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Revision: 1.243
Committed: Mon Apr 5 23:05:45 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.242: +22 -29 lines
Log Message:
better apply_below, get rid of player_apply

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.228 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.227 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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     /**
36     * Check if op should abort moving victim because of it's race or slaying.
37     * Returns 1 if it should abort, returns 0 if it should continue.
38     */
39 root 1.22 int
40     should_director_abort (object *op, object *victim)
41 elmex 1.1 {
42 root 1.22 int arch_flag, name_flag, race_flag;
43    
44     /* Get flags to determine what of arch, name, and race should be checked.
45     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
46     * the next is the name flag, and the last is the race flag. Also note,
47     * if subtype is set to zero, that also goes to defaults of all affecting
48     * it. Examples:
49     * subtype 1: only arch
50     * subtype 3: arch or name
51     * subtype 5: arch or race
52     * subtype 7: all three
53     */
54     if (op->subtype)
55     {
56 root 1.166 arch_flag = op->subtype & 1;
57     name_flag = op->subtype & 2;
58     race_flag = op->subtype & 4;
59 root 1.22 }
60     else
61     {
62     arch_flag = 1;
63     name_flag = 1;
64     race_flag = 1;
65     }
66 root 1.66
67 root 1.22 /* If the director has race set, only affect objects with a arch,
68     * name or race that matches.
69     */
70     if ((op->race) &&
71 root 1.108 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
72 root 1.66 ((!(victim->name && name_flag) || op->race != victim->name)) &&
73     ((!(victim->race && race_flag) || op->race != victim->race)))
74     return 1;
75    
76 root 1.22 /* If the director has slaying set, only affect objects where none
77     * of arch, name, or race match.
78     */
79 root 1.108 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
80 root 1.66 ((victim->name && name_flag && op->slaying == victim->name)) ||
81     ((victim->race && race_flag && op->slaying == victim->race)))
82     return 1;
83    
84 root 1.22 return 0;
85 elmex 1.1 }
86    
87     /**
88     * This handles a player dropping money on an altar to identify stuff.
89     * It'll identify marked item, if none all items up to dropped money.
90     * Return value: 1 if money was destroyed, 0 if not.
91     */
92 root 1.22 static int
93     apply_id_altar (object *money, object *altar, object *pl)
94 elmex 1.1 {
95 root 1.191 dynbuf_text &buf = msg_dynbuf; buf.clear ();
96 root 1.123
97 root 1.126 if (!pl || pl->type != PLAYER)
98 root 1.22 return 0;
99 elmex 1.1
100 root 1.22 /* Check for MONEY type is a special hack - it prevents 'nothing needs
101     * identifying' from being printed out more than it needs to be.
102     */
103 root 1.200 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
104 root 1.22 return 0;
105 elmex 1.1
106 root 1.22 /* if the player has a marked item, identify that if it needs to be
107 root 1.123 * identified. If it doesn't, then go through the player inventory.
108 root 1.22 */
109 root 1.126 if (object *marked = find_marked_object (pl))
110     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
111     {
112 root 1.200 if (operate_altar (altar, &money, pl))
113 root 1.126 {
114     identify (marked);
115 root 1.123
116 root 1.169 buf.printf ("You have %s.\r", long_desc (marked, pl));
117 root 1.126 if (marked->msg)
118 root 1.169 buf << "The item has a story:\r" << marked->msg << "\n\n";
119 root 1.123
120 root 1.126 return !money;
121     }
122     }
123 elmex 1.1
124 root 1.126 for (object *id = pl->inv; id; id = id->below)
125 root 1.22 {
126     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
127     {
128 root 1.200 if (operate_altar (altar, &money, pl))
129 root 1.22 {
130     identify (id);
131 root 1.123
132 root 1.169 buf.printf ("You have %s.\r", long_desc (id, pl));
133 root 1.126 if (id->msg)
134 root 1.169 buf << "The item has a story:\r" << id->msg << "\n\n";
135 root 1.123
136 root 1.22 /* If no more money, might as well quit now */
137 root 1.126 if (!money || !check_altar_sacrifice (altar, money))
138 root 1.22 break;
139     }
140     else
141     {
142     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
143     break;
144     }
145 root 1.14 }
146 elmex 1.1 }
147 root 1.123
148     if (buf.empty ())
149 root 1.129 pl->failmsg ("You have nothing that needs identifying");
150     else
151     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152 root 1.123
153     return !money;
154 elmex 1.1 }
155    
156     /**
157     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158     * matching item.
159     **/
160 elmex 1.117 void
161 root 1.22 handle_apply_yield (object *tmp)
162 elmex 1.1 {
163 root 1.181 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
164 root 1.152 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
165 elmex 1.1 }
166    
167     /**
168     * Handles applying a potion.
169     */
170 root 1.22 int
171     apply_potion (object *op, object *tmp)
172 elmex 1.1 {
173 elmex 1.3 int got_one = 0, i;
174 root 1.224 object *force = 0;
175 elmex 1.3
176 root 1.224 object *floor = GET_MAP_OB (op->map, op->x, op->y);
177 elmex 1.3
178 root 1.22 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
179 elmex 1.3 {
180 root 1.125 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181 root 1.123
182 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
183     return 0;
184     }
185 elmex 1.3
186 elmex 1.4 if (op->type == PLAYER)
187 root 1.37 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
188     identify (tmp);
189 elmex 1.3
190 elmex 1.4 handle_apply_yield (tmp);
191 elmex 1.1
192 elmex 1.4 /* Potion of restoration - only for players */
193     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
194     {
195     object *depl;
196     archetype *at;
197 elmex 1.1
198 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
199     {
200 root 1.51 op->drain_stat ();
201     op->update_stats ();
202 root 1.144 tmp->decrease ();
203 elmex 1.3 return 1;
204     }
205 root 1.37
206 root 1.212 if (!(at = archetype::find (shstr_depletion)))
207 elmex 1.4 {
208     LOG (llevError, "Could not find archetype depletion\n");
209     return 0;
210     }
211 root 1.146
212 elmex 1.4 depl = present_arch_in_ob (at, op);
213 root 1.37
214 root 1.51 if (depl)
215 elmex 1.4 {
216     for (i = 0; i < NUM_STATS; i++)
217 root 1.91 if (depl->stats.stat (i))
218 root 1.123 op->statusmsg (restore_msg[i]);
219 root 1.37
220 root 1.172 depl->destroy ();
221 root 1.51 op->update_stats ();
222 elmex 1.4 }
223     else
224 root 1.123 op->statusmsg ("Your potion had no effect.");
225 elmex 1.1
226 root 1.144 tmp->decrease ();
227 elmex 1.4 return 1;
228     }
229    
230     /* improvement potion - only for players */
231 root 1.123 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
232 elmex 1.4 {
233 root 1.212 for (i = 1; i < min (11, op->level); i++)
234 elmex 1.3 {
235 elmex 1.4 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
236 elmex 1.3 {
237 elmex 1.4 if (op->contr->levhp[i] != 1)
238 elmex 1.3 {
239 elmex 1.4 op->contr->levhp[i] = 1;
240     break;
241 elmex 1.3 }
242 root 1.123
243 elmex 1.4 if (op->contr->levsp[i] != 1)
244 elmex 1.3 {
245 elmex 1.4 op->contr->levsp[i] = 1;
246     break;
247     }
248 root 1.123
249 elmex 1.4 if (op->contr->levgrace[i] != 1)
250     {
251     op->contr->levgrace[i] = 1;
252     break;
253 elmex 1.3 }
254     }
255 elmex 1.4 else
256 elmex 1.3 {
257 elmex 1.4 if (op->contr->levhp[i] < 9)
258     {
259     op->contr->levhp[i] = 9;
260     break;
261     }
262 root 1.123
263 elmex 1.4 if (op->contr->levsp[i] < 6)
264 elmex 1.3 {
265 elmex 1.4 op->contr->levsp[i] = 6;
266     break;
267 elmex 1.3 }
268 root 1.123
269 elmex 1.4 if (op->contr->levgrace[i] < 3)
270 elmex 1.3 {
271 elmex 1.4 op->contr->levgrace[i] = 3;
272     break;
273 elmex 1.3 }
274     }
275     }
276 root 1.37
277 elmex 1.4 /* Just makes checking easier */
278 root 1.212 if (i < min (11, op->level))
279 elmex 1.4 got_one = 1;
280 root 1.37
281 elmex 1.4 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
282 elmex 1.3 {
283 elmex 1.4 if (got_one)
284 elmex 1.3 {
285 root 1.51 op->update_stats ();
286 root 1.123 op->statusmsg ("The Gods smile upon you and remake you "
287     "a little more in their image. "
288     "You feel a little more perfect.", NDI_GREEN);
289 elmex 1.3 }
290     else
291 root 1.123 op->statusmsg ("The potion had no effect - you are already perfect.");
292 elmex 1.3 }
293 elmex 1.4 else
294     { /* cursed potion */
295     if (got_one)
296 elmex 1.3 {
297 root 1.51 op->update_stats ();
298 root 1.125 op->failmsg ("The Gods are angry and punish you.");
299 elmex 1.3 }
300 elmex 1.4 else
301 root 1.123 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
302 elmex 1.3 }
303 root 1.37
304 root 1.144 tmp->decrease ();
305 elmex 1.4 return 1;
306     }
307    
308    
309     /* A potion that casts a spell. Healing, restore spellpoint (power potion)
310     * and heroism all fit into this category. Given the spell object code,
311     * there is no limit to the number of spells that potions can be cast,
312     * but direction is problematic to try and imbue fireball potions for example.
313     */
314     if (tmp->inv)
315     {
316     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
317 elmex 1.3 {
318 root 1.125 op->failmsg ("Yech! Your lungs are on fire!");
319 elmex 1.187 create_exploding_ball_at (op, op->level);
320 elmex 1.3 }
321 elmex 1.4 else
322     cast_spell (op, tmp, op->facing, tmp->inv, NULL);
323 elmex 1.1
324 root 1.144 tmp->decrease ();
325 root 1.123
326 elmex 1.4 /* if youre dead, no point in doing this... */
327     if (!QUERY_FLAG (op, FLAG_REMOVED))
328 root 1.51 op->update_stats ();
329 root 1.123
330 elmex 1.4 return 1;
331     }
332    
333     /* Deal with protection potions */
334     force = NULL;
335     for (i = 0; i < NROFATTACKS; i++)
336     {
337     if (tmp->resist[i])
338     {
339     if (!force)
340     force = get_archetype (FORCE_NAME);
341 root 1.123
342 elmex 1.4 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
343     force->type = POTION_EFFECT;
344     break; /* Only need to find one protection since we copy entire batch */
345 elmex 1.3 }
346 elmex 1.1 }
347 root 1.123
348 elmex 1.4 /* This is a protection potion */
349     if (force)
350 elmex 1.3 {
351 elmex 1.4 /* cursed items last longer */
352     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
353     {
354     force->stats.food *= 10;
355     for (i = 0; i < NROFATTACKS; i++)
356     if (force->resist[i] > 0)
357     force->resist[i] = -force->resist[i]; /* prot => vuln */
358     }
359 root 1.92
360 elmex 1.4 force->speed_left = -1;
361     force = insert_ob_in_ob (force, op);
362     CLEAR_FLAG (tmp, FLAG_APPLIED);
363     SET_FLAG (force, FLAG_APPLIED);
364     change_abil (op, force);
365 root 1.144 tmp->decrease ();
366 elmex 1.4 return 1;
367     }
368    
369     /* Only thing left are the stat potions */
370     if (op->type == PLAYER)
371     { /* only for players */
372 elmex 1.187 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373     || QUERY_FLAG (tmp, FLAG_DAMNED))
374     && tmp->value != 0)
375 elmex 1.4 CLEAR_FLAG (tmp, FLAG_APPLIED);
376     else
377     SET_FLAG (tmp, FLAG_APPLIED);
378 root 1.123
379 elmex 1.4 if (!change_abil (op, tmp))
380 root 1.123 op->statusmsg ("Nothing happened.");
381 elmex 1.1 }
382    
383 elmex 1.3 /* CLEAR_FLAG is so that if the character has other potions
384     * that were grouped with the one consumed, his
385     * stat will not be raised by them. fix_player just clears
386     * up all the stats.
387     */
388     CLEAR_FLAG (tmp, FLAG_APPLIED);
389 root 1.51 op->update_stats ();
390 root 1.148 tmp->decrease ();
391 elmex 1.3 return 1;
392 elmex 1.1 }
393    
394     /****************************************************************************
395     * Weapon improvement code follows
396     ****************************************************************************/
397    
398     /**
399 elmex 1.189 * This function just checks whether who can handle equipping an item
400     * with item_power.
401     */
402 root 1.209 static bool
403 elmex 1.189 check_item_power (object *who, int item_power)
404     {
405     if (who->type == PLAYER
406     && item_power
407     && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408     return false;
409     else
410     return true;
411     }
412    
413     /**
414 elmex 1.1 * This returns the sum of nrof of item (arch name).
415     */
416 root 1.22 static int
417 root 1.182 check_item (object *op, shstr_cmp item)
418 elmex 1.1 {
419 root 1.22 int count = 0;
420 elmex 1.1
421 root 1.123 if (!item)
422 root 1.22 return 0;
423 root 1.66
424 root 1.123 for (op = op->below; op; op = op->below)
425 root 1.182 if (op->arch->archname == item)
426     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
427     && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
428     count += op->number_of ();
429 root 1.66
430 elmex 1.1 return count;
431     }
432    
433     /**
434     * This removes 'nrof' of what item->slaying says to remove.
435     * op is typically the player, which is only
436     * really used to determine what space to look at.
437     * Modified to only eat 'nrof' of objects.
438     */
439 root 1.22 static void
440 root 1.182 eat_item (object *op, shstr_cmp item, uint32 nrof)
441 elmex 1.1 {
442 root 1.22 object *prev;
443 elmex 1.1
444 root 1.22 prev = op;
445     op = op->below;
446 elmex 1.1
447 root 1.123 while (op)
448 root 1.22 {
449 root 1.182 if (op->arch->archname == item)
450 root 1.22 {
451     if (op->nrof >= nrof)
452     {
453 root 1.144 op->decrease (nrof);
454 root 1.22 return;
455     }
456     else
457     {
458 root 1.144 op->decrease (nrof);
459 root 1.22 nrof -= op->nrof;
460 root 1.14 }
461 root 1.123
462 root 1.22 op = prev;
463 root 1.14 }
464 root 1.123
465 root 1.22 prev = op;
466     op = op->below;
467 elmex 1.1 }
468     }
469    
470     /**
471     * Returns how many items of type improver->slaying there are under op.
472     * Will display a message if none found, and 1 if improver->slaying is NULL.
473     */
474 root 1.22 static int
475     check_sacrifice (object *op, const object *improver)
476 elmex 1.1 {
477 root 1.22 int count = 0;
478    
479 root 1.123 if (improver->slaying)
480 root 1.22 {
481     count = check_item (op, improver->slaying);
482     if (count < 1)
483     {
484 root 1.125 op->failmsg (format ("The gods want more %ss", &improver->slaying));
485 root 1.22 return 0;
486 root 1.14 }
487 elmex 1.1 }
488 root 1.22 else
489     count = 1;
490 elmex 1.1
491 root 1.22 return count;
492 elmex 1.1 }
493    
494     /**
495     * Actually improves the weapon, and tells user.
496     */
497 root 1.123 static int
498     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
499 elmex 1.1 {
500 root 1.123 stat += sacrifice_count;
501 elmex 1.1 weapon->last_eat++;
502 root 1.144 improver->decrease ();
503 elmex 1.1
504     /* So it updates the players stats and the window */
505 root 1.51 op->update_stats ();
506 root 1.123
507     op->statusmsg (format (
508 root 1.125 "Your sacrifice was accepted.\n"
509     "Weapon's bonus to %s improved by %d.",
510     statname, sacrifice_count
511 root 1.123 ));
512    
513 elmex 1.1 return 1;
514     }
515    
516     /* Types of improvements, hidden in the sp field. */
517 root 1.114 #define IMPROVE_PREPARE 1
518     #define IMPROVE_DAMAGE 2
519     #define IMPROVE_WEIGHT 3
520     #define IMPROVE_ENCHANT 4
521     #define IMPROVE_STR 5
522     #define IMPROVE_DEX 6
523     #define IMPROVE_CON 7
524     #define IMPROVE_WIS 8
525     #define IMPROVE_CHA 9
526     #define IMPROVE_INT 10
527     #define IMPROVE_POW 11
528 elmex 1.1
529     /**
530     * This does the prepare weapon scroll.
531     * Checks for sacrifice, and so on.
532     */
533 root 1.210 static int
534 root 1.22 prepare_weapon (object *op, object *improver, object *weapon)
535 elmex 1.1 {
536 root 1.22 int sacrifice_count, i;
537     char buf[MAX_BUF];
538 elmex 1.1
539 root 1.22 if (weapon->level != 0)
540     {
541 root 1.125 op->failmsg ("Weapon is already prepared!");
542 elmex 1.1 return 0;
543     }
544 root 1.115
545 root 1.22 for (i = 0; i < NROFATTACKS; i++)
546     if (weapon->resist[i])
547     break;
548 elmex 1.1
549 root 1.22 /* If we break out, i will be less than nrofattacks, preventing
550     * improvement of items that already have protections.
551     */
552     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
553     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
554     weapon->stats.exp || /* speed */
555     weapon->stats.ac) /* AC - only taifu's I think */
556 elmex 1.1 {
557 root 1.133 op->failmsg ("You cannot prepare magic weapons. "
558     "H<A weapon is considered magical if it changes regeneration, "
559 root 1.160 "speed or ac, or has other protections.>");
560 elmex 1.1 return 0;
561     }
562 root 1.115
563 root 1.22 sacrifice_count = check_sacrifice (op, improver);
564     if (sacrifice_count <= 0)
565     return 0;
566 root 1.115
567 root 1.22 weapon->level = isqrt (sacrifice_count);
568     eat_item (op, improver->slaying, sacrifice_count);
569    
570 root 1.123 op->statusmsg (format (
571 root 1.125 "Your sacrifice was accepted."
572     "Your *%s may be improved %d times.",
573     &weapon->name, weapon->level
574 root 1.123 ));
575 root 1.22
576     sprintf (buf, "%s's %s", &op->name, &weapon->name);
577     weapon->name = weapon->name_pl = buf;
578     weapon->nrof = 0; /* prevents preparing n weapons in the same
579     slot at once! */
580 root 1.144 improver->decrease ();
581 root 1.22 weapon->last_eat = 0;
582     return 1;
583 elmex 1.1 }
584    
585     /**
586     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
587     * This is the new improve weapon code.
588     * Returns 0 if it was not able to work for some reason.
589     *
590     * Checks if weapon was prepared, if enough potions on the floor, ...
591     *
592     * We are hiding extra information about the weapon in the level and
593     * last_eat numbers for an object. Hopefully this won't break anything ??
594     * level == max improve last_eat == current improve
595     */
596 root 1.210 static int
597 root 1.22 improve_weapon (object *op, object *improver, object *weapon)
598 elmex 1.1 {
599 root 1.22 int sacrifice_count, sacrifice_needed = 0;
600 elmex 1.1
601 root 1.22 if (improver->stats.sp == IMPROVE_PREPARE)
602 root 1.123 return prepare_weapon (op, improver, weapon);
603    
604 root 1.22 if (weapon->level == 0)
605     {
606 elmex 1.189 op->failmsg (
607     "This weapon has not been prepared."
608     " H<You first have to prepare a weapon with a prepare weapon scroll.>");
609 root 1.22 return 0;
610     }
611 root 1.123
612 elmex 1.189 if (weapon->last_eat >= weapon->level // improvements used up
613     || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
614 root 1.22 {
615 root 1.125 op->failmsg ("This weapon cannot be improved any more.");
616 root 1.22 return 0;
617     }
618 root 1.123
619 elmex 1.189 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620     && !check_item_power (op, weapon->item_power + 1))
621 root 1.22 {
622 root 1.125 op->failmsg ("Improving the weapon will make it too "
623 root 1.123 "powerful for you to use. Unready it if you "
624     "really want to improve it.");
625 root 1.22 return 0;
626     }
627 root 1.123
628 elmex 1.1 /* This just increases damage by 5 points, no matter what. No sacrifice
629     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
630     * don't put any maximum value on damage - the limit is how much the
631     * weapon can be improved.
632     */
633 root 1.22 if (improver->stats.sp == IMPROVE_DAMAGE)
634     {
635     weapon->stats.dam += 5;
636     weapon->weight += 5000; /* 5 KG's */
637 root 1.123 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
638 root 1.22 weapon->last_eat++;
639    
640     weapon->item_power++;
641 root 1.144 improver->decrease ();
642 root 1.22 return 1;
643     }
644 root 1.123
645 root 1.22 if (improver->stats.sp == IMPROVE_WEIGHT)
646     {
647     /* Reduce weight by 20% */
648     weapon->weight = (weapon->weight * 8) / 10;
649     if (weapon->weight < 1)
650     weapon->weight = 1;
651 root 1.123
652     op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
653 root 1.22 weapon->last_eat++;
654     weapon->item_power++;
655 root 1.144 improver->decrease ();
656 root 1.22 return 1;
657     }
658 root 1.162
659 root 1.22 if (improver->stats.sp == IMPROVE_ENCHANT)
660     {
661     weapon->magic++;
662     weapon->last_eat++;
663 root 1.123 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
664 root 1.144 improver->decrease ();
665 root 1.22 weapon->item_power++;
666     return 1;
667     }
668 root 1.14
669 root 1.22 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
670     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
671    
672     if (sacrifice_needed < 1)
673     sacrifice_needed = 1;
674     sacrifice_needed *= 2;
675 elmex 1.1
676 root 1.22 sacrifice_count = check_sacrifice (op, improver);
677     if (sacrifice_count < sacrifice_needed)
678     {
679 root 1.125 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
680 root 1.22 return 0;
681     }
682 root 1.123
683 root 1.22 eat_item (op, improver->slaying, sacrifice_needed);
684 elmex 1.1 weapon->item_power++;
685    
686 root 1.22 switch (improver->stats.sp)
687     {
688 root 1.123 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
689     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
690     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
691     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
692     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
693     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
694     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
695 root 1.24 default:
696 root 1.125 op->failmsg ("Unknown improvement type.");
697 root 1.22 }
698 root 1.123
699 root 1.22 LOG (llevError, "improve_weapon: Got to end of function\n");
700 elmex 1.1 return 0;
701     }
702    
703     /**
704     * Handles the applying of improve/prepare/enchant weapon scroll.
705     * Checks a few things (not on a non-magic square, marked weapon, ...),
706     * then calls improve_weapon to do the dirty work.
707     */
708 root 1.209 static int
709 root 1.22 check_improve_weapon (object *op, object *tmp)
710 elmex 1.1 {
711 root 1.22 object *otmp;
712 elmex 1.1
713 root 1.22 if (op->type != PLAYER)
714     return 0;
715 root 1.77
716 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
717     {
718 root 1.125 op->failmsg ("Something blocks the magic of the scroll!");
719 elmex 1.1 return 0;
720     }
721 root 1.77
722 root 1.22 otmp = find_marked_object (op);
723 root 1.162
724 root 1.22 if (!otmp)
725     {
726 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.>");
727 elmex 1.1 return 0;
728     }
729 root 1.77
730 root 1.22 if (otmp->type != WEAPON && otmp->type != BOW)
731     {
732 root 1.125 op->failmsg ("Marked item is not a weapon or bow!");
733 elmex 1.1 return 0;
734     }
735 root 1.77
736 root 1.123 op->statusmsg ("Applied weapon builder.");
737    
738 root 1.22 improve_weapon (op, tmp, otmp);
739     esrv_send_item (op, otmp);
740     return 1;
741 elmex 1.1 }
742    
743     /**
744     * This code deals with the armour improvment scrolls.
745     * Change limits on improvement - let players go up to
746     * +5 no matter what level, but they are limited by item
747     * power.
748     * Try to use same improvement code as in the common/treasure.c
749     * file, so that if you make a +2 full helm, it will be just
750     * the same as one you find in a shop.
751     *
752     * deprecated comment:
753     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
754     * only 'enchantment' of armour is possible - improving
755     * the stats of a player w/ armour as well as a weapon
756     * will probably horribly unbalance the game. Magic enchanting
757     * depends on the level of the character - ie the plus
758     * value (magic) of the armour can never be increased beyond
759     * the level of the character / 10 -- rounding upish, nor may
760     * the armour value of the piece of equipment exceed either
761     * the users level or 90)
762     * Modified by MSW for partial resistance. Only support
763     * changing of physical area right now.
764     */
765 root 1.210 static int
766 root 1.22 improve_armour (object *op, object *improver, object *armour)
767 elmex 1.1 {
768 root 1.22 object *tmp;
769 elmex 1.1
770 root 1.22 if (armour->magic >= settings.armor_max_enchant)
771     {
772 root 1.125 op->failmsg ("This armour can not be enchanted any further!");
773 root 1.22 return 0;
774 elmex 1.1 }
775 root 1.139
776 root 1.22 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
777     * etc), so take the easy way out and don't worry about it.
778     * Note - maybe add scrolls which make the random artifact versions (eg, armour
779     * of gnarg and what not?)
780     */
781     if (armour->title)
782     {
783 root 1.125 op->failmsg ("This armour will not accept further enchantment.");
784 root 1.22 return 0;
785 elmex 1.1 }
786    
787 root 1.139 /* Split objects if needed. Can't insert tmp until the
788 root 1.22 * end of this function - otherwise it will just re-merge.
789     */
790 root 1.145 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
791 root 1.22
792     armour->magic++;
793    
794     if (!settings.armor_speed_linear)
795     {
796     int base = 100;
797     int pow = 0;
798 elmex 1.1
799 root 1.22 while (pow < armour->magic)
800 elmex 1.1 {
801 root 1.22 base = base - (base * settings.armor_speed_improvement) / 100;
802     pow++;
803 elmex 1.1 }
804    
805 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
806 root 1.22 }
807     else
808 root 1.109 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
809 elmex 1.1
810 root 1.22 if (!settings.armor_weight_linear)
811     {
812     int base = 100;
813     int pow = 0;
814 elmex 1.1
815 root 1.22 while (pow < armour->magic)
816 elmex 1.1 {
817 root 1.22 base = base - (base * settings.armor_weight_reduction) / 100;
818     pow++;
819 elmex 1.1 }
820    
821 root 1.109 armour->weight = (armour->arch->weight * base) / 100;
822 root 1.22 }
823     else
824 root 1.109 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
825 root 1.22
826     if (armour->weight <= 0)
827     {
828     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
829     armour->weight = 1;
830     }
831    
832 root 1.109 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
833 elmex 1.1
834 root 1.22 if (op->type == PLAYER)
835     {
836     esrv_send_item (op, armour);
837 root 1.149
838 root 1.22 if (QUERY_FLAG (armour, FLAG_APPLIED))
839 root 1.51 op->update_stats ();
840 elmex 1.1 }
841 root 1.123
842 root 1.144 improver->decrease ();
843 root 1.123
844 root 1.22 if (tmp)
845 root 1.149 op->insert (tmp);
846 root 1.123
847 root 1.22 return 1;
848 elmex 1.1 }
849    
850     /*
851     * convert_item() returns 1 if anything was converted, 0 if the item was not
852     * what the converter wants, -1 if the converter is broken.
853 root 1.142 *
854     * Takes one type of items and makes another.
855 elmex 1.1 * converter is the object that is doing the conversion.
856     * item is the object that triggered the converter - if it is not
857     * what the converter wants, this will not do anything.
858     */
859 elmex 1.195 int
860 root 1.22 convert_item (object *item, object *converter)
861     {
862 elmex 1.213 sint64 nr = 0, price_in;
863 root 1.22
864 root 1.142 if (item->flag [FLAG_UNPAID])
865     return 0;
866 elmex 1.213
867 root 1.142 shstr conv_from = converter->slaying;
868     archetype *conv_to = converter->other_arch;
869     sint64 need = converter->stats.food;
870     sint64 give = converter->stats.sp;
871    
872 root 1.22 /* We make some assumptions - we assume if it takes money as it type,
873     * it wants some amount. We don't make change (ie, if something costs
874     * 3 gp and player drops a platinum, tough luck)
875     */
876 root 1.142 if (conv_from == shstr_money)
877 root 1.22 {
878     if (item->type != MONEY)
879     return 0;
880    
881 root 1.142 nr = sint64 (item->nrof) * item->value / need;
882 root 1.22 if (!nr)
883     return 0;
884 root 1.121
885     converter->play_sound (sound_find ("shop_buy"));
886    
887 root 1.142 sint64 cost = (nr * need + item->value - 1) / item->value;
888 root 1.121
889 root 1.144 item->decrease (cost);
890 elmex 1.1
891 root 1.22 price_in = cost * item->value;
892     }
893     else
894     {
895 root 1.142 if (item->type == PLAYER
896     || conv_from != item->arch->archname
897     || (need && need > (uint16) item->nrof))
898 root 1.22 return 0;
899 elmex 1.1
900 root 1.121 converter->play_sound (sound_find ("convert_item"));
901    
902 root 1.142 if (need)
903 root 1.22 {
904 root 1.142 nr = sint64 (item->nrof) / need;
905 root 1.144 item->decrease (nr * need);
906 root 1.142 price_in = nr * need * item->value;
907 root 1.22 }
908     else
909     {
910     price_in = item->value;
911 root 1.172 item->destroy ();
912 root 1.22 }
913     }
914 root 1.14
915 root 1.121 if (converter->inv)
916 root 1.22 {
917     object *ob;
918     int i;
919     object *ob_to_copy;
920    
921     /* select random object from inventory to copy */
922     ob_to_copy = converter->inv;
923 root 1.121 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
924     if (rndm (0, i) == 0)
925     ob_to_copy = ob;
926    
927 root 1.154 item = ob_to_copy->deep_clone ();
928 root 1.22 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
929     unflag_inv (item, FLAG_IS_A_TEMPLATE);
930 elmex 1.1 }
931 root 1.22 else
932     {
933 root 1.142 if (!conv_to)
934 root 1.22 {
935     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
936 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y);
937 root 1.22 return -1;
938     }
939    
940 root 1.142 item = object_create_arch (conv_to);
941 root 1.22 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
942     }
943    
944 root 1.142 if (give)
945     item->nrof = give;
946 root 1.121
947 root 1.22 if (nr)
948     item->nrof *= nr;
949 root 1.121
950 elmex 1.173 if (converter->flag [FLAG_PRECIOUS])
951 root 1.22 SET_FLAG (item, FLAG_UNPAID);
952 elmex 1.173
953 root 1.237 if (converter->is_in_shop ())
954 elmex 1.173 {
955     // converters on shop floors don't work anymore, bug lets check for it
956     // and report in case someone still does it.
957     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958     converter->debug_desc ());
959     SET_FLAG (item, FLAG_UNPAID);
960     }
961 root 1.140 else if (price_in < sint64 (item->nrof) * item->value)
962 root 1.22 {
963     LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
964 root 1.55 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
965 root 1.121 /**
966     * elmex: we are going to let the game continue, as the mapcreator
967     * hopefully had something in mind when doing this.
968     */
969     }
970 elmex 1.1
971 elmex 1.161 // elmex: only identify if we need to, for example so that generated money doesn't
972     // get an 'identified' flag so easily.
973     if (need_identify (item))
974     identify (item);
975    
976 root 1.22 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
977     return 1;
978 elmex 1.1 }
979 root 1.22
980 elmex 1.1 /**
981     * Handle apply on containers.
982     * By Eneq(@csd.uu.se).
983     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984     * added the alchemical cauldron to the code -b.t.
985     */
986 root 1.209 static int
987 root 1.22 apply_container (object *op, object *sack)
988 elmex 1.1 {
989 root 1.68 if (op->type != PLAYER || !op->contr->ns)
990 root 1.22 return 0; /* This might change */
991 elmex 1.1
992 root 1.68 if (!sack || sack->type != CONTAINER)
993 root 1.22 {
994 root 1.35 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
995 root 1.22 return 0;
996 elmex 1.1 }
997 root 1.40
998     op->contr->last_used = 0;
999 elmex 1.1
1000 root 1.68 if (sack->env && sack->env != op)
1001 root 1.22 {
1002 root 1.125 op->failmsg ("You must put it onto the floor or into your inventory first.");
1003 root 1.68 return 1;
1004 elmex 1.1 }
1005    
1006 root 1.68 // already applied == open on ground, or open in inv, or active in inv
1007     if (sack->flag [FLAG_APPLIED])
1008 root 1.22 {
1009 root 1.204 if (op->container_ () == sack)
1010 root 1.22 {
1011 root 1.68 // open on ground or inv, so close
1012     op->close_container ();
1013     return 1;
1014 root 1.22 }
1015 root 1.68 else if (!sack->env)
1016 root 1.22 {
1017 root 1.68 // active, but not ours: some other player has opened it
1018 root 1.125 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1019 root 1.68 return 1;
1020 root 1.14 }
1021 root 1.22
1022 root 1.68 // fall through to opening it (active in inv)
1023 elmex 1.1 }
1024 root 1.68 else if (sack->env)
1025 root 1.22 {
1026 root 1.68 // it is in our env, so activate it, do not open yet
1027     op->close_container ();
1028     sack->flag [FLAG_APPLIED] = 1;
1029     esrv_update_item (UPD_FLAGS, op, sack);
1030 root 1.124 op->statusmsg (format ("You ready %s.", query_name (sack)));
1031 root 1.68 return 1;
1032 elmex 1.1 }
1033    
1034 root 1.68 // it's locked?
1035 root 1.22 if (sack->slaying)
1036 root 1.68 {
1037     if (object *tmp = find_key (op, op, sack))
1038 root 1.124 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1039 root 1.22 else
1040     {
1041 root 1.124 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1042 root 1.68 return 1;
1043 root 1.22 }
1044 elmex 1.1 }
1045    
1046 root 1.68 op->open_container (sack);
1047 elmex 1.1
1048 root 1.22 return 1;
1049 elmex 1.1 }
1050    
1051     /**
1052     * Handles dropping things on altar.
1053     * Returns true if sacrifice was accepted.
1054     */
1055 root 1.22 static int
1056     apply_altar (object *altar, object *sacrifice, object *originator)
1057 elmex 1.1 {
1058 root 1.22 /* Only players can make sacrifices on spell casting altars. */
1059     if (altar->inv && (!originator || originator->type != PLAYER))
1060     return 0;
1061    
1062 root 1.200 if (operate_altar (altar, &sacrifice, originator))
1063 root 1.22 {
1064     /* Simple check. Unfortunately, it means you can't cast magic bullet
1065     * with an altar. We call it a Potion - altars are stationary - it
1066     * is up to map designers to use them properly.
1067     */
1068     if (altar->inv && altar->inv->type == SPELL)
1069     {
1070 root 1.124 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1071 root 1.22 cast_spell (originator, altar, 0, altar->inv, NULL);
1072 root 1.124 /* If it is connected, push the button. Fixes some problems with
1073 root 1.22 * old maps.
1074     */
1075 elmex 1.1
1076     /* push_button (altar);*/
1077 root 1.14 }
1078 root 1.22 else
1079     {
1080     altar->value = 1; /* works only once */
1081 root 1.183 push_button (altar, originator);
1082 root 1.22 }
1083 root 1.26
1084     return !sacrifice;
1085 root 1.22 }
1086     else
1087 root 1.26 return 0;
1088 elmex 1.1 }
1089    
1090     /**
1091     * Handles 'movement' of shop mats.
1092     * Returns 1 if 'op' was destroyed, 0 if not.
1093     * Largely re-written to not use nearly as many gotos, plus
1094     * some of this code just looked plain out of date.
1095     * MSW 2001-08-29
1096     */
1097 root 1.22 int
1098     apply_shop_mat (object *shop_mat, object *op)
1099 elmex 1.1 {
1100 elmex 1.15 int rv = 0;
1101     double opinion;
1102     object *tmp, *next;
1103 elmex 1.1
1104 elmex 1.15 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1105 elmex 1.1
1106 root 1.121 bool has_unpaid = false;
1107    
1108 root 1.196 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 root 1.121 // a quick and small change :(
1110     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111     if (item->flag [FLAG_UNPAID])
1112     {
1113     has_unpaid = true;
1114     break;
1115     }
1116    
1117 root 1.178 if (!op->is_player ())
1118 elmex 1.15 {
1119     /* Remove all the unpaid objects that may be carried here.
1120     * This could be pets or monsters that are somehow in
1121     * the shop.
1122     */
1123     for (tmp = op->inv; tmp; tmp = next)
1124     {
1125     next = tmp->below;
1126 root 1.25
1127 elmex 1.15 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1128     {
1129     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1130 root 1.14
1131 root 1.178 if (i >= 0)
1132     tmp->move (i);
1133 root 1.14 }
1134     }
1135    
1136 elmex 1.15 /* Don't teleport things like spell effects */
1137     if (QUERY_FLAG (op, FLAG_NO_PICK))
1138     return 0;
1139 root 1.14
1140 elmex 1.15 /* unpaid objects, or non living objects, can't transfer by
1141     * shop mats. Instead, put it on a nearby space.
1142     */
1143     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1144     {
1145     /* Somebody dropped an unpaid item, just move to an adjacent place. */
1146     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1147 root 1.22
1148 elmex 1.15 if (i != -1)
1149 root 1.24 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1150    
1151 elmex 1.15 return 0;
1152 root 1.14 }
1153 root 1.178
1154 elmex 1.15 /* Removed code that checked for multipart objects - it appears that
1155     * the teleport function should be able to handle this just fine.
1156     */
1157     rv = teleport (shop_mat, SHOP_MAT, op);
1158 elmex 1.1 }
1159 root 1.25 else if (can_pay (op) && get_payment (op))
1160 elmex 1.15 {
1161 root 1.24 /* this is only used for players */
1162 elmex 1.15 rv = teleport (shop_mat, SHOP_MAT, op);
1163    
1164 root 1.121 if (has_unpaid)
1165     op->contr->play_sound (sound_find ("shop_buy"));
1166 root 1.237 else if (op->is_in_shop ())
1167 root 1.121 op->contr->play_sound (sound_find ("shop_enter"));
1168     else
1169     op->contr->play_sound (sound_find ("shop_leave"));
1170    
1171 elmex 1.15 if (shop_mat->msg)
1172 root 1.124 op->statusmsg (shop_mat->msg);
1173 elmex 1.15 /* This check below is a bit simplistic - generally it should be correct,
1174     * but there is never a guarantee that the bottom space on the map is
1175     * actually the shop floor.
1176     */
1177 root 1.237 else if (!rv && !op->is_in_shop ())
1178 elmex 1.15 {
1179     opinion = shopkeeper_approval (op->map, op);
1180 root 1.24
1181 root 1.124 op->statusmsg (
1182     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1183     : opinion >= 0.75 ? "The shopkeeper waves to you."
1184     : opinion >= 0.50 ? "The shopkeeper ignores you."
1185     : "The shopkeeper glares at you with contempt."
1186     );
1187 root 1.14 }
1188 elmex 1.1 }
1189 elmex 1.15 else
1190     {
1191     /* if we get here, a player tried to leave a shop but was not able
1192 root 1.121 * to afford the items he has. We try to move the player so that
1193 elmex 1.15 * they are not on the mat anymore
1194     */
1195     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1196 root 1.22
1197 elmex 1.15 if (i == -1)
1198 root 1.121 LOG (llevError, "Internal shop-mat problem.\n");
1199 elmex 1.15 else
1200     {
1201 root 1.36 op->remove ();
1202 elmex 1.15 op->x += freearr_x[i];
1203     op->y += freearr_y[i];
1204     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1205 root 1.14 }
1206 elmex 1.1 }
1207 root 1.24
1208 elmex 1.15 CLEAR_FLAG (op, FLAG_NO_APPLY);
1209     return rv;
1210 elmex 1.1 }
1211    
1212     /**
1213     * Handles applying a sign.
1214     */
1215 root 1.22 static void
1216     apply_sign (object *op, object *sign, int autoapply)
1217 elmex 1.1 {
1218 root 1.179 if (!op->is_player())
1219     return;
1220    
1221 root 1.165 if (sign->has_dialogue ())
1222     {
1223 root 1.177 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1224 root 1.165 return;
1225     }
1226 root 1.22
1227 root 1.124 if (!sign->msg)
1228 root 1.22 {
1229 root 1.177 op->contr->infobox (MSG_CHANNEL ("examine"),
1230     format ("T<%s>\n\n Nothing %sis written on it.",
1231     &sign->name,
1232     sign->name == sign->arch->name ? "" : "else "));
1233 root 1.22 return;
1234 elmex 1.1 }
1235    
1236 root 1.22 if (sign->stats.food)
1237     {
1238     if (sign->last_eat >= sign->stats.food)
1239     {
1240     if (!sign->move_on)
1241 root 1.177 op->failmsg ("You cannot read it anymore.");
1242 root 1.120
1243 root 1.22 return;
1244 root 1.14 }
1245 elmex 1.1
1246 root 1.22 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1247     sign->last_eat++;
1248 elmex 1.1 }
1249    
1250 root 1.22 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1251     * No way to know for sure. The presumption is basically that if
1252     * move_on is zero, it needs to be manually applied (doesn't talk
1253     * to us).
1254     */
1255     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1256     {
1257 root 1.125 op->failmsg ("You are unable to read while blind!");
1258 root 1.22 return;
1259     }
1260 root 1.110
1261     if (op->contr)
1262     if (client *ns = op->contr->ns)
1263     {
1264 root 1.135 if (sign->sound)
1265     ns->play_sound (sign->sound);
1266     else if (autoapply)
1267 root 1.136 ns->play_sound (sound_find ("msg_voice"));
1268 root 1.110
1269 root 1.176 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1270 root 1.110 }
1271 elmex 1.1 }
1272    
1273 root 1.167 static void
1274     move_apply_hole (object *trap, object *victim)
1275     {
1276     /* Hole not open? */
1277     if (trap->stats.wc > 0)
1278     return;
1279    
1280     /* Is this a multipart monster and not the head? If so, return.
1281     * Processing will happen if the head runs into the pit
1282     */
1283     if (victim->head)
1284     return;
1285    
1286     // now find all possible locations and randomly pick one
1287     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 root 1.168 trap->range >= 3 ? SIZEOFFREE3 + 1
1289     : trap->range >= 2 ? SIZEOFFREE2 + 1
1290     : trap->range >= 1 ? SIZEOFFREE1 + 1
1291     : SIZEOFFREE0 + 1);
1292 root 1.167
1293     if (dir < 0)
1294     return;
1295    
1296     victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297     victim->statusmsg ("You fall through the hole!", NDI_RED);
1298    
1299     transfer_ob (victim,
1300     EXIT_X (trap) + freearr_x[dir],
1301     EXIT_Y (trap) + freearr_y[dir],
1302     0, victim);
1303     }
1304    
1305 elmex 1.1 /**
1306     * 'victim' moves onto 'trap'
1307     * 'victim' leaves 'trap'
1308     * effect is determined by move_on/move_off of trap and move_type of victime.
1309     *
1310     * originator: Player, monster or other object that caused 'victim' to move
1311     * onto 'trap'. Will receive messages caused by this action. May be NULL.
1312     * However, some types of traps require an originator to function.
1313     */
1314 root 1.22 void
1315 elmex 1.46 move_apply (object *trap, object *victim, object *originator)
1316 elmex 1.1 {
1317     static int recursion_depth = 0;
1318    
1319     /* Only exits affect DMs. */
1320 root 1.22 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1321 elmex 1.1 return;
1322    
1323     /* move_apply() is the most likely candidate for causing unwanted and
1324     * possibly unlimited recursion.
1325     */
1326 root 1.206 /* The following was changed because it was causing perfectly correct
1327 elmex 1.1 * maps to fail. 1) it's not an error to recurse:
1328     * rune detonates, summoning monster. monster lands on nearby rune.
1329     * nearby rune detonates. This sort of recursion is expected and
1330     * proper. This code was causing needless crashes.
1331     */
1332 root 1.22 if (recursion_depth >= 500)
1333     {
1334     LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1335 root 1.108 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1336 root 1.22 return;
1337 elmex 1.1 }
1338 root 1.110
1339 root 1.22 recursion_depth++;
1340     if (trap->head)
1341     trap = trap->head;
1342 elmex 1.1
1343 root 1.198 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1344     switch (trap->type)
1345     {
1346     case PLAYERMOVER:
1347     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348     {
1349     if (!trap->stats.maxsp)
1350     trap->stats.maxsp = 2;
1351    
1352     /* Is this correct? From the docs, it doesn't look like it
1353     * should be divided by trap->speed
1354     */
1355 root 1.215 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356 root 1.198
1357     /* Just put in some sanity check. I think there is a bug in the
1358     * above with some objects have zero speed, and thus the player
1359     * getting permanently paralyzed.
1360     */
1361     if (victim->speed_left < -50.f)
1362     victim->speed_left = -50.f;
1363     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364     }
1365     break;
1366 elmex 1.1
1367 root 1.198 case SPINNER:
1368     if (victim->direction)
1369     {
1370     victim->direction = absdir (victim->direction - trap->stats.sp);
1371     update_turn_face (victim);
1372     }
1373     break;
1374 root 1.14
1375 root 1.198 case DIRECTOR:
1376     if (victim->direction && !should_director_abort (trap, victim))
1377     {
1378     victim->direction = trap->stats.sp;
1379     update_turn_face (victim);
1380     }
1381     break;
1382 root 1.14
1383 root 1.198 case BUTTON:
1384     case PEDESTAL:
1385 root 1.205 case T_MATCH:
1386 root 1.198 update_button (trap, originator);
1387     break;
1388 root 1.14
1389 root 1.198 case ALTAR:
1390     /* sacrifice victim on trap */
1391     apply_altar (trap, victim, originator);
1392     break;
1393 root 1.14
1394 root 1.198 case THROWN_OBJ:
1395     if (trap->inv == NULL)
1396     break;
1397     /* fallthrough */
1398    
1399     case ARROW:
1400     /* bad bug: monster throw a object, make a step forwards, step on object ,
1401     * trigger this here and get hit by own missile - and will be own enemy.
1402     * Victim then is his own enemy and will start to kill herself (this is
1403     * removed) but we have not synced victim and his missile. To avoid senseless
1404     * action, we avoid hits here
1405     */
1406 root 1.212 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407     && trap->owner != victim)
1408 root 1.198 hit_with_arrow (trap, victim);
1409     break;
1410 root 1.14
1411 root 1.198 case SPELL_EFFECT:
1412     apply_spell_effect (trap, victim);
1413     break;
1414 root 1.23
1415 root 1.198 case TRAPDOOR:
1416     {
1417     int max, sound_was_played;
1418     object *ab, *ab_next;
1419 root 1.14
1420 root 1.198 if (!trap->value)
1421     {
1422     int tot;
1423 root 1.14
1424 root 1.198 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1425     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426     tot += ab->head_ ()->total_weight ();
1427 root 1.14
1428 root 1.198 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429     break;
1430 root 1.14
1431 root 1.198 SET_ANIMATION (trap, trap->value);
1432     update_object (trap, UP_OBJ_FACE);
1433     }
1434 root 1.22
1435 root 1.198 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436     {
1437     /* need to set this up, since if we do transfer the object,
1438     * ab->above would be bogus
1439     */
1440     ab_next = ab->above;
1441 root 1.14
1442 root 1.23 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1443 root 1.198 {
1444     if (!sound_was_played)
1445     {
1446     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447     sound_was_played = 1;
1448     }
1449 root 1.14
1450 root 1.198 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452     }
1453     }
1454     break;
1455     }
1456 root 1.22
1457 root 1.198 case CONVERTER:
1458     if (convert_item (victim, trap) < 0)
1459     {
1460     originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1461     archetype::get (shstr_burnout)->insert_at (trap, trap);
1462 root 1.23 }
1463 root 1.14
1464 root 1.198 break;
1465 root 1.14
1466 root 1.198 case TRIGGER_BUTTON:
1467     case TRIGGER_PEDESTAL:
1468     case TRIGGER_ALTAR:
1469 root 1.200 check_trigger (trap, victim, originator);
1470 root 1.198 break;
1471 root 1.118
1472 root 1.198 case DEEP_SWAMP:
1473     walk_on_deep_swamp (trap, victim);
1474     break;
1475 root 1.14
1476 root 1.198 case CHECK_INV:
1477     check_inv (victim, trap);
1478     break;
1479 root 1.14
1480 root 1.198 case HOLE:
1481     move_apply_hole (trap, victim);
1482     break;
1483 root 1.14
1484 root 1.198 case EXIT:
1485     if (victim->type == PLAYER && EXIT_PATH (trap))
1486     {
1487     /* Basically, don't show exits leading to random maps the
1488     * players output.
1489     */
1490 root 1.226 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 root 1.198 victim->statusmsg (trap->msg, NDI_NAVY);
1492 root 1.23
1493 root 1.198 trap->play_sound (trap->sound);
1494     victim->enter_exit (trap);
1495     }
1496     break;
1497 root 1.23
1498 root 1.198 case ENCOUNTER:
1499     /* may be some leftovers on this */
1500     break;
1501 root 1.23
1502 root 1.198 case SHOP_MAT:
1503     apply_shop_mat (trap, victim);
1504     break;
1505 root 1.14
1506 root 1.198 /* Drop a certain amount of gold, and have one item identified */
1507     case IDENTIFY_ALTAR:
1508     apply_id_altar (victim, trap, originator);
1509     break;
1510 root 1.55
1511 root 1.198 case SIGN:
1512     if (victim->type != PLAYER && trap->stats.food > 0)
1513     break; /* monsters musn't apply magic_mouths with counters */
1514 root 1.14
1515 root 1.198 apply_sign (victim, trap, 1);
1516     break;
1517 root 1.23
1518 root 1.198 case CONTAINER:
1519     apply_container (victim, trap);
1520     break;
1521 root 1.23
1522 root 1.198 case RUNE:
1523     case TRAP:
1524     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1525     spring_trap (trap, victim);
1526     break;
1527 root 1.23
1528 root 1.198 default:
1529     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1530     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1531     break;
1532     }
1533 elmex 1.1
1534 root 1.22 recursion_depth--;
1535 elmex 1.1 }
1536    
1537     /**
1538     * Handles reading a regular (ie not containing a spell) book.
1539     */
1540 root 1.22 static void
1541     apply_book (object *op, object *tmp)
1542 elmex 1.1 {
1543 root 1.22 int lev_diff;
1544     object *skill_ob;
1545    
1546     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1547     {
1548 root 1.125 op->failmsg ("You are unable to read while blind!");
1549 root 1.22 return;
1550     }
1551 root 1.112
1552     if (!tmp->msg)
1553 root 1.22 {
1554 sf-marcmagus 1.203 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1555 root 1.22 return;
1556     }
1557 elmex 1.1
1558 root 1.22 /* need a literacy skill to read stuff! */
1559     skill_ob = find_skill_by_name (op, tmp->skill);
1560     if (!skill_ob)
1561     {
1562 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));
1563 elmex 1.1 return;
1564     }
1565 root 1.112
1566 root 1.22 lev_diff = tmp->level - (skill_ob->level + 5);
1567     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1568     {
1569 root 1.134 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1570 root 1.124 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1571     : lev_diff < 5 ? "This book is beyond your comprehension."
1572     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1573     : lev_diff < 15 ? "This book is way beyond your comprehension."
1574     : "This book is totally beyond your comprehension.");
1575 elmex 1.1 return;
1576     }
1577    
1578 elmex 1.223 // we currently don't use the message types for anything.
1579     // readable_message_type *msgType = get_readable_message_type (tmp);
1580    
1581     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582 root 1.22
1583 root 1.112 if (player *pl = op->contr)
1584     if (client *ns = pl->ns)
1585 root 1.176 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586 root 1.22
1587     /* gain xp from reading */
1588     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589     { /* only if not read before */
1590     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591    
1592     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593     {
1594     /*exp_gain *= 2; because they just identified it too */
1595     SET_FLAG (tmp, FLAG_IDENTIFIED);
1596 root 1.41
1597 root 1.149 if (object *pl = tmp->visible_to ())
1598     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 root 1.22 }
1600 root 1.41
1601 root 1.22 change_exp (op, exp_gain, skill_ob->skill, 0);
1602     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 elmex 1.1 }
1604     }
1605    
1606     /**
1607 root 1.208 * op made some mistake with a scroll, this takes care of punishment.
1608     * scroll_failure()- hacked directly from spell_failure
1609     */
1610     static void
1611     scroll_failure (object *op, int failure, int power)
1612     {
1613     if (abs (failure / 4) > power)
1614     power = abs (failure / 4); /* set minimum effect */
1615    
1616     if (failure <= -1 && failure > -15)
1617     { /* wonder */
1618     object *tmp;
1619    
1620     op->failmsg ("Your spell warps!");
1621     tmp = get_archetype (SPELL_WONDER);
1622     cast_wonder (op, op, 0, tmp);
1623     tmp->destroy ();
1624     }
1625     else if (failure <= -15 && failure > -35)
1626     { /* drain mana */
1627     op->failmsg ("Your mana is drained!");
1628     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629     if (op->stats.sp < 0)
1630     op->stats.sp = 0;
1631     }
1632     else if (settings.spell_failure_effects == TRUE)
1633     {
1634     if (failure <= -35 && failure > -60)
1635     { /* confusion */
1636     op->failmsg ("The magic recoils on you!");
1637     confuse_player (op, op, power);
1638     }
1639     else if (failure <= -60 && failure > -70)
1640     { /* paralysis */
1641     op->failmsg ("The magic recoils and paralyzes you!");
1642     paralyze_player (op, op, power);
1643     }
1644     else if (failure <= -70 && failure > -80)
1645     { /* blind */
1646     op->failmsg ("The magic recoils on you!");
1647     blind_player (op, op, power);
1648     }
1649     else if (failure <= -80)
1650     { /* blast the immediate area */
1651     object *tmp = get_archetype (LOOSE_MANA);
1652     cast_magic_storm (op, tmp, power);
1653     op->failmsg ("You unleash uncontrolled mana!");
1654     tmp->destroy ();
1655     }
1656     }
1657     }
1658    
1659     /**
1660 elmex 1.1 * Handles the applying of a skill scroll, calling learn_skill straight.
1661     * op is the person learning the skill, tmp is the skill scroll object
1662     */
1663 root 1.22 static void
1664     apply_skillscroll (object *op, object *tmp)
1665 elmex 1.1 {
1666 root 1.124 switch (learn_skill (op, tmp))
1667 root 1.22 {
1668 root 1.24 case 0:
1669 root 1.124 op->play_sound (sound_find ("generic_fail"));
1670 root 1.125 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 root 1.124 break;
1672 root 1.24
1673     case 1:
1674 root 1.144 tmp->decrease ();
1675 root 1.124 op->play_sound (sound_find ("skill_learn"));
1676     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677     break;
1678 root 1.14
1679 root 1.24 default:
1680 root 1.144 tmp->decrease ();
1681 root 1.124 op->play_sound (sound_find ("generic_fail"));
1682 root 1.125 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1683 root 1.124 break;
1684 elmex 1.1 }
1685     }
1686    
1687     /**
1688     * Actually makes op learn spell.
1689     * Informs player of what happens.
1690     */
1691 root 1.22 void
1692     do_learn_spell (object *op, object *spell, int special_prayer)
1693 elmex 1.1 {
1694 root 1.22 object *tmp;
1695 elmex 1.1
1696 root 1.22 if (op->type != PLAYER)
1697     {
1698     LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1699     return;
1700 elmex 1.1 }
1701    
1702 root 1.22 /* Upgrade special prayers to normal prayers */
1703     if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704     {
1705     if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706     {
1707     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1708     return;
1709 elmex 1.1 }
1710 root 1.22 return;
1711 elmex 1.1 }
1712    
1713 root 1.118 op->contr->play_sound (sound_find ("learn_spell"));
1714    
1715 root 1.39 tmp = spell->clone ();
1716 root 1.22 insert_ob_in_ob (tmp, op);
1717    
1718     if (special_prayer)
1719 root 1.39 SET_FLAG (tmp, FLAG_STARTEQUIP);
1720 elmex 1.1
1721 root 1.22 esrv_add_spells (op->contr, tmp);
1722 elmex 1.1 }
1723    
1724     /**
1725     * Erases spell from player's inventory.
1726     */
1727 root 1.22 void
1728     do_forget_spell (object *op, const char *spell)
1729 elmex 1.1 {
1730 root 1.22 object *spob;
1731    
1732     if (op->type != PLAYER)
1733     {
1734     LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1735     return;
1736     }
1737     if ((spob = check_spell_known (op, spell)) == NULL)
1738     {
1739     LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740     return;
1741     }
1742 elmex 1.1
1743 root 1.125 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 root 1.22 esrv_remove_spell (op->contr, spob);
1745 root 1.172 spob->destroy ();
1746 elmex 1.1 }
1747    
1748     /**
1749     * Handles player applying a spellbook.
1750     * Checks whether player has knowledge of required skill, doesn't already know the spell,
1751     * stuff like that. Random learning failure too.
1752     */
1753 root 1.22 static void
1754     apply_spellbook (object *op, object *tmp)
1755 elmex 1.1 {
1756 root 1.22 object *skop, *spell, *spell_skill;
1757    
1758     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1759     {
1760 root 1.125 op->failmsg ("You are unable to read while blind.");
1761 root 1.22 return;
1762     }
1763    
1764     /* artifact_spellbooks have 'slaying' field point to a spell name,
1765     * instead of having their spell stored in stats.sp. These are
1766     * legacy spellbooks
1767     */
1768 root 1.114 if (tmp->slaying)
1769 root 1.22 {
1770 root 1.216 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771    
1772 root 1.22 if (!spell)
1773     {
1774 root 1.125 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 root 1.22 return;
1776 root 1.14 }
1777 root 1.22 else
1778     insert_ob_in_ob (spell, tmp);
1779 root 1.114
1780     tmp->slaying = 0;
1781 root 1.22 }
1782    
1783     skop = find_skill_by_name (op, tmp->skill);
1784    
1785     /* need a literacy skill to learn spells. Also, having a literacy level
1786     * lower than the spell will make learning the spell more difficult */
1787     if (!skop)
1788     {
1789 root 1.125 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 root 1.22 return;
1791     }
1792    
1793     spell = tmp->inv;
1794 root 1.32
1795 root 1.22 if (!spell)
1796     {
1797     LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1798 root 1.125 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1799 root 1.22 return;
1800     }
1801 root 1.31
1802 root 1.190 int learn_level = sqrtf (spell->level) * 1.5f;
1803     if (skop->level < learn_level)
1804 root 1.22 {
1805 root 1.190 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806     &tmp->skill, learn_level));
1807 root 1.22 return;
1808     }
1809    
1810 root 1.240 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
1811 root 1.22
1812     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1813 root 1.149 identify (tmp);
1814 root 1.22
1815     /* I removed the check for special_prayer_mark here - it didn't make
1816     * a lot of sense - special prayers are not found in spellbooks, and
1817     * if the player doesn't know the spell, doesn't make a lot of sense that
1818     * they would have a special prayer mark.
1819     */
1820     if (check_spell_known (op, spell->name))
1821     {
1822 root 1.124 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 root 1.22 return;
1824 elmex 1.1 }
1825 root 1.22
1826     if (spell->skill)
1827     {
1828     spell_skill = find_skill_by_name (op, spell->skill);
1829 root 1.25
1830 root 1.22 if (!spell_skill)
1831     {
1832 root 1.234 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1833 root 1.22 return;
1834 root 1.14 }
1835 root 1.25
1836 root 1.22 if (spell_skill->level < spell->level)
1837     {
1838 root 1.125 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1839 root 1.22 return;
1840 root 1.14 }
1841 elmex 1.1 }
1842    
1843 root 1.22 /* Logic as follows
1844     *
1845     * 1- MU spells use Int to learn, Cleric spells use Wisdom
1846     *
1847     * 2- The learner's skill level in literacy adjusts the chance to learn
1848     * a spell.
1849     *
1850     * 3 -Automatically fail to learn if you read while confused
1851     *
1852     * Overall, chances are the same but a player will find having a high
1853     * literacy rate very useful! -b.t.
1854     */
1855     if (QUERY_FLAG (op, FLAG_CONFUSED))
1856     {
1857 root 1.125 op->failmsg ("In your confused state you flub the wording of the text!");
1858 root 1.212 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 root 1.22 }
1860     else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862     {
1863 root 1.124 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1864 root 1.22 do_learn_spell (op, spell, 0);
1865    
1866     /* xp gain to literacy for spell learning */
1867     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1868     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1869 elmex 1.1 }
1870 root 1.22 else
1871     {
1872 root 1.118 op->contr->play_sound (sound_find ("fumble_spell"));
1873 root 1.125 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 root 1.22 }
1875 root 1.73
1876 root 1.144 tmp->decrease ();
1877 elmex 1.1 }
1878    
1879     /**
1880     * Handles applying a spell scroll.
1881     */
1882 root 1.22 void
1883     apply_scroll (object *op, object *tmp, int dir)
1884 elmex 1.1 {
1885 root 1.22 object *skop;
1886 elmex 1.1
1887 root 1.22 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1888     {
1889 root 1.125 op->failmsg ("You are unable to read while blind.");
1890 root 1.22 return;
1891 elmex 1.1 }
1892    
1893 root 1.22 if (!tmp->inv || tmp->inv->type != SPELL)
1894     {
1895 root 1.125 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1896 root 1.22 return;
1897 elmex 1.1 }
1898    
1899 root 1.22 if (op->type == PLAYER)
1900     {
1901     /* players need a literacy skill to read stuff! */
1902     int exp_gain = 0;
1903 elmex 1.1
1904 root 1.22 /* hard code literacy - tmp->skill points to where the exp
1905     * should go for anything killed by the spell.
1906     */
1907     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1908 elmex 1.1
1909 root 1.22 if (!skop)
1910     {
1911 root 1.125 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1912 root 1.22 return;
1913     }
1914 elmex 1.1
1915 root 1.22 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1916     change_exp (op, exp_gain, skop->skill, 0);
1917 elmex 1.1 }
1918    
1919 root 1.22 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1920     identify (tmp);
1921 elmex 1.1
1922 root 1.124 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 elmex 1.1
1924 root 1.22 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 root 1.144 tmp->decrease ();
1926 elmex 1.1 }
1927    
1928     /**
1929     * Applies a treasure object - by default, chest. op
1930     * is the person doing the applying, tmp is the treasure
1931     * chest.
1932     */
1933 root 1.22 static void
1934     apply_treasure (object *op, object *tmp)
1935 elmex 1.1 {
1936 root 1.124 /* Nice side effect of this treasure creation method is that the treasure
1937 root 1.22 * for the chest is done when the chest is created, and put into the chest
1938 root 1.124 * inventory. So that when the chest burns up, the items still exist. Also
1939     * prevents people from moving chests to more difficult maps to get better
1940 root 1.22 * treasure
1941     */
1942 root 1.99 object *treas = tmp->inv;
1943 root 1.22
1944 root 1.99 if (!treas)
1945 root 1.22 {
1946 root 1.124 op->statusmsg ("The chest was empty.");
1947 root 1.144 tmp->decrease ();
1948 root 1.22 return;
1949     }
1950 root 1.99
1951 root 1.22 while (tmp->inv)
1952     {
1953     treas = tmp->inv;
1954 root 1.36 treas->remove ();
1955 elmex 1.1
1956 root 1.22 treas->x = op->x;
1957     treas->y = op->y;
1958     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959    
1960     if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961     spring_trap (treas, op);
1962 root 1.37
1963 root 1.22 /* If either player or container was destroyed, no need to do
1964 root 1.124 * further processing. I think this should be enclused with
1965 root 1.22 * spring trap above, as I don't think there is otherwise
1966 root 1.124 * any way for the treasure chest or player to get killed.
1967 root 1.22 */
1968 root 1.29 if (op->destroyed () || tmp->destroyed ())
1969 root 1.22 break;
1970 elmex 1.1 }
1971    
1972 root 1.124 if (!tmp->destroyed () && !tmp->inv)
1973 root 1.171 tmp->decrease (true);
1974 elmex 1.1 }
1975    
1976     /**
1977     * A dragon is eating some flesh. If the flesh contains resistances,
1978     * there is a chance for the dragon's skin to get improved.
1979     *
1980     * attributes:
1981     * object *op the object (dragon player) eating the flesh
1982     * object *meal the flesh item, getting chewed in dragon's mouth
1983     * return:
1984     * int 1 if eating successful, 0 if it doesn't work
1985     */
1986 root 1.208 static int
1987 root 1.22 dragon_eat_flesh (object *op, object *meal)
1988     {
1989     object *skin = NULL; /* pointer to dragon skin force */
1990     object *abil = NULL; /* pointer to dragon ability force */
1991     object *tmp = NULL; /* tmp. object */
1992    
1993 elmex 1.1 double chance; /* improvement-chance of one resistance type */
1994 root 1.22 double totalchance = 1; /* total chance of gaining one resistance */
1995     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
1996     double mbonus = 0; /* monster bonus */
1997 elmex 1.1 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 root 1.22 int winners = 0; /* number of winners */
1999 elmex 1.1 int i; /* index */
2000 root 1.22
2001 elmex 1.1 /* let's make sure and doublecheck the parameters */
2002 root 1.219 if (meal->type != FLESH || !op->is_dragon ())
2003 elmex 1.1 return 0;
2004 root 1.22
2005 elmex 1.1 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006     from the player's inventory */
2007 root 1.60 for (tmp = op->inv; tmp; tmp = tmp->below)
2008     if (tmp->type == FORCE)
2009 root 1.113 if (tmp->arch->archname == shstr_dragon_skin_force)
2010 root 1.60 skin = tmp;
2011 root 1.113 else if (tmp->arch->archname == shstr_dragon_ability_force)
2012 root 1.60 abil = tmp;
2013 root 1.22
2014 elmex 1.1 /* if either skin or ability are missing, this is an old player
2015     which is not to be considered a dragon -> bail out */
2016 root 1.22 if (skin == NULL || abil == NULL)
2017     return 0;
2018    
2019 elmex 1.1 /* now start by filling stomache and health, according to food-value */
2020 root 1.233 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2021     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2022 elmex 1.1 else
2023 root 1.22 op->stats.hp += meal->stats.food / 50;
2024 root 1.124
2025 root 1.233 min_it (op->stats.hp, op->stats.maxhp);
2026     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2027 root 1.22
2028     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2029    
2030 elmex 1.1 /* on to the interesting part: chances for adding resistance */
2031 root 1.22 for (i = 0; i < NROFATTACKS; i++)
2032     {
2033     if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2034     {
2035     /* got positive resistance, now calculate improvement chance (0-100) */
2036    
2037     /* this bonus makes resistance increase easier at lower levels */
2038     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2039     if (i == abil->stats.exp)
2040     bonus += 5; /* additional bonus for resistance of ability-focus */
2041    
2042     /* monster bonus increases with level, because high-level
2043     flesh is too rare */
2044     mbonus = op->level * 20. / ((double) settings.max_level);
2045    
2046 root 1.212 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2047     ((double)settings.max_level)) - skin->resist[i];
2048 root 1.22
2049     if (chance >= 0.)
2050     chance += 1.;
2051     else
2052     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2053    
2054     /* chance is proportional to amount of resistance (max. 50) */
2055 root 1.212 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2056 root 1.22
2057     /* doubled chance for resistance of ability-focus */
2058     if (i == abil->stats.exp)
2059 root 1.212 chance = min (100., chance * 2.);
2060 root 1.22
2061     /* now make the throw and save all winners (Don't insert luck bonus here!) */
2062 root 1.212 if (rndm (10000) < (unsigned int)(chance * 100))
2063 root 1.22 {
2064     atnr_winner[winners] = i;
2065     winners++;
2066     }
2067    
2068     if (chance >= 0.01)
2069     totalchance *= 1 - chance / 100;
2070    
2071     /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2072     }
2073 elmex 1.1 }
2074 root 1.22
2075 elmex 1.1 /* inverse totalchance as until now we have the failure-chance */
2076 root 1.22 totalchance = 100 - totalchance * 100;
2077 root 1.124
2078 elmex 1.1 /* print message according to totalchance */
2079 root 1.124 const char *buf;
2080 elmex 1.1 if (totalchance > 50.)
2081 root 1.124 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2082 elmex 1.1 else if (totalchance > 10.)
2083 root 1.124 buf = format ("The %s tasted very good.", &meal->name);
2084 elmex 1.1 else if (totalchance > 1.)
2085 root 1.124 buf = format ("The %s tasted good.", &meal->name);
2086 elmex 1.1 else if (totalchance > 0.1)
2087 root 1.124 buf = format ("The %s tasted bland.", &meal->name);
2088 elmex 1.1 else if (totalchance >= 0.01)
2089 root 1.124 buf = format ("The %s had a boring taste.", &meal->name);
2090 root 1.22 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2091 root 1.124 buf = format ("The %s tasted strange.", &meal->name);
2092 root 1.22 else
2093 root 1.124 buf = format ("The %s had no taste.", &meal->name);
2094    
2095     op->statusmsg (buf);
2096 root 1.22
2097 elmex 1.1 /* now choose a winner if we have any */
2098     i = -1;
2099 root 1.22 if (winners > 0)
2100 root 1.175 i = atnr_winner [rndm (winners)];
2101 root 1.22
2102     if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2103     {
2104     /* resistance increased! */
2105     skin->resist[i]++;
2106 root 1.51 op->update_stats ();
2107 root 1.22
2108 root 1.124 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2109 root 1.22 }
2110    
2111 elmex 1.1 /* if this flesh contains a new ability focus, we mark it
2112     into the ability_force and it will take effect on next level */
2113 root 1.22 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2114     {
2115     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2116    
2117     if (meal->last_eat != abil->stats.exp)
2118 root 1.124 op->statusmsg (format (
2119 root 1.125 "Your metabolism prepares to focus on %s!\n"
2120     "The change will happen at level %d.",
2121     change_resist_msg[meal->last_eat],
2122     abil->level + 1
2123 root 1.124 ));
2124 root 1.22 else
2125     {
2126 root 1.124 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2127 root 1.22 abil->last_eat = 0;
2128     }
2129 elmex 1.1 }
2130 root 1.124
2131 elmex 1.1 return 1;
2132     }
2133    
2134     /**
2135 root 1.208 * op eats food.
2136     * If player, takes care of messages and dragon special food.
2137     */
2138     static void
2139     apply_food (object *op, object *tmp)
2140     {
2141     int capacity_remaining;
2142    
2143     if (op->type != PLAYER)
2144     op->stats.hp = op->stats.maxhp;
2145     else
2146     {
2147     /* check if this is a dragon (player), eating some flesh */
2148 root 1.219 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 root 1.208 ;
2150     else
2151     {
2152     /* usual case - no dragon meal: */
2153 root 1.233 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 root 1.208 {
2155     if (tmp->type == FOOD || tmp->type == FLESH)
2156     op->failmsg ("You feel full, but what a waste of food!");
2157     else
2158     op->statusmsg ("Most of the drink goes down your face not your throat!");
2159     }
2160    
2161     tmp->play_sound (
2162     tmp->sound
2163     ? tmp->sound
2164     : tmp->type == DRINK
2165     ? sound_find ("eat_drink")
2166     : sound_find ("eat_food")
2167     );
2168    
2169     if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170     {
2171     const char *buf;
2172    
2173 root 1.219 if (!op->is_dragon ())
2174 root 1.208 {
2175     /* eating message for normal players */
2176     if (tmp->type == DRINK)
2177     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178     else
2179     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180     }
2181     else
2182     /* eating message for dragon players */
2183     buf = format ("The %s tasted terrible!", &tmp->name);
2184    
2185     op->statusmsg (buf);
2186    
2187 root 1.233 capacity_remaining = MAX_FOOD - op->stats.food;
2188 root 1.208 op->stats.food += tmp->stats.food;
2189     if (capacity_remaining < tmp->stats.food)
2190     op->stats.hp += capacity_remaining / 50;
2191     else
2192     op->stats.hp += tmp->stats.food / 50;
2193    
2194 root 1.233 min_it (op->stats.hp, op->stats.maxhp);
2195     min_it (op->stats.food, MAX_FOOD);
2196 root 1.208 }
2197    
2198     /* special food hack -b.t. */
2199     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200     eat_special_food (op, tmp);
2201     }
2202     }
2203    
2204     handle_apply_yield (tmp);
2205     tmp->decrease ();
2206     }
2207    
2208     /**
2209 elmex 1.1 * Handles applying an improve armor scroll.
2210     * Does some sanity checks, then calls improve_armour.
2211     */
2212 root 1.22 static void
2213     apply_armour_improver (object *op, object *tmp)
2214 elmex 1.1 {
2215 root 1.22 object *armor;
2216 elmex 1.1
2217 root 1.114 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2218 root 1.22 {
2219 root 1.125 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 root 1.22 return;
2221 elmex 1.1 }
2222 root 1.51
2223 root 1.22 armor = find_marked_object (op);
2224 root 1.51
2225 root 1.22 if (!armor)
2226     {
2227 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.");
2228 elmex 1.1 return;
2229     }
2230 root 1.51
2231 root 1.22 if (armor->type != ARMOUR
2232     && armor->type != CLOAK
2233     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 elmex 1.1 {
2235 root 1.125 op->failmsg ("Your marked item is not armour!\n");
2236 root 1.22 return;
2237 elmex 1.1 }
2238    
2239 root 1.124 op->statusmsg ("Applying armour enchantment.");
2240 root 1.22 improve_armour (op, tmp, armor);
2241 elmex 1.1 }
2242    
2243 root 1.151 void
2244 root 1.22 apply_poison (object *op, object *tmp)
2245 elmex 1.1 {
2246 root 1.158 // need to do it now when it is still on the map
2247     handle_apply_yield (tmp);
2248    
2249 root 1.151 object *poison = tmp->split (1);
2250    
2251 root 1.22 if (op->type == PLAYER)
2252     {
2253 root 1.118 op->contr->play_sound (sound_find ("drink_poison"));
2254 root 1.125 op->failmsg ("Yech! That tasted poisonous!");
2255 root 1.151 op->contr->killer = poison;
2256 elmex 1.1 }
2257 root 1.114
2258 root 1.151 if (poison->stats.hp > 0)
2259 root 1.22 {
2260 root 1.151 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2261     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2262 elmex 1.1 }
2263 root 1.114
2264 root 1.22 op->stats.food -= op->stats.food / 4;
2265 root 1.172 poison->destroy ();
2266 elmex 1.1 }
2267    
2268     /**
2269 elmex 1.184 * This function will try to apply a lighter and in case no lighter
2270     * is specified it will try to find a lighter in the players inventory,
2271     * and inform him about this requirement.
2272     *
2273 root 1.193 * who - the player
2274     * op - the item we want to light
2275     * lighter - the lighter or 0 if a lighter has yet to be found
2276 elmex 1.184 */
2277 root 1.194 static object *
2278 root 1.192 auto_apply_lighter (object *who, object *op, object *lighter)
2279 elmex 1.184 {
2280     if (lighter == 0)
2281     {
2282     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2283     {
2284     if (tmp->type == LIGHTER)
2285     {
2286     lighter = tmp;
2287     break;
2288     }
2289     }
2290    
2291     if (!lighter)
2292     {
2293     who->failmsg (format (
2294     "You can't light up the %s with your bare hands! "
2295     "H<You need a lighter in your inventory, for example a flint and steel.>",
2296     &op->name));
2297     return 0;
2298     }
2299     }
2300    
2301     // last_eat == 0 means the lighter is not being used up!
2302     if (lighter->last_eat && lighter->stats.food)
2303     {
2304     /* lighter gets used up */
2305     lighter = lighter->split ();
2306     lighter->stats.food--;
2307     who->insert (lighter);
2308     }
2309     else if (lighter->last_eat)
2310     {
2311     /* no charges left in lighter */
2312     who->failmsg (format (
2313     "You attempt to light the %s with a used up %s.",
2314     &op->name, &lighter->name));
2315     return 0;
2316     }
2317    
2318     return lighter;
2319     }
2320    
2321     /**
2322     * Designed primarily to light torches/lanterns/etc.
2323     * Also burns up burnable material too. First object in the inventory is
2324     * the selected object to "burn". -b.t.
2325     */
2326 root 1.209 static void
2327 elmex 1.184 apply_lighter (object *who, object *lighter)
2328     {
2329     object *item;
2330     int is_player_env = 0;
2331    
2332     item = find_marked_object (who);
2333     if (item)
2334     {
2335 root 1.192 if (!auto_apply_lighter (who, item, lighter))
2336 elmex 1.184 return;
2337    
2338     /* Perhaps we should split what we are trying to light on fire?
2339     * I can't see many times when you would want to light multiple
2340     * objects at once.
2341     */
2342    
2343     save_throw_object (item, AT_FIRE, who);
2344    
2345     if (item->destroyed ()
2346     || ((item->type == LAMP || item->type == TORCH)
2347     && item->glow_radius > 0))
2348     who->statusmsg (format (
2349     "You light the %s with the %s.",
2350     &item->name, &lighter->name));
2351     else
2352     who->failmsg (format (
2353     "You attempt to light the %s with the %s and fail.",
2354     &item->name, &lighter->name));
2355     }
2356     else
2357     who->failmsg ("You need to mark a lightable object.");
2358     }
2359    
2360     /**
2361 elmex 1.187 * This function generates a cursed effect for cursed lamps and torches.
2362     */
2363 root 1.210 static void
2364     player_apply_lamp_cursed_effect (object *who, object *op)
2365 elmex 1.187 {
2366     if (op->level)
2367     {
2368     who->failmsg (format (
2369     "The %s was cursed, it explodes in a big fireball!",
2370     &op->name));
2371     create_exploding_ball_at (who, op->level);
2372     }
2373     else
2374     {
2375     who->failmsg (format (
2376     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377     &op->name));
2378     }
2379    
2380     op->destroy ();
2381     }
2382    
2383     /**
2384 elmex 1.184 * Apply for players and lamps
2385     *
2386     * who - the player
2387     * op - the lamp
2388     */
2389 root 1.210 static void
2390     player_apply_lamp (object *who, object *op)
2391 elmex 1.184 {
2392     bool switch_on = op->glow_radius ? false : true;
2393    
2394     if (switch_on)
2395     {
2396     object *lighter = 0;
2397    
2398     if (op->flag [FLAG_IS_LIGHTABLE]
2399     && !(lighter = auto_apply_lighter (who, op, 0)))
2400     return;
2401    
2402     if (op->stats.food < 1)
2403     {
2404     if (op->type == LAMP)
2405     who->failmsg (format (
2406     "The %s is out of fuel! "
2407     "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408     &op->name));
2409     else
2410     who->failmsg (format (
2411     "The %s is burnt out! "
2412     "H<Torches and similar items burn out and become worthless.>",
2413     &op->name));
2414     return;
2415     }
2416    
2417 elmex 1.187 if (op->flag [FLAG_CURSED])
2418     {
2419     player_apply_lamp_cursed_effect (who, op);
2420     return;
2421     }
2422    
2423 elmex 1.184 if (lighter)
2424     who->statusmsg (format (
2425     "You light up the %s with the %s.", &op->name, &lighter->name));
2426     else
2427     who->statusmsg (format ("You light up the %s.", &op->name));
2428     }
2429     else
2430     {
2431 elmex 1.187 if (op->flag [FLAG_CURSED])
2432     {
2433     player_apply_lamp_cursed_effect (who, op);
2434     return;
2435     }
2436    
2437 elmex 1.184 if (op->type == TORCH)
2438     {
2439     if (!op->flag [FLAG_IS_LIGHTABLE])
2440     {
2441     who->statusmsg (format (
2442     "You put out the %s. "
2443     "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444     &op->name, &op->name));
2445     }
2446     else
2447     who->statusmsg (format (
2448     "You put out the %s."
2449     "H<Torches wear out if you put them out.>",
2450     &op->name));
2451     }
2452     else
2453     who->statusmsg (format ("You turn off the %s.", &op->name));
2454     }
2455    
2456     apply_lamp (op, switch_on);
2457     }
2458    
2459 elmex 1.186 void get_animation_from_arch (object *op, arch_ptr a)
2460 elmex 1.184 {
2461     op->animation_id = a->animation_id;
2462     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464     op->anim_speed = a->anim_speed;
2465     op->last_anim = 0;
2466     op->state = 0;
2467     op->face = a->face;
2468    
2469     if (NUM_ANIMATIONS(op) > 1)
2470     {
2471     SET_ANIMATION(op, 0);
2472     animate_object (op, op->direction);
2473     }
2474     else
2475     update_object (op, UP_OBJ_FACE);
2476     }
2477    
2478     /**
2479     * Apply for LAMPs and TORCHes.
2480     *
2481     * op - the lamp
2482     * switch_on - a flag which says whether the lamp should be switched on or off
2483     */
2484     void apply_lamp (object *op, bool switch_on)
2485     {
2486     op->set_glow_radius (switch_on ? op->range : 0);
2487     op->set_speed (switch_on ? op->arch->speed : 0);
2488    
2489     // torches wear out if you put them out
2490     if (op->type == TORCH && !switch_on)
2491     {
2492     if (op->flag [FLAG_IS_LIGHTABLE])
2493     {
2494     op->stats.food -= (double) op->arch->stats.food / 15;
2495     if (op->stats.food < 0)
2496     op->stats.food = 0;
2497     }
2498     else
2499     op->stats.food = 0;
2500     }
2501    
2502     // lamps and torched get worthless when used up
2503     if (op->stats.food <= 0)
2504     op->value = 0;
2505    
2506     // FIXME: This is a hack to make the more sane torches and lamps
2507     // still animated ;-/
2508     if (op->other_arch)
2509 elmex 1.186 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510 elmex 1.184
2511     if (object *pl = op->visible_to ())
2512     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513     }
2514    
2515     /**
2516 root 1.208 * This handles items of type 'transformer'.
2517     * Basically those items, used with a marked item, transform both items into something
2518     * else.
2519     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520     * Change information is contained in the 'slaying' field of the marked item.
2521     * The format is as follow: transformer:[number ]yield[;transformer:...].
2522     * This way an item can be transformed in many things, and/or many objects.
2523     * The 'slaying' field for transformer is used as verb for the action.
2524     */
2525     static void
2526     apply_item_transformer (object *pl, object *transformer)
2527     {
2528     object *marked;
2529     object *new_item;
2530 root 1.217 const char *find;
2531 root 1.208 char *separator;
2532     int yield;
2533     char got[MAX_BUF];
2534     int len;
2535    
2536     if (!pl || !transformer)
2537     return;
2538    
2539     marked = find_marked_object (pl);
2540    
2541     if (!marked)
2542     {
2543     pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544     return;
2545     }
2546    
2547     if (!marked->slaying)
2548     {
2549     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550     return;
2551     }
2552    
2553     /* check whether they are compatible or not */
2554     find = strstr (&marked->slaying, transformer->arch->archname);
2555     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
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     find += strlen (transformer->arch->archname) + 1;
2562     /* Item can be used, now find how many and what it yields */
2563     if (isdigit (*(find)))
2564     {
2565     yield = atoi (find);
2566     if (yield < 1)
2567     {
2568     LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569     yield = 1;
2570     }
2571     }
2572     else
2573     yield = 1;
2574    
2575     while (isdigit (*find))
2576     find++;
2577    
2578     while (*find == ' ')
2579     find++;
2580    
2581     memset (got, 0, MAX_BUF);
2582    
2583 elmex 1.222 if ((separator = (char *) strchr (find, ';')))
2584 root 1.208 len = separator - find;
2585     else
2586     len = strlen (find);
2587    
2588 root 1.218 min_it (len, MAX_BUF - 1);
2589 root 1.208
2590     strcpy (got, find);
2591     got[len] = '\0';
2592    
2593     /* Now create new item, remove used ones when required. */
2594     new_item = get_archetype (got);
2595     if (!new_item)
2596     {
2597     pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598     return;
2599     }
2600    
2601     new_item->nrof = yield;
2602    
2603     pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604    
2605     pl->insert (new_item);
2606     /* Eat up one item */
2607     marked->decrease ();
2608    
2609     /* Eat one transformer if needed */
2610     if (transformer->stats.food)
2611     if (--transformer->stats.food == 0)
2612     transformer->decrease ();
2613     }
2614    
2615     /**
2616 elmex 1.1 * Main apply handler.
2617     *
2618     * Checks for unpaid items before applying.
2619     *
2620     * Return value:
2621     * 0: player or monster can't apply objects of that type
2622     * 1: has been applied, or there was an error applying the object
2623     * 2: objects of that type can't be applied if not in inventory
2624     *
2625 elmex 1.184 * who is the object that is causing object to be applied, op is the object
2626 elmex 1.1 * being applied.
2627     *
2628     * aflag is special (always apply/unapply) flags. Nothing is done with
2629     * them in this function - they are passed to apply_special
2630     */
2631 root 1.235 static int
2632 elmex 1.184 manual_apply (object *who, object *op, int aflag)
2633 elmex 1.1 {
2634 elmex 1.184 op = op->head_ ();
2635 elmex 1.1
2636 root 1.239 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2637 root 1.22 {
2638 elmex 1.184 if (who->type == PLAYER)
2639 root 1.22 {
2640 root 1.185 examine (who, op);
2641     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2642 root 1.22 return 1;
2643     }
2644     else
2645 root 1.51 return 0; /* monsters just skip unpaid items */
2646 elmex 1.1 }
2647    
2648 elmex 1.184 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2649 root 1.22 return RESULT_INT (0);
2650 root 1.8
2651 elmex 1.184 switch (op->type)
2652 root 1.22 {
2653 root 1.202 case T_HANDLE:
2654 elmex 1.184 who->play_sound (sound_find ("turn_handle"));
2655     who->statusmsg ("You turn the handle.");
2656     op->value = op->value ? 0 : 1;
2657     SET_ANIMATION (op, op->value);
2658     update_object (op, UP_OBJ_FACE);
2659     push_button (op, who);
2660 root 1.24 return 1;
2661 root 1.14
2662 root 1.24 case TRIGGER:
2663 root 1.200 if (check_trigger (op, who, who))
2664 root 1.24 {
2665 elmex 1.184 who->statusmsg ("You turn the handle.");
2666     who->play_sound (sound_find ("turn_handle"));
2667 root 1.24 }
2668     else
2669 elmex 1.184 who->failmsg ("The handle doesn't move.");
2670 root 1.57
2671 root 1.24 return 1;
2672 root 1.14
2673 root 1.24 case EXIT:
2674 elmex 1.184 if (who->type != PLAYER)
2675 root 1.24 return 0;
2676 root 1.57
2677 root 1.225 if (!EXIT_PATH (op))
2678 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)));
2679 root 1.24 else
2680     {
2681     /* Don't display messages for random maps. */
2682 root 1.226 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2683 elmex 1.184 who->statusmsg (op->msg, NDI_NAVY);
2684 root 1.57
2685 elmex 1.184 who->enter_exit (op);
2686 root 1.24 }
2687 root 1.85
2688 root 1.24 return 1;
2689 root 1.14
2690 root 1.122 case INSCRIBABLE:
2691 elmex 1.184 who->statusmsg (op->msg);
2692 root 1.122 // maybe show a spell menu to chose from or something like that
2693     return 1;
2694    
2695 root 1.24 case SIGN:
2696 elmex 1.184 apply_sign (who, op, 0);
2697 root 1.24 return 1;
2698 root 1.14
2699 root 1.24 case BOOK:
2700 elmex 1.184 if (who->type == PLAYER)
2701 root 1.24 {
2702 elmex 1.184 apply_book (who, op);
2703 root 1.24 return 1;
2704     }
2705     else
2706 root 1.85 return 0;
2707 root 1.14
2708 root 1.24 case SKILLSCROLL:
2709 elmex 1.184 if (who->type == PLAYER)
2710 root 1.24 {
2711 elmex 1.184 apply_skillscroll (who, op);
2712 root 1.24 return 1;
2713     }
2714 root 1.85 else
2715     return 0;
2716 root 1.14
2717 root 1.24 case SPELLBOOK:
2718 elmex 1.184 if (who->type == PLAYER)
2719 root 1.24 {
2720 elmex 1.184 apply_spellbook (who, op);
2721 root 1.24 return 1;
2722     }
2723 root 1.85 else
2724     return 0;
2725 root 1.14
2726 root 1.24 case SCROLL:
2727 elmex 1.184 apply_scroll (who, op, 0);
2728 root 1.24 return 1;
2729 root 1.14
2730 root 1.24 case POTION:
2731 elmex 1.184 apply_potion (who, op);
2732 root 1.24 return 1;
2733 root 1.14
2734 root 1.24 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 root 1.68 //TODO: remove, as it is unsed?
2736 root 1.24 case CLOSE_CON:
2737 elmex 1.184 apply_container (who, op->env);
2738 root 1.24 return 1;
2739 root 1.14
2740 root 1.24 case CONTAINER:
2741 elmex 1.184 apply_container (who, op);
2742 root 1.24 return 1;
2743 root 1.14
2744 root 1.24 case TREASURE:
2745 elmex 1.184 if (who->type == PLAYER)
2746 root 1.24 {
2747 elmex 1.184 apply_treasure (who, op);
2748 root 1.24 return 1;
2749     }
2750     else
2751 root 1.68 return 0;
2752 root 1.14
2753 elmex 1.184 case LAMP:
2754     case TORCH:
2755     player_apply_lamp (who, op);
2756     return 1;
2757    
2758 root 1.24 case WEAPON:
2759     case ARMOUR:
2760     case BOOTS:
2761     case GLOVES:
2762     case AMULET:
2763     case GIRDLE:
2764     case BRACERS:
2765     case SHIELD:
2766     case HELMET:
2767     case RING:
2768     case CLOAK:
2769     case WAND:
2770     case ROD:
2771     case HORN:
2772     case SKILL:
2773 root 1.233 case SPELL:
2774 root 1.24 case BOW:
2775 root 1.233 case RANGED:
2776 root 1.24 case BUILDER:
2777     case SKILL_TOOL:
2778 elmex 1.184 if (op->env != who)
2779 root 1.234 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780     else
2781     apply_special (who, op, aflag);
2782 root 1.79
2783 root 1.24 return 1;
2784 root 1.14
2785 root 1.24 case DRINK:
2786     case FOOD:
2787     case FLESH:
2788 elmex 1.184 apply_food (who, op);
2789 root 1.24 return 1;
2790 root 1.14
2791 root 1.24 case POISON:
2792 elmex 1.184 apply_poison (who, op);
2793 root 1.24 return 1;
2794 root 1.14
2795 root 1.24 case SAVEBED:
2796 root 1.51 return 1;
2797 root 1.14
2798 root 1.24 case ARMOUR_IMPROVER:
2799 elmex 1.184 if (who->type == PLAYER)
2800 root 1.24 {
2801 elmex 1.184 apply_armour_improver (who, op);
2802 root 1.24 return 1;
2803     }
2804     else
2805 root 1.51 return 0;
2806 root 1.14
2807 root 1.24 case WEAPON_IMPROVER:
2808 elmex 1.184 check_improve_weapon (who, op);
2809 root 1.24 return 1;
2810 root 1.14
2811 root 1.24 case CLOCK:
2812 elmex 1.184 if (who->type == PLAYER)
2813 root 1.24 {
2814     char buf[MAX_BUF];
2815     timeofday_t tod;
2816 root 1.22
2817 root 1.24 get_tod (&tod);
2818 elmex 1.184 who->play_sound (sound_find ("sound_clock"));
2819     who->statusmsg (format (
2820 root 1.125 "It is %d minute%s past %d o'clock %s",
2821     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2823 root 1.124 ));
2824 root 1.24 return 1;
2825     }
2826     else
2827 root 1.85 return 0;
2828 root 1.14
2829 root 1.24 case MENU:
2830 elmex 1.184 if (who->type == PLAYER)
2831 root 1.24 {
2832 elmex 1.184 shop_listing (op, who);
2833 root 1.24 return 1;
2834     }
2835     else
2836 root 1.85 return 0;
2837 elmex 1.1
2838 root 1.24 case POWER_CRYSTAL:
2839 elmex 1.184 apply_power_crystal (who, op); /* see egoitem.c */
2840 root 1.24 return 1;
2841 root 1.14
2842 root 1.24 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 elmex 1.184 if (who->type == PLAYER)
2844 root 1.24 {
2845 elmex 1.184 apply_lighter (who, op);
2846 root 1.24 return 1;
2847     }
2848     else
2849 root 1.85 return 0;
2850 root 1.14
2851 root 1.24 case ITEM_TRANSFORMER:
2852 elmex 1.184 apply_item_transformer (who, op);
2853 root 1.24 return 1;
2854 root 1.14
2855 root 1.24 default:
2856 root 1.234 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2857 root 1.24 return 0;
2858 elmex 1.1 }
2859     }
2860    
2861     /**
2862     * player_apply_below attempts to apply the object 'below' the player.
2863     * If the player has an open container, we use that for below, otherwise
2864     * we use the ground.
2865     */
2866 root 1.22 void
2867     player_apply_below (object *pl)
2868 elmex 1.1 {
2869 root 1.68 int floors = 0;
2870 root 1.22
2871     /* If using a container, set the starting item to be the top
2872     * item in the container. Otherwise, use the map.
2873 root 1.68 * This is perhaps more complicated. However, I want to make sure that
2874 root 1.22 * we don't use a corrupt pointer for the next object, so we get the
2875     * next object in the stack before applying. This is can only be a
2876     * problem if player_apply() has a bug in that it uses the object but does
2877     * not return a proper value.
2878     */
2879 root 1.241 //TODO: no longer at multiple floors
2880 root 1.234 // and also not on move_on floors. what was this for, anyways?
2881 root 1.204 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2882 root 1.22 {
2883     next = tmp->below;
2884 root 1.68
2885 root 1.242 if (tmp->type == SPELL_EFFECT || tmp->invisible)
2886 root 1.241 continue;
2887    
2888 root 1.234 /* If it is visible, player can apply it.
2889 root 1.22 */
2890 root 1.243 if (pl->apply (tmp))
2891 root 1.242 break;
2892 elmex 1.1 }
2893     }
2894    
2895     /**
2896     * Unapplies specified item.
2897     * No check done on cursed/damned.
2898     * Break this out of apply_special - this is just done
2899     * to keep the size of apply_special to a more managable size.
2900     */
2901 root 1.22 static int
2902     unapply_special (object *who, object *op, int aflags)
2903 elmex 1.1 {
2904 root 1.85 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2905     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2906 root 1.22 return RESULT_INT (0);
2907 root 1.12
2908 root 1.233 if (who->current_weapon == op)
2909     who->current_weapon = 0;
2910    
2911     op->flag [FLAG_APPLIED] = false;
2912 root 1.76
2913 root 1.22 switch (op->type)
2914     {
2915 root 1.233 case SKILL:
2916     if (player *pl = who->contr)
2917     if (op->invisible)
2918 root 1.236 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2919 root 1.233 else
2920     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2921    
2922     change_abil (who, op);
2923     who->flag [FLAG_READY_SKILL] = false;
2924     break;
2925    
2926 root 1.232 case WEAPON:
2927 root 1.233 who->statusmsg (format ("You unwield %s.", query_name (op)));
2928     change_abil (who, op);
2929     who->flag [FLAG_READY_WEAPON] = false;
2930    
2931 root 1.232 // unapplying a weapon or skill tool should also unapply the skill it governs
2932 root 1.96 // but this is hard, as it shouldn't do so when the skill can
2933     // be used for other reasons
2934 root 1.233 if (who->chosen_skill)
2935     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2936     unapply_special (who, op, 0);
2937    
2938     break;
2939 root 1.96
2940 root 1.233 case BOW:
2941     case WAND:
2942     case ROD:
2943     case HORN:
2944     case RANGED:
2945 root 1.105 if (player *pl = who->contr)
2946 root 1.232 {
2947 root 1.233 who->statusmsg (format ("You unready %s.", query_name (op)));
2948     change_abil (who, op);
2949 root 1.232 }
2950     else
2951 root 1.24 {
2952 root 1.233 who->change_skill (0);
2953 root 1.232
2954 root 1.233 if (op->type == BOW)
2955     op->flag [FLAG_READY_BOW ] = false;
2956 root 1.159 else
2957 root 1.233 op->flag [FLAG_READY_RANGE] = false;
2958 root 1.24 }
2959 root 1.76
2960 root 1.24 break;
2961 root 1.14
2962 root 1.24 case ARMOUR:
2963     case HELMET:
2964     case SHIELD:
2965     case RING:
2966     case BOOTS:
2967     case GLOVES:
2968     case AMULET:
2969     case GIRDLE:
2970     case BRACERS:
2971     case CLOAK:
2972 root 1.124 who->statusmsg (format ("You unwear %s.", query_name (op)));
2973 root 1.79 change_abil (who, op);
2974 root 1.24 break;
2975 root 1.79
2976 root 1.233 case SPELL:
2977 root 1.24 case BUILDER:
2978 root 1.233 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 root 1.24 break;
2980 elmex 1.1
2981 root 1.233 //case SKILL_TOOL://TODO
2982 root 1.24 default:
2983 root 1.124 who->statusmsg (format ("You unapply %s.", query_name (op)));
2984 root 1.24 break;
2985 elmex 1.1 }
2986    
2987 root 1.150 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2988     if (object *pl = op->visible_to ())
2989     esrv_send_item (pl, op);
2990    
2991 root 1.51 who->update_stats ();
2992 elmex 1.1
2993 root 1.22 return 0;
2994 elmex 1.1 }
2995    
2996     /**
2997     * Returns the object that is using location 'loc'.
2998     * Note that 'start' is the first object to start examing - we
2999     * then go through the below of this. In this way, you can do
3000     * something like:
3001 root 1.96 * tmp = get_next_item_from_body_location(who->inv, 1);
3002     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3003 elmex 1.1 * to find the second object that may use this location, etc.
3004     * Returns NULL if no match is found.
3005     * loc is the index into the array we are looking for a match.
3006     * don't return invisible objects unless they are skill objects
3007     * invisible other objects that use
3008     * up body locations can be used as restrictions.
3009     */
3010 root 1.84 static object *
3011 root 1.96 get_next_item_from_body_location (int loc, object *start)
3012 elmex 1.1 {
3013 root 1.97 for (object *tmp = start; tmp; tmp = tmp->below)
3014     if (tmp->flag [FLAG_APPLIED]
3015 root 1.234 && tmp->slot [loc].info
3016     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3017 root 1.97 return tmp;
3018 elmex 1.1
3019 root 1.84 return 0;
3020 elmex 1.1 }
3021    
3022     /**
3023     * 'op' wants to apply an object, but can't because of other equipment.
3024     * This should only be called when it is known
3025     * that there are objects to unapply. This makes pretty heavy
3026     * use of get_item_from_body_location. It makes no intelligent choice
3027     * on objects - rather, the first that is matched is used.
3028     * Returns 0 on success, returns 1 if there is some problem.
3029     * if aflags is AP_PRINT, we instead print out waht to unapply
3030     * instead of doing it. This is a lot less code than having
3031     * another function that does just that.
3032     */
3033 root 1.114
3034     #define CANNOT_REMOVE_CURSED \
3035     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3036     "Praying over an altar, scrolls of remove curse/damnation, " \
3037     "priests or even other players might help.>"
3038    
3039 root 1.210 static int
3040 root 1.22 unapply_for_ob (object *who, object *op, int aflags)
3041 elmex 1.1 {
3042 root 1.81 if (op->is_range ())
3043     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3045     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3046     {
3047     if (aflags & AP_PRINT)
3048 root 1.125 who->failmsg (query_name (tmp));
3049 root 1.81 else
3050     unapply_special (who, tmp, aflags);
3051     }
3052     else
3053     {
3054     /* In this case, we want to try and remove a cursed item.
3055     * While we know it won't work, we want unapply_special to
3056     * at least generate the message.
3057     */
3058 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)));
3059 root 1.81 return 1;
3060     }
3061 elmex 1.1
3062 root 1.81 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3063 root 1.22 {
3064     /* this used up a slot that we need to free */
3065 root 1.82 if (op->slot[i].info)
3066 root 1.22 {
3067 root 1.81 object *last = who->inv;
3068 root 1.14
3069 root 1.22 /* We do a while loop - may need to remove several items in order
3070     * to free up enough slots.
3071     */
3072 root 1.82 while ((who->slot[i].used + op->slot[i].info) < 0)
3073 root 1.22 {
3074 root 1.96 object *tmp = get_next_item_from_body_location (i, last);
3075 root 1.81
3076 root 1.22 if (!tmp)
3077     {
3078 elmex 1.1 #if 0
3079 root 1.22 /* Not a bug - we'll get this if the player has cursed items
3080     * equipped.
3081     */
3082     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3083 elmex 1.1 #endif
3084 root 1.22 return 1;
3085     }
3086 root 1.81
3087 root 1.22 /* If we are just printing, we don't care about cursed status */
3088     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3089     {
3090     if (aflags & AP_PRINT)
3091 root 1.125 who->failmsg (query_name (tmp));
3092 root 1.22 else
3093     unapply_special (who, tmp, aflags);
3094 root 1.14 }
3095 root 1.22 else
3096     {
3097     /* Cursed item that we can't unequip - tell the player.
3098     * Note this could be annoying if this is just one of a few,
3099     * so it may not be critical (eg, putting on a ring and you have
3100     * one cursed ring.)
3101     */
3102 root 1.125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3103 root 1.14 }
3104 root 1.81
3105 root 1.22 last = tmp->below;
3106 root 1.14 }
3107 root 1.22 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3108     * return in the !tmp would have kicked in.
3109     */
3110     } /* if op is using this body location */
3111     } /* for body lcoations */
3112 root 1.81
3113 root 1.22 return 0;
3114 elmex 1.1 }
3115    
3116     /**
3117     * Checks to see if 'who' can apply object 'op'.
3118     * Returns 0 if apply can be done without anything special.
3119     * Otherwise returns a bitmask - potentially several of these may be
3120     * set, but largely depends on circumstance - in the future, processing
3121 root 1.78 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3122 root 1.96 * is set, do we really care what the other flags may be?)
3123 elmex 1.1 *
3124     * See include/define.h for detailed description of the meaning of
3125     * these return values.
3126     */
3127 root 1.22 int
3128     can_apply_object (object *who, object *op)
3129 elmex 1.1 {
3130 root 1.22 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3131     return RESULT_INT (0);
3132    
3133 root 1.78 int retval = 0;
3134     object *tmp = 0, *ws = 0;
3135 root 1.22
3136 root 1.78 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 root 1.22 {
3138 root 1.82 if (op->slot[i].info)
3139 root 1.22 {
3140     /* Item uses more slots than we have */
3141 root 1.96 if (who->slot[i].info + op->slot [i].info < 0)
3142 root 1.22 {
3143 root 1.78 /* Could return now for efficiency - rest of info below isn't
3144 root 1.22 * really needed.
3145     */
3146     retval |= CAN_APPLY_NEVER;
3147     }
3148 root 1.96 else if (who->slot[i].used + op->slot[i].info < 0)
3149 root 1.22 {
3150     /* in this case, equipping this would use more free spots than
3151     * we have.
3152     */
3153 elmex 1.1
3154 root 1.22 /* if we have an applied weapon/shield, and unapply it would free
3155 root 1.84 * enough slots to equip the new item, then just set "can
3156     * apply unapply". We don't care about the logic below - if you have a
3157 root 1.22 * shield equipped and try to equip another shield, there is only
3158     * one choice. However, the check for the number of body locations
3159     * does take into the account cases where what is being applied
3160     * may be two handed for example.
3161     */
3162     if (ws)
3163 root 1.89 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3164     {
3165     retval |= CAN_APPLY_UNAPPLY;
3166     continue;
3167     }
3168 root 1.22
3169 root 1.96 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3170 root 1.22 if (!tmp1)
3171 root 1.234 retval |= CAN_APPLY_NEVER;
3172 root 1.22 else
3173     {
3174     /* need to unapply something. However, if this something
3175     * is different than we had found before, it means they need
3176     * to apply multiple objects
3177     */
3178     retval |= CAN_APPLY_UNAPPLY;
3179 root 1.96
3180 root 1.22 if (!tmp)
3181     tmp = tmp1;
3182     else if (tmp != tmp1)
3183 root 1.78 retval |= CAN_APPLY_UNAPPLY_MULT;
3184    
3185 root 1.22 /* This object isn't using up all the slots, so there must
3186 root 1.78 * be another. If so, and it the new item doesn't need all
3187 root 1.22 * the slots, the player then has a choice.
3188     */
3189 root 1.82 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3190     && abs (op->slot[i].info) < who->slot[i].info)
3191 root 1.22 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3192    
3193     /* Does unequippint 'tmp1' free up enough slots for this to be
3194     * equipped? If not, there must be something else to unapply.
3195     */
3196 root 1.82 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3197 root 1.22 retval |= CAN_APPLY_UNAPPLY_MULT;
3198     }
3199     } /* if not enough free slots */
3200     } /* if this object uses location i */
3201     } /* for i -> num_body_locations loop */
3202    
3203     /* Note that we don't check for FLAG_USE_ARMOUR - that should
3204     * really be controlled by use of body locations. We do have
3205     * the weapon/shield checks, and the range checks for monsters,
3206     * because you can't control those just by body location - bows, shields,
3207     * and weapons all use the same slot. Similar for horn/rod/wand - they
3208     * all use the same location.
3209     */
3210     if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3211     retval |= CAN_APPLY_RESTRICTION;
3212 root 1.76
3213 root 1.22 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3214     retval |= CAN_APPLY_RESTRICTION;
3215    
3216     if (who->type != PLAYER)
3217     {
3218     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3219 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3220 root 1.78
3221 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3222     retval |= CAN_APPLY_RESTRICTION;
3223 root 1.78
3224 root 1.22 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3225     retval |= CAN_APPLY_RESTRICTION;
3226 root 1.78
3227 root 1.22 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3228 root 1.14 retval |= CAN_APPLY_RESTRICTION;
3229 elmex 1.1 }
3230 root 1.76
3231 root 1.22 return retval;
3232 elmex 1.1 }
3233    
3234 root 1.233 // saner interface, returns successful status
3235     bool
3236     object::apply (object *ob, int aflags)
3237     {
3238 root 1.234 if (!ob) // simplifies a lot of callers
3239     return true;
3240    
3241 root 1.243 if (contr)
3242     {
3243     if (!ob->env && (move_type & MOVE_FLYING))
3244     {
3245     /* player is flying and applying object not in inventory */
3246     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3247     {
3248     failmsg ("But you are floating high above the ground! "
3249     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3250     "or waiting till the levitation effect wears off.>");
3251     return 0;
3252     }
3253     }
3254    
3255     contr->last_used = ob;
3256     }
3257    
3258 root 1.234 bool want_apply =
3259     aflags & AP_APPLY ? true
3260     : aflags & AP_UNAPPLY ? false
3261     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3262    
3263     object_ptr *slot = 0;
3264 root 1.233
3265 root 1.234 // detect the slot, if this is a player
3266     if (contr && !(aflags & AP_NO_SLOT))
3267     {
3268 root 1.235 object *oslot;
3269    
3270 root 1.234 switch (ob->type)
3271     {
3272     case WEAPON:
3273     slot = &contr->combat_ob;
3274 root 1.235 oslot = contr->ranged_ob;
3275 root 1.234 break;
3276    
3277     case BOW:
3278     case RANGED:
3279     case SPELL:
3280     case WAND:
3281     case ROD:
3282     case HORN:
3283     case BUILDER:
3284     slot = &contr->ranged_ob;
3285 root 1.235 oslot = contr->combat_ob;
3286 root 1.234 break;
3287    
3288     // oh, the humanity
3289     case SKILL:
3290     if (aflags & AP_NO_SLOT)
3291     break;
3292    
3293     if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3294     break;
3295    
3296     if (skill_flags [ob->subtype] & SF_COMBAT)
3297 root 1.235 {
3298     slot = &contr->combat_ob;
3299     oslot = contr->ranged_ob;
3300     }
3301 root 1.234 else if (skill_flags [ob->subtype] & SF_RANGED)
3302 root 1.235 {
3303     slot = &contr->ranged_ob;
3304     oslot = contr->combat_ob;
3305     }
3306 root 1.234
3307     break;
3308     }
3309    
3310 root 1.235 // now handle slot exclusions
3311     if (slot)
3312 root 1.234 {
3313 root 1.235 // only one slot can be active
3314     if (want_apply)
3315     apply (oslot, AP_UNAPPLY);
3316 root 1.234
3317 root 1.235 // clear item from slot if applied
3318     if (!want_apply && *slot == ob)
3319     {
3320     *slot = 0;
3321    
3322     if (current_weapon == ob)
3323     current_weapon = 0;
3324     }
3325 root 1.234 }
3326     }
3327    
3328     if (ob->flag [FLAG_APPLIED] != want_apply)
3329     manual_apply (this, ob, aflags);
3330    
3331     if (ob->flag [FLAG_APPLIED] != want_apply)
3332     return false;
3333 root 1.233
3334 root 1.234 if (slot)
3335     current_weapon = *slot = ob;
3336 root 1.233
3337 root 1.234 return true;
3338 root 1.233 }
3339    
3340 elmex 1.1 /**
3341     * who is the object using the object. It can be a monster.
3342     * op is the object they are using. op is an equipment type item,
3343     * eg, one which you put on and keep on for a while, and not something
3344     * like a potion or scroll.
3345     *
3346     * function returns 1 if the action could not be completed, 0 on
3347     * success. However, success is a matter of meaning - if the
3348     * user passes the 'apply' flag to an object already applied,
3349     * nothing is done, and 0 is returned.
3350     *
3351     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
3352     * AP_UNAPPLY=always unapply).
3353     *
3354     * Optional flags:
3355     * AP_NO_MERGE: don't merge an unapplied object with other objects
3356     * AP_IGNORE_CURSE: unapply cursed items
3357 root 1.103 * AP_NO_READY: do not ready skills when applying skill tools
3358 elmex 1.1 *
3359     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3360     *
3361     * apply_special() doesn't check for unpaid items.
3362     */
3363 root 1.114
3364     #define LACK_ITEM_POWER \
3365     " H<You lack enough unused item power to use this weapon, see the skills command.>"
3366    
3367 root 1.22 int
3368     apply_special (object *who, object *op, int aflags)
3369 elmex 1.1 {
3370 root 1.234 int basic_flag = aflags & AP_MODE;
3371 root 1.22 object *tmp, *tmp2, *skop = NULL;
3372 elmex 1.1
3373 root 1.22 if (who == NULL)
3374     {
3375     LOG (llevError, "apply_special() from object without environment.\n");
3376     return 1;
3377 elmex 1.1 }
3378    
3379 root 1.22 if (op->env != who)
3380     return 1; /* op is not in inventory */
3381 elmex 1.1
3382 root 1.22 /* trying to unequip op */
3383     if (QUERY_FLAG (op, FLAG_APPLIED))
3384     {
3385     /* always apply, so no reason to unapply */
3386     if (basic_flag == AP_APPLY)
3387     return 0;
3388    
3389     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3390     {
3391 root 1.125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3392 root 1.22 return 1;
3393 root 1.14 }
3394 root 1.78
3395 root 1.22 return unapply_special (who, op, aflags);
3396 elmex 1.1 }
3397 root 1.159 else if (basic_flag == AP_UNAPPLY)
3398 root 1.22 return 0;
3399 elmex 1.1
3400 root 1.104 splay (op);
3401    
3402 root 1.22 /* Can't just apply this object. Lets see what not and what to do */
3403 root 1.78 if (int i = can_apply_object (who, op))
3404 root 1.22 {
3405     if (i & CAN_APPLY_NEVER)
3406     {
3407 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)));
3408 root 1.22 return 1;
3409     }
3410     else if (i & CAN_APPLY_RESTRICTION)
3411     {
3412 root 1.125 who->failmsg (format (
3413     "You have a prohibition against using a %s. "
3414     "H<Your belief, profession or class prevents you from applying this item.>",
3415     query_name (op)
3416     ));
3417 root 1.22 return 1;
3418     }
3419 root 1.78
3420 root 1.22 if (who->type != PLAYER)
3421     {
3422     /* Some error, so don't try to equip something more */
3423     if (unapply_for_ob (who, op, aflags))
3424 root 1.14 return 1;
3425     }
3426 root 1.22 else
3427     {
3428     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3429     {
3430 root 1.125 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3431 root 1.22 unapply_for_ob (who, op, AP_PRINT);
3432     return 1;
3433     }
3434     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3435 root 1.81 if (unapply_for_ob (who, op, aflags))
3436     return 1;
3437 root 1.14 }
3438 elmex 1.1 }
3439 root 1.55
3440 root 1.22 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3441     {
3442 root 1.233 // try to ready attached skill first
3443 root 1.22 skop = find_skill_by_name (who, op->skill);
3444 root 1.78
3445 root 1.22 if (!skop)
3446     {
3447 root 1.125 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3448 root 1.22 return 1;
3449     }
3450 root 1.234 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3451 root 1.233 {
3452     who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3453     return 1;
3454     }
3455 elmex 1.1 }
3456 root 1.22
3457 elmex 1.189 if (!check_item_power (who, op->item_power))
3458 root 1.22 {
3459 root 1.125 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3460 root 1.22 return 1;
3461 elmex 1.1 }
3462    
3463 root 1.22 /* Ok. We are now at the state where we can apply the new object.
3464     * Note that we don't have the checks for can_use_...
3465     * below - that is already taken care of by can_apply_object.
3466     */
3467 root 1.233
3468     // split away all the other items from the stack, so only one item is left
3469 root 1.145 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3470 root 1.22
3471     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3472     return RESULT_INT (0);
3473    
3474     switch (op->type)
3475     {
3476 root 1.24 case WEAPON:
3477 root 1.233 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3478 root 1.24 {
3479     /* if the weapon does not have the name as the character, can't use it. */
3480     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3481 root 1.233 who->failmsg ("The weapon does not recognize you as its owner. "
3482     "H<Its name indicates that it belongs to somebody else.>");
3483     if (tmp) who->insert (tmp);
3484 root 1.24 return 1;
3485     }
3486 root 1.65
3487 root 1.233 op->flag [FLAG_APPLIED] = true;
3488    
3489     if (player *pl = who->contr)
3490 root 1.80 {
3491 root 1.233 who->statusmsg (format ("You wield %s.", query_name (op)));
3492     change_abil (who, op);
3493 root 1.80 }
3494 root 1.232 else
3495     who->change_skill (skop);
3496 root 1.78
3497 root 1.232 op->flag [FLAG_READY_WEAPON] = true;
3498 root 1.24 break;
3499 root 1.14
3500 root 1.24 case ARMOUR:
3501     case HELMET:
3502     case SHIELD:
3503     case BOOTS:
3504     case GLOVES:
3505     case GIRDLE:
3506     case BRACERS:
3507     case CLOAK:
3508     case RING:
3509     case AMULET:
3510     SET_FLAG (op, FLAG_APPLIED);
3511 root 1.125 who->statusmsg (format ("You wear %s.", query_name (op)));
3512 root 1.76 change_abil (who, op);
3513 root 1.24 break;
3514 root 1.76
3515 root 1.96 case SKILL_TOOL:
3516 root 1.233 // applying a skill tool does not ready the skill
3517     // if something needs the skill, it has to ready it itself
3518     //TODO: unapplying should unapply the skill, though
3519 root 1.96 SET_FLAG (op, FLAG_APPLIED);
3520 root 1.233 break;
3521 root 1.96
3522 root 1.233 case SKILL:
3523 root 1.238 if (!(aflags & AP_NO_SLOT))
3524 root 1.24 {
3525 root 1.238 // skill is used on it's own, as opposed to being a chosen_skill
3526    
3527     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3528     {
3529     who->failmsg (format (
3530     "You feel as if you wanted to do something funny, but you can't remember what. "
3531     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3532     "It cannot be used on its own.>",
3533     &op->skill
3534     ));
3535     if (tmp) who->insert (tmp);
3536     return 1;
3537     }
3538    
3539     if (skill_flags [op->subtype] & SF_AUTARK
3540     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3541     {
3542     if (skill_flags [op->subtype] & SF_USE)
3543     who->failmsg (format (
3544     "You feel as if you wanted to do something funny, but you can't remember what. "
3545     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3546     &op->skill, &op->skill
3547     ));
3548     else
3549     who->failmsg (format (
3550     "You feel as if you wanted to do something funny, but you can't remember what. "
3551     "H<The %s skill cannot be readied or used, it is always active.>",
3552 root 1.241 &op->skill
3553 root 1.238 ));
3554    
3555     if (tmp) who->insert (tmp);
3556 root 1.241
3557 root 1.238 return 1;
3558     }
3559 root 1.76
3560 root 1.238 if (who->contr)
3561 root 1.243 if (op->invisible)
3562     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
3563     else
3564     who->statusmsg (format ("You ready %s.", query_name (op)));
3565 root 1.101 }
3566 root 1.76
3567 root 1.233 SET_FLAG (who, FLAG_READY_SKILL);
3568     SET_FLAG (op, FLAG_APPLIED);
3569     change_abil (who, op);
3570 root 1.24 break;
3571 root 1.22
3572 root 1.24 case BOW:
3573 root 1.233 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3574 root 1.24 {
3575 root 1.125 who->failmsg ("The weapon does not recognize you as its owner. "
3576 root 1.114 "H<Its name indicates that it belongs to somebody else.>");
3577 root 1.233 if (tmp) who->insert (tmp);
3578     return 1;
3579     }
3580    
3581     if (player *pl = who->contr)
3582     {
3583     op->flag [FLAG_APPLIED] = true;
3584     who->statusmsg (format ("You wield the %s.", query_name (op)));
3585     change_abil (who, op);
3586     }
3587     break;
3588 root 1.76
3589 root 1.233 case RANGED:
3590     if (player *pl = who->contr)
3591     {
3592     op->flag [FLAG_APPLIED] = true;
3593     who->statusmsg (format ("You applied the %s.", query_name (op)));
3594     }
3595     break;
3596    
3597     case SPELL:
3598     if (player *pl = who->contr)
3599     {
3600     op->flag [FLAG_APPLIED] = true;
3601     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3602 root 1.24 }
3603 root 1.233 break;
3604 root 1.76
3605     /*FALLTHROUGH*/
3606     case WAND:
3607 root 1.24 case ROD:
3608     case HORN:
3609     /* check for skill, alter player status */
3610 root 1.78
3611     if (!skop)
3612 root 1.80 {
3613 root 1.125 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3614 root 1.233 if (tmp) who->insert (tmp);
3615 root 1.80 return 1;
3616     }
3617    
3618 root 1.232 op->flag [FLAG_APPLIED] = true;
3619 root 1.22
3620 root 1.233 if (player *pl = who->contr)
3621 root 1.24 {
3622 root 1.125 who->statusmsg (format ("You ready %s.", query_name (op)));
3623 root 1.76
3624 root 1.24 if (op->type == BOW)
3625 root 1.232 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3626 root 1.233
3627     change_abil (who, op);
3628 root 1.24 }
3629     else
3630     {
3631 root 1.232 who->change_skill (skop);
3632    
3633 root 1.24 if (op->type == BOW)
3634 root 1.232 op->flag [FLAG_READY_BOW ] = true;
3635 root 1.24 else
3636 root 1.232 op->flag [FLAG_READY_RANGE] = true;
3637 root 1.24 }
3638 root 1.76
3639 root 1.24 break;
3640 elmex 1.1
3641 root 1.24 case BUILDER:
3642 root 1.233 if (player *pl = who->contr)
3643 root 1.76 {
3644 root 1.125 who->statusmsg (format ("You ready your %s.", query_name (op)));
3645 root 1.233 //TODO: change_abil?
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 1.233 if (tmp) who->insert (tmp);
3656 elmex 1.1
3657 root 1.51 who->update_stats ();
3658 elmex 1.1
3659 root 1.22 /* We exclude spell casting objects. The fire code will set the
3660     * been applied flag when they are used - until that point,
3661     * you don't know anything about them.
3662     */
3663     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3664     SET_FLAG (op, FLAG_BEEN_APPLIED);
3665    
3666     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3667 root 1.114 if (who->type == PLAYER)
3668     {
3669 root 1.125 who->failmsg (
3670     "Oops, it feels deadly cold! "
3671 root 1.174 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3672 root 1.125 );
3673 root 1.114 SET_FLAG (op, FLAG_KNOWN_CURSED);
3674     }
3675 root 1.76
3676 root 1.149 if (object *pl = op->visible_to ())
3677     esrv_send_item (pl, op);
3678 root 1.76
3679 root 1.22 return 0;
3680 elmex 1.1 }
3681    
3682     /**
3683     * Map was just loaded, handle op's initialisation.
3684     *
3685     * Generates shop floor's item, and treasures.
3686     */
3687 root 1.22 int
3688     auto_apply (object *op)
3689     {
3690     object *tmp = NULL, *tmp2;
3691     int i;
3692 elmex 1.1
3693 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3694 elmex 1.163
3695 root 1.22 switch (op->type)
3696     {
3697 root 1.24 case SHOP_FLOOR:
3698 root 1.42 if (!op->has_random_items ())
3699 root 1.24 return 0;
3700 root 1.38
3701 root 1.24 do
3702     {
3703     i = 10; /* let's give it 10 tries */
3704     while ((tmp = generate_treasure (op->randomitems,
3705 root 1.164 op->stats.exp
3706     ? (int) op->stats.exp
3707     : max (op->map->difficulty, 5)))
3708     == NULL && --i);
3709    
3710 root 1.24 if (tmp == NULL)
3711     return 0;
3712 root 1.164
3713 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3714     {
3715 root 1.172 tmp->destroy ();
3716 root 1.24 tmp = NULL;
3717     }
3718     }
3719     while (!tmp);
3720 root 1.38
3721 root 1.24 tmp->x = op->x;
3722     tmp->y = op->y;
3723     SET_FLAG (tmp, FLAG_UNPAID);
3724     insert_ob_in_map (tmp, op->map, NULL, 0);
3725     identify (tmp);
3726     break;
3727 root 1.14
3728 root 1.24 case TREASURE:
3729     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3730     return 0;
3731 root 1.37
3732 root 1.67 while (op->stats.hp-- > 0)
3733 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3734     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3735    
3736     /* If we generated an object and put it in this object inventory,
3737     * move it to the parent object as the current object is about
3738     * to disappear. An example of this item is the random_* stuff
3739     * that is put inside other objects.
3740     */
3741 root 1.171 if (op->env)
3742     while (op->inv)
3743     op->env->insert (op->inv);
3744 root 1.37
3745 root 1.172 op->destroy ();
3746 root 1.24 break;
3747 elmex 1.1 }
3748 root 1.164
3749     return !!tmp;
3750 elmex 1.1 }
3751    
3752     /**
3753 root 1.68 * fix_auto_apply goes through the entire map every time a map
3754     * is loaded or swapped in and performs special actions for
3755 elmex 1.1 * certain objects (most initialization of chests and creation of
3756     * treasures and stuff). Calls auto_apply if appropriate.
3757     */
3758 root 1.20 void
3759 root 1.55 maptile::fix_auto_apply ()
3760 root 1.20 {
3761 root 1.55 if (!spaces)
3762 root 1.20 return;
3763    
3764 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3765     for (object *tmp = ms->bot; tmp; )
3766     {
3767     object *above = tmp->above;
3768 root 1.20
3769 root 1.55 if (tmp->inv)
3770     {
3771     object *invtmp, *invnext;
3772 elmex 1.1
3773 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3774 root 1.55 {
3775     invnext = invtmp->below;
3776 root 1.14
3777 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3778     auto_apply (invtmp);
3779     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3780     {
3781 root 1.164 while (invtmp->stats.hp-- > 0)
3782 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3783    
3784     invtmp->randomitems = NULL;
3785     }
3786     else if (invtmp && invtmp->arch
3787     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3788     {
3789     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3790     /* Need to clear this so that we never try to create
3791     * treasure again for this object
3792     */
3793     invtmp->randomitems = NULL;
3794     }
3795     }
3796 root 1.214
3797 root 1.55 /* This is really temporary - the code at the bottom will
3798     * also set randomitems to null. The problem is there are bunches
3799     * of maps/players already out there with items that have spells
3800     * which haven't had the randomitems set to null yet.
3801     * MSW 2004-05-13
3802     *
3803     * And if it's a spellbook, it's better to set randomitems to NULL too,
3804     * else you get two spells in the book ^_-
3805     * Ryo 2004-08-16
3806     */
3807     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3808     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3809     tmp->randomitems = NULL;
3810     }
3811 root 1.20
3812 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3813     auto_apply (tmp);
3814     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3815     {
3816     while ((tmp->stats.hp--) > 0)
3817     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3818     tmp->randomitems = NULL;
3819     }
3820     else if (tmp->type == TIMED_GATE)
3821     {
3822     object *head = tmp->head != NULL ? tmp->head : tmp;
3823    
3824     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3825     tmp->set_speed (0);
3826     }
3827     /* This function can be called everytime a map is loaded, even when
3828     * swapping back in. As such, we don't want to create the treasure
3829     * over and ove again, so after we generate the treasure, blank out
3830     * randomitems so if it is swapped in again, it won't make anything.
3831     * This is a problem for the above objects, because they have counters
3832     * which say how many times to make the treasure.
3833     */
3834     else if (tmp && tmp->arch && tmp->type != PLAYER
3835     && tmp->type != TREASURE && tmp->type != SPELL
3836     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3837     {
3838     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3839     tmp->randomitems = NULL;
3840     }
3841 root 1.78
3842 root 1.68 // close all containers
3843     else if (tmp->type == CONTAINER)
3844     tmp->flag [FLAG_APPLIED] = 0;
3845 root 1.22
3846 root 1.55 tmp = above;
3847     }
3848 elmex 1.1
3849 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3850     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3851     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3852 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3853 elmex 1.1 }
3854    
3855     /**
3856     * Handles player eating food that temporarily changes status (resistances, stats).
3857     * This used to call cast_change_attr(), but
3858     * that doesn't work with the new spell code. Since we know what
3859     * the food changes, just grab a force and use that instead.
3860     */
3861 root 1.22 void
3862     eat_special_food (object *who, object *food)
3863     {
3864     object *force;
3865     int i, did_one = 0;
3866    
3867 sf-marcmagus 1.199 char buf[64];
3868     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3869     shstr key (buf);
3870 root 1.22
3871 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3872     int duration = TIME2TICK (food->stats.food);
3873 elmex 1.1
3874 sf-marcmagus 1.199 if (force = who->force_find (key))
3875 root 1.22 {
3876 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3877 root 1.22 {
3878 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));
3879     force->force_set_timer (duration);
3880 root 1.22 }
3881 sf-marcmagus 1.199 else
3882     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3883    
3884     return;
3885 root 1.22 }
3886 sf-marcmagus 1.199 else
3887     {
3888     force = who->force_add (key, duration);
3889     force->name = key;
3890 elmex 1.47
3891 sf-marcmagus 1.199 /* check if the food affects a stat */
3892     for (i = 0; i < NUM_STATS; i++)
3893     if (sint8 k = food->stats.stat (i))
3894     {
3895     force->stats.stat (i) = k;
3896     did_one = 1;
3897     }
3898    
3899     /* check if we can protect the eater */
3900     for (i = 0; i < NROFATTACKS; i++)
3901     {
3902     if (food->resist[i] > 0)
3903     {
3904     force->resist[i] = food->resist[i];
3905     did_one = 1;
3906     }
3907     }
3908    
3909     if (did_one)
3910     {
3911     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));
3912    
3913     /* make the force take effect and report effects to user */
3914     change_abil (who, force);
3915     }
3916     else
3917     force->destroy ();
3918 root 1.22 }
3919    
3920     /* check for hp, sp change */
3921     if (food->stats.hp != 0)
3922     {
3923     if (QUERY_FLAG (food, FLAG_CURSED))
3924     {
3925 root 1.151 who->contr->killer = food;
3926 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3927 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3928 root 1.22 }
3929     else
3930     {
3931     if (food->stats.hp > 0)
3932 root 1.125 who->statusmsg ("You begin to feel better.");
3933 root 1.22 else
3934 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3935    
3936 root 1.22 who->stats.hp += food->stats.hp;
3937     }
3938     }
3939 root 1.151
3940 root 1.22 if (food->stats.sp != 0)
3941     {
3942     if (QUERY_FLAG (food, FLAG_CURSED))
3943     {
3944 root 1.125 who->failmsg ("You are drained of mana!");
3945 root 1.22 who->stats.sp -= food->stats.sp;
3946     if (who->stats.sp < 0)
3947     who->stats.sp = 0;
3948     }
3949     else
3950     {
3951 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3952 root 1.22 who->stats.sp += food->stats.sp;
3953     /* place limit on max sp from food? */
3954     }
3955 elmex 1.1 }
3956 root 1.125
3957 root 1.51 who->update_stats ();
3958 elmex 1.1 }
3959    
3960 root 1.22 void
3961     apply_changes_to_player (object *pl, object *change)
3962     {
3963     int excess_stat = 0; /* if the stat goes over the maximum
3964     for the race, put the excess stat some
3965     where else. */
3966 elmex 1.1
3967 root 1.22 switch (change->type)
3968     {
3969 root 1.24 case CLASS:
3970     {
3971     living *stats = &(pl->contr->orig_stats);
3972     living *ns = &(change->stats);
3973     object *walk;
3974     int flag_change_face = 1;
3975    
3976     /* the following code assigns stats up to the stat max
3977     * for the race, and if the stat max is exceeded,
3978     * tries to randomly reassign the excess stat
3979     */
3980     int i, j;
3981 root 1.22
3982 root 1.24 for (i = 0; i < NUM_STATS; i++)
3983     {
3984 root 1.109 int race_bonus = pl->arch->stats.stat (i);
3985 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
3986 root 1.22
3987 root 1.24 if (stat > 20 + race_bonus)
3988     {
3989     excess_stat++;
3990     stat = 20 + race_bonus;
3991     }
3992 root 1.91
3993     stats->stat (i) = stat;
3994 root 1.24 }
3995 elmex 1.1
3996 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
3997     { /* try 100 times to assign excess stats */
3998     int i = rndm (0, 6);
3999    
4000     if (i == CHA)
4001     continue; /* exclude cha from this */
4002 root 1.91
4003     int stat = stats->stat (i);
4004 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4005 root 1.24 if (stat < 20 + race_bonus)
4006     {
4007     change_attr_value (stats, i, 1);
4008     excess_stat--;
4009     }
4010     }
4011 root 1.14
4012 root 1.24 /* insert the randomitems from the change's treasurelist into
4013     * the player ref: player.c
4014     */
4015 root 1.182 if (change->randomitems)
4016 root 1.24 give_initial_items (pl, change->randomitems);
4017 root 1.14
4018 root 1.24 /* set up the face, for some races. */
4019 root 1.14
4020 root 1.24 /* first, look for the force object banning
4021     * changing the face. Certain races never change face with class.
4022     */
4023 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4024     if (walk->name == shstr_NOCLASSFACECHANGE)
4025 root 1.24 flag_change_face = 0;
4026 root 1.14
4027 root 1.24 if (flag_change_face)
4028     {
4029 root 1.157 pl->face = change->face;
4030     pl->animation_id = change->animation_id;
4031     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4032 root 1.24 }
4033 root 1.14
4034 root 1.24 /* check the special case of can't use weapons */
4035     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4036 root 1.182 if (change->name == shstr_monk)
4037 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4038 root 1.14
4039 root 1.24 break;
4040     }
4041 elmex 1.1 }
4042     }
4043