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Revision: 1.249
Committed: Tue Apr 6 21:11:49 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.248: +14 -16 lines
Log Message:
fix change_abil messages for rods

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 root 1.245 // these must be in the inventory before they can be applied
36    
37 root 1.249 static const struct apply_types_inv_only : typeset
38 root 1.245 {
39 root 1.249 apply_types_inv_only ()
40 root 1.245 {
41     set (WEAPON);
42     set (ARMOUR);
43     set (BOOTS);
44     set (GLOVES);
45     set (AMULET);
46     set (GIRDLE);
47     set (BRACERS);
48     set (SHIELD);
49     set (HELMET);
50     set (RING);
51     set (CLOAK);
52     set (WAND);
53     set (ROD);
54     set (HORN);
55     set (SKILL);
56     set (SPELL);
57     set (BOW);
58     set (RANGED);
59     set (BUILDER);
60     set (SKILL_TOOL);
61     }
62 root 1.249 } apply_types_inv_only;
63 root 1.245
64     // these only make sense for the player
65    
66 root 1.249 static const struct apply_types_player_only : typeset
67 root 1.245 {
68 root 1.249 apply_types_player_only ()
69 root 1.245 {
70     set (EXIT);
71     set (BOOK);
72     set (SKILLSCROLL);
73     set (SPELLBOOK);
74     set (TREASURE);
75     set (SAVEBED);
76     set (ARMOUR_IMPROVER);
77     set (WEAPON_IMPROVER);
78     set (CLOCK);
79     set (MENU);
80     set (LIGHTER); /* for lighting torches/lanterns/etc */
81     set (INSCRIBABLE);
82     set (SIGN);
83     set (BOOK);
84     }
85 root 1.249 } apply_types_player_only;
86 root 1.245
87     // applying these _can_ be attempted, others cannot
88     // be applied at all. used by e.g. apply below.
89    
90 root 1.249 static const struct apply_types : typeset
91 root 1.245 {
92 root 1.249 apply_types ()
93     : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
94 root 1.245 {
95     set (T_HANDLE);
96     set (TRIGGER);
97     set (SCROLL);
98     set (POTION);
99     set (CLOSE_CON);
100     set (CONTAINER);
101     set (LAMP);
102     set (TORCH);
103     set (DRINK);
104     set (FOOD);
105     set (FLESH);
106     set (POISON);
107     set (POWER_CRYSTAL);
108     set (ITEM_TRANSFORMER);
109     }
110 root 1.249 } apply_types;
111 root 1.245
112     /****************************************************************************
113     * Weapon improvement code follows
114     ****************************************************************************/
115    
116 elmex 1.1 /**
117 root 1.245 * This function just checks whether who can handle equipping an item
118     * with item_power.
119 elmex 1.1 */
120 root 1.245 static bool
121     check_item_power (object *who, int item_power)
122 elmex 1.1 {
123 root 1.245 if (who->type == PLAYER
124     && item_power
125     && item_power + who->contr->item_power > settings.item_power_factor * who->level)
126     return false;
127 root 1.22 else
128 root 1.245 return true;
129 elmex 1.1 }
130    
131     /**
132 root 1.245 * This returns the sum of nrof of item (arch name).
133 elmex 1.1 */
134 root 1.22 static int
135 root 1.245 check_item (object *op, shstr_cmp item)
136 elmex 1.1 {
137 root 1.245 int count = 0;
138 root 1.123
139 root 1.245 if (!item)
140 root 1.22 return 0;
141 elmex 1.1
142 root 1.245 for (op = op->below; op; op = op->below)
143     if (op->arch->archname == item)
144     if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
145     && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
146     count += op->number_of ();
147 elmex 1.1
148 root 1.245 return count;
149     }
150 root 1.123
151 root 1.245 /**
152     * This removes 'nrof' of what item->slaying says to remove.
153     * op is typically the player, which is only
154     * really used to determine what space to look at.
155     * Modified to only eat 'nrof' of objects.
156     */
157     static void
158     eat_item (object *op, shstr_cmp item, uint32 nrof)
159     {
160     object *prev;
161 root 1.123
162 root 1.245 prev = op;
163     op = op->below;
164 elmex 1.1
165 root 1.245 while (op)
166 root 1.22 {
167 root 1.245 if (op->arch->archname == item)
168 root 1.22 {
169 root 1.245 if (op->nrof >= nrof)
170 root 1.22 {
171 root 1.245 op->decrease (nrof);
172     return;
173 root 1.22 }
174     else
175     {
176 root 1.245 op->decrease (nrof);
177     nrof -= op->nrof;
178 root 1.22 }
179 root 1.245
180     op = prev;
181 root 1.14 }
182 root 1.245
183     prev = op;
184     op = op->below;
185 elmex 1.1 }
186 root 1.245 }
187    
188     /**
189     * Returns how many items of type improver->slaying there are under op.
190     * Will display a message if none found, and 1 if improver->slaying is NULL.
191     */
192     static int
193     check_sacrifice (object *op, const object *improver)
194     {
195     int count = 0;
196 root 1.123
197 root 1.245 if (improver->slaying)
198     {
199     count = check_item (op, improver->slaying);
200     if (count < 1)
201     {
202     op->failmsg (format ("The gods want more %ss", &improver->slaying));
203     return 0;
204     }
205     }
206 root 1.129 else
207 root 1.245 count = 1;
208 root 1.123
209 root 1.245 return count;
210 elmex 1.1 }
211    
212     /**
213 root 1.245 * Actually improves the weapon, and tells user.
214     */
215     static int
216     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
217 elmex 1.1 {
218 root 1.245 stat += sacrifice_count;
219     weapon->last_eat++;
220     improver->decrease ();
221    
222     /* So it updates the players stats and the window */
223     op->update_stats ();
224    
225     op->statusmsg (format (
226     "Your sacrifice was accepted.\n"
227     "Weapon's bonus to %s improved by %d.",
228     statname, sacrifice_count
229     ));
230    
231     return 1;
232 elmex 1.1 }
233    
234 root 1.245 /* Types of improvements, hidden in the sp field. */
235     #define IMPROVE_PREPARE 1
236     #define IMPROVE_DAMAGE 2
237     #define IMPROVE_WEIGHT 3
238     #define IMPROVE_ENCHANT 4
239     #define IMPROVE_STR 5
240     #define IMPROVE_DEX 6
241     #define IMPROVE_CON 7
242     #define IMPROVE_WIS 8
243     #define IMPROVE_CHA 9
244     #define IMPROVE_INT 10
245     #define IMPROVE_POW 11
246    
247 elmex 1.1 /**
248 root 1.245 * This does the prepare weapon scroll.
249     * Checks for sacrifice, and so on.
250 elmex 1.1 */
251 root 1.245 static int
252     prepare_weapon (object *op, object *improver, object *weapon)
253 elmex 1.1 {
254 root 1.245 int sacrifice_count, i;
255     char buf[MAX_BUF];
256    
257     if (weapon->level != 0)
258     {
259     op->failmsg ("Weapon is already prepared!");
260     return 0;
261     }
262 elmex 1.3
263 root 1.245 for (i = 0; i < NROFATTACKS; i++)
264     if (weapon->resist[i])
265     break;
266 elmex 1.3
267 root 1.245 /* If we break out, i will be less than nrofattacks, preventing
268     * improvement of items that already have protections.
269     */
270     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
271     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
272     weapon->stats.exp || /* speed */
273     weapon->stats.ac) /* AC - only taifu's I think */
274 elmex 1.3 {
275 root 1.245 op->failmsg ("You cannot prepare magic weapons. "
276     "H<A weapon is considered magical if it changes regeneration, "
277     "speed or ac, or has other protections.>");
278 elmex 1.4 return 0;
279     }
280 elmex 1.3
281 root 1.245 sacrifice_count = check_sacrifice (op, improver);
282     if (sacrifice_count <= 0)
283     return 0;
284 elmex 1.3
285 root 1.245 weapon->level = isqrt (sacrifice_count);
286     eat_item (op, improver->slaying, sacrifice_count);
287 elmex 1.1
288 root 1.245 op->statusmsg (format (
289     "Your sacrifice was accepted."
290     "Your *%s may be improved %d times.",
291     &weapon->name, weapon->level
292     ));
293 elmex 1.1
294 root 1.245 sprintf (buf, "%s's %s", &op->name, &weapon->name);
295     weapon->name = weapon->name_pl = buf;
296     weapon->nrof = 0; /* prevents preparing n weapons in the same
297     slot at once! */
298     improver->decrease ();
299     weapon->last_eat = 0;
300     return 1;
301     }
302 root 1.37
303 root 1.245 /**
304     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
305     * This is the new improve weapon code.
306     * Returns 0 if it was not able to work for some reason.
307     *
308     * Checks if weapon was prepared, if enough potions on the floor, ...
309     *
310     * We are hiding extra information about the weapon in the level and
311     * last_eat numbers for an object. Hopefully this won't break anything ??
312     * level == max improve last_eat == current improve
313     */
314     static int
315     improve_weapon (object *op, object *improver, object *weapon)
316     {
317     int sacrifice_count, sacrifice_needed = 0;
318 root 1.146
319 root 1.245 if (improver->stats.sp == IMPROVE_PREPARE)
320     return prepare_weapon (op, improver, weapon);
321 root 1.37
322 root 1.245 if (weapon->level == 0)
323     {
324     op->failmsg (
325     "This weapon has not been prepared."
326     " H<You first have to prepare a weapon with a prepare weapon scroll.>");
327     return 0;
328     }
329 root 1.37
330 root 1.245 if (weapon->last_eat >= weapon->level // improvements used up
331     || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
332     {
333     op->failmsg ("This weapon cannot be improved any more.");
334     return 0;
335     }
336 elmex 1.1
337 root 1.245 if (QUERY_FLAG (weapon, FLAG_APPLIED)
338     && !check_item_power (op, weapon->item_power + 1))
339     {
340     op->failmsg ("Improving the weapon will make it too "
341     "powerful for you to use. Unready it if you "
342     "really want to improve it.");
343     return 0;
344 elmex 1.4 }
345    
346 root 1.245 /* This just increases damage by 5 points, no matter what. No sacrifice
347     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
348     * don't put any maximum value on damage - the limit is how much the
349     * weapon can be improved.
350     */
351     if (improver->stats.sp == IMPROVE_DAMAGE)
352 elmex 1.4 {
353 root 1.245 weapon->stats.dam += 5;
354     weapon->weight += 5000; /* 5 KG's */
355     op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
356     weapon->last_eat++;
357 root 1.123
358 root 1.245 weapon->item_power++;
359     improver->decrease ();
360     return 1;
361     }
362 root 1.123
363 root 1.245 if (improver->stats.sp == IMPROVE_WEIGHT)
364     {
365     /* Reduce weight by 20% */
366     weapon->weight = (weapon->weight * 8) / 10;
367     if (weapon->weight < 1)
368     weapon->weight = 1;
369 root 1.123
370 root 1.245 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
371     weapon->last_eat++;
372     weapon->item_power++;
373     improver->decrease ();
374     return 1;
375     }
376 root 1.123
377 root 1.245 if (improver->stats.sp == IMPROVE_ENCHANT)
378     {
379     weapon->magic++;
380     weapon->last_eat++;
381     op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
382     improver->decrease ();
383     weapon->item_power++;
384     return 1;
385     }
386 root 1.37
387 root 1.245 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
388     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
389 root 1.37
390 root 1.245 if (sacrifice_needed < 1)
391     sacrifice_needed = 1;
392     sacrifice_needed *= 2;
393 root 1.37
394 root 1.245 sacrifice_count = check_sacrifice (op, improver);
395     if (sacrifice_count < sacrifice_needed)
396     {
397     op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
398     return 0;
399 elmex 1.4 }
400    
401 root 1.245 eat_item (op, improver->slaying, sacrifice_needed);
402     weapon->item_power++;
403 elmex 1.4
404 root 1.245 switch (improver->stats.sp)
405 elmex 1.4 {
406 root 1.245 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
407     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
408     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
409     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
410     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
411     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
412     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
413     default:
414     op->failmsg ("Unknown improvement type.");
415     }
416    
417     LOG (llevError, "improve_weapon: Got to end of function\n");
418     return 0;
419     }
420 elmex 1.1
421 root 1.245 /**
422     * Handles the applying of improve/prepare/enchant weapon scroll.
423     * Checks a few things (not on a non-magic square, marked weapon, ...),
424     * then calls improve_weapon to do the dirty work.
425     */
426     static int
427     check_improve_weapon (object *op, object *tmp)
428     {
429     object *otmp;
430 root 1.123
431 root 1.245 if (op->type != PLAYER)
432     return 0;
433 root 1.123
434 root 1.245 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
435     {
436     op->failmsg ("Something blocks the magic of the scroll!");
437     return 0;
438 elmex 1.4 }
439    
440 root 1.245 otmp = find_marked_object (op);
441    
442     if (!otmp)
443 elmex 1.4 {
444 root 1.245 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
445     return 0;
446     }
447 root 1.123
448 root 1.245 if (otmp->type != WEAPON && otmp->type != BOW)
449     {
450     op->failmsg ("Marked item is not a weapon or bow!");
451     return 0;
452 elmex 1.1 }
453 root 1.123
454 root 1.245 op->statusmsg ("Applied weapon builder.");
455    
456     improve_weapon (op, tmp, otmp);
457     esrv_send_item (op, otmp);
458 elmex 1.3 return 1;
459 elmex 1.1 }
460    
461     /**
462 root 1.245 * This code deals with the armour improvment scrolls.
463     * Change limits on improvement - let players go up to
464     * +5 no matter what level, but they are limited by item
465     * power.
466     * Try to use same improvement code as in the common/treasure.c
467     * file, so that if you make a +2 full helm, it will be just
468     * the same as one you find in a shop.
469     *
470     * deprecated comment:
471     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
472     * only 'enchantment' of armour is possible - improving
473     * the stats of a player w/ armour as well as a weapon
474     * will probably horribly unbalance the game. Magic enchanting
475     * depends on the level of the character - ie the plus
476     * value (magic) of the armour can never be increased beyond
477     * the level of the character / 10 -- rounding upish, nor may
478     * the armour value of the piece of equipment exceed either
479     * the users level or 90)
480     * Modified by MSW for partial resistance. Only support
481     * changing of physical area right now.
482 elmex 1.1 */
483 root 1.22 static int
484 root 1.245 improve_armour (object *op, object *improver, object *armour)
485 elmex 1.1 {
486 root 1.245 object *tmp;
487 elmex 1.1
488 root 1.245 if (armour->magic >= settings.armor_max_enchant)
489     {
490     op->failmsg ("This armour can not be enchanted any further!");
491     return 0;
492     }
493 root 1.66
494 root 1.245 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
495     * etc), so take the easy way out and don't worry about it.
496     * Note - maybe add scrolls which make the random artifact versions (eg, armour
497     * of gnarg and what not?)
498     */
499     if (armour->title)
500     {
501     op->failmsg ("This armour will not accept further enchantment.");
502     return 0;
503     }
504 root 1.66
505 root 1.245 /* Split objects if needed. Can't insert tmp until the
506     * end of this function - otherwise it will just re-merge.
507     */
508     tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
509 elmex 1.1
510 root 1.245 armour->magic++;
511 elmex 1.1
512 root 1.245 if (!settings.armor_speed_linear)
513     {
514     int base = 100;
515     int pow = 0;
516 elmex 1.1
517 root 1.245 while (pow < armour->magic)
518 root 1.22 {
519 root 1.245 base = base - (base * settings.armor_speed_improvement) / 100;
520     pow++;
521 root 1.14 }
522 root 1.123
523 root 1.245 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
524 elmex 1.1 }
525 root 1.245 else
526     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
527 elmex 1.1
528 root 1.245 if (!settings.armor_weight_linear)
529     {
530     int base = 100;
531     int pow = 0;
532 root 1.22
533 root 1.245 while (pow < armour->magic)
534 root 1.22 {
535 root 1.245 base = base - (base * settings.armor_weight_reduction) / 100;
536     pow++;
537 root 1.14 }
538 root 1.245
539     armour->weight = (armour->arch->weight * base) / 100;
540 elmex 1.1 }
541 root 1.22 else
542 root 1.245 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
543    
544     if (armour->weight <= 0)
545     {
546     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
547     armour->weight = 1;
548     }
549    
550     armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
551    
552     if (op->type == PLAYER)
553     {
554     esrv_send_item (op, armour);
555 elmex 1.1
556 root 1.245 if (QUERY_FLAG (armour, FLAG_APPLIED))
557     op->update_stats ();
558     }
559 elmex 1.1
560 root 1.144 improver->decrease ();
561 elmex 1.1
562 root 1.245 if (tmp)
563     op->insert (tmp);
564 root 1.123
565 elmex 1.1 return 1;
566     }
567    
568 root 1.245 /*
569     * convert_item() returns 1 if anything was converted, 0 if the item was not
570     * what the converter wants, -1 if the converter is broken.
571     *
572     * Takes one type of items and makes another.
573     * converter is the object that is doing the conversion.
574     * item is the object that triggered the converter - if it is not
575     * what the converter wants, this will not do anything.
576 elmex 1.1 */
577 root 1.245 int
578     convert_item (object *item, object *converter)
579 elmex 1.1 {
580 root 1.245 sint64 nr = 0, price_in;
581 elmex 1.1
582 root 1.245 if (item->flag [FLAG_UNPAID])
583     return 0;
584 root 1.115
585 root 1.245 shstr conv_from = converter->slaying;
586     archetype *conv_to = converter->other_arch;
587     sint64 need = converter->stats.food;
588     sint64 give = converter->stats.sp;
589 elmex 1.1
590 root 1.245 /* We make some assumptions - we assume if it takes money as it type,
591     * it wants some amount. We don't make change (ie, if something costs
592     * 3 gp and player drops a platinum, tough luck)
593 root 1.22 */
594 root 1.245 if (conv_from == shstr_money)
595 elmex 1.1 {
596 root 1.245 if (item->type != MONEY)
597     return 0;
598 root 1.115
599 root 1.245 nr = sint64 (item->nrof) * item->value / need;
600     if (!nr)
601     return 0;
602 root 1.115
603 root 1.245 converter->play_sound (sound_find ("shop_buy"));
604 root 1.22
605 root 1.245 sint64 cost = (nr * need + item->value - 1) / item->value;
606 root 1.22
607 root 1.245 item->decrease (cost);
608 elmex 1.1
609 root 1.245 price_in = cost * item->value;
610     }
611     else
612     {
613     if (item->type == PLAYER
614     || conv_from != item->arch->archname
615     || (need && need > (uint16) item->nrof))
616     return 0;
617 elmex 1.1
618 root 1.245 converter->play_sound (sound_find ("convert_item"));
619 root 1.123
620 root 1.245 if (need)
621     {
622     nr = sint64 (item->nrof) / need;
623     item->decrease (nr * need);
624     price_in = nr * need * item->value;
625     }
626     else
627     {
628     price_in = item->value;
629     item->destroy ();
630     }
631 root 1.22 }
632 root 1.123
633 root 1.245 if (converter->inv)
634 root 1.22 {
635 root 1.245 object *ob;
636     int i;
637     object *ob_to_copy;
638 root 1.123
639 root 1.245 /* select random object from inventory to copy */
640     ob_to_copy = converter->inv;
641     for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
642     if (rndm (0, i) == 0)
643     ob_to_copy = ob;
644 root 1.123
645 root 1.245 item = ob_to_copy->deep_clone ();
646     CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
647     unflag_inv (item, FLAG_IS_A_TEMPLATE);
648 root 1.22 }
649 root 1.245 else
650 root 1.22 {
651 root 1.245 if (!conv_to)
652     {
653     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
654     &converter->name, &converter->map->path, converter->x, converter->y);
655     return -1;
656     }
657 root 1.123
658 root 1.245 item = object_create_arch (conv_to);
659     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
660 root 1.22 }
661 root 1.162
662 root 1.245 if (give)
663     item->nrof = give;
664 root 1.14
665 root 1.245 if (nr)
666     item->nrof *= nr;
667 root 1.22
668 root 1.245 if (converter->flag [FLAG_PRECIOUS])
669     SET_FLAG (item, FLAG_UNPAID);
670 elmex 1.1
671 root 1.245 if (converter->is_in_shop ())
672 root 1.22 {
673 root 1.245 // converters on shop floors don't work anymore, bug lets check for it
674     // and report in case someone still does it.
675     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
676     converter->debug_desc ());
677     SET_FLAG (item, FLAG_UNPAID);
678 root 1.22 }
679 root 1.245 else if (price_in < sint64 (item->nrof) * item->value)
680 root 1.22 {
681 root 1.245 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
682     &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
683     /**
684     * elmex: we are going to let the game continue, as the mapcreator
685     * hopefully had something in mind when doing this.
686     */
687 root 1.22 }
688 root 1.123
689 root 1.245 // elmex: only identify if we need to, for example so that generated money doesn't
690     // get an 'identified' flag so easily.
691     if (need_identify (item))
692     identify (item);
693    
694     insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
695     return 1;
696 elmex 1.1 }
697    
698     /**
699 root 1.245 * Handle apply on containers.
700     * By Eneq(@csd.uu.se).
701     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
702     * added the alchemical cauldron to the code -b.t.
703 elmex 1.1 */
704 root 1.209 static int
705 root 1.245 apply_container (object *op, object *sack)
706 elmex 1.1 {
707 root 1.245 if (op->type != PLAYER || !op->contr->ns)
708     return 0; /* This might change */
709 elmex 1.1
710 root 1.245 if (!sack || sack->type != CONTAINER)
711 root 1.22 {
712 root 1.245 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
713 elmex 1.1 return 0;
714     }
715 root 1.77
716 root 1.245 op->contr->last_used = 0;
717 root 1.162
718 root 1.245 if (sack->env && sack->env != op)
719 root 1.22 {
720 root 1.245 op->failmsg ("You must put it onto the floor or into your inventory first.");
721     return 1;
722 elmex 1.1 }
723 root 1.77
724 root 1.245 // already applied == open on ground, or open in inv, or active in inv
725     if (sack->flag [FLAG_APPLIED])
726 root 1.22 {
727 root 1.245 if (op->container_ () == sack)
728     {
729     // open on ground or inv, so close
730     op->close_container ();
731     return 1;
732     }
733     else if (!sack->env)
734     {
735     // active, but not ours: some other player has opened it
736     op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
737     return 1;
738     }
739    
740     // fall through to opening it (active in inv)
741     }
742     else if (sack->env)
743     {
744     // it is in our env, so activate it, do not open yet
745     op->close_container ();
746     sack->flag [FLAG_APPLIED] = 1;
747     esrv_update_item (UPD_FLAGS, op, sack);
748     op->statusmsg (format ("You ready %s.", query_name (sack)));
749     return 1;
750     }
751    
752     // it's locked?
753     if (sack->slaying)
754     {
755     if (object *tmp = find_key (op, op, sack))
756     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
757     else
758     {
759     op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
760     return 1;
761     }
762 elmex 1.1 }
763 root 1.77
764 root 1.245 op->open_container (sack);
765 root 1.123
766 root 1.22 return 1;
767 elmex 1.1 }
768    
769     /**
770 root 1.245 * Handles dropping things on altar.
771     * Returns true if sacrifice was accepted.
772 elmex 1.1 */
773 root 1.210 static int
774 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
775 elmex 1.1 {
776 root 1.245 /* Only players can make sacrifices on spell casting altars. */
777     if (altar->inv && (!originator || originator->type != PLAYER))
778     return 0;
779 elmex 1.1
780 root 1.245 if (operate_altar (altar, &sacrifice, originator))
781 root 1.22 {
782 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
783     * with an altar. We call it a Potion - altars are stationary - it
784     * is up to map designers to use them properly.
785     */
786     if (altar->inv && altar->inv->type == SPELL)
787     {
788     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
789     cast_spell (originator, altar, 0, altar->inv, NULL);
790     /* If it is connected, push the button. Fixes some problems with
791     * old maps.
792     */
793 root 1.139
794 root 1.245 /* push_button (altar);*/
795 elmex 1.1 }
796 root 1.245 else
797 elmex 1.1 {
798 root 1.245 altar->value = 1; /* works only once */
799     push_button (altar, originator);
800 elmex 1.1 }
801    
802 root 1.245 return !sacrifice;
803 root 1.22 }
804     else
805 root 1.245 return 0;
806 elmex 1.1 }
807    
808 root 1.245 /**
809     * Handles 'movement' of shop mats.
810     * Returns 1 if 'op' was destroyed, 0 if not.
811     * Largely re-written to not use nearly as many gotos, plus
812     * some of this code just looked plain out of date.
813     * MSW 2001-08-29
814 elmex 1.1 */
815 elmex 1.195 int
816 root 1.245 apply_shop_mat (object *shop_mat, object *op)
817 root 1.22 {
818 root 1.245 int rv = 0;
819     double opinion;
820     object *tmp, *next;
821    
822     SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
823 root 1.22
824 root 1.245 bool has_unpaid = false;
825 elmex 1.213
826 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
827     // a quick and small change :(
828     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
829     if (item->flag [FLAG_UNPAID])
830     {
831     has_unpaid = true;
832     break;
833     }
834 root 1.142
835 root 1.245 if (!op->is_player ())
836 root 1.22 {
837 root 1.245 /* Remove all the unpaid objects that may be carried here.
838     * This could be pets or monsters that are somehow in
839     * the shop.
840     */
841     for (tmp = op->inv; tmp; tmp = next)
842     {
843     next = tmp->below;
844    
845     if (QUERY_FLAG (tmp, FLAG_UNPAID))
846     {
847     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
848    
849     if (i >= 0)
850     tmp->move (i);
851     }
852     }
853 root 1.22
854 root 1.245 /* Don't teleport things like spell effects */
855     if (QUERY_FLAG (op, FLAG_NO_PICK))
856 root 1.22 return 0;
857 root 1.121
858 root 1.245 /* unpaid objects, or non living objects, can't transfer by
859     * shop mats. Instead, put it on a nearby space.
860     */
861     if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
862     {
863     /* Somebody dropped an unpaid item, just move to an adjacent place. */
864     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
865 root 1.121
866 root 1.245 if (i != -1)
867     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
868 root 1.121
869 root 1.245 return 0;
870     }
871 elmex 1.1
872 root 1.245 /* Removed code that checked for multipart objects - it appears that
873     * the teleport function should be able to handle this just fine.
874     */
875     rv = teleport (shop_mat, SHOP_MAT, op);
876 root 1.22 }
877 root 1.245 else if (can_pay (op) && get_payment (op))
878 root 1.22 {
879 root 1.245 /* this is only used for players */
880     rv = teleport (shop_mat, SHOP_MAT, op);
881 elmex 1.1
882 root 1.245 if (has_unpaid)
883     op->contr->play_sound (sound_find ("shop_buy"));
884     else if (op->is_in_shop ())
885     op->contr->play_sound (sound_find ("shop_enter"));
886     else
887     op->contr->play_sound (sound_find ("shop_leave"));
888 root 1.121
889 root 1.245 if (shop_mat->msg)
890     op->statusmsg (shop_mat->msg);
891     /* This check below is a bit simplistic - generally it should be correct,
892     * but there is never a guarantee that the bottom space on the map is
893     * actually the shop floor.
894     */
895     else if (!rv && !op->is_in_shop ())
896 root 1.22 {
897 root 1.245 opinion = shopkeeper_approval (op->map, op);
898    
899     op->statusmsg (
900     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
901     : opinion >= 0.75 ? "The shopkeeper waves to you."
902     : opinion >= 0.50 ? "The shopkeeper ignores you."
903     : "The shopkeeper glares at you with contempt."
904     );
905 root 1.22 }
906     }
907 root 1.245 else
908 root 1.22 {
909 root 1.245 /* if we get here, a player tried to leave a shop but was not able
910     * to afford the items he has. We try to move the player so that
911     * they are not on the mat anymore
912     */
913     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
914 root 1.22
915 root 1.245 if (i == -1)
916     LOG (llevError, "Internal shop-mat problem.\n");
917     else
918 root 1.22 {
919 root 1.245 op->remove ();
920     op->x += freearr_x[i];
921     op->y += freearr_y[i];
922     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
923 root 1.22 }
924     }
925    
926 root 1.245 CLEAR_FLAG (op, FLAG_NO_APPLY);
927     return rv;
928 elmex 1.1 }
929 root 1.22
930 elmex 1.1 /**
931 root 1.245 * Handles applying a sign.
932 elmex 1.1 */
933 root 1.245 static void
934     apply_sign (object *op, object *sign, int autoapply)
935 elmex 1.1 {
936 root 1.245 if (!op->is_player())
937     return;
938 elmex 1.1
939 root 1.245 if (sign->has_dialogue ())
940 root 1.22 {
941 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
942     return;
943 elmex 1.1 }
944 root 1.40
945 root 1.245 if (!sign->msg)
946 root 1.22 {
947 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
948     format ("T<%s>\n\n Nothing %sis written on it.",
949     &sign->name,
950     sign->name == sign->arch->name ? "" : "else "));
951     return;
952 elmex 1.1 }
953    
954 root 1.245 if (sign->stats.food)
955 root 1.22 {
956 root 1.245 if (sign->last_eat >= sign->stats.food)
957 root 1.22 {
958 root 1.245 if (!sign->move_on)
959     op->failmsg ("You cannot read it anymore.");
960    
961     return;
962 root 1.14 }
963 root 1.22
964 root 1.245 if (!QUERY_FLAG (op, FLAG_WIZPASS))
965     sign->last_eat++;
966 elmex 1.1 }
967    
968 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
969     * No way to know for sure. The presumption is basically that if
970     * move_on is zero, it needs to be manually applied (doesn't talk
971     * to us).
972     */
973     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
974 root 1.68 {
975 root 1.245 op->failmsg ("You are unable to read while blind!");
976     return;
977 elmex 1.1 }
978    
979 root 1.245 if (op->contr)
980     if (client *ns = op->contr->ns)
981     {
982     if (sign->sound)
983     ns->play_sound (sign->sound);
984     else if (autoapply)
985     ns->play_sound (sound_find ("msg_voice"));
986 elmex 1.1
987 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
988     }
989 elmex 1.1 }
990    
991 root 1.245 static void
992     move_apply_hole (object *trap, object *victim)
993 elmex 1.1 {
994 root 1.245 /* Hole not open? */
995     if (trap->stats.wc > 0)
996     return;
997    
998     /* Is this a multipart monster and not the head? If so, return.
999     * Processing will happen if the head runs into the pit
1000     */
1001     if (victim->head)
1002     return;
1003    
1004     // now find all possible locations and randomly pick one
1005     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1006     trap->range >= 3 ? SIZEOFFREE3 + 1
1007     : trap->range >= 2 ? SIZEOFFREE2 + 1
1008     : trap->range >= 1 ? SIZEOFFREE1 + 1
1009     : SIZEOFFREE0 + 1);
1010 root 1.22
1011 root 1.245 if (dir < 0)
1012     return;
1013 elmex 1.1
1014 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1015     victim->statusmsg ("You fall through the hole!", NDI_RED);
1016 root 1.26
1017 root 1.245 transfer_ob (victim,
1018     EXIT_X (trap) + freearr_x[dir],
1019     EXIT_Y (trap) + freearr_y[dir],
1020     0, victim);
1021 elmex 1.1 }
1022    
1023     /**
1024 root 1.245 * Unapplies specified item.
1025     * No check done on cursed/damned.
1026     * Break this out of apply_special - this is just done
1027     * to keep the size of apply_special to a more managable size.
1028 elmex 1.1 */
1029 root 1.245 static bool
1030     unapply_special (object *who, object *op, int aflags)
1031 elmex 1.1 {
1032 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1033     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1034     return RESULT_INT (0);
1035 elmex 1.1
1036 root 1.245 if (who->current_weapon == op)
1037     who->current_weapon = 0;
1038 elmex 1.1
1039 root 1.245 op->flag [FLAG_APPLIED] = false;
1040 root 1.121
1041 root 1.245 switch (op->type)
1042     {
1043     case SKILL:
1044     if (player *pl = who->contr)
1045     if (op->invisible)
1046     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1047     else
1048     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1049    
1050     change_abil (who, op);
1051     who->flag [FLAG_READY_SKILL] = false;
1052 root 1.121 break;
1053    
1054 root 1.245 case WEAPON:
1055     who->statusmsg (format ("You unwield %s.", query_name (op)));
1056     change_abil (who, op);
1057     who->flag [FLAG_READY_WEAPON] = false;
1058    
1059     // unapplying a weapon or skill tool should also unapply the skill it governs
1060     // but this is hard, as it shouldn't do so when the skill can
1061     // be used for other reasons
1062     if (who->chosen_skill)
1063     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1064     unapply_special (who, op, 0);
1065 root 1.25
1066 root 1.245 break;
1067 root 1.14
1068 root 1.245 case BOW:
1069     case WAND:
1070     case ROD:
1071     case HORN:
1072     case RANGED:
1073     if (player *pl = who->contr)
1074     {
1075     who->statusmsg (format ("You unready %s.", query_name (op)));
1076     change_abil (who, op);
1077     }
1078     else
1079     {
1080     who->change_skill (0);
1081 root 1.14
1082 root 1.245 if (op->type == BOW)
1083     op->flag [FLAG_READY_BOW ] = false;
1084     else
1085     op->flag [FLAG_READY_RANGE] = false;
1086     }
1087 root 1.14
1088 root 1.245 break;
1089 root 1.22
1090 root 1.245 case ARMOUR:
1091     case HELMET:
1092     case SHIELD:
1093     case RING:
1094     case BOOTS:
1095     case GLOVES:
1096     case AMULET:
1097     case GIRDLE:
1098     case BRACERS:
1099     case CLOAK:
1100     who->statusmsg (format ("You unwear %s.", query_name (op)));
1101     change_abil (who, op);
1102     break;
1103 root 1.24
1104 root 1.245 case SPELL:
1105     case BUILDER:
1106     who->statusmsg (format ("You unready %s.", query_name (op)));
1107     break;
1108 root 1.178
1109 root 1.245 //case SKILL_TOOL://TODO
1110     default:
1111     who->statusmsg (format ("You unapply %s.", query_name (op)));
1112     break;
1113 elmex 1.1 }
1114 elmex 1.15
1115 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116     if (object *pl = op->visible_to ())
1117     esrv_send_item (pl, op);
1118 root 1.121
1119 root 1.245 who->update_stats ();
1120 root 1.24
1121 root 1.245 return 1;
1122     }
1123 root 1.22
1124 root 1.245 /**
1125     * Returns the object that is using location 'loc'.
1126     * Note that 'start' is the first object to start examing - we
1127     * then go through the below of this. In this way, you can do
1128     * something like:
1129     * tmp = get_next_item_from_body_location(who->inv, 1);
1130     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1131     * to find the second object that may use this location, etc.
1132     * Returns NULL if no match is found.
1133     * loc is the index into the array we are looking for a match.
1134     * don't return invisible objects unless they are skill objects
1135     * invisible other objects that use
1136     * up body locations can be used as restrictions.
1137     */
1138     static object *
1139     get_next_item_from_body_location (int loc, object *start)
1140     {
1141     for (object *tmp = start; tmp; tmp = tmp->below)
1142     if (tmp->flag [FLAG_APPLIED]
1143     && tmp->slot [loc].info
1144     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145     return tmp;
1146 root 1.24
1147 root 1.245 return 0;
1148 elmex 1.1 }
1149    
1150     /**
1151 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1152     * This should only be called when it is known
1153     * that there are objects to unapply. This makes pretty heavy
1154     * use of get_item_from_body_location. It makes no intelligent choice
1155     * on objects - rather, the first that is matched is used.
1156     * Returns 0 on success, returns 1 if there is some problem.
1157     * if aflags is AP_PRINT, we instead print out waht to unapply
1158     * instead of doing it. This is a lot less code than having
1159     * another function that does just that.
1160 elmex 1.1 */
1161 root 1.179
1162 root 1.245 #define CANNOT_REMOVE_CURSED \
1163     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164     "Praying over an altar, scrolls of remove curse/damnation, " \
1165     "priests or even other players might help.>"
1166 root 1.22
1167 root 1.245 static bool
1168     unapply_for_ob (object *who, object *op, int aflags)
1169     {
1170     if (op->is_range ())
1171     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1172     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
1173     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
1174     {
1175     if (aflags & AP_PRINT)
1176     who->failmsg (query_name (tmp));
1177     else
1178     unapply_special (who, tmp, aflags);
1179     }
1180     else
1181     {
1182     /* In this case, we want to try and remove a cursed item.
1183     * While we know it won't work, we want unapply_special to
1184     * at least generate the message.
1185     */
1186     who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
1187     return 1;
1188     }
1189 elmex 1.1
1190 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 root 1.22 {
1192 root 1.245 /* this used up a slot that we need to free */
1193     if (op->slot[i].info)
1194 root 1.22 {
1195 root 1.245 object *last = who->inv;
1196    
1197     /* We do a while loop - may need to remove several items in order
1198     * to free up enough slots.
1199     */
1200     while ((who->slot[i].used + op->slot[i].info) < 0)
1201     {
1202     object *tmp = get_next_item_from_body_location (i, last);
1203 root 1.120
1204 root 1.245 if (!tmp)
1205     {
1206     #if 0
1207     /* Not a bug - we'll get this if the player has cursed items
1208     * equipped.
1209     */
1210     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1211     #endif
1212     return 1;
1213     }
1214 elmex 1.1
1215 root 1.245 /* If we are just printing, we don't care about cursed status */
1216     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
1217     {
1218     if (aflags & AP_PRINT)
1219     who->failmsg (query_name (tmp));
1220     else
1221     unapply_special (who, tmp, aflags);
1222     }
1223     else
1224     {
1225     /* Cursed item that we can't unequip - tell the player.
1226     * Note this could be annoying if this is just one of a few,
1227     * so it may not be critical (eg, putting on a ring and you have
1228     * one cursed ring.)
1229     */
1230     who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
1231     }
1232    
1233     last = tmp->below;
1234     }
1235     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1236     * return in the !tmp would have kicked in.
1237     */
1238     } /* if op is using this body location */
1239     } /* for body lcoations */
1240    
1241     return 0;
1242     }
1243    
1244     /**
1245     * Checks to see if 'who' can apply object 'op'.
1246     * Returns 0 if apply can be done without anything special.
1247     * Otherwise returns a bitmask - potentially several of these may be
1248     * set, but largely depends on circumstance - in the future, processing
1249     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1250     * is set, do we really care what the other flags may be?)
1251     *
1252     * See include/define.h for detailed description of the meaning of
1253     * these return values.
1254     */
1255     int
1256     can_apply_object (object *who, object *op)
1257     {
1258     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259     return RESULT_INT (0);
1260    
1261     int retval = 0;
1262     object *tmp = 0, *ws = 0;
1263 elmex 1.1
1264 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1265 root 1.22 {
1266 root 1.245 if (op->slot[i].info)
1267     {
1268     /* Item uses more slots than we have */
1269     if (who->slot[i].info + op->slot [i].info < 0)
1270     {
1271     /* Could return now for efficiency - rest of info below isn't
1272     * really needed.
1273     */
1274     retval |= CAN_APPLY_NEVER;
1275     }
1276     else if (who->slot[i].used + op->slot[i].info < 0)
1277     {
1278     /* in this case, equipping this would use more free spots than
1279     * we have.
1280     */
1281    
1282     /* if we have an applied weapon/shield, and unapply it would free
1283     * enough slots to equip the new item, then just set "can
1284     * apply unapply". We don't care about the logic below - if you have a
1285     * shield equipped and try to equip another shield, there is only
1286     * one choice. However, the check for the number of body locations
1287     * does take into the account cases where what is being applied
1288     * may be two handed for example.
1289     */
1290     if (ws)
1291     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1292     {
1293     retval |= CAN_APPLY_UNAPPLY;
1294     continue;
1295     }
1296    
1297     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1298     if (!tmp1)
1299     retval |= CAN_APPLY_NEVER;
1300     else
1301     {
1302     /* need to unapply something. However, if this something
1303     * is different than we had found before, it means they need
1304     * to apply multiple objects
1305     */
1306     retval |= CAN_APPLY_UNAPPLY;
1307 root 1.110
1308 root 1.245 if (!tmp)
1309     tmp = tmp1;
1310     else if (tmp != tmp1)
1311     retval |= CAN_APPLY_UNAPPLY_MULT;
1312 root 1.110
1313 root 1.245 /* This object isn't using up all the slots, so there must
1314     * be another. If so, and it the new item doesn't need all
1315     * the slots, the player then has a choice.
1316     */
1317     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1318     && abs (op->slot[i].info) < who->slot[i].info)
1319     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1320 elmex 1.1
1321 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1322     * equipped? If not, there must be something else to unapply.
1323     */
1324     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1325     retval |= CAN_APPLY_UNAPPLY_MULT;
1326     }
1327     } /* if not enough free slots */
1328     } /* if this object uses location i */
1329     } /* for i -> num_body_locations loop */
1330 root 1.167
1331 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1332     * really be controlled by use of body locations. We do have
1333     * the weapon/shield checks, and the range checks for monsters,
1334     * because you can't control those just by body location - bows, shields,
1335     * and weapons all use the same slot. Similar for horn/rod/wand - they
1336     * all use the same location.
1337 root 1.167 */
1338 root 1.245 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
1339     retval |= CAN_APPLY_RESTRICTION;
1340    
1341     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
1342     retval |= CAN_APPLY_RESTRICTION;
1343    
1344     if (who->type != PLAYER)
1345     {
1346     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
1347     retval |= CAN_APPLY_RESTRICTION;
1348 root 1.167
1349 root 1.245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1350     retval |= CAN_APPLY_RESTRICTION;
1351 root 1.167
1352 root 1.245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1353     retval |= CAN_APPLY_RESTRICTION;
1354 root 1.167
1355 root 1.245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1356     retval |= CAN_APPLY_RESTRICTION;
1357     }
1358 root 1.167
1359 root 1.245 return retval;
1360 root 1.167 }
1361    
1362 elmex 1.1 /**
1363 root 1.245 * who is the object using the object. It can be a monster.
1364     * op is the object they are using. op is an equipment type item,
1365     * eg, one which you put on and keep on for a while, and not something
1366     * like a potion or scroll.
1367     *
1368     * function returns 1 if the action could not be completed, 0 on
1369     * success. However, success is a matter of meaning - if the
1370     * user passes the 'apply' flag to an object already applied,
1371     * nothing is done, and 0 is returned.
1372     *
1373     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1374     * AP_UNAPPLY=always unapply).
1375     *
1376     * Optional flags:
1377     * AP_NO_MERGE: don't merge an unapplied object with other objects
1378     * AP_IGNORE_CURSE: unapply cursed items
1379     * AP_NO_READY: do not ready skills when applying skill tools
1380     *
1381     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1382 elmex 1.1 *
1383 root 1.245 * apply_special() doesn't check for unpaid items.
1384 elmex 1.1 */
1385 root 1.245
1386     #define LACK_ITEM_POWER \
1387     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388    
1389     static bool
1390     apply_special (object *who, object *op, int aflags)
1391 elmex 1.1 {
1392 root 1.245 int basic_flag = aflags & AP_MODE;
1393     object *tmp, *tmp2, *skop = NULL;
1394    
1395     if (who == NULL)
1396     {
1397     LOG (llevError, "apply_special() from object without environment.\n");
1398     return 1;
1399     }
1400 elmex 1.1
1401 root 1.245 //TODO: remove these when apply_special is no longer exposed
1402     if (op->env != who)
1403     return 1; /* op is not in inventory */
1404 elmex 1.1
1405 root 1.245 /* trying to unequip op */
1406     if (QUERY_FLAG (op, FLAG_APPLIED))
1407 root 1.22 {
1408 root 1.245 /* always apply, so no reason to unapply */
1409     if (basic_flag == AP_APPLY)
1410     return 0;
1411    
1412     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1413     {
1414     who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
1415     return 1;
1416     }
1417    
1418     return unapply_special (who, op, aflags);
1419 elmex 1.1 }
1420 root 1.245 else if (basic_flag == AP_UNAPPLY)
1421     return 0;
1422    
1423     splay (op);
1424 root 1.110
1425 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1426     if (int i = can_apply_object (who, op))
1427     {
1428     if (i & CAN_APPLY_NEVER)
1429     {
1430     who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
1431     return 1;
1432     }
1433     else if (i & CAN_APPLY_RESTRICTION)
1434     {
1435     who->failmsg (format (
1436     "You have a prohibition against using a %s. "
1437     "H<Your belief, profession or class prevents you from applying this item.>",
1438     query_name (op)
1439     ));
1440     return 1;
1441     }
1442 elmex 1.1
1443 root 1.245 if (who->type != PLAYER)
1444     {
1445     /* Some error, so don't try to equip something more */
1446     if (unapply_for_ob (who, op, aflags))
1447     return 1;
1448     }
1449     else
1450     {
1451     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 root 1.198 {
1453 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1454     unapply_for_ob (who, op, AP_PRINT);
1455     return 1;
1456     }
1457     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1458     if (unapply_for_ob (who, op, aflags))
1459     return 1;
1460     }
1461     }
1462    
1463     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464     {
1465     // try to ready attached skill first
1466     skop = find_skill_by_name (who, op->skill);
1467    
1468     if (!skop)
1469     {
1470     who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
1471     return 1;
1472     }
1473     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474     {
1475     who->failmsg (format ("You can't use the required %s skill!", &op->skill));
1476     return 1;
1477     }
1478     }
1479    
1480     if (!check_item_power (who, op->item_power))
1481     {
1482     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1483     return 1;
1484     }
1485    
1486     /* Ok. We are now at the state where we can apply the new object.
1487     * Note that we don't have the checks for can_use_...
1488     * below - that is already taken care of by can_apply_object.
1489     */
1490    
1491     // split away all the other items from the stack, so only one item is left
1492     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1493    
1494     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495     return RESULT_INT (0);
1496    
1497     switch (op->type)
1498     {
1499     case WEAPON:
1500     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1501     {
1502     /* if the weapon does not have the name as the character, can't use it. */
1503     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1504     who->failmsg ("The weapon does not recognize you as its owner. "
1505     "H<Its name indicates that it belongs to somebody else.>");
1506     if (tmp) who->insert (tmp);
1507     return 1;
1508     }
1509    
1510     op->flag [FLAG_APPLIED] = true;
1511    
1512     if (player *pl = who->contr)
1513     {
1514     who->statusmsg (format ("You wield %s.", query_name (op)));
1515     change_abil (who, op);
1516     }
1517     else
1518     who->change_skill (skop);
1519    
1520     op->flag [FLAG_READY_WEAPON] = true;
1521     break;
1522    
1523     case ARMOUR:
1524     case HELMET:
1525     case SHIELD:
1526     case BOOTS:
1527     case GLOVES:
1528     case GIRDLE:
1529     case BRACERS:
1530     case CLOAK:
1531     case RING:
1532     case AMULET:
1533     SET_FLAG (op, FLAG_APPLIED);
1534     who->statusmsg (format ("You wear %s.", query_name (op)));
1535     change_abil (who, op);
1536     break;
1537    
1538     case SKILL_TOOL:
1539     // applying a skill tool does not ready the skill
1540     // if something needs the skill, it has to ready it itself
1541     //TODO: unapplying should unapply the skill, though
1542     SET_FLAG (op, FLAG_APPLIED);
1543     break;
1544    
1545     case SKILL:
1546     if (!(aflags & AP_NO_SLOT))
1547     {
1548     // skill is used on it's own, as opposed to being a chosen_skill
1549    
1550     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1551     {
1552     who->failmsg (format (
1553     "You feel as if you wanted to do something funny, but you can't remember what. "
1554     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1555     "It cannot be used on its own.>",
1556     &op->skill
1557     ));
1558     if (tmp) who->insert (tmp);
1559     return 1;
1560     }
1561    
1562     if (skill_flags [op->subtype] & SF_AUTARK
1563     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1564     {
1565     if (skill_flags [op->subtype] & SF_USE)
1566     who->failmsg (format (
1567     "You feel as if you wanted to do something funny, but you can't remember what. "
1568     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1569     &op->skill, &op->skill
1570     ));
1571     else
1572     who->failmsg (format (
1573     "You feel as if you wanted to do something funny, but you can't remember what. "
1574     "H<The %s skill cannot be readied or used, it is always active.>",
1575     &op->skill
1576     ));
1577    
1578     if (tmp) who->insert (tmp);
1579    
1580     return 1;
1581     }
1582    
1583     if (who->contr)
1584     if (op->invisible)
1585     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1586     else
1587     who->statusmsg (format ("You ready %s.", query_name (op)));
1588     }
1589    
1590     SET_FLAG (who, FLAG_READY_SKILL);
1591     SET_FLAG (op, FLAG_APPLIED);
1592     change_abil (who, op);
1593     break;
1594    
1595     case BOW:
1596     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1597     {
1598     who->failmsg ("The weapon does not recognize you as its owner. "
1599     "H<Its name indicates that it belongs to somebody else.>");
1600     if (tmp) who->insert (tmp);
1601     return 1;
1602     }
1603    
1604     if (player *pl = who->contr)
1605     {
1606     op->flag [FLAG_APPLIED] = true;
1607     who->statusmsg (format ("You wield the %s.", query_name (op)));
1608     change_abil (who, op);
1609     }
1610     break;
1611    
1612     case RANGED:
1613     if (player *pl = who->contr)
1614     {
1615     op->flag [FLAG_APPLIED] = true;
1616     who->statusmsg (format ("You applied the %s.", query_name (op)));
1617     }
1618     break;
1619    
1620     case SPELL:
1621     if (player *pl = who->contr)
1622     {
1623     op->flag [FLAG_APPLIED] = true;
1624     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1625     }
1626     break;
1627    
1628     /*FALLTHROUGH*/
1629     case WAND:
1630     case ROD:
1631     case HORN:
1632     /* check for skill, alter player status */
1633 root 1.198
1634 root 1.245 if (!skop)
1635     {
1636     who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
1637     if (tmp) who->insert (tmp);
1638     return 1;
1639     }
1640 root 1.198
1641 root 1.245 op->flag [FLAG_APPLIED] = true;
1642 elmex 1.1
1643 root 1.245 if (player *pl = who->contr)
1644     {
1645     who->statusmsg (format ("You ready %s.", query_name (op)));
1646 root 1.14
1647 root 1.245 if (op->type == BOW)
1648     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1649 root 1.14
1650 root 1.245 change_abil (who, op);
1651     }
1652     else
1653     {
1654     who->change_skill (skop);
1655 root 1.14
1656 root 1.245 if (op->type == BOW)
1657     op->flag [FLAG_READY_BOW ] = true;
1658     else
1659     op->flag [FLAG_READY_RANGE] = true;
1660     }
1661 root 1.14
1662 root 1.245 break;
1663 root 1.198
1664 root 1.245 case BUILDER:
1665     if (player *pl = who->contr)
1666     {
1667     who->statusmsg (format ("You ready your %s.", query_name (op)));
1668     //TODO: change_abil?
1669     }
1670     break;
1671 root 1.14
1672 root 1.245 default:
1673     who->statusmsg (format ("You apply %s.", query_name (op)));
1674     }
1675 root 1.23
1676 root 1.245 SET_FLAG (op, FLAG_APPLIED);
1677 root 1.14
1678 root 1.245 if (tmp) who->insert (tmp);
1679 root 1.14
1680 root 1.245 who->update_stats ();
1681 root 1.14
1682 root 1.245 /* We exclude spell casting objects. The fire code will set the
1683     * been applied flag when they are used - until that point,
1684     * you don't know anything about them.
1685     */
1686     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1687     SET_FLAG (op, FLAG_BEEN_APPLIED);
1688 root 1.14
1689 root 1.245 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1690     if (who->type == PLAYER)
1691     {
1692     who->failmsg (
1693     "Oops, it feels deadly cold! "
1694     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1695     );
1696     SET_FLAG (op, FLAG_KNOWN_CURSED);
1697     }
1698 root 1.22
1699 root 1.245 if (object *pl = op->visible_to ())
1700     esrv_send_item (pl, op);
1701 root 1.14
1702 root 1.245 return 0;
1703     }
1704 root 1.14
1705 root 1.245 /**
1706     * Check if op should abort moving victim because of it's race or slaying.
1707     * Returns 1 if it should abort, returns 0 if it should continue.
1708     */
1709     int
1710     should_director_abort (object *op, object *victim)
1711     {
1712     int arch_flag, name_flag, race_flag;
1713 root 1.22
1714 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1715     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1716     * the next is the name flag, and the last is the race flag. Also note,
1717     * if subtype is set to zero, that also goes to defaults of all affecting
1718     * it. Examples:
1719     * subtype 1: only arch
1720     * subtype 3: arch or name
1721     * subtype 5: arch or race
1722     * subtype 7: all three
1723     */
1724     if (op->subtype)
1725     {
1726     arch_flag = op->subtype & 1;
1727     name_flag = op->subtype & 2;
1728     race_flag = op->subtype & 4;
1729     }
1730     else
1731     {
1732     arch_flag = 1;
1733     name_flag = 1;
1734     race_flag = 1;
1735     }
1736 root 1.14
1737 root 1.245 /* If the director has race set, only affect objects with a arch,
1738     * name or race that matches.
1739     */
1740     if ((op->race) &&
1741     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1742     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1743     ((!(victim->race && race_flag) || op->race != victim->race)))
1744     return 1;
1745 root 1.14
1746 root 1.245 /* If the director has slaying set, only affect objects where none
1747     * of arch, name, or race match.
1748     */
1749     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1750     ((victim->name && name_flag && op->slaying == victim->name)) ||
1751     ((victim->race && race_flag && op->slaying == victim->race)))
1752     return 1;
1753 root 1.118
1754 root 1.245 return 0;
1755     }
1756 root 1.14
1757 root 1.245 /**
1758     * This handles a player dropping money on an altar to identify stuff.
1759     * It'll identify marked item, if none all items up to dropped money.
1760     * Return value: 1 if money was destroyed, 0 if not.
1761     */
1762     static int
1763     apply_id_altar (object *money, object *altar, object *pl)
1764     {
1765     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1766 root 1.14
1767 root 1.245 if (!pl || pl->type != PLAYER)
1768     return 0;
1769 root 1.14
1770 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1771     * identifying' from being printed out more than it needs to be.
1772     */
1773     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1774     return 0;
1775 root 1.23
1776 root 1.245 /* if the player has a marked item, identify that if it needs to be
1777     * identified. If it doesn't, then go through the player inventory.
1778     */
1779     if (object *marked = find_marked_object (pl))
1780     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1781     {
1782     if (operate_altar (altar, &money, pl))
1783     {
1784     identify (marked);
1785 root 1.23
1786 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1787     if (marked->msg)
1788     buf << "The item has a story:\r" << marked->msg << "\n\n";
1789 root 1.23
1790 root 1.245 return !money;
1791     }
1792     }
1793 root 1.14
1794 root 1.245 for (object *id = pl->inv; id; id = id->below)
1795     {
1796     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1797     {
1798     if (operate_altar (altar, &money, pl))
1799     {
1800     identify (id);
1801 root 1.55
1802 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1803     if (id->msg)
1804     buf << "The item has a story:\r" << id->msg << "\n\n";
1805 root 1.14
1806 root 1.245 /* If no more money, might as well quit now */
1807     if (!money || !check_altar_sacrifice (altar, money))
1808     break;
1809     }
1810     else
1811     {
1812     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1813     break;
1814     }
1815     }
1816     }
1817 root 1.23
1818 root 1.245 if (buf.empty ())
1819     pl->failmsg ("You have nothing that needs identifying");
1820     else
1821     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1822 root 1.23
1823 root 1.245 return !money;
1824     }
1825 root 1.23
1826 root 1.245 /**
1827     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1828     * matching item.
1829     **/
1830     void
1831     handle_apply_yield (object *tmp)
1832     {
1833     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1834     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1835 elmex 1.1 }
1836    
1837     /**
1838 root 1.245 * Handles applying a potion.
1839 elmex 1.1 */
1840 root 1.245 int
1841     apply_potion (object *op, object *tmp)
1842 elmex 1.1 {
1843 root 1.245 int got_one = 0, i;
1844     object *force = 0;
1845 root 1.22
1846 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1847 root 1.112
1848 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1849 root 1.22 {
1850 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1851 elmex 1.1
1852 root 1.245 CLEAR_FLAG (tmp, FLAG_APPLIED);
1853     return 0;
1854 elmex 1.1 }
1855 root 1.112
1856 root 1.245 if (op->type == PLAYER)
1857     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1858     identify (tmp);
1859 elmex 1.1
1860 root 1.245 handle_apply_yield (tmp);
1861 elmex 1.223
1862 root 1.245 /* Potion of restoration - only for players */
1863     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1864     {
1865     object *depl;
1866     archetype *at;
1867 root 1.22
1868 root 1.245 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1869     {
1870     op->drain_stat ();
1871     op->update_stats ();
1872     tmp->decrease ();
1873     return 1;
1874     }
1875 root 1.22
1876 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1877 root 1.22 {
1878 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1879     return 0;
1880 root 1.22 }
1881 root 1.41
1882 root 1.245 depl = present_arch_in_ob (at, op);
1883 elmex 1.1
1884 root 1.245 if (depl)
1885     {
1886     for (i = 0; i < NUM_STATS; i++)
1887     if (depl->stats.stat (i))
1888     op->statusmsg (restore_msg[i]);
1889 root 1.208
1890 root 1.245 depl->destroy ();
1891     op->update_stats ();
1892 root 1.208 }
1893 root 1.245 else
1894     op->statusmsg ("Your potion had no effect.");
1895 root 1.208
1896 root 1.245 tmp->decrease ();
1897     return 1;
1898 elmex 1.1 }
1899    
1900 root 1.245 /* improvement potion - only for players */
1901     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1902 root 1.22 {
1903 root 1.245 for (i = 1; i < min (11, op->level); i++)
1904     {
1905     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1906     {
1907     if (op->contr->levhp[i] != 1)
1908     {
1909     op->contr->levhp[i] = 1;
1910     break;
1911     }
1912 elmex 1.1
1913 root 1.245 if (op->contr->levsp[i] != 1)
1914     {
1915     op->contr->levsp[i] = 1;
1916     break;
1917     }
1918 elmex 1.1
1919 root 1.245 if (op->contr->levgrace[i] != 1)
1920     {
1921     op->contr->levgrace[i] = 1;
1922     break;
1923     }
1924     }
1925     else
1926     {
1927     if (op->contr->levhp[i] < 9)
1928     {
1929     op->contr->levhp[i] = 9;
1930     break;
1931     }
1932 root 1.118
1933 root 1.245 if (op->contr->levsp[i] < 6)
1934     {
1935     op->contr->levsp[i] = 6;
1936     break;
1937     }
1938 root 1.22
1939 root 1.245 if (op->contr->levgrace[i] < 3)
1940     {
1941     op->contr->levgrace[i] = 3;
1942     break;
1943     }
1944     }
1945     }
1946 elmex 1.1
1947 root 1.245 /* Just makes checking easier */
1948     if (i < min (11, op->level))
1949     got_one = 1;
1950 elmex 1.1
1951 root 1.245 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1952     {
1953     if (got_one)
1954     {
1955     op->update_stats ();
1956     op->statusmsg ("The Gods smile upon you and remake you "
1957     "a little more in their image. "
1958     "You feel a little more perfect.", NDI_GREEN);
1959     }
1960     else
1961     op->statusmsg ("The potion had no effect - you are already perfect.");
1962     }
1963     else
1964     { /* cursed potion */
1965     if (got_one)
1966     {
1967     op->update_stats ();
1968     op->failmsg ("The Gods are angry and punish you.");
1969     }
1970     else
1971     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1972     }
1973 root 1.22
1974 root 1.245 tmp->decrease ();
1975     return 1;
1976 root 1.22 }
1977 elmex 1.1
1978 root 1.22
1979 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1980     * and heroism all fit into this category. Given the spell object code,
1981     * there is no limit to the number of spells that potions can be cast,
1982     * but direction is problematic to try and imbue fireball potions for example.
1983 root 1.22 */
1984 root 1.245 if (tmp->inv)
1985 root 1.22 {
1986 root 1.245 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1987 root 1.22 {
1988 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1989     create_exploding_ball_at (op, op->level);
1990 root 1.14 }
1991 root 1.22 else
1992 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1993 root 1.114
1994 root 1.245 tmp->decrease ();
1995 root 1.22
1996 root 1.245 /* if youre dead, no point in doing this... */
1997     if (!QUERY_FLAG (op, FLAG_REMOVED))
1998     op->update_stats ();
1999 root 1.22
2000 root 1.245 return 1;
2001 root 1.22 }
2002    
2003 root 1.245 /* Deal with protection potions */
2004     force = NULL;
2005     for (i = 0; i < NROFATTACKS; i++)
2006     {
2007     if (tmp->resist[i])
2008     {
2009     if (!force)
2010     force = get_archetype (FORCE_NAME);
2011 root 1.32
2012 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2013     force->type = POTION_EFFECT;
2014     break; /* Only need to find one protection since we copy entire batch */
2015     }
2016 root 1.22 }
2017 root 1.31
2018 root 1.245 /* This is a protection potion */
2019     if (force)
2020 root 1.22 {
2021 root 1.245 /* cursed items last longer */
2022     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2023     {
2024     force->stats.food *= 10;
2025     for (i = 0; i < NROFATTACKS; i++)
2026     if (force->resist[i] > 0)
2027     force->resist[i] = -force->resist[i]; /* prot => vuln */
2028     }
2029 root 1.22
2030 root 1.245 force->speed_left = -1;
2031     force = insert_ob_in_ob (force, op);
2032     CLEAR_FLAG (tmp, FLAG_APPLIED);
2033     SET_FLAG (force, FLAG_APPLIED);
2034     change_abil (op, force);
2035     tmp->decrease ();
2036     return 1;
2037 elmex 1.1 }
2038 root 1.22
2039 root 1.245 /* Only thing left are the stat potions */
2040     if (op->type == PLAYER)
2041     { /* only for players */
2042     if ((QUERY_FLAG (tmp, FLAG_CURSED)
2043     || QUERY_FLAG (tmp, FLAG_DAMNED))
2044     && tmp->value != 0)
2045     CLEAR_FLAG (tmp, FLAG_APPLIED);
2046     else
2047     SET_FLAG (tmp, FLAG_APPLIED);
2048 root 1.25
2049 root 1.245 if (!change_abil (op, tmp))
2050     op->statusmsg ("Nothing happened.");
2051 elmex 1.1 }
2052    
2053 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2054     * that were grouped with the one consumed, his
2055     * stat will not be raised by them. fix_player just clears
2056     * up all the stats.
2057 root 1.22 */
2058 root 1.245 CLEAR_FLAG (tmp, FLAG_APPLIED);
2059     op->update_stats ();
2060     tmp->decrease ();
2061     return 1;
2062     }
2063 root 1.22
2064 root 1.245 /**
2065     * 'victim' moves onto 'trap'
2066     * 'victim' leaves 'trap'
2067     * effect is determined by move_on/move_off of trap and move_type of victime.
2068     *
2069     * originator: Player, monster or other object that caused 'victim' to move
2070     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2071     * However, some types of traps require an originator to function.
2072 elmex 1.1 */
2073 root 1.22 void
2074 root 1.245 move_apply (object *trap, object *victim, object *originator)
2075 elmex 1.1 {
2076 root 1.245 static int recursion_depth = 0;
2077    
2078     /* Only exits affect DMs. */
2079     if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2080     return;
2081 elmex 1.1
2082 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2083     * possibly unlimited recursion.
2084     */
2085     /* The following was changed because it was causing perfectly correct
2086     * maps to fail. 1) it's not an error to recurse:
2087     * rune detonates, summoning monster. monster lands on nearby rune.
2088     * nearby rune detonates. This sort of recursion is expected and
2089     * proper. This code was causing needless crashes.
2090     */
2091     if (recursion_depth >= 500)
2092 root 1.22 {
2093 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2094     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2095 root 1.22 return;
2096 elmex 1.1 }
2097    
2098 root 1.245 recursion_depth++;
2099     if (trap->head)
2100     trap = trap->head;
2101    
2102     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2103     switch (trap->type)
2104     {
2105     case PLAYERMOVER:
2106     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2107     {
2108     if (!trap->stats.maxsp)
2109     trap->stats.maxsp = 2;
2110 elmex 1.1
2111 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2112     * should be divided by trap->speed
2113     */
2114     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2115 elmex 1.1
2116 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2117     * above with some objects have zero speed, and thus the player
2118     * getting permanently paralyzed.
2119     */
2120     if (victim->speed_left < -50.f)
2121     victim->speed_left = -50.f;
2122     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2123     }
2124     break;
2125 elmex 1.1
2126 root 1.245 case SPINNER:
2127     if (victim->direction)
2128     {
2129     victim->direction = absdir (victim->direction - trap->stats.sp);
2130     update_turn_face (victim);
2131     }
2132     break;
2133 elmex 1.1
2134 root 1.245 case DIRECTOR:
2135     if (victim->direction && !should_director_abort (trap, victim))
2136     {
2137     victim->direction = trap->stats.sp;
2138     update_turn_face (victim);
2139     }
2140     break;
2141 elmex 1.1
2142 root 1.245 case BUTTON:
2143     case PEDESTAL:
2144     case T_MATCH:
2145     update_button (trap, originator);
2146     break;
2147 elmex 1.1
2148 root 1.245 case ALTAR:
2149     /* sacrifice victim on trap */
2150     apply_altar (trap, victim, originator);
2151     break;
2152 elmex 1.1
2153 root 1.245 case THROWN_OBJ:
2154     if (trap->inv == NULL)
2155     break;
2156     /* fallthrough */
2157 elmex 1.1
2158 root 1.245 case ARROW:
2159     /* bad bug: monster throw a object, make a step forwards, step on object ,
2160     * trigger this here and get hit by own missile - and will be own enemy.
2161     * Victim then is his own enemy and will start to kill herself (this is
2162     * removed) but we have not synced victim and his missile. To avoid senseless
2163     * action, we avoid hits here
2164     */
2165     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2166     && trap->owner != victim)
2167     hit_with_arrow (trap, victim);
2168     break;
2169 root 1.22
2170 root 1.245 case SPELL_EFFECT:
2171     apply_spell_effect (trap, victim);
2172     break;
2173 root 1.99
2174 root 1.245 case TRAPDOOR:
2175     {
2176     int max, sound_was_played;
2177     object *ab, *ab_next;
2178 elmex 1.1
2179 root 1.245 if (!trap->value)
2180     {
2181     int tot;
2182 root 1.22
2183 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2184     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2185     tot += ab->head_ ()->total_weight ();
2186 root 1.37
2187 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2188     break;
2189 elmex 1.1
2190 root 1.245 SET_ANIMATION (trap, trap->value);
2191     update_object (trap, UP_OBJ_FACE);
2192     }
2193 elmex 1.1
2194 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2195     {
2196     /* need to set this up, since if we do transfer the object,
2197     * ab->above would be bogus
2198     */
2199     ab_next = ab->above;
2200 root 1.22
2201 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2202     {
2203     if (!sound_was_played)
2204     {
2205     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2206     sound_was_played = 1;
2207     }
2208 root 1.22
2209 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2210     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2211     }
2212     }
2213     break;
2214     }
2215 root 1.22
2216 root 1.245 case CONVERTER:
2217     if (convert_item (victim, trap) < 0)
2218     {
2219     originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
2220     archetype::get (shstr_burnout)->insert_at (trap, trap);
2221     }
2222 root 1.22
2223 root 1.245 break;
2224 root 1.22
2225 root 1.245 case TRIGGER_BUTTON:
2226     case TRIGGER_PEDESTAL:
2227     case TRIGGER_ALTAR:
2228     check_trigger (trap, victim, originator);
2229     break;
2230 root 1.124
2231 root 1.245 case DEEP_SWAMP:
2232     walk_on_deep_swamp (trap, victim);
2233     break;
2234 root 1.22
2235 root 1.245 case CHECK_INV:
2236     check_inv (victim, trap);
2237     break;
2238 root 1.22
2239 root 1.245 case HOLE:
2240     move_apply_hole (trap, victim);
2241     break;
2242 root 1.22
2243 root 1.245 case EXIT:
2244     if (victim->type == PLAYER && EXIT_PATH (trap))
2245     {
2246     /* Basically, don't show exits leading to random maps the
2247     * players output.
2248     */
2249     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2250     victim->statusmsg (trap->msg, NDI_NAVY);
2251 root 1.22
2252 root 1.245 trap->play_sound (trap->sound);
2253     victim->enter_exit (trap);
2254     }
2255     break;
2256 root 1.22
2257 root 1.245 case ENCOUNTER:
2258     /* may be some leftovers on this */
2259     break;
2260 root 1.22
2261 root 1.245 case SHOP_MAT:
2262     apply_shop_mat (trap, victim);
2263     break;
2264 root 1.22
2265 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2266     case IDENTIFY_ALTAR:
2267     apply_id_altar (victim, trap, originator);
2268     break;
2269 root 1.22
2270 root 1.245 case SIGN:
2271     if (victim->type != PLAYER && trap->stats.food > 0)
2272     break; /* monsters musn't apply magic_mouths with counters */
2273 root 1.22
2274 root 1.245 apply_sign (victim, trap, 1);
2275     break;
2276 root 1.22
2277 root 1.245 case CONTAINER:
2278     apply_container (victim, trap);
2279     break;
2280 root 1.22
2281 root 1.245 case RUNE:
2282     case TRAP:
2283     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2284     spring_trap (trap, victim);
2285     break;
2286 root 1.22
2287 root 1.245 default:
2288     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2289     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2290     break;
2291     }
2292 root 1.124
2293 root 1.245 recursion_depth--;
2294     }
2295 root 1.124
2296 root 1.245 /**
2297     * Handles reading a regular (ie not containing a spell) book.
2298     */
2299     static void
2300     apply_book (object *op, object *tmp)
2301     {
2302     int lev_diff;
2303     object *skill_ob;
2304 root 1.22
2305 root 1.245 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2306     {
2307     op->failmsg ("You are unable to read while blind!");
2308     return;
2309     }
2310 root 1.22
2311 root 1.245 if (!tmp->msg)
2312 root 1.22 {
2313 root 1.245 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
2314     return;
2315     }
2316 root 1.22
2317 root 1.245 /* need a literacy skill to read stuff! */
2318     skill_ob = find_skill_by_name (op, tmp->skill);
2319     if (!skill_ob)
2320     {
2321     op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
2322     return;
2323 root 1.22 }
2324    
2325 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2326     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2327 root 1.22 {
2328 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2329     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2330     : lev_diff < 5 ? "This book is beyond your comprehension."
2331     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2332     : lev_diff < 15 ? "This book is way beyond your comprehension."
2333     : "This book is totally beyond your comprehension.");
2334     return;
2335     }
2336    
2337     // we currently don't use the message types for anything.
2338     // readable_message_type *msgType = get_readable_message_type (tmp);
2339    
2340     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2341    
2342     if (player *pl = op->contr)
2343     if (client *ns = pl->ns)
2344     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2345    
2346     /* gain xp from reading */
2347     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2348     { /* only if not read before */
2349     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2350 root 1.22
2351 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2352 root 1.22 {
2353 root 1.245 /*exp_gain *= 2; because they just identified it too */
2354     SET_FLAG (tmp, FLAG_IDENTIFIED);
2355    
2356     if (object *pl = tmp->visible_to ())
2357     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2358 root 1.22 }
2359 root 1.245
2360     change_exp (op, exp_gain, skill_ob->skill, 0);
2361     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2362 elmex 1.1 }
2363     }
2364    
2365     /**
2366 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2367     * scroll_failure()- hacked directly from spell_failure
2368 root 1.208 */
2369     static void
2370 root 1.245 scroll_failure (object *op, int failure, int power)
2371 root 1.208 {
2372 root 1.245 if (abs (failure / 4) > power)
2373     power = abs (failure / 4); /* set minimum effect */
2374    
2375     if (failure <= -1 && failure > -15)
2376     { /* wonder */
2377     object *tmp;
2378 root 1.208
2379 root 1.245 op->failmsg ("Your spell warps!");
2380     tmp = get_archetype (SPELL_WONDER);
2381     cast_wonder (op, op, 0, tmp);
2382     tmp->destroy ();
2383     }
2384     else if (failure <= -15 && failure > -35)
2385     { /* drain mana */
2386     op->failmsg ("Your mana is drained!");
2387     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2388     if (op->stats.sp < 0)
2389     op->stats.sp = 0;
2390     }
2391     else if (settings.spell_failure_effects == TRUE)
2392 root 1.208 {
2393 root 1.245 if (failure <= -35 && failure > -60)
2394     { /* confusion */
2395     op->failmsg ("The magic recoils on you!");
2396     confuse_player (op, op, power);
2397     }
2398     else if (failure <= -60 && failure > -70)
2399     { /* paralysis */
2400     op->failmsg ("The magic recoils and paralyzes you!");
2401     paralyze_player (op, op, power);
2402     }
2403     else if (failure <= -70 && failure > -80)
2404     { /* blind */
2405     op->failmsg ("The magic recoils on you!");
2406     blind_player (op, op, power);
2407     }
2408     else if (failure <= -80)
2409     { /* blast the immediate area */
2410     object *tmp = get_archetype (LOOSE_MANA);
2411     cast_magic_storm (op, tmp, power);
2412     op->failmsg ("You unleash uncontrolled mana!");
2413     tmp->destroy ();
2414 root 1.208 }
2415     }
2416     }
2417    
2418     /**
2419 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2420     * op is the person learning the skill, tmp is the skill scroll object
2421 elmex 1.1 */
2422 root 1.22 static void
2423 root 1.245 apply_skillscroll (object *op, object *tmp)
2424 elmex 1.1 {
2425 root 1.245 switch (learn_skill (op, tmp))
2426     {
2427     case 0:
2428     op->play_sound (sound_find ("generic_fail"));
2429     op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
2430     break;
2431    
2432     case 1:
2433     tmp->decrease ();
2434     op->play_sound (sound_find ("skill_learn"));
2435     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2436     break;
2437 elmex 1.1
2438 root 1.245 default:
2439     tmp->decrease ();
2440     op->play_sound (sound_find ("generic_fail"));
2441     op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
2442     break;
2443 elmex 1.1 }
2444 root 1.245 }
2445 root 1.51
2446 root 1.245 /**
2447     * Actually makes op learn spell.
2448     * Informs player of what happens.
2449     */
2450     void
2451     do_learn_spell (object *op, object *spell, int special_prayer)
2452     {
2453     object *tmp;
2454 root 1.51
2455 root 1.245 if (op->type != PLAYER)
2456 root 1.22 {
2457 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2458 elmex 1.1 return;
2459     }
2460 root 1.51
2461 root 1.245 /* Upgrade special prayers to normal prayers */
2462     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2463 elmex 1.1 {
2464 root 1.245 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2465     {
2466     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2467     return;
2468     }
2469 root 1.22 return;
2470 elmex 1.1 }
2471    
2472 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2473    
2474     tmp = spell->clone ();
2475     insert_ob_in_ob (tmp, op);
2476    
2477     if (special_prayer)
2478     SET_FLAG (tmp, FLAG_STARTEQUIP);
2479    
2480     esrv_add_spells (op->contr, tmp);
2481 elmex 1.1 }
2482    
2483 root 1.245 /**
2484     * Erases spell from player's inventory.
2485     */
2486 root 1.151 void
2487 root 1.245 do_forget_spell (object *op, const char *spell)
2488 elmex 1.1 {
2489 root 1.245 object *spob;
2490 root 1.158
2491 root 1.245 if (op->type != PLAYER)
2492 root 1.22 {
2493 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2494     return;
2495 elmex 1.1 }
2496 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2497 root 1.22 {
2498 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2499     return;
2500 elmex 1.1 }
2501 root 1.114
2502 root 1.245 op->failmsg (format ("You lose knowledge of %s.", spell));
2503     esrv_remove_spell (op->contr, spob);
2504     spob->destroy ();
2505 elmex 1.1 }
2506    
2507     /**
2508 root 1.245 * Handles player applying a spellbook.
2509     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2510     * stuff like that. Random learning failure too.
2511 elmex 1.184 */
2512 root 1.245 static void
2513     apply_spellbook (object *op, object *tmp)
2514 elmex 1.184 {
2515 root 1.245 object *skop, *spell, *spell_skill;
2516    
2517     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2518     {
2519     op->failmsg ("You are unable to read while blind.");
2520     return;
2521     }
2522    
2523     /* artifact_spellbooks have 'slaying' field point to a spell name,
2524     * instead of having their spell stored in stats.sp. These are
2525     * legacy spellbooks
2526     */
2527     if (tmp->slaying)
2528 elmex 1.184 {
2529 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2530    
2531     if (!spell)
2532 elmex 1.184 {
2533 root 1.245 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
2534     return;
2535 elmex 1.184 }
2536 root 1.245 else
2537     insert_ob_in_ob (spell, tmp);
2538 elmex 1.184
2539 root 1.245 tmp->slaying = 0;
2540 elmex 1.184 }
2541    
2542 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2543    
2544     /* need a literacy skill to learn spells. Also, having a literacy level
2545     * lower than the spell will make learning the spell more difficult */
2546     if (!skop)
2547 elmex 1.184 {
2548 root 1.245 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
2549     return;
2550 elmex 1.184 }
2551    
2552 root 1.245 spell = tmp->inv;
2553 elmex 1.184
2554 root 1.245 if (!spell)
2555 elmex 1.184 {
2556 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2557     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2558     return;
2559 elmex 1.184 }
2560    
2561 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2562     if (skop->level < learn_level)
2563 elmex 1.187 {
2564 root 1.245 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2565     &tmp->skill, learn_level));
2566     return;
2567 elmex 1.187 }
2568    
2569 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2570 elmex 1.187
2571 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2572     identify (tmp);
2573 elmex 1.184
2574 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2575     * a lot of sense - special prayers are not found in spellbooks, and
2576     * if the player doesn't know the spell, doesn't make a lot of sense that
2577     * they would have a special prayer mark.
2578     */
2579     if (check_spell_known (op, spell->name))
2580 elmex 1.184 {
2581 root 1.245 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2582     return;
2583     }
2584 elmex 1.184
2585 root 1.245 if (spell->skill)
2586     {
2587     spell_skill = find_skill_by_name (op, spell->skill);
2588 elmex 1.184
2589 root 1.245 if (!spell_skill)
2590 elmex 1.184 {
2591 root 1.245 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2592 elmex 1.184 return;
2593     }
2594    
2595 root 1.245 if (spell_skill->level < spell->level)
2596 elmex 1.187 {
2597 root 1.245 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2598 elmex 1.187 return;
2599     }
2600 root 1.245 }
2601 elmex 1.187
2602 root 1.245 /* Logic as follows
2603     *
2604     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2605     *
2606     * 2- The learner's skill level in literacy adjusts the chance to learn
2607     * a spell.
2608     *
2609     * 3 -Automatically fail to learn if you read while confused
2610     *
2611     * Overall, chances are the same but a player will find having a high
2612     * literacy rate very useful! -b.t.
2613     */
2614     if (QUERY_FLAG (op, FLAG_CONFUSED))
2615     {
2616     op->failmsg ("In your confused state you flub the wording of the text!");
2617     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2618 elmex 1.184 }
2619 root 1.245 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2620     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2621 elmex 1.184 {
2622 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2623     do_learn_spell (op, spell, 0);
2624 elmex 1.187
2625 root 1.245 /* xp gain to literacy for spell learning */
2626     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2627     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2628 elmex 1.184 }
2629     else
2630     {
2631 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2632     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2633 elmex 1.184 }
2634    
2635 root 1.245 tmp->decrease ();
2636 elmex 1.184 }
2637    
2638     /**
2639 root 1.245 * Handles applying a spell scroll.
2640 root 1.208 */
2641 root 1.245 void
2642     apply_scroll (object *op, object *tmp, int dir)
2643 root 1.208 {
2644 root 1.245 object *skop;
2645 root 1.208
2646 root 1.245 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2647 root 1.208 {
2648 root 1.245 op->failmsg ("You are unable to read while blind.");
2649 root 1.208 return;
2650     }
2651    
2652 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2653 root 1.208 {
2654 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2655 root 1.208 return;
2656     }
2657    
2658 root 1.245 if (op->type == PLAYER)
2659 root 1.208 {
2660 root 1.245 /* players need a literacy skill to read stuff! */
2661     int exp_gain = 0;
2662    
2663     /* hard code literacy - tmp->skill points to where the exp
2664     * should go for anything killed by the spell.
2665     */
2666     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2667 root 1.208
2668 root 1.245 if (!skop)
2669 root 1.208 {
2670 root 1.245 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2671     return;
2672 root 1.208 }
2673 root 1.245
2674     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2675     change_exp (op, exp_gain, skop->skill, 0);
2676 root 1.208 }
2677    
2678 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2679     identify (tmp);
2680    
2681     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2682    
2683     cast_spell (op, tmp, dir, tmp->inv, NULL);
2684     tmp->decrease ();
2685     }
2686    
2687     /**
2688     * Applies a treasure object - by default, chest. op
2689     * is the person doing the applying, tmp is the treasure
2690     * chest.
2691     */
2692     static void
2693     apply_treasure (object *op, object *tmp)
2694     {
2695     /* Nice side effect of this treasure creation method is that the treasure
2696     * for the chest is done when the chest is created, and put into the chest
2697     * inventory. So that when the chest burns up, the items still exist. Also
2698     * prevents people from moving chests to more difficult maps to get better
2699     * treasure
2700     */
2701     object *treas = tmp->inv;
2702 root 1.208
2703 root 1.245 if (!treas)
2704 root 1.208 {
2705 root 1.245 op->statusmsg ("The chest was empty.");
2706     tmp->decrease ();
2707 root 1.208 return;
2708     }
2709    
2710 root 1.245 while (tmp->inv)
2711     {
2712     treas = tmp->inv;
2713     treas->remove ();
2714    
2715     treas->x = op->x;
2716     treas->y = op->y;
2717     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2718 root 1.208
2719 root 1.245 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2720     spring_trap (treas, op);
2721 root 1.208
2722 root 1.245 /* If either player or container was destroyed, no need to do
2723     * further processing. I think this should be enclused with
2724     * spring trap above, as I don't think there is otherwise
2725     * any way for the treasure chest or player to get killed.
2726     */
2727     if (op->destroyed () || tmp->destroyed ())
2728     break;
2729     }
2730 root 1.208
2731 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2732     tmp->decrease (true);
2733 root 1.208 }
2734    
2735     /**
2736 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2737     * there is a chance for the dragon's skin to get improved.
2738 elmex 1.1 *
2739 root 1.245 * attributes:
2740     * object *op the object (dragon player) eating the flesh
2741     * object *meal the flesh item, getting chewed in dragon's mouth
2742     * return:
2743     * int 1 if eating successful, 0 if it doesn't work
2744 elmex 1.1 */
2745 root 1.235 static int
2746 root 1.245 dragon_eat_flesh (object *op, object *meal)
2747 elmex 1.1 {
2748 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2749     object *abil = NULL; /* pointer to dragon ability force */
2750     object *tmp = NULL; /* tmp. object */
2751    
2752     double chance; /* improvement-chance of one resistance type */
2753     double totalchance = 1; /* total chance of gaining one resistance */
2754     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2755     double mbonus = 0; /* monster bonus */
2756     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2757     int winners = 0; /* number of winners */
2758     int i; /* index */
2759    
2760     /* let's make sure and doublecheck the parameters */
2761     if (meal->type != FLESH || !op->is_dragon ())
2762     return 0;
2763    
2764     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2765     from the player's inventory */
2766     for (tmp = op->inv; tmp; tmp = tmp->below)
2767     if (tmp->type == FORCE)
2768     if (tmp->arch->archname == shstr_dragon_skin_force)
2769     skin = tmp;
2770     else if (tmp->arch->archname == shstr_dragon_ability_force)
2771     abil = tmp;
2772    
2773     /* if either skin or ability are missing, this is an old player
2774     which is not to be considered a dragon -> bail out */
2775     if (skin == NULL || abil == NULL)
2776     return 0;
2777    
2778     /* now start by filling stomache and health, according to food-value */
2779     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2780     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2781     else
2782     op->stats.hp += meal->stats.food / 50;
2783    
2784     min_it (op->stats.hp, op->stats.maxhp);
2785     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2786    
2787     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2788 elmex 1.1
2789 root 1.245 /* on to the interesting part: chances for adding resistance */
2790     for (i = 0; i < NROFATTACKS; i++)
2791 root 1.22 {
2792 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2793 root 1.22 {
2794 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2795 elmex 1.1
2796 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2797     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2798     if (i == abil->stats.exp)
2799     bonus += 5; /* additional bonus for resistance of ability-focus */
2800 root 1.8
2801 root 1.245 /* monster bonus increases with level, because high-level
2802     flesh is too rare */
2803     mbonus = op->level * 20. / ((double) settings.max_level);
2804 root 1.14
2805 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2806     ((double)settings.max_level)) - skin->resist[i];
2807 root 1.57
2808 root 1.245 if (chance >= 0.)
2809     chance += 1.;
2810     else
2811     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2812 root 1.14
2813 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2814     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2815 root 1.57
2816 root 1.245 /* doubled chance for resistance of ability-focus */
2817     if (i == abil->stats.exp)
2818     chance = min (100., chance * 2.);
2819 root 1.57
2820 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2821     if (rndm (10000) < (unsigned int)(chance * 100))
2822     {
2823     atnr_winner[winners] = i;
2824     winners++;
2825     }
2826 root 1.85
2827 root 1.245 if (chance >= 0.01)
2828     totalchance *= 1 - chance / 100;
2829 root 1.14
2830 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2831     }
2832     }
2833 root 1.122
2834 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2835     totalchance = 100 - totalchance * 100;
2836 root 1.14
2837 root 1.245 /* print message according to totalchance */
2838     const char *buf;
2839     if (totalchance > 50.)
2840     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2841     else if (totalchance > 10.)
2842     buf = format ("The %s tasted very good.", &meal->name);
2843     else if (totalchance > 1.)
2844     buf = format ("The %s tasted good.", &meal->name);
2845     else if (totalchance > 0.1)
2846     buf = format ("The %s tasted bland.", &meal->name);
2847     else if (totalchance >= 0.01)
2848     buf = format ("The %s had a boring taste.", &meal->name);
2849     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2850     buf = format ("The %s tasted strange.", &meal->name);
2851     else
2852     buf = format ("The %s had no taste.", &meal->name);
2853 root 1.14
2854 root 1.245 op->statusmsg (buf);
2855 root 1.14
2856 root 1.245 /* now choose a winner if we have any */
2857     i = -1;
2858     if (winners > 0)
2859     i = atnr_winner [rndm (winners)];
2860 root 1.14
2861 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2862     {
2863     /* resistance increased! */
2864     skin->resist[i]++;
2865     op->update_stats ();
2866 root 1.14
2867 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2868     }
2869 root 1.14
2870 root 1.245 /* if this flesh contains a new ability focus, we mark it
2871     into the ability_force and it will take effect on next level */
2872     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2873     {
2874     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2875 elmex 1.184
2876 root 1.245 if (meal->last_eat != abil->stats.exp)
2877     op->statusmsg (format (
2878     "Your metabolism prepares to focus on %s!\n"
2879     "The change will happen at level %d.",
2880     change_resist_msg[meal->last_eat],
2881     abil->level + 1
2882     ));
2883     else
2884     {
2885     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2886     abil->last_eat = 0;
2887     }
2888     }
2889 root 1.79
2890 root 1.245 return 1;
2891     }
2892 root 1.14
2893 root 1.245 /**
2894     * op eats food.
2895     * If player, takes care of messages and dragon special food.
2896     */
2897     static void
2898     apply_food (object *op, object *tmp)
2899     {
2900     int capacity_remaining;
2901 root 1.14
2902 root 1.245 if (op->type != PLAYER)
2903     op->stats.hp = op->stats.maxhp;
2904     else
2905     {
2906     /* check if this is a dragon (player), eating some flesh */
2907     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2908     ;
2909     else
2910     {
2911     /* usual case - no dragon meal: */
2912     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2913     {
2914     if (tmp->type == FOOD || tmp->type == FLESH)
2915     op->failmsg ("You feel full, but what a waste of food!");
2916     else
2917     op->statusmsg ("Most of the drink goes down your face not your throat!");
2918     }
2919 root 1.14
2920 root 1.245 tmp->play_sound (
2921     tmp->sound
2922     ? tmp->sound
2923     : tmp->type == DRINK
2924     ? sound_find ("eat_drink")
2925     : sound_find ("eat_food")
2926     );
2927 root 1.14
2928 root 1.245 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2929     {
2930     const char *buf;
2931 root 1.14
2932 root 1.245 if (!op->is_dragon ())
2933     {
2934     /* eating message for normal players */
2935     if (tmp->type == DRINK)
2936     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2937     else
2938     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2939     }
2940     else
2941     /* eating message for dragon players */
2942     buf = format ("The %s tasted terrible!", &tmp->name);
2943 root 1.14
2944 root 1.245 op->statusmsg (buf);
2945 root 1.22
2946 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2947     op->stats.food += tmp->stats.food;
2948     if (capacity_remaining < tmp->stats.food)
2949     op->stats.hp += capacity_remaining / 50;
2950     else
2951     op->stats.hp += tmp->stats.food / 50;
2952 root 1.14
2953 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2954     min_it (op->stats.food, MAX_FOOD);
2955     }
2956 elmex 1.1
2957 root 1.245 /* special food hack -b.t. */
2958     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2959     eat_special_food (op, tmp);
2960     }
2961     }
2962 root 1.14
2963 root 1.245 handle_apply_yield (tmp);
2964     tmp->decrease ();
2965 elmex 1.1 }
2966    
2967     /**
2968 root 1.245 * Handles applying an improve armor scroll.
2969     * Does some sanity checks, then calls improve_armour.
2970 elmex 1.1 */
2971 root 1.245 static void
2972     apply_armour_improver (object *op, object *tmp)
2973 elmex 1.1 {
2974 root 1.245 object *armor;
2975 root 1.22
2976 root 1.245 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2977 root 1.22 {
2978 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2979     return;
2980     }
2981 root 1.68
2982 root 1.245 armor = find_marked_object (op);
2983    
2984     if (!armor)
2985     {
2986     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2987     return;
2988     }
2989 root 1.241
2990 root 1.245 if (armor->type != ARMOUR
2991     && armor->type != CLOAK
2992     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2993     {
2994     op->failmsg ("Your marked item is not armour!\n");
2995     return;
2996 elmex 1.1 }
2997 root 1.245
2998     op->statusmsg ("Applying armour enchantment.");
2999     improve_armour (op, tmp, armor);
3000 elmex 1.1 }
3001    
3002 root 1.245 void
3003     apply_poison (object *op, object *tmp)
3004 elmex 1.1 {
3005 root 1.245 // need to do it now when it is still on the map
3006     handle_apply_yield (tmp);
3007 root 1.12
3008 root 1.245 object *poison = tmp->split (1);
3009 root 1.233
3010 root 1.245 if (op->type == PLAYER)
3011     {
3012     op->contr->play_sound (sound_find ("drink_poison"));
3013     op->failmsg ("Yech! That tasted poisonous!");
3014     op->contr->killer = poison;
3015     }
3016 root 1.76
3017 root 1.245 if (poison->stats.hp > 0)
3018 root 1.22 {
3019 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3020     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3021     }
3022    
3023     op->stats.food -= op->stats.food / 4;
3024     poison->destroy ();
3025     }
3026 root 1.233
3027 root 1.245 /**
3028     * This function will try to apply a lighter and in case no lighter
3029     * is specified it will try to find a lighter in the players inventory,
3030     * and inform him about this requirement.
3031     *
3032     * who - the player
3033     * op - the item we want to light
3034     * lighter - the lighter or 0 if a lighter has yet to be found
3035     */
3036     static object *
3037     auto_apply_lighter (object *who, object *op, object *lighter)
3038     {
3039     if (lighter == 0)
3040     {
3041     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042     {
3043     if (tmp->type == LIGHTER)
3044     {
3045     lighter = tmp;
3046     break;
3047     }
3048     }
3049 root 1.233
3050 root 1.245 if (!lighter)
3051     {
3052     who->failmsg (format (
3053     "You can't light up the %s with your bare hands! "
3054     "H<You need a lighter in your inventory, for example a flint and steel.>",
3055     &op->name));
3056     return 0;
3057     }
3058     }
3059 root 1.233
3060 root 1.245 // last_eat == 0 means the lighter is not being used up!
3061     if (lighter->last_eat && lighter->stats.food)
3062     {
3063     /* lighter gets used up */
3064     lighter = lighter->split ();
3065     lighter->stats.food--;
3066     who->insert (lighter);
3067     }
3068     else if (lighter->last_eat)
3069     {
3070     /* no charges left in lighter */
3071     who->failmsg (format (
3072     "You attempt to light the %s with a used up %s.",
3073     &op->name, &lighter->name));
3074     return 0;
3075     }
3076 root 1.233
3077 root 1.245 return lighter;
3078     }
3079 root 1.96
3080 root 1.245 /**
3081     * Designed primarily to light torches/lanterns/etc.
3082     * Also burns up burnable material too. First object in the inventory is
3083     * the selected object to "burn". -b.t.
3084     */
3085     static void
3086     apply_lighter (object *who, object *lighter)
3087     {
3088     object *item;
3089     int is_player_env = 0;
3090 root 1.232
3091 root 1.245 item = find_marked_object (who);
3092     if (item)
3093     {
3094     if (!auto_apply_lighter (who, item, lighter))
3095     return;
3096 root 1.76
3097 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3098     * I can't see many times when you would want to light multiple
3099     * objects at once.
3100     */
3101 root 1.14
3102 root 1.245 save_throw_object (item, AT_FIRE, who);
3103 root 1.79
3104 root 1.245 if (item->destroyed ()
3105     || ((item->type == LAMP || item->type == TORCH)
3106     && item->glow_radius > 0))
3107     who->statusmsg (format (
3108     "You light the %s with the %s.",
3109     &item->name, &lighter->name));
3110     else
3111     who->failmsg (format (
3112     "You attempt to light the %s with the %s and fail.",
3113     &item->name, &lighter->name));
3114 elmex 1.1 }
3115 root 1.245 else
3116     who->failmsg ("You need to mark a lightable object.");
3117 elmex 1.1 }
3118    
3119     /**
3120 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3121 elmex 1.1 */
3122 root 1.245 static void
3123     player_apply_lamp_cursed_effect (object *who, object *op)
3124 elmex 1.1 {
3125 root 1.245 if (op->level)
3126     {
3127     who->failmsg (format (
3128     "The %s was cursed, it explodes in a big fireball!",
3129     &op->name));
3130     create_exploding_ball_at (who, op->level);
3131     }
3132     else
3133     {
3134     who->failmsg (format (
3135     "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3136     &op->name));
3137     }
3138 elmex 1.1
3139 root 1.245 op->destroy ();
3140 elmex 1.1 }
3141    
3142     /**
3143 root 1.245 * Apply for players and lamps
3144     *
3145     * who - the player
3146     * op - the lamp
3147 elmex 1.1 */
3148 root 1.245 static void
3149     player_apply_lamp (object *who, object *op)
3150     {
3151     bool switch_on = op->glow_radius ? false : true;
3152 root 1.114
3153 root 1.245 if (switch_on)
3154     {
3155     object *lighter = 0;
3156    
3157     if (op->flag [FLAG_IS_LIGHTABLE]
3158     && !(lighter = auto_apply_lighter (who, op, 0)))
3159     return;
3160    
3161     if (op->stats.food < 1)
3162     {
3163     if (op->type == LAMP)
3164     who->failmsg (format (
3165     "The %s is out of fuel! "
3166     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3167     &op->name));
3168     else
3169     who->failmsg (format (
3170     "The %s is burnt out! "
3171     "H<Torches and similar items burn out and become worthless.>",
3172     &op->name));
3173     return;
3174     }
3175 root 1.114
3176 root 1.245 if (op->flag [FLAG_CURSED])
3177     {
3178     player_apply_lamp_cursed_effect (who, op);
3179     return;
3180     }
3181 elmex 1.1
3182 root 1.245 if (lighter)
3183     who->statusmsg (format (
3184     "You light up the %s with the %s.", &op->name, &lighter->name));
3185     else
3186     who->statusmsg (format ("You light up the %s.", &op->name));
3187     }
3188     else
3189 root 1.22 {
3190 root 1.245 if (op->flag [FLAG_CURSED])
3191 root 1.22 {
3192 root 1.245 player_apply_lamp_cursed_effect (who, op);
3193     return;
3194     }
3195 root 1.14
3196 root 1.245 if (op->type == TORCH)
3197     {
3198     if (!op->flag [FLAG_IS_LIGHTABLE])
3199 root 1.22 {
3200 root 1.245 who->statusmsg (format (
3201     "You put out the %s. "
3202     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203     &op->name, &op->name));
3204     }
3205     else
3206     who->statusmsg (format (
3207     "You put out the %s."
3208     "H<Torches wear out if you put them out.>",
3209     &op->name));
3210     }
3211     else
3212     who->statusmsg (format ("You turn off the %s.", &op->name));
3213     }
3214 root 1.81
3215 root 1.245 apply_lamp (op, switch_on);
3216     }
3217 root 1.81
3218 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3219     {
3220     op->animation_id = a->animation_id;
3221     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223     op->anim_speed = a->anim_speed;
3224     op->last_anim = 0;
3225     op->state = 0;
3226     op->face = a->face;
3227 root 1.81
3228 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3229     {
3230     SET_ANIMATION(op, 0);
3231     animate_object (op, op->direction);
3232     }
3233     else
3234     update_object (op, UP_OBJ_FACE);
3235 elmex 1.1 }
3236    
3237     /**
3238 root 1.245 * Apply for LAMPs and TORCHes.
3239 elmex 1.1 *
3240 root 1.245 * op - the lamp
3241     * switch_on - a flag which says whether the lamp should be switched on or off
3242 elmex 1.1 */
3243 root 1.245 void apply_lamp (object *op, bool switch_on)
3244 elmex 1.1 {
3245 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3246     op->set_speed (switch_on ? op->arch->speed : 0);
3247 root 1.22
3248 root 1.245 // torches wear out if you put them out
3249     if (op->type == TORCH && !switch_on)
3250 root 1.22 {
3251 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3252 root 1.22 {
3253 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3254     if (op->stats.food < 0)
3255     op->stats.food = 0;
3256     }
3257     else
3258     op->stats.food = 0;
3259     }
3260 elmex 1.1
3261 root 1.245 // lamps and torched get worthless when used up
3262     if (op->stats.food <= 0)
3263     op->value = 0;
3264 root 1.22
3265 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3266     // still animated ;-/
3267     if (op->other_arch)
3268     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269 root 1.96
3270 root 1.245 if (object *pl = op->visible_to ())
3271     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272     }
3273 root 1.78
3274 root 1.245 /**
3275     * This handles items of type 'transformer'.
3276     * Basically those items, used with a marked item, transform both items into something
3277     * else.
3278     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279     * Change information is contained in the 'slaying' field of the marked item.
3280     * The format is as follow: transformer:[number ]yield[;transformer:...].
3281     * This way an item can be transformed in many things, and/or many objects.
3282     * The 'slaying' field for transformer is used as verb for the action.
3283     */
3284     static void
3285     apply_item_transformer (object *pl, object *transformer)
3286     {
3287     object *marked;
3288     object *new_item;
3289     const char *find;
3290     char *separator;
3291     int yield;
3292     char got[MAX_BUF];
3293     int len;
3294 root 1.22
3295 root 1.245 if (!pl || !transformer)
3296     return;
3297 root 1.22
3298 root 1.245 marked = find_marked_object (pl);
3299 root 1.76
3300 root 1.245 if (!marked)
3301     {
3302     pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3303     return;
3304     }
3305 root 1.22
3306 root 1.245 if (!marked->slaying)
3307 root 1.22 {
3308 root 1.245 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3309     return;
3310     }
3311 root 1.78
3312 root 1.245 /* check whether they are compatible or not */
3313     find = strstr (&marked->slaying, transformer->arch->archname);
3314     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315     {
3316     pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3317     return;
3318 elmex 1.1 }
3319 root 1.76
3320 root 1.245 find += strlen (transformer->arch->archname) + 1;
3321     /* Item can be used, now find how many and what it yields */
3322     if (isdigit (*(find)))
3323 root 1.243 {
3324 root 1.245 yield = atoi (find);
3325     if (yield < 1)
3326 root 1.243 {
3327 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328     yield = 1;
3329 root 1.243 }
3330     }
3331 root 1.245 else
3332     yield = 1;
3333 root 1.243
3334 root 1.245 while (isdigit (*find))
3335     find++;
3336 root 1.234
3337 root 1.245 while (*find == ' ')
3338     find++;
3339 root 1.233
3340 root 1.245 memset (got, 0, MAX_BUF);
3341 root 1.235
3342 root 1.245 if ((separator = (char *) strchr (find, ';')))
3343     len = separator - find;
3344     else
3345     len = strlen (find);
3346 root 1.234
3347 root 1.245 min_it (len, MAX_BUF - 1);
3348 root 1.235
3349 root 1.245 strcpy (got, find);
3350     got[len] = '\0';
3351 root 1.244
3352 root 1.245 /* Now create new item, remove used ones when required. */
3353     new_item = get_archetype (got);
3354     if (!new_item)
3355     {
3356     pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3357     return;
3358 root 1.234 }
3359    
3360 root 1.245 new_item->nrof = yield;
3361 root 1.234
3362 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363 root 1.233
3364 root 1.245 pl->insert (new_item);
3365     /* Eat up one item */
3366     marked->decrease ();
3367 root 1.233
3368 root 1.245 /* Eat one transformer if needed */
3369     if (transformer->stats.food)
3370     if (--transformer->stats.food == 0)
3371     transformer->decrease ();
3372 root 1.233 }
3373    
3374 elmex 1.1 /**
3375 root 1.245 * Main apply handler.
3376 elmex 1.1 *
3377 root 1.245 * Checks for unpaid items before applying.
3378 elmex 1.1 *
3379 root 1.245 * Return value is currently not used
3380 elmex 1.1 *
3381 root 1.245 * who is the object that is causing object to be applied, op is the object
3382     * being applied.
3383 elmex 1.1 *
3384 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3385     * them in this function - they are passed to apply_special
3386 elmex 1.1 */
3387 root 1.245 static bool
3388     manual_apply (object *who, object *op, int aflag)
3389 elmex 1.1 {
3390 root 1.245 op = op->head_ ();
3391 elmex 1.1
3392 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 root 1.22 {
3394 root 1.245 if (who->contr)
3395     {
3396     examine (who, op);
3397     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398     return 1;
3399     }
3400     else
3401     return 0; /* monsters just skip unpaid items */
3402 elmex 1.1 }
3403    
3404 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405     return RESULT_INT (0);
3406 root 1.249 else if (apply_types_inv_only [op->type])
3407 root 1.245 {
3408     // special item, using slot system, needs to be in inv
3409     if (op->env == who)
3410     return apply_special (who, op, aflag);
3411 elmex 1.1
3412 root 1.245 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)));
3413     }
3414 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3415 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3416 root 1.249 else if (apply_types [op->type])
3417 root 1.22 {
3418 root 1.245 // ordinary stuff, may be on the floor
3419     switch (op->type)
3420     {
3421     case T_HANDLE:
3422     who->play_sound (sound_find ("turn_handle"));
3423     who->statusmsg ("You turn the handle.");
3424     op->value = op->value ? 0 : 1;
3425     SET_ANIMATION (op, op->value);
3426     update_object (op, UP_OBJ_FACE);
3427     push_button (op, who);
3428     break;
3429    
3430     case TRIGGER:
3431     if (check_trigger (op, who, who))
3432     {
3433     who->statusmsg ("You turn the handle.");
3434     who->play_sound (sound_find ("turn_handle"));
3435     }
3436     else
3437     who->failmsg ("The handle doesn't move.");
3438    
3439     break;
3440    
3441     case EXIT:
3442     if (!EXIT_PATH (op))
3443     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)));
3444     else
3445     {
3446     /* Don't display messages for random maps. */
3447     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448     who->statusmsg (op->msg, NDI_NAVY);
3449    
3450     who->enter_exit (op);
3451     }
3452    
3453     break;
3454    
3455     case INSCRIBABLE:
3456     who->statusmsg (op->msg);
3457     // maybe show a spell menu to chose from or something like that
3458     break;
3459    
3460     case SIGN:
3461     apply_sign (who, op, 0);
3462     break;
3463    
3464     case BOOK:
3465     apply_book (who, op);
3466     break;
3467    
3468     case SKILLSCROLL:
3469     apply_skillscroll (who, op);
3470     break;
3471 root 1.22
3472 root 1.245 case SPELLBOOK:
3473     apply_spellbook (who, op);
3474     break;
3475 root 1.78
3476 root 1.245 case SCROLL:
3477     apply_scroll (who, op, 0);
3478     break;
3479 elmex 1.1
3480 root 1.245 case POTION:
3481     apply_potion (who, op);
3482     break;
3483 root 1.104
3484 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485     //TODO: remove, as it is unsed?
3486     case CLOSE_CON:
3487     apply_container (who, op->env);
3488     break;
3489 root 1.78
3490 root 1.245 case CONTAINER:
3491     apply_container (who, op);
3492     break;
3493 root 1.55
3494 root 1.245 case TREASURE:
3495     apply_treasure (who, op);
3496     break;
3497 root 1.78
3498 root 1.245 case LAMP:
3499     case TORCH:
3500     player_apply_lamp (who, op);
3501     break;
3502 root 1.22
3503 root 1.245 case DRINK:
3504     case FOOD:
3505     case FLESH:
3506     apply_food (who, op);
3507     break;
3508 elmex 1.1
3509 root 1.245 case POISON:
3510     apply_poison (who, op);
3511     break;
3512 root 1.233
3513 root 1.245 case SAVEBED:
3514     break;
3515 root 1.22
3516 root 1.245 case ARMOUR_IMPROVER:
3517     apply_armour_improver (who, op);
3518     break;
3519 root 1.22
3520 root 1.245 case WEAPON_IMPROVER:
3521     check_improve_weapon (who, op);
3522     break;
3523 root 1.65
3524 root 1.245 case CLOCK:
3525     {
3526     char buf[MAX_BUF];
3527     timeofday_t tod;
3528 root 1.233
3529 root 1.245 get_tod (&tod);
3530     who->play_sound (sound_find ("sound_clock"));
3531     who->statusmsg (format (
3532     "It is %d minute%s past %d o'clock %s",
3533     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3534     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3535     ));
3536     }
3537     break;
3538 root 1.78
3539 root 1.245 case MENU:
3540     shop_listing (op, who);
3541     break;
3542 root 1.14
3543 root 1.245 case POWER_CRYSTAL:
3544     apply_power_crystal (who, op); /* see egoitem.c */
3545     break;
3546 root 1.76
3547 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3548     apply_lighter (who, op);
3549     break;
3550 root 1.96
3551 root 1.245 case ITEM_TRANSFORMER:
3552     apply_item_transformer (who, op);
3553     break;
3554     }
3555 root 1.238
3556 root 1.245 return 1;
3557     }
3558     else
3559     {
3560     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3561     return 0;
3562     }
3563     }
3564 root 1.238
3565 root 1.245 /**
3566     * player_apply_below attempts to apply the object 'below' the player.
3567     * If the player has an open container, we use that for below, otherwise
3568     * we use the ground.
3569     */
3570     void
3571     player_apply_below (object *pl)
3572     {
3573     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3574 root 1.238
3575 root 1.245 /* If using a container, set the starting item to be the top
3576     * item in the container. Otherwise, use the map.
3577     */
3578 root 1.241
3579 root 1.245 // first try to apply "applyables"
3580     for (object *tmp = top; tmp; tmp = tmp->below)
3581 root 1.248 // the tmp->cb is a hack to allow user-extendable types...
3582 root 1.249 if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb))
3583 root 1.245 {
3584     // If it is visible, player can apply it.
3585     pl->apply (tmp);
3586     return;
3587     }
3588 root 1.76
3589 root 1.245 while (top && top->invisible)
3590     top = top->below;
3591 root 1.76
3592 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3593     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3594     "H<There is nothing here that you can apply.>");
3595     else
3596     // next, try to explain the topmost object
3597     switch (top->type)
3598     {
3599     // TODO: all this should move to examine
3600     case ALTAR:
3601     case IDENTIFY_ALTAR:
3602 root 1.247 case TRIGGER_ALTAR:
3603 root 1.245 case CONVERTER:
3604 root 1.247 //case TRIGGER_PEDESTAL:
3605 root 1.245 pl->failmsg (format (
3606     "You see no obvious mechanism on the %s."
3607     "H<You have to drop one or more specific items here.>",
3608     query_short_name (top)
3609     ));
3610     break;
3611 root 1.22
3612 root 1.245 case BUTTON:
3613 root 1.247 case TRIGGER_BUTTON:
3614 root 1.245 pl->failmsg (format (
3615     "The %s looks as if you could activate it with somehting heavy. "
3616     "H<You must put enough items here to activate it.>",
3617     query_short_name (top)
3618     ));
3619     break;
3620 root 1.233
3621 root 1.245 default:
3622     examine (pl, top);
3623     break;
3624     }
3625     }
3626 root 1.76
3627 root 1.245 // saner interface, returns successful status
3628     bool
3629     object::apply (object *ob, int aflags)
3630     {
3631     if (!ob) // simplifies a lot of callers
3632     return true;
3633 root 1.233
3634 root 1.245 if (contr)
3635     {
3636     if (!ob->env && (move_type & MOVE_FLYING))
3637     {
3638     /* player is flying and applying object not in inventory */
3639     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3640     {
3641     failmsg ("But you are floating high above the ground! "
3642     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3643     "or waiting till the levitation effect wears off.>");
3644     return 0;
3645     }
3646     }
3647 root 1.76
3648 root 1.245 contr->last_used = ob;
3649     }
3650 root 1.78
3651 root 1.245 bool want_apply =
3652     aflags & AP_APPLY ? true
3653     : aflags & AP_UNAPPLY ? false
3654     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3655 root 1.80
3656 root 1.245 object_ptr *slot = 0;
3657 root 1.22
3658 root 1.245 // detect the slot, if this is a player
3659     if (contr && !(aflags & AP_NO_SLOT))
3660     {
3661     object *oslot;
3662 root 1.76
3663 root 1.245 switch (ob->type)
3664     {
3665     case WEAPON:
3666     slot = &contr->combat_ob;
3667     oslot = contr->ranged_ob;
3668     break;
3669 root 1.233
3670 root 1.245 case BOW:
3671     case RANGED:
3672     case SPELL:
3673     case WAND:
3674     case ROD:
3675     case HORN:
3676     case BUILDER:
3677     slot = &contr->ranged_ob;
3678     oslot = contr->combat_ob;
3679     break;
3680 root 1.232
3681 root 1.245 // oh, the humanity
3682     case SKILL:
3683     if (aflags & AP_NO_SLOT)
3684     break;
3685 root 1.76
3686 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3687     break;
3688 elmex 1.1
3689 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3690     {
3691     slot = &contr->combat_ob;
3692     oslot = contr->ranged_ob;
3693     }
3694     else if (skill_flags [ob->subtype] & SF_RANGED)
3695     {
3696     slot = &contr->ranged_ob;
3697     oslot = contr->combat_ob;
3698     }
3699 elmex 1.1
3700 root 1.245 break;
3701     }
3702 root 1.22
3703 root 1.245 // now handle slot exclusions
3704     if (slot)
3705     {
3706     // only one slot can be active
3707     if (want_apply)
3708     {
3709     // clear slot unless we are in it already
3710     if (*slot != ob)
3711     apply (*slot, AP_UNAPPLY);
3712 elmex 1.1
3713 root 1.245 // unapply other slot, because we want to become active
3714     apply (oslot, AP_UNAPPLY);
3715     }
3716 elmex 1.1
3717 root 1.245 // clear item from slot if applied
3718     if (!want_apply && current_weapon == ob)
3719     current_weapon = 0;
3720     }
3721     }
3722 elmex 1.1
3723 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3724     manual_apply (this, ob, aflags);
3725 root 1.22
3726 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3727     return false;
3728 root 1.76
3729 root 1.245 if (slot && want_apply)
3730     current_weapon = *slot = ob;
3731 root 1.76
3732 root 1.245 return true;
3733 elmex 1.1 }
3734    
3735     /**
3736     * Map was just loaded, handle op's initialisation.
3737     *
3738     * Generates shop floor's item, and treasures.
3739     */
3740 root 1.22 int
3741     auto_apply (object *op)
3742     {
3743     object *tmp = NULL, *tmp2;
3744     int i;
3745 elmex 1.1
3746 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3747 elmex 1.163
3748 root 1.22 switch (op->type)
3749     {
3750 root 1.24 case SHOP_FLOOR:
3751 root 1.42 if (!op->has_random_items ())
3752 root 1.24 return 0;
3753 root 1.38
3754 root 1.24 do
3755     {
3756     i = 10; /* let's give it 10 tries */
3757     while ((tmp = generate_treasure (op->randomitems,
3758 root 1.164 op->stats.exp
3759     ? (int) op->stats.exp
3760     : max (op->map->difficulty, 5)))
3761     == NULL && --i);
3762    
3763 root 1.24 if (tmp == NULL)
3764     return 0;
3765 root 1.164
3766 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3767     {
3768 root 1.172 tmp->destroy ();
3769 root 1.24 tmp = NULL;
3770     }
3771     }
3772     while (!tmp);
3773 root 1.38
3774 root 1.24 tmp->x = op->x;
3775     tmp->y = op->y;
3776     SET_FLAG (tmp, FLAG_UNPAID);
3777     insert_ob_in_map (tmp, op->map, NULL, 0);
3778     identify (tmp);
3779     break;
3780 root 1.14
3781 root 1.24 case TREASURE:
3782     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3783     return 0;
3784 root 1.37
3785 root 1.67 while (op->stats.hp-- > 0)
3786 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3787     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3788    
3789     /* If we generated an object and put it in this object inventory,
3790     * move it to the parent object as the current object is about
3791     * to disappear. An example of this item is the random_* stuff
3792     * that is put inside other objects.
3793     */
3794 root 1.171 if (op->env)
3795     while (op->inv)
3796     op->env->insert (op->inv);
3797 root 1.37
3798 root 1.172 op->destroy ();
3799 root 1.24 break;
3800 elmex 1.1 }
3801 root 1.164
3802     return !!tmp;
3803 elmex 1.1 }
3804    
3805     /**
3806 root 1.68 * fix_auto_apply goes through the entire map every time a map
3807     * is loaded or swapped in and performs special actions for
3808 elmex 1.1 * certain objects (most initialization of chests and creation of
3809     * treasures and stuff). Calls auto_apply if appropriate.
3810     */
3811 root 1.20 void
3812 root 1.55 maptile::fix_auto_apply ()
3813 root 1.20 {
3814 root 1.55 if (!spaces)
3815 root 1.20 return;
3816    
3817 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3818     for (object *tmp = ms->bot; tmp; )
3819     {
3820     object *above = tmp->above;
3821 root 1.20
3822 root 1.55 if (tmp->inv)
3823     {
3824     object *invtmp, *invnext;
3825 elmex 1.1
3826 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3827 root 1.55 {
3828     invnext = invtmp->below;
3829 root 1.14
3830 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3831     auto_apply (invtmp);
3832     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3833     {
3834 root 1.164 while (invtmp->stats.hp-- > 0)
3835 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3836    
3837     invtmp->randomitems = NULL;
3838     }
3839     else if (invtmp && invtmp->arch
3840     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3841     {
3842     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3843     /* Need to clear this so that we never try to create
3844     * treasure again for this object
3845     */
3846     invtmp->randomitems = NULL;
3847     }
3848     }
3849 root 1.214
3850 root 1.55 /* This is really temporary - the code at the bottom will
3851     * also set randomitems to null. The problem is there are bunches
3852     * of maps/players already out there with items that have spells
3853     * which haven't had the randomitems set to null yet.
3854     * MSW 2004-05-13
3855     *
3856     * And if it's a spellbook, it's better to set randomitems to NULL too,
3857     * else you get two spells in the book ^_-
3858     * Ryo 2004-08-16
3859     */
3860     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3861     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3862     tmp->randomitems = NULL;
3863     }
3864 root 1.20
3865 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3866     auto_apply (tmp);
3867     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3868     {
3869     while ((tmp->stats.hp--) > 0)
3870     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3871     tmp->randomitems = NULL;
3872     }
3873     else if (tmp->type == TIMED_GATE)
3874     {
3875     object *head = tmp->head != NULL ? tmp->head : tmp;
3876    
3877     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3878     tmp->set_speed (0);
3879     }
3880     /* This function can be called everytime a map is loaded, even when
3881     * swapping back in. As such, we don't want to create the treasure
3882     * over and ove again, so after we generate the treasure, blank out
3883     * randomitems so if it is swapped in again, it won't make anything.
3884     * This is a problem for the above objects, because they have counters
3885     * which say how many times to make the treasure.
3886     */
3887     else if (tmp && tmp->arch && tmp->type != PLAYER
3888     && tmp->type != TREASURE && tmp->type != SPELL
3889     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3890     {
3891     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3892     tmp->randomitems = NULL;
3893     }
3894 root 1.78
3895 root 1.68 // close all containers
3896     else if (tmp->type == CONTAINER)
3897     tmp->flag [FLAG_APPLIED] = 0;
3898 root 1.22
3899 root 1.55 tmp = above;
3900     }
3901 elmex 1.1
3902 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3903     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3904     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3905 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3906 elmex 1.1 }
3907    
3908     /**
3909     * Handles player eating food that temporarily changes status (resistances, stats).
3910     * This used to call cast_change_attr(), but
3911     * that doesn't work with the new spell code. Since we know what
3912     * the food changes, just grab a force and use that instead.
3913     */
3914 root 1.22 void
3915     eat_special_food (object *who, object *food)
3916     {
3917     object *force;
3918     int i, did_one = 0;
3919    
3920 sf-marcmagus 1.199 char buf[64];
3921     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3922     shstr key (buf);
3923 root 1.22
3924 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3925     int duration = TIME2TICK (food->stats.food);
3926 elmex 1.1
3927 sf-marcmagus 1.199 if (force = who->force_find (key))
3928 root 1.22 {
3929 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3930 root 1.22 {
3931 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));
3932     force->force_set_timer (duration);
3933 root 1.22 }
3934 sf-marcmagus 1.199 else
3935     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3936    
3937     return;
3938 root 1.22 }
3939 sf-marcmagus 1.199 else
3940     {
3941     force = who->force_add (key, duration);
3942     force->name = key;
3943 elmex 1.47
3944 sf-marcmagus 1.199 /* check if the food affects a stat */
3945     for (i = 0; i < NUM_STATS; i++)
3946     if (sint8 k = food->stats.stat (i))
3947     {
3948     force->stats.stat (i) = k;
3949     did_one = 1;
3950     }
3951    
3952     /* check if we can protect the eater */
3953     for (i = 0; i < NROFATTACKS; i++)
3954     {
3955     if (food->resist[i] > 0)
3956     {
3957     force->resist[i] = food->resist[i];
3958     did_one = 1;
3959     }
3960     }
3961    
3962     if (did_one)
3963     {
3964     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));
3965    
3966     /* make the force take effect and report effects to user */
3967     change_abil (who, force);
3968     }
3969     else
3970     force->destroy ();
3971 root 1.22 }
3972    
3973     /* check for hp, sp change */
3974     if (food->stats.hp != 0)
3975     {
3976     if (QUERY_FLAG (food, FLAG_CURSED))
3977     {
3978 root 1.151 who->contr->killer = food;
3979 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3980 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3981 root 1.22 }
3982     else
3983     {
3984     if (food->stats.hp > 0)
3985 root 1.125 who->statusmsg ("You begin to feel better.");
3986 root 1.22 else
3987 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3988    
3989 root 1.22 who->stats.hp += food->stats.hp;
3990     }
3991     }
3992 root 1.151
3993 root 1.22 if (food->stats.sp != 0)
3994     {
3995     if (QUERY_FLAG (food, FLAG_CURSED))
3996     {
3997 root 1.125 who->failmsg ("You are drained of mana!");
3998 root 1.22 who->stats.sp -= food->stats.sp;
3999     if (who->stats.sp < 0)
4000     who->stats.sp = 0;
4001     }
4002     else
4003     {
4004 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4005 root 1.22 who->stats.sp += food->stats.sp;
4006     /* place limit on max sp from food? */
4007     }
4008 elmex 1.1 }
4009 root 1.125
4010 root 1.51 who->update_stats ();
4011 elmex 1.1 }
4012    
4013 root 1.22 void
4014     apply_changes_to_player (object *pl, object *change)
4015     {
4016     int excess_stat = 0; /* if the stat goes over the maximum
4017     for the race, put the excess stat some
4018     where else. */
4019 elmex 1.1
4020 root 1.22 switch (change->type)
4021     {
4022 root 1.24 case CLASS:
4023     {
4024     living *stats = &(pl->contr->orig_stats);
4025     living *ns = &(change->stats);
4026     object *walk;
4027     int flag_change_face = 1;
4028    
4029     /* the following code assigns stats up to the stat max
4030     * for the race, and if the stat max is exceeded,
4031     * tries to randomly reassign the excess stat
4032     */
4033     int i, j;
4034 root 1.22
4035 root 1.24 for (i = 0; i < NUM_STATS; i++)
4036     {
4037 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4038 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4039 root 1.22
4040 root 1.24 if (stat > 20 + race_bonus)
4041     {
4042     excess_stat++;
4043     stat = 20 + race_bonus;
4044     }
4045 root 1.91
4046     stats->stat (i) = stat;
4047 root 1.24 }
4048 elmex 1.1
4049 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4050     { /* try 100 times to assign excess stats */
4051     int i = rndm (0, 6);
4052    
4053     if (i == CHA)
4054     continue; /* exclude cha from this */
4055 root 1.91
4056     int stat = stats->stat (i);
4057 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4058 root 1.24 if (stat < 20 + race_bonus)
4059     {
4060     change_attr_value (stats, i, 1);
4061     excess_stat--;
4062     }
4063     }
4064 root 1.14
4065 root 1.24 /* insert the randomitems from the change's treasurelist into
4066     * the player ref: player.c
4067     */
4068 root 1.182 if (change->randomitems)
4069 root 1.24 give_initial_items (pl, change->randomitems);
4070 root 1.14
4071 root 1.24 /* set up the face, for some races. */
4072 root 1.14
4073 root 1.24 /* first, look for the force object banning
4074     * changing the face. Certain races never change face with class.
4075     */
4076 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4077     if (walk->name == shstr_NOCLASSFACECHANGE)
4078 root 1.24 flag_change_face = 0;
4079 root 1.14
4080 root 1.24 if (flag_change_face)
4081     {
4082 root 1.157 pl->face = change->face;
4083     pl->animation_id = change->animation_id;
4084     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4085 root 1.24 }
4086 root 1.14
4087 root 1.24 /* check the special case of can't use weapons */
4088     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4089 root 1.182 if (change->name == shstr_monk)
4090 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4091 root 1.14
4092 root 1.24 break;
4093     }
4094 elmex 1.1 }
4095     }
4096