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Revision: 1.259
Committed: Fri Apr 16 23:32:07 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.258: +1 -0 lines
Log Message:
fix transport apply

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.228 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.227 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.201 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.201 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21     *
22 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.61 */
24 elmex 1.1
25 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35 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 root 1.259 set (TRANSPORT);
71 root 1.245 set (EXIT);
72     set (BOOK);
73 root 1.250 set (SIGN);
74     set (BOOK);
75 root 1.245 set (SKILLSCROLL);
76     set (SPELLBOOK);
77 root 1.250 set (INSCRIBABLE);
78 root 1.245 set (TREASURE);
79     set (SAVEBED);
80     set (ARMOUR_IMPROVER);
81     set (WEAPON_IMPROVER);
82     set (CLOCK);
83     set (MENU);
84     set (LIGHTER); /* for lighting torches/lanterns/etc */
85     }
86 root 1.249 } apply_types_player_only;
87 root 1.245
88     // applying these _can_ be attempted, others cannot
89     // be applied at all. used by e.g. apply below.
90    
91 root 1.249 static const struct apply_types : typeset
92 root 1.245 {
93 root 1.249 apply_types ()
94     : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
95 root 1.245 {
96     set (T_HANDLE);
97     set (TRIGGER);
98     set (SCROLL);
99     set (POTION);
100     set (CLOSE_CON);
101     set (CONTAINER);
102     set (LAMP);
103     set (TORCH);
104     set (DRINK);
105     set (FOOD);
106     set (FLESH);
107     set (POISON);
108     set (POWER_CRYSTAL);
109     set (ITEM_TRANSFORMER);
110     }
111 root 1.249 } apply_types;
112 root 1.245
113     /****************************************************************************
114     * Weapon improvement code follows
115     ****************************************************************************/
116    
117 elmex 1.1 /**
118 root 1.245 * This function just checks whether who can handle equipping an item
119     * with item_power.
120 elmex 1.1 */
121 root 1.245 static bool
122     check_item_power (object *who, int item_power)
123 elmex 1.1 {
124 root 1.245 if (who->type == PLAYER
125     && item_power
126     && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127     return false;
128 root 1.22 else
129 root 1.245 return true;
130 elmex 1.1 }
131    
132     /**
133 root 1.245 * This returns the sum of nrof of item (arch name).
134 elmex 1.1 */
135 root 1.22 static int
136 root 1.245 check_item (object *op, shstr_cmp item)
137 elmex 1.1 {
138 root 1.245 int count = 0;
139 root 1.123
140 root 1.245 if (!item)
141 root 1.22 return 0;
142 elmex 1.1
143 root 1.245 for (op = op->below; op; op = op->below)
144     if (op->arch->archname == item)
145 root 1.254 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
146     && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
147 root 1.245 count += op->number_of ();
148 elmex 1.1
149 root 1.245 return count;
150     }
151 root 1.123
152 root 1.245 /**
153     * This removes 'nrof' of what item->slaying says to remove.
154     * op is typically the player, which is only
155     * really used to determine what space to look at.
156     * Modified to only eat 'nrof' of objects.
157     */
158     static void
159     eat_item (object *op, shstr_cmp item, uint32 nrof)
160     {
161     object *prev;
162 root 1.123
163 root 1.245 prev = op;
164     op = op->below;
165 elmex 1.1
166 root 1.245 while (op)
167 root 1.22 {
168 root 1.245 if (op->arch->archname == item)
169 root 1.22 {
170 root 1.245 if (op->nrof >= nrof)
171 root 1.22 {
172 root 1.245 op->decrease (nrof);
173     return;
174 root 1.22 }
175     else
176     {
177 root 1.245 op->decrease (nrof);
178     nrof -= op->nrof;
179 root 1.22 }
180 root 1.245
181     op = prev;
182 root 1.14 }
183 root 1.245
184     prev = op;
185     op = op->below;
186 elmex 1.1 }
187 root 1.245 }
188    
189     /**
190     * Returns how many items of type improver->slaying there are under op.
191     * Will display a message if none found, and 1 if improver->slaying is NULL.
192     */
193     static int
194     check_sacrifice (object *op, const object *improver)
195     {
196     int count = 0;
197 root 1.123
198 root 1.245 if (improver->slaying)
199     {
200     count = check_item (op, improver->slaying);
201     if (count < 1)
202     {
203 root 1.252 op->failmsgf ("The gods want more %ss", &improver->slaying);
204 root 1.245 return 0;
205     }
206     }
207 root 1.129 else
208 root 1.245 count = 1;
209 root 1.123
210 root 1.245 return count;
211 elmex 1.1 }
212    
213     /**
214 root 1.245 * Actually improves the weapon, and tells user.
215     */
216     static int
217     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
218 elmex 1.1 {
219 root 1.245 stat += sacrifice_count;
220     weapon->last_eat++;
221     improver->decrease ();
222    
223     /* So it updates the players stats and the window */
224     op->update_stats ();
225    
226     op->statusmsg (format (
227     "Your sacrifice was accepted.\n"
228     "Weapon's bonus to %s improved by %d.",
229     statname, sacrifice_count
230     ));
231    
232     return 1;
233 elmex 1.1 }
234    
235 root 1.245 /* Types of improvements, hidden in the sp field. */
236     #define IMPROVE_PREPARE 1
237     #define IMPROVE_DAMAGE 2
238     #define IMPROVE_WEIGHT 3
239     #define IMPROVE_ENCHANT 4
240     #define IMPROVE_STR 5
241     #define IMPROVE_DEX 6
242     #define IMPROVE_CON 7
243     #define IMPROVE_WIS 8
244     #define IMPROVE_CHA 9
245     #define IMPROVE_INT 10
246     #define IMPROVE_POW 11
247    
248 elmex 1.1 /**
249 root 1.245 * This does the prepare weapon scroll.
250     * Checks for sacrifice, and so on.
251 elmex 1.1 */
252 root 1.245 static int
253     prepare_weapon (object *op, object *improver, object *weapon)
254 elmex 1.1 {
255 root 1.245 int sacrifice_count, i;
256     char buf[MAX_BUF];
257    
258     if (weapon->level != 0)
259     {
260     op->failmsg ("Weapon is already prepared!");
261     return 0;
262     }
263 elmex 1.3
264 root 1.245 for (i = 0; i < NROFATTACKS; i++)
265     if (weapon->resist[i])
266     break;
267 elmex 1.3
268 root 1.245 /* If we break out, i will be less than nrofattacks, preventing
269     * improvement of items that already have protections.
270     */
271     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
272     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
273     weapon->stats.exp || /* speed */
274     weapon->stats.ac) /* AC - only taifu's I think */
275 elmex 1.3 {
276 root 1.245 op->failmsg ("You cannot prepare magic weapons. "
277     "H<A weapon is considered magical if it changes regeneration, "
278     "speed or ac, or has other protections.>");
279 elmex 1.4 return 0;
280     }
281 elmex 1.3
282 root 1.245 sacrifice_count = check_sacrifice (op, improver);
283     if (sacrifice_count <= 0)
284     return 0;
285 elmex 1.3
286 root 1.245 weapon->level = isqrt (sacrifice_count);
287     eat_item (op, improver->slaying, sacrifice_count);
288 elmex 1.1
289 root 1.245 op->statusmsg (format (
290     "Your sacrifice was accepted."
291     "Your *%s may be improved %d times.",
292     &weapon->name, weapon->level
293     ));
294 elmex 1.1
295 root 1.245 sprintf (buf, "%s's %s", &op->name, &weapon->name);
296     weapon->name = weapon->name_pl = buf;
297     weapon->nrof = 0; /* prevents preparing n weapons in the same
298     slot at once! */
299     improver->decrease ();
300     weapon->last_eat = 0;
301     return 1;
302     }
303 root 1.37
304 root 1.245 /**
305     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
306     * This is the new improve weapon code.
307     * Returns 0 if it was not able to work for some reason.
308     *
309     * Checks if weapon was prepared, if enough potions on the floor, ...
310     *
311     * We are hiding extra information about the weapon in the level and
312     * last_eat numbers for an object. Hopefully this won't break anything ??
313     * level == max improve last_eat == current improve
314     */
315     static int
316     improve_weapon (object *op, object *improver, object *weapon)
317     {
318     int sacrifice_count, sacrifice_needed = 0;
319 root 1.146
320 root 1.245 if (improver->stats.sp == IMPROVE_PREPARE)
321     return prepare_weapon (op, improver, weapon);
322 root 1.37
323 root 1.245 if (weapon->level == 0)
324     {
325     op->failmsg (
326     "This weapon has not been prepared."
327     " H<You first have to prepare a weapon with a prepare weapon scroll.>");
328     return 0;
329     }
330 root 1.37
331 root 1.245 if (weapon->last_eat >= weapon->level // improvements used up
332     || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
333     {
334     op->failmsg ("This weapon cannot be improved any more.");
335     return 0;
336     }
337 elmex 1.1
338 root 1.254 if (weapon->flag [FLAG_APPLIED]
339 root 1.245 && !check_item_power (op, weapon->item_power + 1))
340     {
341     op->failmsg ("Improving the weapon will make it too "
342     "powerful for you to use. Unready it if you "
343     "really want to improve it.");
344     return 0;
345 elmex 1.4 }
346    
347 root 1.245 /* This just increases damage by 5 points, no matter what. No sacrifice
348     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
349     * don't put any maximum value on damage - the limit is how much the
350     * weapon can be improved.
351     */
352     if (improver->stats.sp == IMPROVE_DAMAGE)
353 elmex 1.4 {
354 root 1.245 weapon->stats.dam += 5;
355     weapon->weight += 5000; /* 5 KG's */
356     op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
357     weapon->last_eat++;
358 root 1.123
359 root 1.245 weapon->item_power++;
360     improver->decrease ();
361     return 1;
362     }
363 root 1.123
364 root 1.245 if (improver->stats.sp == IMPROVE_WEIGHT)
365     {
366     /* Reduce weight by 20% */
367     weapon->weight = (weapon->weight * 8) / 10;
368     if (weapon->weight < 1)
369     weapon->weight = 1;
370 root 1.123
371 root 1.245 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
372     weapon->last_eat++;
373     weapon->item_power++;
374     improver->decrease ();
375     return 1;
376     }
377 root 1.123
378 root 1.245 if (improver->stats.sp == IMPROVE_ENCHANT)
379     {
380     weapon->magic++;
381     weapon->last_eat++;
382     op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
383     improver->decrease ();
384     weapon->item_power++;
385     return 1;
386     }
387 root 1.37
388 root 1.245 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
389     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
390 root 1.37
391 root 1.245 if (sacrifice_needed < 1)
392     sacrifice_needed = 1;
393     sacrifice_needed *= 2;
394 root 1.37
395 root 1.245 sacrifice_count = check_sacrifice (op, improver);
396     if (sacrifice_count < sacrifice_needed)
397     {
398 root 1.252 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
399 root 1.245 return 0;
400 elmex 1.4 }
401    
402 root 1.245 eat_item (op, improver->slaying, sacrifice_needed);
403     weapon->item_power++;
404 elmex 1.4
405 root 1.245 switch (improver->stats.sp)
406 elmex 1.4 {
407 root 1.245 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
408     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
409     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
410     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
411     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
412     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
413     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
414     default:
415     op->failmsg ("Unknown improvement type.");
416     }
417    
418     LOG (llevError, "improve_weapon: Got to end of function\n");
419     return 0;
420     }
421 elmex 1.1
422 root 1.245 /**
423     * Handles the applying of improve/prepare/enchant weapon scroll.
424     * Checks a few things (not on a non-magic square, marked weapon, ...),
425     * then calls improve_weapon to do the dirty work.
426     */
427     static int
428     check_improve_weapon (object *op, object *tmp)
429     {
430     if (op->type != PLAYER)
431     return 0;
432 root 1.123
433 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
434 root 1.245 {
435     op->failmsg ("Something blocks the magic of the scroll!");
436     return 0;
437 elmex 1.4 }
438    
439 root 1.256 object *otmp = op->mark ();
440 root 1.245
441     if (!otmp)
442 elmex 1.4 {
443 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.>");
444     return 0;
445     }
446 root 1.123
447 root 1.245 if (otmp->type != WEAPON && otmp->type != BOW)
448     {
449     op->failmsg ("Marked item is not a weapon or bow!");
450     return 0;
451 elmex 1.1 }
452 root 1.123
453 root 1.255 if (!op->apply (otmp, AP_UNAPPLY))
454     {
455     op->failmsg ("You are unable to take off your weapon to improve it!");
456     return 0;
457     }
458    
459 root 1.245 op->statusmsg ("Applied weapon builder.");
460    
461     improve_weapon (op, tmp, otmp);
462     esrv_send_item (op, otmp);
463 elmex 1.3 return 1;
464 elmex 1.1 }
465    
466     /**
467 root 1.245 * This code deals with the armour improvment scrolls.
468     * Change limits on improvement - let players go up to
469     * +5 no matter what level, but they are limited by item
470     * power.
471     * Try to use same improvement code as in the common/treasure.c
472     * file, so that if you make a +2 full helm, it will be just
473     * the same as one you find in a shop.
474     *
475     * deprecated comment:
476     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
477     * only 'enchantment' of armour is possible - improving
478     * the stats of a player w/ armour as well as a weapon
479     * will probably horribly unbalance the game. Magic enchanting
480     * depends on the level of the character - ie the plus
481     * value (magic) of the armour can never be increased beyond
482     * the level of the character / 10 -- rounding upish, nor may
483     * the armour value of the piece of equipment exceed either
484     * the users level or 90)
485     * Modified by MSW for partial resistance. Only support
486     * changing of physical area right now.
487 elmex 1.1 */
488 root 1.22 static int
489 root 1.245 improve_armour (object *op, object *improver, object *armour)
490 elmex 1.1 {
491 root 1.245 if (armour->magic >= settings.armor_max_enchant)
492     {
493     op->failmsg ("This armour can not be enchanted any further!");
494     return 0;
495     }
496 root 1.66
497 root 1.245 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
498     * etc), so take the easy way out and don't worry about it.
499     * Note - maybe add scrolls which make the random artifact versions (eg, armour
500     * of gnarg and what not?)
501     */
502     if (armour->title)
503     {
504     op->failmsg ("This armour will not accept further enchantment.");
505     return 0;
506     }
507 root 1.66
508 root 1.245 /* Split objects if needed. Can't insert tmp until the
509     * end of this function - otherwise it will just re-merge.
510     */
511 root 1.255 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
512 elmex 1.1
513 root 1.245 armour->magic++;
514 elmex 1.1
515 root 1.245 if (!settings.armor_speed_linear)
516     {
517     int base = 100;
518     int pow = 0;
519 elmex 1.1
520 root 1.245 while (pow < armour->magic)
521 root 1.22 {
522 root 1.245 base = base - (base * settings.armor_speed_improvement) / 100;
523     pow++;
524 root 1.14 }
525 root 1.123
526 root 1.245 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
527 elmex 1.1 }
528 root 1.245 else
529     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
530 elmex 1.1
531 root 1.245 if (!settings.armor_weight_linear)
532     {
533     int base = 100;
534     int pow = 0;
535 root 1.22
536 root 1.245 while (pow < armour->magic)
537 root 1.22 {
538 root 1.245 base = base - (base * settings.armor_weight_reduction) / 100;
539     pow++;
540 root 1.14 }
541 root 1.245
542     armour->weight = (armour->arch->weight * base) / 100;
543 elmex 1.1 }
544 root 1.22 else
545 root 1.245 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
546    
547     if (armour->weight <= 0)
548     {
549     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
550     armour->weight = 1;
551     }
552    
553     armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
554    
555     if (op->type == PLAYER)
556     {
557     esrv_send_item (op, armour);
558 elmex 1.1
559 root 1.254 if (armour->flag [FLAG_APPLIED])
560 root 1.245 op->update_stats ();
561     }
562 elmex 1.1
563 root 1.144 improver->decrease ();
564 elmex 1.1
565 root 1.245 if (tmp)
566     op->insert (tmp);
567 root 1.123
568 elmex 1.1 return 1;
569     }
570    
571 root 1.245 /*
572     * convert_item() returns 1 if anything was converted, 0 if the item was not
573     * what the converter wants, -1 if the converter is broken.
574     *
575     * Takes one type of items and makes another.
576     * converter is the object that is doing the conversion.
577     * item is the object that triggered the converter - if it is not
578     * what the converter wants, this will not do anything.
579 elmex 1.1 */
580 root 1.245 int
581     convert_item (object *item, object *converter)
582 elmex 1.1 {
583 root 1.245 sint64 nr = 0, price_in;
584 elmex 1.1
585 root 1.245 if (item->flag [FLAG_UNPAID])
586     return 0;
587 root 1.115
588 root 1.245 shstr conv_from = converter->slaying;
589     archetype *conv_to = converter->other_arch;
590     sint64 need = converter->stats.food;
591     sint64 give = converter->stats.sp;
592 elmex 1.1
593 root 1.245 /* We make some assumptions - we assume if it takes money as it type,
594     * it wants some amount. We don't make change (ie, if something costs
595     * 3 gp and player drops a platinum, tough luck)
596 root 1.22 */
597 root 1.245 if (conv_from == shstr_money)
598 elmex 1.1 {
599 root 1.245 if (item->type != MONEY)
600     return 0;
601 root 1.115
602 root 1.245 nr = sint64 (item->nrof) * item->value / need;
603     if (!nr)
604     return 0;
605 root 1.115
606 root 1.245 converter->play_sound (sound_find ("shop_buy"));
607 root 1.22
608 root 1.245 sint64 cost = (nr * need + item->value - 1) / item->value;
609 root 1.22
610 root 1.245 item->decrease (cost);
611 elmex 1.1
612 root 1.245 price_in = cost * item->value;
613     }
614     else
615     {
616     if (item->type == PLAYER
617     || conv_from != item->arch->archname
618     || (need && need > (uint16) item->nrof))
619     return 0;
620 elmex 1.1
621 root 1.245 converter->play_sound (sound_find ("convert_item"));
622 root 1.123
623 root 1.245 if (need)
624     {
625     nr = sint64 (item->nrof) / need;
626     item->decrease (nr * need);
627     price_in = nr * need * item->value;
628     }
629     else
630     {
631     price_in = item->value;
632     item->destroy ();
633     }
634 root 1.22 }
635 root 1.123
636 root 1.245 if (converter->inv)
637 root 1.22 {
638 root 1.245 object *ob;
639     int i;
640     object *ob_to_copy;
641 root 1.123
642 root 1.245 /* select random object from inventory to copy */
643     ob_to_copy = converter->inv;
644     for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
645     if (rndm (0, i) == 0)
646     ob_to_copy = ob;
647 root 1.123
648 root 1.245 item = ob_to_copy->deep_clone ();
649 root 1.254 item->clr_flag (FLAG_IS_A_TEMPLATE);
650 root 1.245 unflag_inv (item, FLAG_IS_A_TEMPLATE);
651 root 1.22 }
652 root 1.245 else
653 root 1.22 {
654 root 1.245 if (!conv_to)
655     {
656     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
657     &converter->name, &converter->map->path, converter->x, converter->y);
658     return -1;
659     }
660 root 1.123
661 root 1.245 item = object_create_arch (conv_to);
662     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
663 root 1.22 }
664 root 1.162
665 root 1.245 if (give)
666     item->nrof = give;
667 root 1.14
668 root 1.245 if (nr)
669     item->nrof *= nr;
670 root 1.22
671 root 1.245 if (converter->flag [FLAG_PRECIOUS])
672 root 1.254 item->set_flag (FLAG_UNPAID);
673 elmex 1.1
674 root 1.245 if (converter->is_in_shop ())
675 root 1.22 {
676 root 1.245 // converters on shop floors don't work anymore, bug lets check for it
677     // and report in case someone still does it.
678     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
679     converter->debug_desc ());
680 root 1.254 item->set_flag (FLAG_UNPAID);
681 root 1.22 }
682 root 1.245 else if (price_in < sint64 (item->nrof) * item->value)
683 root 1.22 {
684 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",
685     &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
686     /**
687     * elmex: we are going to let the game continue, as the mapcreator
688     * hopefully had something in mind when doing this.
689     */
690 root 1.22 }
691 root 1.123
692 root 1.245 // elmex: only identify if we need to, for example so that generated money doesn't
693     // get an 'identified' flag so easily.
694 root 1.258 if (item->need_identify ())
695 root 1.245 identify (item);
696    
697     insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
698     return 1;
699 elmex 1.1 }
700    
701     /**
702 root 1.245 * Handle apply on containers.
703     * By Eneq(@csd.uu.se).
704     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
705     * added the alchemical cauldron to the code -b.t.
706 elmex 1.1 */
707 root 1.209 static int
708 root 1.245 apply_container (object *op, object *sack)
709 elmex 1.1 {
710 root 1.245 if (op->type != PLAYER || !op->contr->ns)
711     return 0; /* This might change */
712 elmex 1.1
713 root 1.245 if (!sack || sack->type != CONTAINER)
714 root 1.22 {
715 root 1.245 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
716 elmex 1.1 return 0;
717     }
718 root 1.77
719 root 1.245 op->contr->last_used = 0;
720 root 1.162
721 root 1.245 if (sack->env && sack->env != op)
722 root 1.22 {
723 root 1.245 op->failmsg ("You must put it onto the floor or into your inventory first.");
724     return 1;
725 elmex 1.1 }
726 root 1.77
727 root 1.245 // already applied == open on ground, or open in inv, or active in inv
728     if (sack->flag [FLAG_APPLIED])
729 root 1.22 {
730 root 1.245 if (op->container_ () == sack)
731     {
732     // open on ground or inv, so close
733     op->close_container ();
734     return 1;
735     }
736     else if (!sack->env)
737     {
738     // active, but not ours: some other player has opened it
739 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 root 1.245 return 1;
741     }
742    
743     // fall through to opening it (active in inv)
744     }
745     else if (sack->env)
746     {
747     // it is in our env, so activate it, do not open yet
748     op->close_container ();
749     sack->flag [FLAG_APPLIED] = 1;
750     esrv_update_item (UPD_FLAGS, op, sack);
751     op->statusmsg (format ("You ready %s.", query_name (sack)));
752     return 1;
753     }
754    
755     // it's locked?
756     if (sack->slaying)
757     {
758     if (object *tmp = find_key (op, op, sack))
759     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
760     else
761     {
762     op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
763     return 1;
764     }
765 elmex 1.1 }
766 root 1.77
767 root 1.245 op->open_container (sack);
768 root 1.123
769 root 1.22 return 1;
770 elmex 1.1 }
771    
772     /**
773 root 1.245 * Handles dropping things on altar.
774     * Returns true if sacrifice was accepted.
775 elmex 1.1 */
776 root 1.210 static int
777 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
778 elmex 1.1 {
779 root 1.245 /* Only players can make sacrifices on spell casting altars. */
780     if (altar->inv && (!originator || originator->type != PLAYER))
781     return 0;
782 elmex 1.1
783 root 1.245 if (operate_altar (altar, &sacrifice, originator))
784 root 1.22 {
785 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
786     * with an altar. We call it a Potion - altars are stationary - it
787     * is up to map designers to use them properly.
788     */
789     if (altar->inv && altar->inv->type == SPELL)
790     {
791     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
792     cast_spell (originator, altar, 0, altar->inv, NULL);
793     /* If it is connected, push the button. Fixes some problems with
794     * old maps.
795     */
796 root 1.139
797 root 1.245 /* push_button (altar);*/
798 elmex 1.1 }
799 root 1.245 else
800 elmex 1.1 {
801 root 1.245 altar->value = 1; /* works only once */
802     push_button (altar, originator);
803 elmex 1.1 }
804    
805 root 1.245 return !sacrifice;
806 root 1.22 }
807     else
808 root 1.245 return 0;
809 elmex 1.1 }
810    
811 root 1.245 /**
812     * Handles 'movement' of shop mats.
813     * Returns 1 if 'op' was destroyed, 0 if not.
814     * Largely re-written to not use nearly as many gotos, plus
815     * some of this code just looked plain out of date.
816     * MSW 2001-08-29
817 elmex 1.1 */
818 elmex 1.195 int
819 root 1.245 apply_shop_mat (object *shop_mat, object *op)
820 root 1.22 {
821 root 1.245 int rv = 0;
822     double opinion;
823     object *tmp, *next;
824    
825 root 1.254 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
826 root 1.22
827 root 1.245 bool has_unpaid = false;
828 elmex 1.213
829 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
830     // a quick and small change :(
831     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
832     if (item->flag [FLAG_UNPAID])
833     {
834     has_unpaid = true;
835     break;
836     }
837 root 1.142
838 root 1.245 if (!op->is_player ())
839 root 1.22 {
840 root 1.245 /* Remove all the unpaid objects that may be carried here.
841     * This could be pets or monsters that are somehow in
842     * the shop.
843     */
844     for (tmp = op->inv; tmp; tmp = next)
845     {
846     next = tmp->below;
847    
848 root 1.254 if (tmp->flag [FLAG_UNPAID])
849 root 1.245 {
850     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
851    
852     if (i >= 0)
853     tmp->move (i);
854     }
855     }
856 root 1.22
857 root 1.245 /* Don't teleport things like spell effects */
858 root 1.254 if (op->flag [FLAG_NO_PICK])
859 root 1.22 return 0;
860 root 1.121
861 root 1.245 /* unpaid objects, or non living objects, can't transfer by
862     * shop mats. Instead, put it on a nearby space.
863     */
864 root 1.254 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
865 root 1.245 {
866     /* Somebody dropped an unpaid item, just move to an adjacent place. */
867     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
868 root 1.121
869 root 1.245 if (i != -1)
870     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
871 root 1.121
872 root 1.245 return 0;
873     }
874 elmex 1.1
875 root 1.245 /* Removed code that checked for multipart objects - it appears that
876     * the teleport function should be able to handle this just fine.
877     */
878     rv = teleport (shop_mat, SHOP_MAT, op);
879 root 1.22 }
880 root 1.245 else if (can_pay (op) && get_payment (op))
881 root 1.22 {
882 root 1.245 /* this is only used for players */
883     rv = teleport (shop_mat, SHOP_MAT, op);
884 elmex 1.1
885 root 1.245 if (has_unpaid)
886     op->contr->play_sound (sound_find ("shop_buy"));
887     else if (op->is_in_shop ())
888     op->contr->play_sound (sound_find ("shop_enter"));
889     else
890     op->contr->play_sound (sound_find ("shop_leave"));
891 root 1.121
892 root 1.245 if (shop_mat->msg)
893     op->statusmsg (shop_mat->msg);
894     /* This check below is a bit simplistic - generally it should be correct,
895     * but there is never a guarantee that the bottom space on the map is
896     * actually the shop floor.
897     */
898     else if (!rv && !op->is_in_shop ())
899 root 1.22 {
900 root 1.245 opinion = shopkeeper_approval (op->map, op);
901    
902     op->statusmsg (
903     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
904     : opinion >= 0.75 ? "The shopkeeper waves to you."
905     : opinion >= 0.50 ? "The shopkeeper ignores you."
906     : "The shopkeeper glares at you with contempt."
907     );
908 root 1.22 }
909     }
910 root 1.245 else
911 root 1.22 {
912 root 1.245 /* if we get here, a player tried to leave a shop but was not able
913     * to afford the items he has. We try to move the player so that
914     * they are not on the mat anymore
915     */
916     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
917 root 1.22
918 root 1.245 if (i == -1)
919     LOG (llevError, "Internal shop-mat problem.\n");
920     else
921 root 1.22 {
922 root 1.245 op->remove ();
923     op->x += freearr_x[i];
924     op->y += freearr_y[i];
925     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
926 root 1.22 }
927     }
928    
929 root 1.254 op->clr_flag (FLAG_NO_APPLY);
930 root 1.245 return rv;
931 elmex 1.1 }
932 root 1.22
933 elmex 1.1 /**
934 root 1.245 * Handles applying a sign.
935 elmex 1.1 */
936 root 1.245 static void
937     apply_sign (object *op, object *sign, int autoapply)
938 elmex 1.1 {
939 root 1.245 if (!op->is_player())
940     return;
941 elmex 1.1
942 root 1.245 if (sign->has_dialogue ())
943 root 1.22 {
944 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
945     return;
946 elmex 1.1 }
947 root 1.40
948 root 1.245 if (!sign->msg)
949 root 1.22 {
950 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
951     format ("T<%s>\n\n Nothing %sis written on it.",
952     &sign->name,
953     sign->name == sign->arch->name ? "" : "else "));
954     return;
955 elmex 1.1 }
956    
957 root 1.245 if (sign->stats.food)
958 root 1.22 {
959 root 1.245 if (sign->last_eat >= sign->stats.food)
960 root 1.22 {
961 root 1.245 if (!sign->move_on)
962     op->failmsg ("You cannot read it anymore.");
963    
964     return;
965 root 1.14 }
966 root 1.22
967 root 1.254 if (!op->flag [FLAG_WIZPASS])
968 root 1.245 sign->last_eat++;
969 elmex 1.1 }
970    
971 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
972     * No way to know for sure. The presumption is basically that if
973     * move_on is zero, it needs to be manually applied (doesn't talk
974     * to us).
975     */
976 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
977 root 1.68 {
978 root 1.245 op->failmsg ("You are unable to read while blind!");
979     return;
980 elmex 1.1 }
981    
982 root 1.245 if (op->contr)
983     if (client *ns = op->contr->ns)
984     {
985     if (sign->sound)
986     ns->play_sound (sign->sound);
987     else if (autoapply)
988     ns->play_sound (sound_find ("msg_voice"));
989 elmex 1.1
990 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
991     }
992 elmex 1.1 }
993    
994 root 1.245 static void
995     move_apply_hole (object *trap, object *victim)
996 elmex 1.1 {
997 root 1.245 /* Hole not open? */
998     if (trap->stats.wc > 0)
999     return;
1000    
1001     /* Is this a multipart monster and not the head? If so, return.
1002     * Processing will happen if the head runs into the pit
1003     */
1004     if (victim->head)
1005     return;
1006    
1007     // now find all possible locations and randomly pick one
1008     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1009     trap->range >= 3 ? SIZEOFFREE3 + 1
1010     : trap->range >= 2 ? SIZEOFFREE2 + 1
1011     : trap->range >= 1 ? SIZEOFFREE1 + 1
1012     : SIZEOFFREE0 + 1);
1013 root 1.22
1014 root 1.245 if (dir < 0)
1015     return;
1016 elmex 1.1
1017 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1018     victim->statusmsg ("You fall through the hole!", NDI_RED);
1019 root 1.26
1020 root 1.245 transfer_ob (victim,
1021     EXIT_X (trap) + freearr_x[dir],
1022     EXIT_Y (trap) + freearr_y[dir],
1023     0, victim);
1024 elmex 1.1 }
1025    
1026     /**
1027 root 1.245 * Unapplies specified item.
1028     * No check done on cursed/damned.
1029     * Break this out of apply_special - this is just done
1030     * to keep the size of apply_special to a more managable size.
1031 elmex 1.1 */
1032 root 1.245 static bool
1033     unapply_special (object *who, object *op, int aflags)
1034 elmex 1.1 {
1035 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1036     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1037     return RESULT_INT (0);
1038 elmex 1.1
1039 root 1.245 if (who->current_weapon == op)
1040     who->current_weapon = 0;
1041 elmex 1.1
1042 root 1.245 op->flag [FLAG_APPLIED] = false;
1043 root 1.121
1044 root 1.245 switch (op->type)
1045     {
1046     case SKILL:
1047     if (player *pl = who->contr)
1048     if (op->invisible)
1049     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1050     else
1051     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1052    
1053     change_abil (who, op);
1054     who->flag [FLAG_READY_SKILL] = false;
1055 root 1.121 break;
1056    
1057 root 1.245 case WEAPON:
1058     who->statusmsg (format ("You unwield %s.", query_name (op)));
1059     change_abil (who, op);
1060     who->flag [FLAG_READY_WEAPON] = false;
1061    
1062     // unapplying a weapon or skill tool should also unapply the skill it governs
1063     // but this is hard, as it shouldn't do so when the skill can
1064     // be used for other reasons
1065     if (who->chosen_skill)
1066     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1067     unapply_special (who, op, 0);
1068 root 1.25
1069 root 1.245 break;
1070 root 1.14
1071 root 1.245 case BOW:
1072     case WAND:
1073     case ROD:
1074     case HORN:
1075     case RANGED:
1076     if (player *pl = who->contr)
1077     {
1078     who->statusmsg (format ("You unready %s.", query_name (op)));
1079     change_abil (who, op);
1080     }
1081     else
1082     {
1083     if (op->type == BOW)
1084     op->flag [FLAG_READY_BOW ] = false;
1085     else
1086     op->flag [FLAG_READY_RANGE] = false;
1087     }
1088 root 1.14
1089 root 1.245 break;
1090 root 1.22
1091 root 1.245 case ARMOUR:
1092     case HELMET:
1093     case SHIELD:
1094     case RING:
1095     case BOOTS:
1096     case GLOVES:
1097     case AMULET:
1098     case GIRDLE:
1099     case BRACERS:
1100     case CLOAK:
1101     who->statusmsg (format ("You unwear %s.", query_name (op)));
1102     change_abil (who, op);
1103     break;
1104 root 1.24
1105 root 1.245 case SPELL:
1106     case BUILDER:
1107     who->statusmsg (format ("You unready %s.", query_name (op)));
1108     break;
1109 root 1.178
1110 root 1.245 //case SKILL_TOOL://TODO
1111     default:
1112     who->statusmsg (format ("You unapply %s.", query_name (op)));
1113     break;
1114 elmex 1.1 }
1115 elmex 1.15
1116 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1117     if (object *pl = op->visible_to ())
1118     esrv_send_item (pl, op);
1119 root 1.121
1120 root 1.245 who->update_stats ();
1121 root 1.24
1122 root 1.245 return 1;
1123     }
1124 root 1.22
1125 root 1.245 /**
1126     * Returns the object that is using location 'loc'.
1127     * Note that 'start' is the first object to start examing - we
1128     * then go through the below of this. In this way, you can do
1129     * something like:
1130     * tmp = get_next_item_from_body_location(who->inv, 1);
1131     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1132     * to find the second object that may use this location, etc.
1133     * Returns NULL if no match is found.
1134     * loc is the index into the array we are looking for a match.
1135     * don't return invisible objects unless they are skill objects
1136     * invisible other objects that use
1137     * up body locations can be used as restrictions.
1138     */
1139     static object *
1140     get_next_item_from_body_location (int loc, object *start)
1141     {
1142     for (object *tmp = start; tmp; tmp = tmp->below)
1143     if (tmp->flag [FLAG_APPLIED]
1144     && tmp->slot [loc].info
1145     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1146     return tmp;
1147 root 1.24
1148 root 1.245 return 0;
1149 elmex 1.1 }
1150    
1151     /**
1152 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1153     * This should only be called when it is known
1154     * that there are objects to unapply. This makes pretty heavy
1155     * use of get_item_from_body_location. It makes no intelligent choice
1156     * on objects - rather, the first that is matched is used.
1157     * Returns 0 on success, returns 1 if there is some problem.
1158     * if aflags is AP_PRINT, we instead print out waht to unapply
1159     * instead of doing it. This is a lot less code than having
1160     * another function that does just that.
1161 elmex 1.1 */
1162 root 1.179
1163 root 1.245 #define CANNOT_REMOVE_CURSED \
1164     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1165     "Praying over an altar, scrolls of remove curse/damnation, " \
1166     "priests or even other players might help.>"
1167 root 1.22
1168 root 1.245 static bool
1169     unapply_for_ob (object *who, object *op, int aflags)
1170     {
1171     if (op->is_range ())
1172     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1173 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1174     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1175 root 1.245 {
1176     if (aflags & AP_PRINT)
1177     who->failmsg (query_name (tmp));
1178     else
1179     unapply_special (who, tmp, aflags);
1180     }
1181     else
1182     {
1183     /* In this case, we want to try and remove a cursed item.
1184     * While we know it won't work, we want unapply_special to
1185     * at least generate the message.
1186     */
1187 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1188 root 1.245 return 1;
1189     }
1190 elmex 1.1
1191 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1192 root 1.22 {
1193 root 1.245 /* this used up a slot that we need to free */
1194     if (op->slot[i].info)
1195 root 1.22 {
1196 root 1.245 object *last = who->inv;
1197    
1198     /* We do a while loop - may need to remove several items in order
1199     * to free up enough slots.
1200     */
1201     while ((who->slot[i].used + op->slot[i].info) < 0)
1202     {
1203     object *tmp = get_next_item_from_body_location (i, last);
1204 root 1.120
1205 root 1.245 if (!tmp)
1206     {
1207     #if 0
1208     /* Not a bug - we'll get this if the player has cursed items
1209     * equipped.
1210     */
1211     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1212     #endif
1213     return 1;
1214     }
1215 elmex 1.1
1216 root 1.245 /* If we are just printing, we don't care about cursed status */
1217 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1218 root 1.245 {
1219     if (aflags & AP_PRINT)
1220     who->failmsg (query_name (tmp));
1221     else
1222     unapply_special (who, tmp, aflags);
1223     }
1224     else
1225     {
1226     /* Cursed item that we can't unequip - tell the player.
1227     * Note this could be annoying if this is just one of a few,
1228     * so it may not be critical (eg, putting on a ring and you have
1229     * one cursed ring.)
1230     */
1231 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1232 root 1.245 }
1233    
1234     last = tmp->below;
1235     }
1236     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1237     * return in the !tmp would have kicked in.
1238     */
1239     } /* if op is using this body location */
1240     } /* for body lcoations */
1241    
1242     return 0;
1243     }
1244    
1245     /**
1246     * Checks to see if 'who' can apply object 'op'.
1247     * Returns 0 if apply can be done without anything special.
1248     * Otherwise returns a bitmask - potentially several of these may be
1249     * set, but largely depends on circumstance - in the future, processing
1250     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1251     * is set, do we really care what the other flags may be?)
1252     *
1253     * See include/define.h for detailed description of the meaning of
1254     * these return values.
1255     */
1256     int
1257     can_apply_object (object *who, object *op)
1258     {
1259     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1260     return RESULT_INT (0);
1261    
1262     int retval = 0;
1263     object *tmp = 0, *ws = 0;
1264 elmex 1.1
1265 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1266 root 1.22 {
1267 root 1.245 if (op->slot[i].info)
1268     {
1269     /* Item uses more slots than we have */
1270     if (who->slot[i].info + op->slot [i].info < 0)
1271     {
1272     /* Could return now for efficiency - rest of info below isn't
1273     * really needed.
1274     */
1275     retval |= CAN_APPLY_NEVER;
1276     }
1277     else if (who->slot[i].used + op->slot[i].info < 0)
1278     {
1279     /* in this case, equipping this would use more free spots than
1280     * we have.
1281     */
1282    
1283     /* if we have an applied weapon/shield, and unapply it would free
1284     * enough slots to equip the new item, then just set "can
1285     * apply unapply". We don't care about the logic below - if you have a
1286     * shield equipped and try to equip another shield, there is only
1287     * one choice. However, the check for the number of body locations
1288     * does take into the account cases where what is being applied
1289     * may be two handed for example.
1290     */
1291     if (ws)
1292     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1293     {
1294     retval |= CAN_APPLY_UNAPPLY;
1295     continue;
1296     }
1297    
1298     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1299     if (!tmp1)
1300     retval |= CAN_APPLY_NEVER;
1301     else
1302     {
1303     /* need to unapply something. However, if this something
1304     * is different than we had found before, it means they need
1305     * to apply multiple objects
1306     */
1307     retval |= CAN_APPLY_UNAPPLY;
1308 root 1.110
1309 root 1.245 if (!tmp)
1310     tmp = tmp1;
1311     else if (tmp != tmp1)
1312     retval |= CAN_APPLY_UNAPPLY_MULT;
1313 root 1.110
1314 root 1.245 /* This object isn't using up all the slots, so there must
1315     * be another. If so, and it the new item doesn't need all
1316     * the slots, the player then has a choice.
1317     */
1318     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1319     && abs (op->slot[i].info) < who->slot[i].info)
1320     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1321 elmex 1.1
1322 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1323     * equipped? If not, there must be something else to unapply.
1324     */
1325     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1326     retval |= CAN_APPLY_UNAPPLY_MULT;
1327     }
1328     } /* if not enough free slots */
1329     } /* if this object uses location i */
1330     } /* for i -> num_body_locations loop */
1331 root 1.167
1332 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1333     * really be controlled by use of body locations. We do have
1334     * the weapon/shield checks, and the range checks for monsters,
1335     * because you can't control those just by body location - bows, shields,
1336     * and weapons all use the same slot. Similar for horn/rod/wand - they
1337     * all use the same location.
1338 root 1.167 */
1339 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1340 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1341    
1342 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1343 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1344    
1345     if (who->type != PLAYER)
1346     {
1347 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1348 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1349 root 1.167
1350 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1351 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1352 root 1.167
1353 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1354 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1355 root 1.167
1356 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1357 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1358     }
1359 root 1.167
1360 root 1.245 return retval;
1361 root 1.167 }
1362    
1363 elmex 1.1 /**
1364 root 1.245 * who is the object using the object. It can be a monster.
1365     * op is the object they are using. op is an equipment type item,
1366     * eg, one which you put on and keep on for a while, and not something
1367     * like a potion or scroll.
1368     *
1369     * function returns 1 if the action could not be completed, 0 on
1370     * success. However, success is a matter of meaning - if the
1371     * user passes the 'apply' flag to an object already applied,
1372     * nothing is done, and 0 is returned.
1373     *
1374     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1375     * AP_UNAPPLY=always unapply).
1376     *
1377     * Optional flags:
1378     * AP_NO_MERGE: don't merge an unapplied object with other objects
1379     * AP_IGNORE_CURSE: unapply cursed items
1380     * AP_NO_READY: do not ready skills when applying skill tools
1381     *
1382     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1383 elmex 1.1 *
1384 root 1.245 * apply_special() doesn't check for unpaid items.
1385 elmex 1.1 */
1386 root 1.245
1387     #define LACK_ITEM_POWER \
1388     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1389    
1390     static bool
1391     apply_special (object *who, object *op, int aflags)
1392 elmex 1.1 {
1393 root 1.245 int basic_flag = aflags & AP_MODE;
1394     object *tmp, *tmp2, *skop = NULL;
1395    
1396     if (who == NULL)
1397     {
1398     LOG (llevError, "apply_special() from object without environment.\n");
1399     return 1;
1400     }
1401 elmex 1.1
1402 root 1.245 //TODO: remove these when apply_special is no longer exposed
1403     if (op->env != who)
1404     return 1; /* op is not in inventory */
1405 elmex 1.1
1406 root 1.245 /* trying to unequip op */
1407 root 1.254 if (op->flag [FLAG_APPLIED])
1408 root 1.22 {
1409 root 1.245 /* always apply, so no reason to unapply */
1410     if (basic_flag == AP_APPLY)
1411     return 0;
1412    
1413 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1414 root 1.245 {
1415 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1416 root 1.245 return 1;
1417     }
1418    
1419     return unapply_special (who, op, aflags);
1420 elmex 1.1 }
1421 root 1.245 else if (basic_flag == AP_UNAPPLY)
1422     return 0;
1423    
1424     splay (op);
1425 root 1.110
1426 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1427     if (int i = can_apply_object (who, op))
1428     {
1429     if (i & CAN_APPLY_NEVER)
1430     {
1431 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));
1432 root 1.245 return 1;
1433     }
1434     else if (i & CAN_APPLY_RESTRICTION)
1435     {
1436 root 1.252 who->failmsgf (
1437 root 1.245 "You have a prohibition against using a %s. "
1438     "H<Your belief, profession or class prevents you from applying this item.>",
1439     query_name (op)
1440 root 1.252 );
1441 root 1.245 return 1;
1442     }
1443 elmex 1.1
1444 root 1.245 if (who->type != PLAYER)
1445     {
1446     /* Some error, so don't try to equip something more */
1447     if (unapply_for_ob (who, op, aflags))
1448     return 1;
1449     }
1450     else
1451     {
1452     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1453 root 1.198 {
1454 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1455     unapply_for_ob (who, op, AP_PRINT);
1456     return 1;
1457     }
1458     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1459     if (unapply_for_ob (who, op, aflags))
1460     return 1;
1461     }
1462     }
1463    
1464     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1465     {
1466     // try to ready attached skill first
1467     skop = find_skill_by_name (who, op->skill);
1468    
1469     if (!skop)
1470     {
1471 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1472 root 1.245 return 1;
1473     }
1474     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1475     {
1476 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1477 root 1.245 return 1;
1478     }
1479     }
1480    
1481     if (!check_item_power (who, op->item_power))
1482     {
1483     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1484     return 1;
1485     }
1486    
1487     /* Ok. We are now at the state where we can apply the new object.
1488     * Note that we don't have the checks for can_use_...
1489     * below - that is already taken care of by can_apply_object.
1490     */
1491    
1492     // split away all the other items from the stack, so only one item is left
1493     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1494    
1495     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1496     return RESULT_INT (0);
1497    
1498     switch (op->type)
1499     {
1500     case WEAPON:
1501     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1502     {
1503     /* if the weapon does not have the name as the character, can't use it. */
1504     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1505     who->failmsg ("The weapon does not recognize you as its owner. "
1506     "H<Its name indicates that it belongs to somebody else.>");
1507     if (tmp) who->insert (tmp);
1508     return 1;
1509     }
1510    
1511     op->flag [FLAG_APPLIED] = true;
1512    
1513     if (player *pl = who->contr)
1514     {
1515     who->statusmsg (format ("You wield %s.", query_name (op)));
1516     change_abil (who, op);
1517     }
1518    
1519     op->flag [FLAG_READY_WEAPON] = true;
1520     break;
1521    
1522     case ARMOUR:
1523     case HELMET:
1524     case SHIELD:
1525     case BOOTS:
1526     case GLOVES:
1527     case GIRDLE:
1528     case BRACERS:
1529     case CLOAK:
1530     case RING:
1531     case AMULET:
1532 root 1.254 op->set_flag (FLAG_APPLIED);
1533 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1534     change_abil (who, op);
1535     break;
1536    
1537     case SKILL_TOOL:
1538     // applying a skill tool does not ready the skill
1539     // if something needs the skill, it has to ready it itself
1540     //TODO: unapplying should unapply the skill, though
1541 root 1.254 op->set_flag (FLAG_APPLIED);
1542 root 1.245 break;
1543    
1544     case SKILL:
1545     if (!(aflags & AP_NO_SLOT))
1546     {
1547     // skill is used on it's own, as opposed to being a chosen_skill
1548    
1549     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1550     {
1551 root 1.252 who->failmsgf (
1552 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1553     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1554     "It cannot be used on its own.>",
1555     &op->skill
1556 root 1.252 );
1557 root 1.245 if (tmp) who->insert (tmp);
1558     return 1;
1559     }
1560    
1561     if (skill_flags [op->subtype] & SF_AUTARK
1562     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1563     {
1564     if (skill_flags [op->subtype] & SF_USE)
1565 root 1.252 who->failmsgf (
1566 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1567     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1568     &op->skill, &op->skill
1569 root 1.252 );
1570 root 1.245 else
1571 root 1.252 who->failmsgf (
1572 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1573     "H<The %s skill cannot be readied or used, it is always active.>",
1574     &op->skill
1575 root 1.252 );
1576 root 1.245
1577     if (tmp) who->insert (tmp);
1578    
1579     return 1;
1580     }
1581    
1582     if (who->contr)
1583     if (op->invisible)
1584     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1585     else
1586     who->statusmsg (format ("You ready %s.", query_name (op)));
1587     }
1588    
1589 root 1.254 who->set_flag (FLAG_READY_SKILL);
1590     op->set_flag (FLAG_APPLIED);
1591 root 1.245 change_abil (who, op);
1592     break;
1593    
1594     case BOW:
1595     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1596     {
1597     who->failmsg ("The weapon does not recognize you as its owner. "
1598     "H<Its name indicates that it belongs to somebody else.>");
1599     if (tmp) who->insert (tmp);
1600     return 1;
1601     }
1602    
1603     if (player *pl = who->contr)
1604     {
1605     op->flag [FLAG_APPLIED] = true;
1606     who->statusmsg (format ("You wield the %s.", query_name (op)));
1607     change_abil (who, op);
1608     }
1609     break;
1610    
1611     case RANGED:
1612     if (player *pl = who->contr)
1613     {
1614     op->flag [FLAG_APPLIED] = true;
1615     who->statusmsg (format ("You applied the %s.", query_name (op)));
1616     }
1617     break;
1618    
1619     case SPELL:
1620     if (player *pl = who->contr)
1621     {
1622     op->flag [FLAG_APPLIED] = true;
1623     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1624     }
1625     break;
1626    
1627     /*FALLTHROUGH*/
1628     case WAND:
1629     case ROD:
1630     case HORN:
1631     op->flag [FLAG_APPLIED] = true;
1632 elmex 1.1
1633 root 1.245 if (player *pl = who->contr)
1634     {
1635     who->statusmsg (format ("You ready %s.", query_name (op)));
1636 root 1.14
1637 root 1.245 if (op->type == BOW)
1638     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1639 root 1.14
1640 root 1.245 change_abil (who, op);
1641     }
1642     else
1643     {
1644     if (op->type == BOW)
1645     op->flag [FLAG_READY_BOW ] = true;
1646     else
1647     op->flag [FLAG_READY_RANGE] = true;
1648     }
1649 root 1.14
1650 root 1.245 break;
1651 root 1.198
1652 root 1.245 case BUILDER:
1653     if (player *pl = who->contr)
1654     {
1655     who->statusmsg (format ("You ready your %s.", query_name (op)));
1656     //TODO: change_abil?
1657     }
1658     break;
1659 root 1.14
1660 root 1.245 default:
1661     who->statusmsg (format ("You apply %s.", query_name (op)));
1662     }
1663 root 1.23
1664 root 1.254 op->set_flag (FLAG_APPLIED);
1665 root 1.14
1666 root 1.245 if (tmp) who->insert (tmp);
1667 root 1.14
1668 root 1.245 who->update_stats ();
1669 root 1.14
1670 root 1.245 /* We exclude spell casting objects. The fire code will set the
1671     * been applied flag when they are used - until that point,
1672     * you don't know anything about them.
1673     */
1674     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1675 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1676 root 1.14
1677 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1678 root 1.245 if (who->type == PLAYER)
1679     {
1680     who->failmsg (
1681     "Oops, it feels deadly cold! "
1682     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1683     );
1684 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1685 root 1.245 }
1686 root 1.22
1687 root 1.245 if (object *pl = op->visible_to ())
1688     esrv_send_item (pl, op);
1689 root 1.14
1690 root 1.245 return 0;
1691     }
1692 root 1.14
1693 root 1.245 /**
1694     * Check if op should abort moving victim because of it's race or slaying.
1695     * Returns 1 if it should abort, returns 0 if it should continue.
1696     */
1697     int
1698     should_director_abort (object *op, object *victim)
1699     {
1700     int arch_flag, name_flag, race_flag;
1701 root 1.22
1702 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1703     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1704     * the next is the name flag, and the last is the race flag. Also note,
1705     * if subtype is set to zero, that also goes to defaults of all affecting
1706     * it. Examples:
1707     * subtype 1: only arch
1708     * subtype 3: arch or name
1709     * subtype 5: arch or race
1710     * subtype 7: all three
1711     */
1712     if (op->subtype)
1713     {
1714     arch_flag = op->subtype & 1;
1715     name_flag = op->subtype & 2;
1716     race_flag = op->subtype & 4;
1717     }
1718     else
1719     {
1720     arch_flag = 1;
1721     name_flag = 1;
1722     race_flag = 1;
1723     }
1724 root 1.14
1725 root 1.245 /* If the director has race set, only affect objects with a arch,
1726     * name or race that matches.
1727     */
1728     if ((op->race) &&
1729     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1730     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1731     ((!(victim->race && race_flag) || op->race != victim->race)))
1732     return 1;
1733 root 1.14
1734 root 1.245 /* If the director has slaying set, only affect objects where none
1735     * of arch, name, or race match.
1736     */
1737     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1738     ((victim->name && name_flag && op->slaying == victim->name)) ||
1739     ((victim->race && race_flag && op->slaying == victim->race)))
1740     return 1;
1741 root 1.118
1742 root 1.245 return 0;
1743     }
1744 root 1.14
1745 root 1.245 /**
1746     * This handles a player dropping money on an altar to identify stuff.
1747     * It'll identify marked item, if none all items up to dropped money.
1748     * Return value: 1 if money was destroyed, 0 if not.
1749     */
1750     static int
1751     apply_id_altar (object *money, object *altar, object *pl)
1752     {
1753     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754 root 1.14
1755 root 1.245 if (!pl || pl->type != PLAYER)
1756     return 0;
1757 root 1.14
1758 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1759     * identifying' from being printed out more than it needs to be.
1760     */
1761     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1762     return 0;
1763 root 1.23
1764 root 1.245 /* if the player has a marked item, identify that if it needs to be
1765     * identified. If it doesn't, then go through the player inventory.
1766     */
1767 root 1.256 if (object *marked = pl->mark ())
1768 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1769 root 1.245 {
1770     if (operate_altar (altar, &money, pl))
1771     {
1772     identify (marked);
1773 root 1.23
1774 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1775     if (marked->msg)
1776     buf << "The item has a story:\r" << marked->msg << "\n\n";
1777 root 1.23
1778 root 1.245 return !money;
1779     }
1780     }
1781 root 1.14
1782 root 1.245 for (object *id = pl->inv; id; id = id->below)
1783     {
1784 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1785 root 1.245 {
1786     if (operate_altar (altar, &money, pl))
1787     {
1788     identify (id);
1789 root 1.55
1790 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1791     if (id->msg)
1792     buf << "The item has a story:\r" << id->msg << "\n\n";
1793 root 1.14
1794 root 1.245 /* If no more money, might as well quit now */
1795     if (!money || !check_altar_sacrifice (altar, money))
1796     break;
1797     }
1798     else
1799     {
1800     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1801     break;
1802     }
1803     }
1804     }
1805 root 1.23
1806 root 1.245 if (buf.empty ())
1807     pl->failmsg ("You have nothing that needs identifying");
1808     else
1809     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1810 root 1.23
1811 root 1.245 return !money;
1812     }
1813 root 1.23
1814 root 1.245 /**
1815     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1816     * matching item.
1817     **/
1818     void
1819     handle_apply_yield (object *tmp)
1820     {
1821     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1822     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1823 elmex 1.1 }
1824    
1825     /**
1826 root 1.245 * Handles applying a potion.
1827 elmex 1.1 */
1828 root 1.245 int
1829     apply_potion (object *op, object *tmp)
1830 elmex 1.1 {
1831 root 1.245 int got_one = 0, i;
1832     object *force = 0;
1833 root 1.22
1834 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1835 root 1.112
1836 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1837 root 1.22 {
1838 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1839 elmex 1.1
1840 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1841 root 1.245 return 0;
1842 elmex 1.1 }
1843 root 1.112
1844 root 1.245 if (op->type == PLAYER)
1845 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1846 root 1.245 identify (tmp);
1847 elmex 1.1
1848 root 1.245 handle_apply_yield (tmp);
1849 elmex 1.223
1850 root 1.245 /* Potion of restoration - only for players */
1851     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1852     {
1853     object *depl;
1854     archetype *at;
1855 root 1.22
1856 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1857 root 1.245 {
1858     op->drain_stat ();
1859     op->update_stats ();
1860     tmp->decrease ();
1861     return 1;
1862     }
1863 root 1.22
1864 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1865 root 1.22 {
1866 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1867     return 0;
1868 root 1.22 }
1869 root 1.41
1870 root 1.245 depl = present_arch_in_ob (at, op);
1871 elmex 1.1
1872 root 1.245 if (depl)
1873     {
1874     for (i = 0; i < NUM_STATS; i++)
1875     if (depl->stats.stat (i))
1876     op->statusmsg (restore_msg[i]);
1877 root 1.208
1878 root 1.245 depl->destroy ();
1879     op->update_stats ();
1880 root 1.208 }
1881 root 1.245 else
1882     op->statusmsg ("Your potion had no effect.");
1883 root 1.208
1884 root 1.245 tmp->decrease ();
1885     return 1;
1886 elmex 1.1 }
1887    
1888 root 1.245 /* improvement potion - only for players */
1889     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1890 root 1.22 {
1891 root 1.245 for (i = 1; i < min (11, op->level); i++)
1892     {
1893 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1894 root 1.245 {
1895     if (op->contr->levhp[i] != 1)
1896     {
1897     op->contr->levhp[i] = 1;
1898     break;
1899     }
1900 elmex 1.1
1901 root 1.245 if (op->contr->levsp[i] != 1)
1902     {
1903     op->contr->levsp[i] = 1;
1904     break;
1905     }
1906 elmex 1.1
1907 root 1.245 if (op->contr->levgrace[i] != 1)
1908     {
1909     op->contr->levgrace[i] = 1;
1910     break;
1911     }
1912     }
1913     else
1914     {
1915     if (op->contr->levhp[i] < 9)
1916     {
1917     op->contr->levhp[i] = 9;
1918     break;
1919     }
1920 root 1.118
1921 root 1.245 if (op->contr->levsp[i] < 6)
1922     {
1923     op->contr->levsp[i] = 6;
1924     break;
1925     }
1926 root 1.22
1927 root 1.245 if (op->contr->levgrace[i] < 3)
1928     {
1929     op->contr->levgrace[i] = 3;
1930     break;
1931     }
1932     }
1933     }
1934 elmex 1.1
1935 root 1.245 /* Just makes checking easier */
1936     if (i < min (11, op->level))
1937     got_one = 1;
1938 elmex 1.1
1939 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1940 root 1.245 {
1941     if (got_one)
1942     {
1943     op->update_stats ();
1944     op->statusmsg ("The Gods smile upon you and remake you "
1945     "a little more in their image. "
1946     "You feel a little more perfect.", NDI_GREEN);
1947     }
1948     else
1949     op->statusmsg ("The potion had no effect - you are already perfect.");
1950     }
1951     else
1952     { /* cursed potion */
1953     if (got_one)
1954     {
1955     op->update_stats ();
1956     op->failmsg ("The Gods are angry and punish you.");
1957     }
1958     else
1959     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1960     }
1961 root 1.22
1962 root 1.245 tmp->decrease ();
1963     return 1;
1964 root 1.22 }
1965 elmex 1.1
1966 root 1.22
1967 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1968     * and heroism all fit into this category. Given the spell object code,
1969     * there is no limit to the number of spells that potions can be cast,
1970     * but direction is problematic to try and imbue fireball potions for example.
1971 root 1.22 */
1972 root 1.245 if (tmp->inv)
1973 root 1.22 {
1974 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1975 root 1.22 {
1976 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1977     create_exploding_ball_at (op, op->level);
1978 root 1.14 }
1979 root 1.22 else
1980 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1981 root 1.114
1982 root 1.245 tmp->decrease ();
1983 root 1.22
1984 root 1.245 /* if youre dead, no point in doing this... */
1985 root 1.254 if (!op->flag [FLAG_REMOVED])
1986 root 1.245 op->update_stats ();
1987 root 1.22
1988 root 1.245 return 1;
1989 root 1.22 }
1990    
1991 root 1.245 /* Deal with protection potions */
1992     force = NULL;
1993     for (i = 0; i < NROFATTACKS; i++)
1994     {
1995     if (tmp->resist[i])
1996     {
1997     if (!force)
1998     force = get_archetype (FORCE_NAME);
1999 root 1.32
2000 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2001     force->type = POTION_EFFECT;
2002     break; /* Only need to find one protection since we copy entire batch */
2003     }
2004 root 1.22 }
2005 root 1.31
2006 root 1.245 /* This is a protection potion */
2007     if (force)
2008 root 1.22 {
2009 root 1.245 /* cursed items last longer */
2010 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2011 root 1.245 {
2012     force->stats.food *= 10;
2013     for (i = 0; i < NROFATTACKS; i++)
2014     if (force->resist[i] > 0)
2015     force->resist[i] = -force->resist[i]; /* prot => vuln */
2016     }
2017 root 1.22
2018 root 1.245 force->speed_left = -1;
2019     force = insert_ob_in_ob (force, op);
2020 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2021     force->set_flag (FLAG_APPLIED);
2022 root 1.245 change_abil (op, force);
2023     tmp->decrease ();
2024     return 1;
2025 elmex 1.1 }
2026 root 1.22
2027 root 1.245 /* Only thing left are the stat potions */
2028     if (op->type == PLAYER)
2029     { /* only for players */
2030 root 1.254 if ((tmp->flag [FLAG_CURSED]
2031     || tmp->flag [FLAG_DAMNED])
2032 root 1.245 && tmp->value != 0)
2033 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2034 root 1.245 else
2035 root 1.254 tmp->set_flag (FLAG_APPLIED);
2036 root 1.25
2037 root 1.245 if (!change_abil (op, tmp))
2038     op->statusmsg ("Nothing happened.");
2039 elmex 1.1 }
2040    
2041 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2042     * that were grouped with the one consumed, his
2043     * stat will not be raised by them. fix_player just clears
2044     * up all the stats.
2045 root 1.22 */
2046 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2047 root 1.245 op->update_stats ();
2048     tmp->decrease ();
2049     return 1;
2050     }
2051 root 1.22
2052 root 1.245 /**
2053     * 'victim' moves onto 'trap'
2054     * 'victim' leaves 'trap'
2055     * effect is determined by move_on/move_off of trap and move_type of victime.
2056     *
2057     * originator: Player, monster or other object that caused 'victim' to move
2058     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2059     * However, some types of traps require an originator to function.
2060 elmex 1.1 */
2061 root 1.22 void
2062 root 1.245 move_apply (object *trap, object *victim, object *originator)
2063 elmex 1.1 {
2064 root 1.245 static int recursion_depth = 0;
2065    
2066     /* Only exits affect DMs. */
2067 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2068 root 1.245 return;
2069 elmex 1.1
2070 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2071     * possibly unlimited recursion.
2072     */
2073     /* The following was changed because it was causing perfectly correct
2074     * maps to fail. 1) it's not an error to recurse:
2075     * rune detonates, summoning monster. monster lands on nearby rune.
2076     * nearby rune detonates. This sort of recursion is expected and
2077     * proper. This code was causing needless crashes.
2078     */
2079     if (recursion_depth >= 500)
2080 root 1.22 {
2081 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2082     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2083 root 1.22 return;
2084 elmex 1.1 }
2085    
2086 root 1.245 recursion_depth++;
2087     if (trap->head)
2088     trap = trap->head;
2089    
2090     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2091     switch (trap->type)
2092     {
2093     case PLAYERMOVER:
2094     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2095     {
2096     if (!trap->stats.maxsp)
2097     trap->stats.maxsp = 2;
2098 elmex 1.1
2099 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2100     * should be divided by trap->speed
2101     */
2102     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2103 elmex 1.1
2104 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2105     * above with some objects have zero speed, and thus the player
2106     * getting permanently paralyzed.
2107     */
2108     if (victim->speed_left < -50.f)
2109     victim->speed_left = -50.f;
2110     /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2111     }
2112     break;
2113 elmex 1.1
2114 root 1.245 case SPINNER:
2115     if (victim->direction)
2116     {
2117     victim->direction = absdir (victim->direction - trap->stats.sp);
2118     update_turn_face (victim);
2119     }
2120     break;
2121 elmex 1.1
2122 root 1.245 case DIRECTOR:
2123     if (victim->direction && !should_director_abort (trap, victim))
2124     {
2125     victim->direction = trap->stats.sp;
2126     update_turn_face (victim);
2127     }
2128     break;
2129 elmex 1.1
2130 root 1.245 case BUTTON:
2131     case PEDESTAL:
2132     case T_MATCH:
2133     update_button (trap, originator);
2134     break;
2135 elmex 1.1
2136 root 1.245 case ALTAR:
2137     /* sacrifice victim on trap */
2138     apply_altar (trap, victim, originator);
2139     break;
2140 elmex 1.1
2141 root 1.245 case THROWN_OBJ:
2142     if (trap->inv == NULL)
2143     break;
2144     /* fallthrough */
2145 elmex 1.1
2146 root 1.245 case ARROW:
2147     /* bad bug: monster throw a object, make a step forwards, step on object ,
2148     * trigger this here and get hit by own missile - and will be own enemy.
2149     * Victim then is his own enemy and will start to kill herself (this is
2150     * removed) but we have not synced victim and his missile. To avoid senseless
2151     * action, we avoid hits here
2152     */
2153 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2154 root 1.245 && trap->owner != victim)
2155     hit_with_arrow (trap, victim);
2156     break;
2157 root 1.22
2158 root 1.245 case SPELL_EFFECT:
2159     apply_spell_effect (trap, victim);
2160     break;
2161 root 1.99
2162 root 1.245 case TRAPDOOR:
2163     {
2164     int max, sound_was_played;
2165     object *ab, *ab_next;
2166 elmex 1.1
2167 root 1.245 if (!trap->value)
2168     {
2169     int tot;
2170 root 1.22
2171 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2172     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2173     tot += ab->head_ ()->total_weight ();
2174 root 1.37
2175 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2176     break;
2177 elmex 1.1
2178 root 1.245 SET_ANIMATION (trap, trap->value);
2179     update_object (trap, UP_OBJ_FACE);
2180     }
2181 elmex 1.1
2182 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2183     {
2184     /* need to set this up, since if we do transfer the object,
2185     * ab->above would be bogus
2186     */
2187     ab_next = ab->above;
2188 root 1.22
2189 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2190     {
2191     if (!sound_was_played)
2192     {
2193     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2194     sound_was_played = 1;
2195     }
2196 root 1.22
2197 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2198     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2199     }
2200     }
2201     break;
2202     }
2203 root 1.22
2204 root 1.245 case CONVERTER:
2205     if (convert_item (victim, trap) < 0)
2206     {
2207 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2208 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2209     }
2210 root 1.22
2211 root 1.245 break;
2212 root 1.22
2213 root 1.245 case TRIGGER_BUTTON:
2214     case TRIGGER_PEDESTAL:
2215     case TRIGGER_ALTAR:
2216     check_trigger (trap, victim, originator);
2217     break;
2218 root 1.124
2219 root 1.245 case DEEP_SWAMP:
2220     walk_on_deep_swamp (trap, victim);
2221     break;
2222 root 1.22
2223 root 1.245 case CHECK_INV:
2224     check_inv (victim, trap);
2225     break;
2226 root 1.22
2227 root 1.245 case HOLE:
2228     move_apply_hole (trap, victim);
2229     break;
2230 root 1.22
2231 root 1.245 case EXIT:
2232     if (victim->type == PLAYER && EXIT_PATH (trap))
2233     {
2234     /* Basically, don't show exits leading to random maps the
2235     * players output.
2236     */
2237     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2238     victim->statusmsg (trap->msg, NDI_NAVY);
2239 root 1.22
2240 root 1.245 trap->play_sound (trap->sound);
2241     victim->enter_exit (trap);
2242     }
2243     break;
2244 root 1.22
2245 root 1.245 case ENCOUNTER:
2246     /* may be some leftovers on this */
2247     break;
2248 root 1.22
2249 root 1.245 case SHOP_MAT:
2250     apply_shop_mat (trap, victim);
2251     break;
2252 root 1.22
2253 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2254     case IDENTIFY_ALTAR:
2255     apply_id_altar (victim, trap, originator);
2256     break;
2257 root 1.22
2258 root 1.245 case SIGN:
2259     if (victim->type != PLAYER && trap->stats.food > 0)
2260     break; /* monsters musn't apply magic_mouths with counters */
2261 root 1.22
2262 root 1.245 apply_sign (victim, trap, 1);
2263     break;
2264 root 1.22
2265 root 1.245 case CONTAINER:
2266     apply_container (victim, trap);
2267     break;
2268 root 1.22
2269 root 1.245 case RUNE:
2270     case TRAP:
2271 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2272 root 1.245 spring_trap (trap, victim);
2273     break;
2274 root 1.22
2275 root 1.245 default:
2276     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2277     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2278     break;
2279     }
2280 root 1.124
2281 root 1.245 recursion_depth--;
2282     }
2283 root 1.124
2284 root 1.245 /**
2285     * Handles reading a regular (ie not containing a spell) book.
2286     */
2287     static void
2288     apply_book (object *op, object *tmp)
2289     {
2290     int lev_diff;
2291     object *skill_ob;
2292 root 1.22
2293 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2294 root 1.245 {
2295     op->failmsg ("You are unable to read while blind!");
2296     return;
2297     }
2298 root 1.22
2299 root 1.245 if (!tmp->msg)
2300 root 1.22 {
2301 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2302 root 1.245 return;
2303     }
2304 root 1.22
2305 root 1.245 /* need a literacy skill to read stuff! */
2306     skill_ob = find_skill_by_name (op, tmp->skill);
2307     if (!skill_ob)
2308     {
2309 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2310 root 1.245 return;
2311 root 1.22 }
2312    
2313 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2314 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2315 root 1.22 {
2316 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2317     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2318     : lev_diff < 5 ? "This book is beyond your comprehension."
2319     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2320     : lev_diff < 15 ? "This book is way beyond your comprehension."
2321     : "This book is totally beyond your comprehension.");
2322     return;
2323     }
2324    
2325     // we currently don't use the message types for anything.
2326     // readable_message_type *msgType = get_readable_message_type (tmp);
2327    
2328     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2329    
2330     if (player *pl = op->contr)
2331     if (client *ns = pl->ns)
2332     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2333    
2334     /* gain xp from reading */
2335 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2336 root 1.245 { /* only if not read before */
2337     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2338 root 1.22
2339 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2340 root 1.22 {
2341 root 1.245 /*exp_gain *= 2; because they just identified it too */
2342 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2343 root 1.245
2344     if (object *pl = tmp->visible_to ())
2345     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2346 root 1.22 }
2347 root 1.245
2348     change_exp (op, exp_gain, skill_ob->skill, 0);
2349 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2350 elmex 1.1 }
2351     }
2352    
2353     /**
2354 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2355     * scroll_failure()- hacked directly from spell_failure
2356 root 1.208 */
2357     static void
2358 root 1.245 scroll_failure (object *op, int failure, int power)
2359 root 1.208 {
2360 root 1.245 if (abs (failure / 4) > power)
2361     power = abs (failure / 4); /* set minimum effect */
2362    
2363     if (failure <= -1 && failure > -15)
2364     { /* wonder */
2365     object *tmp;
2366 root 1.208
2367 root 1.245 op->failmsg ("Your spell warps!");
2368     tmp = get_archetype (SPELL_WONDER);
2369     cast_wonder (op, op, 0, tmp);
2370     tmp->destroy ();
2371     }
2372     else if (failure <= -15 && failure > -35)
2373     { /* drain mana */
2374     op->failmsg ("Your mana is drained!");
2375     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2376     if (op->stats.sp < 0)
2377     op->stats.sp = 0;
2378     }
2379     else if (settings.spell_failure_effects == TRUE)
2380 root 1.208 {
2381 root 1.245 if (failure <= -35 && failure > -60)
2382     { /* confusion */
2383     op->failmsg ("The magic recoils on you!");
2384     confuse_player (op, op, power);
2385     }
2386     else if (failure <= -60 && failure > -70)
2387     { /* paralysis */
2388     op->failmsg ("The magic recoils and paralyzes you!");
2389     paralyze_player (op, op, power);
2390     }
2391     else if (failure <= -70 && failure > -80)
2392     { /* blind */
2393     op->failmsg ("The magic recoils on you!");
2394     blind_player (op, op, power);
2395     }
2396     else if (failure <= -80)
2397     { /* blast the immediate area */
2398     object *tmp = get_archetype (LOOSE_MANA);
2399     cast_magic_storm (op, tmp, power);
2400     op->failmsg ("You unleash uncontrolled mana!");
2401     tmp->destroy ();
2402 root 1.208 }
2403     }
2404     }
2405    
2406     /**
2407 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2408     * op is the person learning the skill, tmp is the skill scroll object
2409 elmex 1.1 */
2410 root 1.22 static void
2411 root 1.245 apply_skillscroll (object *op, object *tmp)
2412 elmex 1.1 {
2413 root 1.245 switch (learn_skill (op, tmp))
2414     {
2415     case 0:
2416     op->play_sound (sound_find ("generic_fail"));
2417 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2418 root 1.245 break;
2419    
2420     case 1:
2421     tmp->decrease ();
2422     op->play_sound (sound_find ("skill_learn"));
2423     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2424     break;
2425 elmex 1.1
2426 root 1.245 default:
2427     tmp->decrease ();
2428     op->play_sound (sound_find ("generic_fail"));
2429 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2430 root 1.245 break;
2431 elmex 1.1 }
2432 root 1.245 }
2433 root 1.51
2434 root 1.245 /**
2435     * Actually makes op learn spell.
2436     * Informs player of what happens.
2437     */
2438     void
2439     do_learn_spell (object *op, object *spell, int special_prayer)
2440     {
2441     object *tmp;
2442 root 1.51
2443 root 1.245 if (op->type != PLAYER)
2444 root 1.22 {
2445 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2446 elmex 1.1 return;
2447     }
2448 root 1.51
2449 root 1.245 /* Upgrade special prayers to normal prayers */
2450     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2451 elmex 1.1 {
2452 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2453 root 1.245 {
2454     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2455     return;
2456     }
2457 root 1.22 return;
2458 elmex 1.1 }
2459    
2460 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2461    
2462     tmp = spell->clone ();
2463     insert_ob_in_ob (tmp, op);
2464    
2465     if (special_prayer)
2466 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2467 root 1.245
2468     esrv_add_spells (op->contr, tmp);
2469 elmex 1.1 }
2470    
2471 root 1.245 /**
2472     * Erases spell from player's inventory.
2473     */
2474 root 1.151 void
2475 root 1.245 do_forget_spell (object *op, const char *spell)
2476 elmex 1.1 {
2477 root 1.245 object *spob;
2478 root 1.158
2479 root 1.245 if (op->type != PLAYER)
2480 root 1.22 {
2481 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2482     return;
2483 elmex 1.1 }
2484 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2485 root 1.22 {
2486 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2487     return;
2488 elmex 1.1 }
2489 root 1.114
2490 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2491 root 1.245 esrv_remove_spell (op->contr, spob);
2492     spob->destroy ();
2493 elmex 1.1 }
2494    
2495     /**
2496 root 1.245 * Handles player applying a spellbook.
2497     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2498     * stuff like that. Random learning failure too.
2499 elmex 1.184 */
2500 root 1.245 static void
2501     apply_spellbook (object *op, object *tmp)
2502 elmex 1.184 {
2503 root 1.245 object *skop, *spell, *spell_skill;
2504    
2505 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2506 root 1.245 {
2507     op->failmsg ("You are unable to read while blind.");
2508     return;
2509     }
2510    
2511     /* artifact_spellbooks have 'slaying' field point to a spell name,
2512     * instead of having their spell stored in stats.sp. These are
2513     * legacy spellbooks
2514     */
2515     if (tmp->slaying)
2516 elmex 1.184 {
2517 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2518    
2519     if (!spell)
2520 elmex 1.184 {
2521 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2522 root 1.245 return;
2523 elmex 1.184 }
2524 root 1.245 else
2525     insert_ob_in_ob (spell, tmp);
2526 elmex 1.184
2527 root 1.245 tmp->slaying = 0;
2528 elmex 1.184 }
2529    
2530 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2531    
2532     /* need a literacy skill to learn spells. Also, having a literacy level
2533     * lower than the spell will make learning the spell more difficult */
2534     if (!skop)
2535 elmex 1.184 {
2536 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2537 root 1.245 return;
2538 elmex 1.184 }
2539    
2540 root 1.245 spell = tmp->inv;
2541 elmex 1.184
2542 root 1.245 if (!spell)
2543 elmex 1.184 {
2544 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2545     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2546     return;
2547 elmex 1.184 }
2548    
2549 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2550     if (skop->level < learn_level)
2551 elmex 1.187 {
2552 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.>",
2553     &tmp->skill, learn_level);
2554 root 1.245 return;
2555 elmex 1.187 }
2556    
2557 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2558 elmex 1.187
2559 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2560 root 1.245 identify (tmp);
2561 elmex 1.184
2562 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2563     * a lot of sense - special prayers are not found in spellbooks, and
2564     * if the player doesn't know the spell, doesn't make a lot of sense that
2565     * they would have a special prayer mark.
2566     */
2567     if (check_spell_known (op, spell->name))
2568 elmex 1.184 {
2569 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");
2570     return;
2571     }
2572 elmex 1.184
2573 root 1.245 if (spell->skill)
2574     {
2575     spell_skill = find_skill_by_name (op, spell->skill);
2576 elmex 1.184
2577 root 1.245 if (!spell_skill)
2578 elmex 1.184 {
2579 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2580 elmex 1.184 return;
2581     }
2582    
2583 root 1.245 if (spell_skill->level < spell->level)
2584 elmex 1.187 {
2585 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2586 elmex 1.187 return;
2587     }
2588 root 1.245 }
2589 elmex 1.187
2590 root 1.245 /* Logic as follows
2591     *
2592     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2593     *
2594     * 2- The learner's skill level in literacy adjusts the chance to learn
2595     * a spell.
2596     *
2597     * 3 -Automatically fail to learn if you read while confused
2598     *
2599     * Overall, chances are the same but a player will find having a high
2600     * literacy rate very useful! -b.t.
2601     */
2602 root 1.254 if (op->flag [FLAG_CONFUSED])
2603 root 1.245 {
2604     op->failmsg ("In your confused state you flub the wording of the text!");
2605     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2606 elmex 1.184 }
2607 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2608 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2609 elmex 1.184 {
2610 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2611     do_learn_spell (op, spell, 0);
2612 elmex 1.187
2613 root 1.245 /* xp gain to literacy for spell learning */
2614 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2615 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2616 elmex 1.184 }
2617     else
2618     {
2619 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2620     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2621 elmex 1.184 }
2622    
2623 root 1.245 tmp->decrease ();
2624 elmex 1.184 }
2625    
2626     /**
2627 root 1.245 * Handles applying a spell scroll.
2628 root 1.208 */
2629 root 1.245 void
2630     apply_scroll (object *op, object *tmp, int dir)
2631 root 1.208 {
2632 root 1.245 object *skop;
2633 root 1.208
2634 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2635 root 1.208 {
2636 root 1.245 op->failmsg ("You are unable to read while blind.");
2637 root 1.208 return;
2638     }
2639    
2640 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2641 root 1.208 {
2642 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2643 root 1.208 return;
2644     }
2645    
2646 root 1.245 if (op->type == PLAYER)
2647 root 1.208 {
2648 root 1.245 /* players need a literacy skill to read stuff! */
2649     int exp_gain = 0;
2650    
2651     /* hard code literacy - tmp->skill points to where the exp
2652     * should go for anything killed by the spell.
2653     */
2654 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2655 root 1.208
2656 root 1.245 if (!skop)
2657 root 1.208 {
2658 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2659 root 1.245 return;
2660 root 1.208 }
2661 root 1.245
2662     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2663     change_exp (op, exp_gain, skop->skill, 0);
2664 root 1.208 }
2665    
2666 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2667 root 1.245 identify (tmp);
2668    
2669     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2670    
2671     cast_spell (op, tmp, dir, tmp->inv, NULL);
2672     tmp->decrease ();
2673     }
2674    
2675     /**
2676     * Applies a treasure object - by default, chest. op
2677     * is the person doing the applying, tmp is the treasure
2678     * chest.
2679     */
2680     static void
2681     apply_treasure (object *op, object *tmp)
2682     {
2683     /* Nice side effect of this treasure creation method is that the treasure
2684     * for the chest is done when the chest is created, and put into the chest
2685     * inventory. So that when the chest burns up, the items still exist. Also
2686     * prevents people from moving chests to more difficult maps to get better
2687     * treasure
2688     */
2689     object *treas = tmp->inv;
2690 root 1.208
2691 root 1.245 if (!treas)
2692 root 1.208 {
2693 root 1.245 op->statusmsg ("The chest was empty.");
2694     tmp->decrease ();
2695 root 1.208 return;
2696     }
2697    
2698 root 1.245 while (tmp->inv)
2699     {
2700     treas = tmp->inv;
2701     treas->remove ();
2702    
2703     treas->x = op->x;
2704     treas->y = op->y;
2705     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2706 root 1.208
2707 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2708 root 1.245 spring_trap (treas, op);
2709 root 1.208
2710 root 1.245 /* If either player or container was destroyed, no need to do
2711     * further processing. I think this should be enclused with
2712     * spring trap above, as I don't think there is otherwise
2713     * any way for the treasure chest or player to get killed.
2714     */
2715     if (op->destroyed () || tmp->destroyed ())
2716     break;
2717     }
2718 root 1.208
2719 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2720     tmp->decrease (true);
2721 root 1.208 }
2722    
2723     /**
2724 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2725     * there is a chance for the dragon's skin to get improved.
2726 elmex 1.1 *
2727 root 1.245 * attributes:
2728     * object *op the object (dragon player) eating the flesh
2729     * object *meal the flesh item, getting chewed in dragon's mouth
2730     * return:
2731     * int 1 if eating successful, 0 if it doesn't work
2732 elmex 1.1 */
2733 root 1.235 static int
2734 root 1.245 dragon_eat_flesh (object *op, object *meal)
2735 elmex 1.1 {
2736 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2737     object *abil = NULL; /* pointer to dragon ability force */
2738     object *tmp = NULL; /* tmp. object */
2739    
2740     double chance; /* improvement-chance of one resistance type */
2741     double totalchance = 1; /* total chance of gaining one resistance */
2742     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2743     double mbonus = 0; /* monster bonus */
2744     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2745     int winners = 0; /* number of winners */
2746     int i; /* index */
2747    
2748     /* let's make sure and doublecheck the parameters */
2749     if (meal->type != FLESH || !op->is_dragon ())
2750     return 0;
2751    
2752     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2753     from the player's inventory */
2754     for (tmp = op->inv; tmp; tmp = tmp->below)
2755     if (tmp->type == FORCE)
2756     if (tmp->arch->archname == shstr_dragon_skin_force)
2757     skin = tmp;
2758     else if (tmp->arch->archname == shstr_dragon_ability_force)
2759     abil = tmp;
2760    
2761     /* if either skin or ability are missing, this is an old player
2762     which is not to be considered a dragon -> bail out */
2763     if (skin == NULL || abil == NULL)
2764     return 0;
2765    
2766     /* now start by filling stomache and health, according to food-value */
2767     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2768     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2769     else
2770     op->stats.hp += meal->stats.food / 50;
2771    
2772     min_it (op->stats.hp, op->stats.maxhp);
2773     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2774    
2775     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2776 elmex 1.1
2777 root 1.245 /* on to the interesting part: chances for adding resistance */
2778     for (i = 0; i < NROFATTACKS; i++)
2779 root 1.22 {
2780 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2781 root 1.22 {
2782 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2783 elmex 1.1
2784 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2785     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2786     if (i == abil->stats.exp)
2787     bonus += 5; /* additional bonus for resistance of ability-focus */
2788 root 1.8
2789 root 1.245 /* monster bonus increases with level, because high-level
2790     flesh is too rare */
2791     mbonus = op->level * 20. / ((double) settings.max_level);
2792 root 1.14
2793 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2794     ((double)settings.max_level)) - skin->resist[i];
2795 root 1.57
2796 root 1.245 if (chance >= 0.)
2797     chance += 1.;
2798     else
2799     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2800 root 1.14
2801 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2802     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2803 root 1.57
2804 root 1.245 /* doubled chance for resistance of ability-focus */
2805     if (i == abil->stats.exp)
2806     chance = min (100., chance * 2.);
2807 root 1.57
2808 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2809     if (rndm (10000) < (unsigned int)(chance * 100))
2810     {
2811     atnr_winner[winners] = i;
2812     winners++;
2813     }
2814 root 1.85
2815 root 1.245 if (chance >= 0.01)
2816     totalchance *= 1 - chance / 100;
2817 root 1.14
2818 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2819     }
2820     }
2821 root 1.122
2822 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2823     totalchance = 100 - totalchance * 100;
2824 root 1.14
2825 root 1.245 /* print message according to totalchance */
2826     const char *buf;
2827     if (totalchance > 50.)
2828     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2829     else if (totalchance > 10.)
2830     buf = format ("The %s tasted very good.", &meal->name);
2831     else if (totalchance > 1.)
2832     buf = format ("The %s tasted good.", &meal->name);
2833     else if (totalchance > 0.1)
2834     buf = format ("The %s tasted bland.", &meal->name);
2835     else if (totalchance >= 0.01)
2836     buf = format ("The %s had a boring taste.", &meal->name);
2837     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2838     buf = format ("The %s tasted strange.", &meal->name);
2839     else
2840     buf = format ("The %s had no taste.", &meal->name);
2841 root 1.14
2842 root 1.245 op->statusmsg (buf);
2843 root 1.14
2844 root 1.245 /* now choose a winner if we have any */
2845     i = -1;
2846     if (winners > 0)
2847     i = atnr_winner [rndm (winners)];
2848 root 1.14
2849 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2850     {
2851     /* resistance increased! */
2852     skin->resist[i]++;
2853     op->update_stats ();
2854 root 1.14
2855 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2856     }
2857 root 1.14
2858 root 1.245 /* if this flesh contains a new ability focus, we mark it
2859     into the ability_force and it will take effect on next level */
2860     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2861     {
2862     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2863 elmex 1.184
2864 root 1.245 if (meal->last_eat != abil->stats.exp)
2865     op->statusmsg (format (
2866     "Your metabolism prepares to focus on %s!\n"
2867     "The change will happen at level %d.",
2868     change_resist_msg[meal->last_eat],
2869     abil->level + 1
2870     ));
2871     else
2872     {
2873     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2874     abil->last_eat = 0;
2875     }
2876     }
2877 root 1.79
2878 root 1.245 return 1;
2879     }
2880 root 1.14
2881 root 1.245 /**
2882     * op eats food.
2883     * If player, takes care of messages and dragon special food.
2884     */
2885     static void
2886     apply_food (object *op, object *tmp)
2887     {
2888     int capacity_remaining;
2889 root 1.14
2890 root 1.245 if (op->type != PLAYER)
2891     op->stats.hp = op->stats.maxhp;
2892     else
2893     {
2894     /* check if this is a dragon (player), eating some flesh */
2895     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2896     ;
2897     else
2898     {
2899     /* usual case - no dragon meal: */
2900     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2901     {
2902     if (tmp->type == FOOD || tmp->type == FLESH)
2903     op->failmsg ("You feel full, but what a waste of food!");
2904     else
2905     op->statusmsg ("Most of the drink goes down your face not your throat!");
2906     }
2907 root 1.14
2908 root 1.245 tmp->play_sound (
2909     tmp->sound
2910     ? tmp->sound
2911     : tmp->type == DRINK
2912     ? sound_find ("eat_drink")
2913     : sound_find ("eat_food")
2914     );
2915 root 1.14
2916 root 1.254 if (!tmp->flag [FLAG_CURSED])
2917 root 1.245 {
2918     const char *buf;
2919 root 1.14
2920 root 1.245 if (!op->is_dragon ())
2921     {
2922     /* eating message for normal players */
2923     if (tmp->type == DRINK)
2924     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2925     else
2926     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2927     }
2928     else
2929     /* eating message for dragon players */
2930     buf = format ("The %s tasted terrible!", &tmp->name);
2931 root 1.14
2932 root 1.245 op->statusmsg (buf);
2933 root 1.22
2934 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2935     op->stats.food += tmp->stats.food;
2936     if (capacity_remaining < tmp->stats.food)
2937     op->stats.hp += capacity_remaining / 50;
2938     else
2939     op->stats.hp += tmp->stats.food / 50;
2940 root 1.14
2941 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2942     min_it (op->stats.food, MAX_FOOD);
2943     }
2944 elmex 1.1
2945 root 1.245 /* special food hack -b.t. */
2946 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2947 root 1.245 eat_special_food (op, tmp);
2948     }
2949     }
2950 root 1.14
2951 root 1.245 handle_apply_yield (tmp);
2952     tmp->decrease ();
2953 elmex 1.1 }
2954    
2955     /**
2956 root 1.245 * Handles applying an improve armor scroll.
2957     * Does some sanity checks, then calls improve_armour.
2958 elmex 1.1 */
2959 root 1.245 static void
2960     apply_armour_improver (object *op, object *tmp)
2961 elmex 1.1 {
2962 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2963 root 1.22 {
2964 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2965     return;
2966     }
2967 root 1.68
2968 root 1.256 object *armor = op->mark ();
2969 root 1.245
2970     if (!armor)
2971     {
2972     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2973     return;
2974     }
2975 root 1.241
2976 root 1.245 if (armor->type != ARMOUR
2977     && armor->type != CLOAK
2978     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2979     {
2980     op->failmsg ("Your marked item is not armour!\n");
2981     return;
2982 elmex 1.1 }
2983 root 1.245
2984 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2985     {
2986     op->failmsg ("You are unable to take off your armour to improve it!");
2987     return;
2988     }
2989    
2990 root 1.245 op->statusmsg ("Applying armour enchantment.");
2991     improve_armour (op, tmp, armor);
2992 elmex 1.1 }
2993    
2994 root 1.245 void
2995     apply_poison (object *op, object *tmp)
2996 elmex 1.1 {
2997 root 1.245 // need to do it now when it is still on the map
2998     handle_apply_yield (tmp);
2999 root 1.12
3000 root 1.245 object *poison = tmp->split (1);
3001 root 1.233
3002 root 1.245 if (op->type == PLAYER)
3003     {
3004     op->contr->play_sound (sound_find ("drink_poison"));
3005     op->failmsg ("Yech! That tasted poisonous!");
3006     op->contr->killer = poison;
3007     }
3008 root 1.76
3009 root 1.245 if (poison->stats.hp > 0)
3010 root 1.22 {
3011 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3012     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3013     }
3014    
3015     op->stats.food -= op->stats.food / 4;
3016     poison->destroy ();
3017     }
3018 root 1.233
3019 root 1.245 /**
3020     * This function will try to apply a lighter and in case no lighter
3021     * is specified it will try to find a lighter in the players inventory,
3022     * and inform him about this requirement.
3023     *
3024     * who - the player
3025     * op - the item we want to light
3026     * lighter - the lighter or 0 if a lighter has yet to be found
3027     */
3028     static object *
3029     auto_apply_lighter (object *who, object *op, object *lighter)
3030     {
3031     if (lighter == 0)
3032     {
3033     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3034     {
3035     if (tmp->type == LIGHTER)
3036     {
3037     lighter = tmp;
3038     break;
3039     }
3040     }
3041 root 1.233
3042 root 1.245 if (!lighter)
3043     {
3044 root 1.252 who->failmsgf (
3045 root 1.245 "You can't light up the %s with your bare hands! "
3046     "H<You need a lighter in your inventory, for example a flint and steel.>",
3047 root 1.252 &op->name
3048     );
3049 root 1.245 return 0;
3050     }
3051     }
3052 root 1.233
3053 root 1.245 // last_eat == 0 means the lighter is not being used up!
3054     if (lighter->last_eat && lighter->stats.food)
3055     {
3056     /* lighter gets used up */
3057     lighter = lighter->split ();
3058     lighter->stats.food--;
3059     who->insert (lighter);
3060     }
3061     else if (lighter->last_eat)
3062     {
3063     /* no charges left in lighter */
3064 root 1.252 who->failmsgf (
3065 root 1.245 "You attempt to light the %s with a used up %s.",
3066 root 1.252 &op->name, &lighter->name
3067     );
3068 root 1.245 return 0;
3069     }
3070 root 1.233
3071 root 1.245 return lighter;
3072     }
3073 root 1.96
3074 root 1.245 /**
3075     * Designed primarily to light torches/lanterns/etc.
3076     * Also burns up burnable material too. First object in the inventory is
3077     * the selected object to "burn". -b.t.
3078     */
3079     static void
3080     apply_lighter (object *who, object *lighter)
3081     {
3082     int is_player_env = 0;
3083 root 1.232
3084 root 1.256 if (object *item = who->mark ())
3085 root 1.245 {
3086     if (!auto_apply_lighter (who, item, lighter))
3087     return;
3088 root 1.76
3089 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3090     * I can't see many times when you would want to light multiple
3091     * objects at once.
3092     */
3093 root 1.14
3094 root 1.245 save_throw_object (item, AT_FIRE, who);
3095 root 1.79
3096 root 1.245 if (item->destroyed ()
3097     || ((item->type == LAMP || item->type == TORCH)
3098     && item->glow_radius > 0))
3099     who->statusmsg (format (
3100     "You light the %s with the %s.",
3101 root 1.252 &item->name, &lighter->name
3102     ));
3103 root 1.245 else
3104 root 1.252 who->failmsgf (
3105 root 1.245 "You attempt to light the %s with the %s and fail.",
3106 root 1.252 &item->name, &lighter->name
3107     );
3108 elmex 1.1 }
3109 root 1.245 else
3110     who->failmsg ("You need to mark a lightable object.");
3111 elmex 1.1 }
3112    
3113     /**
3114 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3115 elmex 1.1 */
3116 root 1.245 static void
3117     player_apply_lamp_cursed_effect (object *who, object *op)
3118 elmex 1.1 {
3119 root 1.245 if (op->level)
3120     {
3121 root 1.252 who->failmsgf (
3122 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3123 root 1.252 &op->name
3124     );
3125 root 1.245 create_exploding_ball_at (who, op->level);
3126     }
3127     else
3128     {
3129 root 1.252 who->failmsgf (
3130 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3131 root 1.252 &op->name
3132     );
3133 root 1.245 }
3134 elmex 1.1
3135 root 1.245 op->destroy ();
3136 elmex 1.1 }
3137    
3138     /**
3139 root 1.245 * Apply for players and lamps
3140     *
3141     * who - the player
3142     * op - the lamp
3143 elmex 1.1 */
3144 root 1.245 static void
3145     player_apply_lamp (object *who, object *op)
3146     {
3147     bool switch_on = op->glow_radius ? false : true;
3148 root 1.114
3149 root 1.245 if (switch_on)
3150     {
3151     object *lighter = 0;
3152    
3153     if (op->flag [FLAG_IS_LIGHTABLE]
3154     && !(lighter = auto_apply_lighter (who, op, 0)))
3155     return;
3156    
3157     if (op->stats.food < 1)
3158     {
3159     if (op->type == LAMP)
3160 root 1.252 who->failmsgf (
3161 root 1.245 "The %s is out of fuel! "
3162     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3163 root 1.252 &op->name
3164     );
3165 root 1.245 else
3166 root 1.252 who->failmsgf (
3167 root 1.245 "The %s is burnt out! "
3168     "H<Torches and similar items burn out and become worthless.>",
3169 root 1.252 &op->name
3170     );
3171 root 1.245 return;
3172     }
3173 root 1.114
3174 root 1.245 if (op->flag [FLAG_CURSED])
3175     {
3176     player_apply_lamp_cursed_effect (who, op);
3177     return;
3178     }
3179 elmex 1.1
3180 root 1.245 if (lighter)
3181     who->statusmsg (format (
3182     "You light up the %s with the %s.", &op->name, &lighter->name));
3183     else
3184     who->statusmsg (format ("You light up the %s.", &op->name));
3185     }
3186     else
3187 root 1.22 {
3188 root 1.245 if (op->flag [FLAG_CURSED])
3189 root 1.22 {
3190 root 1.245 player_apply_lamp_cursed_effect (who, op);
3191     return;
3192     }
3193 root 1.14
3194 root 1.245 if (op->type == TORCH)
3195     {
3196     if (!op->flag [FLAG_IS_LIGHTABLE])
3197 root 1.22 {
3198 root 1.245 who->statusmsg (format (
3199     "You put out the %s. "
3200     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3201     &op->name, &op->name));
3202     }
3203     else
3204     who->statusmsg (format (
3205     "You put out the %s."
3206     "H<Torches wear out if you put them out.>",
3207     &op->name));
3208     }
3209     else
3210     who->statusmsg (format ("You turn off the %s.", &op->name));
3211     }
3212 root 1.81
3213 root 1.245 apply_lamp (op, switch_on);
3214     }
3215 root 1.81
3216 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3217     {
3218     op->animation_id = a->animation_id;
3219     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3220     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3221     op->anim_speed = a->anim_speed;
3222     op->last_anim = 0;
3223     op->state = 0;
3224     op->face = a->face;
3225 root 1.81
3226 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3227     {
3228     SET_ANIMATION(op, 0);
3229     animate_object (op, op->direction);
3230     }
3231     else
3232     update_object (op, UP_OBJ_FACE);
3233 elmex 1.1 }
3234    
3235     /**
3236 root 1.245 * Apply for LAMPs and TORCHes.
3237 elmex 1.1 *
3238 root 1.245 * op - the lamp
3239     * switch_on - a flag which says whether the lamp should be switched on or off
3240 elmex 1.1 */
3241 root 1.245 void apply_lamp (object *op, bool switch_on)
3242 elmex 1.1 {
3243 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3244     op->set_speed (switch_on ? op->arch->speed : 0);
3245 root 1.22
3246 root 1.245 // torches wear out if you put them out
3247     if (op->type == TORCH && !switch_on)
3248 root 1.22 {
3249 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3250 root 1.22 {
3251 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3252     if (op->stats.food < 0)
3253     op->stats.food = 0;
3254     }
3255     else
3256     op->stats.food = 0;
3257     }
3258 elmex 1.1
3259 root 1.245 // lamps and torched get worthless when used up
3260     if (op->stats.food <= 0)
3261     op->value = 0;
3262 root 1.22
3263 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3264     // still animated ;-/
3265     if (op->other_arch)
3266     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3267 root 1.96
3268 root 1.245 if (object *pl = op->visible_to ())
3269     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3270     }
3271 root 1.78
3272 root 1.245 /**
3273     * This handles items of type 'transformer'.
3274     * Basically those items, used with a marked item, transform both items into something
3275     * else.
3276     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3277     * Change information is contained in the 'slaying' field of the marked item.
3278     * The format is as follow: transformer:[number ]yield[;transformer:...].
3279     * This way an item can be transformed in many things, and/or many objects.
3280     * The 'slaying' field for transformer is used as verb for the action.
3281     */
3282     static void
3283     apply_item_transformer (object *pl, object *transformer)
3284     {
3285     object *new_item;
3286     const char *find;
3287     char *separator;
3288     int yield;
3289     char got[MAX_BUF];
3290     int len;
3291 root 1.22
3292 root 1.245 if (!pl || !transformer)
3293     return;
3294 root 1.22
3295 root 1.256 object *marked = pl->mark ();
3296 root 1.76
3297 root 1.245 if (!marked)
3298     {
3299 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3300 root 1.245 return;
3301     }
3302 root 1.22
3303 root 1.245 if (!marked->slaying)
3304 root 1.22 {
3305 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3306 root 1.245 return;
3307     }
3308 root 1.78
3309 root 1.245 /* check whether they are compatible or not */
3310     find = strstr (&marked->slaying, transformer->arch->archname);
3311     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3312     {
3313 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3314 root 1.245 return;
3315 elmex 1.1 }
3316 root 1.76
3317 root 1.245 find += strlen (transformer->arch->archname) + 1;
3318     /* Item can be used, now find how many and what it yields */
3319     if (isdigit (*(find)))
3320 root 1.243 {
3321 root 1.245 yield = atoi (find);
3322     if (yield < 1)
3323 root 1.243 {
3324 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3325     yield = 1;
3326 root 1.243 }
3327     }
3328 root 1.245 else
3329     yield = 1;
3330 root 1.243
3331 root 1.245 while (isdigit (*find))
3332     find++;
3333 root 1.234
3334 root 1.245 while (*find == ' ')
3335     find++;
3336 root 1.233
3337 root 1.245 memset (got, 0, MAX_BUF);
3338 root 1.235
3339 root 1.245 if ((separator = (char *) strchr (find, ';')))
3340     len = separator - find;
3341     else
3342     len = strlen (find);
3343 root 1.234
3344 root 1.245 min_it (len, MAX_BUF - 1);
3345 root 1.235
3346 root 1.245 strcpy (got, find);
3347     got[len] = '\0';
3348 root 1.244
3349 root 1.245 /* Now create new item, remove used ones when required. */
3350     new_item = get_archetype (got);
3351     if (!new_item)
3352     {
3353 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3354 root 1.245 return;
3355 root 1.234 }
3356    
3357 root 1.245 new_item->nrof = yield;
3358 root 1.234
3359 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3360 root 1.233
3361 root 1.245 pl->insert (new_item);
3362     /* Eat up one item */
3363     marked->decrease ();
3364 root 1.233
3365 root 1.245 /* Eat one transformer if needed */
3366     if (transformer->stats.food)
3367     if (--transformer->stats.food == 0)
3368     transformer->decrease ();
3369 root 1.233 }
3370    
3371 elmex 1.1 /**
3372 root 1.245 * Main apply handler.
3373 elmex 1.1 *
3374 root 1.245 * Checks for unpaid items before applying.
3375 elmex 1.1 *
3376 root 1.245 * Return value is currently not used
3377 elmex 1.1 *
3378 root 1.245 * who is the object that is causing object to be applied, op is the object
3379     * being applied.
3380 elmex 1.1 *
3381 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3382     * them in this function - they are passed to apply_special
3383 elmex 1.1 */
3384 root 1.245 static bool
3385     manual_apply (object *who, object *op, int aflag)
3386 elmex 1.1 {
3387 root 1.245 op = op->head_ ();
3388 elmex 1.1
3389 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3390 root 1.22 {
3391 root 1.245 if (who->contr)
3392     {
3393     examine (who, op);
3394     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3395     return 1;
3396     }
3397     else
3398     return 0; /* monsters just skip unpaid items */
3399 elmex 1.1 }
3400    
3401 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3402     return RESULT_INT (0);
3403 root 1.249 else if (apply_types_inv_only [op->type])
3404 root 1.245 {
3405     // special item, using slot system, needs to be in inv
3406     if (op->env == who)
3407     return apply_special (who, op, aflag);
3408 elmex 1.1
3409 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));
3410 root 1.245 }
3411 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3412 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3413 root 1.249 else if (apply_types [op->type])
3414 root 1.22 {
3415 root 1.245 // ordinary stuff, may be on the floor
3416     switch (op->type)
3417     {
3418     case T_HANDLE:
3419     who->play_sound (sound_find ("turn_handle"));
3420     who->statusmsg ("You turn the handle.");
3421     op->value = op->value ? 0 : 1;
3422     SET_ANIMATION (op, op->value);
3423     update_object (op, UP_OBJ_FACE);
3424     push_button (op, who);
3425     break;
3426    
3427     case TRIGGER:
3428     if (check_trigger (op, who, who))
3429     {
3430     who->statusmsg ("You turn the handle.");
3431     who->play_sound (sound_find ("turn_handle"));
3432     }
3433     else
3434     who->failmsg ("The handle doesn't move.");
3435    
3436     break;
3437    
3438     case EXIT:
3439     if (!EXIT_PATH (op))
3440 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));
3441 root 1.245 else
3442     {
3443     /* Don't display messages for random maps. */
3444     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3445     who->statusmsg (op->msg, NDI_NAVY);
3446    
3447     who->enter_exit (op);
3448     }
3449    
3450     break;
3451    
3452     case INSCRIBABLE:
3453     who->statusmsg (op->msg);
3454     // maybe show a spell menu to chose from or something like that
3455     break;
3456    
3457     case SIGN:
3458     apply_sign (who, op, 0);
3459     break;
3460    
3461     case BOOK:
3462     apply_book (who, op);
3463     break;
3464    
3465     case SKILLSCROLL:
3466     apply_skillscroll (who, op);
3467     break;
3468 root 1.22
3469 root 1.245 case SPELLBOOK:
3470     apply_spellbook (who, op);
3471     break;
3472 root 1.78
3473 root 1.245 case SCROLL:
3474     apply_scroll (who, op, 0);
3475     break;
3476 elmex 1.1
3477 root 1.245 case POTION:
3478     apply_potion (who, op);
3479     break;
3480 root 1.104
3481 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3482     //TODO: remove, as it is unsed?
3483     case CLOSE_CON:
3484     apply_container (who, op->env);
3485     break;
3486 root 1.78
3487 root 1.245 case CONTAINER:
3488     apply_container (who, op);
3489     break;
3490 root 1.55
3491 root 1.245 case TREASURE:
3492     apply_treasure (who, op);
3493     break;
3494 root 1.78
3495 root 1.245 case LAMP:
3496     case TORCH:
3497     player_apply_lamp (who, op);
3498     break;
3499 root 1.22
3500 root 1.245 case DRINK:
3501     case FOOD:
3502     case FLESH:
3503     apply_food (who, op);
3504     break;
3505 elmex 1.1
3506 root 1.245 case POISON:
3507     apply_poison (who, op);
3508     break;
3509 root 1.233
3510 root 1.245 case SAVEBED:
3511     break;
3512 root 1.22
3513 root 1.245 case ARMOUR_IMPROVER:
3514     apply_armour_improver (who, op);
3515     break;
3516 root 1.22
3517 root 1.245 case WEAPON_IMPROVER:
3518     check_improve_weapon (who, op);
3519     break;
3520 root 1.65
3521 root 1.245 case CLOCK:
3522     {
3523     char buf[MAX_BUF];
3524     timeofday_t tod;
3525 root 1.233
3526 root 1.245 get_tod (&tod);
3527     who->play_sound (sound_find ("sound_clock"));
3528     who->statusmsg (format (
3529     "It is %d minute%s past %d o'clock %s",
3530     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3531     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3532     ));
3533     }
3534     break;
3535 root 1.78
3536 root 1.245 case MENU:
3537     shop_listing (op, who);
3538     break;
3539 root 1.14
3540 root 1.245 case POWER_CRYSTAL:
3541     apply_power_crystal (who, op); /* see egoitem.c */
3542     break;
3543 root 1.76
3544 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3545     apply_lighter (who, op);
3546     break;
3547 root 1.96
3548 root 1.245 case ITEM_TRANSFORMER:
3549     apply_item_transformer (who, op);
3550     break;
3551     }
3552 root 1.238
3553 root 1.245 return 1;
3554     }
3555     else
3556     {
3557     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3558     return 0;
3559     }
3560     }
3561 root 1.238
3562 root 1.245 /**
3563     * player_apply_below attempts to apply the object 'below' the player.
3564     * If the player has an open container, we use that for below, otherwise
3565     * we use the ground.
3566     */
3567     void
3568     player_apply_below (object *pl)
3569     {
3570     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3571 root 1.238
3572 root 1.245 /* If using a container, set the starting item to be the top
3573     * item in the container. Otherwise, use the map.
3574     */
3575 root 1.241
3576 root 1.245 // first try to apply "applyables"
3577     for (object *tmp = top; tmp; tmp = tmp->below)
3578 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3579 root 1.245 {
3580     // If it is visible, player can apply it.
3581     pl->apply (tmp);
3582     return;
3583     }
3584 root 1.76
3585 root 1.245 while (top && top->invisible)
3586     top = top->below;
3587 root 1.76
3588 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3589     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3590     "H<There is nothing here that you can apply.>");
3591     else
3592     // next, try to explain the topmost object
3593     switch (top->type)
3594     {
3595     // TODO: all this should move to examine
3596     case ALTAR:
3597     case IDENTIFY_ALTAR:
3598 root 1.247 case TRIGGER_ALTAR:
3599 root 1.245 case CONVERTER:
3600 root 1.247 //case TRIGGER_PEDESTAL:
3601 root 1.252 pl->failmsgf (
3602 root 1.245 "You see no obvious mechanism on the %s."
3603     "H<You have to drop one or more specific items here.>",
3604     query_short_name (top)
3605 root 1.252 );
3606 root 1.245 break;
3607 root 1.22
3608 root 1.245 case BUTTON:
3609 root 1.247 case TRIGGER_BUTTON:
3610 root 1.252 pl->failmsgf (
3611 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3612     "H<You must put enough items here to activate it.>",
3613     query_short_name (top)
3614 root 1.252 );
3615 root 1.245 break;
3616 root 1.233
3617 root 1.245 default:
3618     examine (pl, top);
3619     break;
3620     }
3621     }
3622 root 1.76
3623 root 1.245 // saner interface, returns successful status
3624     bool
3625     object::apply (object *ob, int aflags)
3626     {
3627     if (!ob) // simplifies a lot of callers
3628     return true;
3629 root 1.233
3630 root 1.245 if (contr)
3631     {
3632     if (!ob->env && (move_type & MOVE_FLYING))
3633     {
3634     /* player is flying and applying object not in inventory */
3635     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3636     {
3637     failmsg ("But you are floating high above the ground! "
3638     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3639     "or waiting till the levitation effect wears off.>");
3640     return 0;
3641     }
3642     }
3643 root 1.76
3644 root 1.245 contr->last_used = ob;
3645     }
3646 root 1.78
3647 root 1.245 bool want_apply =
3648     aflags & AP_APPLY ? true
3649     : aflags & AP_UNAPPLY ? false
3650     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3651 root 1.80
3652 root 1.245 object_ptr *slot = 0;
3653 root 1.22
3654 root 1.245 // detect the slot, if this is a player
3655     if (contr && !(aflags & AP_NO_SLOT))
3656     {
3657     object *oslot;
3658 root 1.76
3659 root 1.245 switch (ob->type)
3660     {
3661     case WEAPON:
3662     slot = &contr->combat_ob;
3663     oslot = contr->ranged_ob;
3664     break;
3665 root 1.233
3666 root 1.245 case BOW:
3667     case RANGED:
3668     case SPELL:
3669     case WAND:
3670     case ROD:
3671     case HORN:
3672     case BUILDER:
3673     slot = &contr->ranged_ob;
3674     oslot = contr->combat_ob;
3675     break;
3676 root 1.232
3677 root 1.245 // oh, the humanity
3678     case SKILL:
3679     if (aflags & AP_NO_SLOT)
3680     break;
3681 root 1.76
3682 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3683     break;
3684 elmex 1.1
3685 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3686     {
3687     slot = &contr->combat_ob;
3688     oslot = contr->ranged_ob;
3689     }
3690     else if (skill_flags [ob->subtype] & SF_RANGED)
3691     {
3692     slot = &contr->ranged_ob;
3693     oslot = contr->combat_ob;
3694     }
3695 elmex 1.1
3696 root 1.245 break;
3697     }
3698 root 1.22
3699 root 1.245 // now handle slot exclusions
3700     if (slot)
3701     {
3702     // only one slot can be active
3703     if (want_apply)
3704     {
3705     // clear slot unless we are in it already
3706     if (*slot != ob)
3707     apply (*slot, AP_UNAPPLY);
3708 elmex 1.1
3709 root 1.245 // unapply other slot, because we want to become active
3710     apply (oslot, AP_UNAPPLY);
3711     }
3712 elmex 1.1
3713 root 1.245 // clear item from slot if applied
3714     if (!want_apply && current_weapon == ob)
3715     current_weapon = 0;
3716     }
3717     }
3718 elmex 1.1
3719 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3720     manual_apply (this, ob, aflags);
3721 root 1.22
3722 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3723     return false;
3724 root 1.76
3725 root 1.245 if (slot && want_apply)
3726     current_weapon = *slot = ob;
3727 root 1.76
3728 root 1.245 return true;
3729 elmex 1.1 }
3730    
3731     /**
3732     * Map was just loaded, handle op's initialisation.
3733     *
3734     * Generates shop floor's item, and treasures.
3735     */
3736 root 1.22 int
3737     auto_apply (object *op)
3738     {
3739     object *tmp = NULL, *tmp2;
3740     int i;
3741 elmex 1.1
3742 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3743 elmex 1.163
3744 root 1.22 switch (op->type)
3745     {
3746 root 1.24 case SHOP_FLOOR:
3747 root 1.42 if (!op->has_random_items ())
3748 root 1.24 return 0;
3749 root 1.38
3750 root 1.24 do
3751     {
3752     i = 10; /* let's give it 10 tries */
3753     while ((tmp = generate_treasure (op->randomitems,
3754 root 1.164 op->stats.exp
3755     ? (int) op->stats.exp
3756     : max (op->map->difficulty, 5)))
3757     == NULL && --i);
3758    
3759 root 1.24 if (tmp == NULL)
3760     return 0;
3761 root 1.164
3762 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3763 root 1.24 {
3764 root 1.172 tmp->destroy ();
3765 root 1.24 tmp = NULL;
3766     }
3767     }
3768     while (!tmp);
3769 root 1.38
3770 root 1.24 tmp->x = op->x;
3771     tmp->y = op->y;
3772 root 1.254 tmp->set_flag (FLAG_UNPAID);
3773 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3774     identify (tmp);
3775     break;
3776 root 1.14
3777 root 1.24 case TREASURE:
3778 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3779 root 1.24 return 0;
3780 root 1.37
3781 root 1.67 while (op->stats.hp-- > 0)
3782 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3783     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3784    
3785     /* If we generated an object and put it in this object inventory,
3786     * move it to the parent object as the current object is about
3787     * to disappear. An example of this item is the random_* stuff
3788     * that is put inside other objects.
3789     */
3790 root 1.171 if (op->env)
3791     while (op->inv)
3792     op->env->insert (op->inv);
3793 root 1.37
3794 root 1.172 op->destroy ();
3795 root 1.24 break;
3796 elmex 1.1 }
3797 root 1.164
3798     return !!tmp;
3799 elmex 1.1 }
3800    
3801     /**
3802 root 1.68 * fix_auto_apply goes through the entire map every time a map
3803     * is loaded or swapped in and performs special actions for
3804 elmex 1.1 * certain objects (most initialization of chests and creation of
3805     * treasures and stuff). Calls auto_apply if appropriate.
3806     */
3807 root 1.20 void
3808 root 1.55 maptile::fix_auto_apply ()
3809 root 1.20 {
3810 root 1.55 if (!spaces)
3811 root 1.20 return;
3812    
3813 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814     for (object *tmp = ms->bot; tmp; )
3815     {
3816     object *above = tmp->above;
3817 root 1.20
3818 root 1.55 if (tmp->inv)
3819     {
3820     object *invtmp, *invnext;
3821 elmex 1.1
3822 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3823 root 1.55 {
3824     invnext = invtmp->below;
3825 root 1.14
3826 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3827 root 1.55 auto_apply (invtmp);
3828     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3829     {
3830 root 1.164 while (invtmp->stats.hp-- > 0)
3831 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3832    
3833     invtmp->randomitems = NULL;
3834     }
3835     else if (invtmp && invtmp->arch
3836     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3837     {
3838     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3839     /* Need to clear this so that we never try to create
3840     * treasure again for this object
3841     */
3842     invtmp->randomitems = NULL;
3843     }
3844     }
3845 root 1.214
3846 root 1.55 /* This is really temporary - the code at the bottom will
3847     * also set randomitems to null. The problem is there are bunches
3848     * of maps/players already out there with items that have spells
3849     * which haven't had the randomitems set to null yet.
3850     * MSW 2004-05-13
3851     *
3852     * And if it's a spellbook, it's better to set randomitems to NULL too,
3853     * else you get two spells in the book ^_-
3854     * Ryo 2004-08-16
3855     */
3856     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3857     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3858     tmp->randomitems = NULL;
3859     }
3860 root 1.20
3861 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3862 root 1.55 auto_apply (tmp);
3863     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3864     {
3865     while ((tmp->stats.hp--) > 0)
3866     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3867     tmp->randomitems = NULL;
3868     }
3869     else if (tmp->type == TIMED_GATE)
3870     {
3871     object *head = tmp->head != NULL ? tmp->head : tmp;
3872    
3873 root 1.254 if (head->flag [FLAG_IS_LINKED])
3874 root 1.55 tmp->set_speed (0);
3875     }
3876     /* This function can be called everytime a map is loaded, even when
3877     * swapping back in. As such, we don't want to create the treasure
3878     * over and ove again, so after we generate the treasure, blank out
3879     * randomitems so if it is swapped in again, it won't make anything.
3880     * This is a problem for the above objects, because they have counters
3881     * which say how many times to make the treasure.
3882     */
3883     else if (tmp && tmp->arch && tmp->type != PLAYER
3884     && tmp->type != TREASURE && tmp->type != SPELL
3885     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3886     {
3887     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3888     tmp->randomitems = NULL;
3889     }
3890 root 1.78
3891 root 1.68 // close all containers
3892     else if (tmp->type == CONTAINER)
3893     tmp->flag [FLAG_APPLIED] = 0;
3894 root 1.22
3895 root 1.55 tmp = above;
3896     }
3897 elmex 1.1
3898 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3899     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3900     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3901 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3902 elmex 1.1 }
3903    
3904     /**
3905     * Handles player eating food that temporarily changes status (resistances, stats).
3906     * This used to call cast_change_attr(), but
3907     * that doesn't work with the new spell code. Since we know what
3908     * the food changes, just grab a force and use that instead.
3909     */
3910 root 1.22 void
3911     eat_special_food (object *who, object *food)
3912     {
3913     object *force;
3914     int i, did_one = 0;
3915    
3916 sf-marcmagus 1.199 char buf[64];
3917     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3918     shstr key (buf);
3919 root 1.22
3920 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3921     int duration = TIME2TICK (food->stats.food);
3922 elmex 1.1
3923 sf-marcmagus 1.199 if (force = who->force_find (key))
3924 root 1.22 {
3925 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3926 root 1.22 {
3927 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));
3928     force->force_set_timer (duration);
3929 root 1.22 }
3930 sf-marcmagus 1.199 else
3931     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3932    
3933     return;
3934 root 1.22 }
3935 sf-marcmagus 1.199 else
3936     {
3937     force = who->force_add (key, duration);
3938     force->name = key;
3939 elmex 1.47
3940 sf-marcmagus 1.199 /* check if the food affects a stat */
3941     for (i = 0; i < NUM_STATS; i++)
3942     if (sint8 k = food->stats.stat (i))
3943     {
3944     force->stats.stat (i) = k;
3945     did_one = 1;
3946     }
3947    
3948     /* check if we can protect the eater */
3949     for (i = 0; i < NROFATTACKS; i++)
3950     {
3951     if (food->resist[i] > 0)
3952     {
3953     force->resist[i] = food->resist[i];
3954     did_one = 1;
3955     }
3956     }
3957    
3958     if (did_one)
3959     {
3960     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));
3961    
3962     /* make the force take effect and report effects to user */
3963     change_abil (who, force);
3964     }
3965     else
3966     force->destroy ();
3967 root 1.22 }
3968    
3969     /* check for hp, sp change */
3970     if (food->stats.hp != 0)
3971     {
3972 root 1.254 if (food->flag [FLAG_CURSED])
3973 root 1.22 {
3974 root 1.151 who->contr->killer = food;
3975 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3976 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3977 root 1.22 }
3978     else
3979     {
3980     if (food->stats.hp > 0)
3981 root 1.125 who->statusmsg ("You begin to feel better.");
3982 root 1.22 else
3983 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3984    
3985 root 1.22 who->stats.hp += food->stats.hp;
3986     }
3987     }
3988 root 1.151
3989 root 1.22 if (food->stats.sp != 0)
3990     {
3991 root 1.254 if (food->flag [FLAG_CURSED])
3992 root 1.22 {
3993 root 1.125 who->failmsg ("You are drained of mana!");
3994 root 1.22 who->stats.sp -= food->stats.sp;
3995     if (who->stats.sp < 0)
3996     who->stats.sp = 0;
3997     }
3998     else
3999     {
4000 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4001 root 1.22 who->stats.sp += food->stats.sp;
4002     /* place limit on max sp from food? */
4003     }
4004 elmex 1.1 }
4005 root 1.125
4006 root 1.51 who->update_stats ();
4007 elmex 1.1 }
4008    
4009 root 1.22 void
4010     apply_changes_to_player (object *pl, object *change)
4011     {
4012     int excess_stat = 0; /* if the stat goes over the maximum
4013     for the race, put the excess stat some
4014     where else. */
4015 elmex 1.1
4016 root 1.22 switch (change->type)
4017     {
4018 root 1.24 case CLASS:
4019     {
4020     living *stats = &(pl->contr->orig_stats);
4021     living *ns = &(change->stats);
4022     object *walk;
4023     int flag_change_face = 1;
4024    
4025     /* the following code assigns stats up to the stat max
4026     * for the race, and if the stat max is exceeded,
4027     * tries to randomly reassign the excess stat
4028     */
4029     int i, j;
4030 root 1.22
4031 root 1.24 for (i = 0; i < NUM_STATS; i++)
4032     {
4033 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4034 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4035 root 1.22
4036 root 1.24 if (stat > 20 + race_bonus)
4037     {
4038     excess_stat++;
4039     stat = 20 + race_bonus;
4040     }
4041 root 1.91
4042     stats->stat (i) = stat;
4043 root 1.24 }
4044 elmex 1.1
4045 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4046     { /* try 100 times to assign excess stats */
4047     int i = rndm (0, 6);
4048    
4049     if (i == CHA)
4050     continue; /* exclude cha from this */
4051 root 1.91
4052     int stat = stats->stat (i);
4053 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4054 root 1.24 if (stat < 20 + race_bonus)
4055     {
4056     change_attr_value (stats, i, 1);
4057     excess_stat--;
4058     }
4059     }
4060 root 1.14
4061 root 1.24 /* insert the randomitems from the change's treasurelist into
4062     * the player ref: player.c
4063     */
4064 root 1.182 if (change->randomitems)
4065 root 1.24 give_initial_items (pl, change->randomitems);
4066 root 1.14
4067 root 1.24 /* set up the face, for some races. */
4068 root 1.14
4069 root 1.24 /* first, look for the force object banning
4070     * changing the face. Certain races never change face with class.
4071     */
4072 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4073     if (walk->name == shstr_NOCLASSFACECHANGE)
4074 root 1.24 flag_change_face = 0;
4075 root 1.14
4076 root 1.24 if (flag_change_face)
4077     {
4078 root 1.157 pl->face = change->face;
4079     pl->animation_id = change->animation_id;
4080     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4081 root 1.24 }
4082 root 1.14
4083 root 1.24 /* check the special case of can't use weapons */
4084 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4085 root 1.182 if (change->name == shstr_monk)
4086 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4087 root 1.14
4088 root 1.24 break;
4089     }
4090 elmex 1.1 }
4091     }
4092