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Revision: 1.255
Committed: Sun Apr 11 02:12:45 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.254: +15 -9 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.228 * 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 root 1.254 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
145     && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
146 root 1.245 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 1.254 if (weapon->flag [FLAG_APPLIED]
338 root 1.245 && !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     if (op->type != PLAYER)
430     return 0;
431 root 1.123
432 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
433 root 1.245 {
434     op->failmsg ("Something blocks the magic of the scroll!");
435     return 0;
436 elmex 1.4 }
437    
438 root 1.255 object *otmp = find_marked_object (op);
439 root 1.245
440     if (!otmp)
441 elmex 1.4 {
442 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.>");
443     return 0;
444     }
445 root 1.123
446 root 1.245 if (otmp->type != WEAPON && otmp->type != BOW)
447     {
448     op->failmsg ("Marked item is not a weapon or bow!");
449     return 0;
450 elmex 1.1 }
451 root 1.123
452 root 1.255 if (!op->apply (otmp, AP_UNAPPLY))
453     {
454     op->failmsg ("You are unable to take off your weapon to improve it!");
455     return 0;
456     }
457    
458 root 1.245 op->statusmsg ("Applied weapon builder.");
459    
460     improve_weapon (op, tmp, otmp);
461     esrv_send_item (op, otmp);
462 elmex 1.3 return 1;
463 elmex 1.1 }
464    
465     /**
466 root 1.245 * This code deals with the armour improvment scrolls.
467     * Change limits on improvement - let players go up to
468     * +5 no matter what level, but they are limited by item
469     * power.
470     * Try to use same improvement code as in the common/treasure.c
471     * file, so that if you make a +2 full helm, it will be just
472     * the same as one you find in a shop.
473     *
474     * deprecated comment:
475     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
476     * only 'enchantment' of armour is possible - improving
477     * the stats of a player w/ armour as well as a weapon
478     * will probably horribly unbalance the game. Magic enchanting
479     * depends on the level of the character - ie the plus
480     * value (magic) of the armour can never be increased beyond
481     * the level of the character / 10 -- rounding upish, nor may
482     * the armour value of the piece of equipment exceed either
483     * the users level or 90)
484     * Modified by MSW for partial resistance. Only support
485     * changing of physical area right now.
486 elmex 1.1 */
487 root 1.22 static int
488 root 1.245 improve_armour (object *op, object *improver, object *armour)
489 elmex 1.1 {
490 root 1.245 if (armour->magic >= settings.armor_max_enchant)
491     {
492     op->failmsg ("This armour can not be enchanted any further!");
493     return 0;
494     }
495 root 1.66
496 root 1.245 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
497     * etc), so take the easy way out and don't worry about it.
498     * Note - maybe add scrolls which make the random artifact versions (eg, armour
499     * of gnarg and what not?)
500     */
501     if (armour->title)
502     {
503     op->failmsg ("This armour will not accept further enchantment.");
504     return 0;
505     }
506 root 1.66
507 root 1.245 /* Split objects if needed. Can't insert tmp until the
508     * end of this function - otherwise it will just re-merge.
509     */
510 root 1.255 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
511 elmex 1.1
512 root 1.245 armour->magic++;
513 elmex 1.1
514 root 1.245 if (!settings.armor_speed_linear)
515     {
516     int base = 100;
517     int pow = 0;
518 elmex 1.1
519 root 1.245 while (pow < armour->magic)
520 root 1.22 {
521 root 1.245 base = base - (base * settings.armor_speed_improvement) / 100;
522     pow++;
523 root 1.14 }
524 root 1.123
525 root 1.245 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
526 elmex 1.1 }
527 root 1.245 else
528     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
529 elmex 1.1
530 root 1.245 if (!settings.armor_weight_linear)
531     {
532     int base = 100;
533     int pow = 0;
534 root 1.22
535 root 1.245 while (pow < armour->magic)
536 root 1.22 {
537 root 1.245 base = base - (base * settings.armor_weight_reduction) / 100;
538     pow++;
539 root 1.14 }
540 root 1.245
541     armour->weight = (armour->arch->weight * base) / 100;
542 elmex 1.1 }
543 root 1.22 else
544 root 1.245 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
545    
546     if (armour->weight <= 0)
547     {
548     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
549     armour->weight = 1;
550     }
551    
552     armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
553    
554     if (op->type == PLAYER)
555     {
556     esrv_send_item (op, armour);
557 elmex 1.1
558 root 1.254 if (armour->flag [FLAG_APPLIED])
559 root 1.245 op->update_stats ();
560     }
561 elmex 1.1
562 root 1.144 improver->decrease ();
563 elmex 1.1
564 root 1.245 if (tmp)
565     op->insert (tmp);
566 root 1.123
567 elmex 1.1 return 1;
568     }
569    
570 root 1.245 /*
571     * convert_item() returns 1 if anything was converted, 0 if the item was not
572     * what the converter wants, -1 if the converter is broken.
573     *
574     * Takes one type of items and makes another.
575     * converter is the object that is doing the conversion.
576     * item is the object that triggered the converter - if it is not
577     * what the converter wants, this will not do anything.
578 elmex 1.1 */
579 root 1.245 int
580     convert_item (object *item, object *converter)
581 elmex 1.1 {
582 root 1.245 sint64 nr = 0, price_in;
583 elmex 1.1
584 root 1.245 if (item->flag [FLAG_UNPAID])
585     return 0;
586 root 1.115
587 root 1.245 shstr conv_from = converter->slaying;
588     archetype *conv_to = converter->other_arch;
589     sint64 need = converter->stats.food;
590     sint64 give = converter->stats.sp;
591 elmex 1.1
592 root 1.245 /* We make some assumptions - we assume if it takes money as it type,
593     * it wants some amount. We don't make change (ie, if something costs
594     * 3 gp and player drops a platinum, tough luck)
595 root 1.22 */
596 root 1.245 if (conv_from == shstr_money)
597 elmex 1.1 {
598 root 1.245 if (item->type != MONEY)
599     return 0;
600 root 1.115
601 root 1.245 nr = sint64 (item->nrof) * item->value / need;
602     if (!nr)
603     return 0;
604 root 1.115
605 root 1.245 converter->play_sound (sound_find ("shop_buy"));
606 root 1.22
607 root 1.245 sint64 cost = (nr * need + item->value - 1) / item->value;
608 root 1.22
609 root 1.245 item->decrease (cost);
610 elmex 1.1
611 root 1.245 price_in = cost * item->value;
612     }
613     else
614     {
615     if (item->type == PLAYER
616     || conv_from != item->arch->archname
617     || (need && need > (uint16) item->nrof))
618     return 0;
619 elmex 1.1
620 root 1.245 converter->play_sound (sound_find ("convert_item"));
621 root 1.123
622 root 1.245 if (need)
623     {
624     nr = sint64 (item->nrof) / need;
625     item->decrease (nr * need);
626     price_in = nr * need * item->value;
627     }
628     else
629     {
630     price_in = item->value;
631     item->destroy ();
632     }
633 root 1.22 }
634 root 1.123
635 root 1.245 if (converter->inv)
636 root 1.22 {
637 root 1.245 object *ob;
638     int i;
639     object *ob_to_copy;
640 root 1.123
641 root 1.245 /* select random object from inventory to copy */
642     ob_to_copy = converter->inv;
643     for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
644     if (rndm (0, i) == 0)
645     ob_to_copy = ob;
646 root 1.123
647 root 1.245 item = ob_to_copy->deep_clone ();
648 root 1.254 item->clr_flag (FLAG_IS_A_TEMPLATE);
649 root 1.245 unflag_inv (item, FLAG_IS_A_TEMPLATE);
650 root 1.22 }
651 root 1.245 else
652 root 1.22 {
653 root 1.245 if (!conv_to)
654     {
655     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
656     &converter->name, &converter->map->path, converter->x, converter->y);
657     return -1;
658     }
659 root 1.123
660 root 1.245 item = object_create_arch (conv_to);
661     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
662 root 1.22 }
663 root 1.162
664 root 1.245 if (give)
665     item->nrof = give;
666 root 1.14
667 root 1.245 if (nr)
668     item->nrof *= nr;
669 root 1.22
670 root 1.245 if (converter->flag [FLAG_PRECIOUS])
671 root 1.254 item->set_flag (FLAG_UNPAID);
672 elmex 1.1
673 root 1.245 if (converter->is_in_shop ())
674 root 1.22 {
675 root 1.245 // converters on shop floors don't work anymore, bug lets check for it
676     // and report in case someone still does it.
677     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
678     converter->debug_desc ());
679 root 1.254 item->set_flag (FLAG_UNPAID);
680 root 1.22 }
681 root 1.245 else if (price_in < sint64 (item->nrof) * item->value)
682 root 1.22 {
683 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",
684     &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
685     /**
686     * elmex: we are going to let the game continue, as the mapcreator
687     * hopefully had something in mind when doing this.
688     */
689 root 1.22 }
690 root 1.123
691 root 1.245 // elmex: only identify if we need to, for example so that generated money doesn't
692     // get an 'identified' flag so easily.
693     if (need_identify (item))
694     identify (item);
695    
696     insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
697     return 1;
698 elmex 1.1 }
699    
700     /**
701 root 1.245 * Handle apply on containers.
702     * By Eneq(@csd.uu.se).
703     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
704     * added the alchemical cauldron to the code -b.t.
705 elmex 1.1 */
706 root 1.209 static int
707 root 1.245 apply_container (object *op, object *sack)
708 elmex 1.1 {
709 root 1.245 if (op->type != PLAYER || !op->contr->ns)
710     return 0; /* This might change */
711 elmex 1.1
712 root 1.245 if (!sack || sack->type != CONTAINER)
713 root 1.22 {
714 root 1.245 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
715 elmex 1.1 return 0;
716     }
717 root 1.77
718 root 1.245 op->contr->last_used = 0;
719 root 1.162
720 root 1.245 if (sack->env && sack->env != op)
721 root 1.22 {
722 root 1.245 op->failmsg ("You must put it onto the floor or into your inventory first.");
723     return 1;
724 elmex 1.1 }
725 root 1.77
726 root 1.245 // already applied == open on ground, or open in inv, or active in inv
727     if (sack->flag [FLAG_APPLIED])
728 root 1.22 {
729 root 1.245 if (op->container_ () == sack)
730     {
731     // open on ground or inv, so close
732     op->close_container ();
733     return 1;
734     }
735     else if (!sack->env)
736     {
737     // active, but not ours: some other player has opened it
738 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
739 root 1.245 return 1;
740     }
741    
742     // fall through to opening it (active in inv)
743     }
744     else if (sack->env)
745     {
746     // it is in our env, so activate it, do not open yet
747     op->close_container ();
748     sack->flag [FLAG_APPLIED] = 1;
749     esrv_update_item (UPD_FLAGS, op, sack);
750     op->statusmsg (format ("You ready %s.", query_name (sack)));
751     return 1;
752     }
753    
754     // it's locked?
755     if (sack->slaying)
756     {
757     if (object *tmp = find_key (op, op, sack))
758     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
759     else
760     {
761     op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
762     return 1;
763     }
764 elmex 1.1 }
765 root 1.77
766 root 1.245 op->open_container (sack);
767 root 1.123
768 root 1.22 return 1;
769 elmex 1.1 }
770    
771     /**
772 root 1.245 * Handles dropping things on altar.
773     * Returns true if sacrifice was accepted.
774 elmex 1.1 */
775 root 1.210 static int
776 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
777 elmex 1.1 {
778 root 1.245 /* Only players can make sacrifices on spell casting altars. */
779     if (altar->inv && (!originator || originator->type != PLAYER))
780     return 0;
781 elmex 1.1
782 root 1.245 if (operate_altar (altar, &sacrifice, originator))
783 root 1.22 {
784 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
785     * with an altar. We call it a Potion - altars are stationary - it
786     * is up to map designers to use them properly.
787     */
788     if (altar->inv && altar->inv->type == SPELL)
789     {
790     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
791     cast_spell (originator, altar, 0, altar->inv, NULL);
792     /* If it is connected, push the button. Fixes some problems with
793     * old maps.
794     */
795 root 1.139
796 root 1.245 /* push_button (altar);*/
797 elmex 1.1 }
798 root 1.245 else
799 elmex 1.1 {
800 root 1.245 altar->value = 1; /* works only once */
801     push_button (altar, originator);
802 elmex 1.1 }
803    
804 root 1.245 return !sacrifice;
805 root 1.22 }
806     else
807 root 1.245 return 0;
808 elmex 1.1 }
809    
810 root 1.245 /**
811     * Handles 'movement' of shop mats.
812     * Returns 1 if 'op' was destroyed, 0 if not.
813     * Largely re-written to not use nearly as many gotos, plus
814     * some of this code just looked plain out of date.
815     * MSW 2001-08-29
816 elmex 1.1 */
817 elmex 1.195 int
818 root 1.245 apply_shop_mat (object *shop_mat, object *op)
819 root 1.22 {
820 root 1.245 int rv = 0;
821     double opinion;
822     object *tmp, *next;
823    
824 root 1.254 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
825 root 1.22
826 root 1.245 bool has_unpaid = false;
827 elmex 1.213
828 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
829     // a quick and small change :(
830     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
831     if (item->flag [FLAG_UNPAID])
832     {
833     has_unpaid = true;
834     break;
835     }
836 root 1.142
837 root 1.245 if (!op->is_player ())
838 root 1.22 {
839 root 1.245 /* Remove all the unpaid objects that may be carried here.
840     * This could be pets or monsters that are somehow in
841     * the shop.
842     */
843     for (tmp = op->inv; tmp; tmp = next)
844     {
845     next = tmp->below;
846    
847 root 1.254 if (tmp->flag [FLAG_UNPAID])
848 root 1.245 {
849     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
850    
851     if (i >= 0)
852     tmp->move (i);
853     }
854     }
855 root 1.22
856 root 1.245 /* Don't teleport things like spell effects */
857 root 1.254 if (op->flag [FLAG_NO_PICK])
858 root 1.22 return 0;
859 root 1.121
860 root 1.245 /* unpaid objects, or non living objects, can't transfer by
861     * shop mats. Instead, put it on a nearby space.
862     */
863 root 1.254 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
864 root 1.245 {
865     /* Somebody dropped an unpaid item, just move to an adjacent place. */
866     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
867 root 1.121
868 root 1.245 if (i != -1)
869     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
870 root 1.121
871 root 1.245 return 0;
872     }
873 elmex 1.1
874 root 1.245 /* Removed code that checked for multipart objects - it appears that
875     * the teleport function should be able to handle this just fine.
876     */
877     rv = teleport (shop_mat, SHOP_MAT, op);
878 root 1.22 }
879 root 1.245 else if (can_pay (op) && get_payment (op))
880 root 1.22 {
881 root 1.245 /* this is only used for players */
882     rv = teleport (shop_mat, SHOP_MAT, op);
883 elmex 1.1
884 root 1.245 if (has_unpaid)
885     op->contr->play_sound (sound_find ("shop_buy"));
886     else if (op->is_in_shop ())
887     op->contr->play_sound (sound_find ("shop_enter"));
888     else
889     op->contr->play_sound (sound_find ("shop_leave"));
890 root 1.121
891 root 1.245 if (shop_mat->msg)
892     op->statusmsg (shop_mat->msg);
893     /* This check below is a bit simplistic - generally it should be correct,
894     * but there is never a guarantee that the bottom space on the map is
895     * actually the shop floor.
896     */
897     else if (!rv && !op->is_in_shop ())
898 root 1.22 {
899 root 1.245 opinion = shopkeeper_approval (op->map, op);
900    
901     op->statusmsg (
902     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
903     : opinion >= 0.75 ? "The shopkeeper waves to you."
904     : opinion >= 0.50 ? "The shopkeeper ignores you."
905     : "The shopkeeper glares at you with contempt."
906     );
907 root 1.22 }
908     }
909 root 1.245 else
910 root 1.22 {
911 root 1.245 /* if we get here, a player tried to leave a shop but was not able
912     * to afford the items he has. We try to move the player so that
913     * they are not on the mat anymore
914     */
915     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
916 root 1.22
917 root 1.245 if (i == -1)
918     LOG (llevError, "Internal shop-mat problem.\n");
919     else
920 root 1.22 {
921 root 1.245 op->remove ();
922     op->x += freearr_x[i];
923     op->y += freearr_y[i];
924     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
925 root 1.22 }
926     }
927    
928 root 1.254 op->clr_flag (FLAG_NO_APPLY);
929 root 1.245 return rv;
930 elmex 1.1 }
931 root 1.22
932 elmex 1.1 /**
933 root 1.245 * Handles applying a sign.
934 elmex 1.1 */
935 root 1.245 static void
936     apply_sign (object *op, object *sign, int autoapply)
937 elmex 1.1 {
938 root 1.245 if (!op->is_player())
939     return;
940 elmex 1.1
941 root 1.245 if (sign->has_dialogue ())
942 root 1.22 {
943 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
944     return;
945 elmex 1.1 }
946 root 1.40
947 root 1.245 if (!sign->msg)
948 root 1.22 {
949 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
950     format ("T<%s>\n\n Nothing %sis written on it.",
951     &sign->name,
952     sign->name == sign->arch->name ? "" : "else "));
953     return;
954 elmex 1.1 }
955    
956 root 1.245 if (sign->stats.food)
957 root 1.22 {
958 root 1.245 if (sign->last_eat >= sign->stats.food)
959 root 1.22 {
960 root 1.245 if (!sign->move_on)
961     op->failmsg ("You cannot read it anymore.");
962    
963     return;
964 root 1.14 }
965 root 1.22
966 root 1.254 if (!op->flag [FLAG_WIZPASS])
967 root 1.245 sign->last_eat++;
968 elmex 1.1 }
969    
970 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
971     * No way to know for sure. The presumption is basically that if
972     * move_on is zero, it needs to be manually applied (doesn't talk
973     * to us).
974     */
975 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
976 root 1.68 {
977 root 1.245 op->failmsg ("You are unable to read while blind!");
978     return;
979 elmex 1.1 }
980    
981 root 1.245 if (op->contr)
982     if (client *ns = op->contr->ns)
983     {
984     if (sign->sound)
985     ns->play_sound (sign->sound);
986     else if (autoapply)
987     ns->play_sound (sound_find ("msg_voice"));
988 elmex 1.1
989 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
990     }
991 elmex 1.1 }
992    
993 root 1.245 static void
994     move_apply_hole (object *trap, object *victim)
995 elmex 1.1 {
996 root 1.245 /* Hole not open? */
997     if (trap->stats.wc > 0)
998     return;
999    
1000     /* Is this a multipart monster and not the head? If so, return.
1001     * Processing will happen if the head runs into the pit
1002     */
1003     if (victim->head)
1004     return;
1005    
1006     // now find all possible locations and randomly pick one
1007     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1008     trap->range >= 3 ? SIZEOFFREE3 + 1
1009     : trap->range >= 2 ? SIZEOFFREE2 + 1
1010     : trap->range >= 1 ? SIZEOFFREE1 + 1
1011     : SIZEOFFREE0 + 1);
1012 root 1.22
1013 root 1.245 if (dir < 0)
1014     return;
1015 elmex 1.1
1016 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1017     victim->statusmsg ("You fall through the hole!", NDI_RED);
1018 root 1.26
1019 root 1.245 transfer_ob (victim,
1020     EXIT_X (trap) + freearr_x[dir],
1021     EXIT_Y (trap) + freearr_y[dir],
1022     0, victim);
1023 elmex 1.1 }
1024    
1025     /**
1026 root 1.245 * Unapplies specified item.
1027     * No check done on cursed/damned.
1028     * Break this out of apply_special - this is just done
1029     * to keep the size of apply_special to a more managable size.
1030 elmex 1.1 */
1031 root 1.245 static bool
1032     unapply_special (object *who, object *op, int aflags)
1033 elmex 1.1 {
1034 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1035     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1036     return RESULT_INT (0);
1037 elmex 1.1
1038 root 1.245 if (who->current_weapon == op)
1039     who->current_weapon = 0;
1040 elmex 1.1
1041 root 1.245 op->flag [FLAG_APPLIED] = false;
1042 root 1.121
1043 root 1.245 switch (op->type)
1044     {
1045     case SKILL:
1046     if (player *pl = who->contr)
1047     if (op->invisible)
1048     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1049     else
1050     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1051    
1052     change_abil (who, op);
1053     who->flag [FLAG_READY_SKILL] = false;
1054 root 1.121 break;
1055    
1056 root 1.245 case WEAPON:
1057     who->statusmsg (format ("You unwield %s.", query_name (op)));
1058     change_abil (who, op);
1059     who->flag [FLAG_READY_WEAPON] = false;
1060    
1061     // unapplying a weapon or skill tool should also unapply the skill it governs
1062     // but this is hard, as it shouldn't do so when the skill can
1063     // be used for other reasons
1064     if (who->chosen_skill)
1065     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1066     unapply_special (who, op, 0);
1067 root 1.25
1068 root 1.245 break;
1069 root 1.14
1070 root 1.245 case BOW:
1071     case WAND:
1072     case ROD:
1073     case HORN:
1074     case RANGED:
1075     if (player *pl = who->contr)
1076     {
1077     who->statusmsg (format ("You unready %s.", query_name (op)));
1078     change_abil (who, op);
1079     }
1080     else
1081     {
1082     if (op->type == BOW)
1083     op->flag [FLAG_READY_BOW ] = false;
1084     else
1085     op->flag [FLAG_READY_RANGE] = false;
1086     }
1087 root 1.14
1088 root 1.245 break;
1089 root 1.22
1090 root 1.245 case ARMOUR:
1091     case HELMET:
1092     case SHIELD:
1093     case RING:
1094     case BOOTS:
1095     case GLOVES:
1096     case AMULET:
1097     case GIRDLE:
1098     case BRACERS:
1099     case CLOAK:
1100     who->statusmsg (format ("You unwear %s.", query_name (op)));
1101     change_abil (who, op);
1102     break;
1103 root 1.24
1104 root 1.245 case SPELL:
1105     case BUILDER:
1106     who->statusmsg (format ("You unready %s.", query_name (op)));
1107     break;
1108 root 1.178
1109 root 1.245 //case SKILL_TOOL://TODO
1110     default:
1111     who->statusmsg (format ("You unapply %s.", query_name (op)));
1112     break;
1113 elmex 1.1 }
1114 elmex 1.15
1115 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1116     if (object *pl = op->visible_to ())
1117     esrv_send_item (pl, op);
1118 root 1.121
1119 root 1.245 who->update_stats ();
1120 root 1.24
1121 root 1.245 return 1;
1122     }
1123 root 1.22
1124 root 1.245 /**
1125     * Returns the object that is using location 'loc'.
1126     * Note that 'start' is the first object to start examing - we
1127     * then go through the below of this. In this way, you can do
1128     * something like:
1129     * tmp = get_next_item_from_body_location(who->inv, 1);
1130     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1131     * to find the second object that may use this location, etc.
1132     * Returns NULL if no match is found.
1133     * loc is the index into the array we are looking for a match.
1134     * don't return invisible objects unless they are skill objects
1135     * invisible other objects that use
1136     * up body locations can be used as restrictions.
1137     */
1138     static object *
1139     get_next_item_from_body_location (int loc, object *start)
1140     {
1141     for (object *tmp = start; tmp; tmp = tmp->below)
1142     if (tmp->flag [FLAG_APPLIED]
1143     && tmp->slot [loc].info
1144     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1145     return tmp;
1146 root 1.24
1147 root 1.245 return 0;
1148 elmex 1.1 }
1149    
1150     /**
1151 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1152     * This should only be called when it is known
1153     * that there are objects to unapply. This makes pretty heavy
1154     * use of get_item_from_body_location. It makes no intelligent choice
1155     * on objects - rather, the first that is matched is used.
1156     * Returns 0 on success, returns 1 if there is some problem.
1157     * if aflags is AP_PRINT, we instead print out waht to unapply
1158     * instead of doing it. This is a lot less code than having
1159     * another function that does just that.
1160 elmex 1.1 */
1161 root 1.179
1162 root 1.245 #define CANNOT_REMOVE_CURSED \
1163     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1164     "Praying over an altar, scrolls of remove curse/damnation, " \
1165     "priests or even other players might help.>"
1166 root 1.22
1167 root 1.245 static bool
1168     unapply_for_ob (object *who, object *op, int aflags)
1169     {
1170     if (op->is_range ())
1171     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1172 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1173     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1174 root 1.245 {
1175     if (aflags & AP_PRINT)
1176     who->failmsg (query_name (tmp));
1177     else
1178     unapply_special (who, tmp, aflags);
1179     }
1180     else
1181     {
1182     /* In this case, we want to try and remove a cursed item.
1183     * While we know it won't work, we want unapply_special to
1184     * at least generate the message.
1185     */
1186 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1187 root 1.245 return 1;
1188     }
1189 elmex 1.1
1190 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1191 root 1.22 {
1192 root 1.245 /* this used up a slot that we need to free */
1193     if (op->slot[i].info)
1194 root 1.22 {
1195 root 1.245 object *last = who->inv;
1196    
1197     /* We do a while loop - may need to remove several items in order
1198     * to free up enough slots.
1199     */
1200     while ((who->slot[i].used + op->slot[i].info) < 0)
1201     {
1202     object *tmp = get_next_item_from_body_location (i, last);
1203 root 1.120
1204 root 1.245 if (!tmp)
1205     {
1206     #if 0
1207     /* Not a bug - we'll get this if the player has cursed items
1208     * equipped.
1209     */
1210     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1211     #endif
1212     return 1;
1213     }
1214 elmex 1.1
1215 root 1.245 /* If we are just printing, we don't care about cursed status */
1216 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1217 root 1.245 {
1218     if (aflags & AP_PRINT)
1219     who->failmsg (query_name (tmp));
1220     else
1221     unapply_special (who, tmp, aflags);
1222     }
1223     else
1224     {
1225     /* Cursed item that we can't unequip - tell the player.
1226     * Note this could be annoying if this is just one of a few,
1227     * so it may not be critical (eg, putting on a ring and you have
1228     * one cursed ring.)
1229     */
1230 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1231 root 1.245 }
1232    
1233     last = tmp->below;
1234     }
1235     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1236     * return in the !tmp would have kicked in.
1237     */
1238     } /* if op is using this body location */
1239     } /* for body lcoations */
1240    
1241     return 0;
1242     }
1243    
1244     /**
1245     * Checks to see if 'who' can apply object 'op'.
1246     * Returns 0 if apply can be done without anything special.
1247     * Otherwise returns a bitmask - potentially several of these may be
1248     * set, but largely depends on circumstance - in the future, processing
1249     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1250     * is set, do we really care what the other flags may be?)
1251     *
1252     * See include/define.h for detailed description of the meaning of
1253     * these return values.
1254     */
1255     int
1256     can_apply_object (object *who, object *op)
1257     {
1258     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1259     return RESULT_INT (0);
1260    
1261     int retval = 0;
1262     object *tmp = 0, *ws = 0;
1263 elmex 1.1
1264 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1265 root 1.22 {
1266 root 1.245 if (op->slot[i].info)
1267     {
1268     /* Item uses more slots than we have */
1269     if (who->slot[i].info + op->slot [i].info < 0)
1270     {
1271     /* Could return now for efficiency - rest of info below isn't
1272     * really needed.
1273     */
1274     retval |= CAN_APPLY_NEVER;
1275     }
1276     else if (who->slot[i].used + op->slot[i].info < 0)
1277     {
1278     /* in this case, equipping this would use more free spots than
1279     * we have.
1280     */
1281    
1282     /* if we have an applied weapon/shield, and unapply it would free
1283     * enough slots to equip the new item, then just set "can
1284     * apply unapply". We don't care about the logic below - if you have a
1285     * shield equipped and try to equip another shield, there is only
1286     * one choice. However, the check for the number of body locations
1287     * does take into the account cases where what is being applied
1288     * may be two handed for example.
1289     */
1290     if (ws)
1291     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1292     {
1293     retval |= CAN_APPLY_UNAPPLY;
1294     continue;
1295     }
1296    
1297     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1298     if (!tmp1)
1299     retval |= CAN_APPLY_NEVER;
1300     else
1301     {
1302     /* need to unapply something. However, if this something
1303     * is different than we had found before, it means they need
1304     * to apply multiple objects
1305     */
1306     retval |= CAN_APPLY_UNAPPLY;
1307 root 1.110
1308 root 1.245 if (!tmp)
1309     tmp = tmp1;
1310     else if (tmp != tmp1)
1311     retval |= CAN_APPLY_UNAPPLY_MULT;
1312 root 1.110
1313 root 1.245 /* This object isn't using up all the slots, so there must
1314     * be another. If so, and it the new item doesn't need all
1315     * the slots, the player then has a choice.
1316     */
1317     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1318     && abs (op->slot[i].info) < who->slot[i].info)
1319     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1320 elmex 1.1
1321 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1322     * equipped? If not, there must be something else to unapply.
1323     */
1324     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1325     retval |= CAN_APPLY_UNAPPLY_MULT;
1326     }
1327     } /* if not enough free slots */
1328     } /* if this object uses location i */
1329     } /* for i -> num_body_locations loop */
1330 root 1.167
1331 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1332     * really be controlled by use of body locations. We do have
1333     * the weapon/shield checks, and the range checks for monsters,
1334     * because you can't control those just by body location - bows, shields,
1335     * and weapons all use the same slot. Similar for horn/rod/wand - they
1336     * all use the same location.
1337 root 1.167 */
1338 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1339 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1340    
1341 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1342 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1343    
1344     if (who->type != PLAYER)
1345     {
1346 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1347 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1348 root 1.167
1349 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1350 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1351 root 1.167
1352 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1353 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1354 root 1.167
1355 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1356 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1357     }
1358 root 1.167
1359 root 1.245 return retval;
1360 root 1.167 }
1361    
1362 elmex 1.1 /**
1363 root 1.245 * who is the object using the object. It can be a monster.
1364     * op is the object they are using. op is an equipment type item,
1365     * eg, one which you put on and keep on for a while, and not something
1366     * like a potion or scroll.
1367     *
1368     * function returns 1 if the action could not be completed, 0 on
1369     * success. However, success is a matter of meaning - if the
1370     * user passes the 'apply' flag to an object already applied,
1371     * nothing is done, and 0 is returned.
1372     *
1373     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1374     * AP_UNAPPLY=always unapply).
1375     *
1376     * Optional flags:
1377     * AP_NO_MERGE: don't merge an unapplied object with other objects
1378     * AP_IGNORE_CURSE: unapply cursed items
1379     * AP_NO_READY: do not ready skills when applying skill tools
1380     *
1381     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1382 elmex 1.1 *
1383 root 1.245 * apply_special() doesn't check for unpaid items.
1384 elmex 1.1 */
1385 root 1.245
1386     #define LACK_ITEM_POWER \
1387     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1388    
1389     static bool
1390     apply_special (object *who, object *op, int aflags)
1391 elmex 1.1 {
1392 root 1.245 int basic_flag = aflags & AP_MODE;
1393     object *tmp, *tmp2, *skop = NULL;
1394    
1395     if (who == NULL)
1396     {
1397     LOG (llevError, "apply_special() from object without environment.\n");
1398     return 1;
1399     }
1400 elmex 1.1
1401 root 1.245 //TODO: remove these when apply_special is no longer exposed
1402     if (op->env != who)
1403     return 1; /* op is not in inventory */
1404 elmex 1.1
1405 root 1.245 /* trying to unequip op */
1406 root 1.254 if (op->flag [FLAG_APPLIED])
1407 root 1.22 {
1408 root 1.245 /* always apply, so no reason to unapply */
1409     if (basic_flag == AP_APPLY)
1410     return 0;
1411    
1412 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1413 root 1.245 {
1414 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1415 root 1.245 return 1;
1416     }
1417    
1418     return unapply_special (who, op, aflags);
1419 elmex 1.1 }
1420 root 1.245 else if (basic_flag == AP_UNAPPLY)
1421     return 0;
1422    
1423     splay (op);
1424 root 1.110
1425 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1426     if (int i = can_apply_object (who, op))
1427     {
1428     if (i & CAN_APPLY_NEVER)
1429     {
1430 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));
1431 root 1.245 return 1;
1432     }
1433     else if (i & CAN_APPLY_RESTRICTION)
1434     {
1435 root 1.252 who->failmsgf (
1436 root 1.245 "You have a prohibition against using a %s. "
1437     "H<Your belief, profession or class prevents you from applying this item.>",
1438     query_name (op)
1439 root 1.252 );
1440 root 1.245 return 1;
1441     }
1442 elmex 1.1
1443 root 1.245 if (who->type != PLAYER)
1444     {
1445     /* Some error, so don't try to equip something more */
1446     if (unapply_for_ob (who, op, aflags))
1447     return 1;
1448     }
1449     else
1450     {
1451     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1452 root 1.198 {
1453 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1454     unapply_for_ob (who, op, AP_PRINT);
1455     return 1;
1456     }
1457     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1458     if (unapply_for_ob (who, op, aflags))
1459     return 1;
1460     }
1461     }
1462    
1463     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1464     {
1465     // try to ready attached skill first
1466     skop = find_skill_by_name (who, op->skill);
1467    
1468     if (!skop)
1469     {
1470 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1471 root 1.245 return 1;
1472     }
1473     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1474     {
1475 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1476 root 1.245 return 1;
1477     }
1478     }
1479    
1480     if (!check_item_power (who, op->item_power))
1481     {
1482     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1483     return 1;
1484     }
1485    
1486     /* Ok. We are now at the state where we can apply the new object.
1487     * Note that we don't have the checks for can_use_...
1488     * below - that is already taken care of by can_apply_object.
1489     */
1490    
1491     // split away all the other items from the stack, so only one item is left
1492     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1493    
1494     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1495     return RESULT_INT (0);
1496    
1497     switch (op->type)
1498     {
1499     case WEAPON:
1500     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1501     {
1502     /* if the weapon does not have the name as the character, can't use it. */
1503     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1504     who->failmsg ("The weapon does not recognize you as its owner. "
1505     "H<Its name indicates that it belongs to somebody else.>");
1506     if (tmp) who->insert (tmp);
1507     return 1;
1508     }
1509    
1510     op->flag [FLAG_APPLIED] = true;
1511    
1512     if (player *pl = who->contr)
1513     {
1514     who->statusmsg (format ("You wield %s.", query_name (op)));
1515     change_abil (who, op);
1516     }
1517    
1518     op->flag [FLAG_READY_WEAPON] = true;
1519     break;
1520    
1521     case ARMOUR:
1522     case HELMET:
1523     case SHIELD:
1524     case BOOTS:
1525     case GLOVES:
1526     case GIRDLE:
1527     case BRACERS:
1528     case CLOAK:
1529     case RING:
1530     case AMULET:
1531 root 1.254 op->set_flag (FLAG_APPLIED);
1532 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1533     change_abil (who, op);
1534     break;
1535    
1536     case SKILL_TOOL:
1537     // applying a skill tool does not ready the skill
1538     // if something needs the skill, it has to ready it itself
1539     //TODO: unapplying should unapply the skill, though
1540 root 1.254 op->set_flag (FLAG_APPLIED);
1541 root 1.245 break;
1542    
1543     case SKILL:
1544     if (!(aflags & AP_NO_SLOT))
1545     {
1546     // skill is used on it's own, as opposed to being a chosen_skill
1547    
1548     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1549     {
1550 root 1.252 who->failmsgf (
1551 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1552     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1553     "It cannot be used on its own.>",
1554     &op->skill
1555 root 1.252 );
1556 root 1.245 if (tmp) who->insert (tmp);
1557     return 1;
1558     }
1559    
1560     if (skill_flags [op->subtype] & SF_AUTARK
1561     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1562     {
1563     if (skill_flags [op->subtype] & SF_USE)
1564 root 1.252 who->failmsgf (
1565 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1566     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1567     &op->skill, &op->skill
1568 root 1.252 );
1569 root 1.245 else
1570 root 1.252 who->failmsgf (
1571 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1572     "H<The %s skill cannot be readied or used, it is always active.>",
1573     &op->skill
1574 root 1.252 );
1575 root 1.245
1576     if (tmp) who->insert (tmp);
1577    
1578     return 1;
1579     }
1580    
1581     if (who->contr)
1582     if (op->invisible)
1583     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1584     else
1585     who->statusmsg (format ("You ready %s.", query_name (op)));
1586     }
1587    
1588 root 1.254 who->set_flag (FLAG_READY_SKILL);
1589     op->set_flag (FLAG_APPLIED);
1590 root 1.245 change_abil (who, op);
1591     break;
1592    
1593     case BOW:
1594     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1595     {
1596     who->failmsg ("The weapon does not recognize you as its owner. "
1597     "H<Its name indicates that it belongs to somebody else.>");
1598     if (tmp) who->insert (tmp);
1599     return 1;
1600     }
1601    
1602     if (player *pl = who->contr)
1603     {
1604     op->flag [FLAG_APPLIED] = true;
1605     who->statusmsg (format ("You wield the %s.", query_name (op)));
1606     change_abil (who, op);
1607     }
1608     break;
1609    
1610     case RANGED:
1611     if (player *pl = who->contr)
1612     {
1613     op->flag [FLAG_APPLIED] = true;
1614     who->statusmsg (format ("You applied the %s.", query_name (op)));
1615     }
1616     break;
1617    
1618     case SPELL:
1619     if (player *pl = who->contr)
1620     {
1621     op->flag [FLAG_APPLIED] = true;
1622     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1623     }
1624     break;
1625    
1626     /*FALLTHROUGH*/
1627     case WAND:
1628     case ROD:
1629     case HORN:
1630     op->flag [FLAG_APPLIED] = true;
1631 elmex 1.1
1632 root 1.245 if (player *pl = who->contr)
1633     {
1634     who->statusmsg (format ("You ready %s.", query_name (op)));
1635 root 1.14
1636 root 1.245 if (op->type == BOW)
1637     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1638 root 1.14
1639 root 1.245 change_abil (who, op);
1640     }
1641     else
1642     {
1643     if (op->type == BOW)
1644     op->flag [FLAG_READY_BOW ] = true;
1645     else
1646     op->flag [FLAG_READY_RANGE] = true;
1647     }
1648 root 1.14
1649 root 1.245 break;
1650 root 1.198
1651 root 1.245 case BUILDER:
1652     if (player *pl = who->contr)
1653     {
1654     who->statusmsg (format ("You ready your %s.", query_name (op)));
1655     //TODO: change_abil?
1656     }
1657     break;
1658 root 1.14
1659 root 1.245 default:
1660     who->statusmsg (format ("You apply %s.", query_name (op)));
1661     }
1662 root 1.23
1663 root 1.254 op->set_flag (FLAG_APPLIED);
1664 root 1.14
1665 root 1.245 if (tmp) who->insert (tmp);
1666 root 1.14
1667 root 1.245 who->update_stats ();
1668 root 1.14
1669 root 1.245 /* We exclude spell casting objects. The fire code will set the
1670     * been applied flag when they are used - until that point,
1671     * you don't know anything about them.
1672     */
1673     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1674 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1675 root 1.14
1676 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1677 root 1.245 if (who->type == PLAYER)
1678     {
1679     who->failmsg (
1680     "Oops, it feels deadly cold! "
1681     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1682     );
1683 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1684 root 1.245 }
1685 root 1.22
1686 root 1.245 if (object *pl = op->visible_to ())
1687     esrv_send_item (pl, op);
1688 root 1.14
1689 root 1.245 return 0;
1690     }
1691 root 1.14
1692 root 1.245 /**
1693     * Check if op should abort moving victim because of it's race or slaying.
1694     * Returns 1 if it should abort, returns 0 if it should continue.
1695     */
1696     int
1697     should_director_abort (object *op, object *victim)
1698     {
1699     int arch_flag, name_flag, race_flag;
1700 root 1.22
1701 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1702     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1703     * the next is the name flag, and the last is the race flag. Also note,
1704     * if subtype is set to zero, that also goes to defaults of all affecting
1705     * it. Examples:
1706     * subtype 1: only arch
1707     * subtype 3: arch or name
1708     * subtype 5: arch or race
1709     * subtype 7: all three
1710     */
1711     if (op->subtype)
1712     {
1713     arch_flag = op->subtype & 1;
1714     name_flag = op->subtype & 2;
1715     race_flag = op->subtype & 4;
1716     }
1717     else
1718     {
1719     arch_flag = 1;
1720     name_flag = 1;
1721     race_flag = 1;
1722     }
1723 root 1.14
1724 root 1.245 /* If the director has race set, only affect objects with a arch,
1725     * name or race that matches.
1726     */
1727     if ((op->race) &&
1728     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1729     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1730     ((!(victim->race && race_flag) || op->race != victim->race)))
1731     return 1;
1732 root 1.14
1733 root 1.245 /* If the director has slaying set, only affect objects where none
1734     * of arch, name, or race match.
1735     */
1736     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1737     ((victim->name && name_flag && op->slaying == victim->name)) ||
1738     ((victim->race && race_flag && op->slaying == victim->race)))
1739     return 1;
1740 root 1.118
1741 root 1.245 return 0;
1742     }
1743 root 1.14
1744 root 1.245 /**
1745     * This handles a player dropping money on an altar to identify stuff.
1746     * It'll identify marked item, if none all items up to dropped money.
1747     * Return value: 1 if money was destroyed, 0 if not.
1748     */
1749     static int
1750     apply_id_altar (object *money, object *altar, object *pl)
1751     {
1752     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753 root 1.14
1754 root 1.245 if (!pl || pl->type != PLAYER)
1755     return 0;
1756 root 1.14
1757 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1758     * identifying' from being printed out more than it needs to be.
1759     */
1760     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1761     return 0;
1762 root 1.23
1763 root 1.245 /* if the player has a marked item, identify that if it needs to be
1764     * identified. If it doesn't, then go through the player inventory.
1765     */
1766     if (object *marked = find_marked_object (pl))
1767 root 1.254 if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked))
1768 root 1.245 {
1769     if (operate_altar (altar, &money, pl))
1770     {
1771     identify (marked);
1772 root 1.23
1773 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1774     if (marked->msg)
1775     buf << "The item has a story:\r" << marked->msg << "\n\n";
1776 root 1.23
1777 root 1.245 return !money;
1778     }
1779     }
1780 root 1.14
1781 root 1.245 for (object *id = pl->inv; id; id = id->below)
1782     {
1783 root 1.254 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id))
1784 root 1.245 {
1785     if (operate_altar (altar, &money, pl))
1786     {
1787     identify (id);
1788 root 1.55
1789 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1790     if (id->msg)
1791     buf << "The item has a story:\r" << id->msg << "\n\n";
1792 root 1.14
1793 root 1.245 /* If no more money, might as well quit now */
1794     if (!money || !check_altar_sacrifice (altar, money))
1795     break;
1796     }
1797     else
1798     {
1799     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1800     break;
1801     }
1802     }
1803     }
1804 root 1.23
1805 root 1.245 if (buf.empty ())
1806     pl->failmsg ("You have nothing that needs identifying");
1807     else
1808     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1809 root 1.23
1810 root 1.245 return !money;
1811     }
1812 root 1.23
1813 root 1.245 /**
1814     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1815     * matching item.
1816     **/
1817     void
1818     handle_apply_yield (object *tmp)
1819     {
1820     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1821     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1822 elmex 1.1 }
1823    
1824     /**
1825 root 1.245 * Handles applying a potion.
1826 elmex 1.1 */
1827 root 1.245 int
1828     apply_potion (object *op, object *tmp)
1829 elmex 1.1 {
1830 root 1.245 int got_one = 0, i;
1831     object *force = 0;
1832 root 1.22
1833 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1834 root 1.112
1835 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1836 root 1.22 {
1837 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1838 elmex 1.1
1839 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1840 root 1.245 return 0;
1841 elmex 1.1 }
1842 root 1.112
1843 root 1.245 if (op->type == PLAYER)
1844 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1845 root 1.245 identify (tmp);
1846 elmex 1.1
1847 root 1.245 handle_apply_yield (tmp);
1848 elmex 1.223
1849 root 1.245 /* Potion of restoration - only for players */
1850     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1851     {
1852     object *depl;
1853     archetype *at;
1854 root 1.22
1855 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1856 root 1.245 {
1857     op->drain_stat ();
1858     op->update_stats ();
1859     tmp->decrease ();
1860     return 1;
1861     }
1862 root 1.22
1863 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1864 root 1.22 {
1865 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1866     return 0;
1867 root 1.22 }
1868 root 1.41
1869 root 1.245 depl = present_arch_in_ob (at, op);
1870 elmex 1.1
1871 root 1.245 if (depl)
1872     {
1873     for (i = 0; i < NUM_STATS; i++)
1874     if (depl->stats.stat (i))
1875     op->statusmsg (restore_msg[i]);
1876 root 1.208
1877 root 1.245 depl->destroy ();
1878     op->update_stats ();
1879 root 1.208 }
1880 root 1.245 else
1881     op->statusmsg ("Your potion had no effect.");
1882 root 1.208
1883 root 1.245 tmp->decrease ();
1884     return 1;
1885 elmex 1.1 }
1886    
1887 root 1.245 /* improvement potion - only for players */
1888     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1889 root 1.22 {
1890 root 1.245 for (i = 1; i < min (11, op->level); i++)
1891     {
1892 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1893 root 1.245 {
1894     if (op->contr->levhp[i] != 1)
1895     {
1896     op->contr->levhp[i] = 1;
1897     break;
1898     }
1899 elmex 1.1
1900 root 1.245 if (op->contr->levsp[i] != 1)
1901     {
1902     op->contr->levsp[i] = 1;
1903     break;
1904     }
1905 elmex 1.1
1906 root 1.245 if (op->contr->levgrace[i] != 1)
1907     {
1908     op->contr->levgrace[i] = 1;
1909     break;
1910     }
1911     }
1912     else
1913     {
1914     if (op->contr->levhp[i] < 9)
1915     {
1916     op->contr->levhp[i] = 9;
1917     break;
1918     }
1919 root 1.118
1920 root 1.245 if (op->contr->levsp[i] < 6)
1921     {
1922     op->contr->levsp[i] = 6;
1923     break;
1924     }
1925 root 1.22
1926 root 1.245 if (op->contr->levgrace[i] < 3)
1927     {
1928     op->contr->levgrace[i] = 3;
1929     break;
1930     }
1931     }
1932     }
1933 elmex 1.1
1934 root 1.245 /* Just makes checking easier */
1935     if (i < min (11, op->level))
1936     got_one = 1;
1937 elmex 1.1
1938 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1939 root 1.245 {
1940     if (got_one)
1941     {
1942     op->update_stats ();
1943     op->statusmsg ("The Gods smile upon you and remake you "
1944     "a little more in their image. "
1945     "You feel a little more perfect.", NDI_GREEN);
1946     }
1947     else
1948     op->statusmsg ("The potion had no effect - you are already perfect.");
1949     }
1950     else
1951     { /* cursed potion */
1952     if (got_one)
1953     {
1954     op->update_stats ();
1955     op->failmsg ("The Gods are angry and punish you.");
1956     }
1957     else
1958     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1959     }
1960 root 1.22
1961 root 1.245 tmp->decrease ();
1962     return 1;
1963 root 1.22 }
1964 elmex 1.1
1965 root 1.22
1966 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1967     * and heroism all fit into this category. Given the spell object code,
1968     * there is no limit to the number of spells that potions can be cast,
1969     * but direction is problematic to try and imbue fireball potions for example.
1970 root 1.22 */
1971 root 1.245 if (tmp->inv)
1972 root 1.22 {
1973 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1974 root 1.22 {
1975 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1976     create_exploding_ball_at (op, op->level);
1977 root 1.14 }
1978 root 1.22 else
1979 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1980 root 1.114
1981 root 1.245 tmp->decrease ();
1982 root 1.22
1983 root 1.245 /* if youre dead, no point in doing this... */
1984 root 1.254 if (!op->flag [FLAG_REMOVED])
1985 root 1.245 op->update_stats ();
1986 root 1.22
1987 root 1.245 return 1;
1988 root 1.22 }
1989    
1990 root 1.245 /* Deal with protection potions */
1991     force = NULL;
1992     for (i = 0; i < NROFATTACKS; i++)
1993     {
1994     if (tmp->resist[i])
1995     {
1996     if (!force)
1997     force = get_archetype (FORCE_NAME);
1998 root 1.32
1999 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2000     force->type = POTION_EFFECT;
2001     break; /* Only need to find one protection since we copy entire batch */
2002     }
2003 root 1.22 }
2004 root 1.31
2005 root 1.245 /* This is a protection potion */
2006     if (force)
2007 root 1.22 {
2008 root 1.245 /* cursed items last longer */
2009 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2010 root 1.245 {
2011     force->stats.food *= 10;
2012     for (i = 0; i < NROFATTACKS; i++)
2013     if (force->resist[i] > 0)
2014     force->resist[i] = -force->resist[i]; /* prot => vuln */
2015     }
2016 root 1.22
2017 root 1.245 force->speed_left = -1;
2018     force = insert_ob_in_ob (force, op);
2019 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2020     force->set_flag (FLAG_APPLIED);
2021 root 1.245 change_abil (op, force);
2022     tmp->decrease ();
2023     return 1;
2024 elmex 1.1 }
2025 root 1.22
2026 root 1.245 /* Only thing left are the stat potions */
2027     if (op->type == PLAYER)
2028     { /* only for players */
2029 root 1.254 if ((tmp->flag [FLAG_CURSED]
2030     || tmp->flag [FLAG_DAMNED])
2031 root 1.245 && tmp->value != 0)
2032 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2033 root 1.245 else
2034 root 1.254 tmp->set_flag (FLAG_APPLIED);
2035 root 1.25
2036 root 1.245 if (!change_abil (op, tmp))
2037     op->statusmsg ("Nothing happened.");
2038 elmex 1.1 }
2039    
2040 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2041     * that were grouped with the one consumed, his
2042     * stat will not be raised by them. fix_player just clears
2043     * up all the stats.
2044 root 1.22 */
2045 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2046 root 1.245 op->update_stats ();
2047     tmp->decrease ();
2048     return 1;
2049     }
2050 root 1.22
2051 root 1.245 /**
2052     * 'victim' moves onto 'trap'
2053     * 'victim' leaves 'trap'
2054     * effect is determined by move_on/move_off of trap and move_type of victime.
2055     *
2056     * originator: Player, monster or other object that caused 'victim' to move
2057     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2058     * However, some types of traps require an originator to function.
2059 elmex 1.1 */
2060 root 1.22 void
2061 root 1.245 move_apply (object *trap, object *victim, object *originator)
2062 elmex 1.1 {
2063 root 1.245 static int recursion_depth = 0;
2064    
2065     /* Only exits affect DMs. */
2066 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2067 root 1.245 return;
2068 elmex 1.1
2069 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2070     * possibly unlimited recursion.
2071     */
2072     /* The following was changed because it was causing perfectly correct
2073     * maps to fail. 1) it's not an error to recurse:
2074     * rune detonates, summoning monster. monster lands on nearby rune.
2075     * nearby rune detonates. This sort of recursion is expected and
2076     * proper. This code was causing needless crashes.
2077     */
2078     if (recursion_depth >= 500)
2079 root 1.22 {
2080 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2081     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2082 root 1.22 return;
2083 elmex 1.1 }
2084    
2085 root 1.245 recursion_depth++;
2086     if (trap->head)
2087     trap = trap->head;
2088    
2089     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090     switch (trap->type)
2091     {
2092     case PLAYERMOVER:
2093     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094     {
2095     if (!trap->stats.maxsp)
2096     trap->stats.maxsp = 2;
2097 elmex 1.1
2098 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2099     * should be divided by trap->speed
2100     */
2101     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102 elmex 1.1
2103 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2104     * above with some objects have zero speed, and thus the player
2105     * getting permanently paralyzed.
2106     */
2107     if (victim->speed_left < -50.f)
2108     victim->speed_left = -50.f;
2109     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2110     }
2111     break;
2112 elmex 1.1
2113 root 1.245 case SPINNER:
2114     if (victim->direction)
2115     {
2116     victim->direction = absdir (victim->direction - trap->stats.sp);
2117     update_turn_face (victim);
2118     }
2119     break;
2120 elmex 1.1
2121 root 1.245 case DIRECTOR:
2122     if (victim->direction && !should_director_abort (trap, victim))
2123     {
2124     victim->direction = trap->stats.sp;
2125     update_turn_face (victim);
2126     }
2127     break;
2128 elmex 1.1
2129 root 1.245 case BUTTON:
2130     case PEDESTAL:
2131     case T_MATCH:
2132     update_button (trap, originator);
2133     break;
2134 elmex 1.1
2135 root 1.245 case ALTAR:
2136     /* sacrifice victim on trap */
2137     apply_altar (trap, victim, originator);
2138     break;
2139 elmex 1.1
2140 root 1.245 case THROWN_OBJ:
2141     if (trap->inv == NULL)
2142     break;
2143     /* fallthrough */
2144 elmex 1.1
2145 root 1.245 case ARROW:
2146     /* bad bug: monster throw a object, make a step forwards, step on object ,
2147     * trigger this here and get hit by own missile - and will be own enemy.
2148     * Victim then is his own enemy and will start to kill herself (this is
2149     * removed) but we have not synced victim and his missile. To avoid senseless
2150     * action, we avoid hits here
2151     */
2152 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2153 root 1.245 && trap->owner != victim)
2154     hit_with_arrow (trap, victim);
2155     break;
2156 root 1.22
2157 root 1.245 case SPELL_EFFECT:
2158     apply_spell_effect (trap, victim);
2159     break;
2160 root 1.99
2161 root 1.245 case TRAPDOOR:
2162     {
2163     int max, sound_was_played;
2164     object *ab, *ab_next;
2165 elmex 1.1
2166 root 1.245 if (!trap->value)
2167     {
2168     int tot;
2169 root 1.22
2170 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2171     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2172     tot += ab->head_ ()->total_weight ();
2173 root 1.37
2174 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2175     break;
2176 elmex 1.1
2177 root 1.245 SET_ANIMATION (trap, trap->value);
2178     update_object (trap, UP_OBJ_FACE);
2179     }
2180 elmex 1.1
2181 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2182     {
2183     /* need to set this up, since if we do transfer the object,
2184     * ab->above would be bogus
2185     */
2186     ab_next = ab->above;
2187 root 1.22
2188 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2189     {
2190     if (!sound_was_played)
2191     {
2192     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2193     sound_was_played = 1;
2194     }
2195 root 1.22
2196 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2197     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2198     }
2199     }
2200     break;
2201     }
2202 root 1.22
2203 root 1.245 case CONVERTER:
2204     if (convert_item (victim, trap) < 0)
2205     {
2206 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2207 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2208     }
2209 root 1.22
2210 root 1.245 break;
2211 root 1.22
2212 root 1.245 case TRIGGER_BUTTON:
2213     case TRIGGER_PEDESTAL:
2214     case TRIGGER_ALTAR:
2215     check_trigger (trap, victim, originator);
2216     break;
2217 root 1.124
2218 root 1.245 case DEEP_SWAMP:
2219     walk_on_deep_swamp (trap, victim);
2220     break;
2221 root 1.22
2222 root 1.245 case CHECK_INV:
2223     check_inv (victim, trap);
2224     break;
2225 root 1.22
2226 root 1.245 case HOLE:
2227     move_apply_hole (trap, victim);
2228     break;
2229 root 1.22
2230 root 1.245 case EXIT:
2231     if (victim->type == PLAYER && EXIT_PATH (trap))
2232     {
2233     /* Basically, don't show exits leading to random maps the
2234     * players output.
2235     */
2236     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2237     victim->statusmsg (trap->msg, NDI_NAVY);
2238 root 1.22
2239 root 1.245 trap->play_sound (trap->sound);
2240     victim->enter_exit (trap);
2241     }
2242     break;
2243 root 1.22
2244 root 1.245 case ENCOUNTER:
2245     /* may be some leftovers on this */
2246     break;
2247 root 1.22
2248 root 1.245 case SHOP_MAT:
2249     apply_shop_mat (trap, victim);
2250     break;
2251 root 1.22
2252 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2253     case IDENTIFY_ALTAR:
2254     apply_id_altar (victim, trap, originator);
2255     break;
2256 root 1.22
2257 root 1.245 case SIGN:
2258     if (victim->type != PLAYER && trap->stats.food > 0)
2259     break; /* monsters musn't apply magic_mouths with counters */
2260 root 1.22
2261 root 1.245 apply_sign (victim, trap, 1);
2262     break;
2263 root 1.22
2264 root 1.245 case CONTAINER:
2265     apply_container (victim, trap);
2266     break;
2267 root 1.22
2268 root 1.245 case RUNE:
2269     case TRAP:
2270 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2271 root 1.245 spring_trap (trap, victim);
2272     break;
2273 root 1.22
2274 root 1.245 default:
2275     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2276     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2277     break;
2278     }
2279 root 1.124
2280 root 1.245 recursion_depth--;
2281     }
2282 root 1.124
2283 root 1.245 /**
2284     * Handles reading a regular (ie not containing a spell) book.
2285     */
2286     static void
2287     apply_book (object *op, object *tmp)
2288     {
2289     int lev_diff;
2290     object *skill_ob;
2291 root 1.22
2292 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2293 root 1.245 {
2294     op->failmsg ("You are unable to read while blind!");
2295     return;
2296     }
2297 root 1.22
2298 root 1.245 if (!tmp->msg)
2299 root 1.22 {
2300 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2301 root 1.245 return;
2302     }
2303 root 1.22
2304 root 1.245 /* need a literacy skill to read stuff! */
2305     skill_ob = find_skill_by_name (op, tmp->skill);
2306     if (!skill_ob)
2307     {
2308 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2309 root 1.245 return;
2310 root 1.22 }
2311    
2312 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2313 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2314 root 1.22 {
2315 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2316     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2317     : lev_diff < 5 ? "This book is beyond your comprehension."
2318     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2319     : lev_diff < 15 ? "This book is way beyond your comprehension."
2320     : "This book is totally beyond your comprehension.");
2321     return;
2322     }
2323    
2324     // we currently don't use the message types for anything.
2325     // readable_message_type *msgType = get_readable_message_type (tmp);
2326    
2327     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2328    
2329     if (player *pl = op->contr)
2330     if (client *ns = pl->ns)
2331     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2332    
2333     /* gain xp from reading */
2334 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2335 root 1.245 { /* only if not read before */
2336     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2337 root 1.22
2338 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2339 root 1.22 {
2340 root 1.245 /*exp_gain *= 2; because they just identified it too */
2341 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2342 root 1.245
2343     if (object *pl = tmp->visible_to ())
2344     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2345 root 1.22 }
2346 root 1.245
2347     change_exp (op, exp_gain, skill_ob->skill, 0);
2348 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2349 elmex 1.1 }
2350     }
2351    
2352     /**
2353 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2354     * scroll_failure()- hacked directly from spell_failure
2355 root 1.208 */
2356     static void
2357 root 1.245 scroll_failure (object *op, int failure, int power)
2358 root 1.208 {
2359 root 1.245 if (abs (failure / 4) > power)
2360     power = abs (failure / 4); /* set minimum effect */
2361    
2362     if (failure <= -1 && failure > -15)
2363     { /* wonder */
2364     object *tmp;
2365 root 1.208
2366 root 1.245 op->failmsg ("Your spell warps!");
2367     tmp = get_archetype (SPELL_WONDER);
2368     cast_wonder (op, op, 0, tmp);
2369     tmp->destroy ();
2370     }
2371     else if (failure <= -15 && failure > -35)
2372     { /* drain mana */
2373     op->failmsg ("Your mana is drained!");
2374     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2375     if (op->stats.sp < 0)
2376     op->stats.sp = 0;
2377     }
2378     else if (settings.spell_failure_effects == TRUE)
2379 root 1.208 {
2380 root 1.245 if (failure <= -35 && failure > -60)
2381     { /* confusion */
2382     op->failmsg ("The magic recoils on you!");
2383     confuse_player (op, op, power);
2384     }
2385     else if (failure <= -60 && failure > -70)
2386     { /* paralysis */
2387     op->failmsg ("The magic recoils and paralyzes you!");
2388     paralyze_player (op, op, power);
2389     }
2390     else if (failure <= -70 && failure > -80)
2391     { /* blind */
2392     op->failmsg ("The magic recoils on you!");
2393     blind_player (op, op, power);
2394     }
2395     else if (failure <= -80)
2396     { /* blast the immediate area */
2397     object *tmp = get_archetype (LOOSE_MANA);
2398     cast_magic_storm (op, tmp, power);
2399     op->failmsg ("You unleash uncontrolled mana!");
2400     tmp->destroy ();
2401 root 1.208 }
2402     }
2403     }
2404    
2405     /**
2406 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2407     * op is the person learning the skill, tmp is the skill scroll object
2408 elmex 1.1 */
2409 root 1.22 static void
2410 root 1.245 apply_skillscroll (object *op, object *tmp)
2411 elmex 1.1 {
2412 root 1.245 switch (learn_skill (op, tmp))
2413     {
2414     case 0:
2415     op->play_sound (sound_find ("generic_fail"));
2416 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2417 root 1.245 break;
2418    
2419     case 1:
2420     tmp->decrease ();
2421     op->play_sound (sound_find ("skill_learn"));
2422     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2423     break;
2424 elmex 1.1
2425 root 1.245 default:
2426     tmp->decrease ();
2427     op->play_sound (sound_find ("generic_fail"));
2428 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2429 root 1.245 break;
2430 elmex 1.1 }
2431 root 1.245 }
2432 root 1.51
2433 root 1.245 /**
2434     * Actually makes op learn spell.
2435     * Informs player of what happens.
2436     */
2437     void
2438     do_learn_spell (object *op, object *spell, int special_prayer)
2439     {
2440     object *tmp;
2441 root 1.51
2442 root 1.245 if (op->type != PLAYER)
2443 root 1.22 {
2444 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2445 elmex 1.1 return;
2446     }
2447 root 1.51
2448 root 1.245 /* Upgrade special prayers to normal prayers */
2449     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2450 elmex 1.1 {
2451 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2452 root 1.245 {
2453     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2454     return;
2455     }
2456 root 1.22 return;
2457 elmex 1.1 }
2458    
2459 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2460    
2461     tmp = spell->clone ();
2462     insert_ob_in_ob (tmp, op);
2463    
2464     if (special_prayer)
2465 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2466 root 1.245
2467     esrv_add_spells (op->contr, tmp);
2468 elmex 1.1 }
2469    
2470 root 1.245 /**
2471     * Erases spell from player's inventory.
2472     */
2473 root 1.151 void
2474 root 1.245 do_forget_spell (object *op, const char *spell)
2475 elmex 1.1 {
2476 root 1.245 object *spob;
2477 root 1.158
2478 root 1.245 if (op->type != PLAYER)
2479 root 1.22 {
2480 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2481     return;
2482 elmex 1.1 }
2483 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2484 root 1.22 {
2485 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2486     return;
2487 elmex 1.1 }
2488 root 1.114
2489 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2490 root 1.245 esrv_remove_spell (op->contr, spob);
2491     spob->destroy ();
2492 elmex 1.1 }
2493    
2494     /**
2495 root 1.245 * Handles player applying a spellbook.
2496     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2497     * stuff like that. Random learning failure too.
2498 elmex 1.184 */
2499 root 1.245 static void
2500     apply_spellbook (object *op, object *tmp)
2501 elmex 1.184 {
2502 root 1.245 object *skop, *spell, *spell_skill;
2503    
2504 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2505 root 1.245 {
2506     op->failmsg ("You are unable to read while blind.");
2507     return;
2508     }
2509    
2510     /* artifact_spellbooks have 'slaying' field point to a spell name,
2511     * instead of having their spell stored in stats.sp. These are
2512     * legacy spellbooks
2513     */
2514     if (tmp->slaying)
2515 elmex 1.184 {
2516 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2517    
2518     if (!spell)
2519 elmex 1.184 {
2520 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2521 root 1.245 return;
2522 elmex 1.184 }
2523 root 1.245 else
2524     insert_ob_in_ob (spell, tmp);
2525 elmex 1.184
2526 root 1.245 tmp->slaying = 0;
2527 elmex 1.184 }
2528    
2529 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2530    
2531     /* need a literacy skill to learn spells. Also, having a literacy level
2532     * lower than the spell will make learning the spell more difficult */
2533     if (!skop)
2534 elmex 1.184 {
2535 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2536 root 1.245 return;
2537 elmex 1.184 }
2538    
2539 root 1.245 spell = tmp->inv;
2540 elmex 1.184
2541 root 1.245 if (!spell)
2542 elmex 1.184 {
2543 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2544     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2545     return;
2546 elmex 1.184 }
2547    
2548 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2549     if (skop->level < learn_level)
2550 elmex 1.187 {
2551 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.>",
2552     &tmp->skill, learn_level);
2553 root 1.245 return;
2554 elmex 1.187 }
2555    
2556 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2557 elmex 1.187
2558 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2559 root 1.245 identify (tmp);
2560 elmex 1.184
2561 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2562     * a lot of sense - special prayers are not found in spellbooks, and
2563     * if the player doesn't know the spell, doesn't make a lot of sense that
2564     * they would have a special prayer mark.
2565     */
2566     if (check_spell_known (op, spell->name))
2567 elmex 1.184 {
2568 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");
2569     return;
2570     }
2571 elmex 1.184
2572 root 1.245 if (spell->skill)
2573     {
2574     spell_skill = find_skill_by_name (op, spell->skill);
2575 elmex 1.184
2576 root 1.245 if (!spell_skill)
2577 elmex 1.184 {
2578 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2579 elmex 1.184 return;
2580     }
2581    
2582 root 1.245 if (spell_skill->level < spell->level)
2583 elmex 1.187 {
2584 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2585 elmex 1.187 return;
2586     }
2587 root 1.245 }
2588 elmex 1.187
2589 root 1.245 /* Logic as follows
2590     *
2591     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2592     *
2593     * 2- The learner's skill level in literacy adjusts the chance to learn
2594     * a spell.
2595     *
2596     * 3 -Automatically fail to learn if you read while confused
2597     *
2598     * Overall, chances are the same but a player will find having a high
2599     * literacy rate very useful! -b.t.
2600     */
2601 root 1.254 if (op->flag [FLAG_CONFUSED])
2602 root 1.245 {
2603     op->failmsg ("In your confused state you flub the wording of the text!");
2604     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2605 elmex 1.184 }
2606 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2607 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2608 elmex 1.184 {
2609 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2610     do_learn_spell (op, spell, 0);
2611 elmex 1.187
2612 root 1.245 /* xp gain to literacy for spell learning */
2613 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2614 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2615 elmex 1.184 }
2616     else
2617     {
2618 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2619     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2620 elmex 1.184 }
2621    
2622 root 1.245 tmp->decrease ();
2623 elmex 1.184 }
2624    
2625     /**
2626 root 1.245 * Handles applying a spell scroll.
2627 root 1.208 */
2628 root 1.245 void
2629     apply_scroll (object *op, object *tmp, int dir)
2630 root 1.208 {
2631 root 1.245 object *skop;
2632 root 1.208
2633 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2634 root 1.208 {
2635 root 1.245 op->failmsg ("You are unable to read while blind.");
2636 root 1.208 return;
2637     }
2638    
2639 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2640 root 1.208 {
2641 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2642 root 1.208 return;
2643     }
2644    
2645 root 1.245 if (op->type == PLAYER)
2646 root 1.208 {
2647 root 1.245 /* players need a literacy skill to read stuff! */
2648     int exp_gain = 0;
2649    
2650     /* hard code literacy - tmp->skill points to where the exp
2651     * should go for anything killed by the spell.
2652     */
2653     skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2654 root 1.208
2655 root 1.245 if (!skop)
2656 root 1.208 {
2657 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]);
2658 root 1.245 return;
2659 root 1.208 }
2660 root 1.245
2661     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2662     change_exp (op, exp_gain, skop->skill, 0);
2663 root 1.208 }
2664    
2665 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2666 root 1.245 identify (tmp);
2667    
2668     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2669    
2670     cast_spell (op, tmp, dir, tmp->inv, NULL);
2671     tmp->decrease ();
2672     }
2673    
2674     /**
2675     * Applies a treasure object - by default, chest. op
2676     * is the person doing the applying, tmp is the treasure
2677     * chest.
2678     */
2679     static void
2680     apply_treasure (object *op, object *tmp)
2681     {
2682     /* Nice side effect of this treasure creation method is that the treasure
2683     * for the chest is done when the chest is created, and put into the chest
2684     * inventory. So that when the chest burns up, the items still exist. Also
2685     * prevents people from moving chests to more difficult maps to get better
2686     * treasure
2687     */
2688     object *treas = tmp->inv;
2689 root 1.208
2690 root 1.245 if (!treas)
2691 root 1.208 {
2692 root 1.245 op->statusmsg ("The chest was empty.");
2693     tmp->decrease ();
2694 root 1.208 return;
2695     }
2696    
2697 root 1.245 while (tmp->inv)
2698     {
2699     treas = tmp->inv;
2700     treas->remove ();
2701    
2702     treas->x = op->x;
2703     treas->y = op->y;
2704     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2705 root 1.208
2706 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2707 root 1.245 spring_trap (treas, op);
2708 root 1.208
2709 root 1.245 /* If either player or container was destroyed, no need to do
2710     * further processing. I think this should be enclused with
2711     * spring trap above, as I don't think there is otherwise
2712     * any way for the treasure chest or player to get killed.
2713     */
2714     if (op->destroyed () || tmp->destroyed ())
2715     break;
2716     }
2717 root 1.208
2718 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2719     tmp->decrease (true);
2720 root 1.208 }
2721    
2722     /**
2723 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2724     * there is a chance for the dragon's skin to get improved.
2725 elmex 1.1 *
2726 root 1.245 * attributes:
2727     * object *op the object (dragon player) eating the flesh
2728     * object *meal the flesh item, getting chewed in dragon's mouth
2729     * return:
2730     * int 1 if eating successful, 0 if it doesn't work
2731 elmex 1.1 */
2732 root 1.235 static int
2733 root 1.245 dragon_eat_flesh (object *op, object *meal)
2734 elmex 1.1 {
2735 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2736     object *abil = NULL; /* pointer to dragon ability force */
2737     object *tmp = NULL; /* tmp. object */
2738    
2739     double chance; /* improvement-chance of one resistance type */
2740     double totalchance = 1; /* total chance of gaining one resistance */
2741     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2742     double mbonus = 0; /* monster bonus */
2743     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2744     int winners = 0; /* number of winners */
2745     int i; /* index */
2746    
2747     /* let's make sure and doublecheck the parameters */
2748     if (meal->type != FLESH || !op->is_dragon ())
2749     return 0;
2750    
2751     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2752     from the player's inventory */
2753     for (tmp = op->inv; tmp; tmp = tmp->below)
2754     if (tmp->type == FORCE)
2755     if (tmp->arch->archname == shstr_dragon_skin_force)
2756     skin = tmp;
2757     else if (tmp->arch->archname == shstr_dragon_ability_force)
2758     abil = tmp;
2759    
2760     /* if either skin or ability are missing, this is an old player
2761     which is not to be considered a dragon -> bail out */
2762     if (skin == NULL || abil == NULL)
2763     return 0;
2764    
2765     /* now start by filling stomache and health, according to food-value */
2766     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2767     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2768     else
2769     op->stats.hp += meal->stats.food / 50;
2770    
2771     min_it (op->stats.hp, op->stats.maxhp);
2772     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2773    
2774     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2775 elmex 1.1
2776 root 1.245 /* on to the interesting part: chances for adding resistance */
2777     for (i = 0; i < NROFATTACKS; i++)
2778 root 1.22 {
2779 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2780 root 1.22 {
2781 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2782 elmex 1.1
2783 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2784     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2785     if (i == abil->stats.exp)
2786     bonus += 5; /* additional bonus for resistance of ability-focus */
2787 root 1.8
2788 root 1.245 /* monster bonus increases with level, because high-level
2789     flesh is too rare */
2790     mbonus = op->level * 20. / ((double) settings.max_level);
2791 root 1.14
2792 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2793     ((double)settings.max_level)) - skin->resist[i];
2794 root 1.57
2795 root 1.245 if (chance >= 0.)
2796     chance += 1.;
2797     else
2798     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2799 root 1.14
2800 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2801     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2802 root 1.57
2803 root 1.245 /* doubled chance for resistance of ability-focus */
2804     if (i == abil->stats.exp)
2805     chance = min (100., chance * 2.);
2806 root 1.57
2807 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2808     if (rndm (10000) < (unsigned int)(chance * 100))
2809     {
2810     atnr_winner[winners] = i;
2811     winners++;
2812     }
2813 root 1.85
2814 root 1.245 if (chance >= 0.01)
2815     totalchance *= 1 - chance / 100;
2816 root 1.14
2817 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2818     }
2819     }
2820 root 1.122
2821 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2822     totalchance = 100 - totalchance * 100;
2823 root 1.14
2824 root 1.245 /* print message according to totalchance */
2825     const char *buf;
2826     if (totalchance > 50.)
2827     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2828     else if (totalchance > 10.)
2829     buf = format ("The %s tasted very good.", &meal->name);
2830     else if (totalchance > 1.)
2831     buf = format ("The %s tasted good.", &meal->name);
2832     else if (totalchance > 0.1)
2833     buf = format ("The %s tasted bland.", &meal->name);
2834     else if (totalchance >= 0.01)
2835     buf = format ("The %s had a boring taste.", &meal->name);
2836     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2837     buf = format ("The %s tasted strange.", &meal->name);
2838     else
2839     buf = format ("The %s had no taste.", &meal->name);
2840 root 1.14
2841 root 1.245 op->statusmsg (buf);
2842 root 1.14
2843 root 1.245 /* now choose a winner if we have any */
2844     i = -1;
2845     if (winners > 0)
2846     i = atnr_winner [rndm (winners)];
2847 root 1.14
2848 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2849     {
2850     /* resistance increased! */
2851     skin->resist[i]++;
2852     op->update_stats ();
2853 root 1.14
2854 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2855     }
2856 root 1.14
2857 root 1.245 /* if this flesh contains a new ability focus, we mark it
2858     into the ability_force and it will take effect on next level */
2859     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2860     {
2861     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2862 elmex 1.184
2863 root 1.245 if (meal->last_eat != abil->stats.exp)
2864     op->statusmsg (format (
2865     "Your metabolism prepares to focus on %s!\n"
2866     "The change will happen at level %d.",
2867     change_resist_msg[meal->last_eat],
2868     abil->level + 1
2869     ));
2870     else
2871     {
2872     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2873     abil->last_eat = 0;
2874     }
2875     }
2876 root 1.79
2877 root 1.245 return 1;
2878     }
2879 root 1.14
2880 root 1.245 /**
2881     * op eats food.
2882     * If player, takes care of messages and dragon special food.
2883     */
2884     static void
2885     apply_food (object *op, object *tmp)
2886     {
2887     int capacity_remaining;
2888 root 1.14
2889 root 1.245 if (op->type != PLAYER)
2890     op->stats.hp = op->stats.maxhp;
2891     else
2892     {
2893     /* check if this is a dragon (player), eating some flesh */
2894     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2895     ;
2896     else
2897     {
2898     /* usual case - no dragon meal: */
2899     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2900     {
2901     if (tmp->type == FOOD || tmp->type == FLESH)
2902     op->failmsg ("You feel full, but what a waste of food!");
2903     else
2904     op->statusmsg ("Most of the drink goes down your face not your throat!");
2905     }
2906 root 1.14
2907 root 1.245 tmp->play_sound (
2908     tmp->sound
2909     ? tmp->sound
2910     : tmp->type == DRINK
2911     ? sound_find ("eat_drink")
2912     : sound_find ("eat_food")
2913     );
2914 root 1.14
2915 root 1.254 if (!tmp->flag [FLAG_CURSED])
2916 root 1.245 {
2917     const char *buf;
2918 root 1.14
2919 root 1.245 if (!op->is_dragon ())
2920     {
2921     /* eating message for normal players */
2922     if (tmp->type == DRINK)
2923     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2924     else
2925     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2926     }
2927     else
2928     /* eating message for dragon players */
2929     buf = format ("The %s tasted terrible!", &tmp->name);
2930 root 1.14
2931 root 1.245 op->statusmsg (buf);
2932 root 1.22
2933 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2934     op->stats.food += tmp->stats.food;
2935     if (capacity_remaining < tmp->stats.food)
2936     op->stats.hp += capacity_remaining / 50;
2937     else
2938     op->stats.hp += tmp->stats.food / 50;
2939 root 1.14
2940 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2941     min_it (op->stats.food, MAX_FOOD);
2942     }
2943 elmex 1.1
2944 root 1.245 /* special food hack -b.t. */
2945 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2946 root 1.245 eat_special_food (op, tmp);
2947     }
2948     }
2949 root 1.14
2950 root 1.245 handle_apply_yield (tmp);
2951     tmp->decrease ();
2952 elmex 1.1 }
2953    
2954     /**
2955 root 1.245 * Handles applying an improve armor scroll.
2956     * Does some sanity checks, then calls improve_armour.
2957 elmex 1.1 */
2958 root 1.245 static void
2959     apply_armour_improver (object *op, object *tmp)
2960 elmex 1.1 {
2961 root 1.254 if (!op->flag [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 1.255 object *armor = find_marked_object (op);
2968 root 1.245
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 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2984     {
2985     op->failmsg ("You are unable to take off your armour to improve it!");
2986     return;
2987     }
2988    
2989 root 1.245 op->statusmsg ("Applying armour enchantment.");
2990     improve_armour (op, tmp, armor);
2991 elmex 1.1 }
2992    
2993 root 1.245 void
2994     apply_poison (object *op, object *tmp)
2995 elmex 1.1 {
2996 root 1.245 // need to do it now when it is still on the map
2997     handle_apply_yield (tmp);
2998 root 1.12
2999 root 1.245 object *poison = tmp->split (1);
3000 root 1.233
3001 root 1.245 if (op->type == PLAYER)
3002     {
3003     op->contr->play_sound (sound_find ("drink_poison"));
3004     op->failmsg ("Yech! That tasted poisonous!");
3005     op->contr->killer = poison;
3006     }
3007 root 1.76
3008 root 1.245 if (poison->stats.hp > 0)
3009 root 1.22 {
3010 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3011     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3012     }
3013    
3014     op->stats.food -= op->stats.food / 4;
3015     poison->destroy ();
3016     }
3017 root 1.233
3018 root 1.245 /**
3019     * This function will try to apply a lighter and in case no lighter
3020     * is specified it will try to find a lighter in the players inventory,
3021     * and inform him about this requirement.
3022     *
3023     * who - the player
3024     * op - the item we want to light
3025     * lighter - the lighter or 0 if a lighter has yet to be found
3026     */
3027     static object *
3028     auto_apply_lighter (object *who, object *op, object *lighter)
3029     {
3030     if (lighter == 0)
3031     {
3032     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3033     {
3034     if (tmp->type == LIGHTER)
3035     {
3036     lighter = tmp;
3037     break;
3038     }
3039     }
3040 root 1.233
3041 root 1.245 if (!lighter)
3042     {
3043 root 1.252 who->failmsgf (
3044 root 1.245 "You can't light up the %s with your bare hands! "
3045     "H<You need a lighter in your inventory, for example a flint and steel.>",
3046 root 1.252 &op->name
3047     );
3048 root 1.245 return 0;
3049     }
3050     }
3051 root 1.233
3052 root 1.245 // last_eat == 0 means the lighter is not being used up!
3053     if (lighter->last_eat && lighter->stats.food)
3054     {
3055     /* lighter gets used up */
3056     lighter = lighter->split ();
3057     lighter->stats.food--;
3058     who->insert (lighter);
3059     }
3060     else if (lighter->last_eat)
3061     {
3062     /* no charges left in lighter */
3063 root 1.252 who->failmsgf (
3064 root 1.245 "You attempt to light the %s with a used up %s.",
3065 root 1.252 &op->name, &lighter->name
3066     );
3067 root 1.245 return 0;
3068     }
3069 root 1.233
3070 root 1.245 return lighter;
3071     }
3072 root 1.96
3073 root 1.245 /**
3074     * Designed primarily to light torches/lanterns/etc.
3075     * Also burns up burnable material too. First object in the inventory is
3076     * the selected object to "burn". -b.t.
3077     */
3078     static void
3079     apply_lighter (object *who, object *lighter)
3080     {
3081     object *item;
3082     int is_player_env = 0;
3083 root 1.232
3084 root 1.245 item = find_marked_object (who);
3085     if (item)
3086     {
3087     if (!auto_apply_lighter (who, item, lighter))
3088     return;
3089 root 1.76
3090 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3091     * I can't see many times when you would want to light multiple
3092     * objects at once.
3093     */
3094 root 1.14
3095 root 1.245 save_throw_object (item, AT_FIRE, who);
3096 root 1.79
3097 root 1.245 if (item->destroyed ()
3098     || ((item->type == LAMP || item->type == TORCH)
3099     && item->glow_radius > 0))
3100     who->statusmsg (format (
3101     "You light the %s with the %s.",
3102 root 1.252 &item->name, &lighter->name
3103     ));
3104 root 1.245 else
3105 root 1.252 who->failmsgf (
3106 root 1.245 "You attempt to light the %s with the %s and fail.",
3107 root 1.252 &item->name, &lighter->name
3108     );
3109 elmex 1.1 }
3110 root 1.245 else
3111     who->failmsg ("You need to mark a lightable object.");
3112 elmex 1.1 }
3113    
3114     /**
3115 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3116 elmex 1.1 */
3117 root 1.245 static void
3118     player_apply_lamp_cursed_effect (object *who, object *op)
3119 elmex 1.1 {
3120 root 1.245 if (op->level)
3121     {
3122 root 1.252 who->failmsgf (
3123 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3124 root 1.252 &op->name
3125     );
3126 root 1.245 create_exploding_ball_at (who, op->level);
3127     }
3128     else
3129     {
3130 root 1.252 who->failmsgf (
3131 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3132 root 1.252 &op->name
3133     );
3134 root 1.245 }
3135 elmex 1.1
3136 root 1.245 op->destroy ();
3137 elmex 1.1 }
3138    
3139     /**
3140 root 1.245 * Apply for players and lamps
3141     *
3142     * who - the player
3143     * op - the lamp
3144 elmex 1.1 */
3145 root 1.245 static void
3146     player_apply_lamp (object *who, object *op)
3147     {
3148     bool switch_on = op->glow_radius ? false : true;
3149 root 1.114
3150 root 1.245 if (switch_on)
3151     {
3152     object *lighter = 0;
3153    
3154     if (op->flag [FLAG_IS_LIGHTABLE]
3155     && !(lighter = auto_apply_lighter (who, op, 0)))
3156     return;
3157    
3158     if (op->stats.food < 1)
3159     {
3160     if (op->type == LAMP)
3161 root 1.252 who->failmsgf (
3162 root 1.245 "The %s is out of fuel! "
3163     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3164 root 1.252 &op->name
3165     );
3166 root 1.245 else
3167 root 1.252 who->failmsgf (
3168 root 1.245 "The %s is burnt out! "
3169     "H<Torches and similar items burn out and become worthless.>",
3170 root 1.252 &op->name
3171     );
3172 root 1.245 return;
3173     }
3174 root 1.114
3175 root 1.245 if (op->flag [FLAG_CURSED])
3176     {
3177     player_apply_lamp_cursed_effect (who, op);
3178     return;
3179     }
3180 elmex 1.1
3181 root 1.245 if (lighter)
3182     who->statusmsg (format (
3183     "You light up the %s with the %s.", &op->name, &lighter->name));
3184     else
3185     who->statusmsg (format ("You light up the %s.", &op->name));
3186     }
3187     else
3188 root 1.22 {
3189 root 1.245 if (op->flag [FLAG_CURSED])
3190 root 1.22 {
3191 root 1.245 player_apply_lamp_cursed_effect (who, op);
3192     return;
3193     }
3194 root 1.14
3195 root 1.245 if (op->type == TORCH)
3196     {
3197     if (!op->flag [FLAG_IS_LIGHTABLE])
3198 root 1.22 {
3199 root 1.245 who->statusmsg (format (
3200     "You put out the %s. "
3201     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3202     &op->name, &op->name));
3203     }
3204     else
3205     who->statusmsg (format (
3206     "You put out the %s."
3207     "H<Torches wear out if you put them out.>",
3208     &op->name));
3209     }
3210     else
3211     who->statusmsg (format ("You turn off the %s.", &op->name));
3212     }
3213 root 1.81
3214 root 1.245 apply_lamp (op, switch_on);
3215     }
3216 root 1.81
3217 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3218     {
3219     op->animation_id = a->animation_id;
3220     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3221     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3222     op->anim_speed = a->anim_speed;
3223     op->last_anim = 0;
3224     op->state = 0;
3225     op->face = a->face;
3226 root 1.81
3227 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3228     {
3229     SET_ANIMATION(op, 0);
3230     animate_object (op, op->direction);
3231     }
3232     else
3233     update_object (op, UP_OBJ_FACE);
3234 elmex 1.1 }
3235    
3236     /**
3237 root 1.245 * Apply for LAMPs and TORCHes.
3238 elmex 1.1 *
3239 root 1.245 * op - the lamp
3240     * switch_on - a flag which says whether the lamp should be switched on or off
3241 elmex 1.1 */
3242 root 1.245 void apply_lamp (object *op, bool switch_on)
3243 elmex 1.1 {
3244 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3245     op->set_speed (switch_on ? op->arch->speed : 0);
3246 root 1.22
3247 root 1.245 // torches wear out if you put them out
3248     if (op->type == TORCH && !switch_on)
3249 root 1.22 {
3250 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3251 root 1.22 {
3252 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3253     if (op->stats.food < 0)
3254     op->stats.food = 0;
3255     }
3256     else
3257     op->stats.food = 0;
3258     }
3259 elmex 1.1
3260 root 1.245 // lamps and torched get worthless when used up
3261     if (op->stats.food <= 0)
3262     op->value = 0;
3263 root 1.22
3264 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3265     // still animated ;-/
3266     if (op->other_arch)
3267     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3268 root 1.96
3269 root 1.245 if (object *pl = op->visible_to ())
3270     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3271     }
3272 root 1.78
3273 root 1.245 /**
3274     * This handles items of type 'transformer'.
3275     * Basically those items, used with a marked item, transform both items into something
3276     * else.
3277     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3278     * Change information is contained in the 'slaying' field of the marked item.
3279     * The format is as follow: transformer:[number ]yield[;transformer:...].
3280     * This way an item can be transformed in many things, and/or many objects.
3281     * The 'slaying' field for transformer is used as verb for the action.
3282     */
3283     static void
3284     apply_item_transformer (object *pl, object *transformer)
3285     {
3286     object *marked;
3287     object *new_item;
3288     const char *find;
3289     char *separator;
3290     int yield;
3291     char got[MAX_BUF];
3292     int len;
3293 root 1.22
3294 root 1.245 if (!pl || !transformer)
3295     return;
3296 root 1.22
3297 root 1.245 marked = find_marked_object (pl);
3298 root 1.76
3299 root 1.245 if (!marked)
3300     {
3301 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 root 1.245 return;
3303     }
3304 root 1.22
3305 root 1.245 if (!marked->slaying)
3306 root 1.22 {
3307 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 root 1.245 return;
3309     }
3310 root 1.78
3311 root 1.245 /* check whether they are compatible or not */
3312     find = strstr (&marked->slaying, transformer->arch->archname);
3313     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314     {
3315 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 root 1.245 return;
3317 elmex 1.1 }
3318 root 1.76
3319 root 1.245 find += strlen (transformer->arch->archname) + 1;
3320     /* Item can be used, now find how many and what it yields */
3321     if (isdigit (*(find)))
3322 root 1.243 {
3323 root 1.245 yield = atoi (find);
3324     if (yield < 1)
3325 root 1.243 {
3326 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327     yield = 1;
3328 root 1.243 }
3329     }
3330 root 1.245 else
3331     yield = 1;
3332 root 1.243
3333 root 1.245 while (isdigit (*find))
3334     find++;
3335 root 1.234
3336 root 1.245 while (*find == ' ')
3337     find++;
3338 root 1.233
3339 root 1.245 memset (got, 0, MAX_BUF);
3340 root 1.235
3341 root 1.245 if ((separator = (char *) strchr (find, ';')))
3342     len = separator - find;
3343     else
3344     len = strlen (find);
3345 root 1.234
3346 root 1.245 min_it (len, MAX_BUF - 1);
3347 root 1.235
3348 root 1.245 strcpy (got, find);
3349     got[len] = '\0';
3350 root 1.244
3351 root 1.245 /* Now create new item, remove used ones when required. */
3352     new_item = get_archetype (got);
3353     if (!new_item)
3354     {
3355 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 root 1.245 return;
3357 root 1.234 }
3358    
3359 root 1.245 new_item->nrof = yield;
3360 root 1.234
3361 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362 root 1.233
3363 root 1.245 pl->insert (new_item);
3364     /* Eat up one item */
3365     marked->decrease ();
3366 root 1.233
3367 root 1.245 /* Eat one transformer if needed */
3368     if (transformer->stats.food)
3369     if (--transformer->stats.food == 0)
3370     transformer->decrease ();
3371 root 1.233 }
3372    
3373 elmex 1.1 /**
3374 root 1.245 * Main apply handler.
3375 elmex 1.1 *
3376 root 1.245 * Checks for unpaid items before applying.
3377 elmex 1.1 *
3378 root 1.245 * Return value is currently not used
3379 elmex 1.1 *
3380 root 1.245 * who is the object that is causing object to be applied, op is the object
3381     * being applied.
3382 elmex 1.1 *
3383 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3384     * them in this function - they are passed to apply_special
3385 elmex 1.1 */
3386 root 1.245 static bool
3387     manual_apply (object *who, object *op, int aflag)
3388 elmex 1.1 {
3389 root 1.245 op = op->head_ ();
3390 elmex 1.1
3391 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 root 1.22 {
3393 root 1.245 if (who->contr)
3394     {
3395     examine (who, op);
3396     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397     return 1;
3398     }
3399     else
3400     return 0; /* monsters just skip unpaid items */
3401 elmex 1.1 }
3402    
3403 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404     return RESULT_INT (0);
3405 root 1.249 else if (apply_types_inv_only [op->type])
3406 root 1.245 {
3407     // special item, using slot system, needs to be in inv
3408     if (op->env == who)
3409     return apply_special (who, op, aflag);
3410 elmex 1.1
3411 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));
3412 root 1.245 }
3413 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3414 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3415 root 1.249 else if (apply_types [op->type])
3416 root 1.22 {
3417 root 1.245 // ordinary stuff, may be on the floor
3418     switch (op->type)
3419     {
3420     case T_HANDLE:
3421     who->play_sound (sound_find ("turn_handle"));
3422     who->statusmsg ("You turn the handle.");
3423     op->value = op->value ? 0 : 1;
3424     SET_ANIMATION (op, op->value);
3425     update_object (op, UP_OBJ_FACE);
3426     push_button (op, who);
3427     break;
3428    
3429     case TRIGGER:
3430     if (check_trigger (op, who, who))
3431     {
3432     who->statusmsg ("You turn the handle.");
3433     who->play_sound (sound_find ("turn_handle"));
3434     }
3435     else
3436     who->failmsg ("The handle doesn't move.");
3437    
3438     break;
3439    
3440     case EXIT:
3441     if (!EXIT_PATH (op))
3442 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));
3443 root 1.245 else
3444     {
3445     /* Don't display messages for random maps. */
3446     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447     who->statusmsg (op->msg, NDI_NAVY);
3448    
3449     who->enter_exit (op);
3450     }
3451    
3452     break;
3453    
3454     case INSCRIBABLE:
3455     who->statusmsg (op->msg);
3456     // maybe show a spell menu to chose from or something like that
3457     break;
3458    
3459     case SIGN:
3460     apply_sign (who, op, 0);
3461     break;
3462    
3463     case BOOK:
3464     apply_book (who, op);
3465     break;
3466    
3467     case SKILLSCROLL:
3468     apply_skillscroll (who, op);
3469     break;
3470 root 1.22
3471 root 1.245 case SPELLBOOK:
3472     apply_spellbook (who, op);
3473     break;
3474 root 1.78
3475 root 1.245 case SCROLL:
3476     apply_scroll (who, op, 0);
3477     break;
3478 elmex 1.1
3479 root 1.245 case POTION:
3480     apply_potion (who, op);
3481     break;
3482 root 1.104
3483 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484     //TODO: remove, as it is unsed?
3485     case CLOSE_CON:
3486     apply_container (who, op->env);
3487     break;
3488 root 1.78
3489 root 1.245 case CONTAINER:
3490     apply_container (who, op);
3491     break;
3492 root 1.55
3493 root 1.245 case TREASURE:
3494     apply_treasure (who, op);
3495     break;
3496 root 1.78
3497 root 1.245 case LAMP:
3498     case TORCH:
3499     player_apply_lamp (who, op);
3500     break;
3501 root 1.22
3502 root 1.245 case DRINK:
3503     case FOOD:
3504     case FLESH:
3505     apply_food (who, op);
3506     break;
3507 elmex 1.1
3508 root 1.245 case POISON:
3509     apply_poison (who, op);
3510     break;
3511 root 1.233
3512 root 1.245 case SAVEBED:
3513     break;
3514 root 1.22
3515 root 1.245 case ARMOUR_IMPROVER:
3516     apply_armour_improver (who, op);
3517     break;
3518 root 1.22
3519 root 1.245 case WEAPON_IMPROVER:
3520     check_improve_weapon (who, op);
3521     break;
3522 root 1.65
3523 root 1.245 case CLOCK:
3524     {
3525     char buf[MAX_BUF];
3526     timeofday_t tod;
3527 root 1.233
3528 root 1.245 get_tod (&tod);
3529     who->play_sound (sound_find ("sound_clock"));
3530     who->statusmsg (format (
3531     "It is %d minute%s past %d o'clock %s",
3532     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534     ));
3535     }
3536     break;
3537 root 1.78
3538 root 1.245 case MENU:
3539     shop_listing (op, who);
3540     break;
3541 root 1.14
3542 root 1.245 case POWER_CRYSTAL:
3543     apply_power_crystal (who, op); /* see egoitem.c */
3544     break;
3545 root 1.76
3546 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3547     apply_lighter (who, op);
3548     break;
3549 root 1.96
3550 root 1.245 case ITEM_TRANSFORMER:
3551     apply_item_transformer (who, op);
3552     break;
3553     }
3554 root 1.238
3555 root 1.245 return 1;
3556     }
3557     else
3558     {
3559     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560     return 0;
3561     }
3562     }
3563 root 1.238
3564 root 1.245 /**
3565     * player_apply_below attempts to apply the object 'below' the player.
3566     * If the player has an open container, we use that for below, otherwise
3567     * we use the ground.
3568     */
3569     void
3570     player_apply_below (object *pl)
3571     {
3572     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573 root 1.238
3574 root 1.245 /* If using a container, set the starting item to be the top
3575     * item in the container. Otherwise, use the map.
3576     */
3577 root 1.241
3578 root 1.245 // first try to apply "applyables"
3579     for (object *tmp = top; tmp; tmp = tmp->below)
3580 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3581 root 1.245 {
3582     // If it is visible, player can apply it.
3583     pl->apply (tmp);
3584     return;
3585     }
3586 root 1.76
3587 root 1.245 while (top && top->invisible)
3588     top = top->below;
3589 root 1.76
3590 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3591     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592     "H<There is nothing here that you can apply.>");
3593     else
3594     // next, try to explain the topmost object
3595     switch (top->type)
3596     {
3597     // TODO: all this should move to examine
3598     case ALTAR:
3599     case IDENTIFY_ALTAR:
3600 root 1.247 case TRIGGER_ALTAR:
3601 root 1.245 case CONVERTER:
3602 root 1.247 //case TRIGGER_PEDESTAL:
3603 root 1.252 pl->failmsgf (
3604 root 1.245 "You see no obvious mechanism on the %s."
3605     "H<You have to drop one or more specific items here.>",
3606     query_short_name (top)
3607 root 1.252 );
3608 root 1.245 break;
3609 root 1.22
3610 root 1.245 case BUTTON:
3611 root 1.247 case TRIGGER_BUTTON:
3612 root 1.252 pl->failmsgf (
3613 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3614     "H<You must put enough items here to activate it.>",
3615     query_short_name (top)
3616 root 1.252 );
3617 root 1.245 break;
3618 root 1.233
3619 root 1.245 default:
3620     examine (pl, top);
3621     break;
3622     }
3623     }
3624 root 1.76
3625 root 1.245 // saner interface, returns successful status
3626     bool
3627     object::apply (object *ob, int aflags)
3628     {
3629     if (!ob) // simplifies a lot of callers
3630     return true;
3631 root 1.233
3632 root 1.245 if (contr)
3633     {
3634     if (!ob->env && (move_type & MOVE_FLYING))
3635     {
3636     /* player is flying and applying object not in inventory */
3637     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638     {
3639     failmsg ("But you are floating high above the ground! "
3640     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641     "or waiting till the levitation effect wears off.>");
3642     return 0;
3643     }
3644     }
3645 root 1.76
3646 root 1.245 contr->last_used = ob;
3647     }
3648 root 1.78
3649 root 1.245 bool want_apply =
3650     aflags & AP_APPLY ? true
3651     : aflags & AP_UNAPPLY ? false
3652     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653 root 1.80
3654 root 1.245 object_ptr *slot = 0;
3655 root 1.22
3656 root 1.245 // detect the slot, if this is a player
3657     if (contr && !(aflags & AP_NO_SLOT))
3658     {
3659     object *oslot;
3660 root 1.76
3661 root 1.245 switch (ob->type)
3662     {
3663     case WEAPON:
3664     slot = &contr->combat_ob;
3665     oslot = contr->ranged_ob;
3666     break;
3667 root 1.233
3668 root 1.245 case BOW:
3669     case RANGED:
3670     case SPELL:
3671     case WAND:
3672     case ROD:
3673     case HORN:
3674     case BUILDER:
3675     slot = &contr->ranged_ob;
3676     oslot = contr->combat_ob;
3677     break;
3678 root 1.232
3679 root 1.245 // oh, the humanity
3680     case SKILL:
3681     if (aflags & AP_NO_SLOT)
3682     break;
3683 root 1.76
3684 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685     break;
3686 elmex 1.1
3687 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3688     {
3689     slot = &contr->combat_ob;
3690     oslot = contr->ranged_ob;
3691     }
3692     else if (skill_flags [ob->subtype] & SF_RANGED)
3693     {
3694     slot = &contr->ranged_ob;
3695     oslot = contr->combat_ob;
3696     }
3697 elmex 1.1
3698 root 1.245 break;
3699     }
3700 root 1.22
3701 root 1.245 // now handle slot exclusions
3702     if (slot)
3703     {
3704     // only one slot can be active
3705     if (want_apply)
3706     {
3707     // clear slot unless we are in it already
3708     if (*slot != ob)
3709     apply (*slot, AP_UNAPPLY);
3710 elmex 1.1
3711 root 1.245 // unapply other slot, because we want to become active
3712     apply (oslot, AP_UNAPPLY);
3713     }
3714 elmex 1.1
3715 root 1.245 // clear item from slot if applied
3716     if (!want_apply && current_weapon == ob)
3717     current_weapon = 0;
3718     }
3719     }
3720 elmex 1.1
3721 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3722     manual_apply (this, ob, aflags);
3723 root 1.22
3724 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3725     return false;
3726 root 1.76
3727 root 1.245 if (slot && want_apply)
3728     current_weapon = *slot = ob;
3729 root 1.76
3730 root 1.245 return true;
3731 elmex 1.1 }
3732    
3733     /**
3734     * Map was just loaded, handle op's initialisation.
3735     *
3736     * Generates shop floor's item, and treasures.
3737     */
3738 root 1.22 int
3739     auto_apply (object *op)
3740     {
3741     object *tmp = NULL, *tmp2;
3742     int i;
3743 elmex 1.1
3744 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3745 elmex 1.163
3746 root 1.22 switch (op->type)
3747     {
3748 root 1.24 case SHOP_FLOOR:
3749 root 1.42 if (!op->has_random_items ())
3750 root 1.24 return 0;
3751 root 1.38
3752 root 1.24 do
3753     {
3754     i = 10; /* let's give it 10 tries */
3755     while ((tmp = generate_treasure (op->randomitems,
3756 root 1.164 op->stats.exp
3757     ? (int) op->stats.exp
3758     : max (op->map->difficulty, 5)))
3759     == NULL && --i);
3760    
3761 root 1.24 if (tmp == NULL)
3762     return 0;
3763 root 1.164
3764 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3765 root 1.24 {
3766 root 1.172 tmp->destroy ();
3767 root 1.24 tmp = NULL;
3768     }
3769     }
3770     while (!tmp);
3771 root 1.38
3772 root 1.24 tmp->x = op->x;
3773     tmp->y = op->y;
3774 root 1.254 tmp->set_flag (FLAG_UNPAID);
3775 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3776     identify (tmp);
3777     break;
3778 root 1.14
3779 root 1.24 case TREASURE:
3780 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3781 root 1.24 return 0;
3782 root 1.37
3783 root 1.67 while (op->stats.hp-- > 0)
3784 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786    
3787     /* If we generated an object and put it in this object inventory,
3788     * move it to the parent object as the current object is about
3789     * to disappear. An example of this item is the random_* stuff
3790     * that is put inside other objects.
3791     */
3792 root 1.171 if (op->env)
3793     while (op->inv)
3794     op->env->insert (op->inv);
3795 root 1.37
3796 root 1.172 op->destroy ();
3797 root 1.24 break;
3798 elmex 1.1 }
3799 root 1.164
3800     return !!tmp;
3801 elmex 1.1 }
3802    
3803     /**
3804 root 1.68 * fix_auto_apply goes through the entire map every time a map
3805     * is loaded or swapped in and performs special actions for
3806 elmex 1.1 * certain objects (most initialization of chests and creation of
3807     * treasures and stuff). Calls auto_apply if appropriate.
3808     */
3809 root 1.20 void
3810 root 1.55 maptile::fix_auto_apply ()
3811 root 1.20 {
3812 root 1.55 if (!spaces)
3813 root 1.20 return;
3814    
3815 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816     for (object *tmp = ms->bot; tmp; )
3817     {
3818     object *above = tmp->above;
3819 root 1.20
3820 root 1.55 if (tmp->inv)
3821     {
3822     object *invtmp, *invnext;
3823 elmex 1.1
3824 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 root 1.55 {
3826     invnext = invtmp->below;
3827 root 1.14
3828 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3829 root 1.55 auto_apply (invtmp);
3830     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831     {
3832 root 1.164 while (invtmp->stats.hp-- > 0)
3833 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834    
3835     invtmp->randomitems = NULL;
3836     }
3837     else if (invtmp && invtmp->arch
3838     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839     {
3840     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841     /* Need to clear this so that we never try to create
3842     * treasure again for this object
3843     */
3844     invtmp->randomitems = NULL;
3845     }
3846     }
3847 root 1.214
3848 root 1.55 /* This is really temporary - the code at the bottom will
3849     * also set randomitems to null. The problem is there are bunches
3850     * of maps/players already out there with items that have spells
3851     * which haven't had the randomitems set to null yet.
3852     * MSW 2004-05-13
3853     *
3854     * And if it's a spellbook, it's better to set randomitems to NULL too,
3855     * else you get two spells in the book ^_-
3856     * Ryo 2004-08-16
3857     */
3858     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860     tmp->randomitems = NULL;
3861     }
3862 root 1.20
3863 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3864 root 1.55 auto_apply (tmp);
3865     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3866     {
3867     while ((tmp->stats.hp--) > 0)
3868     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869     tmp->randomitems = NULL;
3870     }
3871     else if (tmp->type == TIMED_GATE)
3872     {
3873     object *head = tmp->head != NULL ? tmp->head : tmp;
3874    
3875 root 1.254 if (head->flag [FLAG_IS_LINKED])
3876 root 1.55 tmp->set_speed (0);
3877     }
3878     /* This function can be called everytime a map is loaded, even when
3879     * swapping back in. As such, we don't want to create the treasure
3880     * over and ove again, so after we generate the treasure, blank out
3881     * randomitems so if it is swapped in again, it won't make anything.
3882     * This is a problem for the above objects, because they have counters
3883     * which say how many times to make the treasure.
3884     */
3885     else if (tmp && tmp->arch && tmp->type != PLAYER
3886     && tmp->type != TREASURE && tmp->type != SPELL
3887     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888     {
3889     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890     tmp->randomitems = NULL;
3891     }
3892 root 1.78
3893 root 1.68 // close all containers
3894     else if (tmp->type == CONTAINER)
3895     tmp->flag [FLAG_APPLIED] = 0;
3896 root 1.22
3897 root 1.55 tmp = above;
3898     }
3899 elmex 1.1
3900 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3904 elmex 1.1 }
3905    
3906     /**
3907     * Handles player eating food that temporarily changes status (resistances, stats).
3908     * This used to call cast_change_attr(), but
3909     * that doesn't work with the new spell code. Since we know what
3910     * the food changes, just grab a force and use that instead.
3911     */
3912 root 1.22 void
3913     eat_special_food (object *who, object *food)
3914     {
3915     object *force;
3916     int i, did_one = 0;
3917    
3918 sf-marcmagus 1.199 char buf[64];
3919     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920     shstr key (buf);
3921 root 1.22
3922 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3923     int duration = TIME2TICK (food->stats.food);
3924 elmex 1.1
3925 sf-marcmagus 1.199 if (force = who->force_find (key))
3926 root 1.22 {
3927 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3928 root 1.22 {
3929 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));
3930     force->force_set_timer (duration);
3931 root 1.22 }
3932 sf-marcmagus 1.199 else
3933     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934    
3935     return;
3936 root 1.22 }
3937 sf-marcmagus 1.199 else
3938     {
3939     force = who->force_add (key, duration);
3940     force->name = key;
3941 elmex 1.47
3942 sf-marcmagus 1.199 /* check if the food affects a stat */
3943     for (i = 0; i < NUM_STATS; i++)
3944     if (sint8 k = food->stats.stat (i))
3945     {
3946     force->stats.stat (i) = k;
3947     did_one = 1;
3948     }
3949    
3950     /* check if we can protect the eater */
3951     for (i = 0; i < NROFATTACKS; i++)
3952     {
3953     if (food->resist[i] > 0)
3954     {
3955     force->resist[i] = food->resist[i];
3956     did_one = 1;
3957     }
3958     }
3959    
3960     if (did_one)
3961     {
3962     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));
3963    
3964     /* make the force take effect and report effects to user */
3965     change_abil (who, force);
3966     }
3967     else
3968     force->destroy ();
3969 root 1.22 }
3970    
3971     /* check for hp, sp change */
3972     if (food->stats.hp != 0)
3973     {
3974 root 1.254 if (food->flag [FLAG_CURSED])
3975 root 1.22 {
3976 root 1.151 who->contr->killer = food;
3977 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3979 root 1.22 }
3980     else
3981     {
3982     if (food->stats.hp > 0)
3983 root 1.125 who->statusmsg ("You begin to feel better.");
3984 root 1.22 else
3985 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3986    
3987 root 1.22 who->stats.hp += food->stats.hp;
3988     }
3989     }
3990 root 1.151
3991 root 1.22 if (food->stats.sp != 0)
3992     {
3993 root 1.254 if (food->flag [FLAG_CURSED])
3994 root 1.22 {
3995 root 1.125 who->failmsg ("You are drained of mana!");
3996 root 1.22 who->stats.sp -= food->stats.sp;
3997     if (who->stats.sp < 0)
3998     who->stats.sp = 0;
3999     }
4000     else
4001     {
4002 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4003 root 1.22 who->stats.sp += food->stats.sp;
4004     /* place limit on max sp from food? */
4005     }
4006 elmex 1.1 }
4007 root 1.125
4008 root 1.51 who->update_stats ();
4009 elmex 1.1 }
4010    
4011 root 1.22 void
4012     apply_changes_to_player (object *pl, object *change)
4013     {
4014     int excess_stat = 0; /* if the stat goes over the maximum
4015     for the race, put the excess stat some
4016     where else. */
4017 elmex 1.1
4018 root 1.22 switch (change->type)
4019     {
4020 root 1.24 case CLASS:
4021     {
4022     living *stats = &(pl->contr->orig_stats);
4023     living *ns = &(change->stats);
4024     object *walk;
4025     int flag_change_face = 1;
4026    
4027     /* the following code assigns stats up to the stat max
4028     * for the race, and if the stat max is exceeded,
4029     * tries to randomly reassign the excess stat
4030     */
4031     int i, j;
4032 root 1.22
4033 root 1.24 for (i = 0; i < NUM_STATS; i++)
4034     {
4035 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4036 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4037 root 1.22
4038 root 1.24 if (stat > 20 + race_bonus)
4039     {
4040     excess_stat++;
4041     stat = 20 + race_bonus;
4042     }
4043 root 1.91
4044     stats->stat (i) = stat;
4045 root 1.24 }
4046 elmex 1.1
4047 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4048     { /* try 100 times to assign excess stats */
4049     int i = rndm (0, 6);
4050    
4051     if (i == CHA)
4052     continue; /* exclude cha from this */
4053 root 1.91
4054     int stat = stats->stat (i);
4055 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4056 root 1.24 if (stat < 20 + race_bonus)
4057     {
4058     change_attr_value (stats, i, 1);
4059     excess_stat--;
4060     }
4061     }
4062 root 1.14
4063 root 1.24 /* insert the randomitems from the change's treasurelist into
4064     * the player ref: player.c
4065     */
4066 root 1.182 if (change->randomitems)
4067 root 1.24 give_initial_items (pl, change->randomitems);
4068 root 1.14
4069 root 1.24 /* set up the face, for some races. */
4070 root 1.14
4071 root 1.24 /* first, look for the force object banning
4072     * changing the face. Certain races never change face with class.
4073     */
4074 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4075     if (walk->name == shstr_NOCLASSFACECHANGE)
4076 root 1.24 flag_change_face = 0;
4077 root 1.14
4078 root 1.24 if (flag_change_face)
4079     {
4080 root 1.157 pl->face = change->face;
4081     pl->animation_id = change->animation_id;
4082     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 root 1.24 }
4084 root 1.14
4085 root 1.24 /* check the special case of can't use weapons */
4086 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4087 root 1.182 if (change->name == shstr_monk)
4088 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4089 root 1.14
4090 root 1.24 break;
4091     }
4092 elmex 1.1 }
4093     }
4094