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Revision: 1.261
Committed: Wed Apr 28 19:59:06 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.260: +1 -4 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.228 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.227 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.201 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.201 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21     *
22 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.61 */
24 elmex 1.1
25 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35 root 1.245 // these must be in the inventory before they can be applied
36    
37 root 1.249 static const struct apply_types_inv_only : typeset
38 root 1.245 {
39 root 1.249 apply_types_inv_only ()
40 root 1.245 {
41     set (WEAPON);
42     set (ARMOUR);
43     set (BOOTS);
44     set (GLOVES);
45     set (AMULET);
46     set (GIRDLE);
47     set (BRACERS);
48     set (SHIELD);
49     set (HELMET);
50     set (RING);
51     set (CLOAK);
52     set (WAND);
53     set (ROD);
54     set (HORN);
55     set (SKILL);
56     set (SPELL);
57     set (BOW);
58     set (RANGED);
59     set (BUILDER);
60     set (SKILL_TOOL);
61     }
62 root 1.249 } apply_types_inv_only;
63 root 1.245
64     // these only make sense for the player
65    
66 root 1.249 static const struct apply_types_player_only : typeset
67 root 1.245 {
68 root 1.249 apply_types_player_only ()
69 root 1.245 {
70 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    
257     if (weapon->level != 0)
258     {
259     op->failmsg ("Weapon is already prepared!");
260     return 0;
261     }
262 elmex 1.3
263 root 1.245 for (i = 0; i < NROFATTACKS; i++)
264     if (weapon->resist[i])
265     break;
266 elmex 1.3
267 root 1.245 /* If we break out, i will be less than nrofattacks, preventing
268     * improvement of items that already have protections.
269     */
270     if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
271     (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
272     weapon->stats.exp || /* speed */
273     weapon->stats.ac) /* AC - only taifu's I think */
274 elmex 1.3 {
275 root 1.245 op->failmsg ("You cannot prepare magic weapons. "
276     "H<A weapon is considered magical if it changes regeneration, "
277     "speed or ac, or has other protections.>");
278 elmex 1.4 return 0;
279     }
280 elmex 1.3
281 root 1.245 sacrifice_count = check_sacrifice (op, improver);
282     if (sacrifice_count <= 0)
283     return 0;
284 elmex 1.3
285 root 1.245 weapon->level = isqrt (sacrifice_count);
286     eat_item (op, improver->slaying, sacrifice_count);
287 elmex 1.1
288 root 1.245 op->statusmsg (format (
289     "Your sacrifice was accepted."
290     "Your *%s may be improved %d times.",
291     &weapon->name, weapon->level
292     ));
293 elmex 1.1
294 root 1.261 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
295 root 1.245 weapon->nrof = 0; /* prevents preparing n weapons in the same
296     slot at once! */
297     improver->decrease ();
298     weapon->last_eat = 0;
299     return 1;
300     }
301 root 1.37
302 root 1.245 /**
303     * Does the dirty job for 'improve weapon' scroll, prepare or add something.
304     * This is the new improve weapon code.
305     * Returns 0 if it was not able to work for some reason.
306     *
307     * Checks if weapon was prepared, if enough potions on the floor, ...
308     *
309     * We are hiding extra information about the weapon in the level and
310     * last_eat numbers for an object. Hopefully this won't break anything ??
311     * level == max improve last_eat == current improve
312     */
313     static int
314     improve_weapon (object *op, object *improver, object *weapon)
315     {
316     int sacrifice_count, sacrifice_needed = 0;
317 root 1.146
318 root 1.245 if (improver->stats.sp == IMPROVE_PREPARE)
319     return prepare_weapon (op, improver, weapon);
320 root 1.37
321 root 1.245 if (weapon->level == 0)
322     {
323     op->failmsg (
324     "This weapon has not been prepared."
325     " H<You first have to prepare a weapon with a prepare weapon scroll.>");
326     return 0;
327     }
328 root 1.37
329 root 1.245 if (weapon->last_eat >= weapon->level // improvements used up
330     || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
331     {
332     op->failmsg ("This weapon cannot be improved any more.");
333     return 0;
334     }
335 elmex 1.1
336 root 1.254 if (weapon->flag [FLAG_APPLIED]
337 root 1.245 && !check_item_power (op, weapon->item_power + 1))
338     {
339     op->failmsg ("Improving the weapon will make it too "
340     "powerful for you to use. Unready it if you "
341     "really want to improve it.");
342     return 0;
343 elmex 1.4 }
344    
345 root 1.245 /* This just increases damage by 5 points, no matter what. No sacrifice
346     * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
347     * don't put any maximum value on damage - the limit is how much the
348     * weapon can be improved.
349     */
350     if (improver->stats.sp == IMPROVE_DAMAGE)
351 elmex 1.4 {
352 root 1.245 weapon->stats.dam += 5;
353     weapon->weight += 5000; /* 5 KG's */
354     op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
355     weapon->last_eat++;
356 root 1.123
357 root 1.245 weapon->item_power++;
358     improver->decrease ();
359     return 1;
360     }
361 root 1.123
362 root 1.245 if (improver->stats.sp == IMPROVE_WEIGHT)
363     {
364     /* Reduce weight by 20% */
365     weapon->weight = (weapon->weight * 8) / 10;
366     if (weapon->weight < 1)
367     weapon->weight = 1;
368 root 1.123
369 root 1.245 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
370     weapon->last_eat++;
371     weapon->item_power++;
372     improver->decrease ();
373     return 1;
374     }
375 root 1.123
376 root 1.245 if (improver->stats.sp == IMPROVE_ENCHANT)
377     {
378     weapon->magic++;
379     weapon->last_eat++;
380     op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
381     improver->decrease ();
382     weapon->item_power++;
383     return 1;
384     }
385 root 1.37
386 root 1.245 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
387     weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
388 root 1.37
389 root 1.245 if (sacrifice_needed < 1)
390     sacrifice_needed = 1;
391     sacrifice_needed *= 2;
392 root 1.37
393 root 1.245 sacrifice_count = check_sacrifice (op, improver);
394     if (sacrifice_count < sacrifice_needed)
395     {
396 root 1.252 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
397 root 1.245 return 0;
398 elmex 1.4 }
399    
400 root 1.245 eat_item (op, improver->slaying, sacrifice_needed);
401     weapon->item_power++;
402 elmex 1.4
403 root 1.245 switch (improver->stats.sp)
404 elmex 1.4 {
405 root 1.245 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
406     case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
407     case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
408     case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
409     case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
410     case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
411     case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
412     default:
413     op->failmsg ("Unknown improvement type.");
414     }
415    
416     LOG (llevError, "improve_weapon: Got to end of function\n");
417     return 0;
418     }
419 elmex 1.1
420 root 1.245 /**
421     * Handles the applying of improve/prepare/enchant weapon scroll.
422     * Checks a few things (not on a non-magic square, marked weapon, ...),
423     * then calls improve_weapon to do the dirty work.
424     */
425     static int
426     check_improve_weapon (object *op, object *tmp)
427     {
428     if (op->type != PLAYER)
429     return 0;
430 root 1.123
431 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
432 root 1.245 {
433     op->failmsg ("Something blocks the magic of the scroll!");
434     return 0;
435 elmex 1.4 }
436    
437 root 1.256 object *otmp = op->mark ();
438 root 1.245
439     if (!otmp)
440 elmex 1.4 {
441 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.>");
442     return 0;
443     }
444 root 1.123
445 root 1.245 if (otmp->type != WEAPON && otmp->type != BOW)
446     {
447     op->failmsg ("Marked item is not a weapon or bow!");
448     return 0;
449 elmex 1.1 }
450 root 1.123
451 root 1.255 if (!op->apply (otmp, AP_UNAPPLY))
452     {
453     op->failmsg ("You are unable to take off your weapon to improve it!");
454     return 0;
455     }
456    
457 root 1.245 op->statusmsg ("Applied weapon builder.");
458    
459     improve_weapon (op, tmp, otmp);
460     esrv_send_item (op, otmp);
461 elmex 1.3 return 1;
462 elmex 1.1 }
463    
464     /**
465 root 1.245 * This code deals with the armour improvment scrolls.
466     * Change limits on improvement - let players go up to
467     * +5 no matter what level, but they are limited by item
468     * power.
469     * Try to use same improvement code as in the common/treasure.c
470     * file, so that if you make a +2 full helm, it will be just
471     * the same as one you find in a shop.
472     *
473     * deprecated comment:
474     * this code is by b.t. (thomas@nomad.astro.psu.edu) -
475     * only 'enchantment' of armour is possible - improving
476     * the stats of a player w/ armour as well as a weapon
477     * will probably horribly unbalance the game. Magic enchanting
478     * depends on the level of the character - ie the plus
479     * value (magic) of the armour can never be increased beyond
480     * the level of the character / 10 -- rounding upish, nor may
481     * the armour value of the piece of equipment exceed either
482     * the users level or 90)
483     * Modified by MSW for partial resistance. Only support
484     * changing of physical area right now.
485 elmex 1.1 */
486 root 1.22 static int
487 root 1.245 improve_armour (object *op, object *improver, object *armour)
488 elmex 1.1 {
489 root 1.245 if (armour->magic >= settings.armor_max_enchant)
490     {
491     op->failmsg ("This armour can not be enchanted any further!");
492     return 0;
493     }
494 root 1.66
495 root 1.245 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
496     * etc), so take the easy way out and don't worry about it.
497     * Note - maybe add scrolls which make the random artifact versions (eg, armour
498     * of gnarg and what not?)
499     */
500     if (armour->title)
501     {
502     op->failmsg ("This armour will not accept further enchantment.");
503     return 0;
504     }
505 root 1.66
506 root 1.245 /* Split objects if needed. Can't insert tmp until the
507     * end of this function - otherwise it will just re-merge.
508     */
509 root 1.255 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
510 elmex 1.1
511 root 1.245 armour->magic++;
512 elmex 1.1
513 root 1.245 if (!settings.armor_speed_linear)
514     {
515     int base = 100;
516     int pow = 0;
517 elmex 1.1
518 root 1.245 while (pow < armour->magic)
519 root 1.22 {
520 root 1.245 base = base - (base * settings.armor_speed_improvement) / 100;
521     pow++;
522 root 1.14 }
523 root 1.123
524 root 1.245 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
525 elmex 1.1 }
526 root 1.245 else
527     ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
528 elmex 1.1
529 root 1.245 if (!settings.armor_weight_linear)
530     {
531     int base = 100;
532     int pow = 0;
533 root 1.22
534 root 1.245 while (pow < armour->magic)
535 root 1.22 {
536 root 1.245 base = base - (base * settings.armor_weight_reduction) / 100;
537     pow++;
538 root 1.14 }
539 root 1.245
540     armour->weight = (armour->arch->weight * base) / 100;
541 elmex 1.1 }
542 root 1.22 else
543 root 1.245 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
544    
545     if (armour->weight <= 0)
546     {
547     LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
548     armour->weight = 1;
549     }
550    
551     armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
552    
553     if (op->type == PLAYER)
554     {
555     esrv_send_item (op, armour);
556 elmex 1.1
557 root 1.254 if (armour->flag [FLAG_APPLIED])
558 root 1.245 op->update_stats ();
559     }
560 elmex 1.1
561 root 1.144 improver->decrease ();
562 elmex 1.1
563 root 1.245 if (tmp)
564     op->insert (tmp);
565 root 1.123
566 elmex 1.1 return 1;
567     }
568    
569 root 1.245 /*
570     * convert_item() returns 1 if anything was converted, 0 if the item was not
571     * what the converter wants, -1 if the converter is broken.
572     *
573     * Takes one type of items and makes another.
574     * converter is the object that is doing the conversion.
575     * item is the object that triggered the converter - if it is not
576     * what the converter wants, this will not do anything.
577 elmex 1.1 */
578 root 1.245 int
579     convert_item (object *item, object *converter)
580 elmex 1.1 {
581 root 1.245 sint64 nr = 0, price_in;
582 elmex 1.1
583 root 1.245 if (item->flag [FLAG_UNPAID])
584     return 0;
585 root 1.115
586 root 1.245 shstr conv_from = converter->slaying;
587     archetype *conv_to = converter->other_arch;
588     sint64 need = converter->stats.food;
589     sint64 give = converter->stats.sp;
590 elmex 1.1
591 root 1.245 /* We make some assumptions - we assume if it takes money as it type,
592     * it wants some amount. We don't make change (ie, if something costs
593     * 3 gp and player drops a platinum, tough luck)
594 root 1.22 */
595 root 1.245 if (conv_from == shstr_money)
596 elmex 1.1 {
597 root 1.245 if (item->type != MONEY)
598     return 0;
599 root 1.115
600 root 1.245 nr = sint64 (item->nrof) * item->value / need;
601     if (!nr)
602     return 0;
603 root 1.115
604 root 1.245 converter->play_sound (sound_find ("shop_buy"));
605 root 1.22
606 root 1.245 sint64 cost = (nr * need + item->value - 1) / item->value;
607 root 1.22
608 root 1.245 item->decrease (cost);
609 elmex 1.1
610 root 1.245 price_in = cost * item->value;
611     }
612     else
613     {
614     if (item->type == PLAYER
615     || conv_from != item->arch->archname
616     || (need && need > (uint16) item->nrof))
617     return 0;
618 elmex 1.1
619 root 1.245 converter->play_sound (sound_find ("convert_item"));
620 root 1.123
621 root 1.245 if (need)
622     {
623     nr = sint64 (item->nrof) / need;
624     item->decrease (nr * need);
625     price_in = nr * need * item->value;
626     }
627     else
628     {
629     price_in = item->value;
630     item->destroy ();
631     }
632 root 1.22 }
633 root 1.123
634 root 1.245 if (converter->inv)
635 root 1.22 {
636 root 1.245 object *ob;
637     int i;
638     object *ob_to_copy;
639 root 1.123
640 root 1.245 /* select random object from inventory to copy */
641     ob_to_copy = converter->inv;
642     for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
643     if (rndm (0, i) == 0)
644     ob_to_copy = ob;
645 root 1.123
646 root 1.245 item = ob_to_copy->deep_clone ();
647 root 1.254 item->clr_flag (FLAG_IS_A_TEMPLATE);
648 root 1.245 unflag_inv (item, FLAG_IS_A_TEMPLATE);
649 root 1.22 }
650 root 1.245 else
651 root 1.22 {
652 root 1.245 if (!conv_to)
653     {
654     LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
655     &converter->name, &converter->map->path, converter->x, converter->y);
656     return -1;
657     }
658 root 1.123
659 root 1.245 item = object_create_arch (conv_to);
660     fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
661 root 1.22 }
662 root 1.162
663 root 1.245 if (give)
664     item->nrof = give;
665 root 1.14
666 root 1.245 if (nr)
667     item->nrof *= nr;
668 root 1.22
669 root 1.245 if (converter->flag [FLAG_PRECIOUS])
670 root 1.254 item->set_flag (FLAG_UNPAID);
671 elmex 1.1
672 root 1.245 if (converter->is_in_shop ())
673 root 1.22 {
674 root 1.245 // converters on shop floors don't work anymore, bug lets check for it
675     // and report in case someone still does it.
676     LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677     converter->debug_desc ());
678 root 1.254 item->set_flag (FLAG_UNPAID);
679 root 1.22 }
680 root 1.245 else if (price_in < sint64 (item->nrof) * item->value)
681 root 1.22 {
682 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",
683     &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
684     /**
685     * elmex: we are going to let the game continue, as the mapcreator
686     * hopefully had something in mind when doing this.
687     */
688 root 1.22 }
689 root 1.123
690 root 1.245 // elmex: only identify if we need to, for example so that generated money doesn't
691     // get an 'identified' flag so easily.
692 root 1.258 if (item->need_identify ())
693 root 1.245 identify (item);
694    
695     insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
696     return 1;
697 elmex 1.1 }
698    
699     /**
700 root 1.245 * Handle apply on containers.
701     * By Eneq(@csd.uu.se).
702     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
703     * added the alchemical cauldron to the code -b.t.
704 elmex 1.1 */
705 root 1.209 static int
706 root 1.245 apply_container (object *op, object *sack)
707 elmex 1.1 {
708 root 1.245 if (op->type != PLAYER || !op->contr->ns)
709     return 0; /* This might change */
710 elmex 1.1
711 root 1.245 if (!sack || sack->type != CONTAINER)
712 root 1.22 {
713 root 1.245 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
714 elmex 1.1 return 0;
715     }
716 root 1.77
717 root 1.245 op->contr->last_used = 0;
718 root 1.162
719 root 1.245 if (sack->env && sack->env != op)
720 root 1.22 {
721 root 1.245 op->failmsg ("You must put it onto the floor or into your inventory first.");
722     return 1;
723 elmex 1.1 }
724 root 1.77
725 root 1.245 // already applied == open on ground, or open in inv, or active in inv
726     if (sack->flag [FLAG_APPLIED])
727 root 1.22 {
728 root 1.245 if (op->container_ () == sack)
729     {
730     // open on ground or inv, so close
731     op->close_container ();
732     return 1;
733     }
734     else if (!sack->env)
735     {
736     // active, but not ours: some other player has opened it
737 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
738 root 1.245 return 1;
739     }
740    
741     // fall through to opening it (active in inv)
742     }
743     else if (sack->env)
744     {
745     // it is in our env, so activate it, do not open yet
746     op->close_container ();
747     sack->flag [FLAG_APPLIED] = 1;
748     esrv_update_item (UPD_FLAGS, op, sack);
749     op->statusmsg (format ("You ready %s.", query_name (sack)));
750     return 1;
751     }
752    
753     // it's locked?
754     if (sack->slaying)
755     {
756     if (object *tmp = find_key (op, op, sack))
757     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
758     else
759     {
760     op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
761     return 1;
762     }
763 elmex 1.1 }
764 root 1.77
765 root 1.245 op->open_container (sack);
766 root 1.123
767 root 1.22 return 1;
768 elmex 1.1 }
769    
770     /**
771 root 1.245 * Handles dropping things on altar.
772     * Returns true if sacrifice was accepted.
773 elmex 1.1 */
774 root 1.210 static int
775 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
776 elmex 1.1 {
777 root 1.245 /* Only players can make sacrifices on spell casting altars. */
778     if (altar->inv && (!originator || originator->type != PLAYER))
779     return 0;
780 elmex 1.1
781 root 1.245 if (operate_altar (altar, &sacrifice, originator))
782 root 1.22 {
783 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
784     * with an altar. We call it a Potion - altars are stationary - it
785     * is up to map designers to use them properly.
786     */
787     if (altar->inv && altar->inv->type == SPELL)
788     {
789     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
790     cast_spell (originator, altar, 0, altar->inv, NULL);
791     /* If it is connected, push the button. Fixes some problems with
792     * old maps.
793     */
794 root 1.139
795 root 1.245 /* push_button (altar);*/
796 elmex 1.1 }
797 root 1.245 else
798 elmex 1.1 {
799 root 1.245 altar->value = 1; /* works only once */
800     push_button (altar, originator);
801 elmex 1.1 }
802    
803 root 1.245 return !sacrifice;
804 root 1.22 }
805     else
806 root 1.245 return 0;
807 elmex 1.1 }
808    
809 root 1.245 /**
810     * Handles 'movement' of shop mats.
811     * Returns 1 if 'op' was destroyed, 0 if not.
812     * Largely re-written to not use nearly as many gotos, plus
813     * some of this code just looked plain out of date.
814     * MSW 2001-08-29
815 elmex 1.1 */
816 elmex 1.195 int
817 root 1.245 apply_shop_mat (object *shop_mat, object *op)
818 root 1.22 {
819 root 1.245 int rv = 0;
820     double opinion;
821     object *tmp, *next;
822    
823 root 1.254 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
824 root 1.22
825 root 1.245 bool has_unpaid = false;
826 elmex 1.213
827 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
828     // a quick and small change :(
829     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
830     if (item->flag [FLAG_UNPAID])
831     {
832     has_unpaid = true;
833     break;
834     }
835 root 1.142
836 root 1.245 if (!op->is_player ())
837 root 1.22 {
838 root 1.245 /* Remove all the unpaid objects that may be carried here.
839     * This could be pets or monsters that are somehow in
840     * the shop.
841     */
842     for (tmp = op->inv; tmp; tmp = next)
843     {
844     next = tmp->below;
845    
846 root 1.254 if (tmp->flag [FLAG_UNPAID])
847 root 1.245 {
848     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
849    
850     if (i >= 0)
851     tmp->move (i);
852     }
853     }
854 root 1.22
855 root 1.245 /* Don't teleport things like spell effects */
856 root 1.254 if (op->flag [FLAG_NO_PICK])
857 root 1.22 return 0;
858 root 1.121
859 root 1.245 /* unpaid objects, or non living objects, can't transfer by
860     * shop mats. Instead, put it on a nearby space.
861     */
862 root 1.254 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
863 root 1.245 {
864     /* Somebody dropped an unpaid item, just move to an adjacent place. */
865     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
866 root 1.121
867 root 1.245 if (i != -1)
868     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
869 root 1.121
870 root 1.245 return 0;
871     }
872 elmex 1.1
873 root 1.245 /* Removed code that checked for multipart objects - it appears that
874     * the teleport function should be able to handle this just fine.
875     */
876     rv = teleport (shop_mat, SHOP_MAT, op);
877 root 1.22 }
878 root 1.245 else if (can_pay (op) && get_payment (op))
879 root 1.22 {
880 root 1.245 /* this is only used for players */
881     rv = teleport (shop_mat, SHOP_MAT, op);
882 elmex 1.1
883 root 1.245 if (has_unpaid)
884     op->contr->play_sound (sound_find ("shop_buy"));
885     else if (op->is_in_shop ())
886     op->contr->play_sound (sound_find ("shop_enter"));
887     else
888     op->contr->play_sound (sound_find ("shop_leave"));
889 root 1.121
890 root 1.245 if (shop_mat->msg)
891     op->statusmsg (shop_mat->msg);
892     /* This check below is a bit simplistic - generally it should be correct,
893     * but there is never a guarantee that the bottom space on the map is
894     * actually the shop floor.
895     */
896     else if (!rv && !op->is_in_shop ())
897 root 1.22 {
898 root 1.245 opinion = shopkeeper_approval (op->map, op);
899    
900     op->statusmsg (
901     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
902     : opinion >= 0.75 ? "The shopkeeper waves to you."
903     : opinion >= 0.50 ? "The shopkeeper ignores you."
904     : "The shopkeeper glares at you with contempt."
905     );
906 root 1.22 }
907     }
908 root 1.245 else
909 root 1.22 {
910 root 1.245 /* if we get here, a player tried to leave a shop but was not able
911     * to afford the items he has. We try to move the player so that
912     * they are not on the mat anymore
913     */
914     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
915 root 1.22
916 root 1.245 if (i == -1)
917     LOG (llevError, "Internal shop-mat problem.\n");
918     else
919 root 1.22 {
920 root 1.245 op->remove ();
921     op->x += freearr_x[i];
922     op->y += freearr_y[i];
923     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
924 root 1.22 }
925     }
926    
927 root 1.254 op->clr_flag (FLAG_NO_APPLY);
928 root 1.245 return rv;
929 elmex 1.1 }
930 root 1.22
931 elmex 1.1 /**
932 root 1.245 * Handles applying a sign.
933 elmex 1.1 */
934 root 1.245 static void
935     apply_sign (object *op, object *sign, int autoapply)
936 elmex 1.1 {
937 root 1.245 if (!op->is_player())
938     return;
939 elmex 1.1
940 root 1.245 if (sign->has_dialogue ())
941 root 1.22 {
942 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
943     return;
944 elmex 1.1 }
945 root 1.40
946 root 1.245 if (!sign->msg)
947 root 1.22 {
948 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
949     format ("T<%s>\n\n Nothing %sis written on it.",
950     &sign->name,
951     sign->name == sign->arch->name ? "" : "else "));
952     return;
953 elmex 1.1 }
954    
955 root 1.245 if (sign->stats.food)
956 root 1.22 {
957 root 1.245 if (sign->last_eat >= sign->stats.food)
958 root 1.22 {
959 root 1.245 if (!sign->move_on)
960     op->failmsg ("You cannot read it anymore.");
961    
962     return;
963 root 1.14 }
964 root 1.22
965 root 1.254 if (!op->flag [FLAG_WIZPASS])
966 root 1.245 sign->last_eat++;
967 elmex 1.1 }
968    
969 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
970     * No way to know for sure. The presumption is basically that if
971     * move_on is zero, it needs to be manually applied (doesn't talk
972     * to us).
973     */
974 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
975 root 1.68 {
976 root 1.245 op->failmsg ("You are unable to read while blind!");
977     return;
978 elmex 1.1 }
979    
980 root 1.245 if (op->contr)
981     if (client *ns = op->contr->ns)
982     {
983     if (sign->sound)
984     ns->play_sound (sign->sound);
985     else if (autoapply)
986     ns->play_sound (sound_find ("msg_voice"));
987 elmex 1.1
988 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
989     }
990 elmex 1.1 }
991    
992 root 1.245 static void
993     move_apply_hole (object *trap, object *victim)
994 elmex 1.1 {
995 root 1.245 /* Hole not open? */
996     if (trap->stats.wc > 0)
997     return;
998    
999     /* Is this a multipart monster and not the head? If so, return.
1000     * Processing will happen if the head runs into the pit
1001     */
1002     if (victim->head)
1003     return;
1004    
1005     // now find all possible locations and randomly pick one
1006     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1007     trap->range >= 3 ? SIZEOFFREE3 + 1
1008     : trap->range >= 2 ? SIZEOFFREE2 + 1
1009     : trap->range >= 1 ? SIZEOFFREE1 + 1
1010     : SIZEOFFREE0 + 1);
1011 root 1.22
1012 root 1.245 if (dir < 0)
1013     return;
1014 elmex 1.1
1015 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1016     victim->statusmsg ("You fall through the hole!", NDI_RED);
1017 root 1.26
1018 root 1.245 transfer_ob (victim,
1019     EXIT_X (trap) + freearr_x[dir],
1020     EXIT_Y (trap) + freearr_y[dir],
1021     0, victim);
1022 elmex 1.1 }
1023    
1024     /**
1025 root 1.245 * Unapplies specified item.
1026     * No check done on cursed/damned.
1027     * Break this out of apply_special - this is just done
1028     * to keep the size of apply_special to a more managable size.
1029 elmex 1.1 */
1030 root 1.245 static bool
1031     unapply_special (object *who, object *op, int aflags)
1032 elmex 1.1 {
1033 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1034     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1035     return RESULT_INT (0);
1036 elmex 1.1
1037 root 1.245 if (who->current_weapon == op)
1038     who->current_weapon = 0;
1039 elmex 1.1
1040 root 1.245 op->flag [FLAG_APPLIED] = false;
1041 root 1.121
1042 root 1.245 switch (op->type)
1043     {
1044     case SKILL:
1045     if (player *pl = who->contr)
1046     if (op->invisible)
1047     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1048     else
1049     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1050    
1051     change_abil (who, op);
1052     who->flag [FLAG_READY_SKILL] = false;
1053 root 1.121 break;
1054    
1055 root 1.245 case WEAPON:
1056     who->statusmsg (format ("You unwield %s.", query_name (op)));
1057     change_abil (who, op);
1058     who->flag [FLAG_READY_WEAPON] = false;
1059    
1060     // unapplying a weapon or skill tool should also unapply the skill it governs
1061     // but this is hard, as it shouldn't do so when the skill can
1062     // be used for other reasons
1063     if (who->chosen_skill)
1064     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1065     unapply_special (who, op, 0);
1066 root 1.25
1067 root 1.245 break;
1068 root 1.14
1069 root 1.245 case BOW:
1070     case WAND:
1071     case ROD:
1072     case HORN:
1073     case RANGED:
1074     if (player *pl = who->contr)
1075     {
1076     who->statusmsg (format ("You unready %s.", query_name (op)));
1077     change_abil (who, op);
1078     }
1079     else
1080     {
1081     if (op->type == BOW)
1082     op->flag [FLAG_READY_BOW ] = false;
1083     else
1084     op->flag [FLAG_READY_RANGE] = false;
1085     }
1086 root 1.14
1087 root 1.245 break;
1088 root 1.22
1089 root 1.245 case ARMOUR:
1090     case HELMET:
1091     case SHIELD:
1092     case RING:
1093     case BOOTS:
1094     case GLOVES:
1095     case AMULET:
1096     case GIRDLE:
1097     case BRACERS:
1098     case CLOAK:
1099     who->statusmsg (format ("You unwear %s.", query_name (op)));
1100     change_abil (who, op);
1101     break;
1102 root 1.24
1103 root 1.245 case SPELL:
1104     case BUILDER:
1105     who->statusmsg (format ("You unready %s.", query_name (op)));
1106     break;
1107 root 1.178
1108 root 1.245 //case SKILL_TOOL://TODO
1109     default:
1110     who->statusmsg (format ("You unapply %s.", query_name (op)));
1111     break;
1112 elmex 1.1 }
1113 elmex 1.15
1114 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1115     if (object *pl = op->visible_to ())
1116     esrv_send_item (pl, op);
1117 root 1.121
1118 root 1.245 who->update_stats ();
1119 root 1.24
1120 root 1.245 return 1;
1121     }
1122 root 1.22
1123 root 1.245 /**
1124     * Returns the object that is using location 'loc'.
1125     * Note that 'start' is the first object to start examing - we
1126     * then go through the below of this. In this way, you can do
1127     * something like:
1128     * tmp = get_next_item_from_body_location(who->inv, 1);
1129     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1130     * to find the second object that may use this location, etc.
1131     * Returns NULL if no match is found.
1132     * loc is the index into the array we are looking for a match.
1133     * don't return invisible objects unless they are skill objects
1134     * invisible other objects that use
1135     * up body locations can be used as restrictions.
1136     */
1137     static object *
1138     get_next_item_from_body_location (int loc, object *start)
1139     {
1140     for (object *tmp = start; tmp; tmp = tmp->below)
1141     if (tmp->flag [FLAG_APPLIED]
1142     && tmp->slot [loc].info
1143     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1144     return tmp;
1145 root 1.24
1146 root 1.245 return 0;
1147 elmex 1.1 }
1148    
1149     /**
1150 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1151     * This should only be called when it is known
1152     * that there are objects to unapply. This makes pretty heavy
1153     * use of get_item_from_body_location. It makes no intelligent choice
1154     * on objects - rather, the first that is matched is used.
1155     * Returns 0 on success, returns 1 if there is some problem.
1156     * if aflags is AP_PRINT, we instead print out waht to unapply
1157     * instead of doing it. This is a lot less code than having
1158     * another function that does just that.
1159 elmex 1.1 */
1160 root 1.179
1161 root 1.245 #define CANNOT_REMOVE_CURSED \
1162     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1163     "Praying over an altar, scrolls of remove curse/damnation, " \
1164     "priests or even other players might help.>"
1165 root 1.22
1166 root 1.245 static bool
1167     unapply_for_ob (object *who, object *op, int aflags)
1168     {
1169     if (op->is_range ())
1170     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1171 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1172     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1173 root 1.245 {
1174     if (aflags & AP_PRINT)
1175     who->failmsg (query_name (tmp));
1176     else
1177     unapply_special (who, tmp, aflags);
1178     }
1179     else
1180     {
1181     /* In this case, we want to try and remove a cursed item.
1182     * While we know it won't work, we want unapply_special to
1183     * at least generate the message.
1184     */
1185 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1186 root 1.245 return 1;
1187     }
1188 elmex 1.1
1189 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1190 root 1.22 {
1191 root 1.245 /* this used up a slot that we need to free */
1192     if (op->slot[i].info)
1193 root 1.22 {
1194 root 1.245 object *last = who->inv;
1195    
1196     /* We do a while loop - may need to remove several items in order
1197     * to free up enough slots.
1198     */
1199     while ((who->slot[i].used + op->slot[i].info) < 0)
1200     {
1201     object *tmp = get_next_item_from_body_location (i, last);
1202 root 1.120
1203 root 1.245 if (!tmp)
1204     {
1205     #if 0
1206     /* Not a bug - we'll get this if the player has cursed items
1207     * equipped.
1208     */
1209     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1210     #endif
1211     return 1;
1212     }
1213 elmex 1.1
1214 root 1.245 /* If we are just printing, we don't care about cursed status */
1215 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1216 root 1.245 {
1217     if (aflags & AP_PRINT)
1218     who->failmsg (query_name (tmp));
1219     else
1220     unapply_special (who, tmp, aflags);
1221     }
1222     else
1223     {
1224     /* Cursed item that we can't unequip - tell the player.
1225     * Note this could be annoying if this is just one of a few,
1226     * so it may not be critical (eg, putting on a ring and you have
1227     * one cursed ring.)
1228     */
1229 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1230 root 1.245 }
1231    
1232     last = tmp->below;
1233     }
1234     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1235     * return in the !tmp would have kicked in.
1236     */
1237     } /* if op is using this body location */
1238     } /* for body lcoations */
1239    
1240     return 0;
1241     }
1242    
1243     /**
1244     * Checks to see if 'who' can apply object 'op'.
1245     * Returns 0 if apply can be done without anything special.
1246     * Otherwise returns a bitmask - potentially several of these may be
1247     * set, but largely depends on circumstance - in the future, processing
1248     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1249     * is set, do we really care what the other flags may be?)
1250     *
1251     * See include/define.h for detailed description of the meaning of
1252     * these return values.
1253     */
1254     int
1255     can_apply_object (object *who, object *op)
1256     {
1257     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1258     return RESULT_INT (0);
1259    
1260     int retval = 0;
1261     object *tmp = 0, *ws = 0;
1262 elmex 1.1
1263 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1264 root 1.22 {
1265 root 1.245 if (op->slot[i].info)
1266     {
1267     /* Item uses more slots than we have */
1268     if (who->slot[i].info + op->slot [i].info < 0)
1269     {
1270     /* Could return now for efficiency - rest of info below isn't
1271     * really needed.
1272     */
1273     retval |= CAN_APPLY_NEVER;
1274     }
1275     else if (who->slot[i].used + op->slot[i].info < 0)
1276     {
1277     /* in this case, equipping this would use more free spots than
1278     * we have.
1279     */
1280    
1281     /* if we have an applied weapon/shield, and unapply it would free
1282     * enough slots to equip the new item, then just set "can
1283     * apply unapply". We don't care about the logic below - if you have a
1284     * shield equipped and try to equip another shield, there is only
1285     * one choice. However, the check for the number of body locations
1286     * does take into the account cases where what is being applied
1287     * may be two handed for example.
1288     */
1289     if (ws)
1290     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1291     {
1292     retval |= CAN_APPLY_UNAPPLY;
1293     continue;
1294     }
1295    
1296     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1297     if (!tmp1)
1298     retval |= CAN_APPLY_NEVER;
1299     else
1300     {
1301     /* need to unapply something. However, if this something
1302     * is different than we had found before, it means they need
1303     * to apply multiple objects
1304     */
1305     retval |= CAN_APPLY_UNAPPLY;
1306 root 1.110
1307 root 1.245 if (!tmp)
1308     tmp = tmp1;
1309     else if (tmp != tmp1)
1310     retval |= CAN_APPLY_UNAPPLY_MULT;
1311 root 1.110
1312 root 1.245 /* This object isn't using up all the slots, so there must
1313     * be another. If so, and it the new item doesn't need all
1314     * the slots, the player then has a choice.
1315     */
1316     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1317     && abs (op->slot[i].info) < who->slot[i].info)
1318     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1319 elmex 1.1
1320 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1321     * equipped? If not, there must be something else to unapply.
1322     */
1323     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1324     retval |= CAN_APPLY_UNAPPLY_MULT;
1325     }
1326     } /* if not enough free slots */
1327     } /* if this object uses location i */
1328     } /* for i -> num_body_locations loop */
1329 root 1.167
1330 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1331     * really be controlled by use of body locations. We do have
1332     * the weapon/shield checks, and the range checks for monsters,
1333     * because you can't control those just by body location - bows, shields,
1334     * and weapons all use the same slot. Similar for horn/rod/wand - they
1335     * all use the same location.
1336 root 1.167 */
1337 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1338 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1339    
1340 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1341 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1342    
1343     if (who->type != PLAYER)
1344     {
1345 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1346 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1347 root 1.167
1348 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1349 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1350 root 1.167
1351 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1352 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1353 root 1.167
1354 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1355 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1356     }
1357 root 1.167
1358 root 1.245 return retval;
1359 root 1.167 }
1360    
1361 elmex 1.1 /**
1362 root 1.245 * who is the object using the object. It can be a monster.
1363     * op is the object they are using. op is an equipment type item,
1364     * eg, one which you put on and keep on for a while, and not something
1365     * like a potion or scroll.
1366     *
1367     * function returns 1 if the action could not be completed, 0 on
1368     * success. However, success is a matter of meaning - if the
1369     * user passes the 'apply' flag to an object already applied,
1370     * nothing is done, and 0 is returned.
1371     *
1372     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1373     * AP_UNAPPLY=always unapply).
1374     *
1375     * Optional flags:
1376     * AP_NO_MERGE: don't merge an unapplied object with other objects
1377     * AP_IGNORE_CURSE: unapply cursed items
1378     * AP_NO_READY: do not ready skills when applying skill tools
1379     *
1380     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1381 elmex 1.1 *
1382 root 1.245 * apply_special() doesn't check for unpaid items.
1383 elmex 1.1 */
1384 root 1.245
1385     #define LACK_ITEM_POWER \
1386     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1387    
1388     static bool
1389     apply_special (object *who, object *op, int aflags)
1390 elmex 1.1 {
1391 root 1.245 int basic_flag = aflags & AP_MODE;
1392     object *tmp, *tmp2, *skop = NULL;
1393    
1394     if (who == NULL)
1395     {
1396     LOG (llevError, "apply_special() from object without environment.\n");
1397     return 1;
1398     }
1399 elmex 1.1
1400 root 1.245 //TODO: remove these when apply_special is no longer exposed
1401     if (op->env != who)
1402     return 1; /* op is not in inventory */
1403 elmex 1.1
1404 root 1.245 /* trying to unequip op */
1405 root 1.254 if (op->flag [FLAG_APPLIED])
1406 root 1.22 {
1407 root 1.245 /* always apply, so no reason to unapply */
1408     if (basic_flag == AP_APPLY)
1409     return 0;
1410    
1411 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1412 root 1.245 {
1413 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1414 root 1.245 return 1;
1415     }
1416    
1417     return unapply_special (who, op, aflags);
1418 elmex 1.1 }
1419 root 1.245 else if (basic_flag == AP_UNAPPLY)
1420     return 0;
1421    
1422     splay (op);
1423 root 1.110
1424 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1425     if (int i = can_apply_object (who, op))
1426     {
1427     if (i & CAN_APPLY_NEVER)
1428     {
1429 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));
1430 root 1.245 return 1;
1431     }
1432     else if (i & CAN_APPLY_RESTRICTION)
1433     {
1434 root 1.252 who->failmsgf (
1435 root 1.245 "You have a prohibition against using a %s. "
1436     "H<Your belief, profession or class prevents you from applying this item.>",
1437     query_name (op)
1438 root 1.252 );
1439 root 1.245 return 1;
1440     }
1441 elmex 1.1
1442 root 1.245 if (who->type != PLAYER)
1443     {
1444     /* Some error, so don't try to equip something more */
1445     if (unapply_for_ob (who, op, aflags))
1446     return 1;
1447     }
1448     else
1449     {
1450     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1451 root 1.198 {
1452 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1453     unapply_for_ob (who, op, AP_PRINT);
1454     return 1;
1455     }
1456     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1457     if (unapply_for_ob (who, op, aflags))
1458     return 1;
1459     }
1460     }
1461    
1462     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1463     {
1464     // try to ready attached skill first
1465     skop = find_skill_by_name (who, op->skill);
1466    
1467     if (!skop)
1468     {
1469 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1470 root 1.245 return 1;
1471     }
1472     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1473     {
1474 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1475 root 1.245 return 1;
1476     }
1477     }
1478    
1479     if (!check_item_power (who, op->item_power))
1480     {
1481     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1482     return 1;
1483     }
1484    
1485     /* Ok. We are now at the state where we can apply the new object.
1486     * Note that we don't have the checks for can_use_...
1487     * below - that is already taken care of by can_apply_object.
1488     */
1489    
1490     // split away all the other items from the stack, so only one item is left
1491     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1492    
1493     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1494     return RESULT_INT (0);
1495    
1496     switch (op->type)
1497     {
1498     case WEAPON:
1499     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1500     {
1501     /* if the weapon does not have the name as the character, can't use it. */
1502     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1503     who->failmsg ("The weapon does not recognize you as its owner. "
1504     "H<Its name indicates that it belongs to somebody else.>");
1505     if (tmp) who->insert (tmp);
1506     return 1;
1507     }
1508    
1509     op->flag [FLAG_APPLIED] = true;
1510    
1511     if (player *pl = who->contr)
1512     {
1513     who->statusmsg (format ("You wield %s.", query_name (op)));
1514     change_abil (who, op);
1515     }
1516    
1517     op->flag [FLAG_READY_WEAPON] = true;
1518     break;
1519    
1520     case ARMOUR:
1521     case HELMET:
1522     case SHIELD:
1523     case BOOTS:
1524     case GLOVES:
1525     case GIRDLE:
1526     case BRACERS:
1527     case CLOAK:
1528     case RING:
1529     case AMULET:
1530 root 1.254 op->set_flag (FLAG_APPLIED);
1531 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1532     change_abil (who, op);
1533     break;
1534    
1535     case SKILL_TOOL:
1536     // applying a skill tool does not ready the skill
1537     // if something needs the skill, it has to ready it itself
1538     //TODO: unapplying should unapply the skill, though
1539 root 1.254 op->set_flag (FLAG_APPLIED);
1540 root 1.245 break;
1541    
1542     case SKILL:
1543     if (!(aflags & AP_NO_SLOT))
1544     {
1545     // skill is used on it's own, as opposed to being a chosen_skill
1546    
1547     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1548     {
1549 root 1.252 who->failmsgf (
1550 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1551     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1552     "It cannot be used on its own.>",
1553     &op->skill
1554 root 1.252 );
1555 root 1.245 if (tmp) who->insert (tmp);
1556     return 1;
1557     }
1558    
1559     if (skill_flags [op->subtype] & SF_AUTARK
1560     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1561     {
1562     if (skill_flags [op->subtype] & SF_USE)
1563 root 1.252 who->failmsgf (
1564 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1565     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1566     &op->skill, &op->skill
1567 root 1.252 );
1568 root 1.245 else
1569 root 1.252 who->failmsgf (
1570 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1571     "H<The %s skill cannot be readied or used, it is always active.>",
1572     &op->skill
1573 root 1.252 );
1574 root 1.245
1575     if (tmp) who->insert (tmp);
1576    
1577     return 1;
1578     }
1579    
1580     if (who->contr)
1581     if (op->invisible)
1582     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1583     else
1584     who->statusmsg (format ("You ready %s.", query_name (op)));
1585     }
1586    
1587 root 1.254 who->set_flag (FLAG_READY_SKILL);
1588     op->set_flag (FLAG_APPLIED);
1589 root 1.245 change_abil (who, op);
1590     break;
1591    
1592     case BOW:
1593     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1594     {
1595     who->failmsg ("The weapon does not recognize you as its owner. "
1596     "H<Its name indicates that it belongs to somebody else.>");
1597     if (tmp) who->insert (tmp);
1598     return 1;
1599     }
1600    
1601     if (player *pl = who->contr)
1602     {
1603     op->flag [FLAG_APPLIED] = true;
1604     who->statusmsg (format ("You wield the %s.", query_name (op)));
1605     change_abil (who, op);
1606     }
1607     break;
1608    
1609     case RANGED:
1610     if (player *pl = who->contr)
1611     {
1612     op->flag [FLAG_APPLIED] = true;
1613     who->statusmsg (format ("You applied the %s.", query_name (op)));
1614     }
1615     break;
1616    
1617     case SPELL:
1618     if (player *pl = who->contr)
1619     {
1620     op->flag [FLAG_APPLIED] = true;
1621     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1622     }
1623     break;
1624    
1625     /*FALLTHROUGH*/
1626     case WAND:
1627     case ROD:
1628     case HORN:
1629     op->flag [FLAG_APPLIED] = true;
1630 elmex 1.1
1631 root 1.245 if (player *pl = who->contr)
1632     {
1633     who->statusmsg (format ("You ready %s.", query_name (op)));
1634 root 1.14
1635 root 1.245 if (op->type == BOW)
1636     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1637 root 1.14
1638 root 1.245 change_abil (who, op);
1639     }
1640     else
1641     {
1642     if (op->type == BOW)
1643     op->flag [FLAG_READY_BOW ] = true;
1644     else
1645     op->flag [FLAG_READY_RANGE] = true;
1646     }
1647 root 1.14
1648 root 1.245 break;
1649 root 1.198
1650 root 1.245 case BUILDER:
1651     if (player *pl = who->contr)
1652     {
1653     who->statusmsg (format ("You ready your %s.", query_name (op)));
1654     //TODO: change_abil?
1655     }
1656     break;
1657 root 1.14
1658 root 1.245 default:
1659     who->statusmsg (format ("You apply %s.", query_name (op)));
1660     }
1661 root 1.23
1662 root 1.254 op->set_flag (FLAG_APPLIED);
1663 root 1.14
1664 root 1.245 if (tmp) who->insert (tmp);
1665 root 1.14
1666 root 1.245 who->update_stats ();
1667 root 1.14
1668 root 1.245 /* We exclude spell casting objects. The fire code will set the
1669     * been applied flag when they are used - until that point,
1670     * you don't know anything about them.
1671     */
1672     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1673 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1674 root 1.14
1675 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1676 root 1.245 if (who->type == PLAYER)
1677     {
1678     who->failmsg (
1679     "Oops, it feels deadly cold! "
1680     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1681     );
1682 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1683 root 1.245 }
1684 root 1.22
1685 root 1.245 if (object *pl = op->visible_to ())
1686     esrv_send_item (pl, op);
1687 root 1.14
1688 root 1.245 return 0;
1689     }
1690 root 1.14
1691 root 1.245 /**
1692     * Check if op should abort moving victim because of it's race or slaying.
1693     * Returns 1 if it should abort, returns 0 if it should continue.
1694     */
1695     int
1696     should_director_abort (object *op, object *victim)
1697     {
1698     int arch_flag, name_flag, race_flag;
1699 root 1.22
1700 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1701     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1702     * the next is the name flag, and the last is the race flag. Also note,
1703     * if subtype is set to zero, that also goes to defaults of all affecting
1704     * it. Examples:
1705     * subtype 1: only arch
1706     * subtype 3: arch or name
1707     * subtype 5: arch or race
1708     * subtype 7: all three
1709     */
1710     if (op->subtype)
1711     {
1712     arch_flag = op->subtype & 1;
1713     name_flag = op->subtype & 2;
1714     race_flag = op->subtype & 4;
1715     }
1716     else
1717     {
1718     arch_flag = 1;
1719     name_flag = 1;
1720     race_flag = 1;
1721     }
1722 root 1.14
1723 root 1.245 /* If the director has race set, only affect objects with a arch,
1724     * name or race that matches.
1725     */
1726     if ((op->race) &&
1727     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1728     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1729     ((!(victim->race && race_flag) || op->race != victim->race)))
1730     return 1;
1731 root 1.14
1732 root 1.245 /* If the director has slaying set, only affect objects where none
1733     * of arch, name, or race match.
1734     */
1735     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1736     ((victim->name && name_flag && op->slaying == victim->name)) ||
1737     ((victim->race && race_flag && op->slaying == victim->race)))
1738     return 1;
1739 root 1.118
1740 root 1.245 return 0;
1741     }
1742 root 1.14
1743 root 1.245 /**
1744     * This handles a player dropping money on an altar to identify stuff.
1745     * It'll identify marked item, if none all items up to dropped money.
1746     * Return value: 1 if money was destroyed, 0 if not.
1747     */
1748     static int
1749     apply_id_altar (object *money, object *altar, object *pl)
1750     {
1751     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1752 root 1.14
1753 root 1.245 if (!pl || pl->type != PLAYER)
1754     return 0;
1755 root 1.14
1756 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1757     * identifying' from being printed out more than it needs to be.
1758     */
1759     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1760     return 0;
1761 root 1.23
1762 root 1.245 /* if the player has a marked item, identify that if it needs to be
1763     * identified. If it doesn't, then go through the player inventory.
1764     */
1765 root 1.256 if (object *marked = pl->mark ())
1766 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1767 root 1.245 {
1768     if (operate_altar (altar, &money, pl))
1769     {
1770     identify (marked);
1771 root 1.23
1772 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1773     if (marked->msg)
1774     buf << "The item has a story:\r" << marked->msg << "\n\n";
1775 root 1.23
1776 root 1.245 return !money;
1777     }
1778     }
1779 root 1.14
1780 root 1.245 for (object *id = pl->inv; id; id = id->below)
1781     {
1782 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1783 root 1.245 {
1784     if (operate_altar (altar, &money, pl))
1785     {
1786     identify (id);
1787 root 1.55
1788 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1789     if (id->msg)
1790     buf << "The item has a story:\r" << id->msg << "\n\n";
1791 root 1.14
1792 root 1.245 /* If no more money, might as well quit now */
1793     if (!money || !check_altar_sacrifice (altar, money))
1794     break;
1795     }
1796     else
1797     {
1798     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1799     break;
1800     }
1801     }
1802     }
1803 root 1.23
1804 root 1.245 if (buf.empty ())
1805     pl->failmsg ("You have nothing that needs identifying");
1806     else
1807     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1808 root 1.23
1809 root 1.245 return !money;
1810     }
1811 root 1.23
1812 root 1.245 /**
1813     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1814     * matching item.
1815     **/
1816     void
1817     handle_apply_yield (object *tmp)
1818     {
1819     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1820     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1821 elmex 1.1 }
1822    
1823     /**
1824 root 1.245 * Handles applying a potion.
1825 elmex 1.1 */
1826 root 1.245 int
1827     apply_potion (object *op, object *tmp)
1828 elmex 1.1 {
1829 root 1.245 int got_one = 0, i;
1830     object *force = 0;
1831 root 1.22
1832 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1833 root 1.112
1834 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1835 root 1.22 {
1836 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1837 elmex 1.1
1838 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1839 root 1.245 return 0;
1840 elmex 1.1 }
1841 root 1.112
1842 root 1.245 if (op->type == PLAYER)
1843 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1844 root 1.245 identify (tmp);
1845 elmex 1.1
1846 root 1.245 handle_apply_yield (tmp);
1847 elmex 1.223
1848 root 1.245 /* Potion of restoration - only for players */
1849     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1850     {
1851     object *depl;
1852     archetype *at;
1853 root 1.22
1854 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1855 root 1.245 {
1856     op->drain_stat ();
1857     op->update_stats ();
1858     tmp->decrease ();
1859     return 1;
1860     }
1861 root 1.22
1862 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1863 root 1.22 {
1864 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1865     return 0;
1866 root 1.22 }
1867 root 1.41
1868 root 1.245 depl = present_arch_in_ob (at, op);
1869 elmex 1.1
1870 root 1.245 if (depl)
1871     {
1872     for (i = 0; i < NUM_STATS; i++)
1873     if (depl->stats.stat (i))
1874     op->statusmsg (restore_msg[i]);
1875 root 1.208
1876 root 1.245 depl->destroy ();
1877     op->update_stats ();
1878 root 1.208 }
1879 root 1.245 else
1880     op->statusmsg ("Your potion had no effect.");
1881 root 1.208
1882 root 1.245 tmp->decrease ();
1883     return 1;
1884 elmex 1.1 }
1885    
1886 root 1.245 /* improvement potion - only for players */
1887     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1888 root 1.22 {
1889 root 1.245 for (i = 1; i < min (11, op->level); i++)
1890     {
1891 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1892 root 1.245 {
1893     if (op->contr->levhp[i] != 1)
1894     {
1895     op->contr->levhp[i] = 1;
1896     break;
1897     }
1898 elmex 1.1
1899 root 1.245 if (op->contr->levsp[i] != 1)
1900     {
1901     op->contr->levsp[i] = 1;
1902     break;
1903     }
1904 elmex 1.1
1905 root 1.245 if (op->contr->levgrace[i] != 1)
1906     {
1907     op->contr->levgrace[i] = 1;
1908     break;
1909     }
1910     }
1911     else
1912     {
1913     if (op->contr->levhp[i] < 9)
1914     {
1915     op->contr->levhp[i] = 9;
1916     break;
1917     }
1918 root 1.118
1919 root 1.245 if (op->contr->levsp[i] < 6)
1920     {
1921     op->contr->levsp[i] = 6;
1922     break;
1923     }
1924 root 1.22
1925 root 1.245 if (op->contr->levgrace[i] < 3)
1926     {
1927     op->contr->levgrace[i] = 3;
1928     break;
1929     }
1930     }
1931     }
1932 elmex 1.1
1933 root 1.245 /* Just makes checking easier */
1934     if (i < min (11, op->level))
1935     got_one = 1;
1936 elmex 1.1
1937 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1938 root 1.245 {
1939     if (got_one)
1940     {
1941     op->update_stats ();
1942     op->statusmsg ("The Gods smile upon you and remake you "
1943     "a little more in their image. "
1944     "You feel a little more perfect.", NDI_GREEN);
1945     }
1946     else
1947     op->statusmsg ("The potion had no effect - you are already perfect.");
1948     }
1949     else
1950     { /* cursed potion */
1951     if (got_one)
1952     {
1953     op->update_stats ();
1954     op->failmsg ("The Gods are angry and punish you.");
1955     }
1956     else
1957     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1958     }
1959 root 1.22
1960 root 1.245 tmp->decrease ();
1961     return 1;
1962 root 1.22 }
1963 elmex 1.1
1964 root 1.22
1965 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1966     * and heroism all fit into this category. Given the spell object code,
1967     * there is no limit to the number of spells that potions can be cast,
1968     * but direction is problematic to try and imbue fireball potions for example.
1969 root 1.22 */
1970 root 1.245 if (tmp->inv)
1971 root 1.22 {
1972 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1973 root 1.22 {
1974 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1975     create_exploding_ball_at (op, op->level);
1976 root 1.14 }
1977 root 1.22 else
1978 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1979 root 1.114
1980 root 1.245 tmp->decrease ();
1981 root 1.22
1982 root 1.245 /* if youre dead, no point in doing this... */
1983 root 1.254 if (!op->flag [FLAG_REMOVED])
1984 root 1.245 op->update_stats ();
1985 root 1.22
1986 root 1.245 return 1;
1987 root 1.22 }
1988    
1989 root 1.245 /* Deal with protection potions */
1990     force = NULL;
1991     for (i = 0; i < NROFATTACKS; i++)
1992     {
1993     if (tmp->resist[i])
1994     {
1995     if (!force)
1996     force = get_archetype (FORCE_NAME);
1997 root 1.32
1998 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1999     force->type = POTION_EFFECT;
2000     break; /* Only need to find one protection since we copy entire batch */
2001     }
2002 root 1.22 }
2003 root 1.31
2004 root 1.245 /* This is a protection potion */
2005     if (force)
2006 root 1.22 {
2007 root 1.245 /* cursed items last longer */
2008 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2009 root 1.245 {
2010     force->stats.food *= 10;
2011     for (i = 0; i < NROFATTACKS; i++)
2012     if (force->resist[i] > 0)
2013     force->resist[i] = -force->resist[i]; /* prot => vuln */
2014     }
2015 root 1.22
2016 root 1.245 force->speed_left = -1;
2017     force = insert_ob_in_ob (force, op);
2018 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2019     force->set_flag (FLAG_APPLIED);
2020 root 1.245 change_abil (op, force);
2021     tmp->decrease ();
2022     return 1;
2023 elmex 1.1 }
2024 root 1.22
2025 root 1.245 /* Only thing left are the stat potions */
2026     if (op->type == PLAYER)
2027     { /* only for players */
2028 root 1.254 if ((tmp->flag [FLAG_CURSED]
2029     || tmp->flag [FLAG_DAMNED])
2030 root 1.245 && tmp->value != 0)
2031 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2032 root 1.245 else
2033 root 1.254 tmp->set_flag (FLAG_APPLIED);
2034 root 1.25
2035 root 1.245 if (!change_abil (op, tmp))
2036     op->statusmsg ("Nothing happened.");
2037 elmex 1.1 }
2038    
2039 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2040     * that were grouped with the one consumed, his
2041     * stat will not be raised by them. fix_player just clears
2042     * up all the stats.
2043 root 1.22 */
2044 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2045 root 1.245 op->update_stats ();
2046     tmp->decrease ();
2047     return 1;
2048     }
2049 root 1.22
2050 root 1.245 /**
2051     * 'victim' moves onto 'trap'
2052     * 'victim' leaves 'trap'
2053     * effect is determined by move_on/move_off of trap and move_type of victime.
2054     *
2055     * originator: Player, monster or other object that caused 'victim' to move
2056     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2057     * However, some types of traps require an originator to function.
2058 elmex 1.1 */
2059 root 1.22 void
2060 root 1.245 move_apply (object *trap, object *victim, object *originator)
2061 elmex 1.1 {
2062 root 1.245 static int recursion_depth = 0;
2063    
2064 root 1.260 trap = trap->head_ ();
2065    
2066 root 1.245 /* 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 root 1.260
2074 root 1.245 /* The following was changed because it was causing perfectly correct
2075     * maps to fail. 1) it's not an error to recurse:
2076     * rune detonates, summoning monster. monster lands on nearby rune.
2077     * nearby rune detonates. This sort of recursion is expected and
2078     * proper. This code was causing needless crashes.
2079     */
2080     if (recursion_depth >= 500)
2081 root 1.22 {
2082 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2083     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2084 root 1.22 return;
2085 elmex 1.1 }
2086    
2087 root 1.245 recursion_depth++;
2088    
2089     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2090     switch (trap->type)
2091     {
2092     case PLAYERMOVER:
2093     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2094     {
2095     if (!trap->stats.maxsp)
2096     trap->stats.maxsp = 2;
2097 elmex 1.1
2098 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2099     * should be divided by trap->speed
2100     */
2101     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2102 elmex 1.1
2103 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2104     * above with some objects have zero speed, and thus the player
2105     * getting permanently paralyzed.
2106     */
2107 root 1.260 victim->speed_left = max (-50.f, victim->speed_left);
2108 root 1.245 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2109     }
2110     break;
2111 elmex 1.1
2112 root 1.245 case SPINNER:
2113     if (victim->direction)
2114     {
2115     victim->direction = absdir (victim->direction - trap->stats.sp);
2116     update_turn_face (victim);
2117     }
2118     break;
2119 elmex 1.1
2120 root 1.245 case DIRECTOR:
2121     if (victim->direction && !should_director_abort (trap, victim))
2122     {
2123     victim->direction = trap->stats.sp;
2124     update_turn_face (victim);
2125     }
2126     break;
2127 elmex 1.1
2128 root 1.245 case BUTTON:
2129     case PEDESTAL:
2130     case T_MATCH:
2131     update_button (trap, originator);
2132     break;
2133 elmex 1.1
2134 root 1.245 case ALTAR:
2135     /* sacrifice victim on trap */
2136     apply_altar (trap, victim, originator);
2137     break;
2138 elmex 1.1
2139 root 1.245 case THROWN_OBJ:
2140     if (trap->inv == NULL)
2141     break;
2142     /* fallthrough */
2143 elmex 1.1
2144 root 1.245 case ARROW:
2145     /* bad bug: monster throw a object, make a step forwards, step on object ,
2146     * trigger this here and get hit by own missile - and will be own enemy.
2147     * Victim then is his own enemy and will start to kill herself (this is
2148     * removed) but we have not synced victim and his missile. To avoid senseless
2149     * action, we avoid hits here
2150     */
2151 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2152 root 1.245 && trap->owner != victim)
2153     hit_with_arrow (trap, victim);
2154     break;
2155 root 1.22
2156 root 1.245 case SPELL_EFFECT:
2157     apply_spell_effect (trap, victim);
2158     break;
2159 root 1.99
2160 root 1.245 case TRAPDOOR:
2161     {
2162     int max, sound_was_played;
2163     object *ab, *ab_next;
2164 elmex 1.1
2165 root 1.245 if (!trap->value)
2166     {
2167     int tot;
2168 root 1.22
2169 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2170     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2171     tot += ab->head_ ()->total_weight ();
2172 root 1.37
2173 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2174     break;
2175 elmex 1.1
2176 root 1.245 SET_ANIMATION (trap, trap->value);
2177     update_object (trap, UP_OBJ_FACE);
2178     }
2179 elmex 1.1
2180 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2181     {
2182     /* need to set this up, since if we do transfer the object,
2183     * ab->above would be bogus
2184     */
2185     ab_next = ab->above;
2186 root 1.22
2187 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2188     {
2189     if (!sound_was_played)
2190     {
2191     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2192     sound_was_played = 1;
2193     }
2194 root 1.22
2195 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2196     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2197     }
2198     }
2199     break;
2200     }
2201 root 1.22
2202 root 1.245 case CONVERTER:
2203     if (convert_item (victim, trap) < 0)
2204     {
2205 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2206 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2207     }
2208 root 1.22
2209 root 1.245 break;
2210 root 1.22
2211 root 1.245 case TRIGGER_BUTTON:
2212     case TRIGGER_PEDESTAL:
2213     case TRIGGER_ALTAR:
2214     check_trigger (trap, victim, originator);
2215     break;
2216 root 1.124
2217 root 1.245 case DEEP_SWAMP:
2218     walk_on_deep_swamp (trap, victim);
2219     break;
2220 root 1.22
2221 root 1.245 case CHECK_INV:
2222     check_inv (victim, trap);
2223     break;
2224 root 1.22
2225 root 1.245 case HOLE:
2226     move_apply_hole (trap, victim);
2227     break;
2228 root 1.22
2229 root 1.245 case EXIT:
2230     if (victim->type == PLAYER && EXIT_PATH (trap))
2231     {
2232     /* Basically, don't show exits leading to random maps the
2233     * players output.
2234     */
2235     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2236     victim->statusmsg (trap->msg, NDI_NAVY);
2237 root 1.22
2238 root 1.245 trap->play_sound (trap->sound);
2239     victim->enter_exit (trap);
2240     }
2241     break;
2242 root 1.22
2243 root 1.245 case ENCOUNTER:
2244     /* may be some leftovers on this */
2245     break;
2246 root 1.22
2247 root 1.245 case SHOP_MAT:
2248     apply_shop_mat (trap, victim);
2249     break;
2250 root 1.22
2251 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2252     case IDENTIFY_ALTAR:
2253     apply_id_altar (victim, trap, originator);
2254     break;
2255 root 1.22
2256 root 1.245 case SIGN:
2257     if (victim->type != PLAYER && trap->stats.food > 0)
2258     break; /* monsters musn't apply magic_mouths with counters */
2259 root 1.22
2260 root 1.245 apply_sign (victim, trap, 1);
2261     break;
2262 root 1.22
2263 root 1.245 case CONTAINER:
2264     apply_container (victim, trap);
2265     break;
2266 root 1.22
2267 root 1.245 case RUNE:
2268     case TRAP:
2269 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2270 root 1.245 spring_trap (trap, victim);
2271     break;
2272 root 1.22
2273 root 1.245 default:
2274     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2275     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2276     break;
2277     }
2278 root 1.124
2279 root 1.245 recursion_depth--;
2280     }
2281 root 1.124
2282 root 1.245 /**
2283     * Handles reading a regular (ie not containing a spell) book.
2284     */
2285     static void
2286     apply_book (object *op, object *tmp)
2287     {
2288     int lev_diff;
2289     object *skill_ob;
2290 root 1.22
2291 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2292 root 1.245 {
2293     op->failmsg ("You are unable to read while blind!");
2294     return;
2295     }
2296 root 1.22
2297 root 1.245 if (!tmp->msg)
2298 root 1.22 {
2299 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2300 root 1.245 return;
2301     }
2302 root 1.22
2303 root 1.245 /* need a literacy skill to read stuff! */
2304     skill_ob = find_skill_by_name (op, tmp->skill);
2305     if (!skill_ob)
2306     {
2307 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2308 root 1.245 return;
2309 root 1.22 }
2310    
2311 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2312 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2313 root 1.22 {
2314 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2315     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2316     : lev_diff < 5 ? "This book is beyond your comprehension."
2317     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2318     : lev_diff < 15 ? "This book is way beyond your comprehension."
2319     : "This book is totally beyond your comprehension.");
2320     return;
2321     }
2322    
2323     // we currently don't use the message types for anything.
2324     // readable_message_type *msgType = get_readable_message_type (tmp);
2325    
2326     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2327    
2328     if (player *pl = op->contr)
2329     if (client *ns = pl->ns)
2330     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2331    
2332     /* gain xp from reading */
2333 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2334 root 1.245 { /* only if not read before */
2335     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2336 root 1.22
2337 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2338 root 1.22 {
2339 root 1.245 /*exp_gain *= 2; because they just identified it too */
2340 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2341 root 1.245
2342     if (object *pl = tmp->visible_to ())
2343     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2344 root 1.22 }
2345 root 1.245
2346     change_exp (op, exp_gain, skill_ob->skill, 0);
2347 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2348 elmex 1.1 }
2349     }
2350    
2351     /**
2352 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2353     * scroll_failure()- hacked directly from spell_failure
2354 root 1.208 */
2355     static void
2356 root 1.245 scroll_failure (object *op, int failure, int power)
2357 root 1.208 {
2358 root 1.245 if (abs (failure / 4) > power)
2359     power = abs (failure / 4); /* set minimum effect */
2360    
2361     if (failure <= -1 && failure > -15)
2362     { /* wonder */
2363     object *tmp;
2364 root 1.208
2365 root 1.245 op->failmsg ("Your spell warps!");
2366     tmp = get_archetype (SPELL_WONDER);
2367     cast_wonder (op, op, 0, tmp);
2368     tmp->destroy ();
2369     }
2370     else if (failure <= -15 && failure > -35)
2371     { /* drain mana */
2372     op->failmsg ("Your mana is drained!");
2373     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2374     if (op->stats.sp < 0)
2375     op->stats.sp = 0;
2376     }
2377     else if (settings.spell_failure_effects == TRUE)
2378 root 1.208 {
2379 root 1.245 if (failure <= -35 && failure > -60)
2380     { /* confusion */
2381     op->failmsg ("The magic recoils on you!");
2382     confuse_player (op, op, power);
2383     }
2384     else if (failure <= -60 && failure > -70)
2385     { /* paralysis */
2386     op->failmsg ("The magic recoils and paralyzes you!");
2387     paralyze_player (op, op, power);
2388     }
2389     else if (failure <= -70 && failure > -80)
2390     { /* blind */
2391     op->failmsg ("The magic recoils on you!");
2392     blind_player (op, op, power);
2393     }
2394     else if (failure <= -80)
2395     { /* blast the immediate area */
2396     object *tmp = get_archetype (LOOSE_MANA);
2397     cast_magic_storm (op, tmp, power);
2398     op->failmsg ("You unleash uncontrolled mana!");
2399     tmp->destroy ();
2400 root 1.208 }
2401     }
2402     }
2403    
2404     /**
2405 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2406     * op is the person learning the skill, tmp is the skill scroll object
2407 elmex 1.1 */
2408 root 1.22 static void
2409 root 1.245 apply_skillscroll (object *op, object *tmp)
2410 elmex 1.1 {
2411 root 1.245 switch (learn_skill (op, tmp))
2412     {
2413     case 0:
2414     op->play_sound (sound_find ("generic_fail"));
2415 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2416 root 1.245 break;
2417    
2418     case 1:
2419     tmp->decrease ();
2420     op->play_sound (sound_find ("skill_learn"));
2421     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2422     break;
2423 elmex 1.1
2424 root 1.245 default:
2425     tmp->decrease ();
2426     op->play_sound (sound_find ("generic_fail"));
2427 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2428 root 1.245 break;
2429 elmex 1.1 }
2430 root 1.245 }
2431 root 1.51
2432 root 1.245 /**
2433     * Actually makes op learn spell.
2434     * Informs player of what happens.
2435     */
2436     void
2437     do_learn_spell (object *op, object *spell, int special_prayer)
2438     {
2439     object *tmp;
2440 root 1.51
2441 root 1.245 if (op->type != PLAYER)
2442 root 1.22 {
2443 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2444 elmex 1.1 return;
2445     }
2446 root 1.51
2447 root 1.245 /* Upgrade special prayers to normal prayers */
2448     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2449 elmex 1.1 {
2450 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2451 root 1.245 {
2452     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2453     return;
2454     }
2455 root 1.22 return;
2456 elmex 1.1 }
2457    
2458 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2459    
2460     tmp = spell->clone ();
2461     insert_ob_in_ob (tmp, op);
2462    
2463     if (special_prayer)
2464 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2465 root 1.245
2466     esrv_add_spells (op->contr, tmp);
2467 elmex 1.1 }
2468    
2469 root 1.245 /**
2470     * Erases spell from player's inventory.
2471     */
2472 root 1.151 void
2473 root 1.245 do_forget_spell (object *op, const char *spell)
2474 elmex 1.1 {
2475 root 1.245 object *spob;
2476 root 1.158
2477 root 1.245 if (op->type != PLAYER)
2478 root 1.22 {
2479 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2480     return;
2481 elmex 1.1 }
2482 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2483 root 1.22 {
2484 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2485     return;
2486 elmex 1.1 }
2487 root 1.114
2488 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2489 root 1.245 esrv_remove_spell (op->contr, spob);
2490     spob->destroy ();
2491 elmex 1.1 }
2492    
2493     /**
2494 root 1.245 * Handles player applying a spellbook.
2495     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2496     * stuff like that. Random learning failure too.
2497 elmex 1.184 */
2498 root 1.245 static void
2499     apply_spellbook (object *op, object *tmp)
2500 elmex 1.184 {
2501 root 1.245 object *skop, *spell, *spell_skill;
2502    
2503 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2504 root 1.245 {
2505     op->failmsg ("You are unable to read while blind.");
2506     return;
2507     }
2508    
2509     /* artifact_spellbooks have 'slaying' field point to a spell name,
2510     * instead of having their spell stored in stats.sp. These are
2511     * legacy spellbooks
2512     */
2513     if (tmp->slaying)
2514 elmex 1.184 {
2515 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2516    
2517     if (!spell)
2518 elmex 1.184 {
2519 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2520 root 1.245 return;
2521 elmex 1.184 }
2522 root 1.245 else
2523     insert_ob_in_ob (spell, tmp);
2524 elmex 1.184
2525 root 1.245 tmp->slaying = 0;
2526 elmex 1.184 }
2527    
2528 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2529    
2530     /* need a literacy skill to learn spells. Also, having a literacy level
2531     * lower than the spell will make learning the spell more difficult */
2532     if (!skop)
2533 elmex 1.184 {
2534 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2535 root 1.245 return;
2536 elmex 1.184 }
2537    
2538 root 1.245 spell = tmp->inv;
2539 elmex 1.184
2540 root 1.245 if (!spell)
2541 elmex 1.184 {
2542 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2543     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2544     return;
2545 elmex 1.184 }
2546    
2547 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2548     if (skop->level < learn_level)
2549 elmex 1.187 {
2550 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.>",
2551     &tmp->skill, learn_level);
2552 root 1.245 return;
2553 elmex 1.187 }
2554    
2555 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2556 elmex 1.187
2557 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2558 root 1.245 identify (tmp);
2559 elmex 1.184
2560 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2561     * a lot of sense - special prayers are not found in spellbooks, and
2562     * if the player doesn't know the spell, doesn't make a lot of sense that
2563     * they would have a special prayer mark.
2564     */
2565     if (check_spell_known (op, spell->name))
2566 elmex 1.184 {
2567 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");
2568     return;
2569     }
2570 elmex 1.184
2571 root 1.245 if (spell->skill)
2572     {
2573     spell_skill = find_skill_by_name (op, spell->skill);
2574 elmex 1.184
2575 root 1.245 if (!spell_skill)
2576 elmex 1.184 {
2577 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2578 elmex 1.184 return;
2579     }
2580    
2581 root 1.245 if (spell_skill->level < spell->level)
2582 elmex 1.187 {
2583 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2584 elmex 1.187 return;
2585     }
2586 root 1.245 }
2587 elmex 1.187
2588 root 1.245 /* Logic as follows
2589     *
2590     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2591     *
2592     * 2- The learner's skill level in literacy adjusts the chance to learn
2593     * a spell.
2594     *
2595     * 3 -Automatically fail to learn if you read while confused
2596     *
2597     * Overall, chances are the same but a player will find having a high
2598     * literacy rate very useful! -b.t.
2599     */
2600 root 1.254 if (op->flag [FLAG_CONFUSED])
2601 root 1.245 {
2602     op->failmsg ("In your confused state you flub the wording of the text!");
2603     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2604 elmex 1.184 }
2605 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2606 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2607 elmex 1.184 {
2608 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2609     do_learn_spell (op, spell, 0);
2610 elmex 1.187
2611 root 1.245 /* xp gain to literacy for spell learning */
2612 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2613 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2614 elmex 1.184 }
2615     else
2616     {
2617 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2618     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2619 elmex 1.184 }
2620    
2621 root 1.245 tmp->decrease ();
2622 elmex 1.184 }
2623    
2624     /**
2625 root 1.245 * Handles applying a spell scroll.
2626 root 1.208 */
2627 root 1.245 void
2628     apply_scroll (object *op, object *tmp, int dir)
2629 root 1.208 {
2630 root 1.245 object *skop;
2631 root 1.208
2632 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2633 root 1.208 {
2634 root 1.245 op->failmsg ("You are unable to read while blind.");
2635 root 1.208 return;
2636     }
2637    
2638 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2639 root 1.208 {
2640 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2641 root 1.208 return;
2642     }
2643    
2644 root 1.245 if (op->type == PLAYER)
2645 root 1.208 {
2646 root 1.245 /* players need a literacy skill to read stuff! */
2647     int exp_gain = 0;
2648    
2649     /* hard code literacy - tmp->skill points to where the exp
2650     * should go for anything killed by the spell.
2651     */
2652 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2653 root 1.208
2654 root 1.245 if (!skop)
2655 root 1.208 {
2656 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2657 root 1.245 return;
2658 root 1.208 }
2659 root 1.245
2660     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2661     change_exp (op, exp_gain, skop->skill, 0);
2662 root 1.208 }
2663    
2664 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2665 root 1.245 identify (tmp);
2666    
2667     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2668    
2669     cast_spell (op, tmp, dir, tmp->inv, NULL);
2670     tmp->decrease ();
2671     }
2672    
2673     /**
2674     * Applies a treasure object - by default, chest. op
2675     * is the person doing the applying, tmp is the treasure
2676     * chest.
2677     */
2678     static void
2679     apply_treasure (object *op, object *tmp)
2680     {
2681     /* Nice side effect of this treasure creation method is that the treasure
2682     * for the chest is done when the chest is created, and put into the chest
2683     * inventory. So that when the chest burns up, the items still exist. Also
2684     * prevents people from moving chests to more difficult maps to get better
2685     * treasure
2686     */
2687     object *treas = tmp->inv;
2688 root 1.208
2689 root 1.245 if (!treas)
2690 root 1.208 {
2691 root 1.245 op->statusmsg ("The chest was empty.");
2692     tmp->decrease ();
2693 root 1.208 return;
2694     }
2695    
2696 root 1.245 while (tmp->inv)
2697     {
2698     treas = tmp->inv;
2699     treas->remove ();
2700    
2701     treas->x = op->x;
2702     treas->y = op->y;
2703     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2704 root 1.208
2705 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2706 root 1.245 spring_trap (treas, op);
2707 root 1.208
2708 root 1.245 /* If either player or container was destroyed, no need to do
2709     * further processing. I think this should be enclused with
2710     * spring trap above, as I don't think there is otherwise
2711     * any way for the treasure chest or player to get killed.
2712     */
2713     if (op->destroyed () || tmp->destroyed ())
2714     break;
2715     }
2716 root 1.208
2717 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2718     tmp->decrease (true);
2719 root 1.208 }
2720    
2721     /**
2722 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2723     * there is a chance for the dragon's skin to get improved.
2724 elmex 1.1 *
2725 root 1.245 * attributes:
2726     * object *op the object (dragon player) eating the flesh
2727     * object *meal the flesh item, getting chewed in dragon's mouth
2728     * return:
2729     * int 1 if eating successful, 0 if it doesn't work
2730 elmex 1.1 */
2731 root 1.235 static int
2732 root 1.245 dragon_eat_flesh (object *op, object *meal)
2733 elmex 1.1 {
2734 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2735     object *abil = NULL; /* pointer to dragon ability force */
2736     object *tmp = NULL; /* tmp. object */
2737    
2738     double chance; /* improvement-chance of one resistance type */
2739     double totalchance = 1; /* total chance of gaining one resistance */
2740     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2741     double mbonus = 0; /* monster bonus */
2742     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2743     int winners = 0; /* number of winners */
2744     int i; /* index */
2745    
2746     /* let's make sure and doublecheck the parameters */
2747     if (meal->type != FLESH || !op->is_dragon ())
2748     return 0;
2749    
2750     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2751     from the player's inventory */
2752     for (tmp = op->inv; tmp; tmp = tmp->below)
2753     if (tmp->type == FORCE)
2754     if (tmp->arch->archname == shstr_dragon_skin_force)
2755     skin = tmp;
2756     else if (tmp->arch->archname == shstr_dragon_ability_force)
2757     abil = tmp;
2758    
2759     /* if either skin or ability are missing, this is an old player
2760     which is not to be considered a dragon -> bail out */
2761     if (skin == NULL || abil == NULL)
2762     return 0;
2763    
2764     /* now start by filling stomache and health, according to food-value */
2765     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2766     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2767     else
2768     op->stats.hp += meal->stats.food / 50;
2769    
2770     min_it (op->stats.hp, op->stats.maxhp);
2771     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2772    
2773     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2774 elmex 1.1
2775 root 1.245 /* on to the interesting part: chances for adding resistance */
2776     for (i = 0; i < NROFATTACKS; i++)
2777 root 1.22 {
2778 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2779 root 1.22 {
2780 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2781 elmex 1.1
2782 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2783     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2784     if (i == abil->stats.exp)
2785     bonus += 5; /* additional bonus for resistance of ability-focus */
2786 root 1.8
2787 root 1.245 /* monster bonus increases with level, because high-level
2788     flesh is too rare */
2789     mbonus = op->level * 20. / ((double) settings.max_level);
2790 root 1.14
2791 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2792     ((double)settings.max_level)) - skin->resist[i];
2793 root 1.57
2794 root 1.245 if (chance >= 0.)
2795     chance += 1.;
2796     else
2797     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2798 root 1.14
2799 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2800     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2801 root 1.57
2802 root 1.245 /* doubled chance for resistance of ability-focus */
2803     if (i == abil->stats.exp)
2804     chance = min (100., chance * 2.);
2805 root 1.57
2806 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2807     if (rndm (10000) < (unsigned int)(chance * 100))
2808     {
2809     atnr_winner[winners] = i;
2810     winners++;
2811     }
2812 root 1.85
2813 root 1.245 if (chance >= 0.01)
2814     totalchance *= 1 - chance / 100;
2815 root 1.14
2816 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2817     }
2818     }
2819 root 1.122
2820 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2821     totalchance = 100 - totalchance * 100;
2822 root 1.14
2823 root 1.245 /* print message according to totalchance */
2824     const char *buf;
2825     if (totalchance > 50.)
2826     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2827     else if (totalchance > 10.)
2828     buf = format ("The %s tasted very good.", &meal->name);
2829     else if (totalchance > 1.)
2830     buf = format ("The %s tasted good.", &meal->name);
2831     else if (totalchance > 0.1)
2832     buf = format ("The %s tasted bland.", &meal->name);
2833     else if (totalchance >= 0.01)
2834     buf = format ("The %s had a boring taste.", &meal->name);
2835     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2836     buf = format ("The %s tasted strange.", &meal->name);
2837     else
2838     buf = format ("The %s had no taste.", &meal->name);
2839 root 1.14
2840 root 1.245 op->statusmsg (buf);
2841 root 1.14
2842 root 1.245 /* now choose a winner if we have any */
2843     i = -1;
2844     if (winners > 0)
2845     i = atnr_winner [rndm (winners)];
2846 root 1.14
2847 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2848     {
2849     /* resistance increased! */
2850     skin->resist[i]++;
2851     op->update_stats ();
2852 root 1.14
2853 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2854     }
2855 root 1.14
2856 root 1.245 /* if this flesh contains a new ability focus, we mark it
2857     into the ability_force and it will take effect on next level */
2858     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2859     {
2860     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2861 elmex 1.184
2862 root 1.245 if (meal->last_eat != abil->stats.exp)
2863     op->statusmsg (format (
2864     "Your metabolism prepares to focus on %s!\n"
2865     "The change will happen at level %d.",
2866     change_resist_msg[meal->last_eat],
2867     abil->level + 1
2868     ));
2869     else
2870     {
2871     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2872     abil->last_eat = 0;
2873     }
2874     }
2875 root 1.79
2876 root 1.245 return 1;
2877     }
2878 root 1.14
2879 root 1.245 /**
2880     * op eats food.
2881     * If player, takes care of messages and dragon special food.
2882     */
2883     static void
2884     apply_food (object *op, object *tmp)
2885     {
2886     int capacity_remaining;
2887 root 1.14
2888 root 1.245 if (op->type != PLAYER)
2889     op->stats.hp = op->stats.maxhp;
2890     else
2891     {
2892     /* check if this is a dragon (player), eating some flesh */
2893     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2894     ;
2895     else
2896     {
2897     /* usual case - no dragon meal: */
2898     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2899     {
2900     if (tmp->type == FOOD || tmp->type == FLESH)
2901     op->failmsg ("You feel full, but what a waste of food!");
2902     else
2903     op->statusmsg ("Most of the drink goes down your face not your throat!");
2904     }
2905 root 1.14
2906 root 1.245 tmp->play_sound (
2907     tmp->sound
2908     ? tmp->sound
2909     : tmp->type == DRINK
2910     ? sound_find ("eat_drink")
2911     : sound_find ("eat_food")
2912     );
2913 root 1.14
2914 root 1.254 if (!tmp->flag [FLAG_CURSED])
2915 root 1.245 {
2916     const char *buf;
2917 root 1.14
2918 root 1.245 if (!op->is_dragon ())
2919     {
2920     /* eating message for normal players */
2921     if (tmp->type == DRINK)
2922     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2923     else
2924     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2925     }
2926     else
2927     /* eating message for dragon players */
2928     buf = format ("The %s tasted terrible!", &tmp->name);
2929 root 1.14
2930 root 1.245 op->statusmsg (buf);
2931 root 1.22
2932 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2933     op->stats.food += tmp->stats.food;
2934     if (capacity_remaining < tmp->stats.food)
2935     op->stats.hp += capacity_remaining / 50;
2936     else
2937     op->stats.hp += tmp->stats.food / 50;
2938 root 1.14
2939 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2940     min_it (op->stats.food, MAX_FOOD);
2941     }
2942 elmex 1.1
2943 root 1.245 /* special food hack -b.t. */
2944 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2945 root 1.245 eat_special_food (op, tmp);
2946     }
2947     }
2948 root 1.14
2949 root 1.245 handle_apply_yield (tmp);
2950     tmp->decrease ();
2951 elmex 1.1 }
2952    
2953     /**
2954 root 1.245 * Handles applying an improve armor scroll.
2955     * Does some sanity checks, then calls improve_armour.
2956 elmex 1.1 */
2957 root 1.245 static void
2958     apply_armour_improver (object *op, object *tmp)
2959 elmex 1.1 {
2960 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2961 root 1.22 {
2962 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2963     return;
2964     }
2965 root 1.68
2966 root 1.256 object *armor = op->mark ();
2967 root 1.245
2968     if (!armor)
2969     {
2970     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2971     return;
2972     }
2973 root 1.241
2974 root 1.245 if (armor->type != ARMOUR
2975     && armor->type != CLOAK
2976     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2977     {
2978     op->failmsg ("Your marked item is not armour!\n");
2979     return;
2980 elmex 1.1 }
2981 root 1.245
2982 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2983     {
2984     op->failmsg ("You are unable to take off your armour to improve it!");
2985     return;
2986     }
2987    
2988 root 1.245 op->statusmsg ("Applying armour enchantment.");
2989     improve_armour (op, tmp, armor);
2990 elmex 1.1 }
2991    
2992 root 1.245 void
2993     apply_poison (object *op, object *tmp)
2994 elmex 1.1 {
2995 root 1.245 // need to do it now when it is still on the map
2996     handle_apply_yield (tmp);
2997 root 1.12
2998 root 1.245 object *poison = tmp->split (1);
2999 root 1.233
3000 root 1.245 if (op->type == PLAYER)
3001     {
3002     op->contr->play_sound (sound_find ("drink_poison"));
3003     op->failmsg ("Yech! That tasted poisonous!");
3004     op->contr->killer = poison;
3005     }
3006 root 1.76
3007 root 1.245 if (poison->stats.hp > 0)
3008 root 1.22 {
3009 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3010     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3011     }
3012    
3013     op->stats.food -= op->stats.food / 4;
3014     poison->destroy ();
3015     }
3016 root 1.233
3017 root 1.245 /**
3018     * This function will try to apply a lighter and in case no lighter
3019     * is specified it will try to find a lighter in the players inventory,
3020     * and inform him about this requirement.
3021     *
3022     * who - the player
3023     * op - the item we want to light
3024     * lighter - the lighter or 0 if a lighter has yet to be found
3025     */
3026     static object *
3027     auto_apply_lighter (object *who, object *op, object *lighter)
3028     {
3029     if (lighter == 0)
3030     {
3031     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3032     {
3033     if (tmp->type == LIGHTER)
3034     {
3035     lighter = tmp;
3036     break;
3037     }
3038     }
3039 root 1.233
3040 root 1.245 if (!lighter)
3041     {
3042 root 1.252 who->failmsgf (
3043 root 1.245 "You can't light up the %s with your bare hands! "
3044     "H<You need a lighter in your inventory, for example a flint and steel.>",
3045 root 1.252 &op->name
3046     );
3047 root 1.245 return 0;
3048     }
3049     }
3050 root 1.233
3051 root 1.245 // last_eat == 0 means the lighter is not being used up!
3052     if (lighter->last_eat && lighter->stats.food)
3053     {
3054     /* lighter gets used up */
3055     lighter = lighter->split ();
3056     lighter->stats.food--;
3057     who->insert (lighter);
3058     }
3059     else if (lighter->last_eat)
3060     {
3061     /* no charges left in lighter */
3062 root 1.252 who->failmsgf (
3063 root 1.245 "You attempt to light the %s with a used up %s.",
3064 root 1.252 &op->name, &lighter->name
3065     );
3066 root 1.245 return 0;
3067     }
3068 root 1.233
3069 root 1.245 return lighter;
3070     }
3071 root 1.96
3072 root 1.245 /**
3073     * Designed primarily to light torches/lanterns/etc.
3074     * Also burns up burnable material too. First object in the inventory is
3075     * the selected object to "burn". -b.t.
3076     */
3077     static void
3078     apply_lighter (object *who, object *lighter)
3079     {
3080     int is_player_env = 0;
3081 root 1.232
3082 root 1.256 if (object *item = who->mark ())
3083 root 1.245 {
3084     if (!auto_apply_lighter (who, item, lighter))
3085     return;
3086 root 1.76
3087 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3088     * I can't see many times when you would want to light multiple
3089     * objects at once.
3090     */
3091 root 1.14
3092 root 1.245 save_throw_object (item, AT_FIRE, who);
3093 root 1.79
3094 root 1.245 if (item->destroyed ()
3095     || ((item->type == LAMP || item->type == TORCH)
3096     && item->glow_radius > 0))
3097     who->statusmsg (format (
3098     "You light the %s with the %s.",
3099 root 1.252 &item->name, &lighter->name
3100     ));
3101 root 1.245 else
3102 root 1.252 who->failmsgf (
3103 root 1.245 "You attempt to light the %s with the %s and fail.",
3104 root 1.252 &item->name, &lighter->name
3105     );
3106 elmex 1.1 }
3107 root 1.245 else
3108     who->failmsg ("You need to mark a lightable object.");
3109 elmex 1.1 }
3110    
3111     /**
3112 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3113 elmex 1.1 */
3114 root 1.245 static void
3115     player_apply_lamp_cursed_effect (object *who, object *op)
3116 elmex 1.1 {
3117 root 1.245 if (op->level)
3118     {
3119 root 1.252 who->failmsgf (
3120 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3121 root 1.252 &op->name
3122     );
3123 root 1.245 create_exploding_ball_at (who, op->level);
3124     }
3125     else
3126     {
3127 root 1.252 who->failmsgf (
3128 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3129 root 1.252 &op->name
3130     );
3131 root 1.245 }
3132 elmex 1.1
3133 root 1.245 op->destroy ();
3134 elmex 1.1 }
3135    
3136     /**
3137 root 1.245 * Apply for players and lamps
3138     *
3139     * who - the player
3140     * op - the lamp
3141 elmex 1.1 */
3142 root 1.245 static void
3143     player_apply_lamp (object *who, object *op)
3144     {
3145     bool switch_on = op->glow_radius ? false : true;
3146 root 1.114
3147 root 1.245 if (switch_on)
3148     {
3149     object *lighter = 0;
3150    
3151     if (op->flag [FLAG_IS_LIGHTABLE]
3152     && !(lighter = auto_apply_lighter (who, op, 0)))
3153     return;
3154    
3155     if (op->stats.food < 1)
3156     {
3157     if (op->type == LAMP)
3158 root 1.252 who->failmsgf (
3159 root 1.245 "The %s is out of fuel! "
3160     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3161 root 1.252 &op->name
3162     );
3163 root 1.245 else
3164 root 1.252 who->failmsgf (
3165 root 1.245 "The %s is burnt out! "
3166     "H<Torches and similar items burn out and become worthless.>",
3167 root 1.252 &op->name
3168     );
3169 root 1.245 return;
3170     }
3171 root 1.114
3172 root 1.245 if (op->flag [FLAG_CURSED])
3173     {
3174     player_apply_lamp_cursed_effect (who, op);
3175     return;
3176     }
3177 elmex 1.1
3178 root 1.245 if (lighter)
3179     who->statusmsg (format (
3180     "You light up the %s with the %s.", &op->name, &lighter->name));
3181     else
3182     who->statusmsg (format ("You light up the %s.", &op->name));
3183     }
3184     else
3185 root 1.22 {
3186 root 1.245 if (op->flag [FLAG_CURSED])
3187 root 1.22 {
3188 root 1.245 player_apply_lamp_cursed_effect (who, op);
3189     return;
3190     }
3191 root 1.14
3192 root 1.245 if (op->type == TORCH)
3193     {
3194     if (!op->flag [FLAG_IS_LIGHTABLE])
3195 root 1.22 {
3196 root 1.245 who->statusmsg (format (
3197     "You put out the %s. "
3198     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3199     &op->name, &op->name));
3200     }
3201     else
3202     who->statusmsg (format (
3203     "You put out the %s."
3204     "H<Torches wear out if you put them out.>",
3205     &op->name));
3206     }
3207     else
3208     who->statusmsg (format ("You turn off the %s.", &op->name));
3209     }
3210 root 1.81
3211 root 1.245 apply_lamp (op, switch_on);
3212     }
3213 root 1.81
3214 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3215     {
3216     op->animation_id = a->animation_id;
3217     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3218     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3219     op->anim_speed = a->anim_speed;
3220     op->last_anim = 0;
3221     op->state = 0;
3222     op->face = a->face;
3223 root 1.81
3224 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3225     {
3226     SET_ANIMATION(op, 0);
3227     animate_object (op, op->direction);
3228     }
3229     else
3230     update_object (op, UP_OBJ_FACE);
3231 elmex 1.1 }
3232    
3233     /**
3234 root 1.245 * Apply for LAMPs and TORCHes.
3235 elmex 1.1 *
3236 root 1.245 * op - the lamp
3237     * switch_on - a flag which says whether the lamp should be switched on or off
3238 elmex 1.1 */
3239 root 1.245 void apply_lamp (object *op, bool switch_on)
3240 elmex 1.1 {
3241 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3242     op->set_speed (switch_on ? op->arch->speed : 0);
3243 root 1.22
3244 root 1.245 // torches wear out if you put them out
3245     if (op->type == TORCH && !switch_on)
3246 root 1.22 {
3247 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3248 root 1.22 {
3249 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3250     if (op->stats.food < 0)
3251     op->stats.food = 0;
3252     }
3253     else
3254     op->stats.food = 0;
3255     }
3256 elmex 1.1
3257 root 1.245 // lamps and torched get worthless when used up
3258     if (op->stats.food <= 0)
3259     op->value = 0;
3260 root 1.22
3261 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3262     // still animated ;-/
3263     if (op->other_arch)
3264     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3265 root 1.96
3266 root 1.245 if (object *pl = op->visible_to ())
3267     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3268     }
3269 root 1.78
3270 root 1.245 /**
3271     * This handles items of type 'transformer'.
3272     * Basically those items, used with a marked item, transform both items into something
3273     * else.
3274     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3275     * Change information is contained in the 'slaying' field of the marked item.
3276     * The format is as follow: transformer:[number ]yield[;transformer:...].
3277     * This way an item can be transformed in many things, and/or many objects.
3278     * The 'slaying' field for transformer is used as verb for the action.
3279     */
3280     static void
3281     apply_item_transformer (object *pl, object *transformer)
3282     {
3283     object *new_item;
3284     const char *find;
3285     char *separator;
3286     int yield;
3287     char got[MAX_BUF];
3288     int len;
3289 root 1.22
3290 root 1.245 if (!pl || !transformer)
3291     return;
3292 root 1.22
3293 root 1.256 object *marked = pl->mark ();
3294 root 1.76
3295 root 1.245 if (!marked)
3296     {
3297 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3298 root 1.245 return;
3299     }
3300 root 1.22
3301 root 1.245 if (!marked->slaying)
3302 root 1.22 {
3303 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3304 root 1.245 return;
3305     }
3306 root 1.78
3307 root 1.245 /* check whether they are compatible or not */
3308     find = strstr (&marked->slaying, transformer->arch->archname);
3309     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3310     {
3311 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3312 root 1.245 return;
3313 elmex 1.1 }
3314 root 1.76
3315 root 1.245 find += strlen (transformer->arch->archname) + 1;
3316     /* Item can be used, now find how many and what it yields */
3317     if (isdigit (*(find)))
3318 root 1.243 {
3319 root 1.245 yield = atoi (find);
3320     if (yield < 1)
3321 root 1.243 {
3322 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3323     yield = 1;
3324 root 1.243 }
3325     }
3326 root 1.245 else
3327     yield = 1;
3328 root 1.243
3329 root 1.245 while (isdigit (*find))
3330     find++;
3331 root 1.234
3332 root 1.245 while (*find == ' ')
3333     find++;
3334 root 1.233
3335 root 1.245 memset (got, 0, MAX_BUF);
3336 root 1.235
3337 root 1.245 if ((separator = (char *) strchr (find, ';')))
3338     len = separator - find;
3339     else
3340     len = strlen (find);
3341 root 1.234
3342 root 1.245 min_it (len, MAX_BUF - 1);
3343 root 1.235
3344 root 1.245 strcpy (got, find);
3345     got[len] = '\0';
3346 root 1.244
3347 root 1.245 /* Now create new item, remove used ones when required. */
3348     new_item = get_archetype (got);
3349     if (!new_item)
3350     {
3351 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3352 root 1.245 return;
3353 root 1.234 }
3354    
3355 root 1.245 new_item->nrof = yield;
3356 root 1.234
3357 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3358 root 1.233
3359 root 1.245 pl->insert (new_item);
3360     /* Eat up one item */
3361     marked->decrease ();
3362 root 1.233
3363 root 1.245 /* Eat one transformer if needed */
3364     if (transformer->stats.food)
3365     if (--transformer->stats.food == 0)
3366     transformer->decrease ();
3367 root 1.233 }
3368    
3369 elmex 1.1 /**
3370 root 1.245 * Main apply handler.
3371 elmex 1.1 *
3372 root 1.245 * Checks for unpaid items before applying.
3373 elmex 1.1 *
3374 root 1.245 * Return value is currently not used
3375 elmex 1.1 *
3376 root 1.245 * who is the object that is causing object to be applied, op is the object
3377     * being applied.
3378 elmex 1.1 *
3379 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3380     * them in this function - they are passed to apply_special
3381 elmex 1.1 */
3382 root 1.245 static bool
3383     manual_apply (object *who, object *op, int aflag)
3384 elmex 1.1 {
3385 root 1.245 op = op->head_ ();
3386 elmex 1.1
3387 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3388 root 1.22 {
3389 root 1.245 if (who->contr)
3390     {
3391     examine (who, op);
3392     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3393     return 1;
3394     }
3395     else
3396     return 0; /* monsters just skip unpaid items */
3397 elmex 1.1 }
3398    
3399 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3400     return RESULT_INT (0);
3401 root 1.249 else if (apply_types_inv_only [op->type])
3402 root 1.245 {
3403     // special item, using slot system, needs to be in inv
3404     if (op->env == who)
3405     return apply_special (who, op, aflag);
3406 elmex 1.1
3407 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));
3408 root 1.245 }
3409 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3410 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3411 root 1.249 else if (apply_types [op->type])
3412 root 1.22 {
3413 root 1.245 // ordinary stuff, may be on the floor
3414     switch (op->type)
3415     {
3416     case T_HANDLE:
3417     who->play_sound (sound_find ("turn_handle"));
3418     who->statusmsg ("You turn the handle.");
3419     op->value = op->value ? 0 : 1;
3420     SET_ANIMATION (op, op->value);
3421     update_object (op, UP_OBJ_FACE);
3422     push_button (op, who);
3423     break;
3424    
3425     case TRIGGER:
3426     if (check_trigger (op, who, who))
3427     {
3428     who->statusmsg ("You turn the handle.");
3429     who->play_sound (sound_find ("turn_handle"));
3430     }
3431     else
3432     who->failmsg ("The handle doesn't move.");
3433    
3434     break;
3435    
3436     case EXIT:
3437     if (!EXIT_PATH (op))
3438 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));
3439 root 1.245 else
3440     {
3441     /* Don't display messages for random maps. */
3442     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3443     who->statusmsg (op->msg, NDI_NAVY);
3444    
3445     who->enter_exit (op);
3446     }
3447    
3448     break;
3449    
3450     case INSCRIBABLE:
3451     who->statusmsg (op->msg);
3452     // maybe show a spell menu to chose from or something like that
3453     break;
3454    
3455     case SIGN:
3456     apply_sign (who, op, 0);
3457     break;
3458    
3459     case BOOK:
3460     apply_book (who, op);
3461     break;
3462    
3463     case SKILLSCROLL:
3464     apply_skillscroll (who, op);
3465     break;
3466 root 1.22
3467 root 1.245 case SPELLBOOK:
3468     apply_spellbook (who, op);
3469     break;
3470 root 1.78
3471 root 1.245 case SCROLL:
3472     apply_scroll (who, op, 0);
3473     break;
3474 elmex 1.1
3475 root 1.245 case POTION:
3476     apply_potion (who, op);
3477     break;
3478 root 1.104
3479 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3480     //TODO: remove, as it is unsed?
3481     case CLOSE_CON:
3482     apply_container (who, op->env);
3483     break;
3484 root 1.78
3485 root 1.245 case CONTAINER:
3486     apply_container (who, op);
3487     break;
3488 root 1.55
3489 root 1.245 case TREASURE:
3490     apply_treasure (who, op);
3491     break;
3492 root 1.78
3493 root 1.245 case LAMP:
3494     case TORCH:
3495     player_apply_lamp (who, op);
3496     break;
3497 root 1.22
3498 root 1.245 case DRINK:
3499     case FOOD:
3500     case FLESH:
3501     apply_food (who, op);
3502     break;
3503 elmex 1.1
3504 root 1.245 case POISON:
3505     apply_poison (who, op);
3506     break;
3507 root 1.233
3508 root 1.245 case SAVEBED:
3509     break;
3510 root 1.22
3511 root 1.245 case ARMOUR_IMPROVER:
3512     apply_armour_improver (who, op);
3513     break;
3514 root 1.22
3515 root 1.245 case WEAPON_IMPROVER:
3516     check_improve_weapon (who, op);
3517     break;
3518 root 1.65
3519 root 1.245 case CLOCK:
3520     {
3521     timeofday_t tod;
3522 root 1.233
3523 root 1.245 get_tod (&tod);
3524     who->play_sound (sound_find ("sound_clock"));
3525     who->statusmsg (format (
3526     "It is %d minute%s past %d o'clock %s",
3527     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3528     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3529     ));
3530     }
3531     break;
3532 root 1.78
3533 root 1.245 case MENU:
3534     shop_listing (op, who);
3535     break;
3536 root 1.14
3537 root 1.245 case POWER_CRYSTAL:
3538     apply_power_crystal (who, op); /* see egoitem.c */
3539     break;
3540 root 1.76
3541 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3542     apply_lighter (who, op);
3543     break;
3544 root 1.96
3545 root 1.245 case ITEM_TRANSFORMER:
3546     apply_item_transformer (who, op);
3547     break;
3548     }
3549 root 1.238
3550 root 1.245 return 1;
3551     }
3552     else
3553     {
3554     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3555     return 0;
3556     }
3557     }
3558 root 1.238
3559 root 1.245 /**
3560     * player_apply_below attempts to apply the object 'below' the player.
3561     * If the player has an open container, we use that for below, otherwise
3562     * we use the ground.
3563     */
3564     void
3565     player_apply_below (object *pl)
3566     {
3567     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3568 root 1.238
3569 root 1.245 /* If using a container, set the starting item to be the top
3570     * item in the container. Otherwise, use the map.
3571     */
3572 root 1.241
3573 root 1.245 // first try to apply "applyables"
3574     for (object *tmp = top; tmp; tmp = tmp->below)
3575 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3576 root 1.245 {
3577     // If it is visible, player can apply it.
3578     pl->apply (tmp);
3579     return;
3580     }
3581 root 1.76
3582 root 1.245 while (top && top->invisible)
3583     top = top->below;
3584 root 1.76
3585 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3586     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3587     "H<There is nothing here that you can apply.>");
3588     else
3589     // next, try to explain the topmost object
3590     switch (top->type)
3591     {
3592     // TODO: all this should move to examine
3593     case ALTAR:
3594     case IDENTIFY_ALTAR:
3595 root 1.247 case TRIGGER_ALTAR:
3596 root 1.245 case CONVERTER:
3597 root 1.247 //case TRIGGER_PEDESTAL:
3598 root 1.252 pl->failmsgf (
3599 root 1.245 "You see no obvious mechanism on the %s."
3600     "H<You have to drop one or more specific items here.>",
3601     query_short_name (top)
3602 root 1.252 );
3603 root 1.245 break;
3604 root 1.22
3605 root 1.245 case BUTTON:
3606 root 1.247 case TRIGGER_BUTTON:
3607 root 1.252 pl->failmsgf (
3608 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3609     "H<You must put enough items here to activate it.>",
3610     query_short_name (top)
3611 root 1.252 );
3612 root 1.245 break;
3613 root 1.233
3614 root 1.245 default:
3615     examine (pl, top);
3616     break;
3617     }
3618     }
3619 root 1.76
3620 root 1.245 // saner interface, returns successful status
3621     bool
3622     object::apply (object *ob, int aflags)
3623     {
3624     if (!ob) // simplifies a lot of callers
3625     return true;
3626 root 1.233
3627 root 1.245 if (contr)
3628     {
3629     if (!ob->env && (move_type & MOVE_FLYING))
3630     {
3631     /* player is flying and applying object not in inventory */
3632     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3633     {
3634     failmsg ("But you are floating high above the ground! "
3635     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3636     "or waiting till the levitation effect wears off.>");
3637     return 0;
3638     }
3639     }
3640 root 1.76
3641 root 1.245 contr->last_used = ob;
3642     }
3643 root 1.78
3644 root 1.245 bool want_apply =
3645     aflags & AP_APPLY ? true
3646     : aflags & AP_UNAPPLY ? false
3647     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3648 root 1.80
3649 root 1.245 object_ptr *slot = 0;
3650 root 1.22
3651 root 1.245 // detect the slot, if this is a player
3652     if (contr && !(aflags & AP_NO_SLOT))
3653     {
3654     object *oslot;
3655 root 1.76
3656 root 1.245 switch (ob->type)
3657     {
3658     case WEAPON:
3659     slot = &contr->combat_ob;
3660     oslot = contr->ranged_ob;
3661     break;
3662 root 1.233
3663 root 1.245 case BOW:
3664     case RANGED:
3665     case SPELL:
3666     case WAND:
3667     case ROD:
3668     case HORN:
3669     case BUILDER:
3670     slot = &contr->ranged_ob;
3671     oslot = contr->combat_ob;
3672     break;
3673 root 1.232
3674 root 1.245 // oh, the humanity
3675     case SKILL:
3676     if (aflags & AP_NO_SLOT)
3677     break;
3678 root 1.76
3679 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3680     break;
3681 elmex 1.1
3682 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3683     {
3684     slot = &contr->combat_ob;
3685     oslot = contr->ranged_ob;
3686     }
3687     else if (skill_flags [ob->subtype] & SF_RANGED)
3688     {
3689     slot = &contr->ranged_ob;
3690     oslot = contr->combat_ob;
3691     }
3692 elmex 1.1
3693 root 1.245 break;
3694     }
3695 root 1.22
3696 root 1.245 // now handle slot exclusions
3697     if (slot)
3698     {
3699     // only one slot can be active
3700     if (want_apply)
3701     {
3702     // clear slot unless we are in it already
3703     if (*slot != ob)
3704     apply (*slot, AP_UNAPPLY);
3705 elmex 1.1
3706 root 1.245 // unapply other slot, because we want to become active
3707     apply (oslot, AP_UNAPPLY);
3708     }
3709 elmex 1.1
3710 root 1.245 // clear item from slot if applied
3711     if (!want_apply && current_weapon == ob)
3712     current_weapon = 0;
3713     }
3714     }
3715 elmex 1.1
3716 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3717     manual_apply (this, ob, aflags);
3718 root 1.22
3719 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3720     return false;
3721 root 1.76
3722 root 1.245 if (slot && want_apply)
3723     current_weapon = *slot = ob;
3724 root 1.76
3725 root 1.245 return true;
3726 elmex 1.1 }
3727    
3728     /**
3729     * Map was just loaded, handle op's initialisation.
3730     *
3731     * Generates shop floor's item, and treasures.
3732     */
3733 root 1.22 int
3734     auto_apply (object *op)
3735     {
3736     object *tmp = NULL, *tmp2;
3737     int i;
3738 elmex 1.1
3739 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3740 elmex 1.163
3741 root 1.22 switch (op->type)
3742     {
3743 root 1.24 case SHOP_FLOOR:
3744 root 1.42 if (!op->has_random_items ())
3745 root 1.24 return 0;
3746 root 1.38
3747 root 1.24 do
3748     {
3749     i = 10; /* let's give it 10 tries */
3750     while ((tmp = generate_treasure (op->randomitems,
3751 root 1.164 op->stats.exp
3752     ? (int) op->stats.exp
3753     : max (op->map->difficulty, 5)))
3754     == NULL && --i);
3755    
3756 root 1.24 if (tmp == NULL)
3757     return 0;
3758 root 1.164
3759 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3760 root 1.24 {
3761 root 1.172 tmp->destroy ();
3762 root 1.24 tmp = NULL;
3763     }
3764     }
3765     while (!tmp);
3766 root 1.38
3767 root 1.24 tmp->x = op->x;
3768     tmp->y = op->y;
3769 root 1.254 tmp->set_flag (FLAG_UNPAID);
3770 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3771     identify (tmp);
3772     break;
3773 root 1.14
3774 root 1.24 case TREASURE:
3775 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3776 root 1.24 return 0;
3777 root 1.37
3778 root 1.67 while (op->stats.hp-- > 0)
3779 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3780     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3781    
3782     /* If we generated an object and put it in this object inventory,
3783     * move it to the parent object as the current object is about
3784     * to disappear. An example of this item is the random_* stuff
3785     * that is put inside other objects.
3786     */
3787 root 1.171 if (op->env)
3788     while (op->inv)
3789     op->env->insert (op->inv);
3790 root 1.37
3791 root 1.172 op->destroy ();
3792 root 1.24 break;
3793 elmex 1.1 }
3794 root 1.164
3795     return !!tmp;
3796 elmex 1.1 }
3797    
3798     /**
3799 root 1.68 * fix_auto_apply goes through the entire map every time a map
3800     * is loaded or swapped in and performs special actions for
3801 elmex 1.1 * certain objects (most initialization of chests and creation of
3802     * treasures and stuff). Calls auto_apply if appropriate.
3803     */
3804 root 1.20 void
3805 root 1.55 maptile::fix_auto_apply ()
3806 root 1.20 {
3807 root 1.55 if (!spaces)
3808 root 1.20 return;
3809    
3810 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811     for (object *tmp = ms->bot; tmp; )
3812     {
3813     object *above = tmp->above;
3814 root 1.20
3815 root 1.55 if (tmp->inv)
3816     {
3817     object *invtmp, *invnext;
3818 elmex 1.1
3819 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3820 root 1.55 {
3821     invnext = invtmp->below;
3822 root 1.14
3823 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3824 root 1.55 auto_apply (invtmp);
3825     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3826     {
3827 root 1.164 while (invtmp->stats.hp-- > 0)
3828 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3829    
3830     invtmp->randomitems = NULL;
3831     }
3832     else if (invtmp && invtmp->arch
3833     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3834     {
3835     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3836     /* Need to clear this so that we never try to create
3837     * treasure again for this object
3838     */
3839     invtmp->randomitems = NULL;
3840     }
3841     }
3842 root 1.214
3843 root 1.55 /* This is really temporary - the code at the bottom will
3844     * also set randomitems to null. The problem is there are bunches
3845     * of maps/players already out there with items that have spells
3846     * which haven't had the randomitems set to null yet.
3847     * MSW 2004-05-13
3848     *
3849     * And if it's a spellbook, it's better to set randomitems to NULL too,
3850     * else you get two spells in the book ^_-
3851     * Ryo 2004-08-16
3852     */
3853     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3854     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3855     tmp->randomitems = NULL;
3856     }
3857 root 1.20
3858 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3859 root 1.55 auto_apply (tmp);
3860     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3861     {
3862     while ((tmp->stats.hp--) > 0)
3863     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3864     tmp->randomitems = NULL;
3865     }
3866     else if (tmp->type == TIMED_GATE)
3867     {
3868     object *head = tmp->head != NULL ? tmp->head : tmp;
3869    
3870 root 1.254 if (head->flag [FLAG_IS_LINKED])
3871 root 1.55 tmp->set_speed (0);
3872     }
3873     /* This function can be called everytime a map is loaded, even when
3874     * swapping back in. As such, we don't want to create the treasure
3875     * over and ove again, so after we generate the treasure, blank out
3876     * randomitems so if it is swapped in again, it won't make anything.
3877     * This is a problem for the above objects, because they have counters
3878     * which say how many times to make the treasure.
3879     */
3880     else if (tmp && tmp->arch && tmp->type != PLAYER
3881     && tmp->type != TREASURE && tmp->type != SPELL
3882     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3883     {
3884     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3885     tmp->randomitems = NULL;
3886     }
3887 root 1.78
3888 root 1.68 // close all containers
3889     else if (tmp->type == CONTAINER)
3890     tmp->flag [FLAG_APPLIED] = 0;
3891 root 1.22
3892 root 1.55 tmp = above;
3893     }
3894 elmex 1.1
3895 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3896     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3897     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3898 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3899 elmex 1.1 }
3900    
3901     /**
3902     * Handles player eating food that temporarily changes status (resistances, stats).
3903     * This used to call cast_change_attr(), but
3904     * that doesn't work with the new spell code. Since we know what
3905     * the food changes, just grab a force and use that instead.
3906     */
3907 root 1.22 void
3908     eat_special_food (object *who, object *food)
3909     {
3910     object *force;
3911     int i, did_one = 0;
3912    
3913 sf-marcmagus 1.199 char buf[64];
3914     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3915     shstr key (buf);
3916 root 1.22
3917 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3918     int duration = TIME2TICK (food->stats.food);
3919 elmex 1.1
3920 sf-marcmagus 1.199 if (force = who->force_find (key))
3921 root 1.22 {
3922 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3923 root 1.22 {
3924 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));
3925     force->force_set_timer (duration);
3926 root 1.22 }
3927 sf-marcmagus 1.199 else
3928     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3929    
3930     return;
3931 root 1.22 }
3932 sf-marcmagus 1.199 else
3933     {
3934     force = who->force_add (key, duration);
3935     force->name = key;
3936 elmex 1.47
3937 sf-marcmagus 1.199 /* check if the food affects a stat */
3938     for (i = 0; i < NUM_STATS; i++)
3939     if (sint8 k = food->stats.stat (i))
3940     {
3941     force->stats.stat (i) = k;
3942     did_one = 1;
3943     }
3944    
3945     /* check if we can protect the eater */
3946     for (i = 0; i < NROFATTACKS; i++)
3947     {
3948     if (food->resist[i] > 0)
3949     {
3950     force->resist[i] = food->resist[i];
3951     did_one = 1;
3952     }
3953     }
3954    
3955     if (did_one)
3956     {
3957     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));
3958    
3959     /* make the force take effect and report effects to user */
3960     change_abil (who, force);
3961     }
3962     else
3963     force->destroy ();
3964 root 1.22 }
3965    
3966     /* check for hp, sp change */
3967     if (food->stats.hp != 0)
3968     {
3969 root 1.254 if (food->flag [FLAG_CURSED])
3970 root 1.22 {
3971 root 1.151 who->contr->killer = food;
3972 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3973 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3974 root 1.22 }
3975     else
3976     {
3977     if (food->stats.hp > 0)
3978 root 1.125 who->statusmsg ("You begin to feel better.");
3979 root 1.22 else
3980 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3981    
3982 root 1.22 who->stats.hp += food->stats.hp;
3983     }
3984     }
3985 root 1.151
3986 root 1.22 if (food->stats.sp != 0)
3987     {
3988 root 1.254 if (food->flag [FLAG_CURSED])
3989 root 1.22 {
3990 root 1.125 who->failmsg ("You are drained of mana!");
3991 root 1.22 who->stats.sp -= food->stats.sp;
3992     if (who->stats.sp < 0)
3993     who->stats.sp = 0;
3994     }
3995     else
3996     {
3997 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3998 root 1.22 who->stats.sp += food->stats.sp;
3999     /* place limit on max sp from food? */
4000     }
4001 elmex 1.1 }
4002 root 1.125
4003 root 1.51 who->update_stats ();
4004 elmex 1.1 }
4005    
4006 root 1.22 void
4007     apply_changes_to_player (object *pl, object *change)
4008     {
4009     int excess_stat = 0; /* if the stat goes over the maximum
4010     for the race, put the excess stat some
4011     where else. */
4012 elmex 1.1
4013 root 1.22 switch (change->type)
4014     {
4015 root 1.24 case CLASS:
4016     {
4017     living *stats = &(pl->contr->orig_stats);
4018     living *ns = &(change->stats);
4019     object *walk;
4020     int flag_change_face = 1;
4021    
4022     /* the following code assigns stats up to the stat max
4023     * for the race, and if the stat max is exceeded,
4024     * tries to randomly reassign the excess stat
4025     */
4026     int i, j;
4027 root 1.22
4028 root 1.24 for (i = 0; i < NUM_STATS; i++)
4029     {
4030 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4031 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4032 root 1.22
4033 root 1.24 if (stat > 20 + race_bonus)
4034     {
4035     excess_stat++;
4036     stat = 20 + race_bonus;
4037     }
4038 root 1.91
4039     stats->stat (i) = stat;
4040 root 1.24 }
4041 elmex 1.1
4042 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4043     { /* try 100 times to assign excess stats */
4044     int i = rndm (0, 6);
4045    
4046     if (i == CHA)
4047     continue; /* exclude cha from this */
4048 root 1.91
4049     int stat = stats->stat (i);
4050 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4051 root 1.24 if (stat < 20 + race_bonus)
4052     {
4053     change_attr_value (stats, i, 1);
4054     excess_stat--;
4055     }
4056     }
4057 root 1.14
4058 root 1.24 /* insert the randomitems from the change's treasurelist into
4059     * the player ref: player.c
4060     */
4061 root 1.182 if (change->randomitems)
4062 root 1.24 give_initial_items (pl, change->randomitems);
4063 root 1.14
4064 root 1.24 /* set up the face, for some races. */
4065 root 1.14
4066 root 1.24 /* first, look for the force object banning
4067     * changing the face. Certain races never change face with class.
4068     */
4069 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4070     if (walk->name == shstr_NOCLASSFACECHANGE)
4071 root 1.24 flag_change_face = 0;
4072 root 1.14
4073 root 1.24 if (flag_change_face)
4074     {
4075 root 1.157 pl->face = change->face;
4076     pl->animation_id = change->animation_id;
4077     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4078 root 1.24 }
4079 root 1.14
4080 root 1.24 /* check the special case of can't use weapons */
4081 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4082 root 1.182 if (change->name == shstr_monk)
4083 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4084 root 1.14
4085 root 1.24 break;
4086     }
4087 elmex 1.1 }
4088     }
4089