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Revision: 1.262
Committed: Sun May 2 11:23:52 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.261: +18 -14 lines
Log Message:
unapply keyless containers

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.61 *
4 root 1.228 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.227 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.61 *
8 root 1.201 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.61 *
13 root 1.111 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.107 *
18 root 1.201 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21     *
22 root 1.137 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.61 */
24 elmex 1.1
25 root 1.79 #include <cmath>
26    
27 elmex 1.1 #include <global.h>
28     #include <living.h>
29     #include <spells.h>
30     #include <skills.h>
31     #include <tod.h>
32    
33 root 1.51 #include <sproto.h>
34 elmex 1.1
35 root 1.245 // these must be in the inventory before they can be applied
36    
37 root 1.249 static const struct apply_types_inv_only : typeset
38 root 1.245 {
39 root 1.249 apply_types_inv_only ()
40 root 1.245 {
41     set (WEAPON);
42     set (ARMOUR);
43     set (BOOTS);
44     set (GLOVES);
45     set (AMULET);
46     set (GIRDLE);
47     set (BRACERS);
48     set (SHIELD);
49     set (HELMET);
50     set (RING);
51     set (CLOAK);
52     set (WAND);
53     set (ROD);
54     set (HORN);
55     set (SKILL);
56     set (SPELL);
57     set (BOW);
58     set (RANGED);
59     set (BUILDER);
60     set (SKILL_TOOL);
61     }
62 root 1.249 } apply_types_inv_only;
63 root 1.245
64     // these only make sense for the player
65    
66 root 1.249 static const struct apply_types_player_only : typeset
67 root 1.245 {
68 root 1.249 apply_types_player_only ()
69 root 1.245 {
70 root 1.259 set (TRANSPORT);
71 root 1.245 set (EXIT);
72     set (BOOK);
73 root 1.250 set (SIGN);
74     set (BOOK);
75 root 1.245 set (SKILLSCROLL);
76     set (SPELLBOOK);
77 root 1.250 set (INSCRIBABLE);
78 root 1.245 set (TREASURE);
79     set (SAVEBED);
80     set (ARMOUR_IMPROVER);
81     set (WEAPON_IMPROVER);
82     set (CLOCK);
83     set (MENU);
84     set (LIGHTER); /* for lighting torches/lanterns/etc */
85     }
86 root 1.249 } apply_types_player_only;
87 root 1.245
88     // applying these _can_ be attempted, others cannot
89     // be applied at all. used by e.g. apply below.
90    
91 root 1.249 static const struct apply_types : typeset
92 root 1.245 {
93 root 1.249 apply_types ()
94     : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
95 root 1.245 {
96     set (T_HANDLE);
97     set (TRIGGER);
98     set (SCROLL);
99     set (POTION);
100     set (CLOSE_CON);
101     set (CONTAINER);
102     set (LAMP);
103     set (TORCH);
104     set (DRINK);
105     set (FOOD);
106     set (FLESH);
107     set (POISON);
108     set (POWER_CRYSTAL);
109     set (ITEM_TRANSFORMER);
110     }
111 root 1.249 } apply_types;
112 root 1.245
113     /****************************************************************************
114     * Weapon improvement code follows
115     ****************************************************************************/
116    
117 elmex 1.1 /**
118 root 1.245 * This function just checks whether who can handle equipping an item
119     * with item_power.
120 elmex 1.1 */
121 root 1.245 static bool
122     check_item_power (object *who, int item_power)
123 elmex 1.1 {
124 root 1.245 if (who->type == PLAYER
125     && item_power
126     && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127     return false;
128 root 1.22 else
129 root 1.245 return true;
130 elmex 1.1 }
131    
132     /**
133 root 1.245 * This returns the sum of nrof of item (arch name).
134 elmex 1.1 */
135 root 1.22 static int
136 root 1.245 check_item (object *op, shstr_cmp item)
137 elmex 1.1 {
138 root 1.245 int count = 0;
139 root 1.123
140 root 1.245 if (!item)
141 root 1.22 return 0;
142 elmex 1.1
143 root 1.245 for (op = op->below; op; op = op->below)
144     if (op->arch->archname == item)
145 root 1.254 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
146     && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
147 root 1.245 count += op->number_of ();
148 elmex 1.1
149 root 1.245 return count;
150     }
151 root 1.123
152 root 1.245 /**
153     * This removes 'nrof' of what item->slaying says to remove.
154     * op is typically the player, which is only
155     * really used to determine what space to look at.
156     * Modified to only eat 'nrof' of objects.
157     */
158     static void
159     eat_item (object *op, shstr_cmp item, uint32 nrof)
160     {
161     object *prev;
162 root 1.123
163 root 1.245 prev = op;
164     op = op->below;
165 elmex 1.1
166 root 1.245 while (op)
167 root 1.22 {
168 root 1.245 if (op->arch->archname == item)
169 root 1.22 {
170 root 1.245 if (op->nrof >= nrof)
171 root 1.22 {
172 root 1.245 op->decrease (nrof);
173     return;
174 root 1.22 }
175     else
176     {
177 root 1.245 op->decrease (nrof);
178     nrof -= op->nrof;
179 root 1.22 }
180 root 1.245
181     op = prev;
182 root 1.14 }
183 root 1.245
184     prev = op;
185     op = op->below;
186 elmex 1.1 }
187 root 1.245 }
188    
189     /**
190     * Returns how many items of type improver->slaying there are under op.
191     * Will display a message if none found, and 1 if improver->slaying is NULL.
192     */
193     static int
194     check_sacrifice (object *op, const object *improver)
195     {
196     int count = 0;
197 root 1.123
198 root 1.245 if (improver->slaying)
199     {
200     count = check_item (op, improver->slaying);
201     if (count < 1)
202     {
203 root 1.252 op->failmsgf ("The gods want more %ss", &improver->slaying);
204 root 1.245 return 0;
205     }
206     }
207 root 1.129 else
208 root 1.245 count = 1;
209 root 1.123
210 root 1.245 return count;
211 elmex 1.1 }
212    
213     /**
214 root 1.245 * Actually improves the weapon, and tells user.
215     */
216     static int
217     improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
218 elmex 1.1 {
219 root 1.245 stat += sacrifice_count;
220     weapon->last_eat++;
221     improver->decrease ();
222    
223     /* So it updates the players stats and the window */
224     op->update_stats ();
225    
226     op->statusmsg (format (
227     "Your sacrifice was accepted.\n"
228     "Weapon's bonus to %s improved by %d.",
229     statname, sacrifice_count
230     ));
231    
232     return 1;
233 elmex 1.1 }
234    
235 root 1.245 /* Types of improvements, hidden in the sp field. */
236     #define IMPROVE_PREPARE 1
237     #define IMPROVE_DAMAGE 2
238     #define IMPROVE_WEIGHT 3
239     #define IMPROVE_ENCHANT 4
240     #define IMPROVE_STR 5
241     #define IMPROVE_DEX 6
242     #define IMPROVE_CON 7
243     #define IMPROVE_WIS 8
244     #define IMPROVE_CHA 9
245     #define IMPROVE_INT 10
246     #define IMPROVE_POW 11
247    
248 elmex 1.1 /**
249 root 1.245 * This does the prepare weapon scroll.
250     * Checks for sacrifice, and so on.
251 elmex 1.1 */
252 root 1.245 static int
253     prepare_weapon (object *op, object *improver, object *weapon)
254 elmex 1.1 {
255 root 1.245 int sacrifice_count, i;
256    
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 root 1.262 // active on floor, but not ours: some other player has opened it
737     // normally this only happens to dms standing on the same space.
738     // but it doesn't hurt to handle it.
739 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
740 root 1.245 return 1;
741     }
742     }
743    
744     // it's locked?
745     if (sack->slaying)
746     {
747     if (object *tmp = find_key (op, op, sack))
748 root 1.262 {
749     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
750     }
751 root 1.245 else
752     {
753 root 1.262 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
754     esrv_update_item (UPD_FLAGS, op, sack);
755 root 1.245 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
756     return 1;
757     }
758 elmex 1.1 }
759 root 1.77
760 root 1.262 if (sack->env && !sack->flag [FLAG_APPLIED])
761     {
762     // it is in our env, so activate it, do not open yet
763     op->close_container ();
764     sack->flag [FLAG_APPLIED] = true;
765     esrv_update_item (UPD_FLAGS, op, sack);
766     op->statusmsg (format ("You ready %s.", query_name (sack)));
767     }
768     else
769     op->open_container (sack);
770 root 1.123
771 root 1.22 return 1;
772 elmex 1.1 }
773    
774     /**
775 root 1.245 * Handles dropping things on altar.
776     * Returns true if sacrifice was accepted.
777 elmex 1.1 */
778 root 1.210 static int
779 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
780 elmex 1.1 {
781 root 1.245 /* Only players can make sacrifices on spell casting altars. */
782     if (altar->inv && (!originator || originator->type != PLAYER))
783     return 0;
784 elmex 1.1
785 root 1.245 if (operate_altar (altar, &sacrifice, originator))
786 root 1.22 {
787 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
788     * with an altar. We call it a Potion - altars are stationary - it
789     * is up to map designers to use them properly.
790     */
791     if (altar->inv && altar->inv->type == SPELL)
792     {
793     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
794     cast_spell (originator, altar, 0, altar->inv, NULL);
795     /* If it is connected, push the button. Fixes some problems with
796     * old maps.
797     */
798 root 1.139
799 root 1.245 /* push_button (altar);*/
800 elmex 1.1 }
801 root 1.245 else
802 elmex 1.1 {
803 root 1.245 altar->value = 1; /* works only once */
804     push_button (altar, originator);
805 elmex 1.1 }
806    
807 root 1.245 return !sacrifice;
808 root 1.22 }
809     else
810 root 1.245 return 0;
811 elmex 1.1 }
812    
813 root 1.245 /**
814     * Handles 'movement' of shop mats.
815     * Returns 1 if 'op' was destroyed, 0 if not.
816     * Largely re-written to not use nearly as many gotos, plus
817     * some of this code just looked plain out of date.
818     * MSW 2001-08-29
819 elmex 1.1 */
820 elmex 1.195 int
821 root 1.245 apply_shop_mat (object *shop_mat, object *op)
822 root 1.22 {
823 root 1.245 int rv = 0;
824     double opinion;
825     object *tmp, *next;
826    
827 root 1.254 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
828 root 1.22
829 root 1.245 bool has_unpaid = false;
830 elmex 1.213
831 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
832     // a quick and small change :(
833     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
834     if (item->flag [FLAG_UNPAID])
835     {
836     has_unpaid = true;
837     break;
838     }
839 root 1.142
840 root 1.245 if (!op->is_player ())
841 root 1.22 {
842 root 1.245 /* Remove all the unpaid objects that may be carried here.
843     * This could be pets or monsters that are somehow in
844     * the shop.
845     */
846     for (tmp = op->inv; tmp; tmp = next)
847     {
848     next = tmp->below;
849    
850 root 1.254 if (tmp->flag [FLAG_UNPAID])
851 root 1.245 {
852     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
853    
854     if (i >= 0)
855     tmp->move (i);
856     }
857     }
858 root 1.22
859 root 1.245 /* Don't teleport things like spell effects */
860 root 1.254 if (op->flag [FLAG_NO_PICK])
861 root 1.22 return 0;
862 root 1.121
863 root 1.245 /* unpaid objects, or non living objects, can't transfer by
864     * shop mats. Instead, put it on a nearby space.
865     */
866 root 1.254 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
867 root 1.245 {
868     /* Somebody dropped an unpaid item, just move to an adjacent place. */
869     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
870 root 1.121
871 root 1.245 if (i != -1)
872     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
873 root 1.121
874 root 1.245 return 0;
875     }
876 elmex 1.1
877 root 1.245 /* Removed code that checked for multipart objects - it appears that
878     * the teleport function should be able to handle this just fine.
879     */
880     rv = teleport (shop_mat, SHOP_MAT, op);
881 root 1.22 }
882 root 1.245 else if (can_pay (op) && get_payment (op))
883 root 1.22 {
884 root 1.245 /* this is only used for players */
885     rv = teleport (shop_mat, SHOP_MAT, op);
886 elmex 1.1
887 root 1.245 if (has_unpaid)
888     op->contr->play_sound (sound_find ("shop_buy"));
889     else if (op->is_in_shop ())
890     op->contr->play_sound (sound_find ("shop_enter"));
891     else
892     op->contr->play_sound (sound_find ("shop_leave"));
893 root 1.121
894 root 1.245 if (shop_mat->msg)
895     op->statusmsg (shop_mat->msg);
896     /* This check below is a bit simplistic - generally it should be correct,
897     * but there is never a guarantee that the bottom space on the map is
898     * actually the shop floor.
899     */
900     else if (!rv && !op->is_in_shop ())
901 root 1.22 {
902 root 1.245 opinion = shopkeeper_approval (op->map, op);
903    
904     op->statusmsg (
905     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
906     : opinion >= 0.75 ? "The shopkeeper waves to you."
907     : opinion >= 0.50 ? "The shopkeeper ignores you."
908     : "The shopkeeper glares at you with contempt."
909     );
910 root 1.22 }
911     }
912 root 1.245 else
913 root 1.22 {
914 root 1.245 /* if we get here, a player tried to leave a shop but was not able
915     * to afford the items he has. We try to move the player so that
916     * they are not on the mat anymore
917     */
918     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
919 root 1.22
920 root 1.245 if (i == -1)
921     LOG (llevError, "Internal shop-mat problem.\n");
922     else
923 root 1.22 {
924 root 1.245 op->remove ();
925     op->x += freearr_x[i];
926     op->y += freearr_y[i];
927     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
928 root 1.22 }
929     }
930    
931 root 1.254 op->clr_flag (FLAG_NO_APPLY);
932 root 1.245 return rv;
933 elmex 1.1 }
934 root 1.22
935 elmex 1.1 /**
936 root 1.245 * Handles applying a sign.
937 elmex 1.1 */
938 root 1.245 static void
939     apply_sign (object *op, object *sign, int autoapply)
940 elmex 1.1 {
941 root 1.245 if (!op->is_player())
942     return;
943 elmex 1.1
944 root 1.245 if (sign->has_dialogue ())
945 root 1.22 {
946 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
947     return;
948 elmex 1.1 }
949 root 1.40
950 root 1.245 if (!sign->msg)
951 root 1.22 {
952 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
953     format ("T<%s>\n\n Nothing %sis written on it.",
954     &sign->name,
955     sign->name == sign->arch->name ? "" : "else "));
956     return;
957 elmex 1.1 }
958    
959 root 1.245 if (sign->stats.food)
960 root 1.22 {
961 root 1.245 if (sign->last_eat >= sign->stats.food)
962 root 1.22 {
963 root 1.245 if (!sign->move_on)
964     op->failmsg ("You cannot read it anymore.");
965    
966     return;
967 root 1.14 }
968 root 1.22
969 root 1.254 if (!op->flag [FLAG_WIZPASS])
970 root 1.245 sign->last_eat++;
971 elmex 1.1 }
972    
973 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
974     * No way to know for sure. The presumption is basically that if
975     * move_on is zero, it needs to be manually applied (doesn't talk
976     * to us).
977     */
978 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
979 root 1.68 {
980 root 1.245 op->failmsg ("You are unable to read while blind!");
981     return;
982 elmex 1.1 }
983    
984 root 1.245 if (op->contr)
985     if (client *ns = op->contr->ns)
986     {
987     if (sign->sound)
988     ns->play_sound (sign->sound);
989     else if (autoapply)
990     ns->play_sound (sound_find ("msg_voice"));
991 elmex 1.1
992 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
993     }
994 elmex 1.1 }
995    
996 root 1.245 static void
997     move_apply_hole (object *trap, object *victim)
998 elmex 1.1 {
999 root 1.245 /* Hole not open? */
1000     if (trap->stats.wc > 0)
1001     return;
1002    
1003     /* Is this a multipart monster and not the head? If so, return.
1004     * Processing will happen if the head runs into the pit
1005     */
1006     if (victim->head)
1007     return;
1008    
1009     // now find all possible locations and randomly pick one
1010     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1011     trap->range >= 3 ? SIZEOFFREE3 + 1
1012     : trap->range >= 2 ? SIZEOFFREE2 + 1
1013     : trap->range >= 1 ? SIZEOFFREE1 + 1
1014     : SIZEOFFREE0 + 1);
1015 root 1.22
1016 root 1.245 if (dir < 0)
1017     return;
1018 elmex 1.1
1019 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1020     victim->statusmsg ("You fall through the hole!", NDI_RED);
1021 root 1.26
1022 root 1.245 transfer_ob (victim,
1023     EXIT_X (trap) + freearr_x[dir],
1024     EXIT_Y (trap) + freearr_y[dir],
1025     0, victim);
1026 elmex 1.1 }
1027    
1028     /**
1029 root 1.245 * Unapplies specified item.
1030     * No check done on cursed/damned.
1031     * Break this out of apply_special - this is just done
1032     * to keep the size of apply_special to a more managable size.
1033 elmex 1.1 */
1034 root 1.245 static bool
1035     unapply_special (object *who, object *op, int aflags)
1036 elmex 1.1 {
1037 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1038     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1039     return RESULT_INT (0);
1040 elmex 1.1
1041 root 1.245 if (who->current_weapon == op)
1042     who->current_weapon = 0;
1043 elmex 1.1
1044 root 1.245 op->flag [FLAG_APPLIED] = false;
1045 root 1.121
1046 root 1.245 switch (op->type)
1047     {
1048     case SKILL:
1049     if (player *pl = who->contr)
1050     if (op->invisible)
1051     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1052     else
1053     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1054    
1055     change_abil (who, op);
1056     who->flag [FLAG_READY_SKILL] = false;
1057 root 1.121 break;
1058    
1059 root 1.245 case WEAPON:
1060     who->statusmsg (format ("You unwield %s.", query_name (op)));
1061     change_abil (who, op);
1062     who->flag [FLAG_READY_WEAPON] = false;
1063    
1064     // unapplying a weapon or skill tool should also unapply the skill it governs
1065     // but this is hard, as it shouldn't do so when the skill can
1066     // be used for other reasons
1067     if (who->chosen_skill)
1068     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1069     unapply_special (who, op, 0);
1070 root 1.25
1071 root 1.245 break;
1072 root 1.14
1073 root 1.245 case BOW:
1074     case WAND:
1075     case ROD:
1076     case HORN:
1077     case RANGED:
1078     if (player *pl = who->contr)
1079     {
1080     who->statusmsg (format ("You unready %s.", query_name (op)));
1081     change_abil (who, op);
1082     }
1083     else
1084     {
1085     if (op->type == BOW)
1086     op->flag [FLAG_READY_BOW ] = false;
1087     else
1088     op->flag [FLAG_READY_RANGE] = false;
1089     }
1090 root 1.14
1091 root 1.245 break;
1092 root 1.22
1093 root 1.245 case ARMOUR:
1094     case HELMET:
1095     case SHIELD:
1096     case RING:
1097     case BOOTS:
1098     case GLOVES:
1099     case AMULET:
1100     case GIRDLE:
1101     case BRACERS:
1102     case CLOAK:
1103     who->statusmsg (format ("You unwear %s.", query_name (op)));
1104     change_abil (who, op);
1105     break;
1106 root 1.24
1107 root 1.245 case SPELL:
1108     case BUILDER:
1109     who->statusmsg (format ("You unready %s.", query_name (op)));
1110     break;
1111 root 1.178
1112 root 1.245 //case SKILL_TOOL://TODO
1113     default:
1114     who->statusmsg (format ("You unapply %s.", query_name (op)));
1115     break;
1116 elmex 1.1 }
1117 elmex 1.15
1118 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1119     if (object *pl = op->visible_to ())
1120     esrv_send_item (pl, op);
1121 root 1.121
1122 root 1.245 who->update_stats ();
1123 root 1.24
1124 root 1.245 return 1;
1125     }
1126 root 1.22
1127 root 1.245 /**
1128     * Returns the object that is using location 'loc'.
1129     * Note that 'start' is the first object to start examing - we
1130     * then go through the below of this. In this way, you can do
1131     * something like:
1132     * tmp = get_next_item_from_body_location(who->inv, 1);
1133     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1134     * to find the second object that may use this location, etc.
1135     * Returns NULL if no match is found.
1136     * loc is the index into the array we are looking for a match.
1137     * don't return invisible objects unless they are skill objects
1138     * invisible other objects that use
1139     * up body locations can be used as restrictions.
1140     */
1141     static object *
1142     get_next_item_from_body_location (int loc, object *start)
1143     {
1144     for (object *tmp = start; tmp; tmp = tmp->below)
1145     if (tmp->flag [FLAG_APPLIED]
1146     && tmp->slot [loc].info
1147     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1148     return tmp;
1149 root 1.24
1150 root 1.245 return 0;
1151 elmex 1.1 }
1152    
1153     /**
1154 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1155     * This should only be called when it is known
1156     * that there are objects to unapply. This makes pretty heavy
1157     * use of get_item_from_body_location. It makes no intelligent choice
1158     * on objects - rather, the first that is matched is used.
1159     * Returns 0 on success, returns 1 if there is some problem.
1160     * if aflags is AP_PRINT, we instead print out waht to unapply
1161     * instead of doing it. This is a lot less code than having
1162     * another function that does just that.
1163 elmex 1.1 */
1164 root 1.179
1165 root 1.245 #define CANNOT_REMOVE_CURSED \
1166     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1167     "Praying over an altar, scrolls of remove curse/damnation, " \
1168     "priests or even other players might help.>"
1169 root 1.22
1170 root 1.245 static bool
1171     unapply_for_ob (object *who, object *op, int aflags)
1172     {
1173     if (op->is_range ())
1174     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1175 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1176     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1177 root 1.245 {
1178     if (aflags & AP_PRINT)
1179     who->failmsg (query_name (tmp));
1180     else
1181     unapply_special (who, tmp, aflags);
1182     }
1183     else
1184     {
1185     /* In this case, we want to try and remove a cursed item.
1186     * While we know it won't work, we want unapply_special to
1187     * at least generate the message.
1188     */
1189 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1190 root 1.245 return 1;
1191     }
1192 elmex 1.1
1193 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1194 root 1.22 {
1195 root 1.245 /* this used up a slot that we need to free */
1196     if (op->slot[i].info)
1197 root 1.22 {
1198 root 1.245 object *last = who->inv;
1199    
1200     /* We do a while loop - may need to remove several items in order
1201     * to free up enough slots.
1202     */
1203     while ((who->slot[i].used + op->slot[i].info) < 0)
1204     {
1205     object *tmp = get_next_item_from_body_location (i, last);
1206 root 1.120
1207 root 1.245 if (!tmp)
1208     {
1209     #if 0
1210     /* Not a bug - we'll get this if the player has cursed items
1211     * equipped.
1212     */
1213     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1214     #endif
1215     return 1;
1216     }
1217 elmex 1.1
1218 root 1.245 /* If we are just printing, we don't care about cursed status */
1219 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1220 root 1.245 {
1221     if (aflags & AP_PRINT)
1222     who->failmsg (query_name (tmp));
1223     else
1224     unapply_special (who, tmp, aflags);
1225     }
1226     else
1227     {
1228     /* Cursed item that we can't unequip - tell the player.
1229     * Note this could be annoying if this is just one of a few,
1230     * so it may not be critical (eg, putting on a ring and you have
1231     * one cursed ring.)
1232     */
1233 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1234 root 1.245 }
1235    
1236     last = tmp->below;
1237     }
1238     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1239     * return in the !tmp would have kicked in.
1240     */
1241     } /* if op is using this body location */
1242     } /* for body lcoations */
1243    
1244     return 0;
1245     }
1246    
1247     /**
1248     * Checks to see if 'who' can apply object 'op'.
1249     * Returns 0 if apply can be done without anything special.
1250     * Otherwise returns a bitmask - potentially several of these may be
1251     * set, but largely depends on circumstance - in the future, processing
1252     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1253     * is set, do we really care what the other flags may be?)
1254     *
1255     * See include/define.h for detailed description of the meaning of
1256     * these return values.
1257     */
1258     int
1259     can_apply_object (object *who, object *op)
1260     {
1261     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1262     return RESULT_INT (0);
1263    
1264     int retval = 0;
1265     object *tmp = 0, *ws = 0;
1266 elmex 1.1
1267 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1268 root 1.22 {
1269 root 1.245 if (op->slot[i].info)
1270     {
1271     /* Item uses more slots than we have */
1272     if (who->slot[i].info + op->slot [i].info < 0)
1273     {
1274     /* Could return now for efficiency - rest of info below isn't
1275     * really needed.
1276     */
1277     retval |= CAN_APPLY_NEVER;
1278     }
1279     else if (who->slot[i].used + op->slot[i].info < 0)
1280     {
1281     /* in this case, equipping this would use more free spots than
1282     * we have.
1283     */
1284    
1285     /* if we have an applied weapon/shield, and unapply it would free
1286     * enough slots to equip the new item, then just set "can
1287     * apply unapply". We don't care about the logic below - if you have a
1288     * shield equipped and try to equip another shield, there is only
1289     * one choice. However, the check for the number of body locations
1290     * does take into the account cases where what is being applied
1291     * may be two handed for example.
1292     */
1293     if (ws)
1294     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1295     {
1296     retval |= CAN_APPLY_UNAPPLY;
1297     continue;
1298     }
1299    
1300     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1301     if (!tmp1)
1302     retval |= CAN_APPLY_NEVER;
1303     else
1304     {
1305     /* need to unapply something. However, if this something
1306     * is different than we had found before, it means they need
1307     * to apply multiple objects
1308     */
1309     retval |= CAN_APPLY_UNAPPLY;
1310 root 1.110
1311 root 1.245 if (!tmp)
1312     tmp = tmp1;
1313     else if (tmp != tmp1)
1314     retval |= CAN_APPLY_UNAPPLY_MULT;
1315 root 1.110
1316 root 1.245 /* This object isn't using up all the slots, so there must
1317     * be another. If so, and it the new item doesn't need all
1318     * the slots, the player then has a choice.
1319     */
1320     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1321     && abs (op->slot[i].info) < who->slot[i].info)
1322     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1323 elmex 1.1
1324 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1325     * equipped? If not, there must be something else to unapply.
1326     */
1327     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1328     retval |= CAN_APPLY_UNAPPLY_MULT;
1329     }
1330     } /* if not enough free slots */
1331     } /* if this object uses location i */
1332     } /* for i -> num_body_locations loop */
1333 root 1.167
1334 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1335     * really be controlled by use of body locations. We do have
1336     * the weapon/shield checks, and the range checks for monsters,
1337     * because you can't control those just by body location - bows, shields,
1338     * and weapons all use the same slot. Similar for horn/rod/wand - they
1339     * all use the same location.
1340 root 1.167 */
1341 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1342 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1343    
1344 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1345 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1346    
1347     if (who->type != PLAYER)
1348     {
1349 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1350 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1351 root 1.167
1352 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1353 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1354 root 1.167
1355 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1356 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1357 root 1.167
1358 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1359 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1360     }
1361 root 1.167
1362 root 1.245 return retval;
1363 root 1.167 }
1364    
1365 elmex 1.1 /**
1366 root 1.245 * who is the object using the object. It can be a monster.
1367     * op is the object they are using. op is an equipment type item,
1368     * eg, one which you put on and keep on for a while, and not something
1369     * like a potion or scroll.
1370     *
1371     * function returns 1 if the action could not be completed, 0 on
1372     * success. However, success is a matter of meaning - if the
1373     * user passes the 'apply' flag to an object already applied,
1374     * nothing is done, and 0 is returned.
1375     *
1376     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1377     * AP_UNAPPLY=always unapply).
1378     *
1379     * Optional flags:
1380     * AP_NO_MERGE: don't merge an unapplied object with other objects
1381     * AP_IGNORE_CURSE: unapply cursed items
1382     * AP_NO_READY: do not ready skills when applying skill tools
1383     *
1384     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1385 elmex 1.1 *
1386 root 1.245 * apply_special() doesn't check for unpaid items.
1387 elmex 1.1 */
1388 root 1.245
1389     #define LACK_ITEM_POWER \
1390     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1391    
1392     static bool
1393     apply_special (object *who, object *op, int aflags)
1394 elmex 1.1 {
1395 root 1.245 int basic_flag = aflags & AP_MODE;
1396     object *tmp, *tmp2, *skop = NULL;
1397    
1398     if (who == NULL)
1399     {
1400     LOG (llevError, "apply_special() from object without environment.\n");
1401     return 1;
1402     }
1403 elmex 1.1
1404 root 1.245 //TODO: remove these when apply_special is no longer exposed
1405     if (op->env != who)
1406     return 1; /* op is not in inventory */
1407 elmex 1.1
1408 root 1.245 /* trying to unequip op */
1409 root 1.254 if (op->flag [FLAG_APPLIED])
1410 root 1.22 {
1411 root 1.245 /* always apply, so no reason to unapply */
1412     if (basic_flag == AP_APPLY)
1413     return 0;
1414    
1415 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1416 root 1.245 {
1417 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1418 root 1.245 return 1;
1419     }
1420    
1421     return unapply_special (who, op, aflags);
1422 elmex 1.1 }
1423 root 1.245 else if (basic_flag == AP_UNAPPLY)
1424     return 0;
1425    
1426     splay (op);
1427 root 1.110
1428 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1429     if (int i = can_apply_object (who, op))
1430     {
1431     if (i & CAN_APPLY_NEVER)
1432     {
1433 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));
1434 root 1.245 return 1;
1435     }
1436     else if (i & CAN_APPLY_RESTRICTION)
1437     {
1438 root 1.252 who->failmsgf (
1439 root 1.245 "You have a prohibition against using a %s. "
1440     "H<Your belief, profession or class prevents you from applying this item.>",
1441     query_name (op)
1442 root 1.252 );
1443 root 1.245 return 1;
1444     }
1445 elmex 1.1
1446 root 1.245 if (who->type != PLAYER)
1447     {
1448     /* Some error, so don't try to equip something more */
1449     if (unapply_for_ob (who, op, aflags))
1450     return 1;
1451     }
1452     else
1453     {
1454     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1455 root 1.198 {
1456 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1457     unapply_for_ob (who, op, AP_PRINT);
1458     return 1;
1459     }
1460     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1461     if (unapply_for_ob (who, op, aflags))
1462     return 1;
1463     }
1464     }
1465    
1466     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1467     {
1468     // try to ready attached skill first
1469     skop = find_skill_by_name (who, op->skill);
1470    
1471     if (!skop)
1472     {
1473 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1474 root 1.245 return 1;
1475     }
1476     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1477     {
1478 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1479 root 1.245 return 1;
1480     }
1481     }
1482    
1483     if (!check_item_power (who, op->item_power))
1484     {
1485     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1486     return 1;
1487     }
1488    
1489     /* Ok. We are now at the state where we can apply the new object.
1490     * Note that we don't have the checks for can_use_...
1491     * below - that is already taken care of by can_apply_object.
1492     */
1493    
1494     // split away all the other items from the stack, so only one item is left
1495     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1496    
1497     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1498     return RESULT_INT (0);
1499    
1500     switch (op->type)
1501     {
1502     case WEAPON:
1503     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1504     {
1505     /* if the weapon does not have the name as the character, can't use it. */
1506     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1507     who->failmsg ("The weapon does not recognize you as its owner. "
1508     "H<Its name indicates that it belongs to somebody else.>");
1509     if (tmp) who->insert (tmp);
1510     return 1;
1511     }
1512    
1513     op->flag [FLAG_APPLIED] = true;
1514    
1515     if (player *pl = who->contr)
1516     {
1517     who->statusmsg (format ("You wield %s.", query_name (op)));
1518     change_abil (who, op);
1519     }
1520    
1521     op->flag [FLAG_READY_WEAPON] = true;
1522     break;
1523    
1524     case ARMOUR:
1525     case HELMET:
1526     case SHIELD:
1527     case BOOTS:
1528     case GLOVES:
1529     case GIRDLE:
1530     case BRACERS:
1531     case CLOAK:
1532     case RING:
1533     case AMULET:
1534 root 1.254 op->set_flag (FLAG_APPLIED);
1535 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1536     change_abil (who, op);
1537     break;
1538    
1539     case SKILL_TOOL:
1540     // applying a skill tool does not ready the skill
1541     // if something needs the skill, it has to ready it itself
1542     //TODO: unapplying should unapply the skill, though
1543 root 1.254 op->set_flag (FLAG_APPLIED);
1544 root 1.245 break;
1545    
1546     case SKILL:
1547     if (!(aflags & AP_NO_SLOT))
1548     {
1549     // skill is used on it's own, as opposed to being a chosen_skill
1550    
1551     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1552     {
1553 root 1.252 who->failmsgf (
1554 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1555     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1556     "It cannot be used on its own.>",
1557     &op->skill
1558 root 1.252 );
1559 root 1.245 if (tmp) who->insert (tmp);
1560     return 1;
1561     }
1562    
1563     if (skill_flags [op->subtype] & SF_AUTARK
1564     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1565     {
1566     if (skill_flags [op->subtype] & SF_USE)
1567 root 1.252 who->failmsgf (
1568 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1569     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1570     &op->skill, &op->skill
1571 root 1.252 );
1572 root 1.245 else
1573 root 1.252 who->failmsgf (
1574 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1575     "H<The %s skill cannot be readied or used, it is always active.>",
1576     &op->skill
1577 root 1.252 );
1578 root 1.245
1579     if (tmp) who->insert (tmp);
1580    
1581     return 1;
1582     }
1583    
1584     if (who->contr)
1585     if (op->invisible)
1586     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1587     else
1588     who->statusmsg (format ("You ready %s.", query_name (op)));
1589     }
1590    
1591 root 1.254 who->set_flag (FLAG_READY_SKILL);
1592     op->set_flag (FLAG_APPLIED);
1593 root 1.245 change_abil (who, op);
1594     break;
1595    
1596     case BOW:
1597     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1598     {
1599     who->failmsg ("The weapon does not recognize you as its owner. "
1600     "H<Its name indicates that it belongs to somebody else.>");
1601     if (tmp) who->insert (tmp);
1602     return 1;
1603     }
1604    
1605     if (player *pl = who->contr)
1606     {
1607     op->flag [FLAG_APPLIED] = true;
1608     who->statusmsg (format ("You wield the %s.", query_name (op)));
1609     change_abil (who, op);
1610     }
1611     break;
1612    
1613     case RANGED:
1614     if (player *pl = who->contr)
1615     {
1616     op->flag [FLAG_APPLIED] = true;
1617     who->statusmsg (format ("You applied the %s.", query_name (op)));
1618     }
1619     break;
1620    
1621     case SPELL:
1622     if (player *pl = who->contr)
1623     {
1624     op->flag [FLAG_APPLIED] = true;
1625     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1626     }
1627     break;
1628    
1629     /*FALLTHROUGH*/
1630     case WAND:
1631     case ROD:
1632     case HORN:
1633     op->flag [FLAG_APPLIED] = true;
1634 elmex 1.1
1635 root 1.245 if (player *pl = who->contr)
1636     {
1637     who->statusmsg (format ("You ready %s.", query_name (op)));
1638 root 1.14
1639 root 1.245 if (op->type == BOW)
1640     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1641 root 1.14
1642 root 1.245 change_abil (who, op);
1643     }
1644     else
1645     {
1646     if (op->type == BOW)
1647     op->flag [FLAG_READY_BOW ] = true;
1648     else
1649     op->flag [FLAG_READY_RANGE] = true;
1650     }
1651 root 1.14
1652 root 1.245 break;
1653 root 1.198
1654 root 1.245 case BUILDER:
1655     if (player *pl = who->contr)
1656     {
1657     who->statusmsg (format ("You ready your %s.", query_name (op)));
1658     //TODO: change_abil?
1659     }
1660     break;
1661 root 1.14
1662 root 1.245 default:
1663     who->statusmsg (format ("You apply %s.", query_name (op)));
1664     }
1665 root 1.23
1666 root 1.254 op->set_flag (FLAG_APPLIED);
1667 root 1.14
1668 root 1.245 if (tmp) who->insert (tmp);
1669 root 1.14
1670 root 1.245 who->update_stats ();
1671 root 1.14
1672 root 1.245 /* We exclude spell casting objects. The fire code will set the
1673     * been applied flag when they are used - until that point,
1674     * you don't know anything about them.
1675     */
1676     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1677 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1678 root 1.14
1679 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1680 root 1.245 if (who->type == PLAYER)
1681     {
1682     who->failmsg (
1683     "Oops, it feels deadly cold! "
1684     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1685     );
1686 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1687 root 1.245 }
1688 root 1.22
1689 root 1.245 if (object *pl = op->visible_to ())
1690     esrv_send_item (pl, op);
1691 root 1.14
1692 root 1.245 return 0;
1693     }
1694 root 1.14
1695 root 1.245 /**
1696     * Check if op should abort moving victim because of it's race or slaying.
1697     * Returns 1 if it should abort, returns 0 if it should continue.
1698     */
1699     int
1700     should_director_abort (object *op, object *victim)
1701     {
1702     int arch_flag, name_flag, race_flag;
1703 root 1.22
1704 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1705     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1706     * the next is the name flag, and the last is the race flag. Also note,
1707     * if subtype is set to zero, that also goes to defaults of all affecting
1708     * it. Examples:
1709     * subtype 1: only arch
1710     * subtype 3: arch or name
1711     * subtype 5: arch or race
1712     * subtype 7: all three
1713     */
1714     if (op->subtype)
1715     {
1716     arch_flag = op->subtype & 1;
1717     name_flag = op->subtype & 2;
1718     race_flag = op->subtype & 4;
1719     }
1720     else
1721     {
1722     arch_flag = 1;
1723     name_flag = 1;
1724     race_flag = 1;
1725     }
1726 root 1.14
1727 root 1.245 /* If the director has race set, only affect objects with a arch,
1728     * name or race that matches.
1729     */
1730     if ((op->race) &&
1731     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1732     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1733     ((!(victim->race && race_flag) || op->race != victim->race)))
1734     return 1;
1735 root 1.14
1736 root 1.245 /* If the director has slaying set, only affect objects where none
1737     * of arch, name, or race match.
1738     */
1739     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1740     ((victim->name && name_flag && op->slaying == victim->name)) ||
1741     ((victim->race && race_flag && op->slaying == victim->race)))
1742     return 1;
1743 root 1.118
1744 root 1.245 return 0;
1745     }
1746 root 1.14
1747 root 1.245 /**
1748     * This handles a player dropping money on an altar to identify stuff.
1749     * It'll identify marked item, if none all items up to dropped money.
1750     * Return value: 1 if money was destroyed, 0 if not.
1751     */
1752     static int
1753     apply_id_altar (object *money, object *altar, object *pl)
1754     {
1755     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1756 root 1.14
1757 root 1.245 if (!pl || pl->type != PLAYER)
1758     return 0;
1759 root 1.14
1760 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1761     * identifying' from being printed out more than it needs to be.
1762     */
1763     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1764     return 0;
1765 root 1.23
1766 root 1.245 /* if the player has a marked item, identify that if it needs to be
1767     * identified. If it doesn't, then go through the player inventory.
1768     */
1769 root 1.256 if (object *marked = pl->mark ())
1770 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1771 root 1.245 {
1772     if (operate_altar (altar, &money, pl))
1773     {
1774     identify (marked);
1775 root 1.23
1776 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1777     if (marked->msg)
1778     buf << "The item has a story:\r" << marked->msg << "\n\n";
1779 root 1.23
1780 root 1.245 return !money;
1781     }
1782     }
1783 root 1.14
1784 root 1.245 for (object *id = pl->inv; id; id = id->below)
1785     {
1786 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1787 root 1.245 {
1788     if (operate_altar (altar, &money, pl))
1789     {
1790     identify (id);
1791 root 1.55
1792 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1793     if (id->msg)
1794     buf << "The item has a story:\r" << id->msg << "\n\n";
1795 root 1.14
1796 root 1.245 /* If no more money, might as well quit now */
1797     if (!money || !check_altar_sacrifice (altar, money))
1798     break;
1799     }
1800     else
1801     {
1802     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1803     break;
1804     }
1805     }
1806     }
1807 root 1.23
1808 root 1.245 if (buf.empty ())
1809     pl->failmsg ("You have nothing that needs identifying");
1810     else
1811     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1812 root 1.23
1813 root 1.245 return !money;
1814     }
1815 root 1.23
1816 root 1.245 /**
1817     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1818     * matching item.
1819     **/
1820     void
1821     handle_apply_yield (object *tmp)
1822     {
1823     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1824     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1825 elmex 1.1 }
1826    
1827     /**
1828 root 1.245 * Handles applying a potion.
1829 elmex 1.1 */
1830 root 1.245 int
1831     apply_potion (object *op, object *tmp)
1832 elmex 1.1 {
1833 root 1.245 int got_one = 0, i;
1834     object *force = 0;
1835 root 1.22
1836 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1837 root 1.112
1838 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1839 root 1.22 {
1840 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1841 elmex 1.1
1842 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1843 root 1.245 return 0;
1844 elmex 1.1 }
1845 root 1.112
1846 root 1.245 if (op->type == PLAYER)
1847 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1848 root 1.245 identify (tmp);
1849 elmex 1.1
1850 root 1.245 handle_apply_yield (tmp);
1851 elmex 1.223
1852 root 1.245 /* Potion of restoration - only for players */
1853     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1854     {
1855     object *depl;
1856     archetype *at;
1857 root 1.22
1858 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1859 root 1.245 {
1860     op->drain_stat ();
1861     op->update_stats ();
1862     tmp->decrease ();
1863     return 1;
1864     }
1865 root 1.22
1866 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1867 root 1.22 {
1868 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1869     return 0;
1870 root 1.22 }
1871 root 1.41
1872 root 1.245 depl = present_arch_in_ob (at, op);
1873 elmex 1.1
1874 root 1.245 if (depl)
1875     {
1876     for (i = 0; i < NUM_STATS; i++)
1877     if (depl->stats.stat (i))
1878     op->statusmsg (restore_msg[i]);
1879 root 1.208
1880 root 1.245 depl->destroy ();
1881     op->update_stats ();
1882 root 1.208 }
1883 root 1.245 else
1884     op->statusmsg ("Your potion had no effect.");
1885 root 1.208
1886 root 1.245 tmp->decrease ();
1887     return 1;
1888 elmex 1.1 }
1889    
1890 root 1.245 /* improvement potion - only for players */
1891     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1892 root 1.22 {
1893 root 1.245 for (i = 1; i < min (11, op->level); i++)
1894     {
1895 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1896 root 1.245 {
1897     if (op->contr->levhp[i] != 1)
1898     {
1899     op->contr->levhp[i] = 1;
1900     break;
1901     }
1902 elmex 1.1
1903 root 1.245 if (op->contr->levsp[i] != 1)
1904     {
1905     op->contr->levsp[i] = 1;
1906     break;
1907     }
1908 elmex 1.1
1909 root 1.245 if (op->contr->levgrace[i] != 1)
1910     {
1911     op->contr->levgrace[i] = 1;
1912     break;
1913     }
1914     }
1915     else
1916     {
1917     if (op->contr->levhp[i] < 9)
1918     {
1919     op->contr->levhp[i] = 9;
1920     break;
1921     }
1922 root 1.118
1923 root 1.245 if (op->contr->levsp[i] < 6)
1924     {
1925     op->contr->levsp[i] = 6;
1926     break;
1927     }
1928 root 1.22
1929 root 1.245 if (op->contr->levgrace[i] < 3)
1930     {
1931     op->contr->levgrace[i] = 3;
1932     break;
1933     }
1934     }
1935     }
1936 elmex 1.1
1937 root 1.245 /* Just makes checking easier */
1938     if (i < min (11, op->level))
1939     got_one = 1;
1940 elmex 1.1
1941 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1942 root 1.245 {
1943     if (got_one)
1944     {
1945     op->update_stats ();
1946     op->statusmsg ("The Gods smile upon you and remake you "
1947     "a little more in their image. "
1948     "You feel a little more perfect.", NDI_GREEN);
1949     }
1950     else
1951     op->statusmsg ("The potion had no effect - you are already perfect.");
1952     }
1953     else
1954     { /* cursed potion */
1955     if (got_one)
1956     {
1957     op->update_stats ();
1958     op->failmsg ("The Gods are angry and punish you.");
1959     }
1960     else
1961     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1962     }
1963 root 1.22
1964 root 1.245 tmp->decrease ();
1965     return 1;
1966 root 1.22 }
1967 elmex 1.1
1968 root 1.22
1969 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1970     * and heroism all fit into this category. Given the spell object code,
1971     * there is no limit to the number of spells that potions can be cast,
1972     * but direction is problematic to try and imbue fireball potions for example.
1973 root 1.22 */
1974 root 1.245 if (tmp->inv)
1975 root 1.22 {
1976 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 root 1.22 {
1978 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1979     create_exploding_ball_at (op, op->level);
1980 root 1.14 }
1981 root 1.22 else
1982 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1983 root 1.114
1984 root 1.245 tmp->decrease ();
1985 root 1.22
1986 root 1.245 /* if youre dead, no point in doing this... */
1987 root 1.254 if (!op->flag [FLAG_REMOVED])
1988 root 1.245 op->update_stats ();
1989 root 1.22
1990 root 1.245 return 1;
1991 root 1.22 }
1992    
1993 root 1.245 /* Deal with protection potions */
1994     force = NULL;
1995     for (i = 0; i < NROFATTACKS; i++)
1996     {
1997     if (tmp->resist[i])
1998     {
1999     if (!force)
2000     force = get_archetype (FORCE_NAME);
2001 root 1.32
2002 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2003     force->type = POTION_EFFECT;
2004     break; /* Only need to find one protection since we copy entire batch */
2005     }
2006 root 1.22 }
2007 root 1.31
2008 root 1.245 /* This is a protection potion */
2009     if (force)
2010 root 1.22 {
2011 root 1.245 /* cursed items last longer */
2012 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2013 root 1.245 {
2014     force->stats.food *= 10;
2015     for (i = 0; i < NROFATTACKS; i++)
2016     if (force->resist[i] > 0)
2017     force->resist[i] = -force->resist[i]; /* prot => vuln */
2018     }
2019 root 1.22
2020 root 1.245 force->speed_left = -1;
2021     force = insert_ob_in_ob (force, op);
2022 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2023     force->set_flag (FLAG_APPLIED);
2024 root 1.245 change_abil (op, force);
2025     tmp->decrease ();
2026     return 1;
2027 elmex 1.1 }
2028 root 1.22
2029 root 1.245 /* Only thing left are the stat potions */
2030     if (op->type == PLAYER)
2031     { /* only for players */
2032 root 1.254 if ((tmp->flag [FLAG_CURSED]
2033     || tmp->flag [FLAG_DAMNED])
2034 root 1.245 && tmp->value != 0)
2035 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2036 root 1.245 else
2037 root 1.254 tmp->set_flag (FLAG_APPLIED);
2038 root 1.25
2039 root 1.245 if (!change_abil (op, tmp))
2040     op->statusmsg ("Nothing happened.");
2041 elmex 1.1 }
2042    
2043 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2044     * that were grouped with the one consumed, his
2045     * stat will not be raised by them. fix_player just clears
2046     * up all the stats.
2047 root 1.22 */
2048 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2049 root 1.245 op->update_stats ();
2050     tmp->decrease ();
2051     return 1;
2052     }
2053 root 1.22
2054 root 1.245 /**
2055     * 'victim' moves onto 'trap'
2056     * 'victim' leaves 'trap'
2057     * effect is determined by move_on/move_off of trap and move_type of victime.
2058     *
2059     * originator: Player, monster or other object that caused 'victim' to move
2060     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2061     * However, some types of traps require an originator to function.
2062 elmex 1.1 */
2063 root 1.22 void
2064 root 1.245 move_apply (object *trap, object *victim, object *originator)
2065 elmex 1.1 {
2066 root 1.245 static int recursion_depth = 0;
2067    
2068 root 1.260 trap = trap->head_ ();
2069    
2070 root 1.245 /* Only exits affect DMs. */
2071 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2072 root 1.245 return;
2073 elmex 1.1
2074 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2075     * possibly unlimited recursion.
2076     */
2077 root 1.260
2078 root 1.245 /* The following was changed because it was causing perfectly correct
2079     * maps to fail. 1) it's not an error to recurse:
2080     * rune detonates, summoning monster. monster lands on nearby rune.
2081     * nearby rune detonates. This sort of recursion is expected and
2082     * proper. This code was causing needless crashes.
2083     */
2084     if (recursion_depth >= 500)
2085 root 1.22 {
2086 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2087     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2088 root 1.22 return;
2089 elmex 1.1 }
2090    
2091 root 1.245 recursion_depth++;
2092    
2093     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2094     switch (trap->type)
2095     {
2096     case PLAYERMOVER:
2097     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2098     {
2099     if (!trap->stats.maxsp)
2100     trap->stats.maxsp = 2;
2101 elmex 1.1
2102 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2103     * should be divided by trap->speed
2104     */
2105     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2106 elmex 1.1
2107 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2108     * above with some objects have zero speed, and thus the player
2109     * getting permanently paralyzed.
2110     */
2111 root 1.260 victim->speed_left = max (-50.f, victim->speed_left);
2112 root 1.245 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2113     }
2114     break;
2115 elmex 1.1
2116 root 1.245 case SPINNER:
2117     if (victim->direction)
2118     {
2119     victim->direction = absdir (victim->direction - trap->stats.sp);
2120     update_turn_face (victim);
2121     }
2122     break;
2123 elmex 1.1
2124 root 1.245 case DIRECTOR:
2125     if (victim->direction && !should_director_abort (trap, victim))
2126     {
2127     victim->direction = trap->stats.sp;
2128     update_turn_face (victim);
2129     }
2130     break;
2131 elmex 1.1
2132 root 1.245 case BUTTON:
2133     case PEDESTAL:
2134     case T_MATCH:
2135     update_button (trap, originator);
2136     break;
2137 elmex 1.1
2138 root 1.245 case ALTAR:
2139     /* sacrifice victim on trap */
2140     apply_altar (trap, victim, originator);
2141     break;
2142 elmex 1.1
2143 root 1.245 case THROWN_OBJ:
2144     if (trap->inv == NULL)
2145     break;
2146     /* fallthrough */
2147 elmex 1.1
2148 root 1.245 case ARROW:
2149     /* bad bug: monster throw a object, make a step forwards, step on object ,
2150     * trigger this here and get hit by own missile - and will be own enemy.
2151     * Victim then is his own enemy and will start to kill herself (this is
2152     * removed) but we have not synced victim and his missile. To avoid senseless
2153     * action, we avoid hits here
2154     */
2155 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2156 root 1.245 && trap->owner != victim)
2157     hit_with_arrow (trap, victim);
2158     break;
2159 root 1.22
2160 root 1.245 case SPELL_EFFECT:
2161     apply_spell_effect (trap, victim);
2162     break;
2163 root 1.99
2164 root 1.245 case TRAPDOOR:
2165     {
2166     int max, sound_was_played;
2167     object *ab, *ab_next;
2168 elmex 1.1
2169 root 1.245 if (!trap->value)
2170     {
2171     int tot;
2172 root 1.22
2173 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2174     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2175     tot += ab->head_ ()->total_weight ();
2176 root 1.37
2177 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2178     break;
2179 elmex 1.1
2180 root 1.245 SET_ANIMATION (trap, trap->value);
2181     update_object (trap, UP_OBJ_FACE);
2182     }
2183 elmex 1.1
2184 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2185     {
2186     /* need to set this up, since if we do transfer the object,
2187     * ab->above would be bogus
2188     */
2189     ab_next = ab->above;
2190 root 1.22
2191 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2192     {
2193     if (!sound_was_played)
2194     {
2195     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2196     sound_was_played = 1;
2197     }
2198 root 1.22
2199 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2200     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2201     }
2202     }
2203     break;
2204     }
2205 root 1.22
2206 root 1.245 case CONVERTER:
2207     if (convert_item (victim, trap) < 0)
2208     {
2209 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2210 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2211     }
2212 root 1.22
2213 root 1.245 break;
2214 root 1.22
2215 root 1.245 case TRIGGER_BUTTON:
2216     case TRIGGER_PEDESTAL:
2217     case TRIGGER_ALTAR:
2218     check_trigger (trap, victim, originator);
2219     break;
2220 root 1.124
2221 root 1.245 case DEEP_SWAMP:
2222     walk_on_deep_swamp (trap, victim);
2223     break;
2224 root 1.22
2225 root 1.245 case CHECK_INV:
2226     check_inv (victim, trap);
2227     break;
2228 root 1.22
2229 root 1.245 case HOLE:
2230     move_apply_hole (trap, victim);
2231     break;
2232 root 1.22
2233 root 1.245 case EXIT:
2234     if (victim->type == PLAYER && EXIT_PATH (trap))
2235     {
2236     /* Basically, don't show exits leading to random maps the
2237     * players output.
2238     */
2239     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2240     victim->statusmsg (trap->msg, NDI_NAVY);
2241 root 1.22
2242 root 1.245 trap->play_sound (trap->sound);
2243     victim->enter_exit (trap);
2244     }
2245     break;
2246 root 1.22
2247 root 1.245 case ENCOUNTER:
2248     /* may be some leftovers on this */
2249     break;
2250 root 1.22
2251 root 1.245 case SHOP_MAT:
2252     apply_shop_mat (trap, victim);
2253     break;
2254 root 1.22
2255 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2256     case IDENTIFY_ALTAR:
2257     apply_id_altar (victim, trap, originator);
2258     break;
2259 root 1.22
2260 root 1.245 case SIGN:
2261     if (victim->type != PLAYER && trap->stats.food > 0)
2262     break; /* monsters musn't apply magic_mouths with counters */
2263 root 1.22
2264 root 1.245 apply_sign (victim, trap, 1);
2265     break;
2266 root 1.22
2267 root 1.245 case CONTAINER:
2268     apply_container (victim, trap);
2269     break;
2270 root 1.22
2271 root 1.245 case RUNE:
2272     case TRAP:
2273 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2274 root 1.245 spring_trap (trap, victim);
2275     break;
2276 root 1.22
2277 root 1.245 default:
2278     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2279     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2280     break;
2281     }
2282 root 1.124
2283 root 1.245 recursion_depth--;
2284     }
2285 root 1.124
2286 root 1.245 /**
2287     * Handles reading a regular (ie not containing a spell) book.
2288     */
2289     static void
2290     apply_book (object *op, object *tmp)
2291     {
2292     int lev_diff;
2293     object *skill_ob;
2294 root 1.22
2295 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2296 root 1.245 {
2297     op->failmsg ("You are unable to read while blind!");
2298     return;
2299     }
2300 root 1.22
2301 root 1.245 if (!tmp->msg)
2302 root 1.22 {
2303 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2304 root 1.245 return;
2305     }
2306 root 1.22
2307 root 1.245 /* need a literacy skill to read stuff! */
2308     skill_ob = find_skill_by_name (op, tmp->skill);
2309     if (!skill_ob)
2310     {
2311 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2312 root 1.245 return;
2313 root 1.22 }
2314    
2315 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2316 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2317 root 1.22 {
2318 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2319     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2320     : lev_diff < 5 ? "This book is beyond your comprehension."
2321     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2322     : lev_diff < 15 ? "This book is way beyond your comprehension."
2323     : "This book is totally beyond your comprehension.");
2324     return;
2325     }
2326    
2327     // we currently don't use the message types for anything.
2328     // readable_message_type *msgType = get_readable_message_type (tmp);
2329    
2330     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2331    
2332     if (player *pl = op->contr)
2333     if (client *ns = pl->ns)
2334     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2335    
2336     /* gain xp from reading */
2337 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2338 root 1.245 { /* only if not read before */
2339     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2340 root 1.22
2341 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2342 root 1.22 {
2343 root 1.245 /*exp_gain *= 2; because they just identified it too */
2344 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2345 root 1.245
2346     if (object *pl = tmp->visible_to ())
2347     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2348 root 1.22 }
2349 root 1.245
2350     change_exp (op, exp_gain, skill_ob->skill, 0);
2351 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2352 elmex 1.1 }
2353     }
2354    
2355     /**
2356 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2357     * scroll_failure()- hacked directly from spell_failure
2358 root 1.208 */
2359     static void
2360 root 1.245 scroll_failure (object *op, int failure, int power)
2361 root 1.208 {
2362 root 1.245 if (abs (failure / 4) > power)
2363     power = abs (failure / 4); /* set minimum effect */
2364    
2365     if (failure <= -1 && failure > -15)
2366     { /* wonder */
2367     object *tmp;
2368 root 1.208
2369 root 1.245 op->failmsg ("Your spell warps!");
2370     tmp = get_archetype (SPELL_WONDER);
2371     cast_wonder (op, op, 0, tmp);
2372     tmp->destroy ();
2373     }
2374     else if (failure <= -15 && failure > -35)
2375     { /* drain mana */
2376     op->failmsg ("Your mana is drained!");
2377     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2378     if (op->stats.sp < 0)
2379     op->stats.sp = 0;
2380     }
2381     else if (settings.spell_failure_effects == TRUE)
2382 root 1.208 {
2383 root 1.245 if (failure <= -35 && failure > -60)
2384     { /* confusion */
2385     op->failmsg ("The magic recoils on you!");
2386     confuse_player (op, op, power);
2387     }
2388     else if (failure <= -60 && failure > -70)
2389     { /* paralysis */
2390     op->failmsg ("The magic recoils and paralyzes you!");
2391     paralyze_player (op, op, power);
2392     }
2393     else if (failure <= -70 && failure > -80)
2394     { /* blind */
2395     op->failmsg ("The magic recoils on you!");
2396     blind_player (op, op, power);
2397     }
2398     else if (failure <= -80)
2399     { /* blast the immediate area */
2400     object *tmp = get_archetype (LOOSE_MANA);
2401     cast_magic_storm (op, tmp, power);
2402     op->failmsg ("You unleash uncontrolled mana!");
2403     tmp->destroy ();
2404 root 1.208 }
2405     }
2406     }
2407    
2408     /**
2409 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2410     * op is the person learning the skill, tmp is the skill scroll object
2411 elmex 1.1 */
2412 root 1.22 static void
2413 root 1.245 apply_skillscroll (object *op, object *tmp)
2414 elmex 1.1 {
2415 root 1.245 switch (learn_skill (op, tmp))
2416     {
2417     case 0:
2418     op->play_sound (sound_find ("generic_fail"));
2419 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2420 root 1.245 break;
2421    
2422     case 1:
2423     tmp->decrease ();
2424     op->play_sound (sound_find ("skill_learn"));
2425     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2426     break;
2427 elmex 1.1
2428 root 1.245 default:
2429     tmp->decrease ();
2430     op->play_sound (sound_find ("generic_fail"));
2431 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2432 root 1.245 break;
2433 elmex 1.1 }
2434 root 1.245 }
2435 root 1.51
2436 root 1.245 /**
2437     * Actually makes op learn spell.
2438     * Informs player of what happens.
2439     */
2440     void
2441     do_learn_spell (object *op, object *spell, int special_prayer)
2442     {
2443     object *tmp;
2444 root 1.51
2445 root 1.245 if (op->type != PLAYER)
2446 root 1.22 {
2447 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2448 elmex 1.1 return;
2449     }
2450 root 1.51
2451 root 1.245 /* Upgrade special prayers to normal prayers */
2452     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2453 elmex 1.1 {
2454 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2455 root 1.245 {
2456     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2457     return;
2458     }
2459 root 1.22 return;
2460 elmex 1.1 }
2461    
2462 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2463    
2464     tmp = spell->clone ();
2465     insert_ob_in_ob (tmp, op);
2466    
2467     if (special_prayer)
2468 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2469 root 1.245
2470     esrv_add_spells (op->contr, tmp);
2471 elmex 1.1 }
2472    
2473 root 1.245 /**
2474     * Erases spell from player's inventory.
2475     */
2476 root 1.151 void
2477 root 1.245 do_forget_spell (object *op, const char *spell)
2478 elmex 1.1 {
2479 root 1.245 object *spob;
2480 root 1.158
2481 root 1.245 if (op->type != PLAYER)
2482 root 1.22 {
2483 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2484     return;
2485 elmex 1.1 }
2486 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2487 root 1.22 {
2488 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2489     return;
2490 elmex 1.1 }
2491 root 1.114
2492 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2493 root 1.245 esrv_remove_spell (op->contr, spob);
2494     spob->destroy ();
2495 elmex 1.1 }
2496    
2497     /**
2498 root 1.245 * Handles player applying a spellbook.
2499     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2500     * stuff like that. Random learning failure too.
2501 elmex 1.184 */
2502 root 1.245 static void
2503     apply_spellbook (object *op, object *tmp)
2504 elmex 1.184 {
2505 root 1.245 object *skop, *spell, *spell_skill;
2506    
2507 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2508 root 1.245 {
2509     op->failmsg ("You are unable to read while blind.");
2510     return;
2511     }
2512    
2513     /* artifact_spellbooks have 'slaying' field point to a spell name,
2514     * instead of having their spell stored in stats.sp. These are
2515     * legacy spellbooks
2516     */
2517     if (tmp->slaying)
2518 elmex 1.184 {
2519 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2520    
2521     if (!spell)
2522 elmex 1.184 {
2523 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2524 root 1.245 return;
2525 elmex 1.184 }
2526 root 1.245 else
2527     insert_ob_in_ob (spell, tmp);
2528 elmex 1.184
2529 root 1.245 tmp->slaying = 0;
2530 elmex 1.184 }
2531    
2532 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2533    
2534     /* need a literacy skill to learn spells. Also, having a literacy level
2535     * lower than the spell will make learning the spell more difficult */
2536     if (!skop)
2537 elmex 1.184 {
2538 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2539 root 1.245 return;
2540 elmex 1.184 }
2541    
2542 root 1.245 spell = tmp->inv;
2543 elmex 1.184
2544 root 1.245 if (!spell)
2545 elmex 1.184 {
2546 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2547     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2548     return;
2549 elmex 1.184 }
2550    
2551 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2552     if (skop->level < learn_level)
2553 elmex 1.187 {
2554 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.>",
2555     &tmp->skill, learn_level);
2556 root 1.245 return;
2557 elmex 1.187 }
2558    
2559 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2560 elmex 1.187
2561 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2562 root 1.245 identify (tmp);
2563 elmex 1.184
2564 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2565     * a lot of sense - special prayers are not found in spellbooks, and
2566     * if the player doesn't know the spell, doesn't make a lot of sense that
2567     * they would have a special prayer mark.
2568     */
2569     if (check_spell_known (op, spell->name))
2570 elmex 1.184 {
2571 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");
2572     return;
2573     }
2574 elmex 1.184
2575 root 1.245 if (spell->skill)
2576     {
2577     spell_skill = find_skill_by_name (op, spell->skill);
2578 elmex 1.184
2579 root 1.245 if (!spell_skill)
2580 elmex 1.184 {
2581 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2582 elmex 1.184 return;
2583     }
2584    
2585 root 1.245 if (spell_skill->level < spell->level)
2586 elmex 1.187 {
2587 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2588 elmex 1.187 return;
2589     }
2590 root 1.245 }
2591 elmex 1.187
2592 root 1.245 /* Logic as follows
2593     *
2594     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2595     *
2596     * 2- The learner's skill level in literacy adjusts the chance to learn
2597     * a spell.
2598     *
2599     * 3 -Automatically fail to learn if you read while confused
2600     *
2601     * Overall, chances are the same but a player will find having a high
2602     * literacy rate very useful! -b.t.
2603     */
2604 root 1.254 if (op->flag [FLAG_CONFUSED])
2605 root 1.245 {
2606     op->failmsg ("In your confused state you flub the wording of the text!");
2607     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2608 elmex 1.184 }
2609 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2610 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2611 elmex 1.184 {
2612 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2613     do_learn_spell (op, spell, 0);
2614 elmex 1.187
2615 root 1.245 /* xp gain to literacy for spell learning */
2616 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2617 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2618 elmex 1.184 }
2619     else
2620     {
2621 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2622     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2623 elmex 1.184 }
2624    
2625 root 1.245 tmp->decrease ();
2626 elmex 1.184 }
2627    
2628     /**
2629 root 1.245 * Handles applying a spell scroll.
2630 root 1.208 */
2631 root 1.245 void
2632     apply_scroll (object *op, object *tmp, int dir)
2633 root 1.208 {
2634 root 1.245 object *skop;
2635 root 1.208
2636 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2637 root 1.208 {
2638 root 1.245 op->failmsg ("You are unable to read while blind.");
2639 root 1.208 return;
2640     }
2641    
2642 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2643 root 1.208 {
2644 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2645 root 1.208 return;
2646     }
2647    
2648 root 1.245 if (op->type == PLAYER)
2649 root 1.208 {
2650 root 1.245 /* players need a literacy skill to read stuff! */
2651     int exp_gain = 0;
2652    
2653     /* hard code literacy - tmp->skill points to where the exp
2654     * should go for anything killed by the spell.
2655     */
2656 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2657 root 1.208
2658 root 1.245 if (!skop)
2659 root 1.208 {
2660 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2661 root 1.245 return;
2662 root 1.208 }
2663 root 1.245
2664     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2665     change_exp (op, exp_gain, skop->skill, 0);
2666 root 1.208 }
2667    
2668 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2669 root 1.245 identify (tmp);
2670    
2671     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2672    
2673     cast_spell (op, tmp, dir, tmp->inv, NULL);
2674     tmp->decrease ();
2675     }
2676    
2677     /**
2678     * Applies a treasure object - by default, chest. op
2679     * is the person doing the applying, tmp is the treasure
2680     * chest.
2681     */
2682     static void
2683     apply_treasure (object *op, object *tmp)
2684     {
2685     /* Nice side effect of this treasure creation method is that the treasure
2686     * for the chest is done when the chest is created, and put into the chest
2687     * inventory. So that when the chest burns up, the items still exist. Also
2688     * prevents people from moving chests to more difficult maps to get better
2689     * treasure
2690     */
2691     object *treas = tmp->inv;
2692 root 1.208
2693 root 1.245 if (!treas)
2694 root 1.208 {
2695 root 1.245 op->statusmsg ("The chest was empty.");
2696     tmp->decrease ();
2697 root 1.208 return;
2698     }
2699    
2700 root 1.245 while (tmp->inv)
2701     {
2702     treas = tmp->inv;
2703     treas->remove ();
2704    
2705     treas->x = op->x;
2706     treas->y = op->y;
2707     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2708 root 1.208
2709 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2710 root 1.245 spring_trap (treas, op);
2711 root 1.208
2712 root 1.245 /* If either player or container was destroyed, no need to do
2713     * further processing. I think this should be enclused with
2714     * spring trap above, as I don't think there is otherwise
2715     * any way for the treasure chest or player to get killed.
2716     */
2717     if (op->destroyed () || tmp->destroyed ())
2718     break;
2719     }
2720 root 1.208
2721 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2722     tmp->decrease (true);
2723 root 1.208 }
2724    
2725     /**
2726 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2727     * there is a chance for the dragon's skin to get improved.
2728 elmex 1.1 *
2729 root 1.245 * attributes:
2730     * object *op the object (dragon player) eating the flesh
2731     * object *meal the flesh item, getting chewed in dragon's mouth
2732     * return:
2733     * int 1 if eating successful, 0 if it doesn't work
2734 elmex 1.1 */
2735 root 1.235 static int
2736 root 1.245 dragon_eat_flesh (object *op, object *meal)
2737 elmex 1.1 {
2738 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2739     object *abil = NULL; /* pointer to dragon ability force */
2740     object *tmp = NULL; /* tmp. object */
2741    
2742     double chance; /* improvement-chance of one resistance type */
2743     double totalchance = 1; /* total chance of gaining one resistance */
2744     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2745     double mbonus = 0; /* monster bonus */
2746     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2747     int winners = 0; /* number of winners */
2748     int i; /* index */
2749    
2750     /* let's make sure and doublecheck the parameters */
2751     if (meal->type != FLESH || !op->is_dragon ())
2752     return 0;
2753    
2754     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2755     from the player's inventory */
2756     for (tmp = op->inv; tmp; tmp = tmp->below)
2757     if (tmp->type == FORCE)
2758     if (tmp->arch->archname == shstr_dragon_skin_force)
2759     skin = tmp;
2760     else if (tmp->arch->archname == shstr_dragon_ability_force)
2761     abil = tmp;
2762    
2763     /* if either skin or ability are missing, this is an old player
2764     which is not to be considered a dragon -> bail out */
2765     if (skin == NULL || abil == NULL)
2766     return 0;
2767    
2768     /* now start by filling stomache and health, according to food-value */
2769     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2770     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2771     else
2772     op->stats.hp += meal->stats.food / 50;
2773    
2774     min_it (op->stats.hp, op->stats.maxhp);
2775     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2776    
2777     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2778 elmex 1.1
2779 root 1.245 /* on to the interesting part: chances for adding resistance */
2780     for (i = 0; i < NROFATTACKS; i++)
2781 root 1.22 {
2782 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2783 root 1.22 {
2784 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2785 elmex 1.1
2786 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2787     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2788     if (i == abil->stats.exp)
2789     bonus += 5; /* additional bonus for resistance of ability-focus */
2790 root 1.8
2791 root 1.245 /* monster bonus increases with level, because high-level
2792     flesh is too rare */
2793     mbonus = op->level * 20. / ((double) settings.max_level);
2794 root 1.14
2795 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2796     ((double)settings.max_level)) - skin->resist[i];
2797 root 1.57
2798 root 1.245 if (chance >= 0.)
2799     chance += 1.;
2800     else
2801     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2802 root 1.14
2803 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2804     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2805 root 1.57
2806 root 1.245 /* doubled chance for resistance of ability-focus */
2807     if (i == abil->stats.exp)
2808     chance = min (100., chance * 2.);
2809 root 1.57
2810 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2811     if (rndm (10000) < (unsigned int)(chance * 100))
2812     {
2813     atnr_winner[winners] = i;
2814     winners++;
2815     }
2816 root 1.85
2817 root 1.245 if (chance >= 0.01)
2818     totalchance *= 1 - chance / 100;
2819 root 1.14
2820 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2821     }
2822     }
2823 root 1.122
2824 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2825     totalchance = 100 - totalchance * 100;
2826 root 1.14
2827 root 1.245 /* print message according to totalchance */
2828     const char *buf;
2829     if (totalchance > 50.)
2830     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2831     else if (totalchance > 10.)
2832     buf = format ("The %s tasted very good.", &meal->name);
2833     else if (totalchance > 1.)
2834     buf = format ("The %s tasted good.", &meal->name);
2835     else if (totalchance > 0.1)
2836     buf = format ("The %s tasted bland.", &meal->name);
2837     else if (totalchance >= 0.01)
2838     buf = format ("The %s had a boring taste.", &meal->name);
2839     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2840     buf = format ("The %s tasted strange.", &meal->name);
2841     else
2842     buf = format ("The %s had no taste.", &meal->name);
2843 root 1.14
2844 root 1.245 op->statusmsg (buf);
2845 root 1.14
2846 root 1.245 /* now choose a winner if we have any */
2847     i = -1;
2848     if (winners > 0)
2849     i = atnr_winner [rndm (winners)];
2850 root 1.14
2851 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2852     {
2853     /* resistance increased! */
2854     skin->resist[i]++;
2855     op->update_stats ();
2856 root 1.14
2857 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2858     }
2859 root 1.14
2860 root 1.245 /* if this flesh contains a new ability focus, we mark it
2861     into the ability_force and it will take effect on next level */
2862     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2863     {
2864     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2865 elmex 1.184
2866 root 1.245 if (meal->last_eat != abil->stats.exp)
2867     op->statusmsg (format (
2868     "Your metabolism prepares to focus on %s!\n"
2869     "The change will happen at level %d.",
2870     change_resist_msg[meal->last_eat],
2871     abil->level + 1
2872     ));
2873     else
2874     {
2875     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2876     abil->last_eat = 0;
2877     }
2878     }
2879 root 1.79
2880 root 1.245 return 1;
2881     }
2882 root 1.14
2883 root 1.245 /**
2884     * op eats food.
2885     * If player, takes care of messages and dragon special food.
2886     */
2887     static void
2888     apply_food (object *op, object *tmp)
2889     {
2890     int capacity_remaining;
2891 root 1.14
2892 root 1.245 if (op->type != PLAYER)
2893     op->stats.hp = op->stats.maxhp;
2894     else
2895     {
2896     /* check if this is a dragon (player), eating some flesh */
2897     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2898     ;
2899     else
2900     {
2901     /* usual case - no dragon meal: */
2902     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2903     {
2904     if (tmp->type == FOOD || tmp->type == FLESH)
2905     op->failmsg ("You feel full, but what a waste of food!");
2906     else
2907     op->statusmsg ("Most of the drink goes down your face not your throat!");
2908     }
2909 root 1.14
2910 root 1.245 tmp->play_sound (
2911     tmp->sound
2912     ? tmp->sound
2913     : tmp->type == DRINK
2914     ? sound_find ("eat_drink")
2915     : sound_find ("eat_food")
2916     );
2917 root 1.14
2918 root 1.254 if (!tmp->flag [FLAG_CURSED])
2919 root 1.245 {
2920     const char *buf;
2921 root 1.14
2922 root 1.245 if (!op->is_dragon ())
2923     {
2924     /* eating message for normal players */
2925     if (tmp->type == DRINK)
2926     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2927     else
2928     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2929     }
2930     else
2931     /* eating message for dragon players */
2932     buf = format ("The %s tasted terrible!", &tmp->name);
2933 root 1.14
2934 root 1.245 op->statusmsg (buf);
2935 root 1.22
2936 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2937     op->stats.food += tmp->stats.food;
2938     if (capacity_remaining < tmp->stats.food)
2939     op->stats.hp += capacity_remaining / 50;
2940     else
2941     op->stats.hp += tmp->stats.food / 50;
2942 root 1.14
2943 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2944     min_it (op->stats.food, MAX_FOOD);
2945     }
2946 elmex 1.1
2947 root 1.245 /* special food hack -b.t. */
2948 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2949 root 1.245 eat_special_food (op, tmp);
2950     }
2951     }
2952 root 1.14
2953 root 1.245 handle_apply_yield (tmp);
2954     tmp->decrease ();
2955 elmex 1.1 }
2956    
2957     /**
2958 root 1.245 * Handles applying an improve armor scroll.
2959     * Does some sanity checks, then calls improve_armour.
2960 elmex 1.1 */
2961 root 1.245 static void
2962     apply_armour_improver (object *op, object *tmp)
2963 elmex 1.1 {
2964 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2965 root 1.22 {
2966 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2967     return;
2968     }
2969 root 1.68
2970 root 1.256 object *armor = op->mark ();
2971 root 1.245
2972     if (!armor)
2973     {
2974     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2975     return;
2976     }
2977 root 1.241
2978 root 1.245 if (armor->type != ARMOUR
2979     && armor->type != CLOAK
2980     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2981     {
2982     op->failmsg ("Your marked item is not armour!\n");
2983     return;
2984 elmex 1.1 }
2985 root 1.245
2986 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2987     {
2988     op->failmsg ("You are unable to take off your armour to improve it!");
2989     return;
2990     }
2991    
2992 root 1.245 op->statusmsg ("Applying armour enchantment.");
2993     improve_armour (op, tmp, armor);
2994 elmex 1.1 }
2995    
2996 root 1.245 void
2997     apply_poison (object *op, object *tmp)
2998 elmex 1.1 {
2999 root 1.245 // need to do it now when it is still on the map
3000     handle_apply_yield (tmp);
3001 root 1.12
3002 root 1.245 object *poison = tmp->split (1);
3003 root 1.233
3004 root 1.245 if (op->type == PLAYER)
3005     {
3006     op->contr->play_sound (sound_find ("drink_poison"));
3007     op->failmsg ("Yech! That tasted poisonous!");
3008     op->contr->killer = poison;
3009     }
3010 root 1.76
3011 root 1.245 if (poison->stats.hp > 0)
3012 root 1.22 {
3013 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3014     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3015     }
3016    
3017     op->stats.food -= op->stats.food / 4;
3018     poison->destroy ();
3019     }
3020 root 1.233
3021 root 1.245 /**
3022     * This function will try to apply a lighter and in case no lighter
3023     * is specified it will try to find a lighter in the players inventory,
3024     * and inform him about this requirement.
3025     *
3026     * who - the player
3027     * op - the item we want to light
3028     * lighter - the lighter or 0 if a lighter has yet to be found
3029     */
3030     static object *
3031     auto_apply_lighter (object *who, object *op, object *lighter)
3032     {
3033     if (lighter == 0)
3034     {
3035     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036     {
3037     if (tmp->type == LIGHTER)
3038     {
3039     lighter = tmp;
3040     break;
3041     }
3042     }
3043 root 1.233
3044 root 1.245 if (!lighter)
3045     {
3046 root 1.252 who->failmsgf (
3047 root 1.245 "You can't light up the %s with your bare hands! "
3048     "H<You need a lighter in your inventory, for example a flint and steel.>",
3049 root 1.252 &op->name
3050     );
3051 root 1.245 return 0;
3052     }
3053     }
3054 root 1.233
3055 root 1.245 // last_eat == 0 means the lighter is not being used up!
3056     if (lighter->last_eat && lighter->stats.food)
3057     {
3058     /* lighter gets used up */
3059     lighter = lighter->split ();
3060     lighter->stats.food--;
3061     who->insert (lighter);
3062     }
3063     else if (lighter->last_eat)
3064     {
3065     /* no charges left in lighter */
3066 root 1.252 who->failmsgf (
3067 root 1.245 "You attempt to light the %s with a used up %s.",
3068 root 1.252 &op->name, &lighter->name
3069     );
3070 root 1.245 return 0;
3071     }
3072 root 1.233
3073 root 1.245 return lighter;
3074     }
3075 root 1.96
3076 root 1.245 /**
3077     * Designed primarily to light torches/lanterns/etc.
3078     * Also burns up burnable material too. First object in the inventory is
3079     * the selected object to "burn". -b.t.
3080     */
3081     static void
3082     apply_lighter (object *who, object *lighter)
3083     {
3084     int is_player_env = 0;
3085 root 1.232
3086 root 1.256 if (object *item = who->mark ())
3087 root 1.245 {
3088     if (!auto_apply_lighter (who, item, lighter))
3089     return;
3090 root 1.76
3091 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3092     * I can't see many times when you would want to light multiple
3093     * objects at once.
3094     */
3095 root 1.14
3096 root 1.245 save_throw_object (item, AT_FIRE, who);
3097 root 1.79
3098 root 1.245 if (item->destroyed ()
3099     || ((item->type == LAMP || item->type == TORCH)
3100     && item->glow_radius > 0))
3101     who->statusmsg (format (
3102     "You light the %s with the %s.",
3103 root 1.252 &item->name, &lighter->name
3104     ));
3105 root 1.245 else
3106 root 1.252 who->failmsgf (
3107 root 1.245 "You attempt to light the %s with the %s and fail.",
3108 root 1.252 &item->name, &lighter->name
3109     );
3110 elmex 1.1 }
3111 root 1.245 else
3112     who->failmsg ("You need to mark a lightable object.");
3113 elmex 1.1 }
3114    
3115     /**
3116 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3117 elmex 1.1 */
3118 root 1.245 static void
3119     player_apply_lamp_cursed_effect (object *who, object *op)
3120 elmex 1.1 {
3121 root 1.245 if (op->level)
3122     {
3123 root 1.252 who->failmsgf (
3124 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3125 root 1.252 &op->name
3126     );
3127 root 1.245 create_exploding_ball_at (who, op->level);
3128     }
3129     else
3130     {
3131 root 1.252 who->failmsgf (
3132 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3133 root 1.252 &op->name
3134     );
3135 root 1.245 }
3136 elmex 1.1
3137 root 1.245 op->destroy ();
3138 elmex 1.1 }
3139    
3140     /**
3141 root 1.245 * Apply for players and lamps
3142     *
3143     * who - the player
3144     * op - the lamp
3145 elmex 1.1 */
3146 root 1.245 static void
3147     player_apply_lamp (object *who, object *op)
3148     {
3149     bool switch_on = op->glow_radius ? false : true;
3150 root 1.114
3151 root 1.245 if (switch_on)
3152     {
3153     object *lighter = 0;
3154    
3155     if (op->flag [FLAG_IS_LIGHTABLE]
3156     && !(lighter = auto_apply_lighter (who, op, 0)))
3157     return;
3158    
3159     if (op->stats.food < 1)
3160     {
3161     if (op->type == LAMP)
3162 root 1.252 who->failmsgf (
3163 root 1.245 "The %s is out of fuel! "
3164     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3165 root 1.252 &op->name
3166     );
3167 root 1.245 else
3168 root 1.252 who->failmsgf (
3169 root 1.245 "The %s is burnt out! "
3170     "H<Torches and similar items burn out and become worthless.>",
3171 root 1.252 &op->name
3172     );
3173 root 1.245 return;
3174     }
3175 root 1.114
3176 root 1.245 if (op->flag [FLAG_CURSED])
3177     {
3178     player_apply_lamp_cursed_effect (who, op);
3179     return;
3180     }
3181 elmex 1.1
3182 root 1.245 if (lighter)
3183     who->statusmsg (format (
3184     "You light up the %s with the %s.", &op->name, &lighter->name));
3185     else
3186     who->statusmsg (format ("You light up the %s.", &op->name));
3187     }
3188     else
3189 root 1.22 {
3190 root 1.245 if (op->flag [FLAG_CURSED])
3191 root 1.22 {
3192 root 1.245 player_apply_lamp_cursed_effect (who, op);
3193     return;
3194     }
3195 root 1.14
3196 root 1.245 if (op->type == TORCH)
3197     {
3198     if (!op->flag [FLAG_IS_LIGHTABLE])
3199 root 1.22 {
3200 root 1.245 who->statusmsg (format (
3201     "You put out the %s. "
3202     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3203     &op->name, &op->name));
3204     }
3205     else
3206     who->statusmsg (format (
3207     "You put out the %s."
3208     "H<Torches wear out if you put them out.>",
3209     &op->name));
3210     }
3211     else
3212     who->statusmsg (format ("You turn off the %s.", &op->name));
3213     }
3214 root 1.81
3215 root 1.245 apply_lamp (op, switch_on);
3216     }
3217 root 1.81
3218 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3219     {
3220     op->animation_id = a->animation_id;
3221     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3222     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3223     op->anim_speed = a->anim_speed;
3224     op->last_anim = 0;
3225     op->state = 0;
3226     op->face = a->face;
3227 root 1.81
3228 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3229     {
3230     SET_ANIMATION(op, 0);
3231     animate_object (op, op->direction);
3232     }
3233     else
3234     update_object (op, UP_OBJ_FACE);
3235 elmex 1.1 }
3236    
3237     /**
3238 root 1.245 * Apply for LAMPs and TORCHes.
3239 elmex 1.1 *
3240 root 1.245 * op - the lamp
3241     * switch_on - a flag which says whether the lamp should be switched on or off
3242 elmex 1.1 */
3243 root 1.245 void apply_lamp (object *op, bool switch_on)
3244 elmex 1.1 {
3245 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3246     op->set_speed (switch_on ? op->arch->speed : 0);
3247 root 1.22
3248 root 1.245 // torches wear out if you put them out
3249     if (op->type == TORCH && !switch_on)
3250 root 1.22 {
3251 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3252 root 1.22 {
3253 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3254     if (op->stats.food < 0)
3255     op->stats.food = 0;
3256     }
3257     else
3258     op->stats.food = 0;
3259     }
3260 elmex 1.1
3261 root 1.245 // lamps and torched get worthless when used up
3262     if (op->stats.food <= 0)
3263     op->value = 0;
3264 root 1.22
3265 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3266     // still animated ;-/
3267     if (op->other_arch)
3268     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3269 root 1.96
3270 root 1.245 if (object *pl = op->visible_to ())
3271     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3272     }
3273 root 1.78
3274 root 1.245 /**
3275     * This handles items of type 'transformer'.
3276     * Basically those items, used with a marked item, transform both items into something
3277     * else.
3278     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3279     * Change information is contained in the 'slaying' field of the marked item.
3280     * The format is as follow: transformer:[number ]yield[;transformer:...].
3281     * This way an item can be transformed in many things, and/or many objects.
3282     * The 'slaying' field for transformer is used as verb for the action.
3283     */
3284     static void
3285     apply_item_transformer (object *pl, object *transformer)
3286     {
3287     object *new_item;
3288     const char *find;
3289     char *separator;
3290     int yield;
3291     char got[MAX_BUF];
3292     int len;
3293 root 1.22
3294 root 1.245 if (!pl || !transformer)
3295     return;
3296 root 1.22
3297 root 1.256 object *marked = pl->mark ();
3298 root 1.76
3299 root 1.245 if (!marked)
3300     {
3301 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3302 root 1.245 return;
3303     }
3304 root 1.22
3305 root 1.245 if (!marked->slaying)
3306 root 1.22 {
3307 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3308 root 1.245 return;
3309     }
3310 root 1.78
3311 root 1.245 /* check whether they are compatible or not */
3312     find = strstr (&marked->slaying, transformer->arch->archname);
3313     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3314     {
3315 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3316 root 1.245 return;
3317 elmex 1.1 }
3318 root 1.76
3319 root 1.245 find += strlen (transformer->arch->archname) + 1;
3320     /* Item can be used, now find how many and what it yields */
3321     if (isdigit (*(find)))
3322 root 1.243 {
3323 root 1.245 yield = atoi (find);
3324     if (yield < 1)
3325 root 1.243 {
3326 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3327     yield = 1;
3328 root 1.243 }
3329     }
3330 root 1.245 else
3331     yield = 1;
3332 root 1.243
3333 root 1.245 while (isdigit (*find))
3334     find++;
3335 root 1.234
3336 root 1.245 while (*find == ' ')
3337     find++;
3338 root 1.233
3339 root 1.245 memset (got, 0, MAX_BUF);
3340 root 1.235
3341 root 1.245 if ((separator = (char *) strchr (find, ';')))
3342     len = separator - find;
3343     else
3344     len = strlen (find);
3345 root 1.234
3346 root 1.245 min_it (len, MAX_BUF - 1);
3347 root 1.235
3348 root 1.245 strcpy (got, find);
3349     got[len] = '\0';
3350 root 1.244
3351 root 1.245 /* Now create new item, remove used ones when required. */
3352     new_item = get_archetype (got);
3353     if (!new_item)
3354     {
3355 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3356 root 1.245 return;
3357 root 1.234 }
3358    
3359 root 1.245 new_item->nrof = yield;
3360 root 1.234
3361 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3362 root 1.233
3363 root 1.245 pl->insert (new_item);
3364     /* Eat up one item */
3365     marked->decrease ();
3366 root 1.233
3367 root 1.245 /* Eat one transformer if needed */
3368     if (transformer->stats.food)
3369     if (--transformer->stats.food == 0)
3370     transformer->decrease ();
3371 root 1.233 }
3372    
3373 elmex 1.1 /**
3374 root 1.245 * Main apply handler.
3375 elmex 1.1 *
3376 root 1.245 * Checks for unpaid items before applying.
3377 elmex 1.1 *
3378 root 1.245 * Return value is currently not used
3379 elmex 1.1 *
3380 root 1.245 * who is the object that is causing object to be applied, op is the object
3381     * being applied.
3382 elmex 1.1 *
3383 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3384     * them in this function - they are passed to apply_special
3385 elmex 1.1 */
3386 root 1.245 static bool
3387     manual_apply (object *who, object *op, int aflag)
3388 elmex 1.1 {
3389 root 1.245 op = op->head_ ();
3390 elmex 1.1
3391 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3392 root 1.22 {
3393 root 1.245 if (who->contr)
3394     {
3395     examine (who, op);
3396     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3397     return 1;
3398     }
3399     else
3400     return 0; /* monsters just skip unpaid items */
3401 elmex 1.1 }
3402    
3403 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3404     return RESULT_INT (0);
3405 root 1.249 else if (apply_types_inv_only [op->type])
3406 root 1.245 {
3407     // special item, using slot system, needs to be in inv
3408     if (op->env == who)
3409     return apply_special (who, op, aflag);
3410 elmex 1.1
3411 root 1.252 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3412 root 1.245 }
3413 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3414 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3415 root 1.249 else if (apply_types [op->type])
3416 root 1.22 {
3417 root 1.245 // ordinary stuff, may be on the floor
3418     switch (op->type)
3419     {
3420     case T_HANDLE:
3421     who->play_sound (sound_find ("turn_handle"));
3422     who->statusmsg ("You turn the handle.");
3423     op->value = op->value ? 0 : 1;
3424     SET_ANIMATION (op, op->value);
3425     update_object (op, UP_OBJ_FACE);
3426     push_button (op, who);
3427     break;
3428    
3429     case TRIGGER:
3430     if (check_trigger (op, who, who))
3431     {
3432     who->statusmsg ("You turn the handle.");
3433     who->play_sound (sound_find ("turn_handle"));
3434     }
3435     else
3436     who->failmsg ("The handle doesn't move.");
3437    
3438     break;
3439    
3440     case EXIT:
3441     if (!EXIT_PATH (op))
3442 root 1.252 who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op));
3443 root 1.245 else
3444     {
3445     /* Don't display messages for random maps. */
3446     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3447     who->statusmsg (op->msg, NDI_NAVY);
3448    
3449     who->enter_exit (op);
3450     }
3451    
3452     break;
3453    
3454     case INSCRIBABLE:
3455     who->statusmsg (op->msg);
3456     // maybe show a spell menu to chose from or something like that
3457     break;
3458    
3459     case SIGN:
3460     apply_sign (who, op, 0);
3461     break;
3462    
3463     case BOOK:
3464     apply_book (who, op);
3465     break;
3466    
3467     case SKILLSCROLL:
3468     apply_skillscroll (who, op);
3469     break;
3470 root 1.22
3471 root 1.245 case SPELLBOOK:
3472     apply_spellbook (who, op);
3473     break;
3474 root 1.78
3475 root 1.245 case SCROLL:
3476     apply_scroll (who, op, 0);
3477     break;
3478 elmex 1.1
3479 root 1.245 case POTION:
3480     apply_potion (who, op);
3481     break;
3482 root 1.104
3483 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3484     //TODO: remove, as it is unsed?
3485     case CLOSE_CON:
3486     apply_container (who, op->env);
3487     break;
3488 root 1.78
3489 root 1.245 case CONTAINER:
3490     apply_container (who, op);
3491     break;
3492 root 1.55
3493 root 1.245 case TREASURE:
3494     apply_treasure (who, op);
3495     break;
3496 root 1.78
3497 root 1.245 case LAMP:
3498     case TORCH:
3499     player_apply_lamp (who, op);
3500     break;
3501 root 1.22
3502 root 1.245 case DRINK:
3503     case FOOD:
3504     case FLESH:
3505     apply_food (who, op);
3506     break;
3507 elmex 1.1
3508 root 1.245 case POISON:
3509     apply_poison (who, op);
3510     break;
3511 root 1.233
3512 root 1.245 case SAVEBED:
3513     break;
3514 root 1.22
3515 root 1.245 case ARMOUR_IMPROVER:
3516     apply_armour_improver (who, op);
3517     break;
3518 root 1.22
3519 root 1.245 case WEAPON_IMPROVER:
3520     check_improve_weapon (who, op);
3521     break;
3522 root 1.65
3523 root 1.245 case CLOCK:
3524     {
3525     timeofday_t tod;
3526 root 1.233
3527 root 1.245 get_tod (&tod);
3528     who->play_sound (sound_find ("sound_clock"));
3529     who->statusmsg (format (
3530     "It is %d minute%s past %d o'clock %s",
3531     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3532     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3533     ));
3534     }
3535     break;
3536 root 1.78
3537 root 1.245 case MENU:
3538     shop_listing (op, who);
3539     break;
3540 root 1.14
3541 root 1.245 case POWER_CRYSTAL:
3542     apply_power_crystal (who, op); /* see egoitem.c */
3543     break;
3544 root 1.76
3545 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3546     apply_lighter (who, op);
3547     break;
3548 root 1.96
3549 root 1.245 case ITEM_TRANSFORMER:
3550     apply_item_transformer (who, op);
3551     break;
3552     }
3553 root 1.238
3554 root 1.245 return 1;
3555     }
3556     else
3557     {
3558     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3559     return 0;
3560     }
3561     }
3562 root 1.238
3563 root 1.245 /**
3564     * player_apply_below attempts to apply the object 'below' the player.
3565     * If the player has an open container, we use that for below, otherwise
3566     * we use the ground.
3567     */
3568     void
3569     player_apply_below (object *pl)
3570     {
3571     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3572 root 1.238
3573 root 1.245 /* If using a container, set the starting item to be the top
3574     * item in the container. Otherwise, use the map.
3575     */
3576 root 1.241
3577 root 1.245 // first try to apply "applyables"
3578     for (object *tmp = top; tmp; tmp = tmp->below)
3579 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3580 root 1.245 {
3581     // If it is visible, player can apply it.
3582     pl->apply (tmp);
3583     return;
3584     }
3585 root 1.76
3586 root 1.245 while (top && top->invisible)
3587     top = top->below;
3588 root 1.76
3589 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3590     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3591     "H<There is nothing here that you can apply.>");
3592     else
3593     // next, try to explain the topmost object
3594     switch (top->type)
3595     {
3596     // TODO: all this should move to examine
3597     case ALTAR:
3598     case IDENTIFY_ALTAR:
3599 root 1.247 case TRIGGER_ALTAR:
3600 root 1.245 case CONVERTER:
3601 root 1.247 //case TRIGGER_PEDESTAL:
3602 root 1.252 pl->failmsgf (
3603 root 1.245 "You see no obvious mechanism on the %s."
3604     "H<You have to drop one or more specific items here.>",
3605     query_short_name (top)
3606 root 1.252 );
3607 root 1.245 break;
3608 root 1.22
3609 root 1.245 case BUTTON:
3610 root 1.247 case TRIGGER_BUTTON:
3611 root 1.252 pl->failmsgf (
3612 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3613     "H<You must put enough items here to activate it.>",
3614     query_short_name (top)
3615 root 1.252 );
3616 root 1.245 break;
3617 root 1.233
3618 root 1.245 default:
3619     examine (pl, top);
3620     break;
3621     }
3622     }
3623 root 1.76
3624 root 1.245 // saner interface, returns successful status
3625     bool
3626     object::apply (object *ob, int aflags)
3627     {
3628     if (!ob) // simplifies a lot of callers
3629     return true;
3630 root 1.233
3631 root 1.245 if (contr)
3632     {
3633     if (!ob->env && (move_type & MOVE_FLYING))
3634     {
3635     /* player is flying and applying object not in inventory */
3636     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3637     {
3638     failmsg ("But you are floating high above the ground! "
3639     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3640     "or waiting till the levitation effect wears off.>");
3641     return 0;
3642     }
3643     }
3644 root 1.76
3645 root 1.245 contr->last_used = ob;
3646     }
3647 root 1.78
3648 root 1.245 bool want_apply =
3649     aflags & AP_APPLY ? true
3650     : aflags & AP_UNAPPLY ? false
3651     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3652 root 1.80
3653 root 1.245 object_ptr *slot = 0;
3654 root 1.22
3655 root 1.245 // detect the slot, if this is a player
3656     if (contr && !(aflags & AP_NO_SLOT))
3657     {
3658     object *oslot;
3659 root 1.76
3660 root 1.245 switch (ob->type)
3661     {
3662     case WEAPON:
3663     slot = &contr->combat_ob;
3664     oslot = contr->ranged_ob;
3665     break;
3666 root 1.233
3667 root 1.245 case BOW:
3668     case RANGED:
3669     case SPELL:
3670     case WAND:
3671     case ROD:
3672     case HORN:
3673     case BUILDER:
3674     slot = &contr->ranged_ob;
3675     oslot = contr->combat_ob;
3676     break;
3677 root 1.232
3678 root 1.245 // oh, the humanity
3679     case SKILL:
3680     if (aflags & AP_NO_SLOT)
3681     break;
3682 root 1.76
3683 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3684     break;
3685 elmex 1.1
3686 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3687     {
3688     slot = &contr->combat_ob;
3689     oslot = contr->ranged_ob;
3690     }
3691     else if (skill_flags [ob->subtype] & SF_RANGED)
3692     {
3693     slot = &contr->ranged_ob;
3694     oslot = contr->combat_ob;
3695     }
3696 elmex 1.1
3697 root 1.245 break;
3698     }
3699 root 1.22
3700 root 1.245 // now handle slot exclusions
3701     if (slot)
3702     {
3703     // only one slot can be active
3704     if (want_apply)
3705     {
3706     // clear slot unless we are in it already
3707     if (*slot != ob)
3708     apply (*slot, AP_UNAPPLY);
3709 elmex 1.1
3710 root 1.245 // unapply other slot, because we want to become active
3711     apply (oslot, AP_UNAPPLY);
3712     }
3713 elmex 1.1
3714 root 1.245 // clear item from slot if applied
3715     if (!want_apply && current_weapon == ob)
3716     current_weapon = 0;
3717     }
3718     }
3719 elmex 1.1
3720 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3721     manual_apply (this, ob, aflags);
3722 root 1.22
3723 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3724     return false;
3725 root 1.76
3726 root 1.245 if (slot && want_apply)
3727     current_weapon = *slot = ob;
3728 root 1.76
3729 root 1.245 return true;
3730 elmex 1.1 }
3731    
3732     /**
3733     * Map was just loaded, handle op's initialisation.
3734     *
3735     * Generates shop floor's item, and treasures.
3736     */
3737 root 1.22 int
3738     auto_apply (object *op)
3739     {
3740     object *tmp = NULL, *tmp2;
3741     int i;
3742 elmex 1.1
3743 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3744 elmex 1.163
3745 root 1.22 switch (op->type)
3746     {
3747 root 1.24 case SHOP_FLOOR:
3748 root 1.42 if (!op->has_random_items ())
3749 root 1.24 return 0;
3750 root 1.38
3751 root 1.24 do
3752     {
3753     i = 10; /* let's give it 10 tries */
3754     while ((tmp = generate_treasure (op->randomitems,
3755 root 1.164 op->stats.exp
3756     ? (int) op->stats.exp
3757     : max (op->map->difficulty, 5)))
3758     == NULL && --i);
3759    
3760 root 1.24 if (tmp == NULL)
3761     return 0;
3762 root 1.164
3763 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3764 root 1.24 {
3765 root 1.172 tmp->destroy ();
3766 root 1.24 tmp = NULL;
3767     }
3768     }
3769     while (!tmp);
3770 root 1.38
3771 root 1.24 tmp->x = op->x;
3772     tmp->y = op->y;
3773 root 1.254 tmp->set_flag (FLAG_UNPAID);
3774 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3775     identify (tmp);
3776     break;
3777 root 1.14
3778 root 1.24 case TREASURE:
3779 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3780 root 1.24 return 0;
3781 root 1.37
3782 root 1.67 while (op->stats.hp-- > 0)
3783 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3784     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3785    
3786     /* If we generated an object and put it in this object inventory,
3787     * move it to the parent object as the current object is about
3788     * to disappear. An example of this item is the random_* stuff
3789     * that is put inside other objects.
3790     */
3791 root 1.171 if (op->env)
3792     while (op->inv)
3793     op->env->insert (op->inv);
3794 root 1.37
3795 root 1.172 op->destroy ();
3796 root 1.24 break;
3797 elmex 1.1 }
3798 root 1.164
3799     return !!tmp;
3800 elmex 1.1 }
3801    
3802     /**
3803 root 1.68 * fix_auto_apply goes through the entire map every time a map
3804     * is loaded or swapped in and performs special actions for
3805 elmex 1.1 * certain objects (most initialization of chests and creation of
3806     * treasures and stuff). Calls auto_apply if appropriate.
3807     */
3808 root 1.20 void
3809 root 1.55 maptile::fix_auto_apply ()
3810 root 1.20 {
3811 root 1.55 if (!spaces)
3812 root 1.20 return;
3813    
3814 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815     for (object *tmp = ms->bot; tmp; )
3816     {
3817     object *above = tmp->above;
3818 root 1.20
3819 root 1.55 if (tmp->inv)
3820     {
3821     object *invtmp, *invnext;
3822 elmex 1.1
3823 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3824 root 1.55 {
3825     invnext = invtmp->below;
3826 root 1.14
3827 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3828 root 1.55 auto_apply (invtmp);
3829     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3830     {
3831 root 1.164 while (invtmp->stats.hp-- > 0)
3832 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3833    
3834     invtmp->randomitems = NULL;
3835     }
3836     else if (invtmp && invtmp->arch
3837     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3838     {
3839     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3840     /* Need to clear this so that we never try to create
3841     * treasure again for this object
3842     */
3843     invtmp->randomitems = NULL;
3844     }
3845     }
3846 root 1.214
3847 root 1.55 /* This is really temporary - the code at the bottom will
3848     * also set randomitems to null. The problem is there are bunches
3849     * of maps/players already out there with items that have spells
3850     * which haven't had the randomitems set to null yet.
3851     * MSW 2004-05-13
3852     *
3853     * And if it's a spellbook, it's better to set randomitems to NULL too,
3854     * else you get two spells in the book ^_-
3855     * Ryo 2004-08-16
3856     */
3857     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3858     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3859     tmp->randomitems = NULL;
3860     }
3861 root 1.20
3862 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3863 root 1.55 auto_apply (tmp);
3864     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3865     {
3866     while ((tmp->stats.hp--) > 0)
3867     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3868     tmp->randomitems = NULL;
3869     }
3870     else if (tmp->type == TIMED_GATE)
3871     {
3872     object *head = tmp->head != NULL ? tmp->head : tmp;
3873    
3874 root 1.254 if (head->flag [FLAG_IS_LINKED])
3875 root 1.55 tmp->set_speed (0);
3876     }
3877     /* This function can be called everytime a map is loaded, even when
3878     * swapping back in. As such, we don't want to create the treasure
3879     * over and ove again, so after we generate the treasure, blank out
3880     * randomitems so if it is swapped in again, it won't make anything.
3881     * This is a problem for the above objects, because they have counters
3882     * which say how many times to make the treasure.
3883     */
3884     else if (tmp && tmp->arch && tmp->type != PLAYER
3885     && tmp->type != TREASURE && tmp->type != SPELL
3886     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3887     {
3888     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3889     tmp->randomitems = NULL;
3890     }
3891 root 1.78
3892 root 1.68 // close all containers
3893     else if (tmp->type == CONTAINER)
3894     tmp->flag [FLAG_APPLIED] = 0;
3895 root 1.22
3896 root 1.55 tmp = above;
3897     }
3898 elmex 1.1
3899 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3900     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3901     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3902 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3903 elmex 1.1 }
3904    
3905     /**
3906     * Handles player eating food that temporarily changes status (resistances, stats).
3907     * This used to call cast_change_attr(), but
3908     * that doesn't work with the new spell code. Since we know what
3909     * the food changes, just grab a force and use that instead.
3910     */
3911 root 1.22 void
3912     eat_special_food (object *who, object *food)
3913     {
3914     object *force;
3915     int i, did_one = 0;
3916    
3917 sf-marcmagus 1.199 char buf[64];
3918     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3919     shstr key (buf);
3920 root 1.22
3921 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3922     int duration = TIME2TICK (food->stats.food);
3923 elmex 1.1
3924 sf-marcmagus 1.199 if (force = who->force_find (key))
3925 root 1.22 {
3926 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3927 root 1.22 {
3928 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));
3929     force->force_set_timer (duration);
3930 root 1.22 }
3931 sf-marcmagus 1.199 else
3932     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3933    
3934     return;
3935 root 1.22 }
3936 sf-marcmagus 1.199 else
3937     {
3938     force = who->force_add (key, duration);
3939     force->name = key;
3940 elmex 1.47
3941 sf-marcmagus 1.199 /* check if the food affects a stat */
3942     for (i = 0; i < NUM_STATS; i++)
3943     if (sint8 k = food->stats.stat (i))
3944     {
3945     force->stats.stat (i) = k;
3946     did_one = 1;
3947     }
3948    
3949     /* check if we can protect the eater */
3950     for (i = 0; i < NROFATTACKS; i++)
3951     {
3952     if (food->resist[i] > 0)
3953     {
3954     force->resist[i] = food->resist[i];
3955     did_one = 1;
3956     }
3957     }
3958    
3959     if (did_one)
3960     {
3961     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));
3962    
3963     /* make the force take effect and report effects to user */
3964     change_abil (who, force);
3965     }
3966     else
3967     force->destroy ();
3968 root 1.22 }
3969    
3970     /* check for hp, sp change */
3971     if (food->stats.hp != 0)
3972     {
3973 root 1.254 if (food->flag [FLAG_CURSED])
3974 root 1.22 {
3975 root 1.151 who->contr->killer = food;
3976 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3977 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3978 root 1.22 }
3979     else
3980     {
3981     if (food->stats.hp > 0)
3982 root 1.125 who->statusmsg ("You begin to feel better.");
3983 root 1.22 else
3984 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3985    
3986 root 1.22 who->stats.hp += food->stats.hp;
3987     }
3988     }
3989 root 1.151
3990 root 1.22 if (food->stats.sp != 0)
3991     {
3992 root 1.254 if (food->flag [FLAG_CURSED])
3993 root 1.22 {
3994 root 1.125 who->failmsg ("You are drained of mana!");
3995 root 1.22 who->stats.sp -= food->stats.sp;
3996     if (who->stats.sp < 0)
3997     who->stats.sp = 0;
3998     }
3999     else
4000     {
4001 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4002 root 1.22 who->stats.sp += food->stats.sp;
4003     /* place limit on max sp from food? */
4004     }
4005 elmex 1.1 }
4006 root 1.125
4007 root 1.51 who->update_stats ();
4008 elmex 1.1 }
4009    
4010 root 1.22 void
4011     apply_changes_to_player (object *pl, object *change)
4012     {
4013     int excess_stat = 0; /* if the stat goes over the maximum
4014     for the race, put the excess stat some
4015     where else. */
4016 elmex 1.1
4017 root 1.22 switch (change->type)
4018     {
4019 root 1.24 case CLASS:
4020     {
4021     living *stats = &(pl->contr->orig_stats);
4022     living *ns = &(change->stats);
4023     object *walk;
4024     int flag_change_face = 1;
4025    
4026     /* the following code assigns stats up to the stat max
4027     * for the race, and if the stat max is exceeded,
4028     * tries to randomly reassign the excess stat
4029     */
4030     int i, j;
4031 root 1.22
4032 root 1.24 for (i = 0; i < NUM_STATS; i++)
4033     {
4034 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4035 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4036 root 1.22
4037 root 1.24 if (stat > 20 + race_bonus)
4038     {
4039     excess_stat++;
4040     stat = 20 + race_bonus;
4041     }
4042 root 1.91
4043     stats->stat (i) = stat;
4044 root 1.24 }
4045 elmex 1.1
4046 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4047     { /* try 100 times to assign excess stats */
4048     int i = rndm (0, 6);
4049    
4050     if (i == CHA)
4051     continue; /* exclude cha from this */
4052 root 1.91
4053     int stat = stats->stat (i);
4054 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4055 root 1.24 if (stat < 20 + race_bonus)
4056     {
4057     change_attr_value (stats, i, 1);
4058     excess_stat--;
4059     }
4060     }
4061 root 1.14
4062 root 1.24 /* insert the randomitems from the change's treasurelist into
4063     * the player ref: player.c
4064     */
4065 root 1.182 if (change->randomitems)
4066 root 1.24 give_initial_items (pl, change->randomitems);
4067 root 1.14
4068 root 1.24 /* set up the face, for some races. */
4069 root 1.14
4070 root 1.24 /* first, look for the force object banning
4071     * changing the face. Certain races never change face with class.
4072     */
4073 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4074     if (walk->name == shstr_NOCLASSFACECHANGE)
4075 root 1.24 flag_change_face = 0;
4076 root 1.14
4077 root 1.24 if (flag_change_face)
4078     {
4079 root 1.157 pl->face = change->face;
4080     pl->animation_id = change->animation_id;
4081     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4082 root 1.24 }
4083 root 1.14
4084 root 1.24 /* check the special case of can't use weapons */
4085 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4086 root 1.182 if (change->name == shstr_monk)
4087 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4088 root 1.14
4089 root 1.24 break;
4090     }
4091 elmex 1.1 }
4092     }
4093