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Revision: 1.266
Committed: Tue May 25 02:49:11 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.265: +2 -1 lines
Log Message:
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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 root 1.266 item->insert_at (converter, 0, INS_NO_WALK_ON);
696    
697 root 1.245 return 1;
698 elmex 1.1 }
699    
700     /**
701 root 1.245 * Handle apply on containers.
702     * By Eneq(@csd.uu.se).
703     * Moved to own function and added many features [Tero.Haatanen@lut.fi]
704     * added the alchemical cauldron to the code -b.t.
705 elmex 1.1 */
706 root 1.209 static int
707 root 1.245 apply_container (object *op, object *sack)
708 elmex 1.1 {
709 root 1.245 if (op->type != PLAYER || !op->contr->ns)
710     return 0; /* This might change */
711 elmex 1.1
712 root 1.245 if (!sack || sack->type != CONTAINER)
713 root 1.22 {
714 root 1.245 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
715 elmex 1.1 return 0;
716     }
717 root 1.77
718 root 1.245 op->contr->last_used = 0;
719 root 1.162
720 root 1.245 if (sack->env && sack->env != op)
721 root 1.22 {
722 root 1.245 op->failmsg ("You must put it onto the floor or into your inventory first.");
723     return 1;
724 elmex 1.1 }
725 root 1.77
726 root 1.245 // already applied == open on ground, or open in inv, or active in inv
727     if (sack->flag [FLAG_APPLIED])
728 root 1.22 {
729 root 1.245 if (op->container_ () == sack)
730     {
731     // open on ground or inv, so close
732     op->close_container ();
733     return 1;
734     }
735     else if (!sack->env)
736     {
737 root 1.262 // active on floor, but not ours: some other player has opened it
738     // normally this only happens to dms standing on the same space.
739     // but it doesn't hurt to handle it.
740 root 1.252 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
741 root 1.245 return 1;
742     }
743     }
744    
745     // it's locked?
746     if (sack->slaying)
747     {
748     if (object *tmp = find_key (op, op, sack))
749 root 1.262 {
750     op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
751     }
752 root 1.245 else
753     {
754 root 1.262 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
755     esrv_update_item (UPD_FLAGS, op, sack);
756 root 1.245 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
757     return 1;
758     }
759 elmex 1.1 }
760 root 1.77
761 root 1.262 if (sack->env && !sack->flag [FLAG_APPLIED])
762     {
763     // it is in our env, so activate it, do not open yet
764     op->close_container ();
765     sack->flag [FLAG_APPLIED] = true;
766     esrv_update_item (UPD_FLAGS, op, sack);
767     op->statusmsg (format ("You ready %s.", query_name (sack)));
768     }
769     else
770     op->open_container (sack);
771 root 1.123
772 root 1.22 return 1;
773 elmex 1.1 }
774    
775     /**
776 root 1.245 * Handles dropping things on altar.
777     * Returns true if sacrifice was accepted.
778 elmex 1.1 */
779 root 1.210 static int
780 root 1.245 apply_altar (object *altar, object *sacrifice, object *originator)
781 elmex 1.1 {
782 root 1.245 /* Only players can make sacrifices on spell casting altars. */
783     if (altar->inv && (!originator || originator->type != PLAYER))
784     return 0;
785 elmex 1.1
786 root 1.245 if (operate_altar (altar, &sacrifice, originator))
787 root 1.22 {
788 root 1.245 /* Simple check. Unfortunately, it means you can't cast magic bullet
789     * with an altar. We call it a Potion - altars are stationary - it
790     * is up to map designers to use them properly.
791     */
792     if (altar->inv && altar->inv->type == SPELL)
793     {
794     originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
795     cast_spell (originator, altar, 0, altar->inv, NULL);
796     /* If it is connected, push the button. Fixes some problems with
797     * old maps.
798     */
799 root 1.139
800 root 1.245 /* push_button (altar);*/
801 elmex 1.1 }
802 root 1.245 else
803 elmex 1.1 {
804 root 1.245 altar->value = 1; /* works only once */
805     push_button (altar, originator);
806 elmex 1.1 }
807    
808 root 1.245 return !sacrifice;
809 root 1.22 }
810     else
811 root 1.245 return 0;
812 elmex 1.1 }
813    
814 root 1.245 /**
815     * Handles 'movement' of shop mats.
816     * Returns 1 if 'op' was destroyed, 0 if not.
817     * Largely re-written to not use nearly as many gotos, plus
818     * some of this code just looked plain out of date.
819     * MSW 2001-08-29
820 elmex 1.1 */
821 elmex 1.195 int
822 root 1.245 apply_shop_mat (object *shop_mat, object *op)
823 root 1.22 {
824 root 1.245 int rv = 0;
825     double opinion;
826     object *tmp, *next;
827    
828 root 1.254 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
829 root 1.22
830 root 1.245 bool has_unpaid = false;
831 elmex 1.213
832 root 1.245 // quite inefficient to do this here twice, but the api doesn't lend itself to
833     // a quick and small change :(
834     for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
835     if (item->flag [FLAG_UNPAID])
836     {
837     has_unpaid = true;
838     break;
839     }
840 root 1.142
841 root 1.245 if (!op->is_player ())
842 root 1.22 {
843 root 1.245 /* Remove all the unpaid objects that may be carried here.
844     * This could be pets or monsters that are somehow in
845     * the shop.
846     */
847     for (tmp = op->inv; tmp; tmp = next)
848     {
849     next = tmp->below;
850    
851 root 1.254 if (tmp->flag [FLAG_UNPAID])
852 root 1.245 {
853     int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
854    
855     if (i >= 0)
856     tmp->move (i);
857     }
858     }
859 root 1.22
860 root 1.245 /* Don't teleport things like spell effects */
861 root 1.254 if (op->flag [FLAG_NO_PICK])
862 root 1.22 return 0;
863 root 1.121
864 root 1.245 /* unpaid objects, or non living objects, can't transfer by
865     * shop mats. Instead, put it on a nearby space.
866     */
867 root 1.254 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
868 root 1.245 {
869     /* Somebody dropped an unpaid item, just move to an adjacent place. */
870     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
871 root 1.121
872 root 1.245 if (i != -1)
873     rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
874 root 1.121
875 root 1.245 return 0;
876     }
877 elmex 1.1
878 root 1.245 /* Removed code that checked for multipart objects - it appears that
879     * the teleport function should be able to handle this just fine.
880     */
881     rv = teleport (shop_mat, SHOP_MAT, op);
882 root 1.22 }
883 root 1.245 else if (can_pay (op) && get_payment (op))
884 root 1.22 {
885 root 1.245 /* this is only used for players */
886     rv = teleport (shop_mat, SHOP_MAT, op);
887 elmex 1.1
888 root 1.245 if (has_unpaid)
889     op->contr->play_sound (sound_find ("shop_buy"));
890     else if (op->is_in_shop ())
891     op->contr->play_sound (sound_find ("shop_enter"));
892     else
893     op->contr->play_sound (sound_find ("shop_leave"));
894 root 1.121
895 root 1.245 if (shop_mat->msg)
896     op->statusmsg (shop_mat->msg);
897     /* This check below is a bit simplistic - generally it should be correct,
898     * but there is never a guarantee that the bottom space on the map is
899     * actually the shop floor.
900     */
901     else if (!rv && !op->is_in_shop ())
902 root 1.22 {
903 root 1.245 opinion = shopkeeper_approval (op->map, op);
904    
905     op->statusmsg (
906     opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
907     : opinion >= 0.75 ? "The shopkeeper waves to you."
908     : opinion >= 0.50 ? "The shopkeeper ignores you."
909     : "The shopkeeper glares at you with contempt."
910     );
911 root 1.22 }
912     }
913 root 1.245 else
914 root 1.22 {
915 root 1.245 /* if we get here, a player tried to leave a shop but was not able
916     * to afford the items he has. We try to move the player so that
917     * they are not on the mat anymore
918     */
919     int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
920 root 1.22
921 root 1.245 if (i == -1)
922     LOG (llevError, "Internal shop-mat problem.\n");
923     else
924 root 1.22 {
925 root 1.245 op->remove ();
926     op->x += freearr_x[i];
927     op->y += freearr_y[i];
928     rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
929 root 1.22 }
930     }
931    
932 root 1.254 op->clr_flag (FLAG_NO_APPLY);
933 root 1.245 return rv;
934 elmex 1.1 }
935 root 1.22
936 elmex 1.1 /**
937 root 1.245 * Handles applying a sign.
938 elmex 1.1 */
939 root 1.245 static void
940     apply_sign (object *op, object *sign, int autoapply)
941 elmex 1.1 {
942 root 1.245 if (!op->is_player())
943     return;
944 elmex 1.1
945 root 1.245 if (sign->has_dialogue ())
946 root 1.22 {
947 root 1.245 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
948     return;
949 elmex 1.1 }
950 root 1.40
951 root 1.245 if (!sign->msg)
952 root 1.22 {
953 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"),
954     format ("T<%s>\n\n Nothing %sis written on it.",
955     &sign->name,
956     sign->name == sign->arch->name ? "" : "else "));
957     return;
958 elmex 1.1 }
959    
960 root 1.245 if (sign->stats.food)
961 root 1.22 {
962 root 1.245 if (sign->last_eat >= sign->stats.food)
963 root 1.22 {
964 root 1.245 if (!sign->move_on)
965     op->failmsg ("You cannot read it anymore.");
966    
967     return;
968 root 1.14 }
969 root 1.22
970 root 1.254 if (!op->flag [FLAG_WIZPASS])
971 root 1.245 sign->last_eat++;
972 elmex 1.1 }
973    
974 root 1.245 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
975     * No way to know for sure. The presumption is basically that if
976     * move_on is zero, it needs to be manually applied (doesn't talk
977     * to us).
978     */
979 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
980 root 1.68 {
981 root 1.245 op->failmsg ("You are unable to read while blind!");
982     return;
983 elmex 1.1 }
984    
985 root 1.245 if (op->contr)
986     if (client *ns = op->contr->ns)
987     {
988     if (sign->sound)
989     ns->play_sound (sign->sound);
990     else if (autoapply)
991     ns->play_sound (sound_find ("msg_voice"));
992 elmex 1.1
993 root 1.245 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
994     }
995 elmex 1.1 }
996    
997 root 1.245 static void
998     move_apply_hole (object *trap, object *victim)
999 elmex 1.1 {
1000 root 1.245 /* Hole not open? */
1001     if (trap->stats.wc > 0)
1002     return;
1003    
1004     /* Is this a multipart monster and not the head? If so, return.
1005     * Processing will happen if the head runs into the pit
1006     */
1007     if (victim->head)
1008     return;
1009    
1010     // now find all possible locations and randomly pick one
1011     int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1012     trap->range >= 3 ? SIZEOFFREE3 + 1
1013     : trap->range >= 2 ? SIZEOFFREE2 + 1
1014     : trap->range >= 1 ? SIZEOFFREE1 + 1
1015     : SIZEOFFREE0 + 1);
1016 root 1.22
1017 root 1.245 if (dir < 0)
1018     return;
1019 elmex 1.1
1020 root 1.245 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1021     victim->statusmsg ("You fall through the hole!", NDI_RED);
1022 root 1.26
1023 root 1.245 transfer_ob (victim,
1024     EXIT_X (trap) + freearr_x[dir],
1025     EXIT_Y (trap) + freearr_y[dir],
1026     0, victim);
1027 elmex 1.1 }
1028    
1029     /**
1030 root 1.245 * Unapplies specified item.
1031     * No check done on cursed/damned.
1032     * Break this out of apply_special - this is just done
1033     * to keep the size of apply_special to a more managable size.
1034 elmex 1.1 */
1035 root 1.245 static bool
1036     unapply_special (object *who, object *op, int aflags)
1037 elmex 1.1 {
1038 root 1.245 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1039     || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
1040     return RESULT_INT (0);
1041 elmex 1.1
1042 root 1.245 if (who->current_weapon == op)
1043     who->current_weapon = 0;
1044 elmex 1.1
1045 root 1.245 op->flag [FLAG_APPLIED] = false;
1046 root 1.121
1047 root 1.245 switch (op->type)
1048     {
1049     case SKILL:
1050     if (player *pl = who->contr)
1051     if (op->invisible)
1052     pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053     else
1054     pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055    
1056     change_abil (who, op);
1057     who->flag [FLAG_READY_SKILL] = false;
1058 root 1.121 break;
1059    
1060 root 1.245 case WEAPON:
1061     who->statusmsg (format ("You unwield %s.", query_name (op)));
1062     change_abil (who, op);
1063     who->flag [FLAG_READY_WEAPON] = false;
1064    
1065     // unapplying a weapon or skill tool should also unapply the skill it governs
1066     // but this is hard, as it shouldn't do so when the skill can
1067     // be used for other reasons
1068 root 1.263 //TODO: really?
1069 root 1.245 if (who->chosen_skill)
1070     if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1071 root 1.263 unapply_special (who, who->chosen_skill, 0);
1072 root 1.25
1073 root 1.245 break;
1074 root 1.14
1075 root 1.264 case RANGED:
1076 root 1.245 case BOW:
1077     case WAND:
1078     case ROD:
1079     case HORN:
1080     if (player *pl = who->contr)
1081     {
1082     who->statusmsg (format ("You unready %s.", query_name (op)));
1083     change_abil (who, op);
1084     }
1085     else
1086     {
1087     if (op->type == BOW)
1088     op->flag [FLAG_READY_BOW ] = false;
1089     else
1090     op->flag [FLAG_READY_RANGE] = false;
1091     }
1092 root 1.14
1093 root 1.245 break;
1094 root 1.22
1095 root 1.245 case ARMOUR:
1096     case HELMET:
1097     case SHIELD:
1098     case RING:
1099     case BOOTS:
1100     case GLOVES:
1101     case AMULET:
1102     case GIRDLE:
1103     case BRACERS:
1104     case CLOAK:
1105     who->statusmsg (format ("You unwear %s.", query_name (op)));
1106     change_abil (who, op);
1107     break;
1108 root 1.24
1109 root 1.245 case SPELL:
1110     case BUILDER:
1111     who->statusmsg (format ("You unready %s.", query_name (op)));
1112     break;
1113 root 1.178
1114 root 1.245 //case SKILL_TOOL://TODO
1115     default:
1116     who->statusmsg (format ("You unapply %s.", query_name (op)));
1117     break;
1118 elmex 1.1 }
1119 elmex 1.15
1120 root 1.245 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121     if (object *pl = op->visible_to ())
1122     esrv_send_item (pl, op);
1123 root 1.121
1124 root 1.245 who->update_stats ();
1125 root 1.24
1126 root 1.245 return 1;
1127     }
1128 root 1.22
1129 root 1.245 /**
1130     * Returns the object that is using location 'loc'.
1131     * Note that 'start' is the first object to start examing - we
1132     * then go through the below of this. In this way, you can do
1133     * something like:
1134     * tmp = get_next_item_from_body_location(who->inv, 1);
1135     * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
1136     * to find the second object that may use this location, etc.
1137     * Returns NULL if no match is found.
1138     * loc is the index into the array we are looking for a match.
1139     * don't return invisible objects unless they are skill objects
1140     * invisible other objects that use
1141     * up body locations can be used as restrictions.
1142     */
1143     static object *
1144     get_next_item_from_body_location (int loc, object *start)
1145     {
1146     for (object *tmp = start; tmp; tmp = tmp->below)
1147     if (tmp->flag [FLAG_APPLIED]
1148     && tmp->slot [loc].info
1149     && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
1150     return tmp;
1151 root 1.24
1152 root 1.245 return 0;
1153 elmex 1.1 }
1154    
1155     /**
1156 root 1.245 * 'op' wants to apply an object, but can't because of other equipment.
1157     * This should only be called when it is known
1158     * that there are objects to unapply. This makes pretty heavy
1159     * use of get_item_from_body_location. It makes no intelligent choice
1160     * on objects - rather, the first that is matched is used.
1161     * Returns 0 on success, returns 1 if there is some problem.
1162     * if aflags is AP_PRINT, we instead print out waht to unapply
1163     * instead of doing it. This is a lot less code than having
1164     * another function that does just that.
1165 elmex 1.1 */
1166 root 1.179
1167 root 1.245 #define CANNOT_REMOVE_CURSED \
1168     "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1169     "Praying over an altar, scrolls of remove curse/damnation, " \
1170     "priests or even other players might help.>"
1171 root 1.22
1172 root 1.245 static bool
1173     unapply_for_ob (object *who, object *op, int aflags)
1174     {
1175     if (op->is_range ())
1176     for (object *tmp = who->inv; tmp; tmp = tmp->below)
1177 root 1.254 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
1178     if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
1179 root 1.245 {
1180     if (aflags & AP_PRINT)
1181     who->failmsg (query_name (tmp));
1182     else
1183     unapply_special (who, tmp, aflags);
1184     }
1185     else
1186     {
1187     /* In this case, we want to try and remove a cursed item.
1188     * While we know it won't work, we want unapply_special to
1189     * at least generate the message.
1190     */
1191 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
1192 root 1.245 return 1;
1193     }
1194 elmex 1.1
1195 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1196 root 1.22 {
1197 root 1.245 /* this used up a slot that we need to free */
1198     if (op->slot[i].info)
1199 root 1.22 {
1200 root 1.245 object *last = who->inv;
1201    
1202     /* We do a while loop - may need to remove several items in order
1203     * to free up enough slots.
1204     */
1205     while ((who->slot[i].used + op->slot[i].info) < 0)
1206     {
1207     object *tmp = get_next_item_from_body_location (i, last);
1208 root 1.120
1209 root 1.245 if (!tmp)
1210     {
1211     #if 0
1212     /* Not a bug - we'll get this if the player has cursed items
1213     * equipped.
1214     */
1215     LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
1216     #endif
1217     return 1;
1218     }
1219 elmex 1.1
1220 root 1.245 /* If we are just printing, we don't care about cursed status */
1221 root 1.254 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
1222 root 1.245 {
1223     if (aflags & AP_PRINT)
1224     who->failmsg (query_name (tmp));
1225     else
1226     unapply_special (who, tmp, aflags);
1227     }
1228     else
1229     {
1230     /* Cursed item that we can't unequip - tell the player.
1231     * Note this could be annoying if this is just one of a few,
1232     * so it may not be critical (eg, putting on a ring and you have
1233     * one cursed ring.)
1234     */
1235 root 1.252 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
1236 root 1.245 }
1237    
1238     last = tmp->below;
1239     }
1240     /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
1241     * return in the !tmp would have kicked in.
1242     */
1243     } /* if op is using this body location */
1244     } /* for body lcoations */
1245    
1246     return 0;
1247     }
1248    
1249     /**
1250     * Checks to see if 'who' can apply object 'op'.
1251     * Returns 0 if apply can be done without anything special.
1252     * Otherwise returns a bitmask - potentially several of these may be
1253     * set, but largely depends on circumstance - in the future, processing
1254     * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
1255     * is set, do we really care what the other flags may be?)
1256     *
1257     * See include/define.h for detailed description of the meaning of
1258     * these return values.
1259     */
1260     int
1261     can_apply_object (object *who, object *op)
1262     {
1263     if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
1264     return RESULT_INT (0);
1265    
1266     int retval = 0;
1267     object *tmp = 0, *ws = 0;
1268 elmex 1.1
1269 root 1.245 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1270 root 1.22 {
1271 root 1.245 if (op->slot[i].info)
1272     {
1273     /* Item uses more slots than we have */
1274     if (who->slot[i].info + op->slot [i].info < 0)
1275     {
1276     /* Could return now for efficiency - rest of info below isn't
1277     * really needed.
1278     */
1279     retval |= CAN_APPLY_NEVER;
1280     }
1281     else if (who->slot[i].used + op->slot[i].info < 0)
1282     {
1283     /* in this case, equipping this would use more free spots than
1284     * we have.
1285     */
1286    
1287     /* if we have an applied weapon/shield, and unapply it would free
1288     * enough slots to equip the new item, then just set "can
1289     * apply unapply". We don't care about the logic below - if you have a
1290     * shield equipped and try to equip another shield, there is only
1291     * one choice. However, the check for the number of body locations
1292     * does take into the account cases where what is being applied
1293     * may be two handed for example.
1294     */
1295     if (ws)
1296     if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
1297     {
1298     retval |= CAN_APPLY_UNAPPLY;
1299     continue;
1300     }
1301    
1302     object *tmp1 = get_next_item_from_body_location (i, who->inv);
1303     if (!tmp1)
1304     retval |= CAN_APPLY_NEVER;
1305     else
1306     {
1307     /* need to unapply something. However, if this something
1308     * is different than we had found before, it means they need
1309     * to apply multiple objects
1310     */
1311     retval |= CAN_APPLY_UNAPPLY;
1312 root 1.110
1313 root 1.245 if (!tmp)
1314     tmp = tmp1;
1315     else if (tmp != tmp1)
1316     retval |= CAN_APPLY_UNAPPLY_MULT;
1317 root 1.110
1318 root 1.245 /* This object isn't using up all the slots, so there must
1319     * be another. If so, and it the new item doesn't need all
1320     * the slots, the player then has a choice.
1321     */
1322     if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1323     && abs (op->slot[i].info) < who->slot[i].info)
1324     retval |= CAN_APPLY_UNAPPLY_CHOICE;
1325 elmex 1.1
1326 root 1.245 /* Does unequippint 'tmp1' free up enough slots for this to be
1327     * equipped? If not, there must be something else to unapply.
1328     */
1329     if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
1330     retval |= CAN_APPLY_UNAPPLY_MULT;
1331     }
1332     } /* if not enough free slots */
1333     } /* if this object uses location i */
1334     } /* for i -> num_body_locations loop */
1335 root 1.167
1336 root 1.245 /* Note that we don't check for FLAG_USE_ARMOUR - that should
1337     * really be controlled by use of body locations. We do have
1338     * the weapon/shield checks, and the range checks for monsters,
1339     * because you can't control those just by body location - bows, shields,
1340     * and weapons all use the same slot. Similar for horn/rod/wand - they
1341     * all use the same location.
1342 root 1.167 */
1343 root 1.254 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
1344 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1345    
1346 root 1.254 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
1347 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1348    
1349     if (who->type != PLAYER)
1350     {
1351 root 1.254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
1352 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1353 root 1.167
1354 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1355 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1356 root 1.167
1357 root 1.254 if (op->type == RING && !who->flag [FLAG_USE_RING])
1358 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1359 root 1.167
1360 root 1.254 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
1361 root 1.245 retval |= CAN_APPLY_RESTRICTION;
1362     }
1363 root 1.167
1364 root 1.245 return retval;
1365 root 1.167 }
1366    
1367 elmex 1.1 /**
1368 root 1.245 * who is the object using the object. It can be a monster.
1369     * op is the object they are using. op is an equipment type item,
1370     * eg, one which you put on and keep on for a while, and not something
1371     * like a potion or scroll.
1372     *
1373     * function returns 1 if the action could not be completed, 0 on
1374     * success. However, success is a matter of meaning - if the
1375     * user passes the 'apply' flag to an object already applied,
1376     * nothing is done, and 0 is returned.
1377     *
1378     * aflags is special flags (0 - normal/toggle, AP_APPLY=always apply,
1379     * AP_UNAPPLY=always unapply).
1380     *
1381     * Optional flags:
1382     * AP_NO_MERGE: don't merge an unapplied object with other objects
1383     * AP_IGNORE_CURSE: unapply cursed items
1384     * AP_NO_READY: do not ready skills when applying skill tools
1385     *
1386     * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
1387 elmex 1.1 *
1388 root 1.245 * apply_special() doesn't check for unpaid items.
1389 elmex 1.1 */
1390 root 1.245
1391     #define LACK_ITEM_POWER \
1392     " H<You lack enough unused item power to use this weapon, see the skills command.>"
1393    
1394     static bool
1395     apply_special (object *who, object *op, int aflags)
1396 elmex 1.1 {
1397 root 1.245 int basic_flag = aflags & AP_MODE;
1398     object *tmp, *tmp2, *skop = NULL;
1399    
1400     if (who == NULL)
1401     {
1402     LOG (llevError, "apply_special() from object without environment.\n");
1403     return 1;
1404     }
1405 elmex 1.1
1406 root 1.245 //TODO: remove these when apply_special is no longer exposed
1407     if (op->env != who)
1408     return 1; /* op is not in inventory */
1409 elmex 1.1
1410 root 1.245 /* trying to unequip op */
1411 root 1.254 if (op->flag [FLAG_APPLIED])
1412 root 1.22 {
1413 root 1.245 /* always apply, so no reason to unapply */
1414     if (basic_flag == AP_APPLY)
1415     return 0;
1416    
1417 root 1.254 if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]))
1418 root 1.245 {
1419 root 1.252 who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op));
1420 root 1.245 return 1;
1421     }
1422    
1423     return unapply_special (who, op, aflags);
1424 elmex 1.1 }
1425 root 1.245 else if (basic_flag == AP_UNAPPLY)
1426     return 0;
1427    
1428     splay (op);
1429 root 1.110
1430 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1431     if (int i = can_apply_object (who, op))
1432     {
1433     if (i & CAN_APPLY_NEVER)
1434     {
1435 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));
1436 root 1.245 return 1;
1437     }
1438     else if (i & CAN_APPLY_RESTRICTION)
1439     {
1440 root 1.252 who->failmsgf (
1441 root 1.245 "You have a prohibition against using a %s. "
1442     "H<Your belief, profession or class prevents you from applying this item.>",
1443     query_name (op)
1444 root 1.252 );
1445 root 1.245 return 1;
1446     }
1447 elmex 1.1
1448 root 1.245 if (who->type != PLAYER)
1449     {
1450     /* Some error, so don't try to equip something more */
1451     if (unapply_for_ob (who, op, aflags))
1452     return 1;
1453     }
1454     else
1455     {
1456     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1457 root 1.198 {
1458 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1459     unapply_for_ob (who, op, AP_PRINT);
1460     return 1;
1461     }
1462     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1463     if (unapply_for_ob (who, op, aflags))
1464     return 1;
1465     }
1466     }
1467    
1468     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1469     {
1470     // try to ready attached skill first
1471     skop = find_skill_by_name (who, op->skill);
1472    
1473     if (!skop)
1474     {
1475 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1476 root 1.245 return 1;
1477     }
1478     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1479     {
1480 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1481 root 1.245 return 1;
1482     }
1483     }
1484    
1485     if (!check_item_power (who, op->item_power))
1486     {
1487     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1488     return 1;
1489     }
1490    
1491     /* Ok. We are now at the state where we can apply the new object.
1492     * Note that we don't have the checks for can_use_...
1493     * below - that is already taken care of by can_apply_object.
1494     */
1495    
1496     // split away all the other items from the stack, so only one item is left
1497     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1498    
1499     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1500     return RESULT_INT (0);
1501    
1502     switch (op->type)
1503     {
1504     case WEAPON:
1505     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1506     {
1507     /* if the weapon does not have the name as the character, can't use it. */
1508     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1509     who->failmsg ("The weapon does not recognize you as its owner. "
1510     "H<Its name indicates that it belongs to somebody else.>");
1511     if (tmp) who->insert (tmp);
1512     return 1;
1513     }
1514    
1515     op->flag [FLAG_APPLIED] = true;
1516    
1517     if (player *pl = who->contr)
1518     {
1519     who->statusmsg (format ("You wield %s.", query_name (op)));
1520     change_abil (who, op);
1521     }
1522    
1523     op->flag [FLAG_READY_WEAPON] = true;
1524     break;
1525    
1526     case ARMOUR:
1527     case HELMET:
1528     case SHIELD:
1529     case BOOTS:
1530     case GLOVES:
1531     case GIRDLE:
1532     case BRACERS:
1533     case CLOAK:
1534     case RING:
1535     case AMULET:
1536 root 1.254 op->set_flag (FLAG_APPLIED);
1537 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1538     change_abil (who, op);
1539     break;
1540    
1541     case SKILL_TOOL:
1542     // applying a skill tool does not ready the skill
1543     // if something needs the skill, it has to ready it itself
1544     //TODO: unapplying should unapply the skill, though
1545 root 1.254 op->set_flag (FLAG_APPLIED);
1546 root 1.245 break;
1547    
1548     case SKILL:
1549 root 1.265 if (who->contr)
1550     if (op->invisible)
1551     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1552     else
1553     who->statusmsg (format ("You ready %s.", query_name (op)));
1554 root 1.245
1555 root 1.254 who->set_flag (FLAG_READY_SKILL);
1556     op->set_flag (FLAG_APPLIED);
1557 root 1.245 change_abil (who, op);
1558     break;
1559    
1560     case BOW:
1561     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1562     {
1563     who->failmsg ("The weapon does not recognize you as its owner. "
1564     "H<Its name indicates that it belongs to somebody else.>");
1565     if (tmp) who->insert (tmp);
1566     return 1;
1567     }
1568    
1569     if (player *pl = who->contr)
1570     {
1571     op->flag [FLAG_APPLIED] = true;
1572     who->statusmsg (format ("You wield the %s.", query_name (op)));
1573     change_abil (who, op);
1574     }
1575     break;
1576    
1577     case RANGED:
1578     if (player *pl = who->contr)
1579     {
1580     op->flag [FLAG_APPLIED] = true;
1581     who->statusmsg (format ("You applied the %s.", query_name (op)));
1582     }
1583     break;
1584    
1585     case SPELL:
1586     if (player *pl = who->contr)
1587     {
1588     op->flag [FLAG_APPLIED] = true;
1589     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1590     }
1591     break;
1592    
1593     /*FALLTHROUGH*/
1594     case WAND:
1595     case ROD:
1596     case HORN:
1597     op->flag [FLAG_APPLIED] = true;
1598 elmex 1.1
1599 root 1.245 if (player *pl = who->contr)
1600     {
1601     who->statusmsg (format ("You ready %s.", query_name (op)));
1602 root 1.14
1603 root 1.245 if (op->type == BOW)
1604     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1605 root 1.14
1606 root 1.245 change_abil (who, op);
1607     }
1608     else
1609     {
1610     if (op->type == BOW)
1611     op->flag [FLAG_READY_BOW ] = true;
1612     else
1613     op->flag [FLAG_READY_RANGE] = true;
1614     }
1615 root 1.14
1616 root 1.245 break;
1617 root 1.198
1618 root 1.245 case BUILDER:
1619     if (player *pl = who->contr)
1620     {
1621     who->statusmsg (format ("You ready your %s.", query_name (op)));
1622     //TODO: change_abil?
1623     }
1624     break;
1625 root 1.14
1626 root 1.245 default:
1627     who->statusmsg (format ("You apply %s.", query_name (op)));
1628     }
1629 root 1.23
1630 root 1.254 op->set_flag (FLAG_APPLIED);
1631 root 1.14
1632 root 1.245 if (tmp) who->insert (tmp);
1633 root 1.14
1634 root 1.245 who->update_stats ();
1635 root 1.14
1636 root 1.245 /* We exclude spell casting objects. The fire code will set the
1637     * been applied flag when they are used - until that point,
1638     * you don't know anything about them.
1639     */
1640     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1641 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1642 root 1.14
1643 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1644 root 1.245 if (who->type == PLAYER)
1645     {
1646     who->failmsg (
1647     "Oops, it feels deadly cold! "
1648     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1649     );
1650 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1651 root 1.245 }
1652 root 1.22
1653 root 1.245 if (object *pl = op->visible_to ())
1654     esrv_send_item (pl, op);
1655 root 1.14
1656 root 1.245 return 0;
1657     }
1658 root 1.14
1659 root 1.245 /**
1660     * Check if op should abort moving victim because of it's race or slaying.
1661     * Returns 1 if it should abort, returns 0 if it should continue.
1662     */
1663     int
1664     should_director_abort (object *op, object *victim)
1665     {
1666     int arch_flag, name_flag, race_flag;
1667 root 1.22
1668 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1669     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1670     * the next is the name flag, and the last is the race flag. Also note,
1671     * if subtype is set to zero, that also goes to defaults of all affecting
1672     * it. Examples:
1673     * subtype 1: only arch
1674     * subtype 3: arch or name
1675     * subtype 5: arch or race
1676     * subtype 7: all three
1677     */
1678     if (op->subtype)
1679     {
1680     arch_flag = op->subtype & 1;
1681     name_flag = op->subtype & 2;
1682     race_flag = op->subtype & 4;
1683     }
1684     else
1685     {
1686     arch_flag = 1;
1687     name_flag = 1;
1688     race_flag = 1;
1689     }
1690 root 1.14
1691 root 1.245 /* If the director has race set, only affect objects with a arch,
1692     * name or race that matches.
1693     */
1694     if ((op->race) &&
1695     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1696     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1697     ((!(victim->race && race_flag) || op->race != victim->race)))
1698     return 1;
1699 root 1.14
1700 root 1.245 /* If the director has slaying set, only affect objects where none
1701     * of arch, name, or race match.
1702     */
1703     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1704     ((victim->name && name_flag && op->slaying == victim->name)) ||
1705     ((victim->race && race_flag && op->slaying == victim->race)))
1706     return 1;
1707 root 1.118
1708 root 1.245 return 0;
1709     }
1710 root 1.14
1711 root 1.245 /**
1712     * This handles a player dropping money on an altar to identify stuff.
1713     * It'll identify marked item, if none all items up to dropped money.
1714     * Return value: 1 if money was destroyed, 0 if not.
1715     */
1716     static int
1717     apply_id_altar (object *money, object *altar, object *pl)
1718     {
1719     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1720 root 1.14
1721 root 1.245 if (!pl || pl->type != PLAYER)
1722     return 0;
1723 root 1.14
1724 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1725     * identifying' from being printed out more than it needs to be.
1726     */
1727     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1728     return 0;
1729 root 1.23
1730 root 1.245 /* if the player has a marked item, identify that if it needs to be
1731     * identified. If it doesn't, then go through the player inventory.
1732     */
1733 root 1.256 if (object *marked = pl->mark ())
1734 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1735 root 1.245 {
1736     if (operate_altar (altar, &money, pl))
1737     {
1738     identify (marked);
1739 root 1.23
1740 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1741     if (marked->msg)
1742     buf << "The item has a story:\r" << marked->msg << "\n\n";
1743 root 1.23
1744 root 1.245 return !money;
1745     }
1746     }
1747 root 1.14
1748 root 1.245 for (object *id = pl->inv; id; id = id->below)
1749     {
1750 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1751 root 1.245 {
1752     if (operate_altar (altar, &money, pl))
1753     {
1754     identify (id);
1755 root 1.55
1756 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1757     if (id->msg)
1758     buf << "The item has a story:\r" << id->msg << "\n\n";
1759 root 1.14
1760 root 1.245 /* If no more money, might as well quit now */
1761     if (!money || !check_altar_sacrifice (altar, money))
1762     break;
1763     }
1764     else
1765     {
1766     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1767     break;
1768     }
1769     }
1770     }
1771 root 1.23
1772 root 1.245 if (buf.empty ())
1773     pl->failmsg ("You have nothing that needs identifying");
1774     else
1775     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1776 root 1.23
1777 root 1.245 return !money;
1778     }
1779 root 1.23
1780 root 1.245 /**
1781     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1782     * matching item.
1783     **/
1784     void
1785     handle_apply_yield (object *tmp)
1786     {
1787     if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
1788     archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1789 elmex 1.1 }
1790    
1791     /**
1792 root 1.245 * Handles applying a potion.
1793 elmex 1.1 */
1794 root 1.245 int
1795     apply_potion (object *op, object *tmp)
1796 elmex 1.1 {
1797 root 1.245 int got_one = 0, i;
1798     object *force = 0;
1799 root 1.22
1800 root 1.245 object *floor = GET_MAP_OB (op->map, op->x, op->y);
1801 root 1.112
1802 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1803 root 1.22 {
1804 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1805 elmex 1.1
1806 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1807 root 1.245 return 0;
1808 elmex 1.1 }
1809 root 1.112
1810 root 1.245 if (op->type == PLAYER)
1811 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1812 root 1.245 identify (tmp);
1813 elmex 1.1
1814 root 1.245 handle_apply_yield (tmp);
1815 elmex 1.223
1816 root 1.245 /* Potion of restoration - only for players */
1817     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1818     {
1819     object *depl;
1820     archetype *at;
1821 root 1.22
1822 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1823 root 1.245 {
1824     op->drain_stat ();
1825     op->update_stats ();
1826     tmp->decrease ();
1827     return 1;
1828     }
1829 root 1.22
1830 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1831 root 1.22 {
1832 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1833     return 0;
1834 root 1.22 }
1835 root 1.41
1836 root 1.245 depl = present_arch_in_ob (at, op);
1837 elmex 1.1
1838 root 1.245 if (depl)
1839     {
1840     for (i = 0; i < NUM_STATS; i++)
1841     if (depl->stats.stat (i))
1842     op->statusmsg (restore_msg[i]);
1843 root 1.208
1844 root 1.245 depl->destroy ();
1845     op->update_stats ();
1846 root 1.208 }
1847 root 1.245 else
1848     op->statusmsg ("Your potion had no effect.");
1849 root 1.208
1850 root 1.245 tmp->decrease ();
1851     return 1;
1852 elmex 1.1 }
1853    
1854 root 1.245 /* improvement potion - only for players */
1855     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1856 root 1.22 {
1857 root 1.245 for (i = 1; i < min (11, op->level); i++)
1858     {
1859 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1860 root 1.245 {
1861     if (op->contr->levhp[i] != 1)
1862     {
1863     op->contr->levhp[i] = 1;
1864     break;
1865     }
1866 elmex 1.1
1867 root 1.245 if (op->contr->levsp[i] != 1)
1868     {
1869     op->contr->levsp[i] = 1;
1870     break;
1871     }
1872 elmex 1.1
1873 root 1.245 if (op->contr->levgrace[i] != 1)
1874     {
1875     op->contr->levgrace[i] = 1;
1876     break;
1877     }
1878     }
1879     else
1880     {
1881     if (op->contr->levhp[i] < 9)
1882     {
1883     op->contr->levhp[i] = 9;
1884     break;
1885     }
1886 root 1.118
1887 root 1.245 if (op->contr->levsp[i] < 6)
1888     {
1889     op->contr->levsp[i] = 6;
1890     break;
1891     }
1892 root 1.22
1893 root 1.245 if (op->contr->levgrace[i] < 3)
1894     {
1895     op->contr->levgrace[i] = 3;
1896     break;
1897     }
1898     }
1899     }
1900 elmex 1.1
1901 root 1.245 /* Just makes checking easier */
1902     if (i < min (11, op->level))
1903     got_one = 1;
1904 elmex 1.1
1905 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1906 root 1.245 {
1907     if (got_one)
1908     {
1909     op->update_stats ();
1910     op->statusmsg ("The Gods smile upon you and remake you "
1911     "a little more in their image. "
1912     "You feel a little more perfect.", NDI_GREEN);
1913     }
1914     else
1915     op->statusmsg ("The potion had no effect - you are already perfect.");
1916     }
1917     else
1918     { /* cursed potion */
1919     if (got_one)
1920     {
1921     op->update_stats ();
1922     op->failmsg ("The Gods are angry and punish you.");
1923     }
1924     else
1925     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1926     }
1927 root 1.22
1928 root 1.245 tmp->decrease ();
1929     return 1;
1930 root 1.22 }
1931 elmex 1.1
1932 root 1.22
1933 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1934     * and heroism all fit into this category. Given the spell object code,
1935     * there is no limit to the number of spells that potions can be cast,
1936     * but direction is problematic to try and imbue fireball potions for example.
1937 root 1.22 */
1938 root 1.245 if (tmp->inv)
1939 root 1.22 {
1940 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1941 root 1.22 {
1942 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1943     create_exploding_ball_at (op, op->level);
1944 root 1.14 }
1945 root 1.22 else
1946 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1947 root 1.114
1948 root 1.245 tmp->decrease ();
1949 root 1.22
1950 root 1.245 /* if youre dead, no point in doing this... */
1951 root 1.254 if (!op->flag [FLAG_REMOVED])
1952 root 1.245 op->update_stats ();
1953 root 1.22
1954 root 1.245 return 1;
1955 root 1.22 }
1956    
1957 root 1.245 /* Deal with protection potions */
1958     force = NULL;
1959     for (i = 0; i < NROFATTACKS; i++)
1960     {
1961     if (tmp->resist[i])
1962     {
1963     if (!force)
1964     force = get_archetype (FORCE_NAME);
1965 root 1.32
1966 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1967     force->type = POTION_EFFECT;
1968     break; /* Only need to find one protection since we copy entire batch */
1969     }
1970 root 1.22 }
1971 root 1.31
1972 root 1.245 /* This is a protection potion */
1973     if (force)
1974 root 1.22 {
1975 root 1.245 /* cursed items last longer */
1976 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1977 root 1.245 {
1978     force->stats.food *= 10;
1979     for (i = 0; i < NROFATTACKS; i++)
1980     if (force->resist[i] > 0)
1981     force->resist[i] = -force->resist[i]; /* prot => vuln */
1982     }
1983 root 1.22
1984 root 1.245 force->speed_left = -1;
1985     force = insert_ob_in_ob (force, op);
1986 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1987     force->set_flag (FLAG_APPLIED);
1988 root 1.245 change_abil (op, force);
1989     tmp->decrease ();
1990     return 1;
1991 elmex 1.1 }
1992 root 1.22
1993 root 1.245 /* Only thing left are the stat potions */
1994     if (op->type == PLAYER)
1995     { /* only for players */
1996 root 1.254 if ((tmp->flag [FLAG_CURSED]
1997     || tmp->flag [FLAG_DAMNED])
1998 root 1.245 && tmp->value != 0)
1999 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2000 root 1.245 else
2001 root 1.254 tmp->set_flag (FLAG_APPLIED);
2002 root 1.25
2003 root 1.245 if (!change_abil (op, tmp))
2004     op->statusmsg ("Nothing happened.");
2005 elmex 1.1 }
2006    
2007 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
2008     * that were grouped with the one consumed, his
2009     * stat will not be raised by them. fix_player just clears
2010     * up all the stats.
2011 root 1.22 */
2012 root 1.254 tmp->clr_flag (FLAG_APPLIED);
2013 root 1.245 op->update_stats ();
2014     tmp->decrease ();
2015     return 1;
2016     }
2017 root 1.22
2018 root 1.245 /**
2019     * 'victim' moves onto 'trap'
2020     * 'victim' leaves 'trap'
2021     * effect is determined by move_on/move_off of trap and move_type of victime.
2022     *
2023     * originator: Player, monster or other object that caused 'victim' to move
2024     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2025     * However, some types of traps require an originator to function.
2026 elmex 1.1 */
2027 root 1.22 void
2028 root 1.245 move_apply (object *trap, object *victim, object *originator)
2029 elmex 1.1 {
2030 root 1.245 static int recursion_depth = 0;
2031    
2032 root 1.260 trap = trap->head_ ();
2033    
2034 root 1.245 /* Only exits affect DMs. */
2035 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2036 root 1.245 return;
2037 elmex 1.1
2038 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2039     * possibly unlimited recursion.
2040     */
2041 root 1.260
2042 root 1.245 /* The following was changed because it was causing perfectly correct
2043     * maps to fail. 1) it's not an error to recurse:
2044     * rune detonates, summoning monster. monster lands on nearby rune.
2045     * nearby rune detonates. This sort of recursion is expected and
2046     * proper. This code was causing needless crashes.
2047     */
2048     if (recursion_depth >= 500)
2049 root 1.22 {
2050 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2051     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2052 root 1.22 return;
2053 elmex 1.1 }
2054    
2055 root 1.245 recursion_depth++;
2056    
2057     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2058     switch (trap->type)
2059     {
2060     case PLAYERMOVER:
2061     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2062     {
2063     if (!trap->stats.maxsp)
2064     trap->stats.maxsp = 2;
2065 elmex 1.1
2066 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2067     * should be divided by trap->speed
2068     */
2069     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2070 elmex 1.1
2071 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2072     * above with some objects have zero speed, and thus the player
2073     * getting permanently paralyzed.
2074     */
2075 root 1.260 victim->speed_left = max (-50.f, victim->speed_left);
2076 root 1.245 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2077     }
2078     break;
2079 elmex 1.1
2080 root 1.245 case SPINNER:
2081     if (victim->direction)
2082     {
2083     victim->direction = absdir (victim->direction - trap->stats.sp);
2084     update_turn_face (victim);
2085     }
2086     break;
2087 elmex 1.1
2088 root 1.245 case DIRECTOR:
2089     if (victim->direction && !should_director_abort (trap, victim))
2090     {
2091     victim->direction = trap->stats.sp;
2092     update_turn_face (victim);
2093     }
2094     break;
2095 elmex 1.1
2096 root 1.245 case BUTTON:
2097     case PEDESTAL:
2098     case T_MATCH:
2099     update_button (trap, originator);
2100     break;
2101 elmex 1.1
2102 root 1.245 case ALTAR:
2103     /* sacrifice victim on trap */
2104     apply_altar (trap, victim, originator);
2105     break;
2106 elmex 1.1
2107 root 1.245 case THROWN_OBJ:
2108     if (trap->inv == NULL)
2109     break;
2110     /* fallthrough */
2111 elmex 1.1
2112 root 1.245 case ARROW:
2113     /* bad bug: monster throw a object, make a step forwards, step on object ,
2114     * trigger this here and get hit by own missile - and will be own enemy.
2115     * Victim then is his own enemy and will start to kill herself (this is
2116     * removed) but we have not synced victim and his missile. To avoid senseless
2117     * action, we avoid hits here
2118     */
2119 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2120 root 1.245 && trap->owner != victim)
2121     hit_with_arrow (trap, victim);
2122     break;
2123 root 1.22
2124 root 1.245 case SPELL_EFFECT:
2125     apply_spell_effect (trap, victim);
2126     break;
2127 root 1.99
2128 root 1.245 case TRAPDOOR:
2129     {
2130     int max, sound_was_played;
2131     object *ab, *ab_next;
2132 elmex 1.1
2133 root 1.245 if (!trap->value)
2134     {
2135     int tot;
2136 root 1.22
2137 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2138     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2139     tot += ab->head_ ()->total_weight ();
2140 root 1.37
2141 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2142     break;
2143 elmex 1.1
2144 root 1.245 SET_ANIMATION (trap, trap->value);
2145     update_object (trap, UP_OBJ_FACE);
2146     }
2147 elmex 1.1
2148 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2149     {
2150     /* need to set this up, since if we do transfer the object,
2151     * ab->above would be bogus
2152     */
2153     ab_next = ab->above;
2154 root 1.22
2155 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2156     {
2157     if (!sound_was_played)
2158     {
2159     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2160     sound_was_played = 1;
2161     }
2162 root 1.22
2163 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2164     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2165     }
2166     }
2167     break;
2168     }
2169 root 1.22
2170 root 1.245 case CONVERTER:
2171     if (convert_item (victim, trap) < 0)
2172     {
2173 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2174 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2175     }
2176 root 1.22
2177 root 1.245 break;
2178 root 1.22
2179 root 1.245 case TRIGGER_BUTTON:
2180     case TRIGGER_PEDESTAL:
2181     case TRIGGER_ALTAR:
2182     check_trigger (trap, victim, originator);
2183     break;
2184 root 1.124
2185 root 1.245 case DEEP_SWAMP:
2186     walk_on_deep_swamp (trap, victim);
2187     break;
2188 root 1.22
2189 root 1.245 case CHECK_INV:
2190     check_inv (victim, trap);
2191     break;
2192 root 1.22
2193 root 1.245 case HOLE:
2194     move_apply_hole (trap, victim);
2195     break;
2196 root 1.22
2197 root 1.245 case EXIT:
2198     if (victim->type == PLAYER && EXIT_PATH (trap))
2199     {
2200     /* Basically, don't show exits leading to random maps the
2201     * players output.
2202     */
2203     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2204     victim->statusmsg (trap->msg, NDI_NAVY);
2205 root 1.22
2206 root 1.245 trap->play_sound (trap->sound);
2207     victim->enter_exit (trap);
2208     }
2209     break;
2210 root 1.22
2211 root 1.245 case ENCOUNTER:
2212     /* may be some leftovers on this */
2213     break;
2214 root 1.22
2215 root 1.245 case SHOP_MAT:
2216     apply_shop_mat (trap, victim);
2217     break;
2218 root 1.22
2219 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2220     case IDENTIFY_ALTAR:
2221     apply_id_altar (victim, trap, originator);
2222     break;
2223 root 1.22
2224 root 1.245 case SIGN:
2225     if (victim->type != PLAYER && trap->stats.food > 0)
2226     break; /* monsters musn't apply magic_mouths with counters */
2227 root 1.22
2228 root 1.245 apply_sign (victim, trap, 1);
2229     break;
2230 root 1.22
2231 root 1.245 case CONTAINER:
2232     apply_container (victim, trap);
2233     break;
2234 root 1.22
2235 root 1.245 case RUNE:
2236     case TRAP:
2237 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2238 root 1.245 spring_trap (trap, victim);
2239     break;
2240 root 1.22
2241 root 1.245 default:
2242     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2243     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2244     break;
2245     }
2246 root 1.124
2247 root 1.245 recursion_depth--;
2248     }
2249 root 1.124
2250 root 1.245 /**
2251     * Handles reading a regular (ie not containing a spell) book.
2252     */
2253     static void
2254     apply_book (object *op, object *tmp)
2255     {
2256     int lev_diff;
2257     object *skill_ob;
2258 root 1.22
2259 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2260 root 1.245 {
2261     op->failmsg ("You are unable to read while blind!");
2262     return;
2263     }
2264 root 1.22
2265 root 1.245 if (!tmp->msg)
2266 root 1.22 {
2267 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2268 root 1.245 return;
2269     }
2270 root 1.22
2271 root 1.245 /* need a literacy skill to read stuff! */
2272     skill_ob = find_skill_by_name (op, tmp->skill);
2273     if (!skill_ob)
2274     {
2275 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2276 root 1.245 return;
2277 root 1.22 }
2278    
2279 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2280 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2281 root 1.22 {
2282 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2283     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2284     : lev_diff < 5 ? "This book is beyond your comprehension."
2285     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2286     : lev_diff < 15 ? "This book is way beyond your comprehension."
2287     : "This book is totally beyond your comprehension.");
2288     return;
2289     }
2290    
2291     // we currently don't use the message types for anything.
2292     // readable_message_type *msgType = get_readable_message_type (tmp);
2293    
2294     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2295    
2296     if (player *pl = op->contr)
2297     if (client *ns = pl->ns)
2298     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2299    
2300     /* gain xp from reading */
2301 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2302 root 1.245 { /* only if not read before */
2303     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2304 root 1.22
2305 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2306 root 1.22 {
2307 root 1.245 /*exp_gain *= 2; because they just identified it too */
2308 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2309 root 1.245
2310     if (object *pl = tmp->visible_to ())
2311     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2312 root 1.22 }
2313 root 1.245
2314     change_exp (op, exp_gain, skill_ob->skill, 0);
2315 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2316 elmex 1.1 }
2317     }
2318    
2319     /**
2320 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2321     * scroll_failure()- hacked directly from spell_failure
2322 root 1.208 */
2323     static void
2324 root 1.245 scroll_failure (object *op, int failure, int power)
2325 root 1.208 {
2326 root 1.245 if (abs (failure / 4) > power)
2327     power = abs (failure / 4); /* set minimum effect */
2328    
2329     if (failure <= -1 && failure > -15)
2330     { /* wonder */
2331     object *tmp;
2332 root 1.208
2333 root 1.245 op->failmsg ("Your spell warps!");
2334     tmp = get_archetype (SPELL_WONDER);
2335     cast_wonder (op, op, 0, tmp);
2336     tmp->destroy ();
2337     }
2338     else if (failure <= -15 && failure > -35)
2339     { /* drain mana */
2340     op->failmsg ("Your mana is drained!");
2341     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2342     if (op->stats.sp < 0)
2343     op->stats.sp = 0;
2344     }
2345     else if (settings.spell_failure_effects == TRUE)
2346 root 1.208 {
2347 root 1.245 if (failure <= -35 && failure > -60)
2348     { /* confusion */
2349     op->failmsg ("The magic recoils on you!");
2350     confuse_player (op, op, power);
2351     }
2352     else if (failure <= -60 && failure > -70)
2353     { /* paralysis */
2354     op->failmsg ("The magic recoils and paralyzes you!");
2355     paralyze_player (op, op, power);
2356     }
2357     else if (failure <= -70 && failure > -80)
2358     { /* blind */
2359     op->failmsg ("The magic recoils on you!");
2360     blind_player (op, op, power);
2361     }
2362     else if (failure <= -80)
2363     { /* blast the immediate area */
2364     object *tmp = get_archetype (LOOSE_MANA);
2365     cast_magic_storm (op, tmp, power);
2366     op->failmsg ("You unleash uncontrolled mana!");
2367     tmp->destroy ();
2368 root 1.208 }
2369     }
2370     }
2371    
2372     /**
2373 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2374     * op is the person learning the skill, tmp is the skill scroll object
2375 elmex 1.1 */
2376 root 1.22 static void
2377 root 1.245 apply_skillscroll (object *op, object *tmp)
2378 elmex 1.1 {
2379 root 1.245 switch (learn_skill (op, tmp))
2380     {
2381     case 0:
2382     op->play_sound (sound_find ("generic_fail"));
2383 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2384 root 1.245 break;
2385    
2386     case 1:
2387     tmp->decrease ();
2388     op->play_sound (sound_find ("skill_learn"));
2389     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2390     break;
2391 elmex 1.1
2392 root 1.245 default:
2393     tmp->decrease ();
2394     op->play_sound (sound_find ("generic_fail"));
2395 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2396 root 1.245 break;
2397 elmex 1.1 }
2398 root 1.245 }
2399 root 1.51
2400 root 1.245 /**
2401     * Actually makes op learn spell.
2402     * Informs player of what happens.
2403     */
2404     void
2405     do_learn_spell (object *op, object *spell, int special_prayer)
2406     {
2407     object *tmp;
2408 root 1.51
2409 root 1.245 if (op->type != PLAYER)
2410 root 1.22 {
2411 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2412 elmex 1.1 return;
2413     }
2414 root 1.51
2415 root 1.245 /* Upgrade special prayers to normal prayers */
2416     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2417 elmex 1.1 {
2418 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2419 root 1.245 {
2420     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2421     return;
2422     }
2423 root 1.22 return;
2424 elmex 1.1 }
2425    
2426 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2427    
2428     tmp = spell->clone ();
2429     insert_ob_in_ob (tmp, op);
2430    
2431     if (special_prayer)
2432 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2433 root 1.245
2434     esrv_add_spells (op->contr, tmp);
2435 elmex 1.1 }
2436    
2437 root 1.245 /**
2438     * Erases spell from player's inventory.
2439     */
2440 root 1.151 void
2441 root 1.245 do_forget_spell (object *op, const char *spell)
2442 elmex 1.1 {
2443 root 1.245 object *spob;
2444 root 1.158
2445 root 1.245 if (op->type != PLAYER)
2446 root 1.22 {
2447 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2448     return;
2449 elmex 1.1 }
2450 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2451 root 1.22 {
2452 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2453     return;
2454 elmex 1.1 }
2455 root 1.114
2456 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2457 root 1.245 esrv_remove_spell (op->contr, spob);
2458     spob->destroy ();
2459 elmex 1.1 }
2460    
2461     /**
2462 root 1.245 * Handles player applying a spellbook.
2463     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2464     * stuff like that. Random learning failure too.
2465 elmex 1.184 */
2466 root 1.245 static void
2467     apply_spellbook (object *op, object *tmp)
2468 elmex 1.184 {
2469 root 1.245 object *skop, *spell, *spell_skill;
2470    
2471 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2472 root 1.245 {
2473     op->failmsg ("You are unable to read while blind.");
2474     return;
2475     }
2476    
2477     /* artifact_spellbooks have 'slaying' field point to a spell name,
2478     * instead of having their spell stored in stats.sp. These are
2479     * legacy spellbooks
2480     */
2481     if (tmp->slaying)
2482 elmex 1.184 {
2483 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2484    
2485     if (!spell)
2486 elmex 1.184 {
2487 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2488 root 1.245 return;
2489 elmex 1.184 }
2490 root 1.245 else
2491     insert_ob_in_ob (spell, tmp);
2492 elmex 1.184
2493 root 1.245 tmp->slaying = 0;
2494 elmex 1.184 }
2495    
2496 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2497    
2498     /* need a literacy skill to learn spells. Also, having a literacy level
2499     * lower than the spell will make learning the spell more difficult */
2500     if (!skop)
2501 elmex 1.184 {
2502 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2503 root 1.245 return;
2504 elmex 1.184 }
2505    
2506 root 1.245 spell = tmp->inv;
2507 elmex 1.184
2508 root 1.245 if (!spell)
2509 elmex 1.184 {
2510 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2511     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2512     return;
2513 elmex 1.184 }
2514    
2515 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2516     if (skop->level < learn_level)
2517 elmex 1.187 {
2518 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.>",
2519     &tmp->skill, learn_level);
2520 root 1.245 return;
2521 elmex 1.187 }
2522    
2523 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2524 elmex 1.187
2525 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2526 root 1.245 identify (tmp);
2527 elmex 1.184
2528 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2529     * a lot of sense - special prayers are not found in spellbooks, and
2530     * if the player doesn't know the spell, doesn't make a lot of sense that
2531     * they would have a special prayer mark.
2532     */
2533     if (check_spell_known (op, spell->name))
2534 elmex 1.184 {
2535 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");
2536     return;
2537     }
2538 elmex 1.184
2539 root 1.245 if (spell->skill)
2540     {
2541     spell_skill = find_skill_by_name (op, spell->skill);
2542 elmex 1.184
2543 root 1.245 if (!spell_skill)
2544 elmex 1.184 {
2545 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2546 elmex 1.184 return;
2547     }
2548    
2549 root 1.245 if (spell_skill->level < spell->level)
2550 elmex 1.187 {
2551 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2552 elmex 1.187 return;
2553     }
2554 root 1.245 }
2555 elmex 1.187
2556 root 1.245 /* Logic as follows
2557     *
2558     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2559     *
2560     * 2- The learner's skill level in literacy adjusts the chance to learn
2561     * a spell.
2562     *
2563     * 3 -Automatically fail to learn if you read while confused
2564     *
2565     * Overall, chances are the same but a player will find having a high
2566     * literacy rate very useful! -b.t.
2567     */
2568 root 1.254 if (op->flag [FLAG_CONFUSED])
2569 root 1.245 {
2570     op->failmsg ("In your confused state you flub the wording of the text!");
2571     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2572 elmex 1.184 }
2573 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2574 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2575 elmex 1.184 {
2576 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2577     do_learn_spell (op, spell, 0);
2578 elmex 1.187
2579 root 1.245 /* xp gain to literacy for spell learning */
2580 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2581 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2582 elmex 1.184 }
2583     else
2584     {
2585 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2586     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2587 elmex 1.184 }
2588    
2589 root 1.245 tmp->decrease ();
2590 elmex 1.184 }
2591    
2592     /**
2593 root 1.245 * Handles applying a spell scroll.
2594 root 1.208 */
2595 root 1.245 void
2596     apply_scroll (object *op, object *tmp, int dir)
2597 root 1.208 {
2598 root 1.245 object *skop;
2599 root 1.208
2600 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2601 root 1.208 {
2602 root 1.245 op->failmsg ("You are unable to read while blind.");
2603 root 1.208 return;
2604     }
2605    
2606 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2607 root 1.208 {
2608 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2609 root 1.208 return;
2610     }
2611    
2612 root 1.245 if (op->type == PLAYER)
2613 root 1.208 {
2614 root 1.245 /* players need a literacy skill to read stuff! */
2615     int exp_gain = 0;
2616    
2617     /* hard code literacy - tmp->skill points to where the exp
2618     * should go for anything killed by the spell.
2619     */
2620 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2621 root 1.208
2622 root 1.245 if (!skop)
2623 root 1.208 {
2624 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2625 root 1.245 return;
2626 root 1.208 }
2627 root 1.245
2628     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2629     change_exp (op, exp_gain, skop->skill, 0);
2630 root 1.208 }
2631    
2632 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2633 root 1.245 identify (tmp);
2634    
2635     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2636    
2637     cast_spell (op, tmp, dir, tmp->inv, NULL);
2638     tmp->decrease ();
2639     }
2640    
2641     /**
2642     * Applies a treasure object - by default, chest. op
2643     * is the person doing the applying, tmp is the treasure
2644     * chest.
2645     */
2646     static void
2647     apply_treasure (object *op, object *tmp)
2648     {
2649     /* Nice side effect of this treasure creation method is that the treasure
2650     * for the chest is done when the chest is created, and put into the chest
2651     * inventory. So that when the chest burns up, the items still exist. Also
2652     * prevents people from moving chests to more difficult maps to get better
2653     * treasure
2654     */
2655     object *treas = tmp->inv;
2656 root 1.208
2657 root 1.245 if (!treas)
2658 root 1.208 {
2659 root 1.245 op->statusmsg ("The chest was empty.");
2660     tmp->decrease ();
2661 root 1.208 return;
2662     }
2663    
2664 root 1.245 while (tmp->inv)
2665     {
2666     treas = tmp->inv;
2667     treas->remove ();
2668    
2669     treas->x = op->x;
2670     treas->y = op->y;
2671     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2672 root 1.208
2673 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2674 root 1.245 spring_trap (treas, op);
2675 root 1.208
2676 root 1.245 /* If either player or container was destroyed, no need to do
2677     * further processing. I think this should be enclused with
2678     * spring trap above, as I don't think there is otherwise
2679     * any way for the treasure chest or player to get killed.
2680     */
2681     if (op->destroyed () || tmp->destroyed ())
2682     break;
2683     }
2684 root 1.208
2685 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2686     tmp->decrease (true);
2687 root 1.208 }
2688    
2689     /**
2690 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2691     * there is a chance for the dragon's skin to get improved.
2692 elmex 1.1 *
2693 root 1.245 * attributes:
2694     * object *op the object (dragon player) eating the flesh
2695     * object *meal the flesh item, getting chewed in dragon's mouth
2696     * return:
2697     * int 1 if eating successful, 0 if it doesn't work
2698 elmex 1.1 */
2699 root 1.235 static int
2700 root 1.245 dragon_eat_flesh (object *op, object *meal)
2701 elmex 1.1 {
2702 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2703     object *abil = NULL; /* pointer to dragon ability force */
2704     object *tmp = NULL; /* tmp. object */
2705    
2706     double chance; /* improvement-chance of one resistance type */
2707     double totalchance = 1; /* total chance of gaining one resistance */
2708     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2709     double mbonus = 0; /* monster bonus */
2710     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2711     int winners = 0; /* number of winners */
2712     int i; /* index */
2713    
2714     /* let's make sure and doublecheck the parameters */
2715     if (meal->type != FLESH || !op->is_dragon ())
2716     return 0;
2717    
2718     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2719     from the player's inventory */
2720     for (tmp = op->inv; tmp; tmp = tmp->below)
2721     if (tmp->type == FORCE)
2722     if (tmp->arch->archname == shstr_dragon_skin_force)
2723     skin = tmp;
2724     else if (tmp->arch->archname == shstr_dragon_ability_force)
2725     abil = tmp;
2726    
2727     /* if either skin or ability are missing, this is an old player
2728     which is not to be considered a dragon -> bail out */
2729     if (skin == NULL || abil == NULL)
2730     return 0;
2731    
2732     /* now start by filling stomache and health, according to food-value */
2733     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2734     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2735     else
2736     op->stats.hp += meal->stats.food / 50;
2737    
2738     min_it (op->stats.hp, op->stats.maxhp);
2739     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2740    
2741     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2742 elmex 1.1
2743 root 1.245 /* on to the interesting part: chances for adding resistance */
2744     for (i = 0; i < NROFATTACKS; i++)
2745 root 1.22 {
2746 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2747 root 1.22 {
2748 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2749 elmex 1.1
2750 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2751     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2752     if (i == abil->stats.exp)
2753     bonus += 5; /* additional bonus for resistance of ability-focus */
2754 root 1.8
2755 root 1.245 /* monster bonus increases with level, because high-level
2756     flesh is too rare */
2757     mbonus = op->level * 20. / ((double) settings.max_level);
2758 root 1.14
2759 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2760     ((double)settings.max_level)) - skin->resist[i];
2761 root 1.57
2762 root 1.245 if (chance >= 0.)
2763     chance += 1.;
2764     else
2765     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2766 root 1.14
2767 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2768     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2769 root 1.57
2770 root 1.245 /* doubled chance for resistance of ability-focus */
2771     if (i == abil->stats.exp)
2772     chance = min (100., chance * 2.);
2773 root 1.57
2774 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2775     if (rndm (10000) < (unsigned int)(chance * 100))
2776     {
2777     atnr_winner[winners] = i;
2778     winners++;
2779     }
2780 root 1.85
2781 root 1.245 if (chance >= 0.01)
2782     totalchance *= 1 - chance / 100;
2783 root 1.14
2784 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2785     }
2786     }
2787 root 1.122
2788 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2789     totalchance = 100 - totalchance * 100;
2790 root 1.14
2791 root 1.245 /* print message according to totalchance */
2792     const char *buf;
2793     if (totalchance > 50.)
2794     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2795     else if (totalchance > 10.)
2796     buf = format ("The %s tasted very good.", &meal->name);
2797     else if (totalchance > 1.)
2798     buf = format ("The %s tasted good.", &meal->name);
2799     else if (totalchance > 0.1)
2800     buf = format ("The %s tasted bland.", &meal->name);
2801     else if (totalchance >= 0.01)
2802     buf = format ("The %s had a boring taste.", &meal->name);
2803     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2804     buf = format ("The %s tasted strange.", &meal->name);
2805     else
2806     buf = format ("The %s had no taste.", &meal->name);
2807 root 1.14
2808 root 1.245 op->statusmsg (buf);
2809 root 1.14
2810 root 1.245 /* now choose a winner if we have any */
2811     i = -1;
2812     if (winners > 0)
2813     i = atnr_winner [rndm (winners)];
2814 root 1.14
2815 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2816     {
2817     /* resistance increased! */
2818     skin->resist[i]++;
2819     op->update_stats ();
2820 root 1.14
2821 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2822     }
2823 root 1.14
2824 root 1.245 /* if this flesh contains a new ability focus, we mark it
2825     into the ability_force and it will take effect on next level */
2826     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2827     {
2828     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2829 elmex 1.184
2830 root 1.245 if (meal->last_eat != abil->stats.exp)
2831     op->statusmsg (format (
2832     "Your metabolism prepares to focus on %s!\n"
2833     "The change will happen at level %d.",
2834     change_resist_msg[meal->last_eat],
2835     abil->level + 1
2836     ));
2837     else
2838     {
2839     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2840     abil->last_eat = 0;
2841     }
2842     }
2843 root 1.79
2844 root 1.245 return 1;
2845     }
2846 root 1.14
2847 root 1.245 /**
2848     * op eats food.
2849     * If player, takes care of messages and dragon special food.
2850     */
2851     static void
2852     apply_food (object *op, object *tmp)
2853     {
2854     int capacity_remaining;
2855 root 1.14
2856 root 1.245 if (op->type != PLAYER)
2857     op->stats.hp = op->stats.maxhp;
2858     else
2859     {
2860     /* check if this is a dragon (player), eating some flesh */
2861     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2862     ;
2863     else
2864     {
2865     /* usual case - no dragon meal: */
2866     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2867     {
2868     if (tmp->type == FOOD || tmp->type == FLESH)
2869     op->failmsg ("You feel full, but what a waste of food!");
2870     else
2871     op->statusmsg ("Most of the drink goes down your face not your throat!");
2872     }
2873 root 1.14
2874 root 1.245 tmp->play_sound (
2875     tmp->sound
2876     ? tmp->sound
2877     : tmp->type == DRINK
2878     ? sound_find ("eat_drink")
2879     : sound_find ("eat_food")
2880     );
2881 root 1.14
2882 root 1.254 if (!tmp->flag [FLAG_CURSED])
2883 root 1.245 {
2884     const char *buf;
2885 root 1.14
2886 root 1.245 if (!op->is_dragon ())
2887     {
2888     /* eating message for normal players */
2889     if (tmp->type == DRINK)
2890     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2891     else
2892     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2893     }
2894     else
2895     /* eating message for dragon players */
2896     buf = format ("The %s tasted terrible!", &tmp->name);
2897 root 1.14
2898 root 1.245 op->statusmsg (buf);
2899 root 1.22
2900 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2901     op->stats.food += tmp->stats.food;
2902     if (capacity_remaining < tmp->stats.food)
2903     op->stats.hp += capacity_remaining / 50;
2904     else
2905     op->stats.hp += tmp->stats.food / 50;
2906 root 1.14
2907 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2908     min_it (op->stats.food, MAX_FOOD);
2909     }
2910 elmex 1.1
2911 root 1.245 /* special food hack -b.t. */
2912 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2913 root 1.245 eat_special_food (op, tmp);
2914     }
2915     }
2916 root 1.14
2917 root 1.245 handle_apply_yield (tmp);
2918     tmp->decrease ();
2919 elmex 1.1 }
2920    
2921     /**
2922 root 1.245 * Handles applying an improve armor scroll.
2923     * Does some sanity checks, then calls improve_armour.
2924 elmex 1.1 */
2925 root 1.245 static void
2926     apply_armour_improver (object *op, object *tmp)
2927 elmex 1.1 {
2928 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2929 root 1.22 {
2930 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2931     return;
2932     }
2933 root 1.68
2934 root 1.256 object *armor = op->mark ();
2935 root 1.245
2936     if (!armor)
2937     {
2938     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2939     return;
2940     }
2941 root 1.241
2942 root 1.245 if (armor->type != ARMOUR
2943     && armor->type != CLOAK
2944     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2945     {
2946     op->failmsg ("Your marked item is not armour!\n");
2947     return;
2948 elmex 1.1 }
2949 root 1.245
2950 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2951     {
2952     op->failmsg ("You are unable to take off your armour to improve it!");
2953     return;
2954     }
2955    
2956 root 1.245 op->statusmsg ("Applying armour enchantment.");
2957     improve_armour (op, tmp, armor);
2958 elmex 1.1 }
2959    
2960 root 1.245 void
2961     apply_poison (object *op, object *tmp)
2962 elmex 1.1 {
2963 root 1.245 // need to do it now when it is still on the map
2964     handle_apply_yield (tmp);
2965 root 1.12
2966 root 1.245 object *poison = tmp->split (1);
2967 root 1.233
2968 root 1.245 if (op->type == PLAYER)
2969     {
2970     op->contr->play_sound (sound_find ("drink_poison"));
2971     op->failmsg ("Yech! That tasted poisonous!");
2972     op->contr->killer = poison;
2973     }
2974 root 1.76
2975 root 1.245 if (poison->stats.hp > 0)
2976 root 1.22 {
2977 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2978     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2979     }
2980    
2981     op->stats.food -= op->stats.food / 4;
2982     poison->destroy ();
2983     }
2984 root 1.233
2985 root 1.245 /**
2986     * This function will try to apply a lighter and in case no lighter
2987     * is specified it will try to find a lighter in the players inventory,
2988     * and inform him about this requirement.
2989     *
2990     * who - the player
2991     * op - the item we want to light
2992     * lighter - the lighter or 0 if a lighter has yet to be found
2993     */
2994     static object *
2995     auto_apply_lighter (object *who, object *op, object *lighter)
2996     {
2997     if (lighter == 0)
2998     {
2999     for (object *tmp = who->inv; tmp; tmp = tmp->below)
3000     {
3001     if (tmp->type == LIGHTER)
3002     {
3003     lighter = tmp;
3004     break;
3005     }
3006     }
3007 root 1.233
3008 root 1.245 if (!lighter)
3009     {
3010 root 1.252 who->failmsgf (
3011 root 1.245 "You can't light up the %s with your bare hands! "
3012     "H<You need a lighter in your inventory, for example a flint and steel.>",
3013 root 1.252 &op->name
3014     );
3015 root 1.245 return 0;
3016     }
3017     }
3018 root 1.233
3019 root 1.245 // last_eat == 0 means the lighter is not being used up!
3020     if (lighter->last_eat && lighter->stats.food)
3021     {
3022     /* lighter gets used up */
3023     lighter = lighter->split ();
3024     lighter->stats.food--;
3025     who->insert (lighter);
3026     }
3027     else if (lighter->last_eat)
3028     {
3029     /* no charges left in lighter */
3030 root 1.252 who->failmsgf (
3031 root 1.245 "You attempt to light the %s with a used up %s.",
3032 root 1.252 &op->name, &lighter->name
3033     );
3034 root 1.245 return 0;
3035     }
3036 root 1.233
3037 root 1.245 return lighter;
3038     }
3039 root 1.96
3040 root 1.245 /**
3041     * Designed primarily to light torches/lanterns/etc.
3042     * Also burns up burnable material too. First object in the inventory is
3043     * the selected object to "burn". -b.t.
3044     */
3045     static void
3046     apply_lighter (object *who, object *lighter)
3047     {
3048     int is_player_env = 0;
3049 root 1.232
3050 root 1.256 if (object *item = who->mark ())
3051 root 1.245 {
3052     if (!auto_apply_lighter (who, item, lighter))
3053     return;
3054 root 1.76
3055 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3056     * I can't see many times when you would want to light multiple
3057     * objects at once.
3058     */
3059 root 1.14
3060 root 1.245 save_throw_object (item, AT_FIRE, who);
3061 root 1.79
3062 root 1.245 if (item->destroyed ()
3063     || ((item->type == LAMP || item->type == TORCH)
3064     && item->glow_radius > 0))
3065     who->statusmsg (format (
3066     "You light the %s with the %s.",
3067 root 1.252 &item->name, &lighter->name
3068     ));
3069 root 1.245 else
3070 root 1.252 who->failmsgf (
3071 root 1.245 "You attempt to light the %s with the %s and fail.",
3072 root 1.252 &item->name, &lighter->name
3073     );
3074 elmex 1.1 }
3075 root 1.245 else
3076     who->failmsg ("You need to mark a lightable object.");
3077 elmex 1.1 }
3078    
3079     /**
3080 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3081 elmex 1.1 */
3082 root 1.245 static void
3083     player_apply_lamp_cursed_effect (object *who, object *op)
3084 elmex 1.1 {
3085 root 1.245 if (op->level)
3086     {
3087 root 1.252 who->failmsgf (
3088 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3089 root 1.252 &op->name
3090     );
3091 root 1.245 create_exploding_ball_at (who, op->level);
3092     }
3093     else
3094     {
3095 root 1.252 who->failmsgf (
3096 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3097 root 1.252 &op->name
3098     );
3099 root 1.245 }
3100 elmex 1.1
3101 root 1.245 op->destroy ();
3102 elmex 1.1 }
3103    
3104     /**
3105 root 1.245 * Apply for players and lamps
3106     *
3107     * who - the player
3108     * op - the lamp
3109 elmex 1.1 */
3110 root 1.245 static void
3111     player_apply_lamp (object *who, object *op)
3112     {
3113     bool switch_on = op->glow_radius ? false : true;
3114 root 1.114
3115 root 1.245 if (switch_on)
3116     {
3117     object *lighter = 0;
3118    
3119     if (op->flag [FLAG_IS_LIGHTABLE]
3120     && !(lighter = auto_apply_lighter (who, op, 0)))
3121     return;
3122    
3123     if (op->stats.food < 1)
3124     {
3125     if (op->type == LAMP)
3126 root 1.252 who->failmsgf (
3127 root 1.245 "The %s is out of fuel! "
3128     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3129 root 1.252 &op->name
3130     );
3131 root 1.245 else
3132 root 1.252 who->failmsgf (
3133 root 1.245 "The %s is burnt out! "
3134     "H<Torches and similar items burn out and become worthless.>",
3135 root 1.252 &op->name
3136     );
3137 root 1.245 return;
3138     }
3139 root 1.114
3140 root 1.245 if (op->flag [FLAG_CURSED])
3141     {
3142     player_apply_lamp_cursed_effect (who, op);
3143     return;
3144     }
3145 elmex 1.1
3146 root 1.245 if (lighter)
3147     who->statusmsg (format (
3148     "You light up the %s with the %s.", &op->name, &lighter->name));
3149     else
3150     who->statusmsg (format ("You light up the %s.", &op->name));
3151     }
3152     else
3153 root 1.22 {
3154 root 1.245 if (op->flag [FLAG_CURSED])
3155 root 1.22 {
3156 root 1.245 player_apply_lamp_cursed_effect (who, op);
3157     return;
3158     }
3159 root 1.14
3160 root 1.245 if (op->type == TORCH)
3161     {
3162     if (!op->flag [FLAG_IS_LIGHTABLE])
3163 root 1.22 {
3164 root 1.245 who->statusmsg (format (
3165     "You put out the %s. "
3166     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3167     &op->name, &op->name));
3168     }
3169     else
3170     who->statusmsg (format (
3171     "You put out the %s."
3172     "H<Torches wear out if you put them out.>",
3173     &op->name));
3174     }
3175     else
3176     who->statusmsg (format ("You turn off the %s.", &op->name));
3177     }
3178 root 1.81
3179 root 1.245 apply_lamp (op, switch_on);
3180     }
3181 root 1.81
3182 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3183     {
3184     op->animation_id = a->animation_id;
3185     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3186     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3187     op->anim_speed = a->anim_speed;
3188     op->last_anim = 0;
3189     op->state = 0;
3190     op->face = a->face;
3191 root 1.81
3192 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3193     {
3194     SET_ANIMATION(op, 0);
3195     animate_object (op, op->direction);
3196     }
3197     else
3198     update_object (op, UP_OBJ_FACE);
3199 elmex 1.1 }
3200    
3201     /**
3202 root 1.245 * Apply for LAMPs and TORCHes.
3203 elmex 1.1 *
3204 root 1.245 * op - the lamp
3205     * switch_on - a flag which says whether the lamp should be switched on or off
3206 elmex 1.1 */
3207 root 1.245 void apply_lamp (object *op, bool switch_on)
3208 elmex 1.1 {
3209 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3210     op->set_speed (switch_on ? op->arch->speed : 0);
3211 root 1.22
3212 root 1.245 // torches wear out if you put them out
3213     if (op->type == TORCH && !switch_on)
3214 root 1.22 {
3215 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3216 root 1.22 {
3217 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3218     if (op->stats.food < 0)
3219     op->stats.food = 0;
3220     }
3221     else
3222     op->stats.food = 0;
3223     }
3224 elmex 1.1
3225 root 1.245 // lamps and torched get worthless when used up
3226     if (op->stats.food <= 0)
3227     op->value = 0;
3228 root 1.22
3229 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3230     // still animated ;-/
3231     if (op->other_arch)
3232     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3233 root 1.96
3234 root 1.245 if (object *pl = op->visible_to ())
3235     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3236     }
3237 root 1.78
3238 root 1.245 /**
3239     * This handles items of type 'transformer'.
3240     * Basically those items, used with a marked item, transform both items into something
3241     * else.
3242     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3243     * Change information is contained in the 'slaying' field of the marked item.
3244     * The format is as follow: transformer:[number ]yield[;transformer:...].
3245     * This way an item can be transformed in many things, and/or many objects.
3246     * The 'slaying' field for transformer is used as verb for the action.
3247     */
3248     static void
3249     apply_item_transformer (object *pl, object *transformer)
3250     {
3251     object *new_item;
3252     const char *find;
3253     char *separator;
3254     int yield;
3255     char got[MAX_BUF];
3256     int len;
3257 root 1.22
3258 root 1.245 if (!pl || !transformer)
3259     return;
3260 root 1.22
3261 root 1.256 object *marked = pl->mark ();
3262 root 1.76
3263 root 1.245 if (!marked)
3264     {
3265 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3266 root 1.245 return;
3267     }
3268 root 1.22
3269 root 1.245 if (!marked->slaying)
3270 root 1.22 {
3271 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3272 root 1.245 return;
3273     }
3274 root 1.78
3275 root 1.245 /* check whether they are compatible or not */
3276     find = strstr (&marked->slaying, transformer->arch->archname);
3277     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3278     {
3279 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3280 root 1.245 return;
3281 elmex 1.1 }
3282 root 1.76
3283 root 1.245 find += strlen (transformer->arch->archname) + 1;
3284     /* Item can be used, now find how many and what it yields */
3285     if (isdigit (*(find)))
3286 root 1.243 {
3287 root 1.245 yield = atoi (find);
3288     if (yield < 1)
3289 root 1.243 {
3290 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3291     yield = 1;
3292 root 1.243 }
3293     }
3294 root 1.245 else
3295     yield = 1;
3296 root 1.243
3297 root 1.245 while (isdigit (*find))
3298     find++;
3299 root 1.234
3300 root 1.245 while (*find == ' ')
3301     find++;
3302 root 1.233
3303 root 1.245 memset (got, 0, MAX_BUF);
3304 root 1.235
3305 root 1.245 if ((separator = (char *) strchr (find, ';')))
3306     len = separator - find;
3307     else
3308     len = strlen (find);
3309 root 1.234
3310 root 1.245 min_it (len, MAX_BUF - 1);
3311 root 1.235
3312 root 1.245 strcpy (got, find);
3313     got[len] = '\0';
3314 root 1.244
3315 root 1.245 /* Now create new item, remove used ones when required. */
3316     new_item = get_archetype (got);
3317     if (!new_item)
3318     {
3319 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3320 root 1.245 return;
3321 root 1.234 }
3322    
3323 root 1.245 new_item->nrof = yield;
3324 root 1.234
3325 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3326 root 1.233
3327 root 1.245 pl->insert (new_item);
3328     /* Eat up one item */
3329     marked->decrease ();
3330 root 1.233
3331 root 1.245 /* Eat one transformer if needed */
3332     if (transformer->stats.food)
3333     if (--transformer->stats.food == 0)
3334     transformer->decrease ();
3335 root 1.233 }
3336    
3337 elmex 1.1 /**
3338 root 1.245 * Main apply handler.
3339 elmex 1.1 *
3340 root 1.245 * Checks for unpaid items before applying.
3341 elmex 1.1 *
3342 root 1.245 * Return value is currently not used
3343 elmex 1.1 *
3344 root 1.245 * who is the object that is causing object to be applied, op is the object
3345     * being applied.
3346 elmex 1.1 *
3347 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3348     * them in this function - they are passed to apply_special
3349 elmex 1.1 */
3350 root 1.245 static bool
3351     manual_apply (object *who, object *op, int aflag)
3352 elmex 1.1 {
3353 root 1.245 op = op->head_ ();
3354 elmex 1.1
3355 root 1.245 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
3356 root 1.22 {
3357 root 1.245 if (who->contr)
3358     {
3359     examine (who, op);
3360     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3361     return 1;
3362     }
3363     else
3364     return 0; /* monsters just skip unpaid items */
3365 elmex 1.1 }
3366    
3367 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3368     return RESULT_INT (0);
3369 root 1.249 else if (apply_types_inv_only [op->type])
3370 root 1.245 {
3371     // special item, using slot system, needs to be in inv
3372     if (op->env == who)
3373     return apply_special (who, op, aflag);
3374 elmex 1.1
3375 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));
3376 root 1.245 }
3377 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3378 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3379 root 1.249 else if (apply_types [op->type])
3380 root 1.22 {
3381 root 1.245 // ordinary stuff, may be on the floor
3382     switch (op->type)
3383     {
3384     case T_HANDLE:
3385     who->play_sound (sound_find ("turn_handle"));
3386     who->statusmsg ("You turn the handle.");
3387     op->value = op->value ? 0 : 1;
3388     SET_ANIMATION (op, op->value);
3389     update_object (op, UP_OBJ_FACE);
3390     push_button (op, who);
3391     break;
3392    
3393     case TRIGGER:
3394     if (check_trigger (op, who, who))
3395     {
3396     who->statusmsg ("You turn the handle.");
3397     who->play_sound (sound_find ("turn_handle"));
3398     }
3399     else
3400     who->failmsg ("The handle doesn't move.");
3401    
3402     break;
3403    
3404     case EXIT:
3405     if (!EXIT_PATH (op))
3406 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));
3407 root 1.245 else
3408     {
3409     /* Don't display messages for random maps. */
3410     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3411     who->statusmsg (op->msg, NDI_NAVY);
3412    
3413     who->enter_exit (op);
3414     }
3415    
3416     break;
3417    
3418     case INSCRIBABLE:
3419     who->statusmsg (op->msg);
3420     // maybe show a spell menu to chose from or something like that
3421     break;
3422    
3423     case SIGN:
3424     apply_sign (who, op, 0);
3425     break;
3426    
3427     case BOOK:
3428     apply_book (who, op);
3429     break;
3430    
3431     case SKILLSCROLL:
3432     apply_skillscroll (who, op);
3433     break;
3434 root 1.22
3435 root 1.245 case SPELLBOOK:
3436     apply_spellbook (who, op);
3437     break;
3438 root 1.78
3439 root 1.245 case SCROLL:
3440     apply_scroll (who, op, 0);
3441     break;
3442 elmex 1.1
3443 root 1.245 case POTION:
3444     apply_potion (who, op);
3445     break;
3446 root 1.104
3447 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3448     //TODO: remove, as it is unsed?
3449     case CLOSE_CON:
3450     apply_container (who, op->env);
3451     break;
3452 root 1.78
3453 root 1.245 case CONTAINER:
3454     apply_container (who, op);
3455     break;
3456 root 1.55
3457 root 1.245 case TREASURE:
3458     apply_treasure (who, op);
3459     break;
3460 root 1.78
3461 root 1.245 case LAMP:
3462     case TORCH:
3463     player_apply_lamp (who, op);
3464     break;
3465 root 1.22
3466 root 1.245 case DRINK:
3467     case FOOD:
3468     case FLESH:
3469     apply_food (who, op);
3470     break;
3471 elmex 1.1
3472 root 1.245 case POISON:
3473     apply_poison (who, op);
3474     break;
3475 root 1.233
3476 root 1.245 case SAVEBED:
3477     break;
3478 root 1.22
3479 root 1.245 case ARMOUR_IMPROVER:
3480     apply_armour_improver (who, op);
3481     break;
3482 root 1.22
3483 root 1.245 case WEAPON_IMPROVER:
3484     check_improve_weapon (who, op);
3485     break;
3486 root 1.65
3487 root 1.245 case CLOCK:
3488     {
3489     timeofday_t tod;
3490 root 1.233
3491 root 1.245 get_tod (&tod);
3492     who->play_sound (sound_find ("sound_clock"));
3493     who->statusmsg (format (
3494     "It is %d minute%s past %d o'clock %s",
3495     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3496     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3497     ));
3498     }
3499     break;
3500 root 1.78
3501 root 1.245 case MENU:
3502     shop_listing (op, who);
3503     break;
3504 root 1.14
3505 root 1.245 case POWER_CRYSTAL:
3506     apply_power_crystal (who, op); /* see egoitem.c */
3507     break;
3508 root 1.76
3509 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3510     apply_lighter (who, op);
3511     break;
3512 root 1.96
3513 root 1.245 case ITEM_TRANSFORMER:
3514     apply_item_transformer (who, op);
3515     break;
3516     }
3517 root 1.238
3518 root 1.245 return 1;
3519     }
3520     else
3521     {
3522     who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
3523     return 0;
3524     }
3525     }
3526 root 1.238
3527 root 1.245 /**
3528     * player_apply_below attempts to apply the object 'below' the player.
3529     * If the player has an open container, we use that for below, otherwise
3530     * we use the ground.
3531     */
3532     void
3533     player_apply_below (object *pl)
3534     {
3535     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3536 root 1.238
3537 root 1.245 /* If using a container, set the starting item to be the top
3538     * item in the container. Otherwise, use the map.
3539     */
3540 root 1.241
3541 root 1.245 // first try to apply "applyables"
3542     for (object *tmp = top; tmp; tmp = tmp->below)
3543 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3544 root 1.245 {
3545     // If it is visible, player can apply it.
3546     pl->apply (tmp);
3547     return;
3548     }
3549 root 1.76
3550 root 1.245 while (top && top->invisible)
3551     top = top->below;
3552 root 1.76
3553 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3554     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3555     "H<There is nothing here that you can apply.>");
3556     else
3557     // next, try to explain the topmost object
3558     switch (top->type)
3559     {
3560     // TODO: all this should move to examine
3561     case ALTAR:
3562     case IDENTIFY_ALTAR:
3563 root 1.247 case TRIGGER_ALTAR:
3564 root 1.245 case CONVERTER:
3565 root 1.247 //case TRIGGER_PEDESTAL:
3566 root 1.252 pl->failmsgf (
3567 root 1.245 "You see no obvious mechanism on the %s."
3568     "H<You have to drop one or more specific items here.>",
3569     query_short_name (top)
3570 root 1.252 );
3571 root 1.245 break;
3572 root 1.22
3573 root 1.245 case BUTTON:
3574 root 1.247 case TRIGGER_BUTTON:
3575 root 1.252 pl->failmsgf (
3576 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3577     "H<You must put enough items here to activate it.>",
3578     query_short_name (top)
3579 root 1.252 );
3580 root 1.245 break;
3581 root 1.233
3582 root 1.245 default:
3583     examine (pl, top);
3584     break;
3585     }
3586     }
3587 root 1.76
3588 root 1.245 // saner interface, returns successful status
3589     bool
3590     object::apply (object *ob, int aflags)
3591     {
3592     if (!ob) // simplifies a lot of callers
3593     return true;
3594 root 1.233
3595 root 1.245 if (contr)
3596     {
3597     if (!ob->env && (move_type & MOVE_FLYING))
3598     {
3599     /* player is flying and applying object not in inventory */
3600     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3601     {
3602     failmsg ("But you are floating high above the ground! "
3603     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3604     "or waiting till the levitation effect wears off.>");
3605     return 0;
3606     }
3607     }
3608 root 1.76
3609 root 1.245 contr->last_used = ob;
3610     }
3611 root 1.78
3612 root 1.245 bool want_apply =
3613     aflags & AP_APPLY ? true
3614     : aflags & AP_UNAPPLY ? false
3615     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3616 root 1.80
3617 root 1.245 object_ptr *slot = 0;
3618 root 1.22
3619 root 1.245 // detect the slot, if this is a player
3620     if (contr && !(aflags & AP_NO_SLOT))
3621     {
3622     object *oslot;
3623 root 1.76
3624 root 1.245 switch (ob->type)
3625     {
3626     case WEAPON:
3627     slot = &contr->combat_ob;
3628     oslot = contr->ranged_ob;
3629     break;
3630 root 1.233
3631 root 1.264 case RANGED:
3632 root 1.245 case BOW:
3633     case SPELL:
3634     case WAND:
3635     case ROD:
3636     case HORN:
3637     case BUILDER:
3638     slot = &contr->ranged_ob;
3639     oslot = contr->combat_ob;
3640     break;
3641 root 1.232
3642 root 1.245 // oh, the humanity
3643     case SKILL:
3644 root 1.265 // skill is used on it's own, as opposed to being a chosen_skill
3645    
3646     if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3647     {
3648     failmsgf (
3649     "You feel as if you wanted to do something funny, but you can't remember what. "
3650     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3651     "It cannot be used on its own.>",
3652     &ob->skill
3653     );
3654     return 1;
3655     }
3656    
3657     if (skill_flags [ob->subtype] & SF_AUTARK
3658     || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3659     {
3660     if (skill_flags [ob->subtype] & SF_USE)
3661     failmsgf (
3662     "You feel as if you wanted to do something funny, but you can't remember what. "
3663     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3664     &ob->skill, &ob->skill
3665     );
3666     else
3667     failmsgf (
3668     "You feel as if you wanted to do something funny, but you can't remember what. "
3669     "H<The %s skill cannot be readied or used, it is always active.>",
3670     &ob->skill
3671     );
3672    
3673     return 1;
3674     }
3675 root 1.76
3676 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3677     break;
3678 elmex 1.1
3679 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3680     {
3681     slot = &contr->combat_ob;
3682     oslot = contr->ranged_ob;
3683     }
3684     else if (skill_flags [ob->subtype] & SF_RANGED)
3685     {
3686     slot = &contr->ranged_ob;
3687     oslot = contr->combat_ob;
3688     }
3689 elmex 1.1
3690 root 1.245 break;
3691     }
3692 root 1.22
3693 root 1.245 // now handle slot exclusions
3694     if (slot)
3695     {
3696     // only one slot can be active
3697     if (want_apply)
3698     {
3699     // clear slot unless we are in it already
3700     if (*slot != ob)
3701     apply (*slot, AP_UNAPPLY);
3702 elmex 1.1
3703 root 1.245 // unapply other slot, because we want to become active
3704     apply (oslot, AP_UNAPPLY);
3705     }
3706 elmex 1.1
3707 root 1.245 // clear item from slot if applied
3708     if (!want_apply && current_weapon == ob)
3709     current_weapon = 0;
3710     }
3711     }
3712 elmex 1.1
3713 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3714     manual_apply (this, ob, aflags);
3715 root 1.22
3716 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3717     return false;
3718 root 1.76
3719 root 1.245 if (slot && want_apply)
3720     current_weapon = *slot = ob;
3721 root 1.76
3722 root 1.245 return true;
3723 elmex 1.1 }
3724    
3725     /**
3726     * Map was just loaded, handle op's initialisation.
3727     *
3728     * Generates shop floor's item, and treasures.
3729     */
3730 root 1.22 int
3731     auto_apply (object *op)
3732     {
3733     object *tmp = NULL, *tmp2;
3734     int i;
3735 elmex 1.1
3736 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3737 elmex 1.163
3738 root 1.22 switch (op->type)
3739     {
3740 root 1.24 case SHOP_FLOOR:
3741 root 1.42 if (!op->has_random_items ())
3742 root 1.24 return 0;
3743 root 1.38
3744 root 1.24 do
3745     {
3746     i = 10; /* let's give it 10 tries */
3747     while ((tmp = generate_treasure (op->randomitems,
3748 root 1.164 op->stats.exp
3749     ? (int) op->stats.exp
3750     : max (op->map->difficulty, 5)))
3751     == NULL && --i);
3752    
3753 root 1.24 if (tmp == NULL)
3754     return 0;
3755 root 1.164
3756 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3757 root 1.24 {
3758 root 1.172 tmp->destroy ();
3759 root 1.24 tmp = NULL;
3760     }
3761     }
3762     while (!tmp);
3763 root 1.38
3764 root 1.24 tmp->x = op->x;
3765     tmp->y = op->y;
3766 root 1.254 tmp->set_flag (FLAG_UNPAID);
3767 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3768     identify (tmp);
3769     break;
3770 root 1.14
3771 root 1.24 case TREASURE:
3772 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3773 root 1.24 return 0;
3774 root 1.37
3775 root 1.67 while (op->stats.hp-- > 0)
3776 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3777     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3778    
3779     /* If we generated an object and put it in this object inventory,
3780     * move it to the parent object as the current object is about
3781     * to disappear. An example of this item is the random_* stuff
3782     * that is put inside other objects.
3783     */
3784 root 1.171 if (op->env)
3785     while (op->inv)
3786     op->env->insert (op->inv);
3787 root 1.37
3788 root 1.172 op->destroy ();
3789 root 1.24 break;
3790 elmex 1.1 }
3791 root 1.164
3792     return !!tmp;
3793 elmex 1.1 }
3794    
3795     /**
3796 root 1.68 * fix_auto_apply goes through the entire map every time a map
3797     * is loaded or swapped in and performs special actions for
3798 elmex 1.1 * certain objects (most initialization of chests and creation of
3799     * treasures and stuff). Calls auto_apply if appropriate.
3800     */
3801 root 1.20 void
3802 root 1.55 maptile::fix_auto_apply ()
3803 root 1.20 {
3804 root 1.55 if (!spaces)
3805 root 1.20 return;
3806    
3807 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3808     for (object *tmp = ms->bot; tmp; )
3809     {
3810     object *above = tmp->above;
3811 root 1.20
3812 root 1.55 if (tmp->inv)
3813     {
3814     object *invtmp, *invnext;
3815 elmex 1.1
3816 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3817 root 1.55 {
3818     invnext = invtmp->below;
3819 root 1.14
3820 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3821 root 1.55 auto_apply (invtmp);
3822     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3823     {
3824 root 1.164 while (invtmp->stats.hp-- > 0)
3825 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3826    
3827     invtmp->randomitems = NULL;
3828     }
3829     else if (invtmp && invtmp->arch
3830     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3831     {
3832     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3833     /* Need to clear this so that we never try to create
3834     * treasure again for this object
3835     */
3836     invtmp->randomitems = NULL;
3837     }
3838     }
3839 root 1.214
3840 root 1.55 /* This is really temporary - the code at the bottom will
3841     * also set randomitems to null. The problem is there are bunches
3842     * of maps/players already out there with items that have spells
3843     * which haven't had the randomitems set to null yet.
3844     * MSW 2004-05-13
3845     *
3846     * And if it's a spellbook, it's better to set randomitems to NULL too,
3847     * else you get two spells in the book ^_-
3848     * Ryo 2004-08-16
3849     */
3850     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3851     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3852     tmp->randomitems = NULL;
3853     }
3854 root 1.20
3855 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3856 root 1.55 auto_apply (tmp);
3857     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3858     {
3859     while ((tmp->stats.hp--) > 0)
3860     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3861     tmp->randomitems = NULL;
3862     }
3863     else if (tmp->type == TIMED_GATE)
3864     {
3865     object *head = tmp->head != NULL ? tmp->head : tmp;
3866    
3867 root 1.254 if (head->flag [FLAG_IS_LINKED])
3868 root 1.55 tmp->set_speed (0);
3869     }
3870     /* This function can be called everytime a map is loaded, even when
3871     * swapping back in. As such, we don't want to create the treasure
3872     * over and ove again, so after we generate the treasure, blank out
3873     * randomitems so if it is swapped in again, it won't make anything.
3874     * This is a problem for the above objects, because they have counters
3875     * which say how many times to make the treasure.
3876     */
3877     else if (tmp && tmp->arch && tmp->type != PLAYER
3878     && tmp->type != TREASURE && tmp->type != SPELL
3879     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3880     {
3881     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3882     tmp->randomitems = NULL;
3883     }
3884 root 1.78
3885 root 1.68 // close all containers
3886     else if (tmp->type == CONTAINER)
3887     tmp->flag [FLAG_APPLIED] = 0;
3888 root 1.22
3889 root 1.55 tmp = above;
3890     }
3891 elmex 1.1
3892 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3893     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3894     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3895 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3896 elmex 1.1 }
3897    
3898     /**
3899     * Handles player eating food that temporarily changes status (resistances, stats).
3900     * This used to call cast_change_attr(), but
3901     * that doesn't work with the new spell code. Since we know what
3902     * the food changes, just grab a force and use that instead.
3903     */
3904 root 1.22 void
3905     eat_special_food (object *who, object *food)
3906     {
3907     object *force;
3908     int i, did_one = 0;
3909    
3910 sf-marcmagus 1.199 char buf[64];
3911     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3912     shstr key (buf);
3913 root 1.22
3914 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3915     int duration = TIME2TICK (food->stats.food);
3916 elmex 1.1
3917 sf-marcmagus 1.199 if (force = who->force_find (key))
3918 root 1.22 {
3919 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3920 root 1.22 {
3921 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));
3922     force->force_set_timer (duration);
3923 root 1.22 }
3924 sf-marcmagus 1.199 else
3925     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3926    
3927     return;
3928 root 1.22 }
3929 sf-marcmagus 1.199 else
3930     {
3931     force = who->force_add (key, duration);
3932     force->name = key;
3933 elmex 1.47
3934 sf-marcmagus 1.199 /* check if the food affects a stat */
3935     for (i = 0; i < NUM_STATS; i++)
3936     if (sint8 k = food->stats.stat (i))
3937     {
3938     force->stats.stat (i) = k;
3939     did_one = 1;
3940     }
3941    
3942     /* check if we can protect the eater */
3943     for (i = 0; i < NROFATTACKS; i++)
3944     {
3945     if (food->resist[i] > 0)
3946     {
3947     force->resist[i] = food->resist[i];
3948     did_one = 1;
3949     }
3950     }
3951    
3952     if (did_one)
3953     {
3954     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));
3955    
3956     /* make the force take effect and report effects to user */
3957     change_abil (who, force);
3958     }
3959     else
3960     force->destroy ();
3961 root 1.22 }
3962    
3963     /* check for hp, sp change */
3964     if (food->stats.hp != 0)
3965     {
3966 root 1.254 if (food->flag [FLAG_CURSED])
3967 root 1.22 {
3968 root 1.151 who->contr->killer = food;
3969 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3970 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3971 root 1.22 }
3972     else
3973     {
3974     if (food->stats.hp > 0)
3975 root 1.125 who->statusmsg ("You begin to feel better.");
3976 root 1.22 else
3977 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3978    
3979 root 1.22 who->stats.hp += food->stats.hp;
3980     }
3981     }
3982 root 1.151
3983 root 1.22 if (food->stats.sp != 0)
3984     {
3985 root 1.254 if (food->flag [FLAG_CURSED])
3986 root 1.22 {
3987 root 1.125 who->failmsg ("You are drained of mana!");
3988 root 1.22 who->stats.sp -= food->stats.sp;
3989     if (who->stats.sp < 0)
3990     who->stats.sp = 0;
3991     }
3992     else
3993     {
3994 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3995 root 1.22 who->stats.sp += food->stats.sp;
3996     /* place limit on max sp from food? */
3997     }
3998 elmex 1.1 }
3999 root 1.125
4000 root 1.51 who->update_stats ();
4001 elmex 1.1 }
4002    
4003 root 1.22 void
4004     apply_changes_to_player (object *pl, object *change)
4005     {
4006     int excess_stat = 0; /* if the stat goes over the maximum
4007     for the race, put the excess stat some
4008     where else. */
4009 elmex 1.1
4010 root 1.22 switch (change->type)
4011     {
4012 root 1.24 case CLASS:
4013     {
4014     living *stats = &(pl->contr->orig_stats);
4015     living *ns = &(change->stats);
4016     object *walk;
4017     int flag_change_face = 1;
4018    
4019     /* the following code assigns stats up to the stat max
4020     * for the race, and if the stat max is exceeded,
4021     * tries to randomly reassign the excess stat
4022     */
4023     int i, j;
4024 root 1.22
4025 root 1.24 for (i = 0; i < NUM_STATS; i++)
4026     {
4027 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4028 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4029 root 1.22
4030 root 1.24 if (stat > 20 + race_bonus)
4031     {
4032     excess_stat++;
4033     stat = 20 + race_bonus;
4034     }
4035 root 1.91
4036     stats->stat (i) = stat;
4037 root 1.24 }
4038 elmex 1.1
4039 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4040     { /* try 100 times to assign excess stats */
4041     int i = rndm (0, 6);
4042    
4043     if (i == CHA)
4044     continue; /* exclude cha from this */
4045 root 1.91
4046     int stat = stats->stat (i);
4047 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4048 root 1.24 if (stat < 20 + race_bonus)
4049     {
4050     change_attr_value (stats, i, 1);
4051     excess_stat--;
4052     }
4053     }
4054 root 1.14
4055 root 1.24 /* insert the randomitems from the change's treasurelist into
4056     * the player ref: player.c
4057     */
4058 root 1.182 if (change->randomitems)
4059 root 1.24 give_initial_items (pl, change->randomitems);
4060 root 1.14
4061 root 1.24 /* set up the face, for some races. */
4062 root 1.14
4063 root 1.24 /* first, look for the force object banning
4064     * changing the face. Certain races never change face with class.
4065     */
4066 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4067     if (walk->name == shstr_NOCLASSFACECHANGE)
4068 root 1.24 flag_change_face = 0;
4069 root 1.14
4070 root 1.24 if (flag_change_face)
4071     {
4072 root 1.157 pl->face = change->face;
4073     pl->animation_id = change->animation_id;
4074     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4075 root 1.24 }
4076 root 1.14
4077 root 1.24 /* check the special case of can't use weapons */
4078 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4079 root 1.182 if (change->name == shstr_monk)
4080 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4081 root 1.14
4082 root 1.24 break;
4083     }
4084 elmex 1.1 }
4085     }
4086