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Revision: 1.226
Committed: Wed Mar 24 17:41:48 2010 UTC (14 years, 2 months ago) by root
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Branch: MAIN
Changes since 1.225: +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 root 1.224 object *force = 0;
178 elmex 1.3
179 root 1.224 object *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 root 1.226 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 root 1.198 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 elmex 1.223 // we currently don't use the message types for anything.
1582     // readable_message_type *msgType = get_readable_message_type (tmp);
1583    
1584     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585 root 1.22
1586 root 1.112 if (player *pl = op->contr)
1587     if (client *ns = pl->ns)
1588 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589 root 1.22
1590     /* gain xp from reading */
1591     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592     { /* only if not read before */
1593     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594    
1595     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596     {
1597     /*exp_gain *= 2; because they just identified it too */
1598     SET_FLAG (tmp, FLAG_IDENTIFIED);
1599 root 1.41
1600 root 1.149 if (object *pl = tmp->visible_to ())
1601     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1602 root 1.22 }
1603 root 1.41
1604 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1605     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 elmex 1.1 }
1607     }
1608    
1609     /**
1610 root 1.208 * op made some mistake with a scroll, this takes care of punishment.
1611     * scroll_failure()- hacked directly from spell_failure
1612     */
1613     static void
1614     scroll_failure (object *op, int failure, int power)
1615     {
1616     if (abs (failure / 4) > power)
1617     power = abs (failure / 4); /* set minimum effect */
1618    
1619     if (failure <= -1 && failure > -15)
1620     { /* wonder */
1621     object *tmp;
1622    
1623     op->failmsg ("Your spell warps!");
1624     tmp = get_archetype (SPELL_WONDER);
1625     cast_wonder (op, op, 0, tmp);
1626     tmp->destroy ();
1627     }
1628     else if (failure <= -15 && failure > -35)
1629     { /* drain mana */
1630     op->failmsg ("Your mana is drained!");
1631     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632     if (op->stats.sp < 0)
1633     op->stats.sp = 0;
1634     }
1635     else if (settings.spell_failure_effects == TRUE)
1636     {
1637     if (failure <= -35 && failure > -60)
1638     { /* confusion */
1639     op->failmsg ("The magic recoils on you!");
1640     confuse_player (op, op, power);
1641     }
1642     else if (failure <= -60 && failure > -70)
1643     { /* paralysis */
1644     op->failmsg ("The magic recoils and paralyzes you!");
1645     paralyze_player (op, op, power);
1646     }
1647     else if (failure <= -70 && failure > -80)
1648     { /* blind */
1649     op->failmsg ("The magic recoils on you!");
1650     blind_player (op, op, power);
1651     }
1652     else if (failure <= -80)
1653     { /* blast the immediate area */
1654     object *tmp = get_archetype (LOOSE_MANA);
1655     cast_magic_storm (op, tmp, power);
1656     op->failmsg ("You unleash uncontrolled mana!");
1657     tmp->destroy ();
1658     }
1659     }
1660     }
1661    
1662     /**
1663 elmex 1.1 * Handles the applying of a skill scroll, calling learn_skill straight.
1664     * op is the person learning the skill, tmp is the skill scroll object
1665     */
1666 root 1.22 static void
1667     apply_skillscroll (object *op, object *tmp)
1668 elmex 1.1 {
1669 root 1.124 switch (learn_skill (op, tmp))
1670 root 1.22 {
1671 root 1.24 case 0:
1672 root 1.124 op->play_sound (sound_find ("generic_fail"));
1673 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 root 1.124 break;
1675 root 1.24
1676     case 1:
1677 root 1.144 tmp->decrease ();
1678 root 1.124 op->play_sound (sound_find ("skill_learn"));
1679     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1680     break;
1681 root 1.14
1682 root 1.24 default:
1683 root 1.144 tmp->decrease ();
1684 root 1.124 op->play_sound (sound_find ("generic_fail"));
1685 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1686 root 1.124 break;
1687 elmex 1.1 }
1688     }
1689    
1690     /**
1691     * Actually makes op learn spell.
1692     * Informs player of what happens.
1693     */
1694 root 1.22 void
1695     do_learn_spell (object *op, object *spell, int special_prayer)
1696 elmex 1.1 {
1697 root 1.22 object *tmp;
1698 elmex 1.1
1699 root 1.22 if (op->type != PLAYER)
1700     {
1701     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1702     return;
1703 elmex 1.1 }
1704    
1705 root 1.22 /* Upgrade special prayers to normal prayers */
1706     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707     {
1708     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709     {
1710     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1711     return;
1712 elmex 1.1 }
1713 root 1.22 return;
1714 elmex 1.1 }
1715    
1716 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1717    
1718 root 1.39 tmp = spell->clone ();
1719 root 1.22 insert_ob_in_ob (tmp, op);
1720    
1721     if (special_prayer)
1722 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1723 elmex 1.1
1724 root 1.22 esrv_add_spells (op->contr, tmp);
1725 elmex 1.1 }
1726    
1727     /**
1728     * Erases spell from player's inventory.
1729     */
1730 root 1.22 void
1731     do_forget_spell (object *op, const char *spell)
1732 elmex 1.1 {
1733 root 1.22 object *spob;
1734    
1735     if (op->type != PLAYER)
1736     {
1737     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1738     return;
1739     }
1740     if ((spob = check_spell_known (op, spell)) == NULL)
1741     {
1742     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743     return;
1744     }
1745 elmex 1.1
1746 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 root 1.22 player_unready_range_ob (op->contr, spob);
1748     esrv_remove_spell (op->contr, spob);
1749 root 1.172 spob->destroy ();
1750 elmex 1.1 }
1751    
1752     /**
1753     * Handles player applying a spellbook.
1754     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1755     * stuff like that. Random learning failure too.
1756     */
1757 root 1.22 static void
1758     apply_spellbook (object *op, object *tmp)
1759 elmex 1.1 {
1760 root 1.22 object *skop, *spell, *spell_skill;
1761    
1762     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1763     {
1764 root 1.125 op->failmsg ("You are unable to read while blind.");
1765 root 1.22 return;
1766     }
1767    
1768     /* artifact_spellbooks have 'slaying' field point to a spell name,
1769     * instead of having their spell stored in stats.sp. These are
1770     * legacy spellbooks
1771     */
1772 root 1.114 if (tmp->slaying)
1773 root 1.22 {
1774 root 1.216 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775    
1776 root 1.22 if (!spell)
1777     {
1778 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1779 root 1.22 return;
1780 root 1.14 }
1781 root 1.22 else
1782     insert_ob_in_ob (spell, tmp);
1783 root 1.114
1784     tmp->slaying = 0;
1785 root 1.22 }
1786    
1787     skop = find_skill_by_name (op, tmp->skill);
1788    
1789     /* need a literacy skill to learn spells. Also, having a literacy level
1790     * lower than the spell will make learning the spell more difficult */
1791     if (!skop)
1792     {
1793 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 root 1.22 return;
1795     }
1796    
1797     spell = tmp->inv;
1798 root 1.32
1799 root 1.22 if (!spell)
1800     {
1801     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1802 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1803 root 1.22 return;
1804     }
1805 root 1.31
1806 root 1.190 int learn_level = sqrtf (spell->level) * 1.5f;
1807     if (skop->level < learn_level)
1808 root 1.22 {
1809 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.>",
1810     &tmp->skill, learn_level));
1811 root 1.22 return;
1812     }
1813    
1814 root 1.124 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815 root 1.22
1816     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 root 1.149 identify (tmp);
1818 root 1.22
1819     /* I removed the check for special_prayer_mark here - it didn't make
1820     * a lot of sense - special prayers are not found in spellbooks, and
1821     * if the player doesn't know the spell, doesn't make a lot of sense that
1822     * they would have a special prayer mark.
1823     */
1824     if (check_spell_known (op, spell->name))
1825     {
1826 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");
1827 root 1.22 return;
1828 elmex 1.1 }
1829 root 1.22
1830     if (spell->skill)
1831     {
1832     spell_skill = find_skill_by_name (op, spell->skill);
1833 root 1.25
1834 root 1.22 if (!spell_skill)
1835     {
1836 root 1.125 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1837 root 1.22 return;
1838 root 1.14 }
1839 root 1.25
1840 root 1.22 if (spell_skill->level < spell->level)
1841     {
1842 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1843 root 1.22 return;
1844 root 1.14 }
1845 elmex 1.1 }
1846    
1847 root 1.22 /* Logic as follows
1848     *
1849     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1850     *
1851     * 2- The learner's skill level in literacy adjusts the chance to learn
1852     * a spell.
1853     *
1854     * 3 -Automatically fail to learn if you read while confused
1855     *
1856     * Overall, chances are the same but a player will find having a high
1857     * literacy rate very useful! -b.t.
1858     */
1859     if (QUERY_FLAG (op, FLAG_CONFUSED))
1860     {
1861 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1862 root 1.212 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1863 root 1.22 }
1864     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1865     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1866     {
1867 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1868 root 1.22 do_learn_spell (op, spell, 0);
1869    
1870     /* xp gain to literacy for spell learning */
1871     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1872     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1873 elmex 1.1 }
1874 root 1.22 else
1875     {
1876 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1877 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");
1878 root 1.22 }
1879 root 1.73
1880 root 1.144 tmp->decrease ();
1881 elmex 1.1 }
1882    
1883     /**
1884     * Handles applying a spell scroll.
1885     */
1886 root 1.22 void
1887     apply_scroll (object *op, object *tmp, int dir)
1888 elmex 1.1 {
1889 root 1.22 object *skop;
1890 elmex 1.1
1891 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1892     {
1893 root 1.125 op->failmsg ("You are unable to read while blind.");
1894 root 1.22 return;
1895 elmex 1.1 }
1896    
1897 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1898     {
1899 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1900 root 1.22 return;
1901 elmex 1.1 }
1902    
1903 root 1.22 if (op->type == PLAYER)
1904     {
1905     /* players need a literacy skill to read stuff! */
1906     int exp_gain = 0;
1907 elmex 1.1
1908 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1909     * should go for anything killed by the spell.
1910     */
1911     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1912 elmex 1.1
1913 root 1.22 if (!skop)
1914     {
1915 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1916 root 1.22 return;
1917     }
1918 elmex 1.1
1919 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1920     change_exp (op, exp_gain, skop->skill, 0);
1921 elmex 1.1 }
1922    
1923 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1924     identify (tmp);
1925 elmex 1.1
1926 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1927 elmex 1.1
1928 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1929 root 1.144 tmp->decrease ();
1930 elmex 1.1 }
1931    
1932     /**
1933     * Applies a treasure object - by default, chest. op
1934     * is the person doing the applying, tmp is the treasure
1935     * chest.
1936     */
1937 root 1.22 static void
1938     apply_treasure (object *op, object *tmp)
1939 elmex 1.1 {
1940 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1941 root 1.22 * for the chest is done when the chest is created, and put into the chest
1942 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1943     * prevents people from moving chests to more difficult maps to get better
1944 root 1.22 * treasure
1945     */
1946 root 1.99 object *treas = tmp->inv;
1947 root 1.22
1948 root 1.99 if (!treas)
1949 root 1.22 {
1950 root 1.124 op->statusmsg ("The chest was empty.");
1951 root 1.144 tmp->decrease ();
1952 root 1.22 return;
1953     }
1954 root 1.99
1955 root 1.22 while (tmp->inv)
1956     {
1957     treas = tmp->inv;
1958 root 1.36 treas->remove ();
1959 elmex 1.1
1960 root 1.22 treas->x = op->x;
1961     treas->y = op->y;
1962     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1963    
1964     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1965     spring_trap (treas, op);
1966 root 1.37
1967 root 1.22 /* If either player or container was destroyed, no need to do
1968 root 1.124 * further processing. I think this should be enclused with
1969 root 1.22 * spring trap above, as I don't think there is otherwise
1970 root 1.124 * any way for the treasure chest or player to get killed.
1971 root 1.22 */
1972 root 1.29 if (op->destroyed () || tmp->destroyed ())
1973 root 1.22 break;
1974 elmex 1.1 }
1975    
1976 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1977 root 1.171 tmp->decrease (true);
1978 elmex 1.1 }
1979    
1980     /**
1981     * A dragon is eating some flesh. If the flesh contains resistances,
1982     * there is a chance for the dragon's skin to get improved.
1983     *
1984     * attributes:
1985     * object *op the object (dragon player) eating the flesh
1986     * object *meal the flesh item, getting chewed in dragon's mouth
1987     * return:
1988     * int 1 if eating successful, 0 if it doesn't work
1989     */
1990 root 1.208 static int
1991 root 1.22 dragon_eat_flesh (object *op, object *meal)
1992     {
1993     object *skin = NULL; /* pointer to dragon skin force */
1994     object *abil = NULL; /* pointer to dragon ability force */
1995     object *tmp = NULL; /* tmp. object */
1996    
1997 elmex 1.1 double chance; /* improvement-chance of one resistance type */
1998 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
1999     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2000     double mbonus = 0; /* monster bonus */
2001 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2002 root 1.22 int winners = 0; /* number of winners */
2003 elmex 1.1 int i; /* index */
2004 root 1.22
2005 elmex 1.1 /* let's make sure and doublecheck the parameters */
2006 root 1.219 if (meal->type != FLESH || !op->is_dragon ())
2007 elmex 1.1 return 0;
2008 root 1.22
2009 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2010     from the player's inventory */
2011 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2012     if (tmp->type == FORCE)
2013 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2014 root 1.60 skin = tmp;
2015 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2016 root 1.60 abil = tmp;
2017 root 1.22
2018 elmex 1.1 /* if either skin or ability are missing, this is an old player
2019     which is not to be considered a dragon -> bail out */
2020 root 1.22 if (skin == NULL || abil == NULL)
2021     return 0;
2022    
2023 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2024 root 1.22 if ((999 - op->stats.food) < meal->stats.food)
2025 elmex 1.1 op->stats.hp += (999 - op->stats.food) / 50;
2026     else
2027 root 1.22 op->stats.hp += meal->stats.food / 50;
2028 root 1.124
2029 root 1.22 if (op->stats.hp > op->stats.maxhp)
2030     op->stats.hp = op->stats.maxhp;
2031    
2032 root 1.212 op->stats.food = min (999, op->stats.food + meal->stats.food);
2033 root 1.22
2034     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2035    
2036 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2037 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2038     {
2039     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040     {
2041     /* got positive resistance, now calculate improvement chance (0-100) */
2042    
2043     /* this bonus makes resistance increase easier at lower levels */
2044     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2045     if (i == abil->stats.exp)
2046     bonus += 5; /* additional bonus for resistance of ability-focus */
2047    
2048     /* monster bonus increases with level, because high-level
2049     flesh is too rare */
2050     mbonus = op->level * 20. / ((double) settings.max_level);
2051    
2052 root 1.212 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2053     ((double)settings.max_level)) - skin->resist[i];
2054 root 1.22
2055     if (chance >= 0.)
2056     chance += 1.;
2057     else
2058     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2059    
2060     /* chance is proportional to amount of resistance (max. 50) */
2061 root 1.212 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2062 root 1.22
2063     /* doubled chance for resistance of ability-focus */
2064     if (i == abil->stats.exp)
2065 root 1.212 chance = min (100., chance * 2.);
2066 root 1.22
2067     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2068 root 1.212 if (rndm (10000) < (unsigned int)(chance * 100))
2069 root 1.22 {
2070     atnr_winner[winners] = i;
2071     winners++;
2072     }
2073    
2074     if (chance >= 0.01)
2075     totalchance *= 1 - chance / 100;
2076    
2077     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2078     }
2079 elmex 1.1 }
2080 root 1.22
2081 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2082 root 1.22 totalchance = 100 - totalchance * 100;
2083 root 1.124
2084 elmex 1.1 /* print message according to totalchance */
2085 root 1.124 const char *buf;
2086 elmex 1.1 if (totalchance > 50.)
2087 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2088 elmex 1.1 else if (totalchance > 10.)
2089 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2090 elmex 1.1 else if (totalchance > 1.)
2091 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2092 elmex 1.1 else if (totalchance > 0.1)
2093 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2094 elmex 1.1 else if (totalchance >= 0.01)
2095 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2096 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2097 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2098 root 1.22 else
2099 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2100    
2101     op->statusmsg (buf);
2102 root 1.22
2103 elmex 1.1 /* now choose a winner if we have any */
2104     i = -1;
2105 root 1.22 if (winners > 0)
2106 root 1.175 i = atnr_winner [rndm (winners)];
2107 root 1.22
2108     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109     {
2110     /* resistance increased! */
2111     skin->resist[i]++;
2112 root 1.51 op->update_stats ();
2113 root 1.22
2114 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2115 root 1.22 }
2116    
2117 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2118     into the ability_force and it will take effect on next level */
2119 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2120     {
2121     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2122    
2123     if (meal->last_eat != abil->stats.exp)
2124 root 1.124 op->statusmsg (format (
2125 root 1.125 "Your metabolism prepares to focus on %s!\n"
2126     "The change will happen at level %d.",
2127     change_resist_msg[meal->last_eat],
2128     abil->level + 1
2129 root 1.124 ));
2130 root 1.22 else
2131     {
2132 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2133 root 1.22 abil->last_eat = 0;
2134     }
2135 elmex 1.1 }
2136 root 1.124
2137 elmex 1.1 return 1;
2138     }
2139    
2140     /**
2141 root 1.208 * op eats food.
2142     * If player, takes care of messages and dragon special food.
2143     */
2144     static void
2145     apply_food (object *op, object *tmp)
2146     {
2147     int capacity_remaining;
2148    
2149     if (op->type != PLAYER)
2150     op->stats.hp = op->stats.maxhp;
2151     else
2152     {
2153     /* check if this is a dragon (player), eating some flesh */
2154 root 1.219 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 root 1.208 ;
2156     else
2157     {
2158     /* usual case - no dragon meal: */
2159     if (op->stats.food + tmp->stats.food > 999)
2160     {
2161     if (tmp->type == FOOD || tmp->type == FLESH)
2162     op->failmsg ("You feel full, but what a waste of food!");
2163     else
2164     op->statusmsg ("Most of the drink goes down your face not your throat!");
2165     }
2166    
2167     tmp->play_sound (
2168     tmp->sound
2169     ? tmp->sound
2170     : tmp->type == DRINK
2171     ? sound_find ("eat_drink")
2172     : sound_find ("eat_food")
2173     );
2174    
2175     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176     {
2177     const char *buf;
2178    
2179 root 1.219 if (!op->is_dragon ())
2180 root 1.208 {
2181     /* eating message for normal players */
2182     if (tmp->type == DRINK)
2183     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184     else
2185     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186     }
2187     else
2188     /* eating message for dragon players */
2189     buf = format ("The %s tasted terrible!", &tmp->name);
2190    
2191     op->statusmsg (buf);
2192    
2193     capacity_remaining = 999 - op->stats.food;
2194     op->stats.food += tmp->stats.food;
2195     if (capacity_remaining < tmp->stats.food)
2196     op->stats.hp += capacity_remaining / 50;
2197     else
2198     op->stats.hp += tmp->stats.food / 50;
2199    
2200     if (op->stats.hp > op->stats.maxhp)
2201     op->stats.hp = op->stats.maxhp;
2202     if (op->stats.food > 999)
2203     op->stats.food = 999;
2204     }
2205    
2206     /* special food hack -b.t. */
2207     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208     eat_special_food (op, tmp);
2209     }
2210     }
2211    
2212     handle_apply_yield (tmp);
2213     tmp->decrease ();
2214     }
2215    
2216     /**
2217 elmex 1.1 * Handles applying an improve armor scroll.
2218     * Does some sanity checks, then calls improve_armour.
2219     */
2220 root 1.22 static void
2221     apply_armour_improver (object *op, object *tmp)
2222 elmex 1.1 {
2223 root 1.22 object *armor;
2224 elmex 1.1
2225 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2226 root 1.22 {
2227 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2228 root 1.22 return;
2229 elmex 1.1 }
2230 root 1.51
2231 root 1.22 armor = find_marked_object (op);
2232 root 1.51
2233 root 1.22 if (!armor)
2234     {
2235 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.");
2236 elmex 1.1 return;
2237     }
2238 root 1.51
2239 root 1.22 if (armor->type != ARMOUR
2240     && armor->type != CLOAK
2241     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2242 elmex 1.1 {
2243 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2244 root 1.22 return;
2245 elmex 1.1 }
2246    
2247 root 1.124 op->statusmsg ("Applying armour enchantment.");
2248 root 1.22 improve_armour (op, tmp, armor);
2249 elmex 1.1 }
2250    
2251 root 1.151 void
2252 root 1.22 apply_poison (object *op, object *tmp)
2253 elmex 1.1 {
2254 root 1.158 // need to do it now when it is still on the map
2255     handle_apply_yield (tmp);
2256    
2257 root 1.151 object *poison = tmp->split (1);
2258    
2259 root 1.22 if (op->type == PLAYER)
2260     {
2261 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2262 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2263 root 1.151 op->contr->killer = poison;
2264 elmex 1.1 }
2265 root 1.114
2266 root 1.151 if (poison->stats.hp > 0)
2267 root 1.22 {
2268 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2269     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2270 elmex 1.1 }
2271 root 1.114
2272 root 1.22 op->stats.food -= op->stats.food / 4;
2273 root 1.172 poison->destroy ();
2274 elmex 1.1 }
2275    
2276     /**
2277 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2278     * is specified it will try to find a lighter in the players inventory,
2279     * and inform him about this requirement.
2280     *
2281 root 1.193 * who - the player
2282     * op - the item we want to light
2283     * lighter - the lighter or 0 if a lighter has yet to be found
2284 elmex 1.184 */
2285 root 1.194 static object *
2286 root 1.192 auto_apply_lighter (object *who, object *op, object *lighter)
2287 elmex 1.184 {
2288     if (lighter == 0)
2289     {
2290     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2291     {
2292     if (tmp->type == LIGHTER)
2293     {
2294     lighter = tmp;
2295     break;
2296     }
2297     }
2298    
2299     if (!lighter)
2300     {
2301     who->failmsg (format (
2302     "You can't light up the %s with your bare hands! "
2303     "H<You need a lighter in your inventory, for example a flint and steel.>",
2304     &op->name));
2305     return 0;
2306     }
2307     }
2308    
2309     // last_eat == 0 means the lighter is not being used up!
2310     if (lighter->last_eat && lighter->stats.food)
2311     {
2312     /* lighter gets used up */
2313     lighter = lighter->split ();
2314     lighter->stats.food--;
2315     who->insert (lighter);
2316     }
2317     else if (lighter->last_eat)
2318     {
2319     /* no charges left in lighter */
2320     who->failmsg (format (
2321     "You attempt to light the %s with a used up %s.",
2322     &op->name, &lighter->name));
2323     return 0;
2324     }
2325    
2326     return lighter;
2327     }
2328    
2329     /**
2330     * Designed primarily to light torches/lanterns/etc.
2331     * Also burns up burnable material too. First object in the inventory is
2332     * the selected object to "burn". -b.t.
2333     */
2334 root 1.209 static void
2335 elmex 1.184 apply_lighter (object *who, object *lighter)
2336     {
2337     object *item;
2338     int is_player_env = 0;
2339    
2340     item = find_marked_object (who);
2341     if (item)
2342     {
2343 root 1.192 if (!auto_apply_lighter (who, item, lighter))
2344 elmex 1.184 return;
2345    
2346     /* Perhaps we should split what we are trying to light on fire?
2347     * I can't see many times when you would want to light multiple
2348     * objects at once.
2349     */
2350    
2351     save_throw_object (item, AT_FIRE, who);
2352    
2353     if (item->destroyed ()
2354     || ((item->type == LAMP || item->type == TORCH)
2355     && item->glow_radius > 0))
2356     who->statusmsg (format (
2357     "You light the %s with the %s.",
2358     &item->name, &lighter->name));
2359     else
2360     who->failmsg (format (
2361     "You attempt to light the %s with the %s and fail.",
2362     &item->name, &lighter->name));
2363     }
2364     else
2365     who->failmsg ("You need to mark a lightable object.");
2366     }
2367    
2368     /**
2369 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2370     */
2371 root 1.210 static void
2372     player_apply_lamp_cursed_effect (object *who, object *op)
2373 elmex 1.187 {
2374     if (op->level)
2375     {
2376     who->failmsg (format (
2377     "The %s was cursed, it explodes in a big fireball!",
2378     &op->name));
2379     create_exploding_ball_at (who, op->level);
2380     }
2381     else
2382     {
2383     who->failmsg (format (
2384     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385     &op->name));
2386     }
2387    
2388     op->destroy ();
2389     }
2390    
2391     /**
2392 elmex 1.184 * Apply for players and lamps
2393     *
2394     * who - the player
2395     * op - the lamp
2396     */
2397 root 1.210 static void
2398     player_apply_lamp (object *who, object *op)
2399 elmex 1.184 {
2400     bool switch_on = op->glow_radius ? false : true;
2401    
2402     if (switch_on)
2403     {
2404     object *lighter = 0;
2405    
2406     if (op->flag [FLAG_IS_LIGHTABLE]
2407     && !(lighter = auto_apply_lighter (who, op, 0)))
2408     return;
2409    
2410     if (op->stats.food < 1)
2411     {
2412     if (op->type == LAMP)
2413     who->failmsg (format (
2414     "The %s is out of fuel! "
2415     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416     &op->name));
2417     else
2418     who->failmsg (format (
2419     "The %s is burnt out! "
2420     "H<Torches and similar items burn out and become worthless.>",
2421     &op->name));
2422     return;
2423     }
2424    
2425 elmex 1.187 if (op->flag [FLAG_CURSED])
2426     {
2427     player_apply_lamp_cursed_effect (who, op);
2428     return;
2429     }
2430    
2431 elmex 1.184 if (lighter)
2432     who->statusmsg (format (
2433     "You light up the %s with the %s.", &op->name, &lighter->name));
2434     else
2435     who->statusmsg (format ("You light up the %s.", &op->name));
2436     }
2437     else
2438     {
2439 elmex 1.187 if (op->flag [FLAG_CURSED])
2440     {
2441     player_apply_lamp_cursed_effect (who, op);
2442     return;
2443     }
2444    
2445 elmex 1.184 if (op->type == TORCH)
2446     {
2447     if (!op->flag [FLAG_IS_LIGHTABLE])
2448     {
2449     who->statusmsg (format (
2450     "You put out the %s. "
2451     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452     &op->name, &op->name));
2453     }
2454     else
2455     who->statusmsg (format (
2456     "You put out the %s."
2457     "H<Torches wear out if you put them out.>",
2458     &op->name));
2459     }
2460     else
2461     who->statusmsg (format ("You turn off the %s.", &op->name));
2462     }
2463    
2464     apply_lamp (op, switch_on);
2465     }
2466    
2467 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2468 elmex 1.184 {
2469     op->animation_id = a->animation_id;
2470     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472     op->anim_speed = a->anim_speed;
2473     op->last_anim = 0;
2474     op->state = 0;
2475     op->face = a->face;
2476    
2477     if (NUM_ANIMATIONS(op) > 1)
2478     {
2479     SET_ANIMATION(op, 0);
2480     animate_object (op, op->direction);
2481     }
2482     else
2483     update_object (op, UP_OBJ_FACE);
2484     }
2485    
2486     /**
2487     * Apply for LAMPs and TORCHes.
2488     *
2489     * op - the lamp
2490     * switch_on - a flag which says whether the lamp should be switched on or off
2491     */
2492     void apply_lamp (object *op, bool switch_on)
2493     {
2494     op->set_glow_radius (switch_on ? op->range : 0);
2495     op->set_speed (switch_on ? op->arch->speed : 0);
2496    
2497     // torches wear out if you put them out
2498     if (op->type == TORCH && !switch_on)
2499     {
2500     if (op->flag [FLAG_IS_LIGHTABLE])
2501     {
2502     op->stats.food -= (double) op->arch->stats.food / 15;
2503     if (op->stats.food < 0)
2504     op->stats.food = 0;
2505     }
2506     else
2507     op->stats.food = 0;
2508     }
2509    
2510     // lamps and torched get worthless when used up
2511     if (op->stats.food <= 0)
2512     op->value = 0;
2513    
2514     // FIXME: This is a hack to make the more sane torches and lamps
2515     // still animated ;-/
2516     if (op->other_arch)
2517 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518 elmex 1.184
2519     if (object *pl = op->visible_to ())
2520     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521     }
2522    
2523     /**
2524 root 1.208 * This handles items of type 'transformer'.
2525     * Basically those items, used with a marked item, transform both items into something
2526     * else.
2527     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528     * Change information is contained in the 'slaying' field of the marked item.
2529     * The format is as follow: transformer:[number ]yield[;transformer:...].
2530     * This way an item can be transformed in many things, and/or many objects.
2531     * The 'slaying' field for transformer is used as verb for the action.
2532     */
2533     static void
2534     apply_item_transformer (object *pl, object *transformer)
2535     {
2536     object *marked;
2537     object *new_item;
2538 root 1.217 const char *find;
2539 root 1.208 char *separator;
2540     int yield;
2541     char got[MAX_BUF];
2542     int len;
2543    
2544     if (!pl || !transformer)
2545     return;
2546    
2547     marked = find_marked_object (pl);
2548    
2549     if (!marked)
2550     {
2551     pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552     return;
2553     }
2554    
2555     if (!marked->slaying)
2556     {
2557     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558     return;
2559     }
2560    
2561     /* check whether they are compatible or not */
2562     find = strstr (&marked->slaying, transformer->arch->archname);
2563     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564     {
2565     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566     return;
2567     }
2568    
2569     find += strlen (transformer->arch->archname) + 1;
2570     /* Item can be used, now find how many and what it yields */
2571     if (isdigit (*(find)))
2572     {
2573     yield = atoi (find);
2574     if (yield < 1)
2575     {
2576     LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577     yield = 1;
2578     }
2579     }
2580     else
2581     yield = 1;
2582    
2583     while (isdigit (*find))
2584     find++;
2585    
2586     while (*find == ' ')
2587     find++;
2588    
2589     memset (got, 0, MAX_BUF);
2590    
2591 elmex 1.222 if ((separator = (char *) strchr (find, ';')))
2592 root 1.208 len = separator - find;
2593     else
2594     len = strlen (find);
2595    
2596 root 1.218 min_it (len, MAX_BUF - 1);
2597 root 1.208
2598     strcpy (got, find);
2599     got[len] = '\0';
2600    
2601     /* Now create new item, remove used ones when required. */
2602     new_item = get_archetype (got);
2603     if (!new_item)
2604     {
2605     pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606     return;
2607     }
2608    
2609     new_item->nrof = yield;
2610    
2611     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612    
2613     pl->insert (new_item);
2614     /* Eat up one item */
2615     marked->decrease ();
2616    
2617     /* Eat one transformer if needed */
2618     if (transformer->stats.food)
2619     if (--transformer->stats.food == 0)
2620     transformer->decrease ();
2621     }
2622    
2623     /**
2624 elmex 1.1 * Main apply handler.
2625     *
2626     * Checks for unpaid items before applying.
2627     *
2628     * Return value:
2629     * 0: player or monster can't apply objects of that type
2630     * 1: has been applied, or there was an error applying the object
2631     * 2: objects of that type can't be applied if not in inventory
2632     *
2633 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2634 elmex 1.1 * being applied.
2635     *
2636     * aflag is special (always apply/unapply) flags. Nothing is done with
2637     * them in this function - they are passed to apply_special
2638     */
2639 root 1.22 int
2640 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2641 elmex 1.1 {
2642 elmex 1.184 op = op->head_ ();
2643 elmex 1.1
2644 elmex 1.184 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2645 root 1.22 {
2646 elmex 1.184 if (who->type == PLAYER)
2647 root 1.22 {
2648 root 1.185 examine (who, op);
2649     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2650 root 1.22 return 1;
2651     }
2652     else
2653 root 1.51 return 0; /* monsters just skip unpaid items */
2654 elmex 1.1 }
2655    
2656 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2657 root 1.22 return RESULT_INT (0);
2658 root 1.8
2659 elmex 1.184 switch (op->type)
2660 root 1.22 {
2661 root 1.202 case T_HANDLE:
2662 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2663     who->statusmsg ("You turn the handle.");
2664     op->value = op->value ? 0 : 1;
2665     SET_ANIMATION (op, op->value);
2666     update_object (op, UP_OBJ_FACE);
2667     push_button (op, who);
2668 root 1.24 return 1;
2669 root 1.14
2670 root 1.24 case TRIGGER:
2671 root 1.200 if (check_trigger (op, who, who))
2672 root 1.24 {
2673 elmex 1.184 who->statusmsg ("You turn the handle.");
2674     who->play_sound (sound_find ("turn_handle"));
2675 root 1.24 }
2676     else
2677 elmex 1.184 who->failmsg ("The handle doesn't move.");
2678 root 1.57
2679 root 1.24 return 1;
2680 root 1.14
2681 root 1.24 case EXIT:
2682 elmex 1.184 if (who->type != PLAYER)
2683 root 1.24 return 0;
2684 root 1.57
2685 root 1.225 if (!EXIT_PATH (op))
2686 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)));
2687 root 1.24 else
2688     {
2689     /* Don't display messages for random maps. */
2690 root 1.226 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2691 elmex 1.184 who->statusmsg (op->msg, NDI_NAVY);
2692 root 1.57
2693 elmex 1.184 who->enter_exit (op);
2694 root 1.24 }
2695 root 1.85
2696 root 1.24 return 1;
2697 root 1.14
2698 root 1.122 case INSCRIBABLE:
2699 elmex 1.184 who->statusmsg (op->msg);
2700 root 1.122 // maybe show a spell menu to chose from or something like that
2701     return 1;
2702    
2703 root 1.24 case SIGN:
2704 elmex 1.184 apply_sign (who, op, 0);
2705 root 1.24 return 1;
2706 root 1.14
2707 root 1.24 case BOOK:
2708 elmex 1.184 if (who->type == PLAYER)
2709 root 1.24 {
2710 elmex 1.184 apply_book (who, op);
2711 root 1.24 return 1;
2712     }
2713     else
2714 root 1.85 return 0;
2715 root 1.14
2716 root 1.24 case SKILLSCROLL:
2717 elmex 1.184 if (who->type == PLAYER)
2718 root 1.24 {
2719 elmex 1.184 apply_skillscroll (who, op);
2720 root 1.24 return 1;
2721     }
2722 root 1.85 else
2723     return 0;
2724 root 1.14
2725 root 1.24 case SPELLBOOK:
2726 elmex 1.184 if (who->type == PLAYER)
2727 root 1.24 {
2728 elmex 1.184 apply_spellbook (who, op);
2729 root 1.24 return 1;
2730     }
2731 root 1.85 else
2732     return 0;
2733 root 1.14
2734 root 1.24 case SCROLL:
2735 elmex 1.184 apply_scroll (who, op, 0);
2736 root 1.24 return 1;
2737 root 1.14
2738 root 1.24 case POTION:
2739 elmex 1.184 apply_potion (who, op);
2740 root 1.24 return 1;
2741 root 1.14
2742 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2743 root 1.68 //TODO: remove, as it is unsed?
2744 root 1.24 case CLOSE_CON:
2745 elmex 1.184 apply_container (who, op->env);
2746 root 1.24 return 1;
2747 root 1.14
2748 root 1.24 case CONTAINER:
2749 elmex 1.184 apply_container (who, op);
2750 root 1.24 return 1;
2751 root 1.14
2752 root 1.24 case TREASURE:
2753 elmex 1.184 if (who->type == PLAYER)
2754 root 1.24 {
2755 elmex 1.184 apply_treasure (who, op);
2756 root 1.24 return 1;
2757     }
2758     else
2759 root 1.68 return 0;
2760 root 1.14
2761 elmex 1.184 case LAMP:
2762     case TORCH:
2763     player_apply_lamp (who, op);
2764     return 1;
2765    
2766 root 1.24 case WEAPON:
2767     case ARMOUR:
2768     case BOOTS:
2769     case GLOVES:
2770     case AMULET:
2771     case GIRDLE:
2772     case BRACERS:
2773     case SHIELD:
2774     case HELMET:
2775     case RING:
2776     case CLOAK:
2777     case WAND:
2778     case ROD:
2779     case HORN:
2780     case SKILL:
2781     case BOW:
2782     case BUILDER:
2783     case SKILL_TOOL:
2784 elmex 1.184 if (op->env != who)
2785 root 1.24 return 2; /* not in inventory */
2786 root 1.79
2787 elmex 1.184 apply_special (who, op, aflag);
2788 root 1.24 return 1;
2789 root 1.14
2790 root 1.24 case DRINK:
2791     case FOOD:
2792     case FLESH:
2793 elmex 1.184 apply_food (who, op);
2794 root 1.24 return 1;
2795 root 1.14
2796 root 1.24 case POISON:
2797 elmex 1.184 apply_poison (who, op);
2798 root 1.24 return 1;
2799 root 1.14
2800 root 1.24 case SAVEBED:
2801 root 1.51 return 1;
2802 root 1.14
2803 root 1.24 case ARMOUR_IMPROVER:
2804 elmex 1.184 if (who->type == PLAYER)
2805 root 1.24 {
2806 elmex 1.184 apply_armour_improver (who, op);
2807 root 1.24 return 1;
2808     }
2809     else
2810 root 1.51 return 0;
2811 root 1.14
2812 root 1.24 case WEAPON_IMPROVER:
2813 elmex 1.184 check_improve_weapon (who, op);
2814 root 1.24 return 1;
2815 root 1.14
2816 root 1.24 case CLOCK:
2817 elmex 1.184 if (who->type == PLAYER)
2818 root 1.24 {
2819     char buf[MAX_BUF];
2820     timeofday_t tod;
2821 root 1.22
2822 root 1.24 get_tod (&tod);
2823 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2824     who->statusmsg (format (
2825 root 1.125 "It is %d minute%s past %d o'clock %s",
2826     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2827     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2828 root 1.124 ));
2829 root 1.24 return 1;
2830     }
2831     else
2832 root 1.85 return 0;
2833 root 1.14
2834 root 1.24 case MENU:
2835 elmex 1.184 if (who->type == PLAYER)
2836 root 1.24 {
2837 elmex 1.184 shop_listing (op, who);
2838 root 1.24 return 1;
2839     }
2840     else
2841 root 1.85 return 0;
2842 elmex 1.1
2843 root 1.24 case POWER_CRYSTAL:
2844 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2845 root 1.24 return 1;
2846 root 1.14
2847 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2848 elmex 1.184 if (who->type == PLAYER)
2849 root 1.24 {
2850 elmex 1.184 apply_lighter (who, op);
2851 root 1.24 return 1;
2852     }
2853     else
2854 root 1.85 return 0;
2855 root 1.14
2856 root 1.24 case ITEM_TRANSFORMER:
2857 elmex 1.184 apply_item_transformer (who, op);
2858 root 1.24 return 1;
2859 root 1.14
2860 root 1.24 default:
2861     return 0;
2862 elmex 1.1 }
2863     }
2864    
2865     /* quiet suppresses the "don't know how to apply" and "you must get it first"
2866     * messages as needed by player_apply_below(). But there can still be
2867     * "but you are floating high above the ground" messages.
2868     *
2869     * Same return value as apply() function.
2870     */
2871 root 1.22 int
2872     player_apply (object *pl, object *op, int aflag, int quiet)
2873 elmex 1.1 {
2874 root 1.157 if (!op->env && (pl->move_type & MOVE_FLYING))
2875 root 1.22 {
2876     /* player is flying and applying object not in inventory */
2877     if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2878     {
2879 root 1.157 pl->failmsg ("But you are floating high above the ground! "
2880     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2881     "or waiting till the levitation effect wears off.>");
2882 root 1.22 return 0;
2883 root 1.14 }
2884 elmex 1.1 }
2885    
2886 root 1.22 pl->contr->last_used = op;
2887 elmex 1.1
2888 root 1.157 int tmp = manual_apply (pl, op, aflag);
2889    
2890 root 1.22 if (!quiet)
2891     {
2892     if (tmp == 0)
2893 elmex 1.138 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2894 root 1.22 else if (tmp == 2)
2895 elmex 1.138 pl->failmsg ("You must get it first!\n");
2896 elmex 1.1 }
2897 root 1.114
2898 root 1.22 return tmp;
2899 elmex 1.1 }
2900    
2901     /**
2902     * player_apply_below attempts to apply the object 'below' the player.
2903     * If the player has an open container, we use that for below, otherwise
2904     * we use the ground.
2905     */
2906 root 1.22 void
2907     player_apply_below (object *pl)
2908 elmex 1.1 {
2909 root 1.68 int floors = 0;
2910 root 1.22
2911     /* If using a container, set the starting item to be the top
2912     * item in the container. Otherwise, use the map.
2913 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2914 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2915     * next object in the stack before applying. This is can only be a
2916     * problem if player_apply() has a bug in that it uses the object but does
2917     * not return a proper value.
2918     */
2919 root 1.204 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2920 root 1.22 {
2921     next = tmp->below;
2922 root 1.68
2923 root 1.22 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2924     floors++;
2925     else if (floors > 0)
2926     return; /* process only floor objects after first floor object */
2927    
2928     /* If it is visible, player can apply it. If it is applied by
2929     * person moving on it, also activate. Added code to make it
2930     * so that at least one of players movement types be that which
2931     * the item needs.
2932     */
2933     if (!tmp->invisible || (tmp->move_on & pl->move_type))
2934 root 1.174 if (player_apply (pl, tmp, 0, 1) == 1)
2935     return;
2936    
2937 root 1.22 if (floors >= 2)
2938     return; /* process at most two floor objects */
2939 elmex 1.1 }
2940     }
2941    
2942     /**
2943     * Unapplies specified item.
2944     * No check done on cursed/damned.
2945     * Break this out of apply_special - this is just done
2946     * to keep the size of apply_special to a more managable size.
2947     */
2948 root 1.22 static int
2949     unapply_special (object *who, object *op, int aflags)
2950 elmex 1.1 {
2951 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 root 1.22 return RESULT_INT (0);
2954 root 1.12
2955 root 1.22 CLEAR_FLAG (op, FLAG_APPLIED);
2956 root 1.76
2957 root 1.22 switch (op->type)
2958     {
2959 root 1.96 case SKILL_TOOL:
2960     // unapplying a skill tool should also unapply the skill it governs
2961     // but this is hard, as it shouldn't do so when the skill can
2962     // be used for other reasons
2963     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2964     if (tmp->skill == op->skill
2965     && tmp->type == SKILL
2966     && tmp->flag [FLAG_APPLIED]
2967     && !tmp->flag [FLAG_CAN_USE_SKILL])
2968     unapply_special (who, tmp, 0);
2969    
2970     change_abil (who, op);
2971     break;
2972    
2973 root 1.24 case WEAPON:
2974 root 1.105 if (player *pl = who->contr)
2975     if (op == pl->combat_ob)
2976     {
2977     pl->combat_ob = 0;
2978     who->change_weapon (pl->ranged_ob);
2979     }
2980    
2981 root 1.124 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982 elmex 1.1
2983 root 1.79 change_abil (who, op);
2984     CLEAR_FLAG (who, FLAG_READY_WEAPON);
2985 root 1.24 break;
2986 root 1.14
2987 root 1.96 case SKILL:
2988 root 1.79 if (who->contr)
2989 root 1.24 {
2990 root 1.159 if (IS_COMBAT_SKILL (op->subtype))
2991     who->change_weapon (who->contr->combat_ob = 0);
2992     else if (IS_RANGED_SKILL (op->subtype))
2993     who->change_weapon (who->contr->ranged_ob = 0);
2994    
2995     if (op->invisible)
2996     who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2997     else
2998 root 1.124 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2999 root 1.24 }
3000 root 1.76
3001     change_abil (who, op);
3002 root 1.24 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003     break;
3004 root 1.14
3005 root 1.24 case ARMOUR:
3006     case HELMET:
3007     case SHIELD:
3008     case RING:
3009     case BOOTS:
3010     case GLOVES:
3011     case AMULET:
3012     case GIRDLE:
3013     case BRACERS:
3014     case CLOAK:
3015 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 root 1.79 change_abil (who, op);
3017 root 1.24 break;
3018 root 1.79
3019 root 1.24 case BOW:
3020     case WAND:
3021     case ROD:
3022     case HORN:
3023 root 1.105 if (player *pl = who->contr)
3024     {
3025     if (op == pl->ranged_ob)
3026     {
3027     pl->ranged_ob = 0;
3028     who->change_weapon (pl->combat_ob);
3029     }
3030    
3031 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3032 root 1.105 }
3033 root 1.103 else
3034 root 1.24 {
3035 root 1.103 who->change_skill (0);
3036 root 1.79
3037 root 1.24 if (op->type == BOW)
3038     CLEAR_FLAG (who, FLAG_READY_BOW);
3039     else
3040     CLEAR_FLAG (who, FLAG_READY_RANGE);
3041     }
3042 root 1.76
3043 root 1.24 break;
3044 elmex 1.1
3045 root 1.24 case BUILDER:
3046 root 1.79 if (who->contr)
3047 root 1.124 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 root 1.24 break;
3049 elmex 1.1
3050 root 1.24 default:
3051 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 root 1.24 break;
3053 elmex 1.1 }
3054    
3055 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3056     if (object *pl = op->visible_to ())
3057     esrv_send_item (pl, op);
3058    
3059 root 1.51 who->update_stats ();
3060 elmex 1.1
3061 root 1.22 return 0;
3062 elmex 1.1 }
3063    
3064     /**
3065     * Returns the object that is using location 'loc'.
3066     * Note that 'start' is the first object to start examing - we
3067     * then go through the below of this. In this way, you can do
3068     * something like:
3069 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3070     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3071 elmex 1.1 * to find the second object that may use this location, etc.
3072     * Returns NULL if no match is found.
3073     * loc is the index into the array we are looking for a match.
3074     * don't return invisible objects unless they are skill objects
3075     * invisible other objects that use
3076     * up body locations can be used as restrictions.
3077     */
3078 root 1.84 static object *
3079 root 1.96 get_next_item_from_body_location (int loc, object *start)
3080 elmex 1.1 {
3081 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3082     if (tmp->flag [FLAG_APPLIED]
3083     && tmp->slot[loc].info
3084     && (!tmp->invisible || tmp->type == SKILL))
3085     return tmp;
3086 elmex 1.1
3087 root 1.84 return 0;
3088 elmex 1.1 }
3089    
3090     /**
3091     * 'op' wants to apply an object, but can't because of other equipment.
3092     * This should only be called when it is known
3093     * that there are objects to unapply. This makes pretty heavy
3094     * use of get_item_from_body_location. It makes no intelligent choice
3095     * on objects - rather, the first that is matched is used.
3096     * Returns 0 on success, returns 1 if there is some problem.
3097     * if aflags is AP_PRINT, we instead print out waht to unapply
3098     * instead of doing it. This is a lot less code than having
3099     * another function that does just that.
3100     */
3101 root 1.114
3102     #define CANNOT_REMOVE_CURSED \
3103     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3104     "Praying over an altar, scrolls of remove curse/damnation, " \
3105     "priests or even other players might help.>"
3106    
3107 root 1.210 static int
3108 root 1.22 unapply_for_ob (object *who, object *op, int aflags)
3109 elmex 1.1 {
3110 root 1.81 if (op->is_range ())
3111     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3112     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3113     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3114     {
3115     if (aflags & AP_PRINT)
3116 root 1.125 who->failmsg (query_name (tmp));
3117 root 1.81 else
3118     unapply_special (who, tmp, aflags);
3119     }
3120     else
3121     {
3122     /* In this case, we want to try and remove a cursed item.
3123     * While we know it won't work, we want unapply_special to
3124     * at least generate the message.
3125     */
3126 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)));
3127 root 1.81 return 1;
3128     }
3129 elmex 1.1
3130 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 root 1.22 {
3132     /* this used up a slot that we need to free */
3133 root 1.82 if (op->slot[i].info)
3134 root 1.22 {
3135 root 1.81 object *last = who->inv;
3136 root 1.14
3137 root 1.22 /* We do a while loop - may need to remove several items in order
3138     * to free up enough slots.
3139     */
3140 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3141 root 1.22 {
3142 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3143 root 1.81
3144 root 1.22 if (!tmp)
3145     {
3146 elmex 1.1 #if 0
3147 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3148     * equipped.
3149     */
3150     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3151 elmex 1.1 #endif
3152 root 1.22 return 1;
3153     }
3154 root 1.81
3155 root 1.22 /* If we are just printing, we don't care about cursed status */
3156     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3157     {
3158     if (aflags & AP_PRINT)
3159 root 1.125 who->failmsg (query_name (tmp));
3160 root 1.22 else
3161     unapply_special (who, tmp, aflags);
3162 root 1.14 }
3163 root 1.22 else
3164     {
3165     /* Cursed item that we can't unequip - tell the player.
3166     * Note this could be annoying if this is just one of a few,
3167     * so it may not be critical (eg, putting on a ring and you have
3168     * one cursed ring.)
3169     */
3170 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3171 root 1.14 }
3172 root 1.81
3173 root 1.22 last = tmp->below;
3174 root 1.14 }
3175 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3176     * return in the !tmp would have kicked in.
3177     */
3178     } /* if op is using this body location */
3179     } /* for body lcoations */
3180 root 1.81
3181 root 1.22 return 0;
3182 elmex 1.1 }
3183    
3184     /**
3185     * Checks to see if 'who' can apply object 'op'.
3186     * Returns 0 if apply can be done without anything special.
3187     * Otherwise returns a bitmask - potentially several of these may be
3188     * set, but largely depends on circumstance - in the future, processing
3189 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3190 root 1.96 * is set, do we really care what the other flags may be?)
3191 elmex 1.1 *
3192     * See include/define.h for detailed description of the meaning of
3193     * these return values.
3194     */
3195 root 1.22 int
3196     can_apply_object (object *who, object *op)
3197 elmex 1.1 {
3198 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3199     return RESULT_INT (0);
3200    
3201 root 1.78 int retval = 0;
3202     object *tmp = 0, *ws = 0;
3203 root 1.22
3204 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3205 root 1.22 {
3206 root 1.82 if (op->slot[i].info)
3207 root 1.22 {
3208     /* Item uses more slots than we have */
3209 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3210 root 1.22 {
3211 root 1.78 /* Could return now for efficiency - rest of info below isn't
3212 root 1.22 * really needed.
3213     */
3214     retval |= CAN_APPLY_NEVER;
3215     }
3216 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3217 root 1.22 {
3218     /* in this case, equipping this would use more free spots than
3219     * we have.
3220     */
3221 elmex 1.1
3222 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3223 root 1.84 * enough slots to equip the new item, then just set "can
3224     * apply unapply". We don't care about the logic below - if you have a
3225 root 1.22 * shield equipped and try to equip another shield, there is only
3226     * one choice. However, the check for the number of body locations
3227     * does take into the account cases where what is being applied
3228     * may be two handed for example.
3229     */
3230     if (ws)
3231 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3232     {
3233     retval |= CAN_APPLY_UNAPPLY;
3234     continue;
3235     }
3236 root 1.22
3237 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3238 root 1.22 if (!tmp1)
3239     {
3240 elmex 1.1 #if 0
3241 root 1.22 /* This is sort of an error, but happens a lot when old players
3242     * join in with more stuff equipped than they are now allowed.
3243     */
3244     LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3245 elmex 1.1 #endif
3246 root 1.22 retval |= CAN_APPLY_NEVER;
3247     }
3248     else
3249     {
3250     /* need to unapply something. However, if this something
3251     * is different than we had found before, it means they need
3252     * to apply multiple objects
3253     */
3254     retval |= CAN_APPLY_UNAPPLY;
3255 root 1.96
3256 root 1.22 if (!tmp)
3257     tmp = tmp1;
3258     else if (tmp != tmp1)
3259 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3260    
3261 root 1.22 /* This object isn't using up all the slots, so there must
3262 root 1.78 * be another. If so, and it the new item doesn't need all
3263 root 1.22 * the slots, the player then has a choice.
3264     */
3265 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3266     && abs (op->slot[i].info) < who->slot[i].info)
3267 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3268    
3269     /* Does unequippint 'tmp1' free up enough slots for this to be
3270     * equipped? If not, there must be something else to unapply.
3271     */
3272 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3273 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3274     }
3275     } /* if not enough free slots */
3276     } /* if this object uses location i */
3277     } /* for i -> num_body_locations loop */
3278    
3279     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3280     * really be controlled by use of body locations. We do have
3281     * the weapon/shield checks, and the range checks for monsters,
3282     * because you can't control those just by body location - bows, shields,
3283     * and weapons all use the same slot. Similar for horn/rod/wand - they
3284     * all use the same location.
3285     */
3286     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3287     retval |= CAN_APPLY_RESTRICTION;
3288 root 1.76
3289 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3290     retval |= CAN_APPLY_RESTRICTION;
3291    
3292     if (who->type != PLAYER)
3293     {
3294     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3295 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3296 root 1.78
3297 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3298     retval |= CAN_APPLY_RESTRICTION;
3299 root 1.78
3300 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3301     retval |= CAN_APPLY_RESTRICTION;
3302 root 1.78
3303 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3304 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3305 elmex 1.1 }
3306 root 1.76
3307 root 1.22 return retval;
3308 elmex 1.1 }
3309    
3310     /**
3311     * who is the object using the object. It can be a monster.
3312     * op is the object they are using. op is an equipment type item,
3313     * eg, one which you put on and keep on for a while, and not something
3314     * like a potion or scroll.
3315     *
3316     * function returns 1 if the action could not be completed, 0 on
3317     * success. However, success is a matter of meaning - if the
3318     * user passes the 'apply' flag to an object already applied,
3319     * nothing is done, and 0 is returned.
3320     *
3321     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3322     * AP_UNAPPLY=always unapply).
3323     *
3324     * Optional flags:
3325     * AP_NO_MERGE: don't merge an unapplied object with other objects
3326     * AP_IGNORE_CURSE: unapply cursed items
3327 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3328 elmex 1.1 *
3329     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3330     *
3331     * apply_special() doesn't check for unpaid items.
3332     */
3333 root 1.114
3334     #define LACK_ITEM_POWER \
3335     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336    
3337 root 1.22 int
3338     apply_special (object *who, object *op, int aflags)
3339 elmex 1.1 {
3340 root 1.22 int basic_flag = aflags & AP_BASIC_FLAGS;
3341     object *tmp, *tmp2, *skop = NULL;
3342 elmex 1.1
3343 root 1.22 if (who == NULL)
3344     {
3345     LOG (llevError, "apply_special() from object without environment.\n");
3346     return 1;
3347 elmex 1.1 }
3348    
3349 root 1.22 if (op->env != who)
3350     return 1; /* op is not in inventory */
3351 elmex 1.1
3352 root 1.22 /* trying to unequip op */
3353     if (QUERY_FLAG (op, FLAG_APPLIED))
3354     {
3355     /* always apply, so no reason to unapply */
3356     if (basic_flag == AP_APPLY)
3357     return 0;
3358    
3359     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3360     {
3361 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3362 root 1.22 return 1;
3363 root 1.14 }
3364 root 1.78
3365 root 1.22 return unapply_special (who, op, aflags);
3366 elmex 1.1 }
3367 root 1.159 else if (basic_flag == AP_UNAPPLY)
3368 root 1.22 return 0;
3369 elmex 1.1
3370 root 1.90 // if the item is combat/ranged, wield the relevant slot first
3371     // to resolve conflicts.
3372     if (player *pl = who->contr)
3373 root 1.95 switch (op->slottype ())
3374 root 1.90 {
3375 root 1.95 case slot_combat: who->change_weapon (pl->combat_ob); break;
3376     case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3377 root 1.90 }
3378    
3379 root 1.104 splay (op);
3380    
3381 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3382 root 1.78 if (int i = can_apply_object (who, op))
3383 root 1.22 {
3384     if (i & CAN_APPLY_NEVER)
3385     {
3386 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)));
3387 root 1.22 return 1;
3388     }
3389     else if (i & CAN_APPLY_RESTRICTION)
3390     {
3391 root 1.125 who->failmsg (format (
3392     "You have a prohibition against using a %s. "
3393     "H<Your belief, profession or class prevents you from applying this item.>",
3394     query_name (op)
3395     ));
3396 root 1.22 return 1;
3397     }
3398 root 1.78
3399 root 1.22 if (who->type != PLAYER)
3400     {
3401     /* Some error, so don't try to equip something more */
3402     if (unapply_for_ob (who, op, aflags))
3403 root 1.14 return 1;
3404     }
3405 root 1.22 else
3406     {
3407     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3408     {
3409 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3410 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3411     return 1;
3412     }
3413     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3414 root 1.81 if (unapply_for_ob (who, op, aflags))
3415     return 1;
3416 root 1.14 }
3417 elmex 1.1 }
3418 root 1.55
3419 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420     {
3421     skop = find_skill_by_name (who, op->skill);
3422 root 1.78
3423 root 1.22 if (!skop)
3424     {
3425 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3426 root 1.22 return 1;
3427     }
3428     else
3429 root 1.76 /* While experience will be credited properly, we want to change the
3430     * skill so that the dam and wc get updated
3431     */
3432 root 1.101 who->change_skill (skop);
3433 elmex 1.1 }
3434 root 1.22
3435 elmex 1.189 if (!check_item_power (who, op->item_power))
3436 root 1.22 {
3437 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3438 root 1.22 return 1;
3439 elmex 1.1 }
3440    
3441 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3442     * Note that we don't have the checks for can_use_...
3443     * below - that is already taken care of by can_apply_object.
3444     */
3445 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3446 root 1.22
3447     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3448     return RESULT_INT (0);
3449    
3450     switch (op->type)
3451     {
3452 root 1.24 case WEAPON:
3453 root 1.79 //TODO: this obviously fails for players using a shorter prefix
3454 root 1.78 // i.e. "R" can use Ragnarok's sword.
3455 root 1.180 if (op->level && !op->name.starts_with (who->name))
3456 root 1.24 {
3457     /* if the weapon does not have the name as the character, can't use it. */
3458     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3459 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3460 root 1.65
3461     if (tmp)
3462     insert_ob_in_ob (tmp, who);
3463    
3464 root 1.24 return 1;
3465     }
3466 root 1.65
3467 root 1.80 if (!skop)
3468     {
3469 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3470 root 1.80 return 1;
3471     }
3472    
3473 root 1.24 SET_FLAG (op, FLAG_APPLIED);
3474 root 1.101 who->change_skill (skop);
3475 root 1.76
3476 root 1.79 if (who->contr)
3477 root 1.90 who->change_weapon (who->contr->combat_ob = op);
3478 root 1.78
3479 root 1.125 who->statusmsg (format ("You wield %s.", query_name (op)));
3480 root 1.14
3481 root 1.103 SET_FLAG (who, FLAG_READY_WEAPON);
3482 root 1.76 change_abil (who, op);
3483 root 1.24 break;
3484 root 1.14
3485 root 1.24 case ARMOUR:
3486     case HELMET:
3487     case SHIELD:
3488     case BOOTS:
3489     case GLOVES:
3490     case GIRDLE:
3491     case BRACERS:
3492     case CLOAK:
3493     case RING:
3494     case AMULET:
3495     SET_FLAG (op, FLAG_APPLIED);
3496 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 root 1.76 change_abil (who, op);
3498 root 1.24 break;
3499 root 1.76
3500 root 1.96 case SKILL_TOOL:
3501     // applying a skill tool also readies the skill
3502     SET_FLAG (op, FLAG_APPLIED);
3503    
3504 root 1.101 if (!(aflags & AP_NO_READY))
3505 root 1.24 {
3506 root 1.101 skop = find_skill_by_name (who, op->skill);
3507     if (!skop->flag [FLAG_APPLIED])
3508     apply_special (who, skop, AP_APPLY);
3509 root 1.24 }
3510 root 1.101 break;
3511 root 1.76
3512 root 1.101 case SKILL:
3513 root 1.79 if (player *pl = who->contr)
3514 root 1.24 {
3515 root 1.79 if (IS_COMBAT_SKILL (op->subtype))
3516     {
3517 root 1.80 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3518 root 1.79 {
3519     for (object *item = who->inv; item; item = item->below)
3520     if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3521     {
3522 root 1.101 if (item->skill == op->skill)
3523     {
3524     who->change_weapon (pl->combat_ob = item);
3525     goto found_weapon;
3526     }
3527 root 1.79 }
3528    
3529 root 1.125 who->failmsg (format (
3530     "You need to apply a '%s' melee weapon before readying this skill. "
3531     "H<Some skills need an item, in this case a melee weapon, to function.>",
3532     &op->skill
3533     ));
3534 root 1.79 return 1;
3535    
3536     found_weapon:;
3537     }
3538     else
3539 root 1.90 who->change_weapon (pl->combat_ob = op);
3540 root 1.79 }
3541     else if (IS_RANGED_SKILL (op->subtype))
3542     {
3543 root 1.80 if (skill_flags [op->subtype] & SF_NEED_BOW)
3544 root 1.79 {
3545     for (object *item = who->inv; item; item = item->below)
3546     if (item->type == BOW && item->flag [FLAG_APPLIED])
3547     {
3548 root 1.101 //TODO: bows should/must all have skill missile weapon right now
3549 root 1.90 who->change_weapon (pl->ranged_ob = item);
3550 root 1.79 goto found_bow;
3551     }
3552    
3553 root 1.125 who->failmsg (
3554     "You need to apply a missile weapon before readying this skill. "
3555     "H<Some skills need an item, in this case a missile weapon, to function.>"
3556     );
3557 root 1.79 return 1;
3558    
3559     found_bow:;
3560     }
3561     else
3562 root 1.90 who->change_weapon (pl->ranged_ob = op);
3563 root 1.79 }
3564 root 1.76
3565 root 1.24 if (!op->invisible)
3566     {
3567 root 1.125 who->statusmsg (format (
3568     "You ready %s."
3569     "You can now use the skill: %s.",
3570     query_name (op),
3571     &op->skill
3572     ));
3573 root 1.24 }
3574     else
3575 root 1.125 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3576 root 1.24 }
3577 root 1.101 else
3578     {
3579     SET_FLAG (op, FLAG_APPLIED);
3580     change_abil (who, op);
3581     who->chosen_skill = op;
3582     SET_FLAG (who, FLAG_READY_SKILL);
3583     }
3584 root 1.76
3585 root 1.24 break;
3586 root 1.22
3587 root 1.24 case BOW:
3588 root 1.180 if (op->level && !op->name.starts_with (who->name))
3589 root 1.24 {
3590 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3591 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3592 root 1.81 if (tmp)
3593 root 1.76 insert_ob_in_ob (tmp, who);
3594    
3595 root 1.24 return 1;
3596     }
3597 root 1.76
3598     /*FALLTHROUGH*/
3599     case WAND:
3600 root 1.24 case ROD:
3601     case HORN:
3602     /* check for skill, alter player status */
3603 root 1.78
3604     if (!skop)
3605 root 1.80 {
3606 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3607 root 1.80 return 1;
3608     }
3609    
3610     SET_FLAG (op, FLAG_APPLIED);
3611 root 1.101 who->change_skill (skop);
3612 root 1.22
3613 root 1.79 if (who->contr)
3614 root 1.24 {
3615 root 1.79 who->contr->ranged_ob = op;
3616 root 1.78
3617 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3618 root 1.76
3619 root 1.24 if (op->type == BOW)
3620     {
3621 root 1.79 who->current_weapon = op;
3622 root 1.76 change_abil (who, op);
3623 root 1.125 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 root 1.24 }
3625     }
3626     else
3627     {
3628     if (op->type == BOW)
3629     SET_FLAG (who, FLAG_READY_BOW);
3630     else
3631     SET_FLAG (who, FLAG_READY_RANGE);
3632     }
3633 root 1.76
3634 root 1.24 break;
3635 elmex 1.1
3636 root 1.24 case BUILDER:
3637 root 1.76 if (who->type == PLAYER)
3638     {
3639 root 1.101 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3640 root 1.76 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3641     unapply_special (who, who->contr->ranged_ob, 0);
3642    
3643 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644 root 1.76
3645 root 1.79 who->contr->ranged_ob = op;
3646 root 1.76 }
3647 root 1.24 break;
3648 elmex 1.1
3649 root 1.24 default:
3650 root 1.125 who->statusmsg (format ("You apply %s.", query_name (op)));
3651     }
3652 root 1.22
3653     SET_FLAG (op, FLAG_APPLIED);
3654 elmex 1.1
3655 root 1.79 if (tmp)
3656 root 1.149 who->insert (tmp);
3657 elmex 1.1
3658 root 1.51 who->update_stats ();
3659 elmex 1.1
3660 root 1.22 /* We exclude spell casting objects. The fire code will set the
3661     * been applied flag when they are used - until that point,
3662     * you don't know anything about them.
3663     */
3664     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3665     SET_FLAG (op, FLAG_BEEN_APPLIED);
3666    
3667     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3668 root 1.114 if (who->type == PLAYER)
3669     {
3670 root 1.125 who->failmsg (
3671     "Oops, it feels deadly cold! "
3672 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 root 1.125 );
3674 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3675     }
3676 root 1.76
3677 root 1.149 if (object *pl = op->visible_to ())
3678     esrv_send_item (pl, op);
3679 root 1.76
3680 root 1.22 return 0;
3681 elmex 1.1 }
3682    
3683     /**
3684     * Map was just loaded, handle op's initialisation.
3685     *
3686     * Generates shop floor's item, and treasures.
3687     */
3688 root 1.22 int
3689     auto_apply (object *op)
3690     {
3691     object *tmp = NULL, *tmp2;
3692     int i;
3693 elmex 1.1
3694 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3695 elmex 1.163
3696 root 1.22 switch (op->type)
3697     {
3698 root 1.24 case SHOP_FLOOR:
3699 root 1.42 if (!op->has_random_items ())
3700 root 1.24 return 0;
3701 root 1.38
3702 root 1.24 do
3703     {
3704     i = 10; /* let's give it 10 tries */
3705     while ((tmp = generate_treasure (op->randomitems,
3706 root 1.164 op->stats.exp
3707     ? (int) op->stats.exp
3708     : max (op->map->difficulty, 5)))
3709     == NULL && --i);
3710    
3711 root 1.24 if (tmp == NULL)
3712     return 0;
3713 root 1.164
3714 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3715     {
3716 root 1.172 tmp->destroy ();
3717 root 1.24 tmp = NULL;
3718     }
3719     }
3720     while (!tmp);
3721 root 1.38
3722 root 1.24 tmp->x = op->x;
3723     tmp->y = op->y;
3724     SET_FLAG (tmp, FLAG_UNPAID);
3725     insert_ob_in_map (tmp, op->map, NULL, 0);
3726     identify (tmp);
3727     break;
3728 root 1.14
3729 root 1.24 case TREASURE:
3730     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3731     return 0;
3732 root 1.37
3733 root 1.67 while (op->stats.hp-- > 0)
3734 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3735     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3736    
3737     /* If we generated an object and put it in this object inventory,
3738     * move it to the parent object as the current object is about
3739     * to disappear. An example of this item is the random_* stuff
3740     * that is put inside other objects.
3741     */
3742 root 1.171 if (op->env)
3743     while (op->inv)
3744     op->env->insert (op->inv);
3745 root 1.37
3746 root 1.172 op->destroy ();
3747 root 1.24 break;
3748 elmex 1.1 }
3749 root 1.164
3750     return !!tmp;
3751 elmex 1.1 }
3752    
3753     /**
3754 root 1.68 * fix_auto_apply goes through the entire map every time a map
3755     * is loaded or swapped in and performs special actions for
3756 elmex 1.1 * certain objects (most initialization of chests and creation of
3757     * treasures and stuff). Calls auto_apply if appropriate.
3758     */
3759 root 1.20 void
3760 root 1.55 maptile::fix_auto_apply ()
3761 root 1.20 {
3762 root 1.55 if (!spaces)
3763 root 1.20 return;
3764    
3765 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3766     for (object *tmp = ms->bot; tmp; )
3767     {
3768     object *above = tmp->above;
3769 root 1.20
3770 root 1.55 if (tmp->inv)
3771     {
3772     object *invtmp, *invnext;
3773 elmex 1.1
3774 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3775 root 1.55 {
3776     invnext = invtmp->below;
3777 root 1.14
3778 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3779     auto_apply (invtmp);
3780     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3781     {
3782 root 1.164 while (invtmp->stats.hp-- > 0)
3783 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3784    
3785     invtmp->randomitems = NULL;
3786     }
3787     else if (invtmp && invtmp->arch
3788     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3789     {
3790     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3791     /* Need to clear this so that we never try to create
3792     * treasure again for this object
3793     */
3794     invtmp->randomitems = NULL;
3795     }
3796     }
3797 root 1.214
3798 root 1.55 /* This is really temporary - the code at the bottom will
3799     * also set randomitems to null. The problem is there are bunches
3800     * of maps/players already out there with items that have spells
3801     * which haven't had the randomitems set to null yet.
3802     * MSW 2004-05-13
3803     *
3804     * And if it's a spellbook, it's better to set randomitems to NULL too,
3805     * else you get two spells in the book ^_-
3806     * Ryo 2004-08-16
3807     */
3808     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3809     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3810     tmp->randomitems = NULL;
3811     }
3812 root 1.20
3813 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3814     auto_apply (tmp);
3815     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816     {
3817     while ((tmp->stats.hp--) > 0)
3818     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3819     tmp->randomitems = NULL;
3820     }
3821     else if (tmp->type == TIMED_GATE)
3822     {
3823     object *head = tmp->head != NULL ? tmp->head : tmp;
3824    
3825     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3826     tmp->set_speed (0);
3827     }
3828     /* This function can be called everytime a map is loaded, even when
3829     * swapping back in. As such, we don't want to create the treasure
3830     * over and ove again, so after we generate the treasure, blank out
3831     * randomitems so if it is swapped in again, it won't make anything.
3832     * This is a problem for the above objects, because they have counters
3833     * which say how many times to make the treasure.
3834     */
3835     else if (tmp && tmp->arch && tmp->type != PLAYER
3836     && tmp->type != TREASURE && tmp->type != SPELL
3837     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3838     {
3839     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3840     tmp->randomitems = NULL;
3841     }
3842 root 1.78
3843 root 1.68 // close all containers
3844     else if (tmp->type == CONTAINER)
3845     tmp->flag [FLAG_APPLIED] = 0;
3846 root 1.22
3847 root 1.55 tmp = above;
3848     }
3849 elmex 1.1
3850 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3851     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3852     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3853 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3854 elmex 1.1 }
3855    
3856     /**
3857     * Handles player eating food that temporarily changes status (resistances, stats).
3858     * This used to call cast_change_attr(), but
3859     * that doesn't work with the new spell code. Since we know what
3860     * the food changes, just grab a force and use that instead.
3861     */
3862 root 1.22 void
3863     eat_special_food (object *who, object *food)
3864     {
3865     object *force;
3866     int i, did_one = 0;
3867    
3868 sf-marcmagus 1.199 char buf[64];
3869     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870     shstr key (buf);
3871 root 1.22
3872 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3873     int duration = TIME2TICK (food->stats.food);
3874 elmex 1.1
3875 sf-marcmagus 1.199 if (force = who->force_find (key))
3876 root 1.22 {
3877 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3878 root 1.22 {
3879 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));
3880     force->force_set_timer (duration);
3881 root 1.22 }
3882 sf-marcmagus 1.199 else
3883     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3884    
3885     return;
3886 root 1.22 }
3887 sf-marcmagus 1.199 else
3888     {
3889     force = who->force_add (key, duration);
3890     force->name = key;
3891 elmex 1.47
3892 sf-marcmagus 1.199 /* check if the food affects a stat */
3893     for (i = 0; i < NUM_STATS; i++)
3894     if (sint8 k = food->stats.stat (i))
3895     {
3896     force->stats.stat (i) = k;
3897     did_one = 1;
3898     }
3899    
3900     /* check if we can protect the eater */
3901     for (i = 0; i < NROFATTACKS; i++)
3902     {
3903     if (food->resist[i] > 0)
3904     {
3905     force->resist[i] = food->resist[i];
3906     did_one = 1;
3907     }
3908     }
3909    
3910     if (did_one)
3911     {
3912     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));
3913    
3914     /* make the force take effect and report effects to user */
3915     change_abil (who, force);
3916     }
3917     else
3918     force->destroy ();
3919 root 1.22 }
3920    
3921     /* check for hp, sp change */
3922     if (food->stats.hp != 0)
3923     {
3924     if (QUERY_FLAG (food, FLAG_CURSED))
3925     {
3926 root 1.151 who->contr->killer = food;
3927 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3928 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3929 root 1.22 }
3930     else
3931     {
3932     if (food->stats.hp > 0)
3933 root 1.125 who->statusmsg ("You begin to feel better.");
3934 root 1.22 else
3935 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3936    
3937 root 1.22 who->stats.hp += food->stats.hp;
3938     }
3939     }
3940 root 1.151
3941 root 1.22 if (food->stats.sp != 0)
3942     {
3943     if (QUERY_FLAG (food, FLAG_CURSED))
3944     {
3945 root 1.125 who->failmsg ("You are drained of mana!");
3946 root 1.22 who->stats.sp -= food->stats.sp;
3947     if (who->stats.sp < 0)
3948     who->stats.sp = 0;
3949     }
3950     else
3951     {
3952 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3953 root 1.22 who->stats.sp += food->stats.sp;
3954     /* place limit on max sp from food? */
3955     }
3956 elmex 1.1 }
3957 root 1.125
3958 root 1.51 who->update_stats ();
3959 elmex 1.1 }
3960    
3961 root 1.22 void
3962     apply_changes_to_player (object *pl, object *change)
3963     {
3964     int excess_stat = 0; /* if the stat goes over the maximum
3965     for the race, put the excess stat some
3966     where else. */
3967 elmex 1.1
3968 root 1.22 switch (change->type)
3969     {
3970 root 1.24 case CLASS:
3971     {
3972     living *stats = &(pl->contr->orig_stats);
3973     living *ns = &(change->stats);
3974     object *walk;
3975     int flag_change_face = 1;
3976    
3977     /* the following code assigns stats up to the stat max
3978     * for the race, and if the stat max is exceeded,
3979     * tries to randomly reassign the excess stat
3980     */
3981     int i, j;
3982 root 1.22
3983 root 1.24 for (i = 0; i < NUM_STATS; i++)
3984     {
3985 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3986 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3987 root 1.22
3988 root 1.24 if (stat > 20 + race_bonus)
3989     {
3990     excess_stat++;
3991     stat = 20 + race_bonus;
3992     }
3993 root 1.91
3994     stats->stat (i) = stat;
3995 root 1.24 }
3996 elmex 1.1
3997 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3998     { /* try 100 times to assign excess stats */
3999     int i = rndm (0, 6);
4000    
4001     if (i == CHA)
4002     continue; /* exclude cha from this */
4003 root 1.91
4004     int stat = stats->stat (i);
4005 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4006 root 1.24 if (stat < 20 + race_bonus)
4007     {
4008     change_attr_value (stats, i, 1);
4009     excess_stat--;
4010     }
4011     }
4012 root 1.14
4013 root 1.24 /* insert the randomitems from the change's treasurelist into
4014     * the player ref: player.c
4015     */
4016 root 1.182 if (change->randomitems)
4017 root 1.24 give_initial_items (pl, change->randomitems);
4018 root 1.14
4019 root 1.24 /* set up the face, for some races. */
4020 root 1.14
4021 root 1.24 /* first, look for the force object banning
4022     * changing the face. Certain races never change face with class.
4023     */
4024 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4025     if (walk->name == shstr_NOCLASSFACECHANGE)
4026 root 1.24 flag_change_face = 0;
4027 root 1.14
4028 root 1.24 if (flag_change_face)
4029     {
4030 root 1.157 pl->face = change->face;
4031     pl->animation_id = change->animation_id;
4032     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4033 root 1.24 }
4034 root 1.14
4035 root 1.24 /* check the special case of can't use weapons */
4036     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4037 root 1.182 if (change->name == shstr_monk)
4038 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4039 root 1.14
4040 root 1.24 break;
4041     }
4042 elmex 1.1 }
4043     }
4044