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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC vs.
Revision 1.196 by root, Wed Sep 2 22:52:36 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
26#include <global.h> 26#include <global.h>
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 98
99 if (!pl || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
100 return 0; 100 return 0;
101 101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n" << id->msg; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
146 } 146 }
147 } 147 }
148 } 148 }
149 149
150 if (buf.empty ()) 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying"); 151 pl->failmsg ("You have nothing that needs identifying");
152 152 else
153 pl->contr->infobox ("Identify", buf); 153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154 154
155 return !money; 155 return !money;
156} 156}
157 157
158/** 158/**
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
340 321 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 322 }
349 else 323 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 325
352 decrease_ob (tmp); 326 tmp->decrease ();
353 327
354 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 330 op->update_stats ();
357 331
388 force->speed_left = -1; 362 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 366 change_abil (op, force);
393 decrease_ob (tmp); 367 tmp->decrease ();
394 return 1; 368 return 1;
395 } 369 }
396 370
397 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 372 if (op->type == PLAYER)
399 { /* only for players */ 373 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 378 else
403 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
404 380
405 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 388 * up all the stats.
413 */ 389 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 391 op->update_stats ();
416 decrease_ob (tmp); 392 tmp->decrease ();
417 return 1; 393 return 1;
418} 394}
419 395
420/**************************************************************************** 396/****************************************************************************
421 * Weapon improvement code follows 397 * Weapon improvement code follows
422 ****************************************************************************/ 398 ****************************************************************************/
423 399
424/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
629 return 0; 563 return 0;
630 } 564 }
631 565
632 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
644 578
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 582 slot at once! */
649 decrease_ob (improver); 583 improver->decrease ();
650 weapon->last_eat = 0; 584 weapon->last_eat = 0;
651 return 1; 585 return 1;
652} 586}
653
654 587
655/** 588/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 590 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
671 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
673 606
674 if (weapon->level == 0) 607 if (weapon->level == 0)
675 { 608 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 612 return 0;
678 } 613 }
679 614
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 617 {
682 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 619 return 0;
684 } 620 }
685 621
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
687 { 624 {
688 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 627 "really want to improve it.");
691 return 0; 628 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 641 weapon->last_eat++;
705 642
706 weapon->item_power++; 643 weapon->item_power++;
707 decrease_ob (improver); 644 improver->decrease ();
708 return 1; 645 return 1;
709 } 646 }
710 647
711 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 649 {
716 weapon->weight = 1; 653 weapon->weight = 1;
717 654
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 656 weapon->last_eat++;
720 weapon->item_power++; 657 weapon->item_power++;
721 decrease_ob (improver); 658 improver->decrease ();
722 return 1; 659 return 1;
723 } 660 }
661
724 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 663 {
726 weapon->magic++; 664 weapon->magic++;
727 weapon->last_eat++; 665 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 667 improver->decrease ();
730 weapon->item_power++; 668 weapon->item_power++;
731 return 1; 669 return 1;
732 } 670 }
733 671
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
783 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 722 return 0;
785 } 723 }
786 724
787 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
788 if (!otmp) 727 if (!otmp)
789 { 728 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 730 return 0;
792 } 731 }
834 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
835 { 774 {
836 op->failmsg ("This armour can not be enchanted any further!"); 775 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 776 return 0;
838 } 777 }
778
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 782 * of gnarg and what not?)
843 */ 783 */
845 { 785 {
846 op->failmsg ("This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 787 return 0;
848 } 788 }
849 789
850 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
852 */ 792 */
853 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 794
858 armour->magic++; 795 armour->magic++;
859 796
860 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
861 { 798 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 836
900 if (op->type == PLAYER) 837 if (op->type == PLAYER)
901 { 838 {
902 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 842 op->update_stats ();
905 } 843 }
906 844
907 decrease_ob (improver); 845 improver->decrease ();
908 846
909 if (tmp) 847 if (tmp)
910 { 848 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 849
915 return 1; 850 return 1;
916} 851}
917 852
918/* 853/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
921 */ 856 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 857 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
931 */ 861 */
932int 862int
933convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
934{ 864{
935 int nr = 0;
936 uint32 price_in; 865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
937 874
938 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
941 */ 878 */
942 if (CONV_FROM (converter) == shstr_money) 879 if (conv_from == shstr_money)
943 { 880 {
944 if (item->type != MONEY) 881 if (item->type != MONEY)
945 return 0; 882 return 0;
946 883
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 885 if (!nr)
949 return 0; 886 return 0;
950 887
951 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
952 889
953 int cost = nr * CONV_NEED (converter) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 891
958 decrease_ob_nr (item, cost); 892 item->decrease (cost);
959 893
960 price_in = cost * item->value; 894 price_in = cost * item->value;
961 } 895 }
962 else 896 else
963 { 897 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
966 return 0; 901 return 0;
967 902
968 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
969 904
970 if (CONV_NEED (converter)) 905 if (need)
971 { 906 {
972 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
975 } 910 }
976 else 911 else
977 { 912 {
978 price_in = item->value; 913 price_in = item->value;
979 item->destroy (); 914 item->destroy ();
990 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 928 ob_to_copy = ob;
994 929
995 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 933 }
999 else 934 else
1000 { 935 {
1001 if (converter->other_arch == NULL) 936 if (!conv_to)
1002 { 937 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 940 return -1;
1006 } 941 }
1007 942
1008 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 945 }
1011 946
1012 if (CONV_NR (converter)) 947 if (give)
1013 item->nrof = CONV_NR (converter); 948 item->nrof = give;
1014 949
1015 if (nr) 950 if (nr)
1016 item->nrof *= nr; 951 item->nrof *= nr;
1017 952
1018 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1020 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 965 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 968 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1027 */ 971 */
1028 } 972 }
1029 973
1030 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 980 return 1;
1033} 981}
1034 982
1035/** 983/**
1131/* push_button (altar);*/ 1079/* push_button (altar);*/
1132 } 1080 }
1133 else 1081 else
1134 { 1082 {
1135 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1136 push_button (altar); 1084 push_button (altar, originator);
1137 } 1085 }
1138 1086
1139 return !sacrifice; 1087 return !sacrifice;
1140 } 1088 }
1141 else 1089 else
1158 1106
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1108
1161 bool has_unpaid = false; 1109 bool has_unpaid = false;
1162 1110
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1112 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1167 { 1115 {
1168 has_unpaid = true; 1116 has_unpaid = true;
1169 break; 1117 break;
1170 } 1118 }
1171 1119
1172 if (op->type != PLAYER) 1120 if (!op->is_player ())
1173 { 1121 {
1174 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1176 * the shop. 1124 * the shop.
1177 */ 1125 */
1181 1129
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1131 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1133
1134 if (i >= 0)
1186 tmp->remove (); 1135 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1136 }
1196 } 1137 }
1197 1138
1198 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1151 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1153
1213 return 0; 1154 return 0;
1214 } 1155 }
1156
1215 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1217 */ 1159 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1161 }
1274 * Handles applying a sign. 1216 * Handles applying a sign.
1275 */ 1217 */
1276static void 1218static void
1277apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1278{ 1220{
1279 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1280 1229
1281 if (!sign->msg) 1230 if (!sign->msg)
1282 { 1231 {
1283 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1236 return;
1285 } 1237 }
1286 1238
1287 if (sign->stats.food) 1239 if (sign->stats.food)
1288 { 1240 {
1289 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1290 { 1242 {
1291 if (!sign->move_on) 1243 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1293 1245
1294 return; 1246 return;
1295 } 1247 }
1296 1248
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1262 }
1311 1263
1312 if (op->contr) 1264 if (op->contr)
1313 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1314 { 1266 {
1267 if (sign->sound)
1315 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1317 1271
1318 if (ns->can_msg) 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1327} 1306}
1328 1307
1329/** 1308/**
1330 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1406 } 1385 }
1407 goto leave; 1386 goto leave;
1408 1387
1409 case BUTTON: 1388 case BUTTON:
1410 case PEDESTAL: 1389 case PEDESTAL:
1411 update_button (trap); 1390 update_button (trap, originator);
1412 goto leave; 1391 goto leave;
1413 1392
1414 case ALTAR: 1393 case ALTAR:
1415 /* sacrifice victim on trap */ 1394 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator); 1395 apply_altar (trap, victim, originator);
1443 1422
1444 if (!trap->value) 1423 if (!trap->value)
1445 { 1424 {
1446 int tot; 1425 int tot;
1447 1426
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1451 1430
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave; 1432 goto leave;
1454 1433
1455 SET_ANIMATION (trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1480 1459
1481 case CONVERTER: 1460 case CONVERTER:
1482 if (convert_item (victim, trap) < 0) 1461 if (convert_item (victim, trap) < 0)
1483 { 1462 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap); 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1486 } 1465 }
1487 1466
1488 goto leave; 1467 goto leave;
1489 1468
1490 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1500 case CHECK_INV: 1479 case CHECK_INV:
1501 check_inv (victim, trap); 1480 check_inv (victim, trap);
1502 goto leave; 1481 goto leave;
1503 1482
1504 case HOLE: 1483 case HOLE:
1505 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1506 if (trap->stats.wc > 0)
1507 goto leave;
1508
1509 /* Is this a multipart monster and not the head? If so, return.
1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave; 1485 goto leave;
1519 1486
1520 case EXIT: 1487 case EXIT:
1521 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 { 1489 {
1523 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1524 * players output. 1491 * players output.
1525 */ 1492 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1527 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1528 1495
1496 trap->play_sound (trap->sound);
1529 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1530 } 1498 }
1531 goto leave; 1499 goto leave;
1532 1500
1533 case ENCOUNTER: 1501 case ENCOUNTER:
1600 } 1568 }
1601 1569
1602 lev_diff = tmp->level - (skill_ob->level + 5); 1570 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 { 1572 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1573 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1574 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension." 1575 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1576 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension." 1577 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension."); 1578 : "This book is totally beyond your comprehension.");
1613 1581
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1582 readable_message_type *msgType = get_readable_message_type (tmp);
1615 1583
1616 if (player *pl = op->contr) 1584 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1585 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1586 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1629 msgType->message_type, msgType->message_subtype,
1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1631 long_desc (tmp, op), &tmp->msg);
1632 1587
1633 /* gain xp from reading */ 1588 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1589 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1590 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1591 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1593 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1594 {
1640 /*exp_gain *= 2; because they just identified it too */ 1595 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1596 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1597
1643 /* If in a container, update how it looks */ 1598 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1600 }
1649 1601
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1602 change_exp (op, exp_gain, skill_ob->skill, 0);
1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1603 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 } 1604 }
1665 op->play_sound (sound_find ("generic_fail")); 1617 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1618 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break; 1619 break;
1668 1620
1669 case 1: 1621 case 1:
1670 decrease_ob (tmp); 1622 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1623 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1624 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1625 break;
1674 1626
1675 default: 1627 default:
1676 decrease_ob (tmp); 1628 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1629 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1630 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break; 1631 break;
1680 } 1632 }
1681} 1633}
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1745 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1746 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return; 1747 return;
1796 } 1748 }
1797 1749
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1750 int learn_level = sqrtf (spell->level) * 1.5f;
1751 if (skop->level < learn_level)
1799 { 1752 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1754 &tmp->skill, learn_level));
1801 return; 1755 return;
1802 } 1756 }
1803 1757
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1758 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1759
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1760 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1761 identify (tmp);
1809
1810 if (tmp->env)
1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1812 else
1813 op->contr->ns->floorbox_update ();
1814 }
1815 1762
1816 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1817 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1818 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1872 { 1819 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1820 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1821 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 } 1822 }
1876 1823
1877 decrease_ob (tmp); 1824 tmp->decrease ();
1878} 1825}
1879 1826
1880/** 1827/**
1881 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
1882 */ 1829 */
1921 identify (tmp); 1868 identify (tmp);
1922 1869
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1870 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1871
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1872 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1873 tmp->decrease ();
1927} 1874}
1928 1875
1929/** 1876/**
1930 * Applies a treasure object - by default, chest. op 1877 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1878 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1890 object *treas = tmp->inv;
1944 1891
1945 if (!treas) 1892 if (!treas)
1946 { 1893 {
1947 op->statusmsg ("The chest was empty."); 1894 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1895 tmp->decrease ();
1949 return; 1896 return;
1950 } 1897 }
1951 1898
1952 while (tmp->inv) 1899 while (tmp->inv)
1953 { 1900 {
1969 if (op->destroyed () || tmp->destroyed ()) 1916 if (op->destroyed () || tmp->destroyed ())
1970 break; 1917 break;
1971 } 1918 }
1972 1919
1973 if (!tmp->destroyed () && !tmp->inv) 1920 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1921 tmp->decrease (true);
1975} 1922}
1976 1923
1977/** 1924/**
1978 * op eats food. 1925 * op eats food.
1979 * If player, takes care of messages and dragon special food. 1926 * If player, takes care of messages and dragon special food.
1998 if (tmp->type == FOOD || tmp->type == FLESH) 1945 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!"); 1946 op->failmsg ("You feel full, but what a waste of food!");
2000 else 1947 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!"); 1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 } 1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
2003 1958
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 { 1960 {
2006 const char *buf; 1961 const char *buf;
2007 1962
2037 eat_special_food (op, tmp); 1992 eat_special_food (op, tmp);
2038 } 1993 }
2039 } 1994 }
2040 1995
2041 handle_apply_yield (tmp); 1996 handle_apply_yield (tmp);
2042 decrease_ob (tmp); 1997 tmp->decrease ();
2043} 1998}
2044 1999
2045/** 2000/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 2001 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 2002 * there is a chance for the dragon's skin to get improved.
2166 op->statusmsg (buf); 2121 op->statusmsg (buf);
2167 2122
2168 /* now choose a winner if we have any */ 2123 /* now choose a winner if we have any */
2169 i = -1; 2124 i = -1;
2170 if (winners > 0) 2125 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2126 i = atnr_winner [rndm (winners)];
2172 2127
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2128 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2129 {
2175 /* resistance increased! */ 2130 /* resistance increased! */
2176 skin->resist[i]++; 2131 skin->resist[i]++;
2235 2190
2236 op->statusmsg ("Applying armour enchantment."); 2191 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2192 improve_armour (op, tmp, armor);
2238} 2193}
2239 2194
2240extern void 2195void
2241apply_poison (object *op, object *tmp) 2196apply_poison (object *op, object *tmp)
2242{ 2197{
2198 // need to do it now when it is still on the map
2199 handle_apply_yield (tmp);
2200
2201 object *poison = tmp->split (1);
2202
2243 if (op->type == PLAYER) 2203 if (op->type == PLAYER)
2244 { 2204 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2205 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2206 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2207 op->contr->killer = poison;
2248 } 2208 }
2249 2209
2250 if (tmp->stats.hp > 0) 2210 if (poison->stats.hp > 0)
2251 { 2211 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2212 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2214 }
2255 2215
2256 op->stats.food -= op->stats.food / 4; 2216 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2217 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2218}
2260 2219
2261/** 2220/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2221 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2263 * A valid 2 way exit means: 2222 * A valid 2 way exit means:
2279#if 0 //TODO 2238#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2239 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */ 2240 return 0; /* This is a reset town portal */
2282#endif 2241#endif
2283 2242
2243 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285 2246
2286 if (exitmap) 2247 if (exitmap)
2287 { 2248 {
2288 exitmap->load_sync (); 2249 exitmap->load_sync ();
2342 return 1; 2303 return 1;
2343 } 2304 }
2344 } 2305 }
2345 2306
2346 return 0; 2307 return 0;
2308}
2309
2310/**
2311 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement.
2314 *
2315 * who - the player
2316 * op - the item we want to light
2317 * lighter - the lighter or 0 if a lighter has yet to be found
2318 */
2319static object *
2320auto_apply_lighter (object *who, object *op, object *lighter)
2321{
2322 if (lighter == 0)
2323 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2325 {
2326 if (tmp->type == LIGHTER)
2327 {
2328 lighter = tmp;
2329 break;
2330 }
2331 }
2332
2333 if (!lighter)
2334 {
2335 who->failmsg (format (
2336 "You can't light up the %s with your bare hands! "
2337 "H<You need a lighter in your inventory, for example a flint and steel.>",
2338 &op->name));
2339 return 0;
2340 }
2341 }
2342
2343 // last_eat == 0 means the lighter is not being used up!
2344 if (lighter->last_eat && lighter->stats.food)
2345 {
2346 /* lighter gets used up */
2347 lighter = lighter->split ();
2348 lighter->stats.food--;
2349 who->insert (lighter);
2350 }
2351 else if (lighter->last_eat)
2352 {
2353 /* no charges left in lighter */
2354 who->failmsg (format (
2355 "You attempt to light the %s with a used up %s.",
2356 &op->name, &lighter->name));
2357 return 0;
2358 }
2359
2360 return lighter;
2361}
2362
2363/**
2364 * Designed primarily to light torches/lanterns/etc.
2365 * Also burns up burnable material too. First object in the inventory is
2366 * the selected object to "burn". -b.t.
2367 */
2368void
2369apply_lighter (object *who, object *lighter)
2370{
2371 object *item;
2372 int is_player_env = 0;
2373
2374 item = find_marked_object (who);
2375 if (item)
2376 {
2377 if (!auto_apply_lighter (who, item, lighter))
2378 return;
2379
2380 /* Perhaps we should split what we are trying to light on fire?
2381 * I can't see many times when you would want to light multiple
2382 * objects at once.
2383 */
2384
2385 save_throw_object (item, AT_FIRE, who);
2386
2387 if (item->destroyed ()
2388 || ((item->type == LAMP || item->type == TORCH)
2389 && item->glow_radius > 0))
2390 who->statusmsg (format (
2391 "You light the %s with the %s.",
2392 &item->name, &lighter->name));
2393 else
2394 who->failmsg (format (
2395 "You attempt to light the %s with the %s and fail.",
2396 &item->name, &lighter->name));
2397 }
2398 else
2399 who->failmsg ("You need to mark a lightable object.");
2400}
2401
2402/**
2403 * This function generates a cursed effect for cursed lamps and torches.
2404 */
2405void player_apply_lamp_cursed_effect (object *who, object *op)
2406{
2407 if (op->level)
2408 {
2409 who->failmsg (format (
2410 "The %s was cursed, it explodes in a big fireball!",
2411 &op->name));
2412 create_exploding_ball_at (who, op->level);
2413 }
2414 else
2415 {
2416 who->failmsg (format (
2417 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2418 &op->name));
2419 }
2420
2421 op->destroy ();
2422}
2423
2424/**
2425 * Apply for players and lamps
2426 *
2427 * who - the player
2428 * op - the lamp
2429 */
2430void player_apply_lamp (object *who, object *op)
2431{
2432 bool switch_on = op->glow_radius ? false : true;
2433
2434 if (switch_on)
2435 {
2436 object *lighter = 0;
2437
2438 if (op->flag [FLAG_IS_LIGHTABLE]
2439 && !(lighter = auto_apply_lighter (who, op, 0)))
2440 return;
2441
2442 if (op->stats.food < 1)
2443 {
2444 if (op->type == LAMP)
2445 who->failmsg (format (
2446 "The %s is out of fuel! "
2447 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2448 &op->name));
2449 else
2450 who->failmsg (format (
2451 "The %s is burnt out! "
2452 "H<Torches and similar items burn out and become worthless.>",
2453 &op->name));
2454 return;
2455 }
2456
2457 if (op->flag [FLAG_CURSED])
2458 {
2459 player_apply_lamp_cursed_effect (who, op);
2460 return;
2461 }
2462
2463 if (lighter)
2464 who->statusmsg (format (
2465 "You light up the %s with the %s.", &op->name, &lighter->name));
2466 else
2467 who->statusmsg (format ("You light up the %s.", &op->name));
2468 }
2469 else
2470 {
2471 if (op->flag [FLAG_CURSED])
2472 {
2473 player_apply_lamp_cursed_effect (who, op);
2474 return;
2475 }
2476
2477 if (op->type == TORCH)
2478 {
2479 if (!op->flag [FLAG_IS_LIGHTABLE])
2480 {
2481 who->statusmsg (format (
2482 "You put out the %s. "
2483 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2484 &op->name, &op->name));
2485 }
2486 else
2487 who->statusmsg (format (
2488 "You put out the %s."
2489 "H<Torches wear out if you put them out.>",
2490 &op->name));
2491 }
2492 else
2493 who->statusmsg (format ("You turn off the %s.", &op->name));
2494 }
2495
2496 apply_lamp (op, switch_on);
2497}
2498
2499void get_animation_from_arch (object *op, arch_ptr a)
2500{
2501 op->animation_id = a->animation_id;
2502 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2503 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2504 op->anim_speed = a->anim_speed;
2505 op->last_anim = 0;
2506 op->state = 0;
2507 op->face = a->face;
2508
2509 if (NUM_ANIMATIONS(op) > 1)
2510 {
2511 SET_ANIMATION(op, 0);
2512 animate_object (op, op->direction);
2513 }
2514 else
2515 update_object (op, UP_OBJ_FACE);
2516}
2517
2518/**
2519 * Apply for LAMPs and TORCHes.
2520 *
2521 * op - the lamp
2522 * switch_on - a flag which says whether the lamp should be switched on or off
2523 */
2524void apply_lamp (object *op, bool switch_on)
2525{
2526 op->set_glow_radius (switch_on ? op->range : 0);
2527 op->set_speed (switch_on ? op->arch->speed : 0);
2528
2529 // torches wear out if you put them out
2530 if (op->type == TORCH && !switch_on)
2531 {
2532 if (op->flag [FLAG_IS_LIGHTABLE])
2533 {
2534 op->stats.food -= (double) op->arch->stats.food / 15;
2535 if (op->stats.food < 0)
2536 op->stats.food = 0;
2537 }
2538 else
2539 op->stats.food = 0;
2540 }
2541
2542 // lamps and torched get worthless when used up
2543 if (op->stats.food <= 0)
2544 op->value = 0;
2545
2546 // FIXME: This is a hack to make the more sane torches and lamps
2547 // still animated ;-/
2548 if (op->other_arch)
2549 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2550
2551 if (object *pl = op->visible_to ())
2552 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2347} 2553}
2348 2554
2349/** 2555/**
2350 * Main apply handler. 2556 * Main apply handler.
2351 * 2557 *
2354 * Return value: 2560 * Return value:
2355 * 0: player or monster can't apply objects of that type 2561 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object 2562 * 1: has been applied, or there was an error applying the object
2357 * 2: objects of that type can't be applied if not in inventory 2563 * 2: objects of that type can't be applied if not in inventory
2358 * 2564 *
2359 * op is the object that is causing object to be applied, tmp is the object 2565 * who is the object that is causing object to be applied, op is the object
2360 * being applied. 2566 * being applied.
2361 * 2567 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with 2568 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special 2569 * them in this function - they are passed to apply_special
2364 */ 2570 */
2365int 2571int
2366manual_apply (object *op, object *tmp, int aflag) 2572manual_apply (object *who, object *op, int aflag)
2367{ 2573{
2368 if (tmp->head) 2574 op = op->head_ ();
2369 tmp = tmp->head;
2370 2575
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2576 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2372 { 2577 {
2373 if (op->type == PLAYER) 2578 if (who->type == PLAYER)
2374 { 2579 {
2580 examine (who, op);
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2581 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2376 return 1; 2582 return 1;
2377 } 2583 }
2378 else 2584 else
2379 return 0; /* monsters just skip unpaid items */ 2585 return 0; /* monsters just skip unpaid items */
2380 } 2586 }
2381 2587
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2383 return RESULT_INT (0); 2589 return RESULT_INT (0);
2384 2590
2385 switch (tmp->type) 2591 switch (op->type)
2386 { 2592 {
2387 case CF_HANDLE: 2593 case CF_HANDLE:
2388 op->play_sound (sound_find ("turn_handle")); 2594 who->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle."); 2595 who->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1; 2596 op->value = op->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value); 2597 SET_ANIMATION (op, op->value);
2392 update_object (tmp, UP_OBJ_FACE); 2598 update_object (op, UP_OBJ_FACE);
2393 push_button (tmp); 2599 push_button (op, who);
2394 return 1; 2600 return 1;
2395 2601
2396 case TRIGGER: 2602 case TRIGGER:
2397 if (check_trigger (tmp, op)) 2603 if (check_trigger (op, who))
2398 { 2604 {
2399 op->statusmsg ("You turn the handle."); 2605 who->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle")); 2606 who->play_sound (sound_find ("turn_handle"));
2401 } 2607 }
2402 else 2608 else
2403 op->failmsg ("The handle doesn't move."); 2609 who->failmsg ("The handle doesn't move.");
2404 2610
2405 return 1; 2611 return 1;
2406 2612
2407 case EXIT: 2613 case EXIT:
2408 if (op->type != PLAYER) 2614 if (who->type != PLAYER)
2409 return 0; 2615 return 0;
2410 2616
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2618 who->failmsg (format ("The %s is closed.", query_name (op)));
2413 else 2619 else
2414 { 2620 {
2415 /* Don't display messages for random maps. */ 2621 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2417 op->statusmsg (tmp->msg, NDI_NAVY); 2623 who->statusmsg (op->msg, NDI_NAVY);
2418 2624
2419 op->enter_exit (tmp); 2625 who->enter_exit (op);
2420 } 2626 }
2421 2627
2422 return 1; 2628 return 1;
2423 2629
2424 case INSCRIBABLE: 2630 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg); 2631 who->statusmsg (op->msg);
2426 // maybe show a spell menu to chose from or something like that 2632 // maybe show a spell menu to chose from or something like that
2427 return 1; 2633 return 1;
2428 2634
2429 case SIGN: 2635 case SIGN:
2430 apply_sign (op, tmp, 0); 2636 apply_sign (who, op, 0);
2431 return 1; 2637 return 1;
2432 2638
2433 case BOOK: 2639 case BOOK:
2434 if (op->type == PLAYER) 2640 if (who->type == PLAYER)
2435 { 2641 {
2436 apply_book (op, tmp); 2642 apply_book (who, op);
2437 return 1; 2643 return 1;
2438 } 2644 }
2439 else 2645 else
2440 return 0; 2646 return 0;
2441 2647
2442 case SKILLSCROLL: 2648 case SKILLSCROLL:
2443 if (op->type == PLAYER) 2649 if (who->type == PLAYER)
2444 { 2650 {
2445 apply_skillscroll (op, tmp); 2651 apply_skillscroll (who, op);
2446 return 1; 2652 return 1;
2447 } 2653 }
2448 else 2654 else
2449 return 0; 2655 return 0;
2450 2656
2451 case SPELLBOOK: 2657 case SPELLBOOK:
2452 if (op->type == PLAYER) 2658 if (who->type == PLAYER)
2453 { 2659 {
2454 apply_spellbook (op, tmp); 2660 apply_spellbook (who, op);
2455 return 1; 2661 return 1;
2456 } 2662 }
2457 else 2663 else
2458 return 0; 2664 return 0;
2459 2665
2460 case SCROLL: 2666 case SCROLL:
2461 apply_scroll (op, tmp, 0); 2667 apply_scroll (who, op, 0);
2462 return 1; 2668 return 1;
2463 2669
2464 case POTION: 2670 case POTION:
2465 apply_potion (op, tmp); 2671 apply_potion (who, op);
2466 return 1; 2672 return 1;
2467 2673
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2674 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed? 2675 //TODO: remove, as it is unsed?
2470 case CLOSE_CON: 2676 case CLOSE_CON:
2471 apply_container (op, tmp->env); 2677 apply_container (who, op->env);
2472 return 1; 2678 return 1;
2473 2679
2474 case CONTAINER: 2680 case CONTAINER:
2475 apply_container (op, tmp); 2681 apply_container (who, op);
2476 return 1; 2682 return 1;
2477 2683
2478 case TREASURE: 2684 case TREASURE:
2479 if (op->type == PLAYER) 2685 if (who->type == PLAYER)
2480 { 2686 {
2481 apply_treasure (op, tmp); 2687 apply_treasure (who, op);
2482 return 1; 2688 return 1;
2483 } 2689 }
2484 else 2690 else
2485 return 0; 2691 return 0;
2692
2693 case LAMP:
2694 case TORCH:
2695 player_apply_lamp (who, op);
2696 return 1;
2486 2697
2487 case WEAPON: 2698 case WEAPON:
2488 case ARMOUR: 2699 case ARMOUR:
2489 case BOOTS: 2700 case BOOTS:
2490 case GLOVES: 2701 case GLOVES:
2498 case WAND: 2709 case WAND:
2499 case ROD: 2710 case ROD:
2500 case HORN: 2711 case HORN:
2501 case SKILL: 2712 case SKILL:
2502 case BOW: 2713 case BOW:
2503 case LAMP:
2504 case BUILDER: 2714 case BUILDER:
2505 case SKILL_TOOL: 2715 case SKILL_TOOL:
2506 if (tmp->env != op) 2716 if (op->env != who)
2507 return 2; /* not in inventory */ 2717 return 2; /* not in inventory */
2508 2718
2509 apply_special (op, tmp, aflag); 2719 apply_special (who, op, aflag);
2510 return 1; 2720 return 1;
2511 2721
2512 case DRINK: 2722 case DRINK:
2513 case FOOD: 2723 case FOOD:
2514 case FLESH: 2724 case FLESH:
2515 apply_food (op, tmp); 2725 apply_food (who, op);
2516 return 1; 2726 return 1;
2517 2727
2518 case POISON: 2728 case POISON:
2519 apply_poison (op, tmp); 2729 apply_poison (who, op);
2520 return 1; 2730 return 1;
2521 2731
2522 case SAVEBED: 2732 case SAVEBED:
2523 return 1; 2733 return 1;
2524 2734
2525 case ARMOUR_IMPROVER: 2735 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER) 2736 if (who->type == PLAYER)
2527 { 2737 {
2528 apply_armour_improver (op, tmp); 2738 apply_armour_improver (who, op);
2529 return 1; 2739 return 1;
2530 } 2740 }
2531 else 2741 else
2532 return 0; 2742 return 0;
2533 2743
2534 case WEAPON_IMPROVER: 2744 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp); 2745 check_improve_weapon (who, op);
2536 return 1; 2746 return 1;
2537 2747
2538 case CLOCK: 2748 case CLOCK:
2539 if (op->type == PLAYER) 2749 if (who->type == PLAYER)
2540 { 2750 {
2541 char buf[MAX_BUF]; 2751 char buf[MAX_BUF];
2542 timeofday_t tod; 2752 timeofday_t tod;
2543 2753
2544 get_tod (&tod); 2754 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock")); 2755 who->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format ( 2756 who->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s", 2757 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2758 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2759 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 )); 2760 ));
2551 return 1; 2761 return 1;
2552 } 2762 }
2553 else 2763 else
2554 return 0; 2764 return 0;
2555 2765
2556 case MENU: 2766 case MENU:
2557 if (op->type == PLAYER) 2767 if (who->type == PLAYER)
2558 { 2768 {
2559 shop_listing (tmp, op); 2769 shop_listing (op, who);
2560 return 1; 2770 return 1;
2561 } 2771 }
2562 else 2772 else
2563 return 0; 2773 return 0;
2564 2774
2565 case POWER_CRYSTAL: 2775 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */ 2776 apply_power_crystal (who, op); /* see egoitem.c */
2567 return 1; 2777 return 1;
2568 2778
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2779 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) 2780 if (who->type == PLAYER)
2571 { 2781 {
2572 apply_lighter (op, tmp); 2782 apply_lighter (who, op);
2573 return 1; 2783 return 1;
2574 } 2784 }
2575 else 2785 else
2576 return 0; 2786 return 0;
2577 2787
2578 case ITEM_TRANSFORMER: 2788 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp); 2789 apply_item_transformer (who, op);
2580 return 1; 2790 return 1;
2581 2791
2582 default: 2792 default:
2583 return 0; 2793 return 0;
2584 } 2794 }
2585} 2795}
2586
2587 2796
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2797/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be 2798 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2799 * "but you are floating high above the ground" messages.
2591 * 2800 *
2592 * Same return value as apply() function. 2801 * Same return value as apply() function.
2593 */ 2802 */
2594int 2803int
2595player_apply (object *pl, object *op, int aflag, int quiet) 2804player_apply (object *pl, object *op, int aflag, int quiet)
2596{ 2805{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING)) 2806 if (!op->env && (pl->move_type & MOVE_FLYING))
2600 { 2807 {
2601 /* player is flying and applying object not in inventory */ 2808 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2809 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 { 2810 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2811 pl->failmsg ("But you are floating high above the ground! "
2812 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2813 "or waiting till the levitation effect wears off.>");
2605 return 0; 2814 return 0;
2606 } 2815 }
2607 } 2816 }
2608 2817
2609 pl->contr->last_used = op; 2818 pl->contr->last_used = op;
2610 2819
2611 tmp = manual_apply (pl, op, aflag); 2820 int tmp = manual_apply (pl, op, aflag);
2821
2612 if (!quiet) 2822 if (!quiet)
2613 { 2823 {
2614 if (tmp == 0) 2824 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2825 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2) 2826 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n"); 2827 pl->failmsg ("You must get it first!\n");
2618 } 2828 }
2619 2829
2620 return tmp; 2830 return tmp;
2621} 2831}
2622 2832
2651 * person moving on it, also activate. Added code to make it 2861 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which 2862 * so that at least one of players movement types be that which
2653 * the item needs. 2863 * the item needs.
2654 */ 2864 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2865 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1) 2866 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return; 2867 return;
2659 } 2868
2660 if (floors >= 2) 2869 if (floors >= 2)
2661 return; /* process at most two floor objects */ 2870 return; /* process at most two floor objects */
2662 } 2871 }
2663} 2872}
2664 2873
2708 break; 2917 break;
2709 2918
2710 case SKILL: 2919 case SKILL:
2711 if (who->contr) 2920 if (who->contr)
2712 { 2921 {
2922 if (IS_COMBAT_SKILL (op->subtype))
2923 who->change_weapon (who->contr->combat_ob = 0);
2924 else if (IS_RANGED_SKILL (op->subtype))
2925 who->change_weapon (who->contr->ranged_ob = 0);
2926
2713 if (!op->invisible) 2927 if (op->invisible)
2928 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2929 else
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2930 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2717 } 2931 }
2718 2932
2719 change_abil (who, op); 2933 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL); 2934 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 2935 break;
2732 case CLOAK: 2946 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2947 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2948 change_abil (who, op);
2735 break; 2949 break;
2736 2950
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW: 2951 case BOW:
2776 case WAND: 2952 case WAND:
2777 case ROD: 2953 case ROD:
2778 case HORN: 2954 case HORN:
2779 if (player *pl = who->contr) 2955 if (player *pl = who->contr)
2806 default: 2982 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 2983 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 2984 break;
2809 } 2985 }
2810 2986
2987 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2988 if (object *pl = op->visible_to ())
2989 esrv_send_item (pl, op);
2990
2811 who->update_stats (); 2991 who->update_stats ();
2812
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
2825 esrv_send_item (who, op);
2826 }
2827 }
2828 2992
2829 return 0; 2993 return 0;
2830} 2994}
2831 2995
2832/** 2996/**
3130 return 1; 3294 return 1;
3131 } 3295 }
3132 3296
3133 return unapply_special (who, op, aflags); 3297 return unapply_special (who, op, aflags);
3134 } 3298 }
3135
3136 if (basic_flag == AP_UNAPPLY) 3299 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 3300 return 0;
3138 3301
3139 // if the item is combat/ranged, wield the relevant slot first 3302 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts. 3303 // to resolve conflicts.
3141 if (player *pl = who->contr) 3304 if (player *pl = who->contr)
3199 * skill so that the dam and wc get updated 3362 * skill so that the dam and wc get updated
3200 */ 3363 */
3201 who->change_skill (skop); 3364 who->change_skill (skop);
3202 } 3365 }
3203 3366
3204 if (who->type == PLAYER 3367 if (!check_item_power (who, op->item_power))
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 { 3368 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3369 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 3370 return 1;
3210 } 3371 }
3211 3372
3212 /* Ok. We are now at the state where we can apply the new object. 3373 /* Ok. We are now at the state where we can apply the new object.
3213 * Note that we don't have the checks for can_use_... 3374 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 3375 * below - that is already taken care of by can_apply_object.
3215 */ 3376 */
3216 if (op->nrof > 1) 3377 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3217 tmp = get_split_ob (op, op->nrof - 1);
3218 else
3219 tmp = 0;
3220 3378
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 3380 return RESULT_INT (0);
3223 3381
3224 switch (op->type) 3382 switch (op->type)
3225 { 3383 {
3226 case WEAPON: 3384 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat))
3228 {
3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3230
3231 if (tmp)
3232 insert_ob_in_ob (tmp, who);
3233
3234 return 1;
3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix 3385 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword. 3386 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3387 if (op->level && !op->name.starts_with (who->name))
3240 { 3388 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 3389 /* if the weapon does not have the name as the character, can't use it. */
3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3390 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3391 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244 3392
3278 case AMULET: 3426 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 3428 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 3429 change_abil (who, op);
3282 break; 3430 break;
3283
3284 case LAMP:
3285 if (op->stats.food < 1)
3286 {
3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3292 return 1;
3293 }
3294
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333 3431
3334 case SKILL_TOOL: 3432 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 3433 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED); 3434 SET_FLAG (op, FLAG_APPLIED);
3337 3435
3417 } 3515 }
3418 3516
3419 break; 3517 break;
3420 3518
3421 case BOW: 3519 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && !op->name.starts_with (who->name))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 { 3521 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 3524 if (tmp)
3437 insert_ob_in_ob (tmp, who); 3525 insert_ob_in_ob (tmp, who);
3495 } 3583 }
3496 3584
3497 SET_FLAG (op, FLAG_APPLIED); 3585 SET_FLAG (op, FLAG_APPLIED);
3498 3586
3499 if (tmp) 3587 if (tmp)
3500 tmp = insert_ob_in_ob (tmp, who); 3588 who->insert (tmp);
3501 3589
3502 who->update_stats (); 3590 who->update_stats ();
3503 3591
3504 /* We exclude spell casting objects. The fire code will set the 3592 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 3593 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3599 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 3600 if (who->type == PLAYER)
3513 { 3601 {
3514 who->failmsg ( 3602 who->failmsg (
3515 "Oops, it feels deadly cold! " 3603 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3604 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 3605 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 3606 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 3607 }
3520 3608
3521 if (who->type == PLAYER) 3609 if (object *pl = op->visible_to ())
3522 {
3523 /* if multiple objects were applied, update both slots */
3524 if (tmp)
3525 esrv_send_item (who, tmp);
3526
3527 esrv_send_item (who, op); 3610 esrv_send_item (pl, op);
3528 }
3529 3611
3530 return 0; 3612 return 0;
3531} 3613}
3532 3614
3533int 3615int
3547int 3629int
3548auto_apply (object *op) 3630auto_apply (object *op)
3549{ 3631{
3550 object *tmp = NULL, *tmp2; 3632 object *tmp = NULL, *tmp2;
3551 int i; 3633 int i;
3634
3635 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3636
3553 switch (op->type) 3637 switch (op->type)
3554 { 3638 {
3555 case SHOP_FLOOR: 3639 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3640 if (!op->has_random_items ())
3558 3642
3559 do 3643 do
3560 { 3644 {
3561 i = 10; /* let's give it 10 tries */ 3645 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3646 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3647 op->stats.exp
3648 ? (int) op->stats.exp
3649 : max (op->map->difficulty, 5)))
3650 == NULL && --i);
3651
3564 if (tmp == NULL) 3652 if (tmp == NULL)
3565 return 0; 3653 return 0;
3654
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3655 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3656 {
3568 tmp->destroy (); 3657 tmp->destroy ();
3569 tmp = NULL; 3658 tmp = NULL;
3570 } 3659 }
3573 3662
3574 tmp->x = op->x; 3663 tmp->x = op->x;
3575 tmp->y = op->y; 3664 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3665 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3666 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3667 identify (tmp);
3580 break; 3668 break;
3581 3669
3582 case TREASURE: 3670 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3671 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* If we generated an object and put it in this object inventory, 3678 /* If we generated an object and put it in this object inventory,
3591 * move it to the parent object as the current object is about 3679 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3680 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3681 * that is put inside other objects.
3594 */ 3682 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3683 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3684 while (op->inv)
3602 else 3685 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3686
3606 op->destroy (); 3687 op->destroy ();
3607 break; 3688 break;
3608 } 3689 }
3609 return tmp ? 1 : 0; 3690
3691 return !!tmp;
3610} 3692}
3611 3693
3612/** 3694/**
3613 * fix_auto_apply goes through the entire map every time a map 3695 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3696 * is loaded or swapped in and performs special actions for
3628 3710
3629 if (tmp->inv) 3711 if (tmp->inv)
3630 { 3712 {
3631 object *invtmp, *invnext; 3713 object *invtmp, *invnext;
3632 3714
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3715 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3716 {
3635 invnext = invtmp->below; 3717 invnext = invtmp->below;
3636 3718
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3719 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3720 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3721 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3722 {
3641 while ((invtmp->stats.hp--) > 0) 3723 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3724 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3725
3644 invtmp->randomitems = NULL; 3726 invtmp->randomitems = NULL;
3645 } 3727 }
3646 else if (invtmp && invtmp->arch 3728 else if (invtmp && invtmp->arch
3758 /* check for hp, sp change */ 3840 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3841 if (food->stats.hp != 0)
3760 { 3842 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3843 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 3844 {
3763 assign (who->contr->killer, food->name); 3845 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3846 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3847 who->failmsg ("Eck!...that was poisonous!");
3766 } 3848 }
3767 else 3849 else
3768 { 3850 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3854 who->failmsg ("Eck!...that was poisonous!");
3773 3855
3774 who->stats.hp += food->stats.hp; 3856 who->stats.hp += food->stats.hp;
3775 } 3857 }
3776 } 3858 }
3859
3777 if (food->stats.sp != 0) 3860 if (food->stats.sp != 0)
3778 { 3861 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3862 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 3863 {
3781 who->failmsg ("You are drained of mana!"); 3864 who->failmsg ("You are drained of mana!");
3792 } 3875 }
3793 3876
3794 who->update_stats (); 3877 who->update_stats ();
3795} 3878}
3796 3879
3797/**
3798 * Designed primarily to light torches/lanterns/etc.
3799 * Also burns up burnable material too. First object in the inventory is
3800 * the selected object to "burn". -b.t.
3801 */
3802void
3803apply_lighter (object *who, object *lighter)
3804{
3805 object *item;
3806 int is_player_env = 0;
3807
3808 item = find_marked_object (who);
3809 if (item)
3810 {
3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3813 /* Split multiple lighters if they're being used up. Otherwise *
3814 * one charge from each would be used up. --DAMN */
3815 if (lighter->nrof > 1)
3816 {
3817 object *oneLighter = lighter->clone ();
3818
3819 lighter->nrof -= 1;
3820 oneLighter->nrof = 1;
3821 oneLighter->stats.food--;
3822 esrv_send_item (who, lighter);
3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3824 esrv_send_item (who, oneLighter);
3825 }
3826 else
3827 lighter->stats.food--;
3828 }
3829 else if (lighter->last_eat)
3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3836 /* Perhaps we should split what we are trying to light on fire?
3837 * I can't see many times when you would want to light multiple
3838 * objects at once.
3839 */
3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3844 save_throw_object (item, AT_FIRE, who);
3845
3846 if (item->destroyed ())
3847 {
3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3849 /* Need to update the player so that the players glow radius
3850 * gets changed.
3851 */
3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3855 else
3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3857 }
3858 else
3859 who->failmsg ("You need to mark a lightable object.");
3860}
3861 3880
3862/** 3881/**
3863 * op made some mistake with a scroll, this takes care of punishment. 3882 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure 3883 * scroll_failure()- hacked directly from spell_failure
3865 */ 3884 */
3965 } 3984 }
3966 3985
3967 /* insert the randomitems from the change's treasurelist into 3986 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 3987 * the player ref: player.c
3969 */ 3988 */
3970 if (change->randomitems != NULL) 3989 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 3990 give_initial_items (pl, change->randomitems);
3972 3991
3973 /* set up the face, for some races. */ 3992 /* set up the face, for some races. */
3974 3993
3975 /* first, look for the force object banning 3994 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 3995 * changing the face. Certain races never change face with class.
3977 */ 3996 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 3997 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3998 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 3999 flag_change_face = 0;
3981 4000
3982 if (flag_change_face) 4001 if (flag_change_face)
3983 { 4002 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4003 pl->face = change->face;
3986 4004 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4005 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4006 }
3992 4007
3993 /* check the special case of can't use weapons */ 4008 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4009 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4010 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4011 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 4012
3998 break; 4013 break;
3999 } 4014 }
4000 } 4015 }
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4052 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return; 4053 return;
4039 } 4054 }
4040 4055
4041 /* check whether they are compatible or not */ 4056 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname); 4057 find = strstr (&marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4058 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 { 4059 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4060 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return; 4061 return;
4047 } 4062 }
4089 4104
4090 new_item->nrof = yield; 4105 new_item->nrof = yield;
4091 4106
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4107 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093 4108
4094 insert_ob_in_ob (new_item, pl); 4109 pl->insert (new_item);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */ 4110 /* Eat up one item */
4097 decrease_ob_nr (marked, 1); 4111 marked->decrease ();
4098 4112
4099 /* Eat one transformer if needed */ 4113 /* Eat one transformer if needed */
4100 if (transformer->stats.food) 4114 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0) 4115 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1); 4116 transformer->decrease ();
4103} 4117}
4104 4118

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