors = 0;
2998 root 1.22
2999     /* If using a container, set the starting item to be the top
3000     * item in the container. Otherwise, use the map.
3001 root 1.68 * This is perhaps more complicated. However, I want to make sure that
3002 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
3003     * next object in the stack before applying. This is can only be a
3004     * problem if player_apply() has a bug in that it uses the object but does
3005     * not return a proper value.
3006     */
3007 root 1.204 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3008 root 1.22 {
3009     next = tmp->below;
3010 root 1.68
3011 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3012     floors++;
3013     else if (floors > 0)
3014     return; /* process only floor objects after first floor object */
3015    
3016     /* If it is visible, player can apply it. If it is applied by
3017     * person moving on it, also activate. Added code to make it
3018     * so that at least one of players movement types be that which
3019     * the item needs.
3020     */
3021     if (!tmp->invisible || (tmp->move_on & pl->move_type))
3022 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
3023     return;
3024    
3025 root 1.22 if (floors >= 2)
3026     return; /* process at most two floor objects */
3027 elmex 1.1 }
3028     }
3029    
3030     /**
3031     * Unapplies specified item.
3032     * No check done on cursed/damned.
3033     * Break this out of apply_special - this is just done
3034     * to keep the size of apply_special to a more managable size.
3035     */
3036 root 1.22 static int
3037     unapply_special (object *who, object *op, int aflags)
3038 elmex 1.1 {
3039 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3040     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3041 root 1.22 return RESULT_INT (0);
3042 root 1.12
3043 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
3044 root 1.76
3045 root 1.22 switch (op->type)
3046     {
3047 root 1.96 case SKILL_TOOL:
3048     // unapplying a skill tool should also unapply the skill it governs
3049     // but this is hard, as it shouldn't do so when the skill can
3050     // be used for other reasons
3051     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3052     if (tmp->skill == op->skill
3053     && tmp->type == SKILL
3054     && tmp->flag [FLAG_APPLIED]
3055     && !tmp->flag [FLAG_CAN_USE_SKILL])
3056     unapply_special (who, tmp, 0);
3057    
3058     change_abil (who, op);
3059     break;
3060    
3061 root 1.24 case WEAPON:
3062 root 1.105 if (player *pl = who->contr)
3063     if (op == pl->combat_ob)
3064     {
3065     pl->combat_ob = 0;
3066     who->change_weapon (pl->ranged_ob);
3067     }
3068    
3069 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
3070 elmex 1.1
3071 root 1.79 change_abil (who, op);
3072     CLEAR_FLAG (who, FLAG_READY_WEAPON);
3073 root 1.24 break;
3074 root 1.14
3075 root 1.96 case SKILL:
3076 root 1.79 if (who->contr)
3077 root 1.24 {
3078 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
3079     who->change_weapon (who->contr->combat_ob = 0);
3080     else if (IS_RANGED_SKILL (op->subtype))
3081     who->change_weapon (who->contr->ranged_ob = 0);
3082    
3083     if (op->invisible)
3084     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3085     else
3086 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3087 root 1.24 }
3088 root 1.76
3089     change_abil (who, op);
3090 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
3091     break;
3092 root 1.14
3093 root 1.24 case ARMOUR:
3094     case HELMET:
3095     case SHIELD:
3096     case RING:
3097     case BOOTS:
3098     case GLOVES:
3099     case AMULET:
3100     case GIRDLE:
3101     case BRACERS:
3102     case CLOAK:
3103 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
3104 root 1.79 change_abil (who, op);
3105 root 1.24 break;
3106 root 1.79
3107 root 1.24 case BOW:
3108     case WAND:
3109     case ROD:
3110     case HORN:
3111 root 1.105 if (player *pl = who->contr)
3112     {
3113     if (op == pl->ranged_ob)
3114     {
3115     pl->ranged_ob = 0;
3116     who->change_weapon (pl->combat_ob);
3117     }
3118    
3119 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3120 root 1.105 }
3121 root 1.103 else
3122 root 1.24 {
3123 root 1.103 who->change_skill (0);
3124 root 1.79
3125 root 1.24 if (op->type == BOW)
3126     CLEAR_FLAG (who, FLAG_READY_BOW);
3127     else
3128     CLEAR_FLAG (who, FLAG_READY_RANGE);
3129     }
3130 root 1.76
3131 root 1.24 break;
3132 elmex 1.1
3133 root 1.24 case BUILDER:
3134 root 1.79 if (who->contr)
3135 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3136 root 1.24 break;
3137 elmex 1.1
3138 root 1.24 default:
3139 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
3140 root 1.24 break;
3141 elmex 1.1 }
3142    
3143 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3144     if (object *pl = op->visible_to ())
3145     esrv_send_item (pl, op);
3146    
3147 root 1.51 who->update_stats ();
3148 elmex 1.1
3149 root 1.22 return 0;
3150 elmex 1.1 }
3151    
3152     /**
3153     * Returns the object that is using location 'loc'.
3154     * Note that 'start' is the first object to start examing - we
3155     * then go through the below of this. In this way, you can do
3156     * something like:
3157 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3158     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3159 elmex 1.1 * to find the second object that may use this location, etc.
3160     * Returns NULL if no match is found.
3161     * loc is the index into the array we are looking for a match.
3162     * don't return invisible objects unless they are skill objects
3163     * invisible other objects that use
3164     * up body locations can be used as restrictions.
3165     */
3166 root 1.84 static object *
3167 root 1.96 get_next_item_from_body_location (int loc, object *start)
3168 elmex 1.1 {
3169 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3170     if (tmp->flag [FLAG_APPLIED]
3171     && tmp->slot[loc].info
3172     && (!tmp->invisible || tmp->type == SKILL))
3173     return tmp;
3174 elmex 1.1
3175 root 1.84 return 0;
3176 elmex 1.1 }
3177    
3178     /**
3179     * 'op' wants to apply an object, but can't because of other equipment.
3180     * This should only be called when it is known
3181     * that there are objects to unapply. This makes pretty heavy
3182     * use of get_item_from_body_location. It makes no intelligent choice
3183     * on objects - rather, the first that is matched is used.
3184     * Returns 0 on success, returns 1 if there is some problem.
3185     * if aflags is AP_PRINT, we instead print out waht to unapply
3186     * instead of doing it. This is a lot less code than having
3187     * another function that does just that.
3188     */
3189 root 1.114
3190     #define CANNOT_REMOVE_CURSED \
3191     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3192     "Praying over an altar, scrolls of remove curse/damnation, " \
3193     "priests or even other players might help.>"
3194    
3195 root 1.210 static int
3196 root 1.22 unapply_for_ob (object *who, object *op, int aflags)
3197 elmex 1.1 {
3198 root 1.81 if (op->is_range ())
3199     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3200     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3201     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3202     {
3203     if (aflags & AP_PRINT)
3204 root 1.125 who->failmsg (query_name (tmp));
3205 root 1.81 else
3206     unapply_special (who, tmp, aflags);
3207     }
3208     else
3209     {
3210     /* In this case, we want to try and remove a cursed item.
3211     * While we know it won't work, we want unapply_special to
3212     * at least generate the message.
3213     */
3214 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)));
3215 root 1.81 return 1;
3216     }
3217 elmex 1.1
3218 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3219 root 1.22 {
3220     /* this used up a slot that we need to free */
3221 root 1.82 if (op->slot[i].info)
3222 root 1.22 {
3223 root 1.81 object *last = who->inv;
3224 root 1.14
3225 root 1.22 /* We do a while loop - may need to remove several items in order
3226     * to free up enough slots.
3227     */
3228 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3229 root 1.22 {
3230 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3231 root 1.81
3232 root 1.22 if (!tmp)
3233     {
3234 elmex 1.1 #if 0
3235 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3236     * equipped.
3237     */
3238     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3239 elmex 1.1 #endif
3240 root 1.22 return 1;
3241     }
3242 root 1.81
3243 root 1.22 /* If we are just printing, we don't care about cursed status */
3244     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3245     {
3246     if (aflags & AP_PRINT)
3247 root 1.125 who->failmsg (query_name (tmp));
3248 root 1.22 else
3249     unapply_special (who, tmp, aflags);
3250 root 1.14 }
3251 root 1.22 else
3252     {
3253     /* Cursed item that we can't unequip - tell the player.
3254     * Note this could be annoying if this is just one of a few,
3255     * so it may not be critical (eg, putting on a ring and you have
3256     * one cursed ring.)
3257     */
3258 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3259 root 1.14 }
3260 root 1.81
3261 root 1.22 last = tmp->below;
3262 root 1.14 }
3263 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3264     * return in the !tmp would have kicked in.
3265     */
3266     } /* if op is using this body location */
3267     } /* for body lcoations */
3268 root 1.81
3269 root 1.22 return 0;
3270 elmex 1.1 }
3271    
3272     /**
3273     * Checks to see if 'who' can apply object 'op'.
3274     * Returns 0 if apply can be done without anything special.
3275     * Otherwise returns a bitmask - potentially several of these may be
3276     * set, but largely depends on circumstance - in the future, processing
3277 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3278 root 1.96 * is set, do we really care what the other flags may be?)
3279 elmex 1.1 *
3280     * See include/define.h for detailed description of the meaning of
3281     * these return values.
3282     */
3283 root 1.22 int
3284     can_apply_object (object *who, object *op)
3285 elmex 1.1 {
3286 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3287     return RESULT_INT (0);
3288    
3289 root 1.78 int retval = 0;
3290     object *tmp = 0, *ws = 0;
3291 root 1.22
3292 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3293 root 1.22 {
3294 root 1.82 if (op->slot[i].info)
3295 root 1.22 {
3296     /* Item uses more slots than we have */
3297 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3298 root 1.22 {
3299 root 1.78 /* Could return now for efficiency - rest of info below isn't
3300 root 1.22 * really needed.
3301     */
3302     retval |= CAN_APPLY_NEVER;
3303     }
3304 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3305 root 1.22 {
3306     /* in this case, equipping this would use more free spots than
3307     * we have.
3308     */
3309 elmex 1.1
3310 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3311 root 1.84 * enough slots to equip the new item, then just set "can
3312     * apply unapply". We don't care about the logic below - if you have a
3313 root 1.22 * shield equipped and try to equip another shield, there is only
3314     * one choice. However, the check for the number of body locations
3315     * does take into the account cases where what is being applied
3316     * may be two handed for example.
3317     */
3318     if (ws)
3319 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3320     {
3321     retval |= CAN_APPLY_UNAPPLY;
3322     continue;
3323     }
3324 root 1.22
3325 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3326 root 1.22 if (!tmp1)
3327     {
3328 elmex 1.1 #if 0
3329 root 1.22 /* This is sort of an error, but happens a lot when old players
3330     * join in with more stuff equipped than they are now allowed.
3331     */
3332     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3333 elmex 1.1 #endif
3334 root 1.22 retval |= CAN_APPLY_NEVER;
3335     }
3336     else
3337     {
3338     /* need to unapply something. However, if this something
3339     * is different than we had found before, it means they need
3340     * to apply multiple objects
3341     */
3342     retval |= CAN_APPLY_UNAPPLY;
3343 root 1.96
3344 root 1.22 if (!tmp)
3345     tmp = tmp1;
3346     else if (tmp != tmp1)
3347 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3348    
3349 root 1.22 /* This object isn't using up all the slots, so there must
3350 root 1.78 * be another. If so, and it the new item doesn't need all
3351 root 1.22 * the slots, the player then has a choice.
3352     */
3353 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3354     && abs (op->slot[i].info) < who->slot[i].info)
3355 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3356    
3357     /* Does unequippint 'tmp1' free up enough slots for this to be
3358     * equipped? If not, there must be something else to unapply.
3359     */
3360 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3361 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3362     }
3363     } /* if not enough free slots */
3364     } /* if this object uses location i */
3365     } /* for i -> num_body_locations loop */
3366    
3367     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3368     * really be controlled by use of body locations. We do have
3369     * the weapon/shield checks, and the range checks for monsters,
3370     * because you can't control those just by body location - bows, shields,
3371     * and weapons all use the same slot. Similar for horn/rod/wand - they
3372     * all use the same location.
3373     */
3374     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3375     retval |= CAN_APPLY_RESTRICTION;
3376 root 1.76
3377 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3378     retval |= CAN_APPLY_RESTRICTION;
3379    
3380     if (who->type != PLAYER)
3381     {
3382     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3383 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3384 root 1.78
3385 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3386     retval |= CAN_APPLY_RESTRICTION;
3387 root 1.78
3388 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3389     retval |= CAN_APPLY_RESTRICTION;
3390 root 1.78
3391 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3392 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3393 elmex 1.1 }
3394 root 1.76
3395 root 1.22 return retval;
3396 elmex 1.1 }
3397    
3398     /**
3399     * who is the object using the object. It can be a monster.
3400     * op is the object they are using. op is an equipment type item,
3401     * eg, one which you put on and keep on for a while, and not something
3402     * like a potion or scroll.
3403     *
3404     * function returns 1 if the action could not be completed, 0 on
3405     * success. However, success is a matter of meaning - if the
3406     * user passes the 'apply' flag to an object already applied,
3407     * nothing is done, and 0 is returned.
3408     *
3409     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3410     * AP_UNAPPLY=always unapply).
3411     *
3412     * Optional flags:
3413     * AP_NO_MERGE: don't merge an unapplied object with other objects
3414     * AP_IGNORE_CURSE: unapply cursed items
3415 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3416 elmex 1.1 *
3417     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3418     *
3419     * apply_special() doesn't check for unpaid items.
3420     */
3421 root 1.114
3422     #define LACK_ITEM_POWER \
3423     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3424    
3425 root 1.22 int
3426     apply_special (object *who, object *op, int aflags)
3427 elmex 1.1 {
3428 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3429     object *tmp, *tmp2, *skop = NULL;
3430 elmex 1.1
3431 root 1.22 if (who == NULL)
3432     {
3433     LOG (llevError, "apply_special() from object without environment.\n");
3434     return 1;
3435 elmex 1.1 }
3436    
3437 root 1.22 if (op->env != who)
3438     return 1; /* op is not in inventory */
3439 elmex 1.1
3440 root 1.22 /* trying to unequip op */
3441     if (QUERY_FLAG (op, FLAG_APPLIED))
3442     {
3443     /* always apply, so no reason to unapply */
3444     if (basic_flag == AP_APPLY)
3445     return 0;
3446    
3447     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3448     {
3449 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3450 root 1.22 return 1;
3451 root 1.14 }
3452 root 1.78
3453 root 1.22 return unapply_special (who, op, aflags);
3454 elmex 1.1 }
3455 root 1.159 else if (basic_flag == AP_UNAPPLY)
3456 root 1.22 return 0;
3457 elmex 1.1
3458 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3459     // to resolve conflicts.
3460     if (player *pl = who->contr)
3461 root 1.95 switch (op->slottype ())
3462 root 1.90 {
3463 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3464     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3465 root 1.90 }
3466    
3467 root 1.104 splay (op);
3468    
3469 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3470 root 1.78 if (int i = can_apply_object (who, op))
3471 root 1.22 {
3472     if (i & CAN_APPLY_NEVER)
3473     {
3474 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)));
3475 root 1.22 return 1;
3476     }
3477     else if (i & CAN_APPLY_RESTRICTION)
3478     {
3479 root 1.125 who->failmsg (format (
3480     "You have a prohibition against using a %s. "
3481     "H<Your belief, profession or class prevents you from applying this item.>",
3482     query_name (op)
3483     ));
3484 root 1.22 return 1;
3485     }
3486 root 1.78
3487 root 1.22 if (who->type != PLAYER)
3488     {
3489     /* Some error, so don't try to equip something more */
3490     if (unapply_for_ob (who, op, aflags))
3491 root 1.14 return 1;
3492     }
3493 root 1.22 else
3494     {
3495     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3496     {
3497 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3498 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3499     return 1;
3500     }
3501     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3502 root 1.81 if (unapply_for_ob (who, op, aflags))
3503     return 1;
3504 root 1.14 }
3505 elmex 1.1 }
3506 root 1.55
3507 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3508     {
3509     skop = find_skill_by_name (who, op->skill);
3510 root 1.78
3511 root 1.22 if (!skop)
3512     {
3513 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3514 root 1.22 return 1;
3515     }
3516     else
3517 root 1.76 /* While experience will be credited properly, we want to change the
3518     * skill so that the dam and wc get updated
3519     */
3520 root 1.101 who->change_skill (skop);
3521 elmex 1.1 }
3522 root 1.22
3523 elmex 1.189 if (!check_item_power (who, op->item_power))
3524 root 1.22 {
3525 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3526 root 1.22 return 1;
3527 elmex 1.1 }
3528    
3529 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3530     * Note that we don't have the checks for can_use_...
3531     * below - that is already taken care of by can_apply_object.
3532     */
3533 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3534 root 1.22
3535     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3536     return RESULT_INT (0);
3537    
3538     switch (op->type)
3539     {
3540 root 1.24 case WEAPON:
3541 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3542 root 1.78 // i.e. "R" can use Ragnarok's sword.
3543 root 1.180 if (op->level && !op->name.starts_with (who->name))
3544 root 1.24 {
3545     /* if the weapon does not have the name as the character, can't use it. */
3546     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3547 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3548 root 1.65
3549     if (tmp)
3550     insert_ob_in_ob (tmp, who);
3551    
3552 root 1.24 return 1;
3553     }
3554 root 1.65
3555 root 1.80 if (!skop)
3556     {
3557 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3558 root 1.80 return 1;
3559     }
3560    
3561 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3562 root 1.101 who->change_skill (skop);
3563 root 1.76
3564 root 1.79 if (who->contr)
3565 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3566 root 1.78
3567 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3568 root 1.14
3569 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3570 root 1.76 change_abil (who, op);
3571 root 1.24 break;
3572 root 1.14
3573 root 1.24 case ARMOUR:
3574     case HELMET:
3575     case SHIELD:
3576     case BOOTS:
3577     case GLOVES:
3578     case GIRDLE:
3579     case BRACERS:
3580     case CLOAK:
3581     case RING:
3582     case AMULET:
3583     SET_FLAG (op, FLAG_APPLIED);
3584 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3585 root 1.76 change_abil (who, op);
3586 root 1.24 break;
3587 root 1.76
3588 root 1.96 case SKILL_TOOL:
3589     // applying a skill tool also readies the skill
3590     SET_FLAG (op, FLAG_APPLIED);
3591    
3592 root 1.101 if (!(aflags & AP_NO_READY))
3593 root 1.24 {
3594 root 1.101 skop = find_skill_by_name (who, op->skill);
3595     if (!skop->flag [FLAG_APPLIED])
3596     apply_special (who, skop, AP_APPLY);
3597 root 1.24 }
3598 root 1.101 break;
3599 root 1.76
3600 root 1.101 case SKILL:
3601 root 1.79 if (player *pl = who->contr)
3602 root 1.24 {
3603 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3604     {
3605 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3606 root 1.79 {
3607     for (object *item = who->inv; item; item = item->below)
3608     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3609     {
3610 root 1.101 if (item->skill == op->skill)
3611     {
3612     who->change_weapon (pl->combat_ob = item);
3613     goto found_weapon;
3614     }
3615 root 1.79 }
3616    
3617 root 1.125 who->failmsg (format (
3618     "You need to apply a '%s' melee weapon before readying this skill. "
3619     "H<Some skills need an item, in this case a melee weapon, to function.>",
3620     &op->skill
3621     ));
3622 root 1.79 return 1;
3623    
3624     found_weapon:;
3625     }
3626     else
3627 root 1.90 who->change_weapon (pl->combat_ob = op);
3628 root 1.79 }
3629     else if (IS_RANGED_SKILL (op->subtype))
3630     {
3631 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3632 root 1.79 {
3633     for (object *item = who->inv; item; item = item->below)
3634     if (item->type == BOW && item->flag [FLAG_APPLIED])
3635     {
3636 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3637 root 1.90 who->change_weapon (pl->ranged_ob = item);
3638 root 1.79 goto found_bow;
3639     }
3640    
3641 root 1.125 who->failmsg (
3642     "You need to apply a missile weapon before readying this skill. "
3643     "H<Some skills need an item, in this case a missile weapon, to function.>"
3644     );
3645 root 1.79 return 1;
3646    
3647     found_bow:;
3648     }
3649     else
3650 root 1.90 who->change_weapon (pl->ranged_ob = op);
3651 root 1.79 }
3652 root 1.76
3653 root 1.24 if (!op->invisible)
3654     {
3655 root 1.125 who->statusmsg (format (
3656     "You ready %s."
3657     "You can now use the skill: %s.",
3658     query_name (op),
3659     &op->skill
3660     ));
3661 root 1.24 }
3662     else
3663 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3664 root 1.24 }
3665 root 1.101 else
3666     {
3667     SET_FLAG (op, FLAG_APPLIED);
3668     change_abil (who, op);
3669     who->chosen_skill = op;
3670     SET_FLAG (who, FLAG_READY_SKILL);
3671     }
3672 root 1.76
3673 root 1.24 break;
3674 root 1.22
3675 root 1.24 case BOW:
3676 root 1.180 if (op->level && !op->name.starts_with (who->name))
3677 root 1.24 {
3678 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3679 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3680 root 1.81 if (tmp)
3681 root 1.76 insert_ob_in_ob (tmp, who);
3682    
3683 root 1.24 return 1;
3684     }
3685 root 1.76
3686     /*FALLTHROUGH*/
3687     case WAND:
3688 root 1.24 case ROD:
3689     case HORN:
3690     /* check for skill, alter player status */
3691 root 1.78
3692     if (!skop)
3693 root 1.80 {
3694 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3695 root 1.80 return 1;
3696     }
3697    
3698     SET_FLAG (op, FLAG_APPLIED);
3699 root 1.101 who->change_skill (skop);
3700 root 1.22
3701 root 1.79 if (who->contr)
3702 root 1.24 {
3703 root 1.79 who->contr->ranged_ob = op;
3704 root 1.78
3705 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3706 root 1.76
3707 root 1.24 if (op->type == BOW)
3708     {
3709 root 1.79 who->current_weapon = op;
3710 root 1.76 change_abil (who, op);
3711 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3712 root 1.24 }
3713     }
3714     else
3715     {
3716     if (op->type == BOW)
3717     SET_FLAG (who, FLAG_READY_BOW);
3718     else
3719     SET_FLAG (who, FLAG_READY_RANGE);
3720     }
3721 root 1.76
3722 root 1.24 break;
3723 elmex 1.1
3724 root 1.24 case BUILDER:
3725 root 1.76 if (who->type == PLAYER)
3726     {
3727 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3728 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3729     unapply_special (who, who->contr->ranged_ob, 0);
3730    
3731 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3732 root 1.76
3733 root 1.79 who->contr->ranged_ob = op;
3734 root 1.76 }
3735 root 1.24 break;
3736 elmex 1.1
3737 root 1.24 default:
3738 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3739     }
3740 root 1.22
3741     SET_FLAG (op, FLAG_APPLIED);
3742 elmex 1.1
3743 root 1.79 if (tmp)
3744 root 1.149 who->insert (tmp);
3745 elmex 1.1
3746 root 1.51 who->update_stats ();
3747 elmex 1.1
3748 root 1.22 /* We exclude spell casting objects. The fire code will set the
3749     * been applied flag when they are used - until that point,
3750     * you don't know anything about them.
3751     */
3752     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3753     SET_FLAG (op, FLAG_BEEN_APPLIED);
3754    
3755     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3756 root 1.114 if (who->type == PLAYER)
3757     {
3758 root 1.125 who->failmsg (
3759     "Oops, it feels deadly cold! "
3760 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3761 root 1.125 );
3762 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3763     }
3764 root 1.76
3765 root 1.149 if (object *pl = op->visible_to ())
3766     esrv_send_item (pl, op);
3767 root 1.76
3768 root 1.22 return 0;
3769 elmex 1.1 }
3770    
3771     /**
3772     * Map was just loaded, handle op's initialisation.
3773     *
3774     * Generates shop floor's item, and treasures.
3775     */
3776 root 1.22 int
3777     auto_apply (object *op)
3778     {
3779     object *tmp = NULL, *tmp2;
3780     int i;
3781 elmex 1.1
3782 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3783 elmex 1.163
3784 root 1.22 switch (op->type)
3785     {
3786 root 1.24 case SHOP_FLOOR:
3787 root 1.42 if (!op->has_random_items ())
3788 root 1.24 return 0;
3789 root 1.38
3790 root 1.24 do
3791     {
3792     i = 10; /* let's give it 10 tries */
3793     while ((tmp = generate_treasure (op->randomitems,
3794 root 1.164 op->stats.exp
3795     ? (int) op->stats.exp
3796     : max (op->map->difficulty, 5)))
3797     == NULL && --i);
3798    
3799 root 1.24 if (tmp == NULL)
3800     return 0;
3801 root 1.164
3802 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3803     {
3804 root 1.172 tmp->destroy ();
3805 root 1.24 tmp = NULL;
3806     }
3807     }
3808     while (!tmp);
3809 root 1.38
3810 root 1.24 tmp->x = op->x;
3811     tmp->y = op->y;
3812     SET_FLAG (tmp, FLAG_UNPAID);
3813     insert_ob_in_map (tmp, op->map, NULL, 0);
3814     identify (tmp);
3815     break;
3816 root 1.14
3817 root 1.24 case TREASURE:
3818     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3819     return 0;
3820 root 1.37
3821 root 1.67 while (op->stats.hp-- > 0)
3822 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3823     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3824    
3825     /* If we generated an object and put it in this object inventory,
3826     * move it to the parent object as the current object is about
3827     * to disappear. An example of this item is the random_* stuff
3828     * that is put inside other objects.
3829     */
3830 root 1.171 if (op->env)
3831     while (op->inv)
3832     op->env->insert (op->inv);
3833 root 1.37
3834 root 1.172 op->destroy ();
3835 root 1.24 break;
3836 elmex 1.1 }
3837 root 1.164
3838     return !!tmp;
3839 elmex 1.1 }
3840    
3841     /**
3842 root 1.68 * fix_auto_apply goes through the entire map every time a map
3843     * is loaded or swapped in and performs special actions for
3844 elmex 1.1 * certain objects (most initialization of chests and creation of
3845     * treasures and stuff). Calls auto_apply if appropriate.
3846     */
3847 root 1.20 void
3848 root 1.55 maptile::fix_auto_apply ()
3849 root 1.20 {
3850 root 1.55 if (!spaces)
3851 root 1.20 return;
3852    
3853 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3854     for (object *tmp = ms->bot; tmp; )
3855     {
3856     object *above = tmp->above;
3857 root 1.20
3858 root 1.55 if (tmp->inv)
3859     {
3860     object *invtmp, *invnext;
3861 elmex 1.1
3862 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3863 root 1.55 {
3864     invnext = invtmp->below;
3865 root 1.14
3866 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3867     auto_apply (invtmp);
3868     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3869     {
3870 root 1.164 while (invtmp->stats.hp-- > 0)
3871 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3872    
3873     invtmp->randomitems = NULL;
3874     }
3875     else if (invtmp && invtmp->arch
3876     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3877     {
3878     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3879     /* Need to clear this so that we never try to create
3880     * treasure again for this object
3881     */
3882     invtmp->randomitems = NULL;
3883     }
3884     }
3885 root 1.214
3886 root 1.55 /* This is really temporary - the code at the bottom will
3887     * also set randomitems to null. The problem is there are bunches
3888     * of maps/players already out there with items that have spells
3889     * which haven't had the randomitems set to null yet.
3890     * MSW 2004-05-13
3891     *
3892     * And if it's a spellbook, it's better to set randomitems to NULL too,
3893     * else you get two spells in the book ^_-
3894     * Ryo 2004-08-16
3895     */
3896     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3897     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3898     tmp->randomitems = NULL;
3899     }
3900 root 1.20
3901 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3902     auto_apply (tmp);
3903     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3904     {
3905     while ((tmp->stats.hp--) > 0)
3906     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3907     tmp->randomitems = NULL;
3908     }
3909     else if (tmp->type == TIMED_GATE)
3910     {
3911     object *head = tmp->head != NULL ? tmp->head : tmp;
3912    
3913     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3914     tmp->set_speed (0);
3915     }
3916     /* This function can be called everytime a map is loaded, even when
3917     * swapping back in. As such, we don't want to create the treasure
3918     * over and ove again, so after we generate the treasure, blank out
3919     * randomitems so if it is swapped in again, it won't make anything.
3920     * This is a problem for the above objects, because they have counters
3921     * which say how many times to make the treasure.
3922     */
3923     else if (tmp && tmp->arch && tmp->type != PLAYER
3924     && tmp->type != TREASURE && tmp->type != SPELL
3925     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3926     {
3927     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3928     tmp->randomitems = NULL;
3929     }
3930 root 1.78
3931 root 1.68 // close all containers
3932     else if (tmp->type == CONTAINER)
3933     tmp->flag [FLAG_APPLIED] = 0;
3934 root 1.22
3935 root 1.55 tmp = above;
3936     }
3937 elmex 1.1
3938 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3939     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3940     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3941 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3942 elmex 1.1 }
3943    
3944     /**
3945     * Handles player eating food that temporarily changes status (resistances, stats).
3946     * This used to call cast_change_attr(), but
3947     * that doesn't work with the new spell code. Since we know what
3948     * the food changes, just grab a force and use that instead.
3949     */
3950 root 1.22 void
3951     eat_special_food (object *who, object *food)
3952     {
3953     object *force;
3954     int i, did_one = 0;
3955    
3956 sf-marcmagus 1.199 char buf[64];
3957     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3958     shstr key (buf);
3959 root 1.22
3960 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3961     int duration = TIME2TICK (food->stats.food);
3962 elmex 1.1
3963 sf-marcmagus 1.199 if (force = who->force_find (key))
3964 root 1.22 {
3965 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3966 root 1.22 {
3967 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));
3968     force->force_set_timer (duration);
3969 root 1.22 }
3970 sf-marcmagus 1.199 else
3971     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3972    
3973     return;
3974 root 1.22 }
3975 sf-marcmagus 1.199 else
3976     {
3977     force = who->force_add (key, duration);
3978     force->name = key;
3979 elmex 1.47
3980 sf-marcmagus 1.199 /* check if the food affects a stat */
3981     for (i = 0; i < NUM_STATS; i++)
3982     if (sint8 k = food->stats.stat (i))
3983     {
3984     force->stats.stat (i) = k;
3985     did_one = 1;
3986     }
3987    
3988     /* check if we can protect the eater */
3989     for (i = 0; i < NROFATTACKS; i++)
3990     {
3991     if (food->resist[i] > 0)
3992     {
3993     force->resist[i] = food->resist[i];
3994     did_one = 1;
3995     }
3996     }
3997    
3998     if (did_one)
3999     {
4000     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));
4001    
4002     /* make the force take effect and report effects to user */
4003     change_abil (who, force);
4004     }
4005     else
4006     force->destroy ();
4007 root 1.22 }
4008    
4009     /* check for hp, sp change */
4010     if (food->stats.hp != 0)
4011     {
4012     if (QUERY_FLAG (food, FLAG_CURSED))
4013     {
4014 root 1.151 who->contr->killer = food;
4015 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4016 root 1.125 who->failmsg ("Eck!...that was poisonous!");
4017 root 1.22 }
4018     else
4019     {
4020     if (food->stats.hp > 0)
4021 root 1.125 who->statusmsg ("You begin to feel better.");
4022 root 1.22 else
4023 root 1.125 who->failmsg ("Eck!...that was poisonous!");
4024    
4025 root 1.22 who->stats.hp += food->stats.hp;
4026     }
4027     }
4028 root 1.151
4029 root 1.22 if (food->stats.sp != 0)
4030     {
4031     if (QUERY_FLAG (food, FLAG_CURSED))
4032     {
4033 root 1.125 who->failmsg ("You are drained of mana!");
4034 root 1.22 who->stats.sp -= food->stats.sp;
4035     if (who->stats.sp < 0)
4036     who->stats.sp = 0;
4037     }
4038     else
4039     {
4040 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4041 root 1.22 who->stats.sp += food->stats.sp;
4042     /* place limit on max sp from food? */
4043     }
4044 elmex 1.1 }
4045 root 1.125
4046 root 1.51 who->update_stats ();
4047 elmex 1.1 }
4048    
4049 root 1.22 void
4050     apply_changes_to_player (object *pl, object *change)
4051     {
4052     int excess_stat = 0; /* if the stat goes over the maximum
4053     for the race, put the excess stat some
4054     where else. */
4055 elmex 1.1
4056 root 1.22 switch (change->type)
4057     {
4058 root 1.24 case CLASS:
4059     {
4060     living *stats = &(pl->contr->orig_stats);
4061     living *ns = &(change->stats);
4062     object *walk;
4063     int flag_change_face = 1;
4064    
4065     /* the following code assigns stats up to the stat max
4066     * for the race, and if the stat max is exceeded,
4067     * tries to randomly reassign the excess stat
4068     */
4069     int i, j;
4070 root 1.22
4071 root 1.24 for (i = 0; i < NUM_STATS; i++)
4072     {
4073 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4074 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4075 root 1.22
4076 root 1.24 if (stat > 20 + race_bonus)
4077     {
4078     excess_stat++;
4079     stat = 20 + race_bonus;
4080     }
4081 root 1.91
4082     stats->stat (i) = stat;
4083 root 1.24 }
4084 elmex 1.1
4085 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4086     { /* try 100 times to assign excess stats */
4087     int i = rndm (0, 6);
4088    
4089     if (i == CHA)
4090     continue; /* exclude cha from this */
4091 root 1.91
4092     int stat = stats->stat (i);
4093 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4094 root 1.24 if (stat < 20 + race_bonus)
4095     {
4096     change_attr_value (stats, i, 1);
4097     excess_stat--;
4098     }
4099     }
4100 root 1.14
4101 root 1.24 /* insert the randomitems from the change's treasurelist into
4102     * the player ref: player.c
4103     */
4104 root 1.182 if (change->randomitems)
4105 root 1.24 give_initial_items (pl, change->randomitems);
4106 root 1.14
4107 root 1.24 /* set up the face, for some races. */
4108 root 1.14
4109 root 1.24 /* first, look for the force object banning
4110     * changing the face. Certain races never change face with class.
4111     */
4112 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4113     if (walk->name == shstr_NOCLASSFACECHANGE)
4114 root 1.24 flag_change_face = 0;
4115 root 1.14
4116 root 1.24 if (flag_change_face)
4117     {
4118 root 1.157 pl->face = change->face;
4119     pl->animation_id = change->animation_id;
4120     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4121 root 1.24 }
4122 root 1.14
4123 root 1.24 /* check the special case of can't use weapons */
4124     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4125 root 1.182 if (change->name == shstr_monk)
4126 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4127 root 1.14
4128 root 1.24 break;
4129     }
4130 elmex 1.1 }
4131     }
4132