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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC vs.
Revision 1.224 by root, Wed Mar 24 16:44:38 2010 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 */
190int 173int
191apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
192{ 175{
193 int got_one = 0, i; 176 int got_one = 0, i;
194 object *force = 0, *floor = 0; 177 object *force = 0;
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 182 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 184
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 (shstr_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))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
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 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
599 531
600/** 532/**
601 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
603 */ 535 */
604int 536static int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
629 return 0; 563 return 0;
630 } 564 }
631 565
632 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
644 578
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 582 slot at once! */
649 decrease_ob (improver); 583 improver->decrease ();
650 weapon->last_eat = 0; 584 weapon->last_eat = 0;
651 return 1; 585 return 1;
652} 586}
653
654 587
655/** 588/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 590 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
661 * 594 *
662 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
663 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
664 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
665 */ 598 */
666int 599static int
667improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
668{ 601{
669 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
670 603
671 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
673 606
674 if (weapon->level == 0) 607 if (weapon->level == 0)
675 { 608 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
677 return 0; 612 return 0;
678 } 613 }
679 614
680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
681 { 617 {
682 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 619 return 0;
684 } 620 }
685 621
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
687 { 624 {
688 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 627 "really want to improve it.");
691 return 0; 628 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 641 weapon->last_eat++;
705 642
706 weapon->item_power++; 643 weapon->item_power++;
707 decrease_ob (improver); 644 improver->decrease ();
708 return 1; 645 return 1;
709 } 646 }
710 647
711 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 649 {
716 weapon->weight = 1; 653 weapon->weight = 1;
717 654
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 656 weapon->last_eat++;
720 weapon->item_power++; 657 weapon->item_power++;
721 decrease_ob (improver); 658 improver->decrease ();
722 return 1; 659 return 1;
723 } 660 }
661
724 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 663 {
726 weapon->magic++; 664 weapon->magic++;
727 weapon->last_eat++; 665 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 667 improver->decrease ();
730 weapon->item_power++; 668 weapon->item_power++;
731 return 1; 669 return 1;
732 } 670 }
733 671
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
768/** 706/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
771 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
772 */ 710 */
773int 711static int
774check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
775{ 713{
776 object *otmp; 714 object *otmp;
777 715
778 if (op->type != PLAYER) 716 if (op->type != PLAYER)
783 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 722 return 0;
785 } 723 }
786 724
787 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
788 if (!otmp) 727 if (!otmp)
789 { 728 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 730 return 0;
792 } 731 }
824 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 764 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 766 * changing of physical area right now.
828 */ 767 */
829int 768static int
830improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
831{ 770{
832 object *tmp; 771 object *tmp;
833 772
834 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
835 { 774 {
836 op->failmsg ("This armour can not be enchanted any further!"); 775 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 776 return 0;
838 } 777 }
778
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 782 * of gnarg and what not?)
843 */ 783 */
845 { 785 {
846 op->failmsg ("This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 787 return 0;
848 } 788 }
849 789
850 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
852 */ 792 */
853 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 794
858 armour->magic++; 795 armour->magic++;
859 796
860 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
861 { 798 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 836
900 if (op->type == PLAYER) 837 if (op->type == PLAYER)
901 { 838 {
902 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 842 op->update_stats ();
905 } 843 }
906 844
907 decrease_ob (improver); 845 improver->decrease ();
908 846
909 if (tmp) 847 if (tmp)
910 { 848 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 849
915 return 1; 850 return 1;
916} 851}
917 852
918/* 853/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
921 */ 856 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 857 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
929 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
930 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
931 */ 861 */
932int 862int
933convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
934{ 864{
935 int nr = 0; 865 sint64 nr = 0, price_in;
936 uint32 price_in; 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
937 874
938 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
941 */ 878 */
942 if (CONV_FROM (converter) == shstr_money) 879 if (conv_from == shstr_money)
943 { 880 {
944 if (item->type != MONEY) 881 if (item->type != MONEY)
945 return 0; 882 return 0;
946 883
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 885 if (!nr)
949 return 0; 886 return 0;
950 887
951 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
952 889
953 int cost = nr * CONV_NEED (converter) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 891
958 decrease_ob_nr (item, cost); 892 item->decrease (cost);
959 893
960 price_in = cost * item->value; 894 price_in = cost * item->value;
961 } 895 }
962 else 896 else
963 { 897 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
966 return 0; 901 return 0;
967 902
968 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
969 904
970 if (CONV_NEED (converter)) 905 if (need)
971 { 906 {
972 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
975 } 910 }
976 else 911 else
977 { 912 {
978 price_in = item->value; 913 price_in = item->value;
979 item->destroy (); 914 item->destroy ();
990 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 928 ob_to_copy = ob;
994 929
995 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 933 }
999 else 934 else
1000 { 935 {
1001 if (converter->other_arch == NULL) 936 if (!conv_to)
1002 { 937 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 940 return -1;
1006 } 941 }
1007 942
1008 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 945 }
1011 946
1012 if (CONV_NR (converter)) 947 if (give)
1013 item->nrof = CONV_NR (converter); 948 item->nrof = give;
1014 949
1015 if (nr) 950 if (nr)
1016 item->nrof *= nr; 951 item->nrof *= nr;
1017 952
1018 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1020 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 965 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 968 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1027 */ 971 */
1028 } 972 }
1029 973
1030 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 980 return 1;
1033} 981}
1034 982
1035/** 983/**
1036 * Handle apply on containers. 984 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1040 */ 988 */
1041int 989static int
1042apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1043{ 991{
1044 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 993 return 0; /* This might change */
1046 994
1059 } 1007 }
1060 1008
1061 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1063 { 1011 {
1064 if (op->container == sack) 1012 if (op->container_ () == sack)
1065 { 1013 {
1066 // open on ground or inv, so close 1014 // open on ground or inv, so close
1067 op->close_container (); 1015 op->close_container ();
1068 return 1; 1016 return 1;
1069 } 1017 }
1112{ 1060{
1113 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1063 return 0;
1116 1064
1117 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1118 { 1066 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1122 */ 1070 */
1131/* push_button (altar);*/ 1079/* push_button (altar);*/
1132 } 1080 }
1133 else 1081 else
1134 { 1082 {
1135 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1136 push_button (altar); 1084 push_button (altar, originator);
1137 } 1085 }
1138 1086
1139 return !sacrifice; 1087 return !sacrifice;
1140 } 1088 }
1141 else 1089 else
1158 1106
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1108
1161 bool has_unpaid = false; 1109 bool has_unpaid = false;
1162 1110
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1112 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1167 { 1115 {
1168 has_unpaid = true; 1116 has_unpaid = true;
1169 break; 1117 break;
1170 } 1118 }
1171 1119
1172 if (op->type != PLAYER) 1120 if (!op->is_player ())
1173 { 1121 {
1174 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1176 * the shop. 1124 * the shop.
1177 */ 1125 */
1181 1129
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1131 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1133
1134 if (i >= 0)
1186 tmp->remove (); 1135 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1136 }
1196 } 1137 }
1197 1138
1198 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1151 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1153
1213 return 0; 1154 return 0;
1214 } 1155 }
1156
1215 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1217 */ 1159 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1161 }
1274 * Handles applying a sign. 1216 * Handles applying a sign.
1275 */ 1217 */
1276static void 1218static void
1277apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1278{ 1220{
1279 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1280 1229
1281 if (!sign->msg) 1230 if (!sign->msg)
1282 { 1231 {
1283 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1236 return;
1285 } 1237 }
1286 1238
1287 if (sign->stats.food) 1239 if (sign->stats.food)
1288 { 1240 {
1289 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1290 { 1242 {
1291 if (!sign->move_on) 1243 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1293 1245
1294 return; 1246 return;
1295 } 1247 }
1296 1248
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1262 }
1311 1263
1312 if (op->contr) 1264 if (op->contr)
1313 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1314 { 1266 {
1267 if (sign->sound)
1315 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1316 msgType = get_readable_message_type (sign); 1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1317 1271
1318 if (ns->can_msg) 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1327} 1306}
1328 1307
1329/** 1308/**
1330 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1331 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1345 return; 1324 return;
1346 1325
1347 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1348 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1349 */ 1328 */
1350 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1351 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1352 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1353 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1354 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1355 */ 1334 */
1362 1341
1363 recursion_depth++; 1342 recursion_depth++;
1364 if (trap->head) 1343 if (trap->head)
1365 trap = trap->head; 1344 trap = trap->head;
1366 1345
1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1368 goto leave;
1369
1370 switch (trap->type) 1347 switch (trap->type)
1371 { 1348 {
1372 case PLAYERMOVER: 1349 case PLAYERMOVER:
1373 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && 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.");
1611 return; 1578 return;
1612 } 1579 }
1613 1580
1581 // we currently don't use the message types for anything.
1614 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1615 1585
1616 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1617 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1618 if (ns->can_msg) 1588 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 1589
1633 /* gain xp from reading */ 1590 /* gain xp from reading */
1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */ 1592 { /* only if not read before */
1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 { 1596 {
1640 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1641 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642 1599
1643 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1644 if (tmp->env)
1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1646 else
1647 op->contr->ns->floorbox_update ();
1648 } 1602 }
1649 1603
1650 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 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 */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1652 } 1659 }
1653} 1660}
1654 1661
1655/** 1662/**
1656 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1665 op->play_sound (sound_find ("generic_fail")); 1672 op->play_sound (sound_find ("generic_fail"));
1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break; 1674 break;
1668 1675
1669 case 1: 1676 case 1:
1670 decrease_ob (tmp); 1677 tmp->decrease ();
1671 op->play_sound (sound_find ("skill_learn")); 1678 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break; 1680 break;
1674 1681
1675 default: 1682 default:
1676 decrease_ob (tmp); 1683 tmp->decrease ();
1677 op->play_sound (sound_find ("generic_fail")); 1684 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break; 1686 break;
1680 } 1687 }
1681} 1688}
1762 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks 1770 * legacy spellbooks
1764 */ 1771 */
1765 if (tmp->slaying) 1772 if (tmp->slaying)
1766 { 1773 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1768 if (!spell) 1776 if (!spell)
1769 { 1777 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return; 1779 return;
1772 } 1780 }
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1801 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!"); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return; 1803 return;
1796 } 1804 }
1797 1805
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1799 { 1808 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1801 return; 1811 return;
1802 } 1812 }
1803 1813
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1815
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1817 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 1818
1816 /* I removed the check for special_prayer_mark here - it didn't make 1819 /* 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 1820 * 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 1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1854 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1855 */ 1858 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 { 1860 {
1858 op->failmsg ("In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1860 } 1863 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 { 1866 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1872 { 1875 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1876 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"); 1877 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 } 1878 }
1876 1879
1877 decrease_ob (tmp); 1880 tmp->decrease ();
1878} 1881}
1879 1882
1880/** 1883/**
1881 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
1882 */ 1885 */
1921 identify (tmp); 1924 identify (tmp);
1922 1925
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1927
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1929 tmp->decrease ();
1927} 1930}
1928 1931
1929/** 1932/**
1930 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1946 object *treas = tmp->inv;
1944 1947
1945 if (!treas) 1948 if (!treas)
1946 { 1949 {
1947 op->statusmsg ("The chest was empty."); 1950 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1951 tmp->decrease ();
1949 return; 1952 return;
1950 } 1953 }
1951 1954
1952 while (tmp->inv) 1955 while (tmp->inv)
1953 { 1956 {
1969 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1970 break; 1973 break;
1971 } 1974 }
1972 1975
1973 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1977 tmp->decrease (true);
1975}
1976
1977/**
1978 * op eats food.
1979 * If player, takes care of messages and dragon special food.
1980 */
1981static void
1982apply_food (object *op, object *tmp)
1983{
1984 int capacity_remaining;
1985
1986 if (op->type != PLAYER)
1987 op->stats.hp = op->stats.maxhp;
1988 else
1989 {
1990 /* check if this is a dragon (player), eating some flesh */
1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1992 ;
1993 else
1994 {
1995 /* usual case - no dragon meal: */
1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
1998 if (tmp->type == FOOD || tmp->type == FLESH)
1999 op->failmsg ("You feel full, but what a waste of food!");
2000 else
2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2002 }
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 decrease_ob (tmp);
2043} 1978}
2044 1979
2045/** 1980/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2050 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return: 1987 * return:
2053 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2054 */ 1989 */
2055int 1990static int
2056dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2057{ 1992{
2058 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2068 int i; /* index */ 2003 int i; /* index */
2069 2004
2070 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2072 return 0; 2007 return 0;
2073 2008
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */ 2010 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2092 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2093 2028
2094 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2096 2031
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2098 2033
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100 2035
2101 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2112 2047
2113 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2114 flesh is too rare */ 2049 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2116 2051
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2119 2054
2120 if (chance >= 0.) 2055 if (chance >= 0.)
2121 chance += 1.; 2056 chance += 1.;
2122 else 2057 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124 2059
2125 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2127 2062
2128 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2131 2066
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2134 { 2069 {
2135 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2136 winners++; 2071 winners++;
2137 } 2072 }
2138 2073
2166 op->statusmsg (buf); 2101 op->statusmsg (buf);
2167 2102
2168 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2169 i = -1; 2104 i = -1;
2170 if (winners > 0) 2105 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2172 2107
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2109 {
2175 /* resistance increased! */ 2110 /* resistance increased! */
2176 skin->resist[i]++; 2111 skin->resist[i]++;
2201 2136
2202 return 1; 2137 return 1;
2203} 2138}
2204 2139
2205/** 2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2206 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2208 */ 2219 */
2209static void 2220static void
2210apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2235 2246
2236 op->statusmsg ("Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2238} 2249}
2239 2250
2240extern void 2251void
2241apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2242{ 2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2243 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2244 { 2260 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2248 } 2264 }
2249 2265
2250 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2251 { 2267 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2268 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); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2270 }
2255 2271
2256 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2273 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2274}
2260 2275
2261/** 2276/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2277 * 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: 2278 * A valid 2 way exit means:
2268 * 2283 *
2269 * Note: a owner in a 2 way exit is saved as the owner's name 2284 * Note: a owner in a 2 way exit is saved as the owner's name
2270 * in the field exit->name cause the field exit->owner doesn't 2285 * in the field exit->name cause the field exit->owner doesn't
2271 * survive in the swapping (in fact the whole exit doesn't survive). 2286 * survive in the swapping (in fact the whole exit doesn't survive).
2272 */ 2287 */
2273int 2288static int
2274is_legal_2ways_exit (object *op, object *exit) 2289is_legal_2ways_exit (object *op, object *exit)
2275{ 2290{
2276 if (exit->stats.exp != 1) 2291 if (exit->stats.exp != 1)
2277 return 1; /*This is not a 2 way, so it is legal */ 2292 return 1; /*This is not a 2 way, so it is legal */
2278 2293
2279#if 0 //TODO 2294#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2295 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */ 2296 return 0; /* This is a reset town portal */
2282#endif 2297#endif
2298
2299 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2283 2300
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2301 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285 2302
2286 if (exitmap) 2303 if (exitmap)
2287 { 2304 {
2342 return 1; 2359 return 1;
2343 } 2360 }
2344 } 2361 }
2345 2362
2346 return 0; 2363 return 0;
2364}
2365
2366/**
2367 * This function will try to apply a lighter and in case no lighter
2368 * is specified it will try to find a lighter in the players inventory,
2369 * and inform him about this requirement.
2370 *
2371 * who - the player
2372 * op - the item we want to light
2373 * lighter - the lighter or 0 if a lighter has yet to be found
2374 */
2375static object *
2376auto_apply_lighter (object *who, object *op, object *lighter)
2377{
2378 if (lighter == 0)
2379 {
2380 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2381 {
2382 if (tmp->type == LIGHTER)
2383 {
2384 lighter = tmp;
2385 break;
2386 }
2387 }
2388
2389 if (!lighter)
2390 {
2391 who->failmsg (format (
2392 "You can't light up the %s with your bare hands! "
2393 "H<You need a lighter in your inventory, for example a flint and steel.>",
2394 &op->name));
2395 return 0;
2396 }
2397 }
2398
2399 // last_eat == 0 means the lighter is not being used up!
2400 if (lighter->last_eat && lighter->stats.food)
2401 {
2402 /* lighter gets used up */
2403 lighter = lighter->split ();
2404 lighter->stats.food--;
2405 who->insert (lighter);
2406 }
2407 else if (lighter->last_eat)
2408 {
2409 /* no charges left in lighter */
2410 who->failmsg (format (
2411 "You attempt to light the %s with a used up %s.",
2412 &op->name, &lighter->name));
2413 return 0;
2414 }
2415
2416 return lighter;
2417}
2418
2419/**
2420 * Designed primarily to light torches/lanterns/etc.
2421 * Also burns up burnable material too. First object in the inventory is
2422 * the selected object to "burn". -b.t.
2423 */
2424static void
2425apply_lighter (object *who, object *lighter)
2426{
2427 object *item;
2428 int is_player_env = 0;
2429
2430 item = find_marked_object (who);
2431 if (item)
2432 {
2433 if (!auto_apply_lighter (who, item, lighter))
2434 return;
2435
2436 /* Perhaps we should split what we are trying to light on fire?
2437 * I can't see many times when you would want to light multiple
2438 * objects at once.
2439 */
2440
2441 save_throw_object (item, AT_FIRE, who);
2442
2443 if (item->destroyed ()
2444 || ((item->type == LAMP || item->type == TORCH)
2445 && item->glow_radius > 0))
2446 who->statusmsg (format (
2447 "You light the %s with the %s.",
2448 &item->name, &lighter->name));
2449 else
2450 who->failmsg (format (
2451 "You attempt to light the %s with the %s and fail.",
2452 &item->name, &lighter->name));
2453 }
2454 else
2455 who->failmsg ("You need to mark a lightable object.");
2456}
2457
2458/**
2459 * This function generates a cursed effect for cursed lamps and torches.
2460 */
2461static void
2462player_apply_lamp_cursed_effect (object *who, object *op)
2463{
2464 if (op->level)
2465 {
2466 who->failmsg (format (
2467 "The %s was cursed, it explodes in a big fireball!",
2468 &op->name));
2469 create_exploding_ball_at (who, op->level);
2470 }
2471 else
2472 {
2473 who->failmsg (format (
2474 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2475 &op->name));
2476 }
2477
2478 op->destroy ();
2479}
2480
2481/**
2482 * Apply for players and lamps
2483 *
2484 * who - the player
2485 * op - the lamp
2486 */
2487static void
2488player_apply_lamp (object *who, object *op)
2489{
2490 bool switch_on = op->glow_radius ? false : true;
2491
2492 if (switch_on)
2493 {
2494 object *lighter = 0;
2495
2496 if (op->flag [FLAG_IS_LIGHTABLE]
2497 && !(lighter = auto_apply_lighter (who, op, 0)))
2498 return;
2499
2500 if (op->stats.food < 1)
2501 {
2502 if (op->type == LAMP)
2503 who->failmsg (format (
2504 "The %s is out of fuel! "
2505 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2506 &op->name));
2507 else
2508 who->failmsg (format (
2509 "The %s is burnt out! "
2510 "H<Torches and similar items burn out and become worthless.>",
2511 &op->name));
2512 return;
2513 }
2514
2515 if (op->flag [FLAG_CURSED])
2516 {
2517 player_apply_lamp_cursed_effect (who, op);
2518 return;
2519 }
2520
2521 if (lighter)
2522 who->statusmsg (format (
2523 "You light up the %s with the %s.", &op->name, &lighter->name));
2524 else
2525 who->statusmsg (format ("You light up the %s.", &op->name));
2526 }
2527 else
2528 {
2529 if (op->flag [FLAG_CURSED])
2530 {
2531 player_apply_lamp_cursed_effect (who, op);
2532 return;
2533 }
2534
2535 if (op->type == TORCH)
2536 {
2537 if (!op->flag [FLAG_IS_LIGHTABLE])
2538 {
2539 who->statusmsg (format (
2540 "You put out the %s. "
2541 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2542 &op->name, &op->name));
2543 }
2544 else
2545 who->statusmsg (format (
2546 "You put out the %s."
2547 "H<Torches wear out if you put them out.>",
2548 &op->name));
2549 }
2550 else
2551 who->statusmsg (format ("You turn off the %s.", &op->name));
2552 }
2553
2554 apply_lamp (op, switch_on);
2555}
2556
2557void get_animation_from_arch (object *op, arch_ptr a)
2558{
2559 op->animation_id = a->animation_id;
2560 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2561 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2562 op->anim_speed = a->anim_speed;
2563 op->last_anim = 0;
2564 op->state = 0;
2565 op->face = a->face;
2566
2567 if (NUM_ANIMATIONS(op) > 1)
2568 {
2569 SET_ANIMATION(op, 0);
2570 animate_object (op, op->direction);
2571 }
2572 else
2573 update_object (op, UP_OBJ_FACE);
2574}
2575
2576/**
2577 * Apply for LAMPs and TORCHes.
2578 *
2579 * op - the lamp
2580 * switch_on - a flag which says whether the lamp should be switched on or off
2581 */
2582void apply_lamp (object *op, bool switch_on)
2583{
2584 op->set_glow_radius (switch_on ? op->range : 0);
2585 op->set_speed (switch_on ? op->arch->speed : 0);
2586
2587 // torches wear out if you put them out
2588 if (op->type == TORCH && !switch_on)
2589 {
2590 if (op->flag [FLAG_IS_LIGHTABLE])
2591 {
2592 op->stats.food -= (double) op->arch->stats.food / 15;
2593 if (op->stats.food < 0)
2594 op->stats.food = 0;
2595 }
2596 else
2597 op->stats.food = 0;
2598 }
2599
2600 // lamps and torched get worthless when used up
2601 if (op->stats.food <= 0)
2602 op->value = 0;
2603
2604 // FIXME: This is a hack to make the more sane torches and lamps
2605 // still animated ;-/
2606 if (op->other_arch)
2607 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2608
2609 if (object *pl = op->visible_to ())
2610 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2611}
2612
2613/**
2614 * This handles items of type 'transformer'.
2615 * Basically those items, used with a marked item, transform both items into something
2616 * else.
2617 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2618 * Change information is contained in the 'slaying' field of the marked item.
2619 * The format is as follow: transformer:[number ]yield[;transformer:...].
2620 * This way an item can be transformed in many things, and/or many objects.
2621 * The 'slaying' field for transformer is used as verb for the action.
2622 */
2623static void
2624apply_item_transformer (object *pl, object *transformer)
2625{
2626 object *marked;
2627 object *new_item;
2628 const char *find;
2629 char *separator;
2630 int yield;
2631 char got[MAX_BUF];
2632 int len;
2633
2634 if (!pl || !transformer)
2635 return;
2636
2637 marked = find_marked_object (pl);
2638
2639 if (!marked)
2640 {
2641 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2642 return;
2643 }
2644
2645 if (!marked->slaying)
2646 {
2647 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2648 return;
2649 }
2650
2651 /* check whether they are compatible or not */
2652 find = strstr (&marked->slaying, transformer->arch->archname);
2653 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2654 {
2655 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2656 return;
2657 }
2658
2659 find += strlen (transformer->arch->archname) + 1;
2660 /* Item can be used, now find how many and what it yields */
2661 if (isdigit (*(find)))
2662 {
2663 yield = atoi (find);
2664 if (yield < 1)
2665 {
2666 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2667 yield = 1;
2668 }
2669 }
2670 else
2671 yield = 1;
2672
2673 while (isdigit (*find))
2674 find++;
2675
2676 while (*find == ' ')
2677 find++;
2678
2679 memset (got, 0, MAX_BUF);
2680
2681 if ((separator = (char *) strchr (find, ';')))
2682 len = separator - find;
2683 else
2684 len = strlen (find);
2685
2686 min_it (len, MAX_BUF - 1);
2687
2688 strcpy (got, find);
2689 got[len] = '\0';
2690
2691 /* Now create new item, remove used ones when required. */
2692 new_item = get_archetype (got);
2693 if (!new_item)
2694 {
2695 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2696 return;
2697 }
2698
2699 new_item->nrof = yield;
2700
2701 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2702
2703 pl->insert (new_item);
2704 /* Eat up one item */
2705 marked->decrease ();
2706
2707 /* Eat one transformer if needed */
2708 if (transformer->stats.food)
2709 if (--transformer->stats.food == 0)
2710 transformer->decrease ();
2347} 2711}
2348 2712
2349/** 2713/**
2350 * Main apply handler. 2714 * Main apply handler.
2351 * 2715 *
2354 * Return value: 2718 * Return value:
2355 * 0: player or monster can't apply objects of that type 2719 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object 2720 * 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 2721 * 2: objects of that type can't be applied if not in inventory
2358 * 2722 *
2359 * op is the object that is causing object to be applied, tmp is the object 2723 * who is the object that is causing object to be applied, op is the object
2360 * being applied. 2724 * being applied.
2361 * 2725 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with 2726 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special 2727 * them in this function - they are passed to apply_special
2364 */ 2728 */
2365int 2729int
2366manual_apply (object *op, object *tmp, int aflag) 2730manual_apply (object *who, object *op, int aflag)
2367{ 2731{
2368 if (tmp->head) 2732 op = op->head_ ();
2369 tmp = tmp->head;
2370 2733
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2734 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2372 { 2735 {
2373 if (op->type == PLAYER) 2736 if (who->type == PLAYER)
2374 { 2737 {
2738 examine (who, op);
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2739 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2376 return 1; 2740 return 1;
2377 } 2741 }
2378 else 2742 else
2379 return 0; /* monsters just skip unpaid items */ 2743 return 0; /* monsters just skip unpaid items */
2380 } 2744 }
2381 2745
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2746 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2383 return RESULT_INT (0); 2747 return RESULT_INT (0);
2384 2748
2385 switch (tmp->type) 2749 switch (op->type)
2386 { 2750 {
2387 case CF_HANDLE: 2751 case T_HANDLE:
2388 op->play_sound (sound_find ("turn_handle")); 2752 who->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle."); 2753 who->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1; 2754 op->value = op->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value); 2755 SET_ANIMATION (op, op->value);
2392 update_object (tmp, UP_OBJ_FACE); 2756 update_object (op, UP_OBJ_FACE);
2393 push_button (tmp); 2757 push_button (op, who);
2394 return 1; 2758 return 1;
2395 2759
2396 case TRIGGER: 2760 case TRIGGER:
2397 if (check_trigger (tmp, op)) 2761 if (check_trigger (op, who, who))
2398 { 2762 {
2399 op->statusmsg ("You turn the handle."); 2763 who->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle")); 2764 who->play_sound (sound_find ("turn_handle"));
2401 } 2765 }
2402 else 2766 else
2403 op->failmsg ("The handle doesn't move."); 2767 who->failmsg ("The handle doesn't move.");
2404 2768
2405 return 1; 2769 return 1;
2406 2770
2407 case EXIT: 2771 case EXIT:
2408 if (op->type != PLAYER) 2772 if (who->type != PLAYER)
2409 return 0; 2773 return 0;
2410 2774
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2775 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2776 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 2777 else
2414 { 2778 {
2415 /* Don't display messages for random maps. */ 2779 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2780 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2417 op->statusmsg (tmp->msg, NDI_NAVY); 2781 who->statusmsg (op->msg, NDI_NAVY);
2418 2782
2419 op->enter_exit (tmp); 2783 who->enter_exit (op);
2420 } 2784 }
2421 2785
2422 return 1; 2786 return 1;
2423 2787
2424 case INSCRIBABLE: 2788 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg); 2789 who->statusmsg (op->msg);
2426 // maybe show a spell menu to chose from or something like that 2790 // maybe show a spell menu to chose from or something like that
2427 return 1; 2791 return 1;
2428 2792
2429 case SIGN: 2793 case SIGN:
2430 apply_sign (op, tmp, 0); 2794 apply_sign (who, op, 0);
2431 return 1; 2795 return 1;
2432 2796
2433 case BOOK: 2797 case BOOK:
2434 if (op->type == PLAYER) 2798 if (who->type == PLAYER)
2435 { 2799 {
2436 apply_book (op, tmp); 2800 apply_book (who, op);
2437 return 1; 2801 return 1;
2438 } 2802 }
2439 else 2803 else
2440 return 0; 2804 return 0;
2441 2805
2442 case SKILLSCROLL: 2806 case SKILLSCROLL:
2443 if (op->type == PLAYER) 2807 if (who->type == PLAYER)
2444 { 2808 {
2445 apply_skillscroll (op, tmp); 2809 apply_skillscroll (who, op);
2446 return 1; 2810 return 1;
2447 } 2811 }
2448 else 2812 else
2449 return 0; 2813 return 0;
2450 2814
2451 case SPELLBOOK: 2815 case SPELLBOOK:
2452 if (op->type == PLAYER) 2816 if (who->type == PLAYER)
2453 { 2817 {
2454 apply_spellbook (op, tmp); 2818 apply_spellbook (who, op);
2455 return 1; 2819 return 1;
2456 } 2820 }
2457 else 2821 else
2458 return 0; 2822 return 0;
2459 2823
2460 case SCROLL: 2824 case SCROLL:
2461 apply_scroll (op, tmp, 0); 2825 apply_scroll (who, op, 0);
2462 return 1; 2826 return 1;
2463 2827
2464 case POTION: 2828 case POTION:
2465 apply_potion (op, tmp); 2829 apply_potion (who, op);
2466 return 1; 2830 return 1;
2467 2831
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2832 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed? 2833 //TODO: remove, as it is unsed?
2470 case CLOSE_CON: 2834 case CLOSE_CON:
2471 apply_container (op, tmp->env); 2835 apply_container (who, op->env);
2472 return 1; 2836 return 1;
2473 2837
2474 case CONTAINER: 2838 case CONTAINER:
2475 apply_container (op, tmp); 2839 apply_container (who, op);
2476 return 1; 2840 return 1;
2477 2841
2478 case TREASURE: 2842 case TREASURE:
2479 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2480 { 2844 {
2481 apply_treasure (op, tmp); 2845 apply_treasure (who, op);
2482 return 1; 2846 return 1;
2483 } 2847 }
2484 else 2848 else
2485 return 0; 2849 return 0;
2850
2851 case LAMP:
2852 case TORCH:
2853 player_apply_lamp (who, op);
2854 return 1;
2486 2855
2487 case WEAPON: 2856 case WEAPON:
2488 case ARMOUR: 2857 case ARMOUR:
2489 case BOOTS: 2858 case BOOTS:
2490 case GLOVES: 2859 case GLOVES:
2498 case WAND: 2867 case WAND:
2499 case ROD: 2868 case ROD:
2500 case HORN: 2869 case HORN:
2501 case SKILL: 2870 case SKILL:
2502 case BOW: 2871 case BOW:
2503 case LAMP:
2504 case BUILDER: 2872 case BUILDER:
2505 case SKILL_TOOL: 2873 case SKILL_TOOL:
2506 if (tmp->env != op) 2874 if (op->env != who)
2507 return 2; /* not in inventory */ 2875 return 2; /* not in inventory */
2508 2876
2509 apply_special (op, tmp, aflag); 2877 apply_special (who, op, aflag);
2510 return 1; 2878 return 1;
2511 2879
2512 case DRINK: 2880 case DRINK:
2513 case FOOD: 2881 case FOOD:
2514 case FLESH: 2882 case FLESH:
2515 apply_food (op, tmp); 2883 apply_food (who, op);
2516 return 1; 2884 return 1;
2517 2885
2518 case POISON: 2886 case POISON:
2519 apply_poison (op, tmp); 2887 apply_poison (who, op);
2520 return 1; 2888 return 1;
2521 2889
2522 case SAVEBED: 2890 case SAVEBED:
2523 return 1; 2891 return 1;
2524 2892
2525 case ARMOUR_IMPROVER: 2893 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER) 2894 if (who->type == PLAYER)
2527 { 2895 {
2528 apply_armour_improver (op, tmp); 2896 apply_armour_improver (who, op);
2529 return 1; 2897 return 1;
2530 } 2898 }
2531 else 2899 else
2532 return 0; 2900 return 0;
2533 2901
2534 case WEAPON_IMPROVER: 2902 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp); 2903 check_improve_weapon (who, op);
2536 return 1; 2904 return 1;
2537 2905
2538 case CLOCK: 2906 case CLOCK:
2539 if (op->type == PLAYER) 2907 if (who->type == PLAYER)
2540 { 2908 {
2541 char buf[MAX_BUF]; 2909 char buf[MAX_BUF];
2542 timeofday_t tod; 2910 timeofday_t tod;
2543 2911
2544 get_tod (&tod); 2912 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock")); 2913 who->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format ( 2914 who->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s", 2915 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2916 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2917 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 )); 2918 ));
2551 return 1; 2919 return 1;
2552 } 2920 }
2553 else 2921 else
2554 return 0; 2922 return 0;
2555 2923
2556 case MENU: 2924 case MENU:
2557 if (op->type == PLAYER) 2925 if (who->type == PLAYER)
2558 { 2926 {
2559 shop_listing (tmp, op); 2927 shop_listing (op, who);
2560 return 1; 2928 return 1;
2561 } 2929 }
2562 else 2930 else
2563 return 0; 2931 return 0;
2564 2932
2565 case POWER_CRYSTAL: 2933 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */ 2934 apply_power_crystal (who, op); /* see egoitem.c */
2567 return 1; 2935 return 1;
2568 2936
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2937 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) 2938 if (who->type == PLAYER)
2571 { 2939 {
2572 apply_lighter (op, tmp); 2940 apply_lighter (who, op);
2573 return 1; 2941 return 1;
2574 } 2942 }
2575 else 2943 else
2576 return 0; 2944 return 0;
2577 2945
2578 case ITEM_TRANSFORMER: 2946 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp); 2947 apply_item_transformer (who, op);
2580 return 1; 2948 return 1;
2581 2949
2582 default: 2950 default:
2583 return 0; 2951 return 0;
2584 } 2952 }
2585} 2953}
2586
2587 2954
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2955/* 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 2956 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2957 * "but you are floating high above the ground" messages.
2591 * 2958 *
2592 * Same return value as apply() function. 2959 * Same return value as apply() function.
2593 */ 2960 */
2594int 2961int
2595player_apply (object *pl, object *op, int aflag, int quiet) 2962player_apply (object *pl, object *op, int aflag, int quiet)
2596{ 2963{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING)) 2964 if (!op->env && (pl->move_type & MOVE_FLYING))
2600 { 2965 {
2601 /* player is flying and applying object not in inventory */ 2966 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2967 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 { 2968 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2969 pl->failmsg ("But you are floating high above the ground! "
2970 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2971 "or waiting till the levitation effect wears off.>");
2605 return 0; 2972 return 0;
2606 } 2973 }
2607 } 2974 }
2608 2975
2609 pl->contr->last_used = op; 2976 pl->contr->last_used = op;
2610 2977
2611 tmp = manual_apply (pl, op, aflag); 2978 int tmp = manual_apply (pl, op, aflag);
2979
2612 if (!quiet) 2980 if (!quiet)
2613 { 2981 {
2614 if (tmp == 0) 2982 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2983 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2) 2984 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n"); 2985 pl->failmsg ("You must get it first!\n");
2618 } 2986 }
2619 2987
2620 return tmp; 2988 return tmp;
2621} 2989}
2622 2990
2636 * we don't use a corrupt pointer for the next object, so we get the 3004 * 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 3005 * 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 3006 * problem if player_apply() has a bug in that it uses the object but does
2639 * not return a proper value. 3007 * not return a proper value.
2640 */ 3008 */
2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3009 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2642 { 3010 {
2643 next = tmp->below; 3011 next = tmp->below;
2644 3012
2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3013 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646 floors++; 3014 floors++;
2651 * person moving on it, also activate. Added code to make it 3019 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which 3020 * so that at least one of players movement types be that which
2653 * the item needs. 3021 * the item needs.
2654 */ 3022 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3023 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1) 3024 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return; 3025 return;
2659 } 3026
2660 if (floors >= 2) 3027 if (floors >= 2)
2661 return; /* process at most two floor objects */ 3028 return; /* process at most two floor objects */
2662 } 3029 }
2663} 3030}
2664 3031
2708 break; 3075 break;
2709 3076
2710 case SKILL: 3077 case SKILL:
2711 if (who->contr) 3078 if (who->contr)
2712 { 3079 {
3080 if (IS_COMBAT_SKILL (op->subtype))
3081 who->change_weapon (who->contr->combat_ob = 0);
3082 else if (IS_RANGED_SKILL (op->subtype))
3083 who->change_weapon (who->contr->ranged_ob = 0);
3084
2713 if (!op->invisible) 3085 if (op->invisible)
3086 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3087 else
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3088 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 } 3089 }
2718 3090
2719 change_abil (who, op); 3091 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL); 3092 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 3093 break;
2732 case CLOAK: 3104 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 3105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 3106 change_abil (who, op);
2735 break; 3107 break;
2736 3108
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: 3109 case BOW:
2776 case WAND: 3110 case WAND:
2777 case ROD: 3111 case ROD:
2778 case HORN: 3112 case HORN:
2779 if (player *pl = who->contr) 3113 if (player *pl = who->contr)
2806 default: 3140 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 3141 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 3142 break;
2809 } 3143 }
2810 3144
3145 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3146 if (object *pl = op->visible_to ())
3147 esrv_send_item (pl, op);
3148
2811 who->update_stats (); 3149 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 3150
2829 return 0; 3151 return 0;
2830} 3152}
2831 3153
2832/** 3154/**
2870#define CANNOT_REMOVE_CURSED \ 3192#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3193 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \ 3194 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 3195 "priests or even other players might help.>"
2874 3196
2875int 3197static int
2876unapply_for_ob (object *who, object *op, int aflags) 3198unapply_for_ob (object *who, object *op, int aflags)
2877{ 3199{
2878 if (op->is_range ()) 3200 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3201 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3202 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3130 return 1; 3452 return 1;
3131 } 3453 }
3132 3454
3133 return unapply_special (who, op, aflags); 3455 return unapply_special (who, op, aflags);
3134 } 3456 }
3135
3136 if (basic_flag == AP_UNAPPLY) 3457 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 3458 return 0;
3138 3459
3139 // if the item is combat/ranged, wield the relevant slot first 3460 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts. 3461 // to resolve conflicts.
3141 if (player *pl = who->contr) 3462 if (player *pl = who->contr)
3199 * skill so that the dam and wc get updated 3520 * skill so that the dam and wc get updated
3200 */ 3521 */
3201 who->change_skill (skop); 3522 who->change_skill (skop);
3202 } 3523 }
3203 3524
3204 if (who->type == PLAYER 3525 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 { 3526 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3527 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 3528 return 1;
3210 } 3529 }
3211 3530
3212 /* Ok. We are now at the state where we can apply the new object. 3531 /* 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_... 3532 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 3533 * below - that is already taken care of by can_apply_object.
3215 */ 3534 */
3216 if (op->nrof > 1) 3535 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 3536
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3537 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 3538 return RESULT_INT (0);
3223 3539
3224 switch (op->type) 3540 switch (op->type)
3225 { 3541 {
3226 case WEAPON: 3542 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 3543 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword. 3544 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3545 if (op->level && !op->name.starts_with (who->name))
3240 { 3546 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 3547 /* 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) */ 3548 /* (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.>"); 3549 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244 3550
3278 case AMULET: 3584 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED); 3585 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 3586 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 3587 change_abil (who, op);
3282 break; 3588 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 3589
3334 case SKILL_TOOL: 3590 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill 3591 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3337 3593
3417 } 3673 }
3418 3674
3419 break; 3675 break;
3420 3676
3421 case BOW: 3677 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 3678 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 { 3679 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 3680 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 3681 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 3682 if (tmp)
3437 insert_ob_in_ob (tmp, who); 3683 insert_ob_in_ob (tmp, who);
3495 } 3741 }
3496 3742
3497 SET_FLAG (op, FLAG_APPLIED); 3743 SET_FLAG (op, FLAG_APPLIED);
3498 3744
3499 if (tmp) 3745 if (tmp)
3500 tmp = insert_ob_in_ob (tmp, who); 3746 who->insert (tmp);
3501 3747
3502 who->update_stats (); 3748 who->update_stats ();
3503 3749
3504 /* We exclude spell casting objects. The fire code will set the 3750 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 3751 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3757 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 3758 if (who->type == PLAYER)
3513 { 3759 {
3514 who->failmsg ( 3760 who->failmsg (
3515 "Oops, it feels deadly cold! " 3761 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3762 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 3763 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 3764 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 3765 }
3520 3766
3521 if (who->type == PLAYER) 3767 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); 3768 esrv_send_item (pl, op);
3528 }
3529 3769
3530 return 0; 3770 return 0;
3531}
3532
3533int
3534monster_apply_special (object *who, object *op, int aflags)
3535{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3537 return 1;
3538
3539 return apply_special (who, op, aflags);
3540} 3771}
3541 3772
3542/** 3773/**
3543 * Map was just loaded, handle op's initialisation. 3774 * Map was just loaded, handle op's initialisation.
3544 * 3775 *
3547int 3778int
3548auto_apply (object *op) 3779auto_apply (object *op)
3549{ 3780{
3550 object *tmp = NULL, *tmp2; 3781 object *tmp = NULL, *tmp2;
3551 int i; 3782 int i;
3783
3784 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3785
3553 switch (op->type) 3786 switch (op->type)
3554 { 3787 {
3555 case SHOP_FLOOR: 3788 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3789 if (!op->has_random_items ())
3558 3791
3559 do 3792 do
3560 { 3793 {
3561 i = 10; /* let's give it 10 tries */ 3794 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3795 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3796 op->stats.exp
3797 ? (int) op->stats.exp
3798 : max (op->map->difficulty, 5)))
3799 == NULL && --i);
3800
3564 if (tmp == NULL) 3801 if (tmp == NULL)
3565 return 0; 3802 return 0;
3803
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3804 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3805 {
3568 tmp->destroy (); 3806 tmp->destroy ();
3569 tmp = NULL; 3807 tmp = NULL;
3570 } 3808 }
3573 3811
3574 tmp->x = op->x; 3812 tmp->x = op->x;
3575 tmp->y = op->y; 3813 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3814 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3815 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3816 identify (tmp);
3580 break; 3817 break;
3581 3818
3582 case TREASURE: 3819 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3820 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* If we generated an object and put it in this object inventory, 3827 /* 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 3828 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3829 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3830 * that is put inside other objects.
3594 */ 3831 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3832 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3833 while (op->inv)
3602 else 3834 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3835
3606 op->destroy (); 3836 op->destroy ();
3607 break; 3837 break;
3608 } 3838 }
3609 return tmp ? 1 : 0; 3839
3840 return !!tmp;
3610} 3841}
3611 3842
3612/** 3843/**
3613 * fix_auto_apply goes through the entire map every time a map 3844 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3845 * is loaded or swapped in and performs special actions for
3628 3859
3629 if (tmp->inv) 3860 if (tmp->inv)
3630 { 3861 {
3631 object *invtmp, *invnext; 3862 object *invtmp, *invnext;
3632 3863
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3864 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3865 {
3635 invnext = invtmp->below; 3866 invnext = invtmp->below;
3636 3867
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3868 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3869 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3870 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3871 {
3641 while ((invtmp->stats.hp--) > 0) 3872 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3873 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3874
3644 invtmp->randomitems = NULL; 3875 invtmp->randomitems = NULL;
3645 } 3876 }
3646 else if (invtmp && invtmp->arch 3877 else if (invtmp && invtmp->arch
3651 * treasure again for this object 3882 * treasure again for this object
3652 */ 3883 */
3653 invtmp->randomitems = NULL; 3884 invtmp->randomitems = NULL;
3654 } 3885 }
3655 } 3886 }
3887
3656 /* This is really temporary - the code at the bottom will 3888 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3889 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3890 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3891 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3892 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3896 * Ryo 2004-08-16
3665 */ 3897 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3898 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3899 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL; 3900 tmp->randomitems = NULL;
3669
3670 } 3901 }
3671 3902
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3903 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673 auto_apply (tmp); 3904 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3905 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3707 } 3938 }
3708 3939
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3940 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3941 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3942 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3943 check_trigger (tmp, tmp->above, tmp->above);
3713} 3944}
3714 3945
3715/** 3946/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3947 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3948 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3953eat_special_food (object *who, object *food)
3723{ 3954{
3724 object *force; 3955 object *force;
3725 int i, did_one = 0; 3956 int i, did_one = 0;
3726 3957
3727 force = get_archetype (FORCE_NAME); 3958 char buf[64];
3959 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3960 shstr key (buf);
3728 3961
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 */ 3962 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3963 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3964
3752 change_abil (who, force); 3965 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3966 {
3967 if (duration > fabs (force->speed_left / force->speed))
3968 {
3969 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));
3970 force->force_set_timer (duration);
3971 }
3972 else
3973 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3974
3975 return;
3754 } 3976 }
3755 else 3977 else
3978 {
3979 force = who->force_add (key, duration);
3980 force->name = key;
3981
3982 /* check if the food affects a stat */
3983 for (i = 0; i < NUM_STATS; i++)
3984 if (sint8 k = food->stats.stat (i))
3985 {
3986 force->stats.stat (i) = k;
3987 did_one = 1;
3988 }
3989
3990 /* check if we can protect the eater */
3991 for (i = 0; i < NROFATTACKS; i++)
3992 {
3993 if (food->resist[i] > 0)
3994 {
3995 force->resist[i] = food->resist[i];
3996 did_one = 1;
3997 }
3998 }
3999
4000 if (did_one)
4001 {
4002 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));
4003
4004 /* make the force take effect and report effects to user */
4005 change_abil (who, force);
4006 }
4007 else
3756 force->destroy (); 4008 force->destroy ();
4009 }
3757 4010
3758 /* check for hp, sp change */ 4011 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 4012 if (food->stats.hp != 0)
3760 { 4013 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 4014 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 4015 {
3763 assign (who->contr->killer, food->name); 4016 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4017 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 4018 who->failmsg ("Eck!...that was poisonous!");
3766 } 4019 }
3767 else 4020 else
3768 { 4021 {
3772 who->failmsg ("Eck!...that was poisonous!"); 4025 who->failmsg ("Eck!...that was poisonous!");
3773 4026
3774 who->stats.hp += food->stats.hp; 4027 who->stats.hp += food->stats.hp;
3775 } 4028 }
3776 } 4029 }
4030
3777 if (food->stats.sp != 0) 4031 if (food->stats.sp != 0)
3778 { 4032 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 4033 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 4034 {
3781 who->failmsg ("You are drained of mana!"); 4035 who->failmsg ("You are drained of mana!");
3790 /* place limit on max sp from food? */ 4044 /* place limit on max sp from food? */
3791 } 4045 }
3792 } 4046 }
3793 4047
3794 who->update_stats (); 4048 who->update_stats ();
3795}
3796
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
3862/**
3863 * op made some mistake with a scroll, this takes care of punishment.
3864 * scroll_failure()- hacked directly from spell_failure
3865 */
3866void
3867scroll_failure (object *op, int failure, int power)
3868{
3869 if (abs (failure / 4) > power)
3870 power = abs (failure / 4); /* set minimum effect */
3871
3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3874 object *tmp;
3875
3876 op->failmsg ("Your spell warps!");
3877 tmp = get_archetype (SPELL_WONDER);
3878 cast_wonder (op, op, 0, tmp);
3879 tmp->destroy ();
3880 }
3881 else if (failure <= -15 && failure > -35)
3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3888 else if (settings.spell_failure_effects == TRUE)
3889 {
3890 if (failure <= -35 && failure > -60)
3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3893 confuse_player (op, op, power);
3894 }
3895 else if (failure <= -60 && failure > -70)
3896 { /* paralysis */
3897 op->failmsg ("The magic recoils and paralyzes you!");
3898 paralyze_player (op, op, power);
3899 }
3900 else if (failure <= -70 && failure > -80)
3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3903 blind_player (op, op, power);
3904 }
3905 else if (failure <= -80)
3906 { /* blast the immediate area */
3907 object *tmp = get_archetype (LOOSE_MANA);
3908 cast_magic_storm (op, tmp, power);
3909 op->failmsg ("You unleash uncontrolled mana!");
3910 tmp->destroy ();
3911 }
3912 }
3913} 4049}
3914 4050
3915void 4051void
3916apply_changes_to_player (object *pl, object *change) 4052apply_changes_to_player (object *pl, object *change)
3917{ 4053{
3965 } 4101 }
3966 4102
3967 /* insert the randomitems from the change's treasurelist into 4103 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 4104 * the player ref: player.c
3969 */ 4105 */
3970 if (change->randomitems != NULL) 4106 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 4107 give_initial_items (pl, change->randomitems);
3972 4108
3973 /* set up the face, for some races. */ 4109 /* set up the face, for some races. */
3974 4110
3975 /* first, look for the force object banning 4111 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 4112 * changing the face. Certain races never change face with class.
3977 */ 4113 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 4114 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4115 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 4116 flag_change_face = 0;
3981 4117
3982 if (flag_change_face) 4118 if (flag_change_face)
3983 { 4119 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 4120 pl->face = change->face;
3986 4121 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4122 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 4123 }
3992 4124
3993 /* check the special case of can't use weapons */ 4125 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4126 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 4127 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4128 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 4129
3998 break; 4130 break;
3999 } 4131 }
4000 } 4132 }
4001} 4133}
4002 4134
4003/**
4004 * This handles items of type 'transformer'.
4005 * Basically those items, used with a marked item, transform both items into something
4006 * else.
4007 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4008 * Change information is contained in the 'slaying' field of the marked item.
4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
4010 * This way an item can be transformed in many things, and/or many objects.
4011 * The 'slaying' field for transformer is used as verb for the action.
4012 */
4013void
4014apply_item_transformer (object *pl, object *transformer)
4015{
4016 object *marked;
4017 object *new_item;
4018 char *find;
4019 char *separator;
4020 int yield;
4021 char got[MAX_BUF];
4022 int len;
4023
4024 if (!pl || !transformer)
4025 return;
4026
4027 marked = find_marked_object (pl);
4028
4029 if (!marked)
4030 {
4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4032 return;
4033 }
4034
4035 if (!marked->slaying)
4036 {
4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4038 return;
4039 }
4040
4041 /* check whether they are compatible or not */
4042 find = strstr (marked->slaying, transformer->arch->archname);
4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 find += strlen (transformer->arch->archname) + 1;
4050 /* Item can be used, now find how many and what it yields */
4051 if (isdigit (*(find)))
4052 {
4053 yield = atoi (find);
4054 if (yield < 1)
4055 {
4056 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4057 yield = 1;
4058 }
4059 }
4060 else
4061 yield = 1;
4062
4063 while (isdigit (*find))
4064 find++;
4065
4066 while (*find == ' ')
4067 find++;
4068
4069 memset (got, 0, MAX_BUF);
4070
4071 if ((separator = strchr (find, ';')) != NULL)
4072 len = separator - find;
4073 else
4074 len = strlen (find);
4075
4076 if (len > MAX_BUF - 1)
4077 len = MAX_BUF - 1;
4078
4079 strcpy (got, find);
4080 got[len] = '\0';
4081
4082 /* Now create new item, remove used ones when required. */
4083 new_item = get_archetype (got);
4084 if (!new_item)
4085 {
4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4087 return;
4088 }
4089
4090 new_item->nrof = yield;
4091
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4094 insert_ob_in_ob (new_item, pl);
4095 esrv_send_inventory (pl, pl);
4096 /* Eat up one item */
4097 decrease_ob_nr (marked, 1);
4098
4099 /* Eat one transformer if needed */
4100 if (transformer->stats.food)
4101 if (--transformer->stats.food == 0)
4102 decrease_ob_nr (transformer, 1);
4103}
4104

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