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Revision: 1.264
Committed: Sat May 15 23:41:05 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.263: +2 -2 lines
Log Message:
more fully support RANGED

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 root 1.263 //TODO: really?
1068 root 1.245 if (who->chosen_skill)
1069     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1070 root 1.263 unapply_special (who, who->chosen_skill, 0);
1071 root 1.25
1072 root 1.245 break;
1073 root 1.14
1074 root 1.264 case RANGED:
1075 root 1.245 case BOW:
1076     case WAND:
1077     case ROD:
1078     case HORN:
1079     if (player *pl = who->contr)
1080     {
1081     who->statusmsg (format ("You unready %s.", query_name (op)));
1082     change_abil (who, op);
1083     }
1084     else
1085     {
1086     if (op->type == BOW)
1087     op->flag [FLAG_READY_BOW ] = false;
1088     else
1089     op->flag [FLAG_READY_RANGE] = false;
1090     }
1091 root 1.14
1092 root 1.245 break;
1093 root 1.22
1094 root 1.245 case ARMOUR:
1095     case HELMET:
1096     case SHIELD:
1097     case RING:
1098     case BOOTS:
1099     case GLOVES:
1100     case AMULET:
1101     case GIRDLE:
1102     case BRACERS:
1103     case CLOAK:
1104     who->statusmsg (format ("You unwear %s.", query_name (op)));
1105     change_abil (who, op);
1106     break;
1107 root 1.24
1108 root 1.245 case SPELL:
1109     case BUILDER:
1110     who->statusmsg (format ("You unready %s.", query_name (op)));
1111     break;
1112 root 1.178
1113 root 1.245 //case SKILL_TOOL://TODO
1114     default:
1115     who->statusmsg (format ("You unapply %s.", query_name (op)));
1116     break;
1117 elmex 1.1 }
1118 elmex 1.15
1119 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1120     if (object *pl = op->visible_to ())
1121     esrv_send_item (pl, op);
1122 root 1.121
1123 root 1.245 who->update_stats ();
1124 root 1.24
1125 root 1.245 return 1;
1126     }
1127 root 1.22
1128 root 1.245 /**
1129     * Returns the object that is using location 'loc'.
1130     * Note that 'start' is the first object to start examing - we
1131     * then go through the below of this. In this way, you can do
1132     * something like:
1133     * tmp = get_next_item_from_body_location(who->inv, 1);
1134     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1135     * to find the second object that may use this location, etc.
1136     * Returns NULL if no match is found.
1137     * loc is the index into the array we are looking for a match.
1138     * don't return invisible objects unless they are skill objects
1139     * invisible other objects that use
1140     * up body locations can be used as restrictions.
1141     */
1142     static object *
1143     get_next_item_from_body_location (int loc, object *start)
1144     {
1145     for (object *tmp = start; tmp; tmp = tmp->below)
1146     if (tmp->flag [FLAG_APPLIED]
1147     && tmp->slot [loc].info
1148     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1149     return tmp;
1150 root 1.24
1151 root 1.245 return 0;
1152 elmex 1.1 }
1153    
1154     /**
1155 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1156     * This should only be called when it is known
1157     * that there are objects to unapply. This makes pretty heavy
1158     * use of get_item_from_body_location. It makes no intelligent choice
1159     * on objects - rather, the first that is matched is used.
1160     * Returns 0 on success, returns 1 if there is some problem.
1161     * if aflags is AP_PRINT, we instead print out waht to unapply
1162     * instead of doing it. This is a lot less code than having
1163     * another function that does just that.
1164 elmex 1.1 */
1165 root 1.179
1166 root 1.245 #define CANNOT_REMOVE_CURSED \
1167     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1168     "Praying over an altar, scrolls of remove curse/damnation, " \
1169     "priests or even other players might help.>"
1170 root 1.22
1171 root 1.245 static bool
1172     unapply_for_ob (object *who, object *op, int aflags)
1173     {
1174     if (op->is_range ())
1175     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1176 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1177     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1178 root 1.245 {
1179     if (aflags & AP_PRINT)
1180     who->failmsg (query_name (tmp));
1181     else
1182     unapply_special (who, tmp, aflags);
1183     }
1184     else
1185     {
1186     /* In this case, we want to try and remove a cursed item.
1187     * While we know it won't work, we want unapply_special to
1188     * at least generate the message.
1189     */
1190 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1191 root 1.245 return 1;
1192     }
1193 elmex 1.1
1194 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1195 root 1.22 {
1196 root 1.245 /* this used up a slot that we need to free */
1197     if (op->slot[i].info)
1198 root 1.22 {
1199 root 1.245 object *last = who->inv;
1200    
1201     /* We do a while loop - may need to remove several items in order
1202     * to free up enough slots.
1203     */
1204     while ((who->slot[i].used + op->slot[i].info) < 0)
1205     {
1206     object *tmp = get_next_item_from_body_location (i, last);
1207 root 1.120
1208 root 1.245 if (!tmp)
1209     {
1210     #if 0
1211     /* Not a bug - we'll get this if the player has cursed items
1212     * equipped.
1213     */
1214     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1215     #endif
1216     return 1;
1217     }
1218 elmex 1.1
1219 root 1.245 /* If we are just printing, we don't care about cursed status */
1220 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1221 root 1.245 {
1222     if (aflags & AP_PRINT)
1223     who->failmsg (query_name (tmp));
1224     else
1225     unapply_special (who, tmp, aflags);
1226     }
1227     else
1228     {
1229     /* Cursed item that we can't unequip - tell the player.
1230     * Note this could be annoying if this is just one of a few,
1231     * so it may not be critical (eg, putting on a ring and you have
1232     * one cursed ring.)
1233     */
1234 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1235 root 1.245 }
1236    
1237     last = tmp->below;
1238     }
1239     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1240     * return in the !tmp would have kicked in.
1241     */
1242     } /* if op is using this body location */
1243     } /* for body lcoations */
1244    
1245     return 0;
1246     }
1247    
1248     /**
1249     * Checks to see if 'who' can apply object 'op'.
1250     * Returns 0 if apply can be done without anything special.
1251     * Otherwise returns a bitmask - potentially several of these may be
1252     * set, but largely depends on circumstance - in the future, processing
1253     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1254     * is set, do we really care what the other flags may be?)
1255     *
1256     * See include/define.h for detailed description of the meaning of
1257     * these return values.
1258     */
1259     int
1260     can_apply_object (object *who, object *op)
1261     {
1262     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1263     return RESULT_INT (0);
1264    
1265     int retval = 0;
1266     object *tmp = 0, *ws = 0;
1267 elmex 1.1
1268 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1269 root 1.22 {
1270 root 1.245 if (op->slot[i].info)
1271     {
1272     /* Item uses more slots than we have */
1273     if (who->slot[i].info + op->slot [i].info < 0)
1274     {
1275     /* Could return now for efficiency - rest of info below isn't
1276     * really needed.
1277     */
1278     retval |= CAN_APPLY_NEVER;
1279     }
1280     else if (who->slot[i].used + op->slot[i].info < 0)
1281     {
1282     /* in this case, equipping this would use more free spots than
1283     * we have.
1284     */
1285    
1286     /* if we have an applied weapon/shield, and unapply it would free
1287     * enough slots to equip the new item, then just set "can
1288     * apply unapply". We don't care about the logic below - if you have a
1289     * shield equipped and try to equip another shield, there is only
1290     * one choice. However, the check for the number of body locations
1291     * does take into the account cases where what is being applied
1292     * may be two handed for example.
1293     */
1294     if (ws)
1295     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1296     {
1297     retval |= CAN_APPLY_UNAPPLY;
1298     continue;
1299     }
1300    
1301     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1302     if (!tmp1)
1303     retval |= CAN_APPLY_NEVER;
1304     else
1305     {
1306     /* need to unapply something. However, if this something
1307     * is different than we had found before, it means they need
1308     * to apply multiple objects
1309     */
1310     retval |= CAN_APPLY_UNAPPLY;
1311 root 1.110
1312 root 1.245 if (!tmp)
1313     tmp = tmp1;
1314     else if (tmp != tmp1)
1315     retval |= CAN_APPLY_UNAPPLY_MULT;
1316 root 1.110
1317 root 1.245 /* This object isn't using up all the slots, so there must
1318     * be another. If so, and it the new item doesn't need all
1319     * the slots, the player then has a choice.
1320     */
1321     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1322     && abs (op->slot[i].info) < who->slot[i].info)
1323     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1324 elmex 1.1
1325 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1326     * equipped? If not, there must be something else to unapply.
1327     */
1328     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1329     retval |= CAN_APPLY_UNAPPLY_MULT;
1330     }
1331     } /* if not enough free slots */
1332     } /* if this object uses location i */
1333     } /* for i -> num_body_locations loop */
1334 root 1.167
1335 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1336     * really be controlled by use of body locations. We do have
1337     * the weapon/shield checks, and the range checks for monsters,
1338     * because you can't control those just by body location - bows, shields,
1339     * and weapons all use the same slot. Similar for horn/rod/wand - they
1340     * all use the same location.
1341 root 1.167 */
1342 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1343 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1344    
1345 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1346 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1347    
1348     if (who->type != PLAYER)
1349     {
1350 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1351 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1352 root 1.167
1353 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1354 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1355 root 1.167
1356 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1357 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1358 root 1.167
1359 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1360 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1361     }
1362 root 1.167
1363 root 1.245 return retval;
1364 root 1.167 }
1365    
1366 elmex 1.1 /**
1367 root 1.245 * who is the object using the object. It can be a monster.
1368     * op is the object they are using. op is an equipment type item,
1369     * eg, one which you put on and keep on for a while, and not something
1370     * like a potion or scroll.
1371     *
1372     * function returns 1 if the action could not be completed, 0 on
1373     * success. However, success is a matter of meaning - if the
1374     * user passes the 'apply' flag to an object already applied,
1375     * nothing is done, and 0 is returned.
1376     *
1377     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1378     * AP_UNAPPLY=always unapply).
1379     *
1380     * Optional flags:
1381     * AP_NO_MERGE: don't merge an unapplied object with other objects
1382     * AP_IGNORE_CURSE: unapply cursed items
1383     * AP_NO_READY: do not ready skills when applying skill tools
1384     *
1385     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1386 elmex 1.1 *
1387 root 1.245 * apply_special() doesn't check for unpaid items.
1388 elmex 1.1 */
1389 root 1.245
1390     #define LACK_ITEM_POWER \
1391     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1392    
1393     static bool
1394     apply_special (object *who, object *op, int aflags)
1395 elmex 1.1 {
1396 root 1.245 int basic_flag = aflags & AP_MODE;
1397     object *tmp, *tmp2, *skop = NULL;
1398    
1399     if (who == NULL)
1400     {
1401     LOG (llevError, "apply_special() from object without environment.\n");
1402     return 1;
1403     }
1404 elmex 1.1
1405 root 1.245 //TODO: remove these when apply_special is no longer exposed
1406     if (op->env != who)
1407     return 1; /* op is not in inventory */
1408 elmex 1.1
1409 root 1.245 /* trying to unequip op */
1410 root 1.254 if (op->flag [FLAG_APPLIED])
1411 root 1.22 {
1412 root 1.245 /* always apply, so no reason to unapply */
1413     if (basic_flag == AP_APPLY)
1414     return 0;
1415    
1416 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1417 root 1.245 {
1418 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1419 root 1.245 return 1;
1420     }
1421    
1422     return unapply_special (who, op, aflags);
1423 elmex 1.1 }
1424 root 1.245 else if (basic_flag == AP_UNAPPLY)
1425     return 0;
1426    
1427     splay (op);
1428 root 1.110
1429 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1430     if (int i = can_apply_object (who, op))
1431     {
1432     if (i & CAN_APPLY_NEVER)
1433     {
1434 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));
1435 root 1.245 return 1;
1436     }
1437     else if (i & CAN_APPLY_RESTRICTION)
1438     {
1439 root 1.252 who->failmsgf (
1440 root 1.245 "You have a prohibition against using a %s. "
1441     "H<Your belief, profession or class prevents you from applying this item.>",
1442     query_name (op)
1443 root 1.252 );
1444 root 1.245 return 1;
1445     }
1446 elmex 1.1
1447 root 1.245 if (who->type != PLAYER)
1448     {
1449     /* Some error, so don't try to equip something more */
1450     if (unapply_for_ob (who, op, aflags))
1451     return 1;
1452     }
1453     else
1454     {
1455     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1456 root 1.198 {
1457 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1458     unapply_for_ob (who, op, AP_PRINT);
1459     return 1;
1460     }
1461     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1462     if (unapply_for_ob (who, op, aflags))
1463     return 1;
1464     }
1465     }
1466    
1467     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1468     {
1469     // try to ready attached skill first
1470     skop = find_skill_by_name (who, op->skill);
1471    
1472     if (!skop)
1473     {
1474 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1475 root 1.245 return 1;
1476     }
1477     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1478     {
1479 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1480 root 1.245 return 1;
1481     }
1482     }
1483    
1484     if (!check_item_power (who, op->item_power))
1485     {
1486     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1487     return 1;
1488     }
1489    
1490     /* Ok. We are now at the state where we can apply the new object.
1491     * Note that we don't have the checks for can_use_...
1492     * below - that is already taken care of by can_apply_object.
1493     */
1494    
1495     // split away all the other items from the stack, so only one item is left
1496     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1497    
1498     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1499     return RESULT_INT (0);
1500    
1501     switch (op->type)
1502     {
1503     case WEAPON:
1504     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1505     {
1506     /* if the weapon does not have the name as the character, can't use it. */
1507     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1508     who->failmsg ("The weapon does not recognize you as its owner. "
1509     "H<Its name indicates that it belongs to somebody else.>");
1510     if (tmp) who->insert (tmp);
1511     return 1;
1512     }
1513    
1514     op->flag [FLAG_APPLIED] = true;
1515    
1516     if (player *pl = who->contr)
1517     {
1518     who->statusmsg (format ("You wield %s.", query_name (op)));
1519     change_abil (who, op);
1520     }
1521    
1522     op->flag [FLAG_READY_WEAPON] = true;
1523     break;
1524    
1525     case ARMOUR:
1526     case HELMET:
1527     case SHIELD:
1528     case BOOTS:
1529     case GLOVES:
1530     case GIRDLE:
1531     case BRACERS:
1532     case CLOAK:
1533     case RING:
1534     case AMULET:
1535 root 1.254 op->set_flag (FLAG_APPLIED);
1536 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1537     change_abil (who, op);
1538     break;
1539    
1540     case SKILL_TOOL:
1541     // applying a skill tool does not ready the skill
1542     // if something needs the skill, it has to ready it itself
1543     //TODO: unapplying should unapply the skill, though
1544 root 1.254 op->set_flag (FLAG_APPLIED);
1545 root 1.245 break;
1546    
1547     case SKILL:
1548     if (!(aflags & AP_NO_SLOT))
1549     {
1550     // skill is used on it's own, as opposed to being a chosen_skill
1551    
1552     if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
1553     {
1554 root 1.252 who->failmsgf (
1555 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1556     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
1557     "It cannot be used on its own.>",
1558     &op->skill
1559 root 1.252 );
1560 root 1.245 if (tmp) who->insert (tmp);
1561     return 1;
1562     }
1563    
1564     if (skill_flags [op->subtype] & SF_AUTARK
1565     || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
1566     {
1567     if (skill_flags [op->subtype] & SF_USE)
1568 root 1.252 who->failmsgf (
1569 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1570     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
1571     &op->skill, &op->skill
1572 root 1.252 );
1573 root 1.245 else
1574 root 1.252 who->failmsgf (
1575 root 1.245 "You feel as if you wanted to do something funny, but you can't remember what. "
1576     "H<The %s skill cannot be readied or used, it is always active.>",
1577     &op->skill
1578 root 1.252 );
1579 root 1.245
1580     if (tmp) who->insert (tmp);
1581    
1582     return 1;
1583     }
1584    
1585     if (who->contr)
1586     if (op->invisible)
1587     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1588     else
1589     who->statusmsg (format ("You ready %s.", query_name (op)));
1590     }
1591    
1592 root 1.254 who->set_flag (FLAG_READY_SKILL);
1593     op->set_flag (FLAG_APPLIED);
1594 root 1.245 change_abil (who, op);
1595     break;
1596    
1597     case BOW:
1598     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1599     {
1600     who->failmsg ("The weapon does not recognize you as its owner. "
1601     "H<Its name indicates that it belongs to somebody else.>");
1602     if (tmp) who->insert (tmp);
1603     return 1;
1604     }
1605    
1606     if (player *pl = who->contr)
1607     {
1608     op->flag [FLAG_APPLIED] = true;
1609     who->statusmsg (format ("You wield the %s.", query_name (op)));
1610     change_abil (who, op);
1611     }
1612     break;
1613    
1614     case RANGED:
1615     if (player *pl = who->contr)
1616     {
1617     op->flag [FLAG_APPLIED] = true;
1618     who->statusmsg (format ("You applied the %s.", query_name (op)));
1619     }
1620     break;
1621    
1622     case SPELL:
1623     if (player *pl = who->contr)
1624     {
1625     op->flag [FLAG_APPLIED] = true;
1626     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1627     }
1628     break;
1629    
1630     /*FALLTHROUGH*/
1631     case WAND:
1632     case ROD:
1633     case HORN:
1634     op->flag [FLAG_APPLIED] = true;
1635 elmex 1.1
1636 root 1.245 if (player *pl = who->contr)
1637     {
1638     who->statusmsg (format ("You ready %s.", query_name (op)));
1639 root 1.14
1640 root 1.245 if (op->type == BOW)
1641     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1642 root 1.14
1643 root 1.245 change_abil (who, op);
1644     }
1645     else
1646     {
1647     if (op->type == BOW)
1648     op->flag [FLAG_READY_BOW ] = true;
1649     else
1650     op->flag [FLAG_READY_RANGE] = true;
1651     }
1652 root 1.14
1653 root 1.245 break;
1654 root 1.198
1655 root 1.245 case BUILDER:
1656     if (player *pl = who->contr)
1657     {
1658     who->statusmsg (format ("You ready your %s.", query_name (op)));
1659     //TODO: change_abil?
1660     }
1661     break;
1662 root 1.14
1663 root 1.245 default:
1664     who->statusmsg (format ("You apply %s.", query_name (op)));
1665     }
1666 root 1.23
1667 root 1.254 op->set_flag (FLAG_APPLIED);
1668 root 1.14
1669 root 1.245 if (tmp) who->insert (tmp);
1670 root 1.14
1671 root 1.245 who->update_stats ();
1672 root 1.14
1673 root 1.245 /* We exclude spell casting objects. The fire code will set the
1674     * been applied flag when they are used - until that point,
1675     * you don't know anything about them.
1676     */
1677     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1678 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1679 root 1.14
1680 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1681 root 1.245 if (who->type == PLAYER)
1682     {
1683     who->failmsg (
1684     "Oops, it feels deadly cold! "
1685     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1686     );
1687 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1688 root 1.245 }
1689 root 1.22
1690 root 1.245 if (object *pl = op->visible_to ())
1691     esrv_send_item (pl, op);
1692 root 1.14
1693 root 1.245 return 0;
1694     }
1695 root 1.14
1696 root 1.245 /**
1697     * Check if op should abort moving victim because of it's race or slaying.
1698     * Returns 1 if it should abort, returns 0 if it should continue.
1699     */
1700     int
1701     should_director_abort (object *op, object *victim)
1702     {
1703     int arch_flag, name_flag, race_flag;
1704 root 1.22
1705 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1706     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1707     * the next is the name flag, and the last is the race flag. Also note,
1708     * if subtype is set to zero, that also goes to defaults of all affecting
1709     * it. Examples:
1710     * subtype 1: only arch
1711     * subtype 3: arch or name
1712     * subtype 5: arch or race
1713     * subtype 7: all three
1714     */
1715     if (op->subtype)
1716     {
1717     arch_flag = op->subtype & 1;
1718     name_flag = op->subtype & 2;
1719     race_flag = op->subtype & 4;
1720     }
1721     else
1722     {
1723     arch_flag = 1;
1724     name_flag = 1;
1725     race_flag = 1;
1726     }
1727 root 1.14
1728 root 1.245 /* If the director has race set, only affect objects with a arch,
1729     * name or race that matches.
1730     */
1731     if ((op->race) &&
1732     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1733     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1734     ((!(victim->race && race_flag) || op->race != victim->race)))
1735     return 1;
1736 root 1.14
1737 root 1.245 /* If the director has slaying set, only affect objects where none
1738     * of arch, name, or race match.
1739     */
1740     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1741     ((victim->name && name_flag && op->slaying == victim->name)) ||
1742     ((victim->race && race_flag && op->slaying == victim->race)))
1743     return 1;
1744 root 1.118
1745 root 1.245 return 0;
1746     }
1747 root 1.14
1748 root 1.245 /**
1749     * This handles a player dropping money on an altar to identify stuff.
1750     * It'll identify marked item, if none all items up to dropped money.
1751     * Return value: 1 if money was destroyed, 0 if not.
1752     */
1753     static int
1754     apply_id_altar (object *money, object *altar, object *pl)
1755     {
1756     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1757 root 1.14
1758 root 1.245 if (!pl || pl->type != PLAYER)
1759     return 0;
1760 root 1.14
1761 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1762     * identifying' from being printed out more than it needs to be.
1763     */
1764     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1765     return 0;
1766 root 1.23
1767 root 1.245 /* if the player has a marked item, identify that if it needs to be
1768     * identified. If it doesn't, then go through the player inventory.
1769     */
1770 root 1.256 if (object *marked = pl->mark ())
1771 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1772 root 1.245 {
1773     if (operate_altar (altar, &money, pl))
1774     {
1775     identify (marked);
1776 root 1.23
1777 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1778     if (marked->msg)
1779     buf << "The item has a story:\r" << marked->msg << "\n\n";
1780 root 1.23
1781 root 1.245 return !money;
1782     }
1783     }
1784 root 1.14
1785 root 1.245 for (object *id = pl->inv; id; id = id->below)
1786     {
1787 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1788 root 1.245 {
1789     if (operate_altar (altar, &money, pl))
1790     {
1791     identify (id);
1792 root 1.55
1793 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1794     if (id->msg)
1795     buf << "The item has a story:\r" << id->msg << "\n\n";
1796 root 1.14
1797 root 1.245 /* If no more money, might as well quit now */
1798     if (!money || !check_altar_sacrifice (altar, money))
1799     break;
1800     }
1801     else
1802     {
1803     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1804     break;
1805     }
1806     }
1807     }
1808 root 1.23
1809 root 1.245 if (buf.empty ())
1810     pl->failmsg ("You have nothing that needs identifying");
1811     else
1812     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1813 root 1.23
1814 root 1.245 return !money;
1815     }
1816 root 1.23
1817 root 1.245 /**
1818     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1819     * matching item.
1820     **/
1821     void
1822     handle_apply_yield (object *tmp)
1823     {
1824     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1825     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1826 elmex 1.1 }
1827    
1828     /**
1829 root 1.245 * Handles applying a potion.
1830 elmex 1.1 */
1831 root 1.245 int
1832     apply_potion (object *op, object *tmp)
1833 elmex 1.1 {
1834 root 1.245 int got_one = 0, i;
1835     object *force = 0;
1836 root 1.22
1837 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1838 root 1.112
1839 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1840 root 1.22 {
1841 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1842 elmex 1.1
1843 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1844 root 1.245 return 0;
1845 elmex 1.1 }
1846 root 1.112
1847 root 1.245 if (op->type == PLAYER)
1848 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1849 root 1.245 identify (tmp);
1850 elmex 1.1
1851 root 1.245 handle_apply_yield (tmp);
1852 elmex 1.223
1853 root 1.245 /* Potion of restoration - only for players */
1854     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1855     {
1856     object *depl;
1857     archetype *at;
1858 root 1.22
1859 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 root 1.245 {
1861     op->drain_stat ();
1862     op->update_stats ();
1863     tmp->decrease ();
1864     return 1;
1865     }
1866 root 1.22
1867 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1868 root 1.22 {
1869 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1870     return 0;
1871 root 1.22 }
1872 root 1.41
1873 root 1.245 depl = present_arch_in_ob (at, op);
1874 elmex 1.1
1875 root 1.245 if (depl)
1876     {
1877     for (i = 0; i < NUM_STATS; i++)
1878     if (depl->stats.stat (i))
1879     op->statusmsg (restore_msg[i]);
1880 root 1.208
1881 root 1.245 depl->destroy ();
1882     op->update_stats ();
1883 root 1.208 }
1884 root 1.245 else
1885     op->statusmsg ("Your potion had no effect.");
1886 root 1.208
1887 root 1.245 tmp->decrease ();
1888     return 1;
1889 elmex 1.1 }
1890    
1891 root 1.245 /* improvement potion - only for players */
1892     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1893 root 1.22 {
1894 root 1.245 for (i = 1; i < min (11, op->level); i++)
1895     {
1896 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1897 root 1.245 {
1898     if (op->contr->levhp[i] != 1)
1899     {
1900     op->contr->levhp[i] = 1;
1901     break;
1902     }
1903 elmex 1.1
1904 root 1.245 if (op->contr->levsp[i] != 1)
1905     {
1906     op->contr->levsp[i] = 1;
1907     break;
1908     }
1909 elmex 1.1
1910 root 1.245 if (op->contr->levgrace[i] != 1)
1911     {
1912     op->contr->levgrace[i] = 1;
1913     break;
1914     }
1915     }
1916     else
1917     {
1918     if (op->contr->levhp[i] < 9)
1919     {
1920     op->contr->levhp[i] = 9;
1921     break;
1922     }
1923 root 1.118
1924 root 1.245 if (op->contr->levsp[i] < 6)
1925     {
1926     op->contr->levsp[i] = 6;
1927     break;
1928     }
1929 root 1.22
1930 root 1.245 if (op->contr->levgrace[i] < 3)
1931     {
1932     op->contr->levgrace[i] = 3;
1933     break;
1934     }
1935     }
1936     }
1937 elmex 1.1
1938 root 1.245 /* Just makes checking easier */
1939     if (i < min (11, op->level))
1940     got_one = 1;
1941 elmex 1.1
1942 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1943 root 1.245 {
1944     if (got_one)
1945     {
1946     op->update_stats ();
1947     op->statusmsg ("The Gods smile upon you and remake you "
1948     "a little more in their image. "
1949     "You feel a little more perfect.", NDI_GREEN);
1950     }
1951     else
1952     op->statusmsg ("The potion had no effect - you are already perfect.");
1953     }
1954     else
1955     { /* cursed potion */
1956     if (got_one)
1957     {
1958     op->update_stats ();
1959     op->failmsg ("The Gods are angry and punish you.");
1960     }
1961     else
1962     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1963     }
1964 root 1.22
1965 root 1.245 tmp->decrease ();
1966     return 1;
1967 root 1.22 }
1968 elmex 1.1
1969 root 1.22
1970 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1971     * and heroism all fit into this category. Given the spell object code,
1972     * there is no limit to the number of spells that potions can be cast,
1973     * but direction is problematic to try and imbue fireball potions for example.
1974 root 1.22 */
1975 root 1.245 if (tmp->inv)
1976 root 1.22 {
1977 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1978 root 1.22 {
1979 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1980     create_exploding_ball_at (op, op->level);
1981 root 1.14 }
1982 root 1.22 else
1983 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1984 root 1.114
1985 root 1.245 tmp->decrease ();
1986 root 1.22
1987 root 1.245 /* if youre dead, no point in doing this... */
1988 root 1.254 if (!op->flag [FLAG_REMOVED])
1989 root 1.245 op->update_stats ();
1990 root 1.22
1991 root 1.245 return 1;
1992 root 1.22 }
1993    
1994 root 1.245 /* Deal with protection potions */
1995     force = NULL;
1996     for (i = 0; i < NROFATTACKS; i++)
1997     {
1998     if (tmp->resist[i])
1999     {
2000     if (!force)
2001     force = get_archetype (FORCE_NAME);
2002 root 1.32
2003 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
2004     force->type = POTION_EFFECT;
2005     break; /* Only need to find one protection since we copy entire batch */
2006     }
2007 root 1.22 }
2008 root 1.31
2009 root 1.245 /* This is a protection potion */
2010     if (force)
2011 root 1.22 {
2012 root 1.245 /* cursed items last longer */
2013 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
2014 root 1.245 {
2015     force->stats.food *= 10;
2016     for (i = 0; i < NROFATTACKS; i++)
2017     if (force->resist[i] > 0)
2018     force->resist[i] = -force->resist[i]; /* prot => vuln */
2019     }
2020 root 1.22
2021 root 1.245 force->speed_left = -1;
2022     force = insert_ob_in_ob (force, op);
2023 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2024     force->set_flag (FLAG_APPLIED);
2025 root 1.245 change_abil (op, force);
2026     tmp->decrease ();
2027     return 1;
2028 elmex 1.1 }
2029 root 1.22
2030 root 1.245 /* Only thing left are the stat potions */
2031     if (op->type == PLAYER)
2032     { /* only for players */
2033 root 1.254 if ((tmp->flag [FLAG_CURSED]
2034     || tmp->flag [FLAG_DAMNED])
2035 root 1.245 && tmp->value != 0)
2036 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2037 root 1.245 else
2038 root 1.254 tmp->set_flag (FLAG_APPLIED);
2039 root 1.25
2040 root 1.245 if (!change_abil (op, tmp))
2041     op->statusmsg ("Nothing happened.");
2042 elmex 1.1 }
2043    
2044 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2045     * that were grouped with the one consumed, his
2046     * stat will not be raised by them. fix_player just clears
2047     * up all the stats.
2048 root 1.22 */
2049 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2050 root 1.245 op->update_stats ();
2051     tmp->decrease ();
2052     return 1;
2053     }
2054 root 1.22
2055 root 1.245 /**
2056     * 'victim' moves onto 'trap'
2057     * 'victim' leaves 'trap'
2058     * effect is determined by move_on/move_off of trap and move_type of victime.
2059     *
2060     * originator: Player, monster or other object that caused 'victim' to move
2061     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2062     * However, some types of traps require an originator to function.
2063 elmex 1.1 */
2064 root 1.22 void
2065 root 1.245 move_apply (object *trap, object *victim, object *originator)
2066 elmex 1.1 {
2067 root 1.245 static int recursion_depth = 0;
2068    
2069 root 1.260 trap = trap->head_ ();
2070    
2071 root 1.245 /* Only exits affect DMs. */
2072 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2073 root 1.245 return;
2074 elmex 1.1
2075 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2076     * possibly unlimited recursion.
2077     */
2078 root 1.260
2079 root 1.245 /* The following was changed because it was causing perfectly correct
2080     * maps to fail. 1) it's not an error to recurse:
2081     * rune detonates, summoning monster. monster lands on nearby rune.
2082     * nearby rune detonates. This sort of recursion is expected and
2083     * proper. This code was causing needless crashes.
2084     */
2085     if (recursion_depth >= 500)
2086 root 1.22 {
2087 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2088     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2089 root 1.22 return;
2090 elmex 1.1 }
2091    
2092 root 1.245 recursion_depth++;
2093    
2094     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2095     switch (trap->type)
2096     {
2097     case PLAYERMOVER:
2098     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2099     {
2100     if (!trap->stats.maxsp)
2101     trap->stats.maxsp = 2;
2102 elmex 1.1
2103 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2104     * should be divided by trap->speed
2105     */
2106     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2107 elmex 1.1
2108 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2109     * above with some objects have zero speed, and thus the player
2110     * getting permanently paralyzed.
2111     */
2112 root 1.260 victim->speed_left = max (-50.f, victim->speed_left);
2113 root 1.245 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2114     }
2115     break;
2116 elmex 1.1
2117 root 1.245 case SPINNER:
2118     if (victim->direction)
2119     {
2120     victim->direction = absdir (victim->direction - trap->stats.sp);
2121     update_turn_face (victim);
2122     }
2123     break;
2124 elmex 1.1
2125 root 1.245 case DIRECTOR:
2126     if (victim->direction && !should_director_abort (trap, victim))
2127     {
2128     victim->direction = trap->stats.sp;
2129     update_turn_face (victim);
2130     }
2131     break;
2132 elmex 1.1
2133 root 1.245 case BUTTON:
2134     case PEDESTAL:
2135     case T_MATCH:
2136     update_button (trap, originator);
2137     break;
2138 elmex 1.1
2139 root 1.245 case ALTAR:
2140     /* sacrifice victim on trap */
2141     apply_altar (trap, victim, originator);
2142     break;
2143 elmex 1.1
2144 root 1.245 case THROWN_OBJ:
2145     if (trap->inv == NULL)
2146     break;
2147     /* fallthrough */
2148 elmex 1.1
2149 root 1.245 case ARROW:
2150     /* bad bug: monster throw a object, make a step forwards, step on object ,
2151     * trigger this here and get hit by own missile - and will be own enemy.
2152     * Victim then is his own enemy and will start to kill herself (this is
2153     * removed) but we have not synced victim and his missile. To avoid senseless
2154     * action, we avoid hits here
2155     */
2156 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2157 root 1.245 && trap->owner != victim)
2158     hit_with_arrow (trap, victim);
2159     break;
2160 root 1.22
2161 root 1.245 case SPELL_EFFECT:
2162     apply_spell_effect (trap, victim);
2163     break;
2164 root 1.99
2165 root 1.245 case TRAPDOOR:
2166     {
2167     int max, sound_was_played;
2168     object *ab, *ab_next;
2169 elmex 1.1
2170 root 1.245 if (!trap->value)
2171     {
2172     int tot;
2173 root 1.22
2174 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2175     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2176     tot += ab->head_ ()->total_weight ();
2177 root 1.37
2178 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2179     break;
2180 elmex 1.1
2181 root 1.245 SET_ANIMATION (trap, trap->value);
2182     update_object (trap, UP_OBJ_FACE);
2183     }
2184 elmex 1.1
2185 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2186     {
2187     /* need to set this up, since if we do transfer the object,
2188     * ab->above would be bogus
2189     */
2190     ab_next = ab->above;
2191 root 1.22
2192 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2193     {
2194     if (!sound_was_played)
2195     {
2196     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2197     sound_was_played = 1;
2198     }
2199 root 1.22
2200 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2201     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2202     }
2203     }
2204     break;
2205     }
2206 root 1.22
2207 root 1.245 case CONVERTER:
2208     if (convert_item (victim, trap) < 0)
2209     {
2210 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2211 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2212     }
2213 root 1.22
2214 root 1.245 break;
2215 root 1.22
2216 root 1.245 case TRIGGER_BUTTON:
2217     case TRIGGER_PEDESTAL:
2218     case TRIGGER_ALTAR:
2219     check_trigger (trap, victim, originator);
2220     break;
2221 root 1.124
2222 root 1.245 case DEEP_SWAMP:
2223     walk_on_deep_swamp (trap, victim);
2224     break;
2225 root 1.22
2226 root 1.245 case CHECK_INV:
2227     check_inv (victim, trap);
2228     break;
2229 root 1.22
2230 root 1.245 case HOLE:
2231     move_apply_hole (trap, victim);
2232     break;
2233 root 1.22
2234 root 1.245 case EXIT:
2235     if (victim->type == PLAYER && EXIT_PATH (trap))
2236     {
2237     /* Basically, don't show exits leading to random maps the
2238     * players output.
2239     */
2240     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2241     victim->statusmsg (trap->msg, NDI_NAVY);
2242 root 1.22
2243 root 1.245 trap->play_sound (trap->sound);
2244     victim->enter_exit (trap);
2245     }
2246     break;
2247 root 1.22
2248 root 1.245 case ENCOUNTER:
2249     /* may be some leftovers on this */
2250     break;
2251 root 1.22
2252 root 1.245 case SHOP_MAT:
2253     apply_shop_mat (trap, victim);
2254     break;
2255 root 1.22
2256 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2257     case IDENTIFY_ALTAR:
2258     apply_id_altar (victim, trap, originator);
2259     break;
2260 root 1.22
2261 root 1.245 case SIGN:
2262     if (victim->type != PLAYER && trap->stats.food > 0)
2263     break; /* monsters musn't apply magic_mouths with counters */
2264 root 1.22
2265 root 1.245 apply_sign (victim, trap, 1);
2266     break;
2267 root 1.22
2268 root 1.245 case CONTAINER:
2269     apply_container (victim, trap);
2270     break;
2271 root 1.22
2272 root 1.245 case RUNE:
2273     case TRAP:
2274 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2275 root 1.245 spring_trap (trap, victim);
2276     break;
2277 root 1.22
2278 root 1.245 default:
2279     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2280     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2281     break;
2282     }
2283 root 1.124
2284 root 1.245 recursion_depth--;
2285     }
2286 root 1.124
2287 root 1.245 /**
2288     * Handles reading a regular (ie not containing a spell) book.
2289     */
2290     static void
2291     apply_book (object *op, object *tmp)
2292     {
2293     int lev_diff;
2294     object *skill_ob;
2295 root 1.22
2296 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2297 root 1.245 {
2298     op->failmsg ("You are unable to read while blind!");
2299     return;
2300     }
2301 root 1.22
2302 root 1.245 if (!tmp->msg)
2303 root 1.22 {
2304 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2305 root 1.245 return;
2306     }
2307 root 1.22
2308 root 1.245 /* need a literacy skill to read stuff! */
2309     skill_ob = find_skill_by_name (op, tmp->skill);
2310     if (!skill_ob)
2311     {
2312 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2313 root 1.245 return;
2314 root 1.22 }
2315    
2316 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2317 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2318 root 1.22 {
2319 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2320     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2321     : lev_diff < 5 ? "This book is beyond your comprehension."
2322     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2323     : lev_diff < 15 ? "This book is way beyond your comprehension."
2324     : "This book is totally beyond your comprehension.");
2325     return;
2326     }
2327    
2328     // we currently don't use the message types for anything.
2329     // readable_message_type *msgType = get_readable_message_type (tmp);
2330    
2331     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2332    
2333     if (player *pl = op->contr)
2334     if (client *ns = pl->ns)
2335     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2336    
2337     /* gain xp from reading */
2338 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2339 root 1.245 { /* only if not read before */
2340     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2341 root 1.22
2342 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2343 root 1.22 {
2344 root 1.245 /*exp_gain *= 2; because they just identified it too */
2345 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2346 root 1.245
2347     if (object *pl = tmp->visible_to ())
2348     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2349 root 1.22 }
2350 root 1.245
2351     change_exp (op, exp_gain, skill_ob->skill, 0);
2352 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2353 elmex 1.1 }
2354     }
2355    
2356     /**
2357 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2358     * scroll_failure()- hacked directly from spell_failure
2359 root 1.208 */
2360     static void
2361 root 1.245 scroll_failure (object *op, int failure, int power)
2362 root 1.208 {
2363 root 1.245 if (abs (failure / 4) > power)
2364     power = abs (failure / 4); /* set minimum effect */
2365    
2366     if (failure <= -1 && failure > -15)
2367     { /* wonder */
2368     object *tmp;
2369 root 1.208
2370 root 1.245 op->failmsg ("Your spell warps!");
2371     tmp = get_archetype (SPELL_WONDER);
2372     cast_wonder (op, op, 0, tmp);
2373     tmp->destroy ();
2374     }
2375     else if (failure <= -15 && failure > -35)
2376     { /* drain mana */
2377     op->failmsg ("Your mana is drained!");
2378     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2379     if (op->stats.sp < 0)
2380     op->stats.sp = 0;
2381     }
2382     else if (settings.spell_failure_effects == TRUE)
2383 root 1.208 {
2384 root 1.245 if (failure <= -35 && failure > -60)
2385     { /* confusion */
2386     op->failmsg ("The magic recoils on you!");
2387     confuse_player (op, op, power);
2388     }
2389     else if (failure <= -60 && failure > -70)
2390     { /* paralysis */
2391     op->failmsg ("The magic recoils and paralyzes you!");
2392     paralyze_player (op, op, power);
2393     }
2394     else if (failure <= -70 && failure > -80)
2395     { /* blind */
2396     op->failmsg ("The magic recoils on you!");
2397     blind_player (op, op, power);
2398     }
2399     else if (failure <= -80)
2400     { /* blast the immediate area */
2401     object *tmp = get_archetype (LOOSE_MANA);
2402     cast_magic_storm (op, tmp, power);
2403     op->failmsg ("You unleash uncontrolled mana!");
2404     tmp->destroy ();
2405 root 1.208 }
2406     }
2407     }
2408    
2409     /**
2410 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2411     * op is the person learning the skill, tmp is the skill scroll object
2412 elmex 1.1 */
2413 root 1.22 static void
2414 root 1.245 apply_skillscroll (object *op, object *tmp)
2415 elmex 1.1 {
2416 root 1.245 switch (learn_skill (op, tmp))
2417     {
2418     case 0:
2419     op->play_sound (sound_find ("generic_fail"));
2420 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2421 root 1.245 break;
2422    
2423     case 1:
2424     tmp->decrease ();
2425     op->play_sound (sound_find ("skill_learn"));
2426     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2427     break;
2428 elmex 1.1
2429 root 1.245 default:
2430     tmp->decrease ();
2431     op->play_sound (sound_find ("generic_fail"));
2432 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2433 root 1.245 break;
2434 elmex 1.1 }
2435 root 1.245 }
2436 root 1.51
2437 root 1.245 /**
2438     * Actually makes op learn spell.
2439     * Informs player of what happens.
2440     */
2441     void
2442     do_learn_spell (object *op, object *spell, int special_prayer)
2443     {
2444     object *tmp;
2445 root 1.51
2446 root 1.245 if (op->type != PLAYER)
2447 root 1.22 {
2448 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2449 elmex 1.1 return;
2450     }
2451 root 1.51
2452 root 1.245 /* Upgrade special prayers to normal prayers */
2453     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2454 elmex 1.1 {
2455 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2456 root 1.245 {
2457     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2458     return;
2459     }
2460 root 1.22 return;
2461 elmex 1.1 }
2462    
2463 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2464    
2465     tmp = spell->clone ();
2466     insert_ob_in_ob (tmp, op);
2467    
2468     if (special_prayer)
2469 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2470 root 1.245
2471     esrv_add_spells (op->contr, tmp);
2472 elmex 1.1 }
2473    
2474 root 1.245 /**
2475     * Erases spell from player's inventory.
2476     */
2477 root 1.151 void
2478 root 1.245 do_forget_spell (object *op, const char *spell)
2479 elmex 1.1 {
2480 root 1.245 object *spob;
2481 root 1.158
2482 root 1.245 if (op->type != PLAYER)
2483 root 1.22 {
2484 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2485     return;
2486 elmex 1.1 }
2487 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2488 root 1.22 {
2489 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2490     return;
2491 elmex 1.1 }
2492 root 1.114
2493 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2494 root 1.245 esrv_remove_spell (op->contr, spob);
2495     spob->destroy ();
2496 elmex 1.1 }
2497    
2498     /**
2499 root 1.245 * Handles player applying a spellbook.
2500     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2501     * stuff like that. Random learning failure too.
2502 elmex 1.184 */
2503 root 1.245 static void
2504     apply_spellbook (object *op, object *tmp)
2505 elmex 1.184 {
2506 root 1.245 object *skop, *spell, *spell_skill;
2507    
2508 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2509 root 1.245 {
2510     op->failmsg ("You are unable to read while blind.");
2511     return;
2512     }
2513    
2514     /* artifact_spellbooks have 'slaying' field point to a spell name,
2515     * instead of having their spell stored in stats.sp. These are
2516     * legacy spellbooks
2517     */
2518     if (tmp->slaying)
2519 elmex 1.184 {
2520 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2521    
2522     if (!spell)
2523 elmex 1.184 {
2524 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2525 root 1.245 return;
2526 elmex 1.184 }
2527 root 1.245 else
2528     insert_ob_in_ob (spell, tmp);
2529 elmex 1.184
2530 root 1.245 tmp->slaying = 0;
2531 elmex 1.184 }
2532    
2533 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2534    
2535     /* need a literacy skill to learn spells. Also, having a literacy level
2536     * lower than the spell will make learning the spell more difficult */
2537     if (!skop)
2538 elmex 1.184 {
2539 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2540 root 1.245 return;
2541 elmex 1.184 }
2542    
2543 root 1.245 spell = tmp->inv;
2544 elmex 1.184
2545 root 1.245 if (!spell)
2546 elmex 1.184 {
2547 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2548     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2549     return;
2550 elmex 1.184 }
2551    
2552 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2553     if (skop->level < learn_level)
2554 elmex 1.187 {
2555 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.>",
2556     &tmp->skill, learn_level);
2557 root 1.245 return;
2558 elmex 1.187 }
2559    
2560 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2561 elmex 1.187
2562 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2563 root 1.245 identify (tmp);
2564 elmex 1.184
2565 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2566     * a lot of sense - special prayers are not found in spellbooks, and
2567     * if the player doesn't know the spell, doesn't make a lot of sense that
2568     * they would have a special prayer mark.
2569     */
2570     if (check_spell_known (op, spell->name))
2571 elmex 1.184 {
2572 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");
2573     return;
2574     }
2575 elmex 1.184
2576 root 1.245 if (spell->skill)
2577     {
2578     spell_skill = find_skill_by_name (op, spell->skill);
2579 elmex 1.184
2580 root 1.245 if (!spell_skill)
2581 elmex 1.184 {
2582 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2583 elmex 1.184 return;
2584     }
2585    
2586 root 1.245 if (spell_skill->level < spell->level)
2587 elmex 1.187 {
2588 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2589 elmex 1.187 return;
2590     }
2591 root 1.245 }
2592 elmex 1.187
2593 root 1.245 /* Logic as follows
2594     *
2595     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2596     *
2597     * 2- The learner's skill level in literacy adjusts the chance to learn
2598     * a spell.
2599     *
2600     * 3 -Automatically fail to learn if you read while confused
2601     *
2602     * Overall, chances are the same but a player will find having a high
2603     * literacy rate very useful! -b.t.
2604     */
2605 root 1.254 if (op->flag [FLAG_CONFUSED])
2606 root 1.245 {
2607     op->failmsg ("In your confused state you flub the wording of the text!");
2608     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2609 elmex 1.184 }
2610 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2611 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2612 elmex 1.184 {
2613 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2614     do_learn_spell (op, spell, 0);
2615 elmex 1.187
2616 root 1.245 /* xp gain to literacy for spell learning */
2617 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2618 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2619 elmex 1.184 }
2620     else
2621     {
2622 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2623     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2624 elmex 1.184 }
2625    
2626 root 1.245 tmp->decrease ();
2627 elmex 1.184 }
2628    
2629     /**
2630 root 1.245 * Handles applying a spell scroll.
2631 root 1.208 */
2632 root 1.245 void
2633     apply_scroll (object *op, object *tmp, int dir)
2634 root 1.208 {
2635 root 1.245 object *skop;
2636 root 1.208
2637 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2638 root 1.208 {
2639 root 1.245 op->failmsg ("You are unable to read while blind.");
2640 root 1.208 return;
2641     }
2642    
2643 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2644 root 1.208 {
2645 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2646 root 1.208 return;
2647     }
2648    
2649 root 1.245 if (op->type == PLAYER)
2650 root 1.208 {
2651 root 1.245 /* players need a literacy skill to read stuff! */
2652     int exp_gain = 0;
2653    
2654     /* hard code literacy - tmp->skill points to where the exp
2655     * should go for anything killed by the spell.
2656     */
2657 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2658 root 1.208
2659 root 1.245 if (!skop)
2660 root 1.208 {
2661 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2662 root 1.245 return;
2663 root 1.208 }
2664 root 1.245
2665     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2666     change_exp (op, exp_gain, skop->skill, 0);
2667 root 1.208 }
2668    
2669 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2670 root 1.245 identify (tmp);
2671    
2672     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2673    
2674     cast_spell (op, tmp, dir, tmp->inv, NULL);
2675     tmp->decrease ();
2676     }
2677    
2678     /**
2679     * Applies a treasure object - by default, chest. op
2680     * is the person doing the applying, tmp is the treasure
2681     * chest.
2682     */
2683     static void
2684     apply_treasure (object *op, object *tmp)
2685     {
2686     /* Nice side effect of this treasure creation method is that the treasure
2687     * for the chest is done when the chest is created, and put into the chest
2688     * inventory. So that when the chest burns up, the items still exist. Also
2689     * prevents people from moving chests to more difficult maps to get better
2690     * treasure
2691     */
2692     object *treas = tmp->inv;
2693 root 1.208
2694 root 1.245 if (!treas)
2695 root 1.208 {
2696 root 1.245 op->statusmsg ("The chest was empty.");
2697     tmp->decrease ();
2698 root 1.208 return;
2699     }
2700    
2701 root 1.245 while (tmp->inv)
2702     {
2703     treas = tmp->inv;
2704     treas->remove ();
2705    
2706     treas->x = op->x;
2707     treas->y = op->y;
2708     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2709 root 1.208
2710 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2711 root 1.245 spring_trap (treas, op);
2712 root 1.208
2713 root 1.245 /* If either player or container was destroyed, no need to do
2714     * further processing. I think this should be enclused with
2715     * spring trap above, as I don't think there is otherwise
2716     * any way for the treasure chest or player to get killed.
2717     */
2718     if (op->destroyed () || tmp->destroyed ())
2719     break;
2720     }
2721 root 1.208
2722 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2723     tmp->decrease (true);
2724 root 1.208 }
2725    
2726     /**
2727 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2728     * there is a chance for the dragon's skin to get improved.
2729 elmex 1.1 *
2730 root 1.245 * attributes:
2731     * object *op the object (dragon player) eating the flesh
2732     * object *meal the flesh item, getting chewed in dragon's mouth
2733     * return:
2734     * int 1 if eating successful, 0 if it doesn't work
2735 elmex 1.1 */
2736 root 1.235 static int
2737 root 1.245 dragon_eat_flesh (object *op, object *meal)
2738 elmex 1.1 {
2739 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2740     object *abil = NULL; /* pointer to dragon ability force */
2741     object *tmp = NULL; /* tmp. object */
2742    
2743     double chance; /* improvement-chance of one resistance type */
2744     double totalchance = 1; /* total chance of gaining one resistance */
2745     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2746     double mbonus = 0; /* monster bonus */
2747     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2748     int winners = 0; /* number of winners */
2749     int i; /* index */
2750    
2751     /* let's make sure and doublecheck the parameters */
2752     if (meal->type != FLESH || !op->is_dragon ())
2753     return 0;
2754    
2755     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2756     from the player's inventory */
2757     for (tmp = op->inv; tmp; tmp = tmp->below)
2758     if (tmp->type == FORCE)
2759     if (tmp->arch->archname == shstr_dragon_skin_force)
2760     skin = tmp;
2761     else if (tmp->arch->archname == shstr_dragon_ability_force)
2762     abil = tmp;
2763    
2764     /* if either skin or ability are missing, this is an old player
2765     which is not to be considered a dragon -> bail out */
2766     if (skin == NULL || abil == NULL)
2767     return 0;
2768    
2769     /* now start by filling stomache and health, according to food-value */
2770     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2771     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2772     else
2773     op->stats.hp += meal->stats.food / 50;
2774    
2775     min_it (op->stats.hp, op->stats.maxhp);
2776     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2777    
2778     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2779 elmex 1.1
2780 root 1.245 /* on to the interesting part: chances for adding resistance */
2781     for (i = 0; i < NROFATTACKS; i++)
2782 root 1.22 {
2783 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2784 root 1.22 {
2785 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2786 elmex 1.1
2787 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2788     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2789     if (i == abil->stats.exp)
2790     bonus += 5; /* additional bonus for resistance of ability-focus */
2791 root 1.8
2792 root 1.245 /* monster bonus increases with level, because high-level
2793     flesh is too rare */
2794     mbonus = op->level * 20. / ((double) settings.max_level);
2795 root 1.14
2796 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2797     ((double)settings.max_level)) - skin->resist[i];
2798 root 1.57
2799 root 1.245 if (chance >= 0.)
2800     chance += 1.;
2801     else
2802     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2803 root 1.14
2804 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2805     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2806 root 1.57
2807 root 1.245 /* doubled chance for resistance of ability-focus */
2808     if (i == abil->stats.exp)
2809     chance = min (100., chance * 2.);
2810 root 1.57
2811 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2812     if (rndm (10000) < (unsigned int)(chance * 100))
2813     {
2814     atnr_winner[winners] = i;
2815     winners++;
2816     }
2817 root 1.85
2818 root 1.245 if (chance >= 0.01)
2819     totalchance *= 1 - chance / 100;
2820 root 1.14
2821 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2822     }
2823     }
2824 root 1.122
2825 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2826     totalchance = 100 - totalchance * 100;
2827 root 1.14
2828 root 1.245 /* print message according to totalchance */
2829     const char *buf;
2830     if (totalchance > 50.)
2831     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2832     else if (totalchance > 10.)
2833     buf = format ("The %s tasted very good.", &meal->name);
2834     else if (totalchance > 1.)
2835     buf = format ("The %s tasted good.", &meal->name);
2836     else if (totalchance > 0.1)
2837     buf = format ("The %s tasted bland.", &meal->name);
2838     else if (totalchance >= 0.01)
2839     buf = format ("The %s had a boring taste.", &meal->name);
2840     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2841     buf = format ("The %s tasted strange.", &meal->name);
2842     else
2843     buf = format ("The %s had no taste.", &meal->name);
2844 root 1.14
2845 root 1.245 op->statusmsg (buf);
2846 root 1.14
2847 root 1.245 /* now choose a winner if we have any */
2848     i = -1;
2849     if (winners > 0)
2850     i = atnr_winner [rndm (winners)];
2851 root 1.14
2852 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2853     {
2854     /* resistance increased! */
2855     skin->resist[i]++;
2856     op->update_stats ();
2857 root 1.14
2858 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2859     }
2860 root 1.14
2861 root 1.245 /* if this flesh contains a new ability focus, we mark it
2862     into the ability_force and it will take effect on next level */
2863     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2864     {
2865     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2866 elmex 1.184
2867 root 1.245 if (meal->last_eat != abil->stats.exp)
2868     op->statusmsg (format (
2869     "Your metabolism prepares to focus on %s!\n"
2870     "The change will happen at level %d.",
2871     change_resist_msg[meal->last_eat],
2872     abil->level + 1
2873     ));
2874     else
2875     {
2876     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2877     abil->last_eat = 0;
2878     }
2879     }
2880 root 1.79
2881 root 1.245 return 1;
2882     }
2883 root 1.14
2884 root 1.245 /**
2885     * op eats food.
2886     * If player, takes care of messages and dragon special food.
2887     */
2888     static void
2889     apply_food (object *op, object *tmp)
2890     {
2891     int capacity_remaining;
2892 root 1.14
2893 root 1.245 if (op->type != PLAYER)
2894     op->stats.hp = op->stats.maxhp;
2895     else
2896     {
2897     /* check if this is a dragon (player), eating some flesh */
2898     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2899     ;
2900     else
2901     {
2902     /* usual case - no dragon meal: */
2903     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2904     {
2905     if (tmp->type == FOOD || tmp->type == FLESH)
2906     op->failmsg ("You feel full, but what a waste of food!");
2907     else
2908     op->statusmsg ("Most of the drink goes down your face not your throat!");
2909     }
2910 root 1.14
2911 root 1.245 tmp->play_sound (
2912     tmp->sound
2913     ? tmp->sound
2914     : tmp->type == DRINK
2915     ? sound_find ("eat_drink")
2916     : sound_find ("eat_food")
2917     );
2918 root 1.14
2919 root 1.254 if (!tmp->flag [FLAG_CURSED])
2920 root 1.245 {
2921     const char *buf;
2922 root 1.14
2923 root 1.245 if (!op->is_dragon ())
2924     {
2925     /* eating message for normal players */
2926     if (tmp->type == DRINK)
2927     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2928     else
2929     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2930     }
2931     else
2932     /* eating message for dragon players */
2933     buf = format ("The %s tasted terrible!", &tmp->name);
2934 root 1.14
2935 root 1.245 op->statusmsg (buf);
2936 root 1.22
2937 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2938     op->stats.food += tmp->stats.food;
2939     if (capacity_remaining < tmp->stats.food)
2940     op->stats.hp += capacity_remaining / 50;
2941     else
2942     op->stats.hp += tmp->stats.food / 50;
2943 root 1.14
2944 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2945     min_it (op->stats.food, MAX_FOOD);
2946     }
2947 elmex 1.1
2948 root 1.245 /* special food hack -b.t. */
2949 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2950 root 1.245 eat_special_food (op, tmp);
2951     }
2952     }
2953 root 1.14
2954 root 1.245 handle_apply_yield (tmp);
2955     tmp->decrease ();
2956 elmex 1.1 }
2957    
2958     /**
2959 root 1.245 * Handles applying an improve armor scroll.
2960     * Does some sanity checks, then calls improve_armour.
2961 elmex 1.1 */
2962 root 1.245 static void
2963     apply_armour_improver (object *op, object *tmp)
2964 elmex 1.1 {
2965 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2966 root 1.22 {
2967 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2968     return;
2969     }
2970 root 1.68
2971 root 1.256 object *armor = op->mark ();
2972 root 1.245
2973     if (!armor)
2974     {
2975     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2976     return;
2977     }
2978 root 1.241
2979 root 1.245 if (armor->type != ARMOUR
2980     && armor->type != CLOAK
2981     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2982     {
2983     op->failmsg ("Your marked item is not armour!\n");
2984     return;
2985 elmex 1.1 }
2986 root 1.245
2987 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2988     {
2989     op->failmsg ("You are unable to take off your armour to improve it!");
2990     return;
2991     }
2992    
2993 root 1.245 op->statusmsg ("Applying armour enchantment.");
2994     improve_armour (op, tmp, armor);
2995 elmex 1.1 }
2996    
2997 root 1.245 void
2998     apply_poison (object *op, object *tmp)
2999 elmex 1.1 {
3000 root 1.245 // need to do it now when it is still on the map
3001     handle_apply_yield (tmp);
3002 root 1.12
3003 root 1.245 object *poison = tmp->split (1);
3004 root 1.233
3005 root 1.245 if (op->type == PLAYER)
3006     {
3007     op->contr->play_sound (sound_find ("drink_poison"));
3008     op->failmsg ("Yech! That tasted poisonous!");
3009     op->contr->killer = poison;
3010     }
3011 root 1.76
3012 root 1.245 if (poison->stats.hp > 0)
3013 root 1.22 {
3014 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
3015     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
3016     }
3017    
3018     op->stats.food -= op->stats.food / 4;
3019     poison->destroy ();
3020     }
3021 root 1.233
3022 root 1.245 /**
3023     * This function will try to apply a lighter and in case no lighter
3024     * is specified it will try to find a lighter in the players inventory,
3025     * and inform him about this requirement.
3026     *
3027     * who - the player
3028     * op - the item we want to light
3029     * lighter - the lighter or 0 if a lighter has yet to be found
3030     */
3031     static object *
3032     auto_apply_lighter (object *who, object *op, object *lighter)
3033     {
3034     if (lighter == 0)
3035     {
3036     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3037     {
3038     if (tmp->type == LIGHTER)
3039     {
3040     lighter = tmp;
3041     break;
3042     }
3043     }
3044 root 1.233
3045 root 1.245 if (!lighter)
3046     {
3047 root 1.252 who->failmsgf (
3048 root 1.245 "You can't light up the %s with your bare hands! "
3049     "H<You need a lighter in your inventory, for example a flint and steel.>",
3050 root 1.252 &op->name
3051     );
3052 root 1.245 return 0;
3053     }
3054     }
3055 root 1.233
3056 root 1.245 // last_eat == 0 means the lighter is not being used up!
3057     if (lighter->last_eat && lighter->stats.food)
3058     {
3059     /* lighter gets used up */
3060     lighter = lighter->split ();
3061     lighter->stats.food--;
3062     who->insert (lighter);
3063     }
3064     else if (lighter->last_eat)
3065     {
3066     /* no charges left in lighter */
3067 root 1.252 who->failmsgf (
3068 root 1.245 "You attempt to light the %s with a used up %s.",
3069 root 1.252 &op->name, &lighter->name
3070     );
3071 root 1.245 return 0;
3072     }
3073 root 1.233
3074 root 1.245 return lighter;
3075     }
3076 root 1.96
3077 root 1.245 /**
3078     * Designed primarily to light torches/lanterns/etc.
3079     * Also burns up burnable material too. First object in the inventory is
3080     * the selected object to "burn". -b.t.
3081     */
3082     static void
3083     apply_lighter (object *who, object *lighter)
3084     {
3085     int is_player_env = 0;
3086 root 1.232
3087 root 1.256 if (object *item = who->mark ())
3088 root 1.245 {
3089     if (!auto_apply_lighter (who, item, lighter))
3090     return;
3091 root 1.76
3092 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3093     * I can't see many times when you would want to light multiple
3094     * objects at once.
3095     */
3096 root 1.14
3097 root 1.245 save_throw_object (item, AT_FIRE, who);
3098 root 1.79
3099 root 1.245 if (item->destroyed ()
3100     || ((item->type == LAMP || item->type == TORCH)
3101     && item->glow_radius > 0))
3102     who->statusmsg (format (
3103     "You light the %s with the %s.",
3104 root 1.252 &item->name, &lighter->name
3105     ));
3106 root 1.245 else
3107 root 1.252 who->failmsgf (
3108 root 1.245 "You attempt to light the %s with the %s and fail.",
3109 root 1.252 &item->name, &lighter->name
3110     );
3111 elmex 1.1 }
3112 root 1.245 else
3113     who->failmsg ("You need to mark a lightable object.");
3114 elmex 1.1 }
3115    
3116     /**
3117 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3118 elmex 1.1 */
3119 root 1.245 static void
3120     player_apply_lamp_cursed_effect (object *who, object *op)
3121 elmex 1.1 {
3122 root 1.245 if (op->level)
3123     {
3124 root 1.252 who->failmsgf (
3125 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3126 root 1.252 &op->name
3127     );
3128 root 1.245 create_exploding_ball_at (who, op->level);
3129     }
3130     else
3131     {
3132 root 1.252 who->failmsgf (
3133 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3134 root 1.252 &op->name
3135     );
3136 root 1.245 }
3137 elmex 1.1
3138 root 1.245 op->destroy ();
3139 elmex 1.1 }
3140    
3141     /**
3142 root 1.245 * Apply for players and lamps
3143     *
3144     * who - the player
3145     * op - the lamp
3146 elmex 1.1 */
3147 root 1.245 static void
3148     player_apply_lamp (object *who, object *op)
3149     {
3150     bool switch_on = op->glow_radius ? false : true;
3151 root 1.114
3152 root 1.245 if (switch_on)
3153     {
3154     object *lighter = 0;
3155    
3156     if (op->flag [FLAG_IS_LIGHTABLE]
3157     && !(lighter = auto_apply_lighter (who, op, 0)))
3158     return;
3159    
3160     if (op->stats.food < 1)
3161     {
3162     if (op->type == LAMP)
3163 root 1.252 who->failmsgf (
3164 root 1.245 "The %s is out of fuel! "
3165     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3166 root 1.252 &op->name
3167     );
3168 root 1.245 else
3169 root 1.252 who->failmsgf (
3170 root 1.245 "The %s is burnt out! "
3171     "H<Torches and similar items burn out and become worthless.>",
3172 root 1.252 &op->name
3173     );
3174 root 1.245 return;
3175     }
3176 root 1.114
3177 root 1.245 if (op->flag [FLAG_CURSED])
3178     {
3179     player_apply_lamp_cursed_effect (who, op);
3180     return;
3181     }
3182 elmex 1.1
3183 root 1.245 if (lighter)
3184     who->statusmsg (format (
3185     "You light up the %s with the %s.", &op->name, &lighter->name));
3186     else
3187     who->statusmsg (format ("You light up the %s.", &op->name));
3188     }
3189     else
3190 root 1.22 {
3191 root 1.245 if (op->flag [FLAG_CURSED])
3192 root 1.22 {
3193 root 1.245 player_apply_lamp_cursed_effect (who, op);
3194     return;
3195     }
3196 root 1.14
3197 root 1.245 if (op->type == TORCH)
3198     {
3199     if (!op->flag [FLAG_IS_LIGHTABLE])
3200 root 1.22 {
3201 root 1.245 who->statusmsg (format (
3202     "You put out the %s. "
3203     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3204     &op->name, &op->name));
3205     }
3206     else
3207     who->statusmsg (format (
3208     "You put out the %s."
3209     "H<Torches wear out if you put them out.>",
3210     &op->name));
3211     }
3212     else
3213     who->statusmsg (format ("You turn off the %s.", &op->name));
3214     }
3215 root 1.81
3216 root 1.245 apply_lamp (op, switch_on);
3217     }
3218 root 1.81
3219 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3220     {
3221     op->animation_id = a->animation_id;
3222     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3223     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3224     op->anim_speed = a->anim_speed;
3225     op->last_anim = 0;
3226     op->state = 0;
3227     op->face = a->face;
3228 root 1.81
3229 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3230     {
3231     SET_ANIMATION(op, 0);
3232     animate_object (op, op->direction);
3233     }
3234     else
3235     update_object (op, UP_OBJ_FACE);
3236 elmex 1.1 }
3237    
3238     /**
3239 root 1.245 * Apply for LAMPs and TORCHes.
3240 elmex 1.1 *
3241 root 1.245 * op - the lamp
3242     * switch_on - a flag which says whether the lamp should be switched on or off
3243 elmex 1.1 */
3244 root 1.245 void apply_lamp (object *op, bool switch_on)
3245 elmex 1.1 {
3246 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3247     op->set_speed (switch_on ? op->arch->speed : 0);
3248 root 1.22
3249 root 1.245 // torches wear out if you put them out
3250     if (op->type == TORCH && !switch_on)
3251 root 1.22 {
3252 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3253 root 1.22 {
3254 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3255     if (op->stats.food < 0)
3256     op->stats.food = 0;
3257     }
3258     else
3259     op->stats.food = 0;
3260     }
3261 elmex 1.1
3262 root 1.245 // lamps and torched get worthless when used up
3263     if (op->stats.food <= 0)
3264     op->value = 0;
3265 root 1.22
3266 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3267     // still animated ;-/
3268     if (op->other_arch)
3269     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3270 root 1.96
3271 root 1.245 if (object *pl = op->visible_to ())
3272     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3273     }
3274 root 1.78
3275 root 1.245 /**
3276     * This handles items of type 'transformer'.
3277     * Basically those items, used with a marked item, transform both items into something
3278     * else.
3279     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3280     * Change information is contained in the 'slaying' field of the marked item.
3281     * The format is as follow: transformer:[number ]yield[;transformer:...].
3282     * This way an item can be transformed in many things, and/or many objects.
3283     * The 'slaying' field for transformer is used as verb for the action.
3284     */
3285     static void
3286     apply_item_transformer (object *pl, object *transformer)
3287     {
3288     object *new_item;
3289     const char *find;
3290     char *separator;
3291     int yield;
3292     char got[MAX_BUF];
3293     int len;
3294 root 1.22
3295 root 1.245 if (!pl || !transformer)
3296     return;
3297 root 1.22
3298 root 1.256 object *marked = pl->mark ();
3299 root 1.76
3300 root 1.245 if (!marked)
3301     {
3302 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3303 root 1.245 return;
3304     }
3305 root 1.22
3306 root 1.245 if (!marked->slaying)
3307 root 1.22 {
3308 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3309 root 1.245 return;
3310     }
3311 root 1.78
3312 root 1.245 /* check whether they are compatible or not */
3313     find = strstr (&marked->slaying, transformer->arch->archname);
3314     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3315     {
3316 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3317 root 1.245 return;
3318 elmex 1.1 }
3319 root 1.76
3320 root 1.245 find += strlen (transformer->arch->archname) + 1;
3321     /* Item can be used, now find how many and what it yields */
3322     if (isdigit (*(find)))
3323 root 1.243 {
3324 root 1.245 yield = atoi (find);
3325     if (yield < 1)
3326 root 1.243 {
3327 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3328     yield = 1;
3329 root 1.243 }
3330     }
3331 root 1.245 else
3332     yield = 1;
3333 root 1.243
3334 root 1.245 while (isdigit (*find))
3335     find++;
3336 root 1.234
3337 root 1.245 while (*find == ' ')
3338     find++;
3339 root 1.233
3340 root 1.245 memset (got, 0, MAX_BUF);
3341 root 1.235
3342 root 1.245 if ((separator = (char *) strchr (find, ';')))
3343     len = separator - find;
3344     else
3345     len = strlen (find);
3346 root 1.234
3347 root 1.245 min_it (len, MAX_BUF - 1);
3348 root 1.235
3349 root 1.245 strcpy (got, find);
3350     got[len] = '\0';
3351 root 1.244
3352 root 1.245 /* Now create new item, remove used ones when required. */
3353     new_item = get_archetype (got);
3354     if (!new_item)
3355     {
3356 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3357 root 1.245 return;
3358 root 1.234 }
3359    
3360 root 1.245 new_item->nrof = yield;
3361 root 1.234
3362 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3363 root 1.233
3364 root 1.245 pl->insert (new_item);
3365     /* Eat up one item */
3366     marked->decrease ();
3367 root 1.233
3368 root 1.245 /* Eat one transformer if needed */
3369     if (transformer->stats.food)
3370     if (--transformer->stats.food == 0)
3371     transformer->decrease ();
3372 root 1.233 }
3373    
3374 elmex 1.1 /**
3375 root 1.245 * Main apply handler.
3376 elmex 1.1 *
3377 root 1.245 * Checks for unpaid items before applying.
3378 elmex 1.1 *
3379 root 1.245 * Return value is currently not used
3380 elmex 1.1 *
3381 root 1.245 * who is the object that is causing object to be applied, op is the object
3382     * being applied.
3383 elmex 1.1 *
3384 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3385     * them in this function - they are passed to apply_special
3386 elmex 1.1 */
3387 root 1.245 static bool
3388     manual_apply (object *who, object *op, int aflag)
3389 elmex 1.1 {
3390 root 1.245 op = op->head_ ();
3391 elmex 1.1
3392 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3393 root 1.22 {
3394 root 1.245 if (who->contr)
3395     {
3396     examine (who, op);
3397     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3398     return 1;
3399     }
3400     else
3401     return 0; /* monsters just skip unpaid items */
3402 elmex 1.1 }
3403    
3404 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3405     return RESULT_INT (0);
3406 root 1.249 else if (apply_types_inv_only [op->type])
3407 root 1.245 {
3408     // special item, using slot system, needs to be in inv
3409     if (op->env == who)
3410     return apply_special (who, op, aflag);
3411 elmex 1.1
3412 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));
3413 root 1.245 }
3414 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3415 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3416 root 1.249 else if (apply_types [op->type])
3417 root 1.22 {
3418 root 1.245 // ordinary stuff, may be on the floor
3419     switch (op->type)
3420     {
3421     case T_HANDLE:
3422     who->play_sound (sound_find ("turn_handle"));
3423     who->statusmsg ("You turn the handle.");
3424     op->value = op->value ? 0 : 1;
3425     SET_ANIMATION (op, op->value);
3426     update_object (op, UP_OBJ_FACE);
3427     push_button (op, who);
3428     break;
3429    
3430     case TRIGGER:
3431     if (check_trigger (op, who, who))
3432     {
3433     who->statusmsg ("You turn the handle.");
3434     who->play_sound (sound_find ("turn_handle"));
3435     }
3436     else
3437     who->failmsg ("The handle doesn't move.");
3438    
3439     break;
3440    
3441     case EXIT:
3442     if (!EXIT_PATH (op))
3443 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));
3444 root 1.245 else
3445     {
3446     /* Don't display messages for random maps. */
3447     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3448     who->statusmsg (op->msg, NDI_NAVY);
3449    
3450     who->enter_exit (op);
3451     }
3452    
3453     break;
3454    
3455     case INSCRIBABLE:
3456     who->statusmsg (op->msg);
3457     // maybe show a spell menu to chose from or something like that
3458     break;
3459    
3460     case SIGN:
3461     apply_sign (who, op, 0);
3462     break;
3463    
3464     case BOOK:
3465     apply_book (who, op);
3466     break;
3467    
3468     case SKILLSCROLL:
3469     apply_skillscroll (who, op);
3470     break;
3471 root 1.22
3472 root 1.245 case SPELLBOOK:
3473     apply_spellbook (who, op);
3474     break;
3475 root 1.78
3476 root 1.245 case SCROLL:
3477     apply_scroll (who, op, 0);
3478     break;
3479 elmex 1.1
3480 root 1.245 case POTION:
3481     apply_potion (who, op);
3482     break;
3483 root 1.104
3484 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3485     //TODO: remove, as it is unsed?
3486     case CLOSE_CON:
3487     apply_container (who, op->env);
3488     break;
3489 root 1.78
3490 root 1.245 case CONTAINER:
3491     apply_container (who, op);
3492     break;
3493 root 1.55
3494 root 1.245 case TREASURE:
3495     apply_treasure (who, op);
3496     break;
3497 root 1.78
3498 root 1.245 case LAMP:
3499     case TORCH:
3500     player_apply_lamp (who, op);
3501     break;
3502 root 1.22
3503 root 1.245 case DRINK:
3504     case FOOD:
3505     case FLESH:
3506     apply_food (who, op);
3507     break;
3508 elmex 1.1
3509 root 1.245 case POISON:
3510     apply_poison (who, op);
3511     break;
3512 root 1.233
3513 root 1.245 case SAVEBED:
3514     break;
3515 root 1.22
3516 root 1.245 case ARMOUR_IMPROVER:
3517     apply_armour_improver (who, op);
3518     break;
3519 root 1.22
3520 root 1.245 case WEAPON_IMPROVER:
3521     check_improve_weapon (who, op);
3522     break;
3523 root 1.65
3524 root 1.245 case CLOCK:
3525     {
3526     timeofday_t tod;
3527 root 1.233
3528 root 1.245 get_tod (&tod);
3529     who->play_sound (sound_find ("sound_clock"));
3530     who->statusmsg (format (
3531     "It is %d minute%s past %d o'clock %s",
3532     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3533     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3534     ));
3535     }
3536     break;
3537 root 1.78
3538 root 1.245 case MENU:
3539     shop_listing (op, who);
3540     break;
3541 root 1.14
3542 root 1.245 case POWER_CRYSTAL:
3543     apply_power_crystal (who, op); /* see egoitem.c */
3544     break;
3545 root 1.76
3546 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3547     apply_lighter (who, op);
3548     break;
3549 root 1.96
3550 root 1.245 case ITEM_TRANSFORMER:
3551     apply_item_transformer (who, op);
3552     break;
3553     }
3554 root 1.238
3555 root 1.245 return 1;
3556     }
3557     else
3558     {
3559     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3560     return 0;
3561     }
3562     }
3563 root 1.238
3564 root 1.245 /**
3565     * player_apply_below attempts to apply the object 'below' the player.
3566     * If the player has an open container, we use that for below, otherwise
3567     * we use the ground.
3568     */
3569     void
3570     player_apply_below (object *pl)
3571     {
3572     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3573 root 1.238
3574 root 1.245 /* If using a container, set the starting item to be the top
3575     * item in the container. Otherwise, use the map.
3576     */
3577 root 1.241
3578 root 1.245 // first try to apply "applyables"
3579     for (object *tmp = top; tmp; tmp = tmp->below)
3580 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3581 root 1.245 {
3582     // If it is visible, player can apply it.
3583     pl->apply (tmp);
3584     return;
3585     }
3586 root 1.76
3587 root 1.245 while (top && top->invisible)
3588     top = top->below;
3589 root 1.76
3590 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3591     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3592     "H<There is nothing here that you can apply.>");
3593     else
3594     // next, try to explain the topmost object
3595     switch (top->type)
3596     {
3597     // TODO: all this should move to examine
3598     case ALTAR:
3599     case IDENTIFY_ALTAR:
3600 root 1.247 case TRIGGER_ALTAR:
3601 root 1.245 case CONVERTER:
3602 root 1.247 //case TRIGGER_PEDESTAL:
3603 root 1.252 pl->failmsgf (
3604 root 1.245 "You see no obvious mechanism on the %s."
3605     "H<You have to drop one or more specific items here.>",
3606     query_short_name (top)
3607 root 1.252 );
3608 root 1.245 break;
3609 root 1.22
3610 root 1.245 case BUTTON:
3611 root 1.247 case TRIGGER_BUTTON:
3612 root 1.252 pl->failmsgf (
3613 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3614     "H<You must put enough items here to activate it.>",
3615     query_short_name (top)
3616 root 1.252 );
3617 root 1.245 break;
3618 root 1.233
3619 root 1.245 default:
3620     examine (pl, top);
3621     break;
3622     }
3623     }
3624 root 1.76
3625 root 1.245 // saner interface, returns successful status
3626     bool
3627     object::apply (object *ob, int aflags)
3628     {
3629     if (!ob) // simplifies a lot of callers
3630     return true;
3631 root 1.233
3632 root 1.245 if (contr)
3633     {
3634     if (!ob->env && (move_type & MOVE_FLYING))
3635     {
3636     /* player is flying and applying object not in inventory */
3637     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3638     {
3639     failmsg ("But you are floating high above the ground! "
3640     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3641     "or waiting till the levitation effect wears off.>");
3642     return 0;
3643     }
3644     }
3645 root 1.76
3646 root 1.245 contr->last_used = ob;
3647     }
3648 root 1.78
3649 root 1.245 bool want_apply =
3650     aflags & AP_APPLY ? true
3651     : aflags & AP_UNAPPLY ? false
3652     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3653 root 1.80
3654 root 1.245 object_ptr *slot = 0;
3655 root 1.22
3656 root 1.245 // detect the slot, if this is a player
3657     if (contr && !(aflags & AP_NO_SLOT))
3658     {
3659     object *oslot;
3660 root 1.76
3661 root 1.245 switch (ob->type)
3662     {
3663     case WEAPON:
3664     slot = &contr->combat_ob;
3665     oslot = contr->ranged_ob;
3666     break;
3667 root 1.233
3668 root 1.264 case RANGED:
3669 root 1.245 case BOW:
3670     case SPELL:
3671     case WAND:
3672     case ROD:
3673     case HORN:
3674     case BUILDER:
3675     slot = &contr->ranged_ob;
3676     oslot = contr->combat_ob;
3677     break;
3678 root 1.232
3679 root 1.245 // oh, the humanity
3680     case SKILL:
3681     if (aflags & AP_NO_SLOT)
3682     break;
3683 root 1.76
3684 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3685     break;
3686 elmex 1.1
3687 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3688     {
3689     slot = &contr->combat_ob;
3690     oslot = contr->ranged_ob;
3691     }
3692     else if (skill_flags [ob->subtype] & SF_RANGED)
3693     {
3694     slot = &contr->ranged_ob;
3695     oslot = contr->combat_ob;
3696     }
3697 elmex 1.1
3698 root 1.245 break;
3699     }
3700 root 1.22
3701 root 1.245 // now handle slot exclusions
3702     if (slot)
3703     {
3704     // only one slot can be active
3705     if (want_apply)
3706     {
3707     // clear slot unless we are in it already
3708     if (*slot != ob)
3709     apply (*slot, AP_UNAPPLY);
3710 elmex 1.1
3711 root 1.245 // unapply other slot, because we want to become active
3712     apply (oslot, AP_UNAPPLY);
3713     }
3714 elmex 1.1
3715 root 1.245 // clear item from slot if applied
3716     if (!want_apply && current_weapon == ob)
3717     current_weapon = 0;
3718     }
3719     }
3720 elmex 1.1
3721 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3722     manual_apply (this, ob, aflags);
3723 root 1.22
3724 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3725     return false;
3726 root 1.76
3727 root 1.245 if (slot && want_apply)
3728     current_weapon = *slot = ob;
3729 root 1.76
3730 root 1.245 return true;
3731 elmex 1.1 }
3732    
3733     /**
3734     * Map was just loaded, handle op's initialisation.
3735     *
3736     * Generates shop floor's item, and treasures.
3737     */
3738 root 1.22 int
3739     auto_apply (object *op)
3740     {
3741     object *tmp = NULL, *tmp2;
3742     int i;
3743 elmex 1.1
3744 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3745 elmex 1.163
3746 root 1.22 switch (op->type)
3747     {
3748 root 1.24 case SHOP_FLOOR:
3749 root 1.42 if (!op->has_random_items ())
3750 root 1.24 return 0;
3751 root 1.38
3752 root 1.24 do
3753     {
3754     i = 10; /* let's give it 10 tries */
3755     while ((tmp = generate_treasure (op->randomitems,
3756 root 1.164 op->stats.exp
3757     ? (int) op->stats.exp
3758     : max (op->map->difficulty, 5)))
3759     == NULL && --i);
3760    
3761 root 1.24 if (tmp == NULL)
3762     return 0;
3763 root 1.164
3764 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3765 root 1.24 {
3766 root 1.172 tmp->destroy ();
3767 root 1.24 tmp = NULL;
3768     }
3769     }
3770     while (!tmp);
3771 root 1.38
3772 root 1.24 tmp->x = op->x;
3773     tmp->y = op->y;
3774 root 1.254 tmp->set_flag (FLAG_UNPAID);
3775 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3776     identify (tmp);
3777     break;
3778 root 1.14
3779 root 1.24 case TREASURE:
3780 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3781 root 1.24 return 0;
3782 root 1.37
3783 root 1.67 while (op->stats.hp-- > 0)
3784 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3785     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3786    
3787     /* If we generated an object and put it in this object inventory,
3788     * move it to the parent object as the current object is about
3789     * to disappear. An example of this item is the random_* stuff
3790     * that is put inside other objects.
3791     */
3792 root 1.171 if (op->env)
3793     while (op->inv)
3794     op->env->insert (op->inv);
3795 root 1.37
3796 root 1.172 op->destroy ();
3797 root 1.24 break;
3798 elmex 1.1 }
3799 root 1.164
3800     return !!tmp;
3801 elmex 1.1 }
3802    
3803     /**
3804 root 1.68 * fix_auto_apply goes through the entire map every time a map
3805     * is loaded or swapped in and performs special actions for
3806 elmex 1.1 * certain objects (most initialization of chests and creation of
3807     * treasures and stuff). Calls auto_apply if appropriate.
3808     */
3809 root 1.20 void
3810 root 1.55 maptile::fix_auto_apply ()
3811 root 1.20 {
3812 root 1.55 if (!spaces)
3813 root 1.20 return;
3814    
3815 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816     for (object *tmp = ms->bot; tmp; )
3817     {
3818     object *above = tmp->above;
3819 root 1.20
3820 root 1.55 if (tmp->inv)
3821     {
3822     object *invtmp, *invnext;
3823 elmex 1.1
3824 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3825 root 1.55 {
3826     invnext = invtmp->below;
3827 root 1.14
3828 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3829 root 1.55 auto_apply (invtmp);
3830     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3831     {
3832 root 1.164 while (invtmp->stats.hp-- > 0)
3833 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3834    
3835     invtmp->randomitems = NULL;
3836     }
3837     else if (invtmp && invtmp->arch
3838     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3839     {
3840     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3841     /* Need to clear this so that we never try to create
3842     * treasure again for this object
3843     */
3844     invtmp->randomitems = NULL;
3845     }
3846     }
3847 root 1.214
3848 root 1.55 /* This is really temporary - the code at the bottom will
3849     * also set randomitems to null. The problem is there are bunches
3850     * of maps/players already out there with items that have spells
3851     * which haven't had the randomitems set to null yet.
3852     * MSW 2004-05-13
3853     *
3854     * And if it's a spellbook, it's better to set randomitems to NULL too,
3855     * else you get two spells in the book ^_-
3856     * Ryo 2004-08-16
3857     */
3858     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3859     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3860     tmp->randomitems = NULL;
3861     }
3862 root 1.20
3863 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3864 root 1.55 auto_apply (tmp);
3865     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3866     {
3867     while ((tmp->stats.hp--) > 0)
3868     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3869     tmp->randomitems = NULL;
3870     }
3871     else if (tmp->type == TIMED_GATE)
3872     {
3873     object *head = tmp->head != NULL ? tmp->head : tmp;
3874    
3875 root 1.254 if (head->flag [FLAG_IS_LINKED])
3876 root 1.55 tmp->set_speed (0);
3877     }
3878     /* This function can be called everytime a map is loaded, even when
3879     * swapping back in. As such, we don't want to create the treasure
3880     * over and ove again, so after we generate the treasure, blank out
3881     * randomitems so if it is swapped in again, it won't make anything.
3882     * This is a problem for the above objects, because they have counters
3883     * which say how many times to make the treasure.
3884     */
3885     else if (tmp && tmp->arch && tmp->type != PLAYER
3886     && tmp->type != TREASURE && tmp->type != SPELL
3887     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3888     {
3889     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3890     tmp->randomitems = NULL;
3891     }
3892 root 1.78
3893 root 1.68 // close all containers
3894     else if (tmp->type == CONTAINER)
3895     tmp->flag [FLAG_APPLIED] = 0;
3896 root 1.22
3897 root 1.55 tmp = above;
3898     }
3899 elmex 1.1
3900 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3901     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3902     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3903 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3904 elmex 1.1 }
3905    
3906     /**
3907     * Handles player eating food that temporarily changes status (resistances, stats).
3908     * This used to call cast_change_attr(), but
3909     * that doesn't work with the new spell code. Since we know what
3910     * the food changes, just grab a force and use that instead.
3911     */
3912 root 1.22 void
3913     eat_special_food (object *who, object *food)
3914     {
3915     object *force;
3916     int i, did_one = 0;
3917    
3918 sf-marcmagus 1.199 char buf[64];
3919     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3920     shstr key (buf);
3921 root 1.22
3922 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3923     int duration = TIME2TICK (food->stats.food);
3924 elmex 1.1
3925 sf-marcmagus 1.199 if (force = who->force_find (key))
3926 root 1.22 {
3927 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3928 root 1.22 {
3929 sf-marcmagus 1.199 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3930     force->force_set_timer (duration);
3931 root 1.22 }
3932 sf-marcmagus 1.199 else
3933     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3934    
3935     return;
3936 root 1.22 }
3937 sf-marcmagus 1.199 else
3938     {
3939     force = who->force_add (key, duration);
3940     force->name = key;
3941 elmex 1.47
3942 sf-marcmagus 1.199 /* check if the food affects a stat */
3943     for (i = 0; i < NUM_STATS; i++)
3944     if (sint8 k = food->stats.stat (i))
3945     {
3946     force->stats.stat (i) = k;
3947     did_one = 1;
3948     }
3949    
3950     /* check if we can protect the eater */
3951     for (i = 0; i < NROFATTACKS; i++)
3952     {
3953     if (food->resist[i] > 0)
3954     {
3955     force->resist[i] = food->resist[i];
3956     did_one = 1;
3957     }
3958     }
3959    
3960     if (did_one)
3961     {
3962     new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3963    
3964     /* make the force take effect and report effects to user */
3965     change_abil (who, force);
3966     }
3967     else
3968     force->destroy ();
3969 root 1.22 }
3970    
3971     /* check for hp, sp change */
3972     if (food->stats.hp != 0)
3973     {
3974 root 1.254 if (food->flag [FLAG_CURSED])
3975 root 1.22 {
3976 root 1.151 who->contr->killer = food;
3977 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3978 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3979 root 1.22 }
3980     else
3981     {
3982     if (food->stats.hp > 0)
3983 root 1.125 who->statusmsg ("You begin to feel better.");
3984 root 1.22 else
3985 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3986    
3987 root 1.22 who->stats.hp += food->stats.hp;
3988     }
3989     }
3990 root 1.151
3991 root 1.22 if (food->stats.sp != 0)
3992     {
3993 root 1.254 if (food->flag [FLAG_CURSED])
3994 root 1.22 {
3995 root 1.125 who->failmsg ("You are drained of mana!");
3996 root 1.22 who->stats.sp -= food->stats.sp;
3997     if (who->stats.sp < 0)
3998     who->stats.sp = 0;
3999     }
4000     else
4001     {
4002 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
4003 root 1.22 who->stats.sp += food->stats.sp;
4004     /* place limit on max sp from food? */
4005     }
4006 elmex 1.1 }
4007 root 1.125
4008 root 1.51 who->update_stats ();
4009 elmex 1.1 }
4010    
4011 root 1.22 void
4012     apply_changes_to_player (object *pl, object *change)
4013     {
4014     int excess_stat = 0; /* if the stat goes over the maximum
4015     for the race, put the excess stat some
4016     where else. */
4017 elmex 1.1
4018 root 1.22 switch (change->type)
4019     {
4020 root 1.24 case CLASS:
4021     {
4022     living *stats = &(pl->contr->orig_stats);
4023     living *ns = &(change->stats);
4024     object *walk;
4025     int flag_change_face = 1;
4026    
4027     /* the following code assigns stats up to the stat max
4028     * for the race, and if the stat max is exceeded,
4029     * tries to randomly reassign the excess stat
4030     */
4031     int i, j;
4032 root 1.22
4033 root 1.24 for (i = 0; i < NUM_STATS; i++)
4034     {
4035 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4036 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4037 root 1.22
4038 root 1.24 if (stat > 20 + race_bonus)
4039     {
4040     excess_stat++;
4041     stat = 20 + race_bonus;
4042     }
4043 root 1.91
4044     stats->stat (i) = stat;
4045 root 1.24 }
4046 elmex 1.1
4047 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4048     { /* try 100 times to assign excess stats */
4049     int i = rndm (0, 6);
4050    
4051     if (i == CHA)
4052     continue; /* exclude cha from this */
4053 root 1.91
4054     int stat = stats->stat (i);
4055 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4056 root 1.24 if (stat < 20 + race_bonus)
4057     {
4058     change_attr_value (stats, i, 1);
4059     excess_stat--;
4060     }
4061     }
4062 root 1.14
4063 root 1.24 /* insert the randomitems from the change's treasurelist into
4064     * the player ref: player.c
4065     */
4066 root 1.182 if (change->randomitems)
4067 root 1.24 give_initial_items (pl, change->randomitems);
4068 root 1.14
4069 root 1.24 /* set up the face, for some races. */
4070 root 1.14
4071 root 1.24 /* first, look for the force object banning
4072     * changing the face. Certain races never change face with class.
4073     */
4074 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4075     if (walk->name == shstr_NOCLASSFACECHANGE)
4076 root 1.24 flag_change_face = 0;
4077 root 1.14
4078 root 1.24 if (flag_change_face)
4079     {
4080 root 1.157 pl->face = change->face;
4081     pl->animation_id = change->animation_id;
4082     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4083 root 1.24 }
4084 root 1.14
4085 root 1.24 /* check the special case of can't use weapons */
4086 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4087 root 1.182 if (change->name == shstr_monk)
4088 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4089 root 1.14
4090 root 1.24 break;
4091     }
4092 elmex 1.1 }
4093     }
4094