ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
Revision: 1.282
Committed: Sat Sep 16 22:17:42 2017 UTC (6 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.281: +5 -5 lines
Log Message:
freearr => DIR

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.137 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.276 *
4 root 1.277 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 root 1.276 *
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 root 1.276 *
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 1.276 *
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 root 1.276 *
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 root 1.281 * last_eat numbers for an object. Hopefully this won't break anything ??
311 root 1.245 * 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 1.279 /* 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 root 1.245 * don't put any maximum value on damage - the limit is how much the
348 root 1.279 * weapon can be improved.
349 root 1.245 */
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 root 1.280 * the armour value of the piece of equipment exceed either
482 root 1.245 * 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 1.281 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 root 1.281 * elmex: we are going to let the game continue, as the mapcreator
686 root 1.245 * 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 1.281 * Handle apply on containers.
702 root 1.245 * 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 root 1.282 rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (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 root 1.282 op->x += DIRX (i);
927     op->y += DIRY (i);
928 root 1.245 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 root 1.281 * to us).
978 root 1.245 */
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 root 1.282 EXIT_X (trap) + DIRX (dir),
1025     EXIT_Y (trap) + DIRY (dir),
1026 root 1.245 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 root 1.281 * one choice. However, the check for the number of body locations
1292 root 1.245 * 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 root 1.281 * the slots, the player then has a choice.
1321 root 1.245 */
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 root 1.274 object *tmp, *skop = NULL;
1399 root 1.245
1400     /* trying to unequip op */
1401 root 1.254 if (op->flag [FLAG_APPLIED])
1402 root 1.22 {
1403 root 1.245 /* always apply, so no reason to unapply */
1404     if (basic_flag == AP_APPLY)
1405     return 0;
1406    
1407     return unapply_special (who, op, aflags);
1408 elmex 1.1 }
1409 root 1.245 else if (basic_flag == AP_UNAPPLY)
1410     return 0;
1411    
1412     splay (op);
1413 root 1.110
1414 root 1.245 /* Can't just apply this object. Lets see what not and what to do */
1415     if (int i = can_apply_object (who, op))
1416     {
1417     if (i & CAN_APPLY_NEVER)
1418     {
1419 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));
1420 root 1.245 return 1;
1421     }
1422     else if (i & CAN_APPLY_RESTRICTION)
1423     {
1424 root 1.252 who->failmsgf (
1425 root 1.245 "You have a prohibition against using a %s. "
1426     "H<Your belief, profession or class prevents you from applying this item.>",
1427     query_name (op)
1428 root 1.252 );
1429 root 1.245 return 1;
1430     }
1431 elmex 1.1
1432 root 1.245 if (who->type != PLAYER)
1433     {
1434     /* Some error, so don't try to equip something more */
1435     if (unapply_for_ob (who, op, aflags))
1436     return 1;
1437     }
1438     else
1439     {
1440     if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
1441 root 1.198 {
1442 root 1.245 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
1443     unapply_for_ob (who, op, AP_PRINT);
1444     return 1;
1445     }
1446     else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
1447     if (unapply_for_ob (who, op, aflags))
1448     return 1;
1449     }
1450     }
1451    
1452     if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
1453     {
1454     // try to ready attached skill first
1455     skop = find_skill_by_name (who, op->skill);
1456    
1457     if (!skop)
1458     {
1459 root 1.252 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
1460 root 1.245 return 1;
1461     }
1462     else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
1463     {
1464 root 1.252 who->failmsgf ("You can't use the required %s skill!", &op->skill);
1465 root 1.245 return 1;
1466     }
1467     }
1468    
1469     if (!check_item_power (who, op->item_power))
1470     {
1471     who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
1472     return 1;
1473     }
1474    
1475     /* Ok. We are now at the state where we can apply the new object.
1476     * Note that we don't have the checks for can_use_...
1477 root 1.281 * below - that is already taken care of by can_apply_object.
1478 root 1.245 */
1479    
1480     // split away all the other items from the stack, so only one item is left
1481     tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
1482    
1483     if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
1484     return RESULT_INT (0);
1485    
1486     switch (op->type)
1487     {
1488     case WEAPON:
1489     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1490     {
1491     /* if the weapon does not have the name as the character, can't use it. */
1492     /* (Ragnarok's sword attempted to be used by Foo: won't work) */
1493     who->failmsg ("The weapon does not recognize you as its owner. "
1494     "H<Its name indicates that it belongs to somebody else.>");
1495     if (tmp) who->insert (tmp);
1496     return 1;
1497     }
1498    
1499     op->flag [FLAG_APPLIED] = true;
1500    
1501     if (player *pl = who->contr)
1502     {
1503     who->statusmsg (format ("You wield %s.", query_name (op)));
1504     change_abil (who, op);
1505     }
1506    
1507     op->flag [FLAG_READY_WEAPON] = true;
1508     break;
1509    
1510     case ARMOUR:
1511     case HELMET:
1512     case SHIELD:
1513     case BOOTS:
1514     case GLOVES:
1515     case GIRDLE:
1516     case BRACERS:
1517     case CLOAK:
1518     case RING:
1519     case AMULET:
1520 root 1.254 op->set_flag (FLAG_APPLIED);
1521 root 1.245 who->statusmsg (format ("You wear %s.", query_name (op)));
1522     change_abil (who, op);
1523     break;
1524    
1525     case SKILL_TOOL:
1526     // applying a skill tool does not ready the skill
1527     // if something needs the skill, it has to ready it itself
1528     //TODO: unapplying should unapply the skill, though
1529 root 1.254 op->set_flag (FLAG_APPLIED);
1530 root 1.245 break;
1531    
1532     case SKILL:
1533 root 1.265 if (who->contr)
1534     if (op->invisible)
1535     who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1536     else
1537     who->statusmsg (format ("You ready %s.", query_name (op)));
1538 root 1.245
1539 root 1.254 who->set_flag (FLAG_READY_SKILL);
1540     op->set_flag (FLAG_APPLIED);
1541 root 1.245 change_abil (who, op);
1542     break;
1543    
1544     case BOW:
1545     if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
1546     {
1547     who->failmsg ("The weapon does not recognize you as its owner. "
1548     "H<Its name indicates that it belongs to somebody else.>");
1549     if (tmp) who->insert (tmp);
1550     return 1;
1551     }
1552    
1553     if (player *pl = who->contr)
1554     {
1555     op->flag [FLAG_APPLIED] = true;
1556     who->statusmsg (format ("You wield the %s.", query_name (op)));
1557     change_abil (who, op);
1558     }
1559     break;
1560    
1561     case RANGED:
1562     if (player *pl = who->contr)
1563     {
1564     op->flag [FLAG_APPLIED] = true;
1565     who->statusmsg (format ("You applied the %s.", query_name (op)));
1566     }
1567     break;
1568    
1569     case SPELL:
1570     if (player *pl = who->contr)
1571     {
1572     op->flag [FLAG_APPLIED] = true;
1573     who->statusmsg (format ("You ready the spell %s.", query_name (op)));
1574     }
1575     break;
1576    
1577     /*FALLTHROUGH*/
1578     case WAND:
1579     case ROD:
1580     case HORN:
1581     op->flag [FLAG_APPLIED] = true;
1582 elmex 1.1
1583 root 1.245 if (player *pl = who->contr)
1584     {
1585     who->statusmsg (format ("You ready %s.", query_name (op)));
1586 root 1.14
1587 root 1.245 if (op->type == BOW)
1588     who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1589 root 1.14
1590 root 1.245 change_abil (who, op);
1591     }
1592     else
1593     {
1594     if (op->type == BOW)
1595     op->flag [FLAG_READY_BOW ] = true;
1596     else
1597     op->flag [FLAG_READY_RANGE] = true;
1598     }
1599 root 1.14
1600 root 1.245 break;
1601 root 1.198
1602 root 1.245 case BUILDER:
1603     if (player *pl = who->contr)
1604     {
1605     who->statusmsg (format ("You ready your %s.", query_name (op)));
1606     //TODO: change_abil?
1607     }
1608     break;
1609 root 1.14
1610 root 1.245 default:
1611     who->statusmsg (format ("You apply %s.", query_name (op)));
1612     }
1613 root 1.23
1614 root 1.254 op->set_flag (FLAG_APPLIED);
1615 root 1.14
1616 root 1.245 if (tmp) who->insert (tmp);
1617 root 1.14
1618 root 1.245 who->update_stats ();
1619 root 1.14
1620 root 1.245 /* We exclude spell casting objects. The fire code will set the
1621     * been applied flag when they are used - until that point,
1622     * you don't know anything about them.
1623     */
1624     if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
1625 root 1.254 op->set_flag (FLAG_BEEN_APPLIED);
1626 root 1.14
1627 root 1.254 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1628 root 1.245 if (who->type == PLAYER)
1629     {
1630     who->failmsg (
1631     "Oops, it feels deadly cold! "
1632     "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1633     );
1634 root 1.254 op->set_flag (FLAG_KNOWN_CURSED);
1635 root 1.245 }
1636 root 1.22
1637 root 1.245 if (object *pl = op->visible_to ())
1638     esrv_send_item (pl, op);
1639 root 1.14
1640 root 1.245 return 0;
1641     }
1642 root 1.14
1643 root 1.245 /**
1644     * Check if op should abort moving victim because of it's race or slaying.
1645     * Returns 1 if it should abort, returns 0 if it should continue.
1646     */
1647     int
1648     should_director_abort (object *op, object *victim)
1649     {
1650     int arch_flag, name_flag, race_flag;
1651 root 1.22
1652 root 1.245 /* Get flags to determine what of arch, name, and race should be checked.
1653     * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654     * the next is the name flag, and the last is the race flag. Also note,
1655     * if subtype is set to zero, that also goes to defaults of all affecting
1656     * it. Examples:
1657     * subtype 1: only arch
1658     * subtype 3: arch or name
1659     * subtype 5: arch or race
1660     * subtype 7: all three
1661     */
1662     if (op->subtype)
1663     {
1664     arch_flag = op->subtype & 1;
1665     name_flag = op->subtype & 2;
1666     race_flag = op->subtype & 4;
1667     }
1668     else
1669     {
1670     arch_flag = 1;
1671     name_flag = 1;
1672     race_flag = 1;
1673     }
1674 root 1.14
1675 root 1.281 /* If the director has race set, only affect objects with a arch,
1676 root 1.245 * name or race that matches.
1677     */
1678     if ((op->race) &&
1679     ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680     ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681     ((!(victim->race && race_flag) || op->race != victim->race)))
1682     return 1;
1683 root 1.14
1684 root 1.245 /* If the director has slaying set, only affect objects where none
1685     * of arch, name, or race match.
1686     */
1687     if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688     ((victim->name && name_flag && op->slaying == victim->name)) ||
1689     ((victim->race && race_flag && op->slaying == victim->race)))
1690     return 1;
1691 root 1.118
1692 root 1.245 return 0;
1693     }
1694 root 1.14
1695 root 1.245 /**
1696     * This handles a player dropping money on an altar to identify stuff.
1697     * It'll identify marked item, if none all items up to dropped money.
1698     * Return value: 1 if money was destroyed, 0 if not.
1699     */
1700     static int
1701     apply_id_altar (object *money, object *altar, object *pl)
1702     {
1703     dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704 root 1.14
1705 root 1.245 if (!pl || pl->type != PLAYER)
1706     return 0;
1707 root 1.14
1708 root 1.245 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709     * identifying' from being printed out more than it needs to be.
1710     */
1711     if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712     return 0;
1713 root 1.23
1714 root 1.245 /* if the player has a marked item, identify that if it needs to be
1715     * identified. If it doesn't, then go through the player inventory.
1716     */
1717 root 1.256 if (object *marked = pl->mark ())
1718 root 1.258 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 root 1.245 {
1720     if (operate_altar (altar, &money, pl))
1721     {
1722     identify (marked);
1723 root 1.23
1724 root 1.245 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725     if (marked->msg)
1726     buf << "The item has a story:\r" << marked->msg << "\n\n";
1727 root 1.23
1728 root 1.245 return !money;
1729     }
1730     }
1731 root 1.14
1732 root 1.245 for (object *id = pl->inv; id; id = id->below)
1733     {
1734 root 1.258 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 root 1.245 {
1736     if (operate_altar (altar, &money, pl))
1737     {
1738     identify (id);
1739 root 1.55
1740 root 1.245 buf.printf ("You have %s.\r", long_desc (id, pl));
1741     if (id->msg)
1742     buf << "The item has a story:\r" << id->msg << "\n\n";
1743 root 1.14
1744 root 1.245 /* If no more money, might as well quit now */
1745     if (!money || !check_altar_sacrifice (altar, money))
1746     break;
1747     }
1748     else
1749     {
1750     LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751     break;
1752     }
1753     }
1754     }
1755 root 1.23
1756 root 1.245 if (buf.empty ())
1757     pl->failmsg ("You have nothing that needs identifying");
1758     else
1759     pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760 root 1.23
1761 root 1.245 return !money;
1762     }
1763 root 1.23
1764 root 1.245 /**
1765     * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766     * matching item.
1767     **/
1768     void
1769     handle_apply_yield (object *tmp)
1770     {
1771 root 1.271 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 root 1.245 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773 elmex 1.1 }
1774    
1775     /**
1776 root 1.245 * Handles applying a potion.
1777 elmex 1.1 */
1778 root 1.245 int
1779     apply_potion (object *op, object *tmp)
1780 elmex 1.1 {
1781 root 1.245 int got_one = 0, i;
1782     object *force = 0;
1783 root 1.22
1784 root 1.245 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1785 root 1.22 {
1786 root 1.245 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1787 elmex 1.1
1788 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1789 root 1.245 return 0;
1790 elmex 1.1 }
1791 root 1.112
1792 root 1.245 if (op->type == PLAYER)
1793 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
1794 root 1.245 identify (tmp);
1795 elmex 1.1
1796 root 1.245 handle_apply_yield (tmp);
1797 elmex 1.223
1798 root 1.245 /* Potion of restoration - only for players */
1799     if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800     {
1801     object *depl;
1802     archetype *at;
1803 root 1.22
1804 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 root 1.245 {
1806     op->drain_stat ();
1807     op->update_stats ();
1808     tmp->decrease ();
1809     return 1;
1810     }
1811 root 1.22
1812 root 1.245 if (!(at = archetype::find (shstr_depletion)))
1813 root 1.22 {
1814 root 1.245 LOG (llevError, "Could not find archetype depletion\n");
1815     return 0;
1816 root 1.22 }
1817 root 1.41
1818 root 1.245 depl = present_arch_in_ob (at, op);
1819 elmex 1.1
1820 root 1.245 if (depl)
1821     {
1822     for (i = 0; i < NUM_STATS; i++)
1823     if (depl->stats.stat (i))
1824     op->statusmsg (restore_msg[i]);
1825 root 1.208
1826 root 1.245 depl->destroy ();
1827     op->update_stats ();
1828 root 1.208 }
1829 root 1.245 else
1830     op->statusmsg ("Your potion had no effect.");
1831 root 1.208
1832 root 1.245 tmp->decrease ();
1833     return 1;
1834 elmex 1.1 }
1835    
1836 root 1.245 /* improvement potion - only for players */
1837     if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1838 root 1.22 {
1839 root 1.245 for (i = 1; i < min (11, op->level); i++)
1840     {
1841 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1842 root 1.245 {
1843     if (op->contr->levhp[i] != 1)
1844     {
1845     op->contr->levhp[i] = 1;
1846     break;
1847     }
1848 elmex 1.1
1849 root 1.245 if (op->contr->levsp[i] != 1)
1850     {
1851     op->contr->levsp[i] = 1;
1852     break;
1853     }
1854 elmex 1.1
1855 root 1.245 if (op->contr->levgrace[i] != 1)
1856     {
1857     op->contr->levgrace[i] = 1;
1858     break;
1859     }
1860     }
1861     else
1862     {
1863     if (op->contr->levhp[i] < 9)
1864     {
1865     op->contr->levhp[i] = 9;
1866     break;
1867     }
1868 root 1.118
1869 root 1.245 if (op->contr->levsp[i] < 6)
1870     {
1871     op->contr->levsp[i] = 6;
1872     break;
1873     }
1874 root 1.22
1875 root 1.245 if (op->contr->levgrace[i] < 3)
1876     {
1877     op->contr->levgrace[i] = 3;
1878     break;
1879     }
1880     }
1881     }
1882 elmex 1.1
1883 root 1.245 /* Just makes checking easier */
1884     if (i < min (11, op->level))
1885     got_one = 1;
1886 elmex 1.1
1887 root 1.254 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 root 1.245 {
1889     if (got_one)
1890     {
1891     op->update_stats ();
1892     op->statusmsg ("The Gods smile upon you and remake you "
1893     "a little more in their image. "
1894     "You feel a little more perfect.", NDI_GREEN);
1895     }
1896     else
1897     op->statusmsg ("The potion had no effect - you are already perfect.");
1898     }
1899     else
1900     { /* cursed potion */
1901     if (got_one)
1902     {
1903     op->update_stats ();
1904     op->failmsg ("The Gods are angry and punish you.");
1905     }
1906     else
1907     op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908     }
1909 root 1.22
1910 root 1.245 tmp->decrease ();
1911     return 1;
1912 root 1.22 }
1913 elmex 1.1
1914 root 1.22
1915 root 1.245 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916     * and heroism all fit into this category. Given the spell object code,
1917     * there is no limit to the number of spells that potions can be cast,
1918     * but direction is problematic to try and imbue fireball potions for example.
1919 root 1.22 */
1920 root 1.245 if (tmp->inv)
1921 root 1.22 {
1922 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 root 1.22 {
1924 root 1.245 op->failmsg ("Yech! Your lungs are on fire!");
1925     create_exploding_ball_at (op, op->level);
1926 root 1.14 }
1927 root 1.22 else
1928 root 1.245 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929 root 1.114
1930 root 1.245 tmp->decrease ();
1931 root 1.22
1932 root 1.245 /* if youre dead, no point in doing this... */
1933 root 1.254 if (!op->flag [FLAG_REMOVED])
1934 root 1.245 op->update_stats ();
1935 root 1.22
1936 root 1.245 return 1;
1937 root 1.22 }
1938    
1939 root 1.245 /* Deal with protection potions */
1940     force = NULL;
1941     for (i = 0; i < NROFATTACKS; i++)
1942     {
1943     if (tmp->resist[i])
1944     {
1945     if (!force)
1946 root 1.272 force = archetype::get (FORCE_NAME);
1947 root 1.32
1948 root 1.245 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949     force->type = POTION_EFFECT;
1950     break; /* Only need to find one protection since we copy entire batch */
1951     }
1952 root 1.22 }
1953 root 1.31
1954 root 1.245 /* This is a protection potion */
1955     if (force)
1956 root 1.22 {
1957 root 1.245 /* cursed items last longer */
1958 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 root 1.245 {
1960     force->stats.food *= 10;
1961     for (i = 0; i < NROFATTACKS; i++)
1962     if (force->resist[i] > 0)
1963     force->resist[i] = -force->resist[i]; /* prot => vuln */
1964     }
1965 root 1.22
1966 root 1.245 force->speed_left = -1;
1967     force = insert_ob_in_ob (force, op);
1968 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1969     force->set_flag (FLAG_APPLIED);
1970 root 1.245 change_abil (op, force);
1971     tmp->decrease ();
1972     return 1;
1973 elmex 1.1 }
1974 root 1.22
1975 root 1.245 /* Only thing left are the stat potions */
1976     if (op->type == PLAYER)
1977     { /* only for players */
1978 root 1.254 if ((tmp->flag [FLAG_CURSED]
1979     || tmp->flag [FLAG_DAMNED])
1980 root 1.245 && tmp->value != 0)
1981 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1982 root 1.245 else
1983 root 1.254 tmp->set_flag (FLAG_APPLIED);
1984 root 1.25
1985 root 1.245 if (!change_abil (op, tmp))
1986     op->statusmsg ("Nothing happened.");
1987 elmex 1.1 }
1988    
1989 root 1.245 /* CLEAR_FLAG is so that if the character has other potions
1990     * that were grouped with the one consumed, his
1991     * stat will not be raised by them. fix_player just clears
1992     * up all the stats.
1993 root 1.22 */
1994 root 1.254 tmp->clr_flag (FLAG_APPLIED);
1995 root 1.245 op->update_stats ();
1996     tmp->decrease ();
1997     return 1;
1998     }
1999 root 1.22
2000 root 1.245 /**
2001     * 'victim' moves onto 'trap'
2002     * 'victim' leaves 'trap'
2003     * effect is determined by move_on/move_off of trap and move_type of victime.
2004     *
2005     * originator: Player, monster or other object that caused 'victim' to move
2006     * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007     * However, some types of traps require an originator to function.
2008 elmex 1.1 */
2009 root 1.22 void
2010 root 1.245 move_apply (object *trap, object *victim, object *originator)
2011 elmex 1.1 {
2012 root 1.245 static int recursion_depth = 0;
2013    
2014 root 1.260 trap = trap->head_ ();
2015    
2016 root 1.245 /* Only exits affect DMs. */
2017 root 1.254 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 root 1.245 return;
2019 elmex 1.1
2020 root 1.245 /* move_apply() is the most likely candidate for causing unwanted and
2021 root 1.281 * possibly unlimited recursion.
2022 root 1.245 */
2023 root 1.260
2024 root 1.245 /* The following was changed because it was causing perfectly correct
2025     * maps to fail. 1) it's not an error to recurse:
2026     * rune detonates, summoning monster. monster lands on nearby rune.
2027     * nearby rune detonates. This sort of recursion is expected and
2028 root 1.281 * proper. This code was causing needless crashes.
2029 root 1.245 */
2030     if (recursion_depth >= 500)
2031 root 1.22 {
2032 root 1.245 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033     "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 root 1.22 return;
2035 elmex 1.1 }
2036    
2037 root 1.245 recursion_depth++;
2038    
2039     if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040     switch (trap->type)
2041     {
2042     case PLAYERMOVER:
2043     if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044     {
2045     if (!trap->stats.maxsp)
2046     trap->stats.maxsp = 2;
2047 elmex 1.1
2048 root 1.245 /* Is this correct? From the docs, it doesn't look like it
2049     * should be divided by trap->speed
2050     */
2051     victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052 elmex 1.1
2053 root 1.245 /* Just put in some sanity check. I think there is a bug in the
2054     * above with some objects have zero speed, and thus the player
2055     * getting permanently paralyzed.
2056     */
2057 root 1.260 victim->speed_left = max (-50.f, victim->speed_left);
2058 root 1.245 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059     }
2060     break;
2061 elmex 1.1
2062 root 1.245 case SPINNER:
2063     if (victim->direction)
2064     {
2065     victim->direction = absdir (victim->direction - trap->stats.sp);
2066     update_turn_face (victim);
2067     }
2068     break;
2069 elmex 1.1
2070 root 1.245 case DIRECTOR:
2071     if (victim->direction && !should_director_abort (trap, victim))
2072     {
2073     victim->direction = trap->stats.sp;
2074     update_turn_face (victim);
2075     }
2076     break;
2077 elmex 1.1
2078 root 1.245 case BUTTON:
2079     case PEDESTAL:
2080     case T_MATCH:
2081     update_button (trap, originator);
2082     break;
2083 elmex 1.1
2084 root 1.245 case ALTAR:
2085     /* sacrifice victim on trap */
2086     apply_altar (trap, victim, originator);
2087     break;
2088 elmex 1.1
2089 root 1.245 case THROWN_OBJ:
2090     if (trap->inv == NULL)
2091     break;
2092     /* fallthrough */
2093 elmex 1.1
2094 root 1.245 case ARROW:
2095     /* bad bug: monster throw a object, make a step forwards, step on object ,
2096     * trigger this here and get hit by own missile - and will be own enemy.
2097     * Victim then is his own enemy and will start to kill herself (this is
2098     * removed) but we have not synced victim and his missile. To avoid senseless
2099 root 1.278 * action, we avoid hits here
2100 root 1.245 */
2101 root 1.254 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2102 root 1.245 && trap->owner != victim)
2103     hit_with_arrow (trap, victim);
2104     break;
2105 root 1.22
2106 root 1.245 case SPELL_EFFECT:
2107     apply_spell_effect (trap, victim);
2108     break;
2109 root 1.99
2110 root 1.245 case TRAPDOOR:
2111     {
2112     int max, sound_was_played;
2113     object *ab, *ab_next;
2114 elmex 1.1
2115 root 1.245 if (!trap->value)
2116     {
2117     int tot;
2118 root 1.22
2119 root 1.245 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120     if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121     tot += ab->head_ ()->total_weight ();
2122 root 1.37
2123 root 1.245 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124     break;
2125 elmex 1.1
2126 root 1.245 SET_ANIMATION (trap, trap->value);
2127     update_object (trap, UP_OBJ_FACE);
2128     }
2129 elmex 1.1
2130 root 1.245 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131     {
2132     /* need to set this up, since if we do transfer the object,
2133 root 1.281 * ab->above would be bogus
2134 root 1.245 */
2135     ab_next = ab->above;
2136 root 1.22
2137 root 1.245 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138     {
2139     if (!sound_was_played)
2140     {
2141     trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142     sound_was_played = 1;
2143     }
2144 root 1.22
2145 root 1.245 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146     transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147     }
2148     }
2149     break;
2150     }
2151 root 1.22
2152 root 1.245 case CONVERTER:
2153     if (convert_item (victim, trap) < 0)
2154     {
2155 root 1.252 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 root 1.245 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157     }
2158 root 1.22
2159 root 1.245 break;
2160 root 1.22
2161 root 1.245 case TRIGGER_BUTTON:
2162     case TRIGGER_PEDESTAL:
2163     case TRIGGER_ALTAR:
2164     check_trigger (trap, victim, originator);
2165     break;
2166 root 1.124
2167 root 1.245 case DEEP_SWAMP:
2168     walk_on_deep_swamp (trap, victim);
2169     break;
2170 root 1.22
2171 root 1.245 case CHECK_INV:
2172     check_inv (victim, trap);
2173     break;
2174 root 1.22
2175 root 1.245 case HOLE:
2176     move_apply_hole (trap, victim);
2177     break;
2178 root 1.22
2179 root 1.245 case EXIT:
2180     if (victim->type == PLAYER && EXIT_PATH (trap))
2181     {
2182     /* Basically, don't show exits leading to random maps the
2183     * players output.
2184     */
2185     if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186     victim->statusmsg (trap->msg, NDI_NAVY);
2187 root 1.22
2188 root 1.245 trap->play_sound (trap->sound);
2189     victim->enter_exit (trap);
2190     }
2191     break;
2192 root 1.22
2193 root 1.245 case ENCOUNTER:
2194     /* may be some leftovers on this */
2195     break;
2196 root 1.22
2197 root 1.245 case SHOP_MAT:
2198     apply_shop_mat (trap, victim);
2199     break;
2200 root 1.22
2201 root 1.245 /* Drop a certain amount of gold, and have one item identified */
2202     case IDENTIFY_ALTAR:
2203     apply_id_altar (victim, trap, originator);
2204     break;
2205 root 1.22
2206 root 1.245 case SIGN:
2207     if (victim->type != PLAYER && trap->stats.food > 0)
2208     break; /* monsters musn't apply magic_mouths with counters */
2209 root 1.22
2210 root 1.245 apply_sign (victim, trap, 1);
2211     break;
2212 root 1.22
2213 root 1.245 case CONTAINER:
2214     apply_container (victim, trap);
2215     break;
2216 root 1.22
2217 root 1.245 case RUNE:
2218     case TRAP:
2219 root 1.254 if (trap->level && victim->flag [FLAG_ALIVE])
2220 root 1.245 spring_trap (trap, victim);
2221     break;
2222 root 1.22
2223 root 1.245 default:
2224     LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225     "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226     break;
2227     }
2228 root 1.124
2229 root 1.245 recursion_depth--;
2230     }
2231 root 1.124
2232 root 1.245 /**
2233     * Handles reading a regular (ie not containing a spell) book.
2234     */
2235     static void
2236     apply_book (object *op, object *tmp)
2237     {
2238     int lev_diff;
2239     object *skill_ob;
2240 root 1.22
2241 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 root 1.245 {
2243     op->failmsg ("You are unable to read while blind!");
2244     return;
2245     }
2246 root 1.22
2247 root 1.245 if (!tmp->msg)
2248 root 1.22 {
2249 root 1.252 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 root 1.245 return;
2251     }
2252 root 1.22
2253 root 1.245 /* need a literacy skill to read stuff! */
2254     skill_ob = find_skill_by_name (op, tmp->skill);
2255     if (!skill_ob)
2256     {
2257 root 1.252 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 root 1.245 return;
2259 root 1.22 }
2260    
2261 root 1.245 lev_diff = tmp->level - (skill_ob->level + 5);
2262 root 1.254 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 root 1.22 {
2264 root 1.245 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265     : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266     : lev_diff < 5 ? "This book is beyond your comprehension."
2267     : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268     : lev_diff < 15 ? "This book is way beyond your comprehension."
2269     : "This book is totally beyond your comprehension.");
2270     return;
2271     }
2272    
2273     // we currently don't use the message types for anything.
2274     // readable_message_type *msgType = get_readable_message_type (tmp);
2275    
2276     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277    
2278     if (player *pl = op->contr)
2279     if (client *ns = pl->ns)
2280     pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281    
2282     /* gain xp from reading */
2283 root 1.254 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 root 1.245 { /* only if not read before */
2285     int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286 root 1.22
2287 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2288 root 1.22 {
2289 root 1.245 /*exp_gain *= 2; because they just identified it too */
2290 root 1.254 tmp->set_flag (FLAG_IDENTIFIED);
2291 root 1.245
2292     if (object *pl = tmp->visible_to ())
2293     esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 root 1.22 }
2295 root 1.245
2296     change_exp (op, exp_gain, skill_ob->skill, 0);
2297 root 1.254 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 elmex 1.1 }
2299     }
2300    
2301     /**
2302 root 1.245 * op made some mistake with a scroll, this takes care of punishment.
2303     * scroll_failure()- hacked directly from spell_failure
2304 root 1.208 */
2305     static void
2306 root 1.245 scroll_failure (object *op, int failure, int power)
2307 root 1.208 {
2308 root 1.245 if (abs (failure / 4) > power)
2309     power = abs (failure / 4); /* set minimum effect */
2310    
2311     if (failure <= -1 && failure > -15)
2312     { /* wonder */
2313     object *tmp;
2314 root 1.208
2315 root 1.245 op->failmsg ("Your spell warps!");
2316 root 1.272 tmp = archetype::get (SPELL_WONDER);
2317 root 1.245 cast_wonder (op, op, 0, tmp);
2318     tmp->destroy ();
2319     }
2320     else if (failure <= -15 && failure > -35)
2321     { /* drain mana */
2322     op->failmsg ("Your mana is drained!");
2323     op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324     if (op->stats.sp < 0)
2325     op->stats.sp = 0;
2326     }
2327     else if (settings.spell_failure_effects == TRUE)
2328 root 1.208 {
2329 root 1.245 if (failure <= -35 && failure > -60)
2330     { /* confusion */
2331     op->failmsg ("The magic recoils on you!");
2332     confuse_player (op, op, power);
2333     }
2334     else if (failure <= -60 && failure > -70)
2335     { /* paralysis */
2336     op->failmsg ("The magic recoils and paralyzes you!");
2337     paralyze_player (op, op, power);
2338     }
2339     else if (failure <= -70 && failure > -80)
2340     { /* blind */
2341     op->failmsg ("The magic recoils on you!");
2342     blind_player (op, op, power);
2343     }
2344     else if (failure <= -80)
2345     { /* blast the immediate area */
2346 root 1.272 object *tmp = archetype::get (LOOSE_MANA);
2347 root 1.245 cast_magic_storm (op, tmp, power);
2348     op->failmsg ("You unleash uncontrolled mana!");
2349     tmp->destroy ();
2350 root 1.208 }
2351     }
2352     }
2353    
2354     /**
2355 root 1.245 * Handles the applying of a skill scroll, calling learn_skill straight.
2356     * op is the person learning the skill, tmp is the skill scroll object
2357 elmex 1.1 */
2358 root 1.22 static void
2359 root 1.245 apply_skillscroll (object *op, object *tmp)
2360 elmex 1.1 {
2361 root 1.245 switch (learn_skill (op, tmp))
2362     {
2363     case 0:
2364     op->play_sound (sound_find ("generic_fail"));
2365 root 1.252 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 root 1.245 break;
2367    
2368     case 1:
2369     tmp->decrease ();
2370     op->play_sound (sound_find ("skill_learn"));
2371     op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372     break;
2373 elmex 1.1
2374 root 1.245 default:
2375     tmp->decrease ();
2376     op->play_sound (sound_find ("generic_fail"));
2377 root 1.252 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 root 1.245 break;
2379 elmex 1.1 }
2380 root 1.245 }
2381 root 1.51
2382 root 1.245 /**
2383     * Actually makes op learn spell.
2384     * Informs player of what happens.
2385     */
2386     void
2387     do_learn_spell (object *op, object *spell, int special_prayer)
2388     {
2389     object *tmp;
2390 root 1.51
2391 root 1.245 if (op->type != PLAYER)
2392 root 1.22 {
2393 root 1.245 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 elmex 1.1 return;
2395     }
2396 root 1.51
2397 root 1.245 /* Upgrade special prayers to normal prayers */
2398     if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 elmex 1.1 {
2400 root 1.254 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 root 1.245 {
2402     LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403     return;
2404     }
2405 root 1.22 return;
2406 elmex 1.1 }
2407    
2408 root 1.245 op->contr->play_sound (sound_find ("learn_spell"));
2409    
2410     tmp = spell->clone ();
2411     insert_ob_in_ob (tmp, op);
2412    
2413     if (special_prayer)
2414 root 1.254 tmp->set_flag (FLAG_STARTEQUIP);
2415 root 1.245
2416     esrv_add_spells (op->contr, tmp);
2417 elmex 1.1 }
2418    
2419 root 1.245 /**
2420     * Erases spell from player's inventory.
2421     */
2422 root 1.151 void
2423 root 1.245 do_forget_spell (object *op, const char *spell)
2424 elmex 1.1 {
2425 root 1.245 object *spob;
2426 root 1.158
2427 root 1.245 if (op->type != PLAYER)
2428 root 1.22 {
2429 root 1.245 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430     return;
2431 elmex 1.1 }
2432 root 1.245 if ((spob = check_spell_known (op, spell)) == NULL)
2433 root 1.22 {
2434 root 1.245 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435     return;
2436 elmex 1.1 }
2437 root 1.114
2438 root 1.252 op->failmsgf ("You lose knowledge of %s.", spell);
2439 root 1.245 esrv_remove_spell (op->contr, spob);
2440     spob->destroy ();
2441 elmex 1.1 }
2442    
2443     /**
2444 root 1.245 * Handles player applying a spellbook.
2445     * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446     * stuff like that. Random learning failure too.
2447 elmex 1.184 */
2448 root 1.245 static void
2449     apply_spellbook (object *op, object *tmp)
2450 elmex 1.184 {
2451 root 1.245 object *skop, *spell, *spell_skill;
2452    
2453 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 root 1.245 {
2455     op->failmsg ("You are unable to read while blind.");
2456     return;
2457     }
2458    
2459     /* artifact_spellbooks have 'slaying' field point to a spell name,
2460     * instead of having their spell stored in stats.sp. These are
2461     * legacy spellbooks
2462     */
2463     if (tmp->slaying)
2464 elmex 1.184 {
2465 root 1.245 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466    
2467     if (!spell)
2468 elmex 1.184 {
2469 root 1.252 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 root 1.245 return;
2471 elmex 1.184 }
2472 root 1.245 else
2473     insert_ob_in_ob (spell, tmp);
2474 elmex 1.184
2475 root 1.245 tmp->slaying = 0;
2476 elmex 1.184 }
2477    
2478 root 1.245 skop = find_skill_by_name (op, tmp->skill);
2479    
2480     /* need a literacy skill to learn spells. Also, having a literacy level
2481     * lower than the spell will make learning the spell more difficult */
2482     if (!skop)
2483 elmex 1.184 {
2484 root 1.252 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 root 1.245 return;
2486 elmex 1.184 }
2487    
2488 root 1.245 spell = tmp->inv;
2489 elmex 1.184
2490 root 1.245 if (!spell)
2491 elmex 1.184 {
2492 root 1.245 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493     op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494     return;
2495 elmex 1.184 }
2496    
2497 root 1.245 int learn_level = sqrtf (spell->level) * 1.5f;
2498     if (skop->level < learn_level)
2499 elmex 1.187 {
2500 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.>",
2501     &tmp->skill, learn_level);
2502 root 1.245 return;
2503 elmex 1.187 }
2504    
2505 root 1.245 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506 elmex 1.187
2507 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2508 root 1.245 identify (tmp);
2509 elmex 1.184
2510 root 1.245 /* I removed the check for special_prayer_mark here - it didn't make
2511     * a lot of sense - special prayers are not found in spellbooks, and
2512     * if the player doesn't know the spell, doesn't make a lot of sense that
2513     * they would have a special prayer mark.
2514     */
2515     if (check_spell_known (op, spell->name))
2516 elmex 1.184 {
2517 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");
2518     return;
2519     }
2520 elmex 1.184
2521 root 1.245 if (spell->skill)
2522     {
2523     spell_skill = find_skill_by_name (op, spell->skill);
2524 elmex 1.184
2525 root 1.245 if (!spell_skill)
2526 elmex 1.184 {
2527 root 1.252 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 elmex 1.184 return;
2529     }
2530    
2531 root 1.245 if (spell_skill->level < spell->level)
2532 elmex 1.187 {
2533 root 1.252 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 elmex 1.187 return;
2535     }
2536 root 1.245 }
2537 elmex 1.187
2538 root 1.245 /* Logic as follows
2539     *
2540     * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541     *
2542     * 2- The learner's skill level in literacy adjusts the chance to learn
2543     * a spell.
2544     *
2545     * 3 -Automatically fail to learn if you read while confused
2546 root 1.281 *
2547     * Overall, chances are the same but a player will find having a high
2548     * literacy rate very useful! -b.t.
2549 root 1.245 */
2550 root 1.254 if (op->flag [FLAG_CONFUSED])
2551 root 1.245 {
2552     op->failmsg ("In your confused state you flub the wording of the text!");
2553     scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 elmex 1.184 }
2555 root 1.254 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 root 1.245 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 elmex 1.184 {
2558 root 1.245 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559     do_learn_spell (op, spell, 0);
2560 elmex 1.187
2561 root 1.245 /* xp gain to literacy for spell learning */
2562 root 1.254 if (!tmp->flag [FLAG_STARTEQUIP])
2563 root 1.245 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 elmex 1.184 }
2565     else
2566     {
2567 root 1.245 op->contr->play_sound (sound_find ("fumble_spell"));
2568     op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 elmex 1.184 }
2570    
2571 root 1.245 tmp->decrease ();
2572 elmex 1.184 }
2573    
2574     /**
2575 root 1.245 * Handles applying a spell scroll.
2576 root 1.208 */
2577 root 1.245 void
2578     apply_scroll (object *op, object *tmp, int dir)
2579 root 1.208 {
2580 root 1.245 object *skop;
2581 root 1.208
2582 root 1.254 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 root 1.208 {
2584 root 1.245 op->failmsg ("You are unable to read while blind.");
2585 root 1.208 return;
2586     }
2587    
2588 root 1.245 if (!tmp->inv || tmp->inv->type != SPELL)
2589 root 1.208 {
2590 root 1.245 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 root 1.208 return;
2592     }
2593    
2594 root 1.245 if (op->type == PLAYER)
2595 root 1.208 {
2596 root 1.245 /* players need a literacy skill to read stuff! */
2597     int exp_gain = 0;
2598    
2599     /* hard code literacy - tmp->skill points to where the exp
2600     * should go for anything killed by the spell.
2601     */
2602 root 1.257 skop = find_skill_by_name (op, shstr_literacy);
2603 root 1.208
2604 root 1.245 if (!skop)
2605 root 1.208 {
2606 root 1.257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 root 1.245 return;
2608 root 1.208 }
2609 root 1.245
2610     if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611     change_exp (op, exp_gain, skop->skill, 0);
2612 root 1.208 }
2613    
2614 root 1.254 if (!tmp->flag [FLAG_IDENTIFIED])
2615 root 1.245 identify (tmp);
2616    
2617     op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618    
2619     cast_spell (op, tmp, dir, tmp->inv, NULL);
2620     tmp->decrease ();
2621     }
2622    
2623     /**
2624     * Applies a treasure object - by default, chest. op
2625     * is the person doing the applying, tmp is the treasure
2626     * chest.
2627     */
2628     static void
2629     apply_treasure (object *op, object *tmp)
2630     {
2631     /* Nice side effect of this treasure creation method is that the treasure
2632     * for the chest is done when the chest is created, and put into the chest
2633     * inventory. So that when the chest burns up, the items still exist. Also
2634     * prevents people from moving chests to more difficult maps to get better
2635     * treasure
2636     */
2637     object *treas = tmp->inv;
2638 root 1.208
2639 root 1.245 if (!treas)
2640 root 1.208 {
2641 root 1.245 op->statusmsg ("The chest was empty.");
2642     tmp->decrease ();
2643 root 1.208 return;
2644     }
2645    
2646 root 1.245 while (tmp->inv)
2647     {
2648     treas = tmp->inv;
2649     treas->remove ();
2650    
2651     treas->x = op->x;
2652     treas->y = op->y;
2653     treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654 root 1.208
2655 root 1.254 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 root 1.245 spring_trap (treas, op);
2657 root 1.208
2658 root 1.245 /* If either player or container was destroyed, no need to do
2659     * further processing. I think this should be enclused with
2660     * spring trap above, as I don't think there is otherwise
2661     * any way for the treasure chest or player to get killed.
2662     */
2663     if (op->destroyed () || tmp->destroyed ())
2664     break;
2665     }
2666 root 1.208
2667 root 1.245 if (!tmp->destroyed () && !tmp->inv)
2668     tmp->decrease (true);
2669 root 1.208 }
2670    
2671     /**
2672 root 1.245 * A dragon is eating some flesh. If the flesh contains resistances,
2673     * there is a chance for the dragon's skin to get improved.
2674 elmex 1.1 *
2675 root 1.245 * attributes:
2676     * object *op the object (dragon player) eating the flesh
2677     * object *meal the flesh item, getting chewed in dragon's mouth
2678     * return:
2679     * int 1 if eating successful, 0 if it doesn't work
2680 elmex 1.1 */
2681 root 1.235 static int
2682 root 1.245 dragon_eat_flesh (object *op, object *meal)
2683 elmex 1.1 {
2684 root 1.245 object *skin = NULL; /* pointer to dragon skin force */
2685     object *abil = NULL; /* pointer to dragon ability force */
2686     object *tmp = NULL; /* tmp. object */
2687    
2688     double chance; /* improvement-chance of one resistance type */
2689     double totalchance = 1; /* total chance of gaining one resistance */
2690     double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691     double mbonus = 0; /* monster bonus */
2692     int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693     int winners = 0; /* number of winners */
2694     int i; /* index */
2695    
2696     /* let's make sure and doublecheck the parameters */
2697     if (meal->type != FLESH || !op->is_dragon ())
2698     return 0;
2699    
2700     /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701     from the player's inventory */
2702     for (tmp = op->inv; tmp; tmp = tmp->below)
2703     if (tmp->type == FORCE)
2704     if (tmp->arch->archname == shstr_dragon_skin_force)
2705     skin = tmp;
2706     else if (tmp->arch->archname == shstr_dragon_ability_force)
2707     abil = tmp;
2708    
2709     /* if either skin or ability are missing, this is an old player
2710     which is not to be considered a dragon -> bail out */
2711     if (skin == NULL || abil == NULL)
2712     return 0;
2713    
2714     /* now start by filling stomache and health, according to food-value */
2715     if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716     op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717     else
2718     op->stats.hp += meal->stats.food / 50;
2719    
2720     min_it (op->stats.hp, op->stats.maxhp);
2721     op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722    
2723     /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724 elmex 1.1
2725 root 1.245 /* on to the interesting part: chances for adding resistance */
2726     for (i = 0; i < NROFATTACKS; i++)
2727 root 1.22 {
2728 root 1.245 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 root 1.22 {
2730 root 1.245 /* got positive resistance, now calculate improvement chance (0-100) */
2731 elmex 1.1
2732 root 1.245 /* this bonus makes resistance increase easier at lower levels */
2733     bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734     if (i == abil->stats.exp)
2735     bonus += 5; /* additional bonus for resistance of ability-focus */
2736 root 1.8
2737 root 1.245 /* monster bonus increases with level, because high-level
2738     flesh is too rare */
2739     mbonus = op->level * 20. / ((double) settings.max_level);
2740 root 1.14
2741 root 1.245 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742     ((double)settings.max_level)) - skin->resist[i];
2743 root 1.57
2744 root 1.245 if (chance >= 0.)
2745     chance += 1.;
2746     else
2747     chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748 root 1.14
2749 root 1.245 /* chance is proportional to amount of resistance (max. 50) */
2750     chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751 root 1.57
2752 root 1.245 /* doubled chance for resistance of ability-focus */
2753     if (i == abil->stats.exp)
2754     chance = min (100., chance * 2.);
2755 root 1.57
2756 root 1.245 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757     if (rndm (10000) < (unsigned int)(chance * 100))
2758     {
2759     atnr_winner[winners] = i;
2760     winners++;
2761     }
2762 root 1.85
2763 root 1.245 if (chance >= 0.01)
2764     totalchance *= 1 - chance / 100;
2765 root 1.14
2766 root 1.245 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767     }
2768     }
2769 root 1.122
2770 root 1.245 /* inverse totalchance as until now we have the failure-chance */
2771     totalchance = 100 - totalchance * 100;
2772 root 1.14
2773 root 1.245 /* print message according to totalchance */
2774     const char *buf;
2775     if (totalchance > 50.)
2776     buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777     else if (totalchance > 10.)
2778     buf = format ("The %s tasted very good.", &meal->name);
2779     else if (totalchance > 1.)
2780     buf = format ("The %s tasted good.", &meal->name);
2781     else if (totalchance > 0.1)
2782     buf = format ("The %s tasted bland.", &meal->name);
2783     else if (totalchance >= 0.01)
2784     buf = format ("The %s had a boring taste.", &meal->name);
2785     else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786     buf = format ("The %s tasted strange.", &meal->name);
2787     else
2788     buf = format ("The %s had no taste.", &meal->name);
2789 root 1.14
2790 root 1.245 op->statusmsg (buf);
2791 root 1.14
2792 root 1.245 /* now choose a winner if we have any */
2793     i = -1;
2794     if (winners > 0)
2795     i = atnr_winner [rndm (winners)];
2796 root 1.14
2797 root 1.245 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798     {
2799     /* resistance increased! */
2800     skin->resist[i]++;
2801     op->update_stats ();
2802 root 1.14
2803 root 1.245 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804     }
2805 root 1.14
2806 root 1.245 /* if this flesh contains a new ability focus, we mark it
2807     into the ability_force and it will take effect on next level */
2808     if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809     {
2810     abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811 elmex 1.184
2812 root 1.245 if (meal->last_eat != abil->stats.exp)
2813     op->statusmsg (format (
2814     "Your metabolism prepares to focus on %s!\n"
2815     "The change will happen at level %d.",
2816     change_resist_msg[meal->last_eat],
2817     abil->level + 1
2818     ));
2819     else
2820     {
2821     op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822     abil->last_eat = 0;
2823     }
2824     }
2825 root 1.79
2826 root 1.245 return 1;
2827     }
2828 root 1.14
2829 root 1.245 /**
2830     * op eats food.
2831     * If player, takes care of messages and dragon special food.
2832     */
2833     static void
2834     apply_food (object *op, object *tmp)
2835     {
2836     int capacity_remaining;
2837 root 1.14
2838 root 1.245 if (op->type != PLAYER)
2839     op->stats.hp = op->stats.maxhp;
2840     else
2841     {
2842     /* check if this is a dragon (player), eating some flesh */
2843     if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844     ;
2845     else
2846     {
2847     /* usual case - no dragon meal: */
2848     if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849     {
2850     if (tmp->type == FOOD || tmp->type == FLESH)
2851     op->failmsg ("You feel full, but what a waste of food!");
2852     else
2853     op->statusmsg ("Most of the drink goes down your face not your throat!");
2854     }
2855 root 1.14
2856 root 1.245 tmp->play_sound (
2857     tmp->sound
2858     ? tmp->sound
2859     : tmp->type == DRINK
2860     ? sound_find ("eat_drink")
2861     : sound_find ("eat_food")
2862     );
2863 root 1.14
2864 root 1.254 if (!tmp->flag [FLAG_CURSED])
2865 root 1.245 {
2866     const char *buf;
2867 root 1.14
2868 root 1.245 if (!op->is_dragon ())
2869     {
2870     /* eating message for normal players */
2871     if (tmp->type == DRINK)
2872     buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873     else
2874     buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875     }
2876     else
2877     /* eating message for dragon players */
2878     buf = format ("The %s tasted terrible!", &tmp->name);
2879 root 1.14
2880 root 1.245 op->statusmsg (buf);
2881 root 1.22
2882 root 1.245 capacity_remaining = MAX_FOOD - op->stats.food;
2883     op->stats.food += tmp->stats.food;
2884     if (capacity_remaining < tmp->stats.food)
2885     op->stats.hp += capacity_remaining / 50;
2886     else
2887     op->stats.hp += tmp->stats.food / 50;
2888 root 1.14
2889 root 1.245 min_it (op->stats.hp, op->stats.maxhp);
2890     min_it (op->stats.food, MAX_FOOD);
2891     }
2892 elmex 1.1
2893 root 1.245 /* special food hack -b.t. */
2894 root 1.254 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 root 1.245 eat_special_food (op, tmp);
2896     }
2897     }
2898 root 1.14
2899 root 1.245 handle_apply_yield (tmp);
2900     tmp->decrease ();
2901 elmex 1.1 }
2902    
2903     /**
2904 root 1.245 * Handles applying an improve armor scroll.
2905     * Does some sanity checks, then calls improve_armour.
2906 elmex 1.1 */
2907 root 1.245 static void
2908     apply_armour_improver (object *op, object *tmp)
2909 elmex 1.1 {
2910 root 1.254 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 root 1.22 {
2912 root 1.245 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913     return;
2914     }
2915 root 1.68
2916 root 1.256 object *armor = op->mark ();
2917 root 1.245
2918     if (!armor)
2919     {
2920     op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921     return;
2922     }
2923 root 1.241
2924 root 1.245 if (armor->type != ARMOUR
2925     && armor->type != CLOAK
2926     && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927     {
2928     op->failmsg ("Your marked item is not armour!\n");
2929     return;
2930 elmex 1.1 }
2931 root 1.245
2932 root 1.255 if (!op->apply (armor, AP_UNAPPLY))
2933     {
2934     op->failmsg ("You are unable to take off your armour to improve it!");
2935     return;
2936     }
2937    
2938 root 1.245 op->statusmsg ("Applying armour enchantment.");
2939     improve_armour (op, tmp, armor);
2940 elmex 1.1 }
2941    
2942 root 1.245 void
2943     apply_poison (object *op, object *tmp)
2944 elmex 1.1 {
2945 root 1.245 // need to do it now when it is still on the map
2946     handle_apply_yield (tmp);
2947 root 1.12
2948 root 1.245 object *poison = tmp->split (1);
2949 root 1.233
2950 root 1.245 if (op->type == PLAYER)
2951     {
2952     op->contr->play_sound (sound_find ("drink_poison"));
2953     op->failmsg ("Yech! That tasted poisonous!");
2954     op->contr->killer = poison;
2955     }
2956 root 1.76
2957 root 1.245 if (poison->stats.hp > 0)
2958 root 1.22 {
2959 root 1.245 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960     hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961     }
2962    
2963     op->stats.food -= op->stats.food / 4;
2964     poison->destroy ();
2965     }
2966 root 1.233
2967 root 1.245 /**
2968     * This function will try to apply a lighter and in case no lighter
2969     * is specified it will try to find a lighter in the players inventory,
2970     * and inform him about this requirement.
2971     *
2972     * who - the player
2973     * op - the item we want to light
2974     * lighter - the lighter or 0 if a lighter has yet to be found
2975     */
2976     static object *
2977     auto_apply_lighter (object *who, object *op, object *lighter)
2978     {
2979     if (lighter == 0)
2980     {
2981     for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982     {
2983     if (tmp->type == LIGHTER)
2984     {
2985     lighter = tmp;
2986     break;
2987     }
2988     }
2989 root 1.233
2990 root 1.245 if (!lighter)
2991     {
2992 root 1.252 who->failmsgf (
2993 root 1.245 "You can't light up the %s with your bare hands! "
2994     "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 root 1.252 &op->name
2996     );
2997 root 1.245 return 0;
2998     }
2999     }
3000 root 1.233
3001 root 1.245 // last_eat == 0 means the lighter is not being used up!
3002     if (lighter->last_eat && lighter->stats.food)
3003     {
3004     /* lighter gets used up */
3005     lighter = lighter->split ();
3006     lighter->stats.food--;
3007     who->insert (lighter);
3008     }
3009     else if (lighter->last_eat)
3010     {
3011     /* no charges left in lighter */
3012 root 1.252 who->failmsgf (
3013 root 1.245 "You attempt to light the %s with a used up %s.",
3014 root 1.252 &op->name, &lighter->name
3015     );
3016 root 1.245 return 0;
3017     }
3018 root 1.233
3019 root 1.245 return lighter;
3020     }
3021 root 1.96
3022 root 1.245 /**
3023     * Designed primarily to light torches/lanterns/etc.
3024     * Also burns up burnable material too. First object in the inventory is
3025     * the selected object to "burn". -b.t.
3026     */
3027     static void
3028     apply_lighter (object *who, object *lighter)
3029     {
3030 root 1.256 if (object *item = who->mark ())
3031 root 1.245 {
3032     if (!auto_apply_lighter (who, item, lighter))
3033     return;
3034 root 1.76
3035 root 1.245 /* Perhaps we should split what we are trying to light on fire?
3036     * I can't see many times when you would want to light multiple
3037     * objects at once.
3038     */
3039 root 1.14
3040 root 1.245 save_throw_object (item, AT_FIRE, who);
3041 root 1.79
3042 root 1.245 if (item->destroyed ()
3043     || ((item->type == LAMP || item->type == TORCH)
3044     && item->glow_radius > 0))
3045     who->statusmsg (format (
3046     "You light the %s with the %s.",
3047 root 1.252 &item->name, &lighter->name
3048     ));
3049 root 1.245 else
3050 root 1.252 who->failmsgf (
3051 root 1.245 "You attempt to light the %s with the %s and fail.",
3052 root 1.252 &item->name, &lighter->name
3053     );
3054 elmex 1.1 }
3055 root 1.245 else
3056     who->failmsg ("You need to mark a lightable object.");
3057 elmex 1.1 }
3058    
3059     /**
3060 root 1.245 * This function generates a cursed effect for cursed lamps and torches.
3061 elmex 1.1 */
3062 root 1.245 static void
3063     player_apply_lamp_cursed_effect (object *who, object *op)
3064 elmex 1.1 {
3065 root 1.245 if (op->level)
3066     {
3067 root 1.252 who->failmsgf (
3068 root 1.245 "The %s was cursed, it explodes in a big fireball!",
3069 root 1.252 &op->name
3070     );
3071 root 1.245 create_exploding_ball_at (who, op->level);
3072     }
3073     else
3074     {
3075 root 1.252 who->failmsgf (
3076 root 1.245 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 root 1.252 &op->name
3078     );
3079 root 1.245 }
3080 elmex 1.1
3081 root 1.245 op->destroy ();
3082 elmex 1.1 }
3083    
3084     /**
3085 root 1.245 * Apply for players and lamps
3086     *
3087     * who - the player
3088     * op - the lamp
3089 elmex 1.1 */
3090 root 1.245 static void
3091     player_apply_lamp (object *who, object *op)
3092     {
3093     bool switch_on = op->glow_radius ? false : true;
3094 root 1.114
3095 root 1.245 if (switch_on)
3096     {
3097     object *lighter = 0;
3098    
3099     if (op->flag [FLAG_IS_LIGHTABLE]
3100     && !(lighter = auto_apply_lighter (who, op, 0)))
3101     return;
3102    
3103     if (op->stats.food < 1)
3104     {
3105     if (op->type == LAMP)
3106 root 1.252 who->failmsgf (
3107 root 1.245 "The %s is out of fuel! "
3108     "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 root 1.252 &op->name
3110     );
3111 root 1.245 else
3112 root 1.252 who->failmsgf (
3113 root 1.245 "The %s is burnt out! "
3114     "H<Torches and similar items burn out and become worthless.>",
3115 root 1.252 &op->name
3116     );
3117 root 1.245 return;
3118     }
3119 root 1.114
3120 root 1.245 if (op->flag [FLAG_CURSED])
3121     {
3122     player_apply_lamp_cursed_effect (who, op);
3123     return;
3124     }
3125 elmex 1.1
3126 root 1.245 if (lighter)
3127     who->statusmsg (format (
3128     "You light up the %s with the %s.", &op->name, &lighter->name));
3129     else
3130     who->statusmsg (format ("You light up the %s.", &op->name));
3131     }
3132     else
3133 root 1.22 {
3134 root 1.245 if (op->flag [FLAG_CURSED])
3135 root 1.22 {
3136 root 1.245 player_apply_lamp_cursed_effect (who, op);
3137     return;
3138     }
3139 root 1.14
3140 root 1.245 if (op->type == TORCH)
3141     {
3142     if (!op->flag [FLAG_IS_LIGHTABLE])
3143 root 1.22 {
3144 root 1.245 who->statusmsg (format (
3145     "You put out the %s. "
3146     "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147     &op->name, &op->name));
3148     }
3149     else
3150     who->statusmsg (format (
3151     "You put out the %s."
3152     "H<Torches wear out if you put them out.>",
3153     &op->name));
3154     }
3155     else
3156     who->statusmsg (format ("You turn off the %s.", &op->name));
3157     }
3158 root 1.81
3159 root 1.245 apply_lamp (op, switch_on);
3160     }
3161 root 1.81
3162 root 1.245 void get_animation_from_arch (object *op, arch_ptr a)
3163     {
3164     op->animation_id = a->animation_id;
3165     op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166     op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167     op->anim_speed = a->anim_speed;
3168     op->last_anim = 0;
3169     op->state = 0;
3170     op->face = a->face;
3171 root 1.81
3172 root 1.245 if (NUM_ANIMATIONS(op) > 1)
3173     {
3174     SET_ANIMATION(op, 0);
3175     animate_object (op, op->direction);
3176     }
3177     else
3178     update_object (op, UP_OBJ_FACE);
3179 elmex 1.1 }
3180    
3181     /**
3182 root 1.245 * Apply for LAMPs and TORCHes.
3183 elmex 1.1 *
3184 root 1.245 * op - the lamp
3185     * switch_on - a flag which says whether the lamp should be switched on or off
3186 elmex 1.1 */
3187 root 1.245 void apply_lamp (object *op, bool switch_on)
3188 elmex 1.1 {
3189 root 1.245 op->set_glow_radius (switch_on ? op->range : 0);
3190     op->set_speed (switch_on ? op->arch->speed : 0);
3191 root 1.22
3192 root 1.245 // torches wear out if you put them out
3193     if (op->type == TORCH && !switch_on)
3194 root 1.22 {
3195 root 1.245 if (op->flag [FLAG_IS_LIGHTABLE])
3196 root 1.22 {
3197 root 1.245 op->stats.food -= (double) op->arch->stats.food / 15;
3198     if (op->stats.food < 0)
3199     op->stats.food = 0;
3200     }
3201     else
3202     op->stats.food = 0;
3203     }
3204 elmex 1.1
3205 root 1.245 // lamps and torched get worthless when used up
3206     if (op->stats.food <= 0)
3207     op->value = 0;
3208 root 1.22
3209 root 1.245 // FIXME: This is a hack to make the more sane torches and lamps
3210     // still animated ;-/
3211     if (op->other_arch)
3212     get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213 root 1.96
3214 root 1.245 if (object *pl = op->visible_to ())
3215     esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216     }
3217 root 1.78
3218 root 1.245 /**
3219     * This handles items of type 'transformer'.
3220     * Basically those items, used with a marked item, transform both items into something
3221     * else.
3222     * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223     * Change information is contained in the 'slaying' field of the marked item.
3224     * The format is as follow: transformer:[number ]yield[;transformer:...].
3225     * This way an item can be transformed in many things, and/or many objects.
3226     * The 'slaying' field for transformer is used as verb for the action.
3227     */
3228     static void
3229     apply_item_transformer (object *pl, object *transformer)
3230     {
3231     object *new_item;
3232     const char *find;
3233     char *separator;
3234     int yield;
3235     char got[MAX_BUF];
3236     int len;
3237 root 1.22
3238 root 1.245 if (!pl || !transformer)
3239     return;
3240 root 1.22
3241 root 1.256 object *marked = pl->mark ();
3242 root 1.76
3243 root 1.245 if (!marked)
3244     {
3245 root 1.252 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 root 1.245 return;
3247     }
3248 root 1.22
3249 root 1.245 if (!marked->slaying)
3250 root 1.22 {
3251 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 root 1.245 return;
3253     }
3254 root 1.78
3255 root 1.245 /* check whether they are compatible or not */
3256     find = strstr (&marked->slaying, transformer->arch->archname);
3257     if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258     {
3259 root 1.252 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 root 1.245 return;
3261 elmex 1.1 }
3262 root 1.76
3263 root 1.245 find += strlen (transformer->arch->archname) + 1;
3264     /* Item can be used, now find how many and what it yields */
3265     if (isdigit (*(find)))
3266 root 1.243 {
3267 root 1.245 yield = atoi (find);
3268     if (yield < 1)
3269 root 1.243 {
3270 root 1.245 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271     yield = 1;
3272 root 1.243 }
3273     }
3274 root 1.245 else
3275     yield = 1;
3276 root 1.243
3277 root 1.245 while (isdigit (*find))
3278     find++;
3279 root 1.234
3280 root 1.245 while (*find == ' ')
3281     find++;
3282 root 1.233
3283 root 1.245 memset (got, 0, MAX_BUF);
3284 root 1.235
3285 root 1.245 if ((separator = (char *) strchr (find, ';')))
3286     len = separator - find;
3287     else
3288     len = strlen (find);
3289 root 1.234
3290 root 1.245 min_it (len, MAX_BUF - 1);
3291 root 1.235
3292 root 1.245 strcpy (got, find);
3293     got[len] = '\0';
3294 root 1.244
3295 root 1.245 /* Now create new item, remove used ones when required. */
3296 root 1.272 new_item = archetype::get (got);
3297 root 1.245 if (!new_item)
3298     {
3299 root 1.252 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 root 1.245 return;
3301 root 1.234 }
3302    
3303 root 1.245 new_item->nrof = yield;
3304 root 1.234
3305 root 1.245 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306 root 1.233
3307 root 1.245 pl->insert (new_item);
3308     /* Eat up one item */
3309     marked->decrease ();
3310 root 1.233
3311 root 1.245 /* Eat one transformer if needed */
3312     if (transformer->stats.food)
3313     if (--transformer->stats.food == 0)
3314     transformer->decrease ();
3315 root 1.233 }
3316    
3317 elmex 1.1 /**
3318 root 1.245 * Main apply handler.
3319 elmex 1.1 *
3320 root 1.245 * Checks for unpaid items before applying.
3321 elmex 1.1 *
3322 root 1.245 * Return value is currently not used
3323 elmex 1.1 *
3324 root 1.245 * who is the object that is causing object to be applied, op is the object
3325     * being applied.
3326 elmex 1.1 *
3327 root 1.245 * aflag is special (always apply/unapply) flags. Nothing is done with
3328     * them in this function - they are passed to apply_special
3329 elmex 1.1 */
3330 root 1.245 static bool
3331     manual_apply (object *who, object *op, int aflag)
3332 elmex 1.1 {
3333 root 1.245 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334     return RESULT_INT (0);
3335 root 1.249 else if (apply_types_inv_only [op->type])
3336 root 1.245 {
3337     // special item, using slot system, needs to be in inv
3338     if (op->env == who)
3339     return apply_special (who, op, aflag);
3340 elmex 1.1
3341 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));
3342 root 1.245 }
3343 root 1.249 else if (!who->contr && apply_types_player_only [op->type])
3344 root 1.245 return 0; // monsters shouldn't try to apply player-only stuff
3345 root 1.249 else if (apply_types [op->type])
3346 root 1.22 {
3347 root 1.245 // ordinary stuff, may be on the floor
3348     switch (op->type)
3349     {
3350     case T_HANDLE:
3351     who->play_sound (sound_find ("turn_handle"));
3352     who->statusmsg ("You turn the handle.");
3353     op->value = op->value ? 0 : 1;
3354     SET_ANIMATION (op, op->value);
3355     update_object (op, UP_OBJ_FACE);
3356     push_button (op, who);
3357     break;
3358    
3359     case TRIGGER:
3360     if (check_trigger (op, who, who))
3361     {
3362     who->statusmsg ("You turn the handle.");
3363     who->play_sound (sound_find ("turn_handle"));
3364     }
3365     else
3366     who->failmsg ("The handle doesn't move.");
3367    
3368     break;
3369    
3370     case EXIT:
3371     if (!EXIT_PATH (op))
3372 root 1.268 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3373 root 1.245 else
3374     {
3375     /* Don't display messages for random maps. */
3376     if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3377     who->statusmsg (op->msg, NDI_NAVY);
3378    
3379     who->enter_exit (op);
3380     }
3381    
3382     break;
3383    
3384     case INSCRIBABLE:
3385     who->statusmsg (op->msg);
3386     // maybe show a spell menu to chose from or something like that
3387     break;
3388    
3389     case SIGN:
3390     apply_sign (who, op, 0);
3391     break;
3392    
3393     case BOOK:
3394     apply_book (who, op);
3395     break;
3396    
3397     case SKILLSCROLL:
3398     apply_skillscroll (who, op);
3399     break;
3400 root 1.22
3401 root 1.245 case SPELLBOOK:
3402     apply_spellbook (who, op);
3403     break;
3404 root 1.78
3405 root 1.245 case SCROLL:
3406     apply_scroll (who, op, 0);
3407     break;
3408 elmex 1.1
3409 root 1.245 case POTION:
3410     apply_potion (who, op);
3411     break;
3412 root 1.104
3413 root 1.245 /* Eneq(@csd.uu.se): Handle apply on containers. */
3414     //TODO: remove, as it is unsed?
3415     case CLOSE_CON:
3416     apply_container (who, op->env);
3417     break;
3418 root 1.78
3419 root 1.245 case CONTAINER:
3420     apply_container (who, op);
3421     break;
3422 root 1.55
3423 root 1.245 case TREASURE:
3424     apply_treasure (who, op);
3425     break;
3426 root 1.78
3427 root 1.245 case LAMP:
3428     case TORCH:
3429     player_apply_lamp (who, op);
3430     break;
3431 root 1.22
3432 root 1.245 case DRINK:
3433     case FOOD:
3434     case FLESH:
3435     apply_food (who, op);
3436     break;
3437 elmex 1.1
3438 root 1.245 case POISON:
3439     apply_poison (who, op);
3440     break;
3441 root 1.233
3442 root 1.245 case SAVEBED:
3443     break;
3444 root 1.22
3445 root 1.245 case ARMOUR_IMPROVER:
3446     apply_armour_improver (who, op);
3447     break;
3448 root 1.22
3449 root 1.245 case WEAPON_IMPROVER:
3450     check_improve_weapon (who, op);
3451     break;
3452 root 1.65
3453 root 1.245 case CLOCK:
3454     {
3455     timeofday_t tod;
3456 root 1.233
3457 root 1.245 get_tod (&tod);
3458     who->play_sound (sound_find ("sound_clock"));
3459     who->statusmsg (format (
3460     "It is %d minute%s past %d o'clock %s",
3461     tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3462     ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3463     ));
3464     }
3465     break;
3466 root 1.78
3467 root 1.245 case MENU:
3468     shop_listing (op, who);
3469     break;
3470 root 1.14
3471 root 1.245 case POWER_CRYSTAL:
3472     apply_power_crystal (who, op); /* see egoitem.c */
3473     break;
3474 root 1.76
3475 root 1.245 case LIGHTER: /* for lighting torches/lanterns/etc */
3476     apply_lighter (who, op);
3477     break;
3478 root 1.96
3479 root 1.245 case ITEM_TRANSFORMER:
3480     apply_item_transformer (who, op);
3481     break;
3482     }
3483 root 1.238
3484 root 1.245 return 1;
3485     }
3486     else
3487     {
3488 root 1.269 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3489 root 1.245 return 0;
3490     }
3491     }
3492 root 1.238
3493 root 1.245 /**
3494     * player_apply_below attempts to apply the object 'below' the player.
3495     * If the player has an open container, we use that for below, otherwise
3496     * we use the ground.
3497     */
3498     void
3499     player_apply_below (object *pl)
3500     {
3501     object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3502 root 1.238
3503 root 1.245 /* If using a container, set the starting item to be the top
3504     * item in the container. Otherwise, use the map.
3505     */
3506 root 1.241
3507 root 1.245 // first try to apply "applyables"
3508     for (object *tmp = top; tmp; tmp = tmp->below)
3509 root 1.251 if (!tmp->invisible && apply_types [tmp->type])
3510 root 1.245 {
3511     // If it is visible, player can apply it.
3512     pl->apply (tmp);
3513     return;
3514     }
3515 root 1.76
3516 root 1.245 while (top && top->invisible)
3517     top = top->below;
3518 root 1.76
3519 root 1.245 if (!top || top->flag [FLAG_IS_FLOOR])
3520     pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521     "H<There is nothing here that you can apply.>");
3522     else
3523     // next, try to explain the topmost object
3524     switch (top->type)
3525     {
3526     // TODO: all this should move to examine
3527     case ALTAR:
3528     case IDENTIFY_ALTAR:
3529 root 1.247 case TRIGGER_ALTAR:
3530 root 1.245 case CONVERTER:
3531 root 1.247 //case TRIGGER_PEDESTAL:
3532 root 1.252 pl->failmsgf (
3533 root 1.245 "You see no obvious mechanism on the %s."
3534     "H<You have to drop one or more specific items here.>",
3535     query_short_name (top)
3536 root 1.252 );
3537 root 1.245 break;
3538 root 1.22
3539 root 1.245 case BUTTON:
3540 root 1.247 case TRIGGER_BUTTON:
3541 root 1.252 pl->failmsgf (
3542 root 1.245 "The %s looks as if you could activate it with somehting heavy. "
3543     "H<You must put enough items here to activate it.>",
3544     query_short_name (top)
3545 root 1.252 );
3546 root 1.245 break;
3547 root 1.233
3548 root 1.245 default:
3549     examine (pl, top);
3550     break;
3551     }
3552     }
3553 root 1.76
3554 root 1.245 // saner interface, returns successful status
3555     bool
3556     object::apply (object *ob, int aflags)
3557     {
3558     if (!ob) // simplifies a lot of callers
3559     return true;
3560 root 1.233
3561 root 1.267 ob = ob->head_ ();
3562    
3563     if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564     {
3565     if (contr)
3566     {
3567     examine (this, ob);
3568     //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569     return 1;
3570     }
3571     else
3572     return 0; /* monsters just skip unpaid items */
3573     }
3574    
3575 root 1.245 if (contr)
3576     {
3577     if (!ob->env && (move_type & MOVE_FLYING))
3578     {
3579     /* player is flying and applying object not in inventory */
3580     if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581     {
3582     failmsg ("But you are floating high above the ground! "
3583     "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584     "or waiting till the levitation effect wears off.>");
3585     return 0;
3586     }
3587     }
3588 root 1.76
3589 root 1.245 contr->last_used = ob;
3590     }
3591 root 1.78
3592 root 1.245 bool want_apply =
3593     aflags & AP_APPLY ? true
3594     : aflags & AP_UNAPPLY ? false
3595     : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596 root 1.80
3597 root 1.267 // cannot unapply cursed items
3598     if (!want_apply
3599     && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600     && ob->flag [FLAG_APPLIED]
3601     && !(aflags & AP_IGNORE_CURSE))
3602     {
3603     failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604     return 0;
3605     }
3606    
3607 root 1.245 object_ptr *slot = 0;
3608 root 1.22
3609 root 1.245 // detect the slot, if this is a player
3610     if (contr && !(aflags & AP_NO_SLOT))
3611     {
3612     object *oslot;
3613 root 1.76
3614 root 1.245 switch (ob->type)
3615     {
3616     case WEAPON:
3617     slot = &contr->combat_ob;
3618     oslot = contr->ranged_ob;
3619     break;
3620 root 1.233
3621 root 1.264 case RANGED:
3622 root 1.245 case BOW:
3623     case SPELL:
3624     case WAND:
3625     case ROD:
3626     case HORN:
3627     case BUILDER:
3628     slot = &contr->ranged_ob;
3629     oslot = contr->combat_ob;
3630     break;
3631 root 1.232
3632 root 1.245 // oh, the humanity
3633     case SKILL:
3634 root 1.265 // skill is used on it's own, as opposed to being a chosen_skill
3635    
3636     if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637     {
3638     failmsgf (
3639     "You feel as if you wanted to do something funny, but you can't remember what. "
3640     "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641     "It cannot be used on its own.>",
3642     &ob->skill
3643     );
3644     return 1;
3645     }
3646    
3647     if (skill_flags [ob->subtype] & SF_AUTARK
3648     || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649     {
3650     if (skill_flags [ob->subtype] & SF_USE)
3651     failmsgf (
3652     "You feel as if you wanted to do something funny, but you can't remember what. "
3653     "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654     &ob->skill, &ob->skill
3655     );
3656     else
3657     failmsgf (
3658     "You feel as if you wanted to do something funny, but you can't remember what. "
3659     "H<The %s skill cannot be readied or used, it is always active.>",
3660     &ob->skill
3661     );
3662    
3663     return 1;
3664     }
3665 root 1.76
3666 root 1.245 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667     break;
3668 elmex 1.1
3669 root 1.245 if (skill_flags [ob->subtype] & SF_COMBAT)
3670     {
3671     slot = &contr->combat_ob;
3672     oslot = contr->ranged_ob;
3673     }
3674     else if (skill_flags [ob->subtype] & SF_RANGED)
3675     {
3676     slot = &contr->ranged_ob;
3677     oslot = contr->combat_ob;
3678     }
3679 elmex 1.1
3680 root 1.245 break;
3681     }
3682 root 1.22
3683 root 1.245 // now handle slot exclusions
3684     if (slot)
3685     {
3686     // only one slot can be active
3687     if (want_apply)
3688     {
3689     // clear slot unless we are in it already
3690     if (*slot != ob)
3691 root 1.267 if (!apply (*slot, AP_UNAPPLY))
3692     return false;
3693 elmex 1.1
3694 root 1.245 // unapply other slot, because we want to become active
3695 root 1.267 if (!apply (oslot, AP_UNAPPLY))
3696     return false;
3697 root 1.245 }
3698 elmex 1.1
3699 root 1.245 // clear item from slot if applied
3700     if (!want_apply && current_weapon == ob)
3701     current_weapon = 0;
3702     }
3703     }
3704 elmex 1.1
3705 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3706     manual_apply (this, ob, aflags);
3707 root 1.22
3708 root 1.245 if (ob->flag [FLAG_APPLIED] != want_apply)
3709     return false;
3710 root 1.76
3711 root 1.245 if (slot && want_apply)
3712     current_weapon = *slot = ob;
3713 root 1.76
3714 root 1.245 return true;
3715 elmex 1.1 }
3716    
3717     /**
3718     * Map was just loaded, handle op's initialisation.
3719     *
3720     * Generates shop floor's item, and treasures.
3721     */
3722 root 1.22 int
3723     auto_apply (object *op)
3724     {
3725 root 1.274 object *tmp = NULL;
3726 root 1.22 int i;
3727 elmex 1.1
3728 root 1.254 op->clr_flag (FLAG_AUTO_APPLY);
3729 elmex 1.163
3730 root 1.22 switch (op->type)
3731     {
3732 root 1.24 case SHOP_FLOOR:
3733 root 1.42 if (!op->has_random_items ())
3734 root 1.24 return 0;
3735 root 1.38
3736 root 1.24 do
3737     {
3738     i = 10; /* let's give it 10 tries */
3739     while ((tmp = generate_treasure (op->randomitems,
3740 root 1.164 op->stats.exp
3741     ? (int) op->stats.exp
3742     : max (op->map->difficulty, 5)))
3743     == NULL && --i);
3744    
3745 root 1.24 if (tmp == NULL)
3746     return 0;
3747 root 1.164
3748 root 1.254 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3749 root 1.24 {
3750 root 1.172 tmp->destroy ();
3751 root 1.24 tmp = NULL;
3752     }
3753     }
3754     while (!tmp);
3755 root 1.38
3756 root 1.24 tmp->x = op->x;
3757     tmp->y = op->y;
3758 root 1.254 tmp->set_flag (FLAG_UNPAID);
3759 root 1.24 insert_ob_in_map (tmp, op->map, NULL, 0);
3760     identify (tmp);
3761     break;
3762 root 1.14
3763 root 1.24 case TREASURE:
3764 root 1.254 if (op->flag [FLAG_IS_A_TEMPLATE])
3765 root 1.24 return 0;
3766 root 1.37
3767 root 1.67 while (op->stats.hp-- > 0)
3768 root 1.24 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3769     op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3770    
3771     /* If we generated an object and put it in this object inventory,
3772     * move it to the parent object as the current object is about
3773     * to disappear. An example of this item is the random_* stuff
3774     * that is put inside other objects.
3775     */
3776 root 1.171 if (op->env)
3777     while (op->inv)
3778     op->env->insert (op->inv);
3779 root 1.37
3780 root 1.172 op->destroy ();
3781 root 1.24 break;
3782 elmex 1.1 }
3783 root 1.164
3784     return !!tmp;
3785 elmex 1.1 }
3786    
3787     /**
3788 root 1.68 * fix_auto_apply goes through the entire map every time a map
3789     * is loaded or swapped in and performs special actions for
3790 elmex 1.1 * certain objects (most initialization of chests and creation of
3791     * treasures and stuff). Calls auto_apply if appropriate.
3792     */
3793 root 1.20 void
3794 root 1.55 maptile::fix_auto_apply ()
3795 root 1.20 {
3796 root 1.55 if (!spaces)
3797 root 1.20 return;
3798    
3799 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3800     for (object *tmp = ms->bot; tmp; )
3801     {
3802     object *above = tmp->above;
3803 root 1.20
3804 root 1.55 if (tmp->inv)
3805     {
3806     object *invtmp, *invnext;
3807 elmex 1.1
3808 root 1.164 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3809 root 1.55 {
3810     invnext = invtmp->below;
3811 root 1.14
3812 root 1.254 if (invtmp->flag [FLAG_AUTO_APPLY])
3813 root 1.55 auto_apply (invtmp);
3814     else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3815     {
3816 root 1.164 while (invtmp->stats.hp-- > 0)
3817 root 1.55 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3818    
3819     invtmp->randomitems = NULL;
3820     }
3821 root 1.275 else if (invtmp->arch
3822     && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823     && invtmp->has_random_items ())
3824 root 1.55 {
3825     create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3826 root 1.281 /* Need to clear this so that we never try to create
3827 root 1.55 * treasure again for this object
3828     */
3829     invtmp->randomitems = NULL;
3830     }
3831     }
3832 root 1.214
3833 root 1.55 /* This is really temporary - the code at the bottom will
3834     * also set randomitems to null. The problem is there are bunches
3835     * of maps/players already out there with items that have spells
3836     * which haven't had the randomitems set to null yet.
3837     * MSW 2004-05-13
3838     *
3839     * And if it's a spellbook, it's better to set randomitems to NULL too,
3840     * else you get two spells in the book ^_-
3841     * Ryo 2004-08-16
3842     */
3843     if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3844     || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3845     tmp->randomitems = NULL;
3846     }
3847 root 1.20
3848 root 1.254 if (tmp->flag [FLAG_AUTO_APPLY])
3849 root 1.55 auto_apply (tmp);
3850     else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3851     {
3852     while ((tmp->stats.hp--) > 0)
3853     create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3854     tmp->randomitems = NULL;
3855     }
3856     else if (tmp->type == TIMED_GATE)
3857     {
3858     object *head = tmp->head != NULL ? tmp->head : tmp;
3859    
3860 root 1.254 if (head->flag [FLAG_IS_LINKED])
3861 root 1.55 tmp->set_speed (0);
3862     }
3863     /* This function can be called everytime a map is loaded, even when
3864     * swapping back in. As such, we don't want to create the treasure
3865     * over and ove again, so after we generate the treasure, blank out
3866     * randomitems so if it is swapped in again, it won't make anything.
3867     * This is a problem for the above objects, because they have counters
3868     * which say how many times to make the treasure.
3869     */
3870     else if (tmp && tmp->arch && tmp->type != PLAYER
3871     && tmp->type != TREASURE && tmp->type != SPELL
3872     && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3873     {
3874     create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3875     tmp->randomitems = NULL;
3876     }
3877 root 1.78
3878 root 1.68 // close all containers
3879     else if (tmp->type == CONTAINER)
3880     tmp->flag [FLAG_APPLIED] = 0;
3881 root 1.22
3882 root 1.55 tmp = above;
3883     }
3884 elmex 1.1
3885 root 1.55 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3886     for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3887     if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3888 root 1.200 check_trigger (tmp, tmp->above, tmp->above);
3889 elmex 1.1 }
3890    
3891     /**
3892     * Handles player eating food that temporarily changes status (resistances, stats).
3893     * This used to call cast_change_attr(), but
3894     * that doesn't work with the new spell code. Since we know what
3895     * the food changes, just grab a force and use that instead.
3896     */
3897 root 1.22 void
3898     eat_special_food (object *who, object *food)
3899     {
3900     object *force;
3901     int i, did_one = 0;
3902    
3903 sf-marcmagus 1.199 char buf[64];
3904     snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905     shstr key (buf);
3906 root 1.22
3907 sf-marcmagus 1.199 /* bigger morsel of food = longer effect time */
3908     int duration = TIME2TICK (food->stats.food);
3909 elmex 1.1
3910 sf-marcmagus 1.199 if (force = who->force_find (key))
3911 root 1.22 {
3912 root 1.215 if (duration > fabs (force->speed_left / force->speed))
3913 root 1.22 {
3914 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));
3915     force->force_set_timer (duration);
3916 root 1.22 }
3917 sf-marcmagus 1.199 else
3918     new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3919    
3920     return;
3921 root 1.22 }
3922 sf-marcmagus 1.199 else
3923     {
3924     force = who->force_add (key, duration);
3925     force->name = key;
3926 elmex 1.47
3927 sf-marcmagus 1.199 /* check if the food affects a stat */
3928     for (i = 0; i < NUM_STATS; i++)
3929     if (sint8 k = food->stats.stat (i))
3930     {
3931     force->stats.stat (i) = k;
3932     did_one = 1;
3933     }
3934    
3935     /* check if we can protect the eater */
3936     for (i = 0; i < NROFATTACKS; i++)
3937     {
3938     if (food->resist[i] > 0)
3939     {
3940     force->resist[i] = food->resist[i];
3941     did_one = 1;
3942     }
3943     }
3944    
3945     if (did_one)
3946     {
3947     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));
3948    
3949     /* make the force take effect and report effects to user */
3950     change_abil (who, force);
3951     }
3952     else
3953     force->destroy ();
3954 root 1.22 }
3955    
3956     /* check for hp, sp change */
3957     if (food->stats.hp != 0)
3958     {
3959 root 1.254 if (food->flag [FLAG_CURSED])
3960 root 1.22 {
3961 root 1.151 who->contr->killer = food;
3962 root 1.22 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3963 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3964 root 1.22 }
3965     else
3966     {
3967     if (food->stats.hp > 0)
3968 root 1.125 who->statusmsg ("You begin to feel better.");
3969 root 1.22 else
3970 root 1.125 who->failmsg ("Eck!...that was poisonous!");
3971    
3972 root 1.22 who->stats.hp += food->stats.hp;
3973     }
3974     }
3975 root 1.151
3976 root 1.22 if (food->stats.sp != 0)
3977     {
3978 root 1.254 if (food->flag [FLAG_CURSED])
3979 root 1.22 {
3980 root 1.125 who->failmsg ("You are drained of mana!");
3981 root 1.22 who->stats.sp -= food->stats.sp;
3982     if (who->stats.sp < 0)
3983     who->stats.sp = 0;
3984     }
3985     else
3986     {
3987 root 1.125 who->statusmsg ("You feel a rush of magical energy!");
3988 root 1.22 who->stats.sp += food->stats.sp;
3989     /* place limit on max sp from food? */
3990     }
3991 elmex 1.1 }
3992 root 1.125
3993 root 1.51 who->update_stats ();
3994 elmex 1.1 }
3995    
3996 root 1.22 void
3997     apply_changes_to_player (object *pl, object *change)
3998     {
3999     int excess_stat = 0; /* if the stat goes over the maximum
4000     for the race, put the excess stat some
4001     where else. */
4002 elmex 1.1
4003 root 1.22 switch (change->type)
4004     {
4005 root 1.24 case CLASS:
4006     {
4007     living *stats = &(pl->contr->orig_stats);
4008     living *ns = &(change->stats);
4009     object *walk;
4010     int flag_change_face = 1;
4011    
4012     /* the following code assigns stats up to the stat max
4013     * for the race, and if the stat max is exceeded,
4014     * tries to randomly reassign the excess stat
4015     */
4016     int i, j;
4017 root 1.22
4018 root 1.24 for (i = 0; i < NUM_STATS; i++)
4019     {
4020 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4021 root 1.91 sint8 stat = stats->stat (i) + ns->stat (i);
4022 root 1.22
4023 root 1.24 if (stat > 20 + race_bonus)
4024     {
4025     excess_stat++;
4026     stat = 20 + race_bonus;
4027     }
4028 root 1.91
4029     stats->stat (i) = stat;
4030 root 1.24 }
4031 elmex 1.1
4032 root 1.24 for (j = 0; excess_stat > 0 && j < 100; j++)
4033     { /* try 100 times to assign excess stats */
4034     int i = rndm (0, 6);
4035    
4036     if (i == CHA)
4037     continue; /* exclude cha from this */
4038 root 1.91
4039     int stat = stats->stat (i);
4040 root 1.109 int race_bonus = pl->arch->stats.stat (i);
4041 root 1.24 if (stat < 20 + race_bonus)
4042     {
4043     change_attr_value (stats, i, 1);
4044     excess_stat--;
4045     }
4046     }
4047 root 1.14
4048 root 1.24 /* insert the randomitems from the change's treasurelist into
4049     * the player ref: player.c
4050     */
4051 root 1.182 if (change->randomitems)
4052 root 1.24 give_initial_items (pl, change->randomitems);
4053 root 1.14
4054 root 1.24 /* set up the face, for some races. */
4055 root 1.14
4056 root 1.24 /* first, look for the force object banning
4057     * changing the face. Certain races never change face with class.
4058     */
4059 root 1.182 for (walk = pl->inv; walk; walk = walk->below)
4060     if (walk->name == shstr_NOCLASSFACECHANGE)
4061 root 1.24 flag_change_face = 0;
4062 root 1.14
4063 root 1.24 if (flag_change_face)
4064     {
4065 root 1.157 pl->face = change->face;
4066     pl->animation_id = change->animation_id;
4067     pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4068 root 1.24 }
4069 root 1.14
4070 root 1.24 /* check the special case of can't use weapons */
4071 root 1.254 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4072 root 1.182 if (change->name == shstr_monk)
4073 root 1.254 pl->clr_flag (FLAG_USE_WEAPON);
4074 root 1.14
4075 root 1.24 break;
4076     }
4077 elmex 1.1 }
4078     }
4079