ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(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 1.205 by root, Wed Oct 21 00:44:39 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n" << marked->msg; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n" << id->msg; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
146 } 147 }
147 } 148 }
148 } 149 }
149 150
150 if (buf.empty ()) 151 if (buf.empty ())
151 buf << ("You have nothing that needs identifying"); 152 pl->failmsg ("You have nothing that needs identifying");
152 153 else
153 pl->contr->infobox ("Identify", buf); 154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154 155
155 return !money; 156 return !money;
156} 157}
157 158
158/** 159/**
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 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} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 302 }
319 else 303 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 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 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
353 328
354 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 331 op->update_stats ();
357 332
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 decrease_ob (tmp); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
425 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
426 */ 419 */
427static int 420static int
428check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
429{ 422{
430 int count = 0; 423 int count = 0;
431 424
432 if (!item) 425 if (!item)
433 return 0; 426 return 0;
434 427
435 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* 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; 432 count += op->number_of ();
446 }
447 }
448 }
449 433
450 return count; 434 return count;
451} 435}
452 436
453/** 437/**
455 * op is typically the player, which is only 439 * op is typically the player, which is only
456 * really used to determine what space to look at. 440 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
458 */ 442 */
459static void 443static void
460eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 445{
462 object *prev; 446 object *prev;
463 447
464 prev = op; 448 prev = op;
465 op = op->below; 449 op = op->below;
466 450
467 while (op) 451 while (op)
468 { 452 {
469 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
470 { 454 {
471 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
472 { 456 {
473 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
474 return; 458 return;
475 } 459 }
476 else 460 else
477 { 461 {
478 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
479 nrof -= op->nrof; 463 nrof -= op->nrof;
480 } 464 }
481 465
482 op = prev; 466 op = prev;
483 } 467 }
486 op = op->below; 470 op = op->below;
487 } 471 }
488} 472}
489 473
490/** 474/**
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. 475 * 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. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 477 */
545static int 478static int
546check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
568static int 501static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 503{
571 stat += sacrifice_count; 504 stat += sacrifice_count;
572 weapon->last_eat++; 505 weapon->last_eat++;
573 decrease_ob (improver); 506 improver->decrease ();
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 op->update_stats (); 509 op->update_stats ();
577 510
578 op->statusmsg (format ( 511 op->statusmsg (format (
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
627 { 560 {
628 op->failmsg ("You cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
629 return 0; 564 return 0;
630 } 565 }
631 566
632 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
644 579
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 583 slot at once! */
649 decrease_ob (improver); 584 improver->decrease ();
650 weapon->last_eat = 0; 585 weapon->last_eat = 0;
651 return 1; 586 return 1;
652} 587}
653
654 588
655/** 589/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 591 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
671 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
673 607
674 if (weapon->level == 0) 608 if (weapon->level == 0)
675 { 609 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 613 return 0;
678 } 614 }
679 615
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 618 {
682 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 620 return 0;
684 } 621 }
685 622
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
687 { 625 {
688 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 628 "really want to improve it.");
691 return 0; 629 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 642 weapon->last_eat++;
705 643
706 weapon->item_power++; 644 weapon->item_power++;
707 decrease_ob (improver); 645 improver->decrease ();
708 return 1; 646 return 1;
709 } 647 }
710 648
711 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 650 {
716 weapon->weight = 1; 654 weapon->weight = 1;
717 655
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 657 weapon->last_eat++;
720 weapon->item_power++; 658 weapon->item_power++;
721 decrease_ob (improver); 659 improver->decrease ();
722 return 1; 660 return 1;
723 } 661 }
662
724 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 664 {
726 weapon->magic++; 665 weapon->magic++;
727 weapon->last_eat++; 666 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 668 improver->decrease ();
730 weapon->item_power++; 669 weapon->item_power++;
731 return 1; 670 return 1;
732 } 671 }
733 672
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
783 op->failmsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 723 return 0;
785 } 724 }
786 725
787 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
788 if (!otmp) 728 if (!otmp)
789 { 729 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 730 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; 731 return 0;
792 } 732 }
834 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
835 { 775 {
836 op->failmsg ("This armour can not be enchanted any further!"); 776 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 777 return 0;
838 } 778 }
779
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* 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. 781 * 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 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 783 * of gnarg and what not?)
843 */ 784 */
845 { 786 {
846 op->failmsg ("This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 788 return 0;
848 } 789 }
849 790
850 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
852 */ 793 */
853 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 795
858 armour->magic++; 796 armour->magic++;
859 797
860 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
861 { 799 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 837
900 if (op->type == PLAYER) 838 if (op->type == PLAYER)
901 { 839 {
902 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 843 op->update_stats ();
905 } 844 }
906 845
907 decrease_ob (improver); 846 improver->decrease ();
908 847
909 if (tmp) 848 if (tmp)
910 { 849 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 850
915 return 1; 851 return 1;
916} 852}
917 853
918/* 854/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * 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. 856 * what the converter wants, -1 if the converter is broken.
921 */ 857 *
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. 858 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
931 */ 862 */
932int 863int
933convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
934{ 865{
935 int nr = 0;
936 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
937 875
938 /* We make some assumptions - we assume if it takes money as it type, 876 /* 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 877 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
941 */ 879 */
942 if (CONV_FROM (converter) == shstr_money) 880 if (conv_from == shstr_money)
943 { 881 {
944 if (item->type != MONEY) 882 if (item->type != MONEY)
945 return 0; 883 return 0;
946 884
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 886 if (!nr)
949 return 0; 887 return 0;
950 888
951 converter->play_sound (sound_find ("shop_buy")); 889 converter->play_sound (sound_find ("shop_buy"));
952 890
953 int cost = nr * CONV_NEED (converter) / item->value; 891 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++;
957 892
958 decrease_ob_nr (item, cost); 893 item->decrease (cost);
959 894
960 price_in = cost * item->value; 895 price_in = cost * item->value;
961 } 896 }
962 else 897 else
963 { 898 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 899 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
966 return 0; 902 return 0;
967 903
968 converter->play_sound (sound_find ("convert_item")); 904 converter->play_sound (sound_find ("convert_item"));
969 905
970 if (CONV_NEED (converter)) 906 if (need)
971 { 907 {
972 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
975 } 911 }
976 else 912 else
977 { 913 {
978 price_in = item->value; 914 price_in = item->value;
979 item->destroy (); 915 item->destroy ();
990 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 929 ob_to_copy = ob;
994 930
995 item = object_create_clone (ob_to_copy); 931 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 934 }
999 else 935 else
1000 { 936 {
1001 if (converter->other_arch == NULL) 937 if (!conv_to)
1002 { 938 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 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); 940 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 941 return -1;
1006 } 942 }
1007 943
1008 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 946 }
1011 947
1012 if (CONV_NR (converter)) 948 if (give)
1013 item->nrof = CONV_NR (converter); 949 item->nrof = give;
1014 950
1015 if (nr) 951 if (nr)
1016 item->nrof *= nr; 952 item->nrof *= nr;
1017 953
1018 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1020 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 966 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 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); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 969 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1027 */ 972 */
1028 } 973 }
1029 974
1030 SET_FLAG (item, FLAG_IDENTIFIED); 975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 981 return 1;
1033} 982}
1034 983
1035/** 984/**
1059 } 1008 }
1060 1009
1061 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1063 { 1012 {
1064 if (op->container == sack) 1013 if (op->container_ () == sack)
1065 { 1014 {
1066 // open on ground or inv, so close 1015 // open on ground or inv, so close
1067 op->close_container (); 1016 op->close_container ();
1068 return 1; 1017 return 1;
1069 } 1018 }
1112{ 1061{
1113 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1064 return 0;
1116 1065
1117 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1118 { 1067 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1122 */ 1071 */
1131/* push_button (altar);*/ 1080/* push_button (altar);*/
1132 } 1081 }
1133 else 1082 else
1134 { 1083 {
1135 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1136 push_button (altar); 1085 push_button (altar, originator);
1137 } 1086 }
1138 1087
1139 return !sacrifice; 1088 return !sacrifice;
1140 } 1089 }
1141 else 1090 else
1158 1107
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1109
1161 bool has_unpaid = false; 1110 bool has_unpaid = false;
1162 1111
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1113 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1167 { 1116 {
1168 has_unpaid = true; 1117 has_unpaid = true;
1169 break; 1118 break;
1170 } 1119 }
1171 1120
1172 if (op->type != PLAYER) 1121 if (!op->is_player ())
1173 { 1122 {
1174 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1176 * the shop. 1125 * the shop.
1177 */ 1126 */
1181 1130
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1132 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1134
1135 if (i >= 0)
1186 tmp->remove (); 1136 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 } 1137 }
1196 } 1138 }
1197 1139
1198 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1152 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1154
1213 return 0; 1155 return 0;
1214 } 1156 }
1157
1215 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1217 */ 1160 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1162 }
1274 * Handles applying a sign. 1217 * Handles applying a sign.
1275 */ 1218 */
1276static void 1219static void
1277apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1278{ 1221{
1279 readable_message_type *msgType; 1222 if (!op->is_player())
1223 return;
1224
1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1228 return;
1229 }
1280 1230
1281 if (!sign->msg) 1231 if (!sign->msg)
1282 { 1232 {
1283 op->statusmsg ("Nothing is written on it."); 1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1237 return;
1285 } 1238 }
1286 1239
1287 if (sign->stats.food) 1240 if (sign->stats.food)
1288 { 1241 {
1289 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1290 { 1243 {
1291 if (!sign->move_on) 1244 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1293 1246
1294 return; 1247 return;
1295 } 1248 }
1296 1249
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1263 }
1311 1264
1312 if (op->contr) 1265 if (op->contr)
1313 if (client *ns = op->contr->ns) 1266 if (client *ns = op->contr->ns)
1314 { 1267 {
1268 if (sign->sound)
1315 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1317 1272
1318 if (ns->can_msg) 1273 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 } 1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1327} 1307}
1328 1308
1329/** 1309/**
1330 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1362 1342
1363 recursion_depth++; 1343 recursion_depth++;
1364 if (trap->head) 1344 if (trap->head)
1365 trap = trap->head; 1345 trap = trap->head;
1366 1346
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1368 goto leave;
1369
1370 switch (trap->type) 1348 switch (trap->type)
1371 { 1349 {
1372 case PLAYERMOVER: 1350 case PLAYERMOVER:
1373 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1374 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1375 if (!trap->stats.maxsp) 1423 if (!trap->value)
1376 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1377 1426
1378 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1379 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1380 */ 1442 */
1381 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1382 1444
1383 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1384 * above with some objects have zero speed, and thus the player 1446 {
1385 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1386 */ 1456 }
1387 if (victim->speed_left < -50.f) 1457 break;
1388 victim->speed_left = -50.f;
1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1390 } 1458 }
1391 goto leave;
1392 1459
1393 case SPINNER: 1460 case CONVERTER:
1394 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1395 {
1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1397 update_turn_face (victim);
1398 }
1399 goto leave;
1400
1401 case DIRECTOR:
1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1404 victim->direction = trap->stats.sp;
1405 update_turn_face (victim);
1406 }
1407 goto leave;
1408
1409 case BUTTON:
1410 case PEDESTAL:
1411 update_button (trap);
1412 goto leave;
1413
1414 case ALTAR:
1415 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator);
1417 goto leave;
1418
1419 case THROWN_OBJ:
1420 if (trap->inv == NULL)
1421 goto leave;
1422 /* fallthrough */
1423
1424 case ARROW:
1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1426 * trigger this here and get hit by own missile - and will be own enemy.
1427 * Victim then is his own enemy and will start to kill herself (this is
1428 * removed) but we have not synced victim and his missile. To avoid senseless
1429 * action, we avoid hits here
1430 */
1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1432 hit_with_arrow (trap, victim);
1433 goto leave;
1434
1435 case SPELL_EFFECT:
1436 apply_spell_effect (trap, victim);
1437 goto leave;
1438
1439 case TRAPDOOR:
1440 {
1441 int max, sound_was_played;
1442 object *ab, *ab_next;
1443
1444 if (!trap->value)
1445 { 1462 {
1446 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1447 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1451
1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1453 goto leave;
1454
1455 SET_ANIMATION (trap, trap->value);
1456 update_object (trap, UP_OBJ_FACE);
1457 } 1465 }
1458 1466
1459 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1460 { 1489 {
1461 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1462 * ab->above would be bogus 1491 * players output.
1463 */ 1492 */
1464 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1465 1495
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1467 { 1497 victim->enter_exit (trap);
1468 if (!sound_was_played)
1469 {
1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1471 sound_was_played = 1;
1472 }
1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1476 }
1477 } 1498 }
1478 goto leave; 1499 break;
1479 }
1480 1500
1481 case CONVERTER:
1482 if (convert_item (victim, trap) < 0)
1483 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap);
1486 }
1487
1488 goto leave;
1489
1490 case TRIGGER_BUTTON:
1491 case TRIGGER_PEDESTAL:
1492 case TRIGGER_ALTAR:
1493 check_trigger (trap, victim);
1494 goto leave;
1495
1496 case DEEP_SWAMP:
1497 walk_on_deep_swamp (trap, victim);
1498 goto leave;
1499
1500 case CHECK_INV:
1501 check_inv (victim, trap);
1502 goto leave;
1503
1504 case HOLE:
1505 /* Hole not open? */
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;
1519
1520 case EXIT:
1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 {
1523 /* Basically, don't show exits leading to random maps the
1524 * players output.
1525 */
1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1527 victim->statusmsg (trap->msg, NDI_NAVY);
1528
1529 victim->enter_exit (trap);
1530 }
1531 goto leave;
1532
1533 case ENCOUNTER: 1501 case ENCOUNTER:
1534 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1535 goto leave; 1503 break;
1536 1504
1537 case SHOP_MAT: 1505 case SHOP_MAT:
1538 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1539 goto leave; 1507 break;
1540 1508
1541 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1542 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1543 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1544 goto leave; 1512 break;
1545 1513
1546 case SIGN: 1514 case SIGN:
1547 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1548 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1549 1517
1550 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1551 goto leave; 1519 break;
1552 1520
1553 case CONTAINER: 1521 case CONTAINER:
1554 apply_container (victim, trap); 1522 apply_container (victim, trap);
1555 goto leave; 1523 break;
1556 1524
1557 case RUNE: 1525 case RUNE:
1558 case TRAP: 1526 case TRAP:
1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1560 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1561 goto leave; 1529 break;
1562 1530
1563 default: 1531 default:
1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1566 goto leave; 1534 break;
1567 } 1535 }
1568 1536
1569leave:
1570 recursion_depth--; 1537 recursion_depth--;
1571} 1538}
1572 1539
1573/** 1540/**
1574 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1585 return; 1552 return;
1586 } 1553 }
1587 1554
1588 if (!tmp->msg) 1555 if (!tmp->msg)
1589 { 1556 {
1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1591 return; 1558 return;
1592 } 1559 }
1593 1560
1594 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1595 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1600 } 1567 }
1601 1568
1602 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1604 { 1571 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension." 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1613 1580
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1615 1582
1616 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1585 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 1586
1633 /* gain xp from reading */ 1587 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1589 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1593 {
1640 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1596
1643 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1599 }
1649 1600
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 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 */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1652 } 1603 }
1665 op->play_sound (sound_find ("generic_fail")); 1616 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1617 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break; 1618 break;
1668 1619
1669 case 1: 1620 case 1:
1670 decrease_ob (tmp); 1621 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1622 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1623 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1624 break;
1674 1625
1675 default: 1626 default:
1676 decrease_ob (tmp); 1627 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1628 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1629 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break; 1630 break;
1680 } 1631 }
1681} 1632}
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1744 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!"); 1745 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return; 1746 return;
1796 } 1747 }
1797 1748
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1749 int learn_level = sqrtf (spell->level) * 1.5f;
1750 if (skop->level < learn_level)
1799 { 1751 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1752 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1753 &tmp->skill, learn_level));
1801 return; 1754 return;
1802 } 1755 }
1803 1756
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1757 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1758
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1759 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1760 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 1761
1816 /* I removed the check for special_prayer_mark here - it didn't make 1762 /* 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 1763 * 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 1764 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1765 * they would have a special prayer mark.
1872 { 1818 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1819 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"); 1820 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 } 1821 }
1876 1822
1877 decrease_ob (tmp); 1823 tmp->decrease ();
1878} 1824}
1879 1825
1880/** 1826/**
1881 * Handles applying a spell scroll. 1827 * Handles applying a spell scroll.
1882 */ 1828 */
1921 identify (tmp); 1867 identify (tmp);
1922 1868
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1869 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1870
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1871 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1872 tmp->decrease ();
1927} 1873}
1928 1874
1929/** 1875/**
1930 * Applies a treasure object - by default, chest. op 1876 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1877 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1889 object *treas = tmp->inv;
1944 1890
1945 if (!treas) 1891 if (!treas)
1946 { 1892 {
1947 op->statusmsg ("The chest was empty."); 1893 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1894 tmp->decrease ();
1949 return; 1895 return;
1950 } 1896 }
1951 1897
1952 while (tmp->inv) 1898 while (tmp->inv)
1953 { 1899 {
1969 if (op->destroyed () || tmp->destroyed ()) 1915 if (op->destroyed () || tmp->destroyed ())
1970 break; 1916 break;
1971 } 1917 }
1972 1918
1973 if (!tmp->destroyed () && !tmp->inv) 1919 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1920 tmp->decrease (true);
1975} 1921}
1976 1922
1977/** 1923/**
1978 * op eats food. 1924 * op eats food.
1979 * If player, takes care of messages and dragon special food. 1925 * If player, takes care of messages and dragon special food.
1998 if (tmp->type == FOOD || tmp->type == FLESH) 1944 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!"); 1945 op->failmsg ("You feel full, but what a waste of food!");
2000 else 1946 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!"); 1947 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 } 1948 }
1949
1950 tmp->play_sound (
1951 tmp->sound
1952 ? tmp->sound
1953 : tmp->type == DRINK
1954 ? sound_find ("eat_drink")
1955 : sound_find ("eat_food")
1956 );
2003 1957
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 { 1959 {
2006 const char *buf; 1960 const char *buf;
2007 1961
2037 eat_special_food (op, tmp); 1991 eat_special_food (op, tmp);
2038 } 1992 }
2039 } 1993 }
2040 1994
2041 handle_apply_yield (tmp); 1995 handle_apply_yield (tmp);
2042 decrease_ob (tmp); 1996 tmp->decrease ();
2043} 1997}
2044 1998
2045/** 1999/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 2000 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 2001 * there is a chance for the dragon's skin to get improved.
2166 op->statusmsg (buf); 2120 op->statusmsg (buf);
2167 2121
2168 /* now choose a winner if we have any */ 2122 /* now choose a winner if we have any */
2169 i = -1; 2123 i = -1;
2170 if (winners > 0) 2124 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2125 i = atnr_winner [rndm (winners)];
2172 2126
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2127 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2128 {
2175 /* resistance increased! */ 2129 /* resistance increased! */
2176 skin->resist[i]++; 2130 skin->resist[i]++;
2235 2189
2236 op->statusmsg ("Applying armour enchantment."); 2190 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2191 improve_armour (op, tmp, armor);
2238} 2192}
2239 2193
2240extern void 2194void
2241apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2242{ 2196{
2197 // need to do it now when it is still on the map
2198 handle_apply_yield (tmp);
2199
2200 object *poison = tmp->split (1);
2201
2243 if (op->type == PLAYER) 2202 if (op->type == PLAYER)
2244 { 2203 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2204 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2205 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2206 op->contr->killer = poison;
2248 } 2207 }
2249 2208
2250 if (tmp->stats.hp > 0) 2209 if (poison->stats.hp > 0)
2251 { 2210 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2211 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); 2212 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2213 }
2255 2214
2256 op->stats.food -= op->stats.food / 4; 2215 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2216 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2217}
2260 2218
2261/** 2219/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2220 * 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: 2221 * A valid 2 way exit means:
2279#if 0 //TODO 2237#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2238 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */ 2239 return 0; /* This is a reset town portal */
2282#endif 2240#endif
2283 2241
2242 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2243
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285 2245
2286 if (exitmap) 2246 if (exitmap)
2287 { 2247 {
2288 exitmap->load_sync (); 2248 exitmap->load_sync ();
2342 return 1; 2302 return 1;
2343 } 2303 }
2344 } 2304 }
2345 2305
2346 return 0; 2306 return 0;
2307}
2308
2309/**
2310 * This function will try to apply a lighter and in case no lighter
2311 * is specified it will try to find a lighter in the players inventory,
2312 * and inform him about this requirement.
2313 *
2314 * who - the player
2315 * op - the item we want to light
2316 * lighter - the lighter or 0 if a lighter has yet to be found
2317 */
2318static object *
2319auto_apply_lighter (object *who, object *op, object *lighter)
2320{
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360}
2361
2362/**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367void
2368apply_lighter (object *who, object *lighter)
2369{
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, item, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399}
2400
2401/**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404void player_apply_lamp_cursed_effect (object *who, object *op)
2405{
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421}
2422
2423/**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429void player_apply_lamp (object *who, object *op)
2430{
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496}
2497
2498void get_animation_from_arch (object *op, arch_ptr a)
2499{
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515}
2516
2517/**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523void apply_lamp (object *op, bool switch_on)
2524{
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2347} 2552}
2348 2553
2349/** 2554/**
2350 * Main apply handler. 2555 * Main apply handler.
2351 * 2556 *
2354 * Return value: 2559 * Return value:
2355 * 0: player or monster can't apply objects of that type 2560 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object 2561 * 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 2562 * 2: objects of that type can't be applied if not in inventory
2358 * 2563 *
2359 * op is the object that is causing object to be applied, tmp is the object 2564 * who is the object that is causing object to be applied, op is the object
2360 * being applied. 2565 * being applied.
2361 * 2566 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with 2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special 2568 * them in this function - they are passed to apply_special
2364 */ 2569 */
2365int 2570int
2366manual_apply (object *op, object *tmp, int aflag) 2571manual_apply (object *who, object *op, int aflag)
2367{ 2572{
2368 if (tmp->head) 2573 op = op->head_ ();
2369 tmp = tmp->head;
2370 2574
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2372 { 2576 {
2373 if (op->type == PLAYER) 2577 if (who->type == PLAYER)
2374 { 2578 {
2579 examine (who, op);
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2376 return 1; 2581 return 1;
2377 } 2582 }
2378 else 2583 else
2379 return 0; /* monsters just skip unpaid items */ 2584 return 0; /* monsters just skip unpaid items */
2380 } 2585 }
2381 2586
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2383 return RESULT_INT (0); 2588 return RESULT_INT (0);
2384 2589
2385 switch (tmp->type) 2590 switch (op->type)
2386 { 2591 {
2387 case CF_HANDLE: 2592 case T_HANDLE:
2388 op->play_sound (sound_find ("turn_handle")); 2593 who->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle."); 2594 who->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1; 2595 op->value = op->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value); 2596 SET_ANIMATION (op, op->value);
2392 update_object (tmp, UP_OBJ_FACE); 2597 update_object (op, UP_OBJ_FACE);
2393 push_button (tmp); 2598 push_button (op, who);
2394 return 1; 2599 return 1;
2395 2600
2396 case TRIGGER: 2601 case TRIGGER:
2397 if (check_trigger (tmp, op)) 2602 if (check_trigger (op, who, who))
2398 { 2603 {
2399 op->statusmsg ("You turn the handle."); 2604 who->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle")); 2605 who->play_sound (sound_find ("turn_handle"));
2401 } 2606 }
2402 else 2607 else
2403 op->failmsg ("The handle doesn't move."); 2608 who->failmsg ("The handle doesn't move.");
2404 2609
2405 return 1; 2610 return 1;
2406 2611
2407 case EXIT: 2612 case EXIT:
2408 if (op->type != PLAYER) 2613 if (who->type != PLAYER)
2409 return 0; 2614 return 0;
2410 2615
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2617 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2413 else 2618 else
2414 { 2619 {
2415 /* Don't display messages for random maps. */ 2620 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2417 op->statusmsg (tmp->msg, NDI_NAVY); 2622 who->statusmsg (op->msg, NDI_NAVY);
2418 2623
2419 op->enter_exit (tmp); 2624 who->enter_exit (op);
2420 } 2625 }
2421 2626
2422 return 1; 2627 return 1;
2423 2628
2424 case INSCRIBABLE: 2629 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg); 2630 who->statusmsg (op->msg);
2426 // maybe show a spell menu to chose from or something like that 2631 // maybe show a spell menu to chose from or something like that
2427 return 1; 2632 return 1;
2428 2633
2429 case SIGN: 2634 case SIGN:
2430 apply_sign (op, tmp, 0); 2635 apply_sign (who, op, 0);
2431 return 1; 2636 return 1;
2432 2637
2433 case BOOK: 2638 case BOOK:
2434 if (op->type == PLAYER) 2639 if (who->type == PLAYER)
2435 { 2640 {
2436 apply_book (op, tmp); 2641 apply_book (who, op);
2437 return 1; 2642 return 1;
2438 } 2643 }
2439 else 2644 else
2440 return 0; 2645 return 0;
2441 2646
2442 case SKILLSCROLL: 2647 case SKILLSCROLL:
2443 if (op->type == PLAYER) 2648 if (who->type == PLAYER)
2444 { 2649 {
2445 apply_skillscroll (op, tmp); 2650 apply_skillscroll (who, op);
2446 return 1; 2651 return 1;
2447 } 2652 }
2448 else 2653 else
2449 return 0; 2654 return 0;
2450 2655
2451 case SPELLBOOK: 2656 case SPELLBOOK:
2452 if (op->type == PLAYER) 2657 if (who->type == PLAYER)
2453 { 2658 {
2454 apply_spellbook (op, tmp); 2659 apply_spellbook (who, op);
2455 return 1; 2660 return 1;
2456 } 2661 }
2457 else 2662 else
2458 return 0; 2663 return 0;
2459 2664
2460 case SCROLL: 2665 case SCROLL:
2461 apply_scroll (op, tmp, 0); 2666 apply_scroll (who, op, 0);
2462 return 1; 2667 return 1;
2463 2668
2464 case POTION: 2669 case POTION:
2465 apply_potion (op, tmp); 2670 apply_potion (who, op);
2466 return 1; 2671 return 1;
2467 2672
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed? 2674 //TODO: remove, as it is unsed?
2470 case CLOSE_CON: 2675 case CLOSE_CON:
2471 apply_container (op, tmp->env); 2676 apply_container (who, op->env);
2472 return 1; 2677 return 1;
2473 2678
2474 case CONTAINER: 2679 case CONTAINER:
2475 apply_container (op, tmp); 2680 apply_container (who, op);
2476 return 1; 2681 return 1;
2477 2682
2478 case TREASURE: 2683 case TREASURE:
2479 if (op->type == PLAYER) 2684 if (who->type == PLAYER)
2480 { 2685 {
2481 apply_treasure (op, tmp); 2686 apply_treasure (who, op);
2482 return 1; 2687 return 1;
2483 } 2688 }
2484 else 2689 else
2485 return 0; 2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2486 2696
2487 case WEAPON: 2697 case WEAPON:
2488 case ARMOUR: 2698 case ARMOUR:
2489 case BOOTS: 2699 case BOOTS:
2490 case GLOVES: 2700 case GLOVES:
2498 case WAND: 2708 case WAND:
2499 case ROD: 2709 case ROD:
2500 case HORN: 2710 case HORN:
2501 case SKILL: 2711 case SKILL:
2502 case BOW: 2712 case BOW:
2503 case LAMP:
2504 case BUILDER: 2713 case BUILDER:
2505 case SKILL_TOOL: 2714 case SKILL_TOOL:
2506 if (tmp->env != op) 2715 if (op->env != who)
2507 return 2; /* not in inventory */ 2716 return 2; /* not in inventory */
2508 2717
2509 apply_special (op, tmp, aflag); 2718 apply_special (who, op, aflag);
2510 return 1; 2719 return 1;
2511 2720
2512 case DRINK: 2721 case DRINK:
2513 case FOOD: 2722 case FOOD:
2514 case FLESH: 2723 case FLESH:
2515 apply_food (op, tmp); 2724 apply_food (who, op);
2516 return 1; 2725 return 1;
2517 2726
2518 case POISON: 2727 case POISON:
2519 apply_poison (op, tmp); 2728 apply_poison (who, op);
2520 return 1; 2729 return 1;
2521 2730
2522 case SAVEBED: 2731 case SAVEBED:
2523 return 1; 2732 return 1;
2524 2733
2525 case ARMOUR_IMPROVER: 2734 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER) 2735 if (who->type == PLAYER)
2527 { 2736 {
2528 apply_armour_improver (op, tmp); 2737 apply_armour_improver (who, op);
2529 return 1; 2738 return 1;
2530 } 2739 }
2531 else 2740 else
2532 return 0; 2741 return 0;
2533 2742
2534 case WEAPON_IMPROVER: 2743 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp); 2744 check_improve_weapon (who, op);
2536 return 1; 2745 return 1;
2537 2746
2538 case CLOCK: 2747 case CLOCK:
2539 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2540 { 2749 {
2541 char buf[MAX_BUF]; 2750 char buf[MAX_BUF];
2542 timeofday_t tod; 2751 timeofday_t tod;
2543 2752
2544 get_tod (&tod); 2753 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock")); 2754 who->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format ( 2755 who->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s", 2756 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 )); 2759 ));
2551 return 1; 2760 return 1;
2552 } 2761 }
2553 else 2762 else
2554 return 0; 2763 return 0;
2555 2764
2556 case MENU: 2765 case MENU:
2557 if (op->type == PLAYER) 2766 if (who->type == PLAYER)
2558 { 2767 {
2559 shop_listing (tmp, op); 2768 shop_listing (op, who);
2560 return 1; 2769 return 1;
2561 } 2770 }
2562 else 2771 else
2563 return 0; 2772 return 0;
2564 2773
2565 case POWER_CRYSTAL: 2774 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */ 2775 apply_power_crystal (who, op); /* see egoitem.c */
2567 return 1; 2776 return 1;
2568 2777
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) 2779 if (who->type == PLAYER)
2571 { 2780 {
2572 apply_lighter (op, tmp); 2781 apply_lighter (who, op);
2573 return 1; 2782 return 1;
2574 } 2783 }
2575 else 2784 else
2576 return 0; 2785 return 0;
2577 2786
2578 case ITEM_TRANSFORMER: 2787 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp); 2788 apply_item_transformer (who, op);
2580 return 1; 2789 return 1;
2581 2790
2582 default: 2791 default:
2583 return 0; 2792 return 0;
2584 } 2793 }
2585} 2794}
2586
2587 2795
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2796/* 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 2797 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2798 * "but you are floating high above the ground" messages.
2591 * 2799 *
2592 * Same return value as apply() function. 2800 * Same return value as apply() function.
2593 */ 2801 */
2594int 2802int
2595player_apply (object *pl, object *op, int aflag, int quiet) 2803player_apply (object *pl, object *op, int aflag, int quiet)
2596{ 2804{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING)) 2805 if (!op->env && (pl->move_type & MOVE_FLYING))
2600 { 2806 {
2601 /* player is flying and applying object not in inventory */ 2807 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 { 2809 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2810 pl->failmsg ("But you are floating high above the ground! "
2811 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2812 "or waiting till the levitation effect wears off.>");
2605 return 0; 2813 return 0;
2606 } 2814 }
2607 } 2815 }
2608 2816
2609 pl->contr->last_used = op; 2817 pl->contr->last_used = op;
2610 2818
2611 tmp = manual_apply (pl, op, aflag); 2819 int tmp = manual_apply (pl, op, aflag);
2820
2612 if (!quiet) 2821 if (!quiet)
2613 { 2822 {
2614 if (tmp == 0) 2823 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2) 2825 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n"); 2826 pl->failmsg ("You must get it first!\n");
2618 } 2827 }
2619 2828
2620 return tmp; 2829 return tmp;
2621} 2830}
2622 2831
2636 * we don't use a corrupt pointer for the next object, so we get the 2845 * we don't use a corrupt pointer for the next object, so we get the
2637 * next object in the stack before applying. This is can only be a 2846 * next object in the stack before applying. This is can only be a
2638 * problem if player_apply() has a bug in that it uses the object but does 2847 * problem if player_apply() has a bug in that it uses the object but does
2639 * not return a proper value. 2848 * not return a proper value.
2640 */ 2849 */
2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2850 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2642 { 2851 {
2643 next = tmp->below; 2852 next = tmp->below;
2644 2853
2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646 floors++; 2855 floors++;
2651 * person moving on it, also activate. Added code to make it 2860 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which 2861 * so that at least one of players movement types be that which
2653 * the item needs. 2862 * the item needs.
2654 */ 2863 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1) 2865 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return; 2866 return;
2659 } 2867
2660 if (floors >= 2) 2868 if (floors >= 2)
2661 return; /* process at most two floor objects */ 2869 return; /* process at most two floor objects */
2662 } 2870 }
2663} 2871}
2664 2872
2708 break; 2916 break;
2709 2917
2710 case SKILL: 2918 case SKILL:
2711 if (who->contr) 2919 if (who->contr)
2712 { 2920 {
2921 if (IS_COMBAT_SKILL (op->subtype))
2922 who->change_weapon (who->contr->combat_ob = 0);
2923 else if (IS_RANGED_SKILL (op->subtype))
2924 who->change_weapon (who->contr->ranged_ob = 0);
2925
2713 if (!op->invisible) 2926 if (op->invisible)
2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2928 else
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2929 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 } 2930 }
2718 2931
2719 change_abil (who, op); 2932 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL); 2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 2934 break;
2732 case CLOAK: 2945 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2947 change_abil (who, op);
2735 break; 2948 break;
2736 2949
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: 2950 case BOW:
2776 case WAND: 2951 case WAND:
2777 case ROD: 2952 case ROD:
2778 case HORN: 2953 case HORN:
2779 if (player *pl = who->contr) 2954 if (player *pl = who->contr)
2806 default: 2981 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 2982 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 2983 break;
2809 } 2984 }
2810 2985
2986 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2987 if (object *pl = op->visible_to ())
2988 esrv_send_item (pl, op);
2989
2811 who->update_stats (); 2990 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 2991
2829 return 0; 2992 return 0;
2830} 2993}
2831 2994
2832/** 2995/**
3130 return 1; 3293 return 1;
3131 } 3294 }
3132 3295
3133 return unapply_special (who, op, aflags); 3296 return unapply_special (who, op, aflags);
3134 } 3297 }
3135
3136 if (basic_flag == AP_UNAPPLY) 3298 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 3299 return 0;
3138 3300
3139 // if the item is combat/ranged, wield the relevant slot first 3301 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts. 3302 // to resolve conflicts.
3141 if (player *pl = who->contr) 3303 if (player *pl = who->contr)
3199 * skill so that the dam and wc get updated 3361 * skill so that the dam and wc get updated
3200 */ 3362 */
3201 who->change_skill (skop); 3363 who->change_skill (skop);
3202 } 3364 }
3203 3365
3204 if (who->type == PLAYER 3366 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 { 3367 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3368 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 3369 return 1;
3210 } 3370 }
3211 3371
3212 /* Ok. We are now at the state where we can apply the new object. 3372 /* 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_... 3373 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 3374 * below - that is already taken care of by can_apply_object.
3215 */ 3375 */
3216 if (op->nrof > 1) 3376 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 3377
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3378 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 3379 return RESULT_INT (0);
3223 3380
3224 switch (op->type) 3381 switch (op->type)
3225 { 3382 {
3226 case WEAPON: 3383 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 3384 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword. 3385 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3386 if (op->level && !op->name.starts_with (who->name))
3240 { 3387 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 3388 /* 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) */ 3389 /* (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.>"); 3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244 3391
3278 case AMULET: 3425 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 3428 change_abil (who, op);
3282 break; 3429 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 3430
3334 case SKILL_TOOL: 3431 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 3432 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED); 3433 SET_FLAG (op, FLAG_APPLIED);
3337 3434
3417 } 3514 }
3418 3515
3419 break; 3516 break;
3420 3517
3421 case BOW: 3518 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 3519 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 { 3520 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 3521 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 3522 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 3523 if (tmp)
3437 insert_ob_in_ob (tmp, who); 3524 insert_ob_in_ob (tmp, who);
3495 } 3582 }
3496 3583
3497 SET_FLAG (op, FLAG_APPLIED); 3584 SET_FLAG (op, FLAG_APPLIED);
3498 3585
3499 if (tmp) 3586 if (tmp)
3500 tmp = insert_ob_in_ob (tmp, who); 3587 who->insert (tmp);
3501 3588
3502 who->update_stats (); 3589 who->update_stats ();
3503 3590
3504 /* We exclude spell casting objects. The fire code will set the 3591 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 3592 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3513 { 3600 {
3514 who->failmsg ( 3601 who->failmsg (
3515 "Oops, it feels deadly cold! " 3602 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 3604 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 3606 }
3520 3607
3521 if (who->type == PLAYER) 3608 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); 3609 esrv_send_item (pl, op);
3528 }
3529 3610
3530 return 0; 3611 return 0;
3531} 3612}
3532 3613
3533int 3614int
3547int 3628int
3548auto_apply (object *op) 3629auto_apply (object *op)
3549{ 3630{
3550 object *tmp = NULL, *tmp2; 3631 object *tmp = NULL, *tmp2;
3551 int i; 3632 int i;
3633
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3635
3553 switch (op->type) 3636 switch (op->type)
3554 { 3637 {
3555 case SHOP_FLOOR: 3638 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3639 if (!op->has_random_items ())
3558 3641
3559 do 3642 do
3560 { 3643 {
3561 i = 10; /* let's give it 10 tries */ 3644 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3645 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3646 op->stats.exp
3647 ? (int) op->stats.exp
3648 : max (op->map->difficulty, 5)))
3649 == NULL && --i);
3650
3564 if (tmp == NULL) 3651 if (tmp == NULL)
3565 return 0; 3652 return 0;
3653
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3654 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3655 {
3568 tmp->destroy (); 3656 tmp->destroy ();
3569 tmp = NULL; 3657 tmp = NULL;
3570 } 3658 }
3573 3661
3574 tmp->x = op->x; 3662 tmp->x = op->x;
3575 tmp->y = op->y; 3663 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3664 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3665 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3666 identify (tmp);
3580 break; 3667 break;
3581 3668
3582 case TREASURE: 3669 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3670 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* If we generated an object and put it in this object inventory, 3677 /* 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 3678 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3679 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3680 * that is put inside other objects.
3594 */ 3681 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3682 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3683 while (op->inv)
3602 else 3684 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3685
3606 op->destroy (); 3686 op->destroy ();
3607 break; 3687 break;
3608 } 3688 }
3609 return tmp ? 1 : 0; 3689
3690 return !!tmp;
3610} 3691}
3611 3692
3612/** 3693/**
3613 * fix_auto_apply goes through the entire map every time a map 3694 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3695 * is loaded or swapped in and performs special actions for
3628 3709
3629 if (tmp->inv) 3710 if (tmp->inv)
3630 { 3711 {
3631 object *invtmp, *invnext; 3712 object *invtmp, *invnext;
3632 3713
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3714 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3715 {
3635 invnext = invtmp->below; 3716 invnext = invtmp->below;
3636 3717
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3718 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3719 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3720 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3721 {
3641 while ((invtmp->stats.hp--) > 0) 3722 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3723 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3724
3644 invtmp->randomitems = NULL; 3725 invtmp->randomitems = NULL;
3645 } 3726 }
3646 else if (invtmp && invtmp->arch 3727 else if (invtmp && invtmp->arch
3707 } 3788 }
3708 3789
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3791 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3792 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3793 check_trigger (tmp, tmp->above, tmp->above);
3713} 3794}
3714 3795
3715/** 3796/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3797 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3798 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3803eat_special_food (object *who, object *food)
3723{ 3804{
3724 object *force; 3805 object *force;
3725 int i, did_one = 0; 3806 int i, did_one = 0;
3726 3807
3727 force = get_archetype (FORCE_NAME); 3808 char buf[64];
3809 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3810 shstr key (buf);
3728 3811
3729 for (i = 0; i < NUM_STATS; i++)
3730 if (sint8 k = food->stats.stat (i))
3731 {
3732 force->stats.stat (i) = k;
3733 did_one = 1;
3734 }
3735
3736 /* check if we can protect the eater */
3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3739 if (food->resist[i] > 0)
3740 {
3741 force->resist[i] = food->resist[i] / 2;
3742 did_one = 1;
3743 }
3744 }
3745
3746 if (did_one)
3747 {
3748 force->set_speed (0.1);
3749 /* bigger morsel of food = longer effect time */ 3812 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3813 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3814
3752 change_abil (who, force); 3815 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3816 {
3817 if (duration > abs (force->speed_left / force->speed))
3818 {
3819 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3820 force->force_set_timer (duration);
3821 }
3822 else
3823 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3824
3825 return;
3754 } 3826 }
3755 else 3827 else
3828 {
3829 force = who->force_add (key, duration);
3830 force->name = key;
3831
3832 /* check if the food affects a stat */
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i];
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3853
3854 /* make the force take effect and report effects to user */
3855 change_abil (who, force);
3856 }
3857 else
3756 force->destroy (); 3858 force->destroy ();
3859 }
3757 3860
3758 /* check for hp, sp change */ 3861 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3862 if (food->stats.hp != 0)
3760 { 3863 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3864 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 3865 {
3763 assign (who->contr->killer, food->name); 3866 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3867 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3868 who->failmsg ("Eck!...that was poisonous!");
3766 } 3869 }
3767 else 3870 else
3768 { 3871 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3875 who->failmsg ("Eck!...that was poisonous!");
3773 3876
3774 who->stats.hp += food->stats.hp; 3877 who->stats.hp += food->stats.hp;
3775 } 3878 }
3776 } 3879 }
3880
3777 if (food->stats.sp != 0) 3881 if (food->stats.sp != 0)
3778 { 3882 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3883 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 3884 {
3781 who->failmsg ("You are drained of mana!"); 3885 who->failmsg ("You are drained of mana!");
3792 } 3896 }
3793 3897
3794 who->update_stats (); 3898 who->update_stats ();
3795} 3899}
3796 3900
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 3901
3862/** 3902/**
3863 * op made some mistake with a scroll, this takes care of punishment. 3903 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure 3904 * scroll_failure()- hacked directly from spell_failure
3865 */ 3905 */
3965 } 4005 }
3966 4006
3967 /* insert the randomitems from the change's treasurelist into 4007 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4008 * the player ref: player.c
3969 */ 4009 */
3970 if (change->randomitems != NULL) 4010 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4011 give_initial_items (pl, change->randomitems);
3972 4012
3973 /* set up the face, for some races. */ 4013 /* set up the face, for some races. */
3974 4014
3975 /* first, look for the force object banning 4015 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4016 * changing the face. Certain races never change face with class.
3977 */ 4017 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4018 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4019 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4020 flag_change_face = 0;
3981 4021
3982 if (flag_change_face) 4022 if (flag_change_face)
3983 { 4023 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4024 pl->face = change->face;
3986 4025 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4026 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4027 }
3992 4028
3993 /* check the special case of can't use weapons */ 4029 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4030 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4031 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4032 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 4033
3998 break; 4034 break;
3999 } 4035 }
4000 } 4036 }
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4073 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return; 4074 return;
4039 } 4075 }
4040 4076
4041 /* check whether they are compatible or not */ 4077 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname); 4078 find = strstr (&marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4079 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 { 4080 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4081 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return; 4082 return;
4047 } 4083 }
4089 4125
4090 new_item->nrof = yield; 4126 new_item->nrof = yield;
4091 4127
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4128 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093 4129
4094 insert_ob_in_ob (new_item, pl); 4130 pl->insert (new_item);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */ 4131 /* Eat up one item */
4097 decrease_ob_nr (marked, 1); 4132 marked->decrease ();
4098 4133
4099 /* Eat one transformer if needed */ 4134 /* Eat one transformer if needed */
4100 if (transformer->stats.food) 4135 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0) 4136 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1); 4137 transformer->decrease ();
4103} 4138}
4104 4139

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines