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Revision: 1.253
Committed: Sat Apr 10 05:12:57 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.252: +0 -6 lines
Log Message:
remove change_skill & weird skill update logic in cast_destruction

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 root 1.250 set (SIGN);
73     set (BOOK);
74 root 1.245 set (SKILLSCROLL);
75     set (SPELLBOOK);
76 root 1.250 set (INSCRIBABLE);
77 root 1.245 set (TREASURE);
78     set (SAVEBED);
79     set (ARMOUR_IMPROVER);
80     set (WEAPON_IMPROVER);
81     set (CLOCK);
82     set (MENU);
83     set (LIGHTER); /* for lighting torches/lanterns/etc */
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 root 1.252 op->failmsgf ("The gods want more %ss", &improver->slaying);
203 root 1.245 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 root 1.252 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
398 root 1.245 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 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
737 root 1.245 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     if (op->type == BOW)
1081     op->flag [FLAG_READY_BOW ] = false;
1082     else
1083     op->flag [FLAG_READY_RANGE] = false;
1084     }
1085 root 1.14
1086 root 1.245 break;
1087 root 1.22
1088 root 1.245 case ARMOUR:
1089     case HELMET:
1090     case SHIELD:
1091     case RING:
1092     case BOOTS:
1093     case GLOVES:
1094     case AMULET:
1095     case GIRDLE:
1096     case BRACERS:
1097     case CLOAK:
1098     who->statusmsg (format ("You unwear %s.", query_name (op)));
1099     change_abil (who, op);
1100     break;
1101 root 1.24
1102 root 1.245 case SPELL:
1103     case BUILDER:
1104     who->statusmsg (format ("You unready %s.", query_name (op)));
1105     break;
1106 root 1.178
1107 root 1.245 //case SKILL_TOOL://TODO
1108     default:
1109     who->statusmsg (format ("You unapply %s.", query_name (op)));
1110     break;
1111 elmex 1.1 }
1112 elmex 1.15
1113 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1114     if (object *pl = op->visible_to ())
1115     esrv_send_item (pl, op);
1116 root 1.121
1117 root 1.245 who->update_stats ();
1118 root 1.24
1119 root 1.245 return 1;
1120     }
1121 root 1.22
1122 root 1.245 /**
1123     * Returns the object that is using location 'loc'.
1124     * Note that 'start' is the first object to start examing - we
1125     * then go through the below of this. In this way, you can do
1126     * something like:
1127     * tmp = get_next_item_from_body_location(who->inv, 1);
1128     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1129     * to find the second object that may use this location, etc.
1130     * Returns NULL if no match is found.
1131     * loc is the index into the array we are looking for a match.
1132     * don't return invisible objects unless they are skill objects
1133     * invisible other objects that use
1134     * up body locations can be used as restrictions.
1135     */
1136     static object *
1137     get_next_item_from_body_location (int loc, object *start)
1138     {
1139     for (object *tmp = start; tmp; tmp = tmp->below)
1140     if (tmp->flag [FLAG_APPLIED]
1141     && tmp->slot [loc].info
1142     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1143     return tmp;
1144 root 1.24
1145 root 1.245 return 0;
1146 elmex 1.1 }
1147    
1148     /**
1149 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1150     * This should only be called when it is known
1151     * that there are objects to unapply. This makes pretty heavy
1152     * use of get_item_from_body_location. It makes no intelligent choice
1153     * on objects - rather, the first that is matched is used.
1154     * Returns 0 on success, returns 1 if there is some problem.
1155     * if aflags is AP_PRINT, we instead print out waht to unapply
1156     * instead of doing it. This is a lot less code than having
1157     * another function that does just that.
1158 elmex 1.1 */
1159 root 1.179
1160 root 1.245 #define CANNOT_REMOVE_CURSED \
1161     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1162     "Praying over an altar, scrolls of remove curse/damnation, " \
1163     "priests or even other players might help.>"
1164 root 1.22
1165 root 1.245 static bool
1166     unapply_for_ob (object *who, object *op, int aflags)
1167     {
1168     if (op->is_range ())
1169     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1170     if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
1171     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
1172     {
1173     if (aflags & AP_PRINT)
1174     who->failmsg (query_name (tmp));
1175     else
1176     unapply_special (who, tmp, aflags);
1177     }
1178     else
1179     {
1180     /* In this case, we want to try and remove a cursed item.
1181     * While we know it won't work, we want unapply_special to
1182     * at least generate the message.
1183     */
1184 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1185 root 1.245 return 1;
1186     }
1187 elmex 1.1
1188 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1189 root 1.22 {
1190 root 1.245 /* this used up a slot that we need to free */
1191     if (op->slot[i].info)
1192 root 1.22 {
1193 root 1.245 object *last = who->inv;
1194    
1195     /* We do a while loop - may need to remove several items in order
1196     * to free up enough slots.
1197     */
1198     while ((who->slot[i].used + op->slot[i].info) < 0)
1199     {
1200     object *tmp = get_next_item_from_body_location (i, last);
1201 root 1.120
1202 root 1.245 if (!tmp)
1203     {
1204     #if 0
1205     /* Not a bug - we'll get this if the player has cursed items
1206     * equipped.
1207     */
1208     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1209     #endif
1210     return 1;
1211     }
1212 elmex 1.1
1213 root 1.245 /* If we are just printing, we don't care about cursed status */
1214     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
1215     {
1216     if (aflags & AP_PRINT)
1217     who->failmsg (query_name (tmp));
1218     else
1219     unapply_special (who, tmp, aflags);
1220     }
1221     else
1222     {
1223     /* Cursed item that we can't unequip - tell the player.
1224     * Note this could be annoying if this is just one of a few,
1225     * so it may not be critical (eg, putting on a ring and you have
1226     * one cursed ring.)
1227     */
1228 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1229 root 1.245 }
1230    
1231     last = tmp->below;
1232     }
1233     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1234     * return in the !tmp would have kicked in.
1235     */
1236     } /* if op is using this body location */
1237     } /* for body lcoations */
1238    
1239     return 0;
1240     }
1241    
1242     /**
1243     * Checks to see if 'who' can apply object 'op'.
1244     * Returns 0 if apply can be done without anything special.
1245     * Otherwise returns a bitmask - potentially several of these may be
1246     * set, but largely depends on circumstance - in the future, processing
1247     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1248     * is set, do we really care what the other flags may be?)
1249     *
1250     * See include/define.h for detailed description of the meaning of
1251     * these return values.
1252     */
1253     int
1254     can_apply_object (object *who, object *op)
1255     {
1256     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1257     return RESULT_INT (0);
1258    
1259     int retval = 0;
1260     object *tmp = 0, *ws = 0;
1261 elmex 1.1
1262 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1263 root 1.22 {
1264 root 1.245 if (op->slot[i].info)
1265     {
1266     /* Item uses more slots than we have */
1267     if (who->slot[i].info + op->slot [i].info < 0)
1268     {
1269     /* Could return now for efficiency - rest of info below isn't
1270     * really needed.
1271     */
1272     retval |= CAN_APPLY_NEVER;
1273     }
1274     else if (who->slot[i].used + op->slot[i].info < 0)
1275     {
1276     /* in this case, equipping this would use more free spots than
1277     * we have.
1278     */
1279    
1280     /* if we have an applied weapon/shield, and unapply it would free
1281     * enough slots to equip the new item, then just set "can
1282     * apply unapply". We don't care about the logic below - if you have a
1283     * shield equipped and try to equip another shield, there is only
1284     * one choice. However, the check for the number of body locations
1285     * does take into the account cases where what is being applied
1286     * may be two handed for example.
1287     */
1288     if (ws)
1289     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1290     {
1291     retval |= CAN_APPLY_UNAPPLY;
1292     continue;
1293     }
1294    
1295     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1296     if (!tmp1)
1297     retval |= CAN_APPLY_NEVER;
1298     else
1299     {
1300     /* need to unapply something. However, if this something
1301     * is different than we had found before, it means they need
1302     * to apply multiple objects
1303     */
1304     retval |= CAN_APPLY_UNAPPLY;
1305 root 1.110
1306 root 1.245 if (!tmp)
1307     tmp = tmp1;
1308     else if (tmp != tmp1)
1309     retval |= CAN_APPLY_UNAPPLY_MULT;
1310 root 1.110
1311 root 1.245 /* This object isn't using up all the slots, so there must
1312     * be another. If so, and it the new item doesn't need all
1313     * the slots, the player then has a choice.
1314     */
1315     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1316     && abs (op->slot[i].info) < who->slot[i].info)
1317     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1318 elmex 1.1
1319 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1320     * equipped? If not, there must be something else to unapply.
1321     */
1322     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1323     retval |= CAN_APPLY_UNAPPLY_MULT;
1324     }
1325     } /* if not enough free slots */
1326     } /* if this object uses location i */
1327     } /* for i -> num_body_locations loop */
1328 root 1.167
1329 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1330     * really be controlled by use of body locations. We do have
1331     * the weapon/shield checks, and the range checks for monsters,
1332     * because you can't control those just by body location - bows, shields,
1333     * and weapons all use the same slot. Similar for horn/rod/wand - they
1334     * all use the same location.
1335 root 1.167 */
1336 root 1.245 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
1337     retval |= CAN_APPLY_RESTRICTION;
1338    
1339     if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
1340     retval |= CAN_APPLY_RESTRICTION;
1341    
1342     if (who->type != PLAYER)
1343     {
1344     if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
1345     retval |= CAN_APPLY_RESTRICTION;
1346 root 1.167
1347 root 1.245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1348     retval |= CAN_APPLY_RESTRICTION;
1349 root 1.167
1350 root 1.245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
1351     retval |= CAN_APPLY_RESTRICTION;
1352 root 1.167
1353 root 1.245 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
1354     retval |= CAN_APPLY_RESTRICTION;
1355     }
1356 root 1.167
1357 root 1.245 return retval;
1358 root 1.167 }
1359    
1360 elmex 1.1 /**
1361 root 1.245 * who is the object using the object. It can be a monster.
1362     * op is the object they are using. op is an equipment type item,
1363     * eg, one which you put on and keep on for a while, and not something
1364     * like a potion or scroll.
1365     *
1366     * function returns 1 if the action could not be completed, 0 on
1367     * success. However, success is a matter of meaning - if the
1368     * user passes the 'apply' flag to an object already applied,
1369     * nothing is done, and 0 is returned.
1370     *
1371     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1372     * AP_UNAPPLY=always unapply).
1373     *
1374     * Optional flags:
1375     * AP_NO_MERGE: don't merge an unapplied object with other objects
1376     * AP_IGNORE_CURSE: unapply cursed items
1377     * AP_NO_READY: do not ready skills when applying skill tools
1378     *
1379     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1380 elmex 1.1 *
1381 root 1.245 * apply_special() doesn't check for unpaid items.
1382 elmex 1.1 */
1383 root 1.245
1384     #define LACK_ITEM_POWER \
1385     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1386    
1387     static bool
1388     apply_special (object *who, object *op, int aflags)
1389 elmex 1.1 {
1390 root 1.245 int basic_flag = aflags & AP_MODE;
1391     object *tmp, *tmp2, *skop = NULL;
1392    
1393     if (who == NULL)
1394     {
1395     LOG (llevError, "apply_special() from object without environment.\n");
1396     return 1;
1397     }
1398 elmex 1.1
1399 root 1.245 //TODO: remove these when apply_special is no longer exposed
1400     if (op->env != who)
1401     return 1; /* op is not in inventory */
1402 elmex 1.1
1403 root 1.245 /* trying to unequip op */
1404     if (QUERY_FLAG (op, FLAG_APPLIED))
1405 root 1.22 {
1406 root 1.245 /* always apply, so no reason to unapply */
1407     if (basic_flag == AP_APPLY)
1408     return 0;
1409    
1410     if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
1411     {
1412 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1413 root 1.245 return 1;
1414     }
1415    
1416     return unapply_special (who, op, aflags);
1417 elmex 1.1 }
1418 root 1.245 else if (basic_flag == AP_UNAPPLY)
1419     return 0;
1420    
1421     splay (op);
1422 root 1.110
1423 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1424     if (int i = can_apply_object (who, op))
1425     {
1426     if (i & CAN_APPLY_NEVER)
1427     {
1428 root 1.252 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
1429 root 1.245 return 1;
1430     }
1431     else if (i & CAN_APPLY_RESTRICTION)
1432     {
1433 root 1.252 who->failmsgf (
1434 root 1.245 "You have a prohibition against using a %s. "
1435     "H<Your belief, profession or class prevents you from applying this item.>",
1436     query_name (op)
1437 root 1.252 );
1438 root 1.245 return 1;
1439     }
1440 elmex 1.1
1441 root 1.245 if (who->type != PLAYER)
1442     {
1443     /* Some error, so don't try to equip something more */
1444     if (unapply_for_ob (who, op, aflags))
1445     return 1;
1446     }
1447     else
1448     {
1449     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1450 root 1.198 {
1451 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1452     unapply_for_ob (who, op, AP_PRINT);
1453     return 1;
1454     }
1455     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1456     if (unapply_for_ob (who, op, aflags))
1457     return 1;
1458     }
1459     }
1460    
1461     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1462     {
1463     // try to ready attached skill first
1464     skop = find_skill_by_name (who, op->skill);
1465    
1466     if (!skop)
1467     {
1468 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1469 root 1.245 return 1;
1470     }
1471     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1472     {
1473 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1474 root 1.245 return 1;
1475     }
1476     }
1477    
1478     if (!check_item_power (who, op->item_power))
1479     {
1480     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1481     return 1;
1482     }
1483    
1484     /* Ok. We are now at the state where we can apply the new object.
1485     * Note that we don't have the checks for can_use_...
1486     * below - that is already taken care of by can_apply_object.
1487     */
1488    
1489     // split away all the other items from the stack, so only one item is left
1490     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1491    
1492     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1493     return RESULT_INT (0);
1494    
1495     switch (op->type)
1496     {
1497     case WEAPON:
1498     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1499     {
1500     /* if the weapon does not have the name as the character, can't use it. */
1501     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1502     who->failmsg ("The weapon does not recognize you as its owner. "
1503     "H<Its name indicates that it belongs to somebody else.>");
1504     if (tmp) who->insert (tmp);
1505     return 1;
1506     }
1507    
1508     op->flag [FLAG_APPLIED] = true;
1509    
1510     if (player *pl = who->contr)
1511     {
1512     who->statusmsg (format ("You wield %s.", query_name (op)));
1513     change_abil (who, op);
1514     }
1515    
1516     op->flag [FLAG_READY_WEAPON] = true;
1517     break;
1518    
1519     case ARMOUR:
1520     case HELMET:
1521     case SHIELD:
1522     case BOOTS:
1523     case GLOVES:
1524     case GIRDLE:
1525     case BRACERS:
1526     case CLOAK:
1527     case RING:
1528     case AMULET:
1529     SET_FLAG (op, FLAG_APPLIED);
1530     who->statusmsg (format ("You wear %s.", query_name (op)));
1531     change_abil (who, op);
1532     break;
1533    
1534     case SKILL_TOOL:
1535     // applying a skill tool does not ready the skill
1536     // if something needs the skill, it has to ready it itself
1537     //TODO: unapplying should unapply the skill, though
1538     SET_FLAG (op, FLAG_APPLIED);
1539     break;
1540    
1541     case SKILL:
1542     if (!(aflags & AP_NO_SLOT))
1543     {
1544     // skill is used on it's own, as opposed to being a chosen_skill
1545    
1546     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1547     {
1548 root 1.252 who->failmsgf (
1549 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1550     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1551     "It cannot be used on its own.>",
1552     &op->skill
1553 root 1.252 );
1554 root 1.245 if (tmp) who->insert (tmp);
1555     return 1;
1556     }
1557    
1558     if (skill_flags [op->subtype] & SF_AUTARK
1559     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1560     {
1561     if (skill_flags [op->subtype] & SF_USE)
1562 root 1.252 who->failmsgf (
1563 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1564     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1565     &op->skill, &op->skill
1566 root 1.252 );
1567 root 1.245 else
1568 root 1.252 who->failmsgf (
1569 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1570     "H<The %s skill cannot be readied or used, it is always active.>",
1571     &op->skill
1572 root 1.252 );
1573 root 1.245
1574     if (tmp) who->insert (tmp);
1575    
1576     return 1;
1577     }
1578    
1579     if (who->contr)
1580     if (op->invisible)
1581     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1582     else
1583     who->statusmsg (format ("You ready %s.", query_name (op)));
1584     }
1585    
1586     SET_FLAG (who, FLAG_READY_SKILL);
1587     SET_FLAG (op, FLAG_APPLIED);
1588     change_abil (who, op);
1589     break;
1590    
1591     case BOW:
1592     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1593     {
1594     who->failmsg ("The weapon does not recognize you as its owner. "
1595     "H<Its name indicates that it belongs to somebody else.>");
1596     if (tmp) who->insert (tmp);
1597     return 1;
1598     }
1599    
1600     if (player *pl = who->contr)
1601     {
1602     op->flag [FLAG_APPLIED] = true;
1603     who->statusmsg (format ("You wield the %s.", query_name (op)));
1604     change_abil (who, op);
1605     }
1606     break;
1607    
1608     case RANGED:
1609     if (player *pl = who->contr)
1610     {
1611     op->flag [FLAG_APPLIED] = true;
1612     who->statusmsg (format ("You applied the %s.", query_name (op)));
1613     }
1614     break;
1615    
1616     case SPELL:
1617     if (player *pl = who->contr)
1618     {
1619     op->flag [FLAG_APPLIED] = true;
1620     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1621     }
1622     break;
1623    
1624     /*FALLTHROUGH*/
1625     case WAND:
1626     case ROD:
1627     case HORN:
1628     op->flag [FLAG_APPLIED] = true;
1629 elmex 1.1
1630 root 1.245 if (player *pl = who->contr)
1631     {
1632     who->statusmsg (format ("You ready %s.", query_name (op)));
1633 root 1.14
1634 root 1.245 if (op->type == BOW)
1635     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1636 root 1.14
1637 root 1.245 change_abil (who, op);
1638     }
1639     else
1640     {
1641     if (op->type == BOW)
1642     op->flag [FLAG_READY_BOW ] = true;
1643     else
1644     op->flag [FLAG_READY_RANGE] = true;
1645     }
1646 root 1.14
1647 root 1.245 break;
1648 root 1.198
1649 root 1.245 case BUILDER:
1650     if (player *pl = who->contr)
1651     {
1652     who->statusmsg (format ("You ready your %s.", query_name (op)));
1653     //TODO: change_abil?
1654     }
1655     break;
1656 root 1.14
1657 root 1.245 default:
1658     who->statusmsg (format ("You apply %s.", query_name (op)));
1659     }
1660 root 1.23
1661 root 1.245 SET_FLAG (op, FLAG_APPLIED);
1662 root 1.14
1663 root 1.245 if (tmp) who->insert (tmp);
1664 root 1.14
1665 root 1.245 who->update_stats ();
1666 root 1.14
1667 root 1.245 /* We exclude spell casting objects. The fire code will set the
1668     * been applied flag when they are used - until that point,
1669     * you don't know anything about them.
1670     */
1671     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1672     SET_FLAG (op, FLAG_BEEN_APPLIED);
1673 root 1.14
1674 root 1.245 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1675     if (who->type == PLAYER)
1676     {
1677     who->failmsg (
1678     "Oops, it feels deadly cold! "
1679     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1680     );
1681     SET_FLAG (op, FLAG_KNOWN_CURSED);
1682     }
1683 root 1.22
1684 root 1.245 if (object *pl = op->visible_to ())
1685     esrv_send_item (pl, op);
1686 root 1.14
1687 root 1.245 return 0;
1688     }
1689 root 1.14
1690 root 1.245 /**
1691     * Check if op should abort moving victim because of it's race or slaying.
1692     * Returns 1 if it should abort, returns 0 if it should continue.
1693     */
1694     int
1695     should_director_abort (object *op, object *victim)
1696     {
1697     int arch_flag, name_flag, race_flag;
1698 root 1.22
1699 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1700     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1701     * the next is the name flag, and the last is the race flag. Also note,
1702     * if subtype is set to zero, that also goes to defaults of all affecting
1703     * it. Examples:
1704     * subtype 1: only arch
1705     * subtype 3: arch or name
1706     * subtype 5: arch or race
1707     * subtype 7: all three
1708     */
1709     if (op->subtype)
1710     {
1711     arch_flag = op->subtype & 1;
1712     name_flag = op->subtype & 2;
1713     race_flag = op->subtype & 4;
1714     }
1715     else
1716     {
1717     arch_flag = 1;
1718     name_flag = 1;
1719     race_flag = 1;
1720     }
1721 root 1.14
1722 root 1.245 /* If the director has race set, only affect objects with a arch,
1723     * name or race that matches.
1724     */
1725     if ((op->race) &&
1726     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1727     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1728     ((!(victim->race && race_flag) || op->race != victim->race)))
1729     return 1;
1730 root 1.14
1731 root 1.245 /* If the director has slaying set, only affect objects where none
1732     * of arch, name, or race match.
1733     */
1734     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1735     ((victim->name && name_flag && op->slaying == victim->name)) ||
1736     ((victim->race && race_flag && op->slaying == victim->race)))
1737     return 1;
1738 root 1.118
1739 root 1.245 return 0;
1740     }
1741 root 1.14
1742 root 1.245 /**
1743     * This handles a player dropping money on an altar to identify stuff.
1744     * It'll identify marked item, if none all items up to dropped money.
1745     * Return value: 1 if money was destroyed, 0 if not.
1746     */
1747     static int
1748     apply_id_altar (object *money, object *altar, object *pl)
1749     {
1750     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1751 root 1.14
1752 root 1.245 if (!pl || pl->type != PLAYER)
1753     return 0;
1754 root 1.14
1755 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1756     * identifying' from being printed out more than it needs to be.
1757     */
1758     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1759     return 0;
1760 root 1.23
1761 root 1.245 /* if the player has a marked item, identify that if it needs to be
1762     * identified. If it doesn't, then go through the player inventory.
1763     */
1764     if (object *marked = find_marked_object (pl))
1765     if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
1766     {
1767     if (operate_altar (altar, &money, pl))
1768     {
1769     identify (marked);
1770 root 1.23
1771 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1772     if (marked->msg)
1773     buf << "The item has a story:\r" << marked->msg << "\n\n";
1774 root 1.23
1775 root 1.245 return !money;
1776     }
1777     }
1778 root 1.14
1779 root 1.245 for (object *id = pl->inv; id; id = id->below)
1780     {
1781     if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
1782     {
1783     if (operate_altar (altar, &money, pl))
1784     {
1785     identify (id);
1786 root 1.55
1787 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1788     if (id->msg)
1789     buf << "The item has a story:\r" << id->msg << "\n\n";
1790 root 1.14
1791 root 1.245 /* If no more money, might as well quit now */
1792     if (!money || !check_altar_sacrifice (altar, money))
1793     break;
1794     }
1795     else
1796     {
1797     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1798     break;
1799     }
1800     }
1801     }
1802 root 1.23
1803 root 1.245 if (buf.empty ())
1804     pl->failmsg ("You have nothing that needs identifying");
1805     else
1806     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1807 root 1.23
1808 root 1.245 return !money;
1809     }
1810 root 1.23
1811 root 1.245 /**
1812     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1813     * matching item.
1814     **/
1815     void
1816     handle_apply_yield (object *tmp)
1817     {
1818     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1819     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1820 elmex 1.1 }
1821    
1822     /**
1823 root 1.245 * Handles applying a potion.
1824 elmex 1.1 */
1825 root 1.245 int
1826     apply_potion (object *op, object *tmp)
1827 elmex 1.1 {
1828 root 1.245 int got_one = 0, i;
1829     object *force = 0;
1830 root 1.22
1831 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1832 root 1.112
1833 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1834 root 1.22 {
1835 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1836 elmex 1.1
1837 root 1.245 CLEAR_FLAG (tmp, FLAG_APPLIED);
1838     return 0;
1839 elmex 1.1 }
1840 root 1.112
1841 root 1.245 if (op->type == PLAYER)
1842     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1843     identify (tmp);
1844 elmex 1.1
1845 root 1.245 handle_apply_yield (tmp);
1846 elmex 1.223
1847 root 1.245 /* Potion of restoration - only for players */
1848     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1849     {
1850     object *depl;
1851     archetype *at;
1852 root 1.22
1853 root 1.245 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1854     {
1855     op->drain_stat ();
1856     op->update_stats ();
1857     tmp->decrease ();
1858     return 1;
1859     }
1860 root 1.22
1861 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1862 root 1.22 {
1863 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1864     return 0;
1865 root 1.22 }
1866 root 1.41
1867 root 1.245 depl = present_arch_in_ob (at, op);
1868 elmex 1.1
1869 root 1.245 if (depl)
1870     {
1871     for (i = 0; i < NUM_STATS; i++)
1872     if (depl->stats.stat (i))
1873     op->statusmsg (restore_msg[i]);
1874 root 1.208
1875 root 1.245 depl->destroy ();
1876     op->update_stats ();
1877 root 1.208 }
1878 root 1.245 else
1879     op->statusmsg ("Your potion had no effect.");
1880 root 1.208
1881 root 1.245 tmp->decrease ();
1882     return 1;
1883 elmex 1.1 }
1884    
1885 root 1.245 /* improvement potion - only for players */
1886     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1887 root 1.22 {
1888 root 1.245 for (i = 1; i < min (11, op->level); i++)
1889     {
1890     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1891     {
1892     if (op->contr->levhp[i] != 1)
1893     {
1894     op->contr->levhp[i] = 1;
1895     break;
1896     }
1897 elmex 1.1
1898 root 1.245 if (op->contr->levsp[i] != 1)
1899     {
1900     op->contr->levsp[i] = 1;
1901     break;
1902     }
1903 elmex 1.1
1904 root 1.245 if (op->contr->levgrace[i] != 1)
1905     {
1906     op->contr->levgrace[i] = 1;
1907     break;
1908     }
1909     }
1910     else
1911     {
1912     if (op->contr->levhp[i] < 9)
1913     {
1914     op->contr->levhp[i] = 9;
1915     break;
1916     }
1917 root 1.118
1918 root 1.245 if (op->contr->levsp[i] < 6)
1919     {
1920     op->contr->levsp[i] = 6;
1921     break;
1922     }
1923 root 1.22
1924 root 1.245 if (op->contr->levgrace[i] < 3)
1925     {
1926     op->contr->levgrace[i] = 3;
1927     break;
1928     }
1929     }
1930     }
1931 elmex 1.1
1932 root 1.245 /* Just makes checking easier */
1933     if (i < min (11, op->level))
1934     got_one = 1;
1935 elmex 1.1
1936 root 1.245 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
1937     {
1938     if (got_one)
1939     {
1940     op->update_stats ();
1941     op->statusmsg ("The Gods smile upon you and remake you "
1942     "a little more in their image. "
1943     "You feel a little more perfect.", NDI_GREEN);
1944     }
1945     else
1946     op->statusmsg ("The potion had no effect - you are already perfect.");
1947     }
1948     else
1949     { /* cursed potion */
1950     if (got_one)
1951     {
1952     op->update_stats ();
1953     op->failmsg ("The Gods are angry and punish you.");
1954     }
1955     else
1956     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1957     }
1958 root 1.22
1959 root 1.245 tmp->decrease ();
1960     return 1;
1961 root 1.22 }
1962 elmex 1.1
1963 root 1.22
1964 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1965     * and heroism all fit into this category. Given the spell object code,
1966     * there is no limit to the number of spells that potions can be cast,
1967     * but direction is problematic to try and imbue fireball potions for example.
1968 root 1.22 */
1969 root 1.245 if (tmp->inv)
1970 root 1.22 {
1971 root 1.245 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1972 root 1.22 {
1973 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1974     create_exploding_ball_at (op, op->level);
1975 root 1.14 }
1976 root 1.22 else
1977 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1978 root 1.114
1979 root 1.245 tmp->decrease ();
1980 root 1.22
1981 root 1.245 /* if youre dead, no point in doing this... */
1982     if (!QUERY_FLAG (op, FLAG_REMOVED))
1983     op->update_stats ();
1984 root 1.22
1985 root 1.245 return 1;
1986 root 1.22 }
1987    
1988 root 1.245 /* Deal with protection potions */
1989     force = NULL;
1990     for (i = 0; i < NROFATTACKS; i++)
1991     {
1992     if (tmp->resist[i])
1993     {
1994     if (!force)
1995     force = get_archetype (FORCE_NAME);
1996 root 1.32
1997 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1998     force->type = POTION_EFFECT;
1999     break; /* Only need to find one protection since we copy entire batch */
2000     }
2001 root 1.22 }
2002 root 1.31
2003 root 1.245 /* This is a protection potion */
2004     if (force)
2005 root 1.22 {
2006 root 1.245 /* cursed items last longer */
2007     if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
2008     {
2009     force->stats.food *= 10;
2010     for (i = 0; i < NROFATTACKS; i++)
2011     if (force->resist[i] > 0)
2012     force->resist[i] = -force->resist[i]; /* prot => vuln */
2013     }
2014 root 1.22
2015 root 1.245 force->speed_left = -1;
2016     force = insert_ob_in_ob (force, op);
2017     CLEAR_FLAG (tmp, FLAG_APPLIED);
2018     SET_FLAG (force, FLAG_APPLIED);
2019     change_abil (op, force);
2020     tmp->decrease ();
2021     return 1;
2022 elmex 1.1 }
2023 root 1.22
2024 root 1.245 /* Only thing left are the stat potions */
2025     if (op->type == PLAYER)
2026     { /* only for players */
2027     if ((QUERY_FLAG (tmp, FLAG_CURSED)
2028     || QUERY_FLAG (tmp, FLAG_DAMNED))
2029     && tmp->value != 0)
2030     CLEAR_FLAG (tmp, FLAG_APPLIED);
2031     else
2032     SET_FLAG (tmp, FLAG_APPLIED);
2033 root 1.25
2034 root 1.245 if (!change_abil (op, tmp))
2035     op->statusmsg ("Nothing happened.");
2036 elmex 1.1 }
2037    
2038 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2039     * that were grouped with the one consumed, his
2040     * stat will not be raised by them. fix_player just clears
2041     * up all the stats.
2042 root 1.22 */
2043 root 1.245 CLEAR_FLAG (tmp, FLAG_APPLIED);
2044     op->update_stats ();
2045     tmp->decrease ();
2046     return 1;
2047     }
2048 root 1.22
2049 root 1.245 /**
2050     * 'victim' moves onto 'trap'
2051     * 'victim' leaves 'trap'
2052     * effect is determined by move_on/move_off of trap and move_type of victime.
2053     *
2054     * originator: Player, monster or other object that caused 'victim' to move
2055     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2056     * However, some types of traps require an originator to function.
2057 elmex 1.1 */
2058 root 1.22 void
2059 root 1.245 move_apply (object *trap, object *victim, object *originator)
2060 elmex 1.1 {
2061 root 1.245 static int recursion_depth = 0;
2062    
2063     /* Only exits affect DMs. */
2064     if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
2065     return;
2066 elmex 1.1
2067 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2068     * possibly unlimited recursion.
2069     */
2070     /* The following was changed because it was causing perfectly correct
2071     * maps to fail. 1) it's not an error to recurse:
2072     * rune detonates, summoning monster. monster lands on nearby rune.
2073     * nearby rune detonates. This sort of recursion is expected and
2074     * proper. This code was causing needless crashes.
2075     */
2076     if (recursion_depth >= 500)
2077 root 1.22 {
2078 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2079     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2080 root 1.22 return;
2081 elmex 1.1 }
2082    
2083 root 1.245 recursion_depth++;
2084     if (trap->head)
2085     trap = trap->head;
2086    
2087     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2088     switch (trap->type)
2089     {
2090     case PLAYERMOVER:
2091     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2092     {
2093     if (!trap->stats.maxsp)
2094     trap->stats.maxsp = 2;
2095 elmex 1.1
2096 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2097     * should be divided by trap->speed
2098     */
2099     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2100 elmex 1.1
2101 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2102     * above with some objects have zero speed, and thus the player
2103     * getting permanently paralyzed.
2104     */
2105     if (victim->speed_left < -50.f)
2106     victim->speed_left = -50.f;
2107     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2108     }
2109     break;
2110 elmex 1.1
2111 root 1.245 case SPINNER:
2112     if (victim->direction)
2113     {
2114     victim->direction = absdir (victim->direction - trap->stats.sp);
2115     update_turn_face (victim);
2116     }
2117     break;
2118 elmex 1.1
2119 root 1.245 case DIRECTOR:
2120     if (victim->direction && !should_director_abort (trap, victim))
2121     {
2122     victim->direction = trap->stats.sp;
2123     update_turn_face (victim);
2124     }
2125     break;
2126 elmex 1.1
2127 root 1.245 case BUTTON:
2128     case PEDESTAL:
2129     case T_MATCH:
2130     update_button (trap, originator);
2131     break;
2132 elmex 1.1
2133 root 1.245 case ALTAR:
2134     /* sacrifice victim on trap */
2135     apply_altar (trap, victim, originator);
2136     break;
2137 elmex 1.1
2138 root 1.245 case THROWN_OBJ:
2139     if (trap->inv == NULL)
2140     break;
2141     /* fallthrough */
2142 elmex 1.1
2143 root 1.245 case ARROW:
2144     /* bad bug: monster throw a object, make a step forwards, step on object ,
2145     * trigger this here and get hit by own missile - and will be own enemy.
2146     * Victim then is his own enemy and will start to kill herself (this is
2147     * removed) but we have not synced victim and his missile. To avoid senseless
2148     * action, we avoid hits here
2149     */
2150     if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
2151     && trap->owner != victim)
2152     hit_with_arrow (trap, victim);
2153     break;
2154 root 1.22
2155 root 1.245 case SPELL_EFFECT:
2156     apply_spell_effect (trap, victim);
2157     break;
2158 root 1.99
2159 root 1.245 case TRAPDOOR:
2160     {
2161     int max, sound_was_played;
2162     object *ab, *ab_next;
2163 elmex 1.1
2164 root 1.245 if (!trap->value)
2165     {
2166     int tot;
2167 root 1.22
2168 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2169     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2170     tot += ab->head_ ()->total_weight ();
2171 root 1.37
2172 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2173     break;
2174 elmex 1.1
2175 root 1.245 SET_ANIMATION (trap, trap->value);
2176     update_object (trap, UP_OBJ_FACE);
2177     }
2178 elmex 1.1
2179 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2180     {
2181     /* need to set this up, since if we do transfer the object,
2182     * ab->above would be bogus
2183     */
2184     ab_next = ab->above;
2185 root 1.22
2186 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2187     {
2188     if (!sound_was_played)
2189     {
2190     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2191     sound_was_played = 1;
2192     }
2193 root 1.22
2194 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2195     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2196     }
2197     }
2198     break;
2199     }
2200 root 1.22
2201 root 1.245 case CONVERTER:
2202     if (convert_item (victim, trap) < 0)
2203     {
2204 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2205 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2206     }
2207 root 1.22
2208 root 1.245 break;
2209 root 1.22
2210 root 1.245 case TRIGGER_BUTTON:
2211     case TRIGGER_PEDESTAL:
2212     case TRIGGER_ALTAR:
2213     check_trigger (trap, victim, originator);
2214     break;
2215 root 1.124
2216 root 1.245 case DEEP_SWAMP:
2217     walk_on_deep_swamp (trap, victim);
2218     break;
2219 root 1.22
2220 root 1.245 case CHECK_INV:
2221     check_inv (victim, trap);
2222     break;
2223 root 1.22
2224 root 1.245 case HOLE:
2225     move_apply_hole (trap, victim);
2226     break;
2227 root 1.22
2228 root 1.245 case EXIT:
2229     if (victim->type == PLAYER && EXIT_PATH (trap))
2230     {
2231     /* Basically, don't show exits leading to random maps the
2232     * players output.
2233     */
2234     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2235     victim->statusmsg (trap->msg, NDI_NAVY);
2236 root 1.22
2237 root 1.245 trap->play_sound (trap->sound);
2238     victim->enter_exit (trap);
2239     }
2240     break;
2241 root 1.22
2242 root 1.245 case ENCOUNTER:
2243     /* may be some leftovers on this */
2244     break;
2245 root 1.22
2246 root 1.245 case SHOP_MAT:
2247     apply_shop_mat (trap, victim);
2248     break;
2249 root 1.22
2250 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2251     case IDENTIFY_ALTAR:
2252     apply_id_altar (victim, trap, originator);
2253     break;
2254 root 1.22
2255 root 1.245 case SIGN:
2256     if (victim->type != PLAYER && trap->stats.food > 0)
2257     break; /* monsters musn't apply magic_mouths with counters */
2258 root 1.22
2259 root 1.245 apply_sign (victim, trap, 1);
2260     break;
2261 root 1.22
2262 root 1.245 case CONTAINER:
2263     apply_container (victim, trap);
2264     break;
2265 root 1.22
2266 root 1.245 case RUNE:
2267     case TRAP:
2268     if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
2269     spring_trap (trap, victim);
2270     break;
2271 root 1.22
2272 root 1.245 default:
2273     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2274     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2275     break;
2276     }
2277 root 1.124
2278 root 1.245 recursion_depth--;
2279     }
2280 root 1.124
2281 root 1.245 /**
2282     * Handles reading a regular (ie not containing a spell) book.
2283     */
2284     static void
2285     apply_book (object *op, object *tmp)
2286     {
2287     int lev_diff;
2288     object *skill_ob;
2289 root 1.22
2290 root 1.245 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2291     {
2292     op->failmsg ("You are unable to read while blind!");
2293     return;
2294     }
2295 root 1.22
2296 root 1.245 if (!tmp->msg)
2297 root 1.22 {
2298 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2299 root 1.245 return;
2300     }
2301 root 1.22
2302 root 1.245 /* need a literacy skill to read stuff! */
2303     skill_ob = find_skill_by_name (op, tmp->skill);
2304     if (!skill_ob)
2305     {
2306 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2307 root 1.245 return;
2308 root 1.22 }
2309    
2310 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2311     if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
2312 root 1.22 {
2313 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2314     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2315     : lev_diff < 5 ? "This book is beyond your comprehension."
2316     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2317     : lev_diff < 15 ? "This book is way beyond your comprehension."
2318     : "This book is totally beyond your comprehension.");
2319     return;
2320     }
2321    
2322     // we currently don't use the message types for anything.
2323     // readable_message_type *msgType = get_readable_message_type (tmp);
2324    
2325     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2326    
2327     if (player *pl = op->contr)
2328     if (client *ns = pl->ns)
2329     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2330    
2331     /* gain xp from reading */
2332     if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
2333     { /* only if not read before */
2334     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2335 root 1.22
2336 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2337 root 1.22 {
2338 root 1.245 /*exp_gain *= 2; because they just identified it too */
2339     SET_FLAG (tmp, FLAG_IDENTIFIED);
2340    
2341     if (object *pl = tmp->visible_to ())
2342     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2343 root 1.22 }
2344 root 1.245
2345     change_exp (op, exp_gain, skill_ob->skill, 0);
2346     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2347 elmex 1.1 }
2348     }
2349    
2350     /**
2351 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2352     * scroll_failure()- hacked directly from spell_failure
2353 root 1.208 */
2354     static void
2355 root 1.245 scroll_failure (object *op, int failure, int power)
2356 root 1.208 {
2357 root 1.245 if (abs (failure / 4) > power)
2358     power = abs (failure / 4); /* set minimum effect */
2359    
2360     if (failure <= -1 && failure > -15)
2361     { /* wonder */
2362     object *tmp;
2363 root 1.208
2364 root 1.245 op->failmsg ("Your spell warps!");
2365     tmp = get_archetype (SPELL_WONDER);
2366     cast_wonder (op, op, 0, tmp);
2367     tmp->destroy ();
2368     }
2369     else if (failure <= -15 && failure > -35)
2370     { /* drain mana */
2371     op->failmsg ("Your mana is drained!");
2372     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2373     if (op->stats.sp < 0)
2374     op->stats.sp = 0;
2375     }
2376     else if (settings.spell_failure_effects == TRUE)
2377 root 1.208 {
2378 root 1.245 if (failure <= -35 && failure > -60)
2379     { /* confusion */
2380     op->failmsg ("The magic recoils on you!");
2381     confuse_player (op, op, power);
2382     }
2383     else if (failure <= -60 && failure > -70)
2384     { /* paralysis */
2385     op->failmsg ("The magic recoils and paralyzes you!");
2386     paralyze_player (op, op, power);
2387     }
2388     else if (failure <= -70 && failure > -80)
2389     { /* blind */
2390     op->failmsg ("The magic recoils on you!");
2391     blind_player (op, op, power);
2392     }
2393     else if (failure <= -80)
2394     { /* blast the immediate area */
2395     object *tmp = get_archetype (LOOSE_MANA);
2396     cast_magic_storm (op, tmp, power);
2397     op->failmsg ("You unleash uncontrolled mana!");
2398     tmp->destroy ();
2399 root 1.208 }
2400     }
2401     }
2402    
2403     /**
2404 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2405     * op is the person learning the skill, tmp is the skill scroll object
2406 elmex 1.1 */
2407 root 1.22 static void
2408 root 1.245 apply_skillscroll (object *op, object *tmp)
2409 elmex 1.1 {
2410 root 1.245 switch (learn_skill (op, tmp))
2411     {
2412     case 0:
2413     op->play_sound (sound_find ("generic_fail"));
2414 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2415 root 1.245 break;
2416    
2417     case 1:
2418     tmp->decrease ();
2419     op->play_sound (sound_find ("skill_learn"));
2420     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2421     break;
2422 elmex 1.1
2423 root 1.245 default:
2424     tmp->decrease ();
2425     op->play_sound (sound_find ("generic_fail"));
2426 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2427 root 1.245 break;
2428 elmex 1.1 }
2429 root 1.245 }
2430 root 1.51
2431 root 1.245 /**
2432     * Actually makes op learn spell.
2433     * Informs player of what happens.
2434     */
2435     void
2436     do_learn_spell (object *op, object *spell, int special_prayer)
2437     {
2438     object *tmp;
2439 root 1.51
2440 root 1.245 if (op->type != PLAYER)
2441 root 1.22 {
2442 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2443 elmex 1.1 return;
2444     }
2445 root 1.51
2446 root 1.245 /* Upgrade special prayers to normal prayers */
2447     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2448 elmex 1.1 {
2449 root 1.245 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2450     {
2451     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2452     return;
2453     }
2454 root 1.22 return;
2455 elmex 1.1 }
2456    
2457 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2458    
2459     tmp = spell->clone ();
2460     insert_ob_in_ob (tmp, op);
2461    
2462     if (special_prayer)
2463     SET_FLAG (tmp, FLAG_STARTEQUIP);
2464    
2465     esrv_add_spells (op->contr, tmp);
2466 elmex 1.1 }
2467    
2468 root 1.245 /**
2469     * Erases spell from player's inventory.
2470     */
2471 root 1.151 void
2472 root 1.245 do_forget_spell (object *op, const char *spell)
2473 elmex 1.1 {
2474 root 1.245 object *spob;
2475 root 1.158
2476 root 1.245 if (op->type != PLAYER)
2477 root 1.22 {
2478 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2479     return;
2480 elmex 1.1 }
2481 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2482 root 1.22 {
2483 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2484     return;
2485 elmex 1.1 }
2486 root 1.114
2487 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2488 root 1.245 esrv_remove_spell (op->contr, spob);
2489     spob->destroy ();
2490 elmex 1.1 }
2491    
2492     /**
2493 root 1.245 * Handles player applying a spellbook.
2494     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2495     * stuff like that. Random learning failure too.
2496 elmex 1.184 */
2497 root 1.245 static void
2498     apply_spellbook (object *op, object *tmp)
2499 elmex 1.184 {
2500 root 1.245 object *skop, *spell, *spell_skill;
2501    
2502     if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2503     {
2504     op->failmsg ("You are unable to read while blind.");
2505     return;
2506     }
2507    
2508     /* artifact_spellbooks have 'slaying' field point to a spell name,
2509     * instead of having their spell stored in stats.sp. These are
2510     * legacy spellbooks
2511     */
2512     if (tmp->slaying)
2513 elmex 1.184 {
2514 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2515    
2516     if (!spell)
2517 elmex 1.184 {
2518 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2519 root 1.245 return;
2520 elmex 1.184 }
2521 root 1.245 else
2522     insert_ob_in_ob (spell, tmp);
2523 elmex 1.184
2524 root 1.245 tmp->slaying = 0;
2525 elmex 1.184 }
2526    
2527 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2528    
2529     /* need a literacy skill to learn spells. Also, having a literacy level
2530     * lower than the spell will make learning the spell more difficult */
2531     if (!skop)
2532 elmex 1.184 {
2533 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2534 root 1.245 return;
2535 elmex 1.184 }
2536    
2537 root 1.245 spell = tmp->inv;
2538 elmex 1.184
2539 root 1.245 if (!spell)
2540 elmex 1.184 {
2541 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2542     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2543     return;
2544 elmex 1.184 }
2545    
2546 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2547     if (skop->level < learn_level)
2548 elmex 1.187 {
2549 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2550     &tmp->skill, learn_level);
2551 root 1.245 return;
2552 elmex 1.187 }
2553    
2554 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2555 elmex 1.187
2556 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2557     identify (tmp);
2558 elmex 1.184
2559 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2560     * a lot of sense - special prayers are not found in spellbooks, and
2561     * if the player doesn't know the spell, doesn't make a lot of sense that
2562     * they would have a special prayer mark.
2563     */
2564     if (check_spell_known (op, spell->name))
2565 elmex 1.184 {
2566 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");
2567     return;
2568     }
2569 elmex 1.184
2570 root 1.245 if (spell->skill)
2571     {
2572     spell_skill = find_skill_by_name (op, spell->skill);
2573 elmex 1.184
2574 root 1.245 if (!spell_skill)
2575 elmex 1.184 {
2576 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2577 elmex 1.184 return;
2578     }
2579    
2580 root 1.245 if (spell_skill->level < spell->level)
2581 elmex 1.187 {
2582 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2583 elmex 1.187 return;
2584     }
2585 root 1.245 }
2586 elmex 1.187
2587 root 1.245 /* Logic as follows
2588     *
2589     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2590     *
2591     * 2- The learner's skill level in literacy adjusts the chance to learn
2592     * a spell.
2593     *
2594     * 3 -Automatically fail to learn if you read while confused
2595     *
2596     * Overall, chances are the same but a player will find having a high
2597     * literacy rate very useful! -b.t.
2598     */
2599     if (QUERY_FLAG (op, FLAG_CONFUSED))
2600     {
2601     op->failmsg ("In your confused state you flub the wording of the text!");
2602     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2603 elmex 1.184 }
2604 root 1.245 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2605     (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2606 elmex 1.184 {
2607 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2608     do_learn_spell (op, spell, 0);
2609 elmex 1.187
2610 root 1.245 /* xp gain to literacy for spell learning */
2611     if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2612     change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2613 elmex 1.184 }
2614     else
2615     {
2616 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2617     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2618 elmex 1.184 }
2619    
2620 root 1.245 tmp->decrease ();
2621 elmex 1.184 }
2622    
2623     /**
2624 root 1.245 * Handles applying a spell scroll.
2625 root 1.208 */
2626 root 1.245 void
2627     apply_scroll (object *op, object *tmp, int dir)
2628 root 1.208 {
2629 root 1.245 object *skop;
2630 root 1.208
2631 root 1.245 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2632 root 1.208 {
2633 root 1.245 op->failmsg ("You are unable to read while blind.");
2634 root 1.208 return;
2635     }
2636    
2637 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2638 root 1.208 {
2639 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2640 root 1.208 return;
2641     }
2642    
2643 root 1.245 if (op->type == PLAYER)
2644 root 1.208 {
2645 root 1.245 /* players need a literacy skill to read stuff! */
2646     int exp_gain = 0;
2647    
2648     /* hard code literacy - tmp->skill points to where the exp
2649     * should go for anything killed by the spell.
2650     */
2651     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2652 root 1.208
2653 root 1.245 if (!skop)
2654 root 1.208 {
2655 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2656 root 1.245 return;
2657 root 1.208 }
2658 root 1.245
2659     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2660     change_exp (op, exp_gain, skop->skill, 0);
2661 root 1.208 }
2662    
2663 root 1.245 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2664     identify (tmp);
2665    
2666     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2667    
2668     cast_spell (op, tmp, dir, tmp->inv, NULL);
2669     tmp->decrease ();
2670     }
2671    
2672     /**
2673     * Applies a treasure object - by default, chest. op
2674     * is the person doing the applying, tmp is the treasure
2675     * chest.
2676     */
2677     static void
2678     apply_treasure (object *op, object *tmp)
2679     {
2680     /* Nice side effect of this treasure creation method is that the treasure
2681     * for the chest is done when the chest is created, and put into the chest
2682     * inventory. So that when the chest burns up, the items still exist. Also
2683     * prevents people from moving chests to more difficult maps to get better
2684     * treasure
2685     */
2686     object *treas = tmp->inv;
2687 root 1.208
2688 root 1.245 if (!treas)
2689 root 1.208 {
2690 root 1.245 op->statusmsg ("The chest was empty.");
2691     tmp->decrease ();
2692 root 1.208 return;
2693     }
2694    
2695 root 1.245 while (tmp->inv)
2696     {
2697     treas = tmp->inv;
2698     treas->remove ();
2699    
2700     treas->x = op->x;
2701     treas->y = op->y;
2702     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2703 root 1.208
2704 root 1.245 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2705     spring_trap (treas, op);
2706 root 1.208
2707 root 1.245 /* If either player or container was destroyed, no need to do
2708     * further processing. I think this should be enclused with
2709     * spring trap above, as I don't think there is otherwise
2710     * any way for the treasure chest or player to get killed.
2711     */
2712     if (op->destroyed () || tmp->destroyed ())
2713     break;
2714     }
2715 root 1.208
2716 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2717     tmp->decrease (true);
2718 root 1.208 }
2719    
2720     /**
2721 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2722     * there is a chance for the dragon's skin to get improved.
2723 elmex 1.1 *
2724 root 1.245 * attributes:
2725     * object *op the object (dragon player) eating the flesh
2726     * object *meal the flesh item, getting chewed in dragon's mouth
2727     * return:
2728     * int 1 if eating successful, 0 if it doesn't work
2729 elmex 1.1 */
2730 root 1.235 static int
2731 root 1.245 dragon_eat_flesh (object *op, object *meal)
2732 elmex 1.1 {
2733 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2734     object *abil = NULL; /* pointer to dragon ability force */
2735     object *tmp = NULL; /* tmp. object */
2736    
2737     double chance; /* improvement-chance of one resistance type */
2738     double totalchance = 1; /* total chance of gaining one resistance */
2739     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2740     double mbonus = 0; /* monster bonus */
2741     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2742     int winners = 0; /* number of winners */
2743     int i; /* index */
2744    
2745     /* let's make sure and doublecheck the parameters */
2746     if (meal->type != FLESH || !op->is_dragon ())
2747     return 0;
2748    
2749     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2750     from the player's inventory */
2751     for (tmp = op->inv; tmp; tmp = tmp->below)
2752     if (tmp->type == FORCE)
2753     if (tmp->arch->archname == shstr_dragon_skin_force)
2754     skin = tmp;
2755     else if (tmp->arch->archname == shstr_dragon_ability_force)
2756     abil = tmp;
2757    
2758     /* if either skin or ability are missing, this is an old player
2759     which is not to be considered a dragon -> bail out */
2760     if (skin == NULL || abil == NULL)
2761     return 0;
2762    
2763     /* now start by filling stomache and health, according to food-value */
2764     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2765     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2766     else
2767     op->stats.hp += meal->stats.food / 50;
2768    
2769     min_it (op->stats.hp, op->stats.maxhp);
2770     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2771    
2772     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2773 elmex 1.1
2774 root 1.245 /* on to the interesting part: chances for adding resistance */
2775     for (i = 0; i < NROFATTACKS; i++)
2776 root 1.22 {
2777 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2778 root 1.22 {
2779 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2780 elmex 1.1
2781 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2782     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2783     if (i == abil->stats.exp)
2784     bonus += 5; /* additional bonus for resistance of ability-focus */
2785 root 1.8
2786 root 1.245 /* monster bonus increases with level, because high-level
2787     flesh is too rare */
2788     mbonus = op->level * 20. / ((double) settings.max_level);
2789 root 1.14
2790 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2791     ((double)settings.max_level)) - skin->resist[i];
2792 root 1.57
2793 root 1.245 if (chance >= 0.)
2794     chance += 1.;
2795     else
2796     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2797 root 1.14
2798 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2799     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2800 root 1.57
2801 root 1.245 /* doubled chance for resistance of ability-focus */
2802     if (i == abil->stats.exp)
2803     chance = min (100., chance * 2.);
2804 root 1.57
2805 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2806     if (rndm (10000) < (unsigned int)(chance * 100))
2807     {
2808     atnr_winner[winners] = i;
2809     winners++;
2810     }
2811 root 1.85
2812 root 1.245 if (chance >= 0.01)
2813     totalchance *= 1 - chance / 100;
2814 root 1.14
2815 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2816     }
2817     }
2818 root 1.122
2819 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2820     totalchance = 100 - totalchance * 100;
2821 root 1.14
2822 root 1.245 /* print message according to totalchance */
2823     const char *buf;
2824     if (totalchance > 50.)
2825     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2826     else if (totalchance > 10.)
2827     buf = format ("The %s tasted very good.", &meal->name);
2828     else if (totalchance > 1.)
2829     buf = format ("The %s tasted good.", &meal->name);
2830     else if (totalchance > 0.1)
2831     buf = format ("The %s tasted bland.", &meal->name);
2832     else if (totalchance >= 0.01)
2833     buf = format ("The %s had a boring taste.", &meal->name);
2834     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2835     buf = format ("The %s tasted strange.", &meal->name);
2836     else
2837     buf = format ("The %s had no taste.", &meal->name);
2838 root 1.14
2839 root 1.245 op->statusmsg (buf);
2840 root 1.14
2841 root 1.245 /* now choose a winner if we have any */
2842     i = -1;
2843     if (winners > 0)
2844     i = atnr_winner [rndm (winners)];
2845 root 1.14
2846 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2847     {
2848     /* resistance increased! */
2849     skin->resist[i]++;
2850     op->update_stats ();
2851 root 1.14
2852 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2853     }
2854 root 1.14
2855 root 1.245 /* if this flesh contains a new ability focus, we mark it
2856     into the ability_force and it will take effect on next level */
2857     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2858     {
2859     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2860 elmex 1.184
2861 root 1.245 if (meal->last_eat != abil->stats.exp)
2862     op->statusmsg (format (
2863     "Your metabolism prepares to focus on %s!\n"
2864     "The change will happen at level %d.",
2865     change_resist_msg[meal->last_eat],
2866     abil->level + 1
2867     ));
2868     else
2869     {
2870     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2871     abil->last_eat = 0;
2872     }
2873     }
2874 root 1.79
2875 root 1.245 return 1;
2876     }
2877 root 1.14
2878 root 1.245 /**
2879     * op eats food.
2880     * If player, takes care of messages and dragon special food.
2881     */
2882     static void
2883     apply_food (object *op, object *tmp)
2884     {
2885     int capacity_remaining;
2886 root 1.14
2887 root 1.245 if (op->type != PLAYER)
2888     op->stats.hp = op->stats.maxhp;
2889     else
2890     {
2891     /* check if this is a dragon (player), eating some flesh */
2892     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2893     ;
2894     else
2895     {
2896     /* usual case - no dragon meal: */
2897     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2898     {
2899     if (tmp->type == FOOD || tmp->type == FLESH)
2900     op->failmsg ("You feel full, but what a waste of food!");
2901     else
2902     op->statusmsg ("Most of the drink goes down your face not your throat!");
2903     }
2904 root 1.14
2905 root 1.245 tmp->play_sound (
2906     tmp->sound
2907     ? tmp->sound
2908     : tmp->type == DRINK
2909     ? sound_find ("eat_drink")
2910     : sound_find ("eat_food")
2911     );
2912 root 1.14
2913 root 1.245 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2914     {
2915     const char *buf;
2916 root 1.14
2917 root 1.245 if (!op->is_dragon ())
2918     {
2919     /* eating message for normal players */
2920     if (tmp->type == DRINK)
2921     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2922     else
2923     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2924     }
2925     else
2926     /* eating message for dragon players */
2927     buf = format ("The %s tasted terrible!", &tmp->name);
2928 root 1.14
2929 root 1.245 op->statusmsg (buf);
2930 root 1.22
2931 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2932     op->stats.food += tmp->stats.food;
2933     if (capacity_remaining < tmp->stats.food)
2934     op->stats.hp += capacity_remaining / 50;
2935     else
2936     op->stats.hp += tmp->stats.food / 50;
2937 root 1.14
2938 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2939     min_it (op->stats.food, MAX_FOOD);
2940     }
2941 elmex 1.1
2942 root 1.245 /* special food hack -b.t. */
2943     if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2944     eat_special_food (op, tmp);
2945     }
2946     }
2947 root 1.14
2948 root 1.245 handle_apply_yield (tmp);
2949     tmp->decrease ();
2950 elmex 1.1 }
2951    
2952     /**
2953 root 1.245 * Handles applying an improve armor scroll.
2954     * Does some sanity checks, then calls improve_armour.
2955 elmex 1.1 */
2956 root 1.245 static void
2957     apply_armour_improver (object *op, object *tmp)
2958 elmex 1.1 {
2959 root 1.245 object *armor;
2960 root 1.22
2961 root 1.245 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2962 root 1.22 {
2963 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2964     return;
2965     }
2966 root 1.68
2967 root 1.245 armor = find_marked_object (op);
2968    
2969     if (!armor)
2970     {
2971     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2972     return;
2973     }
2974 root 1.241
2975 root 1.245 if (armor->type != ARMOUR
2976     && armor->type != CLOAK
2977     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2978     {
2979     op->failmsg ("Your marked item is not armour!\n");
2980     return;
2981 elmex 1.1 }
2982 root 1.245
2983     op->statusmsg ("Applying armour enchantment.");
2984     improve_armour (op, tmp, armor);
2985 elmex 1.1 }
2986    
2987 root 1.245 void
2988     apply_poison (object *op, object *tmp)
2989 elmex 1.1 {
2990 root 1.245 // need to do it now when it is still on the map
2991     handle_apply_yield (tmp);
2992 root 1.12
2993 root 1.245 object *poison = tmp->split (1);
2994 root 1.233
2995 root 1.245 if (op->type == PLAYER)
2996     {
2997     op->contr->play_sound (sound_find ("drink_poison"));
2998     op->failmsg ("Yech! That tasted poisonous!");
2999     op->contr->killer = poison;
3000     }
3001 root 1.76
3002 root 1.245 if (poison->stats.hp > 0)
3003 root 1.22 {
3004 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3005     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3006     }
3007    
3008     op->stats.food -= op->stats.food / 4;
3009     poison->destroy ();
3010     }
3011 root 1.233
3012 root 1.245 /**
3013     * This function will try to apply a lighter and in case no lighter
3014     * is specified it will try to find a lighter in the players inventory,
3015     * and inform him about this requirement.
3016     *
3017     * who - the player
3018     * op - the item we want to light
3019     * lighter - the lighter or 0 if a lighter has yet to be found
3020     */
3021     static object *
3022     auto_apply_lighter (object *who, object *op, object *lighter)
3023     {
3024     if (lighter == 0)
3025     {
3026     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3027     {
3028     if (tmp->type == LIGHTER)
3029     {
3030     lighter = tmp;
3031     break;
3032     }
3033     }
3034 root 1.233
3035 root 1.245 if (!lighter)
3036     {
3037 root 1.252 who->failmsgf (
3038 root 1.245 "You can't light up the %s with your bare hands! "
3039     "H<You need a lighter in your inventory, for example a flint and steel.>",
3040 root 1.252 &op->name
3041     );
3042 root 1.245 return 0;
3043     }
3044     }
3045 root 1.233
3046 root 1.245 // last_eat == 0 means the lighter is not being used up!
3047     if (lighter->last_eat && lighter->stats.food)
3048     {
3049     /* lighter gets used up */
3050     lighter = lighter->split ();
3051     lighter->stats.food--;
3052     who->insert (lighter);
3053     }
3054     else if (lighter->last_eat)
3055     {
3056     /* no charges left in lighter */
3057 root 1.252 who->failmsgf (
3058 root 1.245 "You attempt to light the %s with a used up %s.",
3059 root 1.252 &op->name, &lighter->name
3060     );
3061 root 1.245 return 0;
3062     }
3063 root 1.233
3064 root 1.245 return lighter;
3065     }
3066 root 1.96
3067 root 1.245 /**
3068     * Designed primarily to light torches/lanterns/etc.
3069     * Also burns up burnable material too. First object in the inventory is
3070     * the selected object to "burn". -b.t.
3071     */
3072     static void
3073     apply_lighter (object *who, object *lighter)
3074     {
3075     object *item;
3076     int is_player_env = 0;
3077 root 1.232
3078 root 1.245 item = find_marked_object (who);
3079     if (item)
3080     {
3081     if (!auto_apply_lighter (who, item, lighter))
3082     return;
3083 root 1.76
3084 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3085     * I can't see many times when you would want to light multiple
3086     * objects at once.
3087     */
3088 root 1.14
3089 root 1.245 save_throw_object (item, AT_FIRE, who);
3090 root 1.79
3091 root 1.245 if (item->destroyed ()
3092     || ((item->type == LAMP || item->type == TORCH)
3093     && item->glow_radius > 0))
3094     who->statusmsg (format (
3095     "You light the %s with the %s.",
3096 root 1.252 &item->name, &lighter->name
3097     ));
3098 root 1.245 else
3099 root 1.252 who->failmsgf (
3100 root 1.245 "You attempt to light the %s with the %s and fail.",
3101 root 1.252 &item->name, &lighter->name
3102     );
3103 elmex 1.1 }
3104 root 1.245 else
3105     who->failmsg ("You need to mark a lightable object.");
3106 elmex 1.1 }
3107    
3108     /**
3109 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3110 elmex 1.1 */
3111 root 1.245 static void
3112     player_apply_lamp_cursed_effect (object *who, object *op)
3113 elmex 1.1 {
3114 root 1.245 if (op->level)
3115     {
3116 root 1.252 who->failmsgf (
3117 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3118 root 1.252 &op->name
3119     );
3120 root 1.245 create_exploding_ball_at (who, op->level);
3121     }
3122     else
3123     {
3124 root 1.252 who->failmsgf (
3125 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3126 root 1.252 &op->name
3127     );
3128 root 1.245 }
3129 elmex 1.1
3130 root 1.245 op->destroy ();
3131 elmex 1.1 }
3132    
3133     /**
3134 root 1.245 * Apply for players and lamps
3135     *
3136     * who - the player
3137     * op - the lamp
3138 elmex 1.1 */
3139 root 1.245 static void
3140     player_apply_lamp (object *who, object *op)
3141     {
3142     bool switch_on = op->glow_radius ? false : true;
3143 root 1.114
3144 root 1.245 if (switch_on)
3145     {
3146     object *lighter = 0;
3147    
3148     if (op->flag [FLAG_IS_LIGHTABLE]
3149     && !(lighter = auto_apply_lighter (who, op, 0)))
3150     return;
3151    
3152     if (op->stats.food < 1)
3153     {
3154     if (op->type == LAMP)
3155 root 1.252 who->failmsgf (
3156 root 1.245 "The %s is out of fuel! "
3157     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3158 root 1.252 &op->name
3159     );
3160 root 1.245 else
3161 root 1.252 who->failmsgf (
3162 root 1.245 "The %s is burnt out! "
3163     "H<Torches and similar items burn out and become worthless.>",
3164 root 1.252 &op->name
3165     );
3166 root 1.245 return;
3167     }
3168 root 1.114
3169 root 1.245 if (op->flag [FLAG_CURSED])
3170     {
3171     player_apply_lamp_cursed_effect (who, op);
3172     return;
3173     }
3174 elmex 1.1
3175 root 1.245 if (lighter)
3176     who->statusmsg (format (
3177     "You light up the %s with the %s.", &op->name, &lighter->name));
3178     else
3179     who->statusmsg (format ("You light up the %s.", &op->name));
3180     }
3181     else
3182 root 1.22 {
3183 root 1.245 if (op->flag [FLAG_CURSED])
3184 root 1.22 {
3185 root 1.245 player_apply_lamp_cursed_effect (who, op);
3186     return;
3187     }
3188 root 1.14
3189 root 1.245 if (op->type == TORCH)
3190     {
3191     if (!op->flag [FLAG_IS_LIGHTABLE])
3192 root 1.22 {
3193 root 1.245 who->statusmsg (format (
3194     "You put out the %s. "
3195     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3196     &op->name, &op->name));
3197     }
3198     else
3199     who->statusmsg (format (
3200     "You put out the %s."
3201     "H<Torches wear out if you put them out.>",
3202     &op->name));
3203     }
3204     else
3205     who->statusmsg (format ("You turn off the %s.", &op->name));
3206     }
3207 root 1.81
3208 root 1.245 apply_lamp (op, switch_on);
3209     }
3210 root 1.81
3211 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3212     {
3213     op->animation_id = a->animation_id;
3214     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3215     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3216     op->anim_speed = a->anim_speed;
3217     op->last_anim = 0;
3218     op->state = 0;
3219     op->face = a->face;
3220 root 1.81
3221 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3222     {
3223     SET_ANIMATION(op, 0);
3224     animate_object (op, op->direction);
3225     }
3226     else
3227     update_object (op, UP_OBJ_FACE);
3228 elmex 1.1 }
3229    
3230     /**
3231 root 1.245 * Apply for LAMPs and TORCHes.
3232 elmex 1.1 *
3233 root 1.245 * op - the lamp
3234     * switch_on - a flag which says whether the lamp should be switched on or off
3235 elmex 1.1 */
3236 root 1.245 void apply_lamp (object *op, bool switch_on)
3237 elmex 1.1 {
3238 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3239     op->set_speed (switch_on ? op->arch->speed : 0);
3240 root 1.22
3241 root 1.245 // torches wear out if you put them out
3242     if (op->type == TORCH && !switch_on)
3243 root 1.22 {
3244 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3245 root 1.22 {
3246 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3247     if (op->stats.food < 0)
3248     op->stats.food = 0;
3249     }
3250     else
3251     op->stats.food = 0;
3252     }
3253 elmex 1.1
3254 root 1.245 // lamps and torched get worthless when used up
3255     if (op->stats.food <= 0)
3256     op->value = 0;
3257 root 1.22
3258 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3259     // still animated ;-/
3260     if (op->other_arch)
3261     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3262 root 1.96
3263 root 1.245 if (object *pl = op->visible_to ())
3264     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3265     }
3266 root 1.78
3267 root 1.245 /**
3268     * This handles items of type 'transformer'.
3269     * Basically those items, used with a marked item, transform both items into something
3270     * else.
3271     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3272     * Change information is contained in the 'slaying' field of the marked item.
3273     * The format is as follow: transformer:[number ]yield[;transformer:...].
3274     * This way an item can be transformed in many things, and/or many objects.
3275     * The 'slaying' field for transformer is used as verb for the action.
3276     */
3277     static void
3278     apply_item_transformer (object *pl, object *transformer)
3279     {
3280     object *marked;
3281     object *new_item;
3282     const char *find;
3283     char *separator;
3284     int yield;
3285     char got[MAX_BUF];
3286     int len;
3287 root 1.22
3288 root 1.245 if (!pl || !transformer)
3289     return;
3290 root 1.22
3291 root 1.245 marked = find_marked_object (pl);
3292 root 1.76
3293 root 1.245 if (!marked)
3294     {
3295 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3296 root 1.245 return;
3297     }
3298 root 1.22
3299 root 1.245 if (!marked->slaying)
3300 root 1.22 {
3301 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3302 root 1.245 return;
3303     }
3304 root 1.78
3305 root 1.245 /* check whether they are compatible or not */
3306     find = strstr (&marked->slaying, transformer->arch->archname);
3307     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3308     {
3309 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3310 root 1.245 return;
3311 elmex 1.1 }
3312 root 1.76
3313 root 1.245 find += strlen (transformer->arch->archname) + 1;
3314     /* Item can be used, now find how many and what it yields */
3315     if (isdigit (*(find)))
3316 root 1.243 {
3317 root 1.245 yield = atoi (find);
3318     if (yield < 1)
3319 root 1.243 {
3320 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3321     yield = 1;
3322 root 1.243 }
3323     }
3324 root 1.245 else
3325     yield = 1;
3326 root 1.243
3327 root 1.245 while (isdigit (*find))
3328     find++;
3329 root 1.234
3330 root 1.245 while (*find == ' ')
3331     find++;
3332 root 1.233
3333 root 1.245 memset (got, 0, MAX_BUF);
3334 root 1.235
3335 root 1.245 if ((separator = (char *) strchr (find, ';')))
3336     len = separator - find;
3337     else
3338     len = strlen (find);
3339 root 1.234
3340 root 1.245 min_it (len, MAX_BUF - 1);
3341 root 1.235
3342 root 1.245 strcpy (got, find);
3343     got[len] = '\0';
3344 root 1.244
3345 root 1.245 /* Now create new item, remove used ones when required. */
3346     new_item = get_archetype (got);
3347     if (!new_item)
3348     {
3349 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3350 root 1.245 return;
3351 root 1.234 }
3352    
3353 root 1.245 new_item->nrof = yield;
3354 root 1.234
3355 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3356 root 1.233
3357 root 1.245 pl->insert (new_item);
3358     /* Eat up one item */
3359     marked->decrease ();
3360 root 1.233
3361 root 1.245 /* Eat one transformer if needed */
3362     if (transformer->stats.food)
3363     if (--transformer->stats.food == 0)
3364     transformer->decrease ();
3365 root 1.233 }
3366    
3367 elmex 1.1 /**
3368 root 1.245 * Main apply handler.
3369 elmex 1.1 *
3370 root 1.245 * Checks for unpaid items before applying.
3371 elmex 1.1 *
3372 root 1.245 * Return value is currently not used
3373 elmex 1.1 *
3374 root 1.245 * who is the object that is causing object to be applied, op is the object
3375     * being applied.
3376 elmex 1.1 *
3377 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3378     * them in this function - they are passed to apply_special
3379 elmex 1.1 */
3380 root 1.245 static bool
3381     manual_apply (object *who, object *op, int aflag)
3382 elmex 1.1 {
3383 root 1.245 op = op->head_ ();
3384 elmex 1.1
3385 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3386 root 1.22 {
3387 root 1.245 if (who->contr)
3388     {
3389     examine (who, op);
3390     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3391     return 1;
3392     }
3393     else
3394     return 0; /* monsters just skip unpaid items */
3395 elmex 1.1 }
3396    
3397 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3398     return RESULT_INT (0);
3399 root 1.249 else if (apply_types_inv_only [op->type])
3400 root 1.245 {
3401     // special item, using slot system, needs to be in inv
3402     if (op->env == who)
3403     return apply_special (who, op, aflag);
3404 elmex 1.1
3405 root 1.252 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3406 root 1.245 }
3407 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3408 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3409 root 1.249 else if (apply_types [op->type])
3410 root 1.22 {
3411 root 1.245 // ordinary stuff, may be on the floor
3412     switch (op->type)
3413     {
3414     case T_HANDLE:
3415     who->play_sound (sound_find ("turn_handle"));
3416     who->statusmsg ("You turn the handle.");
3417     op->value = op->value ? 0 : 1;
3418     SET_ANIMATION (op, op->value);
3419     update_object (op, UP_OBJ_FACE);
3420     push_button (op, who);
3421     break;
3422    
3423     case TRIGGER:
3424     if (check_trigger (op, who, who))
3425     {
3426     who->statusmsg ("You turn the handle.");
3427     who->play_sound (sound_find ("turn_handle"));
3428     }
3429     else
3430     who->failmsg ("The handle doesn't move.");
3431    
3432     break;
3433    
3434     case EXIT:
3435     if (!EXIT_PATH (op))
3436 root 1.252 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3437 root 1.245 else
3438     {
3439     /* Don't display messages for random maps. */
3440     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3441     who->statusmsg (op->msg, NDI_NAVY);
3442    
3443     who->enter_exit (op);
3444     }
3445    
3446     break;
3447    
3448     case INSCRIBABLE:
3449     who->statusmsg (op->msg);
3450     // maybe show a spell menu to chose from or something like that
3451     break;
3452    
3453     case SIGN:
3454     apply_sign (who, op, 0);
3455     break;
3456    
3457     case BOOK:
3458     apply_book (who, op);
3459     break;
3460    
3461     case SKILLSCROLL:
3462     apply_skillscroll (who, op);
3463     break;
3464 root 1.22
3465 root 1.245 case SPELLBOOK:
3466     apply_spellbook (who, op);
3467     break;
3468 root 1.78
3469 root 1.245 case SCROLL:
3470     apply_scroll (who, op, 0);
3471     break;
3472 elmex 1.1
3473 root 1.245 case POTION:
3474     apply_potion (who, op);
3475     break;
3476 root 1.104
3477 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3478     //TODO: remove, as it is unsed?
3479     case CLOSE_CON:
3480     apply_container (who, op->env);
3481     break;
3482 root 1.78
3483 root 1.245 case CONTAINER:
3484     apply_container (who, op);
3485     break;
3486 root 1.55
3487 root 1.245 case TREASURE:
3488     apply_treasure (who, op);
3489     break;
3490 root 1.78
3491 root 1.245 case LAMP:
3492     case TORCH:
3493     player_apply_lamp (who, op);
3494     break;
3495 root 1.22
3496 root 1.245 case DRINK:
3497     case FOOD:
3498     case FLESH:
3499     apply_food (who, op);
3500     break;
3501 elmex 1.1
3502 root 1.245 case POISON:
3503     apply_poison (who, op);
3504     break;
3505 root 1.233
3506 root 1.245 case SAVEBED:
3507     break;
3508 root 1.22
3509 root 1.245 case ARMOUR_IMPROVER:
3510     apply_armour_improver (who, op);
3511     break;
3512 root 1.22
3513 root 1.245 case WEAPON_IMPROVER:
3514     check_improve_weapon (who, op);
3515     break;
3516 root 1.65
3517 root 1.245 case CLOCK:
3518     {
3519     char buf[MAX_BUF];
3520     timeofday_t tod;
3521 root 1.233
3522 root 1.245 get_tod (&tod);
3523     who->play_sound (sound_find ("sound_clock"));
3524     who->statusmsg (format (
3525     "It is %d minute%s past %d o'clock %s",
3526     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3527     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3528     ));
3529     }
3530     break;
3531 root 1.78
3532 root 1.245 case MENU:
3533     shop_listing (op, who);
3534     break;
3535 root 1.14
3536 root 1.245 case POWER_CRYSTAL:
3537     apply_power_crystal (who, op); /* see egoitem.c */
3538     break;
3539 root 1.76
3540 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3541     apply_lighter (who, op);
3542     break;
3543 root 1.96
3544 root 1.245 case ITEM_TRANSFORMER:
3545     apply_item_transformer (who, op);
3546     break;
3547     }
3548 root 1.238
3549 root 1.245 return 1;
3550     }
3551     else
3552     {
3553     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3554     return 0;
3555     }
3556     }
3557 root 1.238
3558 root 1.245 /**
3559     * player_apply_below attempts to apply the object 'below' the player.
3560     * If the player has an open container, we use that for below, otherwise
3561     * we use the ground.
3562     */
3563     void
3564     player_apply_below (object *pl)
3565     {
3566     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3567 root 1.238
3568 root 1.245 /* If using a container, set the starting item to be the top
3569     * item in the container. Otherwise, use the map.
3570     */
3571 root 1.241
3572 root 1.245 // first try to apply "applyables"
3573     for (object *tmp = top; tmp; tmp = tmp->below)
3574 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3575 root 1.245 {
3576     // If it is visible, player can apply it.
3577     pl->apply (tmp);
3578     return;
3579     }
3580 root 1.76
3581 root 1.245 while (top && top->invisible)
3582     top = top->below;
3583 root 1.76
3584 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3585     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3586     "H<There is nothing here that you can apply.>");
3587     else
3588     // next, try to explain the topmost object
3589     switch (top->type)
3590     {
3591     // TODO: all this should move to examine
3592     case ALTAR:
3593     case IDENTIFY_ALTAR:
3594 root 1.247 case TRIGGER_ALTAR:
3595 root 1.245 case CONVERTER:
3596 root 1.247 //case TRIGGER_PEDESTAL:
3597 root 1.252 pl->failmsgf (
3598 root 1.245 "You see no obvious mechanism on the %s."
3599     "H<You have to drop one or more specific items here.>",
3600     query_short_name (top)
3601 root 1.252 );
3602 root 1.245 break;
3603 root 1.22
3604 root 1.245 case BUTTON:
3605 root 1.247 case TRIGGER_BUTTON:
3606 root 1.252 pl->failmsgf (
3607 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3608     "H<You must put enough items here to activate it.>",
3609     query_short_name (top)
3610 root 1.252 );
3611 root 1.245 break;
3612 root 1.233
3613 root 1.245 default:
3614     examine (pl, top);
3615     break;
3616     }
3617     }
3618 root 1.76
3619 root 1.245 // saner interface, returns successful status
3620     bool
3621     object::apply (object *ob, int aflags)
3622     {
3623     if (!ob) // simplifies a lot of callers
3624     return true;
3625 root 1.233
3626 root 1.245 if (contr)
3627     {
3628     if (!ob->env && (move_type & MOVE_FLYING))
3629     {
3630     /* player is flying and applying object not in inventory */
3631     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3632     {
3633     failmsg ("But you are floating high above the ground! "
3634     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3635     "or waiting till the levitation effect wears off.>");
3636     return 0;
3637     }
3638     }
3639 root 1.76
3640 root 1.245 contr->last_used = ob;
3641     }
3642 root 1.78
3643 root 1.245 bool want_apply =
3644     aflags & AP_APPLY ? true
3645     : aflags & AP_UNAPPLY ? false
3646     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3647 root 1.80
3648 root 1.245 object_ptr *slot = 0;
3649 root 1.22
3650 root 1.245 // detect the slot, if this is a player
3651     if (contr && !(aflags & AP_NO_SLOT))
3652     {
3653     object *oslot;
3654 root 1.76
3655 root 1.245 switch (ob->type)
3656     {
3657     case WEAPON:
3658     slot = &contr->combat_ob;
3659     oslot = contr->ranged_ob;
3660     break;
3661 root 1.233
3662 root 1.245 case BOW:
3663     case RANGED:
3664     case SPELL:
3665     case WAND:
3666     case ROD:
3667     case HORN:
3668     case BUILDER:
3669     slot = &contr->ranged_ob;
3670     oslot = contr->combat_ob;
3671     break;
3672 root 1.232
3673 root 1.245 // oh, the humanity
3674     case SKILL:
3675     if (aflags & AP_NO_SLOT)
3676     break;
3677 root 1.76
3678 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3679     break;
3680 elmex 1.1
3681 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3682     {
3683     slot = &contr->combat_ob;
3684     oslot = contr->ranged_ob;
3685     }
3686     else if (skill_flags [ob->subtype] & SF_RANGED)
3687     {
3688     slot = &contr->ranged_ob;
3689     oslot = contr->combat_ob;
3690     }
3691 elmex 1.1
3692 root 1.245 break;
3693     }
3694 root 1.22
3695 root 1.245 // now handle slot exclusions
3696     if (slot)
3697     {
3698     // only one slot can be active
3699     if (want_apply)
3700     {
3701     // clear slot unless we are in it already
3702     if (*slot != ob)
3703     apply (*slot, AP_UNAPPLY);
3704 elmex 1.1
3705 root 1.245 // unapply other slot, because we want to become active
3706     apply (oslot, AP_UNAPPLY);
3707     }
3708 elmex 1.1
3709 root 1.245 // clear item from slot if applied
3710     if (!want_apply && current_weapon == ob)
3711     current_weapon = 0;
3712     }
3713     }
3714 elmex 1.1
3715 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3716     manual_apply (this, ob, aflags);
3717 root 1.22
3718 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3719     return false;
3720 root 1.76
3721 root 1.245 if (slot && want_apply)
3722     current_weapon = *slot = ob;
3723 root 1.76
3724 root 1.245 return true;
3725 elmex 1.1 }
3726    
3727     /**
3728     * Map was just loaded, handle op's initialisation.
3729     *
3730     * Generates shop floor's item, and treasures.
3731     */
3732 root 1.22 int
3733     auto_apply (object *op)
3734     {
3735     object *tmp = NULL, *tmp2;
3736     int i;
3737 elmex 1.1
3738 root 1.164 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3739 elmex 1.163
3740 root 1.22 switch (op->type)
3741     {
3742 root 1.24 case SHOP_FLOOR:
3743 root 1.42 if (!op->has_random_items ())
3744 root 1.24 return 0;
3745 root 1.38
3746 root 1.24 do
3747     {
3748     i = 10; /* let's give it 10 tries */
3749     while ((tmp = generate_treasure (op->randomitems,
3750 root 1.164 op->stats.exp
3751     ? (int) op->stats.exp
3752     : max (op->map->difficulty, 5)))
3753     == NULL && --i);
3754    
3755 root 1.24 if (tmp == NULL)
3756     return 0;
3757 root 1.164
3758 root 1.24 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3759     {
3760 root 1.172 tmp->destroy ();
3761 root 1.24 tmp = NULL;
3762     }
3763     }
3764     while (!tmp);
3765 root 1.38
3766 root 1.24 tmp->x = op->x;
3767     tmp->y = op->y;
3768     SET_FLAG (tmp, FLAG_UNPAID);
3769     insert_ob_in_map (tmp, op->map, NULL, 0);
3770     identify (tmp);
3771     break;
3772 root 1.14
3773 root 1.24 case TREASURE:
3774     if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3775     return 0;
3776 root 1.37
3777 root 1.67 while (op->stats.hp-- > 0)
3778 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3779     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3780    
3781     /* If we generated an object and put it in this object inventory,
3782     * move it to the parent object as the current object is about
3783     * to disappear. An example of this item is the random_* stuff
3784     * that is put inside other objects.
3785     */
3786 root 1.171 if (op->env)
3787     while (op->inv)
3788     op->env->insert (op->inv);
3789 root 1.37
3790 root 1.172 op->destroy ();
3791 root 1.24 break;
3792 elmex 1.1 }
3793 root 1.164
3794     return !!tmp;
3795 elmex 1.1 }
3796    
3797     /**
3798 root 1.68 * fix_auto_apply goes through the entire map every time a map
3799     * is loaded or swapped in and performs special actions for
3800 elmex 1.1 * certain objects (most initialization of chests and creation of
3801     * treasures and stuff). Calls auto_apply if appropriate.
3802     */
3803 root 1.20 void
3804 root 1.55 maptile::fix_auto_apply ()
3805 root 1.20 {
3806 root 1.55 if (!spaces)
3807 root 1.20 return;
3808    
3809 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3810     for (object *tmp = ms->bot; tmp; )
3811     {
3812     object *above = tmp->above;
3813 root 1.20
3814 root 1.55 if (tmp->inv)
3815     {
3816     object *invtmp, *invnext;
3817 elmex 1.1
3818 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3819 root 1.55 {
3820     invnext = invtmp->below;
3821 root 1.14
3822 root 1.55 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3823     auto_apply (invtmp);
3824     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3825     {
3826 root 1.164 while (invtmp->stats.hp-- > 0)
3827 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3828    
3829     invtmp->randomitems = NULL;
3830     }
3831     else if (invtmp && invtmp->arch
3832     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3833     {
3834     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3835     /* Need to clear this so that we never try to create
3836     * treasure again for this object
3837     */
3838     invtmp->randomitems = NULL;
3839     }
3840     }
3841 root 1.214
3842 root 1.55 /* This is really temporary - the code at the bottom will
3843     * also set randomitems to null. The problem is there are bunches
3844     * of maps/players already out there with items that have spells
3845     * which haven't had the randomitems set to null yet.
3846     * MSW 2004-05-13
3847     *
3848     * And if it's a spellbook, it's better to set randomitems to NULL too,
3849     * else you get two spells in the book ^_-
3850     * Ryo 2004-08-16
3851     */
3852     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3853     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3854     tmp->randomitems = NULL;
3855     }
3856 root 1.20
3857 root 1.55 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3858     auto_apply (tmp);
3859     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3860     {
3861     while ((tmp->stats.hp--) > 0)
3862     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3863     tmp->randomitems = NULL;
3864     }
3865     else if (tmp->type == TIMED_GATE)
3866     {
3867     object *head = tmp->head != NULL ? tmp->head : tmp;
3868    
3869     if (QUERY_FLAG (head, FLAG_IS_LINKED))
3870     tmp->set_speed (0);
3871     }
3872     /* This function can be called everytime a map is loaded, even when
3873     * swapping back in. As such, we don't want to create the treasure
3874     * over and ove again, so after we generate the treasure, blank out
3875     * randomitems so if it is swapped in again, it won't make anything.
3876     * This is a problem for the above objects, because they have counters
3877     * which say how many times to make the treasure.
3878     */
3879     else if (tmp && tmp->arch && tmp->type != PLAYER
3880     && tmp->type != TREASURE && tmp->type != SPELL
3881     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3882     {
3883     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3884     tmp->randomitems = NULL;
3885     }
3886 root 1.78
3887 root 1.68 // close all containers
3888     else if (tmp->type == CONTAINER)
3889     tmp->flag [FLAG_APPLIED] = 0;
3890 root 1.22
3891 root 1.55 tmp = above;
3892     }
3893 elmex 1.1
3894 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3895     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3896     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3897 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3898 elmex 1.1 }
3899    
3900     /**
3901     * Handles player eating food that temporarily changes status (resistances, stats).
3902     * This used to call cast_change_attr(), but
3903     * that doesn't work with the new spell code. Since we know what
3904     * the food changes, just grab a force and use that instead.
3905     */
3906 root 1.22 void
3907     eat_special_food (object *who, object *food)
3908     {
3909     object *force;
3910     int i, did_one = 0;
3911    
3912 sf-marcmagus 1.199 char buf[64];
3913     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3914     shstr key (buf);
3915 root 1.22
3916 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3917     int duration = TIME2TICK (food->stats.food);
3918 elmex 1.1
3919 sf-marcmagus 1.199 if (force = who->force_find (key))
3920 root 1.22 {
3921 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3922 root 1.22 {
3923 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));
3924     force->force_set_timer (duration);
3925 root 1.22 }
3926 sf-marcmagus 1.199 else
3927     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3928    
3929     return;
3930 root 1.22 }
3931 sf-marcmagus 1.199 else
3932     {
3933     force = who->force_add (key, duration);
3934     force->name = key;
3935 elmex 1.47
3936 sf-marcmagus 1.199 /* check if the food affects a stat */
3937     for (i = 0; i < NUM_STATS; i++)
3938     if (sint8 k = food->stats.stat (i))
3939     {
3940     force->stats.stat (i) = k;
3941     did_one = 1;
3942     }
3943    
3944     /* check if we can protect the eater */
3945     for (i = 0; i < NROFATTACKS; i++)
3946     {
3947     if (food->resist[i] > 0)
3948     {
3949     force->resist[i] = food->resist[i];
3950     did_one = 1;
3951     }
3952     }
3953    
3954     if (did_one)
3955     {
3956     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));
3957    
3958     /* make the force take effect and report effects to user */
3959     change_abil (who, force);
3960     }
3961     else
3962     force->destroy ();
3963 root 1.22 }
3964    
3965     /* check for hp, sp change */
3966     if (food->stats.hp != 0)
3967     {
3968     if (QUERY_FLAG (food, FLAG_CURSED))
3969     {
3970 root 1.151 who->contr->killer = food;
3971 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3972 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3973 root 1.22 }
3974     else
3975     {
3976     if (food->stats.hp > 0)
3977 root 1.125 who->statusmsg ("You begin to feel better.");
3978 root 1.22 else
3979 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3980    
3981 root 1.22 who->stats.hp += food->stats.hp;
3982     }
3983     }
3984 root 1.151
3985 root 1.22 if (food->stats.sp != 0)
3986     {
3987     if (QUERY_FLAG (food, FLAG_CURSED))
3988     {
3989 root 1.125 who->failmsg ("You are drained of mana!");
3990 root 1.22 who->stats.sp -= food->stats.sp;
3991     if (who->stats.sp < 0)
3992     who->stats.sp = 0;
3993     }
3994     else
3995     {
3996 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3997 root 1.22 who->stats.sp += food->stats.sp;
3998     /* place limit on max sp from food? */
3999     }
4000 elmex 1.1 }
4001 root 1.125
4002 root 1.51 who->update_stats ();
4003 elmex 1.1 }
4004    
4005 root 1.22 void
4006     apply_changes_to_player (object *pl, object *change)
4007     {
4008     int excess_stat = 0; /* if the stat goes over the maximum
4009     for the race, put the excess stat some
4010     where else. */
4011 elmex 1.1
4012 root 1.22 switch (change->type)
4013     {
4014 root 1.24 case CLASS:
4015     {
4016     living *stats = &(pl->contr->orig_stats);
4017     living *ns = &(change->stats);
4018     object *walk;
4019     int flag_change_face = 1;
4020    
4021     /* the following code assigns stats up to the stat max
4022     * for the race, and if the stat max is exceeded,
4023     * tries to randomly reassign the excess stat
4024     */
4025     int i, j;
4026 root 1.22
4027 root 1.24 for (i = 0; i < NUM_STATS; i++)
4028     {
4029 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4030 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4031 root 1.22
4032 root 1.24 if (stat > 20 + race_bonus)
4033     {
4034     excess_stat++;
4035     stat = 20 + race_bonus;
4036     }
4037 root 1.91
4038     stats->stat (i) = stat;
4039 root 1.24 }
4040 elmex 1.1
4041 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4042     { /* try 100 times to assign excess stats */
4043     int i = rndm (0, 6);
4044    
4045     if (i == CHA)
4046     continue; /* exclude cha from this */
4047 root 1.91
4048     int stat = stats->stat (i);
4049 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4050 root 1.24 if (stat < 20 + race_bonus)
4051     {
4052     change_attr_value (stats, i, 1);
4053     excess_stat--;
4054     }
4055     }
4056 root 1.14
4057 root 1.24 /* insert the randomitems from the change's treasurelist into
4058     * the player ref: player.c
4059     */
4060 root 1.182 if (change->randomitems)
4061 root 1.24 give_initial_items (pl, change->randomitems);
4062 root 1.14
4063 root 1.24 /* set up the face, for some races. */
4064 root 1.14
4065 root 1.24 /* first, look for the force object banning
4066     * changing the face. Certain races never change face with class.
4067     */
4068 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4069     if (walk->name == shstr_NOCLASSFACECHANGE)
4070 root 1.24 flag_change_face = 0;
4071 root 1.14
4072 root 1.24 if (flag_change_face)
4073     {
4074 root 1.157 pl->face = change->face;
4075     pl->animation_id = change->animation_id;
4076     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4077 root 1.24 }
4078 root 1.14
4079 root 1.24 /* check the special case of can't use weapons */
4080     /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4081 root 1.182 if (change->name == shstr_monk)
4082 root 1.24 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4083 root 1.14
4084 root 1.24 break;
4085     }
4086 elmex 1.1 }
4087     }
4088